Riichi Book 1: Difference between revisions

From Japanese Mahjong Wiki
Jump to navigation Jump to search
mNo edit summary
 
(9 intermediate revisions by the same user not shown)
Line 1: Line 1:
[[Image:RB1cover.png|right|250px|right|thumb|Cover to Riichi Book 1.]]
[[Image:RB1cover.png|right|250px|right|thumb|Cover to Riichi Book 1.]]
'''Riichi Book 1''' is a "mahjong strategy primer for [[EMA|European players]]". Written by [[Daina Chiba]], it is a free online guide written in English and is often cited as go-to source for game improvement among the Western player base. The material is aimed to help players learn the game beyond [[yaku]] and perhaps attain [[Tenhou.net ranking|tokujou]] level status on the Tenhou ladder.  
'''Riichi Book 1''' is an English language e-book written by Daina Chiba that covers mahjong strategy. It is available for free online, and is often cited as go-to source for game improvement among the Western player base. The material is aimed to help players learn the game beyond [[yaku]] and perhaps attain [[Tenhou.net ranking|tokujou]] level status on the Tenhou ladder.  


==Overview==
==Overview==
The book is subdivided into three main sections:
The book is subdivided into three main sections:


* [[Tenhou.net|Online riichi]]
* [[Tenhou.net|Online riichi]] (42 pgs.)
* [[Tile efficiency]]
* [[Tile efficiency]] (89 pgs.)
* [[Mahjong strategy|Strategy]]
* [[Mahjong strategy|Strategy]] (107 pgs.)
 
The bulk of the material covers the third item.


==Riichi online==
==Riichi online==
{{main|Tenhou.net}}
{{main|Tenhou.net}}


The majority of this section points readers to Tenhou.net, as it was the most popular online site for riichi mahjong at the time of publication.  To this day, it still is.  However, the addition of [[Majsoul]] gives the platform some added competition.  Though, Majsoul did not even exist at the time.
This section points readers to [[tenhou.net]], the most popular online site for riichi mahjong at the time of writing.
 
== General strategies ==
The third section covers just under half of the book.  The central issue stems on the decision to either push or fold.  By push, this refers to continuing to build the hand to tenpai.  Fold points generally points towards [[defense]].  A hand looking to push or fold looks at conditions regarding its value, wait pattern, and shanten state.


=== Tile efficiency ===
== Tile efficiency ==
{{main|Tile efficiency}}
{{main|Tile efficiency}}
[[Image:Splitpair.png|right|thumb|250px|Hand advancement may require the choice to discard from existing [[Taatsu|hand pairs]].]]
[[Image:Splitpair.png|right|thumb|250px|Hand advancement may require the choice to discard from existing [[Taatsu|hand pairs]].]]
The third chapter of the book covers tile efficiency with an emphasis on maximization.  Players need to understand that a hand can be broken down into basic blocks.  Given various hand shapes, a hand during the process of development always have a number of [[Uke ire|waiting tiles]] to further progress the hand.  Here, player must look to aim to reduce the [[shanten]] count.  A lower shanten count reduces the number of waiting tiles.  This only means the hand advances and requires fewer tiles to advance further.  Once [[tenpai]], the counts are minimized.


===Tile groups===
The second section covers [[tile efficiency]], and concepts related to maximizing it. Having better tile efficiency means your hand is more likely to advance to tenpai.
{{main|Machi|Mentsu|Taatsu}}
 
===Five-block theory===
The book starts by introducing the concept of "blocks". Blocks include:
* Tile groups: [[sequence]]s and [[triplet]]s
* Incomplete tile groups: [[Taatsu|Joints]], [[pair]]s, and complex joints
 
A normal hand needs four tile groups and a pair - thus, it needs five blocks. The goal of five-block theory is to identify a hand's blocks, and try to improve the weakest blocks. Prefer having five strong blocks rather than six blocks.
 
When four blocks are complete (e.g. three tile groups, one pair), a hand will be in [[tenpai]], where the hand waits to complete the fifth block. Since the weakest block is likely to complete last, and a hand in tenpai waits on the last block, it's best to improve the weakest block first. Also, identifying blocks can help with identifying tenpai.
 
===Quality of blocks===
When judging blocks, the most important thing is the # of tiles that can complete it.


