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American Mahjong School

How a hand actually runs

From shuffling to settlement, in order. American mahjong is a deliberately unhurried game — a single hand can run fifteen minutes or more, and that pace is most of the appeal.

04

How a hand actually runs

From shuffling to settlement, in order. American mahjong is a deliberately unhurried game — a single hand can run fifteen minutes or more, and that pace is most of the appeal.

01Build walls
02Deal
03Charleston
04Draw & discard
05Declare
06Settle
The turn loop Each turn: draw a tile, decide whether to keep or call, discard or claim a pung or kong, then play passes to the next player on the right. loops back — the next player now takes their turn One turn, repeated Draw a tilefrom the wall Decidekeep or call? Discardor claim pung/kong Next playerto the right
The heartbeat of the game. On your turn you draw one tile, then either discard or call a discard to complete a group. Play then passes to the player on your right — and the loop starts again.
STEP 01

Build the walls

All 152 tiles are shuffled face down. Each player stacks 38 tiles into a wall two tiles high and nineteen stacks long. The four walls are pushed together into a square.

19 stacks × 2 high, per player
STEP 02

Deal

Dice determine where the wall is broken. East — the dealer — takes 14 tiles. The other three players take 13 each. Everyone stands their tiles on a rack, concealed from the table.

East 14 · everyone else 13
STEP 03

The Charleston

Three tiles pass right, then three across, then three left — simultaneously, in that order. A second Charleston running the other way is commonly played. Jokers may never be passed.

See section 05
STEP 04

Draw and discard

East discards first. Play then continues with each player drawing one tile from the wall and discarding one. A discard may be called to complete a pung, kong, quint or sextet, which is then exposed on top of the rack.

One in, one out
STEP 05

Declare Mah Jongg

When your fourteen tiles match one complete line on the card, say Mah Jongg and lay the hand out for the table to verify. Verify before you call — a wrong call usually kills the hand.

Exact match required
STEP 06

Settle up

Read the printed value off the card. Who pays what depends on whether you won off a discard or drew the winning tile yourself. The coins or chips in your set settle the score.

See section 07

Wall game

If the wall runs out before anyone declares, the hand is a wall game — a draw. Nobody pays, nobody wins, and the tiles are shuffled and redealt. With 152 tiles on the table this happens more often than beginners expect, which is why chasing an unlikely hand is usually a bad trade.