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The book is subdivided into three main sections: | The book is subdivided into three main sections: | ||
* [[Tenhou.net|Online riichi]] | * [[Tenhou.net|Online riichi]] (42 pgs.) | ||
* [[Tile efficiency]] | * [[Tile efficiency]] (89 pgs.) | ||
* [[Mahjong strategy|Strategy]] | * [[Mahjong strategy|Strategy]] (107 pgs.) | ||
==Riichi online== | ==Riichi online== | ||
{{main|Tenhou.net}} | {{main|Tenhou.net}} | ||
This section points readers to [[tenhou.net]], the most popular online site for riichi mahjong at the time of writing. | |||
== Tile efficiency == | |||
{{main|Tile efficiency}} | |||
[[Image:Splitpair.png|right|thumb|250px|Hand advancement may require the choice to discard from existing [[Taatsu|hand pairs]]. | |||
The second section covers [[tile efficiency]], and ideas on how to maximize it. Having better tile efficiency means your hand is more likely to advance to tenpai. | |||
== | ===Five-block theory=== | ||
The | The book starts by introducing the concept of "blocks". Blocks include: | ||
* Tile groups: [[sequence]]s and [[triplet]]s | |||
* Incomplete tile groups: [[Taatsu|Joints]], [[pair]]s, and complex joints | |||
A normal hand needs four tile groups and a pair - thus, it needs five blocks. The goal of five-block theory is to identify a hand's blocks, and try to improve the weakest blocks. Prefer having five strong blocks rather than six blocks. | |||
When four blocks are complete (e.g. three tile groups, one pair), a hand will be in [[tenpai]], where the hand waits to complete the fifth block. Thus, identifying blocks is a good way to identify tenpai. | |||
=== | ===Quality of blocks=== | ||
When judging blocks, the most important thing is the # of tiles that can complete it. | |||
Sequences are easier to complete than triplets, as sequences have more tiles that can complete them. Of the incomplete tile groups, [[ryanmen]] is the strongest, as it has the most tiles that can complete it. The other types of joints can be judged on how easy it is to upgrade into ryanmen (the more ryanmen upgrades, the better). | |||
===Tile versatility=== | ===Tile versatility=== | ||
{{#mjt:123456789m}} | {{#mjt:123456789m}} | ||
Tile closer to the terminals have fewer tiles | Certain tiles are more versatile than others. Tile closer to the terminals have fewer tiles that can help improve the shape: | ||
* Tiles 3-7 each can form joints using four tile types. | |||
* Tiles 2 and 8 can form joints using three tile types. | |||
* Tiles 1 and 9 can form joints using only two tile types. | |||
* Honors cannot form joints. | |||
Therefore, when tiles are not already part of a joint/pair, prefer 3-7 tiles first, then 2/8 tiles. | |||
===Pairs=== | ===Pairs=== | ||
{{main|Toitsu}} | {{main|Toitsu}} | ||
All hands require | All hands require at least one pair of tiles to win. Ideally, a hand should have a pair during development. A hand can wait to complete the pair at tenpai, but this type of wait - [[tanki]] - is not ideal. | ||
At the same time, pairs are worse than joints as they accept less tiles. Generally, a hand should aim for two pairs. | |||
* At one pair, if the pair is turned into a triplet, you'll need to find another pair (or break the triplet). This leads to an effective acceptance of 0 tiles. | |||
* At two pairs, either pair can be turned into a triplet safely. This leads to an acceptance of 4 tiles. | |||
* At three pairs, any pair can be turned into a triplet, but it was already safe to turn pairs into triplets at two pairs. This leads to an acceptance of 6 tiles. | |||
===Perfect shanten=== | ===Perfect shanten=== | ||
Hands have perfect shanten when | Hands have perfect N-shanten when all its joints are [[ryanmen]] or ryanmen+pair, and every tile contributes towards tenpai. | ||
'''Example perfect 1-shanten''':<br> | '''Example perfect 1-shanten''':<br> | ||
{{#mjt:455m678p3356s111z}} | {{#mjt:455m678p3356s111z}} | ||
1 ryanmen+pair, 1 ryanmen | |||
'''Example perfect 2-shanten''':<br> | '''Example perfect 2-shanten''':<br> | ||
{{#mjt:455m78p23356s111z}} | {{#mjt:455m78p23356s111z}} | ||
2 ryanmen+pair, 1 ryanmen | |||
== General strategies == | |||
The third section covers just under half of the book. | |||
===Scoring=== | ===Scoring=== | ||
{{main|Scoring|Score table memorization}} | {{main|Scoring|Score table memorization}} | ||
