Defense: Difference between revisions

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===Honors===
===Honors===
[[Honor]] tiles, especially those which have been discarded before, are generally safer. This is because the honor tiles cannot form [[shuntsu|sequences]], meaning they are harder to wait off of.
[[Honor]] tiles with multiple copies visible are generally safer. This is because the honor tiles cannot form [[shuntsu|sequences]], meaning they are harder to wait off of.


*Honor tiles you can see all four copies of are safe against everything except [[kokushi musou]]. If kokushi isn't possible (e.g. all four copies of a ''different'' honor/terminal are also visible), then these honors are 100% safe.
*Honor tiles you can see all four copies of are safe against everything except [[kokushi musou]]. If kokushi isn't possible (e.g. all four copies of a ''different'' honor/terminal are also visible), then these honors are 100% safe.
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{{main|Suji}}
{{main|Suji}}


'''Suji''' focuses on taking advantage of the furiten rule, and its application to the "mahjong intervals". Most two-sided or better waits will wait on tiles that are 3 numbers apart. E.g. a {23} wait wins off either a 1 or 4 (4-3=1). Therefore, if a tile is safe, the tiles that are 3 apart from that tile are safer - the intervals of 3 are called "suji intervals". For instance, if a player has discarded 4-pin, the 1-pin and 7-pin become safer against that player. Neither 1 or 7 is perfectly safe, however.
'''Suji''' focuses on taking advantage of the furiten rule and the most common type of wait.


It is ''very'' important to note that the middle tiles (4, 5, 6) require two tiles to be considered true suji. A discarded 1-pin by itself does not make 4-pin much safer, since the hand could contain a 4-7 wait. In order for 4-pin to be "full" suji, both 1-pin and 7-pin must be safe.  
A [[ryanmen]] wait, a two-sided wait to complete a sequence (e.g. {23} waiting for 1 or 4), is the most common wait in the game, appearing in ~50% of all hands. A ryanmen always waits on tiles that are 3 numbers apart, such as 1-4 or 4-7.
 
Therefore, when a tile is safe, the other tiles that are 3 apart become safer. For instance, if a player has discarded 4-pin, the 1-pin and 7-pin become safer against that player. Neither 1 or 7 is perfectly safe, however. These intervals of 3 are called "suji intervals".
 
It is important to note that the middle tiles (4, 5, 6) require two tiles to be considered true suji. The 4 is part of two suji intervals: 1-4 and 4-7. If a 1 is discarded, a player could still have a 4-7 open wait. The 4 is only full suji if ''both'' 1 and 7 are safe.


Some suji are safer than others:
Some suji are safer than others:
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Like suji, other waits - specifically, waits that are not sequences - are still possible. It is also possible to target 3 or 7 with a [[penchan]]. Overall, kabe is comparable to suji (though kabe is safer), and should be used in a similar fashion.
Like suji, other waits - specifically, waits that are not sequences - are still possible. It is also possible to target 3 or 7 with a [[penchan]]. Overall, kabe is comparable to suji (though kabe is safer), and should be used in a similar fashion.
==When to defend==
The "push/fold" decision - i.e. when to go for a win vs when to defend - is one of the many critical decisions a player can make. A concrete answer is difficult, so here are factors to consider:
* Hand progress: At 2-[[shanten]] or higher, it is ''usually'' worth folding if able - tenpai is too far away. 1-shanten with poor acceptance is a similar story.
** [[Ukeire|Tile acceptance]] / [[wait]]s at tenpai: It's much better to attack if you have good waits (wait with >= 6 tiles remaining). Similarly, at 1-shanten, it's best to have strong tile acceptance.
* Hand value: Cheaper hands are not worth pushing as much.
* [[Situational analysis]]: Especially when close to [[oorasu|all last]], consider what happens if you win, if you deal in, and if an opponent tsumos. For example: if it's all last, 4th place declares [[riichi]], and you are 3rd with only a 1000 point lead, you dealing in and having opponent tsumo would both result in you ending in 4th. Therefore, you would be forced to attack.
* Number of safe tiles in hand: If you have no reasonably safe tiles to discard, you may have no option but to attack. You can fold later if safe tiles are revealed.
* Turn count (Number of safe tile types available): As more tile types become safe, the more dangerous the other tiles become (see [[Suji#Suji counting|Suji counting]] for more detials). Therefore, as the game progresses, you should be more willing to fold. The longer the game goes on, the more safe tiles are revealed, and thus the more dangerous it is to push.


==The ways of defense and offense==
==The ways of defense and offense==
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