Occult mahjong: Difference between revisions

m
Line 15: Line 15:
*For a more obvious example, if you know a player tends to discard [[hatsu]] after [[haku]]/[[chun]], then that is useful.  
*For a more obvious example, if you know a player tends to discard [[hatsu]] after [[haku]]/[[chun]], then that is useful.  
*Emotions can be read, just like in poker. Players could be visibly excited/anxious when they have a big hand and show it through the behavior, or annoyed when they have a bad hand.
*Emotions can be read, just like in poker. Players could be visibly excited/anxious when they have a big hand and show it through the behavior, or annoyed when they have a bad hand.
*Reading discards to get a sense of what their hand may contain can also be considered "occult". Basic examples, like "a player discarded a lot of souzu/pinzu, so they are likely to have a manzu honitsu" can be considered basic probability, in the realm of digital mahjong. But trying to get a precise read on the hand's contents, e.g. feeling that a given [[riichi]] is a cheap or expensive hand, is in the realm of occult play.
*Reading discards to get a sense of what their hand may contain can also be considered "occult". The basic examples, like "a player discarded a lot of souzu/pinzu, so they are likely to have a manzu honitsu" can be considered basic probability, which is clearly not occult. But trying to get a precise read on the hand's contents, e.g. feeling that a given [[riichi]] is a cheap or expensive hand, is in the realm of occult play.


As you may surmise, these tips are more useful when playing with physical tiles or with a specific group. In online clients, you'll often encounter a player once and never play them again, and reading emotions is impossible.
As you may surmise, these tips are more useful when playing with physical tiles or with a specific group. In online clients, you'll often encounter a player once and never play them again, and reading emotions is impossible.
695

edits