Rules
The Charleston
Before actual play starts, it's time for The Charleston...
The Charleston is a ritual unique to American mahjong with roots to its beginnings in the early 1920's. It is an exchange of tiles that gives each player a chance to improve their hand by passing unwanted tiles face down to other players.
1)Each player passes 3 unwanted tiles to the player to the right.
2)Each player passes 3 unwanted tiles to the opposite facing player.
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Each player passes 3 unwanted tiles to the player to the left, known as 'first left'. The player is allowed to 'blind pass'. A blind pass is taking the tiles received and passing up to three of without looking at them. If less than three tiles are blindly passed, unwanted tiles from your hand are added for a total of three tiles.
The Charleston may proceed a second time if all the players agree. The second Charleston proceeds in the following sequence:
1)Each player passes 3 unwanted tiles to the player to the left.
2)Each player passes 3 unwanted tiles to the opposite facing player.
3)Each player passes 3 unwanted tiles to the player to the right, known as 'last right'. The player may blind pass these tiles.
At the end of the second Charleston, a player may make an optional 'courtesy pass'. The player may agree with the player across from them to exchange up to three tiles.
No jokers may be passed during the Charleston and courtesy pass.
During the Charleston you may want to change the hand you are aiming for. As tiles are exchanged you may discover another hand might be more ideal than the original one you had in mind.
Gameplay
The goal of each player is to win the game by being the first person to declare "Mahjong" by correctly creating a hand that exactly matches a hand on the score card.
Drawing and discarding tiles
Now the excitement begins as each player tries to improve their hand. Since East has 14 tiles, East starts the game by discarding a tile. If the discarded tile is not called (claimed by other players), the turn continues to the next player on the right. The next player draws a tile from the wall. The tile is taken from where the breaking of the walls was left off. When a player draws a tile from the wall, they take the top tile if the next tile in the stack is two tiles high, otherwise, they take the bottom tile.
The player either decides to discard the drawn tile or to place it in their hand and then discard another tile from their hand. The name of the discarded tile is announced and placed face up in the center of the table. Caution must be used here since each tile you discard is seen by the other players and it won't be long before they figure out what kind of hand you are trying to build.
If the discarded tile is not called, the turn continues to the next player on the right. The sequence of drawing, discarding, and continuing turns is repeated unless interrupted by a call.
Calling Tiles
The most recent discard may be called by any player if the tile completes a pung, kong, quint, sextet, or another combination of an exposed hand (a hand marked with "X" next to its value on the score card).
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A tile may not be called to complete a combination of the hand that requires only a single tile.
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A tile may not be called to complete a pair unless it completes a mahjong hand.
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Tiles discarded prior to the most recent cannot be called and are dead tiles.
If a player calls to take a discarded tile and it does not result in mahjong, the combination it completes must be exposed face up on top of their rack for everyone to see and cannot be changed for the rest of the game. The player then discards a tile and if it isn't called by another player, the turns continue with the player to the right. Note that some players may have their turns skipped when a tile is called.
There are provisions when more than one person calls:
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The player who calls a tile to complete a mahjong hand trumps calls by any other player to complete a set.
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When none of the calls are to complete a mahjong hand, the player nearest in turn receives the discard.
Note: When aiming for a concealed hand (a hand marked with a "C" next to its value on the scorecard), all of the tiles in your hand must be drawn from the wall. None of them may be called tiles except for the last tile which would allow you to declare Mahjong.
Joker Rules
Jokers can substitute any tile in a pung, kong, quint or sextet combination. They may not be used to complete a pair or single tiles in a hand.
If a player has an exposed combination with a joker substituting a tile and you have the actual tile the joker is substituting, you may exchange that tile for the joker in the following manner:
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Call a discard or draw a tile from the wall on your turn as you normally would.
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Exchange the actual matching tile with the exposed substituting joker. Multiple matching tiles may be exchanged for multiple exposed jokers.
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Discard a tile to maintain the proper tile count in your hand.
