To declare Mah Jongg you need 14 tiles arranged as four groups of three plus one pair. Each group of three is either:
That's a run, a set, a run with a Joker filling the gap, a set of Winds, and a pair of Dragons — 14 tiles, Mah Jongg!
This game is played 5XJ Ranch house style, inspired by the structural, card-free way American Mah Jongg has long been played in military communities. Here is everything you need to know, in plain language:
Each of the four players receives 13 tiles. The rest form the wall (the draw pile).
Before play begins, everyone passes three unwanted tiles at the same time — first to the right, then across, then to the left. You may never pass a Joker. The Charleston is your chance to trade dead weight for tiles that fit your plan.
On your turn, draw one tile from the wall, then discard one tile face up to the middle. That's it — the game flows around the table draw-discard, draw-discard.
Win by collecting four groups (runs or sets) plus a pair — 14 tiles total. You can win on your own draw, or by claiming another player's freshly thrown discard if it completes your hand. Jokers fill in anywhere except the pair. If the wall runs out before anyone wins, the game is a draw (a “wall game”).
To keep things friendly and fast, this version uses one Charleston (three passes), no exposed melds, and discards may only be claimed to declare Mah Jongg. Score is kept as games won.