Hordes

Joined 3 March 2024
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==Basic Strategy==
==Basic Strategy==
A player completely new to riichi mahjong should focus on learning the gameplay, being able to make a winning hand, and learning the [[yaku]].
Once you've learned these, it's time for some more intermediate strategy.


===Defense===
===Defense===
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Defense is important for multiple reasons. When you discard another player's winning tile, you pay the full amount. If another player has a valuable hand, but you have a cheap and slow hand, then it is better to not deal in. Even if the player wins by self-draw, the amount you would pay is much less than the amount you'd pay by dealing in.
Defense is important for multiple reasons. When you discard another player's winning tile, you pay the full amount. If another player has a valuable hand, but you have a cheap and slow hand, then it is better to not deal in. Even if the player wins by self-draw, the amount you would pay is much less than the amount you'd pay by dealing in.


The key to defense is the [[furiten]] rule. To recap:
The major key to defense is the [[furiten]] rule. To recap:
*A player cannot win off another's discard if they could win off any of their previously discarded tile.
*A player cannot win off another's discard if they could win off any of their previously discarded tile.
*A player in riichi may not win off another's discard if they decline their first possible win.
*A player in riichi may not win off another's discard if they decline their first possible win.
*A player not in riichi may win win until their next turn if they decline a win.
*A player not in riichi may win win until their next turn if they decline a win.


'''1. 100% Safe Tiles'''
'''1. 100% Safe Tiles'''
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When a player has a ready hand, they are most likely waiting to complete a sequence. Knowing this, we can use the furiten to our advantage.
When a player has a ready hand, they are most likely waiting to complete a sequence. Knowing this, we can use the furiten to our advantage.


Notice that an incomplete sequence can wait for up to 2 tiles. {{#mjt:23p}} waits on {{#mjt:1p}} and {{#mjt:4p}}; {{#mjt:34p}} waits on {{#mjt:2p}} and {{#mjt:5p}}. Also notice how these tiles are ''always 3-apart''': 4 - 1 = 3, and 5 - 2 = 3.
Notice that an incomplete sequence can wait for up to 2 tiles. {{#mjt:23p}} waits on {{#mjt:1p}} and {{#mjt:4p}}; {{#mjt:34p}} waits on {{#mjt:2p}} and {{#mjt:5p}}. Also notice how these tiles are ''always 3-apart'': 4 - 1 = 3, and 5 - 2 = 3.
 
'''Therefore, when a player is waiting for a tile, they are likely to also wait on a tile that is 3 apart.'''
 
Conversely, if a tile is 100% safe, tiles that are 3-apart from that tile are safer than normal. Because it is likely for an opponent to wait on two tiles that are 3-apart, when a tile is safe, the tiles 3-apart also become safe.
 
* When you want to discard a tile numbered (1,2,3) or (7,8,9), a 100% safe tile that is 3-apart simply makes that tile safer. A discarded 4 makes 1 and 7 safer; a discarded 5 makes 2 and 8 safer.
* When you want to discard a tile numbered (4,5,6), these tiles are special - you need ''two'' tiles to be 100% safe to make these safer.
 
'''4. Blockade ([[Kabe]])'''
 
There are 4 copies of a given type of tile. Therefore, when all 4 copies of a tile are used up, it is impossible for others to have that tile. Thus, it becomes impossible for an opponent to have a sequence with that tile.


''Therefore, when a player is waiting for a tile, they are likely to also wait on a tile that is 3 apart.''
So when all 4 copies of a type tile have been discarded, the tiles ''that are numbered further away from 5'' become safer.


Conversely, if a tile is 100% safe, tiles that are 3-apart from that tile are safer than normal.
* When all four 3's are discarded, the 1 and 2 of that suit become safer.
* When all four 4's are discarded, the 2 and 3 of that suit become safer. (1 does not become safer.)
* When all four 5's are discarded, no tiles become safer.


* When you want to discard a tile numbered (1,2,3) or (7,8,9), a 100% safe tile that is 3-apart makes that tile safer. A discarded 4 makes 1 and 7 safer; a discarded 5 makes 2 and 8 safer.
A tile may be "used up" when it is discarded, when it is in your own hand, when another player calls pon or kan, or when it's part of the dora indicators. For example: if three copies of the 3-man are discarded, and the fourth 3-man is in your hand, then 1-man and 2-man are safer. Three coipes are discarded; the fourth is in your own hand.
* When you want to discard a tile numbered (4,5,6), these tiles are special: a 100% safe tile that is 3-apart does not make the tile much safer. However, if both tiles that are 3-apart are safe, then the tile become safer. A discarded 1 by itself does ''not'' make 4 significantly safer - but a discarded 1 AND 7 does make 4 safer.
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