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Rules and Everything
Siamese Mah Jongg®

Mah jongg HIghlighters
Great For Siamese Mah jongg®!

Benefits Of using Highlighters with SMJ

Mah Jongg Highlighters are a Must-Have for playing Siamese Mah Jongg®!

Why? 

Because you will have twice as many tiles to work with and you will be following twice as many lines. As your hands evolve and likely change, simply pick up a Highlighter and move it to a new line that has started forming in your rack.

You’ll love using our Highlighters while tracking and considering all the various hands, working with two racks and strategizing for a DOUBLE Mah Jongg.

There is a lot more to keep up with and our Highlighters make it easy for you to keep up with the lines you’re following.

Our L Sleeve Kit w/4 Highlighters is the perfect compliment and tool for playing Siamese Mah Jongg®! It comes with a Large Sleeve that fits the NEW 2024 Siamese Mah Jongg® card. (It also fits the Large NMJL card.)And it also comes with 4 Highlighters in various colors to help you easily keep track of all your potential hands so you remain calm and focused as you play. Use the NEW 2024 Siamese Mah Jongg® card for even more fun!

Buy the new 2024 Siamese Mah Jongg® card along with our favorite products. Watch the video to learn how to set up and play. See the links below. 


Instructions for Siamese Mah jongg®

Rules for playing
Siamese Mah Jongg®,
Royale Siamese
and Imperial Siamese.

The 2 player game of Siamese Mah Jongg® was created in April 2015, by Gladys Grad. The 1st Annual Siamese Mah Jongg® card came out in January 2018 also created by Gladys Grad. Buy Siamese Mah Jongg® cards here.

Revised (11/13/24)

Rules for playing Siamese Mah Jongg®

(Rules for playing the 3 or 4 PLAYER VERSION OF SIAMESE MAH JONGG® called ROYALE SIAMESE MAH JONGG®, are below, following the Siamese rules.)

ALL HANDS CAN BE PLAYED OPEN OR CLOSED: Closed = BONUS +10 Points

1.TWO PLAYERS / TWO RACKS EACH: (or 2 PLAYERS using 1 Double Siamese Rack each;) Two players face each other; and place 2 racks in front of each player.

2.WALLS: Build two (2) full walls of tiles, 19 stacks long of 2 tiles high, placed in front of each rack. Once the first wall has been pushed out, move that rack behind your other rack. This will allow your 2nd wall to be easily pushed out when needed. When playing with 1 Double Siamese Rack, build 2 walls, one behind the other with a Pusher placed between each wall. The walls can now easily glided out using the Pusher.

3. NO WALLS: NOTE: We don’t support playing without building walls. Walls help to prevent players from “accidentally- remembering” just where there might be some Jokers located). It’s an option for social play ONLY: Don’t build any walls; just leave the shuffled unpicked tiles on one side of the table, and discard on the other side of the table. (GG’s NOTE: WALLS ARE REQUIRED FOR TOURNAMENT PLAY.)

4. EAST THROWS A DIE TO BREAK/CUT THE WALL: East throws one (1) die to break the first wall and counts, from the right side of the wall, the amount of tiles corresponding to the number on the die thrown. Then breaks the wall by moving the counted-stacks of tiles to the tail end of the current wall (East’s first wall). Break/Cut the wall like a deck of cards.

5. 27 TILES FOR EAST, 27 TILES FOR THE OPPOSITE PLAYER: Each player takes turns dealing themselves four (4) tiles from East’s “cut” wall until both players have 27 tiles each. Both of East’s walls will be pushed out to complete the deal before using opponents walls.

6. ARRANGING THE TILES: Players may arrange their tiles in both their racks. As many as desired; and may exchange tiles back and forth between their own racks. It does not matter how many tiles are on each rack at any time.

7. CHARLESTON: There is NO Charleston. (GG’s NOTE: You have access to 50% of the tiles and a multitude of tile-combinations over which you have control.)

8. THE GAME BEGINS: East picks, then discards their 28th tile to begin the game; then the opposite player calls/picks their first tile from the wall; and discards a tile. Picking and discarding continues.

9. JOKERS: You may exchange your own Jokers from your own exposures, or from your opponent’s exposures; but you CANNOT exchange a Joker from any EXPOSED Mah Jongg hand. Jokers may be exchanged from exposures in a “dead” hand, ONLY IF that exposure did NOT cause the hand to be declared “dead.”

