Faan Club
Practice/Interactive games
Section 02
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Interactive games

Take your seat. Roll the dice. The total decides your wind — East, South, West, or North — and places you at the table. The other three winds follow counter-clockwise.

Table wind: East · Scripted round
Player 4
Player 3
Player 1
Player 2

Seats fill counter-clockwise after the roll. East is always dealer.

Step 1 of 4 · Roll the dice

Roll to assign seats

Player 1 rolls three dice. Count counter-clockwise from Player 1 — the total lands on a player, who becomes East. The other winds follow from there.

East
1, 5, 9, 13, 17
South
2, 6, 10, 14, 18
西
West
3, 7, 11, 15
North
4, 8, 12, 16
Why dice

Rolling removes individual bias. Nobody picks their own seat — the dice decide, randomly and fairly, every time.

The wind order

Seats are named East, South, West, North — always counter-clockwise from East. East is the dealer for the first hand.

Rounds rotate

After each hand, the dealer wind passes counter-clockwise. When East returns to the same player, one full round is complete.