Riichi strategy: Difference between revisions

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[[Image:Bad_riichi.png|right|250px|thumb|An ill-advised and unnecessary [http://tenhou.net/0/?log=2014092217gm-0089-0000-3fd71626&tw=3&ts=8 riichi].]]
[[Image:Bad_riichi.png|right|250px|thumb|An ill-advised and unnecessary [http://tenhou.net/0/?log=2014092217gm-0089-0000-3fd71626&tw=3&ts=8 riichi].]]
Strategy surrounding the call for [[riichi]] entails various considerations.  Players may very well blindly call riichi without any thought.  Sometimes, this move pays off; and the player is rewarded.  Then on the other hand, players are punished.  Even worse, they are dubiously punished.  While riichi hands gives players the chance for [[Scoring|higher scoring]] hands, players must not be blinded by the opportunity without considering the risks. Sometimes, that riichi call may not be necessary anyways. Regardless, players win or lose on the risk-reward nature of the riichi declaration.
Strategy surrounding the call for [[riichi]] entails various considerations.  While declaring riichi gives players the chance for [[Scoring|higher scoring]] hands, players must not be blinded by the opportunity without considering the risks. Sometimes, the riichi may be a good idea, or it may do nothing but harm you. Regardless, it's best not to blindly call riichi every time you reach tenpai.


==Assessing riichi==
==Assessing riichi==
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=== Advantages ===
=== Advantages ===
[[Image:Indefensible riichi.png|thumb|right|250px|Riichi is not responsive to [http://tenhou.net/0/?log=2012111209gm-0009-7447-x33034e7e5279&tw=2&ts=4 future changing conditions].]] <!--Aligns with the disadvantages section better here-->
[[Image:Indefensible riichi.png|thumb|right|250px|Riichi does not let you respond to [http://tenhou.net/0/?log=2012111209gm-0009-7447-x33034e7e5279&tw=2&ts=4 any conditions that change in the future].]] <!--Aligns with the disadvantages section better here-->
* Any closed hand becomes eligible for winning by ron.
* Riichi is a yaku. It grants 1 additional han and allows any closed hand to meet the yaku requirement.
* Riichi is an automatic yaku and is eligible to count for 1 additional han (after a win).
* You can score additional han through [[ippatsu]] and/or [[ura dora]] (after a win). When considering these bonuses, a riichi is worth an average of around 1.5 han.
* A win via tsumo is guaranteed an extra han from [[mentsumo]].
** Each [[kan]] formed by any player provides a kan uradora to the riichi, in addition to the regular kan dora.
* A possible 3-han [[Yaku compatability|riichi combination]] of: riichi, [[ippatsu]], and mentsumo.
* Other players may defend against a riichi call, giving up their hands to avoid dealing in.
* Access to the [[dora|uradora]] (after a win).
* Kans formed by any player provide two extra dora indicators (per kan declaration) for the riichi declarer instead of just one.
* Other players are recommended to defend against riichi calls, if possible or needed.  Otherwise, players run the risk of falling to that hand.


=== Disadvantages ===
=== Disadvantages ===
* '''By rule, the hand is locked'''.  Therefore, it is impossible to change the composition of the hand in order to get a better wait or an improved score.   
* By rule, the hand is locked.  Therefore, it is impossible to change the composition of the hand in order to get a better wait or an improved score.   
* Changing a hand while in riichi breaks this rule and imposes [[chombo]].
** A riichi hand can no longer defend. If other players manage to reach tenpai, you could deal in.
* Likewise, a player can no longer defend and must wait for a winning tile.
* Riichi usually lowers the hand's win rate. A defending player is less likely to deal in, so you'll be less likely to win.
* Other players retain the ability to develop their hands, if they choose not to defend against the riichi.
* If you do not declare a win on the first possible winning tile, you will enter [[furiten]].
* Defending players are less likely to deal in.
** Entering furiten is usually ill-advised, so players may have to accept a [[yasume]] (lower scoring tile).
* It is highly recommended to declare the win on the first instance of a winning tile, even if the tile is a [[yasume]] or a lower scoring tile (based on yaku).  Otherwise, the hand is subject to [[furiten]].  Of course, this decision rests on the current scores.
** A riichi call prevents you from [[targeting]] a specific player to ron off of.
* A riichi call disables a person's ability to be [[targeting|selective]] of points from particular players (if need be).
* A "riichi stick" of 1,000 points is spent to call the riichi, with the hopes of winning it back.  However, other players may win the hand and capture those 1,000 points instead.
* A "riichi stick" of 1,000 points is temporarily spent to call the riichi, with the hopes of winning it back.  However, other players may win the hand and capture those 1,000 points instead.


