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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. | ||
== Examples == | == Examples == | ||
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In this scenario, the 4-man is the dora. Sakigiri 3-man can be considered, since it confirms a dora [[ryanmen]] while giving a safety tile. | In this scenario, the 4-man is the dora. Sakigiri 3-man can be considered, since it confirms a dora [[ryanmen]] while giving a safety tile. | ||
== Conditions to/not to Sakigiri == | |||
In addition to the above examples, consider these points: | |||
* Evaluate the [[tile acceptance]] and danger level of the tile you want to sakigiri. In an even gamestate (East round, turn ~8, even scores), prefer 4 tiles of acceptance over a safe tile. | |||
** 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. Honors can be dangerous if an opponent is going for [[honitsu]]. | |||
* [[Situational analysis]]: Your placement and the current round # are 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 consider sakigiri:''' | |||
* Prefer to sakigiri with weak hands. For example, a low acceptance 2+ [[shanten]] hand, in the midgame onwards (turn >=8), should consider sakigiri, as winning is unlikely. | |||
'''Reasons to not consider 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. | |||
* Prefer not to sakigiri at 1-[[shanten]], | |||
* Prefer not to sakigiri in the very early game (turn <=5), since tiles won't be very dangerous yet. | |||
== External links == | == External links == |
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