Sakigiri: Difference between revisions

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(move the conditions to sakigiri into its own 2= section)
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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. 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.


== 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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