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Flushes (1)

Flush hands, especially Honitsu, are extremely important yaku.
They are worth 3 han closed and still 2 han after calling, yet they are not hard to build.
Very few yaku are treated this generously in terms of score.
They do have the drawback of being easy to read, but they are still something you should aim at aggressively.
If your hand has the right material, this is one of the few yaku you may legitimately decide to pursue from the initial deal.

This page looks at when you should aim for a flush based on your hand alone.

Besides your hand itself, there are three other factors that matter:

  • table situation
  • turn count
  • score situation

But on this page, we assume an early East-round flat game with little score movement,
and judge only from the hand itself.


Example 1
一索牌图一索牌图三索牌图三索牌图四索牌图四索牌图五索牌图七索牌图七索牌图八索牌图一万牌图三万牌图五万牌图 Tsumo 六索牌图 Dora 九筒牌图

There are 11 souzu here, and the shape is excellent.

The terminal 一索牌图 is paired, and the tiles connect all the way from 三索牌图 through 八索牌图.
This is practically a hand shouting, “Please play Chinitsu.”
Unless it is already very late in the hand, you should head for Chinitsu.

Thinking about future danger, start by cutting 五万牌图.

Normally, you would begin with 一万牌图 so that a future 六万牌图 draw keeps a manzu ryanmen improvement.
But in a shape this strong, you do not even need that manzu ryanmen change.


Example 2
六万牌图一筒牌图二筒牌图二筒牌图四筒牌图五筒牌图六筒牌图七筒牌图七筒牌图九筒牌图五索牌图六索牌图发牌图 Tsumo 三筒牌图 Dora 六索牌图

But having 10 tiles in one suit does not automatically mean you should always go for a flush.

Example 2 has 10 pinzu,
but you should still simply discard 发牌图.

This hand is naturally a Pinfu-Riichi hand,
and depending on the draw it can also pick up Tanyao, Sanshoku, or Ittsuu.
There is no need to force a flush on a hand that is already plenty good without one.

“It looks like it might become a flush, so I’ll go for it.”
Playing with that kind of instinct is dangerous.
Forcing a flush by breaking an already completed meld is basically wrong.

Theory Summary

Do not force a flush on a hand that does not need one.
Dropping a full meld is basically forbidden.


Example 3
二万牌图二万牌图五万牌图六万牌图七万牌图七万牌图九万牌图一筒牌图二筒牌图三筒牌图发牌图东牌图东牌图 Tsumo 发牌图 Dora 七索牌图

But mahjong always has exceptions.
In a hand like Example 3, if going for the flush raises the value dramatically,
and the resulting shape is still easy to win with, then it is fine to break the pinzu meld and commit.

Still, this is one of the rare exceptions.
In a flat game, there are very few hands where dropping a whole meld just to force a flush is correct.


Example 4
二万牌图四万牌图二筒牌图二索牌图三索牌图四索牌图七索牌图七索牌图八索牌图东牌图东牌图白牌图白牌图 Tsumo 五索牌图 Dora 四万牌图

If you have two pairs of value honors, you should lean toward one suit and aim for mangan.
In Example 4, even though there is a dora-containing taatsu, you should of course aim for a souzu Honitsu.

But there is an important caution here.

Many beginners immediately start by discarding the dora 四万牌图,
which is overdoing it.

The weakness of Honitsu is that it is easy to read.
If you start peeling the kanchan shape from the dora,
the rest of the table can almost confirm that you are on a souzu Honitsu, so naturally they will defend harder.

Since you already have such a strong hand,

you should normally start with 二筒牌图 and keep your discards unobtrusive, making the hand at least a little easier to win with.

Even if the flush is the main line, you could still immediately draw 三万牌图 afterward.

Theory Summary

If you have two pairs of value honors,
try to combine them with a flush and aim for mangan.


Example 5
二万牌图六万牌图八万牌图五筒牌图一索牌图二索牌图三索牌图五索牌图八索牌图白牌图南牌图南牌图北牌图 Tsumo 一筒牌图 Dora 北牌图

Assume 南牌图 is just a guest wind.

To be blunt, this is garbage, but if it were me, I would start by cutting something like 五筒牌图 and aim for a souzu Honitsu.
If you just play the hand naturally, you probably are not winning anyway.

This is a very distant Honitsu attempt.
If you are likely to switch into defense later,
then it can actually be reasonable to start by cutting middle tiles, making the table more cautious while strengthening your own defensive structure.

In terms of bluff effect, calling would naturally attract more attention;
but from a defensive point of view, this is a hand you should not call with.

If your opponents' hands are average or better, they can still just advance normally.
In mahjong, bluffing itself is not all that powerful.

Unless 白牌图 or 北牌图 pairs up, I think the better plan is not to push for a win.

Beginners would often pon the very first 南牌图,
but this is exactly the kind of hand where you need to realize that it is not really a hand you can win easily with.

“It is fine not to win with this hand.”
That kind of composure matters.

Theory Summary

When aiming at a distant, difficult Honitsu, prioritize defense.
Do not force calls before the hand actually starts to look winnable.


Original Japanese page: http://beginners.biz/teyaku/teyaku06.html