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All 29 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 Put your skills together

Your goal: Play one teaching game from the Charleston to the payment, with draws, calls, an exchange and a win.

East, on your left, holds 14 tiles and plays first. Then it’s your turn.

East sits on your left, so you sit on East’s right. This practice game follows a script and uses one teaching line, shown on the page.

You play the guided game yourself in step 12. The steps around it get you ready and explain the key moments. Your choices there change your rack.

Turns that don’t affect your hand are summarized, so this isn’t a random game. Practice the steps here, then repeat them with real tiles and the card your group agreed on.

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 Pick East and break the wall

In this example, the player on your left is picked to be East. All 152 tiles are mixed face down and built into 4 walls of 19 stacks, each 2 tiles high. East rolls 2 dice to choose where to break the wall.

East rolls 3 + 5 = 8 and saves 8 stacks for last.

Say East rolls 8. East counts 8 stacks from East’s own right end of East’s wall and makes the break just past them. Those 8 saved stacks are used last.

Review: Chapter 4, Find the break

Open step 2 in the lesson

Step 3 Practice the deal

East takes the first 4 tiles. Then each player in turn, to the right, takes 4 tiles, until everyone has 12.

3 rounds of 4 tiles each, starting with East.

In the last round, East takes 2 tiles: the top tile of the next stack and the top tile of the 3rd stack. Every other player takes 1 tile.

The next 3 stacks of the wall, with their 2 layers pulled apart.

Review: Chapter 4, Take the last 5 tiles

East sits on your left, so you are on East’s right. Put the last round of the deal in order.

Open step 3 in the lesson

Step 4 Check your starting rack

Of these 13 tiles, 9 are Bams. The other 4 are 5 Crak, 9 Dot, East and Green Dragon. Don’t call them useless in every case; judge them against the target you choose.

The target in step 6 uses only numbered Bams, so none of those 4 tiles has a place in it.

Your 13 tiles · shown in rows to fit the screen

Open step 4 in the lesson

Step 5 Quick question: how many tiles

How many tiles do you and East hold after a correct deal?

Open step 5 in the lesson

Step 6 Pick the target and read it

This teaching line needs a kong of 1 Bams, a kong of 2 Bams, a pung of 3 Bams and a pung of 4 Bams. Together, the group sizes make 4 + 4 + 3 + 3 = 14. X means ordinary exposures are allowed.

The same line, written as a card row

1111

Group 1

2222

Group 2

333

Group 3

444

Group 4

(These Nos. Only) X 30

One ink color means all 4 groups use the same suit; here it is Bams. A teaching example, not a line from the current NMJL card.

On a real card, find a genuine, valid line and read its notes before you choose it. This simplified example lets you practice the flow.

Practice pattern · X

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

4 × 1 Bam

4 × 2 Bam

3 × 3 Bam

3 × 4 Bam

Open step 6 in the lesson

Step 7 Try the first pass

In this chapter, “a tile your target doesn’t use” means a tile with no place in your target line. Those are the tiles you pass and discard.

Pick any 3 of them to pass. This is a practice run: the guided game itself starts at step 12, from the same starting rack.

Practice pattern · X

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

4 × 1 Bam

4 × 2 Bam

3 × 3 Bam

3 × 4 Bam

Pick 3 tiles your target doesn’t use, for the First Right pass.

Your 13 tiles · shown in rows to fit the screen

0 of 3 selected

Open step 7 in the lesson

Step 8 Remember all 6 passes

Chapter 5 gave each pass a name. The name says which Charleston the pass belongs to and which way the tiles go: right, across or left.

Right and left mean your own right and left as you sit.

In the guided game, everyone agrees to play the optional second Charleston. At a real table, any one player may stop it, as long as nobody has looked at the tiles from its first pass. The courtesy pass is still agreed separately with the player across from you.

Put all 6 passes in order.

Open step 8 in the lesson

Step 9 How the passes can change your hand

In the guided game, you make each pass yourself. After all 6, your rack looks like this. Ordinary play starts from here. Everyone at the table agrees to a courtesy pass of 0 tiles.

