Fourteen chapters, in order.
A tasting menu of Hong Kong mahjong — three courses, plated chapter by chapter.
Course I — Beginner4 ch · 19m · 0-point game›
- 01→
Welcome to the table
4 minThe modern guide to Hong Kong mahjong.
- 02→
Meet the ingredients
5 minDots, bamboo, characters. Plus winds, dragons, and bonus tiles. All 144 in one view.
- 03→
How a round flows
6 minDraw, decide, discard. How calls let anyone intercept a tile before the next turn begins.
- 04→
The only hand you need
4 minFour melds and a pair — the 0-point game. Once you see the shape, you can play your first game tonight.
Course II — Intermediate5 ch · 38m · 3-point game›
- 05→
Hands, bonuses, and the 3-faan floor
10 minEvery scoreable hand in HK mahjong, how bonuses stack, and what it takes to clear the 3-faan minimum.
- 06→
Your starting 13
5 minThe arc of every hand, the three principles that guide every discard, and how to read your opening tiles before the first throw.
- 07→
Are you close to winning?
6 minTenpai, shanten, outs — the language of hand distance. Recognize when you're one tile away, and strategize from there.
- 08→
The discard decision
7 minWhy some discards are better than others. The art of keeping the most outs with every tile you throw.
- 09→
Open or concealed
10 minThe arc of every hand — when to develop, attack, and defend. How to select and build, when to call, how to read the table, and when to take the win.
Course III — Advanced5 ch · 29m · win more, lose less›
- 10→
The discard river
6 minThe 1-4-7 rule, tracking dead tiles, exposure tells, and suit pattern reading.
- 11→
Modeling opponents
6 minWhat a player's discard river reveals about their hand — and how to adjust your own discards based on what you see.
- 12→
Defensive play
6 minWhen to fold, how to find safe tiles, suji and kabe basics, and managing a losing hand with discipline.
- 13→
Winning vs. holding
5 minYou're one tile from a small win. Do you take it or hold for a bigger hand? A framework for the most common high-stakes decision in mahjong.
- 14→
Table dynamics
6 minManaging multiple threats, late-wall play, drawn game decisions, and adjusting when two players are simultaneously close to tenpai.