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'''Atozuke''' {{kana|後付け}} is the state of a "yakuless" [[tenpai]] hand, that gains [[yaku]] upon the claim of a winning tile. In other words, the current state of the hand does not produce yaku while tenpai. It is also called '''sakizuke''' {{kana|先付け}}.
'''Atozuke''' {{kana|後付け}} describes a "yakuless" [[tenpai]] which gains [[yaku]] upon winning. In other words, the current state of the hand does not produce yaku while tenpai. This typically involves an open hand, but can also apply to closed hands without [[riichi]]. It is also called '''sakizuke''' {{kana|先付け}}.


The hand's [[machi|waiting patterns]] includes tiles which do produce valid hands. Normally, this situation involves [[naki|open hands]]. These typically involve [[yakuhai]]; and naturally, other yaku may be involved as well.  The term may apply to closed hands, until it wins on a tile draw for [[mentsumo]].  The use of atozuke is subject to a variable rule, which may or may not allow its use.  That decision falls on a league, organization, or house rule.
When a hand is subject to atozuke, it may still win if it draws the "[[takame|higher value]]" tile. However, it is normally unable to win off the "[[yasume|lesser]]" tile, since it would lack yaku. If the lesser tile is drawn, the hand may be subject to [[furiten]].


[[Rule variations#Atozuke|Rule variations]] allow organizations and/or tournament hosts to use atozuke. More commonly, atozuke is allowed.
Atozuke is subject to [[Rule variations#Atozuke|rule variations]]. When the atozuke rule is disabled ("atozuke nashi"), you must have a confirmed yaku before winning (and sometimes, before making any call). The more common rule, by far, is to allow atozuke. Rules disabling atozuke are rare, mostly found in specific [[jansou|mahjong parlor]]s.


== Cases ==
== Examples ==
Atozuke may be employed in a number of hands while in tenpai. 
Note: as with any "yakuless" hand, a hand subject to atozuke may win from the lesser tile by gaining [[haitei]], [[houtei]], [[rinshan]], or [[chankan]]. Closed hands can also win by [[mentsumo]]. If a hand in atozuke does not gain one of these conditional yaku, though, it cannot win by the lesser tile.
 
=== Examples ===
For all these examples, the yaku of [[haitei]], [[houtei]], or even [[rinshan]], would render atozuke as moot, as yaku may apply to any needed winning tile. So, if the hand draws the lesser desired tile, then the hand may not qualify for a win.  The same case applies for discards.  If a win is declared on the improper tile, then the penalty of [[chombo]] is invoked for winning a hand without a yaku.


=== Yakuhai ===
  {{#mjt:111m456789s99p55z}}  Agari: {{#mjt:9p}} or {{#mjt:5z}}
  {{#mjt:111m456789s99p55z}}  Agari: {{#mjt:9p}} or {{#mjt:5z}}


This hand uses a [[shanpon]] tenpai for two tiles. One may produce a yaku, while the other does not. With [[mentsumo|tsumo]], then it does not matter as a closed tsumo is a yaku on its own.
This hand uses a [[shanpon]] tenpai for two tiles. Winning with the haku gives a yaku through [[yakuhai]], but winning with the 9-pin gives nothing. As this is a closed hand, it can win with [[mentsumo]] regardless of winning tile, but it can only [[ron]] off the haku (unless it gains a conditional yaku like [[houtei]]).


  {{#mjt:111m456s99p55z}} {{#mjt:7'89s}}  Agari: {{#mjt:9p}} or {{#mjt:5z}}
  {{#mjt:111m456s99p55z}} {{#mjt:7'89s}}  Agari: {{#mjt:9p}} or {{#mjt:5z}}


This time, the same tiles from the above hand has an [[chii|open call]]. At it stands, it needs the haku in order to win.
This time, the same tiles from the above hand has an [[chii|open call]]. At it stands, it needs the haku in order to win (or a conditional yaku like houtei).


