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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]]. | 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]]. | ||
A hand with an unconfirmed yaku may end up in [[atozuke]], a state where your hand only has yaku when it wins off a certain tile. For example, a tanyao-only hand with a 78 wait | A hand with an unconfirmed yaku may end up in [[atozuke]], a state where your hand only has yaku when it wins off a certain tile. For example, a tanyao-only hand with a 78 wait can only win with a 6, since 9 ruins tanyao. This can lead to [[furiten]] if you draw the wrong winning tile. | ||
==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. | ||
As with most things in riichi mahjong, the specific point standings will alter the need to call. If you need 12k points to escape 4th in all last, you should stay closed with a 4 guaranteed han hand. If you need 1k points in all last, call as soon as a yaku is available. | |||
==Tenpai Settlements== | ==Tenpai Settlements== |
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