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THE MAHJONG NOTEBOOK The Charleston

How to Select Tiles for Passing in the Charleston

Learn a repeatable way to choose your three tiles, protect the groups your card hand needs, and adjust when new tiles arrive—with complete Venezia rack examples showing what to keep and pass.

New players 17 min readFour-player American Mahjong · 2026 NMJL practice examples
Text-free concept illustration: a hand moves three Venezia tiles away from a wooden rack holding matching groups on green felt.
Editorial concept artwork using Venezia, an imagined collection. Its graphic designs exist; physical Venezia tiles are not yet available for retail purchase. Tile faces are visible to illustrate the selection; actual Charleston passes are face down.View full-size image (opens in a new tab)

Start with a plan for the tiles you keep

The Charleston gives you a chance to exchange tiles before the main game begins. A useful question is: “Which three tiles can I give up while keeping a realistic route to a hand on my card?” You are choosing a direction, then testing it as new tiles arrive.

This guide assumes you recognize the tiles and know how the exchange works. For those foundations, open Understanding Mahjong Tiles: Names, Suits & Symbols or Getting Started with American Mahjong. Here we concentrate on deciding what to keep and pass.

Keep your own NMJL card beside you. The worked targets below use the 2026 card; a different year can change the required groups and suit relationships. These are practice decisions, not promises of a winning hand. The complete racks shown contain thirteen tiles, for a player other than East. East makes the same decisions with fourteen.

The diagrams use the exact Venezia tile designs. Venezia is an imagined collection: the graphic designs exist, but physical tiles are not yet available for retail purchase. Green KEEP panels, rose PASS panels, written tile names, and separate spare-tile panels make the decisions readable without relying on color alone.

Use the same four checks before each pass

  1. Sort, then notice your strongest connections

    Group tiles by suit and number, bringing identical tiles together. Set Flowers, winds, dragons, and Jokers where you can scan them easily. Notice pairs, larger matching groups, and numbers that might belong together on the card. These are clues for where to look.

    Quick check

    Two 4 Dots match. A 4 Dot and a 4 Bam do not form a pair, although a card hand might use both.

  2. Choose one working hand and a plausible alternative

    Find a complete card line that uses a useful part of your rack. Read its group sizes, colors, parenthetical instructions, and X or C. Decide which actual suit each printed color represents. Look for a second possibility that shares several of those tiles. If no second option has real support, work with the best one you found.

    Quick check

    A section such as 2468 narrows your search. The exact line decides whether a particular 4, dragon, or Flower is useful.

  3. Give each tile a job, up to the quantity required

    Count only tiles that fit the target in the correct suit and quantity. Identify which natural singles and pairs you already have. Count each Joker once, in a group where a Joker is allowed. Keep the tiles shared by your realistic options together so you can see the cost of changing direction.

    Quick check

    Ten tiles somewhere in a section can be less useful than eight tiles that fit one exact hand.

  4. Choose three from the tiles with the least useful work

    Start with tiles that fit neither realistic option. If you have more than three, compare which three to send together. If you have fewer than three, decide which option or extra tile to release, or use a legal blind pass when that particular pass allows it. A Joker is never eligible to pass.

Worked example: compare two exact targets

For this first walkthrough, Plan A is the one-suit alternative of 2026 2468 line 1: a pung of 2 Dots, a pung of 4 Dots, a kong of 6 Dots, and a kong of 8 Dots. That is 3 + 3 + 4 + 4 = 14 tiles.

Plan B uses 2026 Consecutive Run line 4, with the run starting at three and all groups in Dots: a pung of 3 Dots, a pung of 4 Dots, a kong of 5 Dots, and a kong of 6 Dots. This line permits any four consecutive numbers and a one-suit version. Both targets are X hands, so ordinary exposures are permitted once gameplay begins.

Two 2026 card targets, both in Dots: Plan A needs three 2s, three 4s, four 6s, and four 8s. Plan B needs three 3s, three 4s, four 5s, and four 6s. The 4s and 6s support both plans.
These are two particular legal assignments of the 2026 lines. All four groups in each plan use Dots. A pung has three matching tiles; a kong has four.View full-size image (opens in a new tab)
WHAT TO NOTICE

The 4 Dots and 6 Dots have jobs in both plans. The 2 Dots and 8 Dots belong to Plan A; the 3 Dots and 5 Dots belong to Plan B. This overlap lets you consider a change without throwing away the entire starting idea.

