SPEED-TO-READY (ARTICLE 232)

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The official start of the game is when East discards its first tile. You can continue hand development by picking one tile at a time from the wall. Pace yourself by hitting milestones based on the wall in play. Each number is a milestone that marks the number of tiles remaining in the wall.

  • Begin-game 99-81 tiles remaining
  • Middle-game 80-41 tiles remaining
  • End-game 40-0 tiles remaining.

Use these milestones to pace yourself:

  • 80 Beginning of the middle-game, category sweet spot
  • 70 Early middle-game, switch sweet spot
  • 60 Middle of the game, pick a hand and joker bait sweet spot
  • 50 Late middle-game, safe discards sweet spot
  • 40 Beginning of the end-game, push-fold judgment; learn more by reading Why Wait Patterns Matter (Article 225)

Sometimes you may find yourself between hands, one exposable and the other concealed. I think hand type has a nominal impact on hand choice. What is most important is the speed-to-ready. If you have tiles that can be used for an exposable hand and a concealed hand, first decide which option can get you to a ready state the fastest. Variables to consider are gaps, weaknesses, and multiples. For example, focus on the option that uses most of your multiples. If both options have the same number of multiples, look at gaps and weaknesses. If an option has gaps, focus on the hand with no gaps. If both options have no gaps, focus on the hand with fewer weaknesses. If both options have no gaps and the same number of weaknesses, focus on the exposable hand so you can expedite hand development by claiming discards. If you have jokers and you can use those jokers to be in a set state (e.g., claim a discard for each big multiple in the hand), play an exposable hand.

These concepts are detailed in the American Mah Jongg Primer Volume 2, Essential Skills and Powerful Strategies You Need to Optimize Your Winning Potential

SPEED-TO-READY (ARTICLE 232)