It is suggested to know | It is suggested to know what score a hand can reach, even before winning in it, since knowing the values is vital for decision-making. Naturally, you'll need to be familiar with the game's complicated scoring system. This subsection breaks down the different components to knowing hand scores as well as some short cuts. Overall, it takes practice to learn the scoring table enough to actually use it in-game. | ||
===Riichi=== | ===Riichi=== | ||
{{main|Riichi|Riichi strategy}} | {{main|Riichi|Riichi strategy}} | ||
Riichi is a | Riichi is a major aspect of the game, but it is optional. Riichi is very powerful - in many cases, you'll want to call riichi immediately. In other cases, you may want to go [[damaten]] (no riichi). Potential factors include score situation, potential hand value, and the [[Kyoku|current hand]]. | ||
===Defense=== | ===Defense=== | ||
{{main|Defense}} | {{main|Defense}} | ||
Players look for tiles for defensive purposes. | Players look for tiles for defensive purposes. The book looks at [[genbutsu]] tiles, and then [[suji]] tiles. | ||
Then [[kabe]] plays a part, where discarded tiles may form a "blockade". When all four copies of a number tile are discarded, it is impossible for an opponent to have a [[ryanmen]] wait on the number tiles towards the outside (e.g. if all four 3's have been discarded, the 1 & 2 of that suit is safe). | |||
Then [[kabe]] plays a part, where discarded tiles may form a "blockade". | |||
===Open calls=== | ===Open calls=== | ||
{{main|Naki}} | {{main|Naki}} | ||
Open hands can be quick, but they are inherently less valuable (cannot score certain yaku; other yaku are devalued). | |||
The book suggests not to call if you have slow and cheap hands. Conversely, if the hand is fast ''or'' valuable, it's worth calling. However, sometimes it can be best to stay closed for the extra value. | |||
Other tile call situations may stem on improving the wait. | Other tile call situations may stem on improving the wait. A drawn tile can help improve the wait of a hand, and a discarded tile can do the same. Thus, a tile call can be used to alter the shape of the hand in order to create a more favorable wait. | ||
Sometimes, certain calls are necessary in order to complete yaku. | Sometimes, certain calls are necessary in order to complete yaku. In these cases, the tile call may serve as a means to attain tenpai at all. | ||
===The push and fold decision=== | ===The push and fold decision=== | ||
[[Image:PushFold.png|thumb|250px|right|Summary to push-fold judgement.]] | [[Image:PushFold.png|thumb|250px|right|Summary to push-fold judgement.]] | ||
One of the most difficult aspects of the game rests on the decision to either push or fold | One of the most difficult aspects of the game rests on the decision to either push (attack) or fold (defense). When playing offensively, the hand must either be valuable enough or fast enough. Otherwise, it's best to fold. | ||
Players must also take into account opponent readiness. When opponents don't declare [[riichi]], this will generally take some guesswork; it is extremely difficult to tell when said opponents are tenpai. If players are not tenpai, then defensive play is not all that necessary. | |||
Finally, the current point standing plays into the push fold decision. Players in the lead are not as pressured to push | Finally, the current point standing plays into the push fold decision. Players in the lead are not as pressured to push as those who are not. Players sitting in fourth, especially in the latter end of the South round, are more inclined to push at almost any cost. The result for players not to push or dealing in may be the same, if placement is the only criteria. | ||
===South 4=== | ===South 4=== | ||
South 4, or "all last", is typically the last hand of the game | South 4, or "all last", is typically the last hand of the game (barring [[renchan]] or not reaching target score). Many mahjong rule sets, particularly tournament, apply a calculation of [[uma]], which is a point bonus applied to placement. Therefore, even a 100 point lead over an opponent can result in a big bonus. | ||
In this last rotation, players must take note of point differences. | In this last rotation, players must take note of point differences. For non-dealers, this is effectively the game's last hand. When scoring a hand, the player must take note of the point difference via both ron and tsumo. From there, the hand must be built to fit the point requirement to make up the difference for gyakuten. | ||
===South 3=== | ===South 3=== |
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