Mahjong Improvement! 10 beginner tips from a seriously strong mahjong pro who has won the title of “King of the Sparrow” 3 times in a row

Taro Suzuki, the pro who became an M-Leaguer after winning the unprecedented Jan-Oh championship three times in a row, gives advice to beginners! A really strong pro teaches you 10 essential tips for playing Mahjong!
Major Titles of Tarou Suzuki Pro
- 15th Strongest Rank
- Awarded the 8th Noguchi Prize
- The 9th Jaku-Oh!
- The 11th Jaku-Oh!
- The 12th Jaku-Oh!
- The 13th Janko (three consecutive championships!)
Mahjong is a game of choice
First, let's learn how to approach and think about Mahjong.
Mahjong is a game of competing against each other in terms of the results of the player's various choices, such as the choice of which tiles to play and whether to mull or not.
All you can do is "make the better choice.
The results of such choices are known only to God, and it is pointless to predict them.
To do so would lead to strange occultism, and if it were possible to do so, the game of mahjong would not exist.
Mahjong is a game that is often influenced by luck, and no one knows the absolute right answer.
Therefore, there are ten different ways of thinking.
As you progress in the game of mahjong, you will hear various ideas and values, or you will be forced to listen to them.
These ideas are based on the player's past experiences and are not absolute.
And even if they are valid ideas, they may not be valid for you at this stage, or they may not be possible due to your lack of experience.
Don’t be shy.
I believe that reserve is the most significant factor that makes a person weak. Mahjong is an extremely self-centered game. It is a game in which you do things to the relative disadvantage of your opponent in order to win (or not to lose). I say "relative" because there are times when it is not to your advantage to do something that is disadvantageous to any one person, and it is to your advantage to do something that is disadvantageous to all of your opponents combined. In mahjong, even the best choices do not always produce the best results. Some players have bad luck due to unintended consequences. There are also players who have a unique sense of value and beauty in mahjong. As you continue to play mahjong, you will probably receive sarcasm and criticism for your choices. But don't let them beat you! The outcome is a fluke, a result of the choices you made to help yourself win...
Don’t get out.
Don't get me wrong, ori is an extremely important skill, and the more advanced players tend to be better at it and choose not to take risks. So why shouldn't you? Because Ori is a skill that is based on a variety of factors and a wealth of experience. If you are very conscious of Ori as a beginner, you will become a sucker among suckers, the easiest opponent for an expert player. Also, the art of Ori is learned through the experience of letting go of a gun and learning through the pain of the experience. First, you should choose your own hand as the center, and only when you decide not to play it, you should play it.
Learn to think in five blocks.
From here, let's talk about the technicalities of getting stronger. Five-block thinking is a way of thinking about how to use tiles efficiently, and how to efficiently leave tiles with tenpai as the goal. Why is the goal not to win the hand, but to make the hand tenpai? Because once the player has made his/her hand, all he/she has to do is wait for the hand to be called "Agari", so the idea is to learn this concept, including the advantage of making the hand Tenpai first. So, how do we do this? In fact, this is not so easy. The same is true for special types such as kokuji and chitoitsu, but the jan-head makes it more complicated. It would be better to explain in detail, but I will skip it here and just give a basic example. Since it is called "five blocks," we should try to create five strong blocks. Strong means easy to face, and if you write them in order of the number of accepted pieces and also the order of their strength,
Acceptance to be a mensch
The type and number of tiles to be accepted when one more tile is considered to complete the hand (to be either Sequence or Triple Crown).
Sequential tiles = a pair of tiles that are numbered consecutively, and ... andetc. Shorts = Ments made up of tiles of the same type.and ... and(lessening the significance or value of the previous word) the likes of
「連続形」 例) | 「面子+孤立牌」とも「両面+両面」とも考えられ受け入れの多いとても優秀な形 | |
これらの形を抑えておきより強いブロックを多く作るように心がけるようにすると良い。
余裕があれば受け入れ枚数を数えても良いだろう。
e.g.
.
It is advisable to keep these forms in mind and try to make more blocks with more strength.
If you can afford it, you can count the number of accepted tiles.22text-align:left;width:50%text-align:left;width:50%PHRyPg==PHRyPg==覚えておきたいコツTips to rememberトータルの受け入れ枚数を減らさないようにするDo not reduce the total number of cards accepted.対子があるブロックは2つにするようにするTry to make two blocks that have opposites.2面子+二二四⑦⑦⑧22(対子を含むブロックが3つ:受け入れ18枚)なら⑦切り(受け入れ18枚→16枚)If 2 Ments + 224 ⑦ ⑦ ⑧ 22 (3 blocks including a pair: 18 accepted), then Cut ⑦ (18 accepted → 16 accepted)2面子+二二四⑦⑦⑧23(対子を含むブロックが2つ:受け入れ24枚)なら四切り(受け入れ24枚→20枚)If 2 Ments + 2 2 4 ⑦ ⑦ ⑧ 23 (2 blocks including a pair: 24 cards accepted), then Cut 4 (24 cards accepted - 20 cards)手役を狙うなDon't go for the hand. 心得その5:手役を狙うな 現代の麻雀では手役はたまたまできるもの程度な考えで十分 Tip #5: Don't aim for a hand. In modern mahjong, it is enough to think of a hand as something you can do by chance. 手役は麻雀で高打点を叩き出すために必要なもの!なのは間違いないのだが、実は狙ってもそんなにできるものではないのだ。 特に、赤牌やご祝儀などが多い現代の麻雀では手役はたまたまできるもの程度な考えで十分通用するのだ。 さらに手役を狙いすぎると目先のアガリを逃してしまい、失点してしまうことさえある。諸刃の剣といえる。 ではどのように手役を狙うのかというと、手役を狙うためのロスと上手くいったときの見返りを比較しながら進めなければならない。 つまり、牌効率はもちろん経験からくる他家の対応なども把握していなければ、適正かどうかを測れないのだ。 だから、手なりで手を進めて気づいたら出来ていた、見えていた程度に留めるのが、ベターな選択だと思う。 Hand Yaku is necessary to get a high score in Mahjong! There is no doubt that teyaku is necessary to get a high hit in mahjong, but in fact, it is not that easy to get it even if you aim for it. Especially in today's mahjong, where red tiles and congratulatory gifts are common, it is quite acceptable to think of te yaku as something that can be done by chance. Moreover, if you aim too much for te yaku, you may miss an immediate win and even lose a point. It is a double-edged sword. How to go for the hand, then, is a matter of weighing the loss of going for the hand against the reward of a successful outcome. In other words, it is impossible to measure the appropriateness of a hand without knowing the efficiency of the tiles as well as the responses of other players based on their experience. Therefore, I think it is a better choice to play a hand as you go along, and only to the extent that you find yourself able to do so or see it.鳴きは早いか高いかSqueal fast or high. 心得その6:鳴きは早いか高いか 鳴きは、速いアガリが期待できるとき、高打点が期待できるとき。それ以外の鳴きはあまりおススメできない。 Naru is only recommended when you expect to get a fast win or a high score. Other than that, Naruto is not recommended. 麻雀にはポン/チーなどの鳴きが存在する。そしてこれが勝敗を大きく分ける要素の一つなのだ。 かといって何でも鳴いていては損になってしまう。 でもやってみなくちゃ判らないじゃないか?まったくその通りだと思う。余裕があればぜひやってみてほしい。その方が引き出しが増えて将来の糧になるだろう。 ただ、手っ取り早く勝ちたい人のために一つの指針を示しておこう。 一つは速いアガリが期待できるとき。 加点は少なくても、他家のチャンス手を潰せるし、局も消化できる。ローリスクなわけだし… もう一つは高打点が期待できるとき。 特にホンイツがおススメ。手役は狙うなと書いたけど、ホンイツは比較的お得な役だと思う。 役牌と絡めると満貫クラスが簡単に狙えるし、自分の狙いが他家にわかり易い分、他家の対応もわかり易い。ある意味リスク回避にもなる。 それ以外の鳴きはあまりおススメできない。 相手がリスクに敏感なタイプならば相手を下ろす価値を得られるが、攻めてこられた場合こちらのリスクが増えてしまう。 In Mahjong, there are pon/chee and other nari. This is one of the factors that make the difference between winning and losing. However, if you do not try every kind of ringing, you will lose money. But you never know unless you try, right? I think you are absolutely right. If you can afford it, please give it a try. If you can afford it, you should definitely give it a try, because you will be able to get more out of it and it will be good for your future. However, for those who want to win quickly, let me give you a guideline. One is when you can expect to win quickly. You may not get many points, but you can kill the other players' chance moves, and you can also digest the game. It is low risk... The other is when you expect to get a high hit. In particular, Hongitsu is recommended. I wrote that you should not aim for hand yaku, but I think Hongitsu is a relatively good value. If you combine it with Yaku tiles, you can easily aim for Man-an class, and since it is easy for other players to know what you are aiming for, it is also easy for other players to know how to respond. In a sense, it is also a risk avoidance. Other than that, I don't recommend Naru. If the opponent is a risk-sensitive type of player, you can get the value of putting him down, but if he attacks you, your risk will increase.基本はリーチBasics are a reach 心得その7:基本はリーチ リーチはデメリットもあるが、基本的にメリットの方が大きい。 The basic principle of riichi has some disadvantages, but the advantages are basically greater. リーチのメリットは大きく二つ。 一つは、1翻しばりを含め翻数をアップさせること。 リーチの1翻以外にも一発や裏ドラが期待できるので、アガリ点を高くすることが出来る。 もう一つは、テンパイを知らせること。 なぜテンパイを知らせることがメリットなのか?と思うかもしれないが、これは相手にリスクを提示することを意味する。 相手に伸び伸び打たせない、制限を与えることがメリットになるのだ。 そしてデメリットは、主に以降打牌選択ができないことで、次にテンパイを教えることと1000点供託しなければならないことくらい。 これも、結局は比較なの だが、メリットが大きすぎるので、基本リーチで問題ない。 よほどでない限り迷ったらリーチと覚えておこう。ではどんな状況だとリーチしないのか? それは、メリットが少ないときとデメリットが大きいとき。 例えば、打点が十分であれば打点アップのメリットはない。微差のオーラスや終局間際など、他家がオリ難い状況であれば、相手に制限を与えるのは期待し難い。 また、1000点で順位が変わってしまうようなオーラスならデメリットは大きくなるし、アガればトップの局面でテンパイを教えてしまうことは損になりかねない。 これらの要素を複合して、リーチが損だと判断できたときにしないのだ。 これも経験から判断するものだけど… There are two major advantages of riichi. One is to increase the number of yans, including 1 fan. In addition to 1 fan of riichi, ippan and uradora can also be expected, so the points for winning the hand can be higher. The second is to announce the hand as "Tempai". Why is it advantageous to announce the hand as "tenpai"? You may ask, "Why is it an advantage to let the opponent know that you are about to make a move? The advantage is that it limits the opponent's ability to play. The disadvantages are mainly that you can't choose your tiles afterwards, and you have to teach your opponent how to play tenpai next time and deposit 1000 points. This, too, is a comparison in the end, but the advantages are so great that there is no problem with basic riichi. If you are in doubt, you should always remember to riichi, unless you are very sure about the situation. Then, under what circumstances do we not reach? It is when the advantage is small and the disadvantage is large. For example, if you have enough points, there is no advantage in increasing the number of points. If it is difficult for the other players to win the game, such as at the end of the game or at the end of the last round, it is difficult to expect the other players to limit their advantage. Also, if the game is at the end of a hand where 1000 points can change the ranking, the disadvantage will be greater, and it may be a loss to tell the player to make a tenpai when he is in the lead if he is aga. When these factors are combined and you can judge that riichi is a loss, you don't do it. Again, this is something I judge from experience... しぼるなDon't squeeze. 心得その8:しぼるな しぼるのは、特定状況下で使用するレアな戦略 Tip #8: Don't squeeze. Squeezing is a rare strategy used in specific situations. 相手に鳴かせないように打牌選択をすることをしぼると言うのだが、これは特定状況下で使用するレアな戦略なのだ。 