Riichi strategy: Difference between revisions

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[[Image:Bad_riichi.png|right|250px|thumb|An ill-advised and unnecessary [http://tenhou.net/0/?log=2014092217gm-0089-0000-3fd71626&tw=3&ts=8 riichi].]]
[[Image:Bad_riichi.png|right|250px|thumb|An ill-advised and unnecessary [http://tenhou.net/0/?log=2014092217gm-0089-0000-3fd71626&tw=3&ts=8 riichi].]]
Strategy surrounding the call for [[riichi]] entails various considerations.  Players may very well blindly call riichi without any thought.  Sometimes, this move pays off; and the player is rewarded.  Then on the other hand, players are punished.  Even worse, they are dubiously punished.  While riichi hands gives players the chance for [[Scoring|higher scoring]] hands, players must not be blinded by the opportunity without considering the risks.  Sometimes, that riichi call may not be necessary anyways.  Regardless, players win or lose on the risk-reward nature of the riichi declaration.
''For strategy regarding riichi mahjong itself, see [[Strategy]]''


==Assessing riichi==
Calling [[riichi]] comes with various considerations. While it gives a high score bonus, it also alerts players that you are in tenpai, and prevents you from [[defense|defending]]. Therefore, some discretion should be used before declaring riichi.
When it comes to riichi, one must weigh the advantages and disadvantages.
 
== Assessing riichi ==
[[Image:Indefensible riichi.png|thumb|right|250px|Riichi does not let you respond to [http://tenhou.net/0/?log=2012111209gm-0009-7447-x33034e7e5279&tw=2&ts=4 any conditions that change in the future].]] <!--Aligns with the disadvantages section better here-->


=== Advantages ===
=== Advantages ===
[[Image:Indefensible riichi.png|thumb|right|250px|Riichi is not responsive to [http://tenhou.net/0/?log=2012111209gm-0009-7447-x33034e7e5279&tw=2&ts=4 future changing conditions].]] <!--Aligns with the disadvantages section better here-->
* Riichi is a [[yaku]]. It grants 1 additional han and allows any closed hand to meet the yaku requirement.
* Any closed hand becomes eligible for winning by ron.
* You can score additional han through [[ippatsu]] and/or [[ura dora]]. In addition, you are more likely to [[tsumo]] with a riichi, increasing the chance for [[menzen tsumo]]. When considering these bonuses, a riichi is worth an average of around 1.5 han.
* Riichi is an automatic yaku and is eligible to count for 1 additional han (after a win).
** Each [[kan]] formed by any player provides a kan uradora to the riichi, in addition to the regular kan dora.
* A win via tsumo is guaranteed an extra han from [[mentsumo]].
* Other players may defend against a riichi call, giving up their hands to avoid dealing in.
* A possible 3-han [[Yaku compatability|riichi combination]] of: riichi, [[ippatsu]], and mentsumo.
* Access to the [[dora|uradora]] (after a win).
* Kans formed by any player provide two extra dora indicators (per kan declaration) for the riichi declarer instead of just one.
* Other players are recommended to defend against riichi calls, if possible or needed.  Otherwise, players run the risk of falling to that hand.


=== Disadvantages ===
=== Disadvantages ===
* '''By rule, the hand is locked'''. Therefore, it is impossible to change the composition of the hand in order to get a better wait or an improved score.   
* By rule, the hand is locked. Therefore, it is impossible to change the composition of the hand in order to get a better wait or an improved score.   
* Changing a hand while in riichi breaks this rule and imposes [[chombo]].
** A riichi hand can no longer defend. If other players manage to reach tenpai, you could deal in.
* Likewise, a player can no longer defend and must wait for a winning tile.
* Riichi usually lowers the hand's win rate. A defending player is less likely to deal in, so you'll be less likely to win.
* Other players retain the ability to develop their hands, if they choose not to defend against the riichi.
* If you do not declare a win on the first possible winning tile, you will enter [[furiten]].
* Defending players are less likely to deal in.
** Entering furiten is usually ill-advised, so players may have to accept a [[yasume]] (lower scoring tile).
* It is highly recommended to declare the win on the first instance of a winning tile, even if the tile is a [[yasume]] or a lower scoring tile (based on yaku).  Otherwise, the hand is subject to [[furiten]].  Of course, this decision rests on the current scores.
** A riichi call prevents you from [[targeting]] a specific player to ron off of.
* A riichi call disables a person's ability to be [[targeting|selective]] of points from particular players (if need be).
* A "riichi stick" of 1,000 points is spent to call the riichi, with the hopes of winning it back.  However, other players may win the hand and capture those 1,000 points instead.
* A "riichi stick" of 1,000 points is temporarily spent to call the riichi, with the hopes of winning it back.  However, other players may win the hand and capture those 1,000 points instead.
 
