Q: "I need some strategies to improve my game!"
A: There are many valid strategies that can be used to play Mah-Jongg. Some strategies apply only to particular styles of Mah-Jongg, and some strategies apply across the board.
Note: You can find much more information on American and Chinese Official strategy (and on etiquette and error-handling) in my book, The Red Dragon & The West Wind. Also see my weekly column.
Beginner Strategy (all variants)
General Strategy (all NON-American variants)
Chinese/HK/Western Strategy (specifics)
Japanese Strategy (specifics)
American Mah-Jongg Strategy (specifics)
General strategy pointers for BEGINNERS studying ANY form of mah-jongg:
o Don't grab the first discard that completes one of your sets. Many beginners think they are doing good if they're making lots of melds (Chows, Pungs, Kongs) -- they don't realize that melding is an onerous duty, not a sign of success! If you watch experienced players, you will see that they do not necessarily grab the first Pung opportunity that comes along, for several reasons:
b. It narrows the opportunities for the hand you are building. (If you don't understand this now, you'll figure it out very quickly.)
o Keep a Pair. It's harder to make a pair if you have only one tile than it is to make a Pung if you have a pair. So if you have a pair, don't be too quick to claim a matching tile to form a Pung.
o Have Patience. When first learning to play, it's typical to grab every opportunity to meld a Pung or Chow. In the early stages of a game, you should instead keep in mind that there are a lot of good tiles available for drawing from the Wall - and by not melding your tiles, you don't clue everyone as to what you're doing, and you stand a chance to get a Concealed Hand.
o Be Flexible. As you build your hand, be ready to abandon your earlier thinking about how to build it as you see what kind of tiles others are discarding. If you are playing Western Mah-Jongg with restrictions on winning hands, don't be too quick to form your only Chow; there will be other chances.
o Don't Let Someone Else Win. As much as you want to go out yourself, sometimes it's wiser to keep anybody else from winning. Especially, you don't want to "feed" a high-scoring hand. If a player has melded three sets of all one suit, that's especially dangerous (you might feed a Pure or Clean hand, and have to pay a high price); thus the player announces the danger when making a third meld in one suit.
o Watch the discards and watch the number of tiles in the Wall. As it approaches the end, the tension increases - and it's more important to be careful what you discard when there are fewer tiles remaining to be drawn. If the number of tiles in the Wall is getting low, don't discard any tiles which you do not see in the discard area.
Below you will find strategies written specifically for American, Japanese, Chinese, and other forms of mah-jongg.
NOTE: American mah-jongg is completely different from all other forms. So I refer to those other forms as "un-American" as a shorthand way of saying "forms of mah-jongg other than the American variety.".
General Strategies for "Un-American" Forms of Mah-Jongg
o The "1-4-7 rule" is a good playing strategy (for all forms of Mah-Jongg except American (style similar to NMJL) in which there are no "chows"). If the player to your right discards a 4, and you don't have another of those to discard, you /might/ be all right if you discard a 1 or a 7. Remember that these number sequences are key: 1-4-7, 2-5-8, 3-6-9. Between any two numbers in these sequences there can be an incomplete chow; if a player throws one number, then that player probably does not have a chow that would be completed by that number or the number at the other end. Discarding tiles IDENTICAL to what another player discards is always good, if you can. This 1-4-7 principle also applies to any five-in-a-row pattern (assuming the hand is otherwise complete - you have two complete sets and a complete pair, waiting to go out with a five-in-a-row pattern as shown by ** in the table below).
o Try to go out waiting for multiple tiles (not just one). Imagine that you have three complete sets and two pairs. Imagine that one pair is 2 Bams, and you draw a 3 Bam from the wall -- which tile do you discard now? In this situation, many experienced players will discard a 2 Bam, keeping 2-3. A two-way incomplete chow call is better than a two-pair call.
Learn to shape the hand into calling patterns that give
you multiple chances to win, such as the following:
Highly skilled players of un-American mah-jongg (since American style alone does not use "chows")
know these patterns by heart. More complex call shapes are
mostly extensions of these. Although the American game does not use chows,
the strategy of having a multiple-tile call still applies to that game as
well.
