AMERICAN MAH JONGG · DAY 6
Your first full game
- You'll learn
- Play a complete game with visible opponents’ tiles, hints and Undo.
- Time
- 25 minutes
- Builds on
- Practise joker exchanges
- Up next
- Play with opponents’ tiles hidden
- Why it helps
- You're ready to bring the pieces together in a full game, with help whenever you want it.
SAVE YOUR PATH
Create an account
Save your progress and pick up where you left off.
You've tried each part of the game. Now you get to put them together, with the card and a little help close at hand.
Play a full game with help available
Your full Learner card is ready. Begin with the deal, see what your passes bring, and choose a row you'd like to build.
Your opponents' racks are visible. Use them to see how each player chooses a hand and which tiles your discards give them.

Singles and Pairs uses only singles and pairs, so jokers cannot help. Quints uses groups of five, so a numbered quint needs a joker because only four natural copies exist.
Use a repeatable turn routine
- Check whether your new tile completes your hand.
- Check for a useful joker exchange before discarding.
- Compare your rack with your possible rows.
- Discard a tile you can spare.
Before calling, make sure the completed group fits your row and the row allows exposures. If several players want a discard, mahjong takes priority. Between exposure calls, the next player in turn order gets it.

Ask for help when you need it
Stuck between two choices? The first hint helps you narrow them down, and the next shows a move. Undo lets you try a decision again, and unavailable controls explain the rule when you tap them.
Finishing the game completes the lesson. Use as much help as you find useful. The result screen records hints and undos under Help used, so you can see how your practice develops.
Remember
You have time to check the card. Finish the game, notice one useful decision, and try it again.
Teaches on the Learner card · reviewed 2026-09-14