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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.

Step 1 A move can be legal and still unwise

Your goal: Spot habits that waste useful tiles, and pick a choice the evidence supports instead.

Chapter 10 covered mistakes in procedure and how to recover from them. Here the moves may be legal, but the plan behind them is weak: chasing value, carrying unrelated lines, exposing a group or a Joker without a whole line in mind, and ignoring the table.

Losing a hand doesn’t, on its own, prove you decided badly. Judge by the information and choices you had at the time. Work on one habit at a time, rather than trying to prevent every loss.

You hold a 4 Bam and a Joker. The newest discard, ringed in gold, is a 4 Bam.

A legal call. Wise only if your whole line can still be finished (steps 5 to 8).

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.

Open step 1 in the lesson

Step 2 First, ask if the hand can be completed

As in Chapter 11, Section 1, step 1: a 25-point line that needs 2 tiles you can still get beats a 50-point line that needs 6, with hard natural tiles among them. The higher score alone is no reason to give up your progress.

Chapter 11’s rack: Even Craks needs 2 more tiles; the 50-point line needs 6.

Even Craks · a teaching line · 25

3 × 2 Crak

3 × 4 Crak

3 × 6 Crak

3 × 8 Crak

2 × Flower

Fits nothing

12 places filled. Needs 2: an 8 Crak, which a Joker could also fill, and a natural Flower.

Another line · a teaching line · 50

2 × Flower

4 × 2 Crak

4 × 4 Crak

2 × 3 Bam

2 × Green Dragon

Fits nothing

8 places filled. Needs 6, and 4 of them must be natural, because a Joker can’t fill a pair: a Flower, a 3 Bam and 2 Green Dragons.

The same 13 tiles in both lines. Dashed places are still empty.

Before you compare what each line is worth, ask whether you can really finish it. A hand that never wins collects nothing. Counting the tiles still needed is a good start, not an exact chance of winning.

Open step 2 in the lesson

Step 3 Quick question: value or a real chance?

One line is well supported by your tiles. A line worth more needs several tiles you are unlikely to get. What do you check first?

Open step 3 in the lesson

Step 4 Don’t hold on to unrelated options forever

If you carry several unconnected lines, you can end up partway toward all of them and close to none. Every discard gets harder too, since each tile belongs to a different line you’re imagining.

As in Chapter 11: 11 of your 14 tiles fill your lead line. The 5, 7 and 9 Dots help only an unrelated line, and they take places your lead line needs.

Even Craks · your lead line

3 × 2 Crak

3 × 4 Crak

3 × 6 Crak

3 × 8 Crak

2 × Flower

Fits nothing

11 places filled, 3 to go. The 3 Dots fit none of its groups.

Odd Dots · an unrelated line

3 × 1 Dot

3 × 3 Dot

3 × 5 Dot

3 × 7 Dot

2 × 9 Dot

Fits nothing

3 places filled, 11 to go. It shares no tile with your lead line.

Every Dot you keep holds a place on your rack that Even Craks still needs.

The same 14 tiles in your lead line, Even Craks, and in an unrelated line, Odd Dots.

Compare your plans by the places each one fills and the natural singles and pairs still available. Let go of an unrelated line once keeping its tiles would cost tiles your lead line needs. Keep a backup only when it shares useful tiles with your lead line.

Go by progress, shared tiles and the tiles left, not a set turn number. Holding 3 suits makes sense when the line you chose needs 3 suits. See the worked example of a line that covers more tiles but is blocked (Chapter 6, Section 1, step 13).

Open step 4 in the lesson

Step 5 Have a whole-hand reason to expose

A Joker can make a group look ready to call, and a tempting pung can look like progress. But don’t call and expose a group only because you can. First make sure a whole line you can finish holds that exact group, and that the call moves it forward.

Once exposed, a group stays: every new line must hold it.