After exchanging for a joker, it is not necessary to expose tiles if that joker creates a combination in your hand. Jokers exposed in dead hands (hands that are out of the game due to violating rules), may be exchanged. -
Ending The Game
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The game ends when either someone declares "mahjong" or when there are no more tiles in the wall to be drawn.
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Mahjong
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When a 14th tile drawn from the wall or called from a discard completes a hand on the score card, a mahjong is created. The player then declares "Mahjong" and wins the game.
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The payout to the winner is based on the value of the hand and how the mahjong was created:
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TYPE OF MAHJONGPAYOUT
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Mahjong made off a discard.Discarder pays the winner double the value of the hand. All other players pay single value.
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Mahjong made off a draw from the wall.Each player pays double the value of the hand.
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Mahjong made off a discard, contains no jokers, and is not from the Singles and Pairs category.Discarder pays the winner four times the value of the hand. All other players pay double value.
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Mahjong made off a draw from the wall, contains no jokers, and is not from the Singles and Pairs category.Each player pays four times the value of the hand.
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Draw
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If mahjong has not been called and all the tiles have been drawn from the wall and the last discard has been made then the game ends in a draw. No payouts are made.
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After The First Game
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Now that the first game is complete, the position of East (dealer) moves to the person on their right. After each game, the position of East continues to move counter-clockwise. The process of shuffling the tiles, rebuilding the walls, and dealing is repeated until the games end.
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Additional Rules
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Occasionally mistakes are made such as erroneous discards, incorrect exposures, or calling mahjong incorrectly. In such cases, there may be penalties. Below are general guidelines regarding errors:
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ERRORPENALTY
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An accidentally discarded tile has touched the table or been announced.Tile cannot be taken back.
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A tile has been announced incorrectly.Tile cannot be claimed.
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A tile is called but no exposure has been made.The call may be retracted.
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An incorrect exposure has been made.The exposure may be corrected prior to discarding.
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A player has too few or too many tiles.The player's hand is dead (out of the game) but will pay the winner just like all the other players at the end of the game.
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Three players have too few or too many tiles.The game is replayed.
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A player's hand is discovered by another to be impossible, based on the tiles exposed on their rack.The player's hand is dead.
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Mahjong is declared in error but the hand has not been exposed.No penalty and the game continues.
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Mahjong is declared in error and the hand is exposed.The player's hand is dead. The player pays the winner of the game.
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Select a Dealer
Each player rolls the dice and the highest roller becomes the dealer. The dealer is also referred to as “East”.
Tile Distribution
The dealer rolls the dice. The roll represents the number of stacked tiles that will remain on the dealer's wall. The dealer counts down the stacks on the wall, starting from the right, to the number rolled.
Slide the pusher left past the last tile counted, and break the wall by curtsying out the leftover wall. To curtsy the wall, use the right end of the pusher to angle the tiles forward towards the opposite player. Then, slide the pusher back into place.
From the curtsied wall, the dealer takes the first two stacks (four tiles). The dealer continues counterclockwise, placing two stacks in front of each player until each player has six stacks (twelve tiles). When the wall runs out, the dealer curtsies the next wall to the left (clockwise).
Once each player has twelve tiles, the dealer takes the first and third top tiles from the wall. The dealer then gives one tile to each player in a counterclockwise fashion.
The dealer will have fourteen tiles and each of the other players will have thirteen. Once the game begins, the dealer will discard a tile and each player will then have thirteen mahjong tiles.
Understanding the Mahjong Card
Categories
The NMJL card has nine categories. There is a category for the card publication year, and all hands in this section will contain the year (ex. “2021”). Players use the white dragon/soap for the zero. The other three tiles can be bams, dots or cracks but must all be the same suit.
Other categories include:
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2468
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Any Like Numbers
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Quints
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Consecutive Run
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13579
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Winds - Dragons
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369
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Singles and Pairs
Quints hands always require a joker, whereas a player cannot use a joker for a Singles and Pairs hand.
Color
Color represents any one suit. The colors do not relate to a particular suit but instead communicate how many different suits are needed for a hand. A hand in all blue indicates a single suit for all fourteen tiles, while blue and green hands require two suits. Blue, green and red require all three suits.
