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== Considerations for riichi == | == Considerations for riichi == | ||
Once again, riichi is a discretionary play. Every time you call riichi, some risk is involved | Once again, riichi is a discretionary play. Every time you call riichi, some risk is involved, so you should consider various factors before making the call. At the same time, riichi is strong, so there are many cases where you should use it. Whenever you should or shouldn't riichi depends on the gamestate. | ||
As an alternative, you can go [[damaten]], which is simply a closed tenpai that hasn't called riichi. | As an alternative, you can go [[damaten]], which is simply a closed tenpai that hasn't called riichi. | ||
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=== Speed === | === 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.]] | [[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 an advantage to being the first to tenpai, and thus an advantage to being the first to declare riichi. Only one hand can win per round, so faster hands | There is an advantage to being the first to tenpai, and thus an advantage to being the first to declare riichi. Only one hand can win per round, so faster hands can just win before anyone else. A tenpai hand can call ron off anyone, while [[chii]] can only be called from the left player. Also, the earlier you declare riichi, the less safe tiles are available. A riichi in the 6th round is much harder to defend from than a riichi in the 16th round. | ||
In addition, going from [[iishanten]] to tenpai | In addition, going from [[iishanten]] to tenpai takes a while. Even with great [[ukeire|tile acceptance]], it often takes multiple turns to do so. (Of course, this is dependent on luck.) | ||
*If an opponent | *If an iishanten opponent decides to attack into your riichi, you have the speed advantage. They will often need to spend multiple turns to reach tenpai. Therefore, they may need to spend multiple turns discarding dangerous tiles, which could be tiles you could ron off of. | ||
*If an opponent at iishanten decides to fold, | *If an opponent at iishanten decides to fold, you'll have one less player to worry about. | ||
Due to these advantages, a player who declares riichi first will often exert pressure on the other players. Other players may choose to give up their hands. Of course, this is not guaranteed, especially if the point standings force some other players to take on offense at all costs. However, you'll still have the advantages listed above. | Due to these advantages, a player who declares riichi first will often exert pressure on the other players. Other players may choose to give up their hands. Of course, this is not guaranteed, especially if the point standings force some other players to take on offense at all costs. However, you'll still have the advantages listed above. | ||
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=== Hand shape and waits === | === Hand shape and waits === | ||
Once a hand reaches tenpai, the chance of winning largely depends on the [[machi|tile waits]]. Hands | Once a hand reaches tenpai, the chance of winning largely depends on the [[machi|tile waits]]. Hands waiting on three or more tiles, 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 most of the risks of riichi only apply if the hand fails to win, having a good wait means that riichi is more desirable. 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. | Since most of the risks of riichi only apply if the hand fails to win, having a good wait means that riichi is more desirable. 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. | ||
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*When you have a valuable hand. If you have a guaranteed mangan or higher hand without needing riichi, the extra score may not be worth the loss of win rate. | *When you have a valuable hand. If you have a guaranteed mangan or higher hand without needing riichi, the extra score may not be worth the loss of win rate. | ||
That being said, the extra points from riichi often do matter. | That being said, the extra points from riichi often do matter. This is a game about scoring the most points, after all. | ||
=== Hand lock === | === Hand lock === | ||
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You could upgrade the hand to a two-sided or better wait with: {{#mjt: 14m235679p2356s}}, which is up to 48 tiles. Of course, this number is reduced for every opponent discard, so keep note of that. In addition, you must be wary of [[furiten]]. As the round progresses, you should be more willing to riichi; you don't have as much time to wait for an upgrade. | You could upgrade the hand to a two-sided or better wait with: {{#mjt: 14m235679p2356s}}, which is up to 48 tiles. Of course, this number is reduced for every opponent discard, so keep note of that. In addition, you must be wary of [[furiten]]. As the round progresses, you should be more willing to riichi; you don't have as much time to wait for an upgrade. | ||
Also, the hand lock prevents you from defending, which is arguably the biggest risk of riichi. Often, the reward is | Also, the hand lock prevents you from defending, which is arguably the biggest risk of riichi. Often, the reward is worthwhile. But 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. | ||
=== Furiten === | === Furiten === | ||
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{{main|Kyoku}} | {{main|Kyoku}} | ||
Generally, in the first half of the entire game, a player's | Generally, in the first half of the entire game, a player's point standing is not as large of 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, situations tend to be more "general" - riichi's increased reward is usually appreciated, its intimidation effect more often felt, and it is more often a good idea. | ||
When the game is closer to its end (generally around the second half, but may be earlier if particularly large wins and losses have been going on), point standing becomes more of a concern. If the game could end on the next round, gaining +1000 points to go from 3rd to 2nd becomes much more valuable. At this stage, players who are ahead may not want to riichi, as the risks are amplified, among other considerations. | When the game is closer to its end (generally around the second half, but may be earlier if particularly large wins and losses have been going on), point standing becomes more of a concern. If the game could end on the next round, gaining +1000 points to go from 3rd to 2nd becomes much more valuable. At this stage, players who are ahead may not want to riichi, as the risks are amplified, among other considerations. | ||
In other words: in the earlier end of the game, going for raw points is often the best play. In the later end, aiming to retain (or improve) your placement matters more than the points themselves. | |||
=== Point standing === | === Point standing === |
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