Sakigiri: Difference between revisions

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'''All else equal, discard tiles that are more dangerous first'''
'''All else equal, discard tiles that are more dangerous first'''


{{#mjt: 12399m3457p34s78s}} Draw: {{#mjt: 3z}}
{{#mjt: 12399m2347p34s78s}} Draw: {{#mjt: 3z}}


The 7-pin and West are equally useless here. While number tiles are normally stronger than winds, the hand doesn't benefit from having the 7-pin. The hand is already at [[iishanten]], so when it reaches [[tenpai]], the 7 will be discarded. Further, the hand already has good [[taatsu|joints]]; the joints do not need to be upgraded. Therefore, both 7-pin and West are equal for tile efficiency. In an average gamestate, you should discard 7-pin first, because it is a more dangerous tile than a guest wind. (The earlier it is, the less likely it is to deal in.)
The 7-pin and West are equally useless here. While number tiles are normally stronger than winds, the hand doesn't benefit from having the 7-pin. The hand is already at [[iishanten]], so when it reaches [[tenpai]], the 7 will be discarded. Further, the hand already has good [[taatsu|joints]]; the joints do not need to be upgraded. Therefore, both 7-pin and West are equal for tile efficiency. In an average gamestate, you should discard 7-pin first, because it is a more dangerous tile than a guest wind. (The earlier it is, the less likely it is to deal in.)
'''When you don't care about winning'''
{{#mjt: 258m247p4699s}} {{#mjt: 5'55z}} Draw: {{#mjt: 3z}}
This hand is cheap and slow, though it has a [[yakuhai]] pon, so there's a chance to complete via calling. Still, because the hand is poor, going 100% offensive is less effective. Especially when you're past the first few turns, you can consider keeping the West as a safety tile.


== External links ==
== External links ==
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