Cookie Thread Act 2: Silksong

how is your speed lower than your defense

actually your speed is absurdly low how does that happen

trick room mahjong set

Okay so in mahjong your goal is to build a hand by drawing and discarding tiles. Basic stuff. If someone discards the kast tile you need to make a valid hand, you can steal that tile from their discards and you take all your winning points from them. You don’t want rhis to happen to you. How do you stop it

Speed is winrate, I’m chasing big hands because I’m greedy instead of going for the quick cheap ones

Well, if you think your opponent has a ready hand (and there are ways to tell this, but it’s a defence tutorial not a riichi tutorial or a reading tutorial), you want to discard tiles you think They Don’t Need

There are several ways to do this. First of all, there’s a rule stating you can’t call a win for a given hand if you previously discarded a winning tile. So if someone discards rhe green dragon, you KNOW they’re not looking for a green dragon, and it’s completely safe to discard against them

Now I phrased that rule very particularly. You can’t call a win if you have discarded any winning tile. So if your hand could complete on a 1 or a 4 of characters, and you’ve discarded a 4, you can’t call off a 1

So say your opponent has a 4 on the table in front of them, it’s safer to play the 1 because they can’t be waiting on a 2-3 sequence

Now recall that mahjong melds can either be a set of 3 identical tiles, or a run of 3 in the same suit. Suji, which is what we just talked about, looking at the other side of the opponent’s wait like that, guards against specifically incomplete runs. But it’s not 100% safe. Your opponent could have a pair of 1s waiting on a third, and then your 1 isn’t safe

This is a tutorial for insane people talking about defence without talking about anything else is very silly

Now, if there’s already 2 1s of characters on the table, your opponent can’t possibly be waiting on a triplet of 1s, since there’s only four of each tile, so that becomes safer to discard

The thing about folding in riichi. You discard one tile at a time. And tiles exist on a continuum from safe to dangerous. So it’s a decision that you can hedge or back out of at any time

Say you have a really good hand that’s almost ready to win. Your opponent declares riichi, meaning they’re 1-away and have wagered that they’ll win. Normal poker decision this turn: push your luck, or fold? But then you have to make that decision again the next turn, and again and again and again and it’s mental torture

I am so bad at folding

And you have to take perfect beautiful complrted runs and TEAR THEM APART to discard safer tiles. Oh BTW honour tiles (non-numbered tiles that can only be triplets not runs) are safer, edge tiles like 1 and 9 are marginally less safe but still are less useful for handbuilding and therefore safer (since they can only make one run each, a 1-2-3 or a 7-8-9 respectively). And then the closer you get to the centre the dangerouser the tile

If your opponent discards a 5 while someone else is in riichi they either have a really good hand (so you should probably fold) or are stupid

I am the latter

see on pokemon showdown there’s a forfeit button and it’s so nice. but somehow your opponent will find a way to leave games without forfeiting (every time you try to leave the game it asks you if you want to forfeit)

1 Like

the best part are the opponents who try to run down the turn clock and then leave without forfeiting right before it hits 0, not realizing that it doesn’t add an extra 60 seconds and just keeps the turn clock running down