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Mark's Mahjong (Mah Jong / Mah Jongg) Page



INDEX

Introduction

The Mahjong Set

How To Play

The Scoring System

Special Hands

Contact Info


NOTES ON HOW TO PLAY MAHJONG - Compiled by Mark A. S. Grace
Some v
ariations and Notes on the Game collected since 1975.

The following notes should provide a relatively full explanation of the Game as well as providing a sufficient range of rules for participants of all ages and abilities. The first occurrence of important terms are in bold text. Bizarrely, many sets are sold without complete instructions on how to play, or are either poorly translated or totally without guidance! So, there's no longer any excuse to keep those sets at the back of cupboards and not enjoy the game!!

Any additions to these notes appreciated, with many thanks for the positive feedback. Remember: If you can't find a rule to fit your circumstances, apply House Rules and agree before you play.

- Reviewed & Revised in April 2010 -

[With fond memories of games & friends in The HAGS Mahjong Club at High Arcal Grammar School, Sedgley, UK (1974-77) & MUMPS (Manchester University Mahjong Players Society) founded in 1977. ]

Introduction

Mahjong or Mah Jongg (from the Chinese meaning "sparrows" ) is a game of skill and chance of ancient Chinese origins, usually played by four people in which game pieces known as Tiles, bearing various designs, are drawn and discarded until one Player has an entire Hand of winning combinations, or the Game is drawn. The tiles are traditionally made of bamboo faced with bone and ivory, although modern tiles are plastic imitations. During the Cultural Revolution the game suffered many setbacks in its country of origin, particularly in connection with gambling, however it is now making a comeback with the use of plastic chips or pure points scoring, and makes a pleasant variation to games using playing cards. Some of the increasing popularity has been helped by PC-based solitaire Mahjong games, where complex 3D blocks of mahjong tiles have to be disassembled in tile pairs within a certain timeframe.

The Mahjong Set

The basic Chinese Set consists of 136 tiles (sometimes referred to as Cards), and all tiles are represented four times within the Set. There are three Suits known as Bamboos, Characters, & Circles, with tiles being numbered from 1 to 9. The tiles in these three suits therefore total 108 tiles and are shown below:

There are 12 Cardinal Tiles known as Dragons, and are coloured Red, White & Green:

There are 16 Directional Tiles known as Winds or feng labelled East, South, West & North:

These 136 tiles comprise the Chinese Set.

The 1's, 9's, Winds & Dragons are known as the Major or Honour Tiles.
The tiles numbered from 2-8 are the
Minor Tiles.

The Western/European Game, to which these notes generally refer, has eight additional tiles, making the 144-tile Western/European Set. These are the four Seasons and the four Flowers. Each one corresponds to a particular wind or player. The terms for these eight tiles varies considerably depending on the translation of the rules and regional variation. The following table shows the combinations of terms so far encountered by the author:

Winds:

East

South

West

North

 

 

Dong

Nan

Fang

Bei

 

 

Ton

Nan

Sya

Peki

 

 

1

2

3

4

in one colour

Seasons:

1

2

3

4

in another colour

 

Spring

Summer

Autumn

Winter

 

 

Wind

Flower

Snow

Moon

 

 

Fisherman

Woodcutter

Farmer

Scholar

 

Flowers:

Plum

Bamboo

Chrysanthemum

Orchid

 

 

Plum

Orchid

Chrysanthemum

Bamboo

 

 

Plum

Lily

Bamboo

Chrysanthemum

 

 

Fu

Lu

Shu

Csi

 



There are at least three versions of the Chinese Game (Taiwanese, Hong Kong/Cantonese, and conventional Chinese) and at least two versions of the Western Game (European & American/Jewish). The American/Jewish Game has 8 additional Joker tiles, which can be used anywhere, making a 152 tile set. Some blanks are often supplied for any missing tiles.

Spelling and phonetic variations also exist for the terms used in Calling:

Terms used in these Notes:

Definition:

Alternative Terms:

Pung

Three of a kind

Poong, Pon

Kong

Four of a kind

Kaong, Quong, King, Kan

Chow

Three consecutive numbers in sequence

Chi, Run, Sequence, Quint

In the US the suits are often referred to as "Bambs", "Dots" & "Cracks" for short.

