Kan strategy: Difference between revisions

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Kan is an aggressive move. You only benefit from kan if you win. Conversely, if you win, your opponents cannot benefit from the kan dora. Therefore, prefer to kan when you believe you have a high chance of winning. For example, kan when you are already in [[tenpai]] (and no one else is in tenpai), and kan with a good 1-[[shanten]] hand if early in the game (turn <8).
Kan is an aggressive move. You only benefit from kan if you win. Conversely, if you win, your opponents cannot benefit from the kan dora. Therefore, prefer to kan when you believe you have a high chance of winning. For example, kan when you are already in [[tenpai]] (and no one else is in tenpai), and kan with a good 1-[[shanten]] hand if early in the game (turn <8).


Players in [[riichi]] benefit from twice the dora (kandora + kan uradora), so a kan during riichi is especilly helpful.
Players in [[riichi]] benefit from twice the dora (kandora + kan uradora), so a kan during riichi is especially helpful.


Conversely, if an opponent is in tenpai, you should ''not'' kan, unless desperate, or if you are also in tenpai. When you and an opponent are in tenpai, the decision to kan will depend mostly on point standing and your tenpai wait.
Conversely, if an opponent is in tenpai, you should ''not'' kan, unless desperate, or if you are also in tenpai. When you and an opponent are in tenpai, the decision to kan will depend mostly on point standing and your tenpai wait.
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Any player can apply [[kabe]] when somebody calls kan. If all four tiles are visible, e.g. from an opponent's kan call, then it will make certain types of wait impossible. For example, If a kan of 3 is called, then the wait patterns of 23, 34, and 13 of the same suit are impossible. Thus, 1 and 4 become safer. If all four tiles are in your own hand, then there's no need to actually call kan in order to benefit from kabe.
Any player can apply [[kabe]] when somebody calls kan. If all four tiles are visible, e.g. from an opponent's kan call, then it will make certain types of wait impossible. For example, If a kan of 3 is called, then the wait patterns of 23, 34, and 13 of the same suit are impossible. Thus, 1 and 4 become safer. If all four tiles are in your own hand, then there's no need to actually call kan in order to benefit from kabe.


If you have no safe tiles, a possible play is to call kan and hopes to draw a safe tile. However, since you'll likely increase the score of the opponent, this is a somewhat dubious play. In addition, the kan tile could become safe later (e.g. becoming [[suji]]), and then you will lose four tiles. Therefore, you should try avoiding this unless it's late into the hand.
If you have no safe tiles, a possible play is to call kan and hope to draw a safe tile. However, since you'll likely increase the score of the opponent, this is a somewhat dubious play. In addition, the kan tile could become safe later (e.g. becoming [[suji]]), and then you will lose four tiles. Therefore, you should try avoiding this unless it's late into the hand.


=== Shifting the draw ===
=== Shifting the draw ===
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