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AMERICAN MAH JONGG · DAY 3

Choose a hand

You'll learn
Find a promising section, compare rows and keep useful tiles.
Time
7 minutes
Builds on
Reading the card
Up next
Exposed, concealed and dead hands
Why it helps
You don't need a perfect plan at the deal. A few promising rows give you somewhere to start.

Practise this lesson

Wondering which hand to choose is part of learning the game. Start with the tiles you have, and let them suggest a few possibilities.

Let your tiles narrow the card

Try sorting your rack and noticing what you have most of. Those matches can point you toward a section of the card. Think of this as a helpful starting habit.

What you haveWhere to look
Mostly even numbers2468
Mostly odd numbers13579
Several 3s, 6s and 9s369
Numbers that follow each otherConsecutive Run
The same number in several suitsLike Numbers
Several winds or dragonsWinds and Dragons

Pairs give you a head start on matching groups. Also check your flowers, jokers and strongest suit before comparing rows.

Keep a few options open

Find two or three rows that use your strongest tiles. It's fine to explore them for a while before choosing one. A tile worth keeping may help a different row than the one you first noticed.

These two 2468 rows use many of the same tiles. Compare both before discarding.
These two 2468 rows use many of the same tiles. Compare both before discarding.

In this example, one row needs 6 Dots and another needs 6 Bams. Keep both options while you discard odd tiles that help neither row.

In TileClack, tap a row on the card to pin it as a reminder. You can change your plan as new tiles arrive.

Useful pair6 Bam6 BamAnother option6 DotSpare odd tile9 Crak
Keep both ideas available: one row uses 6 Bams and another uses 6 Dots.

Remember

Sort your tiles. Find a promising section. Compare a few rows. Discard what helps none of them. This is a starting strategy, and you can change direction.

Teaches on the Learner card · reviewed 2026-09-14