The following table also gives familiar names to certain individual tiles if players wish to use them:

Tile(s)

Alternative Name

Notes

1 Circle

The Moon

 

5 Circles

Plum Blossom

as it resembles the flower

1 Bamboo

Sparrow or Peacock

often depicted as a bird

8 Bamboos

The Gate or Gates

 

White Dragon

Soap, Po or Haku

 

Red Dragon

Chung or Chun

 

Green Dragon

Fat or Hatu

 

2, 4, 6, & 8 Bamboos

 

the Green Bamboos

3, 5, 7, & 9 Bamboos

 

the Red Bamboos 
(some red on tile, except for the 3)


How To Play

Notes are supplied in simple sections. Further detail can also be obtained from the Appendices.

1. The Allotment of Seats

Each Seat may be marked by a Ming or Mingg, either a labelled counter or tile holders marked with a Wind consecutively East, South, West and North. One Ming only may mark the position of East, then the remaining seats will be known as South, West and then North in that order, anticlockwise around the Table from East's position. It should be noted that East and West are opposite to that normally found on a compass rose which is a reflection of the hierarchy and importance of the winds to the Chinese and not their direction.

Two dice are used to allocate the four Players their Seats. The Player throwing the highest total becomes East, the next South, West, and then North for the lowest number thrown. In the event of a tie, only those players involved in the tie throw again for only those seats in question.

2. Building The Wall

All the tiles are shuffled face down on the table by all four players, something referred to as "the twittering of the sparrows" by the Chinese. Each player then constructs a Wall of 36 tiles (34 tiles in the Chinese version, 38 tiles in the US version). Each wall consists of two layers of 18 tiles face down, with the longest sides adjacent. The four walls are then pushed together to form a square which represents the City or Chinese Garden, something also referred to as "keeping the devils out". The racks are used to help in the construction and moving the walls together.

3. Opening The Gate

East throws two dice and starts counting. With East's own wall as '1', the counting of walls goes anticlockwise until the number on the dice is reached. This is the wall in which the Gate is to be opened. In quick summary East's wall counts as 1, 5 & 9, South's wall 2, 6, & 10, West's wall 3, 7 & 11 and North's wall 4, 8, & 12.

The owner of the selected wall also throws two dice. The total number thrown on all four dice is used to count the vertical pairs of tiles in that wall from right to left as the owner looks at his own wall. If 18 is exceeded, then the counting continues onto the next wall to the left.

The corresponding vertical pair of tiles are then placed on top of the preceding tiles, the lower tile of the pair being nearest to the newly formed Gate. These two tiles are termed the Loose Tiles, and are always to be found on the Roof of the Garden or City wall. The use of these tiles is further explained in Notes 7 & 8, iii.

4. Dealing

Dealing proceeds clockwise from the Gate (i.e. the opposite side to the Loose Tiles), East taking the first two pairs of tiles, South the next, followed by West and then North in that order. This is done three times until all players have 12 tiles each. East then takes the tile from the top of the next pair, South the bottom tile, West the top of the next pair, then North the remaining bottom tile, so that all players have a thirteen tile hand similar to a game of cards. East then takes one further tile from the end of the wall to provide the discard. [A US variant of this is that East can take the 13th & 14th tile together, by taking the top two tiles from the Wall, before the other players take their remaining tile.]

The tiles are often placed on wooden racks to allow their display privately to each player, otherwise they should be stood on their ends facing the player. Some racks are supplied with special holders if using chips. In the US, where the game is particularly popular, special Mahjong tables are available, some of which are computerised and automatic, and use magnetic tiles.

All players in turn of priority (i.e. East. South, West, then North) should then check their dealt hands for Flowers and Seasons, which should be replaced from the Loose Tiles, and placed face up on the table by the player's hand. Each replacement loose tile should also be checked and replaced if a Flower or Season before the next player, and so on. See also Note 7.

5. The Compilation of Hands

The compilation of Hands occurs with the systematic drawing and discarding of tiles from the wall, until a hand of winning combinations is completed, or the game is drawn.

a. Apart from certain Special Hands (see Appendix B), all hands must consist of Pungs (three of a kind), Kongs (four of a kind), Chows (number sequence of three consecutive tiles in the same suit), and a Pair (otherwise known as the Sparrow's Head). Mahjong is therefore achieved with 14 tiles, with no discard being made on completion.

b. A Standing Hand can be declared by a player during the course of a game. After the declaration ALL the remaining tiles required to complete the hand must be drawn from the wall. No calls for discarded tiles can be made, including Mahjong. Extra points are then available upon successful completion of the hand (See Appendix A).

