Sanma: Difference between revisions

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: The [[dead wall]] is arranged differently.  The dead wall accommodates 8 rinshan draws rather than four.  Thus, the [[Dora|dora indicator]] is the 5th tile from the wall break.
: The [[dead wall]] is arranged differently.  The dead wall accommodates 8 rinshan draws rather than four.  Thus, the [[Dora|dora indicator]] is the 5th tile from the wall break.
* North tile dora (nukidora)
* North tile dora (nukidora)
: The call of [[kita]] {{kana|キタ}} is enabled. When holding a north tile, players may call kita, place the north tile into the side of the board, and it would be counted as dora. Afterwards, the player is allowed an [[rinshanpai|extra draw]] from the dead wall to replace the north tile. This call invalidates [[ippatsu]], [[tenhou and chiihou|tenhou]], [[chiihou]], [[double riichi]], and the option for [[kyuushu kyuuhai]].
: The call of [[kita]] {{kana|キタ}} is enabled. When holding a north tile, players may call kita, place the north tile into the side of the board, and it would be counted as dora. Afterwards, the player is allowed an [[rinshanpai|extra draw]] from the dead wall to replace the north tile. This call invalidates [[ippatsu]], [[tenhou and chiihou|tenhou/chiihou]], [[double riichi]], and the option for [[kyuushu kyuuhai]].
: The kita tile is not considered part of the hand composition, so it will not invalidate yaku like [[tanyao]].
: The kita tile is not considered part of the hand composition, so it will not invalidate yaku like [[tanyao]].
: If west is the [[dora]] indicator, then kita is counted as two dora.
: If west is the [[dora]] indicator, then kita is counted as two dora.
: If the player wins off of the dead wall draw from calling kita, they are awarded [[rinshan]].
: If the player wins off of the dead wall draw from calling kita, they are awarded [[rinshan]].
: A kita call can be [[ron]]ned, but this does not award [[chankan]].
: A kita call can be [[ron|ronned]], but this does not award [[chankan]].
* Scoring
* Scoring
: For [[scoring]], the same [[scoring table]] is used; both ron and tsumo values remain the same. However, for tsumo, no change is used to account and adjust for the missing player. Therefore, the total points for tsumo is less than that of the ron total.
: For [[scoring]], the same [[scoring table]] is used; both ron and tsumo values remain the same. However, for tsumo, no change is used to account and adjust for the missing player. Therefore, the total points for tsumo is less than that of the ron total.
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== Play differences ==
== Play differences ==
Due to one less suit and fewer tiles, hands develop much faster. And because of nuki dora, hand values are often inflated - [[mangan]] or higher hands become more frequent. This means:
There is a relative increase in the amount of terminal and honor tiles. Due to the increase in terminals/honors, as well as the lack of chii, [[tanyao]] becomes less common. Since there are only 2 number suits, [[honitsu]] becomes more common. The most common open yaku are yakuhai and honitsu.
* The [[Defense#When_to_defend|push/fold decision]] changes radically. E.g. having a mangan [[iishanten]] isn't as powerful as it is in 4 player. In general, each tile is more likely to deal in, and hands are more valuable.
 
1-man and 9-man are equivalent to guest winds, except that they cannot be used in a [[honitsu]] of another suit.
 
Due to one less suit and fewer tiles, hands develop much faster. This means:
* Players prefer to keep their hands closed rather than open the hands, usually only calling on key tiles. Calling a hand that must make 3 calls is not much better than not.
** Chii is disabled in 3-player mahjong.
** Calling cannot significantly increase the hand's speed like in 4-player mahjong.
* Riichi is more likely to be [[Riichi#Oikake riichi|chased]]. This is because it is easier to draw the wanted tiles and [[iishanten]] hands are easier to get to tenpai than in 4-player mahjong.
 
Because of nuki dora, hand values are often inflated - [[mangan]] or higher hands become more frequent (nearly 60%). This means:
* [[Damaten]] is more frequent.
* [[Damaten]] is more frequent.
** In both 3-player and 4-player, mangan+ hands should consider dama, due to how the [[scoring table]] works. In sanma, mangan+ hands are more common, so dama becomes more common as a result.
** In both 3-player and 4-player, mangan+ hands should consider dama, due to how the [[scoring table]] works. In sanma, mangan+ hands are more common, so dama becomes more common as a result.
** A win by [[ron]] is comparatively more valuable than [[tsumo]], so dama's ability to ron an unsuspecting player is stronger.
** A win by [[ron]] is comparatively more valuable than [[tsumo]], so dama's ability to ron an unsuspecting player is stronger.
 
* The [[Defense#When_to_defend|push/fold decision]] changes radically. E.g. having a mangan iishanten isn't as powerful as it is in 4 player. In general, each tile is more likely to deal in, and hands are more valuable.
There is a relative increase in the amount of terminal and honor tiles. Due to the increase in terminals/honors, as well as the lack of chii, [[tanyao]] becomes less common. Since there are only 2 number suits, [[honitsu]] becomes more common. The most common open yaku are yakuhai and honitsu.
* [[Gyakuten|Surpassing]] is more frequent. E.g. in [[Oorasu|all last]], if a player is a mangan below the player above, the probability of that player surpassing the player above is 20%~30%.
 
** It is usually unwise to give up winning at the very beginning of a round. In 3-player mahjong, if you gave up winning, there would be only 2 players left. Then, it would not be uncommon for the dealer to win many hands and surpass you. Therefore, even if you are in a great lead, winning should usually be your goal.
1-man and 9-man are equivalent to guest winds, except that they cannot be used in a [[honitsu]] of another suit.


== Variants ==
== Variants ==
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