Kabe

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Revision as of 23:02, 17 March 2024 by Hordes (talk | contribs) (rewrite the page for clarity and a focus on defense (when most players talk about kabe, it's defense))
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Kabe 「壁」 is a defensive tactic that takes into account the number of tiles available. Specifically, if many copies of a tile are visible, then an opponent is less likely to have that specific tile. Therefore, other tiles near that specific tile become.

Kabe can also help with tile efficiency. As tiles are played, it becomes less likely for you to draw said tiles.

Visible Tiles

Visible tiles include:

Only four copies of a tile exist. So if most or all of the copies of a tile are visible, then you can gain information about the other players' hands.

A call for kan requires four tiles, so any kan calls will automatically give information about the tile

Defense

Kabe does not make a tile 100% safe, but it can help determine which tiles are less likely to deal in.

No chance

If all four copies of a tile are visible, then no copies of that tile can be hidden inside an opponent's hand. Thus, certain hand compositions become impossible.

For example, if all four are visible, then it is impossible for an opponent to have a wait pattern of:

  • (Waiting for: and )
  • (Waiting for: and )
  • (Waiting for: )

These waits are impossible simply because there are no more 3-pins left.

Therefore, and are much safer than normal - these are considered "no chance" tiles. It is impossible for an opponent to complete a sequence with these tiles. It is still possible for an opponent to win off a shanpon (triplet wait) or tanki (pair wait), though these types of wait are considerably rarer.

Regarding and , these tiles are only a bit safer than normal. It is still possible for an opponent to have a sequence wait on these tiles, such as () and () respectively. These tiles are not considered "no chance".

In general: if all four copies of a numbered tile are visible, then any nearby tiles away from 5 become safer. So a kabe of 4-pin would make 2-pin and 3-pin no chance tiles; a kabe of 2-pin would make 1-pin a no chance tile. A kabe of both 3-pin and 7-pin would make 5 no chance.

A no chance tile is usually safer than suji. A no chance tile cannot be targeted by a ryanmen or kanchan wait, while a suji tile is only immune against ryanmen waits. In addition, kabe applies to all players, while suji has to be checked for each individual player. Of course, it is possible to apply both defensive techniques when defending against an opponent.

One chance

One chance occurs when three copies of a tile are visible. If three copies are visible, then it is less likely for an opponent to have that tile hidden in their hand.

The concept is identical to no chance, except for the number of tiles visible. For example, if you can see three copies of 3-pin, then 1p and 2p are less likely to be an opponent's winning tile. Of course, this is less safe than no chance, but still safer than any random tile.

Tile Efficiency

By counting the number of visible copies of a tile, you can deduce how likely a certain tile group is to form. For example, when two of a type type are visible, then no other player can form a triplet. This particularly applies with honor tiles. The same logic may be applied to sequences; e.g. as 3-man tiles become visible, completing a 12-man penchan becomes less likely.

Thus, it may hinder a player's hand from reaching tenpai, completing, or having certain yaku. This is particularly the case for yakuman. In the case of kokushi musou, if all four of a tile type required for that yakuman, then the possibility for any player completing the hand is completely nullified.

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