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sanma book 1 /vg/529136823#529162089
6/28/2025, 7:07:36 PM
>Chapter 21
>Reading lag

>See through fake lag

>One big characteristic of online mahjong is the possibility to make reads based on lag. Lag happens when a player has the chance to call a tile, which in sanma means either pon, kan, or ron.
>When there is lag after a discard, it means that a player other than the one that discarded it has at least a pair of that tile.
>When you were the one discarding the tile, you don't know which of the others is causing the lag, but sometimes you can tell based on discards.
>You don't have to think about sequences because there is no chii in sanma.
(Omitted paragraph about yonma here.)
>Lag in sanma gives you more precise information, so it's more important than in yonma. Keep this information in mind when choosing blocks and waits.
>Let's say there was lag on 3s and your hand is
>24567p445577788s
>The double 3-6s ryanmen looks very weak here because we expect at most one 3s to still be in the wall. Knowing this we can cut 4455s down into a single block or drop 8s and hope to extend our pinzu shape. This is the way you want to use information derived from lag.
>Another thing to consider is that if you allow lag to happen on 19m or an honour, others may be able to read what yaku you have.
>E.g. if the second copy of a yakuhai tile is discarded, and there's lag on it but you don't call, together with your pond this can allow the others to read that you are going for chiitoi.
>When you tanki riichi with such a chiitoi, they will consider the possibility that you may be aiming for a pair drop mawashi from one of them. Thus for hands like chiitoi, pinfu iishanten, or similar, you'll want to click the "no calls" button to prevent lag from happening.