39
edits
m (→Checklist) |
(Added information on using suji) |
||
Line 41: | Line 41: | ||
Defending using suji essentially presumes a player to be utilizing either the wait pattern of [[ryanmen]], [[ryanmenten]], [[nobetan]], [[sanmentan]], or some other variation. Under the rule of [[furiten]], if a player discarded a waiting tile, then the player's ability to call "ron" is disabled. Therefore, certain tile discards may rule out certain mahjong intervals. | Defending using suji essentially presumes a player to be utilizing either the wait pattern of [[ryanmen]], [[ryanmenten]], [[nobetan]], [[sanmentan]], or some other variation. Under the rule of [[furiten]], if a player discarded a waiting tile, then the player's ability to call "ron" is disabled. Therefore, certain tile discards may rule out certain mahjong intervals. | ||
Of course, one should not be necessarily dependent on these intervals alone, as some waiting patterns are immune to suji. | For example, take the 1-4-7 interval. If a 4 is discarded, this makes 1 and 7 safer, since if the opponent has a 23 or 56 as their final shape, they would be furiten on the 4. Note that a 7 being present does not necessarily make a 4 safe, as they could still have a 23. Therefore, both a 1 and 7 need to be present in order for 4 to be safer. The same applies to the other intervals. | ||
Of course, one should not be necessarily dependent on these intervals alone, as some waiting patterns are immune to suji, such as a [[kanchan]] or [[shanpon]]. | |||
===Checklist=== | ===Checklist=== | ||
For defense, eighteen different suji are in consideration as listed above. Six basic suji multiplied by the three suits produces the count of eighteen suji. After all, hand shapes frequently depend on ryanmen to win, as they are the most efficient and have the widest range of waiting tiles involving just two tiles in the hand. | For defense, eighteen different suji are in consideration as listed above. Six basic suji multiplied by the three suits produces the count of eighteen suji. After all, hand shapes frequently depend on ryanmen to win, as they are the most efficient and have the widest range of waiting tiles involving just two tiles in the hand. By counting the number of visible suji, players can determine roughly how risky it is to discard a dangerous tile. | ||
{| class="wikitable" | {| class="wikitable" | ||
Line 58: | Line 60: | ||
[[Image:Suji Trap.png|right|thumb|5-pin discarded to indicate 2-pin or 8-pin as potentially safe, when [http://tenhou.net/0/?log=2014081307gm-0089-0000-edd77642&tw=0&ts=12 the 8 is not].]] | [[Image:Suji Trap.png|right|thumb|5-pin discarded to indicate 2-pin or 8-pin as potentially safe, when [http://tenhou.net/0/?log=2014081307gm-0089-0000-edd77642&tw=0&ts=12 the 8 is not].]] | ||
The strategy of suji may be used offensively. By utilizing suji in reverse, a player may use a tile within an interval to lure out a winning tile along the same interval. A defending player may presume a certain tile to be safe by suji, when it is actually not. This is commonly known as the "suji trap". | The strategy of suji may be used offensively. By utilizing suji in reverse, a player may use a tile within an interval to lure out a winning tile along the same interval. A defending player may presume a certain tile to be safe by suji, when it is actually not. This is commonly known as the "suji trap". | ||
A common way for this to occur is when a player has a ryankan shape, such as 468. They can discard the 4 to wait on 7, which is suji of the 4. This is part of the reason why the suji of the riichi tile is considered dangerous. | |||
== External links == | == External links == |
edits