Flowers and Winds are always blue on the card but do not have a suit. The white dragon/soap does not have a suit when used for as a zero.
Values
Next to each hand is an “X” or a “C” indicating whether the hand is exposed or concealed and a value. Unlike a concealed or “C” hand, the “X” means the player can expose the hand by picking up a discarded tile as explained here.
Next to the “X” or “C” is a value. This indicates the score for the hand, with more difficult hands lending a higher value. Players use the value of the hand when keeping score.
Sort Your Hand
Each player takes their tiles and displays them on a rack. Players then sort their hands. One recommendation is to place tiles in this order - jokers, blanks, flowers, winds, dragons, and then each suit, numerically low to high.
The player’s goal in sorting tiles is to determine the best possible category for their hand.
To determine the best possible category, players should:
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Identify multiples - pairs, pungs (3 identical tiles) and kongs (4 identical tiles).
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Gather tiles that support the multiples and fit a category on the card.
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If there are no multiples, look for a pattern that matches a category on the card, such as odds, evens, or consecutive run.
Players move Mahjong tiles that do not support the selected category to the right end of the rack for future discard.
The Charleston
The Charleston is a ritual allowing a player to pass and receive three Mahjong tiles at a time with the goal of improving the hand.
There are two Charlestons. To remember the order, players use the acronym “ROLLOR”. The first Charleston is Right, Over, Left and is mandatory. After the Left pass, any player can stop the Charleston.
If no player stops the Charleston then players continue with the second Charleston, Left, Over, Right.
For each pass, players identify three Mahjong tiles that do not help their hands. Players pass the tiles facedown. Once a player passes three tiles, the player may then pick up the three received tiles. At this point, players reevaluate their hands to see if their new tiles improve their hand or potentially move them to a different category on the card.
Players cannot pass jokers in the Charleston.
At the end of the Charleston, players opposite each other may mutually agree to exchange zero, one, two or three tiles.
Once the Charleston and optional across are complete, players should have a category and possibly a specific hand in mind.
What to Pass
When passing tiles, players should pass defensively by not passing pairs, same numbers, flowers or dragons. If passing winds, a player should only pass one wind at a time.
Blind Pass
For the last pass on each Charleston (the first left and the final right), a player can do a blind pass if the player does not have three unwanted tiles to pass. In the blind pass, the player can take one, two or three of the tiles received and include them in the player’s own pass. For example, if a player only wants to pass one tile, the player may blindly take two received tiles, add one tile from the player’s hand, and pass the three tiles to the next player.
Game Play
The dealer begins by discarding a tile face up and verbally naming the tile for everyone to hear. Each player’s discard is said aloud for all players to hear. As soon as the tile touches the mat or the tile has been named, it is considered discarded.
Moving counterclockwise, the next player draws a tile from the wall and adds it to their rack. With each draw, players are looking to improve their hand. The player then selects and discards an unwanted tile, naming it aloud. Play continues counterclockwise.
When a wall runs out of tiles, the player clockwise will curtsy their wall for players to draw tiles.
The Pause
When a tile is discarded, any player can pause the game to pick up the most recently discarded tile. Player must announce “PAUSE” before the next player draws AND places the tile in their rack.
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To pick up a tile, it must complete a pung (3 identical tiles), kong (4 identical tiles) or quint (5 identical tiles, with use of a joker) for an exposed hand. Remember to never pick up for a concealed hand, unless it is the final tile needed to declare Mahjong.
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Players may use one or more jokers for the exposed pung/kong/quint.
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Players cannot pick up a discarded tile for a single or a pair unless it is the final tile necessary to declare Mahjong. This is one of the most important rules when playing Mahjong.
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Accordingly, except to declare Mahjong, players cannot pick up a discarded tile to complete “NEWS” or to complete the year (ex. “2021”), as these are a group of singles.
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The player who picks up a tile must expose the pung/kong/quint on top of the rack for all to see.