First right: pass three tiles outside those plans

Your thirteen tiles are: one 2 Dot, three 4 Dots, two 6 Dots, one 8 Dot, one Joker, one 1 Bam, one 9 Crak, and East, South, and West. Read them against the two targets before choosing a pass.

Plan A currently uses eight tiles: the seven Dots plus the Joker. Plan B uses six: the three 4 Dots, two 6 Dots, and Joker. Begin with Plan A while keeping the shared 4s and 6s together.

Pass 1 Bam, 9 Crak, and West face down to your right. None fits either target. East and South also fit neither target; they stay only because this pass sends exactly three. They are temporary spares, available to pass later. Another choice among these five off-plan tiles could also be reasonable.

A complete thirteen-tile rack: keep 2 Dot, three 4 Dots, two 6 Dots, 8 Dot, and a Joker, plus East and South as temporary spares. Pass 1 Bam, 9 Crak, and West. Eight kept tiles support Plan A.
A complete thirteen-tile rack divided into eight useful tiles, two temporary spares, and the three selected for the first right. The ten retained tiles are not a complete card hand.View full-size image (opens in a new tab)
WHAT TO NOTICE

Keep the Joker: passing it is prohibited, regardless of your strategy. Send your own three tiles before looking at what comes from your left. Passing three and receiving three leaves you with thirteen.

Look at what arrived before repeating your decision

Suppose you receive two 3 Dots and one 5 Dot on that first right. Put them beside the groups they might help. They do not add anything to Plan A, but all three fit Plan B.

Receive two 3 Dots and one 5 Dot. With these new tiles, Plan A still has eight usable tiles, while Plan B now has nine. Each count includes the same Joker once.
Plan A remains at eight usable tiles. Plan B rises from six to nine. The Joker is included once in each separate comparison; it is not an extra natural 3, 4, 5, or 6.View full-size image (opens in a new tab)
WHAT TO NOTICE

For Plan B, count two 3 Dots + three 4 Dots + one 5 Dot + two 6 Dots + one Joker = nine. That leaves five of its fourteen positions unfilled. For Plan A, eight positions are supported and six remain unfilled. Both targets have no natural singles or pairs to complete, which makes this a straightforward comparison.

Nine versus eight is a useful reason to favor Plan B in this practice position, rather than a general rule that the largest tile count always wins. In other positions, missing natural pairs, an awkward suit assignment, or a concealed-hand requirement can change the decision.

First across: release the old plan’s extra tiles

For the next pass, choose 2 Dot, 8 Dot, and East. The 2 and 8 belonged only to the old Plan A. Passing them commits this rack more clearly to Plan B, while protecting the nine tiles that support it.

Keep South as the one remaining temporary spare. It has no job in Plan B; keeping it for this exchange does not mean you should build a wind hand. If a later incoming tile helps, South is an obvious candidate for the next pass.

The next complete thirteen-tile rack: keep two 3 Dots, three 4 Dots, one 5 Dot, two 6 Dots, and a Joker for Plan B, plus South temporarily. Pass 2 Dot, 8 Dot, and East across.
The same rack after the first incoming three: nine tiles for Plan B, one spare South, and three outgoing tiles. Pass these three across before looking at the next incoming tiles.View full-size image (opens in a new tab)
WHAT TO NOTICE

Reassess after every exchange. Do not continue collecting every tile from both plans once doing so prevents you from making a useful three-tile pass. Keep a second route while it earns its space.

Keep a useful single before an unrelated pair

Here is a separate thirteen-tile rack. Its target is 2026 2468 line 2: two Flowers, four 2 Dots, two 4 Bams, two 6 Bams, and four 8 Dots. The 2s and 8s share one suit; the 4s and 6s share the other. This is an X hand.

You hold two Flowers, two 2 Dots, two 4 Bams, two 6 Bams, one 8 Dot, one Joker, two 9 Craks, and West. Pass both 9 Craks and West. Keep the lone 8 Dot: it belongs to the required 8 Dot kong. The pair of 9 Craks has no place in this target.