As Section 2, step 5 showed, a concealed Joker can still move; once you expose it, it stays in that group. A call also shows the group to everyone. An early call can still be a good move when the whole line is clear and the tile matters to it. Don’t swap the habit “call every group” for the equally rigid “never call early.” Step 8 has you weigh 2 calls on a whole rack.

Open step 5 in the lesson

Step 6 Quick question: calling early with a Joker

You hold a 4 Bam and a Joker. The newest discard, ringed in gold, is a 4 Bam.

Your 4 Bam and Joker, and the newest discard.

Early in the hand, a Joker lets you call the exact group a well-supported X line needs. Do you have to wait for a certain turn?

Open step 6 in the lesson

Step 7 Quick question: what does a call show?

Your rack after a call: an exposed 4 Bam pung.

What does an ordinary exposure change for the rest of the hand?

Open step 7 in the lesson

Step 8 Practice: call or let it go?

In Chapter 7, Section 2, step 22, you checked whether a call was allowed. Here both calls are allowed: decide whether each one is wise. Look at your whole rack, both lines and the newest discard, then choose: call it, or let it go? Nothing is marked until you check both your answer and the fact that decides it, and your first answer to each situation is kept.

Situation 1 of 2

Early in the hand, nobody has exposed a group. Your lead line is Even Bams; your backup, Consecutive Bams, shares its 2 Bams, 4 Bams and Green Dragons. Left discards a 4 Bam: with your 4 Bam and your Joker, it would make a pung.

Your rack: 13 concealed tiles. Above it, the newest discard.

Lead line · Even Bams · X

A teaching example, not a line from the current NMJL card. X means exposures are allowed. You need all 14 tiles.

3 × 2 Bam

3 × 4 Bam

3 × 6 Bam

3 × 8 Bam

2 × Green Dragon

Backup · Consecutive Bams · X

A teaching example, not a line from the current NMJL card. X means exposures are allowed. You need all 14 tiles.

3 × 2 Bam

3 × 3 Bam

3 × 4 Bam

3 × 5 Bam

2 × Green Dragon

Again: your 13 tiles

Newest discard, from Left

Call the 4 Bam, or let it go?

Which fact decides it?

Open step 8 in the lesson

Step 9 Check the table before you discard

Before you let go of a spare, run through Chapter 11’s 4 questions (Chapter 11, Section 1, step 3). Remember that a player with no exposures may still be close to winning.

  1. Your lines. Which tiles fill your lead line and your backup? Where can a Joker fill a place?

  2. The table. What do the exposures and the old discards show?

  3. Your choice. Which tile fits none of your lines, and which is least likely to help another player?

  4. Your discard. Say only its name, for example “3 Bam,” as you place it. Keep your reasons in your head.

The same 4 questions, in order, before every discard.

Question 3 in action, with the 2 spares from Chapter 11’s table: the 3 Bam is only the example the picture names, not the answer.

Your choice: both fit none of your lines, so compare what each could do for another player.

The exposure: Right’s line holds a 2 Dot pung. On your card, check which lines that hold one use a 3 Bam or a West.

The 4 Wests: yours, 1 old discard that nobody called, and 2 unseen.

The four 3 Bams: yours and 3 unseen. Nothing on the table points to them, or rules them out.

Here the West is a little less risky: one was let go already, and fewer are left to finish a group. Less risky isn’t safe: the last Wests may still finish someone’s hand.

The 3 Bam or the West: what the table shows about each.

A tile discarded earlier doesn’t make another copy safe now. Use the strongest evidence you have, and admit what you still don’t know.

Open step 9 in the lesson

Step 10 Check what you may claim

Three discards, and what each one allows. The first 2 come while you play the C line below; the third is about a Joker.

Question 1 of 3

Your line: natural pairs · a teaching line C

2 × 1 Bam

2 × 3 Bam

2 × 5 Bam

2 × 7 Bam

2 × 9 Bam

2 × Red Dragon

2 × Flower

Your 13 tiles: one Red Dragon short

Your C line, and your 13 tiles.

