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Official rulebook · 2026 edition

Tandem Mahjong™ Rules

Two hands, two sides, four ways to play. Begin with the essentials, then jump to the style you wish to play.

Tandem Mahjong Rulebook cover
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Welcome to Tandem Mahjong

Tenpai Tandem Mahjong is an American Mahjong variant for one or two players. The orange WEST side of the Tenpai Tandem card and the purple EAST side each contain 22 playable lines. In a Classic game, each player builds one 14-tile hand. In a Tandem game, each player builds two 14-tile hands: one WEST hand using only the WEST side of the card, and one EAST hand using only the EAST side.

The signature game is Tandem Duel: two players, two hands each, and one shared Tandem Square. The other styles teach the same system in smaller steps.

Three basics before you begin

  1. 1Tandem Mahjong rules override custom. American mahjong has many table traditions. When a Tenpai Tandem Mahjong rule differs, use the Tandem Mahjong rule in this book.
  2. 2The terms East and West wear many hats. The East seat is the starting player. An East hand is a hand built from the purple East side of the card, while a West hand is built from the orange West side of the card. East hands are always built on the East side of the Tenpai Tandem Rack, and West hands on the West side. Any exposures must be placed on the corresponding side. In Tandem play, both an East hand and a West hand are built on the Tenpai Tandem Rack.
  3. 3The card is exact. A winning hand must match one line from the corresponding Tenpai Tandem Card side in tile identity, quantity, group size, suit relationship, and every written restriction.
Key phrase
East / West seat
Applies to
Player position
Meaning
Player's seated position at the table.
Key phrase
East / West hand
Applies to
Rack / tiles
Meaning
A 14-tile hand built by a player.
Key phrase
East / West line
Applies to
Tandem Card
Meaning
A single playable line on the card.
Key phrase
East / West side
Applies to
Card / rack
Meaning
The left or right half of the card or rack.

Four ways to play

Style
Classic Solitaire
Players
1
Racks
1 single
Hands
1
In one sentence
Build one hand from either side of the card before the wall runs out.
Style
Classic Duel
Players
2
Racks
2 single
Hands
1 each
In one sentence
West and East race to complete their respective hands first.
Style
Tandem Solitaire
Players
1
Racks
1 Tandem
Hands
2
In one sentence
Build a West and an East hand at the same time before tiles run out.
Style
Tandem Duel
Players
2
Racks
2 Tandem
Hands
2 each
In one sentence
Build two hands, declare one at a time to lock in points or hold both for Tandem Mahjong.

What you need

  • 152 American Mahjong tiles: 108 numbered tiles, 16 winds, 12 dragons, 8 flowers, and 8 jokers. Set aside spare blanks or extra tiles.
  • The 2026 Tenpai Tandem card. Your completed hands will match the lines on here.
  • Racks: one single rack per Classic player, one Tandem Rack per Tandem player. Two ordinary racks placed side by side may substitute for one Tandem Rack.
  • Tandem Pushers: one per Tandem Rack, used to move an active wall into reach.
  • Two dice

Section 1

Mahjong Foundations

Adapted for the four Tandem Mahjong styles.

The object

Attain exactly 14 tiles that match one line on the card. The line is not a suggestion: every number, letter, repeated group, suit relationship, and written instruction must be satisfied.

The 152 active tiles

Tile family
Dots / Circles
What is included
1–9, four of each
Count
36
Role
Numbered suit; round pips.
Tile family
Bams / Bamboo
What is included
1–9, four of each
Count
36
Role
Numbered suit; 1 Bam is often a bird.
Tile family
Craks / Characters
What is included
1–9, four of each
Count
36
Role
Numbered suit; often shows Chinese numerals.
Tile family
Winds
What is included
North, East, West, South; four of each
Count
16
Role
Honor tiles; no suit.
Tile family
Dragons
What is included
Red, Green, White/Soap; four of each
Count
12
Role
Honor tiles; match corresponding suits.
Tile family
Flowers
What is included
Eight flower tiles
Count
8
Role
All Flowers are interchangeable.
Tile family
Jokers
What is included
Eight
Count
8
Role
Wild only in groups of three or more identical tiles.