A separate thirteen-tile rack for 2026 2468 line two: keep two Flowers, two 2 Dots, two 4 Bams, two 6 Bams, one 8 Dot, and a Joker. Pass the unrelated pair of 9 Craks and West. The single 8 Dot belongs to the target; the 9 Crak pair does not.
The Flower pair and the 4 Bam and 6 Bam pairs are already natural. The single 8 Dot supports a required kong. Passing an unrelated pair preserves all ten usable tiles in this example.View full-size image (opens in a new tab)
WHAT TO NOTICE

A natural tile is the actual tile named by the hand, rather than a Joker. A Joker can help complete a group of three or more identical tiles; it cannot replace either tile of a pair or a single. Here it can work in the 2 Dot or 8 Dot kong, but cannot repair a pair you break.

During normal play, you also cannot call a discard just to finish a pair unless it completes Mahjong. That makes a required pair already in your rack worth noticing. An unrelated pair deserves consideration for other hands, but does not automatically outrank a single that your stronger target needs.

Separate a useful pair from a surplus third copy

Suppose the same target needs exactly two 6 Bams and you now hold three. Two fill the pair. The third does not fill a different position merely because it matches them. Check whether another realistic target needs it; otherwise, put that extra copy into your pass pool.

Subset example: a target needs exactly two 6 Bams, but the rack contains three. Keep two natural 6 Bams for the pair. The third is surplus to this target and can enter the pass pool.
A three-tile subset, not a whole rack. Keep two for the required natural pair. The third is surplus to this particular target.View full-size image (opens in a new tab)
WHAT TO NOTICE

Count the quantity the line asks for, rather than every matching tile in your rack. The same check applies to an extra Flower when the target needs only a pair, or an extra suited tile beyond a required pung. A different hand can give the surplus tile a new job.

Give Flowers, winds, and dragons the same card check

Flowers are useful when your plausible target needs them. If it needs a pair and you have that pair, recognize what you would lose by passing one. If your best options need no Flowers, a Flower can be a reasonable pass. You may pass Flowers; there is no general rule requiring you to keep them.

A wind or dragon is not automatically an unwanted tile. Check whether your actual line needs that wind or dragon, and whether the dragon must match or oppose a numbered suit. Keep a wind because it supports a realistic hand, rather than simply because it matches your seat.

In the first worked rack, passing West made sense because neither selected target used winds. In the practice rack below, passing Red Dragon makes sense for the same reason. Those choices do not mean winds and dragons should always be your first pass.

Compare the three tiles as a package

Once you have identified several equally expendable tiles, look at what the recipient will receive together. A pair gives that player two copies at once. Related numbers or a compatible dragon can also provide a useful start, depending on their hand.

Suppose your pass pool contains two 8 Craks, West, and South, and all four are equally unhelpful to your plans. One reasonable choice is to pass one 8 Crak, West, and South. Keep the other 8 Crak temporarily. You avoid sending the pair together without sacrificing a useful tile.

Choose three from four equally unwanted tiles: two 8 Craks, West, and South. Passing one 8 Crak, West, and South avoids sending the pair together. The other 8 Crak stays temporarily; this does not guarantee a harmless pass.
A four-tile pass pool, not a whole rack. Compare two possible three-tile packages. Either may help an opponent; neither is guaranteed safe.View full-size image (opens in a new tab)
WHAT TO NOTICE

Use the package check to break a close choice. In the earlier 9 Crak example, splitting the unwanted pair would force you to pass a useful tile instead. Preserving your stronger hand was a better reason to send the pair. You cannot know an opponent’s whole hand from the tiles moving through the Charleston.

Use a blind pass only at the two allowed points

A blind pass can protect useful tiles when you have fewer than three you want to release. It is allowed on the first left and the final right of the second Charleston. It is not available on the first right, either across pass, the second left, or the courtesy pass.

For example, suppose 9 Crak and West are your only two unwanted tiles on the first left. Select those two from your rack. Take one tile from the incoming three without seeing its face, and send that unseen tile with your two. Keep the other two incoming tiles, then look at them.

On first left or final right only: two unwanted tiles from your rack, 9 Crak and West, plus one incoming tile kept face down make the outgoing three. Keep the other two incoming tiles and then look at those two.
Two from your rack + one unseen incoming tile = three outgoing. You keep the other two incoming tiles. The diagram shows only the tiles involved in this exchange.View full-size image (opens in a new tab)
WHAT TO NOTICE

You may forward one, two, or all three incoming tiles unseen on those allowed passes, making the outgoing total three. Once you have looked at an incoming tile, it is no longer eligible for the unseen part. If several players need incoming tiles before they can finish, use the relay procedure explained in the getting-started guide.