The newest discard is a 5 Bam. With your two 5 Bams it would make a pung, but it wouldn’t win. What may you do?

Open step 10 in the lesson

Step 11 Review quiz

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 4

Even Craks · a teaching line · 25

3 × 2 Crak

3 × 4 Crak

3 × 6 Crak

3 × 8 Crak

2 × Flower

Fits nothing

12 places filled. Needs 2: an 8 Crak, which a Joker could also fill, and a natural Flower.

Another line · a teaching line · 50

2 × Flower

4 × 2 Crak

4 × 4 Crak

2 × 3 Bam

2 × Green Dragon

Fits nothing

8 places filled. Needs 6, and 4 of them must be natural, because a Joker can’t fill a pair: a Flower, a 3 Bam and 2 Green Dragons.

Two lines for the same tiles.

Which line should be your lead line?

Open step 11 in the lesson

Step 12 Final check: one situation from each chapter

This is the final check for the whole course: 12 situations, one from each chapter, in chapter order. Nothing is filled in for you. Keep the table reference handy if you need it, the same way you keep the agreed card at a table. You get feedback after each answer; do the whole set before you review earlier lessons.

Question 1 of 12

A pattern on the card · a teaching line X

2 × 1 Bam

3 × 2 Bam

3 × 3 Bam

3 × 4 Bam

3 × 5 Bam

Your 14 tiles, in groups

The pattern, and your 14 tiles.

The card shows this pattern, and you hold these 14 tiles. Can you call Mah Jongg?

Open step 12 in the lesson

Step 13 Your first real game: a checklist

This checklist brings together the procedures you have practiced; use it to find any step you still need to rehearse. Chapter 9 walked you through a whole first game, and the tabletop rehearsal sheet lets you practice one with real tiles first. Keep the table reference nearby if it helps.

  1. Agree before you start. Use the same card edition. Settle the house rules: a second Charleston and the courtesy pass, how mistakes and dead-hand challenges are handled, how you keep score, and how you change seats every four games. See Chapter 10.
  2. Set up. Mix the tiles face down, build four walls, decide who is East, break the wall and deal: 14 tiles to East, 13 to everyone else. See Chapter 4.

    After the deal, East holds 14 tiles and everyone else 13.

  3. Look for possible hands. Compare your tiles with the card. Pick a promising line and a backup that shares tiles with it. These are plans, not promises. See Chapter 6.
  4. Pass. Play the first Charleston, then any second Charleston and courtesy pass your table agrees to. Pass tiles that help neither plan, and never pass a Joker. After each pass, check your plans again; the best one may change. See Chapter 5.
  5. Take turns. Draw, check your hand, then discard and name the tile. East’s first turn is a discard without drawing. Call only the newest discard, and only when your line allows it. Before each discard, check the table with the 4 questions. Keep narrowing your plan as the hand goes on. See Chapter 7 and Chapter 11.
  6. Win and settle. Declare Mah Jongg and expose all 14 tiles so everyone can check them. Then pay or collect using the value on the card. See Chapter 8.
  7. Start the next hand. The player on East’s right becomes East. Mix the tiles and deal again. See Chapter 4.

It’s fine to play slowly at first. Tell the table you’re new, and ask before you call if you’re unsure.

Open step 13 in the lesson

Step 14 Bring what you learned to a real table

You have reached the end of the course. The practice record below covers this section; the main menu shows your progress in all 12 chapters. A simulation and a quiz can’t prove your skill at a real table. Practice complete hands at your own pace with the table reference, your agreed card and real tiles.

The teaching line · worth 30 X

4 × 1 Bam

4 × 2 Bam

3 × 3 Bam

3 × 4 Bam

Mah Jongg: all 14 tiles match the line

Your aim at every real table: 14 tiles that match one line on your card.

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.

Section 2 · When to Switch Hands

Back to the main menu

Open step 14 in the lesson

Chapter 12 contents · Section 3: Strategic Mistakes

Pick any step, or use Back and Next. Exercises keep your progress while you move between steps.