== Considerations for riichi ==
== Considerations for riichi ==
Once again, riichi is a discretionary play.  In fact, in all instances of considering and calling riichi, risk is involved.  Therefore, various factors must be considered before employing using riichi. At the same time, many plays involving riichi are highly recommended. Employing riichi is a matter of the current game state.
Once again, riichi is a discretionary play.  Every time you call riichi, some risk is involved, so you should consider various factors before making the call. At the same time, riichi is strong, so there are many cases where you should use it. Whenever you should or shouldn't riichi depends on the gamestate.


=== Damaten ===
As an alternative, you can go [[damaten]], which is simply a closed tenpai that hasn't called riichi. Another alternative is to [[betaori|give up the hand]] entirely.


Some hands have yaku in themselves that they do not need to declare riichi to declare ron on other players. With these hands, the option of damaten (not declaring riichi) can be more alluring due to higher win rate (which will in rare occasions be more important than increasing the hand's score). Hands without other yaku can only be won by tsumo if riichi is not declared, and thus will almost never consider damaten an option - the only concern here would be defensive (ie. the player may wish to give up tenpai to defend later), which will only very rarely become an issue large enough to override the reward of winning the hand.
== Speed ==
[[Image:Intimidate riichi.png|thumb|right|250px|[http://tenhou.net/0/?log=2016081218gm-0029-0000-bcaa7251&tw=1&ts=14 Riichi called] to apply pressure onto the other players, with relatively low scoring differentials.]]
There is an advantage to being the first to tenpai, and thus an advantage to being the first to declare riichi. Only one hand can win per round, so faster hands can just win before anyone else. A tenpai hand can call ron off anyone, while [[chii]] can only be called from the left player. Also, the earlier you declare riichi, the harder it is for opponents to defend against it.
 
In addition, going from [[iishanten]] to tenpai can take a while. Even with great [[ukeire|tile acceptance]], it often takes multiple turns to do achieve tenpai. (Of course, this is dependent on luck.)
*If an iishanten opponent decides to attack into your riichi, you have the speed advantage. As mentioned above, they will often need to spend multiple turns to reach tenpai. Therefore, they may need to spend multiple turns discarding dangerous tiles, which could be tiles you could ron off of. You could also tsumo before they reach tenpai, or win after they get tenpai.
*If an opponent at iishanten decides to fold, you will have one less player to worry about.
 
Due to these advantages, a player who declares riichi first will often exert pressure on the other players. This, in turn, can make other players give up their hands. Of course, this is not guaranteed, especially if the point standings force some other players to take on offense at all costs. However, you will still have the advantages listed above.
 
Conversely, a chasing riichi (riichi after another player has declared riichi) is weaker for the same reasons.
 
== Hand shape and waits ==
Once a hand reaches tenpai, the chance of winning largely depends on the [[machi|tile waits]]. Hands waiting on three or more tiles, such as [[ryanmenten]] or [[sanmentan]], have a favorable chance of winning, while one tile waits like [[kanchan]] or [[tanki]] are less likely to win.
 
Since most of the risks of riichi only apply if the hand fails to win, having a good wait means that riichi is more desirable. Bad shape waits may be more pressured to keep the possibility of failure in mind, as well as the possibility of changing the hand into having a better wait.
 
