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.
SAVE YOUR PATH
Create an account
Save your progress and pick up where you left off.
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 have | Where to look |
|---|---|
| Mostly even numbers | 2468 |
| Mostly odd numbers | 13579 |
| Several 3s, 6s and 9s | 369 |
| Numbers that follow each other | Consecutive Run |
| The same number in several suits | Like Numbers |
| Several winds or dragons | Winds 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.

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.
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