Sanma: Difference between revisions

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Due to one less suit and fewer tiles, hands develop much faster. This means:
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.
* Players prefer to keep their hands closed rather than open the hands, usually only calling on key tiles. Opening a hand that must make 3+ calls is not much better than not.
** Chii is disabled in 3-player mahjong.
** Chii is disabled in sanma.
** Calling cannot significantly increase the hand's speed like in 4-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.
* 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.
** Therefore, having a good [[Machi|wait]] is more important because bad waits are easier to be killed by chased riichi. If you have a bad wait and there are many ways to improve it to a good wait, consider dama or rejecting the tenpai.


Because of nuki dora, hand values are often inflated - [[mangan]] or higher hands become more frequent (nearly 60%). This means:
And 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.
* 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.
** Specifically, don't be greedy for [[noten]] payment. Discarding dangerous tiles near [[exhaustive draw]] should be avoided. The noten payment in sanma is very little.
* [[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%.
* [[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.
** Therefore, it is usually unwise to give up winning at the very beginning of a round. In sanma, 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. Even if you are in a great lead, winning should usually be your first goal.


== Variants ==
== Variants ==
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