Learn American Mahjong the way it should be taught — at Bubbe's kitchen table, with snacks, opinions, and maybe a little guilt.
Bubbe breaks it down step by step — no jargon, no judgment, just clear lessons with a side of personality.
Before you dive into lessons, let Bubbe tell you what this game is really about — and why it's worth learning.
Craks, Bams, Dots, Winds, Dragons, Flowers, and Jokers. Bubbe walks you through every tile in the set so you'll never be confused at the table.
The NMJL card looks like hieroglyphics at first. Bubbe teaches you how to decode it, pick your hand, and actually understand what you're looking at.
Building the wall, rolling the dice, dealing tiles, and the Charleston. Everything that happens before the first tile is discarded — Bubbe walks you through it all.
When to pick, when to call, when to keep your mouth shut. The flow of a real game, explained by someone who's played a thousand of them.
When you can use them, when you can't, and why throwing one is a terrible idea. Bubbe has opinions about Jokers. Strong ones.
Mahjong vs. wall game, concealed vs. exposed, who pays whom and how much. The rules nobody explains clearly — until now.
77 questions across 8 categories. Bubbe pops in every 5 questions with a tip (or a guilt trip). Track your score and prove you've been paying attention.
Tips, stories, opinions, and the occasional guilt trip. New posts monthly.
You're passing what?! Bubbe breaks down the three most common Charleston errors and how to fix them.
Are you a "stick with one hand" player or a "change strategy every turn" player? Bubbe knows. Bubbe always knows.
The Mahjong with Bubbe Origin Story
Free, funny, and you might actually learn something. One Mahjong tip per month, straight from Bubbe's kitchen table to your inbox.

What she lacks in stature, she makes up for in personality!
Bubbe has been playing Mahjong for decades — Tuesday and Thursday groups, rain or shine. When her daughter's girlfriends needed a teacher, she showed up with tiles, energy, and stories. They loved her so much they gave her the name she always wished she'd picked — Bubbe.
Now she's teamed up with her daughter to bring Mahjong to the masses in a fun, accessible way. She's the advisor and the inspiration. And honestly, she's thrilled.
77 questions. 8 categories. Bubbe commentary every 5 questions. How much do you really know?
Before the lessons, before the tiles, before the quiz — let Bubbe explain what you're getting into.
Listen, I could tell you it's "a strategic tile-based game for four players." And that's true. But that's like saying Thanksgiving is a meal.
You'll see it spelled both ways. The National Mah Jongg League uses "Mah Jongg" — two words, two g's. That's the official American spelling, and if you want to be proper about it, that's the one. We use "Mahjong" on this site because it's what most people search for and recognize, but Bubbe wants you to know the real spelling.
It's Mah Jongg. Two g's. I didn't make the rules — well, I didn't make that one. But I do enforce it.
American Mahjong is a tile game played by four people around a table. You start with 13 tiles on your rack, and your goal is to be the first to complete a winning hand — a specific combination of tiles that matches one of the patterns on the official card published each year by the National Mah Jongg League. Every year, new hands, new card. That's part of the fun.
Each turn is simple: pick a tile, look at what you've got, discard one you don't need. But what makes Mahjong beautiful is everything happening underneath that simplicity. You're watching what other people discard. You're guessing what they're building. You're deciding when to play offense and when to play defense — when to go for the win and when to just make sure you're not the one paying double.
The tiles themselves are gorgeous — three suits (Craks, Bams, and Dots), Winds, Dragons, Flowers, and those wild cards called Jokers that can save your hand or break your heart. There are 152 tiles in all, and the sound they make when you wash them across the table is half the reason people fall in love with the game.
But here's what nobody tells you about Mahjong: it's not really about the tiles. It's about the table. It's about Tuesday nights, the snacks, the gossip between rounds, the way Marlene always takes too long to discard, and the way we love her anyway. Mahjong is a game that gives you something to do with your hands while you do the most important thing — sit with people you care about.
Now you know what the game is about. Ready to actually learn it? Good. Let's start with the tiles.
Before you can play, you need to know what you're working with. Sit down — Bubbe's going to introduce you to the family.
You wouldn't try to cook without knowing your ingredients, right? Same thing. Learn these tiles first, and everything else will make sense.
American Mahjong has three suits, just like cards have hearts, diamonds, clubs, and spades. Each suit has tiles numbered 1 through 9, and there are four of each tile in the set. That's 108 suit tiles total.
