Parlor and Play · American Mahjong · Solo Practice Game
Trainer 5 · Solo play
Play a full practice game, start to finish.
This is american mahjong practice with the training wheels arranged in a circle: a complete game against three computer players, from the deal and both Charlestons through calls, joker exchanges, and Mah Jongg. You sit East, so you hold 14 tiles and discard first.
One honest difference from a real table. Winning hands here are the practice patterns listed below, patterns we invented for learning the shape of the game. Real games are won with hands printed on the current official card, which every player buys from the National Mah Jongg League. Practice here teaches the play itself: the passing, the calling, the timing, the settling up. The card is the one thing you still bring yourself.
New here?
This is the whole game at once, and it moves fast when the pieces are new: a deal, a Charleston, calls, exchanges, and a wall. Mahjong 101 teaches the pieces first, in about five minutes and in order, and this game will still be here when you get back. Start with Mahjong 101
Win by finishing one of the twelve practice patterns below. The game scores it for you.
Dealing. Wall: 99 tiles Your hand: 14 tiles
Your exposures
Nothing exposed yet. Groups you call will sit here, face up, for the rest of the game.
Your hand
Dealing your first game.
Hand record
Our practice patterns
These twelve patterns are ours, invented for this game, and printed here in full so you can play toward something real. Each carries a practice value, a number we made up for keeping score in practice. It is not a value from any official card, and no pattern here comes from one. If a finished hand fits more than one pattern, the game scores the highest value one.
| Pattern | What it takes | Practice value |
|---|---|---|
| Seven Pairs | Seven pairs, and no jokers anywhere in the hand. | 50 |
| The Big Six | A sextet (six of a kind), two pungs, and a pair. | 40 |
| The Staircase | One suit, five numbers in a row: a kong, three pungs climbing the numbers, and a single of the next number on top. | 40 |
| Kong Party | Two kongs and two pungs, any tiles. | 35 |
| Dragon Flight | A pung of each dragon (Red, Green, and Soap), one more pung, and a pair. | 35 |
| The News Room | One each of North, East, West, and South as singles, plus a kong and two pungs. | 35 |
| One Suit Day | Four pungs and a pair, with every natural tile from one suit family. The dragon that matches the suit (Red with Craks, Green with Bams, Soap with Dots) counts as part of the family. | 30 |
| Honor Roll | Four pungs and a pair, all winds and dragons. | 30 |
| Flower Garden | A kong of Flowers, one more kong, and two pungs. | 30 |
| The Full Rack | Four pungs and a pair, any tiles. | 25 |
| Even Stevens | Four pungs and a pair, and every natural suit tile in the hand is an even number: 2, 4, 6, or 8. | 25 |
| Odds and Ends | Four pungs and a pair, and every natural suit tile in the hand is an odd number: 1, 3, 5, 7, or 9. | 25 |
Jokers follow the real rules inside these patterns: a joker may stand inside a pung, kong, quint, or sextet, and never inside a pair or a single. The Staircase single and every pair must be natural tiles. Seven Pairs can never hold a joker at all.
How solo practice works
The deal and the Charleston. You are dealt 14 tiles as East, the computer players 13 each, from one shuffled wall. The Charleston runs exactly as it does at a real table: first Charleston right, across, left, then your choice on the second, then the courtesy pass. Jokers are never passed, and the blind pass is offered only where the rules allow it, on the last pass of each Charleston.
Turns. East discards first, and play moves to the right: South, West, North, and back to you. On your turn you draw a tile, then discard one. The page names every discard out loud, the way a player should.
Calling. When a computer player discards a tile you can use, the game pauses and asks. You may call it for an exposure (a pung, kong, quint, or sextet built with tiles from your hand) or, if it finishes your hand, call it for Mah Jongg. A call takes the turn, and play resumes to your right. Calls are for groups of identical tiles only, never for a pair or a single, except the one call that wins the game. At a real table you have to speak up before the next player racks a drawn tile; here the game waits for you, because waiting is the point of practice.