Tile groups can be broken down into two subcategories: [[Shuntsu|sequential]] and [[Ankou|triplets]].   Of the two, the former is the easier to complete by virtue of greater tile counts for completion.  For every [[Machi|waiting pattern]], there is a set number of waiting tiles.  [[Ryanmen]] provide the greatest number of waiting tiles from using just two tiles. As for other shapes, players may need to consider the ability for the tile shape to be reformed. During the formation of a hand, players may upgrade isolated tiles into [[taatsu]].
Sequences are easier to complete than triplets, as sequences have more tiles that can complete them. Of the incomplete tile groups, [[ryanmen]] is the strongest, as it has the most tiles that can complete it. The other types of joints can be judged on how easy it is to upgrade into ryanmen (the more ryanmen upgrades, the better). In general, shanpon with 2 pairs > kanchan > penchan.


===Tile versatility===
===Tile versatility===
Certain tiles are more versatile than others.  This is due to the number ranges.
{{#mjt:123456789m}}
{{#mjt:123456789m}}


Tile closer to the terminals have fewer tiles, that can help improve the shapeTiles 3-7 each can form taatsu using four tile types. Tiles 2 and 8 are reduced to needing any of three tile types. [[Routouhai|Terminals]] are limited to just two tile types in order to develop. The [[Jihai|honor tiles]] are the most difficult as they are each reduced to their own type.
Certain tiles are more versatile than others. Tiles closer to the terminals have fewer tiles that can help improve the shape:
* Tiles 3-7 each can form joints using four tile types, and ryanmen with two types.
* Tiles 2 and 8 can form joints using three tile types, and ryanmen with one type.
* Tiles 1 and 9 can form joints using only two tile types, and cannot form ryanmen.
* Honors cannot form joints.


Furthermore, [[kanchan]] waits can be ordered by versatility.  This stems from their ability to be reshaped and upgraded into ryanmen.
Therefore, when tiles are not already part of a block, prefer keeping 3-7 tiles over 2/8 tiles over 1/9 tiles.


===Pairs===
===Pairs===
{{main|Toitsu}}
{{main|Toitsu}}


All hands require paired tiles for completion. Then there is [[chiitoitsu]], which is a collection of pairs.  If a developing hand lacks a pair, then logically, the hand needs one. Of course, a hand could be tenpai on the pair, or [[tanki]]. However, as a wait, it is not an ideal one. If possible, a hand can be improved with a specific draw even when tenpai to produce a waiting pattern with a greater range to tile types.
All hands require at least one pair of tiles to win. Ideally, a hand should have a pair during development. A hand can wait to complete the pair at tenpai, but this type of wait - [[tanki]] - is not ideal.
 
At the same time, pairs are worse than joints as they accept less tiles. Generally, a hand should aim for two pairs.
* At one pair, if the pair is turned into a triplet, you'll need to find another pair (or break the triplet). This leads to an effective acceptance of 0 tiles.
* At two pairs, either pair can be turned into a triplet safely. This leads to an acceptance of 4 tiles.
* At three pairs, any pair can be turned into a triplet, but it was already safe to turn pairs into triplets at two pairs. This leads to an acceptance of 6 tiles.
 
Going from 1 -> 2 adds four tiles of acceptance, while 2 -> 3 only adds two tiles. If the third pair can be [[pon]]'d easily, such as a [[yakuhai]] pair in the early game, then having three pairs is fine.


The pair is a [[taatsu]].  Like any, they can be upgraded. In this case, a pair can become a triplet.  Pairs are not often ideal, especially when more than one is in the hand. The weakest count of pairs falls on three, as efficiency gets hindered by the lower number of waiting tiles.  A hand with four pairs at least has chiitoitsu as a consideration.
Pairs can be combined with joints to form complex joints (e.g. 45 is a ryanmen, 445 is a ryanmen+pair. The latter counts as a pair and a joint).


===Perfect shanten===
===Perfect shanten===
Hands have perfect shanten when they have multiple options to attain shanten reduction, including getting to tenpai.  The options include calling chii, pon, or drawing tiles to complete the necessary groups and advance shanten.  Finally, the hand always has the ability to produce the wait of ryanmen.
Hands have perfect N-shanten when every incomplete group is [[ryanmen]] or ryanmen+pair, and every tile contributes towards tenpai.


'''Example perfect 1-shanten''':<br>
'''Example perfect 1-shanten''':<br>
{{#mjt:455m678p3356s111z}}
{{#mjt:455m678p3356s111z}}
1 ryanmen+pair, 1 ryanmen, 1 pair, 2 compete groups


'''Example perfect 2-shanten''':<br>
'''Example perfect 2-shanten''':<br>
{{#mjt:455m78p23356s111z}}
{{#mjt:455m78p23356s111z}}
2 ryanmen+pair, 2 ryanmen, 1 complete group
== General strategies ==
The third section covers just under half of the book.


