Free guided browser game

Play American Mahjong Online

Learn a complete round against three computer players—no account or annual card required.

Practice mode: This game teaches the flow of American Mahjong with an original training goal. It does not reproduce or replace the current NMJL card.
N

Riley13 tiles
W

Jordan13 tiles
E

Casey13 tiles
SetupWall: 0
Latest discard

Your rack

Starting a new round…

Practice goalLoading…
Select tiles when prompted.

Beginner coach

The game will guide you through each step.

What you will practice

  • A full three-pass Charleston
  • Drawing and discarding in turn
  • Calling matching groups from discards
  • Using Jokers in groups of three or more

How this training goal works

Your goal contains four groups and one pair. Match the displayed tile types. Jokers may substitute inside three- or four-tile groups, but not the pair.

Practice only the Charleston →

Read this before your first round

How to Play This American Mahjong Practice Game

You do not need to know every American Mahjong rule before you begin. Keep this guide open below the table, take one decision at a time, and use the practice goal shown beside your rack.

1. Start with the practice goal—not the whole card

American Mahjong is normally played with a current annual card that lists the hands allowed for that year. This free game does not reproduce that card. Instead, each round gives you one original training goal made from four groups and one pair. It lets you practice the rhythm of the game without asking you to search dozens of card lines on your first attempt.

Select View goal before passing any tiles. A group marked three times needs three matching tiles; the pair needs two matching tiles. The name above the rack—such as “Balanced Groups”—helps you remember the shape, but the individual tiles are what matter.

Example: If the goal shows three 2 Dots, three 6 Dots, three 4 Bams, three East Winds, and two 8 Craks, those are the tiles worth protecting. An unrelated 7 Bam may be easy to release unless it forms a useful pair.

2. Read your rack before touching a tile

Your rack begins with 13 tiles. Scan it from left to right and notice three things: exact matches for the practice goal, pairs or triples, and Jokers. Those tiles usually deserve protection. Flowers and unrelated single tiles are more likely to become passes or discards in this training mode.

Do not keep a tile simply because its number is close. The goal calls for exact tiles. A 3 Dot does not replace a required 2 Dot.

3. Complete the three Charleston passes

The Charleston happens before normal drawing and discarding. For each pass, select exactly three tiles, then press Pass 3 tiles. You will receive three tiles from another player and your rack will change.

  1. First pass: release three tiles that do not help the goal. Avoid passing Jokers, useful pairs, or exact target tiles.
  2. Second pass: examine the new rack instead of repeating your first idea. A received pair can be more useful than a weak tile you planned to keep.
  3. Third pass: protect the clearest direction in your rack. By now, several target groups may be taking shape.

All computer players pass at the same time. For more detailed feedback, use the separate Charleston trainer.

4. Draw one tile, then discard one tile

After the Charleston, press Draw a tile. Your rack temporarily grows from 13 tiles to 14. Compare the new tile with the goal, select one tile you no longer need, and press Discard selected tile. Your rack returns to 13 tiles.

The three computer players then take their turns. Their latest discard appears in the center, while recent discards remain visible below it. When the turn returns to you, draw again.

A quick discard check

  • Is this exact tile required by the practice goal?
  • Is it part of a pair or a three-tile group?
  • Is it a Joker that could finish a group?
  • If none is true, is there a weaker tile in the rack?

There is no timer. A careful choice is more useful than a fast one during your first few rounds.

5. What “Call Pung” means

If a computer discards a tile and you hold two matching tiles—or one matching tile plus a Joker—the game may offer Call Pung. Taking the discard creates a visible group of three. Because you called instead of drawing, you must discard one tile immediately afterward.

Calling can finish a required group, but it also reveals part of your hand. Call when the group appears in your goal. Choose Skip call when it does not help.

How Jokers work here

A Joker may replace a missing tile inside a group of three or more. It cannot complete the pair. Two 6 Dots plus a Joker can satisfy a three–6 Dot group, but one 8 Crak plus a Joker does not make a pair of 8 Craks.

For more examples, read the American Mahjong Joker rules.

6. How to complete the round

You win when your concealed tiles and exposed groups satisfy every part of the displayed training goal. When the rack is complete, the main action changes to Declare Mahjong. Select it to finish the round and see your score.

The score rewards completing the hand with fewer draws and discards. It is a personal practice measure, not official tournament scoring. If a computer finishes first or the wall runs out, start another round and try a different approach.

A sample first turn

  1. Open View goal and note the required pair.
  2. Find every exact goal tile already in your rack.
  3. During each Charleston pass, choose three unrelated singles.
  4. After the third pass, press Draw a tile.
  5. If the drawn tile matches the goal, keep it and discard a weaker tile.
  6. Call a Pung only when that group belongs in your goal.
  7. Repeat until someone declares Mahjong or the wall is empty.

Common first-game mistakes

Passing a Joker
Jokers are scarce and can complete several groups. Keep them in this training mode.
Breaking a useful pair too early
The pair is harder to finish because a Joker cannot fill it. Check the goal first.
Calling every available Pung
A legal call is not automatically useful. Expose a group only when it supports your goal.
Looking only at the newest tile
Every draw is a reason to compare the whole rack again. The best discard may be an older tile.

Questions beginners usually ask

Is this the same as a real NMJL game?

It follows the familiar flow—Charleston, drawing, discarding, calls, Jokers, and a 14-tile goal—but uses original training hands. Use the current official card for league or table play.

Can I play against real people?

Not in this version. Riley, Jordan, and Casey are computer players, so you can pause and learn without holding up a live table.

Why can’t I use a Joker in the pair?

American Mahjong Jokers are generally used in groups of three or more, not singles or pairs. This game enforces that distinction.

What should I learn next?

Continue with How to Read the NMJL Card and the American Mahjong terms glossary.