The building blocks

Group
Single
Size
1 tile
Important
Never replaced by a Joker.
Group
Pair
Size
2 identical tiles
Important
Never replaced by a Joker.
Group
Pung
Size
3 identical tiles
Important
Jokers allowed.
Group
Kong
Size
4 identical tiles
Important
Jokers allowed.
Group
Quint
Size
5 identical tiles
Important
Jokers allowed.
Group
Sextet
Size
6 identical tiles
Important
Jokers allowed.
Group
Run
Size
Consecutive numbers
Important
Never replaced by a Joker.

"Identical" means the same suit and number, the same wind, the same dragon, or, because Flowers are interchangeable, any Flowers in a Flower group.

Suits, honors and dragons

Dots, Bams, and Craks are the only numbered suits. A requirement of 1 suit, 2 suits, or 3 suits tells you exactly how many different numbered suits the line must use. Winds, Flowers, and Jokers do not count toward that total.

Numbered suit
Craks
Matching dragon
Red Dragon
Numbered suit
Bams
Matching dragon
Green Dragon
Numbered suit
Dots
Matching dragon
White Dragon / Soap

When a D is printed in a card color, it normally means the Dragon matching the numbered suit assigned to that color. A black D follows the printed restrictions, for example any dragon or opposite dragon.

Card letters

Symbol
N E W S
Meaning
The exact winds: North, East, West, South.
Symbol
F
Meaning
Any Flower. All eight Flowers are interchangeable.
Symbol
D
Meaning
A Dragon. Use the line text and color relationship to determine which one.
Symbol
O / 0
Meaning
White Dragon / Soap.
Symbol
I
Meaning
Represented by the 1 of any suit in the Word Play section of the card.
  • In Word Play, D means a Red or Green Dragon, never Soap. Soap may only be used for O.
  • When a line says opposite dragon, use the Dragon matching the third, otherwise-unused numbered suit.

Where Jokers may be used

  • A Joker may replace a missing tile in a Pung, Kong, Quint, or Sextet of identical tiles.
  • A Joker may also appear in an eligible Flower group of three or more, because all Flowers are interchangeable.
  • A Joker may not fill a Single, Pair, NEWS grouping, Word Play letter, Run, or other grouping of non-identical tiles.
  • In By the Numbers, use Jokers only in single-suit groupings of three or more identical tiles.
  • A discarded Joker is dead. It can never be called.

Calling the latest discard

In a Duel game, the opponent may claim only the most recent discard. Say "Call" or "Mahjong" before the next player closes the opportunity to claim it by racking a drawn tile.

  • Call a discard to complete and expose a Pung, Kong, Quint, or Sextet, or to complete your entire hand for Mahjong.
  • Do not call a discard to complete a Single, Pair, NEWS, year, word, multi-suit equation, or Run, unless that tile completes the 14-tile hand for Mahjong.
  • Place the called tile with the concealed tiles needed to complete the meld on the exposure ledge. The called tile must remain in that meld, which is locked to the side on which it is placed.
  • After making the exposure, discard one tile to end the turn.

Drawn tiles stay concealed

  • Drawing a tile that completes a grouping on your card does not allow you to expose it. Keep the completed grouping concealed.
  • An exposure may be made only by calling the latest discard to complete an eligible grouping. A tile drawn from the wall that completes a group may be revealed only when the player declares Mahjong.

A hand built from a Tandem Mahjong line may use exposures when permitted or may remain entirely concealed.

Correcting an exposure

A mistaken exposure may be corrected before the player discards or begins a Joker exchange. The called tile must remain in a valid Pung, Kong, Quint, or Sextet. Once either action begins, the correction window closes. If the exposure remains invalid, the affected hand becomes dead. Resolve it under Invalid exposure in Duel play in Section 5.

A typical turn, step by step

Duel play: East opens the round

The East seat begins with one extra tile. East does not draw on the opening turn; East starts by discarding. After that, both players alternate the normal draw-or-call, then discard sequence.

