The goal: four sets and a pair
Nearly every winning hand has fourteen tiles: four sets and one pair. A set is a chow (three in a row of one suit, such as 2-3-4 characters), a pung (three identical tiles) or a kong (four identical tiles, which earns an extra draw). Winds and dragons cannot make a chow, and the run does not wrap round from 9 to 1. Each variant also has a few special hands, such as seven pairs or thirteen orphans, and a rule for how much a hand must be worth before it may win.
Your first game, step by step
- Choose seats and the dealer. Shuffle one tile of each wind face down and let everyone draw one. Whoever draws East is the first dealer and picks a seat; South sits on East's right, West opposite and North on the left (EMA 2.3). Play always moves counter-clockwise, East, South, West, North.
- Shuffle and build the walls. Turn every tile face down, mix them well, and each build a wall two tiles high in front of you: 17 stacks long with a 136-tile set (EMA 2.4), 18 with 144 tiles (MCR 3.5). Push the four walls together into a square.
- Break the wall and deal. East rolls (two dice in riichi, three in the Hong Kong rulebook), and the dice decide whose wall opens and where. Use the roller above, then deal as its steps describe. East starts with 14 tiles, everyone else with 13.
- Take turns. East discards first. Then each player in turn draws one tile from the wall, clockwise from where the deal ended, and discards one face up in front of them, in neat rows of six so everyone can see who threw what.
- Call discards. Instead of drawing, you may take the tile just discarded: for a pung or kong from any player, but for a chow only from the player on your left. Say the call ("pung", "chow", "kong"), lay the set face up, then discard. Play continues from you, so players in between may lose their turn.
- Go out. When a drawn or discarded tile completes your hand, declare the win and lay your tiles face up for everyone to check. A call to win beats any other call on the same tile.
- Score, then pass the deal. The hand is scored and paid. The deal moves to the next player counter-clockwise, though the rules differ on when the dealer keeps it. If the wall runs out with no winner, the hand is a draw.
How the variants differ
The moves above are shared by almost every kind of mahjong. What changes is the set, how a hand must be built to win and how it is scored. Pick one variant and stick to its rules for the whole game.
| Japanese riichi (EMA 2025) | Hong Kong (HKMA) | Chinese Official (MCR 2006) | American (NMJL) | |
|---|---|---|---|---|
| Tiles | 136 | 136, or 144 with flowers | 144, flowers included | 152, with 8 jokers |
| Dice to break the wall | 2 | 3 | 2, thrown twice | see the League's rules |
| Chow | From the player on your left | From the player on your left | From the player on your left | see the League's rules |
| Least a hand needs to win | One yaku (dora do not count) | 3 faan | 8 points, flowers not counted | Must match a hand on this year's card |
| Flowers | Not used | Optional; faan for your own seat's flowers | 1 point each | Part of the set; the card's hands say how they are used |
| Scoring | Han and fu into points; the dealer wins and pays more | Faan into a points table; no dealer bonus | 81 kinds of fan; 8 points from each player, plus the hand's value from the discarder (from everyone on a self-draw) | Played against the League's card of standard hands |
| Also | Declaring riichi, dora tiles, the dead wall | Liability for feeding big hands | Only one player can win on a discard | The Charleston: passing three tiles before play; the card changes every year |
Score riichi hands with the riichi score calculator and Hong Kong hands with the faan calculator. Not sure your set has everything? The tile guide checks it for each variant.
Teaching a table of beginners
Holidays are a natural time to bring out an old set. If you are teaching family over Thanksgiving (Thursday 26 November 2026) or the New Year weekend (New Year's Day is Friday 1 January 2027), a few habits make the first game smoother:
- Play the first hand with tiles face up, talking through each discard, before playing for real.
- Leave scoring for later: count only who went out, then add points once everyone knows the moves.
- Choose one ruleset and print its key rules; mixing house rules from different families causes most arguments.
- Keep a running score on paper, or let a calculator do the arithmetic.
If you are running a club night with several tables, Local Mingle builds round-robin rotations, and PuzzleBirch has printable puzzles for anyone waiting for a seat.
Beginner mistakes
- Calling a chow from the wrong player. Only the discard of the player on your left can make a chow.
- Forgetting the pair. Four sets without a pair is not a winning hand.
- Discarding before drawing, or drawing from the wrong end of the wall. Draw clockwise from where the deal ended.
- Declaring a win that is not worth enough. In riichi a hand with no yaku cannot win; under a three-faan minimum, a two-faan hand cannot either.