Some basics of soild play in Japanese Reach Mahjong, plus a little wait reading. The specific "suji" techniques used for reading will be discussed in a later video. This video assumes you already know all the rules.
Watch three out of three reach waits nailed in a one round game! The low video and sound quality will be rectified in later episodes. My voice in particular does not actually sound like that!
When reading waits, only risk trusting your read if you have a great hand worth pushing with.
Otherwise just fold.
In this video I didn't get great hands so I didn't bother pushing, otherwise I would have gone for it on the reads.
1.1 1:30. Normally I would never Kan, but it was late in the hand and I thought I could push a little and maybe even win since I had the possibility of three concealed triples. More importantly, though, the dead wall draw is replenished from the live wall, so I was actually robbing the reacher of another (final) self-draw in the endgame.
Given the number of turns left, I was effectively reducing his self-draw chances by about 25%, which is actually more than his chances of hitting another ura-dora (about 15%) so the tradeoff is worth it. Gotta play the numbers, although my plan changed when the chi presented itself for a quick win and the possibility of double ron against the dealer, who is unlikely to fold.
1.2 7:00. I did not get rid of the red five early because I prefer to keep dangerous tiles with a weak hand. I can use them in the event my hand improves, but I like to keep the opponents guessing where the dora tiles are. It keeps the element of uncertainty and they might wait for one in vain. Either way, it didn't look from their early piles like they needed it. The bluff value of an early strong discard will have no effect on most players, and that was a normal level Tenhou table.
1.2 8:36. I was keeping the east and sevens as safe tiles against the other players, who seemed to still be pushing. I always keep an eye on the non-reach players and I feared they might be ready or very close. Sometimes you want your safest tiles for the very end when everyone will be tenpai.
with this game, you cant go for one thing every hand, i mean like he says go for chows....well yeah thats good but they are value less....you need to look at your opening hand an assess the situation, what breaks good players from great players is the ability to change your hand according to your opponents discards where they WILL play into your hand with out knowing, this guy is an casual player at best, and his strategy works for casual play.....but nothing more
Alucard20039 7 months ago in playlist Mahjong - Riichi 2
this guy is terrible
BlackShiraya 7 months ago
does anyone know about any riichi mahjong clubs or teachers in east london?
zeeshansyed198918 11 months ago
i mean, is this online or a mahjong game you bought?
brandonsmith666 1 year ago
what game is this?
brandonsmith666 1 year ago
can't hear a thing
lirg123 1 year ago
Not entirely true. First, it's too late in the game, there are only three to four more go-arounds, and we're assuming the other two guys have enough safe tiles to go get around it. The possibilities for reverse dora (aka ura dora) are just possibilities, and really not worth the risk of losing the lead to the guy on the left, who "coincidentally" was waiting on that 3m.
This guy knows what he's doing quite well.
Kimeru 2 years ago
nice
shousangen 2 years ago
1:40, You have to REACH. because 3-6 sou is really good draw. 6 sou discard left opponent. He is reach right now too. other opponents think 3 sou is safety tile. You can catch this tile.
And big return you get too many reversed-dora. this is require `REACH'
narucy56 2 years ago
Dead wall always consists of 14 tiles
wyce 2 years ago