If you are in [[furiten]], you should be more wary about declaring riichi. A furiten riichi with a 3-sided wait , that has 9+ tiles not visible, is typically ok. A furiten two-sided wait may work if it's early in the game or if you need points.
 
== Score ==
Riichi gives 1 han, and possibly more via ippatsu and ura dora. Since every han doubles your score until you reach [[mangan]], these are all valuable. However, there are rare cases where score does not matter.
 
*When riichi wouldn't actually change your hand value. For example, [[haneman]] is scored with 6 or 7 han. If you have a 6 han hand, riichi's +1 han would still result in a haneman. Getting [[mentsumo]], ippatsu, and/or ura dora will increase it up to baiman, but these are unreliable.
*When you are in first with a large lead. In this case, you may damaten to increase hand win rate, allowing you to end the game faster.
*When you have a valuable hand. If you have a guaranteed mangan or higher hand without needing riichi, the extra score may not be worth the loss of win rate.
 
That being said, the extra points from riichi often do matter. This is a game about scoring the most points, after all.


=== Furiten ===
=== Winning chance ===
{{main|Furiten}}
Pressing players to defend will lower your chance of winning. If a hand has a yaku other than riichi, declaring riichi will generally lower your winrate by about 40%. Since riichi more-than-doubles your score until reaching mangan (1 han from riichi doubles score, then extra han from ippatsu/uradora), riichi generally has the better expected value.
 
If you don't care about points, but you do care about winning, you should dama. As mentioned above, if you are in the lead by a large amount, dama.


Declaring riichi means that, if the player decides to give up the chance to declare ron on another player's discarded tile, they will end up being in furiten for the rest of the hand, unable to declare rons on any other players discards. On the other hand, being in damaten allows the player to remain in furiten for only until their next draw in these situations. Occasionally this is an issue with hands that have waits with different values, as they are more or less forced to take the cheaper wait discarded by others instead of letting it pass - however, considering that Riichi already increases the hand's value by 1.5 hans or so in general, this is only really a concern if the difference between waits are at least 3 hans. Another issue is that one may want to specifically avoid getting ron from another player (mostly if it would reduce that player's point to 0 without achieving the goal of taking over someone with more points).
Hands which have an extremely poor wait (e.g single tile wait on dora) are so bad that riichi doesn't reduce their chance of winning by much.


=== Game round ===
== Point standing ==
{{main|Kyoku}}
{{main|Kyoku}}


Generally, during the first half of the entire game, point standing is not as large of a concern due to that there are many opportunities to make up differences - this means that the players who are ahead can hardly afford to rest on their laurels, and also that players who are behind are not as desperate in catching up. Thus situations tend to be more general as point standing is not as important: riichi's increased reward is usually appreciated, its intimidation effect more often felt, and it is more often a good idea.
In the first half of the game, your exact point standing (the # of points between you and 1st/2nd/3rd/4th place) is generally not a big concern. There are many opportunities to make up differences : a player who's ahead can hardly afford to rest on their laurels, while players who are behind are not as desperate. Thus, situations tend to be more "general" - riichi's increased reward is usually appreciated, its intimidation effect more often felt, and it is more often a good idea.


When the game is closer to its end (generally around the second half, but the point may become earlier if particularly large wins and losses have been going on), point standing becomes more and more of a concern as opportunities to overturn difference become scarcer. Players who are ahead may thus become more cautious, with riichi's risks amplified for them, amongst other considerations.
When the game is closer to its end (usually in the South round; can be earlier if a player is close to bankrupting), the game's precise point standing matters more. Most venues focus heavily on the player's end-of-game placement, so going from 3rd to 2nd is a major jump, and going from 3rd to 4th is a major blow. Even a +1000 point win is valuable if it causes you to rise in placement, or lets you keep your current placement.