相手に鳴かせないことが上手いというイメージやそれを美徳とするプレイヤーが意外と多いのだが、実は間違いなのだ。(あえて言い切るw) これは、トップを争っている相手など、アガられると不味い相手にのみ使う苦肉の策で、通常時はほとんど意味がない。 しぼりがどういった状況を作るか考えてみると、しぼっている側としぼられている側が損をして、残りの二人が得をするということなのだ。 だから、特定の相手に損を与えることが、自分の得になるという特殊状況だけの戦略なのだ。 むしろ、個人的には意図的には誰かに鳴かせることにより自分が得をするといった戦略のほうが頻度の高い 。 Choosing tiles so that the opponent does not ring is called squeezing, and this is a rare strategy used in specific situations. Surprisingly, there are many players who think that not allowing the opponent to ring is a virtue, but this is actually not true. (I dare to say it!) This is a desperate strategy used only against opponents who are in a race for the top position, or against opponents who would be disadvantaged by an aga-nai, and it is of little use under normal circumstances. If you think about how squeezing creates a situation, it means that the squeezer and the squeezed party lose money, and the other two gain. So it's a strategy only for special situations where giving a loss to a particular party is a gain for you. Rather, it is a strategy that is more frequent in which you personally gain by intentionally letting someone else ring.ベタオリの手順を知れKnow the Beta Ori Procedure. 心得その9:ベタオリの手順を知れ ベタオリはロジカルなもの、切る牌の順番が決まっている Tip #9: Know the procedure for getting a good hand. Getting a good hand is logical, and the order of tiles to be cut is fixed. オリるといっても、復活の可能性を考えたり、他家の動向などを考えるとアナログな要素もあるのだが、ベタオリはロジカルなものなのだ。 ほぼ一本道と言って良いし、誰もが同じになって不思議がない。そのくらい切る牌の順番が決まっているのだ。 まず、今切る牌は今だけ安全な牌。つまり、上家が切った牌に合わせ打ちするのだ。 ここで、下家に鳴かせたくないという意識は捨てよう。鳴かれてもいいじゃないか。むしろ鳴かせて放銃し合ってくれる可能性が高くなるのは得になる可能性が高い。 もし1巡手に留めてしまったら次の巡目はアタリ牌になっているかも知れないのだ。今切るしかない。 それが無ければ、リーチ(オリ対象)者の現物。 そして最後にとっておくのが完全安全牌。 完全安全牌は虎の子の安全牌。間違っても合わせ打ちできるときに切ってしまわないように! それらが無くなってしまったら、カベやスジに頼ろう。 カベやスジの比較は、経験を積めば嵌張・辺張・シャンポンの可能性、相手の手順、思惑で比較できるようになるはず。 Ori, though there is an analog element in considering the possibility of resurrection and the trends of other houses, beta ori is a logical one. It is almost a straight path, and it is no wonder that everyone follows the same path. The order of tiles to be cut is that fixed. First, the tile you cut now is the only safe tile for now. In other words, the player plays along with the tiles that the upper house has just cut. At this point, let go of the mindset that you don't want to let the player below you ring. It's okay if the player rings. In fact, it is more likely to benefit you if you let them ring and increase the possibility of them releasing each other's fire. If you hold the hand for one round, it might be an Atari tile in the next round. There is no choice but to cut now. If not, then the riichi player's actual hand. And finally, there is the completely safe tile. The perfect safety tile is the tiger's safety tile. Do not cut them when you can play together by mistake! If you lose them, rely on Kabe or Suji. As you gain experience, you will be able to compare KABE and SUJI with the possibility of SEITABE, HENCHANG, and CHAMPON, as well as with your opponent's procedures and intentions.ベタオリの優先順位Priority of Beta Ori上家が切った牌に合わせ打ちMatch the tiles cut by the player on topリーチ(オリ対象)者の現物Reach (Ori target) person in kind完全安全牌completely safe tileカベやスジwalls and stripsリスクを測れMeasure your risk. 心得その10:リスクを測れ 手役を狙うのが妥当か?攻めるか受けるか?選択のほとんどがリスクバランスに委ねられる。 Tip #10: Measure your risk. Is it reasonable to aim for a hand? To attack or to receive? Most of the choices are left to the balance of risk. 麻雀は実は第一打から放銃のリスクを負っているのだ。1巡目に切った北で役満に放銃する可能性も無くはないのだ。 そんなことを言っては切りが無いが、自分が負っているリスクが適正かどうかを測るゲームなのだ。 ただ少なくともトップ目はラス目よりもリスクを負うことが出来ない。ラス目は失う順位点(ウマ)は無く、素点についてくるもの(オ カ・ウマ)は大きいが、トップ目は逆なのだから… これが難しく一朝一夕にはいかないところなのだが、手役を狙うのが妥当かどうか?攻めるか受けるか?など、選択のほとんどがリスクバランスに委ねられる。 そして、この要素が他家の動向を測ったり、自分の選択を決める大きな要素になる。つまり、上手くなるためには場数を踏むしかないのだ。 どんな天才でも経験なくしてはバランス感覚を身につけることは出来ないのだから… In fact, mahjong is a game in which you risk a gunshot from the very first move, and there is no limit to the possibility that you might hit a yakuman with a North cut on the first round. It is a game of measuring whether the risk you are taking is appropriate or not. But at least the top rank cannot be risked more than the bottom rank. The last player has no ranking points to lose (uma) and has more points to gain (okama-uma), but the top player has the opposite... This is the difficult part, and it does not happen overnight, but is it appropriate to aim for teyaku or not? To attack or to receive? Most of the choices, such as whether to attack or receive, are left to the balance of risk. And this is a major factor in gauging the other players' moves and deciding your own choices. In other words, the only way to get good at it is to experience it. No genius can develop a sense of balance without experience... まとめsummary どうだったでしょうか。本当に強いプロの言葉だからこそ、鈴木氏のアドバイスはずっしりと読み応えのあるものだったと思います。 この10の心得を胸に秘め、明日からの麻雀ライフをより楽しんでみてはどうでしょうか!初心者の方やこれまで闇雲に楽しんでいたプレイヤーには大きな革新が訪れるやもしれませんよ!! それでは最後にもう一度 What did you think? I think Suzuki's advice is worth reading because it comes from a really strong professional. Why don't you take these 10 tips to heart and start enjoying your mahjong life more from tomorrow? If you are a beginner or a player who has been enjoying mahjong only in the dark, you may see a great revolution in your life! So, one last time 鈴木たろうプロが教える10の心得10 Tips from Tarou Suzuki, Pro.麻雀は選択のゲームであるMahjong is a game of choice遠慮をするなDon't be shy.オリるなDon't get out.5ブロック思考を身につけろLearn to think in five blocks.手役を狙うなDon't go for the hand.鳴きは早いか高いかSqueal fast or high.基本はリーチBasics are a reachしぼるなDon't squeeze.ベタオリの手順を知れKnow the Beta Ori Procedure.リスクを測れMeasure your risk.前人未踏の雀王3連覇の今最も旬で強い”鈴木たろうプロ”から初心者諸君へ、麻雀を上達させるためのアドバイスです!本当に強いプロが教える麻雀をプレイする上で必要な心得10項目!!Here is some advice for beginners on how to improve your mahjong game from Taro Suzuki, the most popular and strong mahjong pro of the moment, who has won the unprecedented Jan-Oh championship three times in a row! The 10 essential tips for playing Mahjong from a really strong pro!戦略strategy鈴木たろうTarou Suzuki鈴木たろうTarou Suzuki麻雀 上達Mahjong Improvement麻雀 戦略Mahjong Strategy
Example.)
PHRyPg==PHRyPg==PHRyPg==PHRyPg==
例)
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Example.)
PHRyPg==PHRyPg==PHRyPg==PHRyPg==
例)
Example.)
PHRyPg==PHRyPg==PHRyPg==PHRyPg==
例)
Example.)
例)
e.g.)
例)Counterpart
Example.)1種類2枚2 sheets of 1 type×2枚×x2PHRyPg==PHRyPg==塔子(ターツ)&対子(トイツ)になるための受け入れAcceptance to be Tatzu (Tarts)Tsuzumi (対子) あと1枚で塔子・吐いつが完成すると考えた場合の受け入れ牌の種類と枚数。
塔子(ターツ)=順子が揃う一歩手前、 The type and number of accepted tiles when one more tile is considered to complete the Tatzu or Tatzu.
Tatzu = one step before Sequence is completed,やand ... andなど 対子(トイツ)=刻子が揃う一歩手前、etc. Twins (toitsu) = one step before all the pungs are set,やand ... andなど (lessening the significance or value of the previous word) the likes of PHRhYmxlIGNsYXNzPSJjZW50ZXIiPg==PHRhYmxlIGNsYXNzPSJjZW50ZXIiPg==PHRyPg==PHRyPg==
種類と数
Types and Numbers
例)Isolated Tiles 3 through 7
Example.)5種類19枚19 sheets of 5 types×4枚
例)Isolated tiles of 2 and 8.
Example.)4種類15枚15 sheets of 4 types×4枚
例)
例)Isolated tiles of the "Character Tiles"
Example.)1種類3枚3 sheets of 1 kind×3枚×x 3 sheetsPHRyPg==PHRyPg== 手牌は13枚しか持つことができないので、3枚使うブロックばかりで5ブロックを考えると数が合わなくなってしまう。なので、必ず1枚または2枚でのブロックも考える必要がある。 Since you can only have 13 tiles in your hand, if you consider a block of 5 with only 3 tiles used, the numbers will not match. Therefore, it is always necessary to consider blocks with 1 or 2 cards as well.特に、2枚構成で8枚の受け入れ牌がある「両面待ち」は優秀だ。Especially excellent is the "Double-Sided Waiting" with 8 accepted tiles in a 2-card configuration. 他にも、4~6枚の牌を使用し、2ブロック分に相当する形もある。 Other forms use four to six tiles and are equivalent to two blocks.PHRhYmxlIGNsYXNzPSJjZW50ZXIiPg==PHRhYmxlIGNsYXNzPSJjZW50ZXIiPg==PHRyPg==PHRyPg==
種類と数
Types and Numbers
例)
例)Ments + Both Sides + Twins
Example.)4種類13枚13 sheets of 4 types×4枚
例)'Mate Zhang + Mate Zhang + Tsushin + Tsushin'
Example.)4種類12枚12 sheets of 4 types×2枚
例)
これらの形を抑えておきより強いブロックを多く作るように心がけるようにすると良い。
余裕があれば受け入れ枚数を数えても良いだろう。
e.g.
.
It is advisable to keep these forms in mind and try to make more blocks with more strength.
If you can afford it, you can count the number of accepted tiles.22text-align:left;width:50%text-align:left;width:50%PHRyPg==PHRyPg==覚えておきたいコツTips to rememberトータルの受け入れ枚数を減らさないようにするDo not reduce the total number of cards accepted.対子があるブロックは2つにするようにするTry to make two blocks that have opposites.2面子+二二四⑦⑦⑧22(対子を含むブロックが3つ:受け入れ18枚)なら⑦切り(受け入れ18枚→16枚)If 2 Ments + 224 ⑦ ⑦ ⑧ 22 (3 blocks including a pair: 18 accepted), then Cut ⑦ (18 accepted → 16 accepted)2面子+二二四⑦⑦⑧23(対子を含むブロックが2つ:受け入れ24枚)なら四切り(受け入れ24枚→20枚)If 2 Ments + 2 2 4 ⑦ ⑦ ⑧ 23 (2 blocks including a pair: 24 cards accepted), then Cut 4 (24 cards accepted - 20 cards)手役を狙うなDon't go for the hand. 心得その5:手役を狙うな 現代の麻雀では手役はたまたまできるもの程度な考えで十分 Tip #5: Don't aim for a hand. In modern mahjong, it is enough to think of a hand as something you can do by chance. 手役は麻雀で高打点を叩き出すために必要なもの!なのは間違いないのだが、実は狙ってもそんなにできるものではないのだ。 特に、赤牌やご祝儀などが多い現代の麻雀では手役はたまたまできるもの程度な考えで十分通用するのだ。 さらに手役を狙いすぎると目先のアガリを逃してしまい、失点してしまうことさえある。諸刃の剣といえる。 ではどのように手役を狙うのかというと、手役を狙うためのロスと上手くいったときの見返りを比較しながら進めなければならない。 つまり、牌効率はもちろん経験からくる他家の対応なども把握していなければ、適正かどうかを測れないのだ。 だから、手なりで手を進めて気づいたら出来ていた、見えていた程度に留めるのが、ベターな選択だと思う。 Hand Yaku is necessary to get a high score in Mahjong! There is no doubt that teyaku is necessary to get a high hit in mahjong, but in fact, it is not that easy to get it even if you aim for it. Especially in today's mahjong, where red tiles and congratulatory gifts are common, it is quite acceptable to think of te yaku as something that can be done by chance. Moreover, if you aim too much for te yaku, you may miss an immediate win and even lose a point. It is a double-edged sword. How to go for the hand, then, is a matter of weighing the loss of going for the hand against the reward of a successful outcome. In other words, it is impossible to measure the appropriateness of a hand without knowing the efficiency of the tiles as well as the responses of other players based on their experience. Therefore, I think it is a better choice to play a hand as you go along, and only to the extent that you find yourself able to do so or see it.鳴きは早いか高いかSqueal fast or high. 心得その6:鳴きは早いか高いか 鳴きは、速いアガリが期待できるとき、高打点が期待できるとき。それ以外の鳴きはあまりおススメできない。 Naru is only recommended when you expect to get a fast win or a high score. Other than that, Naruto is not recommended. 麻雀にはポン/チーなどの鳴きが存在する。そしてこれが勝敗を大きく分ける要素の一つなのだ。 かといって何でも鳴いていては損になってしまう。 でもやってみなくちゃ判らないじゃないか?まったくその通りだと思う。余裕があればぜひやってみてほしい。その方が引き出しが増えて将来の糧になるだろう。 ただ、手っ取り早く勝ちたい人のために一つの指針を示しておこう。 一つは速いアガリが期待できるとき。 加点は少なくても、他家のチャンス手を潰せるし、局も消化できる。ローリスクなわけだし… もう一つは高打点が期待できるとき。 特にホンイツがおススメ。手役は狙うなと書いたけど、ホンイツは比較的お得な役だと思う。 役牌と絡めると満貫クラスが簡単に狙えるし、自分の狙いが他家にわかり易い分、他家の対応もわかり易い。ある意味リスク回避にもなる。 それ以外の鳴きはあまりおススメできない。 相手がリスクに敏感なタイプならば相手を下ろす価値を得られるが、攻めてこられた場合こちらのリスクが増えてしまう。 