Craks have Chinese characters on them with a number. The Chinese character at the bottom is 萬 (wàn), meaning "ten thousand." Don't worry about reading Chinese — you just need to know the number.
Bams have bamboo sticks on them. The 1 Bam is special — it usually shows a bird instead of a single bamboo stick. Count the sticks for the number.
Dots are the easiest — they have circles on them. Count the circles to know the number. Simple.
There are four Wind tiles: North, South, East, and West. Four of each, so 16 Wind tiles total.
Three Dragons: Red, Green, and White (sometimes called "Soap" because it looks like a bar of soap). Four of each, so 12 Dragon tiles total.
The White Dragon trips everyone up. It doesn't look like a dragon at all, but it is — it's a Soap. Learn it, love it.
There are 8 Flower tiles (marked "F" on the card) and 8 Joker tiles. Jokers are WILD — they can substitute for any tile in a group of three or more identical tiles (Pungs, Kongs, Quints, Sextets). But they cannot be used for singles, pairs, or consecutive runs.
Doris once tried to use a Joker in a pair. "But it's wild!" she said. It's not wild in a pair, Doris. It's never wild in a pair. The table had to explain this three times.
152 tiles total: 108 suit tiles (36 Craks + 36 Bams + 36 Dots), 16 Winds, 12 Dragons, 8 Flowers, and 8 Jokers.
Now you know the family. Next up — learning how to read the card. That's where the real fun starts.
The NMJL card is your roadmap. Every hand you can win is on this card. Let's learn to read it.
The first time someone handed me the card, I thought it was a menu from a Chinese restaurant. It's not. But by the end of this lesson, you'll be able to read it like a recipe.
Every year, the National Mah Jongg League (NMJL) publishes a new card listing all the winning hands for that year. You need this card to play. It costs about $14 and you can order it from the NMJL website.
Each line on the card represents one possible winning hand. F = Flower, N, S, E, W = Winds, D = Dragon, 0 = White Dragon (Soap), R = Red Dragon, G = Green Dragon. Numbers refer to specific tiles of a suit.
When numbers on a line are all the same color, they must be from the same suit. When numbers are in different colors, they must be from different suits.
Think of the colors as "same" or "different." That's it. Don't overthink it or you'll give yourself a headache.
Hands with a "C" must be concealed — you cannot call tiles from discards (except the winning tile). These are harder but worth more.
Doris called a tile for an exposure on a concealed hand. She didn't notice the "C." She had to put the tiles back and couldn't win that hand anymore. Check for the C, people.
The card is organized into categories — groups of related hands. As you get more experienced, you'll develop favorites.
When you're starting out, pick TWO hands that look possible based on your deal and focus on those. Don't try to play all of them.
From shuffling tiles to the last Charleston pass — everything that happens before the first discard.
Setting up the game is half the ritual. You rush the setup, you rush the fun. Take your time, do it right, and enjoy the sound of the tiles.
Turn all 152 tiles face-down on the table and mix them up. Everybody helps. This is called "washing" the tiles — and yes, it should be loud. That clicking sound is part of the experience.
Each player builds a wall in front of their rack: 19 tiles long and 2 tiles high. Push your wall forward slightly so it's in the center of the table. When all four walls are built, they should form a rough square — the "Great Wall." Don't peek at any tiles.
If your wall keeps falling over, you're stacking too fast. Slow down. It's not a race.
For the first game, roll the dice or draw Winds to determine who is East. East is the dealer and goes first. Seats rotate after each round — East passes to the right (counterclockwise).
East rolls two dice. The total tells you where to break the wall. Count that number of stacks from the right end of East's wall. That's where the break is. At that point, keep the stacks you've counted against the wall and push the rest out to the center of the table.
East deals first by taking 2 stacks (4 tiles) from the wall, starting from the left side of the break. Then each player in counterclockwise order takes 2 stacks. Keep going around until everyone has 6 stacks (12 tiles). If the wall runs out, continue from the next wall to the left.
Now the last tiles: East takes the 1st and 3rd top tiles from the top of the next section of wall. Then each other player, counterclockwise, takes 1 tile each. When it's done, East has 14 tiles and everyone else has 13. East goes first by discarding — no draw needed.
