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Sit down, darling.
Let me teach you Mahjong.

Learn American Mahjong the way it should be taught — at Bubbe's kitchen table, with snacks, opinions, and maybe a little guilt.

Everything you need to play

Bubbe breaks it down step by step — no jargon, no judgment, just clear lessons with a side of personality.

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Start Here: What Is Mahjong?

Before you dive into lessons, let Bubbe tell you what this game is really about — and why it's worth learning.

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Know Your Tiles

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.

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Read the Card

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.

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Setting Up the Game

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.

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Play the Game

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.

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Joker Rules

When you can use them, when you can't, and why throwing one is a terrible idea. Bubbe has opinions about Jokers. Strong ones.

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Win (and Pay Up)

Mahjong vs. wall game, concealed vs. exposed, who pays whom and how much. The rules nobody explains clearly — until now.

Think you know the rules?

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.

From Bubbe's table to yours

Tips, stories, opinions, and the occasional guilt trip. New posts monthly.

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Strategy

The Charleston Mistakes I See Every Tuesday

You're passing what?! Bubbe breaks down the three most common Charleston errors and how to fix them.

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Fun

What Your Mahjong Style Says About You

Are you a "stick with one hand" player or a "change strategy every turn" player? Bubbe knows. Bubbe always knows.

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Welcome

Me, My Mom, and Mahjong

The Mahjong with Bubbe Origin Story

Bubbe

What she lacks in stature, she makes up for in personality!

She's been playing since before you were born

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.

"If you're going to play at my table, you're going to learn the right way."
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Test Your Knowledge

Bubbe's Quiz

77 questions. 8 categories. Bubbe commentary every 5 questions. How much do you really know?

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Start Here

What Is Mahjong?

Before the lessons, before the tiles, before the quiz — let Bubbe explain what you're getting into.

← Back to all lessons
Bubbe says:

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.

Mahjong? Or Mah Jongg?

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.

Bubbe says:

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.

The Game

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

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.

The Table

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.

Bubbe says:

Now you know what the game is about. Ready to actually learn it? Good. Let's start with the tiles.

Ready to start learning?

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Learn with Bubbe

Know Your 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.

← Back to all lessons
Bubbe says:

You wouldn't try to cook without knowing your ingredients, right? Same thing. Learn these tiles first, and everything else will make sense.

The Three Suits

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 (Characters)

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.

1
2
3
4
5
6
7
8
9

Bams (Bamboo)

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.

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1
2
3
4
⫿
5
⋮⋮
6
⫼⋮
7
⫼⫼
8
≡≡≡
9

Dots (Circles)

Dots are the easiest — they have circles on them. Count the circles to know the number. Simple.

1
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2
●●●
3
4
5
6
7
8
9

The Winds

There are four Wind tiles: North, South, East, and West. Four of each, so 16 Wind tiles total.

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North
S
South
E
East
W
West

The Dragons

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.

Red
Green
White
Bubbe says:

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.

Flowers & Jokers

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.

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Joker
Doris Story

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.

The Full Count

152 tiles total: 108 suit tiles (36 Craks + 36 Bams + 36 Dots), 16 Winds, 12 Dragons, 8 Flowers, and 8 Jokers.

Bubbe says:

Now you know the family. Next up — learning how to read the card. That's where the real fun starts.

Ready for the next lesson?

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Learn with Bubbe

Read the Card

The NMJL card is your roadmap. Every hand you can win is on this card. Let's learn to read it.

← Back to all lessons
Bubbe says:

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.

What Is the Card?

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.

How to Read a Hand

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.

Colors on the Card

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.

Bubbe says:

Think of the colors as "same" or "different." That's it. Don't overthink it or you'll give yourself a headache.

The "C" Means Concealed

Hands with a "C" must be concealed — you cannot call tiles from discards (except the winning tile). These are harder but worth more.

Doris Story

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.

Categories & Strategy

The card is organized into categories — groups of related hands. As you get more experienced, you'll develop favorites.

Bubbe says:

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.

Ready for the next lesson?

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Learn with Bubbe

Setting Up the Game

From shuffling tiles to the last Charleston pass — everything that happens before the first discard.

← Back to all lessons
Bubbe says:

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.

Shuffle 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.

Build the Wall

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.

Bubbe says:

If your wall keeps falling over, you're stacking too fast. Slow down. It's not a race.

Pick East

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).

Roll the Dice and Break the Wall

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.

Deal the Tiles

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.

Bubbe says:

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.

The Charleston

Before gameplay begins, players trade tiles to improve their hands. This is the Charleston — and it's mandatory the first time through.

The First Charleston (Mandatory)

Three passes of 3 tiles each: First → Right, Second → Across, Third → Left.

The Blind Pass (a.k.a. "Stealing")

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.

Bubbe says:

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.

The Second Charleston (Optional)

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.

The Courtesy Pass

After the Charleston(s), players sitting across may swap 0–3 tiles. Both must agree on the number.

Bubbe says:

Before the Charleston, pick two possible hands from the card. Pass everything that doesn't fit either of them. Always have a plan.

