Q: The South Wind can pick up a tile and look it. If they want to keep it, they must discard a tile from their hand. Otherwise, they can discard the one they picked up. When picking up a tile from the wall, you continue from the point where you stopped when the tiles were dealt and keep moving in the same direction; if you have a pile, just take any tile from the pile. To decide whether to keep a tile, check to see if it matches any tiles in your hand. You're trying to form melds, which includes 3-of-a-kind, 4-of-a-kind, and straights. If you used the wall method of dealing tiles, then the East has 14 tiles. In that case, the East Wind can discard a tile to start the game, which anyone can claim. Every time you pick up a tile, either one a person has discarded or one from the draw pile, you must discard a tile from your hand. Place the tile on the table, and then say the name of the tile so that others can claim it. Discarded tiles just go into the middle of the table. You can line them up if you wish. If the tile completes a pong, meaning you already have the other 2 tiles in your hand, you can say "pong" and claim the discarded tile. Similarly, you can claim the tile if it completes a kong or chow in your hand, and you say it aloud when you claim it. Then, you must show the meld and put it on the table to prove it. This type of claiming goes in the order of players with one exception: if the tile would allow a player to win mahjong, they get the tile. Some variations only allow you to claim the third tile of a chow from the person directly before you. If you've played a 3-tile pong on the table, you can't claim the fourth tile, though you can play it if you draw it from the wall/draw pile. You can play a whole game without showing any melds from your hand, which is called "concealed melds," but you can't claim any discarded tiles. Not showing melds gives you extra points. Melds laid on the table are called "exposed melds." If no one claims the discarded tile, then the next player to the right of the person discarding picks up a tile from the draw pile/wall. Once you rack a tile, no one can claim the previously discarded tile. If you've picked up a tile and looked at but haven't racked it yet, someone can still claim the discarded tile. In that case, you need to put the tile you picked up back where it came from. Once someone claims a discarded tile, play goes to the right of that player, even if they weren't the next player in line to go. Whenever a discarded tile is claimed, the turn skips to that person, and then play continues from them. If you are mainly drawing tiles, then play just goes from person to person. If someone lays down a meld with a joker and you have the tile that replaces the joker, you can put down the tile. Then, you can claim the joker to use in your hand. You do this on your turn after you've picked up and racked a tile. Melds are sets of tiles you play together. You can play 3 of the same tile ("pongs") or 4 of the same tile ("kongs"). These tiles can be suits, honor tiles, or bonus tiles. You can also play 3 numbers in a row, called a chow. These are similar to 3-of-a-kind, 4-of-a-kind, and a run or a straight in rummy. In some versions, you can only have 1 chow in your hand. Chows do not give you points at the end, but they contribute to forming mahjong. When you lay out melds, place the long ends next to each other and group them in front of you. The only time you "play" a meld is when you claim a discarded tile, as you have to show your meld then. Otherwise, you wait until you call mahjong to reveal your melds, much like gin rummy. The mahjong hand uses all the tiles in your hand, which is 13, plus 1 you won't discard. You'll need 4 melds, which can be a combination of pongs, kongs, and chows, plus 1 pair. Any bonus tiles will also give you points. For instance, you might have 2 melds that are 3-of-a-kind and 1 that's a run of 3, plus a pair.
A: Let the South Wind draw and discard a tile to start the round. Allow the South Wind to discard the tile and say the name. Claim a tile as it's discarded if it fits one of your melds. Pick up a tile from the draw pile to play if you don't want a discarded tile. Continue in the order of players to the right. Replace a joker with a tile from your hand on your turn. Work on forming melds. Make a mahjong with 4 melds and a pair.

Q: There's nothing wrong with going to a party or hanging out with friends, as long as you don't feel forced into it. Don't succumb to peer pressure because you want to fit in or be cool. Before you start trying to balance your social life with your academics, make sure the things that comprise your social life are activities you actually want to take part in. Focus on things that bring you enjoyment and a welcome distraction from your schoolwork. Try some new activities. For example, you could try signing up for a Zumba class, or take a watercolor painting class. You can try new activities with friends or on your own. Make sure the people you allow in your life are supportive of your academic goals. If they make you feel guilty for not hanging out with them, they're not being supportive of what you're trying to achieve. Talk to them about your goals, focusing on finding a middle ground between the involvement they expect of you and your academic schedule. If they seem more focused on getting what they want and not helping you achieve your goals, you might have to start asking yourself if they're a real friend. Try out some new activities to meet people who share your interests and who may also make supportive friends. You might find that some of the clubs and organizations in your school have the kinds of activities you want to participate in. Joining a school club gives you the ability to spend time with like-minded students, building relationships that can help you during your academic career as well as giving you a needed social break. Additionally, since club activities often follow a fixed schedule, it'll be easier to fit them in around the schedule you've set for your schoolwork. If you want to stay in good health, you might want to join a sports team or a fitness-focused club. Clubs centered around artistic pursuits, such as sculpture or painting, can help you diversify your skillset while expressing yourself. Clubs focusing on math and the sciences can help you improve your skills in a way that's directly useful for your schoolwork. Keep in mind that you can always start a club of your own if you can't find a club that you want to join. While a teacher can help you with your schoolwork, a guidance counselor or academic advisor can help you with the overall balancing of your schoolwork and social life. They can serve as a good reference point for any questions you may have. Don't hesitate to turn to them for help with all aspects of your academic and social life: Guidance counselors are usually trained to help you set academic goals, study more efficiently as well as helping you resolve conflicts with family and friends. Some guidance counselors also provide therapy and counseling services that can prove helpful as you straighten out your social life.
A:
Make time only for activities you want to participate in. Hang out with supportive friends. Join a school club or organization. Speak to a guidance counselor or academic advisor.