In Mahjong, there are pon/chee and other nari. This is one of the factors that make the difference between winning and losing. However, if you do not try every kind of ringing, you will lose money. But you never know unless you try, right? I think you are absolutely right. If you can afford it, please give it a try. If you can afford it, you should definitely give it a try, because you will be able to get more out of it and it will be good for your future. However, for those who want to win quickly, let me give you a guideline. One is when you can expect to win quickly. You may not get many points, but you can kill the other players' chance moves, and you can also digest the game. It is low risk... The other is when you expect to get a high hit. In particular, Hongitsu is recommended. I wrote that you should not aim for hand yaku, but I think Hongitsu is a relatively good value. If you combine it with Yaku tiles, you can easily aim for Man-an class, and since it is easy for other players to know what you are aiming for, it is also easy for other players to know how to respond. In a sense, it is also a risk avoidance. Other than that, I don't recommend Naru. If the opponent is a risk-sensitive type of player, you can get the value of putting him down, but if he attacks you, your risk will increase.基本はリーチBasics are a reach 心得その7:基本はリーチ リーチはデメリットもあるが、基本的にメリットの方が大きい。 The basic principle of riichi has some disadvantages, but the advantages are basically greater. リーチのメリットは大きく二つ。 一つは、1翻しばりを含め翻数をアップさせること。 リーチの1翻以外にも一発や裏ドラが期待できるので、アガリ点を高くすることが出来る。 もう一つは、テンパイを知らせること。 なぜテンパイを知らせることがメリットなのか?と思うかもしれないが、これは相手にリスクを提示することを意味する。 相手に伸び伸び打たせない、制限を与えることがメリットになるのだ。 そしてデメリットは、主に以降打牌選択ができないことで、次にテンパイを教えることと1000点供託しなければならないことくらい。 これも、結局は比較なの だが、メリットが大きすぎるので、基本リーチで問題ない。 よほどでない限り迷ったらリーチと覚えておこう。ではどんな状況だとリーチしないのか? それは、メリットが少ないときとデメリットが大きいとき。 例えば、打点が十分であれば打点アップのメリットはない。微差のオーラスや終局間際など、他家がオリ難い状況であれば、相手に制限を与えるのは期待し難い。 また、1000点で順位が変わってしまうようなオーラスならデメリットは大きくなるし、アガればトップの局面でテンパイを教えてしまうことは損になりかねない。 これらの要素を複合して、リーチが損だと判断できたときにしないのだ。 これも経験から判断するものだけど… There are two major advantages of riichi. One is to increase the number of yans, including 1 fan. In addition to 1 fan of riichi, ippan and uradora can also be expected, so the points for winning the hand can be higher. The second is to announce the hand as "Tempai". Why is it advantageous to announce the hand as "tenpai"? You may ask, "Why is it an advantage to let the opponent know that you are about to make a move? The advantage is that it limits the opponent's ability to play. The disadvantages are mainly that you can't choose your tiles afterwards, and you have to teach your opponent how to play tenpai next time and deposit 1000 points. This, too, is a comparison in the end, but the advantages are so great that there is no problem with basic riichi. If you are in doubt, you should always remember to riichi, unless you are very sure about the situation. Then, under what circumstances do we not reach? It is when the advantage is small and the disadvantage is large. For example, if you have enough points, there is no advantage in increasing the number of points. If it is difficult for the other players to win the game, such as at the end of the game or at the end of the last round, it is difficult to expect the other players to limit their advantage. Also, if the game is at the end of a hand where 1000 points can change the ranking, the disadvantage will be greater, and it may be a loss to tell the player to make a tenpai when he is in the lead if he is aga. When these factors are combined and you can judge that riichi is a loss, you don't do it. Again, this is something I judge from experience... しぼるなDon't squeeze. 心得その8:しぼるな しぼるのは、特定状況下で使用するレアな戦略 Tip #8: Don't squeeze. Squeezing is a rare strategy used in specific situations. 相手に鳴かせないように打牌選択をすることをしぼると言うのだが、これは特定状況下で使用するレアな戦略なのだ。 相手に鳴かせないことが上手いというイメージやそれを美徳とするプレイヤーが意外と多いのだが、実は間違いなのだ。(あえて言い切るw) これは、トップを争っている相手など、アガられると不味い相手にのみ使う苦肉の策で、通常時はほとんど意味がない。 しぼりがどういった状況を作るか考えてみると、しぼっている側としぼられている側が損をして、残りの二人が得をするということなのだ。 だから、特定の相手に損を与えることが、自分の得になるという特殊状況だけの戦略なのだ。 むしろ、個人的には意図的には誰かに鳴かせることにより自分が得をするといった戦略のほうが頻度の高い 。 Choosing tiles so that the opponent does not ring is called squeezing, and this is a rare strategy used in specific situations. Surprisingly, there are many players who think that not allowing the opponent to ring is a virtue, but this is actually not true. (I dare to say it!) This is a desperate strategy used only against opponents who are in a race for the top position, or against opponents who would be disadvantaged by an aga-nai, and it is of little use under normal circumstances. If you think about how squeezing creates a situation, it means that the squeezer and the squeezed party lose money, and the other two gain. So it's a strategy only for special situations where giving a loss to a particular party is a gain for you. Rather, it is a strategy that is more frequent in which you personally gain by intentionally letting someone else ring.ベタオリの手順を知れKnow the Beta Ori Procedure. 心得その9:ベタオリの手順を知れ ベタオリはロジカルなもの、切る牌の順番が決まっている Tip #9: Know the procedure for getting a good hand. Getting a good hand is logical, and the order of tiles to be cut is fixed. オリるといっても、復活の可能性を考えたり、他家の動向などを考えるとアナログな要素もあるのだが、ベタオリはロジカルなものなのだ。 ほぼ一本道と言って良いし、誰もが同じになって不思議がない。そのくらい切る牌の順番が決まっているのだ。 まず、今切る牌は今だけ安全な牌。つまり、上家が切った牌に合わせ打ちするのだ。 ここで、下家に鳴かせたくないという意識は捨てよう。鳴かれてもいいじゃないか。むしろ鳴かせて放銃し合ってくれる可能性が高くなるのは得になる可能性が高い。 もし1巡手に留めてしまったら次の巡目はアタリ牌になっているかも知れないのだ。今切るしかない。 それが無ければ、リーチ(オリ対象)者の現物。 そして最後にとっておくのが完全安全牌。 完全安全牌は虎の子の安全牌。間違っても合わせ打ちできるときに切ってしまわないように! それらが無くなってしまったら、カベやスジに頼ろう。 カベやスジの比較は、経験を積めば嵌張・辺張・シャンポンの可能性、相手の手順、思惑で比較できるようになるはず。 Ori, though there is an analog element in considering the possibility of resurrection and the trends of other houses, beta ori is a logical one. It is almost a straight path, and it is no wonder that everyone follows the same path. The order of tiles to be cut is that fixed. First, the tile you cut now is the only safe tile for now. In other words, the player plays along with the tiles that the upper house has just cut. At this point, let go of the mindset that you don't want to let the player below you ring. It's okay if the player rings. In fact, it is more likely to benefit you if you let them ring and increase the possibility of them releasing each other's fire. If you hold the hand for one round, it might be an Atari tile in the next round. There is no choice but to cut now. If not, then the riichi player's actual hand. And finally, there is the completely safe tile. The perfect safety tile is the tiger's safety tile. Do not cut them when you can play together by mistake! If you lose them, rely on Kabe or Suji. As you gain experience, you will be able to compare KABE and SUJI with the possibility of SEITABE, HENCHANG, and CHAMPON, as well as with your opponent's procedures and intentions.ベタオリの優先順位Priority of Beta Ori上家が切った牌に合わせ打ちMatch the tiles cut by the player on topリーチ(オリ対象)者の現物Reach (Ori target) person in kind完全安全牌completely safe tileカベやスジwalls and stripsリスクを測れMeasure your risk. 心得その10:リスクを測れ 手役を狙うのが妥当か?攻めるか受けるか?選択のほとんどがリスクバランスに委ねられる。 Tip #10: Measure your risk. Is it reasonable to aim for a hand? To attack or to receive? Most of the choices are left to the balance of risk. 麻雀は実は第一打から放銃のリスクを負っているのだ。1巡目に切った北で役満に放銃する可能性も無くはないのだ。 そんなことを言っては切りが無いが、自分が負っているリスクが適正かどうかを測るゲームなのだ。 ただ少なくともトップ目はラス目よりもリスクを負うことが出来ない。ラス目は失う順位点(ウマ)は無く、素点についてくるもの(オ カ・ウマ)は大きいが、トップ目は逆なのだから… これが難しく一朝一夕にはいかないところなのだが、手役を狙うのが妥当かどうか?攻めるか受けるか?など、選択のほとんどがリスクバランスに委ねられる。 そして、この要素が他家の動向を測ったり、自分の選択を決める大きな要素になる。つまり、上手くなるためには場数を踏むしかないのだ。 どんな天才でも経験なくしてはバランス感覚を身につけることは出来ないのだから… In fact, mahjong is a game in which you risk a gunshot from the very first move, and there is no limit to the possibility that you might hit a yakuman with a North cut on the first round. It is a game of measuring whether the risk you are taking is appropriate or not. But at least the top rank cannot be risked more than the bottom rank. The last player has no ranking points to lose (uma) and has more points to gain (okama-uma), but the top player has the opposite... This is the difficult part, and it does not happen overnight, but is it appropriate to aim for teyaku or not? To attack or to receive? Most of the choices, such as whether to attack or receive, are left to the balance of risk. And this is a major factor in gauging the other players' moves and deciding your own choices. In other words, the only way to get good at it is to experience it. No genius can develop a sense of balance without experience... まとめsummary どうだったでしょうか。本当に強いプロの言葉だからこそ、鈴木氏のアドバイスはずっしりと読み応えのあるものだったと思います。 この10の心得を胸に秘め、明日からの麻雀ライフをより楽しんでみてはどうでしょうか!初心者の方やこれまで闇雲に楽しんでいたプレイヤーには大きな革新が訪れるやもしれませんよ!! それでは最後にもう一度 What did you think? I think Suzuki's advice is worth reading because it comes from a really strong professional. Why don't you take these 10 tips to heart and start enjoying your mahjong life more from tomorrow? If you are a beginner or a player who has been enjoying mahjong only in the dark, you may see a great revolution in your life! So, one last time 鈴木たろうプロが教える10の心得10 Tips from Tarou Suzuki, Pro.麻雀は選択のゲームであるMahjong is a game of choice遠慮をするなDon't be shy.オリるなDon't get out.5ブロック思考を身につけろLearn to think in five blocks.手役を狙うなDon't go for the hand.鳴きは早いか高いかSqueal fast or high.基本はリーチBasics are a reachしぼるなDon't squeeze.ベタオリの手順を知れKnow the Beta Ori Procedure.リスクを測れMeasure your risk.前人未踏の雀王3連覇の今最も旬で強い”鈴木たろうプロ”から初心者諸君へ、麻雀を上達させるためのアドバイスです!本当に強いプロが教える麻雀をプレイする上で必要な心得10項目!!Here is some advice for beginners on how to improve your mahjong game from Taro Suzuki, the most popular and strong mahjong pro of the moment, who has won the unprecedented Jan-Oh championship three times in a row! The 10 essential tips for playing Mahjong from a really strong pro!戦略strategy鈴木たろうTarou Suzuki鈴木たろうTarou Suzuki麻雀 上達Mahjong Improvement麻雀 戦略Mahjong Strategy
例)
Example.)
PHRyPg==PHRyPg==PHRyPg==PHRyPg==
例)
Example.)
PHRyPg==PHRyPg==PHRyPg==PHRyPg==
例)
Example.)
例)
e.g.)
例)Counterpart
Example.)1種類2枚2 sheets of 1 type×2枚×x2PHRyPg==PHRyPg==塔子(ターツ)&対子(トイツ)になるための受け入れAcceptance to be Tatzu (Tarts)Tsuzumi (対子) あと1枚で塔子・吐いつが完成すると考えた場合の受け入れ牌の種類と枚数。
塔子(ターツ)=順子が揃う一歩手前、 The type and number of accepted tiles when one more tile is considered to complete the Tatzu or Tatzu.
Tatzu = one step before Sequence is completed,やand ... andなど 対子(トイツ)=刻子が揃う一歩手前、etc. Twins (toitsu) = one step before all the pungs are set,やand ... andなど (lessening the significance or value of the previous word) the likes of PHRhYmxlIGNsYXNzPSJjZW50ZXIiPg==PHRhYmxlIGNsYXNzPSJjZW50ZXIiPg==PHRyPg==PHRyPg==
種類と数
Types and Numbers
例)Isolated Tiles 3 through 7
Example.)5種類19枚19 sheets of 5 types×4枚
例)Isolated tiles of 2 and 8.
Example.)4種類15枚15 sheets of 4 types×4枚
例)
例)Isolated tiles of the "Character Tiles"
Example.)1種類3枚3 sheets of 1 kind×3枚×x 3 sheetsPHRyPg==PHRyPg== 手牌は13枚しか持つことができないので、3枚使うブロックばかりで5ブロックを考えると数が合わなくなってしまう。なので、必ず1枚または2枚でのブロックも考える必要がある。 Since you can only have 13 tiles in your hand, if you consider a block of 5 with only 3 tiles used, the numbers will not match. Therefore, it is always necessary to consider blocks with 1 or 2 cards as well.特に、2枚構成で8枚の受け入れ牌がある「両面待ち」は優秀だ。Especially excellent is the "Double-Sided Waiting" with 8 accepted tiles in a 2-card configuration. 他にも、4~6枚の牌を使用し、2ブロック分に相当する形もある。 Other forms use four to six tiles and are equivalent to two blocks.PHRhYmxlIGNsYXNzPSJjZW50ZXIiPg==PHRhYmxlIGNsYXNzPSJjZW50ZXIiPg==PHRyPg==PHRyPg==
種類と数
Types and Numbers
例)
例)Ments + Both Sides + Twins
Example.)4種類13枚13 sheets of 4 types×4枚
例)'Mate Zhang + Mate Zhang + Tsushin + Tsushin'
Example.)4種類12枚12 sheets of 4 types×2枚
例)
これらの形を抑えておきより強いブロックを多く作るように心がけるようにすると良い。
余裕があれば受け入れ枚数を数えても良いだろう。
e.g.
.
It is advisable to keep these forms in mind and try to make more blocks with more strength.
