Quick answer
Stay when you are one or two tiles away and those tiles are still live. Switch when the direction cannot finish, because the tiles it needs are used up in discards and exposures, its pair is gone, which no joker can replace, or the wall is too short. Once you expose, any hand you switch to must still use that exposure.
Some racks stop going anywhere. Three draws, nothing useful, two of the tiles you need already face-up on the table. The question is not whether to feel stuck, it is whether the hand in front of you is slow or finished, and those need opposite responses. Switching a slow hand throws away real progress. Staying on a finished one throws away the rest of the game.
First, the rule that decides how free you are
Before you have exposed anything, you can change direction as often as you like. Nothing is public, nothing is committed, and no rule has any opinion about how many times you change your mind. A concealed rack is the cheapest place in the game to be wrong.
The moment you claim a discard and expose a set, that freedom narrows. The exposure must always contain the tile you claimed, it stays face-up for the rest of the hand, and whatever hand you eventually declare has to be a line on the card that accommodates it. There is also no provision for taking an exposure back into your rack, so the concealed-only hands are off the table from that point on.
An exposure made in error can still be corrected during the turn you made it. Under the sanctioned tournament rules you may change a pung to a kong or a quint, or back again, until you discard a tile to end that turn. After that discard the exposure is fixed, and the only change left is swapping a joker for the natural tile it stands for.
The three signs a hand cannot win
A word on the term first, because it matters here. A dead hand in American mah jongg is a specific rules event. A hand is declared dead for a rules error, such as an incorrect exposure or the wrong number of tiles, and that ends your participation in that hand. What this section is about is different. Your hand is perfectly legal, it simply cannot get where it is going.
Count the tiles, not the feeling. A direction is finished when the tiles it needs are no longer available. For a pair, that means three of its four copies are already visible in discards and exposures. A joker can never be part of a pair, so nothing rescues it. A pung or kong can still be built with jokers, so count the jokers you have not yet seen before you write one off. That is arithmetic, not a feeling.
The second sign is a pair you cannot reach. A joker cannot stand in for a single or a pair, so those tiles have to be real. A direction that needs a specific pair whose tiles are gone is finished no matter how healthy the rest of the rack looks.
The third is the wall. Once it is down to its last handful of tiles you have perhaps two or three draws left, so three gaps will not fill however live those tiles are. A hand needing four tiles at that point is not slow, it has run out of turns.
The two signs you should stay
You are one or two tiles away and the tiles are live. Being close can feel like being stuck when nothing arrives for three turns, but three empty draws is normal variance, not evidence.
You have already exposed toward this direction. An exposure is sunk cost in the ordinary sense, but it is also a real constraint. An exposure cannot be taken back, so any hand you switch to must still use those tiles. You are choosing among the card lines that contain the sets you have already exposed. Sometimes no other line does, and then there is no switch to make.
Switch sideways, not across the card
The good switch keeps most of your tiles. Lines in the same card section draw on the same numbers, so a neighbouring line can want what you already hold. Look for the same suit in a different arrangement, or the same numbers with a different pair. Look there before you look anywhere else.
The bad switch is the dramatic one, dumping a half-built direction for something unrelated because the new line looks prettier on paper. You arrive at the new hand needing five tiles with a quarter of the wall left, which is a worse position than the one you left.
The test is one question. How many tiles do I keep? If the answer is most of them, switch now rather than after two more draws. If the answer is a handful, you are not switching. You are starting over, and that is a different decision.
When neither is the answer
Sometimes the honest read is that no hand is available. The tiles are gone, the wall is short, and no neighbouring line rescues what you hold. That is not a failure, and there is still a job to do. Stop pushing and start defending. Discard what the table has shown it does not want, and hold anything that fits an exposure across from you.
A hand played out this way still decides the game. Denying the player with three exposures their last tile is worth more than a hopeless chase, and a wall game where nobody wins costs you nothing.
The habit that makes switching rare
An emergency switch can start in the Charleston, when a player commits to one line early and passes away everything that served the alternatives. Carry two directions out of the Charleston and pass only what serves neither. When the first direction dies you slide to the second instead of starting over, because you kept its tiles.
This is also what makes the count worth doing every few turns rather than once. Re-count after the Charleston, after your first exposure, and whenever a tile you needed goes face-up. A direction rarely dies suddenly, it gets quietly less reachable while you are looking somewhere else.
Put it into practice
New to the game? Start the course at Lesson 1, Meet the Tiles. The first three lessons are free and need no account.
Already play? Have the coach read a real dealt hand for you, free. It names the direction the hand goes for, what to keep, what to pass, and the reasoning behind each call.
Knowing the signs is one thing, reading them on your own rack under time pressure is another. Mei, our AI coach, takes a dealt hand and says which direction leads, what the backup is, and what to keep.