Kan strategy: Difference between revisions

m
no edit summary
mNo edit summary
mNo edit summary
 
(10 intermediate revisions by 2 users not shown)
Line 1: Line 1:
The mechanics of calling for [[kan]] requires some assessment, as risks are involved. In plenty of cases, a kan is a risky move, even though there are potential benefits.
[[Kan]] is a naturally risky action, due to the nature of [[kandora]]. When a player calls kan, any player - including the kan-declarer's opponents - may benefit from the kandora. Therefore, some assessment should be made when calling kan.


== Offense ==
== Offense ==
Under most circumstances, the call for kan is an offensive move. The player gets an extra draw from the [[rinshanpai]] and chances for the kandora.  If the hand is tenpai, then the hand has a chance for [[rinshan kaihou]].
Kan is usually an offensive move. The player gets an extra draw from the [[rinshanpai]] and chances for the kandora.  If the hand is tenpai, then the hand has a chance for [[rinshan kaihou]].


=== Aiding a player ===
Most importantly, if the kan-declaring player wins, then their opponents will not benefit from the kan dora. Therefore, if the player believes that they are likely to win the hand (e.g. reaching [[tenpai]] early, or [[iishanten]] very early), then kan is stronger than usual.
 
=== Riichi ===
{{main|Riichi|Kan#Restrictions}}
 
Players in riichi benefit from twice the dora: a kan dora and a kan ura dora. Also, a player in riichi is already in tenpai, so they become more likely to win. In addition, the threat of kan dora will make your riichi more threatening. Therefore, kan during riichi is particularly strong, assuming it is possible.
 
If you are in riichi, but someone appears to be pushing against you, it becomes a more risky play. If you happen to be in the lead in this situation, consider not calling kan.
 
When playing with real tiles, players must always be aware of whether a kan call can [[Kan#Restrictions|legally be called]]. Players using game software or online platforms do not need to be aware because the programs handle the situations for them.


== Defense ==
== Defense ==
A safe place for dangerous tiles is in one's own hand. A call for ankan ensures for all four of a single tile type to remain in the hand. Furthermore, it may be possible to apply [[kabe]] making appropriate tiles look safer. For the other kan types, the hand is already open.  In the case for daiminkan, the hand is either already open or about to be opened. If the tile to be called is already a safe tile, then it may be a better idea to not call, as three safe tiles are already in possession. For shouminkan or kakan, the added risk of chankan is applied.
A player in [[betaori]] (full folding) should usually avoid declaring kan, because it removes four discard options from your hand, and may increase the opponent's score. For shouminkan/kakan, there is an added risk of [[chankan]].
 
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 weak 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.


=== Declining ===
=== Shifting the draw ===
An interesting consideration is to decline kan.  This may be possible in one of two ways: Discarding the fourth tile, or simply holding on to it. Doing so prevents additional dora indicators, which could be favorable to opponents.  The tile itself may be dangerous.  If the hand is undergoing betaori, then there is no interest for kan in the first place.
When a kan is called, one tile from the live wall shifts over to the dead wall. Therefore, kan can be used to deny [[ippatsu]] and/or the [[haitei]] draw.


== Tile efficiency ==
== Delaying kan ==
{{main|Tile efficiency}}
{{main|Tile efficiency}}


=== Call timing ===
Kan is not mandatory, so players do not have to call kan immediately. Instead, they can keep the fourth tile in their hand, declaring kan if/when appropriate. This gives more flexibility - e.g., if an opponent declares riichi on the next turn, you will be glad that you did not kan. However, delaying the kan willl reduce tile efficiency (if you are not using the tile for the hand).
A player may have a hand warranting for kan. Given that the play is discretionary, it may not be necessary to call kan immediately. Though, the delay of the call may actually affect tile efficiency if the extra tile is not connected to another tile in the hand.


== Kandora ==
Under most circumstances, you should not call kan if it would break up a sequence. For example, if you have a 555567 in your hand, it can be considered as two groups: 555 + 567. Calling kan would ruin the 567 sequence, thus slowing down your hand. But if you then draw the 8, then the sequence is retained, so kan no longer slows the hand.
{{main|Kandora}}


Extra dora indicators are shown due to calls for kan.  This is the '''kandora'''.  While a player may chance to receive extra dora, an equal chance applies to grant other players the extra dora.  With that said, extra consideration must be taken when given the opportunity to call kan.
== Fu ==
{{main|Fu}}
If you are at 3 han or lower, the extra [[fu]] from kan can increase the hand score.


== Shifting the haiteipai ==
{| class="wikitable"
|-
! English !! Romaji !! Simples !! Honor/Terminal
|-
| Open kan<br>Added kan || Daiminkan<br>Shouminkan ||align=center| 8 fu ||align=center| 16 fu
|-
| Closed kan || Ankan ||align=center| 16 fu ||align=center| 32 fu
|}


== Riichi ==
A closed kan with an honor/terminal tile gives 32 fu, which is not far off from gaining +1 han. As the most extreme example, a 3 han 40 fu ron would give 5200 points; declaring a closed kan with an honor/terminal upgrades it to 3 han 70 fu, a [[mangan]] (8000 points). In other cases, the fu is only a small boost to score, so should only be accounted for in tight point situations.
{{main|Riichi}}


1
== External links ==
== External links ==
[[Category:Strategy]]
[[Category:Strategy]]


{{Navbox strategy}}
{{Navbox strategy}}
695

edits