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*Can allow you to complete a hand you otherwise wouldn't have completed at all. E.g. if you have 12-man, and the last 3-man is discarded, you must either call or not complete the sequence. | *Can allow you to complete a hand you otherwise wouldn't have completed at all. E.g. if you have 12-man, and the last 3-man is discarded, you must either call or not complete the sequence. | ||
*It is hard for opponents to know whether an open hand is complete or not. | *It is hard for opponents to know whether an open hand is complete or not. | ||
*Disrupts [[ippatsu]], as well as [[tenhou and chiihou|tenhou]], [[chiihou]], [[double riichi]], the option to call [[kyuushu kyuuhai]], and opponents' [[nagashi mangan]]. | *Disrupts [[ippatsu]], as well as [[tenhou and chiihou|tenhou]], [[chiihou]], [[double riichi]], the option to call [[kyuushu kyuuhai]], and the called opponents' [[nagashi mangan]]. | ||
===Disadvantages=== | ===Disadvantages=== | ||
* | *Opening your hand prevents certain yaku, most importantly [[riichi]]. | ||
**Lowers the value of other yaku, such as sanshoku and ittsu. | **Lowers the value of other yaku, such as sanshoku and ittsu. | ||
**The hand must have at least one (non-riichi) yaku in order to win. | **The hand must have at least one (non-riichi) yaku in order to win. | ||
*Reduces the amount of tiles you can discard, making it harder to [[defense|defend]]. | *Reduces the amount of tiles you can discard, making it harder to [[defense|defend]]. | ||
*Reveals the called tiles to your opponents, possibly allowing them to deduce the value/contents/yaku of that hand. | *Reveals the called tiles to your opponents, possibly allowing them to deduce the value/contents/yaku of that hand. | ||
==Yaku== | |||
In order for a hand to win, it must have at least one yaku. Closed hands can always call riichi, but open hands need something else. [[Tanyao]] and [[yakuhai]] are the easiest/most common of the open yaku. Other common candidates include [[sanshoku doujun]], [[ittsu]], [[honitsu]], and [[toitoi]]. | |||
==Value== | ==Value== | ||
Once a hand reaches 4 han, every han afterwards is reduced in value. So if a hand has 4+ guaranteed han after opening, it's often best to call. At this point, the extra speed from calling is often worth the drop from value. | Once a hand reaches 4 han, every han afterwards is reduced in value. So if a hand has 4+ guaranteed han after opening, it's often best to call. At this point, the extra speed from calling is often worth the drop from value. | ||
Specific point standings can alter the need to call. If you need 12k points to escape 4th in all last, you should stay closed even though you have 4 guaranteed han. If you need 1k points in all last, call as soon as a yaku is available. | Specific point standings can alter the need to call. If you need 12k points to escape 4th in all last, you should stay closed even though you have 4 guaranteed han. If you need 1k points in all last, call as soon as a yaku is available. | ||
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After all tiles in the live wall have been drawn, players in noten pay those in tenpai. In addition, depending on the rules, dealers get to keep their seat if they are in tenpai. Therefore, players near the end of the game may wish to call tiles to reach tenpai. | After all tiles in the live wall have been drawn, players in noten pay those in tenpai. In addition, depending on the rules, dealers get to keep their seat if they are in tenpai. Therefore, players near the end of the game may wish to call tiles to reach tenpai. | ||
Even if a hand would have no yaku, or | Even if a hand would have no yaku, or would be otherwise impossible to complete, players can still call tiles in order to reach [[keishiki tenpai]] ("shaped tenpai"). For the purposes of tenpai settlements, a hand in keishiki tenpai still counts like any other tenpai. | ||
==External links== | ==External links== | ||
[[Category:Strategy]] | [[Category:Strategy]] |
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