Group Games
Mahjong games
Tile-wall, wind, discard, pattern-reading, and table-rotation games for mahjong groups using agreed house rules.
All Mahjong games (30)
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Tile Wall Setup Race
Turn mahjong setup into a clean tile-wall teamwork round.
Players: 3-4Time: 20-60 minEnergy: Low
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Wind Seat Rotation
Practice mahjong wind seats and table order.
Players: 3-4Time: 20-60 minEnergy: Low
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Discard Read Call
Use mahjong discards to build pattern-reading skill.
Players: 3-4Time: 20-60 minEnergy: Low
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Pair Hunt Hand
Make mahjong pair-building easier for learners.
Players: 3-4Time: 20-60 minEnergy: Low
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Pung Finder Round
Practice mahjong pung recognition.
Players: 3-4Time: 20-60 minEnergy: Low
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Chow Sequence Sprint
Train mahjong sequence awareness.
Players: 3-4Time: 20-60 minEnergy: Low
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Honor Tile Watch
Use winds and dragons as a visible mahjong reading game.
Players: 3-4Time: 20-60 minEnergy: Low
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Suit Lock Challenge
Practice mahjong suit commitment decisions.
Players: 3-4Time: 20-60 minEnergy: Low
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Charleston Practice Pass
Practice the Charleston without rushing beginners.
Players: 3-4Time: 20-60 minEnergy: Low
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Joker Discipline Round
Make mahjong joker rules easier to learn.
Players: 3-4Time: 20-60 minEnergy: Low
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Flower Tile Bonus Watch
Practice mahjong flower and season handling.
Players: 3-4Time: 20-60 minEnergy: Low
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Ready-Hand Announce
Help players notice when a mahjong hand is close.
Players: 3-4Time: 20-60 minEnergy: Low
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Safe Discard Circle
Make mahjong discards thoughtful and teachable.
Players: 3-4Time: 20-60 minEnergy: Low
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Tile Name Relay
Learn mahjong tile names at the table.
Players: 3-4Time: 20-60 minEnergy: Low
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Four-Player Teaching Hand
Use an open hand to teach mahjong flow.
Players: 3-4Time: 20-60 minEnergy: Low
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Wall Break Dice Call
Practice mahjong opening steps.
Players: 3-4Time: 20-60 minEnergy: Low
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Dealer Streak Tracker
Keep mahjong dealer rotation clean.
Players: 3-4Time: 20-60 minEnergy: Low
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No-Peek Shuffle
Make mahjong resets part of table sportsmanship.
Players: 3-4Time: 20-60 minEnergy: Low
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Score Sheet Steward
Keep mahjong scoring visible and friendly.
Players: 3-4Time: 20-60 minEnergy: Low
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Dragon Focus Hand
Focus a mahjong hand on dragon awareness.
Players: 3-4Time: 20-60 minEnergy: Low
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Terminal Tile Tracker
Make mahjong terminal tiles easier to notice.
Players: 3-4Time: 20-60 minEnergy: Low
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Kong Handling Drill
Practice mahjong kong handling without confusion.
Players: 3-4Time: 20-60 minEnergy: Low
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Pattern Card Tour
Make American Mah Jongg pattern cards less intimidating.
Players: 3-4Time: 20-60 minEnergy: Low
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Open Meld Audit
Use open melds to teach mahjong table reading.
Players: 3-4Time: 20-60 minEnergy: Low
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Three-Hand Mini Match
Create a short mahjong match for limited time.
Players: 3-4Time: 20-60 minEnergy: Low
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Beginner Hint Token
Help new mahjong players without taking over their hand.
Players: 3-4Time: 20-60 minEnergy: Low
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Table Etiquette Round
Make mahjong table habits part of the game.
Players: 3-4Time: 20-60 minEnergy: Low
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Mahjong Twists (30)
Optional one-rule scoring twists for a game your group already plays.
Rule Set First
The table scores 1 when the rule set is named before play.
- The table scores 1 when the rule set is named before play.
- American, Chinese, or house rules must be clear. Use clean table space, agree on the rule set before play, keep tiles visible, rotate turns patiently, and use score sheets for table points only. Scored results are tracked as challenge points.
- Score Rule Set First as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Rule Set First; stop at the agreed finish condition.
Points Sheet Only
Scores stay on the sheet as table points only.
- Scores stay on the sheet as table points only.
- Use table points only for this activity. Use clean table space, agree on the rule set before play, keep tiles visible, rotate turns patiently, and use score sheets for table points only. Scored results are tracked as challenge points.
- Score Points Sheet Only as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Points Sheet Only; stop at the agreed finish condition.
Wind Rotation Bonus
Correct seat-wind rotation scores 1.
- Correct seat-wind rotation scores 1.
- Use the agreed wind order. Use clean table space, agree on the rule set before play, keep tiles visible, rotate turns patiently, and use score sheets for table points only. Scored results are tracked as challenge points.
- Score Wind Rotation Bonus as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Wind Rotation Bonus; stop at the agreed finish condition.
Clean Wall Point
A clean no-peek wall build scores 2.
- A clean no-peek wall build scores 2.