10. CLAIMING A TILE FOR AN EXPOSURE(S): IF you claim a discarded tile for an EXPOSURE, pick up that tile FIRST, in order to BEGIN YOUR TURN, BEFORE you EXPOSE any tiles from your hand. (NOTE: Your turn does NOT legitimately start until that claimed tile is ON your rack.) PENALTY: You LOSE that turn, and the hand that was going to use that claimed tile must be declared “dead.”

11. YOU ARE PLAYING BOTH RACKS INTERCHANGEABLY: Even though the TILES ARE INTERCHANGEABLE between the racks, players must be cautious and NOT combine their EXPOSURES on the WRONG Rack. A player’s hand should be declared “dead” if the combined exposures do not match a hand on the NMJL or Siamese MJ cards. However, the player must discard and may continue playing to try and build a 2nd Mah Jongg on their 2nd rack. Remember, the tiles are interchangeable IN the racks, not ON the racks.

12. AFTER THE FIRST MAH JONGG : Once a Mah Jongg is declared and exposed with the required 14 tiles by a player, and that player has discarded a tile to complete their turn, player may continue to keep their remaining tiles on one or both of the slanted portion(s) of their rack(s).

13. MAH JONGG STRATEGIES:

A. STRATEGY 1: The disadvantage of NOT EXPOSING your own MJ is that the game might finish before you have declared your own Mah Jongg; and you must have a Mah Jongg exposed in order to receive points. You won’t receive points for a MJ that is still IN your rack, not ON your rack.

B. STRATEGY 2: The longer you delay declaring and exposing a Mah Jongg, the longer you are able to use your own Jokers interchangeably.
(Remember, once the Mah Jongg hand has been declared and exposed, the Jokers in the MJ exposures CANNOT be exchanged.

C. STRATEGY 3:  Do not feel compelled to PREMATURELY tell your opponent that theirs is a “good Mah Jongg” or specifically “that’s not a Mah Jongg.” By giving your opponent a chance to change their hand prior to their discarding the tile to end their turn, you may be giving that player important information to correct their hand in a timely manner; thus eliminating your own strategic advantage.

14. MAH JONGG SITUATIONS:

A. MIS-NAMED DISCARDED TILE:

a. If the mis-named discarded tile is claimed for an EXPOSURE, and the discarder has the correct tile in their hand, then the correct tile MUST be discarded in place of the incorrect tile.

b. If the discarder does not have the correct tile in their hand, the game proceeds, following the correct naming of the tile. No penalty to the discarder.

c. A MIS-NAMED discarded tile may be claimed for MAH JONGG even though it’s the wrong tile. The discarder is penalized the appropriate amount of points for that hand. PENALTY: – 35, for example if the points are 35 for that hand.

d. If the mis-named tile is claimed for a 2nd Mah Jongg the discarder is penalized the appropriate amount of points for that hand. PENALTY: – 35, for example if the points are 35 for that hand; plus an additional -25 points.

e. If the mis-named tile is claimed for a Double Mah Jongg, the discarder is penalized the appropriate amount of points for EACH HAND. PENALTY: – 35 and -30 for example, if the points are 35 and 30 for those hands; plus an additional -25 points.

B. MAKING CORRECTIONS TO YOUR EXPOSURES: When making an exposure with a called tile, you must make any corrections to that exposure, prior to discarding a tile to end your turn. This includes changing a Pung to a Kong, a Kong to a Quint, (or back again); or making a change to correct an erroneously displayed incorrect tile from you rack (such as using a 3 for an 8, a 5 for an S, a 1Bam for a Flower, etc.).

C. IF YOU CLAIM A DISCARDED TILE FOR MAH JONGG THEN REALIZE YOU DO NOT HAVE A MAH JONGG: While creating your exposure with that tile, you realize that you do NOT have a good, complete Mah Jongg; it is IMPORTANT that you NOT EXPOSE any other tiles, except those used with the discard to complete the meld of tiles for that Pung, Kong or Quint. If you expose any other tiles from your rack, your hand will be declared dead.

15. GAME ENDS WHEN 1 PLAYER DECLARES 2 MAH JONGGS AT THE SAME TIME OR SEPARATELY AND WINS, or: when the tiles from the walls have been used, and the last discard has been made.  If all the tiles have been played, and no player has an exposed Mah Jongg, then it is a “WALL GAME” and each player receives +10 points. (See SCORING AND PAYOUTS: below.)

