British Rules
Home
Equipment
A gentle introduction to the game
The Game
Scoring
Glossary
Examples of sets and advice about where to buy them
Mah-Jong sites, their content, and an indication of how interesting it is
Mah-Jong clubs, organisations and other contacts
Download printer friendly rules
Mah-Jong teachers and courses in the UK
Bookmark and Share

Break into one Wall

Determine which wall to break

East Wind throws 2 dice to determine which wall to break.

Starting with the wall in front of East Wind, count anti-clockwise.

Determine where to break the wall

The player who sits where the count ends then throws 2 dice again to determine where in the wall the break is to be made.   Add the numbers from the two throws together.

Starting from the right end of the wall, count towards the left.   If the end of the wall is reached continue counting into the next wall.

Pick up the two tiles at the break point – the two tiles are called  loose tiles – and put them on top of the tiles immediately to the right of the break so that the top-most tile lies furthest away from the break point.   This is the end of the wall.

The tiles on the other side of the break point are the start of the wall.   So when tiles come to be dealt from the wall it will be in a clockwise direction.

The Kong Box

At the end of the wall the last seven pairs of tiles (including the loose tiles) are moved away from the rest of the wall. These detached tiles are called  the  kong box  or  dead wall.

It’s function is to provide replacement tiles for kongs, Flowers and Seasons.  The loose tiles are taken in turn (the furthest from the end first) and replaced from the end of the kong box as required.

The session ends in a drawn game when the last tile in the live wall  (the one before the kong-box) has been taken and played without Mah-Jong being called.  This is called a “Wash-out”.

Note that the kong box is never replenished from the live wall.  If the kong box is exhausted and another replacement tile is required then the game is drawn.

Kong box

Kong box at start of game

Loose tiles

1

2

3

4

5

6

End of live wall

1st

2nd

3rd

Last tile

The Game

 

The Aim of the Game

       General Strategy

 

Preparing to Play

       Distribute the Tallies

       Determine who is N, S, E, and W Wind

       Determine the Prevailing Wind

       Shuffle the Tiles

       Build the Walls

       Break into one Wall

       The Kong Box

       Deal out the Tiles

       Select out any Flower or Season Tiles

 

Playing the Game

       Starting the Game

       Collecting Sets

       Special Hands

       Obtaining a New Tile

       Claiming the Discarded Tile

       Flower and Season Tiles

       Concealed Sets

       Converting a Pung to a Kong

       One for Mah-Jong

       Robbing the Kong

       Finishing the Game

 

Variations of Play

       The Goulash

       The Game for 2 Players

       The Game for 3 Players

       The Game for 5 Players

       Suggested Rule

Walls
E
S
W
N

4

3

2

6

1

5

1

2

4

6

8

10

12

3

5

7

9

11

13

14

In this example, East Wind throws 6 then counts anti-clockwise to locate the wall in front of South Wind.

South Wind then throws 8.   The sum of the two throws is 14.   So he counts along the wall starting from his right.

If the sum of the two throws is greater than 18 then the count  continues into the next wall.

Dealing begins from the start of the live wall

Two dice
Two dice

6

5

4

3

2

1

Previous Page
Arrow
Arrow
Arrow
Arrow

End of live wall

Next Page

State of the wall after determining the break point and forming the kong box

Start of live wall

Kong box
Previous Page
Next Page
© 2008   Peter Gregory
© 2008   Peter Gregory
Text - The Game
Overview and page links
Preparing to Play