Duel play order: draw first, discard last

  1. 1Draw one tile from the open end of the wall, or claim the latest discard for a valid exposure or Mahjong.
  2. 2Add and arrange. In Tandem play, concealed tiles may move between your East and West hand sides at any time; exposed tiles may not.
  3. 3Exchange Jokers, if desired. After drawing or making a valid call, replace a Joker in any unfrozen exposed meld with the exact natural tile. You may exchange from your own rack or your opponent's rack, and may make more than one exchange.
  4. 4Declare Tandem Mahjong, East Mahjong, or West Mahjong, if desired. Reveal the completed hand or hands. If the round has not ended, continue to the next step.
  5. 5Discard one tile face up and clearly name it. The opponent's turn begins.

Solitaire play order: discard, then draw

Classic Solitaire begins with 14 tiles and Tandem Solitaire with 28. To keep that full working count, a solitaire cycle is reversed: discard one, then draw one. After the draw, declare Mahjong if complete; otherwise begin the next cycle by discarding.

A complete hand

A valid Mahjong contains exactly 14 tiles and matches one card line in every respect. Reveal the completed hand on the same side of the rack as the card side containing its line.

Walls, drawing and dealing

A standard wall is 19 stacks long and 2 tiles high: 38 tiles. A full Tandem Square uses four standard walls, for all 152 active tiles. Draw one tile at a time from the open end, taking the top tile before the bottom tile of each stack. There is no separate dead wall or reserve.

Style
Classic Solitaire
Opening tiles
14
Source
One standard 38-tile wall.
Style
Classic Duel
Opening tiles
East 14 / West 13
Source
Four-wall Tandem Square.
Style
Tandem Solitaire
Opening tiles
28
Source
Two adjacent walls (76 total).
Style
Tandem Duel
Opening tiles
East 28 / West 27
Source
Four-wall Tandem Square.

Designating East for the first round in Duel styles

Before the first round of a Duel match, each player rolls both dice. The player with the higher total takes the East seat, and the other player takes the West seat. Reroll any tie. Once the seats are set, East rolls both dice again to break the Tandem Square. After each round, the players exchange seats.

A clear way to deal in Duel styles

  • Classic Duel: from the break, East takes 4 tiles, then West takes 4. Repeat until both have 12. East then takes 2 more; West takes 1 more.
  • Tandem Duel: East and West alternate 4-tile packets until each has 24. East then takes 4 more; West takes 3 more.

Breaking the Tandem Square

  1. 1East rolls both dice and adds the total.
  2. 2From East's seat, begin at the right-hand end of East's Player Wall and count that many stacks toward the left.
  3. 3Break after the counted stack. The next stack in the same direction becomes the first stack dealt or drawn.
  4. 4Continue in that direction around the Tandem Square. When one wall ends, move to the adjacent wall without reversing direction.

In Solitaire styles, breaking the wall is not required.

Section 2

Tandem Setup

Tandem Rack

A Tandem Rack holds two separate hands at once. One half is the WEST hand side and the other is the EAST hand side. Concealed tiles may move freely between rack sides, but exposed melds must be placed on the ledge of their corresponding half.

Term
East seat
What it controls
The starting player. Receives the extra opening tile and makes the first discard.
Term
West seat
What it controls
The opponent. Receives one fewer opening tile.
Term
East hand
What it controls
A 14-tile hand built from the purple East side of the card.
Term
West hand
What it controls
A 14-tile hand built from the orange West side of the card.

Tandem play without the Tenpai Tandem Rack

Place two standard racks side by side. The left one will be WEST and the right one will be EAST. Keep melds on the ledge of the rack that corresponds to the side of the line. All movement and commitment rules are the same as with a Tenpai Tandem Rack.

When a player declares East or West Mahjong

A declared East or West hand occupies exactly 14 tiles and becomes fixed on its side of the rack. Those tiles, including any Jokers, are no longer available for movement or Joker exchange. The other 14 tiles remain active. Discard one to return the active hand to 13 tiles; on later turns, draw to 14 and discard back to 13 until you reach your next Mahjong.

