A first hand
How to play mahjong
You are trying to be the first player whose fourteen tiles match one line on the card. Along the way you pass tiles to the other three players, draw, discard, and sometimes claim what someone else threw away.
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Play free nowA real line from our original 2025 card
Meet Crosswind: 3 + 3 + 3 + 3 + 2.
This is one complete, legal 14-tile choice. All three numbered pungs use the same number; the wind and dragon are separate choices. Its printed value is 25.
Three 1 bams. A pung has three matching tiles. An eligible joker could replace a tile in this group.
Read every group and the two traps
- Three 1 bams. A pung has three matching tiles. An eligible joker could replace a tile in this group.
- Three 1 craks. The number stays 1 while the suit changes. Three 2 craks would not satisfy this same-number choice.
- Three 1 dots. All three suits are now represented, using the same number: nine numbered tiles altogether.
- Three East winds. “Any wind pung” means pick one wind and collect three of it; East–South–West is not a pung.
- Two natural red dragons. “Any dragon pair” means two of one dragon. A joker cannot replace either one.
Trap 1: 14 tiles is only the correct count. The exact groups must also match. Trap 2: a red dragon plus a joker is not the required pair, even when the other twelve tiles are perfect.
Follow one real card target
From a useful call to a legal win.
13 in your rack
Your concealed rack
The latest discard is 1 Bam. Your two 1 Bams can combine with it into a pung that fits Crosswind. You are not declaring a win yet: the red dragon pair is incomplete and 6 Bam does not fit.
Read the complete four-step walkthrough
- 1. Before the call: 13 in your rack. The latest discard is 1 Bam. Your two 1 Bams can combine with it into a pung that fits Crosswind. You are not declaring a win yet: the red dragon pair is incomplete and 6 Bam does not fit.
- 2. Call, then choose a discard: 11 in your rack + 3 exposed = 14. Call using your two 1 Bams. The new pung belongs to your hand even though it is visible on the table. Do not draw another tile. Discard the loose 6 Bam; the target still needs one red dragon.
- 3. After discarding 6 Bam: 10 in your rack + 3 exposed = 13. You are one tile short of Crosswind: another natural red dragon. A joker cannot finish this pair. Earlier discards cannot be retrieved.
- 4. A red dragon completes it: 11 in your rack + 3 exposed = 14. If you later draw the red dragon, declare Mah Jongg. If it is the latest discard, you may claim it for Mah Jongg because it completes the entire legal hand. That winning claim is different from an ordinary call just to make a pair.
The aim, in one sitting
American mahjong is played by four people with a set of 152 tiles. The Air Mahjong House Card 2026 lists thirty house-card lines. Each line has a point value, from 25 to 50, and shows the groups you need: three of a kind, four of a kind, pairs, singles, and so on. Your hand may use jokers in the larger groups. It may not invent a combination the card does not print.
East holds fourteen tiles after the deal and throws the first one. From then on, a turn is a draw and a discard. You may also take someone else’s discard when it completes a group the card allows. The rules page is the precise version of those limits. This page is the order of events.
From the dice to Mah Jongg
Roll for East
Everyone rolls two dice. The highest total deals, and that seat is East. If players tie for the lead, only they roll again.
Build four walls
The tiles are stacked into four walls of nineteen stacks, two tiles high. At the usual pace the table builds those walls for you. Manual setup is there when you want to practice the stacking yourself.
Break the wall and deal
East rolls again and counts that many stacks along East’s own wall. The deal starts just past the break. Each player takes four tiles, three times. East then takes two more, and each other player takes one. East has fourteen tiles. The other seats have thirteen.
Pass the first Charleston
Nobody draws yet. Each player passes three tiles to the right, then three across, then three to the left, and receives three each time. Jokers stay in your rack. On the pass to the left you may send on tiles you just received without adding them to your hand. That is a blind pass.
Vote on a second Charleston
The second round reverses direction: left, across, then right. If anyone declines, it is skipped. Blind passing is offered again on the last pass, the one to the right. If all four players blind-pass every tile on a pass where that is allowed, the Charleston ends and East discards.
Offer a courtesy pass
You and the player opposite may each set aside up to three tiles. The smaller offer is how many actually swap, and you may offer none. Jokers still do not travel. Both pairs of opposite seats do this together.