If you can afford it, you can count the number of accepted tiles.22text-align:left;width:50%text-align:left;width:50%PHRyPg==PHRyPg==覚えておきたいコツTips to rememberトータルの受け入れ枚数を減らさないようにするDo not reduce the total number of cards accepted.対子があるブロックは2つにするようにするTry to make two blocks that have opposites.2面子+二二四⑦⑦⑧22(対子を含むブロックが3つ:受け入れ18枚)なら⑦切り(受け入れ18枚→16枚)If 2 Ments + 224 ⑦ ⑦ ⑧ 22 (3 blocks including a pair: 18 accepted), then Cut ⑦ (18 accepted → 16 accepted)2面子+二二四⑦⑦⑧23(対子を含むブロックが2つ:受け入れ24枚)なら四切り(受け入れ24枚→20枚)If 2 Ments + 2 2 4 ⑦ ⑦ ⑧ 23 (2 blocks including a pair: 24 cards accepted), then Cut 4 (24 cards accepted - 20 cards)手役を狙うなDon't go for the hand. 心得その5:手役を狙うな 現代の麻雀では手役はたまたまできるもの程度な考えで十分 Tip #5: Don't aim for a hand. In modern mahjong, it is enough to think of a hand as something you can do by chance. 手役は麻雀で高打点を叩き出すために必要なもの!なのは間違いないのだが、実は狙ってもそんなにできるものではないのだ。 特に、赤牌やご祝儀などが多い現代の麻雀では手役はたまたまできるもの程度な考えで十分通用するのだ。 さらに手役を狙いすぎると目先のアガリを逃してしまい、失点してしまうことさえある。諸刃の剣といえる。 ではどのように手役を狙うのかというと、手役を狙うためのロスと上手くいったときの見返りを比較しながら進めなければならない。 つまり、牌効率はもちろん経験からくる他家の対応なども把握していなければ、適正かどうかを測れないのだ。 だから、手なりで手を進めて気づいたら出来ていた、見えていた程度に留めるのが、ベターな選択だと思う。 Hand Yaku is necessary to get a high score in Mahjong! There is no doubt that teyaku is necessary to get a high hit in mahjong, but in fact, it is not that easy to get it even if you aim for it. Especially in today's mahjong, where red tiles and congratulatory gifts are common, it is quite acceptable to think of te yaku as something that can be done by chance. Moreover, if you aim too much for te yaku, you may miss an immediate win and even lose a point. It is a double-edged sword. How to go for the hand, then, is a matter of weighing the loss of going for the hand against the reward of a successful outcome. In other words, it is impossible to measure the appropriateness of a hand without knowing the efficiency of the tiles as well as the responses of other players based on their experience. Therefore, I think it is a better choice to play a hand as you go along, and only to the extent that you find yourself able to do so or see it.鳴きは早いか高いかSqueal fast or high. 心得その6:鳴きは早いか高いか 鳴きは、速いアガリが期待できるとき、高打点が期待できるとき。それ以外の鳴きはあまりおススメできない。 Naru is only recommended when you expect to get a fast win or a high score. Other than that, Naruto is not recommended. 麻雀にはポン/チーなどの鳴きが存在する。そしてこれが勝敗を大きく分ける要素の一つなのだ。 かといって何でも鳴いていては損になってしまう。 でもやってみなくちゃ判らないじゃないか?まったくその通りだと思う。余裕があればぜひやってみてほしい。その方が引き出しが増えて将来の糧になるだろう。 ただ、手っ取り早く勝ちたい人のために一つの指針を示しておこう。 一つは速いアガリが期待できるとき。 加点は少なくても、他家のチャンス手を潰せるし、局も消化できる。ローリスクなわけだし… もう一つは高打点が期待できるとき。 特にホンイツがおススメ。手役は狙うなと書いたけど、ホンイツは比較的お得な役だと思う。 役牌と絡めると満貫クラスが簡単に狙えるし、自分の狙いが他家にわかり易い分、他家の対応もわかり易い。ある意味リスク回避にもなる。 それ以外の鳴きはあまりおススメできない。 相手がリスクに敏感なタイプならば相手を下ろす価値を得られるが、攻めてこられた場合こちらのリスクが増えてしまう。 In Mahjong, there are pon/chee and other nari. This is one of the factors that make the difference between winning and losing. However, if you do not try every kind of ringing, you will lose money. But you never know unless you try, right? I think you are absolutely right. If you can afford it, please give it a try. If you can afford it, you should definitely give it a try, because you will be able to get more out of it and it will be good for your future. However, for those who want to win quickly, let me give you a guideline. One is when you can expect to win quickly. You may not get many points, but you can kill the other players' chance moves, and you can also digest the game. It is low risk... The other is when you expect to get a high hit. In particular, Hongitsu is recommended. I wrote that you should not aim for hand yaku, but I think Hongitsu is a relatively good value. If you combine it with Yaku tiles, you can easily aim for Man-an class, and since it is easy for other players to know what you are aiming for, it is also easy for other players to know how to respond. In a sense, it is also a risk avoidance. Other than that, I don't recommend Naru. If the opponent is a risk-sensitive type of player, you can get the value of putting him down, but if he attacks you, your risk will increase.基本はリーチBasics are a reach 心得その7:基本はリーチ リーチはデメリットもあるが、基本的にメリットの方が大きい。 The basic principle of riichi has some disadvantages, but the advantages are basically greater. リーチのメリットは大きく二つ。 一つは、1翻しばりを含め翻数をアップさせること。 リーチの1翻以外にも一発や裏ドラが期待できるので、アガリ点を高くすることが出来る。 もう一つは、テンパイを知らせること。 なぜテンパイを知らせることがメリットなのか?と思うかもしれないが、これは相手にリスクを提示することを意味する。 相手に伸び伸び打たせない、制限を与えることがメリットになるのだ。 そしてデメリットは、主に以降打牌選択ができないことで、次にテンパイを教えることと1000点供託しなければならないことくらい。 これも、結局は比較なの だが、メリットが大きすぎるので、基本リーチで問題ない。 よほどでない限り迷ったらリーチと覚えておこう。ではどんな状況だとリーチしないのか? それは、メリットが少ないときとデメリットが大きいとき。 例えば、打点が十分であれば打点アップのメリットはない。微差のオーラスや終局間際など、他家がオリ難い状況であれば、相手に制限を与えるのは期待し難い。 また、1000点で順位が変わってしまうようなオーラスならデメリットは大きくなるし、アガればトップの局面でテンパイを教えてしまうことは損になりかねない。 これらの要素を複合して、リーチが損だと判断できたときにしないのだ。 これも経験から判断するものだけど… There are two major advantages of riichi. One is to increase the number of yans, including 1 fan. In addition to 1 fan of riichi, ippan and uradora can also be expected, so the points for winning the hand can be higher. The second is to announce the hand as "Tempai". Why is it advantageous to announce the hand as "tenpai"? You may ask, "Why is it an advantage to let the opponent know that you are about to make a move? The advantage is that it limits the opponent's ability to play. The disadvantages are mainly that you can't choose your tiles afterwards, and you have to teach your opponent how to play tenpai next time and deposit 1000 points. This, too, is a comparison in the end, but the advantages are so great that there is no problem with basic riichi. If you are in doubt, you should always remember to riichi, unless you are very sure about the situation. Then, under what circumstances do we not reach? It is when the advantage is small and the disadvantage is large. For example, if you have enough points, there is no advantage in increasing the number of points. If it is difficult for the other players to win the game, such as at the end of the game or at the end of the last round, it is difficult to expect the other players to limit their advantage. Also, if the game is at the end of a hand where 1000 points can change the ranking, the disadvantage will be greater, and it may be a loss to tell the player to make a tenpai when he is in the lead if he is aga. When these factors are combined and you can judge that riichi is a loss, you don't do it. Again, this is something I judge from experience... しぼるなDon't squeeze. 心得その8:しぼるな しぼるのは、特定状況下で使用するレアな戦略 Tip #8: Don't squeeze. Squeezing is a rare strategy used in specific situations. 相手に鳴かせないように打牌選択をすることをしぼると言うのだが、これは特定状況下で使用するレアな戦略なのだ。 相手に鳴かせないことが上手いというイメージやそれを美徳とするプレイヤーが意外と多いのだが、実は間違いなのだ。(あえて言い切るw) これは、トップを争っている相手など、アガられると不味い相手にのみ使う苦肉の策で、通常時はほとんど意味がない。 しぼりがどういった状況を作るか考えてみると、しぼっている側としぼられている側が損をして、残りの二人が得をするということなのだ。 だから、特定の相手に損を与えることが、自分の得になるという特殊状況だけの戦略なのだ。 むしろ、個人的には意図的には誰かに鳴かせることにより自分が得をするといった戦略のほうが頻度の高い 。 Choosing tiles so that the opponent does not ring is called squeezing, and this is a rare strategy used in specific situations. Surprisingly, there are many players who think that not allowing the opponent to ring is a virtue, but this is actually not true. (I dare to say it!) This is a desperate strategy used only against opponents who are in a race for the top position, or against opponents who would be disadvantaged by an aga-nai, and it is of little use under normal circumstances. If you think about how squeezing creates a situation, it means that the squeezer and the squeezed party lose money, and the other two gain. So it's a strategy only for special situations where giving a loss to a particular party is a gain for you. Rather, it is a strategy that is more frequent in which you personally gain by intentionally letting someone else ring.ベタオリの手順を知れKnow the Beta Ori Procedure. 心得その9:ベタオリの手順を知れ ベタオリはロジカルなもの、切る牌の順番が決まっている Tip #9: Know the procedure for getting a good hand. Getting a good hand is logical, and the order of tiles to be cut is fixed. オリるといっても、復活の可能性を考えたり、他家の動向などを考えるとアナログな要素もあるのだが、ベタオリはロジカルなものなのだ。 ほぼ一本道と言って良いし、誰もが同じになって不思議がない。そのくらい切る牌の順番が決まっているのだ。 まず、今切る牌は今だけ安全な牌。つまり、上家が切った牌に合わせ打ちするのだ。 ここで、下家に鳴かせたくないという意識は捨てよう。鳴かれてもいいじゃないか。むしろ鳴かせて放銃し合ってくれる可能性が高くなるのは得になる可能性が高い。 もし1巡手に留めてしまったら次の巡目はアタリ牌になっているかも知れないのだ。今切るしかない。 それが無ければ、リーチ(オリ対象)者の現物。 そして最後にとっておくのが完全安全牌。 完全安全牌は虎の子の安全牌。間違っても合わせ打ちできるときに切ってしまわないように! それらが無くなってしまったら、カベやスジに頼ろう。 カベやスジの比較は、経験を積めば嵌張・辺張・シャンポンの可能性、相手の手順、思惑で比較できるようになるはず。 Ori, though there is an analog element in considering the possibility of resurrection and the trends of other houses, beta ori is a logical one. It is almost a straight path, and it is no wonder that everyone follows the same path. The order of tiles to be cut is that fixed. First, the tile you cut now is the only safe tile for now. In other words, the player plays along with the tiles that the upper house has just cut. At this point, let go of the mindset that you don't want to let the player below you ring. It's okay if the player rings. In fact, it is more likely to benefit you if you let them ring and increase the possibility of them releasing each other's fire. If you hold the hand for one round, it might be an Atari tile in the next round. There is no choice but to cut now. If not, then the riichi player's actual hand. And finally, there is the completely safe tile. The perfect safety tile is the tiger's safety tile. Do not cut them when you can play together by mistake! If you lose them, rely on Kabe or Suji. As you gain experience, you will be able to compare KABE and SUJI with the possibility of SEITABE, HENCHANG, and CHAMPON, as well as with your opponent's procedures and intentions.ベタオリの優先順位Priority of Beta Ori上家が切った牌に合わせ打ちMatch the tiles cut by the player on topリーチ(オリ対象)者の現物Reach (Ori target) person in kind完全安全牌completely safe tileカベやスジwalls and stripsリスクを測れMeasure your risk. 心得その10:リスクを測れ 手役を狙うのが妥当か?攻めるか受けるか?選択のほとんどがリスクバランスに委ねられる。 Tip #10: Measure your risk. Is it reasonable to aim for a hand? To attack or to receive? Most of the choices are left to the balance of risk. 麻雀は実は第一打から放銃のリスクを負っているのだ。1巡目に切った北で役満に放銃する可能性も無くはないのだ。 そんなことを言っては切りが無いが、自分が負っているリスクが適正かどうかを測るゲームなのだ。 ただ少なくともトップ目はラス目よりもリスクを負うことが出来ない。ラス目は失う順位点(ウマ)は無く、素点についてくるもの(オ カ・ウマ)は大きいが、トップ目は逆なのだから… これが難しく一朝一夕にはいかないところなのだが、手役を狙うのが妥当かどうか?攻めるか受けるか?など、選択のほとんどがリスクバランスに委ねられる。 そして、この要素が他家の動向を測ったり、自分の選択を決める大きな要素になる。つまり、上手くなるためには場数を踏むしかないのだ。 どんな天才でも経験なくしてはバランス感覚を身につけることは出来ないのだから… In fact, mahjong is a game in which you risk a gunshot from the very first move, and there is no limit to the possibility that you might hit a yakuman with a North cut on the first round. It is a game of measuring whether the risk you are taking is appropriate or not. But at least the top rank cannot be risked more than the bottom rank. The last player has no ranking points to lose (uma) and has more points to gain (okama-uma), but the top player has the opposite... This is the difficult part, and it does not happen overnight, but is it appropriate to aim for teyaku or not? To attack or to receive? Most of the choices, such as whether to attack or receive, are left to the balance of risk. And this is a major factor in gauging the other players' moves and deciding your own choices. In other words, the only way to get good at it is to experience it. No genius can develop a sense of balance without experience... まとめsummary どうだったでしょうか。本当に強いプロの言葉だからこそ、鈴木氏のアドバイスはずっしりと読み応えのあるものだったと思います。 この10の心得を胸に秘め、明日からの麻雀ライフをより楽しんでみてはどうでしょうか!初心者の方やこれまで闇雲に楽しんでいたプレイヤーには大きな革新が訪れるやもしれませんよ!! それでは最後にもう一度 What did you think? I think Suzuki's advice is worth reading because it comes from a really strong professional. Why don't you take these 10 tips to heart and start enjoying your mahjong life more from tomorrow? If you are a beginner or a player who has been enjoying mahjong only in the dark, you may see a great revolution in your life! So, one last time 鈴木たろうプロが教える10の心得10 Tips from Tarou Suzuki, Pro.麻雀は選択のゲームであるMahjong is a game of choice遠慮をするなDon't be shy.オリるなDon't get out.5ブロック思考を身につけろLearn to think in five blocks.手役を狙うなDon't go for the hand.鳴きは早いか高いかSqueal fast or high.基本はリーチBasics are a reachしぼるなDon't squeeze.ベタオリの手順を知れKnow the Beta Ori Procedure.リスクを測れMeasure your risk.前人未踏の雀王3連覇の今最も旬で強い”鈴木たろうプロ”から初心者諸君へ、麻雀を上達させるためのアドバイスです!本当に強いプロが教える麻雀をプレイする上で必要な心得10項目!!Here is some advice for beginners on how to improve your mahjong game from Taro Suzuki, the most popular and strong mahjong pro of the moment, who has won the unprecedented Jan-Oh championship three times in a row! The 10 essential tips for playing Mahjong from a really strong pro!戦略strategy鈴木たろうTarou Suzuki鈴木たろうTarou Suzuki麻雀 上達Mahjong Improvement麻雀 戦略Mahjong Strategy
Example.)
PHRyPg==PHRyPg==PHRyPg==PHRyPg==
例)
Example.)
PHRyPg==PHRyPg==PHRyPg==PHRyPg==
例)
Example.)
例)
e.g.)
例)Counterpart
Example.)1種類2枚2 sheets of 1 type×2枚×x2PHRyPg==PHRyPg==塔子(ターツ)&対子(トイツ)になるための受け入れAcceptance to be Tatzu (Tarts)Tsuzumi (対子) あと1枚で塔子・吐いつが完成すると考えた場合の受け入れ牌の種類と枚数。
塔子(ターツ)=順子が揃う一歩手前、 The type and number of accepted tiles when one more tile is considered to complete the Tatzu or Tatzu.
Tatzu = one step before Sequence is completed,やand ... andなど 対子(トイツ)=刻子が揃う一歩手前、etc. Twins (toitsu) = one step before all the pungs are set,やand ... andなど (lessening the significance or value of the previous word) the likes of PHRhYmxlIGNsYXNzPSJjZW50ZXIiPg==PHRhYmxlIGNsYXNzPSJjZW50ZXIiPg==PHRyPg==PHRyPg==
種類と数
Types and Numbers
例)Isolated Tiles 3 through 7
Example.)5種類19枚19 sheets of 5 types×4枚
例)Isolated tiles of 2 and 8.