6. The Discard

If a discarded tile upon discard is required to complete a Pung, Kong, or Chow, or complete a hand for Mahjong, then the appropriate Call must be made by the player requiring it. See also Note 8.

If a tile has been discarded and not been called for then it is deemed to be dead, and remains irretrievable in the garden. The next tile is drawn from the wall.

After the Call, the discard continues from the caller and the Game continues around the table. Unless a call comes from the player sitting immediately to the right of the discard, several players will effectively lose their turn.

The tile being discarded should be correctly and clearly named BEFORE disclosure, enabling all players to have an equal chance of calling for it. Alternatively, you can play silently. See note under "Calling" below.

7. Flower and Seasons

If a Flower or Season is found in the dealt hand, or is subsequently drawn from the wall during the course of a game, then it must be immediately declared by being placed face up on the table beside the players hand, and a Loose Tile (See Note 3) taken to replace it before the discard.

After the deal, each players in turn (East, South, West, North) should check their hands and replace any Flowers or Seasons with Loose Tiles. If any of the Loose Tiles taken are themselves Flowers or Seasons, then they too must be replaced before the next player checks their hand.

When the two Loose Tiles from the wall are used, then they are replaced by two more tiles from that end of the wall, in exactly the same manner as Opening the Gate, i.e. the top tile of the vertical pair becomes the Loose Tile furthest from the Gate.

8. Calling

a. A Call must be made for any discarded tile before the next player draws the next tile from the wall, and has seen the face of that tile. In a fast game the situation may arise where it is difficult to determine whether a Call or the Draw was first. If the situation cannot be amicably settled, then two dice should be thrown and the higher have the decision. Players may find the introduction of alternative House Rules more suitable to their needs (see Note 16).

i. After the calls of Pung, Kong and Chow, the combination is then declared or melded by being turned face up on the table beside the players hand.

ii. A Chow can only be made from the discard of the player immediately preceding the caller.

iii. After the call of Kong, the combination should be declared by being turned face up on the table. And then a loose tile is taken to replace the fourth tile in the Kong. If the loose tile is not taken, then Mahjong cannot be achieved by obtaining a final pair.

b. An Undeclared, Unmelded, Hidden or Closed Kong is achieved when all four tiles have been drawn from the wall or loose tiles. In this case, in order to receive the loose tile necessary to replace the fourth tile, the call of Kong is made and the combination is placed FACE DOWN on the table besides the player's hand. This Kong is consequently worth twice the points of an Open Kong.

c. An Open or Disclosed Pung can only be made into a Kong if the fourth tile is drawn for the wall by the holding player. The tile cannot be called for upon being discarded. A loose tile is taken the fourth tiles drawn from the wall, as above.

Note: In March 2008 I was observing a game being played by market sellers in Xi'an, China. There was no calling and the hands collected were "unclean". Instead of calling, the players would tap the table with two fingers to denote they were taking the discarded piece. From tea ceremonies we were informed tapping the table is a polite form of saying thank you, so this may be what is happening here.

9. Simultaneous Calling

At discard, should more than one player call for the same tile, not necessarily at the same time, then the following priority of calls decides who should have the tile: Mahjong, before Kong, before Pung, before Chow.

In the event of two players calling Mahjong on the same discarded tile, then the following priority of combinations decides who should get the tile: Kong, before Pung, before Pair, before Chow.

It is possible that two players can call Mahjong on the discard for either a Chow or a Pair. In this case, the player who would be next around the table in order of play from the player discarding would be the winner.

10. Drawn Games

A game is Drawn when the last 14 tiles (including any Loose Tiles) remain in the wall. No scores are taken, the seating remains the same, and tiles are reshuffled to begin a new game.

11. At Mahjong

The Ming, which denotes the position of East and thereby the positions of the other three players, moves on one place anticlockwise around the table. If East is the winner of the game, then the seating remains the same.

