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If an open version of a hand is enough to improve your placement, no matter how it's won, then open the hand for the extra speed. Similarly, if you can guarantee improvement with a [[damaten]] hand, then do that. | If an open version of a hand is enough to improve your placement, no matter how it's won, then open the hand for the extra speed. Similarly, if you can guarantee improvement with a [[damaten]] hand, then do that. | ||
Riichi gives 1 han, plus random bonuses via [[ippatsu]], [[ura dora]], and/or [[mentsumo]]. If you're particularly lucky, a riichi-only hand can turn into 7900 points with riichi ippatsu mentsumo dora 1. | Riichi gives 1 han, plus random bonuses via [[ippatsu]], [[ura dora]], and/or [[mentsumo]]. If you're particularly lucky, a riichi-only hand can turn into 7900 points with riichi ippatsu mentsumo dora 1. Ideally, you should try to guarantee a comeback without any bonus han. However, if you have no reasonable way to do so, go for a riichi and hope you get enough points. At the same time, your opponents will be especially wary of a riichi in the last round, precisely because they don't want to lower their placement. | ||
In some niche cases, the 1000 point riichi bet is enough to drop you down placement. If you have another yaku, you should usually go dama. If you don't have a yaku, then riichi is still worthwhile if you have a good wait. Since the trailing player is only 1000 points behind, any win they make would be enough for you to drop down, so you should still try to win. | In some niche cases, the 1000 point riichi bet is enough to drop you down placement. If you have another yaku, you should usually go dama. If you don't have a yaku, then riichi is still worthwhile if you have a good wait. Since the trailing player is only 1000 points behind, any win they make would be enough for you to drop down, so you should still try to win. | ||
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The following table displays the minimum han/fu value required to surpass a leading player that is 'X' points ahead of you. Note that: | The following table displays the minimum han/fu value required to surpass a leading player that is 'X' points ahead of you. Note that: | ||
*"Direct hit" rons are worth double the value of "non-direct hit" rons. | *"Direct hit" rons (a ron on the player you're trying to surpass) are worth double the value of "non-direct hit" rons. | ||
*Tsumo requires less points than a non-direct hit ron, because with tsumo, you take | *Tsumo requires less points than a non-direct hit ron, because with tsumo, you take points from everyone. (E.g. if you tsumo with a [[mangan]], you gain 8000 points, and the opponents lose 2000 points, allowing you to overcome a 10000 point gap.) | ||
*You should also account for [[honba]] and [[riichi]] bets when calculating score. | *You should also account for [[honba]] and [[riichi]] bets when calculating score. | ||
**Each honba stick lets you surpass a +400 point lead for tsumo, a +300 point lead for ron, and a +600 point lead for direct hit ron. | **Each honba stick lets you surpass a +400 point lead for tsumo, a +300 point lead for ron, and a +600 point lead for direct hit ron. |
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