Tandem Square

The four walls touch only at their inner corners. Do not overlap adjacent walls or press their sides together.

Wall
West Player Wall
Position
Centered in front of the West player's Tandem Rack exposure ledge.
Wall
East Player Wall
Position
Centered in front of the East player's Tandem Rack exposure ledge.
Wall
North Side Wall
Position
Built against the inner edge of the Tandem Pusher at the north side of the Tandem Square.
Wall
South Side Wall
Position
Built against the inner edge of the Tandem Pusher at the south side of the Tandem Square.

Build the full Tandem Square

  1. 1Shuffle all 152 active tiles face down.
  2. 2Place the two Tandem Racks opposite one another with their exposure ledges facing inward.
  3. 3Connect the two halves of each Tandem Pusher. Position the Tandem Pushers between the racks on each side to form the outer frame of the Tandem Square. The pushers are held magnetically against the exposure edge of the two Tandem Racks.
  4. 4Inside the frame, build one wall along each Tandem Rack and each Tandem Pusher. Each wall contains 19 stacks that are two tiles high.
  5. 5The four walls will touch at the inner corners to form a closed square. The empty area in the center is used for discards.

As a Side Wall becomes the active draw wall, use the Tandem Pusher to move it forward without disturbing the stacks.

Solitaire setups

  • Tandem Solitaire setup: build two adjacent walls in an L, touching only at one inner corner. Begin at the right-hand end of the horizontal wall and draw continuously through the corner into the second wall. For Double Down (see Section 4), build one standard wall, draw the opening 28 tiles from the remaining tiles, and set the rest aside.
  • Classic Solitaire setup: build one standard 38-tile wall and set all other tiles aside. For Double Up (see Section 4), build one standard wall and set the rest aside. Draw the opening 14 tiles from the wall.

Section 3

Tandem Card Guide

The card has two playable sides: WEST in orange and EAST in purple. Each side contains 22 lines arranged in six categories. Each hand must match one complete line on its corresponding card side.

You can keep your options open on each half of the card

You do not have to announce or commit to a specific line when play begins. While your tiles remain concealed, you may change your target line, suit assignments, and tile arrangement at any time.

An exposed meld is permanently committed to its EAST or WEST card side, but it does not require you to commit to a specific line. Your completed 14-tile hand must ultimately match one complete line from the corresponding side of the card, but you can pivot among lines on the same side that match what you have already exposed.

A line has three parts

Part
Pattern
What it tells you
The numbers and letters showing the 14 required tiles.
Part
Requirements
What it tells you
Suit count, exact or consecutive numbers, like groups, special restrictions, and Joker notes.
Part
Value
What it tells you
The point number at the far right.

Colors as suit placeholders

Card colors do not represent fixed suits (Dots, Bams, or Craks). Instead, they establish relative suit relationships within that specific line. You assign suits as you build your hand.

Print color
Black
How to read it
Any suit as the line permits, or neutral and honor tiles.
Print color
Green
How to read it
Your primary suit choice.
Print color
Pink
How to read it
A second, distinct suit.
Print color
Blue
How to read it
A third, distinct suit, different from both Green and Pink.

Example. If a line reads 11 22 in Green and 33 in Pink, the 1 Pair and 2 Pair must belong to the same suit (for example Dots), and the 3 Pair must belong to a different suit (for example Bams). You cannot assign both colors to the same suit.

A requirement of 1, 2, or 3 suits is exact. Flowers, Winds, and White Dragon used as O or 0 do not add to the suit count.

Common requirement phrases

Term
Exact numbers
Meaning
Must match the exact digits printed on the card.
Term
Consecutive numbers
Meaning
Select a numerical Run of 1–9 of the specified length.
Term
Like numbers
Meaning
Play the same number in each designated suit color.
Term
Like Pungs / Kongs / Runs
Meaning
Build matching sets that mirror each other across suits as specified.
Term
Odd / Even
Meaning
Restrict tiles to odd numbers (1, 3, 5, 7, 9) or even numbers (2, 4, 6, 8).
Term
Any Wind / Any Dragon
Meaning
Pick a single Wind or Dragon and stick with it for the entire group.
Term
Exact Winds
Meaning
Must use the specific Wind letters (N, E, W, S) depicted.
Term
Opposite
Meaning
Play the suit or matching Dragon left out by the other two card colors.

