Tileborne American · NMJL Standard
Training & Practice

Claim Caller

The discard hits the table. Do you call it, or let it go? In American mahjong a tile may be called only to complete a group of three or more and exposed on your rack. This drill hands you a hand and one fresh discard, then asks for the call that actually stands.

Trainers · Claim Caller
Free · 6 rounds Six calls, nothing saved off your device. A wrong call is a dead hand, so the cost of guessing is real.
Claim or pass
Your call?
What this drill assumes, and what it never does

Every round is built so the right call is forced by the tiles on screen. You hold a count of one tile; the discard is that same tile. If you hold two, the call is a pung. Three, a kong. Four with at least one joker among them, a quint. Anything else, and the only correct move is to pass.

No round asks you to call a pair. A pair is not a callable group, and American mahjong has no chows from discards. The trainer never shows you a "call" that would expose an illegal group, because practising the wrong habit is worse than no drill at all.

This drill teaches the call moment only. It does not read the official NMJL card, it names no year's hands, and it stores nothing off your device. Your purchased card stays the authority on what any completed hand is worth.

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About Claim Caller

Claim Caller isolates the single most decisive act in a game: reaching for a tile someone else threw. Call it right and you lock in a group; call it wrong and your hand is dead before it starts.

Six rounds cover the four legal calls (pung, kong, quint, and the decision to pass) and drill the one trap that catches newer players, calling a tile you can only turn into a pair.