Defense: Difference between revisions

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== General overview ==
== General overview ==
Defense is part of the game's learning curve. Typically, beginners may not be aware of defense, as guides often focus on [[tile efficiency|hand development]] and memorization of [[yaku]]. In the early stages of learning, a player may prioritize winning, since winning gives points. This is to some extent true, since you'll need to win at least one hand to finish first. However, it it not necessary to win every single hand to win a game.
Defense is part of the game's learning curve. Typically, beginners may not be aware of defense, as guides often focus on general [[tile efficiency|hand development]] and memorization of [[yaku]]. In the early stages of learning, a player may prioritize winning, since winning gives points. This is to some extent true, since you'll need to win at least one hand to finish first. However, it it not necessary to win every single hand to win a game.


Eventually, players learn the importance of minimizing deal-ins. Much less points are lost via tsumo or tenpai settlements than with deal-ins. In many instances, the points you lose matter more towards placement than the points you've gained. Still, a player has to produce hands, but they should know when to attack and when to defend.
Eventually, players learn the importance of minimizing deal-ins. Much less points are lost via tsumo or tenpai settlements than with deal-ins. In many instances, the points you lose matter more towards placement than the points you've gained. Still, a player has to produce hands, but they should know when to attack and when to defend.
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===Sakigiri===
===Sakigiri===
{{main|Sakigiri}}
{{main|Sakigiri}}
'''Sakigiri''' is the act of discarding tiles before they become dangerous, usually at a cost of [[tile efficiency]] (hand speed).
'''Sakigiri''' is the act of discarding tiles before they become dangerous. When sakigiri is mentioned, it usually comes at the cost of [[tile efficiency]] (hand speed).


Players will often receive at least one tile that another player could've won with. Sometimes, you can get those "winning" tiles before an opponent reaches tenpai. By discarding those tiles before opponent tenpai, it won't be dangerous. This technique is best done when you don't care about winning (e.g. you have a cheap hand). You could also use the tile in your hand, or [[betaori|fold]] by never dealing said tiles.
Players will often receive at least one tile that another player could've won with. Sometimes, you can get those "winning" tiles before an opponent reaches tenpai. By discarding those tiles before opponent tenpai, it won't be dangerous. This technique is best done when you don't care about winning (e.g. you have a cheap hand). You could also use the tile in your hand, or [[betaori|fold]] by never dealing said tiles.
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{{main|Betaori}}
{{main|Betaori}}


'''Betaori''' ("folding") is pure defense - it focuses on discarding nothing but safe tiles. In this state, a player has completely abandoned all hope of developing a winning hand, only trying to minimize the chance of dealing in. At times, even a player achieving a tenpai hand may need to completely break the tenpai for avoidance. The essence of betaori is to always discard the safest tile first. Suji tiles or even hell wait only honors shouldn't be discarded before any genbutsu tiles.
'''Betaori''' ("folding") is pure defense - it focuses on discarding nothing but safe tiles. In this state, a player has completely abandoned all hope of developing a winning hand, only trying to minimize the chance of dealing in. At times, it may be needed to break [[tenpai]] for defense. The essence of betaori is to always discard the safest tile first. Even suji and hell-wait honor tiles should not be discarded before genbutsu.


===Kanzen shinko===
===Kanzen shinko===
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