Game Night Cheat Sheet
Print this and bring it to your first game
Game Setup
- Pick East: everyone rolls dice, highest roll is East (Dealer)
- Mix: all 152 tiles face-down, everyone mixes them around
- Build walls: each player makes a wall 19 tiles long, 2 tiles high
- Roll & break: East rolls dice, counts that many from the right along East's wall, keeps counted tiles and pushes the rest out
- Deal: each player takes 4 tiles (2 top + 2 bottom) starting with East, going right. 3 rounds, then East takes the 1st and 3rd top tiles, others take 1 each
TIP: East starts with 14 tiles, everyone else has 13. Dealer rotates to the right (counter-clockwise) every hand.
The Charleston
- Right → pass 3 face-down
- Across ↑ pass 3 face-down
- Left ← pass 3 face-down (blind pass OK)
- Left ← pass 3 (stack the tiles in a small pyramid to mark the 2nd Charleston)
- Across ↑ pass 3
- Last Right → pass 3 (blind pass OK)
! Never pass a Joker. Avoid passing Flowers.
Your Turn (every turn)
- Draw one tile from the wall
- Decide — does this help your hand?
- Discard one tile face-up, name it out loud
- Pause 2–3 seconds so others can call
Calling
- Say "Call!" (or "Wait!") to grab a discard for a group of 3+
- Say "Mahjong!" if it completes your hand (this is the only way to call for the final pair)
- Expose the group face-up, then discard one tile
- Mahjong beats all other calls
! Concealed (C) hands: ONLY call for Mahjong.
Reading the Card
TIP: The 1 Bam (bird tile) looks like a Flower — if it has a bird, it's a 1 Bam.
Joker Rules
- Substitute in groups of 3+ only — NEVER in pairs
- Cannot be passed in the Charleston
- A discarded Joker is dead — it cannot be called
- Exchange: on your turn, give a player a tile that matches what one of their exposed Jokers stands for — they swap you the Joker
Hand Strategy
- After the deal: pick 2–3 candidate hands from the card
- After the Charleston: narrow to 2
- After 5–6 draws: commit to 1
- Save Jokers for the hardest-to-find tiles
- When in doubt, don't call — stay flexible
TIP: Look for tiles you already have pairs/triples of, then find hands on the card that use them.
What to Discard (safest first)
- Tiles in none of your candidate hands
- Tiles whose duplicate is already in the discard pile (can't be called — only the most recent discard can be claimed)
- Isolated winds and dragons you don't need
- Tiles from your weaker backup hand
- Last resort: tiles that might help opponents
! Avoid discarding a Joker — unless you're folding and have no safe tiles (nobody can call a Joker). Hold Flowers by default — many hands use them. Once your hand clearly doesn't, discard them early before opponents need them.
Defense — Read the Table
- 3 copies visible of a tile → 4th is usually safe (unless an opponent has a Joker)
- Watch exposures:
Scoring & Payouts
| Win type | Discarder pays | Others pay |
|---|---|---|
| Discard win | 2x hand value | 1x |
| Self-draw win | All pay 2x | |
| Jokerless bonus | Double everything above | |
S&P hands: higher base value already built in — no separate jokerless bonus.
Table Etiquette
- Name every discard ("Four Bam", "Red", "Soap")
- Pause before racking — give others time to call
- Don't touch other players' racks
- Joker exchange: give them a matching tile, let them swap (don't reach for their rack)
- No comments about others' hands during play
TIP: Say "I'm learning" at the start. Everyone will help you.
Top 5 Beginner Mistakes
- Passing a Joker in the Charleston
- Calling a tile you can't actually complete the group with → dead hand (don't announce it yourself — let another player notice)
- Using a Joker in a pair (illegal)
- Misnaming a discard → you may pay for everyone
- Committing to one hand too early