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== Offense == | == Offense == | ||
Under most circumstances, the call for kan is an offensive move. | 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 | 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 the hand (e.g. reaching [[tenpai]] early, or [[iishanten]] very early), then kan is stronger than usual. | ||
=== Riichi === | === Riichi === | ||
{{main|Riichi|Kan#Restrictions}} | {{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 possible. First, it reveals a total of two extra dora. Second, a player in riichi is already in tenpai | 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 a total of two extra dora. 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. | 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. | ||
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=== Shifting the draw === | === Shifting the draw === | ||
When kan is called, one tile from the live wall shifts over to the dead wall. | 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 == | == Call timing == | ||
{{main|Tile efficiency}} | {{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 | 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 the kan will reduce tile efficiency (if you are not using the tile for the hand). | ||
Normally, you should not call kan if it would break up a sequence. For example, if you have a 555567 in your hand, it can be considered as two groups: 555 + 567. Calling kan would ruin the 567 sequence, thus slowing down your hand. However, if you draw the 8, then the sequence is retained, so kan no longer slows the hand. | |||
== External links == | == External links == |
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