Three special categories

  • Word Play (West side). Spell the printed phrase with one tile per letter. Spaces and punctuation use no tiles. I = 1 of any suit, O = Soap, D = Red or Green Dragon, N = North, E = East, W = West, S = South.
  • By the Numbers (East side). Collect the digits that make the printed equation. Mathematical symbols use no tiles. The equations may be made using any numbers together, regardless of suit. Jokers are only allowed when the like-number group of three or more is built using one suit.
  • Present Tense (West side) and Flashback (East side). Build the exact year or number shown. Every 0 is Soap. When O or 0 appears, it is suit-neutral and does not count for suit counting.

Section 4

The Four Ways to Play

Each style below includes setup, turn order, and scoring. The common rules from prior sections still apply.

Classic Solitaire · 1 player · 1 single rack · 1 hand

The simplest learning style: one 14-tile hand against a 38-tile wall.

Setup

  • Shuffle the tiles and build one standard wall of 19 two-tile-high stacks. Set all other tiles aside.
  • Draw 14 tiles from the wall and place them on the rack.
  • Work toward any line on either the West or East side. The Charleston is optional.

Play

  • Discard one tile face up to a dead discard area, then draw one tile from the open end of the wall.
  • Discard and draw until it is possible to declare East Mahjong or West Mahjong.
  • Discards are dead and cannot be picked up.

Win

Complete one card line before the wall runs out.

Classic Duel · 2 players · 2 single racks · 1 hand each

A two-player race. The WEST seat uses only the orange West side of the card; the EAST seat uses only the purple East side.

Setup

  • Build a full Tandem Square. Adjacent walls touch only at their inner corners.
  • East rolls the dice, breaks the East Player Wall, and deals East 14 / West 13.
  • The Charleston is optional.

Play

  • East opens by discarding. Players then alternate: draw or call, arrange, exchange Jokers if desired, and discard.
  • West may complete any West-side line. East may complete any East-side line.
  • Any line may use exposures when permitted or be played entirely concealed. Calls and Joker exchanges follow standard play.

Win

  • The first player to complete their side's line declares West Mahjong or East Mahjong and wins the round.
  • If the Tandem Square runs out before a winner declares Mahjong, the round is a Square Game with no winner.

Tandem Solitaire · 1 player · 1 Tandem Rack · 2 hands

Build one WEST hand and one EAST hand at the same time. Both must be declared together as a Tandem Mahjong.

Setup

  • Build two adjacent standard walls in an L shape with their inner corners touching. Set the remaining tiles aside.
  • Draw 28 tiles from the two-wall path and place them across the West and East sides of the Tandem Rack in any arrangement.
  • Skip the Charleston.

Play

  • Discard one tile, then draw one from the wall.
  • All concealed tiles form one flexible pool. Move them freely between the West and East hand sides as the two target lines develop.
  • Discards are dead; there are no calls or exposures.

Win

Declare Tandem Mahjong with a 14-tile hand matching any line on the West side and a 14-tile hand matching any line on the East side before the wall runs out.

Tandem Duel · 2 players · 2 Tandem Racks · 2 hands each

The signature Tenpai Tandem game. Each player builds one WEST hand and one EAST hand from a shared Tandem Square.

Setup

  • Build the full Tandem Square with four corner-touching walls. West and East sit behind their respective Player Walls.
  • East rolls 2 dice, breaks the East Player Wall, and deals East 28 / West 27.
  • Skip the Charleston. Players may distribute concealed tiles between the two sides of their racks however they wish.

Play

  • East opens by discarding one tile from either hand side of the rack.
  • Players then alternate: draw or call, arrange their tiles, make any Joker exchanges, declare Mahjong if desired, and discard if play continues.
  • While concealed, tiles may move freely between hand sides. Discards may come from either side.
  • When you call a discard, place the completed meld on the corresponding East or West side of the ledge immediately. An exposed meld may never move to the other side.
  • Use the corresponding Tandem Pusher to bring each wall into reach as it becomes active.

