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'''Machi''' {{kana|待ち}} is the Japanese term for "[[tenpai]] wait patterns". Given any mahjong hand at any instance, players are waiting for specific tiles either to develop their hands or complete it. Wait patterns arise during hand development, when mahjong tiles in possession in the hand are in need of other tiles in order to complete ''[[mentsu]]'' (tile groups) or the entire hand. Wait patterns during tenpai are of particular interest, simply because that is one of the main goals of hand development.
'''Machi''' {{kana|待ち}}, or "waits" in English, are patterns that can be used to form [[tile group]]s and/or [[pair]]s. They of are particular interest for [[tenpai]] hands, since a tenpai hand's wait determines which tiles it can win with.
 
There are 5 basic wait patterns. These patterns are the most frequent: they are comprised of only 1-2 tiles, and are not dependent on anything else in the hand. Basic waits can be combined in order to form "complex waits".


== Overview ==
== Overview ==
Many different patterns arise during the course of hand development. Particularly at tenpai, the specific patterns themselves take on names.  Tenpai is a critical state of the hand, as after all, this is the point where the hand seeks to win.  Therefore, they are of particular interest during tenpai.  Some patterns are so complex, such that it helps knowing the wait patterns, especially when different types may [[Machi#Named combinations|work in conjunction]].  By knowing the different wait patterns, players may be able to determine waiting tiles quickly and more efficiently.  This is especially true when dealing with [[chinitsu]] and even [[honitsu]], where determining waiting tiles may become more complicated.
Many different patterns arise during hand development. Once a hand is in tenpai, being able to recognize your winning tiles is important, lest you miss a win. The most common patterns are given names to make them more recognizable.


== Mentsu ==
When a hand is in tenpai:
{{Main|Mentsu}}
* '''N-sided wait''' refers to the number of ''types'' of tile a hand can win with. A hand that waits for 1m and 4m would be 2-sided. The largest sided wait is [[kokushi musou]], which has a 13-sided wait.
* '''N-tiles available''' refers to the number of ''tiles'' a hand can win with. A hand that waits for 1m and 4m would wait for 8 tiles at maximum (4 copies of 1m, 4 copies of 4m). This number decreases if the winning tiles are discarded, visible in others' [[naki|tile calls]], or if the winning tiles are included in the hand. So if a hand that waits for 1m and 4m already has two copies of 1m, it would wait for 6 tiles at maximum. A hand can wait with 0 tiles remaining, a state known as [[karaten]].


Mentsu are the tile groupings used to develop and compose the hand.  To form a complete hand, players must possess 4 melds and a pair. Though, there are three exceptions to the pattern, namely: [[chii toitsu]], [[kokushi musou]], and [[nagashi mangan]].
Even before reaching tenpai, understanding waits are important. Wait patterns are used to form tile groups, so a hand will gather many wait patterns before reaching tenpai. Keeping better waits in your hand will allow you to [[tile efficiency|to complete your hand faster]].  


==Hand development==
Hands with many tiles of the same suit, most notably [[chinitsu]] hands, are notorious for their complex waits, due to the many different ways the hand can be interpreted. Such hands can be difficult to figure out without the help of computer software.
{{Main|Tile efficiency}}


==Basic wait patterns==
==Basic wait patterns==
There are five '''basic wait patterns'''. These are made out of 1 or 2 tiles. Upon tenpai, they only look to complete either the last tile group or the pair. All complex waits can be derived from the basic waits.