Blind passing also gives up a chance to see and keep those incoming tiles. Use it because it protects something worthwhile, rather than automatically whenever it is allowed.

Decide about the second Charleston before it begins

After right → across → left, pause. A second Charleston happens only if everyone agrees. Ask whether another left and across exchange will let you improve without giving away tiles you now need. Those first two passes require three tiles from your own rack; the blind option returns only on the final right.

If your rack is focused and you have little you can release, stopping can protect it. If your direction is weak and you have several disposable tiles, continuing may give you useful chances. Neither a fixed number of pairs nor a fixed count of useful tiles decides this for every rack.

Say clearly that you want to stop before anyone views the second-left incoming tiles. Do not begin that exchange and then try to stop because the incoming tiles are disappointing. Once the second Charleston has begun under the rules, complete its left → across → right sequence.

On an ordinary pass that does not allow blind passing, having only one or two unwanted tiles does not reduce the required three. Recheck alternate hands and surplus copies, then choose the additional eligible tile or tiles whose loss does the least damage. You cannot pass a Joker to solve the shortage.

Choose the courtesy count before choosing its tiles

For the optional courtesy exchange, tell the opposite player how many tiles you want to pass: zero, one, two, or three. Use the lower of the two requests. If you want two and the opposite player wants three, each passes two. If either wants zero, your pair does not exchange.

Courtesy exchange: you want to pass two, your opposite player wants to pass three, so each passes two. West and South illustrate your two outgoing tiles. There is no blind passing on the courtesy exchange.
Your opposite pair agrees on two, so you choose two actual unwanted tiles. The other opposite pair makes its own decision.View full-size image (opens in a new tab)
WHAT TO NOTICE

Choose a count that fits what you can release. Do not agree to three and then discover you want to give up only one. There is no blind option and no Joker passing on the courtesy exchange. In the rare final-right situation where nobody has any tiles available to pass, the Charleston ends without a courtesy exchange.

Try one yourself before reading the answer

Use the two-suit alternative of 2026 2468 line 1. Choose Dots for the 2 and 4 pungs, and Bams for the 6 and 8 kongs. Your target is three 2 Dots, three 4 Dots, four 6 Bams, and four 8 Bams.

Your thirteen tiles are: two 2 Dots, two 4 Dots, three 6 Bams, two 8 Bams, one Joker, Red Dragon, 9 Crak, and East. Which three would you pass on the first right? Name why each retained group has a job before you look below.

Practice answer: protect the supported groups

Pass Red Dragon, 9 Crak, and East. Keep the two 2 Dots, two 4 Dots, three 6 Bams, two 8 Bams, and Joker. The target does not use dragons, Craks, or winds. All ten retained tiles can work toward the selected hand.

Practice answer for a separate thirteen-tile rack: for 2026 2468 line one in Dots and Bams, keep two 2 Dots, two 4 Dots, three 6 Bams, two 8 Bams, and a Joker. Pass Red Dragon, 9 Crak, and East.
A complete thirteen-tile rack: ten kept, three passed. The Joker can fill one missing position in a pung or kong. Four of the target’s fourteen positions still remain unfilled.View full-size image (opens in a new tab)
WHAT TO NOTICE

Do not expose the 6 Bams during the Charleston. Your private matching group is part of your plan; an ordinary exposure is made later through a legal call during gameplay. After receiving the next three tiles, repeat the same card check instead of assuming this answer stays best.

A quick check before the tiles leave your hand

  • I can point to the hand my useful tiles support

    Check the exact line, suit assignments, quantities, and printed conditions. Separate genuine support from temporary spares.

  • I have protected required natural singles and pairs

    Jokers cannot fill them. An unrelated pair or a surplus third copy does not earn protection just by matching.

  • I have selected the correct number of eligible tiles

    Ordinary passes send three. A courtesy exchange uses the agreed lower count. Never include a Joker, and use unseen incoming tiles only on a permitted blind pass.

  • I will look again when the incoming tiles arrive

    Keep the useful shared groups, update the comparison, and release an old plan when another route deserves the space.