Defense: Difference between revisions

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While newer players may not be aware of defense, it is fundamentally important to Japanese mahjong, due to its expected value:
While newer players may not be aware of defense, it is fundamentally important to Japanese mahjong, due to its expected value:
* On average, a non-dealer riichi ron is worth around 6000 points (assuming [[red fives]] are in play).<ref>https://osamuko.com/paifu-analysis-is-their-riichi-hand-expensive/</ref>
* On average, a non-dealer riichi ron is worth around 6000 points (assuming [[red fives]] are in play).<ref>https://osamuko.com/paifu-analysis-is-their-riichi-hand-expensive/</ref>
* If you haven't reached [[tenpai]], can't [[naki|open the hand]], and you full attack against an opposing riichi, you're generally more likely to deal in than win. The exact math depends on your [[tile acceptance]], but a normal hand (16-20 tile acceptance before accounting for discards) is definitely less likely to win than deal in.
* If you haven't reached [[tenpai]], can't [[naki|open the hand]], and you full attack against an opposing riichi, you're generally more likely to deal in than win. The exact math depends on your [[tile acceptance]], but a normal 1-[[shanten]] hand (16-20 tile acceptance, before accounting for discards) will be less likely to win than deal in.


By pushing a regular closed hand below 4 han, '''you are more likely to lose points than gain them, and lose more points then you'd gain from winning''', making it a clearly bad idea to push. While defense also loses points (due to opposing [[tsumo]] and [[exhaustive draw|tenpai settlements]]), that point loss is less than trying to push.
By pushing a regular closed hand below 4 han, '''you are more likely to lose points than gain them, and lose more points then you'd gain from winning''', making it a clearly bad idea to push. While defense also loses points (due to opposing [[tsumo]] and [[exhaustive draw|tenpai settlements]]), that point loss is less than trying to push.
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