- Exposed tiles are reshuffled. Use clean table space, agree on the rule set before play, keep tiles visible, rotate turns patiently, and use score sheets for table points only. Scored results are tracked as challenge points.
- Score Clean Wall Point as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Clean Wall Point; stop at the agreed finish condition.
Discard Read
A useful visible discard observation scores 1.
- A useful visible discard observation scores 1.
- No hidden-hand accusations. Use clean table space, agree on the rule set before play, keep tiles visible, rotate turns patiently, and use score sheets for table points only. Scored results are tracked as challenge points.
- Score Discard Read as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Discard Read; stop at the agreed finish condition.
Tile Name Help
A patient tile-name correction earns 1.
- A patient tile-name correction earns 1.
- Corrections must be kind. Use clean table space, agree on the rule set before play, keep tiles visible, rotate turns patiently, and use score sheets for table points only. Scored results are tracked as challenge points.
- Score Tile Name Help as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Tile Name Help; stop at the agreed finish condition.
Joker Rules Check
Jokers count only if the chosen rules use them.
- Jokers count only if the chosen rules use them.
- Correct explanation scores. Use clean table space, agree on the rule set before play, keep tiles visible, rotate turns patiently, and use score sheets for table points only. Scored results are tracked as challenge points.
- Score Joker Rules Check as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Joker Rules Check; stop at the agreed finish condition.
Charleston Slow Pass
A slow clear Charleston pass keeps the point.
- A slow clear Charleston pass keeps the point.
- Only for American Mah Jongg. Use clean table space, agree on the rule set before play, keep tiles visible, rotate turns patiently, and use score sheets for table points only. Scored results are tracked as challenge points.
- Score Charleston Slow Pass as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Charleston Slow Pass; stop at the agreed finish condition.
Flower Handling
Correct flower or season handling scores 1.
- Correct flower or season handling scores 1.
- Use only if the set has those tiles. Use clean table space, agree on the rule set before play, keep tiles visible, rotate turns patiently, and use score sheets for table points only. Scored results are tracked as challenge points.
- Score Flower Handling as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Flower Handling; stop at the agreed finish condition.
Dealer Tracker
The scorekeeper earns 1 for correct dealer tracking.
- The scorekeeper earns 1 for correct dealer tracking.
- Rotate the steward each hand. Use clean table space, agree on the rule set before play, keep tiles visible, rotate turns patiently, and use score sheets for table points only. Scored results are tracked as challenge points.
- Score Dealer Tracker as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Dealer Tracker; stop at the agreed finish condition.
Ready Hand Call
A correct ready-hand recognition scores 1.
- A correct ready-hand recognition scores 1.
- Use the group's preferred language. Use clean table space, agree on the rule set before play, keep tiles visible, rotate turns patiently, and use score sheets for table points only. Scored results are tracked as challenge points.
- Score Ready Hand Call as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Ready Hand Call; stop at the agreed finish condition.
Kong Procedure
Correct kong declaration and replacement draw scores 2.
- Correct kong declaration and replacement draw scores 2.
- Ask the rule before exposing. Use clean table space, agree on the rule set before play, keep tiles visible, rotate turns patiently, and use score sheets for table points only. Scored results are tracked as challenge points.
- Score Kong Procedure as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Kong Procedure; stop at the agreed finish condition.
Pung Finder
Spotting a legal pung opportunity scores 1.
- Spotting a legal pung opportunity scores 1.
- The player still chooses whether to call. Use clean table space, agree on the rule set before play, keep tiles visible, rotate turns patiently, and use score sheets for table points only. Scored results are tracked as challenge points.
- Score Pung Finder as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Pung Finder; stop at the agreed finish condition.
Chow Window
A legal chow call inside the timing window scores 1.
- A legal chow call inside the timing window scores 1.
- Use only in rules where chows apply. Use clean table space, agree on the rule set before play, keep tiles visible, rotate turns patiently, and use score sheets for table points only. Scored results are tracked as challenge points.
- Score Chow Window as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Chow Window; stop at the agreed finish condition.
Dragon Watch
Correctly tracking dragon discards scores 1.
- Correctly tracking dragon discards scores 1.
- Visible tiles only. Use clean table space, agree on the rule set before play, keep tiles visible, rotate turns patiently, and use score sheets for table points only. Scored results are tracked as challenge points.
- Score Dragon Watch as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Dragon Watch; stop at the agreed finish condition.
Terminal Tracker
Naming a useful terminal tile read scores 1.
- Naming a useful terminal tile read scores 1.
- Ones and nines are the focus. Use clean table space, agree on the rule set before play, keep tiles visible, rotate turns patiently, and use score sheets for table points only. Scored results are tracked as challenge points.
- Score Terminal Tracker as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Terminal Tracker; stop at the agreed finish condition.
Rotating Score Steward
Accurate scorekeeping after a hand scores 1.
- Accurate scorekeeping after a hand scores 1.
- Use the shared table sheet only. Use clean table space, agree on the rule set before play, keep tiles visible, rotate turns patiently, and use score sheets for table points only. Scored results are tracked as challenge points.
- Score Rotating Score Steward as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Rotating Score Steward; stop at the agreed finish condition.
