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'''Riichi Book 1''' is a "mahjong strategy primer for [[EMA|European players]]". Written by [[Daina Chiba]], it is a free online guide written in English and is often cited as go-to source for game improvement among the Western player base. The material is aimed to help players learn the game beyond [[yaku]] and perhaps attain [[Tenhou.net ranking|tokujou]] level status on the Tenhou ladder. | '''Riichi Book 1''' is a "mahjong strategy primer for [[EMA|European players]]". Written by [[Daina Chiba]], it is a free online guide written in English and is often cited as go-to source for game improvement among the Western player base. The material is aimed to help players learn the game beyond [[yaku]] and perhaps attain [[Tenhou.net ranking|tokujou]] level status on the Tenhou ladder. | ||
The book is subdivided into three main sections: | |||
* [[Tenhou.net|Online riichi]] | |||
* [[Tile efficiency]] | |||
* [[Strategy]] | |||
The bulk of the material covers the third item. | |||
==Riichi online== | |||
{{main|Tenhou.net}} | {{main|Tenhou.net}} | ||
The majority of this section points readers to Tenhou.net, as it was the most popular online site for riichi mahjong at the time of publication. To this day, it still is. However, the addition of [[Majsoul]] gives the platform some added competition. Though, Majsoul did not even exist at the time. | |||
== Tile efficiency == | == General strategies == | ||
The third section covers just under half of the book. The central issue stems on the decision to either push or fold. By push, this refers to continuing to build the hand to tenpai. Fold points generally points towards [[defense]]. A hand looking to push or fold looks at conditions regarding its value, wait pattern, and shanten state. | |||
=== Tile efficiency === | |||
{{main|Tile efficiency}} | {{main|Tile efficiency}} | ||
[[Image:Splitpair.png|right|thumb|250px|Hand advancement may require the choice to discard from existing [[Taatsu|hand pairs]].]] | [[Image:Splitpair.png|right|thumb|250px|Hand advancement may require the choice to discard from existing [[Taatsu|hand pairs]].]] | ||
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'''Example perfect 2-shanten''':<br> | '''Example perfect 2-shanten''':<br> | ||
{{#mjt:455m78p23356s111z}} | {{#mjt:455m78p23356s111z}} | ||
===Scoring=== | |||
{{main|Scoring|Score Table Memorization}} | |||
It is suggested to know the projected value of the hand, even before winning it. Naturally, this is only possible with the familiarity of the game's complicated scoring system. Score based decisions factor into various game decisions. This subsection breaks down the different components to knowing hand scores as well as some short cuts. Overall, it takes practice to learn the scoring table enough, to utilize for in-game decision making. | |||
===Riichi=== | |||
{{main|Riichi|Riichi strategy}} | |||
Riichi is a central element to the game, where players have the option to call or not to call. Many cases point towards calling riichi immediately, or "insta-riichi". Here, the decision to call riichi comes with little to no hesitation. Yet, other cases depend on the game state, which includes the score situation, potential hand value, and the [[Kyoku|current hand]]. | |||
===Defense=== | |||
{{main|Defense}} | |||
Players look for tiles for defensive purposes. | |||
The natural selection aims at [[genbutsu]] tiles and then [[suji]] tiles. | |||
Then [[kabe]] plays a part, where discarded tiles may form a "blockade". Numbered tiles discarded form blockades along different suji intervals, making the formation of specific ryanmen patterns either difficult or impossible. | |||
===Open calls=== | |||
{{main|Naki}} | |||
Given the proper tiles, players have the ability to call on tiles and open the hand. In many cases, [[Kuisagari|hands devalue]] once opened. Most rule sets include [[kuitan]], or open [[tanyao]]. Often enough, players may be tempted to push for this hand regardless of value. | |||
Many players open hands in order to push for either a fast and/or expensive hand. It becomes problematic when the open call leans towards a slow and cheap hand. The slow hand is reflected by a three shanten hand with bad waits. | |||
As noted, open calls can reduce a hand's value. In many cases, the option to build a closed hand for riichi may be the much better alternative. However, if a hand's value can be maintained while open, then an open hand may be the more favorable option. | |||
Other tile call situations may stem on improving the wait. A drawn tile can help improve the wait of a hand. Likewise, a discarded tile can do the same. Thus, a tile call can be used to alter the shape of the hand in order to create a more favorable wait. | |||
Sometimes, certain calls are necessary in order to complete yaku. In these cases, the tile call may serve as a means to attain tenpai at all. | |||
===The push and fold decision=== | |||
One of the most difficult aspects of the game rests on the decision to either push or fold. In other words, this decision looks to either be offensive or defensive. When playing offensively, the hand must show its worth either in terms of value or readiness. Otherwise, the hand simply cannot fight and therefore must fold. | |||
(push fold table) | |||
Furthermore, players must take into account opponent readiness. This generally takes some guess work and is extremely dificult. If players are not tenpai, then defensive play is not all that necessary. Of course, if another player declares riichi, then the decision to fold becomes easier. | |||
Finally, the current point standing plays into the push fold decision. Players in the lead are not as pressured to push, as those who are not. | |||
==Grand strategies== | |||
A specific section of the book focuses on strategies aimed at placement. | |||
===South 4=== | |||
South 4, or "all last", is typically the last hand of the game. This is barring [[renchan]]. Many mahjong rule sets, particularly tournament, apply a calculation of [[uma]], which is a point bonus applied to placement. | |||
In this last rotation, players must take note of point differences. For non-dealers, this is effectively the game's last hand. When scoring a hand, the player must take note of the point difference via both ron and tsumo. From there, the hand must be built to fit the point requirement to make up the difference for gyakuten. | |||
===South 3=== | |||
South 3 effectively marks only two hands remaining in a game, barring renchan. | |||
==Etiquette== | |||
{{main|Mahjong etiquette}} | |||
While included in the third section, this portion of the book warrants some importance, as mahjong players are suggested to learn some game etiquette. Etiquette aids in game functionality, by prompting players to not waste time. A single hanchan can take roughly anywhere between one hour to ninety minutes, depending on the average player speed. | |||
==External links== | ==External links== | ||
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* [https://dainachiba.github.io/RiichiBooks/ Riichi Book 1] | * [https://dainachiba.github.io/RiichiBooks/ Riichi Book 1] | ||
===Sources=== | |||
Daina Chiba cited multiple sources to produce this book, including this Wiki. |