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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 | * Players prefer to keep their hands closed rather than open them, usually only calling on key tiles. Opening a hand that must make 3+ calls is not much better than not. | ||
** Chii is disabled in sanma. | ** 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. | ||
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** 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. | ** 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. | ||
And because of nuki dora, hand values are often inflated - [[mangan]] or higher hands become more frequent | 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. | ** Specifically, don't be too greedy for [[noten]] payment. Discarding dangerous tiles near [[exhaustive draw]] should be avoided. The noten payment in sanma is very little. | ||
* [[Gyakuten|Surpassing]] | * [[Gyakuten|Surpassing]] becomes easier. E.g. in [[all last]], a player mangan below you has a 20%~30% chance to surpass you. | ||
** 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. | ** Therefore, it is usually unwise to [[Betaori|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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