=== Tanyao ===
{{#mjt:234567m22p78s}} {{#mjt:4'56p}}  Agari: {{#mjt:6s}} or {{#mjt:9s}}
[[Tanyao]] can only be achieved when won with 6-sou.
=== Sanshoku ===
  {{#mjt:1112s111678p}} {{#mjt:11'1m}}  Agari: {{#mjt:2s}} or {{#mjt:3s}}
  {{#mjt:1112s111678p}} {{#mjt:11'1m}}  Agari: {{#mjt:2s}} or {{#mjt:3s}}


This hand has an apparent yaku of [[sanshoku doukou]]. However, the latter wait of 3-sou would create a sequence of 1-2-3 sou, as it triggers the effect applied by [[yasume|the lesser valued tile]]. Suddenly, the required triplet of the three 1-sou disqualifies the apparent yaku.
This hand has an apparent yaku of [[sanshoku doukou]]. However, the latter wait of 3-sou would create a sequence of 1-2-3 sou, as it triggers the effect applied by [[yasume|the lesser valued tile]]. Thus, it only has a yaku when won with the 2-sou.


  {{#mjt:1234567s123p}} {{#mjt:2'13m}}  Agari: {{#mjt:1s}} or {{#mjt:4s}} or {{#mjt:7s}}
  {{#mjt:1234567s123p}} {{#mjt:2'13m}}  Agari: {{#mjt:1s}} or {{#mjt:4s}} or {{#mjt:7s}}


[[Sanshoku]] is hinted at, however, the extended nobetan wait of 1-4-7s in the hand can ignore sanshoku on a 1s wait.
[[Sanshoku]] is hinted at, however, the extended nobetan wait of 1-4-7s in the hand can ruin sanshoku if won from the 1s (it would become 11 - 234 - 567).


=== Counter examples ===
== Counter examples ==
In these examples, atozuke is not used. In these cases, the hands may win on any of the waiting tiles without the enforcement of the [[chombo]] penalty. They each have valid yaku already embedded into the hand, regardless of their winning tiles.
In these examples, atozuke is not used. In these cases, the hands may win on any of the waiting tiles. They each have valid yaku already embedded into the hand, regardless of their winning tiles.


  {{#mjt:333m45678s99p}} {{#mjt:6'66z}}  Agari: {{#mjt:3s}} or {{#mjt:6s}} or {{#mjt:9s}}
  {{#mjt:333m45678s99p}} {{#mjt:6'66z}}  Agari: {{#mjt:3s}} or {{#mjt:6s}} or {{#mjt:9s}}
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This hand employs [[honitsu]].
This hand employs [[honitsu]].
== Atozuke disabled ==
When the atozuke rule is disabled, the hand must have a confirmed yaku before winning. There are two main variations to atozuke disabled:
# The hand must have a specific yaku confirmed before winning. In addition, when calling, it must have a specific yaku confirmed once the first call completes.
# The hand must have a yaku no matter which tile it wins on. Any hand that always has a yaku by the end can win.
To repeat, the atozuke rule is most often enabled. When atozuke is enabled, all of the following types of hand can win without issue.
=== Two different yaku===
{{#mjt:789m789p67878s55z}} Agari: {{#mjt:6s}} or {{#mjt:9s}}
If this hand wins from 6-sou, it gains [[iipeikou]]. If it wins from 9-sou, it gains [[sanshoku]]. When the atozuke rule is enabled, this hand can win no matter what. Both winning tiles give a yaku, so it always has a yaku, so it can win regardless of the tile. Likewise, when rule #2 is used, this hand is allowed to win.
But when rule #1 is used, this hand cannot win. Neither iipeikou nor sanshoku are confirmed. Because this hand does not ''guarantee'' "iipeikou", "sanshoku", or any other specific yaku in its current state, it cannot win. (Of course, since this is a closed hand, you can just call [[riichi]].)
Note: when a yaku is not guaranteed because it is implied by another yaku, e.g. when a hand can score [[sanankou]] or [[suuankou]], atozuke does not apply, even when using rule #1.
{{#mjt:123m456p567s5577z}} Agari: {{#mjt:5z}} or {{#mjt:7z}}
This hand would gain a yakuhai triplet if it wins off the haku or chun. However, it does not have any yaku in the current state, and so it cannot win if rule #1 is in effect.
=== Yaku confirmed post-call ===
{{#mjt:123456m67p6'66z7'89s}} Agari: {{#mjt:5p}} or {{#mjt:8p}}
This hand has a confirmed yaku through the triplet of hatsu. However, ''it did not have any yaku when calling the 789-sou''. Therefore, this hand cannot win when rule #1 is in effect. With rule #2, this hand can win normally.
{{#mjt:123456m67p666z7'89s}} Agari: {{#mjt:5p}} or {{#mjt:8p}}
When the hatsu triplet is closed, the hand can always win with rule #1. (Even if the hatsu triplet was not there when 789-sou was called, there would be practically no way to enforce it, so "drawing the hatsu triplet after calling" play is technically allowed.)
Note: under rule #1, for whole hand yaku, like [[honitsu]], the yaku can be scored even if you had no other yaku and the yaku wasn't complete at the time of calling.<!---What about chanta/junchan?--> This is not allowed for yaku like [[sanshoku]] or [[ittsu]] - the yaku must be confirmed before the first call. E.g. If you had a 79-man [[kanchan]] waiting to complete ittsu-nomi, and had made any call previously, you cannot win.