How to declare East or West Mahjong in Tandem Duel

  1. 1On your turn, draw a tile or make a valid call. You now have 28 total tiles.
  2. 2If one 14-tile hand exactly matches a card line, announce East Mahjong or West Mahjong.
  3. 3Expose all 14 tiles on the corresponding half of the Tandem Rack. Identify the card line and verify it.
  4. 4Score it as your first single Mahjong. The entire hand is now frozen; its Jokers cannot be exchanged and none of its tiles may move.
  5. 5Discard one tile from the remaining 14. You will continue subsequent turns with 13 active tiles, drawing to 14 and discarding back to 13.

Completing the second hand

When the active hand reaches 14 tiles and matches a line, declare the corresponding East Mahjong or West Mahjong, which must be made from a line on the opposite side from your first Mahjong. Score it as your second single Mahjong, reveal it, and end the round.

Holding out for Tandem Mahjong

You are never required to declare East or West Mahjong. You may keep one completed hand concealed while working to complete the other. If both 14-tile hands are complete after the same draw or call, reveal them together and declare Tandem Mahjong. The round ends immediately; no discard is made.

Declaring a single Mahjong
Single Mahjong points are recorded immediately, and the completed hand's Jokers are protected. The cost is giving up the potential of a triple Tandem score.
Waiting for Tandem Mahjong
Keep the triple-score opportunity alive and preserve flexibility, but an opponent may exchange a Joker from any exposed meld, and if the opponent declares Tandem Mahjong first, no points for concealed Mahjongs are awarded.

Section 5

Results & Scoring

Line values

Every line has a point value at the far right of the card. Classic Duel scores that printed value. In Tandem play, the value can be multiplied according to how the two hands are completed.

Result
First single East/West Mahjong
Score
Printed value of that line
When it applies
Immediately after East or West Mahjong is declared. Play continues.
Result
Opposite second single East/West Mahjong
Score
2 × printed value
When it applies
Immediately after the remaining East or West Mahjong is declared. Round ends.
Result
Tandem Mahjong
Score
3 × value of each line
When it applies
Immediately after Tandem Mahjong is declared. Round ends.

Example: a 40-point East Mahjong plus a 50-point West Mahjong

Finish
West first, East second
Calculation
50 + (2 × 40)
Total
130
Finish
East first, West second
Calculation
40 + (2 × 50)
Total
140
Finish
Tandem Mahjong
Calculation
3 × (40 + 50)
Total
270

The order of separate Mahjongs can change the total because the second line is doubled. A simultaneous Tandem Mahjong always triples both line values.

Classic Solitaire scores the printed value of the completed line, and Double Up scores 2 × the combined value of both lines. Tandem Solitaire scores 3 × the combined value of the two lines, and Double Down scores 4 × the combined value.

When play stops

Style
Classic Solitaire
Round ends when…
A valid East or West Mahjong is declared, or the wall runs out.
Style
Classic Duel
Round ends when…
A valid East or West Mahjong is declared, or the Tandem Square runs out.
Style
Tandem Solitaire
Round ends when…
A valid Tandem Mahjong is completed, or the two walls run out.
Style
Tandem Duel
Round ends when…
One player declares East Mahjong and West Mahjong over two separate turns, declares Tandem Mahjong on one turn, or the Tandem Square runs out.

Square Games

A Square Game occurs when the wall runs out before the winning Mahjong is declared. In Classic and Solitaire styles, no one wins. In Tandem Duel, each player keeps the points for any East or West Mahjongs exposed on their rack. Concealed or incomplete hands score nothing.

Last available tile. The final tile may be drawn and used according to standard play. If Mahjong is not declared, the player's resulting discard remains live for Mahjong only. If it is not called for Mahjong, the round ends as a Square Game.

