More basic strategy requests.
Posted: Fri Sep 24, 2010 3:37 pm
OK, I'm wondering one thing. You're sitting at east and you pick 14 tiles. Do you form any idea of where you want your hand to go, and how strong is it?
I will use random.org to generate mahjong hands randomly with a make-shift mahjong deck. (Remove one suit, say spades, remove tens and jacks, ending with A-9, Q, K on three suits. Add a joker, because random.org only handles suits and ranks as a whole, to act as the fourth wind, and shuffle four decks like that, then draw 14 cards).
Let's say, because these things matter, East 1, 0 honba. (Note: I bought a book some years ago called How Not to Lose at Spades, and it showed me how the same cards required different bits depending of the score, that's why I'm starting with a neutral situation).
If this thing is useless, please say politely, hehe.
Hand 1:
Interesting hand with lots of pinfu, and pretty much nicely arranged. Two hatsu. So, go for the quick Hatsu only (ryanshanten), or get rid of them of them of tanpin?
Hand 2:
Hmm. This hand I think it would be insightful, because I don't see a way it can't easily go. The tiles are disperse, and Sha is not a paying wind. How should one go here?
Hand 3:
Another hand where there's no easy way, tanyao seems a bit too far away with three unrelated honors and Chuusou. But the other tiles seem closer together for pinfu. I feel, however, that this hand is not sufficiently different from Hand 2.
Btw, in case it matters, I've drawn a dora indicator, that we can use for all three hands. And I got
Well, I dunno. Let's see if this evolves into something useful for people that are still just a bit too new.
I will use random.org to generate mahjong hands randomly with a make-shift mahjong deck. (Remove one suit, say spades, remove tens and jacks, ending with A-9, Q, K on three suits. Add a joker, because random.org only handles suits and ranks as a whole, to act as the fourth wind, and shuffle four decks like that, then draw 14 cards).
Let's say, because these things matter, East 1, 0 honba. (Note: I bought a book some years ago called How Not to Lose at Spades, and it showed me how the same cards required different bits depending of the score, that's why I'm starting with a neutral situation).
If this thing is useless, please say politely, hehe.
Hand 1:














Interesting hand with lots of pinfu, and pretty much nicely arranged. Two hatsu. So, go for the quick Hatsu only (ryanshanten), or get rid of them of them of tanpin?
Hand 2:














Hmm. This hand I think it would be insightful, because I don't see a way it can't easily go. The tiles are disperse, and Sha is not a paying wind. How should one go here?
Hand 3:














Another hand where there's no easy way, tanyao seems a bit too far away with three unrelated honors and Chuusou. But the other tiles seem closer together for pinfu. I feel, however, that this hand is not sufficiently different from Hand 2.
Btw, in case it matters, I've drawn a dora indicator, that we can use for all three hands. And I got

Well, I dunno. Let's see if this evolves into something useful for people that are still just a bit too new.