== Strategy ==
== Strategy ==
[[Image:Atozuke risk.png|thumb|right|250px|"Wrong" tile drawn while using [http://tenhou.net/0/?log=2014081312gm-0089-0000-f23fb075&tw=2&ts=7 atozuke].]]
[[Image:Atozuke risk.png|thumb|right|250px|"Wrong" tile drawn while using [http://tenhou.net/0/?log=2014081312gm-0089-0000-f23fb075&tw=2&ts=7 atozuke].]]


Looking at the [[haipai|starting hand]], players may deliberately use atozuke. Typically, open calls are used during [[tile efficiency|hand development]].
When atozuke is enabled, players may deliberately enter the state of atozuke, depending on the [[haipai|starting hand]]. Calling tiles helps [[tile efficiency|develop the hand faster]], even if there's a chance you may not win later. For example, with a [[yakuhai]] pair, you may want to call early and hope someone discards the needed yakuhai later.


=== Risk of furiten ===
=== Risk of furiten ===
:{{#mjt:111m456s99p55z}} {{#mjt:7'89s}}  Draw: {{#mjt:9p}}
:{{#mjt:111m456s99p55z}} {{#mjt:7'89s}}  Draw: {{#mjt:9p}}
Particularly, open yakuless hands run the risk of [[furiten]]. That is especially true if the above example draws a 9-pin during the course of the hand, when additional tile draws remain in the wall. In this case, a player cannot declare a win and must discard any tile in the hand.  Upon doing so, the player becomes furiten and must work around it, by changing its hand composition with the remaining tile draws or other player discards. Otherwise, the player needs to retain the hand at tenpai waiting for the appropriate winning tile or to let the hand end with [[ryuukyoku]].
 
Open hands under atozuke run the risk of [[furiten]]. If this hand draws the 9-pin, it enters furiten. If this happens, it is possible to change waits, or win by drawing needed tile. Or you can stay tenpai until exhaustive draw to gain the tenpai payment.


== External links ==
== External links ==

Revision as of 21:51, 10 April 2024

Atozuke 「後付け」 describes a "yakuless" tenpai which gains yaku upon winning. In other words, the current state of the hand does not produce yaku while tenpai. This typically involves an open hand, but can also apply to closed hands without riichi. It is also called sakizuke 「先付け」.

When a hand is subject to atozuke, it may still win if it draws the "higher value" tile. However, it is normally unable to win off the "lesser" tile, since it would lack yaku. If the lesser tile is drawn, the hand may be subject to furiten.

Atozuke is subject to rule variations. When the atozuke rule is disabled ("atozuke nashi"), you must have a confirmed yaku before winning (and sometimes, before making any call). The more common rule, by far, is to allow atozuke. Rules disabling atozuke are rare, mostly found in specific mahjong parlors.

Examples

Note: as with any "yakuless" hand, a hand subject to atozuke may win from the lesser tile by gaining haitei, houtei, rinshan, or chankan. Closed hands can also win by mentsumo. If a hand in atozuke does not gain one of these conditional yaku, though, it cannot win by the lesser tile.

