Chapter 10 of 12 · Section 1 of 2
All 14 steps of this section, written out on one page. The pictures and activities aren’t included: to see them, open a step in the lesson.
Your goal: Name tiles clearly, respect every chance to claim and handle questions at the table calmly.
You’ve played a full guided game. Before you sit down at a real table, this chapter covers table manners and what to do when something goes wrong.
Rules decide what play is legal. Customs make playing together easier: a comfortable pace, attention, treating each other with respect and room for a beginner to learn.
Before you start, agree on the card, the scoring and any house rules. Let the table know you are learning.
Before the first game, the table agrees on the card, the scoring and any house rules. You say you are learning.
At a relaxed practice table, players can talk openly about decisions if everyone agrees. In ordinary competitive play, there should be no coaching on strategy.
Move through the steps with Back and Next, or jump to one from Chapter contents. This browser saves your answers and your place on this device, so you can leave and come back.
Look at the tile, set it face-up and say its real name. Use common names that can’t be confused, such as “4 Bam,” “West,” “Red Dragon,” “Soap,” “Flower” and “Joker.”
You set down a 6 Crak and say “6 Crak.”
When you hear a tile you want, look at it as well before you expose your own tiles. Saying the name and looking work together; either can stop a wrong call.
Both tiles are 7 Dots. Only “7 Dot” is the right name; “7 Bam” is wrong, whatever was said.
What should come with a discard?
If a discard’s name doesn’t match its face, say so right away. The discarder corrects the name, and nobody can claim the tile until it is named correctly.
Left discards a 7 Dot but says “7 Bam.” You said “Call” before anyone noticed.
If you called before the name was put right, you can usually take the call back. That works only if you haven’t shown any tiles or put the discard on your rack.
Nothing shown yet: the 7 Dot goes back, and you take the call back.
Once you have shown tiles for the call, you are committed. You must make a legal group with the real tile, or your hand can be dead.
Already shown: a 7 Dot can’t complete your pung of 7 Bams. With no legal group to make, this hand is dead.
A Mah Jongg call has its own rule. If the tile as named would complete the caller’s hand, play stops.
Left discards a 3 Crak but says “3 Dot.” A 3 Dot would complete your 25-point hand, so you say “Mah Jongg.”
Your 13 tiles. A 3 Dot, as named, would fill the empty place.
Category: Consecutive Run · a teaching row, not a line from an NMJL card
FF
Pair
111
Pung
222
Pung
3333
Kong
DD
Pair
(Any 3 Suits · Any 3 Consec. Nos.) X 25
With a 3 Dot, your 14 tiles match this row: a 25-point hand.
The line from Chapter 3 that your hand matches.
Only the player who misnamed the tile pays: 4 times the hand’s printed value. The others pay nothing.
Play stops. Only Left pays: 4 × 25 = 100. Across and Right pay nothing.
A win with the actual tile is handled as usual after its name is corrected. If the facts are disputed, pause to check the rule reference your group agreed on.
After you draw, give the others a reasonable chance to claim the previous discard. Don’t hurry to rack the tile only to block a call.
You discarded a 5 Bam, and Right lifts the next wall tile. Lifting isn’t racking, so your 5 Bam can still be called.
The claim window for the previous discard closes when you rack, discard right away, declare Mah Jongg or start a Joker exchange.
Right racks the tile. Now your 5 Bam is an old discard, and nobody can call it.
Any one of these 4 actions by Right, the next player, closes the window. After it, your 5 Bam can’t be called.
“Wait” only asks for a pause, unless your table has agreed to count it as a claim. It doesn’t make a tile yours.
Why not rack a drawn tile right away?
Check your target as play goes on, so you recognize a winning tile quickly. If you need a moment, you may say “Wait.”
“Call” claims a tile for an exposure, and “Mah Jongg” claims it to win. “Wait” only asks for a pause, unless your table agrees to count it as a claim.
Say “Mah Jongg” when you win with your whole hand, before the claim window closes. Say “Call” for an ordinary exposure.
Until a Mah Jongg is checked, everyone else leaves their own tiles and the wall alone.
Across says “Mah Jongg” and lays all 14 tiles face up. The other racks and the wall stay as they are while the hand is checked.
Stay alert between turns, keep your rack organized and compare candidates while others play. Then you have less left to do on your own turn.
An organized rack: matching tiles stand together, with a space between groups.
Ask for a short pause when you need it. Aiming for speed does not replace legal play or understanding. A practice session for beginners may choose to go more slowly.
While a game is in play, keep your concealed tiles turned toward you. Draw only at the right time, and let each player handle their own rack.
For an exchange, offer the matching natural tile and have the owner give you the Joker.
You offer a 3 Bam. Right puts it in the exposure and hands you the Joker. Never reach into another player’s rack.
Help to move or rebuild walls when it’s appropriate. Before you draw, wait until the right wall has been pushed out.
Turns go around the table to the right. A gold ring marks the next tile in the wall.
Remarks such as “Who needs Bams?”, “That’s the 3rd North” or “Are you sure you want to throw that?” don’t belong in ordinary play. Each can reveal information or coach a player.
During play, name your discard and nothing more. Each remark with a red cross gives information away.
Needed questions about the rules, and honest reports of a mistake, are a different matter. Speak calmly and describe the actions, rather than guessing out loud about someone’s target.
Keep food and drinks away from the tiles, and set distractions aside.
Show the same courtesy after a win or a loss. Ask before you handle anyone else’s equipment.
When a game is fully settled, a group may talk about it or show earlier hands to learn from them. Between finished games, teaching is fine if the group agrees. Don’t reveal a hand while its game is still being played.
After the game is settled, a group that agrees may look at a hand and learn from it.
Question 1 of 9
Before your turn, you reach for a tile from the wall.
Answer without looking back at the examples first. Each answer comes with an explanation, and you can revisit a lesson or practice the questions you missed.
Question 1 of 5
Left’s discard, and what Left says.
Left discards this tile and says “7 Bam.” What should happen first?
Pick up several real tiles and say each tile’s name out loud. Practice a clear call and a polite request for a Joker exchange. Before your next game, agree with the group on when questions and teaching talk are welcome.
Opening this recap doesn’t complete exercises you haven’t tried. A quiz score is feedback on your practice, not proof that you’re ready for a real table.
Chapter 9 · Your First Game
Start Section 2 · Common Mistakes & Recovery