Example.)4種類15枚15 sheets of 4 types×4枚
例)
例)Isolated tiles of the "Character Tiles"
Example.)1種類3枚3 sheets of 1 kind×3枚×x 3 sheetsPHRyPg==PHRyPg== 手牌は13枚しか持つことができないので、3枚使うブロックばかりで5ブロックを考えると数が合わなくなってしまう。なので、必ず1枚または2枚でのブロックも考える必要がある。 Since you can only have 13 tiles in your hand, if you consider a block of 5 with only 3 tiles used, the numbers will not match. Therefore, it is always necessary to consider blocks with 1 or 2 cards as well.特に、2枚構成で8枚の受け入れ牌がある「両面待ち」は優秀だ。Especially excellent is the "Double-Sided Waiting" with 8 accepted tiles in a 2-card configuration. 他にも、4~6枚の牌を使用し、2ブロック分に相当する形もある。 Other forms use four to six tiles and are equivalent to two blocks.PHRhYmxlIGNsYXNzPSJjZW50ZXIiPg==PHRhYmxlIGNsYXNzPSJjZW50ZXIiPg==PHRyPg==PHRyPg==
種類と数
Types and Numbers
例)
例)Ments + Both Sides + Twins
Example.)4種類13枚13 sheets of 4 types×4枚
例)'Mate Zhang + Mate Zhang + Tsushin + Tsushin'
Example.)4種類12枚12 sheets of 4 types×2枚
例)
これらの形を抑えておきより強いブロックを多く作るように心がけるようにすると良い。
余裕があれば受け入れ枚数を数えても良いだろう。
e.g.
.
It is advisable to keep these forms in mind and try to make more blocks with more strength.
If you can afford it, you can count the number of accepted tiles.22text-align:left;width:50%text-align:left;width:50%PHRyPg==PHRyPg==覚えておきたいコツTips to rememberトータルの受け入れ枚数を減らさないようにするDo not reduce the total number of cards accepted.対子があるブロックは2つにするようにするTry to make two blocks that have opposites.2面子+二二四⑦⑦⑧22(対子を含むブロックが3つ:受け入れ18枚)なら⑦切り(受け入れ18枚→16枚)If 2 Ments + 224 ⑦ ⑦ ⑧ 22 (3 blocks including a pair: 18 accepted), then Cut ⑦ (18 accepted → 16 accepted)2面子+二二四⑦⑦⑧23(対子を含むブロックが2つ:受け入れ24枚)なら四切り(受け入れ24枚→20枚)If 2 Ments + 2 2 4 ⑦ ⑦ ⑧ 23 (2 blocks including a pair: 24 cards accepted), then Cut 4 (24 cards accepted - 20 cards)手役を狙うなDon't go for the hand. 心得その5:手役を狙うな 現代の麻雀では手役はたまたまできるもの程度な考えで十分 Tip #5: Don't aim for a hand. In modern mahjong, it is enough to think of a hand as something you can do by chance. 手役は麻雀で高打点を叩き出すために必要なもの!なのは間違いないのだが、実は狙ってもそんなにできるものではないのだ。 特に、赤牌やご祝儀などが多い現代の麻雀では手役はたまたまできるもの程度な考えで十分通用するのだ。 さらに手役を狙いすぎると目先のアガリを逃してしまい、失点してしまうことさえある。諸刃の剣といえる。 ではどのように手役を狙うのかというと、手役を狙うためのロスと上手くいったときの見返りを比較しながら進めなければならない。 つまり、牌効率はもちろん経験からくる他家の対応なども把握していなければ、適正かどうかを測れないのだ。 だから、手なりで手を進めて気づいたら出来ていた、見えていた程度に留めるのが、ベターな選択だと思う。 Hand Yaku is necessary to get a high score in Mahjong! There is no doubt that teyaku is necessary to get a high hit in mahjong, but in fact, it is not that easy to get it even if you aim for it. Especially in today's mahjong, where red tiles and congratulatory gifts are common, it is quite acceptable to think of te yaku as something that can be done by chance. Moreover, if you aim too much for te yaku, you may miss an immediate win and even lose a point. It is a double-edged sword. How to go for the hand, then, is a matter of weighing the loss of going for the hand against the reward of a successful outcome. In other words, it is impossible to measure the appropriateness of a hand without knowing the efficiency of the tiles as well as the responses of other players based on their experience. Therefore, I think it is a better choice to play a hand as you go along, and only to the extent that you find yourself able to do so or see it.鳴きは早いか高いかSqueal fast or high. 心得その6:鳴きは早いか高いか 鳴きは、速いアガリが期待できるとき、高打点が期待できるとき。それ以外の鳴きはあまりおススメできない。 Naru is only recommended when you expect to get a fast win or a high score. Other than that, Naruto is not recommended. 麻雀にはポン/チーなどの鳴きが存在する。そしてこれが勝敗を大きく分ける要素の一つなのだ。 かといって何でも鳴いていては損になってしまう。 でもやってみなくちゃ判らないじゃないか?まったくその通りだと思う。余裕があればぜひやってみてほしい。その方が引き出しが増えて将来の糧になるだろう。 ただ、手っ取り早く勝ちたい人のために一つの指針を示しておこう。 一つは速いアガリが期待できるとき。 加点は少なくても、他家のチャンス手を潰せるし、局も消化できる。ローリスクなわけだし… もう一つは高打点が期待できるとき。 特にホンイツがおススメ。手役は狙うなと書いたけど、ホンイツは比較的お得な役だと思う。 役牌と絡めると満貫クラスが簡単に狙えるし、自分の狙いが他家にわかり易い分、他家の対応もわかり易い。ある意味リスク回避にもなる。 それ以外の鳴きはあまりおススメできない。 相手がリスクに敏感なタイプならば相手を下ろす価値を得られるが、攻めてこられた場合こちらのリスクが増えてしまう。 In Mahjong, there are pon/chee and other nari. This is one of the factors that make the difference between winning and losing. However, if you do not try every kind of ringing, you will lose money. But you never know unless you try, right? I think you are absolutely right. If you can afford it, please give it a try. If you can afford it, you should definitely give it a try, because you will be able to get more out of it and it will be good for your future. However, for those who want to win quickly, let me give you a guideline. One is when you can expect to win quickly. You may not get many points, but you can kill the other players' chance moves, and you can also digest the game. It is low risk... The other is when you expect to get a high hit. In particular, Hongitsu is recommended. I wrote that you should not aim for hand yaku, but I think Hongitsu is a relatively good value. If you combine it with Yaku tiles, you can easily aim for Man-an class, and since it is easy for other players to know what you are aiming for, it is also easy for other players to know how to respond. In a sense, it is also a risk avoidance. Other than that, I don't recommend Naru. If the opponent is a risk-sensitive type of player, you can get the value of putting him down, but if he attacks you, your risk will increase.基本はリーチBasics are a reach 心得その7:基本はリーチ リーチはデメリットもあるが、基本的にメリットの方が大きい。 The basic principle of riichi has some disadvantages, but the advantages are basically greater. リーチのメリットは大きく二つ。 一つは、1翻しばりを含め翻数をアップさせること。 リーチの1翻以外にも一発や裏ドラが期待できるので、アガリ点を高くすることが出来る。 もう一つは、テンパイを知らせること。 なぜテンパイを知らせることがメリットなのか?と思うかもしれないが、これは相手にリスクを提示することを意味する。 相手に伸び伸び打たせない、制限を与えることがメリットになるのだ。 そしてデメリットは、主に以降打牌選択ができないことで、次にテンパイを教えることと1000点供託しなければならないことくらい。 これも、結局は比較なの だが、メリットが大きすぎるので、基本リーチで問題ない。 よほどでない限り迷ったらリーチと覚えておこう。ではどんな状況だとリーチしないのか? それは、メリットが少ないときとデメリットが大きいとき。 例えば、打点が十分であれば打点アップのメリットはない。微差のオーラスや終局間際など、他家がオリ難い状況であれば、相手に制限を与えるのは期待し難い。 また、1000点で順位が変わってしまうようなオーラスならデメリットは大きくなるし、アガればトップの局面でテンパイを教えてしまうことは損になりかねない。 これらの要素を複合して、リーチが損だと判断できたときにしないのだ。 これも経験から判断するものだけど… There are two major advantages of riichi. One is to increase the number of yans, including 1 fan. In addition to 1 fan of riichi, ippan and uradora can also be expected, so the points for winning the hand can be higher. The second is to announce the hand as "Tempai". Why is it advantageous to announce the hand as "tenpai"? You may ask, "Why is it an advantage to let the opponent know that you are about to make a move? The advantage is that it limits the opponent's ability to play. The disadvantages are mainly that you can't choose your tiles afterwards, and you have to teach your opponent how to play tenpai next time and deposit 1000 points. This, too, is a comparison in the end, but the advantages are so great that there is no problem with basic riichi. If you are in doubt, you should always remember to riichi, unless you are very sure about the situation. Then, under what circumstances do we not reach? It is when the advantage is small and the disadvantage is large. For example, if you have enough points, there is no advantage in increasing the number of points. If it is difficult for the other players to win the game, such as at the end of the game or at the end of the last round, it is difficult to expect the other players to limit their advantage. Also, if the game is at the end of a hand where 1000 points can change the ranking, the disadvantage will be greater, and it may be a loss to tell the player to make a tenpai when he is in the lead if he is aga. When these factors are combined and you can judge that riichi is a loss, you don't do it. Again, this is something I judge from experience... しぼるなDon't squeeze. 心得その8:しぼるな しぼるのは、特定状況下で使用するレアな戦略 Tip #8: Don't squeeze. Squeezing is a rare strategy used in specific situations. 相手に鳴かせないように打牌選択をすることをしぼると言うのだが、これは特定状況下で使用するレアな戦略なのだ。 相手に鳴かせないことが上手いというイメージやそれを美徳とするプレイヤーが意外と多いのだが、実は間違いなのだ。(あえて言い切るw) これは、トップを争っている相手など、アガられると不味い相手にのみ使う苦肉の策で、通常時はほとんど意味がない。 しぼりがどういった状況を作るか考えてみると、しぼっている側としぼられている側が損をして、残りの二人が得をするということなのだ。 だから、特定の相手に損を与えることが、自分の得になるという特殊状況だけの戦略なのだ。 むしろ、個人的には意図的には誰かに鳴かせることにより自分が得をするといった戦略のほうが頻度の高い 。 Choosing tiles so that the opponent does not ring is called squeezing, and this is a rare strategy used in specific situations. Surprisingly, there are many players who think that not allowing the opponent to ring is a virtue, but this is actually not true. (I dare to say it!) This is a desperate strategy used only against opponents who are in a race for the top position, or against opponents who would be disadvantaged by an aga-nai, and it is of little use under normal circumstances. If you think about how squeezing creates a situation, it means that the squeezer and the squeezed party lose money, and the other two gain. So it's a strategy only for special situations where giving a loss to a particular party is a gain for you. Rather, it is a strategy that is more frequent in which you personally gain by intentionally letting someone else ring.ベタオリの手順を知れKnow the Beta Ori Procedure. 心得その9:ベタオリの手順を知れ ベタオリはロジカルなもの、切る牌の順番が決まっている Tip #9: Know the procedure for getting a good hand. Getting a good hand is logical, and the order of tiles to be cut is fixed. オリるといっても、復活の可能性を考えたり、他家の動向などを考えるとアナログな要素もあるのだが、ベタオリはロジカルなものなのだ。 ほぼ一本道と言って良いし、誰もが同じになって不思議がない。そのくらい切る牌の順番が決まっているのだ。 まず、今切る牌は今だけ安全な牌。つまり、上家が切った牌に合わせ打ちするのだ。 ここで、下家に鳴かせたくないという意識は捨てよう。鳴かれてもいいじゃないか。むしろ鳴かせて放銃し合ってくれる可能性が高くなるのは得になる可能性が高い。 もし1巡手に留めてしまったら次の巡目はアタリ牌になっているかも知れないのだ。今切るしかない。 それが無ければ、リーチ(オリ対象)者の現物。 そして最後にとっておくのが完全安全牌。 完全安全牌は虎の子の安全牌。間違っても合わせ打ちできるときに切ってしまわないように! それらが無くなってしまったら、カベやスジに頼ろう。 カベやスジの比較は、経験を積めば嵌張・辺張・シャンポンの可能性、相手の手順、思惑で比較できるようになるはず。 Ori, though there is an analog element in considering the possibility of resurrection and the trends of other houses, beta ori is a logical one. It is almost a straight path, and it is no wonder that everyone follows the same path. The order of tiles to be cut is that fixed. First, the tile you cut now is the only safe tile for now. In other words, the player plays along with the tiles that the upper house has just cut. At this point, let go of the mindset that you don't want to let the player below you ring. It's okay if the player rings. In fact, it is more likely to benefit you if you let them ring and increase the possibility of them releasing each other's fire. If you hold the hand for one round, it might be an Atari tile in the next round. There is no choice but to cut now. If not, then the riichi player's actual hand. And finally, there is the completely safe tile. The perfect safety tile is the tiger's safety tile. Do not cut them when you can play together by mistake! If you lose them, rely on Kabe or Suji. As you gain experience, you will be able to compare KABE and SUJI with the possibility of SEITABE, HENCHANG, and CHAMPON, as well as with your opponent's procedures and intentions.ベタオリの優先順位Priority of Beta Ori上家が切った牌に合わせ打ちMatch the tiles cut by the player on topリーチ(オリ対象)者の現物Reach (Ori target) person in kind完全安全牌completely safe tileカベやスジwalls and stripsリスクを測れMeasure your risk. 心得その10:リスクを測れ 手役を狙うのが妥当か?攻めるか受けるか?選択のほとんどがリスクバランスに委ねられる。 Tip #10: Measure your risk. Is it reasonable to aim for a hand? To attack or to receive? Most of the choices are left to the balance of risk. 麻雀は実は第一打から放銃のリスクを負っているのだ。1巡目に切った北で役満に放銃する可能性も無くはないのだ。 そんなことを言っては切りが無いが、自分が負っているリスクが適正かどうかを測るゲームなのだ。 ただ少なくともトップ目はラス目よりもリスクを負うことが出来ない。ラス目は失う順位点(ウマ)は無く、素点についてくるもの(オ カ・ウマ)は大きいが、トップ目は逆なのだから… これが難しく一朝一夕にはいかないところなのだが、手役を狙うのが妥当かどうか?攻めるか受けるか?など、選択のほとんどがリスクバランスに委ねられる。 そして、この要素が他家の動向を測ったり、自分の選択を決める大きな要素になる。つまり、上手くなるためには場数を踏むしかないのだ。 どんな天才でも経験なくしてはバランス感覚を身につけることは出来ないのだから… In fact, mahjong is a game in which you risk a gunshot from the very first move, and there is no limit to the possibility that you might hit a yakuman with a North cut on the first round. It is a game of measuring whether the risk you are taking is appropriate or not. But at least the top rank cannot be risked more than the bottom rank. The last player has no ranking points to lose (uma) and has more points to gain (okama-uma), but the top player has the opposite... This is the difficult part, and it does not happen overnight, but is it appropriate to aim for teyaku or not? To attack or to receive? Most of the choices, such as whether to attack or receive, are left to the balance of risk. And this is a major factor in gauging the other players' moves and deciding your own choices. In other words, the only way to get good at it is to experience it. No genius can develop a sense of balance without experience... まとめsummary どうだったでしょうか。本当に強いプロの言葉だからこそ、鈴木氏のアドバイスはずっしりと読み応えのあるものだったと思います。 この10の心得を胸に秘め、明日からの麻雀ライフをより楽しんでみてはどうでしょうか!初心者の方やこれまで闇雲に楽しんでいたプレイヤーには大きな革新が訪れるやもしれませんよ!! それでは最後にもう一度 What did you think? I think Suzuki's advice is worth reading because it comes from a really strong professional. Why don't you take these 10 tips to heart and start enjoying your mahjong life more from tomorrow? If you are a beginner or a player who has been enjoying mahjong only in the dark, you may see a great revolution in your life! So, one last time 鈴木たろうプロが教える10の心得10 Tips from Tarou Suzuki, Pro.麻雀は選択のゲームであるMahjong is a game of choice遠慮をするなDon't be shy.オリるなDon't get out.5ブロック思考を身につけろLearn to think in five blocks.手役を狙うなDon't go for the hand.鳴きは早いか高いかSqueal fast or high.基本はリーチBasics are a reachしぼるなDon't squeeze.ベタオリの手順を知れKnow the Beta Ori Procedure.リスクを測れMeasure your risk.前人未踏の雀王3連覇の今最も旬で強い”鈴木たろうプロ”から初心者諸君へ、麻雀を上達させるためのアドバイスです!本当に強いプロが教える麻雀をプレイする上で必要な心得10項目!!Here is some advice for beginners on how to improve your mahjong game from Taro Suzuki, the most popular and strong mahjong pro of the moment, who has won the unprecedented Jan-Oh championship three times in a row! The 10 essential tips for playing Mahjong from a really strong pro!戦略strategy鈴木たろうTarou Suzuki鈴木たろうTarou Suzuki麻雀 上達Mahjong Improvement麻雀 戦略Mahjong Strategy
Example.)