You gained a 3rd 4 Bam. The 6 Crak, 7 Crak and 5 Dot are tiles your target doesn’t use.

New from the passes: a 3rd 4 Bam, so your 4 Bam pung is complete.

Not used by your target: 6 Crak, 7 Crak and 5 Dot.

You still hold 3 tiles your target doesn’t use. Passing improves your options; it doesn’t promise a ready-made hand.

Open step 9 in the lesson

Step 10 Count what’s missing before play

Before you reveal the count, try to name which tiles are missing and how many of each.

Your 13 tiles · shown in rows to fit the screen

All-Bam teaching target · X

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

4 × 1 Bam

4 × 2 Bam

3 × 3 Bam

3 × 4 Bam

4 × 1 Bam
3 natural + 0 Joker used

Need 1

4 × 2 Bam
2 natural + 0 Joker used

Need 2

3 × 3 Bam
2 natural + 0 Joker used

Need 1

3 × 4 Bam
3 natural + 0 Joker used

Complete

10 of 14 places covered; 4 still missing. This counts useful tiles, not your chance of winning.

You still need one 1 Bam, two 2 Bams and one 3 Bam. The 4 Bam pung is already complete. Being 4 target tiles short is no reason to make an illegal partial call.

Your tiles in the target: 10 of 14 places

3 of 4

2 of 4

2 of 3

3 of 3

The 4 dashed places are still missing: one 1 Bam, two 2 Bams and one 3 Bam. The 6 Crak, 7 Crak and 5 Dot fill none of them.

Open step 10 in the lesson

Step 11 A normal turn and a called turn

A normal turn starts with a draw from the wall. Then you hold 14 tiles.

A normal turn: draw 1 tile, 13 + 1 = 14.

On a called turn, the new tile comes from a discard instead, and you don’t draw. Your exposure still counts toward the 14. Later in the guided game, Across discards a 1 Bam, and you call it to make a kong with your three 1 Bams.

A called turn: 4 exposed + 10 on the rack = 14, with no draw.

Either way, you discard 1 tile and count 13, including exposures.

After the discard: 4 exposed + 9 on the rack = 13.

You may exchange for a Joker after your draw or a completed call, and before you discard. If an allowed move completes your winning hand, declare Mah Jongg instead of discarding.

Open step 11 in the lesson

Step 12 Play the guided game

Go through the moves below. No tiles are picked for you. Read the current scene, make your choice and watch your tile count and exposures change.

You can go back to earlier steps without resetting this game. This browser saves the game where you left it, so you can finish it later.

Your target for this game

Target for the whole game · X

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

4 × 1 Bam

4 × 2 Bam

3 × 3 Bam

3 × 4 Bam

Current scene

Pass 1 of 6: First Right. Send 3 tiles to Right and receive 3 from Left. Select 3 tiles your target doesn’t use, then pass them. Everyone at the table has agreed to play both Charlestons, with a courtesy pass of 0 tiles.

13 tiles in total: 13 concealed + 0 exposed.

Your 13 tiles · shown in rows to fit the screen

0 of 3 selected

Moves so far (0)

Opponents’ draws and discards that don’t affect your hand are summarized. This teaching game follows a script; it isn’t a random 4-player game.

Open step 12 in the lesson

Step 13 Look back: your first call decision

In the guided game, Right discarded a 2 Bam while you held two 2 Bams and no Joker.

Your rack when Right discarded the first 2 Bam. Your 2 tiles your target doesn’t use may differ, depending on what you discarded.

Your target needed a kong of 2 Bams. Why did you let the first discarded 2 Bam go?

Open step 13 in the lesson

Step 14 Look back: checking a call

Next, Across discarded a 1 Bam. It could join your three 1 Bams to complete a kong. Your X line needs that kong, so this call is legal and useful.

Across’s 1 Bam is the newest discard. The first 2 Bam is already an old discard.

Your three 1 Bams and Across’s newest discard, a 1 Bam: together, a kong of 4.

Before you call, check the tile’s face and your whole line. “Wait” only asks for a pause, unless your table has agreed to count it as a claim. Once you know your call is legal, say “Call” clearly and without delay.

