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All 16 steps of this chapter, written out on one page. The pictures and activities aren’t included: to see them, open a step in the lesson.

Step 1 Start from the printed value

Your goal: Work out what each player pays, which doubles apply and what the winner collects, and keep score from game to game.

Each winning line on the agreed card has a value printed beside it, such as 25. This printed value is where every payment starts, but it isn’t always what each player pays. Read it after the hand has been checked.

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

Chapter 3’s teaching line. Its printed value, 25, has a gold ring.

The winner’s 14 tiles, laid out in groups

Every group matches the row, and the Joker is in a pung. Now the 25 counts.

All these activities use points. If your table agrees that 1 point is worth 1 cent, 25 points means 25¢. You don’t need money to practice.

What is a point worth?

Points only: no money is paid

25 points

Only if everyone agrees: 1 point = 1¢

25¢

In the standard 4-player game, the 3 other players pay the winner.

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 Winning on another player’s discard

When a win comes from a discard, the discarder pays 2 times the printed value. The other 2 players pay the printed value each.

Left discards a 3 Dot. It completes your hand, so you say “Mah Jongg.”

Left, the discarder, pays 2 × 25 = 50. Across and Right pay 25 each.

For a 25-point hand with a Joker in it, the winner collects 50 + 25 + 25 = 100 points. That is 100 in total, not 100 from each player. A hand with no Jokers pays more, as step 5 shows.

Open step 2 in the lesson

Step 3 Quick question: what the discarder pays

Across says “Mah Jongg” on your 5 Dot. Across’s hand has a Joker, and its printed value is 30.

A 30-point hand with a Joker in it wins on your discard. How much do you pay?

Open step 3 in the lesson

Step 4 Winning on your own draw

If you draw your winning tile from the wall, it is a self-draw. Then each of the 3 other players pays 2 times the printed value.

You draw a 3 Dot from the wall. It completes your hand: Mah Jongg.

Nobody discarded the tile, so Left, Across and Right each pay 2 × 25 = 50.

For a 25-point hand with a Joker in it, the winner collects 50 + 50 + 50 = 150 points.

A win completed by a legal Joker exchange counts as a self-draw too, even if your turn began by calling a discard. Then the player who discarded that tile pays the same as everyone else.

Your turn began by calling Left’s 2 Crak. Then you gave Right an 8 Bam for the Joker in Right’s exposure, and that Joker completed your hand.

It counts as a self-draw: Left, Across and Right each pay 50. Left pays no extra for the 2 Crak you called.

Open step 4 in the lesson

Step 5 The Jokerless bonus and its exception

If the winning hand has no Jokers at all, it is Jokerless, and every payment doubles. Count all 14 tiles of the final hand, exposures included. A Joker that someone exchanged out of your exposure earlier doesn’t count, because it is no longer in your hand.

Hand A: a Joker in the 1 Bam pung

It has a Joker, so there is no Jokerless bonus. On a discard: 50 + 25 + 25 = 100.

Hand B: all natural tiles

No Joker anywhere, so every payment doubles. On a discard: 100 + 50 + 50 = 200.

Hand C, earlier: your exposed pung

Hand C at Mah Jongg

Another player gave you a 2 Crak for that Joker, so it no longer counts. With no other Joker in your 14 tiles, the bonus applies.

Hand D: your exposure

Hand D: your concealed tiles

No Joker shows in your exposure, but one is among your concealed tiles. The hand still has a Joker: no bonus.

With a printed value of 25, a Jokerless discard win pays 100 + 50 + 50 = 200. A Jokerless self-draw pays 100 from each of the 3 other players, 300 in all. A win by Joker exchange always holds that Joker, so it never gets the Jokerless bonus.

Singles & Pairs hands don’t get this bonus. A Joker can’t fill a single or a pair, so these hands never hold one; their printed value already allows for that. The discard and self-draw doubles still apply.

Category: Singles & Pairs · a teaching row, not a line from an NMJL card

FF

Pair

11

Pair

33

Pair

55

Pair

77

Pair

99

Pair

N

Single

S

Single

(Any 1 Suit · These Nos. Only) C 50

This row has only singles and pairs, so no Joker can fill any of its places: no Jokerless double.

Self-draw · Singles & Pairs, 50

Left

100

2 × 50

Across

100

2 × 50

Right

100

2 × 50

You collect 300

A self-draw with this 50-point hand: each of the 3 other players pays 2 × 50 = 100.

Open step 5 in the lesson

Step 6 Quick question: applying 2 doubles

Across says “Mah Jongg” on your 3 Dot. All 14 tiles are natural, and the printed value is 25.