Verifying a declared East or West Mahjong

  1. 1Count exactly 14 tiles per declared hand.
  2. 2Locate the chosen line or lines on the correct East or West side.
  3. 3Check group sizes, exact or consecutive numbers, suit count, color relationships, Dragon rules, and any Joker restriction.
  4. 4In Duel play, only after both players agree that the hand is valid should the wall be disturbed or the next round begin.

Invalid Mahjong and dead hands

Classic Duel

If a declared East or West Mahjong fails verification, it scores no points and that hand becomes dead. The round is over.

Tandem Duel

  • If a declared East or West Mahjong fails verification, it scores no points and that hand becomes dead. Leave its 14 tiles exposed and frozen. They may not move, be used for Joker exchanges, or be declared again.
  • If the invalid declaration was the player's first Mahjong, the round continues. If the opposite hand is still active, the player continues normal play with that hand and may score it as a single Mahjong. The player cannot win the round because both hands can no longer be completed.
  • If the invalid declaration was the player's second Mahjong, the game ends and points are tallied for any valid exposed Mahjongs.
  • If the invalid declaration was part of the player's Tandem Mahjong, the game ends and no Tandem score is awarded. Score the valid hand as a first single Mahjong, and declare the invalid hand dead. If neither hand is valid, no points are scored.
  • Any single Mahjong points awarded before an invalid declaration remain scored.

Solitaire styles

An invalid Mahjong declaration scores nothing. Return the tiles to the rack and continue if tiles remain available.

Suggested match play

For a scored match, agree on a fixed number of rounds or points to reach, alternate the East seat after every round, and add each player's points. Highest total wins. This match format is optional; the card's scoring system works equally well round by round.

Glossary

Term
Bam
Definition
The bamboo suit, numbered 1–9.
Term
Call
Definition
Claiming the most recent discard to complete and expose a Pung, Kong, Quint, or Sextet, or to complete the entire hand for Mahjong. A discard may not be called to complete an exposure for a Single, Pair, NEWS grouping, Run, or any other group of dissimilar tiles.
Term
Charleston
Definition
An optional pre-play tile exchange. Tenpai Tandem treats it as a Classic-style house rule because the traditional Charleston assumes four players.
Term
Concealed
Definition
Tiles kept hidden on the sloped side of a rack.
Term
Crak
Definition
The character suit, numbered 1–9.
Term
Dead hand
Definition
A hand that may no longer be completed, moved, exchanged from, or declared as Mahjong because of an uncorrected invalid exposure or declaration.
Term
Discard
Definition
A tile placed face up in the center of the Tandem Square at the end of a turn.
Term
Dot
Definition
The circle suit, numbered 1–9.
Term
Dragon
Definition
Red (Crak), Green (Bam), or White (Soap). Red matches Craks; Green matches Bams; White matches Dots.
Term
East Mahjong
Definition
A 14-tile hand built from one line on the purple East side of the Tenpai Tandem card.
Term
East seat
Definition
The starting player, who receives the extra opening tile and discards first.
Term
Exposure
Definition
The act of placing a meld face up on a rack ledge, usually after calling a discard.
Term
Flower
Definition
One of eight interchangeable Flower tiles.
Term
Frozen
Definition
Tiles unavailable for movement or Joker exchange because the full hand has been exposed.
Term
Hand
Definition
Tiles on a player's rack that correspond to a printed line on the card.
Term
Joker
Definition
A wild tile used in place of a named tile only in a permitted meld of three or more identical tiles.
Term
Joker exchange
Definition
Replacing a Joker in an unfrozen exposed meld with the exact natural tile during your turn.
Term
Kong
Definition
Four identical tiles; Jokers are allowed.
Term
Line
Definition
One complete set of 14 numbers and letters printed on the card.
Term
Mahjong
Definition
A valid completed 14-tile hand matching one card line.
Term
Meld
Definition
A set of three or more matching tiles exposed together on the rack ledge as part of a hand.
Term
Opposite
Definition
The otherwise-unused third suit.
Term
Pair
Definition
Two identical tiles; Jokers are not allowed.
Term
Player Wall
Definition
The East or West wall centered against a player's Tenpai Tandem Rack exposure ledge.
Term
Pung
Definition
Three identical tiles; Jokers are allowed.
Term
Quint
Definition
Five identical tiles; Jokers are allowed.
Term
Run
Definition
Consecutive numbers shown on a card line; Jokers are not allowed.
Term
Sextet
Definition
Six identical tiles; Jokers are allowed.
Term
Side Wall
Definition
The North or South wall built against the inside of the Tandem Pusher.
Term
Single
Definition
One tile; Jokers are not allowed.
Term
Soap
Definition
The White Dragon, written O or 0. When used as O/0 on the Tenpai Tandem card, it is suit-neutral.
Term
Square Game
Definition
The available wall path runs out before a game-ending Mahjong is declared.
Term
Tandem Mahjong
Definition
Both of one player's East and West hands completed and revealed on the same turn.
Term
Tandem Pusher
Definition
Two magnetic halves used to move an active wall into reach.
Term
Tandem Rack
Definition
A dual rack that holds two full hands with East and West hand sides and exposure ledges.
Term
Tandem Square
Definition
Four standard walls built inside two Tenpai Tandem Racks and two Tandem Pushers, touching at their inner corners.
Term
Wall
Definition
Face-down tiles stacked two tiles high. One standard wall contains 19 stacks of 2 (38 tiles).
Term
West Mahjong
Definition
A 14-tile hand built from one line on the orange West side of the Tenpai Tandem card.
Term
West seat
Definition
The non-starting player in a Duel round.
Term
Wind
Definition
North, East, West, or South.

