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Link #21 | |
Knowledge is the solution
Join Date: Jan 2004
Location: St. Louis, MO
Age: 39
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Link #22 | |
sleepyhead
![]() Join Date: Dec 2005
Location: event horizon
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Link #24 |
Senior Member
Join Date: Oct 2007
Location: Land of the rising sun
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JP Majong strategy and tactics are similar to Competition Bridge.
You use deduction as a tool to speculate the other competitor's hand and develop a hand accordingly to enheighten chance of finishing a hand while blocking others. You also need to bluff others so they evade in trying to develop a high ranking hand and/or lure them into throwing you winning block. The objective is to end Hanchan with the most points NOT making high hands since there are bonus points given to the top dog at the end of Hanchan. |
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Link #25 | |
Senior Member
Join Date: Nov 2003
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And there is no pattern to the yaku. They are pretty much arbitrary based on things like "having" or "not having" something (Tan yao, chanta, etc), meeting a specific event sequence (haitei, rinshan kaihou, riichi), having a certain set of tiles (the dragons, the prevailing wind, your own wind, etc), or having something that is extremely unlikely (all greens, thirteen orphans, etc). The only thing is you can turn any 4 sets of 3 and a pair into a yaku with riichi, but it must be closed. Once you are dealing with an open hand, you are heavily restricted. |
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Link #26 | |||
Mahjong Triple Pro
Join Date: Sep 2006
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With a 3 fan minimum, it becomes very easy to defend. The only open hands that could quality under those restrictions are Hon Itsu Toi Toi, Toi Toi + Fanpai, Chin Itsu or Sanshoku Jun Chan. So, as soon as someone calls something it becomes easy to not deal into their hands. Defense is more important in Japanese mahjong than other gambling games, and that's a cardinal rule tough to drill into people. Especially the "experts". People want to show off with big hands...it's almost human nature. So they get hasty and end up dealing into another person's big hand. ![]() I disable signatures so I'm often unaware of what's lurking there. I'm at a loss of what to put both here and AP, there's not a lot happening right now worth advertising. Quote:
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By far, the most common hand in Japanese mahjong is the Pinfu. It's closed, can be combined well with dora, Tan Yao, Riichi and uradora. Easy mangan or haneman hand for most people, in 4P it's murder to deal into. Next most common hand is anything + Yakuhai. Then Toi Toi comes third.
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Link #30 |
Mahjong Triple Pro
Join Date: Sep 2006
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The dead wall removes the possibility of "tile counting" since what tiles taken out of the game are random. This isn't the case in other variants which go until all tiles have been exhausted from the wall.
If I recall correctly, 136 tiles -14 tiles (dead wall) -13 tiles x 4 (deal) =17 rounds of 4 draws each. =2 extra draws at the end So if there are no calls, the game goes for 17.5 rounds, ending at the South House.
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Link #31 | |||
Senior Member
Join Date: Dec 2005
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There's only one real difference: a certain combination of Bamboo tiles can qualify as an "All Green" yakuman hand. In all other cases, all three suits are functionally the same. Quote:
The main exception to this is if a hand is about to end, and you just want to get into tenpai (just one tile away from winning), so that you can grab some bonus points. Quote:
The kokushi musō hand is quite possibly the most special hand in Mahjong. As a yakuman hand, it's one of the two exceptions to requiring the 4-set rule. It's also the only hand where if you go for it, you're basically throwing away your chance at any other hand, so there's no way to bail from such an attempt. The other exception to the 4-set rule, the 7-pair hand, is nowhere nearly as dangerous since, if you have as many as five pairs, three pons will get you into tenpai. Kokushi musō is only the second-rarest hand of all, but even the rarest, the 9 Gates being far less common, is possible to break up into lesser hands with relative ease. Given all of these drawbacks there are only two virtues with a kokushi musō hand: the first is that you're only likely to go for it if you are five tiles or less from tenpai. This would mean that you have a trash hand filled with honors and terminals that'd be useless for anything else. The second advantage is that it's virtually impossible to defend against without ruining one's chance of winning the hand, even if one knows that someone is going for it. That's because the pattern of discards is very difficult to read, and because there's a potential of a 13-tile tenpai wait (if you have exactly one of each honor and terminal). Oh by the way, I managed to get one of these hands a little while ago, and it's an awesome feeling. ![]() It's the part of the wall that is the last to draw from. The dead wall serves three purposes: they indicate when the hand is over, dora indicators are picked from the dead wall, and any bonus tiles from a kong are picked from the far end of a dead wall. In any Mahjong ruleset which uses flowers, the flower bonus tiles are picked from here as well.
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Link #32 | |
sleepyhead
![]() Join Date: Dec 2005
Location: event horizon
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No flowers are mixed in with the other tiles in those variants?
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Link #33 | ||
Senior Member
Join Date: Nov 2003
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Link #34 | |
Senior Member
Join Date: Dec 2005
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There are no flowers in the Japanese rulesets, so you should be fine with either Gamedesign or Tenhou.
Well, good luck to you ![]() Quote:
![]() The most common yakuman by far should be sū ankō (four concealed three-of-a-kinds) with the rest being somewhat more uncommon, and so on with the nine gates and kokushi musō being the most uncommon. However, this is based on their odds of occurring, and that's what skews the statistics from the personal experience. There's a couple of reasons for this: as you approach tenpai for one of the other yakuman hands, you're probably very close to tenpai for easier hands to get, and so you can bail and get ron all that much quicker. Likewise, you're a lot more likely to see hands with lots of terminals/honors than hands with 6+ dragons in them and so forth, so it's a lot more likely that players go for kokushi musō when there's nothing else appealing in their hand. Still, sū ankō should be the most commonly encountered yakuman as it's the easiest to get.
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Link #35 |
Mahjong Triple Pro
Join Date: Sep 2006
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Tenhou's stats indeed rank the Suu An Kou as the most common Yakuman, followed by Dai San Gen and then Kokushi Musou. The Kokushi is actually a very common Yakuman, it's just harder to get because it is very obvious when someone aims for it.
The rarest Yakuman is the Suu Kantsu, using Akagi rules it is darn near impossible. With JPM it's just near impossible.
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Link #37 |
Part-time misanthrope
Join Date: Mar 2007
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I learned the hard way about
Furi-Ten You cant ron if you are waiting for a tile that you have discarded before. Example: You have 56 Characters, 234 567 88 Circles, 4x white dragon. You have discarded the 4 of characters before. If another player discards the 4 of characters, you cant ron. But you can call tsumo with a previously discarded tile. Dont ask me why they made that rule ;_; Thanks to Basaka and Teiran who explained the rule to me. <3 |
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Link #38 | |
Senior Member
Join Date: Oct 2007
Location: Land of the rising sun
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As I posted before the objective is to end with the most points at the end of Hanchan so evading and trying to stop others from making a hand is a valid and justified option. |
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Link #39 |
nya`
![]() Join Date: Feb 2004
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I see Furi-Ten. No wonder. I think I have experience that also. Basically I was doing open hand and had 44 (circles) 88 (bamboo) left on my hand. Someone discard an 8 bam, so I Pon and ended having to discard one of the 4. Later someone discard another 4 Cir, but I cannot Ron it and I didn't have any 1 or 9 also. And I tought the computer was cheating. ^_^
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Link #40 |
Senior Member
Join Date: Nov 2003
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Minor note about Furi-ten:
Tenhou will sometimes (always?) put you in permanent furiten if you ignore a winning discard by an opponent. You are normally allowed to skip an opponents discard but you cannot declare a win until 1 go around later. |
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mahjong |
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