== Alternatives ==
There are two main alternatives to riichi:
* [[Damaten]]: entering tenpai without riichi. (Even if the hand has no yaku, any closed hand can gain yaku with [[menzen tsumo]].)
* Going back to [[iishanten]]: either done to defend, or - rarely - look for upgrades (iishanten tends to allow more upgrades than tenpai).
 
== Speed ==
[[Image:Intimidate riichi.png|thumb|right|250px|[http://tenhou.net/0/?log=2016081218gm-0029-0000-bcaa7251&tw=1&ts=14 Riichi called] to apply pressure onto the other players, with relatively low scoring differentials.]]
 
There is a big advantage to being the first to tenpai, and thus an advantage to being the first to riichi.
* Only one hand can win per round. Winning first will prevent anyone else from winning.
* To complete a [[sequence]], a tenpai hand can call [[ron]] from anyone. Regular hands are stuck with [[chii]], which can only be called from the leftmost player.
* It is difficult for opponents that aren't already in tenpai to push against a riichi:
** If an opponent decides to push: progressing from [[iishanten]] to [[tenpai]] is slow. Even with great [[tile acceptance]], going iishanten -> tenpai can take a few turns - this gives you a few turns to win.
** If an opponent decides to fold: great - that's one less opponent to worry about.
** In a ruleset with 3 [[red five]]s, an average riichi is worth 7000 points (though this considers [[menzen tsumo]]). From an expected value standpoint, pushing an iishanten isn't wise unless the hand is very good.
 
Due to these advantages, a "head start" riichi is very powerful. Even if an opponent attacks into your riichi, you have chances to win before then. Declaring riichi ''just'' for intimidation is not effective, but any sort of value can make the riichi powerful.
 
Conversely, a chasing riichi (riichi after another player has declared riichi) is weaker for the same reasons. You should not shy away from a chasing riichi, though; if you reach tenpai safely, and want to attack against an opponent, you want all the value you can get.


== Considerations for riichi ==
== Hand shape and waits ==
Once again, riichi is a discretionary play. In fact, in all instances of considering and calling riichi, risk is involved.  Therefore, various factors must be considered before employing using riichi. At the same time, many plays involving riichi are highly recommended.  Employing riichi is a matter of the current game state.
Once a hand reaches tenpai, its chance of winning depends largely on its [[wait]]s. The more tiles it waits on, the better. Since most of riichi's downsides only apply if you don't win, having a good wait (2+ sided wait, >=6 tiles acceptance) makes the riichi stronger. Conversely, a bad shape riichi is less likely to win, and may want to upgrade into a better wait.


=== Scoring ===
[[Furiten]] weakens the hand. A furiten 2-sided wait ~= a non-furiten 1-sided wait. A furiten 3-sided wait is quite strong.


Generally, declaring riichi will increase the score of a hand substantially. In addition to providing one guaranteed extra han towards the hand, it grants the opportunity to grab additional increases in ippatsu and uradora. For hands that are not close to mangan limit, declaring riichi will triple the hand's score on average. In general circumstances, this huge increase in reward alone is enough to offset any concerns riichi may raise, which is why it is such a popular move. However, hands which are already high in score will receive significantly less benefit from riichi, and the scoring situation may mean that the extra score is pointless.
== Score ==
Riichi gives 1 han, and possibly more via ippatsu and ura dora. Every han doubles score until the [[mangan]] cap, so these are all valuable. If a hand is below mangan, riichi roughly ''triples'' your average score.


