[Mahjong Improvement Roadmap #2] Study Tile Efficiency Basics
[Mahjong Improvement Roadmap #2] Study Tile Efficiency Basics
In STEP 1 you learned rules and basic mechanics. Now let’s boost your speed to tenpai by learning tile efficiency—the habit of keeping flexible, high-acceptance shapes and trimming dead weight.
Series: STEP 1 → STEP 2 (this page) → STEP 3 → STEP 4 → STEP 5
1. Introduction
Mahjong is a game where every discard matters. Tile efficiency is the compass that keeps your hand moving forward with the fewest detours.
2. What Is Tile Efficiency?
Tile efficiency means advancing your hand toward completion as quickly and smoothly as possible by keeping shapes with wide acceptance and discarding shapes with narrow acceptance.
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Ryanmen (Two-Sided Wait): e.g.,
[4–5]— completes with3or6⇒ 2 kinds of tiles. most efficient -
Kanchan (Inside Wait): e.g.,
[2–4]— only3completes ⇒ 1 kind of tile. less efficient -
Penchan (Edge Wait): e.g.,
[8–9]— only7completes; edge tiles are often scarce. weak -
Isolated Tile: a lone tile with no neighbors, e.g., a single
9-dot. lowest value
3. Key Decision Points
■ Prioritize Ryanmen (Two-Sided)
Why ryanmen first? Because both tile count and win likelihood are higher.
- Ryanmen: 2 tile kinds × 4 copies = up to 8 winners.
- Kanchan: 1 kind × 4 = up to 4. Narrower by design.
- Penchan: also 1 kind, and because it’s on the edge, those tiles are often used or discarded earlier → practical availability is often even lower.
- Isolated: no natural connection now → practically 0 unless you draw perfect neighbors first.
In short: Ryanmen > Kanchan > Penchan > Isolated. Use this as your default priority when trimming shapes.
■ Be Aware of “Kutsuki” (Attachments)
“Kutsuki” shapes are flexible: with just one incoming tile, multiple sequences can emerge.
-
Good attachment:
[5–7]—6makes5–6–7,4makes4–5–6⇒ multiple ways to grow. -
Weak attachment:
[1–3]— only2helps; if that tile is scarce, the path stalls. stiff
Ask yourself: “Does this attach with several numbers or just one?” If only one, it’s usually worse than keeping a ryanmen or a richer attachment.
4. Let’s Look at Examples
Case A
[3–4–5] [6–7] [9]
The sequence 3–4–5 is complete. [6–7] is ryanmen. The lone 9 is isolated → discard the 9.
Case B
[3–4] [5–7] [9]
[5–7] is a good attachment: 4 or 6 completes a sequence. Keep it; discard the isolated 9.
Case C
[2–3] [4–6] [8]
[2–3] is ryanmen (waiting on 1 or 4). [4–6] is kanchan (only 5). 8 is isolated → keep the first two, discard 8.
5. Practice Methods
- Count acceptance: Before discarding, ask “How many tiles improve this shape?”
- Compare options: Simulate A vs. B discards; choose the one with wider acceptance.
- Review replays: After games, check if a more efficient route existed at key turns.
7. What Comes Next
Next, we’ll move to Applied Tile Efficiency: blending efficiency with offense/defense, adjusting to table dynamics, and choosing lines that keep both speed and score in play.