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:
| Place | Visible to | Meaning |
|---|---|---|
| On your rack, facing you | Only you | Your private hand |
| On top of your rack, face up | Everyone | Groups you've had to reveal |
| Middle of the table, face up | Everyone | Tiles players have gotten rid of (discards) |
| In the wall, face down | No one | Tiles 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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