Naki strategy: Difference between revisions

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The option to [[Naki|call tiles]] is a discretionary play which warrants a least a little observation and evaluation.  With any given hand, a player must decide to call tiles or not.
The option to [[Naki|call tiles]] is a discretionary play which warrants a least a little observation and evaluation.  With any given hand, a player must decide to call tiles or not. This page largely considers pon and chi, not kan.


==Assessing calls==
==Assessing calls==
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*Can allow you to complete a hand you otherwise wouldn't have completed at all. E.g. if you have 12-man, and the last 3-man is discarded, you must either call or not complete the sequence.
*Can allow you to complete a hand you otherwise wouldn't have completed at all. E.g. if you have 12-man, and the last 3-man is discarded, you must either call or not complete the sequence.
*It is hard for opponents to know whether an open hand is complete or not.
*It is hard for opponents to know whether an open hand is complete or not.
*Disrupts [[ippatsu]], as well as [[tenhou and chiihou|tenhou]], [[chiihou]], [[double riichi]], the option to call [[kyuushu kyuuhai]], and opponents' [[nagashi mangan]].


===Disadvantages===
===Disadvantages===
*Prevents certain yaku, most importantly [[riichi]].
*Prevents certain yaku, most importantly [[riichi]].
**Lowers the value of other yaku, such as sanshoku and ittsu.
**Lowers the value of other yaku, such as sanshoku and ittsu.
**The hand must have at least one (non-riichi) yaku in order to win.
*Reduces the amount of tiles you can discard, making it harder to [[defense|defend]].
*Reduces the amount of tiles you can discard, making it harder to [[defense|defend]].
*Reveals the called tiles to your opponents, possibly allowing them to deduce the value/contents/yaku of that hand.
*Reveals the called tiles to your opponents, possibly allowing them to deduce the value/contents/yaku of that hand.


==Yaku==
==Value==
Once a hand reaches 4 han, every han afterwards is reduced in value. So if a hand has 4+ guaranteed han after opening, it's often best to call. At this point, the extra speed from calling is often worth the drop from value.


==Timing==
Specific point standings can alter the need to call. If you need 12k points to escape 4th in all last, you should stay closed even though you have 4 guaranteed han. If you need 1k points in all last, call as soon as a yaku is available.


==Keishiki tenpai==
==Tenpai Settlements==
{{main|Keishiki tenpai}}
{{main|Ryuukyoku}}
After all tiles in the live wall have been drawn, players in noten pay those in tenpai. In addition, depending on the rules, dealers get to keep their seat if they are in tenpai. Therefore, players near the end of the game may wish to call tiles to reach tenpai.
 
Even if a hand would have no yaku, or is otherwise impossible to complete, players can still call tiles in order to reach [[keishiki tenpai]] ("shaped tenpai"). For the purposes of tenpai settlements, a hand in keishiki tenpai still counts like any other tenpai.


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

Revision as of 13:32, 22 March 2024

The option to call tiles is a discretionary play which warrants a least a little observation and evaluation. With any given hand, a player must decide to call tiles or not. This page largely considers pon and chi, not kan.

Assessing calls

Like any decision in the game, opening your hand has advantages and disadvantages.

Advantages

  • Allows your hand to complete faster. Sequences can be completed with twice the amount of tiles (your draws, and left opponent's discards). Triplets can be completed with four times the amount of tiles (your draws, anyone else's discards).
  • Can enable or confirm yaku that would otherwise be unavailable. For instance, yakuhai are hard to complete without calling pon.
  • Can allow you to complete a hand you otherwise wouldn't have completed at all. E.g. if you have 12-man, and the last 3-man is discarded, you must either call or not complete the sequence.
  • It is hard for opponents to know whether an open hand is complete or not.
  • Disrupts ippatsu, as well as tenhou, chiihou, double riichi, the option to call kyuushu kyuuhai, and opponents' nagashi mangan.

Disadvantages

  • Prevents certain yaku, most importantly riichi.
    • Lowers the value of other yaku, such as sanshoku and ittsu.
    • The hand must have at least one (non-riichi) yaku in order to win.
  • Reduces the amount of tiles you can discard, making it harder to defend.
  • Reveals the called tiles to your opponents, possibly allowing them to deduce the value/contents/yaku of that hand.

Value

Once a hand reaches 4 han, every han afterwards is reduced in value. So if a hand has 4+ guaranteed han after opening, it's often best to call. At this point, the extra speed from calling is often worth the drop from value.

Specific point standings can alter the need to call. If you need 12k points to escape 4th in all last, you should stay closed even though you have 4 guaranteed han. If you need 1k points in all last, call as soon as a yaku is available.

Tenpai Settlements

After all tiles in the live wall have been drawn, players in noten pay those in tenpai. In addition, depending on the rules, dealers get to keep their seat if they are in tenpai. Therefore, players near the end of the game may wish to call tiles to reach tenpai.

Even if a hand would have no yaku, or is otherwise impossible to complete, players can still call tiles in order to reach keishiki tenpai ("shaped tenpai"). For the purposes of tenpai settlements, a hand in keishiki tenpai still counts like any other tenpai.

External links