===Scoring===
===Scoring===
{{main|Scoring|Score table memorization}}
{{main|Scoring|Score table memorization}}


It is suggested to know the projected value of the hand, even before winning it. Naturally, this is only possible with the familiarity of the game's complicated scoring system.  Score based decisions factor into various game decisions.  This subsection breaks down the different components to knowing hand scores as well as some short cuts. Overall, it takes practice to learn the scoring table enough, to utilize for in-game decision making.
It is suggested to know what score a hand can reach, even before winning in it, since knowing the values is vital for decision-making. Naturally, you'll need to be familiar with the game's complicated scoring system.  This subsection breaks down the different components to knowing hand scores as well as some short cuts. Overall, it takes practice to learn the scoring table enough to actually use it in-game.


===Riichi===
===Riichi===
{{main|Riichi|Riichi strategy}}
{{main|Riichi|Riichi strategy}}


Riichi is a central element to the game, where players have the option to call or not to call. Many cases point towards calling riichi immediately, or "insta-riichi".  Here, the decision to call riichi comes with little to no hesitation. Yet, other cases depend on the game state, which includes the score situation, potential hand value, and the [[Kyoku|current hand]].
Riichi is a major aspect of the game, but it is optional. Riichi is very powerful - in many cases, you'll want to call riichi immediately. In other cases, you may want to go [[damaten]] (no riichi). Potential factors include score situation, potential hand value, and the [[Kyoku|current hand]].


===Defense===
===Defense===
{{main|Defense}}
{{main|Defense}}


Players look for tiles for defensive purposes.
Players look for tiles for defensive purposes. The book looks at [[genbutsu]] tiles, and then [[suji]] tiles.   
 
The natural selection aims at [[genbutsu]] tiles and then [[suji]] tiles.   


Then [[kabe]] plays a part, where discarded tiles may form a "blockade". Numbered tiles discarded form blockades along different suji intervals, making the formation of specific ryanmen patterns either difficult or impossible.
Then [[kabe]] plays a part, where discarded tiles may form a "blockade". When all four copies of a number tile are discarded, it is impossible for an opponent to have a [[ryanmen]] wait on the number tiles towards the outside (e.g. if all four 3's have been discarded, the 1 & 2 of that suit is safe).


===Open calls===
===Open calls===
{{main|Naki}}
{{main|Naki}}


Given the proper tiles, players have the ability to call on tiles and open the hand.  In many cases, [[Kuisagari|hands devalue]] once opened.  Most rule sets include [[kuitan]], or open [[tanyao]].  Often enough, players may be tempted to push for this hand regardless of value.
Open hands can be quick, but they are inherently less valuable (cannot score certain yaku; other yaku are devalued).
 
Many players open hands in order to push for either a fast and/or expensive hand.  It becomes problematic when the open call leans towards a slow and cheap hand.  The slow hand is reflected by a three shanten hand with bad waits.


As noted, open calls can reduce a hand's value. In many cases, the option to build a closed hand for riichi may be the much better alternative.  However, if a hand's value can be maintained while open, then an open hand may be the more favorable option.
The book suggests not to call if you have slow and cheap hands. Conversely, if the hand is fast ''or'' valuable, it's worth calling. However, sometimes it can be best to stay closed for the extra value.


Other tile call situations may stem on improving the wait. A drawn tile can help improve the wait of a hand.  Likewise, a discarded tile can do the same. Thus, a tile call can be used to alter the shape of the hand in order to create a more favorable wait.
Other tile call situations may stem on improving the wait. A drawn tile can help improve the wait of a hand, and a discarded tile can do the same. Thus, a tile call can be used to alter the shape of the hand in order to create a more favorable wait.


Sometimes, certain calls are necessary in order to complete yaku. In these cases, the tile call may serve as a means to attain tenpai at all.
Sometimes, certain calls are necessary in order to complete yaku. In these cases, the tile call may serve as a means to attain tenpai at all.


===The push and fold decision===
===The push and fold decision===
[[Image:PushFold.png|thumb|250px|right|Summary to push-fold judgement.]]
[[Image:PushFold.png|thumb|250px|right|Summary to push-fold judgement.]]
One of the most difficult aspects of the game rests on the decision to either push or fold.  In other words, this decision looks to either be offensive or defensive.  When playing offensively, the hand must show its worth either in terms of value or readiness. Otherwise, the hand simply cannot fight and therefore must fold.
One of the most difficult aspects of the game rests on the decision to either push (attack) or fold (defense).  When playing offensively, the hand must either be valuable enough or fast enough. Otherwise, it's best to fold.