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The player then discards an unwanted tile and play resumes with the player counterclockwise of the player who paused the game. This may mean skipping other players’ turns.
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When more than one player pauses the game, the player nearest in turn takes the discard unless the other player started to expose their hand (I.e. place their tiles on their rack) or the other player needs the tile to declare Mahjong.
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Once a player exposes part of a hand, the exposure cannot be touched again throughout the game unless to replace a joker with the correct tile.
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The player can retract the pause if the player decides not to pick up the discarded tile.
The Joker
One of the most important rules of Mahjong is that a player cannot use a joker for a single or pair. A joker can substitute for a tile(s) in a pung, kong, or quint combination.
Accordingly, a player cannot use a joker for “NEWS” or for the year (ex. “2021”), as these are a group of singles.
During a player’s turn, the player can swap a specific tile for an exposed joker.
If a player discards a joker, it is considered dead and no player can pick it up from the table.
Getting your Mahjong
When a player completes a hand, either by drawing a tile or pausing to pick up their final tile, the player says “Mahjong!”. The player then exposes the hand, sharing the category and line from the NMJL card to confirm Mahjong.
For the fourteenth tile, a player can pause to pick up for any tile in the hand. This is the only time a player can pick up a discarded tile for a single or a pair.
A player with a concealed hand can also use a discarded tile to declare Mahjong.
The Score
The card has a value for each hand next to the “X” or “C”.
For basic scoring, the winner receives the value indicated on the NMJL card.
Advanced scoring rules include:
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The player who discarded a tile from which another player declares Mahjong must pay twice the value, while the other players pay only the value noted on the card.
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If the final tile is drawn from the wall, players pay the winner twice the value.
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If the winning hand does not contain jokers, players pay the winner double the value.
Additional Rules
Table Rules
Players often establish table rules, also called house rules, instead of playing strictly by the NMJL rules. Examples of table rules include:
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Dealer does not roll dice to break the wall for tile distribution.
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When taking a tile from the wall, a player can tap the tile on rack (instead of the NMJL rule to place tile in the rack). Once tapped, another player cannot pause the game for the most recently discarded tile.
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Playing the game with blank tiles.
The Blank
Some players use the blank Mahjong tiles that often come in a Mahjong set. Table Rules determine how to use a blank. Table rules are separate and apart from the National Mah Jongg League Rules. A popular table rule is:
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Using the blank to exchange for a discarded tile
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A player can exchange a blank tile for any discarded tile (except for a discarded joker) during the player’s turn, or
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A player can exchange a blank tile for any discarded tile (except for a discarded joker) at any time during the game, not just during the player’s turn.
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Once a blank is discarded, it is dead and no player can pick it up.
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Online games do not include blank tiles.
Only for Fanatics
The following rules are truly next-level and are only for the advanced player who wants to play by the books. Many of these rules can be overlooked when learning the game or playing casually.
A player is out of the game or “dead” when:
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A player has too few or too many tiles.
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A player has exposed too few or too many tiles to make any hand.
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A player curtsies out the wrong wall or takes a tile from the wrong wall.
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A player is able to determine another player cannot win based on exposures and/or discards.
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A player incorrectly declares Mahjong and exposes hand.
When a player’s hand is dead, the player can no longer draw and discard. However, any exposed tiles remain on the player’s rack, and other players can exchange tiles for any exposed jokers.
Can you play Mahjong with two players?
Absolutely!
When playing Mahjong with two players, players use two racks with the goal of declaring Mahjong twice.
Each players builds two walls, one against each pusher. Another option is to not build walls and pick from the shuffled tiles in the middle of the mat.
The deal follows the same process as 4-person Mahjong, however, the dealer receives 28 tiles and the other player receives 27.
Players sort their hands, moving tiles between racks, to determine the category for each hand.
There is no Charleston with two person Mahjong, so players go right into game play.
If keeping score, after a discard, player can declare Mahjong for one rack and expose the hand. This does not end the game, and players continue. However, any Jokers in the Mahjong hand can no longer be exchanged. A player may consider this option if the game is almost over and it is unlikely the player will declare Mahjong on a second hand. Players are only paid for Mahjong on the rack, not in the rack.
