Naki strategy: Difference between revisions

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===Advantages===
===Advantages===
*Allows your hand to complete faster. Sequences can be completed with twice the number of tiles (your draws, and the left opponent's discards). Triplets can be completed with four times the number of tiles (your draws, anyone else's discards).
*Allows your hand to complete faster. Sequences can be completed with twice the number of tiles (your draws, and the left opponent's discards). Triplets can be completed with four times the number of tiles (your draws, anyone else's discards).
**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. If you have 12-man, and the last 3-man is discarded, you must either call or not complete the sequence.
*Can enable or confirm yaku that would otherwise be unavailable. For instance, [[yakuhai]] are hard to complete without calling pon.
**Can allow you to confirm a yaku. [[Yakuhai]], for instance, are hard to complete without calling pon.
*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 the discarding opponent's [[nagashi mangan]].
*Disrupts [[ippatsu]], as well as [[tenhou and chiihou|tenhou]], [[chiihou]], [[double riichi]], the option to call [[kyuushu kyuuhai]], and the discarding opponent's [[nagashi mangan]].
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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.
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.


As with most things in riichi mahjong, the specific point standings will alter the need to call. If you need 12k points to escape 4th in all last, you should stay closed with a 4 guaranteed han hand. If you need 1k points in all last, call as soon as a yaku is available.
When a hand is cheap, the opposite effect can occur. If a hand would be 1 han (riichi-only) when closed, or 1 han when opened, going open is often better. This mostly happens with [[yakuhai]] pairs - keeping the pair ruins [[tanyao]] and [[pinfu]], but pon lets you get 1 han from the yakuhai triplet. Even when considering the score bonuses from riichi (ippatsu, uradora, [[mentsumo]]), an open hand's increased speed is often better than the chance for extra points.
 
===Point standings===
As with most things in riichi mahjong, a game's specific point standings will alter the need to call. If you need 12k points to escape 4th in all last, you should stay closed with a 4 guaranteed han hand. If you need 1k points in all last, call as soon as a yaku is available.


==Tenpai Settlements==
==Tenpai Settlements==
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