Learn · Class 19 of 20
The beginner’s ladder
Don’t drift — pick a target. This class lays out seven beginner-safe hands in a difficulty ladder, from the easy Pure Sheung up to Pure Honour, so you always have a plan before the round starts.
Appendix The seven safe target hands a beginner can aim for, ranked by difficulty. Pure Sheung, Five Suit, Jewel, Semi-Pure, All Pong, One Suit, Pure Honour. 6 min
Class nineteen. Short one. When you sit down at a table, you have a question to answer before you draw your first tile: what am I trying to BUILD this round? The answer is rarely "the biggest hand possible." The answer is usually "the cheapest hand that still wins." Beginners need a list of safe targets. So here it is. Seven rungs, easiest at the bottom, rarest at the top. You don't have to chase the top. You just have to know the ladder is there.
Rung one. Pure Sheung Hand. Every meld is a sheung — a sequence of three. Five sheungs plus a pair. Five tai. Easiest target on the ladder because sheungs are common and you don't need any honour or dragon tiles. Aim here when your starting hand has lots of suited tiles and no pongs forming. The shape is forgiving: any pair will do.
Rung two. Five Suit Hand. Also called All Five Suits. Your hand uses tiles from every suit — bamboo, character, circle, wind, dragon. Ten tai. Slightly harder to control than Pure Sheung because you have to spread across categories, but the engine fires it automatically whenever your finished hand touches all five suits.
Rung three. The Jewel Hand family. Four variants: Jade (bamboo plus green dragon), Ruby (character plus red dragon), Diamond (circle plus white dragon), and Sapphire — the LRC variant that pairs a suit with TWO matching dragons. You build the hand from one suit plus a pong of its matching dragon. Mid-difficulty because the dragon constraint is tight, but the engine names each variant and the tai range is generous.
Rung four. Semi-Pure Suit. Your hand uses ONE suit plus honour tiles only — no second suit allowed. Thirty tai. Common upgrade path when you're already moving toward Pure Suit but pick up a dragon pong on the way. The honour tiles don't break the bonus; a second suit does.
Rung five. All Pong. Every meld is a pong (or kong) — no sheungs at all. Five pongs plus a pair. Twenty-five tai. Harder because pongs need three identical tiles to commit to, but the bonus is stacked: All Pong combines with seat-wind pongs, dragon pongs, concealed pongs. A good All Pong hand can quietly snowball to fifty tai. Aim here when your starting hand has multiple early pongs.
Rung six. Pure One Suit. Every tile in your hand is from ONE suited family — all bamboo, all character, or all circle. No honour tiles, no dragons. Ninety tai. The discipline is brutal: you have to discard pretty much everything you draw outside your suit, and that telegraphs the hand to anyone watching. But ninety tai is ninety tai. Worth chasing when you start with eleven or twelve of one suit.
Rung seven. Pure Honour Hand. Every tile is a wind or dragon. No suited tiles at all. One hundred and forty tai. This is the king of the safe-hand ladder — but "safe" is misleading. You'll see this hand maybe twice in your life. I've called it twice in twenty years. Don't chase it on purpose. Recognize it when the deck hands it to you. That's the trick.
Seven rungs. Read your starting hand, pick a rung, and play toward it. Most rounds you'll land somewhere on the middle three: Jewel, Semi-Pure, All Pong. That's fine. Beginners win by KNOWING what they're aiming for. Class nineteen complete.
Class nineteen complete. The seven-rung ladder of beginner-safe target hands, named.
Rules & tiles in this class
This is the reading companion. The class itself is interactive — play it free:
Play & learn free