1,828
edits
Tags: Mobile edit Mobile web edit |
(reoranage, add lots of stuff) |
||
Line 1: | Line 1: | ||
[[Image:Bad_riichi.png|right|250px|thumb|An ill-advised and unnecessary [http://tenhou.net/0/?log=2014092217gm-0089-0000-3fd71626&tw=3&ts=8 riichi].]] | [[Image:Bad_riichi.png|right|250px|thumb|An ill-advised and unnecessary [http://tenhou.net/0/?log=2014092217gm-0089-0000-3fd71626&tw=3&ts=8 riichi].]] | ||
Strategy surrounding the call for [[riichi]] entails various considerations | Strategy surrounding the call for [[riichi]] entails various considerations. While declaring riichi gives players the chance for [[Scoring|higher scoring]] hands, players must not be blinded by the opportunity without considering the risks. Sometimes, the riichi may do nothing but harm you. Regardless, it's best not to blindly call riichi every time you reach tenpai. | ||
==Assessing riichi== | ==Assessing riichi== | ||
Line 6: | Line 6: | ||
=== Advantages === | === Advantages === | ||
[[Image:Indefensible riichi.png|thumb|right|250px|Riichi | [[Image:Indefensible riichi.png|thumb|right|250px|Riichi does not let you respond to [http://tenhou.net/0/?log=2012111209gm-0009-7447-x33034e7e5279&tw=2&ts=4 any conditions that change in the future].]] <!--Aligns with the disadvantages section better here--> | ||
* Riichi is a yaku. It grants 1 additional han and allows any closed hand to meet the yaku requirement. | |||
* Riichi is | * You can score additional han through [[ippatsu]] and/or [[ura dora]] (after a win). When considering these bonuses, a riichi is worth an average of around 1.5 han. | ||
* | ** Each [[kan]] formed by any player provides a kan uradora to the riichi, in addition to the regular kan dora. | ||
* Other players may defend against a riichi call to avoid dealing in. | |||
* | |||
* Other players | |||
=== Disadvantages === | === Disadvantages === | ||
* | * By rule, the hand is locked. Therefore, it is impossible to change the composition of the hand in order to get a better wait or an improved score. | ||
* | ** A riichi hand can no longer defend. If other players manage to reach tenpai, you could deal in. | ||
* Riichi usually lowers the hand's win rate. A defending player is less likely to deal in, so you'll be less likely to win. | |||
* If you do not declare a win on the first possible winning tile, you will enter [[furiten]]. Entering furiten is usually ill-advised, so players may have to accept a [[yasume]] (lower scoring tile). | |||
* | ** A riichi call prevents you from [[targeting]] a specific player to ron off of. | ||
* | * A "riichi stick" of 1,000 points is spent to call the riichi, with the hopes of winning it back. However, other players may win the hand and capture those 1,000 points instead. | ||
* A riichi call | |||
* A "riichi stick" of 1,000 points is | |||
== Considerations for riichi == | == Considerations for riichi == | ||
Once again, riichi is a discretionary play. | Once again, riichi is a discretionary play. Every time you call riichi, some risk is involved. Therefore, various factors must be considered before the call. At the same time, riichi is strong, so there are many cases where you should use it. Whenever you should or shouldn't riichi depends on the gamestate. | ||
As an alternative, you can go [[damaten]], which is simply a closed tenpai that hasn't called riichi. | |||
=== Speed === | |||
[[Image:Intimidate riichi.png|thumb|right|250px|[http://tenhou.net/0/?log=2016081218gm-0029-0000-bcaa7251&tw=1&ts=14 Riichi called] to apply pressure onto the other players, with relatively low scoring differentials.]] | |||
There is an advantage to being the first to tenpai, and thus an advantage to being the first to declare riichi. Only one hand can win per round, so faster hands could just win before anyone else. A tenpai hand can call ron, which is superior to the calls of [[chii]] and [[pon]]. Also, the earlier you declare riichi, the less safe tiles are available. A riichi in the 6th round is much harder to defend from than a riichi in the 16th round. | |||
In addition, opponents who are not in tenpai may need to discard dangerous tiles to reach tenpai. Advancing from [[iishanten]] to tenpai can take a while; even with great [[ukeire|tile acceptance]], it'll often take multiple turns to do so. (This, of course, depends on luck.) | |||
*If an opponent at iishanten decides to attack into your riichi, they might need to discard unsafe tiles for multiple turns. Therefore, you'll get multiple chances to win off ron. | |||
*If an opponent at iishanten decides to fold, great - one less hand to worry about. | |||
Due to this advantage, a player who declares riichi first exerts pressure on the other players. Other players may choose to give up their hands. Of course, this is not guaranteed, especially if the point standings force some other players to take on offense at all costs. However, you'll still have the advantage of being first tenpai, as mentioned above. | |||
Conversely, a chasing riichi (riichi after another player has declared riichi) is weaker, due to the reasons mentioned above. | |||
=== Score === | |||
Riichi gives 1 han, and possibly more via ippatsu and ura dora. Since every han doubles your score until you reach [[mangan]], so these are all valuable. However, there are rare cases where score does not matter. | |||
*When riichi wouldn't actually change your points. For example, [[haneman]] is scored with 6 or 7 han. If you have a 6 han hand, riichi's +1 han would still result in a haneman. Getting [[mentsumo]], ippatsu, and/or ura dora will increase it up to baiman, but these are unreliable. | |||
