April 14, 2026
Copyright and Mahjong – A Winning Combo?
By Emily Poler
I do not play mahjong. I do, however, have a whole bunch of friends who are very into the game. I sit with them and knit while they play — it’s a low-key, social way to spend a weekend afternoon.
Now, you might be wondering: what is mahjong? Well, mahjong (or mah jongg or mahjongg; they’re all correct) originated in China in the 19th century and is similar to a card game but played with tiles that look a little bit like dominoes. Players draw these tiles and, relying on skill, strategy and luck, try to arrange them into particular combinations to win. In the United States, those combinations are determined each year by the National Mah Jongg League, which publishes an annual card listing the winning hands.
By now, I bet you’re thinking there’s literally no way she’s going to be able to connect this to IP law or litigation. Wrong!
The first time I ever sat to the side of my friends’ mahjong game, I picked up one of the cards sold by the National Mah Jongg League card and was rather surprised to see this:

I was, of course, immediately curious and went to the Copyright Office’s website to look up whether the National Mah Jongg League does, in fact, have a copyright for the card. Yes, it does, and has for many years. And if you’re going to (legitimately) play mahjong in the US, you need to buy that card every year from the League.
Seems weird, right? After all, if you buy Monopoly or a deck of cards, you’re done spending on it. The rules of Monopoly or poker don’t change every year. It doesn’t matter if it’s 1996, 2016 or 2066: a flush always beats two pairs. Most of all, the rules of a game can’t be copyrighted; nobody owns the rules for chess, checkers, or blackjack. However, a book or pamphlet that describes how to play any of those games is absolutely copyrightable. Such is the case with the yearly mahjong card, which expresses the rules for playing mahjong by listing the winning combinations the League has established for that year.
For what it’s worth, I haven’t seen anything suggesting that the National Mah Jongg League has sued anyone who copies a card from a friend, although, if I had to guess, I bet they send plenty of cease-and-desist letters to people offering copycat cards on Amazon or Etsy. (Maybe not, because, according to Reddit, the group isn’t exactly super tech savvy, and their website is pretty 2003.)
Again, I’m an observer, not a player, but one of the fascinating things to me is that players seem really conscientious about actually buying the cards each year. The mahjong group text I’m on was recently awash with people touting they had acquired the 2026 card, even though any of them could just buy one and pass around copies.
In a world awash in so much digital piracy, I find this astoundingly honorable. That said, I suppose it’s not that surprising: for one thing, the card is an awkward shape and folds into several pages, and it would be a pain to copy it or play off a copy. Also, at $15, it’s not terribly expensive. Most of all, I imagine that for those who love the game, buying the card each year is something of a ritual, and it just wouldn’t feel right to use a copy on flimsy printer paper. All this seems like a pretty marked contrast from lots of today’s aggressively online culture, which prioritizes virtual sharing and remixing of non-physical media, and, unfortunately, not paying for stuff. Exhaustion with such probably explains why more and more people are shunning such soulless activity to get together in person and play a game with physical pieces and rules.
In any event, I’m looking forward to a spring and summer of sitting to the side, knitting needles in hand, listening to the murmur of my friends and the clicks of tiles being drawn and discarded.