===Ryanmen===
{| class="wikitable" width=100%
{{Main|Ryanmen}}
|-
{{machi
! Romaji !! Kanji/Kana !! Translated !! Pattern
|pattern  = 000z45s00000000z
! No. Sides !! Max. tiles !! Fu
|tilewaits = 36s
|-
}}
| [[Ryanmen]] || 両面 || Open || {{machi|pattern  = 45s00000000000z|tilewaits = 36s}}
|2 || 8 tiles || 0 fu
|-
| [[Shanpon]] || 双ポン || Dual pair || {{machi|pattern  = 44s99p000000000z|tilewaits = 4s9p}}
| 2 || 4 tiles || 0 fu
|-
| [[Kanchan]] || 嵌張 || Closed/Middle || {{machi|pattern  = 35m00000000000z|tilewaits = 4m}}
| 1 || 4 tiles || 2 fu
|-
| [[Penchan]] || 辺張 || Edge || {{machi|pattern  = 89p00000000000z|tilewaits = 7p}}
| 1 || 4 tiles || 2 fu
|-
| [[Tanki]] || 単騎 || Pair || {{machi|pattern  = 1z000000000000z|tilewaits = 1z}}
| 1 || 3 tiles || 2 fu
|}


===Penchan===
Each of these wait patterns are worth a set amount of [[fu]]. For the purposes of fu counting, a complex wait can always be interpreted as one of the basic waits. (If multiple interpretations are possible, the highest scoring one is used. This may or may not be the one with the most fu.)
{{Main|Penchan}}
{{machi
|pattern  = 00000000000z89p
|tilewaits = 7p
}}


===Shanpon===
Assuming all else equal, ryanmen is the strongest of the basic wait patterns, with twice the number of tiles as the others. Shanpon is stronger than the others, since waiting on 2 types of tile is better than 1, and shanpon can wait with [[honor]] tiles. Kanchan and penchan are equally strong in tenpai; kanchan is stronger before tenpai, since it is easier to upgrade into ryanmen. Tanki is the weakest, but can be surprising.
{{Main|Shanpon}}
{{machi
|pattern  = 000000000z44s99p
|tilewaits = 4s9p
}}


===Kanchan===
==Named combinations==
{{Main|Kanchan}}
The basic patterns can be combined for more complex patterns. The wait patterns listed here have taken on names.
{{machi
|pattern  = 000000z35m00000z
|tilewaits = 4m
}}
 
===Tanki===
{{Main|Tanki}}


{{machi
{| class="wikitable" width=100%
|pattern  = 0000000000001z
|-
|tilewaits = 1z
! Name !! Kanji/Kana !! Header text
|-
| [[Nobetan]] || 延べ単<br />ノベタン || {{machi|pattern  = 000z2345p000000z|tilewaits = 25p}}
|-
| Standard [[Sanmenchan]]|| 狭義の三面張 || {{machi|pattern  = 00000000z23456m|tilewaits = 147m}}
|-
| [[Sanmentan]] || 三面単 || {{machi|pattern  = 2345678s000000z|tilewaits = 258s}}
|-
| [[Entotsu]] || 煙突系<br />エントツ || {{machi|pattern  = 45666s11000000z|tilewaits = 36s1z}}
|-
| [[Aryanmen]] || 亜両面 || {{machi|pattern  = 6788m000000000z|tilewaits = 58m}}
|-
| [[Ryantan]] || 両単 || {{machi|pattern = 4555p000000000z|tilewaits = 346p}}
|-
| [[Pentan]] || 辺単 || {{machi|pattern = 1222m000000000z|tilewaits = 13m}}
|-
| [[Kantan]] || 嵌単 || {{machi|pattern = 5777s000000000z|tilewaits = 56s}}
|-
| [[Kantankan]] || 嵌単嵌 || {{machi|pattern = 3335777s000000z|tilewaits = 456s}}
|-
|| [[Tatsumaki]] || 竜巻 || {{machi|pattern = 6667888p000000z|tilewaits = 56789p}}
|-
|| [[Happoubijin]] || 八方美人 || {{machi|pattern  = 2223456777s 000z|tilewaits = 12345678s
}}
}}
|}


===Nobetan===
==Yakuman patterns==
{{Main|Nobetan}}
These three unique patterns are linked to specific [[yakuman]]. A yakuman is ensured no matter which tile is scored; under some rulesets, the latter two patterns are worth a [[multiple yakuman#full scoring|double yakuman]].
{{machi
|pattern  = 000z2345p000000z
|tilewaits = 25p
}}


