Group Games
Mahjong games
Tile setup, pattern-reading lessons and short Mahjong matches. Choose the specific ruleset first; check each activity for player count, tile set and any required current pattern card.
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: 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: 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
Name the exact ruleset before the first deal to earn 1 shared teaching point.
- Name the exact ruleset before the first deal to earn 1 shared teaching point.
- Before a teaching session or short match, identify the ruleset and edition or card year being used, its procedure for the actual player count, and where to check a disputed rule. “Chinese” or “American” alone is not a complete rules agreement. Once everyone knows the reference, record 1 shared session point, separate from hand and match totals; naming it again does not earn another. This is a house teaching award, not a rule of Mahjong. 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 the shared sheet to record the selected ruleset’s hand scores as table points only, with a separate column for teaching awards. Check each hand’s row before the next deal. This scoring boundary adds no bonus, wager or change to the underlying hand values. 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
A correct hand-end wind and dealer check earns 1 shared point.
- A correct hand-end wind and dealer check earns 1 shared point.
- Use Wind Seat Rotation’s selected procedure to decide whether the dealer stays or moves and whether any winds or seats change. Another player checks the result before dealing. A correct decision to keep the dealer also qualifies. Record the base activity’s 1 shared point once for the check; this twist does not double it or force rotation after every 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 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
Add 2 shared points for one checked, no-peek wall build.
- Add 2 shared points for one checked, no-peek wall build.
- In Tile Wall Setup Race, agree to this bonus before mixing. Build to the selected ruleset’s wall dimensions with faces concealed. If a tile is exposed, turn it down and remix the affected tiles before rebuilding so its position is not known. Once the whole wall passes the base check, add 2 shared teaching points once per setup, after any needed correction. Keep this bonus separate from the base wall-side and full-wall awards. 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.
- Use Discard Read Call’s observation order after a discard’s claim window has resolved. Point to a visible tile and explain a checkable fact, such as its suit or how many copies are showing. Award the activity’s 1 point for that fact once; repeating it or selecting this twist does not add another. No observation proves another player’s concealed hand, and accusations earn no credit. 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.
- In Tile Name Relay, ask whether the learner wants help before offering a correction. Name the tile accurately in the table’s chosen vocabulary and explain the distinction without rushing or mocking them. Record 1 separate house helper point for a useful correction, at most once per helper in the session. The learner keeps the activity’s normal chance to answer; do not manufacture errors or interrupt to collect points. 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.
- Use Joker Discipline Round only with a ruleset that includes jokers. Take equal turns with its face-up examples and explain whether the intended grouping permits a joker. Under NMJL-style American rules, matching groups such as pungs and kongs can use jokers; singles and pairs cannot. A correct explanation earns the base 1 teaching point once. A different variant must use its own joker rule, and a no-joker game does not gain jokers through this twist. 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.
- Use only with the four-active-player Charleston Practice Pass under the selected American Mah Jongg rules. Before each exchange, anyone may ask for a pause to check direction and the three non-joker tiles. Complete the permitted sequence at that slower pace: the same 1 shared sequence point remains available, not a point for each individual pass. A second sequence still requires the base agreement, and a courtesy exchange remains separate. Slowing down does not authorize an illegal exchange. 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 Flower Tile Bonus Watch only when the chosen variant treats the set’s flowers or seasons as exposed bonus tiles with replacements. Follow its specified exposure and draw procedure; correct handling earns the base 1 teaching point once. American pattern-card flowers kept in the hand do not receive a replacement just because a flower tile appears. Skip this twist when its bonus-tile procedure does not 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 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 after each hand in Dealer Streak Tracker. The steward records the result, the current dealer and the next dealer; another player checks the row against the selected continuation rule. Award that steward 1 separate house recognition point for an accurate row, at most once per hand. Keep it outside the base shared tracking total and the Mahjong scores; these unequal role opportunities are recognition, not an individual skill contest. 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 Ready-Hand Announce’s private teaching record of the tiles, turn and required winning tile or tiles. Check it after the hand against the selected rules’ full winning requirements. Correct recognition earns the base 1 point, at most once per player per hand. Use the group’s familiar language, but do not confuse a teaching note with a formal ready or riichi declaration; any live declaration and penalty still follow the rules. 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
A correct kong procedure earns 2 teaching points; a replacement draw is required only when the chosen rules say so.
- A correct kong procedure earns 2 teaching points; a replacement draw is required only when the chosen rules say so.
- Use Kong Handling Drill’s face-up examples outside a live hand. Before exposing tiles, locate the rule for that kind of four-tile group, explain the permitted declaration and demonstrate its next step. Take a replacement only if that variant requires one, from its specified place; do not add a Chinese-style extra draw to an American pattern-card group. Award the base 2 points once for the complete correct procedure. Asking where to find the rule preserves eligibility. 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.
- Use Pung Finder Round’s chosen grouping, claim timing and hand restrictions. A player remains free to decline a legal opportunity and explain it after the hand. Award the base 1 teaching point for that correctly identified opportunity once, whether called or explained later; never count both. Three matching tiles alone do not authorize a claim, and this twist does not replace any separately selected honor-pung double value. 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 with Chow Sequence Sprint and a variant that permits chow claims. Check the sequence, claimant’s seat, priority and legal window before calling. A legal call earns the base 1 teaching point once; the base activity’s correctly explained no-call remains eligible too. This twist grants no extra claim time and does not add chow calls to an American pattern-card game. 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.
- At Dragon Focus Hand’s end-of-hand review, identify a visible dragon discard and explain its relevance to a legal choice. Check its identity or visible count together. A correct read earns the base 1 point within that player’s one explanation opportunity; repeated counting does not add awards. Use only visible evidence, not claims about concealed dragons. 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.