Open step 14 in the lesson

Step 15 What the exposure commits you to

After the call, your four 1 Bams lie face up on top of your rack. They still count as part of your hand. You don’t draw: you discard 1 tile.

Before your discard: 4 exposed + 10 concealed = 14.

After your discard: 4 exposed + 9 concealed = 13.

You may switch only to another X line that has room for this kong. You can’t hide it again to go after a C line.

Your exposed 1 Bam kong decides which lines are still open

Your X line: its 1 Bam kong is on your rack top X

4 × 1 Bam

4 × 2 Bam

3 × 3 Bam

3 × 4 Bam

An X line with a kong of 1 Bams: your exposure fits it.

The same groups marked C C

4 × 1 Bam

4 × 2 Bam

3 × 3 Bam

3 × 4 Bam

C means concealed: no exposures. Your kong can’t be hidden again, so a C line is out.

Open step 15 in the lesson

Step 16 Try the turn-order change yourself

Make Across the discarder and You the caller, as in the guided game. Find out who plays after your discard. Then try a different pair of seats.

Pick who discarded and who called. Then tap the seat that plays next, after the caller’s own discard.

1. Who discarded?

2. Who called?

3. Tap the seat that plays next

Across discarded a 1 Bam, and you called it.

Play goes to each player’s right

Open step 16 in the lesson

Step 17 Another player’s call can skip your turn

Later, Left discards North, and Across calls it with a North and a Joker. Play goes on to Across’s right, which is Left. Your turn and Right’s were skipped.

Across calls Left’s North. After Across discards, Left plays next.

Across’s exposure has 3 North places, and the Joker stands for North. So a natural North becomes useful to you: at the right time, you can exchange it for that Joker.

Suppose Across discards a North and Left calls it instead. After Left’s discard, whose ordinary turn is next?

Open step 17 in the lesson

Step 18 Practice: which claim has priority

Question 1 of 2

Two claims at the same moment: one valid Mah Jongg and one ordinary exposure. Which has priority?

Open step 18 in the lesson

Step 19 An exchange makes North useful

North has no place in your all-Bam target. But after you draw North on your turn, you can offer it for the Joker in Across’s exposure. Say “Exchange” as you do it.

Your North goes to Across, and Across’s Joker comes to you.

Across’s exposure is still a North pung, now all natural.

You give 1 tile and get 1 tile, so you still hold 14, counting your exposed kong. Across’s pung is still complete, now with 3 natural Norths.

After the exchange: the Joker is on your rack, and you still hold 14.

Next, discard the last tile your target doesn’t use. The Joker can fill the missing 2 Bam place. A Joker on your rack can also move to any other group of 3 or more.

Open step 19 in the lesson

Step 20 Spot the winning tile

On the next turn, Right draws and discards the last natural 2 Bam. The first 2 Bam is still an old discard, and nobody can claim it now.

The newest 2 Bam comes from Right. The 1st 2 Bam, outlined in gold, is an old discard.

The 1st 2 Bam, an old discard, lying with the others.

Your 2 Bam, 2 Bam and Joker, and Right’s newest discard, a 2 Bam.

Your 13 tiles: the 1 Bam kong, then 2 Bam, 2 Bam, Joker, the 3 Bam pung and the 4 Bam pung.

You hold the 1 Bam kong, the 3 Bam and 4 Bam pungs, and 2 Bam, 2 Bam, Joker. Right discards a 2 Bam. What do you announce?

Open step 20 in the lesson

Step 21 Check all 14 tiles

Before anyone pays, check the whole hand against the printed line, group by group. The first 2 Bam is still an old discard and can’t be used; the later natural copy is the winning one. Leave everyone’s tiles as they are while you check.

The printed teaching line · X

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

4 × 1 Bam

4 × 2 Bam

3 × 3 Bam

3 × 4 Bam

Your 14 tiles, group by group

The same line, written as a card row

1111

Group 1

2222

Group 2

333

Group 3

444

Group 4

(These Nos. Only) X 30

One ink color means all 4 groups use the same suit; in your hand it is Bams. Each printed group matches the group with the same number below. A teaching example, not a line from the current NMJL card.