Furthermore, players must take into account opponent readiness. This generally takes some guess work and is extremely dificult.  If players are not tenpai, then defensive play is not all that necessary.  Of course, if another player declares riichi, then the decision to fold becomes easier.
Players must also take into account opponent readiness. When opponents don't declare [[riichi]], this will generally take some guesswork; it is extremely difficult to tell when said opponents are tenpai.  If players are not tenpai, then defensive play is not all that necessary.


Finally, the current point standing plays into the push fold decision.  Players in the lead are not as pressured to push, as those who are not. Players sitting in fourth, especially in the latter South round hands are more inclined to push at almost any cost.  The result for players not to push or dealing in may be the same, if placement is the only criteria.
Finally, the current point standing plays into the push fold decision.  Players in the lead are not as pressured to push as those who are not. Players sitting in fourth, especially in the latter end of the South round, are more inclined to push at almost any cost.  The result for players not to push or dealing in may be the same, if placement is the only criteria.


===South 4===
===South 4===
South 4, or "all last", is typically the last hand of the game. This is barring [[renchan]]. Many mahjong rule sets, particularly tournament, apply a calculation of [[uma]], which is a point bonus applied to placement.
South 4, or "all last", is typically the last hand of the game (barring [[renchan]] or not reaching target score). Many mahjong rule sets, particularly tournaments, apply a calculation of [[uma]], a point bonus that depends on placement. Therefore, even a 100 point lead over an opponent can result in a big bonus.  


In this last rotation, players must take note of point differences. For non-dealers, this is effectively the game's last hand. When scoring a hand, the player must take note of the point difference via both ron and tsumo.  From there, the hand must be built to fit the point requirement to make up the difference for gyakuten.
In this last rotation, players must take note of point differences. For non-dealers, this is effectively the game's last hand. When scoring a hand, the player must take note of the point difference via both ron and tsumo.  From there, the hand must be built to fit the point requirement to make up the difference for gyakuten.


===South 3===
===South 3===
South 3 effectively marks only two hands remaining in a game, barring renchan.
South 3 is the second-to-last hand in the game, barring renchan.


==Etiquette==
==Etiquette==

Latest revision as of 18:58, 26 July 2024

Cover to Riichi Book 1.

Riichi Book 1 is an English language e-book written by Daina Chiba that covers mahjong strategy. It is available for free online, and is often cited as go-to source for game improvement among the Western player base. The material is aimed to help players learn the game beyond yaku and perhaps attain tokujou level status on the Tenhou ladder.

Overview

The book is subdivided into three main sections:

Riichi online

This section points readers to tenhou.net, the most popular online site for riichi mahjong at the time of writing.

Tile efficiency

Hand advancement may require the choice to discard from existing hand pairs.

The second section covers tile efficiency, and concepts related to maximizing it. Having better tile efficiency means your hand is more likely to advance to tenpai.

Five-block theory

The book starts by introducing the concept of "blocks". Blocks include:

A normal hand needs four tile groups and a pair - thus, it needs five blocks. The goal of five-block theory is to identify a hand's blocks, and try to improve the weakest blocks. Prefer having five strong blocks rather than six blocks.

When four blocks are complete (e.g. three tile groups, one pair), a hand will be in tenpai, where the hand waits to complete the fifth block. Since the weakest block is likely to complete last, and a hand in tenpai waits on the last block, it's best to improve the weakest block first. Also, identifying blocks can help with identifying tenpai.

Quality of blocks

When judging blocks, the most important thing is the # of tiles that can complete it.

Sequences are easier to complete than triplets, as sequences have more tiles that can complete them. Of the incomplete tile groups, ryanmen is the strongest, as it has the most tiles that can complete it. The other types of joints can be judged on how easy it is to upgrade into ryanmen (the more ryanmen upgrades, the better). In general, shanpon with 2 pairs > kanchan > penchan.

Tile versatility

Certain tiles are more versatile than others. Tiles closer to the terminals have fewer tiles that can help improve the shape:

  • Tiles 3-7 each can form joints using four tile types, and ryanmen with two types.
  • Tiles 2 and 8 can form joints using three tile types, and ryanmen with one type.
  • Tiles 1 and 9 can form joints using only two tile types, and cannot form ryanmen.
  • Honors cannot form joints.

Therefore, when tiles are not already part of a block, prefer keeping 3-7 tiles over 2/8 tiles over 1/9 tiles.