=== Intimidation ===
However, there are a few cases where score does not matter:
* Past [[mangan]], each han has reduced effectiveness. A [[haneman]]-or-higher hand shouldn't riichi because it is already very valuable, so the score bonus from riichi isn't as impactful. (For example: Going from 6 han -> 7 han doesn't increase score. 7 han -> 8 han is only a +25% boost to score.)
* When first with a large lead, or first during [[all last]]. In this case, damaten helps increase your win rate, allowing you to end the game faster.
* When in [[all last]], where both dama and riichi will result in the same final placement (even with a direct hit riichi + 1 ura dora).


By declaring riichi, the player exerts pressure on the other players, as hands that are not yet in tenpai will be in a significant disadvantage when trying to contest another hand that is already in tenpai. As such, declaring riichi can easily intimidate other players into defending instead of attempting to win the hand, and even if they attempt to contest it, they may end up becoming more cautious and becoming less offensive in general. Of course, this is not guaranteed to work, especially if the point standings force some other players to take on offense at all costs. However, the advantage of having an early tenpai hand is high enough to offset this in general.
That being said, the extra points from riichi often do matter. Mahjong is a game about scoring the most points, after all.


=== Winning chance ===
=== Winning chance ===
Pressing players to defend will often lower your chance of winning. When a hand has a yaku other than riichi, declaring riichi generally lowers your winrate by around x70% to x80%.<ref>Miinin. ''Statistical Mahjong Strategy''.</ref> However, since riichi more-than-doubles your score (until mangan), declaring riichi offers better value under normal circumstances. If you don't care about the point boost, though, then dama is better.


Obviously, by pressuring other players into defending, one is essentially lowering their chance of winning. Assuming that the hand has other yaku and thus declare Ron without riichi, declaring riichi reduces the hand's chance of winning by about 40%. Generally this is offset by the increase of hand value, but not always. On the other hand, there are some hands which have such ridiculously low chance waits (single tile wait on dora, for example) even without riichi, that declaring riichi actually doesn't really reduce the winning rate at all, and pressuring other players into defending means that one is also reducing the chance of other players winning the hand afterwards.
Hands which have an extremely poor wait (e.g single tile wait on dora) are so bad that riichi doesn't reduce their chance of winning by much.


=== Hand lock ===
== Point standing ==
{{Main|Situational analysis|Kyoku}}


By declaring riichi, one is locking their hand for the rest of the round. This means that they cannot change the hand to get a better wait, nor can they choose to defend if another player decides to contest the Riichi. This is really the most major risk of declaring riichi. Generally, the hand that is first to tenpai has significant advantage over other hands and thus the reward is well worth the risk, but especially if the hand's shape is not good, or if the risk of dealing in is greater than the reward of winning the hand with additional value, then it can be a bigger point of consideration.
[[Situational analysis]] (analysis of point standings/placements/round #) is key to using riichi. In the first half of the game, the exact point standings won't be a concern. There are many opportunities to make up differences: a player who's ahead can hardly afford to rest on their laurels, while players who are behind are not as desperate. Thus, playing for expected value is strong, even with a big lead.


=== Damaten ===
In the latter half of the game (usually in the South round; can be earlier if a player is close to bankrupting), the point standing matters more. Most mahjong games include [[uma]], providing a huge incentive to rise/keep placements. Going from 3rd to 2nd is a major jump, and going from 3rd to 4th is a major blow. Even a +1000 point win is valuable if it causes you to rise in placement, or lets you keep your current placement. In the South round:


Some hands have yaku in themselves that they do not need to declare riichi to declare ron on other players. With these hands, the option of damaten (not declaring riichi) can be more alluring due to higher win rate (which will in rare occasions be more important than increasing the hand's score). Hands without other yaku can only be won by tsumo if riichi is not declared, and thus will almost never consider damaten an option - the only concern here would be defensive (ie. the player may wish to give up tenpai to defend later), which will only very rarely become an issue large enough to override the reward of winning the hand.
* Players that are ahead / in the lead should be more willing to dama. Late in the game, increasing your point lead doesn't matter as much, but the risk of dealing in matters more. Also, as mentioned above, dama increases your winrate, allowing you to end the game faster.
* Players in 4th by a large amount are often forced to riichi, hoping for a big hand.  
* Players in the middle should analyze their own specific situations to determine if riichi is right. If being in 4th place confers a huge penalty (such as high ranked gameplay in [[tenhou.net]] and [[Majsoul]]), players not in 4th may want to dama to end the game faster, even if riichi could let them rise a place.
*If a damaten win and riichi win would cause you to end up in the same placement, and it's all last, you should dama.


