Gyakuten: Difference between revisions
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'''Gyakuten''' {{kana|逆転}} ("comeback") is when a player improves their placement during the [[oorasu|last hand]]. | '''Gyakuten''' {{kana|逆転}} ("comeback") is when a player improves their placement during the [[oorasu|last hand]]. | ||
[[Score table memorization|Knowledge of the points table]] is particularly helpful for pulling a comeback: it can help determine the needed tile composition, if you can [[naki|open]] the hand, if you need to call riichi, and other key decisions. In any case, like most things in | [[Score table memorization|Knowledge of the points table]] is particularly helpful for pulling a comeback: it can help determine the needed tile composition, if you can [[naki|open]] the hand, if you need to call riichi, and other key decisions. In any case, like most things in mahjong, at least a little luck is required to win. | ||
==Strategy for oorasu== | ==Strategy for oorasu== | ||
The term "gyakuten" normally applies to the last hand of the game. In the last round, once a non-dealer wins, the game ends, and placement is finalized. Therefore, even a 100 point difference can matter. Lower players must develop a hand that gives enough score to pass the higher ranked players. On the other hand, players with their desired standing must find a way to retain their position at the end of the game, either by winning the final hand or simply avoiding losing points. | The term "gyakuten" normally applies to a placement shift in the last hand of the game. In the last round, once a non-dealer wins, the game ends, and placement is finalized. Therefore, even a 100 point difference can matter. Lower players must develop a hand that gives enough score to pass the higher ranked players. On the other hand, players with their desired standing must find a way to retain their position at the end of the game, either by winning the final hand or simply avoiding losing points. | ||
Gyakuten is important because placement is itself important. Thanks to [[oka]] and/or [[uma]], a player can receive a large bonus for rising up a placement, or conversely, lose a lot by falling down a place. In some types of play, such as certain tournaments or [[tenhou.net ranking|tenhou.net's dan]] ranking, final placement is the only thing that matters. | Gyakuten is important because placement is itself important. Thanks to [[oka]] and/or [[uma]], a player can receive a large bonus for rising up a placement, or conversely, lose a lot by falling down a place. In some types of play, such as certain tournaments or [[tenhou.net ranking|tenhou.net's dan]] ranking, final placement is the only thing that matters. |
Latest revision as of 16:46, 14 November 2024
Gyakuten 「逆転」 ("comeback") is when a player improves their placement during the last hand.
Knowledge of the points table is particularly helpful for pulling a comeback: it can help determine the needed tile composition, if you can open the hand, if you need to call riichi, and other key decisions. In any case, like most things in mahjong, at least a little luck is required to win.
Strategy for oorasu
The term "gyakuten" normally applies to a placement shift in the last hand of the game. In the last round, once a non-dealer wins, the game ends, and placement is finalized. Therefore, even a 100 point difference can matter. Lower players must develop a hand that gives enough score to pass the higher ranked players. On the other hand, players with their desired standing must find a way to retain their position at the end of the game, either by winning the final hand or simply avoiding losing points.
Gyakuten is important because placement is itself important. Thanks to oka and/or uma, a player can receive a large bonus for rising up a placement, or conversely, lose a lot by falling down a place. In some types of play, such as certain tournaments or tenhou.net's dan ranking, final placement is the only thing that matters.
Riichi
If an open version of a hand is enough to improve your placement, no matter how it's won, then open the hand for the extra speed. Similarly, if you can guarantee improvement with a damaten hand, then do that.
Riichi gives 1 han, plus random bonuses via ippatsu, ura dora, and/or mentsumo. If you're particularly lucky, a riichi-only hand can turn into 7900 points with riichi ippatsu mentsumo dora 1. Ideally, you should try to guarantee a comeback without any bonus han. However, if you have no reasonable way to do so, go for a riichi and hope you get enough points. At the same time, your opponents will be especially wary of a riichi in the last round, precisely because they don't want to lower their placement.
In some niche cases, the 1000 point riichi bet is enough to drop you down placement. If you have another yaku, you should usually go dama. If you don't have a yaku, then riichi is still worthwhile if you have a good wait. Since the trailing player is only 1000 points behind, any win they make would be enough for you to drop down, so you should still try to win.
Ties
When two players' scores are tied at the end of the game, there are two major rule variations on how the scores are treated:
- Ties are broken based on the initial wind seating (seats in the first hand). The initial East player beats South beats West beats North.
- Tied players split oka/uma bonuses evenly between tied players.
You should take note of which rule is used before playing. If ties are broken by wind seating, the player further from initial east player need to gain points to overcome the tie.
Score differences
In the last hand of the game, players are likely to only have one chance to win. Therefore, awareness of the point differences and the scoring table are key.
The following table displays the minimum han/fu value required to surpass a leading player that is 'X' points ahead of you. Note that:
- "Direct hit" rons (a ron on the player you're trying to surpass) are worth double the value of "non-direct hit" rons.
- Tsumo requires less points than a non-direct hit ron, because with tsumo, you take points from everyone. (E.g. if you tsumo with a mangan, you gain 8000 points, and the opponents lose 2000 points, allowing you to overcome a 10000 point gap.)
- You should also account for honba and riichi bets when calculating score.
- Each honba stick lets you surpass a +400 point lead for tsumo, a +300 point lead for ron, and a +600 point lead for direct hit ron.
- Each riichi bet let you surpass a +1000 point lead regardless of how you win.
Han-Fu | Non-dealer | Dealer | |||||
---|---|---|---|---|---|---|---|
Tsumo | Ron | Tsumo | Ron | ||||
Non-dealer diff | Dealer diff | Non-direct hit | Direct hit | Non-direct hit | Direct hit | ||
1-30 | 1400 | 1600 | 1000 | 2000 | 2000 | 1500 | 3000 |
1-40 & 2-20 | 1900 | 2000 | 1300 | 2600 | 2800 | 2000 | 4000 |
1-50 & 2-25 | 2000 | 2400 | 1600 | 3200 | 3200 | 2400 | 4800 |
1-60 & 2-30 | 2500 | 3000 | 2000 | 4000 | 4000 | 2900 | 5800 |
1-70 | 3000 | 3600 | 2300 | 4600 | 4800 | 3400 | 6800 |
1-80 & 2-40 & 3-20 | 3400 | 4000 | 2600 | 5200 | 5200 | 3900 | 7800 |
2-50 & 3-25 | 4000 | 4800 | 3200 | 6400 | 6400 | 4800 | 9600 |
2-60 & 3-30 | 5000 | 6000 | 3900 | 7800 | 8000 | 5800 | 11600 |
2-70 | 5900 | 7000 | 4500 | 9000 | 9200 | 6800 | 13600 |
2-80 & 3-40 & 4-20 | 6500 | 7800 | 5200 | 10400 | 10400 | 7700 | 15400 |
3-50 & 4-25 | 8000 | 9600 | 6400 | 12800 | 12800 | 9600 | 19200 |
3-60 & 4-30 | 9900 | 11800 | 7700 | 15400 | 15600 | 11600 | 23200 |
Mangan | 10000 | 12000 | 8000 | 16000 | 16000 | 12000 | 24000 |
Haneman | 15000 | 18000 | 12000 | 24000 | 24000 | 18000 | 36000 |
Baiman | 20000 | 24000 | 16000 | 32000 | 32000 | 24000 | 48000 |
Sanbaiman | 30000 | 36000 | 24000 | 48000 | 48000 | 36000 | 72000 |
Yakuman | 40000 | 48000 | 32000 | 64000 | 64000 | 48000 | 96000 |
External links
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