  1. Group 1 · printed 1111: 4 × 1 Bam, a kong

    Already exposed on top of your rack. It still counts in your 14.

  2. Group 2 · printed 2222: 4 × 2 Bam, a kong

    Concealed until the win. The Joker counts as the fourth 2 Bam in this kong; one natural 2 Bam is the discard you claimed.

  3. Group 3 · printed 333: 3 × 3 Bam, a pung

    Concealed until the win.

  4. Group 4 · printed 444: 3 × 4 Bam, a pung

    Concealed until the win.

4 + 4 + 3 + 3 = 14 tiles, and every tile sits in exactly one group. Having a Joker in the kong is legal.

Then check the rest of the line: it is marked X, so your exposed kong is allowed. Its value, 30 points in this teaching example, is used for the payment, not for checking the match.

The changed tiles: 3 Bam, 3 Bam, 3 Crak

Groups 1, 2 and 4 are the same as above.

Now suppose one of your 3 Bams were a 3 Crak instead. You would still hold 14 tiles. Which group fails, and why?

Open step 21 in the lesson

Step 22 Figure out the payment for this hand

Your winning hand, laid out. Right discarded the 2 Bam you claimed.

Question 1 of 3

The printed value is 30, and you won on Right’s discard. How much does Right, the discarder, pay before any bonus?

Open step 22 in the lesson

Step 23 Compare different endings

The guided game ended in a 30-point win on Right’s discard, with a Joker in the hand. Try a different ending to see how the payments would change. Then set the calculator back to what actually happened.

Your guided game

Right discarded your winning tile, and your hand had a Joker.

30 points · Right’s discard · has a Joker

Left

30

1 × 30

Across

30

1 × 30

Right

discarder

60

2 × 30

You collect 120

Right, the discarder, pays 2 × 30 = 60. Left and Across pay 30 each. You collect 30 + 30 + 60 = 120 points.

Try another value

Change any setting to see a different ending. Your guided game above stays as it was.

1. The printed value, in points

2. How the winning tile arrived

3. Who discarded it?

4. The winning hand

The payments

30 points · Right’s discard · has a Joker

Left

30

1 × 30

Across

30

1 × 30

Right

discarder

60

2 × 30

You collect 120

Right, the discarder, pays 2 × 30 = 60. Left and Across pay 30 each. You collect 30 + 30 + 60 = 120 points.

Open step 23 in the lesson

Step 24 Quick question: who pays more?

Your guided win came from a discard and had a Joker. Who pays double the printed value?

Open step 24 in the lesson

Step 25 A wall game is a normal ending too

Not every game ends in a win. Near the end, a player draws the last tile of the wall and discards.

The last tile of the wall.

The last discard: everyone gets a fair chance to claim it for Mah Jongg.

If nobody has a valid win by then, it is a wall game, and there is no win payment.

A wall game: nobody won.

The game ends there. East passes to the player on East’s right, which is you in this game. Then the tiles are mixed and dealt again.

The next game: you become East.

A wall game isn’t a failed test, and it doesn’t prove that every player made a mistake.

Open step 25 in the lesson

Step 26 Try a new game

This game is new: different tiles, a different teaching card and a different ending. You make every decision, and nothing is selected for you.

Each scene records your first choice before it explains anything. Ask for a hint only if you want one.

Teaching card for this game (4 lines)

Fictional lines for practice, not from an NMJL card.

Line A · Evens with a Soap pair · 25 points · X

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

3 × 2 Dot

3 × 4 Dot

3 × 6 Dot

3 × 8 Dot

2 × White Dragon

Line B · Evens with Flowers · 25 points · X

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

2 × Flower

3 × 2 Dot

3 × 4 Dot

3 × 6 Dot

3 × 8 Dot

Line C · Odd Craks · 25 points · X

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

3 × 1 Crak

3 × 3 Crak

3 × 5 Crak

3 × 7 Crak

2 × 9 Crak

Line D · Even kongs, concealed · 35 points · C

A teaching example, not a line from the current NMJL card. C means concealed. You need all 14 tiles.

