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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. This gives more flexibility - e.g., if an opponent declares riichi on the next turn, you will be glad that you did not kan. However, delaying the kan | 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. This gives more flexibility - e.g., if you draw the 4th copy of a tile, then an opponent declares riichi on the next turn, you will be glad that you did not kan. However, delaying the kan will often reduce tile efficiency (if you are not using the tile for the hand). | ||
Under most circumstances, 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. But if you then draw the 8, then the sequence is retained, so kan no longer slows the hand. | Under most circumstances, 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. But if you then draw the 8, then the sequence is retained, so kan no longer slows the hand. |
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