OOH LA MAHJ PLAY FREE
— HELP —

Help & How to Play

Your first hand, your first table with friends, and everything in between.

Learn the table

WHAT’S ON YOUR SCREEN

What is everything on my screen?

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THE TILES

What does each tile look like?

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A TURN

What happens on my turn?

1 · DRAW
Take oneThe app draws for you the moment your turn starts. Your rack goes to fourteen.
2 · DISCARD
Throw oneTap a tile, tap DISCARD. Back to thirteen, and play moves to the player on your right.
3 · CALL
PUNG
Or claim theirsWhen someone throws a tile that finishes a group of yours, the app offers it to you. Details below.
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YOUR RACK

How do I put my tiles in order?

You can sort automatically with the SORT button, or arrange them by hand.

The SORT button

Tap SORT and the rack arranges itself: Craks, then Bams, then Dots, low to high, with winds, dragons and flowers at the end. Matching tiles land side by side, so a pair or a pung is easy to see.

A rack of fourteen tiles in the order they arrived: Craks, Bams and Dots mixed together. The SORT button, top right, is ringed in coral.

Before: the tiles as they arrived. SORT is the ringed button.

The same rack after SORT: three 5 Craks, 9 Crak, three 2 Bams, 7 Bam, then the Dots, the East wind, Soap and the Flower.

After one tap of SORT: grouped by suit, low to high.

With the hint on, SORT arranges differently: the tiles the hint wants you to keep go to the left, jokers in the middle, and everything you could throw to the right. SORT works once per tap. A tile you draw lands at the right-hand end, so tap SORT again whenever you like.

Sort by hand

Press a tile and move your finger sideways; it lifts and follows you, and it drops into whatever gap you let go over. You can slide between the two rows.

A Flower tile lifted from the rack and being slid to the left, with a faded ghost where it came from.

Sliding the Flower to a new spot.

A tap lifts a tile to throw it; a sideways slide moves it. If you only mean to select a tile, keep your finger still.

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Learn the game

BEFORE THE FIRST DRAW

How does the Charleston work?

Before anyone draws, players trade tiles three at a time, in a set order. The names above the board are the players to your left, across and right.

FIRST ROUND everyone does these three
The table at the first Charleston: pass 1 goes right to Evelyn, pass 2 across to Dinah, pass 3 left to Bitsy, the third marked coral because it may be blind.
SECOND ROUND only if all four agree
The table at the second Charleston: pass 4 goes left to Bitsy, pass 5 across to Dinah, pass 6 right to Evelyn, the sixth marked coral because it may be blind.
Coral = you may pass blind
Between rounds anyone may stop. All four say yes to go on.
THE COURTESY · ACROSS · 0–3 TILESYou each name a number. The smaller one is what you both trade. Zero is fine.
Jokers never passROL → LOR · “Over” is across

Tap three tiles and PASS; the app keeps the order and the count for you. Jokers can't be passed. Solo, you can shorten it to one round: MENU › TABLE SETTINGS › CHARLESTON › EXPRESS.

The whole Charleston, step by step, with a dealt rack to practise on.

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THE HINT

What do the gold rings mean?

A rack with hints on: six tiles ringed in gold, the rest dimmed, and a line reading Hint 1 of 3 with a hand from the card and how many tiles to go.

Tap HINT and the app names the hand on the card you're closest to, and how many tiles you still need. The gold rings mark the tiles in your rack that belong to that hand. Those are the ones to keep. The dimmed tiles aren't part of it; if you're throwing something, throw one of those. The arrows cycle through your three closest hands.

The hint is advice, not a rule: it never throws for you and it never stops you throwing a ringed tile. "Closest" weighs how hard each missing tile is to get, not just how many; the small print is just below. Hints are on by default in solo play; tap HINT again to turn them off. At a friends table the host decides for everyone.

How the hint decides

The number beside a line is a plain count of tiles still needed. The order is about how hard those tiles are to get.

Some missing tiles are easier than others

A tile missing from a group of three or more can be drawn, called when someone throws it, or replaced by a joker. A tile missing from a pair or a single has one way in: you draw that exact tile yourself. So a gap in a pair counts as roughly twice the work of a gap in a group. Two hands can both say "4 to go" and one be much harder.

The jokers in your rack already count

A joker you hold is a group slot already filled, so it comes off the tally before anything is ranked. Jokers do nothing for pairs and singles, which is why those hands stay expensive however many you're holding.

What's still out there breaks the tie

When two lines come out equally hard, the app looks at what's still in play: every copy of a tile not yet thrown, exposed, or in your rack. A line waiting on 6 Bams when three are face up on the table is a long shot; the better-supplied line goes first.

A hand that can't be finished drops out

If every copy of a tile a hand still needs is gone, that hand leaves the list, whatever its count said a moment ago. That's why a suggestion can change mid-hand. None of this overrules you: pin a line and everything is measured against yours.