Pairs

All hands require at least one pair of tiles to win. Ideally, a hand should have a pair during development. A hand can wait to complete the pair at tenpai, but this type of wait - tanki - is not ideal.

At the same time, pairs are worse than joints as they accept less tiles. Generally, a hand should aim for two pairs.

  • At one pair, if the pair is turned into a triplet, you'll need to find another pair (or break the triplet). This leads to an effective acceptance of 0 tiles.
  • At two pairs, either pair can be turned into a triplet safely. This leads to an acceptance of 4 tiles.
  • At three pairs, any pair can be turned into a triplet, but it was already safe to turn pairs into triplets at two pairs. This leads to an acceptance of 6 tiles.

Going from 1 -> 2 adds four tiles of acceptance, while 2 -> 3 only adds two tiles. If the third pair can be pon'd easily, such as a yakuhai pair in the early game, then having three pairs is fine.

Pairs can be combined with joints to form complex joints (e.g. 45 is a ryanmen, 445 is a ryanmen+pair. The latter counts as a pair and a joint).

Perfect shanten

Hands have perfect N-shanten when every incomplete group is ryanmen or ryanmen+pair, and every tile contributes towards tenpai.

Example perfect 1-shanten:

1 ryanmen+pair, 1 ryanmen, 1 pair, 2 compete groups

Example perfect 2-shanten:

2 ryanmen+pair, 2 ryanmen, 1 complete group

General strategies

The third section covers just under half of the book.

Scoring

It is suggested to know what score a hand can reach, even before winning in it, since knowing the values is vital for decision-making. Naturally, you'll need to be familiar with the game's complicated scoring system. This subsection breaks down the different components to knowing hand scores as well as some short cuts. Overall, it takes practice to learn the scoring table enough to actually use it in-game.

Riichi

Riichi is a major aspect of the game, but it is optional. Riichi is very powerful - in many cases, you'll want to call riichi immediately. In other cases, you may want to go damaten (no riichi). Potential factors include score situation, potential hand value, and the current hand.

Defense

Players look for tiles for defensive purposes. The book looks at genbutsu tiles, and then suji tiles.

Then kabe plays a part, where discarded tiles may form a "blockade". When all four copies of a number tile are discarded, it is impossible for an opponent to have a ryanmen wait on the number tiles towards the outside (e.g. if all four 3's have been discarded, the 1 & 2 of that suit is safe).

Open calls

Open hands can be quick, but they are inherently less valuable (cannot score certain yaku; other yaku are devalued).

The book suggests not to call if you have slow and cheap hands. Conversely, if the hand is fast or valuable, it's worth calling. However, sometimes it can be best to stay closed for the extra value.

Other tile call situations may stem on improving the wait. A drawn tile can help improve the wait of a hand, and a discarded tile can do the same. Thus, a tile call can be used to alter the shape of the hand in order to create a more favorable wait.

Sometimes, certain calls are necessary in order to complete yaku. In these cases, the tile call may serve as a means to attain tenpai at all.

The push and fold decision

Summary to push-fold judgement.

One of the most difficult aspects of the game rests on the decision to either push (attack) or fold (defense). When playing offensively, the hand must either be valuable enough or fast enough. Otherwise, it's best to fold.

Players must also take into account opponent readiness. When opponents don't declare riichi, this will generally take some guesswork; it is extremely difficult to tell when said opponents are tenpai. If players are not tenpai, then defensive play is not all that necessary.

Finally, the current point standing plays into the push fold decision. Players in the lead are not as pressured to push as those who are not. Players sitting in fourth, especially in the latter end of the South round, are more inclined to push at almost any cost. The result for players not to push or dealing in may be the same, if placement is the only criteria.

South 4

South 4, or "all last", is typically the last hand of the game (barring renchan or not reaching target score). Many mahjong rule sets, particularly tournaments, apply a calculation of uma, a point bonus that depends on placement. Therefore, even a 100 point lead over an opponent can result in a big bonus.

In this last rotation, players must take note of point differences. For non-dealers, this is effectively the game's last hand. When scoring a hand, the player must take note of the point difference via both ron and tsumo. From there, the hand must be built to fit the point requirement to make up the difference for gyakuten.

South 3

South 3 is the second-to-last hand in the game, barring renchan.

Etiquette

While included in the third section, this portion of the book warrants some importance, as mahjong players are suggested to learn some game etiquette. Etiquette aids in game functionality, by prompting players to not waste time. A single hanchan can take roughly anywhere between one hour to ninety minutes, depending on the average player speed.

External links

Sources

Daina Chiba cited multiple sources to produce this book, including this Wiki.