Your discard is the winning tile for a Jokerless 25-point hand outside Singles & Pairs. What do you pay?

Open step 6 in the lesson

Step 7 Work out each payment separately

Here are the 4 standard results for a 25-point hand, with you as the winner. In a discard win, Left is the discarder. Each box is a seat, and the discarder’s box has a gold edge.

Left’s discard · your hand has a Joker

Left

discarder

50

2 × 25

Across

25

1 × 25

Right

25

1 × 25

You collect 100

Self-draw · your hand has a Joker

Left

50

2 × 25

Across

50

2 × 25

Right

50

2 × 25

You collect 150

Left’s discard · no Jokers, outside Singles & Pairs

Left

discarder

100

4 × 25

Across

50

2 × 25

Right

50

2 × 25

You collect 200

Self-draw · no Jokers, outside Singles & Pairs

Left

100

4 × 25

Across

100

4 × 25

Right

100

4 × 25

You collect 300

A Singles & Pairs hand has no Jokers, but it never gets the Jokerless double. It pays like the 2 cards for a hand with a Joker.

Each player pays their own amount. “Across and Right pay 25 each” means 25 from Across and 25 from Right, not 25 between them.

Open step 7 in the lesson

Step 8 Try the payout calculator

You are the winner. Change one setting, say what each player will pay, then press Show the payments.

Try 30 points, a wall draw and a hand with no Jokers. Then change only the hand to Singles & Pairs.

1. The printed value, in points

2. How the winning tile arrived

3. Who discarded it?

4. The winning hand

Say what Left, Across and Right will pay. Then check.

Open step 8 in the lesson

Step 9 The C doesn’t double the value

A concealed hand is worth its printed value, like any other line; the C adds no double. A C hand can still win on another player’s discard when that tile completes all 14 tiles. The payments then work as for any other hand: start with the discard or self-draw payments, then check for Jokers, as in step 5.

Category: Any Like Numbers · a teaching row, not a line from an NMJL card

FFFF

Kong

777

Pung

777

Pung

DDDD

Kong

(Any 2 Suits · Any Like Nos.) C 30

C tells you how to build the hand: no calls except for Mah Jongg. It doesn’t double the value.

Chapter 3’s C 30 teaching line. Read C 30 as 30 points, the same as an X line worth 30.

Your 14 tiles at Mah Jongg: a Joker in the Red Dragon kong

The hand has a Joker, so there is no Jokerless double. The C adds no double either.

Your hand has a Joker. You kept it concealed and claimed Left’s 7 Crak only for Mah Jongg. Left pays 2 × 30 = 60; Across and Right pay 30 each.

A C hand with no Jokers gets the Jokerless double, like any hand outside Singles & Pairs.

Left’s discard · the same C 30 hand with no Jokers

Left

discarder

120

4 × 30

Across

60

2 × 30

Right

60

2 × 30

You collect 240

Before you multiply, check the exact category and the final hand.

Open step 9 in the lesson

Step 10 Wall games, dead hands and misnamed tiles

In a wall game, nobody wins, so there is no win payment. A player with a dead hand, for example after showing tiles for a wrong Mah Jongg, still pays the winner if someone else wins later.

The wall is gone, and nobody claimed the last discard: a wall game, with no win payment.

Across’s hand is dead. Later you win by self-draw with a 25-point hand that has a Joker. Across still pays 2 × 25 = 50, like Left and Right.

Rare case: a win claimed on a misnamed tile

Some mistakes have their own rule. One is a winning claim on a discard that was named wrongly. If the tile as named would complete the hand, play stops and only the misnamer pays: 4 times that hand’s printed value.

Left discards a 3 Crak but says “3 Dot.” A 3 Dot would complete your 25-point hand, so you say “Mah Jongg.”

Play stops. Only Left pays: 4 × 25 = 100. Across and Right pay nothing.

Chapter 10, Section 1, step 4: If someone misnames a tile explains this case. Leave such cases out of the calculator, and check your group’s rule reference.

Open step 10 in the lesson

Step 11 Practice: score a 30-point self-draw

Work out the payments for this hand, one question at a time.

Category: Any Like Numbers · a teaching row, not a line from an NMJL card

FF

Pair

5555

Kong

5555

Kong

5555

Kong

(Any 3 Suits · These Nos. Only) X 30

Your 14 tiles at Mah Jongg. You drew the last 5 Dot from the wall.

Question 1 of 3

First, work out the self-draw. Before you check for Jokers, what does each of the 3 other players pay?

Open step 11 in the lesson

Step 12 Settle the game at the table

At a real table, settle every win in the same order.