Yakuhai

  Agari:  or 

This hand uses a shanpon tenpai for two tiles. Winning with the haku gives a yaku through yakuhai, but winning with the 9-pin gives nothing. As this is a closed hand, it can win with mentsumo regardless of winning tile, but it can only ron off the haku (unless it gains a conditional yaku like houtei).

   Agari:  or 

This time, the same tiles from the above hand has an open call. At it stands, it needs the haku in order to win (or a conditional yaku like houtei).

Tanyao

   Agari:  or 

Tanyao can only be achieved when won with 6-sou.

Sanshoku

   Agari:  or 

This hand has an apparent yaku of sanshoku doukou. However, the latter wait of 3-sou would create a sequence of 1-2-3 sou, as it triggers the effect applied by the lesser valued tile. Thus, it only has a yaku when won with the 2-sou.

   Agari:  or  or 

Sanshoku is hinted at, however, the extended nobetan wait of 1-4-7s in the hand can ruin sanshoku if won from the 1s (it would become 11 - 234 - 567).

Counter examples

In these examples, atozuke is not used. In these cases, the hands may win on any of the waiting tiles. They each have valid yaku already embedded into the hand, regardless of their winning tiles.

   Agari:  or  or 

The open call on the green dragon instantly gives the hand a yaku via yakuhai.

   Agari:  or 

Sanshoku is already embedded in the hand.

   Agari:  or  or 

This hand employs honitsu.

Atozuke disabled

When the atozuke rule is disabled, the hand must have a confirmed yaku before winning. There are two main variations to atozuke disabled:

  1. The hand must have a specific yaku confirmed before winning. In addition, when calling, it must have a specific yaku confirmed once the first call completes.
  2. The hand must have a yaku no matter which tile it wins on. Any hand that always has a yaku by the end can win.

To repeat, the atozuke rule is most often enabled. When atozuke is enabled, all of the following types of hand can win without issue.

Two different yaku

 Agari:  or 

If this hand wins from 6-sou, it gains iipeikou. If it wins from 9-sou, it gains sanshoku. When the atozuke rule is enabled, this hand can win no matter what. Both winning tiles give a yaku, so it always has a yaku, so it can win regardless of the tile. Likewise, when rule #2 is used, this hand is allowed to win.

But when rule #1 is used, this hand cannot win. Neither iipeikou nor sanshoku are confirmed. Because this hand does not guarantee "iipeikou", "sanshoku", or any other specific yaku in its current state, it cannot win. (Of course, since this is a closed hand, you can just call riichi.)

Note: when a yaku is not guaranteed because it is implied by another yaku, e.g. when a hand can score sanankou or suuankou, atozuke does not apply, even when using rule #1.

 Agari:  or 

This hand would gain a yakuhai triplet if it wins off the haku or chun. However, it does not have any yaku in the current state, and so it cannot win if rule #1 is in effect.

Yaku confirmed post-call

 Agari:  or 

This hand has a confirmed yaku through the triplet of hatsu. However, it did not have any yaku when calling the 789-sou. Therefore, this hand cannot win when rule #1 is in effect. With rule #2, this hand can win normally.

 Agari:  or 

When the hatsu triplet is closed, the hand can always win with rule #1. (Even if the hatsu triplet was not there when 789-sou was called, there would be practically no way to enforce it, so "drawing the hatsu triplet after calling" play is technically allowed.)

Note: under rule #1, for whole hand yaku, like honitsu, the yaku can be scored even if you had no other yaku and the yaku wasn't complete at the time of calling. This is not allowed for yaku like sanshoku or ittsu - the yaku must be confirmed before the first call. E.g. If you had a 79-man kanchan waiting to complete ittsu-nomi, and had made any call previously, you cannot win.

Strategy

"Wrong" tile drawn while using atozuke.

When atozuke is enabled, players may deliberately enter the state of atozuke, depending on the starting hand. Calling tiles helps develop the hand faster, even if there's a chance you may not win later. For example, with a yakuhai pair, you may want to call early and hope someone discards the needed yakuhai later.

Risk of furiten

Draw:

Open hands under atozuke run the risk of furiten. If this hand draws the 9-pin, it enters furiten. If this happens, it is possible to change waits, or win by drawing needed tile. Or you can stay tenpai until exhaustive draw to gain the tenpai payment.

External links