=== Furiten ===
Rarely, the 1000 point bet used to declare riichi can cause you to drop down a placement. If this is the case during all last, you probably shouldn't riichi if you have another yaku.
 
Overall: in the earlier end of the game, going for expected points can be a good idea. In the later end, aiming to retain (or improve) your placement usually matters more than the points themselves. This consideration will depend on the game's [[oka and uma]] settings.
 
== Hand lock ==
By declaring riichi, the hand is locked - you cannot upgrade the hand to improve the wait, gain yaku, or play defensively.
 
=== Waiting for upgrades ===
Being the first to riichi is a big advantage of itself. So, if you want to delay riichi to wait for an upgrade, you should have many tiles that you could upgrade off of. As a contrived example:
 
{{#mjt: 123m345p888p4449s}} Waiting for: {{#mjt: 9s}}
 
You could upgrade the hand to a two-sided or better wait with: {{#mjt: 14m235679p2356s}}, which is up to 48 tiles. When considering the number of upgrades, you should consider every visible tile. You must also watch out for [[furiten]].
 
As the round progresses, you should be more willing to riichi than to wait for an upgrade; you don't have as much time to wait for an upgrade.
 
Note: when you reach tenpai but are waiting for an upgrade, it's often best to stay at [[iishanten]], ''unless'' you have an expensive hand (3+ han). If you enter tenpai with a 46-pin middle [[kanchan]], you have 8 tiles worth of upgrade. If you decline tenpai, you'll often have more than 8 tiles to upgrade with. For example, if you discard 6-pin, leaving 4-pin and a 2334-man shape, you have 18 tiles worth of non-furiten uprades.
 
=== Defense ===
The hand lock prevents you from defending, which is the biggest risk of declaring riichi. Often, the reward is worthwhile: even without riichi, it is often best to keep tenpai instead of defending. But if the risk of dealing in is greater than riichi's extra value, then it can be a bigger point of concern.
 
The most common example is when you are far in the lead, since the extra points don't matter much. It can also happen when in 2nd, it's late in the game, and 1st is too far ahead of you.
 
== Furiten ==
{{main|Furiten}}
{{main|Furiten}}


Declaring riichi means that, if the player decides to give up the chance to declare ron on another player's discarded tile, they will end up being in furiten for the rest of the hand, unable to declare rons on any other players discards. On the other hand, being in damaten allows the player to remain in furiten for only until their next draw in these situations. Occasionally this is an issue with hands that have waits with different values, as they are more or less forced to take the cheaper wait discarded by others instead of letting it pass - however, considering that Riichi already increases the hand's value by 1.5 hans or so in general, this is only really a concern if the difference between waits are at least 3 hans. Another issue is that one may want to specifically avoid getting ron from another player (mostly if it would reduce that player's point to 0 without achieving the goal of taking over someone with more points).
Declaring riichi means that, if the player declines the first possible ron, they enter permanent [[furiten]]. Meanwhile, if a damaten hand skips a win, it is only in furiten until the next discard.
 
* Damaten has better control over [[takame and yasume]]. A dama hand can choose to reject a lower-scoring tile. However, since riichi is worth 1.5 han on average, the difference between takame/yasume needs to be 3+ han in order to matter.
* A damaten hand can try and target a specific player. You may want to ron to get a player below 0 points, ending the game immediately. Or you may wish to avoid calling ron on a player with 0 points, to not end the game. This can also be done to [[gyakuten|change placement]] when near all last (e.g. targeting 1st place as 2nd). However, since riichi gives a hefty point bonus, a riichi hand might improve your placement even if you tsumo or ron the "wrong" player.


=== Game round ===
== Oikake riichi ==
{{main|Kyoku}}


Generally, during the first half of the entire game, point standing is not as large of a concern due to that there are many opportunities to make up differences - this means that the players who are ahead can hardly afford to rest on their laurels, and also that players who are behind are not as desperate in catching up. Thus situations tend to be more general as point standing is not as important: riichi's increased reward is usually appreciated, its intimidation effect more often felt, and it is more often a good idea.
'''Oikake riichi''' {{kana|追いかけリーチ}} is a "chasing riichi", or a declared riichi after another player had already declared riichi. In this state, two or even three players have simultaneously declared riichi. In this state, players are locked into a "riichi duel" - any riichi declarer is liable of playing into another's riichi call.


