Reading about mahjong only gets you so far. At some point you need to play: decide what to keep, notice a discard you need, and feel the moment a hand comes together. This practice game gives you that, at your own pace, before you sit down with real people.
How a game goes
- The deal. Everyone gets 13 tiles; East gets 14. East moves one seat each game, so you'll take turns being East.
- The Charleston. Pass three tiles right, then across, then left. The computer players pass the tiles that help them least. You can skip it if you like.
- Draw and discard. East discards first, then play moves to the right. On your turn, your new tile is marked new; tap a tile and press Discard.
- Calling. When someone discards a tile you can use, you'll be asked if you want it, for Mahjong or for an exposure.
- Mahjong. When your 14 tiles match a practice hand, press Mahjong! The payout is worked out for you, including the discarder paying double and the jokerless bonus.
The practice card for this game
Every hand the game recognizes is one of these six original practice hands. They work just like lines on a real card: colors mean suits, and the notes tell you which numbers can change.
Consecutive run
Stepping Stones
X25¢
11122223334444
Any four numbers in a row, all in one suit. 1-2-3-4 is just the pattern; 5-6-7-8 works too.
Even numbers
Even Steven
X25¢
FF224446668888
Two suits: the 2s and 4s share one suit, the 6s and 8s share a different suit.
Odd numbers
Odd Couple
X30¢
FF111335555777
Two suits: the 1s and 3s share one suit, the 5s and 7s share another.
Winds & Dragons
Compass Rose
X30¢
NNEEEWWWSSDDDD
All four winds plus a kong (four) of any one dragon.
Like numbers
Three of a Kind
X30¢
FFF77777777777
Pick any one number and collect it in all three suits. Sevens are shown, but any number works.
Singles & pairs
Pairs Party
C50¢
FF1122334455DD
Five pairs in a row in one suit, plus a pair of that suit's matching dragon. Concealed, and no Jokers (Jokers never go in pairs).
Playing with the coach
The coach looks at your tiles after every move and lists your two closest practice hands, with how many tiles each still needs. When it's your turn to discard, it marks the tile it would let go with a small tip label. You don't have to follow it, and you'll learn the most by deciding first and checking second. The same thinking powers the hand finder.
Rules this game follows
- Jokers fill groups of three or more, never singles or pairs, and a discarded Joker can't be called.
- Mahjong beats an exposure call; if two players want the same tile, the next player in turn gets it.
- Concealed (C) hands can only take a discard for Mahjong.
- You may swap a real tile for a Joker in any exposure on your turn.
- If the wall runs out, it's a wall game and nobody pays.
To keep it friendly for beginners, the game plays only the first Charleston, skips blind passes and betting, and won't let you expose a group that fits no practice hand. At a real table that mistake would make your hand "dead", so it's worth learning to avoid.
Practice card — not the official card. These hands were invented by firstmahj for learning. Real games use the current card from the National Mah Jongg League.