Of special interest is the complexity of the pure hand. If you're working on a pure hand, it can often be difficult to tell what all the tiles are that can complete the hand. For instance: 1-2-3-4-5-5-5-6-6-6-7-8-9 (5 chances); 1-2-3-4-5-5-5-5-6-6--7-8-9 (5 chances); 2-3-4-4-4-5-5-5-6-6-6-7-8 (7 chances); and of course 1-1-1-2-3-4-5-6-7-8-9-9-9 (9 chances).
o When playing styles of Mah-Jongg that include Chows (IOW, any style except
American/NMJL), keep in mind the profound difference between terminals
("ends," ones and nines) and simples ("non-ends," twos through eights). By
their very nature, terminals can be used in far fewer potential melds.
Therefore, if it is too early to form a strategy, get rid of a few
terminals, and your hand will usually take shape enough to form a strategy.
Most good players often go for an "all simples" hand or a "many terminals"
type hand -- keep an eye on your opponents' discards to try to discern which
they're doing. This will help you late in the game where you have a choice
between several potentially dangerous discards -- remember that the
terminals are usually in less demand. Most one-away hands are not waiting
for terminals.
o Develop a Poker Face (or "Poker Body Language") -- When I started out playing this game, I was told that
I looked too honest, that I didn't have a poker face. Experienced players hardly ever look up from their tiles -- much
less look up to see the expression on an opponent's face. So I think a better phrase
for what I didn't have, rather than "poker face," might be "poker body
language" -- one's posture, not only one's facial expression, can give one
away.
o Learn the three stages of a Mah-Jongg hand. I am still working on this strategy.
I've always thought of it as two stages (as can be seen by various mentions
of "early in the hand" and "late in the hand" in this FAQ). If you think of
the hand as occurring over three stages instead of two, your strategy is
moving nicely towards the upper levels. (NOTE: the Charleston would be
"stage zero" so is not included in this strategy.)
1. Opening --> DEVELOP
Opening: DEVELOP your hand by removing isolated pieces. Keep your
options open; much depends on what you draw.
The boundaries between the three games is not a mere count of discards,
of course. You have reached the middle game when your hand is "clean"
are you are thinking whether a danyao strategy is better or a pinfu
strategy is better. You have reached the endgame when you are
worrying more about discards than draws.
Here's another (more detailed) view on the three stages and how they apply
to strategies described in this FAQ:
STAGE ONE -- Opening (FIRST SIX TURNS +/-) -- DEVELOP:
Evaluate the potential of your hand. If you have a lot of pairs, plan to
try for an all-pairs hand or an all-pung hand. Determine as early as
possible what hand you think you can get. Consider whether you want to throw
away terminals or simples.
In this stage, don't take somebody else's discard unless you have a clear
plan for your hand and that discard advances the hand closer to a Win.
Be mindful of your wind and the prevailing wind. Hang onto those winds in
the early part of a hand until you can see that they're hopeless or your
hand is shaping another way.
Your wind (when it's not the round wind) may well be an "anpai" (Japanese:
"safe tile") to discard. If a pair of dragons has already been thrown, the
third and fourth are probably safe to discard (it's rare, but not unheard
of, for someone to go out waiting for a dragon pair). Keep it to use later
when it's getting dangerous.
Try to go out waiting for multiple tiles (not just one). A two-way call is
better than a one-way call. Learn to shape the hand into calling patterns
that give you multiple chances to win.
American game, or games that use jokers: Save your jokers for later in the
game. Early melding of jokers just lets others redeem them.
American game, or games with a set of required hands: After someone exposes
a pung or kong, study the card carefully and see what the player is doing.
If it is early in the game, discard tiles which you think they may be able
to use but probably can't call.
STAGE TWO -- Middle game (AFTER THE 6TH TURN +/-) -- ATTACK:
Keep a Pair. It's harder to make a pair if you have only one tile than it is
to make a Pung if you have a pair.
Be flexible. If your Stage One plan is not working, switch plans.
If you're getting close to going Out, don't let your body language give that
fact away.
Redeem a joker from someone else's hand even if you don't need it. You can
always throw it out and prevent someone else from getting it.
STAGE THREE -- Endgame (AFTER THE 12TH TURN +/-, or as the wall is down to
the last section) -- DEFEND:
If you realize you won't be able to make your targeted hand, focus on
preventing others from winning.
Especially, you don't want to "feed" a high-scoring hand. Never discard to a
third exposure, even if
you have to break up a good hand.
Know what's safe to discard. The "1-4-7 rule" is a good playing strategy
(for all forms of Mah-Jongg except American/NMJL in which there are no "chows").
