RULES
RULES
BEFORE YOU DRAW YOUR FIRST TILE
A great Mahjong tournament starts with everyone on the same page.
These rules are designed to keep the competition fair, the games running smoothly, and the fun flowing.
Please take a few minutes to review them before the first tile is drawn.
Know the rules. Play your best. Have a BLAST!
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All Tile Nation Tournaments shall be played according to the current National Mah Jongg League (NMJL) rules and tournament regulations, except where a Tile Nation Tournament rule or procedure specifically applies.
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Each player must have their own current National Mah Jongg League (NMJL) Official Standard Hands & Rules card available and displayed throughout tournament play. The card is an essential part of the game and must remain visible during all official tournament games.
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To ensure a consistent playing experience from table to table, Tile Nation Tournaments (TNT) will provide all playing equipment, including mats, racks, tiles, and dice.
All players must use the equipment provided by TNT. Outside playing equipment is not permitted at Tile Nation Tournaments.
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PLAYER ROTATION
East – Remains at the same table throughout the tournament
West – Moves up two tables after each round
North – Moves up one table after each round
South – Moves down one table after each round
TABLE MOVEMENT
Table movement is circular. Players moving up from the highest-numbered table continue to Table 1. Players moving down from Table 1 continue to the highest-numbered table.
START OF THE NEXT ROUND
Once all players are seated, the Tournament Director will announce the start of the next round.
No player may begin play until the official start has been announced.
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East is responsible for table administration and official scorekeeping but does not have the authority to make tournament rulings.
East must serve as the official scorekeeper for each round.
East must record each player's score on the official scoresheet and scoring app after every game, including applicable bonuses or penalties.
East must review scores with the players after each game and obtain the winner's initials to confirm the scores.
East must review the completed official scoresheet with all players at the end of the round and have each player initial the box next to their round total.
East must address any errors or discrepancies before leaving the table and refer rules questions or disputes to the Tournament Director before the scoresheet is submitted.
East must submit the completed official scoresheet to the front table at the end of the round.
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Players must keep track of their own score on their personal scoresheet throughout the tournament.
Players must verify their score and player number against the official scoresheet after each game and at the end of the round.
Players must immediately report any discrepancy to East or the Tournament Director before the scoresheet is submitted.
At the conclusion of each round, players must move to their next assigned table and seat according to the official seating schedule.
Players must complete every round unless an emergency requires them to leave early.
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ROUND STRUCTURE
Each round is 50 minutes in length and consists of four games, including the Charleston.
CONTINUOUS CLOCK
The official round timer begins at the start of each round and runs continuously for 50 minutes. The clock will not be stopped or paused except at the sole discretion of the Tournament Director.
PACE OF PLAY
There are no individual time limits for turns or games. All four players share responsibility for maintaining a reasonable pace of play so that all four games can be completed within the allotted round time.
INCOMPLETE GAMES
If a table fails to complete all four games before time is called, all players at that table receive a score of zero for each game that was not completed.
SESSION FORMAT
Tournament play is organized into sessions, each consisting of several rounds. Sessions are typically held in the morning and afternoon, with short breaks between rounds and a lunch break between sessions, as outlined in the official tournament schedule.
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East rolls the dice to break the wall.
The game officially begins when East makes the first discard.
If any hand has too few or too many tiles before the first discard, all hands are thrown in and the game is restarted.
Tails on the wall are prohibited. If a player picks from the wrong end of the wall or picks a tile out of sequence, their hand is dead.
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All hands are scored according to the current Official NMJL Card.
Use an “X” to indicate zero points on the official scoresheet. Do not use “O."
The player who has Mahjong initials the official scoresheet after each game.
West must initial East’s score when East wins and must initial the scoresheet for all wall games.
Players must verify their scores after each game and at the end of the round.
Any error or discrepancy must be reported and resolved before the scoresheet is submitted. Once submitted, no changes may be made.
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WINNING HAND
The player who declares Mahjong receives the point value shown on the NMJL card. For example, a hand valued at 25 points scores 25 points.
SELF-PICKED MAH JONGG
+ 10 points for a player who PICKS their own Mahjong tile.
NO JOKER BONUS
+10 points for a player who has a winning hand without any jokers. This bonus does not apply to Singles & Pairs hands.
WALL GAME
+10 for each player except players whose hands have been declared dead or who declared Mahjong in error.
EARTHLY/HEAVENLY HANDS
+10 points if East has Mahjong immediately following the initial deal (Heavenly Hand) or immediately after the Charleston (Earthly Hand). In either case, the game ends immediately.
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BLIND PASS
–10 points for looking at a tile in a blind pass during either Charleston. The hand remains alive as a player cannot have a dead hand due to an error during the Charleston.
MISNAMED TILE
–10 points for a player who misnames a tile called for an exposure.
If the player who calls for the misnamed tile exposes their tiles - they are dead.
-25 points for the mis-caller if the misnamed tile is actually the winning Mahjong tile. The Mahjong hand scores normally.
-25 for the mis-caller if the misnamed tile is not the actual Mahjong tile.
+10 for the other three players at the table and the game ends.
MISNAMING A DISCARDED TILE
If a player misnames a tile while discarding, the correct tile name should be stated, and play continues.
A misnamed discarded tile may not be called for an exposure. Players must claim tiles based on the tile that is actually discarded, not on what is announced.
