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SIAMESE MAH JONGG · DAY 2

Call your winning tile

You'll learn
Call a discard to finish your hand, then read that hand on the card.
Time
7 minutes
Builds on
Where jokers can go
Up next
Reading the card
Why it helps
You'll bring your new skills together and try calling the tile that wins your hand.

Practise this lesson

Practise this lesson with one opponent. This reference uses the American lesson examples, with Siamese differences noted.

You're ready to bring a few skills together: a call, a joker and a final tile that completes your hand.

You can call a pair to win

There's one useful exception to the calling rule: you can call a tile to finish a pair when it completes your entire winning hand. Announce mahjong and show all 14 tiles.

In this hand, you need a pair of flowers and pungs of 2s, 4s, 6s and 8s. Your joker helps complete the 8 Dots.

On your rack4 Bam4 BamDiscarded4 Bam
Call the third 4 Bam to complete this pung.

After you finish the pungs, you're missing just one flower. Any flower will match the one you hold. When a player discards it, choose Mahjong. You are completing the whole hand, so the pair exception applies.

FFFlowerFlower2222 Bam2 Bam2 Bam4444 Bam4 Bam4 Bam6666 Dot6 Dot6 Dot8888 Dot8 DotJoker
The second flower completes the pair and the whole 14-tile hand.

Your hand becomes a row on the card

A card lists winning hands as rows. Read each row's groups from left to right.

You've just built the hand written as FF 222 444 666 888: two flowers, three 2s, three 4s, three 6s and three 8s. The colours tell you which groups share a suit.

FFFlowerFlower2222 Bam2 Bam2 Bam4444 Bam4 Bam4 Bam6666 Dot6 Dot6 Dot8888 Dot8 DotJoker
Read each group from left to right: FF 222 444 666 888.

Remember

A discard can finish a pair only when it also finishes your whole hand. Call Mahjong.

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