=== Hand lock ===
*Players that are ahead should be more willing to dama. Late in the game, increasing your point lead doesn't matter as much, but the risk of dealing in matters more. Also, as mentioned above, dama increases your winrate, allowing you to end the game faster.
*Meanwhile, players in 4th by a large amount are often forced to riichi, hoping for a big hand. Players in the middle should analyze their own specific situations to determine if riichi is right. If being in 4th place confers a huge penalty (such as high ranked gameplay in [[tenhou.net]]/[[Majsoul]]), players not in 4th may want to dama to end the game faster, even if riichi could let you rise up a rank.
*The 1000 points used to declare riichi could cause you to drop down a rank. If this is the case during all last, you probably shouldn't riichi if you have another yaku.
*If a damaten win and riichi win would cause you to end up in the same placement, and it's all last, you should dama.


By declaring riichi, one is locking their hand for the rest of the round. In turn, the hand cannot change, even to get a better wait, gain value, nor defense considerations. This is really the most major risk of declaring riichi. Generally, the hand that is first to tenpai has significant advantage over other hands and thus the reward is well worth the risk, but especially if the hand's shape is not good, or if the risk of dealing in is greater than the reward of winning the hand with additional value, then it can be a bigger point of consideration.
Overall: in the earlier end of the game, going for raw points can be a good idea. In the later end, aiming to retain (or improve) your placement usually matters more than the points themselves. This consideration will depend on the game's [[oka and uma]] settings.


=== Hand shape and waits ===
== Hand lock ==
By declaring riichi, the hand is locked - you cannot upgrade the hand to improve the wait, gain yaku, or play defensive.


After a riichi call, the likelihood of the hand winning places itself on its hand shape and [[machi|tile waits]]. Hands with waits of three tiles or greater, such as [[ryanmenten]] or [[sanmentan]], have a favorable chance of winning, while one tile waits like [[kanchan]] or [[tanki]] are less likely to win. Since pretty much all the risks associated with riichi is only if the hand fails to win, having a hand with good shape waits to win obviously means that they're less of a concern. Bad shape waits may be more pressured to keep the possibility of failure in mind, as well as the possibility of changing the hand into having a better wait.
=== Waiting for upgrades ===
Being the first to riichi is a big advantage of itself. So, if you want to delay riichi to wait for an upgrade, you should have many tiles that you could upgrade off of. As a contrived example:


=== Intimidation ===
{{#mjt: 123m345p888p4449s}} Waiting for: {{#mjt: 9s}}
[[Image:Intimidate riichi.png|thumb|right|250px|[http://tenhou.net/0/?log=2016081218gm-0029-0000-bcaa7251&tw=1&ts=14 Riichi called] to apply pressure onto the other players, with relatively low scoring differentials.]]
 
By declaring riichi, the player exerts pressure on the other players, as hands that are not yet in tenpai will be in a significant disadvantage when trying to contest another hand that is already in tenpai. As such, declaring riichi can easily intimidate other players into defending instead of attempting to win the hand, and even if they attempt to contest it, they may end up becoming more cautious and becoming less offensive in general. Of course, this is not guaranteed to work, especially if the point standings force some other players to take on offense at all costs. However, the advantage of having an early tenpai hand is high enough to offset this in general.
You could upgrade the hand to a two-sided or better wait with: {{#mjt: 14m235679p2356s}}, which is up to 48 tiles. When considering the number of upgrades, you should consider every visible tile. You must also watch out for [[furiten]].


=== Point standing ===
As the round progresses, you should be more willing to riichi than to wait for an upgrade; you don't have as much time to wait for an upgrade.


