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A solid wood indicator marking the 4 winds, which is the small piece that settles who deals and which round is being played.
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Mahjong tracks 2 winds at once. Each player has a seat wind, and the game itself has a round wind that advances as the deal passes. Both affect scoring.
Groups that play without an indicator track this in their heads, and it works right up until the evening somebody is sure it is the south round and somebody else is sure it is the east. There is no way to settle it after the fact.
An indicator removes the possibility entirely, which is why it is standard equipment in every serious game and missing from most sets sold in the West.
The indicator sits in the middle of the table for the whole evening. It is looked at more than any single tile.
Plastic ones do the job and look like an afterthought. A wooden one reads as part of the set, and it has enough weight not to be knocked out of position when the wall is pushed.
Set the round wind at the start and advance it when the deal has passed all 4 seats. The seat winds follow the players. It takes a moment each round and it removes an entire category of disagreement.
Dry cloth. Keep it out of damp, since a wooden piece that swells will not turn cleanly.
| Material | Solid wood |
|---|---|
| Marks | East, south, west, north |
| Colour | Beige |
| Weight | 0.5 kg (1.1 lb) |
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Wear your mahj
Bracelets, charms and keychains that other players spot from across a room. The quiet way of saying you play.
Win something to keep
Trinkets and small pieces for the winner of the hand. Every group needs a prize worth playing for.
Small pieces, big difference
Dice, wind indicators, counters. The details that make a table feel finished instead of improvised.
Set it in the centre of the table and turn it so the east mark faces the dealer. When the deal passes, the indicator turns with it. From then on the piece shows both which seat is east and which round is being played, which is its whole job. Two facts kept visible, so that nobody is reconstructing them from memory four hands later.
Four, and they are the compass points: east, south, west and north. On this indicator they are marked in that order in solid wood. In play the winds do double duty, because each seat holds one and each round is named for one. That double use is exactly why a table wants something that displays them, rather than trusting four memories to agree.
A wind means two things at once. As a seat wind it fixes where you sit relative to the dealer, and it decides which wind tiles are worth scoring in your hand. As a round wind it says which stage the table has reached, and it changes only after a full circuit of deals. Confusing the two is behind most of the scoring arguments a table ever has.
East, south, west and north, and the order matters more than the compass does. Play moves from east to south to west to north, which runs anticlockwise around the table rather than the clockwise sweep the compass suggests. East deals and takes the first turn. Those four marks are what is cut into this indicator, in that sequence.
A mahjong set is handled more than almost anything else in the house: every tile passes through four pairs of hands, several times a game.
That is what we select for. Tiles that read clearly from the far side of the table, edges that stay clean, and a case that still closes after a few seasons of being carried around.
Sets differ in ways that only show at the table: the weight of a tile in the hand, how a crak reads from three seats away, whether the case survives the trip to a friend’s house.
When we have the figures, we publish them: tile count, tile size, weight and material. When we do not have one, we leave it out rather than guess.
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