East always has 14 tiles to start. Everyone else has 13. If your count is off, fix it now — not three turns from now when the whole table has to stop.
Before gameplay begins, players trade tiles to improve their hands. This is the Charleston — and it's mandatory the first time through.
Three passes of 3 tiles each: First → Right, Second → Across, Third → Left.
On the last pass of each Charleston (the first left and the last right), if you can't spare 3 tiles from your hand, you can "steal" 1, 2, or all 3 tiles from the incoming pass and send them along instead. But here's the catch — you can't look at the tiles you're stealing. That's why it's called a blind pass. You're gambling that what you're keeping from your hand is worth more than what you're blindly passing along.
The blind pass is your friend when your hand is too good to break up. You don't get to peek — but sometimes keeping your own tiles is worth the gamble.
Any player can stop the Charleston after the first three passes — no reason needed. But if nobody stops it, the second Charleston begins in reverse: Left → Across → Right. Once the second Charleston has started, it must be completed.
After the Charleston(s), players sitting across may swap 0–3 tiles. Both must agree on the number.
Before the Charleston, pick two possible hands from the card. Pass everything that doesn't fit either of them. Always have a plan.
Tiles are dealt, Charleston is done. Now what? Bubbe explains the flow of actual gameplay.
This is the part where people panic. Don't panic. It's pick, look, discard. That's the rhythm.
Play moves counterclockwise. Pick a tile from the wall, decide if you want it, discard one tile face-up. That's a turn.
Any player can call a discard if it completes an exposure (Pung, Kong, Quint, or Sextet). You cannot call for a pair, single, or consecutive run EVER — unless it completes your hand for Mahjong. A call for Mahjong always wins over other calls.
Pay attention to what people are picking up and discarding. If Dotty keeps discarding Dots, she's probably not playing a Dots hand. That's free information, darling.
Late in the game, it's often smarter to discard "safe" tiles rather than chase your own hand. A wall game where nobody wins is better than handing someone a victory.
Doris threw the Red Dragon with three exposures on the table. "I thought she already had it!" she said. She did not already have it. Doris paid double.
Jokers are your best friend — if you use them right. Bubbe has strong opinions. Very strong.
A Joker in your hand is like money in the bank. Don't waste it.
Substitute for any tile in a group of three or more identical tiles — Pungs, Kongs, Quints, Sextets. The key word is identical. Four 7-Bams? Jokers welcome. A run of 5-6-7? No Jokers allowed.
They cannot be used for singles, pairs, or consecutive runs/sequences. This is the rule that catches beginners most often.
If someone has an exposure with a Joker, and you have the natural tile it's replacing, you can swap — take their Joker, give them the real tile. This happens on your turn, before you discard. But don't get so excited you forget to pick a tile!
Always be watching for Joker exchanges. If someone exposes three 8 Dots with a Joker in there, and you have an 8 Dot you don't need? Go get that Joker.
You CAN discard a Joker — but why would you, unless you absolutely have to? A discarded Joker is dead. Nobody can call it. It just sits there on the table, wasted. Just don't do it.
How to declare Mahjong, what happens when nobody wins, and who pays whom.
Winning is the easy part. It's the paying that starts arguments.
Complete a hand matching the NMJL card exactly — 14 tiles, correct groups, suits, and concealed/exposed status. A call for Mahjong always takes priority.
If all tiles are drawn and nobody wins, it's a wall game. Nobody wins, nobody pays. Start fresh.
There's no shame in a wall game. A wall game means you live to fight another round. That's wisdom, not weakness.
Self-drawn win: All three players pay you the hand value.
Win from a discard: The discarder pays double; the other two pay single.
Doris declared Mahjong with the wrong hand — one tile off. She was declared dead and had to pay everyone. Check your hand. Then check it again.
You've made it through all six lessons. I'm proud of you. Now go take the quiz and prove you were paying attention.
Every month, Bubbe drops one tip in your inbox. Sometimes strategy, sometimes etiquette, always with personality.
I've been playing for decades and I'm still learning. But I've also been teaching for decades, so I know exactly where beginners get stuck. Let me help, one tip at a time.
You look at your tiles after the deal and think "Oh! I can do the 1-3-5 hand!" So you pass away everything else. Then you realize it's not happening. But now you've got nothing else going.
What are people discarding? What are they picking up? What have they exposed? The table tells you everything.