If the player to your right discards a 4, and you don't have another of
those to discard, you /might/ be all right if you discard a 1 or a 7.
Discarding tiles IDENTICAL to what another player discards is always good,
if you can.
Watch the discards and don't discard any tiles which you do not see in the
discard area.
Throw away your jokers if you don't have anything safe to throw, and you
know you're not going to win.
From the Mah-Jongg Q&A Bulletin Board...
>Name = lee
Hi Lee,
As you noted, for the pung you can claim from anyone. But prior to the hand being complete, you can only chow from one of the three other players. So the seeming advantage of eight possibilities has to be divided by three. 8/3=2.66. So the odds of making the chow are still higher than the pung (2.66 being more than 2). Also, consider that the suit tiles outnumber the honor tiles by more than 3 to 1. It's basic strategy to go for chows rather than pungs. If you haven't read FAQ 8, why not have a look? Click the link above left.
>Name = tabstop
Hello, um, "tabstop" --
>...you've both ignored actually drawing the tile your own self.
Well, Lee's question wasn't about drawing the tile yourself, so I didn't discuss drawing the tile yourself. He or she specifically asked about claiming, so I answered the question that was asked.
>The way I think of it is, in every set of four tiles from the wall, two of them you can use for a chow (the one from your upper house, and the one you pick yourself)
You lost me there.
>...but all of them can be claimed for a pung.
But you have to be holding two of them first, so there are only two left. Regardless of whether someone throws it or you pick it, there are only two tiles out of the total 144 (disregarding for the moment how many are in others' hands, how many dead tiles are on the floor, and whether or not the last 14 in the wall will be played or not) that can make a pung.
>So the proper multiplier is 1/2, not 1/3.
I'm still lost, sorry!
>Of course, the conclusion that chows are easier to come by is certainly true, but it looks more like 2:1, I think.
If we consider that any one of four players (including yourself) might provide you one of the two pung tiles, or any one of two players (including yourself) might provide you one of the eight chow tiles prior to being ready for mah-jongg, let's see (I'm not a math dude)...
So yeah, 4 tiles is twice as good as two tiles, so it's twice as easy to make the chow as the pung. So it's 4:2 (2:1) rather than 2.66:2. Does my math agree with yours now?
Lee and I both already acknowledged that the "for mah-jongg" call is a different case. His or her question was specifically about the pre-ready call (as a call and not without consideration of self-pick).
>(Speaking personally, I don't think that if I had 223 and had to throw one and wait for the last set, that I would ever throw the 3 unless I could see pungs of 1 and 4, or was trying for the double for all pungs.)
Absolutely. If the rest of the hand is complete (three sets and a pair), and you have 223, it's best strategy to discard a 2 for a double-ended chow call rather than the 3 for a "back-to-back" (two-pair) call.
Holding out for the bigger win
When you need 2 more points, part 2
1. Go for the high-scoring combinations (pure, clean, and if applicable,
special hands). You only need a few high-scoring hands to win the game.
2. Be flexible. If one plan is not working, switch plans.
3. Be careful of what you discard later in the game. Even if there is no
penalty for throwing the winning tile, your secondary goal should still be
to
prevent others from winning.
4. Don't be too quick to chow or pung. Even if chicken hands are OK you
stand a better chance of getting a good score if you keep your hand
concealed.
Laying your tiles down (melding) lets people see what you're doing, too.
5. Watch the discards and try to figure out what other players are
holding. Remember that other players can do that too.
6. Be mindful of your wind and the prevailing wind. Hang onto those winds
in the early part of a hand until you can see that they're hopeless or your
hand is shaping another way.
7. If you're using flowers and playing for minimum fan scores, watch your
flowers. If you have the right flowers, you can go out with an otherwise
chicken hand if necessary.
8. Watch the flowers and the seasons. Be aware if it's possible for
anyone to get a bouquet (all 4 Flowers, or all 4 Seasons). It might affect
your plan.
9. Don't let Kong opportunities sway you from your targeted hand. My first
draft of the FAQ said that Kongs were good things (because they let you get
an extra draw from the wall) but it was kindly pointed out: "Kongs are
especially worthless, since they do not contribute to your hand (except in
variants where they earn extra value, or if you Win, or if you are trying
for the All Kongs special hand that some variants recognize)."
- Kong from a discard gains you nothing unless the kong has value or you go
out on the supplement tile.*
- Kong from self-pick is different. The Kong is considered concealed in
many forms of Mah-Jongg, and it does afford you an extra pick from the wall.