When the game is closer to its end, point standing can affect the decision to declare riichi or not in many ways. For starters, players who have a large lead will be more cautious, and the risk of less win rate or hand locking become amplified for them, while the reward of increasing value and intimidation are lessend. Players who are greatly behind, on the other hand, will likely cling to Riichi's increase in value, as all the risks in the world no longer matter to them. Players who are in the middle will also start having specific point goals for their hands to achieve their goals - one player may choose to damaten their hand because it is large enough to overcome the difference to another player's score, while another may choose to declare riichi because they need the extra points to do so. For these players there are no fast and hard rules to adhere to any more - they simply have to analyze their own situation and decide what goals to set for their hands, and whether if declaring riichi would fit (or not fit) into their plan.
Note: when you reach tenpai but are waiting for an upgrade, it's often best to stay at [[iishanten]], ''unless'' you have an expensive hand. If you enter tenpai with a 46-pin middle [[kanchan]], you have 8 tiles worth of upgrade. If you decline tenpai, you'll often have more than 8 tiles to upgrade with. For example, if you discard 6-pin, leaving 4-pin and a 2334-man shape, you have 18 tiles worth of non-furiten uprades.


=== Scoring ===
=== Defense ===
The hand lock prevents you from defending, which is the biggest risk of declaring riichi. Often, the reward is worthwhile. Even without riichi, it is often best to keep tenpai instead of defending. But if the risk of dealing in is greater than riichi's extra value, then it can be a bigger point of concern.


Generally, declaring riichi will increase the score of a hand substantially. In addition to providing one guaranteed extra han towards the hand, it grants the opportunity to grab additional increases in ippatsu and uradora. For hands that are not close to mangan limit, declaring riichi will triple the hand's score on average. In general circumstances, this huge increase in reward alone is enough to offset any concerns riichi may raise, which is why it is such a popular move. However, hands which are already high in score will receive significantly less benefit from riichi —if any—, and the scoring situation may mean that the extra score is pointless.
For example, say it is South 2, you are in 2nd place, 1st place is 14000 points ahead, but 3rd is catching up. You shouldn't riichi with an otherwise [[pinfu]]-only hand, since an extra 1000-2900 points will not impact placement, but dealing into another player can cause you to drop down placement. It is possible to overtake the lead, if you ron 1st with a riichi ippatsu + 1 ura dora, but this is not worth the risk.


=== Timing ===
== Furiten ==
The discarded tile for riichi calls are indicated sideways.  In doing so, it marks when players have made their calls for riichi.  With that said, the timing of a riichi can also be taken into consideration, especially when the defense of other players are taken into account. 
{{main|Furiten}}


With the discard pile divided into three rows, the timing of riichi can be noted as early, middle, and late. Early riichi, especially double riichi, have a huge information advantage.  With very few tiles discarded, players intending to defend have little information to base discard choices on.  Plus, the riichi may apply a wide range of tile waits to choose from and speculate.
Declaring riichi means that, if the player declines the first possible ron, they enter permanent [[furiten]]. Meanwhile, if a damaten hand skips a win, it is only in furiten until the next discard.


=== Winning chance ===
First, damaten has better control over [[yasume]]. If a riichi hand wins off a bad wait, you have to accept it or enter furiten. However, since riichi adds an average of around 1.5 han, this is only an issue if the waits differ by 3+ han. Even then, you may want to riichi despite this.


Obviously, by pressuring other players into defending, one is essentially lowering their chance of winning. Assuming that the hand has other yaku and thus declare Ron without riichi, declaring riichi reduces the hand's chance of winning by about 40%. Generally this is offset by the increase of hand value, but not always. On the other hand, there are some hands which have such ridiculously low chance waits (single tile wait on dora, for example) even without riichi, that declaring riichi actually doesn't really reduce the winning rate at all, and pressuring other players into defending means that one is also reducing the chance of other players winning the hand afterwards.
Second, a damaten hand can try and target a specific player. You may want to ron to get a player below 0 points, ending the game immediately. Or you may wish to avoid calling ron on a player with 0 points, to not end the game. This can also be done to [[gyakuten|change placement]] (e.g. targeting 1st place as 2nd). However, since riichi gives a hefty point bonus, a riichi hand might improve your placement even if you tsumo or ron the "wrong" player.