==Named combinations==
The latter two patterns are the widest in the game. The widest non-yakuman wait is an 8-sided wait.
<!--combinations of the basic patterns or 3 sided or more-->
===Ryanmenten===
{{Main|Ryanmenten}}
{{machi
|pattern  = 00000000z23456m
|tilewaits = 147m
}}


===Sanmentan===
===Kokushi musou===
{{Main|Sanmentan}}
{{Main|Kokushi musou}}
{{machi
{{machi
|pattern  = 2345678s000000z
|pattern  = 19m19p19s1123456z
|tilewaits = 258s
|tilewaits = 7z
}}
}}


===Entotsu===
===Kokushi musou 13 machi===
{{main|Entotsu}}
{{Main|Kokushi musou}}
{{machi
{{machi
|pattern  = 45666s11000000z
|pattern  = 19m19p19s1234567z
|tilewaits = 36s1z
|tilewaits = 19m19p19s1234567z
}}
}}


Line 84: Line 96:
{{machi
{{machi
|pattern  = 1112345678999s
|pattern  = 1112345678999s
|tilewaits =  
|tilewaits = 123456789s
}} Any of the same suit tiles, 1 through 9.
}}
 
==Other complex patterns==
{{main|Complex waits}}
 
These combinations involve patterns that do not have specific names. Instead, they use combined forms of the other patterns. Furthermore, they mostly consist of consecutive, or closely consecutive, numbered tiles.  Recognition of these patterns can produce some significantly powerful waits, which may be immune to [[suji]] and have large numbers of waiting tiles.
 
==Related terminology==
 
=== Karaten ===
{{main|Karaten}}


===Junsei Kokushi musou 13 machi===
'''Karaten''' {{kana|カラテン}}, or '''empty tenpai''', is the case where there are no tiles left to win with, due to all potential winning tiles already having been used in the player's hand, a discard pool, a called group, or visible as dora indicators. In [[scoring variations#karaten tenpai|some rulesets]], a hand in this state is considered noten at an [[exhaustive draw]].
{{Main|Kokushi musou}}
{{machi
|pattern  = 19m19p19s1234567z
|tilewaits =
}} Any of the 13 tiles shown here.


==Complex patterns==
=== Takame and yasume ===
{{main|Complex machi}}
{{main|Takame and yasume}}


These combinations involve patterns that do not have specific names.  Instead, they use combined forms of the other patterns.  Furthermore, they mostly consist of consecutive, or closely consecutive, numbered tiles.  Recognition of these patterns can produce some significantly powerful waits, which may be immune to [[suji]] and have large numbers of waiting tiles.
'''Takame''' is a potential winning tile which is worth more points than another, called '''yasume'''.


==External links==
==External links==
Line 105: Line 122:
* [http://tenhou.net/2/ Tenhou wait calculator]
* [http://tenhou.net/2/ Tenhou wait calculator]
: Wait survey quiz in [[Tenhou.net]]
: Wait survey quiz in [[Tenhou.net]]
{{Navbox machi}}
{{Navbox strategy}}


[[Category:Terminology]]
[[Category:Terminology]]
[[Category:Strategy]]
[[Category:Strategy]]
[[Category:Machi]]
[[Category:Machi]]

Latest revision as of 07:12, 26 July 2024

Machi 「待ち」, or "waits" in English, are patterns that can be used to form tile groups and/or pairs. They of are particular interest for tenpai hands, since a tenpai hand's wait determines which tiles it can win with.

There are 5 basic wait patterns. These patterns are the most frequent: they are comprised of only 1-2 tiles, and are not dependent on anything else in the hand. Basic waits can be combined in order to form "complex waits".

Overview

Many different patterns arise during hand development. Once a hand is in tenpai, being able to recognize your winning tiles is important, lest you miss a win. The most common patterns are given names to make them more recognizable.

