Naki strategy: Difference between revisions

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The option to [[Naki|call tiles]] is a discretionary play which warrants a least a little observation and evaluation.  With any given hand, a player must decide to call tiles or not. This page largely considers pon and chi, not kan.
 
[[Call]]ing tiles is optional. During a game, players must constantly decides whether to call tiles or not - this decision warrants at least a little observation and evaluation. This page only considers pon and chii, not kan. For strategy regarding kan, see [[kan strategy]].


==Assessing calls==
==Assessing calls==
Like any decision in the game, opening your hand has advantages and disadvantages.
Like any decision in the game, opening the hand has advantages and disadvantages.


===Advantages===
===Advantages===
*Allows your hand to complete faster. Sequences can be completed with twice the number of tiles (your draws, and the left opponent's discards). Triplets can be completed with four times the number of tiles (your draws, anyone else's discards).
*Allows the hand to complete faster. Sequences can be completed with twice the number of tiles (self draws, and the left opponent's discards). Triplets can be completed with four times the number of tiles (your draws, anyone else's discards).
**Can allow you to complete a hand you otherwise wouldn't have completed at all. If you have 12-man, and the last 3-man is discarded, you must either call or not complete the sequence.
**Can be used to confirm a yaku. [[Yakuhai]], for instance, are hard to complete without calling pon.
**Can allow you to confirm a yaku. [[Yakuhai]], for instance, are hard to complete without calling pon.
**Can be used to complete a hand you otherwise wouldn't have completed at all. If a hand has 12-man, and the last 3-man is discarded, the sequence will be impossible to complete without a call.  
*It is hard for opponents to know whether an open hand is complete or not.
*It is hard for opponents to know whether an open hand is complete or not.
*Disrupts [[ippatsu]], as well as [[tenhou and chiihou|tenhou]], [[chiihou]], [[double riichi]], the option to call [[kyuushu kyuuhai]], and the discarding opponent's [[nagashi mangan]].
*Disrupts an opponent's [[ippatsu]] and affects who gets the [[haitei]] draw.
**On the first turn, calls can disrupt [[chiihou]], [[double riichi]], and the option to call [[kyuushu kyuuhai]].
**Can also disrupt an opponent's [[nagashi mangan]].


===Disadvantages===
===Disadvantages===
*Opening your hand prevents certain yaku, most importantly [[riichi]].
*Opening the hand prevents certain yaku, most importantly [[riichi]].
**Lowers the value of other yaku, such as sanshoku and ittsu.
**Lowers the value of other yaku, such as sanshoku and ittsu.
**The hand must have at least one (non-riichi) yaku in order to win.
**The hand must have at least one yaku in order to win; it cannot rely on [[riichi]] to gain a yaku.
*Reduces the amount of tiles you can discard, making it harder to [[defense|defend]].
*Reduces the amount of tiles available to discard, making it harder to [[defense|defend]].
*Reveals the called tiles to your opponents, possibly allowing them to deduce the value/contents/yaku of that hand.
*Reveals the called tiles to your opponents, possibly allowing them to deduce the value/contents/yaku of that hand.


==Yaku==
==Yaku==
{{main|List of yaku}}
{{main|List of yaku}}
In order for a hand to win, it must have at least one yaku. Closed hands can always call riichi, but open hands need something else. [[Tanyao]] and [[yakuhai]] are the easiest/most common of the open yaku. Other common candidates include [[sanshoku doujun]], [[ittsu]], [[honitsu]], and [[toitoi]].
In order for a hand to win, it must have at least one yaku. Closed hands can always call riichi, but open hands need something else. [[Tanyao]] and [[yakuhai]] are the easiest/most common of the open yaku; in [[tenhou.net]]'s houou room, over 90% of all open hands contain one or the other. Other common candidates (from most frequent to least) include: [[honitsu]], [[toitoi]], [[sanshoku doujun]], [[chanta]], and [[ittsu]].


A hand with an unconfirmed yaku may end up in [[atozuke]], a state where your hand only has yaku when it wins off a certain tile. For example, a tanyao-only hand with a 78 wait can only win with a 6, since 9 ruins tanyao. This can lead to [[furiten]] if you draw the wrong winning tile.
A hand with an unconfirmed yaku may end up in [[atozuke]], a state where the hand only has yaku when it wins off a certain tile. For example, a tanyao-only hand with a "78" wait can only win with a 6, since 9 ruins tanyao. This can lead to [[furiten]] if the wrong winning tile is drawn.


==Value==
==Value==
Once a hand reaches 4 han, every han afterwards is reduced in value. So if a hand has 4+ guaranteed han after opening, it's often best to call. At this point, the extra speed from calling is often worth the drop from value.
Once a hand reaches 4 han, every han afterwards is reduced in value. So if a hand has 4+ guaranteed han after opening, it's often best to call. At this point, the extra speed from calling is often worth the drop from value.


As with most things in riichi mahjong, the specific point standings will alter the need to call. If you need 12k points to escape 4th in all last, you should stay closed with a 4 guaranteed han hand. If you need 1k points in all last, call as soon as a yaku is available.
Also consider calling with 2 [[dora]], since the value of a 3 han hand is still good, and it is often not difficult to get another dora.
 
===Lack of value===
When a hand is cheap, the opposite effect can occur. If a hand would be cheap when closed, but still have a yaku while open, then calling may be the best choice.
 
