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Printable cheat sheet

Everything a new player forgets in the first month, on one page. Print it, fold it into your tile case, and settle arguments before they start.

Print on Letter or A4. In the print dialog choose “Save as PDF” to keep a copy.

The set: 152 tiles

  • 108 suited — dots, bams and craks, 1–9, four of each
  • 28 honors — 16 winds (N/E/W/S ×4) and 12 dragons (red, green, white ×4)
  • 8 flowers — four designs, two of each. Ordinary tiles that satisfy an “F” on the card; no replacement draw
  • 8 jokers — the only wild cards in the game

The Charleston

Required: right → across → left
  • Three tiles each pass, and everyone passes at the same moment
  • Never pass a joker
  • Optional second round immediately after, with the direction reversed: left → across → right
  • The second Charleston is a table decision — settle it out loud before the deal

Jokers: three or more, or nothing

  • A joker fills a group of three or more — a pung, kong or quint
  • It may never stand in for a required pair or a required single
  • A joker may never be passed during any Charleston or courtesy pass
  • Exchange order: pick → rack → exchange → discard. Exchanging before your turn kills the hand
  • You may only reclaim a joker from someone else's group by a legal exchange
Legal as a pung:
Illegal as a pair:

Concealed (C) vs exposed (X)

  • The card marks every line with a C or an X beside its point value
  • X — exposed: you may call discards at any time to build pungs, kongs and quints
  • C — concealed: the hand stays in your rack. The only discard you may claim is the winning tile
  • Exposing any part of a (C) hand makes it dead
  • Playing a (C) hand, a joker exchange on your own turn is still allowed

Scoring, in points

  • Read the value printed beside your line on the card — that is the hand's point value
  • Self-pick (you drew the winning tile): all three other players pay double the card value
  • Off a discard: the player who discarded pays double, the other two pay single
  • No jokers in the winning hand: doubles again. This is an official rule, not a house rule

All values here are points. Most groups simply keep score in points.

Dead hand: the eight causes

  • 1. Wrong tile count — 13 in play, 14 only to declare
  • 2. Erroneous Mah Jongg call
  • 3. Unwinnable hand — the tiles you need are all visible
  • 4. Invalid exposure — a pung exposed as a kong, a joker in a single or pair, or exposing a hand that must stay concealed
  • 5. Hand not on the current card
  • 6. Exposing a concealed (C) hand
  • 7. Joker exchange out of turn
  • 8. Picking or racking incorrectly

Full detail on each cause: see Dead hands in the footer.