== Oikake riichi ==
== Oikake riichi ==


'''Oikake riichi''' {{kana|追いかけリーチ}} is a declared riichi, after another player had already declared riichi. In this state, two or even three players have simultaneously declared riichi; and thus, the game becomes a contest between two or three tenpai hands. In this state, any riichi declarer is liable of playing into another's riichi call. At the time same, this type of riichi is often utilized because at least one player is not able to defend.  With multiple riichis occurring simultaneously, the players end up in a "riichi duel".
'''Oikake riichi''' {{kana|追いかけリーチ}} is a "chasing riichi", or a declared riichi after another player had already declared riichi. In this state, two or even three players have simultaneously declared riichi. In this state, players are locked into a "riichi duel" - any riichi declarer is liable of playing into another's riichi call.
 
Players often declare chasing riichi because they have no option to defend, or when they have a big hand. At the same time, if after an opponent riichi's, you reach a good wait tenpai, then trying to win is often better than folding. When you do have the option to defend, the decision to push or fold should depend more on [[shanten]], [[ukeire|tile acceptance]], and wait rather than the value of the hand.


The process of four active riichi hands is not possible due to [[Tochuu ryuukyoku|suucha riichi]], or four called riichi.  In this case, the hand ends if the fourth riichi discard is not a winning tile for any of the previous three.
The process of four active riichi hands is not possible due to [[Tochuu ryuukyoku|suucha riichi]], or four called riichi.  In this case, the hand ends if the fourth riichi discard is not a winning tile for any of the previous three.

Latest revision as of 03:49, 24 April 2024

An ill-advised and unnecessary riichi.

Strategy surrounding the call for riichi entails various considerations. While declaring riichi gives players the chance for higher scoring hands, players must not be blinded by the opportunity without considering the risks. Sometimes, the riichi may be a good idea, or it may do nothing but harm you. Regardless, it's best not to blindly call riichi every time you reach tenpai.

Assessing riichi

When it comes to riichi, one must weigh the advantages and disadvantages.

Advantages

Riichi does not let you respond to any conditions that change in the future.
  • Riichi is a yaku. It grants 1 additional han and allows any closed hand to meet the yaku requirement.
  • You can score additional han through ippatsu and/or ura dora (after a win). When considering these bonuses, a riichi is worth an average of around 1.5 han.
    • Each kan formed by any player provides a kan uradora to the riichi, in addition to the regular kan dora.
  • Other players may defend against a riichi call, giving up their hands to avoid dealing in.

Disadvantages

  • By rule, the hand is locked. Therefore, it is impossible to change the composition of the hand in order to get a better wait or an improved score.
    • A riichi hand can no longer defend. If other players manage to reach tenpai, you could deal in.
  • Riichi usually lowers the hand's win rate. A defending player is less likely to deal in, so you'll be less likely to win.
  • If you do not declare a win on the first possible winning tile, you will enter furiten.
    • Entering furiten is usually ill-advised, so players may have to accept a yasume (lower scoring tile).
    • A riichi call prevents you from targeting a specific player to ron off of.
  • A "riichi stick" of 1,000 points is spent to call the riichi, with the hopes of winning it back. However, other players may win the hand and capture those 1,000 points instead.

Considerations for riichi

Once again, riichi is a discretionary play. Every time you call riichi, some risk is involved, so you should consider various factors before making the call. At the same time, riichi is strong, so there are many cases where you should use it. Whenever you should or shouldn't riichi depends on the gamestate.

As an alternative, you can go damaten, which is simply a closed tenpai that hasn't called riichi. Another alternative is to give up the hand entirely.

Speed

Riichi called to apply pressure onto the other players, with relatively low scoring differentials.

There is an advantage to being the first to tenpai, and thus an advantage to being the first to declare riichi. Only one hand can win per round, so faster hands can just win before anyone else. A tenpai hand can call ron off anyone, while chii can only be called from the left player. Also, the earlier you declare riichi, the harder it is for opponents to defend against it.

