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Chapter 5: Calling

Calling main image

  1. Advantages and Disadvantages of Calling To use calling well, you first need to understand its strengths and weaknesses. This is also called furo or an open-call hand.

  2. The Basics of Calling Decisions How should you decide whether to call or not?

  3. Pon and Chi (1) Pon and chi both use tiles discarded by other players, but there are important differences between them.

  4. Pon and Chi (2) The key ideas for situations where you have multiple pairs that can be pon'ed, or multiple different ways to chi.

  5. Kan (1) Just like pon and chi, kan also has both merits and drawbacks.

  6. Kan (2) Cases where you technically can kan, but should not.

  7. Calling and Shanten Count When you call, pay attention to shanten count. This page also covers “calls that do not change shanten.”

  8. Open Tanyao When should you break a closed hand and start calling for open Tanyao?

  9. Toitoi A yaku that beginners especially like, but of course there are also cases where you should not aim for Toitoi.

  10. Honitsu In a Honitsu hand, there are tiles you should not call on. What kind of tiles are they?

  11. Atozuke (1) Calling other parts of the hand before your yaku is confirmed is called atozuke.

  12. Atozuke (2) Hands and situations where it is better to call with atozuke than to keep pushing the hand closed.

  13. Calling Techniques (1) Learn some practical calling techniques you can actually use in real games. Calling skill directly affects your win rate.

  14. Calling Techniques (2) Techniques for open Tanyao, which comes up often in red-five mahjong.

  15. Calling Techniques (3) These situations do not come up all the time, but knowing them still helps.


Original Japanese page: http://beginners.biz/naki/