Planet Mahjong Play free

Learn · Class 16 of 20

The winning moment

Some bonuses come from the geometry of your melds. This class teaches Step Up, Four in Ways, and the Full Step Up Hand — five consecutive runs that set off a cascade of other scoring.

Advanced What the last moment pays: a pair of 2, 5 or 8, a one-tile wait, a flower's replacement, and the luck of an Earthly Hand. 7 min

Welcome back. Sit, I'll deal.

Last time, the shape of the whole hand.

Today, the winning moment. Tidy first.

East opens. Then you draw.

Its replacement, from the back. Your seven!

Self-drawn. All three pay you.

Fives for eyes. Good Eye, two.

A flower's replacement. Five more.

Hidden and self-drawn. Ten.

The flower, one. No honours, one.

Base, five. Every win.

One tile could win. Two more.

Twenty-six tai. Twenty is the floor.

Two ways in: twenty-four.

One tile paid two more.

One more hand. This one is luck.

Four sets and a pair. Dealt ready!

East threw it. East pays.

Earthly Hand. Ninety.

The rest, fourteen. A hundred and four.

That was luck. The first hand was skill.

Early wins pay too, inside ten discards.

Four discards, eighty. Seven, twenty. Ten, ten.

East wins on her deal: Heavenly, a hundred.

Rob a promoted Gong: ten more.

The pair, the wait, the last tile.

Next, points and false Mahjong.

Rules & tiles in this class

This is the reading companion. The class itself is interactive — play it free:

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