When the game is closer to its end (generally around the second half, but the point may become earlier if particularly large wins and losses have been going on), point standing becomes more and more of a concern as opportunities to overturn difference become scarcer. Players who are ahead may thus become more cautious, with riichi's risks amplified for them, amongst other considerations.
Players often declare chasing riichi when:
* They have no option to defend.
* They have a strong hand.
** If tenpai happens to be reached with a good wait after an opponent's riichi, then declaring chasing riichi is strong. Your win rate far exceeds the deal-in rate. (If the hand is still iishanten when the first riichi is declared, a very strong hand is needed to "full" attack.)


=== Point standing ===
When you do have the option to defend, the decision to push or fold should depend more on [[shanten]], [[tile acceptance]], and wait rather than the value of the hand.


When the game is closer to its end, point standing can affect the decision to declare riichi or not in many ways. For starters, players who have a large lead will be more cautious, and the risk of less win rate or hand locking become amplified for them, while the reward of increasing value and intimidation are lessend. Players who are greatly behind, on the other hand, will likely cling to Riichi's increase in value, as all the risks in the world no longer matter to them. Players who are in the middle will also start having specific point goals for their hands to achieve their goals - one player may choose to damaten their hand because it is large enough to overcome the difference to another player's score, while another may choose to declare riichi because they need the extra points to do so. For these players there are no fast and hard rules to adhere to any more - they simply have to analyze their own situation and decide what goals to set for their hands, and whether if declaring riichi would fit (or not fit) into their plan.
If [[abortive draw]]s are enabled, the hand will end in abortive draw when all four players declare riichi (after the 4th riichi declarer discards a tile).


=== Hand shape and waits ===
== (Average) riichi criteria ==
With all these factors in mind, the following is a rough guideline of when to and not to riichi. This list should be taken with a grain of salt - they may change based on the exact hand composition, your opponents hands/discards, point standings, round #, and the current turn #.


After a riichi call, the likelihood of the hand winning places itself on its hand shape and [[machi|tile waits]]. Hands with waits of three tiles or greater, such as [[ryanmenten]] or [[sanmentan]], have a favorable chance of winning, while one tile waits like [[kanchan]] or [[tanki]] are less likely to win. Since pretty much all the risks associated with riichi is only if the hand fails to win, having a hand with good shape waits to win obviously means that they're less of a concern. Bad shape waits may be more pressured to keep the possibility of failure in mind, as well as the possibility of changing the hand into having a better wait.
'''Do riichi:'''
* When first to tenpai, good wait (>= 6 tiles), 1-4 han after riichi. Even a riichi-only hand with a [[ryanmen]] wait is positive value.
* When first to tenpai, bad wait, 2-4 han after riichi. A 2 han 40 fu hand (e.g. riichi tanyao) is better than damaten.
* When declaring chasing riichi, with a hand worth pushing, if it's at/below mangan post riichi.


== Oikake riichi ==
Note: "First to tenpai" also assumes it is before the 3rd row of discards (turn 12 or earlier). Past turn 12, it can still be worthwhile to riichi, but beware of [[dama]]/open tenpai.


'''Oikake riichi''' {{kana|追いかけリーチ}} is a declared riichi, after another player had already declared riichi. In this state, two or even three players have simultaneously declared riichi; and thus, the game becomes a contest between two or three tenpai hands. In this state, any riichi declarer is liable of playing into another's riichi call. At the time same, this type of riichi is often utilized because at least one player is not able to defend. With multiple riichis occurring simultaneously, the players end up in a "riichi duel".
'''Don't riichi:'''
* With a bad wait riichi-only hand.
* With a hand that's haneman or higher before riichi.
* With a 4 han (before riichi) bad wait hand.
** A 4 han (before riichi) good wait hand should call riichi if its early in the game, but dama when late in the game.
* With an extreme amount of upgrades. The amount of upgrades need to be very high to skip tenpai. In the early game, to delay tenpai there should be: 6 types of tiles (~24 tiles total) for a wait upgrade, or 4 types (~16 tiles total) to double value. As the game proresses, an even larger # of upgrades is needed to beat riichi.
* After point standing analysis. You don't need to riichi with a large lead in all last, or if dama would result in you taking 1st during all last.