If not keeping score, players often wait to declare Mahjong when they have a Mahjong on each rack.
When a player declares Mahjong on both racks, the game is over.
Can you play Mahjong with three players?
Absolutely!
When playing with three people, the set-up and the deal are the same as 4-person American Mahjong although the dealer will only deal to three players.
Per the NMJL rules, when playing with three players, there is no Charleston. However, many players have a table rule to include the Charleston.
To Charleston with three players, the dealer creates the Charleston tile passes for the missing player, sometimes referred to as “Bob". The dealer creates six rows of three tiles on Bob’s wall using the next tiles from the curtsied wall. These are the tiles Bob passes in the Charleston.
Players pass tiles to Bob during the Charleston and leave the tiles face down in front of Bob’s wall, separate from Bob’s tiles to pass in the Charleston.
When receiving tiles from Bob in the Charleston, players take from the rows of three tiles in front of Bob’s wall.
The National Mah Jongg League publishes a card each year at the end of March. You may purchase the card on their website, www.nationalmahjonggleague.org, or by mail by sending a check to: National Mah Jongg League, 450 Seventh Avenue, New York, New York 10123. The standard sized card costs $9, the large print card is $10. When you order a card you become a member of the League and receive their yearly bulletin. There are other organizations that publish mahjongg cards, but the League is the most popular, with approximately 500,000 members.
The cards change yearly.
1. The tiles
2. Dealing
3. Passing
4. The Play
5. The Hands
6. Reading the Card
7. Picking a Hand
8. Calling Tiles
9. Jokers
10. Making Mah-jongg
11. Going Dead
1. THE TILES
The modern American Mah-Jongg set has 152 tiles.
The tiles consist of:
CRAKS - 1 through 9 - four each.
BAMS - 1 through 9 - four each.
DOTS 1 through 9 - four each.
Four red dragons
Four green dragons
Four white dragons ("soaps")
Four each of:
North Wind, East Wind,
South Wind and West Wind.
8 FLOWERS
8 JOKERS
The tiles are mixed, turned face down, and each player makes a wall in front of their rack - nineteen tiles long and two tiles deep.
2. DEALING
One person is selected to be East. You can choose East by throwing the dice, arbitrarily choosing the hostess or by actual seating arrangement.
To begin dealing, East throws the dice. The number on the dice indicates where East will break her wall. If, for example, East throws a 10 on the dice, she will take ten groups of two tiles from the right end of the wall and keep them separate. They are reserved until the end of the game.
East takes four tiles (two groups of two) from the remainder of her wall. Then the player to the right of East takes four tiles and then the next player to the right takes four, etc. When East's wall is exhausted of tiles, the player to the left of east pushes out her wall and the players continue to pick until each player has three groups of four (12 tiles).
When each player has 12 tiles, East then picks the first and third tile from the wall. The player to the right of East takes the bottom tile, the next player takes the tile on top, and then the last tile gets picked so that each player has 13 tiles and East has 14. The number of tiles remaining in the wall will be determined by the number East originally threw on the dice. For example, if East threw 11, only one tile will remain.
3. PASSING - also known as "Charleston"
Each player puts her tiles on her rack, facing her but concealed from the other players. The player then organizes her tiles in groups and pairs according to the categories on the card. Three unwanted tiles are picked for passing. The passing is organized into two "Charlestons," as follows:
First Charleston (compulsory):
Each player gives 3 tiles to the player on her RIGHT; then
Each player gives 3 tiles to the player ACROSS from her; then
Each player gives 3 tiles to the player on her LEFT.
At the end of the first Charleston, any player may decide to halt the passing and proceed to the final Optional pass. If no one halts the passing, then the second Charleston begins, in which:
Each player gives 3 tiles to the player to her LEFT; then
Each player gives 3 tiles to the player ACROSS from her; then
Each player gives 3 tiles to the player to her RIGHT.