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THE CARD

How do I open the card, and pin a hand?

The card pulled down over the table, with one line lifted to the top under the label GOING FOR.

Every winning hand is a line on the card: fourteen tiles in a set pattern, in sections. Tap CARD at the top of the table to pull it down over your tiles; drag its handle to make it as tall as you like.

To pin a hand, tap its line. It lifts to the top under GOING FOR, and from then on the hint measures everything against the hand you chose instead of its own favourite. Tap the line again to release it. When you have hints on, the card also marks the hand the hint is currently naming.

How do I see the 2026 hands?

The top of the card sheet: THE OOH LA CARD, in card order, with two buttons — OOH LA CARD, selected, and 2026 HANDS.

The switch at the top of the card sheet.

Two cards are in the app: our own Ooh La card, and the 2026 winning hands. Go to MENU › TABLE SETTINGS › THE CARD. The card opens as a full sheet with two buttons at the top. Tap 2026 HANDS and the card changes; tap OOH LA CARD to come back. Whichever is selected is the card your hands are scored against, in solo play and at tables you host. Ooh La Mahj is an independent app, not affiliated with or endorsed by the National Mah Jongg League.

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CALLING

When can I call a discard here?

You may call a tile someone throws only when it completes a group in your hand (a pung, kong, quint or sextet), or when it completes your mah jongg. You can't call for a pair or a single. The app checks this for you: if the offer doesn't appear, the call wasn't legal. You'll never be offered a tile you can't take.

Hints on: the bar opens by itself and says what it thinks. The coral button is its advice.

With hints on: Evelyn discarded 5 Bam, the bar reads Calling would cost you ground, PUNG is outlined and LET IT GO is coral.

Hints off: a small CALL chip appears beside the pile. Tap it to see your options, or the × to let the tile go.

With hints off: a small chip beside the pile showing the 5 Bam and the word CALL, with an × to dismiss it.

The plain bar: your legal calls, with no opinion. PUNG takes it; LET IT GO passes.

The plain bar: Evelyn discarded 5 Bam, You can pung this one, with PUNG and LET IT GO drawn as equal outlined buttons.

With hints on, the bar tells you whether the call helps the hand you're closest to: "Your hand needs a kong of 5 Bams", or "Calling would cost you ground". The coral button is the app's advice. The outlined one is the other choice, and it is always there. With hints off, there is no advice: a small CALL chip appears, and tapping it shows your legal calls. In solo play the bar waits as long as you like. At a friends table, if you do nothing the tile goes to whoever else wants it.

Calling ends the round of turns early: after you expose the group you throw a tile straight away, and play continues from you.

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EXPOSED TILES

Where do my exposed tiles go?

Your rack of eleven tiles, with a pung of three 6 Bams sitting face up above it, under the discard pile.

Yours sit face up in a row above your rack, under the pile. Other players' sit under their names at the top.

When you call a tile, the group leaves your rack and stays there for the rest of the hand. Three showing plus eleven in the rack is still fourteen. Once a group is exposed it can't come back and can't change, so you're committed to hands on the card that use it. Anyone holding the real tile can trade it for a joker in your exposed group; that's a joker exchange, and you can do the same to them with EXCHANGE JOKER.

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Play & troubleshoot

SETTINGS

What can I change in settings?

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WITH FRIENDS

How do I play with friends?

Tap PLAY WITH FRIENDS on the home screen. A table seats four: you and three friends. Nobody needs an account or a download; a friend taps your link, types a name, and sits down. Bots fill any empty seat when you deal, and a friend who arrives late takes over a bot's seat.

Inviting your friends

Two screens: the Play with friends sheet with HOST NOW, Schedule a game, Create a standing table and Join a game; and Invite your players, with the host and one friend seated, two seats open, a SHARE INVITE button and the table's four-letter code.

Left: the Play with friends sheet. Right: your table, with one friend seated and two seats still to fill.

Tap HOST NOW for a game in the next few minutes. Your table opens with four seat circles and a SHARE INVITE button, which hands your phone's share sheet a link: send it by text, email, or into any group thread. A friend without the link can type the table's four-letter code instead, under Join a game. Tap ENTER TABLE when you're ready. Only the host deals the first hand, and the START GAME button waits until you press it; your friends can still join after the deal.

Scheduling a game

Two screens: Schedule a game, with a name field, quick times for tomorrow and Thursday, Another day or time, and Let friends vote instead; and Same friends, every week, with a table name, a row of weekdays and a time.

Schedule a game (left), or make it a standing table (right).

Schedule a game: give it a name, pick a time (tonight, tomorrow, or any day in the next few weeks) and tap CREATE. You get one link to send and an Add to my calendar row. The table opens an hour before game time; everyone taps TAKE MY SEAT and waits together, with chat open, until the deal.

