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{{Mahjong intervals|caption=Read the numbers across.}} | {{Mahjong intervals|caption=Read the numbers across.}} | ||
'''Suji''' {{kana|筋}} is a [[defense|defensive]] tactic that uses | '''Suji''' {{kana|筋}} is a [[defense|defensive]] tactic that uses the [[furiten]] rule to determine which tiles are safer against a specific opponent. It only applies to number tiles ([[manzu]], [[pinzu]], [[souzu]]). | ||
It relies on the "mahjong intervals" of 1-4-7, 2-5-8, and 3-6-9, as shown in the picture to the right. When using suji, two adjacent numbers in an interval will be grouped, such as 1-4 or 2-5. | |||
==Basic Theory== | ==Basic Theory== | ||
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*The most common type of wait is an [[ryanmen|open]] [[wait]] (i.e. [[ryanmen]] wait). An open wait is a wait that wins off two sides of a sequence, e.g. a hand containing {23}, or a hand containing {34}. | *The most common type of wait is an [[ryanmen|open]] [[wait]] (i.e. [[ryanmen]] wait). An open wait is a wait that wins off two sides of a sequence, e.g. a hand containing {23}, or a hand containing {34}. | ||
*[[Shuntsu|Sequences]] are comprised of three sequential tiles. Therefore, an open wait will win off two tiles that are 3-apart. For example, a {23} ryanmen can win off either a 1 or 4 of the same suit. {34} can win off 2 or 5 of the same suit. This continues until you get the intervals of: 1-4, 4-7, 2-5, | *[[Shuntsu|Sequences]] are comprised of three sequential tiles. Therefore, an open wait will win off two tiles that are 3-apart. For example, a {23} ryanmen can win off either a 1 or 4 of the same suit. {34} can win off 2 or 5 of the same suit. This continues until you get the intervals of: 1-4, 4-7, 2-5, 5-8, 3-6, and 6-9. | ||
*Due to the [[furiten]] rule, if a player has previously discarded any tile they could have won off of, they cannot win from other players. | *Due to the [[furiten]] rule, if a player has previously discarded any tile they could have won off of, they cannot win from other players. | ||
*Therefore, if every tile in a suji interval is discarded, then the other tile in that interval become safer against that player. | *Therefore, if every tile in a suji interval is discarded, then the other tile in that interval become safer against that player. |
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