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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, | When a hand is cheap, the opposite effect can occur. If a hand would be 1 han (riichi-only) when closed, or 1 han when opened, going open is often better. This mostly happens with [[yakuhai]] pairs - keeping the pair ruins [[tanyao]] and [[pinfu]], and pon lets you get 1 han from the yakuhai triplet. While riichi can give extra score with ippatsu, uradora, and/or [[mentsumo]], the extra speed from an open hand tends to outweigh the score bonuses. | ||
===Point standings=== | |||
As with most things in riichi mahjong, a game's 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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