Can't agree on a time? Choose Let friends vote instead: propose two to five times, your friends tick the ones that work, and you lock in the winner. Locking it in sends everyone the invite.

Standing table: same friends, same day and time every week, and one link that is theirs for good. If someone can't make a week, their seat stays theirs; a bot or a sub sits in for that week only.

Settings before and during the game

Two screens: the table before the deal, with TABLE TALK buttons, a HINTS switch set to NONE and a START GAME button; and Table settings during the hand, with SOUND, HINTS for everyone at this table, THE CARD and HOUSE RULES.

Before the deal, HINTS sits on the table itself (left). Once the hand is dealt, it lives in TABLE SETTINGS (right).

The host sets the table's rules and everyone plays by them. Hints start at NONE: switch them to ALLOWED on the table before you deal, or any time after at MENU › TABLE SETTINGS › HINTS. The card the table plays is the host's, and it is locked until the game ends. Friends tables play a full Charleston at a relaxed pace. Your friends see the same rules and can't change them.

Everything else is personal: text size, sound, the mat colour, and your own microphone and speaker. Each player sets those for themselves.

Chat and voice

Two screens: the bar above the rack with the microphone, speaker and CHAT buttons; and the TABLE TALK sheet, with three messages and a Say something box.

The microphone, speaker and CHAT sit at the left of the bar above your tiles. CHAT opens TABLE TALK.

As soon as a friend is at your table, three buttons appear above your rack: the microphone, the speaker and CHAT. They're there before the deal too, so you can say hello while you wait. Tap CHAT to open TABLE TALK: type, tap SEND, and the message pops up over the table for everyone; a badge on CHAT counts what you haven't read. Chat lasts as long as the table does.

Voice goes phone to phone and is never recorded. Your mic starts off: tap it to go live (your phone asks permission the first time) and tap again to mute. The speaker starts on; tap it to silence the table. If a friend's phone rings mid-hand, the table holds their seat: see below. If the mic won't answer, see Voice isn't working.

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TROUBLESHOOTING

Something not working?

Why can’t I call that tile?

Because the call wasn't legal: a tile can only be called to complete a group of three or more, or your mah jongg, never a pair or a single. If you're sure it should have been offered, tell us from MENU › HELP & ABOUT and say which tile.

What does “dead hand” mean?

Once you've exposed a group, you can only win with hands on the card that use it. If every tile those hands still need is gone (thrown, or showing on someone's rack), your hand can't be finished. The app tells you rather than letting you play on.

My friend’s phone rang mid-hand. Did they lose their seat?

No. The table pauses for them and says so. If they’re still gone after about a minute, the host is asked whether to keep waiting or let a bot play the seat for now. Either way the seat is theirs again the moment they come back.

Voice isn’t working

Voice goes phone to phone, so both people need the microphone allowed. Tap the microphone at the table. If your phone or browser has blocked it, the app tells you: allow the microphone in your phone’s Settings (on iPhone, Settings › Ooh La Mahj › Microphone) or in your browser’s site settings, then come back to the table. If the mic answers but nobody hears you, check you aren’t muted. CHAT works either way.

I didn’t receive my sign-in code

The code is six digits, works once, and lasts ten minutes. Check your junk folder and the spelling of the address, and ask for a new code if ten minutes have passed. Signing in is optional: you can play, and keep your hands on this device, without it.

Does the app work without an account?

Yes, everything does. Signing in with an email is optional; it carries your saved hands between devices, and between the website and the iPhone app.

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QUESTIONS

Something else?

I only have eleven tiles. Where did the others go?

Look above your rack. When you call a tile, the group goes face up there and stays. Three showing plus eleven in the rack is fourteen. Nothing is missing.

Do the gold rings tell me what to throw?

The other way round: they mark the tiles to keep, the ones that belong to the hand the hint is naming. The dimmed tiles are the ones you can spare.

Why is the hint suggesting a different hand than the one I'm going for?

HINT shows the three hands you're closest to, and "closest" weighs how hard each missing tile is to get, not just how many. If you've decided, open the card and pin your line; the hint then measures against yours.

Can I throw a joker?

Yes, but it's dead the moment it lands: nobody can call it. Better to keep them.

Can I stop the Charleston?

After the first three passes, anyone can. The second Charleston only happens if all four want it. The whole thing, step by step.

Where is my data?

Your hands and settings live on your device. If you sign in, your saved hands are kept on our server so they follow you. Voice never touches our servers; chat lasts as long as the table does. The privacy policy has the rest.

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STILL STUCK?

Tell us what happened

It comes straight to us. From inside the app, MENU › HELP & ABOUT › SOMETHING NOT RIGHT? does the same and attaches your build and screen for you.

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