A player is permitted to STEAL one, two or three tiles on the last pass of each Charleston. For example, if a player only has one tile she wishes to pass, she may take two tiles which are passed to her and add her one tile and pass them to the next player. A player may only "steal" a tile on the FIRST LEFT and LAST RIGHT.
At the end of the second Charleston, an OPTIONAL pass is permitted. The players exchange either 0, 1, 2 or 3 tiles with the player across from her.
During the passing, players are concentrating on the card and how the tiles they are receiving can fit together to make a hand.
One point to remember: A Joker may never be passed.
4. THE PLAY
After the optional last across pass, East discards a tile from her rack, placing it face up on the table and naming it out loud. The player to East's right then picks a fresh tile from the wall, looks at it, and decides whether or not she wants to keep it. If she keeps it, she places it in her rack and then discards a tile. If she does not want it, she places it face up on the table and names it. The play continues in turn, with each player picking and then discarding. When a wall is exhausted, the wall to the left gets pushed out. The last wall to be played is the wall which East reserved in the beginning. Remember, all picking is to the right, the walls come out to the left.
PLAYERS MUST HAVE 13 TILES IN THEIR HANDS AT ALL TIMES.
The only time a player may have 14 tiles is at the beginning of a game if she is East, at the moment of picking a tile and before discarding, and at the time she makes a Mah-Jongg. If a player miscounts and has more or less than 13 tiles, she is declared DEAD and is excluded from play.
5. THE HANDS
The Mah Jongg card is organized in categories. They are:
YEAR hands or other special hands. (Usually the current year.)
These hands utilize tiles which make up the year: i.e., 1's and 9's.
for 1999, 2's and 0's for 2000. The white dragon represents a zero, as there is no tile with an actual zero.
You cannot use a joker for any tile in a year; i.e., 2009. They are considered singles and pairs.
2468 - Self-explanatory. Hands concentrate on even numbers.
MULTIPLICATION - These hands perform a type of multiplication, such as FFFF 5555 (in red) x 5555 (in blue) = 25 (in green). You would need four flowers, four fives of one suit, four fives of a second suit, and a 2 and a 5 of a third suit. The colors only mean that it is a suit. Green doesn't mean it has to be a bam, for instance. Three colors = three suits. Two colors = two suits. One color = one suit.
QUINTS - Quints (five of a kind) require the use of jokers, since there are only four of each number tile. However, a quint of five flowers is possible.
CONSECUTIVE RUNS - These hands require groups of number tiles in consecutive order, sometimes interspersed with flowers or dragons.
13579 - Again self-explanatory. Hands focus on odd numbers.
WINDS/DRAGONS - Hands made up primarily of wind and dragon tiles, sometimes interspersed with numbers or flowers. Winds and dragons may also be referred to as "honor" tiles.
369 - Guess which tiles you need for these hands!
SINGLES & PAIRS - Singles and pairs are the most difficult hands to attain, since you are not allowed to use jokers. The singles and pairs hands contain a representative sample of all the hands above; i.e., one wind hand, a consecutive run hand, a 2468 hand, etc.
6. READING THE CARD
Mah-Jongg cards are printed in three colors; red, blue and green. If a hand is printed entirely in one color, it means that all tiles in that hand are to be from ONE SUIT.
Similarly, if a hand is printed in two colors, the tiles are to be selected from TWO DIFFERENT SUITS; and three colors, THREE DIFFERENT SUITS.
For example, in consecutive runs, a hand may read: 11 222 3333 444 55, in all one color. In order to make mah-jongg, you must have all the above tiles, in the above order in one suit only. In other words, if you are using dots, you must have two one dots, three two dots, four three dots, etc.
Another hand may read: 444 555 6666 777, written in two colors with a parenthetical following it, (Any 2 suits, 4 consecutive Nos.) This means that you must use two suits, but you may use any four consecutive numbers, you are not bound to play four through seven. You may play the hand 666 777 8888 9999, wherein the sixes and sevens must be one suit and the eights and nines must be another suit.
The instructions may refer to "pung" and "kong."
A "pung" is three of a kind, a "kong" is four of a kind.