12. Game Duration

The Full Game consists of four Rounds, where each Round is named after each of the winds consecutively as the prevailing Wind of Round. The first round is named East, then South, West & North. One round is when the Ming denoting the position of east has rotated the table once, i.e. a minimum of four winning games. A round will consist of more games in the event of draws or East winning games.

The Full Game represents the four seasons of the Chinese Year and will therefore consist of a minimum of 16 winning games.

The Ming may also contain a device to indicate Wind of Round, which would be useful as Wind of Round is taken consideration during Scoring. (See Appendix A).

13. Robbing The Kong

If one player requiring a particular tile to go Mahjong sees it being incorporated into a Declared or Open Kong, then that player can call Mahjong by Robbing the Kong, and the tile is taken to complete the winning hand. Extra points are then available to the winning hand. (See Appendix A).

14. Fishing

A player who only requires one tile for Mahjong is termed to be Fishing. A player who is fishing should call "Fishing" to give notice to the remaining players. If agreed by the players beforehand, it can be acceptable to fish for a hand and be awarded some points (particularly Special Hands), even if that hand could not be completed due to all required tiles already discarded.

15. Scoring

For points system see Appendix A.

The Winner receives in full from each of the players the full value of the Winning Hand, and pays out nothing to other players.

The three losing players then settle the differences between the value of their hands. A player will pay out the difference to players with a higher scoring hand, and receive the difference from a lower scoring hand. Hence, the player with the lowest score pays out to every other player and receives nothing.

In any given scoring situation East always pays and receives double. This is why East is sometimes referred to as the Banker.

Quick example:
After Mahjong the points have been calculated as follows - East 200 points, South (the Winner) 400, West 50, North 100. South, as the Winner, receives 400 from West and North, and 800 from East. East receives 200 from North (2x 200-100) and 300 from West (2x 200-50). North receives 50 from West, (100-50) and West receives nothing.

Many sets are supplied with Scoring Sticks or Counting Bars. I am grateful to Pieter van Zijl who passed on some notes from his set: “There are 8 Bars which represent 500 points each, 36 Bars which represent 100 points each and 40 Bars which represent 10 points each. The 500-point Bars are often called the Flags of the Regiment because they are very precious. Although the markings on the Bars may vary in different Sets, the number and values are always the same. At the start of the Game, each player has :—

  • Two 500-point Bars

  • Nine 100-point Bars and

  • Ten 10-point Bars, making a total of 2000 points.

This amount corresponds to the Maximum Points, not of the Eldest Hand, but of the other hands. (MG: I assume here this means effectively a 2000 point Limit). The losers of each game pay the winner by using these Bars. When the last game of the North (or last) Round is over, every player counts his Bars to decide whether he wins or loses”

The bars look like this -

  • 500 points - 5 red dots on bar

  • 100 points - 1 red dot on bar

  • 10 points - 8 black dots on bar

Also included (but not mentioned in Pieter's manual) are four very fancy bars which he assumes represent 1000 or perhaps an amount to be agreed upon according to circumstances. They have in 5 red dots - the same as the 500 point bar, and then an additional large red dot on either outer edge of the central 5 and then a further two large green dots on the very outer edge- one on either side of the large red dots.

Some sets come with and shops sell paper pads for scoring in a conventional way, as you would for a game of Bridge, for example.

16. House Rules

House Rules enable players in a game to decide on which Rules they wish to play or omit, prior to the start of the game. This enables the game to be adapted to the players abilities, to suit the available time, number of players if less than 4, or for pure convenience. Players with experience can introduce their own House Rules to add duration, excitement and complexity to the game. Any issues you don't find explained here should be subject to your own house rules!

Some examples of House Rules:

a. The use, or otherwise, of Special Hands (see Appendix B).
b. A limit of one Chow per hand; Special Hands excepted.
c. A hand must be Clean before Mahjong:

  • Clean is defined as a hand consisting of entirely one suit, with Winds and Dragons.