PHRyPg==PHRyPg==PHRyPg==PHRyPg==
例)
Example.)
例)
e.g.)
例)Counterpart
Example.)1種類2枚2 sheets of 1 type×2枚×x2PHRyPg==PHRyPg==塔子(ターツ)&対子(トイツ)になるための受け入れAcceptance to be Tatzu (Tarts)Tsuzumi (対子) あと1枚で塔子・吐いつが完成すると考えた場合の受け入れ牌の種類と枚数。
塔子(ターツ)=順子が揃う一歩手前、 The type and number of accepted tiles when one more tile is considered to complete the Tatzu or Tatzu.
Tatzu = one step before Sequence is completed,やand ... andなど 対子(トイツ)=刻子が揃う一歩手前、etc. Twins (toitsu) = one step before all the pungs are set,やand ... andなど (lessening the significance or value of the previous word) the likes of PHRhYmxlIGNsYXNzPSJjZW50ZXIiPg==PHRhYmxlIGNsYXNzPSJjZW50ZXIiPg==PHRyPg==PHRyPg==
種類と数
Types and Numbers
例)Isolated Tiles 3 through 7
Example.)5種類19枚19 sheets of 5 types×4枚
例)Isolated tiles of 2 and 8.
Example.)4種類15枚15 sheets of 4 types×4枚
例)
例)Isolated tiles of the "Character Tiles"
Example.)1種類3枚3 sheets of 1 kind×3枚×x 3 sheetsPHRyPg==PHRyPg== 手牌は13枚しか持つことができないので、3枚使うブロックばかりで5ブロックを考えると数が合わなくなってしまう。なので、必ず1枚または2枚でのブロックも考える必要がある。 Since you can only have 13 tiles in your hand, if you consider a block of 5 with only 3 tiles used, the numbers will not match. Therefore, it is always necessary to consider blocks with 1 or 2 cards as well.特に、2枚構成で8枚の受け入れ牌がある「両面待ち」は優秀だ。Especially excellent is the "Double-Sided Waiting" with 8 accepted tiles in a 2-card configuration. 他にも、4~6枚の牌を使用し、2ブロック分に相当する形もある。 Other forms use four to six tiles and are equivalent to two blocks.PHRhYmxlIGNsYXNzPSJjZW50ZXIiPg==PHRhYmxlIGNsYXNzPSJjZW50ZXIiPg==PHRyPg==PHRyPg==
種類と数
Types and Numbers
例)
例)Ments + Both Sides + Twins
Example.)4種類13枚13 sheets of 4 types×4枚
例)'Mate Zhang + Mate Zhang + Tsushin + Tsushin'
Example.)4種類12枚12 sheets of 4 types×2枚
例)
これらの形を抑えておきより強いブロックを多く作るように心がけるようにすると良い。
余裕があれば受け入れ枚数を数えても良いだろう。
e.g.
.
It is advisable to keep these forms in mind and try to make more blocks with more strength.
If you can afford it, you can count the number of accepted tiles.22text-align:left;width:50%text-align:left;width:50%PHRyPg==PHRyPg==覚えておきたいコツTips to rememberトータルの受け入れ枚数を減らさないようにするDo not reduce the total number of cards accepted.対子があるブロックは2つにするようにするTry to make two blocks that have opposites.2面子+二二四⑦⑦⑧22(対子を含むブロックが3つ:受け入れ18枚)なら⑦切り(受け入れ18枚→16枚)If 2 Ments + 224 ⑦ ⑦ ⑧ 22 (3 blocks including a pair: 18 accepted), then Cut ⑦ (18 accepted → 16 accepted)2面子+二二四⑦⑦⑧23(対子を含むブロックが2つ:受け入れ24枚)なら四切り(受け入れ24枚→20枚)If 2 Ments + 2 2 4 ⑦ ⑦ ⑧ 23 (2 blocks including a pair: 24 cards accepted), then Cut 4 (24 cards accepted - 20 cards)手役を狙うなDon't go for the hand. 心得その5:手役を狙うな 現代の麻雀では手役はたまたまできるもの程度な考えで十分 Tip #5: Don't aim for a hand. In modern mahjong, it is enough to think of a hand as something you can do by chance. 手役は麻雀で高打点を叩き出すために必要なもの!なのは間違いないのだが、実は狙ってもそんなにできるものではないのだ。 特に、赤牌やご祝儀などが多い現代の麻雀では手役はたまたまできるもの程度な考えで十分通用するのだ。 さらに手役を狙いすぎると目先のアガリを逃してしまい、失点してしまうことさえある。諸刃の剣といえる。 ではどのように手役を狙うのかというと、手役を狙うためのロスと上手くいったときの見返りを比較しながら進めなければならない。 つまり、牌効率はもちろん経験からくる他家の対応なども把握していなければ、適正かどうかを測れないのだ。 だから、手なりで手を進めて気づいたら出来ていた、見えていた程度に留めるのが、ベターな選択だと思う。 Hand Yaku is necessary to get a high score in Mahjong! There is no doubt that teyaku is necessary to get a high hit in mahjong, but in fact, it is not that easy to get it even if you aim for it. Especially in today's mahjong, where red tiles and congratulatory gifts are common, it is quite acceptable to think of te yaku as something that can be done by chance. Moreover, if you aim too much for te yaku, you may miss an immediate win and even lose a point. It is a double-edged sword. How to go for the hand, then, is a matter of weighing the loss of going for the hand against the reward of a successful outcome. In other words, it is impossible to measure the appropriateness of a hand without knowing the efficiency of the tiles as well as the responses of other players based on their experience. Therefore, I think it is a better choice to play a hand as you go along, and only to the extent that you find yourself able to do so or see it.鳴きは早いか高いかSqueal fast or high. 心得その6:鳴きは早いか高いか 鳴きは、速いアガリが期待できるとき、高打点が期待できるとき。それ以外の鳴きはあまりおススメできない。 Naru is only recommended when you expect to get a fast win or a high score. Other than that, Naruto is not recommended. 麻雀にはポン/チーなどの鳴きが存在する。そしてこれが勝敗を大きく分ける要素の一つなのだ。 かといって何でも鳴いていては損になってしまう。 でもやってみなくちゃ判らないじゃないか?まったくその通りだと思う。余裕があればぜひやってみてほしい。その方が引き出しが増えて将来の糧になるだろう。 ただ、手っ取り早く勝ちたい人のために一つの指針を示しておこう。 一つは速いアガリが期待できるとき。 加点は少なくても、他家のチャンス手を潰せるし、局も消化できる。ローリスクなわけだし… もう一つは高打点が期待できるとき。 特にホンイツがおススメ。手役は狙うなと書いたけど、ホンイツは比較的お得な役だと思う。 役牌と絡めると満貫クラスが簡単に狙えるし、自分の狙いが他家にわかり易い分、他家の対応もわかり易い。ある意味リスク回避にもなる。 それ以外の鳴きはあまりおススメできない。 相手がリスクに敏感なタイプならば相手を下ろす価値を得られるが、攻めてこられた場合こちらのリスクが増えてしまう。 In Mahjong, there are pon/chee and other nari. This is one of the factors that make the difference between winning and losing. However, if you do not try every kind of ringing, you will lose money. But you never know unless you try, right? I think you are absolutely right. If you can afford it, please give it a try. If you can afford it, you should definitely give it a try, because you will be able to get more out of it and it will be good for your future. However, for those who want to win quickly, let me give you a guideline. One is when you can expect to win quickly. You may not get many points, but you can kill the other players' chance moves, and you can also digest the game. It is low risk... The other is when you expect to get a high hit. In particular, Hongitsu is recommended. I wrote that you should not aim for hand yaku, but I think Hongitsu is a relatively good value. If you combine it with Yaku tiles, you can easily aim for Man-an class, and since it is easy for other players to know what you are aiming for, it is also easy for other players to know how to respond. In a sense, it is also a risk avoidance. Other than that, I don't recommend Naru. If the opponent is a risk-sensitive type of player, you can get the value of putting him down, but if he attacks you, your risk will increase.基本はリーチBasics are a reach 心得その7:基本はリーチ リーチはデメリットもあるが、基本的にメリットの方が大きい。 The basic principle of riichi has some disadvantages, but the advantages are basically greater. リーチのメリットは大きく二つ。 一つは、1翻しばりを含め翻数をアップさせること。 リーチの1翻以外にも一発や裏ドラが期待できるので、アガリ点を高くすることが出来る。 もう一つは、テンパイを知らせること。 なぜテンパイを知らせることがメリットなのか?と思うかもしれないが、これは相手にリスクを提示することを意味する。 相手に伸び伸び打たせない、制限を与えることがメリットになるのだ。 そしてデメリットは、主に以降打牌選択ができないことで、次にテンパイを教えることと1000点供託しなければならないことくらい。 これも、結局は比較なの だが、メリットが大きすぎるので、基本リーチで問題ない。 よほどでない限り迷ったらリーチと覚えておこう。ではどんな状況だとリーチしないのか? それは、メリットが少ないときとデメリットが大きいとき。 例えば、打点が十分であれば打点アップのメリットはない。微差のオーラスや終局間際など、他家がオリ難い状況であれば、相手に制限を与えるのは期待し難い。 また、1000点で順位が変わってしまうようなオーラスならデメリットは大きくなるし、アガればトップの局面でテンパイを教えてしまうことは損になりかねない。 これらの要素を複合して、リーチが損だと判断できたときにしないのだ。 これも経験から判断するものだけど… There are two major advantages of riichi. One is to increase the number of yans, including 1 fan. In addition to 1 fan of riichi, ippan and uradora can also be expected, so the points for winning the hand can be higher. The second is to announce the hand as "Tempai". Why is it advantageous to announce the hand as "tenpai"? You may ask, "Why is it an advantage to let the opponent know that you are about to make a move? The advantage is that it limits the opponent's ability to play. The disadvantages are mainly that you can't choose your tiles afterwards, and you have to teach your opponent how to play tenpai next time and deposit 1000 points. This, too, is a comparison in the end, but the advantages are so great that there is no problem with basic riichi. If you are in doubt, you should always remember to riichi, unless you are very sure about the situation. Then, under what circumstances do we not reach? It is when the advantage is small and the disadvantage is large. For example, if you have enough points, there is no advantage in increasing the number of points. If it is difficult for the other players to win the game, such as at the end of the game or at the end of the last round, it is difficult to expect the other players to limit their advantage. Also, if the game is at the end of a hand where 1000 points can change the ranking, the disadvantage will be greater, and it may be a loss to tell the player to make a tenpai when he is in the lead if he is aga. When these factors are combined and you can judge that riichi is a loss, you don't do it. Again, this is something I judge from experience... しぼるなDon't squeeze. 心得その8:しぼるな しぼるのは、特定状況下で使用するレアな戦略 Tip #8: Don't squeeze. Squeezing is a rare strategy used in specific situations. 相手に鳴かせないように打牌選択をすることをしぼると言うのだが、これは特定状況下で使用するレアな戦略なのだ。 相手に鳴かせないことが上手いというイメージやそれを美徳とするプレイヤーが意外と多いのだが、実は間違いなのだ。(あえて言い切るw) これは、トップを争っている相手など、アガられると不味い相手にのみ使う苦肉の策で、通常時はほとんど意味がない。 しぼりがどういった状況を作るか考えてみると、しぼっている側としぼられている側が損をして、残りの二人が得をするということなのだ。 だから、特定の相手に損を与えることが、自分の得になるという特殊状況だけの戦略なのだ。 むしろ、個人的には意図的には誰かに鳴かせることにより自分が得をするといった戦略のほうが頻度の高い 。 Choosing tiles so that the opponent does not ring is called squeezing, and this is a rare strategy used in specific situations. Surprisingly, there are many players who think that not allowing the opponent to ring is a virtue, but this is actually not true. (I dare to say it!) This is a desperate strategy used only against opponents who are in a race for the top position, or against opponents who would be disadvantaged by an aga-nai, and it is of little use under normal circumstances. If you think about how squeezing creates a situation, it means that the squeezer and the squeezed party lose money, and the other two gain. So it's a strategy only for special situations where giving a loss to a particular party is a gain for you. Rather, it is a strategy that is more frequent in which you personally gain by intentionally letting someone else ring.ベタオリの手順を知れKnow the Beta Ori Procedure. 心得その9:ベタオリの手順を知れ ベタオリはロジカルなもの、切る牌の順番が決まっている Tip #9: Know the procedure for getting a good hand. Getting a good hand is logical, and the order of tiles to be cut is fixed. オリるといっても、復活の可能性を考えたり、他家の動向などを考えるとアナログな要素もあるのだが、ベタオリはロジカルなものなのだ。 ほぼ一本道と言って良いし、誰もが同じになって不思議がない。そのくらい切る牌の順番が決まっているのだ。 まず、今切る牌は今だけ安全な牌。つまり、上家が切った牌に合わせ打ちするのだ。 ここで、下家に鳴かせたくないという意識は捨てよう。鳴かれてもいいじゃないか。むしろ鳴かせて放銃し合ってくれる可能性が高くなるのは得になる可能性が高い。 もし1巡手に留めてしまったら次の巡目はアタリ牌になっているかも知れないのだ。今切るしかない。 それが無ければ、リーチ(オリ対象)者の現物。 そして最後にとっておくのが完全安全牌。 完全安全牌は虎の子の安全牌。間違っても合わせ打ちできるときに切ってしまわないように! それらが無くなってしまったら、カベやスジに頼ろう。 カベやスジの比較は、経験を積めば嵌張・辺張・シャンポンの可能性、相手の手順、思惑で比較できるようになるはず。 Ori, though there is an analog element in considering the possibility of resurrection and the trends of other houses, beta ori is a logical one. It is almost a straight path, and it is no wonder that everyone follows the same path. The order of tiles to be cut is that fixed. First, the tile you cut now is the only safe tile for now. In other words, the player plays along with the tiles that the upper house has just cut. At this point, let go of the mindset that you don't want to let the player below you ring. It's okay if the player rings. In fact, it is more likely to benefit you if you let them ring and increase the possibility of them releasing each other's fire. If you hold the hand for one round, it might be an Atari tile in the next round. There is no choice but to cut now. If not, then the riichi player's actual hand. And finally, there is the completely safe tile. The perfect safety tile is the tiger's safety tile. Do not cut them when you can play together by mistake! If you lose them, rely on Kabe or Suji. As you gain experience, you will be able to compare KABE and SUJI with the possibility of SEITABE, HENCHANG, and CHAMPON, as well as with your opponent's procedures and intentions.