The process of four active riichi hands is not possible due to [[Tochuu ryuukyoku|suucha riichi]], or four called riichi.  In this case, the hand ends if the fourth riichi discard is not a winning tile for any of the previous three.
==References==
{{reflist}}


==External links==
==External links==
{{Youtube
| url        = https://www.youtube.com/watch?v=qkFEjYCbLPw
| linkname    = 【麻雀講座】ダマテンにすべき手の基準~"場況"という曖昧さを解消する
| description = Unimaru's coverage of riichi vs damaten
}}
* [http://justanotherjapanesemahjongblog.blogspot.com/p/riichi-theory.html Theories on Riichi]
* [http://justanotherjapanesemahjongblog.blogspot.com/p/riichi-theory.html Theories on Riichi]


{{Navbox strategy}}
{{Navbox strategy}}
[[Category:Strategy]]
[[Category:Strategy]]

Latest revision as of 19:12, 2 October 2024

An ill-advised and unnecessary riichi.

For strategy regarding riichi mahjong itself, see Strategy

Calling riichi comes with various considerations. While it gives a high score bonus, it also alerts players that you are in tenpai, and prevents you from defending. Therefore, some discretion should be used before declaring riichi.

Assessing riichi

Riichi does not let you respond to any conditions that change in the future.

Advantages

  • Riichi is a yaku. It grants 1 additional han and allows any closed hand to meet the yaku requirement.
  • You can score additional han through ippatsu and/or ura dora. In addition, you are more likely to tsumo with a riichi, increasing the chance for menzen tsumo. When considering these bonuses, a riichi is worth an average of around 1.5 han.
    • Each kan formed by any player provides a kan uradora to the riichi, in addition to the regular kan dora.
  • Other players may defend against a riichi call, giving up their hands to avoid dealing in.

Disadvantages

  • By rule, the hand is locked. Therefore, it is impossible to change the composition of the hand in order to get a better wait or an improved score.
    • A riichi hand can no longer defend. If other players manage to reach tenpai, you could deal in.
  • Riichi usually lowers the hand's win rate. A defending player is less likely to deal in, so you'll be less likely to win.
  • If you do not declare a win on the first possible winning tile, you will enter furiten.
    • Entering furiten is usually ill-advised, so players may have to accept a yasume (lower scoring tile).
    • A riichi call prevents you from targeting a specific player to ron off of.
  • A "riichi stick" of 1,000 points is spent to call the riichi, with the hopes of winning it back. However, other players may win the hand and capture those 1,000 points instead.

Alternatives

There are two main alternatives to riichi:

  • Damaten: entering tenpai without riichi. (Even if the hand has no yaku, any closed hand can gain yaku with menzen tsumo.)
  • Going back to iishanten: either done to defend, or - rarely - look for upgrades (iishanten tends to allow more upgrades than tenpai).

Speed

Riichi called to apply pressure onto the other players, with relatively low scoring differentials.

There is a big advantage to being the first to tenpai, and thus an advantage to being the first to riichi.

  • Only one hand can win per round. Winning first will prevent anyone else from winning.
  • To complete a sequence, a tenpai hand can call ron from anyone. Regular hands are stuck with chii, which can only be called from the leftmost player.
  • It is difficult for opponents that aren't already in tenpai to push against a riichi:
    • If an opponent decides to push: progressing from iishanten to tenpai is slow. Even with great tile acceptance, going iishanten -> tenpai can take a few turns - this gives you a few turns to win.
    • If an opponent decides to fold: great - that's one less opponent to worry about.
    • In a ruleset with 3 red fives, an average riichi is worth 7000 points (though this considers menzen tsumo). From an expected value standpoint, pushing an iishanten isn't wise unless the hand is very good.

Due to these advantages, a "head start" riichi is very powerful. Even if an opponent attacks into your riichi, you have chances to win before then. Declaring riichi just for intimidation is not effective, but any sort of value can make the riichi powerful.