Some players treat the courtesy pass like an afterthought. Wrong. It's your LAST chance to improve your hand before gameplay starts.
Late in the game, if you're not close to winning, your job changes. Discard safe tiles, even if they don't help you.
Those are just a taste, darling. I've got decades of tips stored up. Strategy, etiquette, how to handle that one person who takes forever — I cover it all. Sign up below!
One Mahjong tip per month, straight from Bubbe's kitchen table to your inbox.
After decades at the table, Bubbe has seen it all. These three mistakes come up every single week.
I love my Tuesday group. But some of them make the same mistakes every week and it drives me absolutely meshuggeneh.
Before you pass a single tile, LOOK AT THE CARD. Find two or three hands that might work. Then decide what doesn't fit either of those hands. That's what you pass.
You wouldn't pack a suitcase without knowing where you're going. Don't pass tiles without knowing what you're building.
Jokers are the most valuable tiles in the game. They give you flexibility to change strategies mid-game. You should NEVER pass a Joker during the Charleston under any normal circumstances.
On the first left pass, if you can't spare 3 tiles, you can "steal" tiles from the incoming pass and send them along instead — without looking at them. So many players forget this option exists. If your hand is shaping up nicely and you don't want to break it apart, use the blind pass.
The blind pass exists for a reason. If your hand is coming together and you can't afford to give up three tiles, steal blind and keep what you've got. It's not rude — it's in the rules.
Bubbe sends one tip per month. Free, funny, and you might actually win more.
Bubbe has been watching you play. She has thoughts.
You think I'm just looking at my tiles? Darling, I've been watching all of you for years. I know your patterns better than you do.
You found a hand that worked once and now you try it every game. Your table knows exactly what you're doing by the third discard. You don't care. Loyalty is a virtue — even in Mahjong.
Your rack looks like a junk drawer. Somehow, by some miracle, you occasionally pull together a hand nobody saw coming — including you.
You switch to full defense mode mid-game. You discard only tiles you've seen before. You will drag this game to a wall game through sheer force of will. Bubbe respects you.
You pick, look, discard. Two seconds. Done. You tap the table when someone takes too long. You win more than average because you're always paying attention.
A moment? It's been four minutes. You're holding a tile in the air, staring at your rack. The entire table has gone through two stages of grief.
You're here for the company. You sometimes forget it's your turn because you're deep into a story. You win less often, but everyone wants you at the table.
I've been all of these at different times. Except the Philosopher. I don't have that kind of patience.
One tip per month — strategy, etiquette, and personality.
The Mahjong with Bubbe Origin Story

What she lacks in stature, she makes up for in personality!
My girlfriends were trying to learn Mahjong. They wanted to find a teacher, and I knew exactly who to call — my mom. She's been playing for decades with her Tuesday and Thursday groups, she's got tons of energy, and she's full of funny stories. When I offered her up, she didn't hesitate.
She gave us two lessons. She was a huge hit.
During one of the lessons, my mom told the story about choosing "Grandma" as her grandmother name when the grandkids came along — and how she's always had a twinge of regret about not picking "Bubbe." The girls loved that. And just like that, they decided: we're calling her Bubbe.
She lit up. She absolutely loved it.
Here's the thing — my mom is a great teacher, but Mahjong is a lot to absorb in two sessions. I was still a newbie and wanted to study up on my own between games. So I went looking for resources. And... there wasn't much out there. Nothing good, and certainly nothing fun.
So I built a quiz app. Just for myself — a way to drill the rules and test what I'd learned. Multiple choice, true/false, the basics.
I showed my mom the quiz, figuring she'd get a kick out of it. Instead, she found some errors, had thoughts, offered advice, and started improving it on the spot. That's when the idea hit us both: what if we teamed up? What if we brought Mahjong to the masses in a fun, accessible way?
And honestly — how fun to work with my mom on a project she's so passionate about?
Whether you're a complete beginner who doesn't know a Crak from a Bam, or someone who's been playing for years and wants to brush up, you're welcome here. Pull up a chair. Bubbe's got snacks.
Get Bubbe's monthly tip — free, funny, and you might actually learn something.
Wear your love for the game. Every Doris at the table will know exactly what it means.
"If you show up in a Don't Be a Doris shirt, you'd better be winning. Otherwise, you ARE Doris."
Four designs. Dark and light versions. Printed on demand and shipped to your door.