Mahjong strategy: Difference between revisions

From Japanese Mahjong Wiki
Jump to navigation Jump to search
m (resort headers)
 
(5 intermediate revisions by 2 users not shown)
Line 1: Line 1:
The game complexity of [[Japanese mahjong]] bears an equally complex set of tactics and strategies to consider. While luck is an element of the game, strategy is required to minimize the effects of luck. Ultimately, it is up to the player to pick and choose tiles to attain the best result possible.
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}}


A number of defensive strategies can be employed to minimize point losses. If anything, many game outcomes are mostly decided by [[ron|direct point losses]].  Therefore, players make it a point to avoid or at least minimize playing into other player's hands.
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.  


== Digital vs occult ==
== Starting hands ==
{{main|Digital vs occult}}
{{main|Haipai}}


Despite the variations methods to play the game, play styles can be summed up under two general categories: '''digital''' and '''occult'''.
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}}


Often, players may find themselves utilizing riichi or abstaining from riichi. With riichi being a discretionary yaku, players must evaluate the risk-reward aspect of this play. This decision often rests on the point standings, the [[kyoku|current hand]] and [[Jikaze|round]], and the hand's value.
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.
 
== Starting hands ==
{{main|Haipai}}
 
With each hand, every player is dealt with a starting hand.  Looking at the tiles, it is up to each player to determine the best choice of tiles to attain [[tenpai]] quickly.


=== Open vs closed ===
=== Open vs closed ===
{{main|Shanten|Takame and yasume}}
{{main|Naki strategy}}


A common question pertaining a hand considers opening vs keeping the hand closed. A few factors stem into this decision.  Some yaku and yakuman require closed hands.  The rest do not.  Naturally, it is up to the player to know, which fall under these two categories.  After that, the decision becomes considers necessity.  Among the "open allowable" yaku, some [[Kuisagari|decrease in value]] as an open hand. Here, the player must consider the affordability of an open hand. On top of that, the point differences may require players to utilize riichi; or else, the hand does not make up a point deficit.  Finally, hand development speed is the issue.  Regardless of hand value, the hand must win first in order to count at all.  Sometimes, the best option here is to open the hand in order to improve attaining tenpai.
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 is the best fit. However, a player may not necessarily target a yaku. At times, achieving tenpai is sufficiently enough, particularly when points are at a premium.
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]]. 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.
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, where players are waiting on a specific tile just to satisfy the [[yaku]] requirement.
[[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 ==

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.