Mahjong Tiles
A Mahjong set contains a total of 144 tiles. Most of these form four series each of three suits: (Bamboo) Sticks, Wheels, and Numbers.
Stick Suit
In earlier centuries, these pieces were depicted as spears. In modern games, they are bamboo sticks ( suozi, or commonly called tìao, meaning "stick"). Each set has four of each of the following pieces, numbered 1 through 9:
Note that the 1 of sticks is generally rendered as the image of a bird--usually a sparrow or peacock.
Wheel Suit
Anciently, these were depicted as coins or shields. Now they are called wheels or balls ( tongzi). Again, each set has four of each of these pieces, numbered 1 through 9:
Number Suit
Finally, there is a suit consisting of the Chinese characters for the numerals 1 through 9 ( wànzi). The character on top of the tile face is the numeral; the character below that is the Chinese symbol wàn ( wàn), meaning 10,000. This suit is therefore also called the wàn suit. Each set contains four of each of these tiles:
For easier recognition this (western) version also depicts arabic numbers on the top right of each tile.
Wind Tiles
Each game contains a set of tiles inscribed with the Chinese characters for the four compass directions, representing the four winds:

North, south, west, and east wind tiles.
The four winds are:
- East (
dong)
- South (
nan)
- West (
xi)
- North (
bei)
There are four of each of these tiles in the game.
Dragon Tiles
These pieces are called "dragons" in the West: the red dragon ( hóngzhong), symbolizing the "middle" or "animal" order, including humans (zhong is the Chinese character meaning "center"), the green dragon ( qingfa), symbolizing the "lower" or "plant" order of life, and the white dragon ( báipí), symbolizing the "higher" order of spiritual beings).
There are four of each dragon in a Mahjong set.

White, red, and green dragon tiles
Note that the "white dragon" tile is simply a plain white tile with or without a rectangular border drawn on it. In some versions there is a B for bai in Mandarin or P for pa in Cantonese which means white in both case. In some western versions of the "green dragon" there is a F for fa in Mandarin and a C for chong in Cantonese, the equivalent of zhong in Mandarin for the "red dragon". The tile set used in this game doesn't have the characters depicted. I think that their appearance is unique enough to make them easily distinguishable from each other.
Flower Tiles
There are eight "flower tiles" ( huapái) in each Mahjong set. While they are all collectively called "flower tiles" in these rules, four of them represent different flower blossoms, while the other four represent the four seasons.
Each of these tiles represents a different flower, and is associated with a specific wind, which has relevance only for scoring purposes. There is only one pair of each flower tile in a Mahjong set.
- Orchid (
lán) -- South
- Chrysanthemum (
jü') -- West
- Bamboo (
zhú) -- North
- Plum (
méi) -- East
Season Tiles
These are just like the flower tiles; they do not enter play except to enhance the score of a players hand. There is only one pair of each season tile.
- Spring (
chwen) -- East
- Summer (
xià) -- South
- Autumn (
qiu) -- West
- Winter (
dong) -- North
Mahjong Layouts
The standard layout (shown below) has been called 'The Turtle', 'The Pyramid' and 'The Dragon' layout.

Standard Layout: The Turtle
The original layout was called 'The Turtle' by the creator Brodie Lockard in the 1981 Mah-Jong. The original configuration was intended to look like a turtle.
In 1986 the Shanghai game described the standard layout as "arranged in a dragon- shaped pyramid". It was Activision's marketing department that came up with this 'dragon description'.
According to Tom Sloper there are four "schools" of how to create a layout (tile arrangement) or "board":
- "Canned, and winnable". Japanese programmers tend to create "canned" tile arrangements - they are carefully planned and arranged to have just the right amount of traps, yet be winnable. There is no mathematical program algorithm at all - the tile arrangements are all carefully planned by a game designer. You get a very limited number of arrangements, but a challenging game. The drawback is that some players can memorize the pattern for removing the pairs.
- "Random" - Many programmers (as the author of this game) tend to create purely "random" tile arrangement - with no guarantee as to winnability or challenge. You get a huge number of possible arrangements. The probability that a random setup is winnable is actually quite large (83%). More information on that can be found below.
- "Random, but winnable" - Every game is winnable (at least one path to victory and possibly several to failure). The program uses an algorithm to arrange the tiles a pair at a time, from the bottom and up. You still get a lot of possible arrangements.
- The game uses a "seed" number to generate some arrangements, not all of which are solvable.
This version offers to-date only one layout, 'The Turtle' of course, although others might follow. The layout is created randomly, that is at times the game is not solvable. Remember that not winning doesn't mean it's not winnable. In fact around 83% of all randomly selected cases there does exist a solition (see below). You will be amazed how often you will succeed by replaying a given layout a couple of times.
Probability, Statistics, and the Tools Menu
As mentioned above this version of Solitaire Mahjong uses randomly generated tile arrangements meaning that the position of each tile in the layout is determined by a random generator. That raises the question how often a winnable arrangement is generated, that is an arrangement where all tiles can be removed. Solitaire Mahjong provides some tools related to this. All can be found in the Tools menu.

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The Tools menu.
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- Finish Game: The computer takes over the role of the user and finishes the game. The next move is randomly selected from all possible moves. The computer will not find the best way, it will pick one possible way. This is equivalent to a human player who simply picks the first best move without using any strategy.
- Find Solution: This launches an algorithm that tries to find a solution for the current game. How does it works? I picked a rather time consuming but simple method. I let the computer repeatedly play against itself pretty similar as above but many, many times on the same game. The probability that the computer wins a solvable game in the first attempt is small. Same is of course true for a human player not using any strategy. But this is were a modern fast CPU kicks in. We can replay the same game over and over again, say 100 or 1000 times. This way all possible combinations of moves are randomly sampled. The more often this is done for an arrangement the more precise the final answer: solvable or not. A more general question is: what is the minimum number of tiles that cannot be removed any more. When you select this command, a dialog box asks you to enter the amount of iterations. Start with a number around 50 first. To make sure you really sample all combinations you will need a substantially larger number but in many cases 100 will do. If the layout is solvable you have the option to save the solution in a text file. The file content is pretty self explanatory. Note that the row, column, and layer numbering starts with a 0, e.g., the first layer is layer 0. If the maximum number of iterations is reached and no solution was found the least number of tiles achieved is printed in the status bar. Note that this feature is very slow on the Mac.
- Analyze Layout: In order to collect statistics on a given layout (in this case the "turtle" layout) one can repeat this procedure for many many games. For 10,000 games with 1000 iteration each, one obtains already a sufficiently precise answer:

Tiles Left |
Probability (%) |
0
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82.93
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2
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4.10
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4
|
1.83
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6
|
1.53
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8
|
1.11
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10
|
1.09
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12
|
0.89
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This means that in 82.93% of all cases you get a tile arrangement that can be solved, in 4.1% you cannot do better than end up with 2 tiles on the boards etc. Another interesting number is the average number of tries, T, the algorithm (or any human playing without strategy) will need on average to win the game. It turns out to be a rather high number: <T> =89.2. This way one can analyze any tile layout and compare it to the "turtle". The higher <T> the more difficult it is to solve. Be warned this command can take hours to finish. This feature is really only useful when designing new layouts.
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