*When you are in first with a large lead. In this case, you may damaten to increase hand win rate, allowing you to end the game faster. | |||
*When you have a valuable hand. If you have a guaranteed mangan or higher hand, the extra score may not be worth the loss of win rate. | |||
That being said, the extra points from riichi often do matter. It's a game about scoring the most points, after all. | |||
=== Furiten === | === Furiten === | ||
{{main|Furiten}} | {{main|Furiten}} | ||
Declaring riichi means that, if the player | Declaring riichi means that, if the player declines the first possible ron, then they enter permanent [[furiten]]. A damaten hand only enters furiten until the dama player's next discard. | ||
First, damaten has better control over [[yasume]]. If a riichi hand wins off a bad wait, you have to accept it or enter furiten. However, since riichi adds an average of around 1.5 han, this is only an issue if the waits differ by 3+ han. Even then, you may want to riichi despite that. | |||
Second, a damaten hand can try and target a specific player. This can be done to [[gyakuten|change placement]] (e.g. targeting 1st place as 2nd). However, since riichi gives a hefty point bonus, you may change placement even if you ron the "wrong" player. | |||
Alternatively, you may want to ron to get a player below 0 points, ending the round immediately. Or you may wish to avoid calling ron on a player with 0 points, to not end the round. | |||
=== Game round === | === Game round === | ||
{{main|Kyoku}} | {{main|Kyoku}} | ||
Generally, | Generally, in the first half of the entire game, a player's exact placement is not as large of a concern. There are many opportunities to make up differences: a player who's ahead can hardly afford to rest on their laurels, while players who are behind are not as desperate. Thus, situations tend to be more "general" - riichi's increased reward is usually appreciated, its intimidation effect more often felt, and it is more often a good idea. In other words, in the earlier half, going for sheer points is often more important than going for placement. | ||
When the game is closer to its end (generally around the second half, but | When the game is closer to its end (generally around the second half, but may be earlier if particularly large wins and losses have been going on), point standing becomes more of a concern. If the game could end on the next round, gaining +1000 points to go from 3rd to 2nd becomes much more valuable. At this stage, players who are ahead may not want to riichi, as the risks are amplified, among other considerations. | ||
=== Hand lock === | === Hand lock === | ||
By declaring riichi | By declaring riichi, the hand is locked - you cannot upgrade the hand to improve the wait or gain yaku. | ||
Being the first to riichi is a big advantage of itself. If you don't plan on folding, you should delay riichi only if you have many such "upgrade tiles". As a contrived example: | |||
{{#mjt: 123m456p888p4449s}} Waiting for: {{#mjt: 9s}} | |||
You could upgrade the hand to a two-sided or better wait with: {{#mjt: 14m34679p2356s}}, which is up to 44 tiles. Of course, this number is reduced for every opponent discard, so keep note of that. | |||
Also, the hand lock prevents you from defending. Often, the reward is worth the risk. But if the risk of dealing in is greater than the reward of winning the hand with additional value, then it can be a bigger point of consideration. | |||
=== Hand shape and waits === | |||
Once a hand reaches tenpai, the chance of winning largely depends on the [[machi|tile waits]]. Hands that waits of three tiles or greater, such as [[ryanmenten]] or [[sanmentan]], have a favorable chance of winning, while one tile waits like [[kanchan]] or [[tanki]] are less likely to win. | |||
Since most of the risks of riichi only apply if the hand fails to win, having a good wait means that riichi is more desirable. Bad shape waits may be more pressured to keep the possibility of failure in mind, as well as the possibility of changing the hand into having a better wait. | |||
=== | === Point standing === | ||
When the game is closer to its end, point standing can affect the decision to declare riichi or not. | |||
*Players that are ahead will be more cautious. Late in the game, increasing their lead will not matter as much, while the risk of deal-in matters more. Meanwhile, players who are behind will want to riichi to catch up. Players in the middle should analyze their own specific situations to determine if riichi is right. | |||
*The 1000 points used to declare riichi could cause you to drop down placement. If this is the case during all last or South 3, you probably shouldn't riichi if you have other yaku. | |||
*If a damaten win and riichi win would cause you to end up in the same rank, you should dama. | |||
=== Winning chance === | === Winning chance === | ||
Pressing players to defend will lower your chance of winning. Assuming a dama hand would have yaku, declaring riichi will generally lower your winrate by about 40%. Therefore, if winning matters and the extra score does not matter you should dama. | |||
A hand which has an extremely poor wait (e.g single tile wait on dora, or a [[hell wait]]) are so bad that riichi doesn't reduce their chance of winning by much. | |||
== Oikake riichi == | == Oikake riichi == |
edits