The 152 tiles
- Dots, bams, craks: 1 to 9, four of each (108)
- Winds N E W S: 16. Dragons: 12. Flowers: 8. Jokers: 8
- Start with 13 tiles (East 14). Win with 14.
Dragons go with suits
- Red dragon with craks
- Green dragon with bams
- White dragon (soap) with dots. Soap is also used as zero.
Reading the card
- One colour = one suit. Two or three colours = two or three different suits.
- X = exposures allowed. C = concealed, no exposures.
- N E W S = winds, F = flower, D = dragon, 0 = soap.
- The number at the right is the hand's value.
The Charleston
- Pass 3 right, 3 across, 3 left (blind pass allowed on left)
- Optional second: left, across, right (blind on right). Anyone can stop it.
- Optional courtesy: 0 to 3 with the player across
Never pass a joker.
Calling a discard
- Call to make a pung, kong or quint, then expose it.
- Call for a single or pair only if it wins.
- Mah Jongg call beats an exposure call.
- A discarded joker is dead.
Jokers
- Only in groups of 3 or more.
- Never in pairs, singles, NEWS or singles-and-pairs hands.
- Swap a matching tile from your rack for an exposed joker, on your turn.
Groups
- Pair 2, pung 3, kong 4, quint 5, sextet 6
- Quints and sextets need jokers or flowers
Paying
- Win on a discard: discarder pays 2×, others 1×
- Self-drawn: everyone pays 2×
- No jokers: double again (singles and pairs excluded)
- Wall game: nobody pays