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[[Image:Last discard.png|thumb|250px|right|[http://tenhou.net/0/?log=2014082412gm-0089-0000-5b20755a&tw=2&ts=9 Choosing the proper discard] (or the wrong one) may determine the result of many games.]] | [[Image:Last discard.png|thumb|250px|right|[http://tenhou.net/0/?log=2014082412gm-0089-0000-5b20755a&tw=2&ts=9 Choosing the proper discard] (or the wrong one) may determine the result of many games.]] | ||
Defense | Defense aims to find safe tiles, or tiles that other players cannot [[ron|win with]]. Players use defense against a dangerous threat, such as a [[riichi]] declaration or a valuable open hand. | ||
Newer players may not be aware of defense, since guides often focus on general [[tile efficiency|hand development]] and memorization of [[yaku]]. | Newer players may not be aware of defense, since guides often focus on general [[tile efficiency|hand development]] and memorization of [[yaku]]. Some beginners may prioritize winning every hand, since winning gives points. However, winning every single time is infeasible. Defense is useful whenever a win is too far away, too risky, or otherwise impossible. It helps minimizes deal-ins: this is important as tsumo payments and tenpai settlements result in a much smaller loss than a deal-in. In many cases, the points you lose matter more than the points you gain. Overall, while winning hands is still important, players should know whether to attack or defend. | ||
When defending, players should take into account all visible tiles, including tiles in discard piles, the dora indicators, tiles in your own hand, and any called tiles. | When defending, players should take into account all visible tiles, including tiles in discard piles, the dora indicators, tiles in your own hand, and any called tiles. | ||
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The "push/fold" decision - i.e. when to go for a win vs when to defend - is one of the many critical decisions a player can make. A concrete answer is difficult, so here are factors to consider: | The "push/fold" decision - i.e. when to go for a win vs when to defend - is one of the many critical decisions a player can make. A concrete answer is difficult, so here are factors to consider: | ||
* Hand progress: | * Hand progress: When an opponent is in tenpai, and you're at 2-[[shanten]] or higher, it is ''usually'' worth folding if able - tenpai is too far away. 1-shanten with poor acceptance is a similar story. | ||
** [[Ukeire|Tile acceptance]] / [[wait]]s at tenpai: It's much better to attack if you have good waits (wait with >= 6 tiles remaining). Similarly, at 1-shanten, it's best to have strong tile acceptance. | ** [[Ukeire|Tile acceptance]] / [[wait]]s at tenpai: It's much better to attack if you have good waits (wait with >= 6 tiles remaining). Similarly, at 1-shanten, it's best to have strong tile acceptance. | ||
* Hand value: Cheaper hands are not worth pushing as much. | * Hand value: Cheaper hands are not worth pushing as much. |
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