Gyakuten: Difference between revisions
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(improve the page. simplify intro. add riichi subsection. note honba & riichi bets) |
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[[Image:Ron question.png|right|thumb|250px|Discarded winning tile may not be enough for [http://tenhou.net/0/?log=2014073113gm-0089-0000-b078ae6a&tw=0 gyakuten].]] | [[Image:Ron question.png|right|thumb|250px|Discarded winning tile may not be enough for [http://tenhou.net/0/?log=2014073113gm-0089-0000-b078ae6a&tw=0 gyakuten].]] | ||
'''Gyakuten''' {{kana|逆転}} is | '''Gyakuten''' {{kana|逆転}} ("comeback") is when a player improves their placement during the [[oorasu|last hand]]. [[Score table memorization|Knowledge of the points table]] is particularly helpful: it can help determine the needed tile composition, if you can [[naki|open]] the hand, if you need to call riichi, and other key decisions. In any case, like most things in Mahjong, at least a little luck is required. | ||
==Strategy for oorasu== | ==Strategy for oorasu== | ||
The term normally applies to the last hand of the game. | The term "gyakuten" normally applies to the last hand of the game. In the last round, once a non-dealer wins, the game ends, and placement is finalized. Therefore, even a 100 point difference can matter. Lower players must develop a hand that gives enough score to pass the higher ranked players. On the other hand, players with their desired standing must find a way to retain their position at the end of the game, either by winning the final hand or simply avoiding losing points. | ||
===Riichi=== | |||
If an open version of a hand is enough to improve your placement, no matter how it's won, then open the hand for the extra speed. Similarly, if you can guarantee improvement with a [[damaten]] hand, then do that. | |||
Riichi gives 1 han, plus random bonuses via [[ippatsu]], [[ura dora]], and/or [[mentsumo]]. If you're particularly lucky, a riichi-only hand can turn into mangan with riichi ippatsu mentsumo dora 1. At the same time, opponents will be especially wary of a riichi in the last round, precisely because they don't want to lower their placement. You should still riichi, though, if it would let you improve placement with a ron, a non-direct ron, or a tsumo. | |||
In some cases, the 1000 point riichi bet is enough to drop you down a placement. If you have another yaku, you should usually go dama. If you don't have a yaku, then riichi is still worthwhile if you have a good wait. Since the trailing player is only 1000 points behind, any win they make would be enough for you to drop down, so you should still try to win. | |||
==Score differences== | ==Score differences== | ||
With essentially the last hand of the game, players have one chance left to make a difference in the game. With that, awareness of point difference is key, which links directly to values from the [[scoring table]]. Here, minimal hand values are considered at the very least in order for players to surpass others higher in placement. | With essentially the last hand of the game, players have one chance left to make a difference in the game. With that, awareness of point difference is key, which links directly to values from the [[scoring table]]. Here, minimal hand values are considered at the very least in order for players to surpass others higher in placement. | ||
Using the values from the scoring table, a point difference can tell players which hand values are necessary to surpass a leading player. | |||
Using the values from the | |||
{| class="wikitable" | {| class="wikitable" | ||
|+Gyakuten table | |+Gyakuten table | ||
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|96000 | |96000 | ||
|} | |} | ||
'''Note: direct hit rons are worth double.''' Also, make sure to apply [[honba]] and/or riichi bets as needed. | |||
== External links == | == External links == | ||
{{Navbox strategy}} | {{Navbox strategy}} | ||
[[Category:Strategy]] | [[Category:Strategy]] |
Revision as of 21:29, 18 March 2024
Gyakuten 「逆転」 ("comeback") is when a player improves their placement during the last hand. Knowledge of the points table is particularly helpful: it can help determine the needed tile composition, if you can open the hand, if you need to call riichi, and other key decisions. In any case, like most things in Mahjong, at least a little luck is required.
Strategy for oorasu
The term "gyakuten" normally applies to the last hand of the game. In the last round, once a non-dealer wins, the game ends, and placement is finalized. Therefore, even a 100 point difference can matter. Lower players must develop a hand that gives enough score to pass the higher ranked players. On the other hand, players with their desired standing must find a way to retain their position at the end of the game, either by winning the final hand or simply avoiding losing points.
Riichi
If an open version of a hand is enough to improve your placement, no matter how it's won, then open the hand for the extra speed. Similarly, if you can guarantee improvement with a damaten hand, then do that.
Riichi gives 1 han, plus random bonuses via ippatsu, ura dora, and/or mentsumo. If you're particularly lucky, a riichi-only hand can turn into mangan with riichi ippatsu mentsumo dora 1. At the same time, opponents will be especially wary of a riichi in the last round, precisely because they don't want to lower their placement. You should still riichi, though, if it would let you improve placement with a ron, a non-direct ron, or a tsumo.
In some cases, the 1000 point riichi bet is enough to drop you down a placement. If you have another yaku, you should usually go dama. If you don't have a yaku, then riichi is still worthwhile if you have a good wait. Since the trailing player is only 1000 points behind, any win they make would be enough for you to drop down, so you should still try to win.
Score differences
With essentially the last hand of the game, players have one chance left to make a difference in the game. With that, awareness of point difference is key, which links directly to values from the scoring table. Here, minimal hand values are considered at the very least in order for players to surpass others higher in placement.
Using the values from the scoring table, a point difference can tell players which hand values are necessary to surpass a leading player.
Han-Fu | Non-dealer | Dealer | |||
---|---|---|---|---|---|
Tsumo | Ron | Tsumo | Ron | ||
Non-dealer diff | Dealer diff | ||||
1-30 | 1400 | 1600 | 2000 | 2000 | 3000 |
1-40 & 2-20 | 1900 | 2000 | 2600 | 2800 | 4000 |
1-50 & 2-25 | 2000 | 2400 | 3200 | 3200 | 4800 |
1-60 & 2-30 | 2500 | 3000 | 4000 | 4000 | 5800 |
1-70 | 3000 | 3600 | 4600 | 4800 | 6800 |
1-80 & 2-40 & 3-20 | 3400 | 4000 | 5200 | 5200 | 7800 |
2-50 & 3-25 | 4000 | 4800 | 6400 | 6400 | 9600 |
2-60 & 3-30 | 5000 | 6000 | 7800 | 8000 | 11600 |
2-70 | 5900 | 7000 | 9000 | 9200 | 13600 |
2-80 & 3-40 & 4-20 | 6500 | 7800 | 10400 | 10400 | 15400 |
3-50 & 4-25 | 8000 | 9600 | 12800 | 12800 | 19200 |
3-60 & 4-30 | 9900 | 11800 | 15400 | 15600 | 23200 |
Mangan | 10000 | 12000 | 16000 | 16000 | 24000 |
Haneman | 15000 | 18000 | 24000 | 24000 | 36000 |
Baiman | 20000 | 24000 | 32000 | 32000 | 48000 |
Sanbaiman | 30000 | 36000 | 48000 | 48000 | 72000 |
Yakuman | 40000 | 48000 | 64000 | 64000 | 96000 |
Note: direct hit rons are worth double. Also, make sure to apply honba and/or riichi bets as needed.
External links
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