Complete Rules




You can use any set of tiles as long as you have at least the tiles numbered 1 to 9 in three suits: Dots, Cracks and Bams plus the three “dragon” tiles. You need 4 identical copies of each tile. Along with these tiles, you can add any special tiles you want: Flowers, Winds, Jokers, or Blanks. This flexibility means you can play Flex Mahjong with whatever Mahjong set you have!


If your Mahjong tiles are big enough to stand up on their own, they can be used without racks. If your tiles are the standard American Mah Jongg size that are too small to stand up on their own, you need racks. Your Mahjong set may come with dice or a “wind indicator”, but they are not used in Flex Mahjong. You don’t have to keep score if you are just playing for fun. If you are keeping score, you can use scoring tokens like poker chips,  or use coins for payouts to winners.





Your hand can use tiles of only one suit, or two suits, but not more than that. You can use any pairing of the 5 suits, or use a single suit.


If you’ve played any Rummy card games, this rule will be familiar to you. All the tiles in your hand must be combined into sets, which are groups of 2, 3, or 4 identical matching tiles of the same suit and same number. There are names for the sets based on the number of tiles in the set:


Players of Standard American Mah Jongg will recognize the sequences as the categories found on popular Mah Jongg cards. In Flex Mahjong, you have to build sets that use numbers that are in consecutive numerical order from one of the number sequences.









  1. Four players sit at a square table.
  2. If using racks, place one in front of each player with the slanted side facing the player.
  3. Decide which tiles you will use in the game, placing them face down on the table. The number tiles with dragons are required, while the other types are optional:
    • Winds: If using, include all 16 tiles.
    • Flowers: If using, include 6 to 8 tiles.
    • Jokers: If using, include 4 to 8.
    • Blanks: If using, include up to 4.
  4. All players shuffle the tiles by mixing them around face down, turning over any tiles that accidentally flip up.
  5. Each player randomly selects 13 tiles, placing them in a row facing themselves, hidden from the other players. These 13 tiles are the player’s hand. *
  6. Pick a starting player for the round. Following Mahjong tradition, that player is called the “East” player for the round.
  7. Players take a minute or two to arrange the tiles in their hands.

  • To start a round, each player passes three tiles from their hand to the player on their left.
  • The tiles are kept face down until all players have finished passing.
  • Once all the tiles have been passed, players put the tiles they received in their hands.


If no player picks up the last discarded tile, then the next player to the right draws a random face-down tile. Out of courtesy, you should wait a few seconds to see if anyone wants to call the last discarded tile before drawing a face-down tile.

Once a tile is discarded, any player can claim that tile by saying “Call” out loud then picking up the discarded tile. You can call any tile except a blank or a joker, in these two circumstances:


A Joker Swap allows you to exchange a joker tile with a number tile or a wind tile in one of two ways:

A Blank Swap allows you to exchange a blank tile from your hand with any discarded tile that is face up on the table except a joker or another blank. You can make as many Blank Swaps on your turn as you like, using these steps:


After you have drawn a tile, and after you have made any Joker Swaps and/or Blank Swaps, you may have a winning Mahjong hand.


If you don’t declare Mahjong, discard one tile face up and say the name of that tile out loud. The discarded tile can be placed anywhere on the table between the other players. After discarding a tile, either a player will call the tile, or the next player to the right will draw a face-down tile to start their turn.





Experienced players can set a minimum hand value for a winning hand, increasing the difficulty and complexity. A minimum of 2 or 3 points for a winning hand is suggested for advanced players.


At the end of a round with a successful Mahjong hand, the value of the hand is paid to the winner by the other players:

  • One point is worth one scoring token or one coin of whichever type you are using: pennies, nickels, dimes, or quarters. 
  • Each losing player pays the winning player the hand value.
  • If a player discarded the last tile called for Mahjong, that player pays the winner double the hand value.

Sometimes the same discarded tile can complete a Mahjong hand for more than one player at the same time. When this happens, the players who did not have a winning hand pay the players who did have winning hands. The player who discards a tile that gives multiple players Mahjong only pays the hand value to each winning player, not double the hand value.


Flex Mahjong is meant to be fast and fun, not fiddly and fussy. If someone makes a mistake, the official rule of Flex Mahjong is simple: 



The soul of the game is Flexibility and Freedom, so house rules are strongly encouraged! Once you have some games under your belt, you can add some Flextra House Rules to your game, which add even more complexity and creativity. Click the link below for a page full of Flextras.