If a player begins exposing tiles based on the incorrect verbal announcement rather than the actual discarded tile, that player's hand is dead.
MAH JONGG DECLARED IN ERROR
If Mahjong is declared but no tiles are exposed, all four players continue play.
If any part of a hand is exposed in error, that hand is declared dead, and play continues.
0 points for every player at the table if Mahjong is declared in error and all players have exposed their hands.
10 points to the only player who has not exposed their hand if all other players have exposed their hands. All other players who exposed their hands receive 0 points.
If two hands remain intact, play continues between those two players.
If a player declares Mahjong in error but corrects the mistake before exposing their hand and before any other player exposes or disturbs their hand, play continues without penalty.
THROWING MAH JONGG
No penalty to player throwing the winning tile to 0 or 1 exposure.
–10 for throwing the winning tile to a hand with two exposures.
–25 for throwing the winning tile to a hand with three or more exposures.
–25 for throwing the winning tile to a hand with two exposures in a quint hand.
DEAD HAND
0 points for a dead hand. Dead hands do not receive the –10-point discard penalty and do not receive the 10-point wall game bonus.
A player may declare another player's hand dead if they believe the hand is dead. If the declaration is incorrect, the declaring player's own hand becomes dead. Players must not consult with other players before making the declaration.
A hand may not be declared dead during the Charleston.
TIME LIMIT
0 points for every player at the table if time is called before the game is finished.
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A player's turn begins when they pick a tile from the wall or call a discarded tile for an exposure.
A player must not place their hand on the next tile or hover over the wall until the player before them has completed their discard. Picking ahead results in a dead hand.
Once a player touches the next tile in turn, the tile is theirs and they may no longer call the previous discard.
If a player picks from the wrong end of the wall and looks at the tile, the player's hand is dead. If the player has not looked at the tile, the tile must be returned to the wall and the player must pick from the correct end.
If the wall has shifted and tiles become hidden, the hand is not dead.
Players pushing out the wall should ensure that no tiles are concealed or should realign the remaining wall before play continues.
A player must always maintain the correct number of tiles in their rack. Handling tiles in both hands or losing count may result in a dead hand.
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A player must verbally call for a discarded tile. If the tile is taken without making a verbal call, the claim is invalid. The tile must be returned to the table and may not be claimed by that player.
If a player calls a discarded tile for Mahjong or for an exposure, the called tile must be placed on top of the player's rack, not inserted into the rack. This allows all players to verify that the correct tile was claimed.
If the called tile is immediately racked instead of being placed on top of the rack, the player's hand is dead, and play continues with the remaining three players.
A player who calls a tile for an exposure or for Mahjong may change their mind only if they have not touched the discarded tile. Once the tile has been touched, the call is binding, and the tile must be used for the declared exposure or Mahjong.
If two or more players call the same discarded tile, the tile is awarded to the player next in rotation from the player who made the discard, unless one of the calls is for Mahjong.
A player may call the most recently discarded tile for an exposure or Mahjong until the next player either racks or discards the tile they have drawn.
Players should allow a brief pause before racking so other players have a fair opportunity to call the discard.
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A player must draw or call a tile before discarding or exchanging a joker. A discard is considered initiated once the tile touches the table or the player begins to say the tile's name. Once intent is shown, the player may not change the decision.
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Jokers may be exchanged from any valid exposure made before a hand has been declared dead. Jokers in exposures that caused a hand to become dead are no longer available for exchange.
When exchanging a joker from another player’s exposure, the player must verbally request the exchange before taking the tile.
The purpose of asking is to prevent a player from unknowingly having an incorrect tile count that could result in a dead hand.
If the replacement tile is placed on the table without announcing the exchange first, the exchange is forfeited. The replacement tile remains on the table and may be called by another player for an exposure.
If the exchange has been announced before the replacement tile is placed on the table, the exchange is valid and the joker must be given.
If a joker exchange gives a player their winning tile, the hand is considered self-picked, regardless of whether the joker came from the player's own rack or another player's exposure. This is known as the Finesse Move, because the exchanged joker becomes the player's 14th tile.
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When declaring Mahjong, display the completed hand as it appears on the current NMJL card. This allows the other players to verify the hand.
Players should not expose their hands until the Mahjong declaration has been verified.
A Mahjong declaration is not valid until the player claims the winning tile and places it on top of their rack. If the player fails to pick up and properly place the Mahjong tile, the Mahjong declaration is invalid, and play continues.
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Tournament rules are strictly enforced to promote fairness, consistency, and efficient play.
Questions about rules, scoring, or gameplay interpretation must be directed to the Tournament Director, who is the only person authorized to make tournament rulings or arbitrate disputes.
The Tournament Director's ruling is final.
Director decisions will be based on these tournament rules, NMJL rules, and the Director's judgment.
If players resolve a rules or scoring issue at the table without involving the Director, that decision is considered final and cannot later be reopened or appealed.
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Tile Nation Tournaments is committed to providing a fun, positive, respectful, and welcoming environment for all participants.
Players must treat fellow competitors, tournament staff, and directors with courtesy and respect at all times.
Tile Nation Tournaments maintains a zero-tolerance policy for rude, disrespectful, or unsportsmanlike behavior.
Criticizing, judging, or making negative comments about another player's play is not permitted.
Conduct that disrupts the tournament or creates an unwelcoming environment may result in removal from the event at the discretion of the Tournament Director.