ベタオリの優先順位Priority of Beta Ori上家が切った牌に合わせ打ちMatch the tiles cut by the player on topリーチ(オリ対象)者の現物Reach (Ori target) person in kind完全安全牌completely safe tileカベやスジwalls and stripsリスクを測れMeasure your risk. 心得その10:リスクを測れ 手役を狙うのが妥当か?攻めるか受けるか?選択のほとんどがリスクバランスに委ねられる。 Tip #10: Measure your risk. Is it reasonable to aim for a hand? To attack or to receive? Most of the choices are left to the balance of risk. 麻雀は実は第一打から放銃のリスクを負っているのだ。1巡目に切った北で役満に放銃する可能性も無くはないのだ。 そんなことを言っては切りが無いが、自分が負っているリスクが適正かどうかを測るゲームなのだ。 ただ少なくともトップ目はラス目よりもリスクを負うことが出来ない。ラス目は失う順位点(ウマ)は無く、素点についてくるもの(オ カ・ウマ)は大きいが、トップ目は逆なのだから… これが難しく一朝一夕にはいかないところなのだが、手役を狙うのが妥当かどうか?攻めるか受けるか?など、選択のほとんどがリスクバランスに委ねられる。 そして、この要素が他家の動向を測ったり、自分の選択を決める大きな要素になる。つまり、上手くなるためには場数を踏むしかないのだ。 どんな天才でも経験なくしてはバランス感覚を身につけることは出来ないのだから… In fact, mahjong is a game in which you risk a gunshot from the very first move, and there is no limit to the possibility that you might hit a yakuman with a North cut on the first round. It is a game of measuring whether the risk you are taking is appropriate or not. But at least the top rank cannot be risked more than the bottom rank. The last player has no ranking points to lose (uma) and has more points to gain (okama-uma), but the top player has the opposite... This is the difficult part, and it does not happen overnight, but is it appropriate to aim for teyaku or not? To attack or to receive? Most of the choices, such as whether to attack or receive, are left to the balance of risk. And this is a major factor in gauging the other players' moves and deciding your own choices. In other words, the only way to get good at it is to experience it. No genius can develop a sense of balance without experience... まとめsummary どうだったでしょうか。本当に強いプロの言葉だからこそ、鈴木氏のアドバイスはずっしりと読み応えのあるものだったと思います。 この10の心得を胸に秘め、明日からの麻雀ライフをより楽しんでみてはどうでしょうか!初心者の方やこれまで闇雲に楽しんでいたプレイヤーには大きな革新が訪れるやもしれませんよ!! それでは最後にもう一度 What did you think? I think Suzuki's advice is worth reading because it comes from a really strong professional. Why don't you take these 10 tips to heart and start enjoying your mahjong life more from tomorrow? If you are a beginner or a player who has been enjoying mahjong only in the dark, you may see a great revolution in your life! So, one last time 鈴木たろうプロが教える10の心得10 Tips from Tarou Suzuki, Pro.麻雀は選択のゲームであるMahjong is a game of choice遠慮をするなDon't be shy.オリるなDon't get out.5ブロック思考を身につけろLearn to think in five blocks.手役を狙うなDon't go for the hand.鳴きは早いか高いかSqueal fast or high.基本はリーチBasics are a reachしぼるなDon't squeeze.ベタオリの手順を知れKnow the Beta Ori Procedure.リスクを測れMeasure your risk.前人未踏の雀王3連覇の今最も旬で強い”鈴木たろうプロ”から初心者諸君へ、麻雀を上達させるためのアドバイスです!本当に強いプロが教える麻雀をプレイする上で必要な心得10項目!!Here is some advice for beginners on how to improve your mahjong game from Taro Suzuki, the most popular and strong mahjong pro of the moment, who has won the unprecedented Jan-Oh championship three times in a row! The 10 essential tips for playing Mahjong from a really strong pro!戦略strategy鈴木たろうTarou Suzuki鈴木たろうTarou Suzuki麻雀 上達Mahjong Improvement麻雀 戦略Mahjong Strategy
Example.)
e.g.)
Example.)2 sheets of 1 type×x2PHRyPg==Acceptance to be Tatzu (Tarts)Tsuzumi (対子) The type and number of accepted tiles when one more tile is considered to complete the Tatzu or Tatzu.
Tatzu = one step before Sequence is completed,and ... andetc. Twins (toitsu) = one step before all the pungs are set,and ... and(lessening the significance or value of the previous word) the likes of PHRhYmxlIGNsYXNzPSJjZW50ZXIiPg==PHRyPg==
Types and Numbers
Example.)19 sheets of 5 typesPHRyPg==PHRyPg==PHRyPg==PHRyPg==「2と8の孤立牌」
例)Isolated tiles of 2 and 8.
Example.)4種類15枚15 sheets of 4 types×4枚
例)
例)Isolated tiles of the "Character Tiles"
Example.)1種類3枚3 sheets of 1 kind×3枚×x 3 sheetsPHRyPg==PHRyPg== 手牌は13枚しか持つことができないので、3枚使うブロックばかりで5ブロックを考えると数が合わなくなってしまう。なので、必ず1枚または2枚でのブロックも考える必要がある。 Since you can only have 13 tiles in your hand, if you consider a block of 5 with only 3 tiles used, the numbers will not match. Therefore, it is always necessary to consider blocks with 1 or 2 cards as well.特に、2枚構成で8枚の受け入れ牌がある「両面待ち」は優秀だ。Especially excellent is the "Double-Sided Waiting" with 8 accepted tiles in a 2-card configuration. 他にも、4~6枚の牌を使用し、2ブロック分に相当する形もある。 Other forms use four to six tiles and are equivalent to two blocks.PHRhYmxlIGNsYXNzPSJjZW50ZXIiPg==PHRhYmxlIGNsYXNzPSJjZW50ZXIiPg==PHRyPg==PHRyPg==
種類と数
Types and Numbers
例)
例)Ments + Both Sides + Twins
Example.)4種類13枚13 sheets of 4 types×4枚
例)'Mate Zhang + Mate Zhang + Tsushin + Tsushin'
Example.)4種類12枚12 sheets of 4 types×2枚
例)
これらの形を抑えておきより強いブロックを多く作るように心がけるようにすると良い。
余裕があれば受け入れ枚数を数えても良いだろう。
e.g.
.
It is advisable to keep these forms in mind and try to make more blocks with more strength.
If you can afford it, you can count the number of accepted tiles.22text-align:left;width:50%text-align:left;width:50%PHRyPg==PHRyPg==覚えておきたいコツTips to rememberトータルの受け入れ枚数を減らさないようにするDo not reduce the total number of cards accepted.対子があるブロックは2つにするようにするTry to make two blocks that have opposites.2面子+二二四⑦⑦⑧22(対子を含むブロックが3つ:受け入れ18枚)なら⑦切り(受け入れ18枚→16枚)If 2 Ments + 224 ⑦ ⑦ ⑧ 22 (3 blocks including a pair: 18 accepted), then Cut ⑦ (18 accepted → 16 accepted)2面子+二二四⑦⑦⑧23(対子を含むブロックが2つ:受け入れ24枚)なら四切り(受け入れ24枚→20枚)If 2 Ments + 2 2 4 ⑦ ⑦ ⑧ 23 (2 blocks including a pair: 24 cards accepted), then Cut 4 (24 cards accepted - 20 cards)手役を狙うなDon't go for the hand. 心得その5:手役を狙うな 現代の麻雀では手役はたまたまできるもの程度な考えで十分 Tip #5: Don't aim for a hand. In modern mahjong, it is enough to think of a hand as something you can do by chance. 手役は麻雀で高打点を叩き出すために必要なもの!なのは間違いないのだが、実は狙ってもそんなにできるものではないのだ。 特に、赤牌やご祝儀などが多い現代の麻雀では手役はたまたまできるもの程度な考えで十分通用するのだ。 さらに手役を狙いすぎると目先のアガリを逃してしまい、失点してしまうことさえある。諸刃の剣といえる。 ではどのように手役を狙うのかというと、手役を狙うためのロスと上手くいったときの見返りを比較しながら進めなければならない。 つまり、牌効率はもちろん経験からくる他家の対応なども把握していなければ、適正かどうかを測れないのだ。 だから、手なりで手を進めて気づいたら出来ていた、見えていた程度に留めるのが、ベターな選択だと思う。 Hand Yaku is necessary to get a high score in Mahjong! There is no doubt that teyaku is necessary to get a high hit in mahjong, but in fact, it is not that easy to get it even if you aim for it. Especially in today's mahjong, where red tiles and congratulatory gifts are common, it is quite acceptable to think of te yaku as something that can be done by chance. Moreover, if you aim too much for te yaku, you may miss an immediate win and even lose a point. It is a double-edged sword. How to go for the hand, then, is a matter of weighing the loss of going for the hand against the reward of a successful outcome. In other words, it is impossible to measure the appropriateness of a hand without knowing the efficiency of the tiles as well as the responses of other players based on their experience. Therefore, I think it is a better choice to play a hand as you go along, and only to the extent that you find yourself able to do so or see it.鳴きは早いか高いかSqueal fast or high. 心得その6:鳴きは早いか高いか 鳴きは、速いアガリが期待できるとき、高打点が期待できるとき。それ以外の鳴きはあまりおススメできない。 Naru is only recommended when you expect to get a fast win or a high score. Other than that, Naruto is not recommended. 麻雀にはポン/チーなどの鳴きが存在する。そしてこれが勝敗を大きく分ける要素の一つなのだ。 かといって何でも鳴いていては損になってしまう。 でもやってみなくちゃ判らないじゃないか?まったくその通りだと思う。余裕があればぜひやってみてほしい。その方が引き出しが増えて将来の糧になるだろう。 ただ、手っ取り早く勝ちたい人のために一つの指針を示しておこう。 一つは速いアガリが期待できるとき。 加点は少なくても、他家のチャンス手を潰せるし、局も消化できる。ローリスクなわけだし… もう一つは高打点が期待できるとき。 特にホンイツがおススメ。手役は狙うなと書いたけど、ホンイツは比較的お得な役だと思う。 役牌と絡めると満貫クラスが簡単に狙えるし、自分の狙いが他家にわかり易い分、他家の対応もわかり易い。ある意味リスク回避にもなる。 それ以外の鳴きはあまりおススメできない。 相手がリスクに敏感なタイプならば相手を下ろす価値を得られるが、攻めてこられた場合こちらのリスクが増えてしまう。 In Mahjong, there are pon/chee and other nari. This is one of the factors that make the difference between winning and losing. However, if you do not try every kind of ringing, you will lose money. But you never know unless you try, right? I think you are absolutely right. If you can afford it, please give it a try. If you can afford it, you should definitely give it a try, because you will be able to get more out of it and it will be good for your future. However, for those who want to win quickly, let me give you a guideline. One is when you can expect to win quickly. You may not get many points, but you can kill the other players' chance moves, and you can also digest the game. It is low risk... The other is when you expect to get a high hit. In particular, Hongitsu is recommended. I wrote that you should not aim for hand yaku, but I think Hongitsu is a relatively good value. If you combine it with Yaku tiles, you can easily aim for Man-an class, and since it is easy for other players to know what you are aiming for, it is also easy for other players to know how to respond. In a sense, it is also a risk avoidance. Other than that, I don't recommend Naru. If the opponent is a risk-sensitive type of player, you can get the value of putting him down, but if he attacks you, your risk will increase.基本はリーチBasics are a reach 心得その7:基本はリーチ リーチはデメリットもあるが、基本的にメリットの方が大きい。 The basic principle of riichi has some disadvantages, but the advantages are basically greater. リーチのメリットは大きく二つ。 一つは、1翻しばりを含め翻数をアップさせること。 リーチの1翻以外にも一発や裏ドラが期待できるので、アガリ点を高くすることが出来る。 もう一つは、テンパイを知らせること。 なぜテンパイを知らせることがメリットなのか?と思うかもしれないが、これは相手にリスクを提示することを意味する。 相手に伸び伸び打たせない、制限を与えることがメリットになるのだ。 そしてデメリットは、主に以降打牌選択ができないことで、次にテンパイを教えることと1000点供託しなければならないことくらい。 これも、結局は比較なの だが、メリットが大きすぎるので、基本リーチで問題ない。 よほどでない限り迷ったらリーチと覚えておこう。ではどんな状況だとリーチしないのか? それは、メリットが少ないときとデメリットが大きいとき。 例えば、打点が十分であれば打点アップのメリットはない。微差のオーラスや終局間際など、他家がオリ難い状況であれば、相手に制限を与えるのは期待し難い。 また、1000点で順位が変わってしまうようなオーラスならデメリットは大きくなるし、アガればトップの局面でテンパイを教えてしまうことは損になりかねない。 これらの要素を複合して、リーチが損だと判断できたときにしないのだ。 これも経験から判断するものだけど… There are two major advantages of riichi. One is to increase the number of yans, including 1 fan. In addition to 1 fan of riichi, ippan and uradora can also be expected, so the points for winning the hand can be higher. The second is to announce the hand as "Tempai". Why is it advantageous to announce the hand as "tenpai"? You may ask, "Why is it an advantage to let the opponent know that you are about to make a move? The advantage is that it limits the opponent's ability to play. The disadvantages are mainly that you can't choose your tiles afterwards, and you have to teach your opponent how to play tenpai next time and deposit 1000 points. This, too, is a comparison in the end, but the advantages are so great that there is no problem with basic riichi. If you are in doubt, you should always remember to riichi, unless you are very sure about the situation. Then, under what circumstances do we not reach? It is when the advantage is small and the disadvantage is large. For example, if you have enough points, there is no advantage in increasing the number of points. If it is difficult for the other players to win the game, such as at the end of the game or at the end of the last round, it is difficult to expect the other players to limit their advantage. Also, if the game is at the end of a hand where 1000 points can change the ranking, the disadvantage will be greater, and it may be a loss to tell the player to make a tenpai when he is in the lead if he is aga. When these factors are combined and you can judge that riichi is a loss, you don't do it. Again, this is something I judge from experience... しぼるなDon't squeeze. 