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.
SAVE YOUR PATH
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Save your progress and pick up where you left off.
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.
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.
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.
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