- Conversion of a melded Pung to a Kong is likewise not bad, but it is
subject to being Robbed.
* It also costs nothing because it is still your draw.
That is, if you have three white dragons in hand and the player before
you discards the fourth, you gain by making a kong if the kong is worth
more than the pung (which depends on the form of Mah-Jongg that you are playing).
You'll
still get to draw the same tile, and you'll have an exposed kong instead
of a concealed pung. (You do lose if exposing the kong puts you at a
disadvantage for other reasons.)
If the kong is not worth more than the pung and you aren't ready to go
out, there's no point in making this kong; you don't need to tell
everyone else at the table that you have a kong of white dragons.
10. Get more cautious as the wall gets lower and lower. Don't discard
tiles that haven't previously been discarded.
11. Another strategic reason for not claiming discards to make a meld --
making melds means you make fewer picks from the wall. If you use
Flowers/Seasons as bonus tiles, and if your Flowers/Seasons have not yet
been used up, you want to increase your chances of picking these tiles from
the wall.
1. Early on, evaluate the potential of your hand. If you have a lot of
pairs, plan to try for an all-pairs hand or an all-pung hand. Consider
whether
you want to throw away terminals or simples.
2. Determine as early as possible what yaku you think you can get. Know
if you have Dora or not but don't count on it for a yaku (it isn't). Don't
forget that Reach is a yaku too.
3. Do not be too quick to jump on somebody's discard -- take it only if
you've already got a plan for what yaku you're shooting for. (See next two
for
specifics.)
4. Don't meld Chows unless you have a definite yaku plan.
5. Don't meld Pungs unless you decide Reach is out of your reach.
6. Shoot for the really really big yaku hands. Pure, Clean, All Honors,
etc. You only need one "really really big" hand to win the entire game.
Two
"just really big" hands can win the entire game too.
7. Know when to give up on your plan -- watch the discards and melds to
see if it'll be impossible to get the tiles you want.
8. As the wall decreases, wariness and caution should
increase. Late in the hand, do not discard anything that nobody else has
discarded. Even tiles discarded early in the hand can be dangerous, late in
the hand.
9. If you can't win, at least try to go tenpai -- but not at the expense of
letting somebody else win. When there are 20 or less tiles remaining, and
your hand isn't that good, consider melding like mad so you can at least be
tenpai (but watch out what you discard).
10. If your chances of winning are low (and/or if your score will be low)
shift your strategy to defense. Try to figure out what other players need
to
win, and do not discard that, even if it means having Noten.
11. Know your wind and the prevailing wind. Hang onto those tiles until
you think they can't be used or conflict with your shaping hand.
12. The 1-4-7 rule is a good playing strategy. If the player to your right
discards a 4, and you can't throw an identical tile, it might be "not too
unsafe" (^-^) for you to throw him a 1 or a 7. Remember these sequences:
1-4-7, 2-5-8, 3-6-9. ... A player pointed out to me: "[it's] only really
safe going from 4 to 1, or 6 to 9. A discarded 1 is not from 1-2-3, but
could be from 1-3-5, which is a combination worth holding for a while."
Discarding tiles IDENTICAL to what another player discards is always good,
if you can.
(I lied about there being 12 strategies)
13. Be aware of your ranking among the other players at the table. If you
are
in 3rd place, it's better to have the 2nd-place player to have to pay you
off
than the 4th-place player.
14. New one. Don't do what I do! If you're playing against real players,
think real good about whether or not your hand really is one tile away from
complete before declaring Reach. You don't want to have to pay a Chombo
penalty! Computer games may or may not allow you to make Chombo, but in
real life it's real easy to do! :o(
15. Try to go out waiting for multiple tiles (not just one). Imagine that
you have three chows and two pairs. One pair is 2-bams, and you draw a
3-bam from the wall -- which tile do you discard now? In this situation,
many experienced players will discard a two, keeping 2-3. A two-way call is
better than a one-way call. (And this example would also put you in line
for pinfu (all chows), a popular and easy yaku.)
16. Be aware of how many tiles you need to become tenpai (such tiles are
called "shanten" by Japanese players) and work to get that number (the
shanten count) increasingly lower and lower. The best way is to try to
increase the number of possible winning tiles.
17. Win. If you get a chance to declare "Ron" or "Tsumo", you'd better do
it.