16. DECLARING HANDS DEAD:
A. MAH JONGG IN ERROR 1: If a player claims two (2) Mah Jongg’s at the same time, but only has one, the legal Mah Jongg will be honored; and the other hand will be considered “dead.” If the Player has a TOTAL OF 28 TILES and they have tiles left in their rack, they must discard to end their turn; or if the Player has a total of 28 tiles and they do not have tiles left in their rack, their turn is over and play continues with their opponent picking and discarding until they win with 2 MJ’s or the tiles run out.

B. MAH JONGG IN ERROR 2:  If a player has one Mah Jongg exposed but later after getting their 2nd MJ, realized their 1st MJ only had 13 tiles; their 1st MJ with only 13 tiles would be declared dead and their 2nd legal MJ would get points. They would end their turn by discarding as they would have 1 tile left in their rack after exposing their 2nd MJ. Play continues with their opponent picking and discarding until they win with 2 MJ’s or the tiles run out.

C. MAH JONGG IN ERROR 3:  If a player has one legal Mah Jongg exposed. And their 2nd, 14 tile MJ is wrong. Their 1st MJ would get points. Their 2nd MJ would be declared dead. They have no tiles left in their rack since they used 14 tiles in the 1st legal MJ and 14 tiles in the 2nd wrong MJ. Their turn ends and play continues with their opponent picking and discarding until they win with 2 MJ’s or the tiles run out.

D. IF A PLAYER IS DECLARED “DEAD” FOR BOTH HANDS, THE GAME CEASES: And the “dead” player gets minus (-) points equaling 4 times the value of opponent’s existing Mah Jongg, or 4 times the lowest value on the card – whichever is relevant.

E. IF TOO MANY OR TOO FEW TILES ON PLAYER’S RACKS: Declare both hands “dead”. 27 tiles is the correct number of tiles for each player unless it’s their turn and they’ve called or picked a tile. In which case they should have 28 tiles. If immediately after the deal it is discovered a player has too many or too few tiles, it is a mis-deal. Start over and re-deal the tiles. If it is discovered during play that a player has too many or too few tiles, both their racks should be declared “dead”. And the “dead” player gets minus (-) points equaling 4 times the value of opponent’s existing Mah Jongg, or 4 times the lowest value on the card – whichever is relevant.

F. ONE EXPOSURE AND TOO MANY OR TOO FEW TILES ON PLAYER’S RACKS: Having one legitimate Mah Jongg exposed will usually guarantee that player receives points for a good MJ.  However, if it is discovered at ANY TIME that the player has too many or too few tiles. BOTH OF THAT PLAYER’S HANDS ARE DEAD; even the exposed MJ. 27 tiles is the correct number of tiles for each player unless it’s their turn and they’ve called or picked a tile. In which case they should have 28 tiles.

G. IF A PLAYER HAS 1 “DEAD” HAND EXPOSED: That player may continue to exchange the remaining tiles between their two racks, but may NOT USE any of the tiles from the exposures that MADE the EXPOSED HAND “dead” – in order to build another hand. Jokers may be exchanged from exposures in the “dead” hand, ONLY if that exposure containing the Joker did not coincide with the hand being declared “dead.”

H. PICKING FROM THE WRONG WALL: If a player picks and racks a tile from the wrong wall, then that player will have one (1) hand declared dead. If there is already a MJ hand exposed by that player then the player’s 2nd hand is dead. They discard. And play continues with their opponent picking and discarding until they win with 2 MJ’s or the tiles run out.
If the erring player has one hand with exposures, then that hand is dead.
If the player has 2 hands with exposures, then the hand on the rack closest to that erring player is dead.

I. EXPOSING BEFORE PLACING DISCARD ON YOUR RACK: PENALTY: You LOSE that turn, and the hand that was going to use that claimed tile must be declared “dead.” Your turn does NOT legitimately start until the called tile is placed ON your rack.) IF you claim a discarded tile for an EXPOSURE,  pick up that tile FIRST, in order to BEGIN YOUR TURN, BEFORE you EXPOSE any tiles from your hand.  

J. IF YOU CLAIM A DISCARDED TILE FOR MAH JONGG THEN REALIZE YOU DO NOT HAVE A MAH JONGG AND EXPOSE OTHER TILES: While exposing that tile you realize that you do NOT have a good, complete Mah Jongg; and you accidentally expose other tiles from your rack, your hand should be declared dead.

