Mahjong strategy: Difference between revisions
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The game complexity of [[Japanese mahjong]] bears an equally complex set of tactics and strategies to consider. | The game complexity of [[Japanese mahjong]] bears an equally complex set of tactics and strategies to consider. While luck is a major element of the game, strategy is required to make the most out of said luck. Ultimately, it is up to the player to pick and choose tiles to attain the best result possible. | ||
== Tile efficiency == | |||
{{main|Tile efficiency}} | |||
Playing with better '''[[tile efficiency]]''' means your hand is more likely to complete. Since only one player can win per round, tile efficiency is important. While going for 100% efficiency isn't always the right decision, it's best to not lose efficiency for no reason. | |||
== Defense == | == Defense == | ||
{{main|Defense}} | {{main|Defense}} | ||
Instead of going for a win, '''[[defense]]''' focuses on not [[ron|dealing in]] to other players, minimizing point losses. Many games are decided mainly by direct point losses, so it's sometimes best to fold completely, or at least go for a safer play. | |||
== | == Starting hands == | ||
{{main| | {{main|Haipai}} | ||
Each kyoku, every player is dealt with a starting hand of 13 tiles. Looking at the tiles, it is up to each player to determine the best choice of tiles to attain [[tenpai]] quickly. | |||
== Riichi == | === Riichi === | ||
{{main|Riichi}} | {{main|Riichi strategy}} | ||
Declaring [[riichi]] is optional. While the benefits of calling riichi are big (~1.5 han on average), players must evaluate the risk and rewards from doing so. This decision often rests on the point standings, the [[kyoku|current hand]] and [[Jikaze|round]], and the hand's value. | |||
== | === Open vs closed === | ||
{{main| | {{main|Naki strategy}} | ||
A common question is whether to make [[tile calls]], thus opening the hand, or keeping it closed. Open hands are faster, but require at least one [[yaku]]; a closed hand can always use [[riichi]]. In addiiton, some yaku are not available open; others reduce in value while open. A player should take into account point differences, the value of the hand, as well as the current hand/round to determining | |||
=== Yaku === | === Yaku === | ||
{{main|Yaku|List of yaku}} | {{main|Yaku|List of yaku}} | ||
If possible, a player can take the start hand and speculate which yaku are reasonable to obtain. However, a player may not necessarily target a yaku. Sometimes, just reaching tenpai is enough, especially in tight point races. | |||
== Tenpai == | == Tenpai == | ||
{{main|Machi|Tenpai}} | {{main|Machi|Tenpai}} | ||
Naturally, every player must be able to recognize a hand at [[tenpai]]. | Naturally, every player must be able to recognize a hand at [[tenpai]]. Likewise, waiting tiles must also be identified in order to not miss them, whenever they are drawn or discarded. Even so, players have an array of [[machi|waiting patterns]] to choose from in order to accomplish a winning hand. Furthermore, players may find themselves choosing one waiting pattern or another. | ||
=== Atozuke === | === Atozuke === | ||
{{main|Atozuke}} | {{main|Atozuke}} | ||
[[Atozuke]] is a special case of tenpai, | [[Atozuke]] is a special case of tenpai where the hand has no guaranteed yaku, and is waiting on a specific tile to obtain a yaku. Atozuke hands are usually allowed to win, but some rulesets forbid atozuke. | ||
== Digital vs occult == | |||
{{main|Digital vs occult}} | |||
'''Digital mahjong''' is a mahjong style that understands that luck is like a digital clock - the outcome of one hand doesn't affect the luck of the next hand. A digital style focuses a lot on probability and statistics, as these can be (practically) used regardless of player. | |||
'''Occult mahjong''' is what digital mahjong isn't. It focuses on luck and its flow from match to match. It may seem silly today, but there are some useful aspects not in digital mahjong - namely, the act of reading players. | |||
== External links == | == External links == | ||
* [http://justanotherjapanesemahjongblog.blogspot.com/ Just Another Japanese Mahjong Blog] | |||
: Translated strategy material from various Japanese sources. | |||
[[Category:Strategy]] | [[Category:Strategy]] | ||
{{Navbox strategy}} | |||
Latest revision as of 05:07, 26 July 2024
The game complexity of Japanese mahjong bears an equally complex set of tactics and strategies to consider. While luck is a major element of the game, strategy is required to make the most out of said luck. Ultimately, it is up to the player to pick and choose tiles to attain the best result possible.
Tile efficiency
Playing with better tile efficiency means your hand is more likely to complete. Since only one player can win per round, tile efficiency is important. While going for 100% efficiency isn't always the right decision, it's best to not lose efficiency for no reason.
Defense
Instead of going for a win, defense focuses on not dealing in to other players, minimizing point losses. Many games are decided mainly by direct point losses, so it's sometimes best to fold completely, or at least go for a safer play.
Starting hands
Each kyoku, every player is dealt with a starting hand of 13 tiles. Looking at the tiles, it is up to each player to determine the best choice of tiles to attain tenpai quickly.
Riichi
Declaring riichi is optional. While the benefits of calling riichi are big (~1.5 han on average), players must evaluate the risk and rewards from doing so. This decision often rests on the point standings, the current hand and round, and the hand's value.
Open vs closed
A common question is whether to make tile calls, thus opening the hand, or keeping it closed. Open hands are faster, but require at least one yaku; a closed hand can always use riichi. In addiiton, some yaku are not available open; others reduce in value while open. A player should take into account point differences, the value of the hand, as well as the current hand/round to determining
Yaku
If possible, a player can take the start hand and speculate which yaku are reasonable to obtain. However, a player may not necessarily target a yaku. Sometimes, just reaching tenpai is enough, especially in tight point races.
Tenpai
Naturally, every player must be able to recognize a hand at tenpai. Likewise, waiting tiles must also be identified in order to not miss them, whenever they are drawn or discarded. Even so, players have an array of waiting patterns to choose from in order to accomplish a winning hand. Furthermore, players may find themselves choosing one waiting pattern or another.
Atozuke
Atozuke is a special case of tenpai where the hand has no guaranteed yaku, and is waiting on a specific tile to obtain a yaku. Atozuke hands are usually allowed to win, but some rulesets forbid atozuke.
Digital vs occult
Digital mahjong is a mahjong style that understands that luck is like a digital clock - the outcome of one hand doesn't affect the luck of the next hand. A digital style focuses a lot on probability and statistics, as these can be (practically) used regardless of player.
Occult mahjong is what digital mahjong isn't. It focuses on luck and its flow from match to match. It may seem silly today, but there are some useful aspects not in digital mahjong - namely, the act of reading players.
External links
- Translated strategy material from various Japanese sources.
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