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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.
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 7900 points with riichi ippatsu mentsumo dora 1. You should try to guarantee a comeback without any bonus han. However, if you have no reasonable way to do so, go for a riichi and hope you get enough points. 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.
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 7900 points with riichi ippatsu mentsumo dora 1. Ideally, you should try to guarantee a comeback without any bonus han. However, if you have no reasonable way to do so, go for a riichi and hope you get enough points. At the same time, your opponents will be especially wary of a riichi in the last round, precisely because they don't want to lower their placement.


In some niche cases, the 1000 point riichi bet is enough to drop you down 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.
In some niche cases, the 1000 point riichi bet is enough to drop you down 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.
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The following table displays the minimum han/fu value required to surpass a leading player that is 'X' points ahead of you. Note that:
The following table displays the minimum han/fu value required to surpass a leading player that is 'X' points ahead of you. Note that:
*"Direct hit" rons are worth double the value of "non-direct hit" rons.  
*"Direct hit" rons (a ron on the player you're trying to surpass) are worth double the value of "non-direct hit" rons.  
*Tsumo requires less points than a non-direct hit ron, because with tsumo, you take point from everyone. (E.g. if you tsumo with a [[mangan]], you gain 8000 points, and opponents lose 2000 points, allowing you to overcome a 10000 point gap.)
*Tsumo requires less points than a non-direct hit ron, because with tsumo, you take points from everyone. (E.g. if you tsumo with a [[mangan]], you gain 8000 points, and the opponents lose 2000 points, allowing you to overcome a 10000 point gap.)
*You should also account for [[honba]] and [[riichi]] bets when calculating score.
*You should also account for [[honba]] and [[riichi]] bets when calculating score.
**Each honba stick lets you surpass a +400 point lead for tsumo, a +300 point lead for ron, and a +600 point lead for direct hit ron.
**Each honba stick lets you surpass a +400 point lead for tsumo, a +300 point lead for ron, and a +600 point lead for direct hit ron.
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