Four players, 152 tiles: the usual suits, winds and dragons, eight flowers that all count alike, and eight jokers. You win by making one of the hands on the card (the button on the left), fourteen tiles exactly.
The hand starts with the Charleston: everyone passes three tiles to the right, then across, then to the left. If nobody objects the same three passes run again the other way. Jokers never pass.
Then East discards, and play goes round: draw a tile, discard a tile. When someone discards a tile you need for a pung, kong, quint or sextet, you may call it and lay the group face up, jokers included. You may also call a discard for mah jongg. Mah jongg beats a call, and the next player in turn beats the rest. There are no chows.
Jokers stand in for any tile in a group of three or more, never in a pair or a single. On your turn you may swap a real tile for any joker showing on the table, yours or anyone's. A discarded joker is dead. Hands on the card marked concealed cannot call anything.
Scoring: every hand on the card has a value. Everyone pays the winner that value; whoever threw the winning tile pays double, and a self-drawn win is paid double by all. A hand with no jokers in it is worth double.
A short game is four hands, a full game eight. The deal moves right unless East won. If the wall runs out nobody pays.
This is our own card of hands in the League's style, not the yearly NMJL card. Dead hands are not policed: an exposure that fits no hand simply will not win.
the tile look is remembered on this device and shared with mahjong solitaire
Sounds covers the tile noises, and the slider next to it covers everything. Music plays soft ambient music. Night mode warms the screen for a dark room. Chill mode turns all three on for late nights. Every switch is remembered on this device.
Every hand is fourteen tiles. Suits shown are one way to make it: any three different suits will do. Hands marked any number or any run can slide up the numbers. Jokers fill any group of three or more.