Draw and discard
East begins by discarding, already holding fourteen. Play continues to the right. On your turn you draw one tile from the wall and then discard one. There is no clock. The tile guide names what you are holding.
Call a discard only when the card agrees
You may claim a discarded tile to finish a pung of three, a kong of four, a quint of five, or a sextet of six, and only when that group fits a line. You cannot claim a discard to build a numeric run. A call does not give you an extra tile to draw. Mah Jongg takes priority over any other claim.
Declare Mah Jongg
When your fourteen tiles match a line, declare it, whether the last tile was your draw or someone else’s discard. The number printed on that line is the value. Who pays, and when a hand with no jokers doubles, is on the scoring page. If the wall empties before anyone wins, the hand stops and nobody pays.
What the card is asking for
Open Card at the table and the line is written out in groups. Garden steps, worth 25, is a flower pair plus four consecutive pungs in one suit. Blooming trio, also 25, is the same number in all three suits, a dragon pung, and a flower pair. Four winds garden, worth 30, is a pung of each wind and a flower pair. Quiet path, worth 50, is seven consecutive pairs in one suit, and it is concealed: you may not call a group before the tile that wins.
Those are four of the thirty lines, composed for this game. They are not the hands on an annual league card. Follow this hand keeps the line you chose beside the rack, which matters once the Charleston has rearranged everything you were counting on.
Other games in the same lobby
The lobby can also open Hong Kong mahjong or riichi. Both are thirteen-tile games scored for patterns in the hand, without this card and without a Charleston. Hong Kong needs three fan and sets flowers aside. Riichi needs a yaku, and a riichi declaration locks a closed hand. Choose American if you want the game these guides describe. The short guide inside a Hong Kong or riichi table covers that table’s own rules.
A practice match against the computer is the least stressful way to see the sequence once. Play mahjong online free explains how to open one. For what to pass and when to call, the strategy notes pick up after this walkthrough.
Common questions
Is this the same as Chinese mahjong?
The tiles look related, and the idea of drawing and discarding is the same. American mahjong, which is what Air Mahjong deals by default, uses a 152-tile set, a Charleston, jokers, and a card of fixed lines. You do not win by making four sets and a pair unless a line says so.
How many tiles do I need?
Fourteen, counting any groups you have exposed. East is dealt fourteen. Everyone else is dealt thirteen and draws up to fourteen on their turn, then discards back to thirteen until they win.
Do I need this year’s published mahjong card?
No. Tables here use the Air Mahjong House Card 2026, written for this game. Its lines and point values are not the annual card sold by the leagues.
Can I learn it without three friends?
Yes. Learn as you play seats you with three computer players and a coach that can suggest the next move. You can take over whenever you want.
More guides
- Learn mahjongThe map of these guides, and which game they describe.
- Mahjong rulesLegal calls, the Charleston, concealed lines, and the wall game.
- Mahjong tiles explainedCraks, bams, dots, winds, dragons, flowers, and jokers.
- Mahjong scoringThe printed value, discard and self-pick payments, and the jokerless double.
- Mahjong strategy tipsChoosing a line, passing with a purpose, and when to leave a discard.
- Play mahjong online freeOpen a free table in the browser with friends or with the computer.
Your turn
Which goal wins an American mahjong hand?
Choose an answer. You can try again.
One decision at a time
Get comfortable with the tricky parts.
- The mahjong Charleston, one pass at a timeLearn the Charleston passing order with an actual Air Mahjong rack, a keep-or-pass explanation, blind-pass rules and a worked example of why 14 tiles may not win.
- American mahjong joker rulesSee exactly how a joker exchange can complete Crosswind, where jokers are legal, why a natural pair still matters, and which tempting swaps are not allowed.
- How to read a mahjong cardRead a real American mahjong rack against Crosswind, identify missing and unused tiles, and check group sizes, suit relationships, joker limits and concealment.
- When can you call a mahjong discard?Follow a real Air Mahjong hand from a legal pung call through the next discard to a winning pair. Learn the decision order and the claims that fail.
Ready to try a hand?
The American table is free. Open the lobby and deal.
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