Joker exchanges. On your turn, after you draw or call, you may hand a natural tile to any player whose exposure holds a joker standing for that tile, and take the joker. The game offers every exchange open to you as a button. If the exchange completes your hand, that win has a name, the Finesse, and it is paid as a self picked win.
Winning and settling up. Finish any of the twelve practice patterns and the game declares Mah Jongg, shows the hand, and settles in practice points: on a discard win the discarder pays double and the others single; on a self pick everyone pays double; a hand finished with no jokers anywhere doubles again, except Seven Pairs, which can never earn that double. If the wall runs out first, it is a wall game and nobody pays.
What is simplified, said plainly. The computer players are practice partners, not strategists: they keep groups and near groups and pass the rest, the same judgement the Charleston simulator teaches. There are no dead hand challenges and no penalties here, the discards are named for you, and you keep the East seat every game so you always open. Everything else, the passing order, the calling rules, the joker rules, the payments, runs the way the real game runs.
Gear for the real table
Ready for a real table?
Solo practice teaches the flow of a hand. The real game adds the clack of tiles, three people watching your discards, and a set of your own. When you are ready to sit down for real, this is the gear that table needs, and the sets we would buy.
First set
Linda Li Blue Paisley Soft Bag Mahjong Set
The gentlest way into a complete kit, and the set GammonVillage calls its bestseller several years running: 166 tiles, four racks with the pushers built in, dice, betting chips, and a beginner rules booklet, carried in a quilted soft bag that travels well to lessons and club nights.
$127.46 at GammonVillage
Price checked Oct 19, 2026. Prices change; the store page shows the current one.
Wooden racks
Yellow Mountain Imports American Mahjong Set, Sakura Pink
The name clubs reach for first. The tiles are melamine with a satisfying weight, the four racks are wood with magnetic pushers, and the kit adds scoring coins, three dice, and a wind indicator in a pink and cream soft case. Built for a group that plays every week.
$156.99 at Yellow Mountain Imports
Price checked Oct 19, 2026. Prices change; the store page shows the current one.
The keepsake
Linda Li Black Poppy Mahjong Set, Artisan Collection
For the player who has caught the bug, or the gift that has to land. The tiles are laser cut and hand painted, the racks and pushers are solid beechwood, the money chips are metal, and the bettor is beechwood too. It plays the same game as the sets above; it just feels like an heirloom doing it.
$395.00 at GammonVillage
Price checked Oct 19, 2026. Prices change; the store page shows the current one.
One more thing every player needs: the current year's card from the National Mah Jongg League, about $15. No set includes it, and the League is the only place that sells the genuine card, so order it from the League directly, and be suspicious of any bundle that promises one free.
Take it to the table
The trainers are free. When you sit down to a real game, these are the printables readers keep within reach.
Get the free One Page Score Sheet The Beginner Companion, $14.99 The Club Night Kit, $14.99
The score sheet costs nothing and tracks a full session, hand by hand. The Beginner Companion is the complete beginner guide: how to play American mahjong from the first deal to settling up, in plain words, with a first month practice plan. The Club Night Kit is for the person hosting: a runbook, rotation charts, and a season standings workbook for 4 to 24 players.
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About the rules here
These trainers teach American mahjong in our own words. The rules are summarized from public sources, including published rule guides and instructor materials, and they reflect standard National Mah Jongg League play as we understand it in October 2026.
This section is not published by, endorsed by, or affiliated with the National Mah Jongg League. Nothing here reproduces the League's card, and nothing here replaces it. To play a real game, every player needs the current official card from the National Mah Jongg League. Check any hand, hand value, or rule against the card at your table. The card is the final word, and house rules are whatever your table agrees before the first deal.
The practice patterns on this page were invented by Parlor and Play for learning the shape of the game, and their practice values are ours as well. They are not hands from the League's card, in this year's version or any other.
If you find an error, or your group plays a point differently, write to us at hello@oasisinvestingllc.com. We check reader corrections against published sources and fold confirmed fixes into updates.
This section is published by Oasis Investing LLC, as part of Parlor and Play.