When a hand is in tenpai:

  • N-sided wait refers to the number of types of tile a hand can win with. A hand that waits for 1m and 4m would be 2-sided. The largest sided wait is kokushi musou, which has a 13-sided wait.
  • N-tiles available refers to the number of tiles a hand can win with. A hand that waits for 1m and 4m would wait for 8 tiles at maximum (4 copies of 1m, 4 copies of 4m). This number decreases if the winning tiles are discarded, visible in others' tile calls, or if the winning tiles are included in the hand. So if a hand that waits for 1m and 4m already has two copies of 1m, it would wait for 6 tiles at maximum. A hand can wait with 0 tiles remaining, a state known as karaten.

Even before reaching tenpai, understanding waits are important. Wait patterns are used to form tile groups, so a hand will gather many wait patterns before reaching tenpai. Keeping better waits in your hand will allow you to to complete your hand faster.

Hands with many tiles of the same suit, most notably chinitsu hands, are notorious for their complex waits, due to the many different ways the hand can be interpreted. Such hands can be difficult to figure out without the help of computer software.

Basic wait patterns

There are five basic wait patterns. These are made out of 1 or 2 tiles. Upon tenpai, they only look to complete either the last tile group or the pair. All complex waits can be derived from the basic waits.

Romaji Kanji/Kana Translated Pattern No. Sides Max. tiles Fu
Ryanmen 両面 Open
Waiting for:
2 8 tiles 0 fu
Shanpon 双ポン Dual pair
Waiting for:
2 4 tiles 0 fu
Kanchan 嵌張 Closed/Middle
Waiting for:
1 4 tiles 2 fu
Penchan 辺張 Edge
Waiting for:
1 4 tiles 2 fu
Tanki 単騎 Pair
Waiting for:
1 3 tiles 2 fu

Each of these wait patterns are worth a set amount of fu. For the purposes of fu counting, a complex wait can always be interpreted as one of the basic waits. (If multiple interpretations are possible, the highest scoring one is used. This may or may not be the one with the most fu.)

Assuming all else equal, ryanmen is the strongest of the basic wait patterns, with twice the number of tiles as the others. Shanpon is stronger than the others, since waiting on 2 types of tile is better than 1, and shanpon can wait with honor tiles. Kanchan and penchan are equally strong in tenpai; kanchan is stronger before tenpai, since it is easier to upgrade into ryanmen. Tanki is the weakest, but can be surprising.

Named combinations

The basic patterns can be combined for more complex patterns. The wait patterns listed here have taken on names.

Name Kanji/Kana Header text
Nobetan 延べ単
ノベタン
Waiting for:
Standard Sanmenchan 狭義の三面張
Waiting for:
Sanmentan 三面単
Waiting for:
Entotsu 煙突系
エントツ
Waiting for:
Aryanmen 亜両面
Waiting for:
Ryantan 両単
Waiting for:
Pentan 辺単
Waiting for:
Kantan 嵌単
Waiting for:
Kantankan 嵌単嵌
Waiting for:
Tatsumaki 竜巻
Waiting for:
Happoubijin 八方美人
Waiting for:

Yakuman patterns

These three unique patterns are linked to specific yakuman. A yakuman is ensured no matter which tile is scored; under some rulesets, the latter two patterns are worth a double yakuman.

The latter two patterns are the widest in the game. The widest non-yakuman wait is an 8-sided wait.

Kokushi musou

Waiting for:

Kokushi musou 13 machi

Waiting for:

Chuuren poutou kyuumen machi

Waiting for:

Other complex patterns

These combinations involve patterns that do not have specific names. Instead, they use combined forms of the other patterns. Furthermore, they mostly consist of consecutive, or closely consecutive, numbered tiles. Recognition of these patterns can produce some significantly powerful waits, which may be immune to suji and have large numbers of waiting tiles.

Related terminology

Karaten

Karaten 「カラテン」, or empty tenpai, is the case where there are no tiles left to win with, due to all potential winning tiles already having been used in the player's hand, a discard pool, a called group, or visible as dora indicators. In some rulesets, a hand in this state is considered noten at an exhaustive draw.

Takame and yasume

Takame is a potential winning tile which is worth more points than another, called yasume.

External links

Machi in Japanese Wikipedia
Forum list of various patterns
Wait survey quiz in Tenhou.net