18. At times it is important to ignore these strategies. You might never
make certain special yaku if you never take chances that go against the
prevailing wisdom.
As stated atop this FAQ, there is usually no single "best" or "right" strategy for a particular situation. Strategies must be adjusted depending on the situation (considering the probabilities, the other players, the length of the wall, how lucky you feel, etc.). The skilled player always uses a flexible strategic approach.
1. As soon as you get the first deal, sort your tiles on the sloping front of your rack. If you take a look at my weekly strategy column, you can see how I organize my tiles -- flowers at the left, then by suit (numerically within each suit), then dragons and winds and jokers. Suits are extremely important, so you always need to separate the tiles by suit. Suit order (which suit at the left, which suit at the right) is not important at this stage.
I recommend you read the weekly
column if you are reading this. There's a link to the column in the nav frame at left, and there are purple banners linking to the column on many pages of this website.
Once your tiles are sorted, look for pairs and triples first, and
see if they suggest a particular section of the card. If not, see if any of
the singles do.
If you have ones and eights and nines, you might go for the
1998 section.
[Note: that was written in 1998.]
Look at your winds and dragons and flowers -- do they suggest
any particular section of the card? Most players don't find uses for winds
in particular, and you probably don't either, but what if other players were
to pass you winds in the Charleston? But don't spend too much time
thinking -- the others want to move on to the Charleston.
2. During the first Charleston, pass tiles that don't help you make a hand
in the section of the card you have targeted. See if the tiles that get
passed to you do help.
3. During the second Charleston you'll most likely see mostly the same tiles
you saw in the first one. So consider whether you ought to change your hand
based on the tiles that are being passed.
4. Don't be too quick to take a discard in the early part of the game. Most
likely there will be more chances later. You don't want to tip your hand
too early. Sometimes one meld will tell everybody very clearly exactly what
hand you are targeting!
5. Save your jokers for later in the game. Early melding of jokers just
lets others redeem them -- you don't want to help your opponents, now, do
you?
6. As you near the end of the hand, watch the discards -- and do not discard
any "raw tiles" (tiles that are not present among the discards) later in the
game.
7. If you realize you won't be able to make your targeted hand, focus on
preventing others from winning. Throwing away your jokers is a very safe
move when you just don't want somebody else to win.
8. Try to keep your hand concealed. Same reasoning as described for other
Mah-Jongg games, above.
9. Go for the high-scoring hands. You won't succeed most of the time, but
you only have to get a few good scores to be the big winner! Lose small and
win big.
10. Jokers are safe to discard (since nobody can ever claim a discarded joker). And sometimes it's necessary (when you can't use it, because you need to complete a pair or fill a single). When discarding a joker, many people say "same." It's encouraged to say "same" because the practice encourages other players to keep their eyes open, not only their ears. You can even just say the name of the previous tile (you don't even have to say "same"). And there is a strategic reason for not just saying "joker" when discarding a joker. An opponent who is foolishly only listening, and not looking, will probably miss the fact that you have discarded a joker, and won't even know it until she happens to see it on the discard floor later. Or when she hears you say "same," she might think you had discarded a joker, and will scan the table looking for it, then might even ask what just happened. Either way, by saying "same," you have taken advantage of some players' bad habits.
11. Consecutive Runs hand #2 is perennially the easiest hand on the card to make. Consider: the easiest section on the card is Consecutive Runs, for a simple reason: this section is based on consecutive numbers, and number tiles are the most numerous type of tile in the mah-jongg set. Consec. #2 is the easiest hand in Consecutive Runs to make, because it needs only two suits, it has no pairs (meaning you can expose, and use jokers in, any grouping in the hand), and you can use any four consecutive numbers to make it. It's very flexible (meaning you can switch within it, or switch to it, if necessary).
12. Did you know I write a weekly mah-jongg column? Learn special strategy tips, like "joker bait"! See http://www.sloperama.com/mahjongg/column423a.htm. Bookmark the column and read it every week.
Here's more American strategy, from Linda Fisher: 1. After someone exposes a pung or kong, study the card carefully and see
which hands are possibilities. If it is early in the game, discard tiles
which you think they may be able to use but probably can't call because
they've either used their only joker on the first exposure or haven't
collected enough tiles to make a second exposure. However, discard to a
second exposure at great risk and never discard to a third exposure, even if
you have to break up a good hand.
2. During the Charleston, pay attention to which tiles *don't* come back to
you. Try to determine (without being too obvious) which tiles the
recipient keeps.
