Optional Rules
Posted: Wed Aug 06, 2014 6:57 pm
I have noticed that some optional rules add to the strategy of getting points to achieve victory while others just add points once victory is achieved.
I would like to briefly provide some thoughts on those that I have used or made part of my regular game.
Comments are welcome and please correct any errors I may have made.
Red Fives: I use one of each and find these to definitely add some strategic value to winning (or losing) a match.
Haku Pocchi: I prefer to use only one of these white dragons as a wild card and although it doesn't happen very often since it must occur after riichi and with ippatsu, it does every once in a while surprise you with a win.
Ryan Han Shibari: Recently added to my game, I find that it does add some strategy to win when the honba count reaches 5.
Just have to be sure to keep an eye on it so you don't get surprised.
Wareme: Tried this a few times. Don't like it. Probably because it has to do with the wall and my computer games don't show the wall. It seems to be entirely luck based who gets the marker and creates some really monster point hands which can wipe you out immediately in the first hand if you are not the dealer (and not careful).
Oka: I use the 25k/30k option and although the 20 extra points get added after you win, there is some strategy involved in that if you are behind in points in south 4, and can keep the leader from reaching the target score, or get him to fall below it, you can get into the west round for perhaps a come-from-behind win (shanyu rule-no sudden death).
(Am I correct in assuming that under the 30k/30k option, you can never play the west round because someone will always have more than the 30,000 point target score.)
Uma, Shuugi, Dobon, and Yakitori: These 4 just seem to add bonus points after the match is over. I have tried all of these and am currently utilizing yakitori. None of these seem to have any strategic value for winning the match, unless they are actually part of the winning conditions.
viewtopic.php?f=18&t=53059&start=15#p57578
As for dobon, I prefer the game ending when someone goes bankrupt. Don't like negative scores but I can live with someone being at zero. Don't use the bankruptcy penalty, the uma spread, or shuugi (tips).
I assume these latter 4 are basically used for gambling purposes where point totals may also be important in addition to winning the match. Am I overlooking any other reasons where one might want to use any of these in a computer game on a regular basis?
I would like to briefly provide some thoughts on those that I have used or made part of my regular game.
Comments are welcome and please correct any errors I may have made.
Red Fives: I use one of each and find these to definitely add some strategic value to winning (or losing) a match.
Haku Pocchi: I prefer to use only one of these white dragons as a wild card and although it doesn't happen very often since it must occur after riichi and with ippatsu, it does every once in a while surprise you with a win.
Ryan Han Shibari: Recently added to my game, I find that it does add some strategy to win when the honba count reaches 5.
Just have to be sure to keep an eye on it so you don't get surprised.
Wareme: Tried this a few times. Don't like it. Probably because it has to do with the wall and my computer games don't show the wall. It seems to be entirely luck based who gets the marker and creates some really monster point hands which can wipe you out immediately in the first hand if you are not the dealer (and not careful).
Oka: I use the 25k/30k option and although the 20 extra points get added after you win, there is some strategy involved in that if you are behind in points in south 4, and can keep the leader from reaching the target score, or get him to fall below it, you can get into the west round for perhaps a come-from-behind win (shanyu rule-no sudden death).
(Am I correct in assuming that under the 30k/30k option, you can never play the west round because someone will always have more than the 30,000 point target score.)
Uma, Shuugi, Dobon, and Yakitori: These 4 just seem to add bonus points after the match is over. I have tried all of these and am currently utilizing yakitori. None of these seem to have any strategic value for winning the match, unless they are actually part of the winning conditions.
viewtopic.php?f=18&t=53059&start=15#p57578
As for dobon, I prefer the game ending when someone goes bankrupt. Don't like negative scores but I can live with someone being at zero. Don't use the bankruptcy penalty, the uma spread, or shuugi (tips).
I assume these latter 4 are basically used for gambling purposes where point totals may also be important in addition to winning the match. Am I overlooking any other reasons where one might want to use any of these in a computer game on a regular basis?