Joker Rules in American Mahjong: Where You Can Use Them and How to Swap
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Jokers are the most powerful tiles in American mahjong, and the rules around them are short. Learn these and you will avoid the mistakes that cost beginners their hands.
Rule 1: jokers only go in groups of three or more
A joker can stand in for any tile in a group of three or more identical tiles:
- Pung: three of a kind
- Kong: four of a kind
- Quint: five of a kind. There are only four of each tile, so a quint always needs at least one joker.
- Sextet: six of a kind, which always needs at least two jokers.
A group can contain any number of jokers, even all jokers.
Rule 2: never in a single or a pair
You can't use a joker as a single tile or in a pair. That includes single winds and single tiles in hands that spell out a year, such as a Soap standing for zero.
Rule 3: jokers are never passed
Jokers stay with you through the Charleston and the courtesy pass.
Rule 4: a discarded joker is dead
You may discard a joker, but no one can call it or pick it up. It stays in the discard area for the rest of the game.
The joker exchange
When a player exposes a group that contains a joker, anyone can swap for that joker if they have the real tile it represents. For example, if a player has exposed two 5 Dots and a joker, you can trade a 5 Dot for the joker.
- You can only swap on your own turn: after you draw, or after you call a discard and expose.
- You can swap with any player's exposure, including your own.
- Only jokers in exposed groups can be swapped, never jokers still on someone's rack.
- The player can't refuse the swap.
Swapping is one of the best moves in the game: you give away a tile and take back the most flexible tile in the set.
How many jokers are in a set?
A standard set has 8 jokers. Our sets include 10, so you have two spares. Standard play uses 8; using all 10 is a house rule some groups agree on. Our Red Christmas set has Santa jokers, and Under the Sea has jokers in two sea-god designs.
Common joker mistakes
- Using a joker to finish a pair. It isn't allowed, and a mistaken Mah Jongg can cost you the hand.
- Throwing a joker hoping someone will "take it". No one can.
- Forgetting to look at other players' exposures for joker swaps.