3. If you play with the same people on a regular basis, try to determine
their playing style (i.e., are they cautious, always playing "easy" hands?
Do they take risks?)
4. Try to find one hand and stick with it. The best advice my aunt gave me
was "You can't play everything."
5. Study the card at a time when you're not playing. Knowing which way to
go on the fly can give you an advantage.
6. Redeem a joker from someone else's hand even if you don't need it. You
can always throw it out and prevent someone else from getting it.
7. Remember that the pairs are the most difficult to get since they cannot
be exposed. It's better to play a hand where the pairs are in place and you
need a kong or pung rather than the reverse.
So there you have some strategy pointers. Just keep these things in mind:
Got a question? Ask it on the Mah-Jongg Q&A Bulletin Board! You'll get answers!
Like this:
Is it good strategy to call a player dead? (American mah-jongg)
THANKS to the following folks for their contributions to this FAQ:
J. R. Fitch
Update log:
Tiles in hand Call for
2223 134
2224 34
2223344 2345
2223334 2345
2223456 14736
22234 RR 25 R
23456 147**
34567 258**
45678 369**
Steve Lin advised: "One thing you can try is to treat each discard as a tile
you need, as if you are waiting. Essentially you're waiting anyway, just
not for the 'out' tile, but a possible pung or kong. Another thing you can
do is on a real lousy hand, where you're playing safe, try to act as if
you're waiting. Remember to see/hear every discard clearly, and draw each
tile deliberately. It's always better to let people think you're waiting,
so they'll have to play conservatively. One way to disguise the tile you're
waiting for is to make sure that you spend an equal amount of time on each
drawn tile before discarding. One of the most common mistakes a beginner
makes is to study the combination before discarding a tile, and letting
everyone know what suit and approximately what number he needs. By speeding
up the combination study and slowing down the discard of useless tiles, it
should make it much harder for experts to figure out what you need."
"While you're at it, you should also try to figure out what tiles the other
players are waiting for. By doing this and verifying after each hand, you
can pick up valuable experiences. Maybe by concentrating on this, you'll
forget you're waiting, and your body language wouldn't be so obvious."
2. Middle game --> ATTACK
3. End game --> DEFEND
Middle game: ATTACK with your hand by deciding on a goal (choosing one
option), and building your hand towards that goal.
Endgame: DEFEND your game by making sure no one else wins. Your great
hand will be useless if someone else wins!
>Date = 30- march 2005
>Comments = Hi,
>
>I have recenty learned to play CC I think. I learnt to play in Malaysia and was told it was "Tiwan" style, but we only use 13 tiles. Anyway dont think it has any bearing.
>
>The question is which are the better statistics
>
>To collect a pung, which you can claim at any time althought there are only 2 tiles left or to collect a chow where you need a tile either side of say a 4&5, although you have 8 tiles left, assuming none are already discarded.
>
>I assume the chow if you are waiting for out, but not sure during play.
>
>And just to clarify we only play to win, no scoring involved. We are not ready for that yet
It took me a while to figure out what your question was - I'm a little slow this morning. (^_^) Here, consider this illustration.

This is such a good question I'm adding this to FAQ 8.
May the tiles be with you! - Tom
Tom Sloper
Los Angeles, CA (USA)
March 30, Year of the Rooster
>Date = March 31
>Comments = In regards to your answer to Lee on this board, it looks like you've both ignored actually drawing the tile your own self. The way I think of it is, in every set of four tiles from the wall, two of them you can use for a chow (the one from your upper house, and the one you pick yourself), but all of them can be claimed for a pung. (I'm assuming that the tiles are just thrown, because actually trying to deal with which tiles your opponents hold can't be done in the abstract, I think--and if you actually have no information as to what your opponents hold then it doesn't matter whether they keep or throw, it's random to you.) So the proper multiplier is 1/2, not 1/3. Of course, the conclusion that chows are easier to come by is certainly true, but it looks more like 2:1, I think.
>
>Also, this is all a red herring if we're looking for out, since you can claim the last tile from anyone anyway; in that case the odds really are 4:1. (Speaking personally, I don't think that if I had 223 and had to throw one and wait for the last set, that I would ever throw the 3 unless I could see pungs of 1 and 4, or was trying for the double for all pungs.)
I'm not a mathematical kinda guy, so I may need you to explain some of your points for me. But let's take your points one at a time.