In addition, going from iishanten to tenpai can take a while. Even with great tile acceptance, it often takes multiple turns to do achieve tenpai. (Of course, this is dependent on luck.)

  • If an iishanten opponent decides to attack into your riichi, you have the speed advantage. As mentioned above, they will often need to spend multiple turns to reach tenpai. Therefore, they may need to spend multiple turns discarding dangerous tiles, which could be tiles you could ron off of. You could also tsumo before they reach tenpai, or win after they get tenpai.
  • If an opponent at iishanten decides to fold, you will have one less player to worry about.

Due to these advantages, a player who declares riichi first will often exert pressure on the other players. This, in turn, can make other players give up their hands. Of course, this is not guaranteed, especially if the point standings force some other players to take on offense at all costs. However, you will still have the advantages listed above.

Conversely, a chasing riichi (riichi after another player has declared riichi) is weaker for the same reasons.

Hand shape and waits

Once a hand reaches tenpai, the chance of winning largely depends on the tile waits. Hands waiting on three or more tiles, such as ryanmenten or sanmentan, have a favorable chance of winning, while one tile waits like kanchan or tanki are less likely to win.

Since most of the risks of riichi only apply if the hand fails to win, having a good wait means that riichi is more desirable. Bad shape waits may be more pressured to keep the possibility of failure in mind, as well as the possibility of changing the hand into having a better wait.

If you are in furiten, you should be more wary about declaring riichi. A furiten riichi with a 3-sided wait , that has 9+ tiles not visible, is typically ok. A furiten two-sided wait may work if it's early in the game or if you need points.

Score

Riichi gives 1 han, and possibly more via ippatsu and ura dora. Since every han doubles your score until you reach mangan, these are all valuable. However, there are rare cases where score does not matter.

  • When riichi wouldn't actually change your hand value. For example, haneman is scored with 6 or 7 han. If you have a 6 han hand, riichi's +1 han would still result in a haneman. Getting mentsumo, ippatsu, and/or ura dora will increase it up to baiman, but these are unreliable.
  • When you are in first with a large lead. In this case, you may damaten to increase hand win rate, allowing you to end the game faster.
  • When you have a valuable hand. If you have a guaranteed mangan or higher hand without needing riichi, the extra score may not be worth the loss of win rate.

That being said, the extra points from riichi often do matter. This is a game about scoring the most points, after all.

Winning chance

Pressing players to defend will lower your chance of winning. If a hand has a yaku other than riichi, declaring riichi will generally lower your winrate by about 40%. Since riichi more-than-doubles your score until reaching mangan (1 han from riichi doubles score, then extra han from ippatsu/uradora), riichi generally has the better expected value.

If you don't care about points, but you do care about winning, you should dama. As mentioned above, if you are in the lead by a large amount, dama.

Hands which have an extremely poor wait (e.g single tile wait on dora) are so bad that riichi doesn't reduce their chance of winning by much.

Point standing

In the first half of the game, your exact point standing (the # of points between you and 1st/2nd/3rd/4th place) is generally not a big concern. There are many opportunities to make up differences : a player who's ahead can hardly afford to rest on their laurels, while players who are behind are not as desperate. Thus, situations tend to be more "general" - riichi's increased reward is usually appreciated, its intimidation effect more often felt, and it is more often a good idea.

When the game is closer to its end (usually in the South round; can be earlier if a player is close to bankrupting), the game's precise point standing matters more. Most venues focus heavily on the player's end-of-game placement, so going from 3rd to 2nd is a major jump, and going from 3rd to 4th is a major blow. Even a +1000 point win is valuable if it causes you to rise in placement, or lets you keep your current placement.

