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6/29/2025, 10:46:47 AM
>Chapter 22
>Call judgement
>The basic rule for yakuhai is to pon the first one
>Having 1 han is valuable, so it's almost always good to call yakuhai at the first opportunity. You lose riichi but you get one confirmed han, and you can still choose to attack or defend later.
>The exceptions to this rule are hands that are cheap and would lose almost all defensive capabilities, or when it's early and the hand can easily reach closed tenpai. An example below:
>No dora 7z is discarded
>34778p234555s77z
>It's also good to decline a call when it wouldn't advance your shanten, like in this hand:
>dora 1m 6z is discarded
>12367p23478s667z
>A call here would greatly increase acceptance, but the head would be lost and there's a high chance the final wait would be a tanki. A call here may bring you closer to tenpai but it's not clear that you can actually win faster. It's easier to win by drawing into one of the ryanmen and then declaring riichi.
>However, when a hand has a closed triplet and so wouldn't end on a tanki wait, it can call to confirm 1 han even when doing so doesn't advance shanten.
>Pros and cons of atozuke
>When you have a backup yaku like toitoi or honitsu feel free to call.
>Taking a ponten (TN: Calling pon to get into tenpai) in endgame with a shanpon wait that can only win on one of the pairs should be avoided except when the hand is expensive. When the others refuse to drop your atozuke tile, it'll become a risky round, and it's not worth giving up riichi just to get tenpai a little earlier. When counterattacked, it's common to drop the yakuhai pair in mawashi, in which case you won't be able to get into tenpai with yaku again.
>When to aim for honitsu
>There's only two suits and comparatively more honour tiles in sanma, so it's easy to aim for honitsu.
>Just forcing honitsu every hand dooms you to failure. Try to properly judge based on your hand whether to aim for it or not.
>Call judgement
>The basic rule for yakuhai is to pon the first one
>Having 1 han is valuable, so it's almost always good to call yakuhai at the first opportunity. You lose riichi but you get one confirmed han, and you can still choose to attack or defend later.
>The exceptions to this rule are hands that are cheap and would lose almost all defensive capabilities, or when it's early and the hand can easily reach closed tenpai. An example below:
>No dora 7z is discarded
>34778p234555s77z
>It's also good to decline a call when it wouldn't advance your shanten, like in this hand:
>dora 1m 6z is discarded
>12367p23478s667z
>A call here would greatly increase acceptance, but the head would be lost and there's a high chance the final wait would be a tanki. A call here may bring you closer to tenpai but it's not clear that you can actually win faster. It's easier to win by drawing into one of the ryanmen and then declaring riichi.
>However, when a hand has a closed triplet and so wouldn't end on a tanki wait, it can call to confirm 1 han even when doing so doesn't advance shanten.
>Pros and cons of atozuke
>When you have a backup yaku like toitoi or honitsu feel free to call.
>Taking a ponten (TN: Calling pon to get into tenpai) in endgame with a shanpon wait that can only win on one of the pairs should be avoided except when the hand is expensive. When the others refuse to drop your atozuke tile, it'll become a risky round, and it's not worth giving up riichi just to get tenpai a little earlier. When counterattacked, it's common to drop the yakuhai pair in mawashi, in which case you won't be able to get into tenpai with yaku again.
>When to aim for honitsu
>There's only two suits and comparatively more honour tiles in sanma, so it's easy to aim for honitsu.
>Just forcing honitsu every hand dooms you to failure. Try to properly judge based on your hand whether to aim for it or not.
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