This most often happens with [[yakuhai]] pairs. Keeping the pair ruins [[tanyao]] and [[pinfu]], often resulting in a riichi-only hand, while a yakuhai pon gives 1 han. There isn't much difference between 1 han closed (riichi-only) and 1 han open. Even when considering the score bonuses from riichi (ippatsu, uradora, [[menzen tsumo]]), an open hand's increased speed is often better than the chance for extra points.
 
===Point standings===
As with most things in riichi mahjong, the game's specific point standings will alter the need to call. If 12k points are needed to escape 4th in all last, it is best to stay closed even with a 4 guaranteed han hand. If you need 1k points in all last, call as soon as a yaku is available.


==Tenpai Settlements==
==Call when later into a hand==
The earlier in the current hand it is, the more time there is to chase a valuable closed win. Conversely, when it is the mid- or late- game (generally turn 8+), consider making a call, if it would cause you to enter tenpai without too much loss in value.
 
==Tenpai settlements==
{{main|Ryuukyoku}}
{{main|Ryuukyoku}}
After all tiles in the live wall have been drawn, players in noten pay those in tenpai. In addition, depending on the rules, dealers get to keep their seat if they are in tenpai. Therefore, players near the end of the game may wish to call tiles to reach tenpai.
After all tiles in the live wall have been drawn, players in noten pay those in tenpai. In addition, depending on the rules, dealers get to keep their seat if they are in tenpai. Therefore, players near the end of the game may wish to call tiles to reach tenpai.
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==External links==
==External links==
{{Navbox strategy}}
[[Category:Strategy]]
[[Category:Strategy]]

Latest revision as of 14:35, 23 September 2024

Calling tiles is optional. During a game, players must constantly decides whether to call tiles or not - this decision warrants at least a little observation and evaluation. This page only considers pon and chii, not kan. For strategy regarding kan, see kan strategy.

Assessing calls

Like any decision in the game, opening the hand has advantages and disadvantages.

Advantages

  • Allows the hand to complete faster. Sequences can be completed with twice the number of tiles (self draws, and the left opponent's discards). Triplets can be completed with four times the number of tiles (your draws, anyone else's discards).
    • Can be used to confirm a yaku. Yakuhai, for instance, are hard to complete without calling pon.
    • Can be used to complete a hand you otherwise wouldn't have completed at all. If a hand has 12-man, and the last 3-man is discarded, the sequence will be impossible to complete without a call.
  • It is hard for opponents to know whether an open hand is complete or not.
  • Disrupts an opponent's ippatsu and affects who gets the haitei draw.

Disadvantages

  • Opening the hand prevents certain yaku, most importantly riichi.
    • Lowers the value of other yaku, such as sanshoku and ittsu.
    • The hand must have at least one yaku in order to win; it cannot rely on riichi to gain a yaku.
  • Reduces the amount of tiles available to discard, making it harder to defend.
  • Reveals the called tiles to your opponents, possibly allowing them to deduce the value/contents/yaku of that hand.

Yaku

In order for a hand to win, it must have at least one yaku. Closed hands can always call riichi, but open hands need something else. Tanyao and yakuhai are the easiest/most common of the open yaku; in tenhou.net's houou room, over 90% of all open hands contain one or the other. Other common candidates (from most frequent to least) include: honitsu, toitoi, sanshoku doujun, chanta, and ittsu.

A hand with an unconfirmed yaku may end up in atozuke, a state where the hand only has yaku when it wins off a certain tile. For example, a tanyao-only hand with a "78" wait can only win with a 6, since 9 ruins tanyao. This can lead to furiten if the wrong winning tile is drawn.

Value

Once a hand reaches 4 han, every han afterwards is reduced in value. So if a hand has 4+ guaranteed han after opening, it's often best to call. At this point, the extra speed from calling is often worth the drop from value.

Also consider calling with 2 dora, since the value of a 3 han hand is still good, and it is often not difficult to get another dora.

Lack of value

When a hand is cheap, the opposite effect can occur. If a hand would be cheap when closed, but still have a yaku while open, then calling may be the best choice.

This most often happens with yakuhai pairs. Keeping the pair ruins tanyao and pinfu, often resulting in a riichi-only hand, while a yakuhai pon gives 1 han. There isn't much difference between 1 han closed (riichi-only) and 1 han open. Even when considering the score bonuses from riichi (ippatsu, uradora, menzen tsumo), an open hand's increased speed is often better than the chance for extra points.

Point standings

As with most things in riichi mahjong, the game's specific point standings will alter the need to call. If 12k points are needed to escape 4th in all last, it is best to stay closed even with a 4 guaranteed han hand. If you need 1k points in all last, call as soon as a yaku is available.

Call when later into a hand

The earlier in the current hand it is, the more time there is to chase a valuable closed win. Conversely, when it is the mid- or late- game (generally turn 8+), consider making a call, if it would cause you to enter tenpai without too much loss in value.

Tenpai settlements

After all tiles in the live wall have been drawn, players in noten pay those in tenpai. In addition, depending on the rules, dealers get to keep their seat if they are in tenpai. Therefore, players near the end of the game may wish to call tiles to reach tenpai.

Even if a hand would have no yaku, or would be otherwise impossible to complete, players can still call tiles in order to reach keishiki tenpai ("shaped tenpai"). For the purposes of tenpai settlements, a hand in keishiki tenpai still counts like any other tenpai.

External links