Quick Reference Card

Style
Classic Solitaire
Walls
1 wall
Opening
14
Card use
Either card side
Finish
East or West Mahjong
Style
Classic Duel
Walls
Tandem Square
Opening
East 14 / West 13
Card use
Corresponding seat side
Finish
East or West Mahjong
Style
Tandem Solitaire
Walls
Half the Tandem Square
Opening
28
Card use
One West + one East
Finish
Tandem Mahjong
Style
Tandem Duel
Walls
Tandem Square
Opening
East 28 / West 27
Card use
One West + one East
Finish
One player exposes both hands simultaneously or over two turns

Jokers at a glance

  • Allowed only in Pungs, Kongs, Quints, and Sextets of identical tiles, including identical Winds, Dragons, and groups of 3 or more Flowers, which are interchangeable.
  • Never in Singles, Pairs, NEWS, Runs, or groups of different numbers or suits.
  • Discarded Jokers are dead.
  • After drawing or calling a tile, exchange the exact natural tile for a Joker in any unfrozen exposed meld.
  • Declaring an East Mahjong or West Mahjong during Tandem Duel freezes all 14 tiles and Jokers in the exposed hand.

Tandem reminders

  • Every player builds one West hand and one East hand, regardless of seat.
  • Concealed tiles may cross between hand sides, but an exposure commits to one side permanently.
  • On their turn, a player draws or calls one tile to build either hand, and discards one tile.
  • A normal Tandem Duel win requires one player to declare both an East Mahjong and a West Mahjong, either on separate turns or together on the same turn.
  • Tandem Mahjong requires both complete hands to be revealed during the same turn.

Card key

Groups

Single: 1 tile
Pair: 2 identical tiles
Pung: 3 identical tiles
Kong: 4 identical tiles
Quint: 5 identical tiles
Sextet: 6 identical tiles

Letters

N E W S: Winds
D: Dragon
O/0: White Dragon (Soap)
F: Flower
I: The 1 of any suit in Word Play

Colors

Black: Neutral or any
Green: First suit
Pink: Second suit
Blue: Third suit

Written and designed by Andrea Worthington. © 2026 Tenpai LLC. All rights reserved.

Tenpai™, Tandem Mahjong™, Tandem Card™, Tandem Rack™, Tandem Pusher™, Tandem Square™, Tandem Solitaire™, and Tandem Duel™ are trademarks claimed by Tenpai LLC. Tandem Rack™ is Patent Pending. This is an independent product, not affiliated with, endorsed by, or sponsored by the National Mah Jongg League, Inc.