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Phase 3 of 6 · Flow

See the Big Picture

Understand the flow of a game well enough to follow a real table — without tile names.

Everyone starts with tiles, takes turns picking one up and putting one down, and the first person whose tiles match a line on the card wins.

Seating and the dealer

Four players, one per side. One player is the dealer, called East — the dice decide the first East. After each game the dealer role passes to the next player to the right, and play always moves counterclockwise around the table.

Getting ready

  • Mix: all tiles go face down and get mixed on the mat.
  • Build: each player builds a row of face-down tiles in front of their rack, 19 tiles long and 2 high. This is the wall; the four rows form a square.
  • Deal: East rolls the dice to determine where distribution starts, and tiles are handed out in batches until each player has 13. East has 14.
  • Look: players stand their tiles on their racks, facing themselves.

The four places a tile can be

Every tile in the game is always in exactly one of four places:

PlaceVisible toMeaning
On your rack, facing youOnly youYour private hand
On top of your rack, face upEveryoneGroups you've had to reveal
Middle of the table, face upEveryoneTiles players have gotten rid of (discards)
In the wall, face downNo oneTiles still to be picked

The goal

Collect 14 tiles that exactly match one line on the card. Early on, keep several possible lines in mind; narrow to one as play continues.

The Charleston (simplified)

Before regular play, everyone passes 3 tiles they don't want, face down, all at the same time, in a set order: right, across, left. The table may then repeat it in reverse — that second round is optional, but the first is required.

The purpose is simple: everyone improves their starting tiles. If you've played the card game Hearts, you already know the feeling. One firm rule: never pass a joker.

A turn

Between turns, every player holds 13 tiles. Once a discard is down, it can't be taken back.

  • Pick one tile from the wall.
  • Keep it or not.
  • Discard one tile face up in the middle and say its name aloud.

Calling a discard (simplified)

When another player discards a tile you need, you may call it: claim it out loud before the next player's turn proceeds. The trade-off: you must place the group it completes face up on top of your rack. You get the tile; everyone sees part of your plan.

You may only call a discard to complete a group of 3 or more identical tiles, or to win. You can't call a tile just to make a pair — unless that pair wins the game. Some lines on the card must be kept fully hidden; for those, you can't call discards except the winning tile.

Jokers (simplified)

Jokers are wild: they stand in for a missing tile in a group of 3 or more identical tiles. Never in a pair, never as a single tile. If someone has revealed a group containing a joker and you hold the real tile it represents, you may swap your tile in on your turn and take the joker.

How a game ends

Someone wins: they call “Mahjong,” lay out their tiles, the others verify them against the card, and the others pay the winner. Or no one wins: the wall runs out, nobody pays, and the tiles are mixed for a new game. Either way, the dealer role passes.

Saving money in this phase

  • You can practice this entire flow with four people and any American set — no lessons required. A deck of cards works for practicing the passing pattern before you ever sit at a mahjong table.
  • Free and low-cost online platforms let you watch the flow in motion as many times as you need before your first real game.

Ready to move on when…

  • You can describe a game start to finish in your own words.
  • You know which tiles are hidden versus shown, and why.
  • You can explain the Charleston as “everyone passes three tiles, a few times.”
  • You understand that calling a discard means revealing part of your hand.

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