4 × 2 Dot

4 × 4 Dot

2 × 6 Dot

2 × 8 Dot

2 × White Dragon

Scene 1 of 11: Choose your target Your strategy

East sits on your left again, so you are on East’s right. The deal is done, and you hold 13 tiles. The teaching card above is the one your table is using for this game. Before the Charleston, decide which line to lead with.

Concealed: 13 Exposed: 0 Total: 13

Your 13 tiles · shown in rows to fit the screen

Which plan should lead?

Hint: For each line, count the places your tiles fill now. Then check which lines allow calls (X) and which need natural pairs.

Moves so far (0)

Other players’ turns that don’t affect your decisions are summarized. This game follows a script; it isn’t a random game.

Open step 26 in the lesson

Step 27 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 8

Across discarded. You called it, exposed your group and then discarded. Whose ordinary turn is next?

Open step 27 in the lesson

Step 28 Play a whole game with less help

2 practice games and a target check, all on one card: Practice Card P (fictional lines, not from an NMJL card). Game 1 ends in a win and a payment; Game 2 ends in a wall game.

Help fades: only the first scenes of Game 1 offer hints. The target check gives you a new rack and no hints. Your record keeps rule checks, strategy choices, hints and first attempts apart.

This practice follows a script, so it can’t show how you play with people who make their own choices. With real tiles, the tabletop rehearsal sheet is the next step.

Open the tabletop rehearsal sheet

Play one whole game on Practice Card P, from choosing a target to settling the payment. It starts with a target check: pick a line, place each tile in one of its groups and count. Then find what only natural tiles can finish, and give your reason. Nothing is marked until you check. Hints are offered only in the first scenes; after that you decide alone.

Practice Card P (4 lines)

Fictional lines for practice, not from an NMJL card.

Line A · Like Fives · 25 points · X

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

2 × Flower

4 × 5 Bam

4 × 5 Crak

4 × 5 Dot

Line B · Consecutive Dots · 25 points · X

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

3 × 1 Dot

3 × 2 Dot

4 × 3 Dot

4 × 4 Dot

Line C · Four Winds · 30 points · C

A teaching example, not a line from the current NMJL card. C means concealed. You need all 14 tiles.

4 × North Wind

3 × East Wind

3 × West Wind

4 × South Wind

Line D · Even Dots · 30 points · X

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

2 × 2 Dot

3 × 4 Dot

3 × 6 Dot

3 × 8 Dot

3 × White Dragon

Scene 1 of 13: Choose your target Your strategy

East sits on your left, so you are on East’s right. The deal is done and you hold 13 tiles. Practice Card P is the card your table uses for this game. Choose the line to lead with before the Charleston.

Concealed: 13 Exposed: 0 Total: 13

Your 13 tiles · shown in rows to fit the screen

Which line should lead, and why?

  1. Pick a line.
    Any line on the card.
  2. Place your tiles.
    For each tile, choose the group of that line it fills, or “Not used”.
  3. Count.
    How many of the line’s 14 places do your tiles fill now?
  4. Check the naturals.
    Which unfinished part can only natural tiles finish?
  5. Give your reason,
    then check. Nothing is marked before that.

1. Which line should lead?

Moves so far (0)

Other players’ turns that don’t affect your decisions are summarized. This game follows a script; it isn’t a random game.

Open step 28 in the lesson

Step 29 Keep practicing

Go back to the guided game and predict each move before you read why. If you haven’t yet, try the new game in step 26, and the 2 practice games and the target check in step 28.

Then practice with real tiles. The tabletop rehearsal sheet walks you through one whole game and keeps a log of what you checked. At a table with the agreed card, find the next player, track counts, name tiles out loud, check a complete win and settle it.

Open the tabletop rehearsal sheet

Open the table reference in a new tab

Chapter 10 covers table manners and how to recover from common mistakes. Chapters 11 and 12 add strategy, defense and advanced decisions. None of them replaces practice at a real table.

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 8 · Scoring & Payouts

Start Chapter 10 · At the Table: Etiquette, Mistakes & Recovery

Open step 29 in the lesson

Chapter 9 contents

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