Faan Club
CHAPTER 03

How a round flows.

Before the first tile is drawn, the table goes through a setup: seats are assigned by dice roll, the wall is built, and East deals 13 tiles to each player with 14 for themselves. From there, the game runs on a simple loop.

ESWN

01 · shuffle

Shuffle the tiles

All 144 tiles go face-down and players mix them together in the centre.

ESWN

02 · the wall

Build the wall

144 tiles stacked two deep around the four sides of the table.

ESWNDRAW

03 · the draw

Draw clockwise

Each player takes tiles CW from the wall — 4 at a time, 3 rounds, then 1 more each.

ESWNPLAY

04 · the play

Play counter-clockwise

After the deal, turns proceed CCW: East → South → West → North, one tile in, one tile out.

Full table view · East wins

A snapshot mid-round: three hidden hands, a few discards in the center, and East's winning 14-tile hand laid out below.

West PlayerEast PlayerNorth PlayerSouth Playerdraws · 3 · 7 · 11 · 15 · 19draws · 1 · 5 · 9 · 13 · 17draws · 4 · 8 · 12 · 16 · 20draws · 2 · 6 · 10 · 14 · 18discardseast's winning hand · 14 tilespungchowpungchowpair
Section · The Turn Loop

Every turn follows the same three-beat rhythm.

Three steps repeat clockwise around the table — draw a tile, decide what to do with it, throw one back. The fourth “beat” is the loop itself: round after round, until someone wins.

01Draw

Take one tile from the front of the wall. Your hand is now 14 tiles. The only moment in the game where the future is unknown — anything could arrive.

02Decide

Look at the new tile. Does it improve your hand? Could it complete a set, finish a sequence, or become the pair you needed? This is where mahjong lives.

03Discard

Place one tile face-up in the center. Your hand is back to 13. Your turn is over — but the tile you threw doesn't disappear.

And then again — until someone wins.

One tile in, one tile out, repeated clockwise around the table until a player completes four sets and a pair.

Loop · 04
See it in action

The setup process is easier to grasp in motion than in words. The interactive room walks you through every step — seat selection, dice roll, wall break, and deal — one click at a time. Go to the interactive room →

Where the depth lives

Most of mahjong's richness is in the decide step. A new tile arrives and you must choose: discard the new one and stay the course? Break up an old plan for a better one? Hold something dangerous because it's the only path to a high-scoring hand?

Calls — intercepting a discard

The discarded tile sits face-up briefly before the next draw. In that window, any other player can call it to complete one of their sets. This is what makes mahjong social: a single discard can change four people's plans at once.

Pung
Can claim

Three identical tiles. Works with any tile: numbered suits, winds, or dragons.

Anyone at the table

When anyone discards the third, call pung. Take it, expose all three face-up, then discard one tile.

Chow
Can claim

Three consecutive tiles in the same suit. Never across suits, and never with winds or dragons.

Left-hand player only

Call chow on the discard that completes your sequence, but only from the player on your left.

Kong
Can claim

All four copies of the same tile. Counts as one meld, but you draw a replacement tile from the back of the wall.

Anyone at the table

When anyone discards the fourth, call kong. Expose all four, draw a replacement tile from the back of the wall, then discard.

Pair
No claim

Two identical tiles. Your hand needs exactly one. It holds the shape together but cannot double as a meld.

Cannot be claimed mid-game

You cannot call a discard to form your pair during play. Exception: if the discard completes your pair and wins the hand, you can call it.

When multiple players call

Winning hand>Pung / Kong>Chow

You can also kong on your own turn. If you draw the fourth tile of a triplet already in your hand, declare a concealed kong. It scores more generously than an open kong.

The call trade-off

Call — faster, but visible

Calling skips turn order and locks in a set immediately. The risk: your exposed tiles are visible to everyone. Opponents will stop discarding tiles that help you.

Stay concealed — slower, but hidden

A fully concealed hand scores higher than the same hand with exposed sets. Sometimes the right move is to let a useful discard pass and wait for the wall to deliver it naturally.

The wall

136 tiles · one wall
53
83
Dealt out
13 each · East gets 14
Live wall
Draw from here each turn. Kong replacements come from the back of this wall.
When the live wall runs out

The round ends in a draw — sometimes called a goulash. No points change hands. East stays East and the round replays. Only a win by another player rotates the wind seat.