17. SCORING AND PAYOUTS: Keep score; Scores are kept for each player after each game. Add points for Mah Jonggs and deduct points for penalties. Payouts are made at the very END of all games.
Easy Payouts:

At the end of the game(s) and play is complete, the player with the lesser score will pay the winner the difference between the two (2) scores:
A. The 1st Mah Jongg by a player receives the value on the NMJL or Siamese Mah Jongg® card(s), regardless if it is
self-picked. However,  if it is JOKERLESS, the value is doubled (excluding singles and pairs).
Reminder: The Payer is NOT penalized for throwing a tile that is claimed for the 1st Mah Jongg.

B. If a player declares and wins the game with their 2nd Mah Jongg, the payout for the 2nd Mah Jongg is doubled, regardless if it is self-picked.
Payout is doubled again if the 2nd Mah Jongg is JOKERLESS (excluding singles and pairs).

C. A player who declares, exposes, and wins with two (2) Mah Jonggs AT THE SAME TIME aka a Double Mah Jongg, receives DOUBLE THE SCORE FOR BOTH HANDS. It does not matter if that player had any previous exposures.

D. The player who discards a tile that is claimed for their opponent’s 2nd Mah Jongg is penalized minus Twenty-five points (-25); even if there is a 1st Mah Jongg already exposed on their opponent’s rack.

E. A player who discards and gives their opponent a Double Mah Jongg is penalized minus Twenty-five points (-25). Even if the claimed tile is used in the 1st Mah Jongg that they expose, for their Double Mah Jongg.

F. WALL GAME: Each player receives Plus Ten Points (+10).

NOTE ABOUT THE “ATOMIC CAT” HAND:

1. You must declare “Atomic Cat” immediately after the deal. It will be on your first rack, closest to the center of the table.

2. You MUST start with only 13 tiles on one rack and wait to pick or claim your 14th tile. Separate a pair if necessary.

3. You CANNOT exchange tiles between racks unless you go off Atomic Cat.
4. If you CLAIM a tile for Atomic Mah Jongg, you must declare.

5. If you have another Mah Jongg exposed and pick a Flower or a Joker, you must go off-Atomic.
6. No Duplicate Numbers.

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RULES FOR PLAYING Royale Siamese Mah Jongg®

Royale Siamese Mah Jongg® Variations

3 & 4 Player Royale Siamese Mah Jongg®

Play with 3 or 4 players. And use the Siamese Mah Jongg® card for more challenging and fun hands.

Please Note: Some rules for Royale with 3 and 4 players may be DIFFERENT than for 2 players.

AN IMPORTANT NOTE ABOUT “NO JOKERS IN ROYALE SIAMESE” aka (*).

Look for the (*) on the Siamese Mah Jongg® card. When you are playing Royale Siamese Mah Jongg® with 2 FULL SETS, you are also playing with 4 MORE of EACH suited tile. We are inviting you to use the additional suited tiles (NOT the JOKERS) to create a more challenging game for yourselves, PLUS, earn another +25 Bonus Points.

ALL HANDS CAN BE PLAYED OPEN OR CLOSED: Closed = BONUS +10 Points

1. For 4 players – Use 2 sets and 2 racks for each player; or 1 Double Siamese Rack each.

For 3 players – Use 2 sets and 2 racks for each player; or 1 Double Siamese Rack each. Remember to remove 4 Jokers and 4 Flowers.

2.WALLS: Build two (2) full walls of tiles, 19 stacks long of 2 tiles high, placed in front of each rack. Once the first wall has been pushed out, move that rack behind your other rack. This will allow your 2nd wall to be easily pushed out when needed. When playing with 1 Double Siamese Rack, build 2 walls, one behind the other with a Pusher placed between each wall. The walls can now easily glided out using the Pusher.

3. EAST THROWS A DIE TO BREAK/CUT THE WALL: East throws one (1) die to break the first wall and counts, from the right side of the wall, the amount of tiles corresponding to the number on the die thrown. Then breaks the wall by moving the counted-stacks of tiles to the tail end of the current wall (East’s first wall). Break/Cut the wall like a deck of cards.