Ready for the next lesson?

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Learn with Bubbe

Play the Game

Tiles are dealt, Charleston is done. Now what? Bubbe explains the flow of actual gameplay.

← Back to all lessons
Bubbe says:

This is the part where people panic. Don't panic. It's pick, look, discard. That's the rhythm.

The Basic Turn

Play moves counterclockwise. Pick a tile from the wall, decide if you want it, discard one tile face-up. That's a turn.

Calling a Discard

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.

Bubbe says:

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.

Defensive Play

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 Story

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.

Ready for the next lesson?

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Learn with Bubbe

Joker Rules

Jokers are your best friend — if you use them right. Bubbe has strong opinions. Very strong.

← Back to all lessons
Bubbe says:

A Joker in your hand is like money in the bank. Don't waste it.

What Jokers Can Do

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.

What Jokers Cannot Do

They cannot be used for singles, pairs, or consecutive runs/sequences. This is the rule that catches beginners most often.

Joker Exchange

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!

Bubbe says:

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.

Discarding a 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.

Ready for the next lesson?

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Learn with Bubbe

Win (and Pay Up)

How to declare Mahjong, what happens when nobody wins, and who pays whom.

← Back to all lessons
Bubbe says:

Winning is the easy part. It's the paying that starts arguments.

Declaring Mahjong

Complete a hand matching the NMJL card exactly — 14 tiles, correct groups, suits, and concealed/exposed status. A call for Mahjong always takes priority.

Wall Game

If all tiles are drawn and nobody wins, it's a wall game. Nobody wins, nobody pays. Start fresh.

Bubbe says:

There's no shame in a wall game. A wall game means you live to fight another round. That's wisdom, not weakness.

Scoring

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 Story

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.

Bubbe says:

You've made it through all six lessons. I'm proud of you. Now go take the quiz and prove you were paying attention.

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Free Monthly Newsletter

Bubbe's Monthly Tip

Every month, Bubbe drops one tip in your inbox. Sometimes strategy, sometimes etiquette, always with personality.

Bubbe says:

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.

Here's a taste of what you'll get:

TIP #1
Stop Falling in Love with Your First Hand

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.

"Always have a backup plan, darling. Pick TWO possible hands before the Charleston. If your first choice isn't coming together by the fifth pick, switch. Don't be stubborn. Stubborn loses."
TIP #2
Watch the Table, Not Just Your Tiles

What are people discarding? What are they picking up? What have they exposed? The table tells you everything.

"If Marlene has exposed three Winds, maybe don't throw that West tile, hmm? Use your eyes, not just your hands."
TIP #3
The Courtesy Pass Is Not a Throwaway

Some players treat the courtesy pass like an afterthought. Wrong. It's your LAST chance to improve your hand before gameplay starts.

"I once got a Joker in a courtesy pass because the woman across from me wasn't paying attention. Her loss, my gain."
TIP #4
Know When to Play Defense

Late in the game, if you're not close to winning, your job changes. Discard safe tiles, even if they don't help you.

"A wall game is a good game if the alternative is paying double. There's no award for 'almost winning.' Protect your wallet."
Bubbe says:

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!

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Strategy

The Charleston Mistakes I See Every Tuesday

After decades at the table, Bubbe has seen it all. These three mistakes come up every single week.

← Back to Bubbe's Corner
Bubbe says:

I love my Tuesday group. But some of them make the same mistakes every week and it drives me absolutely meshuggeneh.

Mistake #1: Not Looking at the Card Before Passing

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.

Bubbe says:

You wouldn't pack a suitcase without knowing where you're going. Don't pass tiles without knowing what you're building.

Mistake #2: Passing Jokers During the Charleston

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.

Mistake #3: Forgetting About the Blind Pass

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.

Bubbe says:

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.

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Fun

What Your Mahjong Style Says About You

Bubbe has been watching you play. She has thoughts.

← Back to Bubbe's Corner
Bubbe says:

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.

The Loyalist

"I'm going for the same hand I always go for."

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.

The Chameleon

"I'm playing three hands at once and I'll figure it out later."

Your rack looks like a junk drawer. Somehow, by some miracle, you occasionally pull together a hand nobody saw coming — including you.

The Defender

"I'm not going to win, but neither are 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.

The Speedster

"Whose turn is it? Hurry up!"

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.

The Philosopher

"Let me just think about this for a moment..."

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.

The Social Player

"So anyway, you'll never believe what happened at the dentist..."

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.

Bubbe says:

I've been all of these at different times. Except the Philosopher. I don't have that kind of patience.

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Welcome

Me, My Mom, and Mahjong

The Mahjong with Bubbe Origin Story

← Back to Bubbe's Corner
Bubbe

What she lacks in stature, she makes up for in personality!

It started with a group text

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.

How "Bubbe" was born

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.

Two lessons wasn't quite enough

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.

Then mom got involved

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.

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Merch

Bubbe's Shop

Wear your love for the game. Every Doris at the table will know exactly what it means.