Mahjong (麻雀maa zoek) is a four-player draw-and-discard game. If you’ve ever played gin rummy, you already understand 80% of it. If you haven’t: you collect tiles, you throw away tiles, and you try to be the first person to arrange your hand into a winning shape. That’s it. Everything else — the clacking, the slang, the psychological warfare, the auntie who claims she “never has good tiles” while winning four hands in a row — is garnish.
This site teaches the 13-tile game exactly as the Lee table plays it — the version with the best ratio of drama to rules. You can play American rules at someone else’s house.
The winning shape
A winning hand is four melds plus a pair. That’s the whole target.
A meld is a set of three tiles. There are two kinds, and every winning hand is built from some mix of them:
A run (上seung) is three consecutive numbers in the same suit:
A triplet (碰pong) is three-of-a-kind — three identical tiles:
The pair is your two matching tiles, the 眼ngaan — the eyes of the hand. Every winning hand has exactly one pair.
So: four melds of three, plus a pair. 4 × 3 + 2 = 14 tiles = a win. You hold 13 tiles, and the 14th — the one that completes the picture — arrives either from the wall or off someone else’s discard, at which point you get to say the single most satisfying word in Cantonese.
There’s also a four-of-a-kind called a kong (槓kong) that still counts as one meld, but that’s a Chapter 4 problem. Baby steps.
What a winning hand looks like
Stare at that hand until the shape clicks. Nearly every mahjong win you will ever make — save a few glamorous exceptions we’ll cover in Chapter 5 — is exactly this silhouette: 3 + 3 + 3 + 3 + 2.
How a session actually flows
- Everyone gets a seat and a wind. East, south, west, north. East is the dealer and, for now, the main character.
- The tiles get washed — shuffled face-down with maximum noise — and built into four walls. Yes, you help. Yes, even you.
- Everyone gets 13 tiles. The dealer briefly has 14 and starts the game by discarding one.
- Play goes counterclockwise. On your turn: draw a tile, then discard a tile. Your hand stays at 13 between turns, always.
- Discards are public property, sort of: other players can claim your throwaways to complete their melds, per the rules in Chapter 4. This is where the yelling comes in.
- Someone wins by completing four melds and a pair — or nobody does and the wall runs out, which is called a draw and feels like a group project where everyone got a B-minus.
- Money changes hands, the deal rotates, and you go again until the agreed end — traditionally four full rounds, realistically “when the first parent has to leave.”
Your vocabulary starter pack
You’ll pick up the full lingo as we go — there’s a whole glossary — but you can’t sit down without these four:
| Say | Sounds like | It means |
|---|---|---|
| 上seung | seung | “I’m taking that discard to finish a run” |
| 碰pong | pong | “I’m taking that discard to finish a triplet” |
| 槓kong | kong | “I’m taking that for a four-of-a-kind” |
| 食糊sik wu | sik woo | “I win. That tile completes my hand” |
Onward. Time to meet the tiles — all 144 of them, and yes, there is a bird.