American Mahjong Scoring, Without the Card
The multipliers never change, even though the numbers do. Learn the machinery once and every future card is easy.
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Every hand on the card has a value printed beside it, and those values change with every new card. What doesn't change is the machinery around them — who pays, who pays double, and what turns a decent hand into a very good one.
Learn the machinery and you'll never have to relearn scoring again. You'll just read new numbers off a new card.
The base number comes off the card
Find your hand's line. There's a value next to it. That's the base, and everything below is a multiplier applied to it.
We don't print those values here, for two reasons. They're specific to the current card, so anything written down goes stale within a year. And they're the League's copyrighted work — the card is what you're buying when you buy a card.
Who pays what
Read it as two questions. Did the winning tile come off the wall or out of somebody's hand? And were there jokers in the hand?
Won on a discard
The player who threw the tile pays double. The other two pay single. This is why a careless discard late in a hand is expensive in a way that has nothing to do with your own cards.
Won on a tile you picked yourself
Everyone pays double. Say "I picked it" when you declare — it's not a boast, it's information the table needs to settle up correctly.
Won via a joker exchange
Counts as self-picked. Everyone pays double. If you can complete your hand by taking a joker off somebody's rack instead of waiting for a discard, that's worth real money.
Won with no jokers at all
One more doubling on top of whatever applied above. A jokerless hand won on your own pick pays the maximum the game allows.
The jokerless bonus only counts if you announce it when you declare. Say "mahjong, jokerless" — nobody is obliged to notice on your behalf, and a table that has already started settling up is not going to reopen the maths.
The jokerless bonus doesn't apply to hands from the singles-and-pairs section. Those hands can't use jokers in the first place, so the difficulty is already priced into their base value.
A wrinkle worth knowing
The bonus is judged on what's exposed at the moment you declare. If you had a joker earlier and somebody exchanged it away before you won, you still count as jokerless. You were robbed and rewarded in the same motion.
Getting the number wrong when you declare
You announce what everyone owes. Two rules govern that announcement, and they aren't symmetrical:
- Understate it and somebody corrects you — you still only receive the lower amount you said.
- Overstate it and any player may challenge — the correct value applies.
The lesson is obvious: check the line before you announce anything. Guessing high costs you nothing but credibility, and guessing low costs you actual chips.
When nobody wins
If all four walls run out and no one has declared, it's a wall game. Nobody pays anybody. East rotates and a new game starts.
This happens more than beginners expect. It isn't a failure — sometimes the tiles simply don't come, and four players quietly deciding to defend rather than chase is a perfectly normal way for a hand to end.
Dead hands still pay
If your hand has gone dead, you can't win, but you still pay the winner at the end. This is the mechanical reason behind a piece of etiquette that confuses every new player: you don't announce your own dead hand, and you keep playing.
Since you're paying regardless, the only value you have left is not feeding anybody else. Play defensively, hold dangerous tiles, and say nothing.
Chips, and how much this costs
Values aren't standardised. The host sets them and tells the table before play starts — a common arrangement is four denominations with everyone starting on the same total.
Pen and paper works just as well. What matters is that everyone agrees before the first tile moves, not after somebody wins big.
East rotates after every game, win or wall. Four games — one with each player as East — makes a round. There's no fixed number of rounds; the host calls time.
What to actually take away
Three things, and they'll carry you through every card you ever buy:
- Self-picked beats won-on-a-discard, for you and against everyone.
- Jokerless is worth chasing when you're close, because the bonus is a full doubling.
- The discarder pays extra, which is why what you throw matters as much as what you keep.
When you have read it all: the rules workbook, 105 questions with an answer key that cites the rule behind every answer, $19.
Where this comes from
Payment multipliers, the jokerless bonus and its exception, wall-game handling and the understate/overstate rules follow the American Mah-Jongg Association's published rulebook.
No hand values from the National Mah Jongg League's annual card appear here — they are card-specific and change each year. You'll read them off your own current card.