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== Usage == | == Usage == | ||
When playing for maximum [[tile efficiency]], it is best to keep useful tiles before useless ones. However, those tiles tend to be dangerous as the hand progresses. The idea behind sakigiri is to discard dangerous-but-useful tiles before opponents reach tenpai, to have a better chance of defense later on. | When playing for maximum [[tile efficiency]], it is best to keep useful tiles before useless ones. However, those tiles tend to be dangerous as the hand progresses. The idea behind sakigiri is to discard dangerous-but-useful tiles before opponents reach tenpai, to have a better chance of defense later on. | ||
=== Conditions to/not to Sakigiri === | |||
* Evaluate the [[tile acceptance]] and danger level of the tile you want to sakigiri. | |||
** For example, in a 135-pin shape, keeping the 5-pin is normally good. However, if 3/4 of the 4-pin have been discarded, the 5-pin only adds 1 tile of acceptance. This makes 5p a dangerous tile that contributes little to the hand, so sakigiri 5-pin. | |||
** 4/5/6 tiles are especially dangerous when compared to other tiles. | |||
** Also, consider the safety of the useless tile. Guest winds are safer than normal, but they are only 100% safe when all 4 copies of that wind are visible. | |||
* [[Situational analysis]]: Your placement and the current round # should be important factors for sakigiri. When far in the lead and in the late game, prefer to sakigiri, since it can be afforded. Conversely, when winning is the #1 priority (e.g. last when late in the game), don't lose out on efficiency. | |||
'''Reasons to prefer not to sakigiri:'''' | |||
* Don't sakigiri with a good hand (fast and/or valuable), especially when early in the game. When winning is feasible, aiming for the win is often the best move. In an even gamestate, prefer 4 tiles of acceptance over a safe tile. | |||
* Don't sakigiri if the hand has <5 blocks, or if the hand is at least 3-[[shanten]]. Keeping good tiles here is more valuable than normal. | |||
== Examples == | == Examples == | ||
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The 7-pin and West are equally useless here. While number tiles are normally stronger than winds, the hand doesn't benefit from having the 7-pin. The hand is already at [[iishanten]], so when it reaches [[tenpai]], the 7 will be discarded. Further, the hand already has good [[taatsu|joints]]; the joints do not need to be upgraded. Therefore, both 7-pin and West are equal for tile efficiency. In an average gamestate, 7-pin should be discarded first, because it is a more dangerous tile than a guest wind. (The earlier it is, the less likely it is to deal in.) | The 7-pin and West are equally useless here. While number tiles are normally stronger than winds, the hand doesn't benefit from having the 7-pin. The hand is already at [[iishanten]], so when it reaches [[tenpai]], the 7 will be discarded. Further, the hand already has good [[taatsu|joints]]; the joints do not need to be upgraded. Therefore, both 7-pin and West are equal for tile efficiency. In an average gamestate, 7-pin should be discarded first, because it is a more dangerous tile than a guest wind. (The earlier it is, the less likely it is to deal in.) | ||
This is not a true case of sakigiri, but it does demonstrate the principles of sakigiri: dangerous tiles are better to discard early. | This is not a true case of sakigiri, but it does demonstrate the principles of sakigiri: dangerous tiles are better to discard early. Generally, if a hand already has 5 good blocks, it's ok to discard lone middle tiles. | ||
'''When winning doesn't matter / is unlikely''' | '''When winning doesn't matter / is unlikely''' | ||
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This hand is cheap and slow, though it has a [[yakuhai]] triplet, so there's a chance to complete via calling. Still, because the hand is poor, going 100% offensive is less effective. Especially when you're past the first few turns, you can consider keeping the West as a safety tile. | This hand is cheap and slow, though it has a [[yakuhai]] triplet, so there's a chance to complete via calling. Still, because the hand is poor, going 100% offensive is less effective. Especially when you're past the first few turns, you can consider keeping the West as a safety tile. | ||
'''Sakigiri to confirm yaku / dora''' | |||
{{#mjt:334m56789p45699s}} Draw: {{#mjt: 3z}} Dora Indicator: {{#mjt: 3m}} | |||
In this scenario, the 4-man is the dora. Sakigiri 3-man can be considered, which confirms the dora while giving a safety tile. | |||
== External links == | == External links == |
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