A "quint" is five of a kind, of which one must be a joker (except for flowers).
When the instructions refer to matching dragons, they are as follows:
Craks match with RED DRAGONS;
Bams match with GREEN DRAGONS and
Dots match with WHITE DRAGONS.
White dragons are sometimes called "Soap."
Be careful, as some hands require matching dragons and others require opposite dragons. When a hand calls for opposite dragons, if you are using Dots, the dragons must be either green or red; for bams, white or red, etc.
A white dragon (soap) is used for the zero.
Flowers do not belong to any suit and are used wherever there is an F.
7. PICKING A HAND
The most difficult aspect of modern American of Mah-Jongg is to determine which hand to aim for. While you may have many tiles that belong in one category, a player may be missing a whole family, or a pair of tiles that may prove difficult to obtain.
Next to each hand is a number, which tells how much the hand is worth. The harder the hand, the more it is worth. A hand with a value of 25 is usually easier to work out than a hand with a value of 50.
8. CALLING TILES
If the hand you are playing has an X next to the value of the hand, the hand is designated as a calling, or open hand. A hand with a C is a closed hand and if a tile you need is discarded, you may not call it from the table.
If a tile you need is discarded, and you are playing an open hand, you may call the tile to complete a pung, a kong, a quint or to make mah-jongg. A tile may not be called to make a pair, unless it is your mah-jongg tile. Once you call a tile, you must expose the pung or kong and you may not make any further changes to the exposed tiles.
If two players call for the same tile, the one whose turn is next gets the tile. If one of the players is calling the tile for mahjong, she has priority over a player who needs it for a pung or kong.
Once the next player has picked a tile and put it in her rack, it is too late to call a tile that was discarded and is on the table.
9. JOKERS
A joker may be used as a wildcard to fill in any pung, kong or quint. A pung, kong or quint may be entirely composed of jokers. A JOKER MAY NEVER BE USED TO COMPLETE A PAIR. The singles and pairs hands are worth more because you may not use any jokers in these hands. Keep in mind you cannot use a joker in a singles and pairs set such as NEWS or 2009
If someone has called a tile and exposed a pung, kong or quint and they are showing jokers, if you have the tile they need, you may exchange it and keep the joker for yourself. In other words, if East has called a six dot and she exposes three six dots and one joker, if you have the last six dot in your hand you should do the following:
PICK A TILE WHEN IT IS YOUR TURN.
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DISCARD A TILE.
In this way, you will be assured of maintaining the necessary number of tiles in your hand. Sometimes you may find that you have too many jokers in your hand. This occurs when you need to complete a pair and are unable to use the jokers. In this event, you may discard a joker, but no one can call it.
10. WINNING MAHJONG
When all thirteen tiles match a hand on the card, and you either pick the 14th tile needed to complete the hand, or someone discards it, you may declare "Mah-jongg" and you are the winner.
Scoring is as follows:
If you make mah-jongg on a discard, you are paid the value of the hand. Discarder pays double.
If you pick your mah-jongg tile, you are paid double the value of the hand.
If you make mah-jongg on a discard and you were bet on, you get double, and
you share your winnings evenly with the bettor.
If you pick mah-jongg and are bet on, you get four times the value of the hand, and share your winnings evenly with the bettor.
Jokerless hands pay double. If a player picked her own mah-jongg tile and her hand is jokerless, she gets paid four times the value of the hand.
Table rules can be added, depending on the preferences of the players. Some people like to "mush" all their unwanted tiles together at the end of the first Charleston. If you put in three tiles, you get to pick three tiles out. Other table rules may include using a "hot wall" where when the picking and discarding gets down to the last wall, no one can call a tile unless it's for mah-jongg.
If you are playing with a bettor, East leaves the table and the bettor sits in.
11. GOING DEAD
A player "goes dead," (is out of the game) when:
She has too many or too few tiles in her hand.
She has declared Mah Jongg in error
Another player is able to figure out her hand and knows she cannot possibly make it, based on what is on the table.
A player has exposed too many or too few tiles to make any