American Mahjong Cheat Sheet: Complete Printable Quick Reference
A 2-page printable quick-reference covering the essentials of American Mahjong: the tiles in the set, the Charleston, calling rules, joker mechanics, scoring tiers, and the most-asked judgment calls at the table. Designed for clear reading at any age, with no tiny text.
The Tile Set (152 tiles)
- Bams, Craks, Dots: 1–9 × 4 each (108 total)
- Winds: East, South, West, North × 4 each (16 total)
- Dragons: Red, Green, White × 4 each (12 total)
- Flowers: 8 decorative tiles
- Jokers: 8 wild tiles
NMJL play uses these 152 tiles. Retail sets often include extra pieces (spare Jokers, Flowers, and blanks) to set aside.
Setup & Game Flow
- 4 players sit around a square table.
- Each player builds a wall of 38 tiles (2 rows of 19).
- Deal: each player gets 13 tiles; East gets 14.
- Charleston (tile passing) happens before play.
- East plays first by discarding one tile.
- Play moves counter-clockwise: draw, then discard.
- Game ends when a player calls Mah Jongg or the wall is exhausted.
Charleston (Tile Passing)
- Required first round: right, across, left (3 tiles each)
- Optional second round: left, across, right
- Blind pass: allowed on the last pass of each Charleston (first-round left, second-round right)
- Courtesy pass: opposite players agree on 0–3 tiles
Never pass a Joker. Ever. In any pass. See our Charleston cheat sheet for what to keep vs. pass.
Calling Discards
- Pung: 3 of same (need 2 matching in hand)
- Kong: 4 of same (need 3 matching)
- Quint: 5 of same (number/wind/dragon quints include a Joker; Flower quints can be all-natural)
- Pair: only callable to win Mah Jongg
Mah Jongg calls beat all other calls for the same discard.
Joker Rules
- Wild for any tile in groups of 3 or more (Pung, Kong, Quint).
- Cannot be used in pairs or singles.
- Cannot be passed during the Charleston.
- Once exposed, any player holding the natural tile can swap it back on their turn.
- Concealed Jokers in your rack are safe from exchange.
Scoring & Payment
- Each hand's value is printed on the card and varies by hand and year.
- Discard win: the discarder pays double; the other two pay the single value.
- Self-pick win: all three players pay double.
- Jokerless win: paid double by all players (except Singles & Pairs).
Concealed hands do not get an extra double; their higher value is already on the card.
Dead Hand Triggers
- Wrong number of tiles in your rack
- Joker used illegally (in a pair or single)
- Calling a discard for an exposure that does not match a card hand you can still complete
- Falsely declaring Mah Jongg
- Exposing a group that cannot legally exist on the card
A dead-hand player is out for the rest of the hand: no more draws, calls, or discards, and cannot win. Their turn is skipped and the others play on. They still pay the winner normally.
Common Mistakes
- Passing a Joker in the Charleston
- Calling for a pair before the final tile
- Locking into one hand too early
- Wrong tile count after a call (should be 14, then discard to 13)
- Forgetting to count flowers as part of the 14
- Using a Joker for a single in Singles & Pairs hands
Going deeper
- Charleston cheat sheet: one-page printable focused only on the tile-passing ritual
- How to play American Mahjong: complete beginner walkthrough
- American Mahjong rules: full ruleset
- Joker rules: exchanges and edge cases
- Scoring & payment: worked examples for each tier
- Full glossary: every term defined
- Mahjong etiquette: deeper etiquette reference
Free reference for personal use. Not affiliated with the National Mah Jongg League. Buy the official card at nationalmahjonggleague.org.