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[[Kan]] is a naturally risky action, due to the nature of [[kandora]]. When a player calls kan, any player - including the kan-declarer's opponents - may benefit from the kandora. Therefore, some assessment should be made when calling kan. | |||
== Offense == | == Offense == | ||
Under most circumstances, the call for kan is an offensive move. The player gets an extra draw from the [[rinshanpai]] and chances for the kandora. If the hand is tenpai, then the hand has a chance for [[rinshan kaihou]]. | Under most circumstances, the call for kan is an offensive move. The player gets an extra draw from the [[rinshanpai]] and chances for the kandora. If the hand is tenpai, then the hand has a chance for [[rinshan kaihou]]. | ||
If a kan-declaring player wins, then their opponents will never get a chance to benefit from kan dora. Therefore, if a player believes that they are likely to win (e.g. reaching [[tenpai]] early, or [[iishanten]] very early), then kan may be advised. | |||
=== | === Riichi === | ||
{{main|Riichi|Kan#Restrictions}} | |||
A call for kan reveals kan dora. Any player who has declared riichi will also benefit from kan ura dora. Therefore, a player in riichi will often call kan if it is possible. First, it reveals two extra dora instead of the usual one. Second, a player in riichi is already in tenpai; thus, they are more likely to win. Conversely, opponents should be wary about calling kan when another player is in riichi for the same reasons. | |||
When playing with real tiles, players must always be aware of whether a kan call can [[Kan#Restrictions|legally be called]]. Players using game software or online platforms do not need to be aware because the programs handle the situations for them. | |||
== | == Defense == | ||
A player in betaori (full folding) should usually avoid declaring kan, because it removes four discard options from your hand, and may increase the opponent's score. For shouminkan/kakan, there is an added risk of [[chankan]]. | |||
Players can apply [[kabe]] if an opponent calls kan. If all four tiles are visible, e.g. from an opponent's kan call, then it will make certain types of wait impossible. For example, If a kan of 3 is called, then the wait patterns of 23, 34, and 13 of the same suit are impossible. Thus, 1 and 4 become safer. If all four tiles are in your own hand, then there's no need to actually call kan in order to benefit from kabe. | |||
== Shifting the | === Shifting the draw === | ||
When kan is called, one tile from the live wall shifts over to the dead wall. With this mechanic, players can | When kan is called, one tile from the live wall shifts over to the dead wall. With this mechanic, players can call kan to deny players [[ippatsu]] or the [[haitei]] draw. | ||
== | == Call timing == | ||
{{main| | {{main|Tile efficiency}} | ||
Kan is not mandatory, so players do not have to call kan immediately. Instead, they can keep the fourth tile in their hand, declaring kan if/when appropriate. However, delaying a kan will reduce tile efficiency, if the extra tile is not connected to another tile in the hand. | |||
== External links == | == External links == |
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