  • Players that are ahead should be more willing to dama. Late in the game, increasing your point lead doesn't matter as much, but the risk of dealing in matters more. Also, as mentioned above, dama increases your winrate, allowing you to end the game faster.
  • Meanwhile, players in 4th by a large amount are often forced to riichi, hoping for a big hand. Players in the middle should analyze their own specific situations to determine if riichi is right. If being in 4th place confers a huge penalty (such as high ranked gameplay in tenhou.net/Majsoul), players not in 4th may want to dama to end the game faster, even if riichi could let you rise up a rank.
  • The 1000 points used to declare riichi could cause you to drop down a rank. If this is the case during all last, you probably shouldn't riichi if you have another yaku.
  • If a damaten win and riichi win would cause you to end up in the same placement, and it's all last, you should dama.

Overall: in the earlier end of the game, going for raw points can be a good idea. In the later end, aiming to retain (or improve) your placement usually matters more than the points themselves. This consideration will depend on the game's oka and uma settings.

Hand lock

By declaring riichi, the hand is locked - you cannot upgrade the hand to improve the wait, gain yaku, or play defensive.

Waiting for upgrades

Being the first to riichi is a big advantage of itself. So, if you want to delay riichi to wait for an upgrade, you should have many tiles that you could upgrade off of. As a contrived example:

Waiting for:

You could upgrade the hand to a two-sided or better wait with: , which is up to 48 tiles. When considering the number of upgrades, you should consider every visible tile. You must also watch out for furiten.

As the round progresses, you should be more willing to riichi than to wait for an upgrade; you don't have as much time to wait for an upgrade.

Note: when you reach tenpai but are waiting for an upgrade, it's often best to stay at iishanten, unless you have an expensive hand. If you enter tenpai with a 46-pin middle kanchan, you have 8 tiles worth of upgrade. If you decline tenpai, you'll often have more than 8 tiles to upgrade with. For example, if you discard 6-pin, leaving 4-pin and a 2334-man shape, you have 18 tiles worth of non-furiten uprades.

Defense

The hand lock prevents you from defending, which is the biggest risk of declaring riichi. Often, the reward is worthwhile. Even without riichi, it is often best to keep tenpai instead of defending. But if the risk of dealing in is greater than riichi's extra value, then it can be a bigger point of concern.

For example, say it is South 2, you are in 2nd place, 1st place is 14000 points ahead, but 3rd is catching up. You shouldn't riichi with an otherwise pinfu-only hand, since an extra 1000-2900 points will not impact placement, but dealing into another player can cause you to drop down placement. It is possible to overtake the lead, if you ron 1st with a riichi ippatsu + 1 ura dora, but this is not worth the risk.

Furiten

Declaring riichi means that, if the player declines the first possible ron, they enter permanent furiten. Meanwhile, if a damaten hand skips a win, it is only in furiten until the next discard.

First, damaten has better control over yasume. If a riichi hand wins off a bad wait, you have to accept it or enter furiten. However, since riichi adds an average of around 1.5 han, this is only an issue if the waits differ by 3+ han. Even then, you may want to riichi despite this.

Second, a damaten hand can try and target a specific player. You may want to ron to get a player below 0 points, ending the game immediately. Or you may wish to avoid calling ron on a player with 0 points, to not end the game. This can also be done to change placement (e.g. targeting 1st place as 2nd). However, since riichi gives a hefty point bonus, a riichi hand might improve your placement even if you tsumo or ron the "wrong" player.

Oikake riichi

Oikake riichi 「追いかけリーチ」 is a "chasing riichi", or a declared riichi after another player had already declared riichi. In this state, two or even three players have simultaneously declared riichi. In this state, players are locked into a "riichi duel" - any riichi declarer is liable of playing into another's riichi call.

Players often declare chasing riichi because they have no option to defend, or when they have a big hand. At the same time, if after an opponent riichi's, you reach a good wait tenpai, then trying to win is often better than folding. When you do have the option to defend, the decision to push or fold should depend more on shanten, tile acceptance, and wait rather than the value of the hand.

The process of four active riichi hands is not possible due to suucha riichi, or four called riichi. In this case, the hand ends if the fourth riichi discard is not a winning tile for any of the previous three.

External links

Unimaru's coverage of riichi vs damaten