4. 27 TILES FOR EAST, 27 TILES FOR THE OPPOSITE PLAYER: Each player takes turns dealing themselves four (4) tiles from East’s “cut” wall until both players have 27 tiles each. Both of East’s walls will be pushed out to complete the deal before the next player’s wall. Each player’s (2) walls are used before the next player’s wall comes out.

5. ARRANGING THE TILES: Players may arrange their tiles in both their racks. As many as desired; and may exchange tiles back and forth between their own racks. It does not matter how many tiles are on each rack at any time.

6. CHARLESTON: There is NO Charleston. (GG’s NOTE: You have access to 50% of the tiles and a multitude of tile-combinations over which you have control.)

7. THE GAME BEGINS: East picks, then discards their 28th tile to begin the game; then the player to the right of East calls/picks their first tile; and discards a tile. Picking and discarding continues.

8. JOKERS: You may exchange your own Jokers from your own exposures, or from your opponent’s exposures; but you CANNOT exchange a Joker from any EXPOSED Mah Jongg hand. Jokers may be exchanged from exposures in a “dead” hand, ONLY IF that exposure did NOT cause the hand to be declared “dead.”

9.CLAIMING A TILE FOR AN EXPOSURE(S):IF you claim a discarded tile for an EXPOSURE, pick up that tile FIRST, in order to BEGIN YOUR TURN, BEFORE you EXPOSE any tiles from your hand. (NOTE: Your turn does NOT legitimately start until that claimed tile is ON your rack.) PENALTY: You LOSE that turn, and the hand that was going to use that claimed tile must be declared “dead.”

10. YOU ARE PLAYING BOTH RACKS INTERCHANGEABLY: Even though the TILES ARE INTERCHANGEABLE between the racks, players must be cautious and NOT combine their EXPOSURES on the WRONG Rack. A player’s hand should be declared “dead” if the combined exposures do not match a hand on the NMJL or Siamese MJ cards. However, the player must discard and may continue playing to try and build a 2nd Mah Jongg on their 2nd rack. Remember, the tiles are interchangeable IN the racks, not ON the racks.

11. AFTER THE FIRST MAH JONGG : Once a Mah Jongg is declared and exposed with the required 14 tiles by a player, and that player has discarded a tile to complete their turn, player may continue to keep their remaining tiles on one or both of the slanted portion(s) of their rack(s).

12. MAH JONGG STRATEGIES:

A. STRATEGY 1: The disadvantage of NOT EXPOSING your own MJ is that the game might finish before you have declared your own Mah Jongg; and you must have a Mah Jongg exposed in order to receive points. You won’t receive points for a MJ that is still IN your rack, not ON your rack.

B. STRATEGY 2: The longer you delay declaring and exposing a Mah Jongg, the longer you are able to use your own Jokers interchangeably.
(Remember, once the Mah Jongg hand has been declared and exposed, the Jokers in the MJ exposures CANNOT be exchanged.

C. STRATEGY 3:  Do not feel compelled to PREMATURELY tell your opponents that theirs is a “good Mah Jongg” or specifically “that’s not a Mah Jongg.” By giving your opponents a chance to change their hand prior to their discarding the tile to end their turn, you may be giving that player important information to correct their hand in a timely manner; thus eliminating your own strategic advantage.

13. MAH JONGG SITUATIONS:

A. MIS-NAMED DISCARDED TILE:

a. If the mis-named discarded tile is claimed for an EXPOSURE, and the discarder has the correct tile in their hand, then the correct tile MUST be discarded in place of the incorrect tile.

b. If the discarder does not have the correct tile in their hand, the game proceeds, following the correct naming of the tile. No penalty to the discarder.

c. A MIS-NAMED discarded tile may be claimed for MAH JONGG even though it’s the wrong tile. The discarder is penalized the appropriate amount of points for that hand. PENALTY: – 35, for example if the points are 35 for that hand.

d. If the mis-named tile is claimed for a 2nd Mah Jongg the discarder is penalized the appropriate amount of points for that hand. PENALTY: – 35, for example if the points are 35 for that hand; plus an additional -25 points.

e. If the mis-named tile is claimed for a Double Mah Jongg, the discarder is penalized the appropriate amount of points for EACH HAND. PENALTY: – 35 and -30 for example, if the points are 35 and 30 for those hands; plus an additional -25 points.

f. If one player calls a mis-named tile for MJ and another player wants the actual tile that was discarded for their MJ, the player who called the mis-named tile gets the tile. If they realize they don’t have MJ, the other player who needs the actual tile for their MJ gets the tile.

