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As with most things in riichi mahjong, the game's specific point standings will alter the need to call. If 12k points are needed to escape 4th in all last, it is best to stay closed even with a 4 guaranteed han hand. If you need 1k points in all last, call as soon as a yaku is available.
As with most things in riichi mahjong, the game's specific point standings will alter the need to call. If 12k points are needed to escape 4th in all last, it is best to stay closed even with a 4 guaranteed han hand. If you need 1k points in all last, call as soon as a yaku is available.


==Call when later into a hand==
==Usually call to enter tenpai==
The earlier in the current hand it is, the more time there is to chase a valuable closed win. Conversely, when it is the mid- or late- game (generally turn 8+), consider making a call, if it would cause you to enter tenpai without too much loss in value.
Assuming the call would not cause too big of a loss in value (8000 -> 2000 is too big, -3 han is too big), it's often best to call if it would progress the hand into [[tenpai]].
 
If it is very early in the round, turn <= 5 or so, it may be viable to fish for value, especially if the hand is easy to complete closed.
 
==Prefer calling to complete bad shapes==
When the hand is currently closed, prefer to call to complete bad shapes ([[penchan]]s, [[kanchan]]s, pairs) before good ones. This is because good shapes are easy to complete by drawing, while a bad shape can act as a chokepoint.
 
Once the hand is open, it is usually ok to call both good and bad shapes, since the hand has already opened.


==Tenpai settlements==
==Tenpai settlements==
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