Strategy

The Charleston as a Conversation, Not a Shuffle

Ask most players what the Charleston is for and they will tell you it is for getting rid of tiles you do not want.

Well. Yes, dear. And a conversation is for making noises with your mouth.

The Charleston is six exchanges before a single tile is drawn, and in every one of them you say something to the table and the table says something back. Played properly, you finish it knowing roughly what two of your three opponents are doing, with a hand shaped toward more than one destination. Played as tidying up, you finish it having told everyone your business while learning nothing at all.

Let us play it properly.

What actually happens, briefly

The first Charleston is three passes of three tiles: right, then across, then left. The second Charleston reverses it — left, then across, then right — and it is optional; any player may stop it, and the whole table is bound by that. After that comes the courtesy pass, up to three tiles with the player across from you, with the lower of your two numbers governing. On the last pass of each Charleston you may pass blind — tiles you have just received and not yet looked at.

Jokers may never be passed. Not in any pass, not ever.

That is the machinery. Now the part that matters.

Pass in blocks, not in crumbs

Here is the commonest mistake at every table in Minnesota, and I have made it myself more times than I will admit.

A player looks at her rack, finds the three least useful individual tiles anywhere in it, and passes those. One Crak, one wind, one stray Dot. Tidy. Sensible-feeling. Wrong.

Pass out of one suit at a time. If you are going to abandon Craks — and after the first look you usually should abandon something — then abandon Craks properly. Pass Craks, then more Craks, and get out of them entirely. Three passes of scattered singles leaves you with a rack that is thin everywhere and strong nowhere, which is the worst shape a hand can be in.

The reason is arithmetic. A hand needs concentration. You are trying to arrive at fourteen tiles that form four or five defined groups, and you cannot get there from a rack holding a little bit of everything. Shedding one suit completely is how you make room to build.

What you receive is the louder half of the conversation

Everybody concentrates on what to pass. The information is in what arrives.

Your right-hand neighbor passes you three Craks. She has just told you she is not playing Craks. Not a guess, not a read — she has handed you the evidence. Do the same for the across pass and the left pass and you have finished the first Charleston knowing which suits three separate women have walked away from.

And now the good part. If nobody has passed you a single Dot in three passes, that is not luck. Dots are being held, by more than one person, and the Dot line you were fancying is going to be a fight. Meanwhile the suit everybody is throwing at you is the suit nobody wants — which makes it the suit where your tiles will actually arrive.

That is the whole conversation in one paragraph: the suit that keeps arriving is the suit that will keep arriving.

Do not decide too early

Most players commit to a line during the first Charleston. Then the tiles fail to cooperate, they hold on out of stubbornness, and by turn twelve they are riding a corpse.

Hold two or three lines open through the first Charleston. Not vaguely — specifically. Name them to yourself. Pass only the tiles that serve none of your candidates. The tiles that serve two of them are precious and stay, whatever they look like individually.

Commit somewhere in the second Charleston, when the suits arriving have told you which of your candidates the table is actually willing to feed. A hand chosen at the end of the Charleston, on evidence, beats a hand chosen at the start, on hope, nearly every time.

Never pass a pair you can use

A pair is worth more than two singles, always, and it is worth much more than it looks. Pairs cannot be filled with jokers, which makes every genuine pair on your rack a small piece of property that cannot be replaced.

The same goes for flowers early on — several lines eat them, and once you have passed a flower you will not see it again. And be very careful passing three of anything: you may be handing somebody a finished group, and there is no faster way to lose a hand you had no idea you were in.

The decision to stop

You may stop the second Charleston. Most players never do, and it is worth understanding when you should.

Stop it when your hand is genuinely good. If the first Charleston has left you with a clear direction and most of the tiles pointing at it, further passing helps your opponents more than you. You have nothing you want to give away, and everything you pass makes somebody else better.

Let it run when your hand is a mess. Three more passes is three more chances, and the woman with nothing has nothing to protect.

And do notice who stops it. A player who stops the second Charleston is announcing, quite loudly, that she is happy. Watch her carefully for the rest of the hand — she is often the one who was quietly comfortable all along.

The courtesy pass is not a courtesy

The last exchange, up to three tiles with the player across from you, gets treated as a formality. It should not be.

The number you offer is itself a message. Offering three says your hand still needs work; offering none says you are settled. And because the lower number governs, you will sometimes learn a great deal from her answer before a single tile changes hands. If she wants zero and you wanted three, you have learned something rather uncomfortable about the relative state of your two hands, and you have learned it while there is still time to play more carefully.

The blind pass, in one paragraph

On the last pass of each Charleston you may pass tiles blind — taking what has just come to you and sending it straight on without looking. It feels reckless and occasionally it is. But when your hand is settled and you have nothing you are willing to part with, passing blind lets you keep your good tiles without giving anybody a deliberate gift. Use it when you are strong and unwilling to weaken yourself. Do not use it when you are lost, because when you are lost, information is the only thing you have.

What to practice on Tuesday

  1. Before the first pass, name two or three lines you could plausibly play. Out loud in your head, specifically. Not “something in Bams”.
  2. Pass out of one suit, not out of three. Commit to leaving somewhere.
  3. After each pass, say to yourself what the giver just told you. “She is out of Craks.” Three passes, three facts.
  4. Notice which suit is not arriving. That is the contested one, and it is not where you want to live.
  5. Decide your line at the end, not the beginning.

Five things. You will not manage all five in your first game and you should not try. Take the second one alone for a fortnight — pass out of one suit — and your hands will already arrive at the wall in better shape than they used to.

Where the rest of it lives

The Charleston is the opening half of the offensive game, and the rest of that game is natural load — reading which lines your tiles are already nearest before you have decided anything — and the pivot maps that tell a dying hand where its exits are. That is the Offensive Playbook. It sits beside your own current-year card, and it is rewritten every spring when the League prints the new one.

If you would rather be taught than read, I teach this in person — see mahjong lessons in Rochester, Minnesota.

And when a hand assembles itself under your fingers one afternoon soon, and you look up at three women already clapping — tell me about it. — D.

Written by Dottie J. Steinberg. Rewritten each spring when the National Mah Jongg League prints the new card.