B. MAKING CORRECTIONS TO YOUR EXPOSURES: When making an exposure with a called tile, you must make any corrections to that exposure, prior to discarding a tile to end your turn. This includes changing a Pung to a Kong, a Kong to a Quint, (or back again); or making a change to correct an erroneously displayed incorrect tile from you rack (such as using a 3 for an 8, a 5 for an S, a 1Bam for a Flower, etc.).

C. IF YOU CLAIM A DISCARDED TILE FOR MAH JONGG THEN REALIZE YOU DO NOT HAVE A MAH JONGG: While creating your exposure with that tile, you realize that you do NOT have a good, complete Mah Jongg; it is IMPORTANT that you NOT EXPOSE any other tiles, except those used with the discard to complete the meld of tiles for that Pung, Kong or Quint. If you expose any other tiles from your rack, your hand will be declared dead.

14. GAME ENDS WHEN 1 PLAYER DECLARES 2 MAH JONGGS AT THE SAME TIME OR SEPARATELY AND WINS, or: When the tiles from the walls have been used, and the last discard has been made.  If all the tiles have been played, and no player has an exposed Mah Jongg, then it is a “WALL GAME” and each player receives +10 points. (See SCORING AND PAYOUTS: below.)

15. A DISCARDED TILE IS CLAIMED FOR “MAH JONGG” BY 2 OR MORE PLAYERS: The discarded tile may be claimed FIRST by the player for a Double Mah Jongg, then it goes to the player CLOSEST in succession to the discarder, regardless if it is for a 1st or 2nd Mah Jongg. (A single, 2nd Mah Jongg does NOT take precedence in this case.)

16. DECLARING HANDS DEAD:
A. MAH JONGG IN ERROR 1: If a player claims two (2) Mah Jongg’s at the same time, but only has one, the legal Mah Jongg will be honored; and the other hand will be considered “dead.” If the Player has a TOTAL OF 28 TILES and they have tiles left in their rack, they must discard to end their turn; or if the Player has a total of 28 tiles and they do not have tiles left in their rack, their turn is over and play continues with the other players.

B. MAH JONGG IN ERROR 2:  If a player has one Mah Jongg exposed but later after getting their 2nd MJ, realized their 1st MJ only had 13 tiles; their 1st MJ with only 13 tiles would be declared dead and their 2nd legal MJ would get points. They would end their turn by discarding as they would have 1 tile left in their rack after exposing their 2nd MJ. Play continues with the other players.

C. MAH JONGG IN ERROR 3:  If a player has one legal Mah Jongg exposed. And their 2nd, 14 tile MJ is wrong. Their 1st MJ would get points. Their 2nd MJ would be declared dead. They have no tiles left in their rack since they used 14 tiles in the 1st legal MJ and 14 tiles in the 2nd wrong MJ. Their turn ends and play continues with the other players.

D. IF A PLAYER HAS 2 DEAD HANDS?

OR (2 PLAYERS HAVE 2 DEAD HANDS OR 3 PLAYERS HAVE 2 DEAD HANDS?): Play continues with 3 or 1 player until someone wins with 2 MJs or the tiles run out.

E. IF TOO MANY OR TOO FEW TILES ON PLAYER’S RACKS: Declare both hands “dead”. 27 tiles is the correct number of tiles for each player unless it’s their turn and they’ve called or picked a tile. In which case they should have 28 tiles. If immediately after the deal it is discovered a player has too many or too few tiles, it is a mis-deal. Start over and re-deal the tiles. If it is discovered during play that a player has too many or too few tiles, both their racks should be declared “dead”. Play continues with other players.

F. ONE EXPOSURE AND TOO MANY OR TOO FEW TILES ON PLAYER’S RACKS: Having one legitimate Mah Jongg exposed will usually guarantee that player receives points for a good MJ.  However, if it is discovered at ANY TIME that the player has too many or too few tiles. BOTH OF THAT PLAYER’S HANDS ARE DEAD; even the exposed MJ. 27 tiles is the correct number of tiles for each player unless it’s their turn and they’ve called or picked a tile. In which case they should have 28 tiles. Play continues with other players.