>Also, this is all a red herring if we're looking for out, since you can claim the last tile from anyone anyway; in that case the odds really are 4:1.
May the tiles be with you, "tabstop" - Tom
Tom Sloper
Los Angeles, CA (USA)
March 31, Year of the Rooster
>From: Ray
>Sent: Sunday, October 14, 2012 7:20 AM
>Subject: Taking a risk...
>Oh my, I hope you don't mind me asking yet another question...this one too is a little complex (well, complex to me at any rate). I hope my explanation is understandable!
>Again, I was playing Chinese Official rules.
>I was on for two high scoring fan, a Pure Straight (1 through 9 in one suit) and a Full Flush (all tiles of one suit).
>My hand, after many rounds, showed the following:
>1,2,3,4,4,5,5,6,7,8 Bams. I'd already declared a Chow of 1,2,3 Bams.
>On the table, having been discarded by the others, were 1,5,5,6,6,6,7,8,9,9 Bams. So I knew there were sufficient Bams left to enable me to get the two high scoring scoring fan.
>I'd need a 9 and then to do something about a pair. I couldn't get a pair through the 5 Bams as the other two had been discarded and I needed one of my 5 Bams for the Pure Straight. But the 4 Bams was possible (but so were others if I managed to self draw a 2, 3, 7, 8 or 9 and then either get the pair from a discard or another self draw).
>Then a 4 Bams was discarded.
>I can go out on a Full Flush right now, but not the Pure Straight yet. A dilemma!
>If i took the 4 Bams I'd have 1,2,3; 1,2,3; 4,4,4; 6,7,8 and a pair of 5 Bams. Should I ignore the 4 and hope that I get the tiles needed for the two high scoring fan. I couldn't wait too long to decide!
>I took the decision to go out there and then and sacrifice the extra fan, along with all those extra points.
>So...bearing in mind there was so many Bams yet to appear, did I make the right decision? Should I have bided my time...was it worth the risk of someone else going out and me finishing with nought? There was about 20 tiles left in the wall, so there was time.
>I suppose the balancing of risks comes better with experience..and whether the extra points are really needed. As it was I still scored 24 for the Full Flush, 1 for the Pure Double Chow and I had 5 flowers for some extra points too. So it was a pretty good outcome!
>Looking through your FAQs, I couldn't see anything on this balancing of risk...but there is so much information (wow! what a fantastic resource you have established) that I could easily have missed it...if I have then you have my apologies. I suppose knowing when to take the risk is part of becoming a decent player!
>Regards,
>Ray H
Good morning, Ray.
This is not a complicated question at all. You're asking, "should I take the win now or hold out for the bigger score?" It's a classic conundrum. Your analysis of the situation is exactly right. With that hand, 4B and 9B were your needs for the big win (5B being dead). And I absolutely would have taken the 4B for the win as you did. The chances are too great that somebody else will win before you make the bigger one.
May the tiles be with you.
Tom Sloper
Creator of these Mah-Jongg FAQs -- donations appreciated.
Author of "The Red Dragon & The West Wind," the definitive book on Mah-Jongg East & West.
Los Angeles, California, USA
October 14, 2012
>From: Ray
>Sent: Wednesday, November 7, 2012 6:16 AM
>Subject: Easy to learn Fan combinations part two
>Hi Tom,
>Your reply to my question [Nov. 6, 2012: "Best thing to do when you need 2 more points?"] about 6-point hands [in MCR] and the necessity to include 2- or 1-point fan combinations, said to go for 1-point Chows.
>Can I imply then going for 6-point (and 4-point) hands should be by preference Chow based rather than Pung based (for example, hands such as Mixed Shifted Chows, rather than All Pungs, or to build Half Flush with Chows, not Pungs?)
>Sorry if the question is vague...I'm recovering from my all night Presidential Election Mah Jong Party session!
>Regards
>Ray H
Good morning, Ray.
I just realized that FAQ 8 omits a very basic general strategy pointer for unAmerican variants: the importance of chows. Many players of Western/British/Indian mah-jongg prohibit the use of more than one chow, but in the other unAmerican variants, the strategy mostly revolves around the use of multiple chows.
The reason chows cannot be made from all players' discards during play is that the game would be too easy. The prevalence of numbered suit tiles makes chows very powerful. Read Hatsune and Kajimoto some more, and look at the strategies they discuss around chows.