  1. Check the hand.
    All 14 tiles lie face up, and every group matches the line.
  2. Find the printed value.
    It is beside the line on the agreed card.
  3. See how the winning tile arrived.
    It came from a discard (whose?), a wall draw or a Joker exchange.
  4. Look for Jokers.
    Check all 14 tiles, exposures included, and whether the line is in Singles & Pairs.
  5. Pay the winner.
    Each player pays their own amount. Saying the total out loud lets everyone check it.
  6. Write it down.
    Use one row per game and one column per player, with the player’s name at the top. Each row adds up to 0.
  7. Pass East.
    The player on East’s right becomes the new East.

The win from step 2, with names: Jo sits on your right, Pat across and Sam on your left. Your hand has a Joker, and Sam discarded, so Sam pays 50; Pat and Jo pay 25 each. You say the total out loud.

Score sheet: + received, − paid
GameYouJoPatSam
1 · you won on Sam’s discard+100−25−25−50

The row adds up to 0: +100 − 25 − 25 − 50 = 0. What you received is what the other 3 paid.

Then write the game down: one row, with what each player received or paid under their name.

Open step 12 in the lesson

Step 13 Keep score from game to game

Write down every payment made and received, so the totals can be checked. Each game adds up to 0, and so does the whole session. Before you play, agree on how long you’ll play and what a point is worth, if anything.

Score sheet: + received, − paid

Agreed before play: 8 games, points only

GameYouJoPatSam
1 · you won on Sam’s discard+100−25−25−50
2 · Pat won by self-draw−50−50+150−50
3 · wall game0000
Totals+50−75+125−100

Each game adds up to 0, and so do the totals: +50 − 75 + 125 − 100 = 0. If they don’t, someone has paid or written the wrong amount.

A score sheet for 3 games: a win on a discard, a self-draw and a wall game. What the table agreed is under the title.

Write each player’s name over their column, not their seat. Under the official rules, players change seats every four games (Chapter 4, step 7: Name the seats and turns). After a change, “Left” may mean someone else.

Before and after a seat change. The sheet keeps the same names over its columns all session.

After every game, win or wall game, the player on East’s right becomes the new East. Then mix the tiles and build the walls again. Each game starts with a new deal; nobody keeps tiles from the last game.

Left was East, so you, the player on Left’s right, become the new East.

All the tiles go face down in the middle to be mixed for the next game.

Open step 13 in the lesson

Step 14 Practice: fill in a score sheet

You agreed to play 8 games with Jo, Pat and Sam, for points only. At the start, Jo sits on your right, Pat across and Sam on your left.

Each game below has been checked and paid. Write it on the score sheet, one question at a time.

Question 1 of 4

Game 1: Pat wins on Sam’s discard with a 25-point hand that has a Joker.

Score sheet: + received, − paid

Agreed before play: 8 games, points only

GameYouJoPatSam
1 · Pat won on Sam’s discard????

Which row goes on the sheet for game 1?

Open step 14 in the lesson

Step 15 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.

Open step 15 in the lesson

Step 16 Work it out without the calculator

On paper, work out 2 wins at a table with Jo, Pat and Sam. First, Jo wins on your discard with a 35-point hand that has a Joker. Second, you win by self-draw with a 35-point hand that has no Jokers, outside Singles & Pairs.

Then write both games on a score sheet, with each player’s name over a column, and add up each column.

Check my answers

  1. You pay 2 × 35 = 70, and Pat and Sam pay 35 each: 70 + 35 + 35 = 140. Jo collects 140.
  2. Jo, Pat and Sam each pay 35 × 2 × 2 = 140: 140 + 140 + 140 = 420. You collect 420.

Your score sheet:

Score sheet: + received, − paid
GameYouJoPatSam
1 · Jo won on your discard−70+140−35−35
2 · you won by self-draw+420−140−140−140
Totals+3500−175−175

Each row adds up to 0, and so do the totals: +350 + 0 − 175 − 175 = 0.

What to remember

  • Start from the printed value, after the hand has been checked.
  • On a discard win, the discarder pays 2 times the printed value, and the other 2 pay it once.
  • On a self-draw, or a win by Joker exchange, each of the 3 other players pays 2 times.
  • No Jokers in the final 14 tiles doubles every payment, except in Singles & Pairs.
  • The C adds no double, and a wall game has no win payment.
  • On the score sheet, write each player’s name over a column. Each game’s row, and the totals, add up to 0.

Chapter 9 brings these lessons together in a guided hand.

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 7 · Taking Turns, Calling & Jokers

Start Chapter 9 · Your First Game

Open step 16 in the lesson

Chapter 8 contents

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