G. IF A PLAYER HAS 1 “DEAD” HAND EXPOSED: That player may continue to exchange the remaining tiles between their two racks, but may NOT USE any of the tiles from the exposures that MADE the EXPOSED HAND “dead” – in order to build another hand. Jokers may be exchanged from exposures in the “dead” hand, ONLY if that exposure containing the Joker did not coincide with the hand being declared “dead.”

H. PICKING FROM THE WRONG WALL: If a player picks and racks a tile from the wrong wall, then that player will have one (1) hand declared dead. If there is already a MJ hand exposed by that player then the player’s 2nd hand is dead. They discard. And play continues with the other players.
If the erring player has one hand with exposures, then that hand is dead.
If the player has 2 hands with exposures, then the hand on the rack closest to that erring player is dead.

I. EXPOSING BEFORE PLACING DISCARD ON YOUR RACK: PENALTY: You LOSE that turn, and the hand that was going to use that claimed tile must be declared “dead.” Your turn does NOT legitimately start until the called tile is placed ON your rack.) IF you claim a discarded tile for an EXPOSURE,  pick up that tile FIRST, in order to BEGIN YOUR TURN, BEFORE you EXPOSE any tiles from your hand.  

J. IF YOU CLAIM A DISCARDED TILE FOR MAH JONGG THEN REALIZE YOU DO NOT HAVE A MAH JONGG AND EXPOSE OTHER TILES:  While exposing that tile you realize that you do NOT have a good, complete Mah Jongg; and you accidentally expose other tiles from your rack, your hand should be declared dead.

17. SCORING AND PAYOUTS: Keep score; Scores are kept for each player after each game. Add points for Mah Jonggs and deduct points for penalties. Payouts are made at the very END of all games.

Easy Payouts: A “Pot” is created and an amount is predetermined before the game begins. For example $3, $5 or $10 is taken from each player and put into the “Pot”. At the end, before distributing money from the pot, a player with a “minus” score must compensate the “Pot” with that exact amount of money. Any money remaining after all players have been paid, is equally distributed back to ALL the players.

Please note: In Royale SMJ, the Quint hands are not doubled if they are Jokerless.

Look for the purple (*) on the hands all over the SMJ card. It applies to Royale Siamese ONLY and means, if Jokerless, you get Bonus +25 Points, not doubled.

A. The 1st Mah Jongg by a player receives the value on the NMJL or SIAMESE MAH JONGG CARD(s), regardless if it is
self-picked. However,  if it is JOKERLESS, the value is doubled (excluding singles and pairs).
Reminder: The Payer is NOT penalized for throwing a tile that is claimed for the 1st Mah Jongg.

B. If a player declares and wins the game with their 2nd Mah Jongg, the payout for the 2nd Mah Jongg is doubled, regardless if it is self-picked.
Payout is doubled again if the 2nd Mah Jongg is JOKERLESS (excluding singles and pairs).

C. A player who declares, exposes, and wins with two (2) Mah Jonggs AT THE SAME TIME aka a Double Mah Jongg, receives DOUBLE THE SCORE FOR BOTH HANDS.  It does not matter if that player had any previous exposures.

D. The player who discards a tile that is claimed for their opponent’s 2nd Mah Jongg is penalized minus Twenty-five points (-25); even if there is a 1st Mah Jongg already exposed on their opponent’s rack.

E. A player who discards and gives their opponent a Double Mah Jongg is penalized minus Twenty-five points (-25). Even if the claimed tile is used in the 1st Mah Jongg that they expose, for their Double Mah Jongg.

F. WALL GAME: Each player receives Plus Ten Points (+10).

NOTE ABOUT THE “ATOMIC CAT” HAND:

1. You must declare “Atomic Cat” immediately after the deal. It will be on your first rack, closest to the center of the table.

2. You MUST start with only 13 tiles on one rack and wait to pick or claim your 14th tile. Separate a pair if necessary.

3. You CANNOT exchange tiles between racks unless you go off Atomic Cat.
4. If you CLAIM a tile for Atomic Mah Jongg, you must declare.

5. If you have another Mah Jongg exposed and pick a Flower or a Joker, you must go off-Atomic.
6. No Duplicate Numbers.

Imperial Siamese Mah Jongg®:

2 players with 4 racks each and 2 sets

3 or 4 players with 4 RACKS EACH playing with 3 sets!

The rules are the same as Siamese Mah Jongg® and Royale Siamese Mah Jongg®.

Siamese Mah Jongg® cards and kits