Most of the time, the tiles you're dealt and that you pick are going to lead you to an all-chows hand, and most of the time, in the middle of the suit (the most common win is all chows, all simples, win by discard). Chows enable two-way waits, and even more (as discussed in FAQ 8).
When you have incomplete non-chow parts of your hand, your chances of finishing the hand decrease.
Of course, chows are cheap, so if you always "go with the flow" (and "seek the path of least resistance"), you won't be making huge wins. But a steady diet of cheap wins can make you come out ahead, especially if you recognize opportunities for going for big wins (and take them).
May the tiles be with you.
Tom Sloper
Creator of these Mah-Jongg FAQs -- donations appreciated.
Author of "The Red Dragon & The West Wind," the definitive book on Mah-Jongg East & West.
Los Angeles, California, USA
11/7/2012
Chinese/Hong Kong/Western Mah-Jongg Strategies
12 Strategies for Japanese Mah-Jongg
(Listed in no particular order)
American Strategy (NMJL, AMJA)
- There is a difference between a rule and a strategy. If you see somebody violating a strategy, you cannot call her out on it and tell her, "you can't do that." If you want to help her with some strategic pointers, do that away from the table, not during a game, and do it with a clear awareness that strategies are not rules.
- One strategy can be trumped by another strategy. A strategy can be trumped by circumstances. Hardly any strategy should be used 100% of the time under any or all circumstances.
>From: Mary Ann C
>Sent: Friday, July 6, 2012 10:41 AM
>Subject: Question
>Color me stupid if you have already answered this question and I apologize, but I cannot find it.
>Do YOU think it is good strategy to call a player dead and why? She may have the tile you need for Mah Jongg and may discard it if you let her continue to play You don't have to worry about her calling Mah Jongg.
>Thanks, Mary Ann
Hi, Mary Ann. You asked:
if you have already answered this question and I apologize, but I cannot find it.
>Do YOU think it is good strategy to call a player dead and why?
Coincidentally, I stated my reasoning in this week's strategy column. But tell you what, I'll add it to the strategy FAQ.
She may have the tile you need for Mah Jongg and may discard it if you let her continue to play
Well, let's talk about that.
Consider the odds that she has your tile -- since the dead discards are out of the running, you can do a comparison between the number of tiles in her hand (13) against the number of tiles in the wall. If there are 13 tiles in the wall, then yes, you're right, the odds are about 1 in 4 that she has the tile you want. The odds of that are 1 in 4, or 25% (you know it's not in your hand, but it could be in hers, or the wall, or in one of the other two players' hands) - if there are 13 tiles in the wall. The odds are less than 25%, if the wall is longer than 13 tiles (6½ stacks).
Now, consider whether she is likely to discard your tile. Let's assume that you have no exposures, so she cannot guess what tile you need. So now the likelihood of her discarding a particular tile depends on how far you are into the game; she's less likely to discard your tile (whatever it is) the farther you go into the game (a tile's "temperature" increases with time). Since you've determined that she's dead, it's likely not very early in the game. I can't calculate any odds for you, but I hope I've made a reasonable point.
Since you're not worried about her calling mah-jongg, and are hoping she'll throw your tile, you're permitting her to keep on picking. Let's assume that you do have exposures, or that it's possible for her to have been watching your discards and deduce what you are doing. She could well pick the tile you need, and, knowing it to be dangerous, hold onto it. If she was dead, another player (one who doesn't need your tile and still hopes to win) could throw your tile.
Tom Sloper
Creator of these Mah-Jongg FAQs -- donations appreciated.
Author of "The Red Dragon & The West Wind," the definitive book on Mah-Jongg East & West.
Los Angeles, California, USA
July 6, 2012
Alan Kwan
ksr (Tanaka Keishiro)
David Grabiner
Wei-Hwa Huang
Steve Lin
Linda Fisher
[Your name can go here!]
June 23, 1999 -- further differentiated "American" from other forms of Mah-Jongg
October 18, 2000 -- added header info indicating thegameguru.net home of these FAQs
December 8, 2000 -- changed FAQ URL to sloperama.com
June 25, 2001 -- Converted the FAQ to HTML format. Fixed a typo (changed "the" to "they").
Subsequent updates are logged at http://www.sloperama.com/mjfaq/log.html
This FAQ copyright 2000, 2001, 2005, 2009, 2010, 2012, 2013, 2014, 2015 by Tom Sloper. All rights reserved. Replication/reproduction by permission of the author only.
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