  • "Superclean" or Immaculate hands are those consisting of entirely one suit, with no Winds or Dragons, and is used only in Scoring (see Appendix A).

d. Discarding tiles face down on the table, instead of face up.
e. The Chinese Game - omitting the Flowers & Seasons. The Walls in this game will only be 17 tiles long.
f. The Limit - this is used for Special Hands (see Appendix B), where scoring is determined as multiples or fractions of the Limit. The Limit is most commonly set at 1000 points in the European Game and at 300 points in the Chinese Game. The use of the higher limit is to encourage more inventive and riskier play.
g. The Goulash - introduced at any stage of the game as an added incentive to players to Mahjong in an otherwise tactical series of drawn games. After reaching a draw, each player adds an agreed amount (usually 100 points) to the Goulash. The Winner of the next game will receive the usual points for the Winning Hand plus the bonus of the Goulash.
h. The use of Penalties (see Appendix A).
i. The Exchange or Charleston (Compulsory in the US game) - This is an exchange of tiles at the start of the game, and a chance to improve a player's hand by getting rid of unwanted tiles. The three steps to the First Exchange are:

  • 1. Each player passes 3 unwanted tiles to the player on their right.

  • 2. Each player passes 3 unwanted tiles to the player opposite.

  • 3. Each player passes 3 unwanted tiles to the player on their left.

A Second Exchange of tiles is optional, and must be agreed to by all players. The three steps to the Second Exchange are:

  • 1. Each player passes 3 unwanted tiles to the player on their left.

  • 2. Each player passes 3 unwanted tiles to the player opposite,

  • 3. Each player passes 3 unwanted tiles to the player on their right.

Once the Exchange has been started all 3 steps must be completed. If a player is happy with the tiles and does not wish to exchange, then they can be passed on without looking at them. This is called a Blind Pass. No Jokers (US Game) are passed during an Exchange. All other tiles may be passed.

Appendix A: Scoring System

There are as many variations in scoring as there are styles of play. See also Note 15.
It was rumoured that an International scoring system was to be agreed and introduced sometime in 2001.

a. Points available to ALL HANDS:

Combination

Open

Closed

Minor Pung

2

4

Major Pung

4

8

Minor Kong

8

16

Major Kong

16

32

Dragon Pair

 

2

Pair of Own Winds

 

2

Pair of Prevailing Winds

 

2

Each Flower or Season

4

 


b. Additional points for WINNING HAND ONLY:

Mahjong

20

Winning tile from Loose Tiles

10

Winning tile was last tile in the Game

10

Winning tile was drawn from the Wall

2

No Chow in hand

10

Robbing the Kong (see Note 13)

10

Standing Hand (see Note 5b)

100


c. Doubles:

Points totals from a + b above are then doubled -

For a Clean Hand (see Note 16c)

Once

For a "Superclean" or Immaculate Hand (see Note 16c)

Thrice

For each group of Dragons

Once

For group of Own Winds or Prevailing Winds

Once

For Own Flower or Season (See Introduction)

Once

For each complete set of Flowers or Seasons

Twice

For Winning on Final Discard in a Game
(Optional and alternative to 10 points in b., above)

Once

If a player wins Mahjong without calling for a discarded tile and without using a Joker (US Game)

Once

e.g. a 100 points hand with 6 doubles will be worth 6,400 points, unless playing with a Limit.

d. Fishing for Special Hands

A player who was Fishing for Special Hand at Mahjong will receive 40% of the value of the hand had it been completed.

e. Bonus Points

Payable by each player during the game -

The call of Pung or Kong on East's first discard

100

Obtaining a Set of 4 Seasons or all 4 (Bouquet) of Flowers

1000

Any Penalties played

 


f. Penalties

False Mahjong call

1000

Other false calls

100

Incorrect naming of discarded tile

50

To a player who calls for, or misses, an incorrectly named tile

100



  • A player must always keep only 13 tiles at one time. If by error, a player has more tiles, or less tiles than the 13 (other than East who has 14 tiles at the start of a game) the hand is considered dead. A Dead Hand means the player may no longer continue to play Mahjong until the game is won, or drawn. The Dead Hand is kept concealed until the game is completed. The player still pays the other players when scoring based on a score of zero.

  • If a player wins Mahjong because of a tile discarded by another player, the player who discarded the tile pays double the worth of the winning hand (US Game).

