Defense: Difference between revisions

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[[Image:Last discard.png|thumb|250px|right|[http://tenhou.net/0/?log=2014082412gm-0089-0000-5b20755a&tw=2&ts=9 Choosing the proper discard] (or the wrong one) may determine the result of many games.]]
[[Image:Last discard.png|thumb|250px|right|[http://tenhou.net/0/?log=2014082412gm-0089-0000-5b20755a&tw=2&ts=9 Choosing the proper discard] (or the wrong one) may determine the result of many games.]]


Defense focuses on finding safe tiles, or tiles that other players cannot [[ron|win with]]. Players use defense against a dangerous threat, such as a [[riichi]] declaration or a valuable open hand.
Defense aims to find safe tiles, or tiles that other players cannot [[ron|win with]]. Players use defense against a dangerous threat, such as a [[riichi]] declaration or a valuable open hand.


Newer players may not be aware of defense, since guides often focus on general [[tile efficiency|hand development]] and memorization of [[yaku]]. Beginners may prioritize winning every hand, since winning gives points. However, winning every single time is infeasible. Defense is useful whenever a win is too far away, too risky, or otherwise impossible. It focuses on minimizing deal-ins: tsumo payments and tenpai settlements result in a much smaller loss than a deal-in. In many cases, the points you lose matter more than the points you gain. Overall, while winning hands is still important, players should know whether to attack or defend.
Newer players may not be aware of defense, since guides often focus on general [[tile efficiency|hand development]] and memorization of [[yaku]]. Some beginners may prioritize winning every hand, since winning gives points. However, winning every single time is infeasible. Defense is useful whenever a win is too far away, too risky, or otherwise impossible. It helps minimizes deal-ins: this is important as tsumo payments and tenpai settlements result in a much smaller loss than a deal-in. In many cases, the points you lose matter more than the points you gain. Overall, while winning hands is still important, players should know whether to attack or defend.


When defending, players should take into account all visible tiles, including tiles in discard piles, the dora indicators, tiles in your own hand, and any called tiles.
When defending, players should take into account all visible tiles, including tiles in discard piles, the dora indicators, tiles in your own hand, and any called tiles.
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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:
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.
* Hand progress: When an opponent is in tenpai, and you're 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.
** [[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.
* Hand value: Cheaper hands are not worth pushing as much.
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