- In Terminal Tile Tracker’s end-of-hand review, identify a suited 1 or 9 and explain the visible evidence or legal pattern behind a choice involving it. Winds and dragons are not terminals. Award the base 1 teaching point once per player per hand for an accurate read, without adding a second point for the same explanation. Keeping a terminal is not automatically useful in every 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 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 Score Sheet Steward’s shared sheet and rotate its steward after every hand. After the row and running totals have been read back and checked, award the steward 1 separate house recognition point for that accurate hand entry. Keep this individual column separate from the base 3-point shared award for three checked hands and from match scores. Do not rank unequal numbers of steward turns as a fair individual contest. 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 mark one teaching explanation before discarding.
- A learner can mark one teaching explanation before discarding.
- Use Beginner Hint Token’s one teaching marker per learner per hand. Before discarding, a learner may mark one explanation of a rule or visible relationship; the helper does not choose the tile or inspect another player’s concealed hand. Ordinary rules questions never require a token. At the hand’s end, the base 1 credit is available whether the marker was used appropriately or left unused; this twist adds no second award. 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.
- Use Open Meld Audit after the hand, while exposed melds remain visible. Explain the grouping and one legal possibility or restriction it creates under the chosen rules. Say what is still unknown instead of presenting a concealed plan as fact. A useful correct explanation earns the base 1 point within the player’s one review turn; do not repeat it for another award. If no meld is exposed, skip the check respectfully. 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.
- Use Pattern Card Tour with the current official card the table legitimately owns. In your equal explanation turn, describe one line’s permitted suits or identities, grouping and exposed-or-concealed condition in your own words, checking the original card. Keep the base 1-point explanation score. Do not copy official card text, hand notation or layout into a handout, photo or shared recap. 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.
- Use Safe Discard Circle’s one explanation opportunity per player per hand. Make the legal discard and let claims resolve before explaining the visible evidence considered. The group may ask one follow-up question about that reasoning; ordinary rules clarification remains available. An accurate explanation earns the base 1 point once. Judge the evidence, not a lucky outcome: a plausible reason never guarantees that a discard cannot help an opponent. 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 verified wind or dragon pair can earn 1 additional teaching point.
- A verified wind or dragon pair can earn 1 additional teaching point.
- For this house bonus in Pair Hunt Hand, announce before the hand that an eligible honor pair can add 1 point. At the end-of-hand reveal, identify the matching wind or dragon pair and explain its valid role in the chosen rules and pattern. Only already visible or voluntarily revealed tiles count; never expose a concealed hand early for the award. Cap it at one honor-pair bonus per player per hand. It is separate from the base explanation point and does not change the official hand value. 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.
- Use Suit Lock Challenge’s declared suit and stated progress target. At the hand’s end, verify the relevant pair, set or permitted component. Keep its base 1-point progress explanation, and award the activity’s optional 1 additional point only for staying with the declared focus. A player may switch plans and forgo that optional point without invalidating a legal hand. Selecting this twist does not add another commitment 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.
- Use Three-Hand Mini Match’s exact three completed hands, including draws. Play each to the chosen variant’s normal endpoint and apply its dealer procedure; retaining the dealer does not restart the count. Add only the agreed hand scores. Highest total after hand three wins, with shared ties unless the base sportsmanship tiebreak was agreed before the first deal. This cap does not add tutorial points to the match. 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.
- Use No-Peek Shuffle’s face-down mixing and correct wall setup. If a face is exposed, turn it down and remix the affected tiles before the deal. When the full reset is checked, record the base 3 shared table points once, after any correction. The twist highlights that existing clean-reset award; it does not add another bonus or require concealed tile faces to become visible. 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 an orderly public tile area can earn a positive etiquette point.
- Patient calls and an orderly public tile area can earn a positive etiquette point.
- In Table Etiquette Round, agree on observable helpful actions before the hand. Keep exposed melds and discards clear while concealed tiles remain concealed. Record the base 1 positive point per player at most once for an actual agreed action. Rushing beginners earns 0 for that action; it does not subtract points already earned. Offer the base score-check or reset opportunity and avoid singling anyone out. 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 Wall Break Dice Call only when the chosen variant has the applicable dice or agreed wall-break procedure. Before moving tiles, a willing learner identifies the correct wall, counting end and break from that procedure. For this house explanation overlay, award 1 shared point once per practice opening when the explanation is correct, separate from the base 2-point correctly completed opening. A wrong break must still be corrected before dealing. 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.
- In Clean Call Window, check the selected variant’s permitted call, claimant, priority and timing. A valid live call earns the base 1 teaching point once. A late or unclear call earns no teaching point; resolve it under the actual rules, then discuss it after the hand. Calling something a teaching moment does not waive a penalty or reopen the claim window. 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.
- After Four-Player Teaching Hand, invite learners to name a patient explanation that helped them understand a legal action. Each willing learner may nominate one explanation; passing is allowed. For this house recognition, the most-nominated helper earns 1 separate STUD point, with tied leaders each earning 1 and no award if nobody nominates. Keep it outside the base shared teaching total; the speaker need not perform another lesson to accept or decline recognition. 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.
- After the hand and checked scores, invite the table to return tiles to the selected setup, put the score sheet and markers in order, and confirm the next seats or dealer. Once all three are ready, award 1 shared house reset point, once for that reset. Keep it separate from individual etiquette points, and skip this additional award if another selected reset twist already scores the same cleanup. 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.






