Conversely, a chasing riichi (riichi after another player has declared riichi) is weaker for the same reasons. You should not shy away from a chasing riichi, though; if you reach tenpai safely, and want to attack against an opponent, you want all the value you can get.

Hand shape and waits

Once a hand reaches tenpai, its chance of winning depends largely on its waits. The more tiles it waits on, the better. Since most of riichi's downsides only apply if you don't win, having a good wait (2+ sided wait, >=6 tiles acceptance) makes the riichi stronger. Conversely, a bad shape riichi is less likely to win, and may want to upgrade into a better wait.

Furiten weakens the hand. A furiten 2-sided wait ~= a non-furiten 1-sided wait. A furiten 3-sided wait is quite strong.

Score

Riichi gives 1 han, and possibly more via ippatsu and ura dora. Every han doubles score until the mangan cap, so these are all valuable. If a hand is below mangan, riichi roughly triples your average score.

However, there are a few cases where score does not matter:

  • Past mangan, each han has reduced effectiveness. A haneman-or-higher hand shouldn't riichi because it is already very valuable, so the score bonus from riichi isn't as impactful. (For example: Going from 6 han -> 7 han doesn't increase score. 7 han -> 8 han is only a +25% boost to score.)
  • When first with a large lead, or first during all last. In this case, damaten helps increase your win rate, allowing you to end the game faster.
  • When in all last, where both dama and riichi will result in the same final placement (even with a direct hit riichi + 1 ura dora).

That being said, the extra points from riichi often do matter. Mahjong is a game about scoring the most points, after all.

Winning chance

Pressing players to defend will often lower your chance of winning. When a hand has a yaku other than riichi, declaring riichi generally lowers your winrate by around x70% to x80%.[1] However, since riichi more-than-doubles your score (until mangan), declaring riichi offers better value under normal circumstances. If you don't care about the point boost, though, then dama is better.

Hands which have an extremely poor wait (e.g single tile wait on dora) are so bad that riichi doesn't reduce their chance of winning by much.

Point standing

Situational analysis (analysis of point standings/placements/round #) is key to using riichi. In the first half of the game, the exact point standings won't be a concern. There are many opportunities to make up differences: a player who's ahead can hardly afford to rest on their laurels, while players who are behind are not as desperate. Thus, playing for expected value is strong, even with a big lead.

In the latter half of the game (usually in the South round; can be earlier if a player is close to bankrupting), the point standing matters more. Most mahjong games include uma, providing a huge incentive to rise/keep placements. Going from 3rd to 2nd is a major jump, and going from 3rd to 4th is a major blow. Even a +1000 point win is valuable if it causes you to rise in placement, or lets you keep your current placement. In the South round:

  • Players that are ahead / in the lead should be more willing to dama. Late in the game, increasing your point lead doesn't matter as much, but the risk of dealing in matters more. Also, as mentioned above, dama increases your winrate, allowing you to end the game faster.
  • Players in 4th by a large amount are often forced to riichi, hoping for a big hand.
  • Players in the middle should analyze their own specific situations to determine if riichi is right. If being in 4th place confers a huge penalty (such as high ranked gameplay in tenhou.net and Majsoul), players not in 4th may want to dama to end the game faster, even if riichi could let them rise a place.
  • If a damaten win and riichi win would cause you to end up in the same placement, and it's all last, you should dama.

Rarely, the 1000 point bet used to declare riichi can cause you to drop down a placement. If this is the case during all last, you probably shouldn't riichi if you have another yaku.

Overall: in the earlier end of the game, going for expected points can be a good idea. In the later end, aiming to retain (or improve) your placement usually matters more than the points themselves. This consideration will depend on the game's oka and uma settings.

Hand lock

By declaring riichi, the hand is locked - you cannot upgrade the hand to improve the wait, gain yaku, or play defensively.

Waiting for upgrades

Being the first to riichi is a big advantage of itself. So, if you want to delay riichi to wait for an upgrade, you should have many tiles that you could upgrade off of. As a contrived example:

Waiting for:

You could upgrade the hand to a two-sided or better wait with: , which is up to 48 tiles. When considering the number of upgrades, you should consider every visible tile. You must also watch out for furiten.