Hint Token
A learner can use one rules hint before discarding.
- A learner can use one rules hint before discarding.
- The hint explains rules, not the best tile. Use clean table space, agree on the rule set before play, keep tiles visible, rotate turns patiently, and use score sheets for table points only. Scored results are tracked as challenge points.
- Score Hint Token as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Hint Token; stop at the agreed finish condition.
Open Meld Review Point
Explaining an exposed meld scores 1.
- Explaining an exposed meld scores 1.
- Keep it respectful. Use clean table space, agree on the rule set before play, keep tiles visible, rotate turns patiently, and use score sheets for table points only. Scored results are tracked as challenge points.
- Score Open Meld Review Point as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Open Meld Review Point; stop at the agreed finish condition.
Pattern Card Explain
Explain a pattern in your own words.
- Explain a pattern in your own words.
- Do not copy official card text. Use clean table space, agree on the rule set before play, keep tiles visible, rotate turns patiently, and use score sheets for table points only. Scored results are tracked as challenge points.
- Score Pattern Card Explain as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Pattern Card Explain; stop at the agreed finish condition.
Safe Discard
A discard with clear visible reasoning scores 1.
- A discard with clear visible reasoning scores 1.
- The group can ask one question. Use clean table space, agree on the rule set before play, keep tiles visible, rotate turns patiently, and use score sheets for table points only. Scored results are tracked as challenge points.
- Score Safe Discard as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Safe Discard; stop at the agreed finish condition.
Honor Pair Bonus
A wind or dragon pair read scores bonus.
- A wind or dragon pair read scores bonus.
- Only visible or revealed tiles count. Use clean table space, agree on the rule set before play, keep tiles visible, rotate turns patiently, and use score sheets for table points only. Scored results are tracked as challenge points.
- Score Honor Pair Bonus as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Honor Pair Bonus; stop at the agreed finish condition.
Suit Focus
Committing to a called suit focus scores if it helps the hand.
- Committing to a called suit focus scores if it helps the hand.
- Switching is allowed but loses bonus. Use clean table space, agree on the rule set before play, keep tiles visible, rotate turns patiently, and use score sheets for table points only. Scored results are tracked as challenge points.
- Score Suit Focus as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Suit Focus; stop at the agreed finish condition.
Three-Hand Match
A three-hand cap keeps the table short.
- A three-hand cap keeps the table short.
- Highest points after three hands wins. Use clean table space, agree on the rule set before play, keep tiles visible, rotate turns patiently, and use score sheets for table points only. Scored results are tracked as challenge points.
- Score Three-Hand Match as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Three-Hand Match; stop at the agreed finish condition.
No-Peek Wall Bonus
All tiles stay face down while shuffling.
- All tiles stay face down while shuffling.
- Clean reset scores for the table. Use clean table space, agree on the rule set before play, keep tiles visible, rotate turns patiently, and use score sheets for table points only. Scored results are tracked as challenge points.
- Score No-Peek Wall Bonus as 1 challenge point, separate from the main score.
- Reset and rotate evenly after No-Peek Wall Bonus; stop at the agreed finish condition.
Etiquette Point
Patient calls and visible tiles earn etiquette points.
- Patient calls and visible tiles earn etiquette points.
- Rushing beginners scores 0. Use clean table space, agree on the rule set before play, keep tiles visible, rotate turns patiently, and use score sheets for table points only. Scored results are tracked as challenge points.
- Score Etiquette Point as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Etiquette Point; stop at the agreed finish condition.
Wall Break Call
Correctly explaining wall break by dice or house rule scores 1.
- Correctly explaining wall break by dice or house rule scores 1.
- Use only if the rule set has it. Use clean table space, agree on the rule set before play, keep tiles visible, rotate turns patiently, and use score sheets for table points only. Scored results are tracked as challenge points.
- Score Wall Break Call as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Wall Break Call; stop at the agreed finish condition.
Meld Timing
Legal timely calls score 1.
- Legal timely calls score 1.
- Late or unclear calls become table teaching moments. Use clean table space, agree on the rule set before play, keep tiles visible, rotate turns patiently, and use score sheets for table points only. Scored results are tracked as challenge points.
- Score Meld Timing as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Meld Timing; stop at the agreed finish condition.
STUD Teacher
The best patient explanation earns the STUD point.
- The best patient explanation earns the STUD point.
- The explanation must help someone else play. Use clean table space, agree on the rule set before play, keep tiles visible, rotate turns patiently, and use score sheets for table points only. Scored results are tracked as challenge points.
- Score STUD Teacher as 1 challenge point, separate from the main score.
- Reset and rotate evenly after STUD Teacher; stop at the agreed finish condition.
Table Reset
A clean table reset after the hand scores 1.
- A clean table reset after the hand scores 1.
- Tiles, score sheet, and seats are ready. Use clean table space, agree on the rule set before play, keep tiles visible, rotate turns patiently, and use score sheets for table points only. Scored results are tracked as challenge points.
- Score Table Reset as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Table Reset; stop at the agreed finish condition.






