Appendix B: Special Hands

Definitions:

Group = Pung or Kong
Open = Hand comprises Open and Closed Groups
Closed = Hands must comprise of closed groups only. No calls can be made with the exception of Mahjong

Name

Description

Score

Heaven's Blessing
Hand From Heaven, or Heaven's Grace

East has Mahjong with original 14 tiles

2 x Limit

Earth's Blessing or Earth's Grace

Mahjong on East's first discard

2 x Limit

The Four Happinesses or
The Four Blessings Hovering Over The Door

Four groups of Winds and a major pair

2 x Limit

Three Great Scholars

Groups of the 3 Dragons
A Wind group and a pair of Winds

2 x Limit Open

Royal Ruby

Group of Red Dragons
Groups and a pair of Red Bamboos

2 x Limit Open

Imperial Jade

Group of Green Dragons
Groups and a pair of Green Bamboos

2 x Limit Open

All Pictures

Hand entirely composed of Winds and Dragons

2 x Limit Open

Thirteen Unique Wonders or
Thirteen Grades of Imperial Treasure

One of each Major Tile, plus one for the pair

2 x Limit Closed

Windy Dragons

Two groups of Dragons, with one pair of each wind
(four pairs total)

2 x Limit Open

Heavenly Paradise

Group of each Dragon,
Group of own Wind when prevailing, plus any pair

2 x Limit Open

Red Lily

Groups of Red & White Dragons
two groups + pair of Red Bamboos

2 x Limit Open

Lily of the Valley

Groups of Green & White Dragons,
two groups + pair of Green Bamboos

2 x Limit Open

Red Lantern

Group of Red Dragons and Own Wind,
Run of 1-7 + one for the pair

2 x Limit Closed
1 x Limit Open

Heads & Tails or One's & Nine's

Hand consisting of groups and a pair of 1's & 9's

1 x Limit Open

Ordinary Limit Hands:
Note: Dragons as a Group and not as the Pair

Characters & Red Dragons, or
Bamboos & Green Dragons, or
Circles & White Dragons

1 x Limit Open

One's, Nine's, Winds & Dragons

Hands consisting entirely of Major Tiles

1 x Limit Open

Chinese Odds

Four groups and a pair of odd numbers in any one suit

1 x Limit Open

Dragon's Tail

1-9 in any suit, group of Winds + pair of Dragons

1 x Limit Closed

Run, Pung, Pair

1-9, Pung + Pair in one suit

1 x Limit Closed

Plucking The Plum Blossom From The Roof

Mahjong by drawing the 5 Circles (Plum Blossom) from the Wall irrespective of the hand being assembled

1 x Limit Open/Closed

Picking the Moon From The Bottom of The Sea

Mahjong by drawing the 1 Circles (Moon)
from the Wall irrespective of the hand being assembled

1 x Limit Open/Closed

Clean Pairs or Heavenly Twins

7 pairs entirely in one suit

1 x Limit Closed

Honour Pairs

7 pairs of Winds & Dragons

1 x Limit Closed

Heavenly Joy

4 Kongs & a pair

1 x Limit Open

Windy Chow

1-9 in any suit, one of each Wind
+ one Wind for the Pair

1 x Limit Closed

Crawly Snake

1-9 in any suit, Pung + Pair of Winds

1 x Limit Closed

Wrigley Snake or Greta's Garden
Note: This is the only hand that does not require a Pair

1-7 in any suit, one of each Wind & Dragon.

1 x Limit Closed

Gates of Heaven or Calling Nine Tiles

2-8 in any suit,
group's of the 1's & 9's in the same suit
+ one from 2-8 for the Pair

1 x Limit Closed

Gertie's Garter

1-7 in two different suits

1 x Limit Closed

Sparrow's Sanctuary

Five pairs of Green Bamboos + 2 pairs of 1 Bamboo

1 x Limit Closed

Hitler's Blunder

1-9 in any suit, Pung (not Kong) in the same suit
+ Pair of Winds or Dragons

1 x Limit Closed

Dragonfly

One Pung in each of the three suits, a Dragon group + any pair

1 x Limit Open/Closed

Buried Treasure

Any four Pungs + any pair

Half Limit Closed

No Score Hand
Note: This is a no score hand and will be invalidated by any Season or Flower held!

Four chows in the same suit
+ minor pair in the same suit.

Half Limit Closed

Crocheting

Seven MIXED pairs in the same TWO suits.
Example Mixed Pair:

Half Limit Closed

Knitting or Triple Knitting

Four MIXED Pungs in THREE suits
+ MIXED Pair
Mixed Pung:

Half Limit Closed

Dirty Pairs

Any seven pairs

Half Limit Closed


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