As the round progresses, you should be more willing to riichi than to wait for an upgrade; you don't have as much time to wait for an upgrade.

Note: when you reach tenpai but are waiting for an upgrade, it's often best to stay at iishanten, unless you have an expensive hand (3+ han). If you enter tenpai with a 46-pin middle kanchan, you have 8 tiles worth of upgrade. If you decline tenpai, you'll often have more than 8 tiles to upgrade with. For example, if you discard 6-pin, leaving 4-pin and a 2334-man shape, you have 18 tiles worth of non-furiten uprades.

Defense

The hand lock prevents you from defending, which is the biggest risk of declaring riichi. Often, the reward is worthwhile: even without riichi, it is often best to keep tenpai instead of defending. But if the risk of dealing in is greater than riichi's extra value, then it can be a bigger point of concern.

The most common example is when you are far in the lead, since the extra points don't matter much. It can also happen when in 2nd, it's late in the game, and 1st is too far ahead of you.

Furiten

Declaring riichi means that, if the player declines the first possible ron, they enter permanent furiten. Meanwhile, if a damaten hand skips a win, it is only in furiten until the next discard.

  • Damaten has better control over takame and yasume. A dama hand can choose to reject a lower-scoring tile. However, since riichi is worth 1.5 han on average, the difference between takame/yasume needs to be 3+ han in order to matter.
  • A damaten hand can try and target a specific player. You may want to ron to get a player below 0 points, ending the game immediately. Or you may wish to avoid calling ron on a player with 0 points, to not end the game. This can also be done to change placement when near all last (e.g. targeting 1st place as 2nd). However, since riichi gives a hefty point bonus, a riichi hand might improve your placement even if you tsumo or ron the "wrong" player.

Oikake riichi

Oikake riichi 「追いかけリーチ」 is a "chasing riichi", or a declared riichi after another player had already declared riichi. In this state, two or even three players have simultaneously declared riichi. In this state, players are locked into a "riichi duel" - any riichi declarer is liable of playing into another's riichi call.

Players often declare chasing riichi when:

  • They have no option to defend.
  • They have a strong hand.
    • If tenpai happens to be reached with a good wait after an opponent's riichi, then declaring chasing riichi is strong. Your win rate far exceeds the deal-in rate. (If the hand is still iishanten when the first riichi is declared, a very strong hand is needed to "full" attack.)

When you do have the option to defend, the decision to push or fold should depend more on shanten, tile acceptance, and wait rather than the value of the hand.

If abortive draws are enabled, the hand will end in abortive draw when all four players declare riichi (after the 4th riichi declarer discards a tile).

(Average) riichi criteria

With all these factors in mind, the following is a rough guideline of when to and not to riichi. This list should be taken with a grain of salt - they may change based on the exact hand composition, your opponents hands/discards, point standings, round #, and the current turn #.

Do riichi:

  • When first to tenpai, good wait (>= 6 tiles), 1-4 han after riichi. Even a riichi-only hand with a ryanmen wait is positive value.
  • When first to tenpai, bad wait, 2-4 han after riichi. A 2 han 40 fu hand (e.g. riichi tanyao) is better than damaten.
  • When declaring chasing riichi, with a hand worth pushing, if it's at/below mangan post riichi.

Note: "First to tenpai" also assumes it is before the 3rd row of discards (turn 12 or earlier). Past turn 12, it can still be worthwhile to riichi, but beware of dama/open tenpai.

Don't riichi:

  • With a bad wait riichi-only hand.
  • With a hand that's haneman or higher before riichi.
  • With a 4 han (before riichi) bad wait hand.
    • A 4 han (before riichi) good wait hand should call riichi if its early in the game, but dama when late in the game.
  • With an extreme amount of upgrades. The amount of upgrades need to be very high to skip tenpai. In the early game, to delay tenpai there should be: 6 types of tiles (~24 tiles total) for a wait upgrade, or 4 types (~16 tiles total) to double value. As the game proresses, an even larger # of upgrades is needed to beat riichi.
  • After point standing analysis. You don't need to riichi with a large lead in all last, or if dama would result in you taking 1st during all last.

References

  1. Miinin. Statistical Mahjong Strategy.

External links

Unimaru's coverage of riichi vs damaten