
Yeah that's right, rather then waiting on the hatsu, I'll do a godly wait on the red dragon. Since all 3 are already out, no one will think I'll be waiting on the chun. /professional
Moderator: Shirluban
York1jm wrote:Yeah, its the ultimate trap!They will NEVER see it coming. By the way, did anyone ever discard the last hatsu?
Also you should have seen me play 雀龍門 the other day, along with many bad mistakes I made that day. During one game during my first 6 discards, 5 of them were absolutely terrible decisions. Like, I could have won by that point, but no I kept the tiles that had a lower chance of me drawing the ones around them cause you know that is a good idea.
...I thought you won by not getting into tenpai, what?
You never know, that white dragon could've been slipped in during the game by that guy.xKime wrote:At least you weren't furiten as well!
If the game bugged and a fifth chun came out, you could still win.
(In a live game, I remember one time a fifth white dragon snuck its way into the set from another set (when we stored the sets, two tiles got switched by accident) so someone won off a fifth white dragon realizing... "Eh... is this okay?")
xKime wrote:Ahaha, yeah. But I hardly think it was him as he was the only one to point out the extra haku.
Then again, this was the same guy who once tried to assemble a 7 pairs counting four haku as two pairs.
Imagine what mahjong would be if there were 5 or 6 instances of each tile. I would be in to play it. Kokushi wouldn't be so bad of a choice either.
My best advice in such cases is: Play tonpuusen. Basic strategy: hit and run.BoyaSonny wrote:xKime wrote:Ahaha, yeah. But I hardly think it was him as he was the only one to point out the extra haku.
Then again, this was the same guy who once tried to assemble a 7 pairs counting four haku as two pairs.
Imagine what mahjong would be if there were 5 or 6 instances of each tile. I would be in to play it. Kokushi wouldn't be so bad of a choice either.
It would be a pain to play though.
Yesterday I finally got janryumon working and I'm already loving it, but down to like 5000 points now cause [insert excuse here].
What's tonpuusen again? That's playing only East rounds right?xKime wrote:My best advice in such cases is: Play tonpuusen. Basic strategy: hit and run.BoyaSonny wrote:xKime wrote:Ahaha, yeah. But I hardly think it was him as he was the only one to point out the extra haku.
Then again, this was the same guy who once tried to assemble a 7 pairs counting four haku as two pairs.
Imagine what mahjong would be if there were 5 or 6 instances of each tile. I would be in to play it. Kokushi wouldn't be so bad of a choice either.
It would be a pain to play though.
Yesterday I finally got janryumon working and I'm already loving it, but down to like 5000 points now cause [insert excuse here].
By playing only 46 tonpuusen, I made my way to 熟練 tables.
Notice by the 7% last that avoiding last place is key. Jan-tama (currency) come on their own.
When I started playing in the higher ranked hanchan, though, my win rate went down quite a bit naturally:
17% of last place. 10% more than in the normal tables.
Just don't give up! Results will come accordingly to skill in the long run, so be patient! Some people play very goofy, but in higher tables you actually meet -some- people who are very good, and it feels good to play them. And also, play in events. It makes the game a lot more fun. I won awesome items at the last events.
Also, I knew I had this somewhere, when a chun wait goes right:
(The mahjong Gods did give me my tenpai fast enough, but I did wait until I could change that 2m wait for something. When I drew the chun, I smirked and reached, whispering to myself "game over")
Some American games use joker tiles (wildcards) and recognise a set of five identical tiles called a "quint". You can even make a set of six!BoyaSonny wrote:Who knows what would've happened if he tried to make a set of 5.
I've speculated about this before. You could use one and a half tile-sets, each player builds a standard 34-tile wall but they're arranged in a hexagon, treat chun and hatsu as seat-winds, allow up to six kongs (and associated dora) so you need a 20-tile dead wall, play six hands per wind round...?xKime wrote:Imagine what mahjong would be if there were 5 or 6 instances of each tile. I would be in to play it. Kokushi wouldn't be so bad of a choice either.
You need to get yourself a magic lucky penguin. They can work wonders!BoyaSonny wrote:All my luck was drained D:
See?xKime wrote:http://www.youtube.com/watch?v=RBUdo02hrc0
Barticle wrote:Some American games use joker tiles (wildcards) and recognise a set of five identical tiles called a "quint". You can even make a set of six!BoyaSonny wrote:Who knows what would've happened if he tried to make a set of 5.![]()
Also some tile-sets come with blank spare tiles which are indistinguishable from white dragons. I have an old set with twelve of them - I could make an "All Dragons" hand.
Speaking of which, let's not forget the manga version of prime minister Koizumi who can rub a tile so hard that he removes all the markings, creating an extra haku. (is this what your friend did, Kime?!) One time he made the four kongs yakuman with eighteen haku.Not only that but they were playing without limits and four of the dora indicators just happened to be chun...
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I've speculated about this before. You could use one and a half tile-sets, each player builds a standard 34-tile wall but they're arranged in a hexagon, treat chun and hatsu as seat-winds, allow up to six kongs (and associated dora) so you need a 20-tile dead wall, play six hands per wind round...?xKime wrote:Imagine what mahjong would be if there were 5 or 6 instances of each tile. I would be in to play it. Kokushi wouldn't be so bad of a choice either.
I guess overall there'd still be the same proportion of "orphans" though.
You need to get yourself a magic lucky penguin. They can work wonders!BoyaSonny wrote:All my luck was drained D:
See?xKime wrote:http://www.youtube.com/watch?v=RBUdo02hrc0