Your seat
Full-table practice lab
See the whole game.
Understand every move.
Practice from a true top-down table with four walls, four players, a visible draw source, and coaching that explains what changed—not simply what a bot chose.
Everyone plays the card you select. Follow the coaching, or hide it and practice making your own decisions.
New table
Set up your practice game
Four short choices create the table. You can change them before every hand.
01
Card source
Which card should this table use?
Choose a learning card, or use your own. Import a saved card file without rescanning, or photograph and review a new card.
Your card · your device
No scanned card savedImport a saved card file without rescanning, or scan and review a new card. Its rules stay in this browser.Nothing has been uploaded or stored.
Private to this browser: card files and photos are processed here, not uploaded. Export a backup before clearing browser data or moving devices. File checks validate structure, not the accuracy of the printed rules—use only a card backup you trust. New scans still require hand-by-hand review; unsupported restrictions cannot be used for play.
02
Players
Choose how each opponent plays
Beginner bots make legal but inconsistent choices. Intermediate bots protect the strongest current card match. Expert bots compare card equity, useful unseen copies, Joker dependence, backup lines, public danger, and wall timing.
Opponent one
Margo
Opponent two
Jo
Opponent three
Mahjong Mary
03
Rule set
Agree before the tiles move
The core game follows standard American Mah Jongg structure. Optional procedures and house rules are identified separately so the coach can explain which rule caused an outcome.
- 152 tiles: 8 Flowers, 8 Jokers, and four of every other tile
- East starts with 14 tiles; every other player starts with 13
- Jokers cannot be passed, claimed from the discard field, or used for a single or pair
- On a turn, a matching natural tile may be exchanged for a Joker in any live exposure
- Mah Jongg takes priority over an exposure call; equal calls follow turn order from the discarder
- A Jokerless win pays double, except a Singles & Pairs hand
What the trainer handles automatically: digital discards are always named correctly; illegal tile counts, Joker passes, incompatible exposures, late calls, and false Mah Jonggs are blocked for every complete learning or saved card profile.
04
Choose East · house convention
Everyone rolls one die
For this practice table, the highest roll becomes East. Tied players roll again. This is a common home-table method; the League’s published selection procedure uses two dice.
Ready for the first roll.
Seats are set
East
Seats continue counterclockwise from East as South, West, and North.
Generated learning card
Table-ready practice lines
Choose up to three lines to track. Pale green tile positions are exact tiles in your rack; gold positions can be covered by a Joker. Tracking is only a bookmark.
Show all lines to review the conflicts. Hiding lines does not change your tracked hands or the game.
Your official card stays beside you.
This mode never displays or reproduces official hand text. Give your three possibilities private labels so you can keep your place while playing.
How the bots use this mode: they follow standard Charleston, Joker, call, exposure, draw, and discard rules. Hand-specific strategy and automatic progress require a private, licensed card adapter; until one is connected, the coach labels those judgments as unavailable.
- 1DealBuild four walls
- 2CharlestonRight · over · left
- 3PlayEast begins
- 4Mah JonggMatch one line
Discard field
The discard field
99 tiles remainNext draw: North wall · stack 8 · bottom tile
The highlighted stack is the live end. Spent stacks fade as tiles are drawn.
Next actionGuided mode advances one explained move at a time.
Your rack
13 tiles · waiting for your turn
Tile controls
Select a tile, then confirm your discard. Drag tiles or use the move controls to arrange your rack.