心得その8:しぼるな しぼるのは、特定状況下で使用するレアな戦略 Tip #8: Don't squeeze. Squeezing is a rare strategy used in specific situations. 相手に鳴かせないように打牌選択をすることをしぼると言うのだが、これは特定状況下で使用するレアな戦略なのだ。 相手に鳴かせないことが上手いというイメージやそれを美徳とするプレイヤーが意外と多いのだが、実は間違いなのだ。(あえて言い切るw) これは、トップを争っている相手など、アガられると不味い相手にのみ使う苦肉の策で、通常時はほとんど意味がない。 しぼりがどういった状況を作るか考えてみると、しぼっている側としぼられている側が損をして、残りの二人が得をするということなのだ。 だから、特定の相手に損を与えることが、自分の得になるという特殊状況だけの戦略なのだ。 むしろ、個人的には意図的には誰かに鳴かせることにより自分が得をするといった戦略のほうが頻度の高い 。 Choosing tiles so that the opponent does not ring is called squeezing, and this is a rare strategy used in specific situations. Surprisingly, there are many players who think that not allowing the opponent to ring is a virtue, but this is actually not true. (I dare to say it!) This is a desperate strategy used only against opponents who are in a race for the top position, or against opponents who would be disadvantaged by an aga-nai, and it is of little use under normal circumstances. If you think about how squeezing creates a situation, it means that the squeezer and the squeezed party lose money, and the other two gain. So it's a strategy only for special situations where giving a loss to a particular party is a gain for you. Rather, it is a strategy that is more frequent in which you personally gain by intentionally letting someone else ring.ベタオリの手順を知れKnow the Beta Ori Procedure. 心得その9:ベタオリの手順を知れ ベタオリはロジカルなもの、切る牌の順番が決まっている Tip #9: Know the procedure for getting a good hand. Getting a good hand is logical, and the order of tiles to be cut is fixed. オリるといっても、復活の可能性を考えたり、他家の動向などを考えるとアナログな要素もあるのだが、ベタオリはロジカルなものなのだ。 ほぼ一本道と言って良いし、誰もが同じになって不思議がない。そのくらい切る牌の順番が決まっているのだ。 まず、今切る牌は今だけ安全な牌。つまり、上家が切った牌に合わせ打ちするのだ。 ここで、下家に鳴かせたくないという意識は捨てよう。鳴かれてもいいじゃないか。むしろ鳴かせて放銃し合ってくれる可能性が高くなるのは得になる可能性が高い。 もし1巡手に留めてしまったら次の巡目はアタリ牌になっているかも知れないのだ。今切るしかない。 それが無ければ、リーチ(オリ対象)者の現物。 そして最後にとっておくのが完全安全牌。 完全安全牌は虎の子の安全牌。間違っても合わせ打ちできるときに切ってしまわないように! それらが無くなってしまったら、カベやスジに頼ろう。 カベやスジの比較は、経験を積めば嵌張・辺張・シャンポンの可能性、相手の手順、思惑で比較できるようになるはず。 Ori, though there is an analog element in considering the possibility of resurrection and the trends of other houses, beta ori is a logical one. It is almost a straight path, and it is no wonder that everyone follows the same path. The order of tiles to be cut is that fixed. First, the tile you cut now is the only safe tile for now. In other words, the player plays along with the tiles that the upper house has just cut. At this point, let go of the mindset that you don't want to let the player below you ring. It's okay if the player rings. In fact, it is more likely to benefit you if you let them ring and increase the possibility of them releasing each other's fire. If you hold the hand for one round, it might be an Atari tile in the next round. There is no choice but to cut now. If not, then the riichi player's actual hand. And finally, there is the completely safe tile. The perfect safety tile is the tiger's safety tile. Do not cut them when you can play together by mistake! If you lose them, rely on Kabe or Suji. As you gain experience, you will be able to compare KABE and SUJI with the possibility of SEITABE, HENCHANG, and CHAMPON, as well as with your opponent's procedures and intentions.ベタオリの優先順位Priority of Beta Ori上家が切った牌に合わせ打ちMatch the tiles cut by the player on topリーチ(オリ対象)者の現物Reach (Ori target) person in kind完全安全牌completely safe tileカベやスジwalls and stripsリスクを測れMeasure your risk. 心得その10:リスクを測れ 手役を狙うのが妥当か?攻めるか受けるか?選択のほとんどがリスクバランスに委ねられる。 Tip #10: Measure your risk. Is it reasonable to aim for a hand? To attack or to receive? Most of the choices are left to the balance of risk. 麻雀は実は第一打から放銃のリスクを負っているのだ。1巡目に切った北で役満に放銃する可能性も無くはないのだ。 そんなことを言っては切りが無いが、自分が負っているリスクが適正かどうかを測るゲームなのだ。 ただ少なくともトップ目はラス目よりもリスクを負うことが出来ない。ラス目は失う順位点(ウマ)は無く、素点についてくるもの(オ カ・ウマ)は大きいが、トップ目は逆なのだから… これが難しく一朝一夕にはいかないところなのだが、手役を狙うのが妥当かどうか?攻めるか受けるか?など、選択のほとんどがリスクバランスに委ねられる。 そして、この要素が他家の動向を測ったり、自分の選択を決める大きな要素になる。つまり、上手くなるためには場数を踏むしかないのだ。 どんな天才でも経験なくしてはバランス感覚を身につけることは出来ないのだから… In fact, mahjong is a game in which you risk a gunshot from the very first move, and there is no limit to the possibility that you might hit a yakuman with a North cut on the first round. It is a game of measuring whether the risk you are taking is appropriate or not. But at least the top rank cannot be risked more than the bottom rank. The last player has no ranking points to lose (uma) and has more points to gain (okama-uma), but the top player has the opposite... This is the difficult part, and it does not happen overnight, but is it appropriate to aim for teyaku or not? To attack or to receive? Most of the choices, such as whether to attack or receive, are left to the balance of risk. And this is a major factor in gauging the other players' moves and deciding your own choices. In other words, the only way to get good at it is to experience it. No genius can develop a sense of balance without experience... まとめsummary どうだったでしょうか。本当に強いプロの言葉だからこそ、鈴木氏のアドバイスはずっしりと読み応えのあるものだったと思います。 この10の心得を胸に秘め、明日からの麻雀ライフをより楽しんでみてはどうでしょうか!初心者の方やこれまで闇雲に楽しんでいたプレイヤーには大きな革新が訪れるやもしれませんよ!! それでは最後にもう一度 What did you think? I think Suzuki's advice is worth reading because it comes from a really strong professional. Why don't you take these 10 tips to heart and start enjoying your mahjong life more from tomorrow? If you are a beginner or a player who has been enjoying mahjong only in the dark, you may see a great revolution in your life! So, one last time 鈴木たろうプロが教える10の心得10 Tips from Tarou Suzuki, Pro.麻雀は選択のゲームであるMahjong is a game of choice遠慮をするなDon't be shy.オリるなDon't get out.5ブロック思考を身につけろLearn to think in five blocks.手役を狙うなDon't go for the hand.鳴きは早いか高いかSqueal fast or high.基本はリーチBasics are a reachしぼるなDon't squeeze.ベタオリの手順を知れKnow the Beta Ori Procedure.リスクを測れMeasure your risk.前人未踏の雀王3連覇の今最も旬で強い”鈴木たろうプロ”から初心者諸君へ、麻雀を上達させるためのアドバイスです!本当に強いプロが教える麻雀をプレイする上で必要な心得10項目!!Here is some advice for beginners on how to improve your mahjong game from Taro Suzuki, the most popular and strong mahjong pro of the moment, who has won the unprecedented Jan-Oh championship three times in a row! The 10 essential tips for playing Mahjong from a really strong pro!戦略strategy鈴木たろうTarou Suzuki鈴木たろうTarou Suzuki麻雀 上達Mahjong Improvement麻雀 戦略Mahjong Strategy
e.g.)
Example.)2 sheets of 1 type×x2PHRyPg==Acceptance to be Tatzu (Tarts)Tsuzumi (対子) The type and number of accepted tiles when one more tile is considered to complete the Tatzu or Tatzu.
Tatzu = one step before Sequence is completed,and ... andetc. Twins (toitsu) = one step before all the pungs are set,and ... and(lessening the significance or value of the previous word) the likes of PHRhYmxlIGNsYXNzPSJjZW50ZXIiPg==PHRyPg==
Types and Numbers
Example.)19 sheets of 5 typesPHRyPg==PHRyPg==PHRyPg==PHRyPg==「2と8の孤立牌」
例)Isolated tiles of 2 and 8.
Example.)4種類15枚15 sheets of 4 types×4枚
例)
例)Isolated tiles of the "Character Tiles"
Example.)1種類3枚3 sheets of 1 kind×3枚×x 3 sheetsPHRyPg==PHRyPg== 手牌は13枚しか持つことができないので、3枚使うブロックばかりで5ブロックを考えると数が合わなくなってしまう。なので、必ず1枚または2枚でのブロックも考える必要がある。 Since you can only have 13 tiles in your hand, if you consider a block of 5 with only 3 tiles used, the numbers will not match. Therefore, it is always necessary to consider blocks with 1 or 2 cards as well.特に、2枚構成で8枚の受け入れ牌がある「両面待ち」は優秀だ。Especially excellent is the "Double-Sided Waiting" with 8 accepted tiles in a 2-card configuration. 他にも、4~6枚の牌を使用し、2ブロック分に相当する形もある。 Other forms use four to six tiles and are equivalent to two blocks.PHRhYmxlIGNsYXNzPSJjZW50ZXIiPg==PHRhYmxlIGNsYXNzPSJjZW50ZXIiPg==PHRyPg==PHRyPg==
種類と数
Types and Numbers
例)
例)Ments + Both Sides + Twins
Example.)4種類13枚13 sheets of 4 types×4枚
例)'Mate Zhang + Mate Zhang + Tsushin + Tsushin'
Example.)4種類12枚12 sheets of 4 types×2枚
例)
これらの形を抑えておきより強いブロックを多く作るように心がけるようにすると良い。
余裕があれば受け入れ枚数を数えても良いだろう。
e.g.
.
It is advisable to keep these forms in mind and try to make more blocks with more strength.
If you can afford it, you can count the number of accepted tiles.22text-align:left;width:50%text-align:left;width:50%PHRyPg==PHRyPg==覚えておきたいコツTips to rememberトータルの受け入れ枚数を減らさないようにするDo not reduce the total number of cards accepted.対子があるブロックは2つにするようにするTry to make two blocks that have opposites.2面子+二二四⑦⑦⑧22(対子を含むブロックが3つ:受け入れ18枚)なら⑦切り(受け入れ18枚→16枚)If 2 Ments + 224 ⑦ ⑦ ⑧ 22 (3 blocks including a pair: 18 accepted), then Cut ⑦ (18 accepted → 16 accepted)2面子+二二四⑦⑦⑧23(対子を含むブロックが2つ:受け入れ24枚)なら四切り(受け入れ24枚→20枚)If 2 Ments + 2 2 4 ⑦ ⑦ ⑧ 23 (2 blocks including a pair: 24 cards accepted), then Cut 4 (24 cards accepted - 20 cards)手役を狙うなDon't go for the hand. 心得その5:手役を狙うな 現代の麻雀では手役はたまたまできるもの程度な考えで十分 Tip #5: Don't aim for a hand. In modern mahjong, it is enough to think of a hand as something you can do by chance. 手役は麻雀で高打点を叩き出すために必要なもの!なのは間違いないのだが、実は狙ってもそんなにできるものではないのだ。 特に、赤牌やご祝儀などが多い現代の麻雀では手役はたまたまできるもの程度な考えで十分通用するのだ。 さらに手役を狙いすぎると目先のアガリを逃してしまい、失点してしまうことさえある。諸刃の剣といえる。 ではどのように手役を狙うのかというと、手役を狙うためのロスと上手くいったときの見返りを比較しながら進めなければならない。 つまり、牌効率はもちろん経験からくる他家の対応なども把握していなければ、適正かどうかを測れないのだ。 だから、手なりで手を進めて気づいたら出来ていた、見えていた程度に留めるのが、ベターな選択だと思う。 Hand Yaku is necessary to get a high score in Mahjong! There is no doubt that teyaku is necessary to get a high hit in mahjong, but in fact, it is not that easy to get it even if you aim for it. Especially in today's mahjong, where red tiles and congratulatory gifts are common, it is quite acceptable to think of te yaku as something that can be done by chance. Moreover, if you aim too much for te yaku, you may miss an immediate win and even lose a point. It is a double-edged sword. How to go for the hand, then, is a matter of weighing the loss of going for the hand against the reward of a successful outcome. In other words, it is impossible to measure the appropriateness of a hand without knowing the efficiency of the tiles as well as the responses of other players based on their experience. Therefore, I think it is a better choice to play a hand as you go along, and only to the extent that you find yourself able to do so or see it.鳴きは早いか高いかSqueal fast or high. 心得その6:鳴きは早いか高いか 鳴きは、速いアガリが期待できるとき、高打点が期待できるとき。それ以外の鳴きはあまりおススメできない。 Naru is only recommended when you expect to get a fast win or a high score. Other than that, Naruto is not recommended. 麻雀にはポン/チーなどの鳴きが存在する。そしてこれが勝敗を大きく分ける要素の一つなのだ。 かといって何でも鳴いていては損になってしまう。 でもやってみなくちゃ判らないじゃないか?まったくその通りだと思う。余裕があればぜひやってみてほしい。その方が引き出しが増えて将来の糧になるだろう。 ただ、手っ取り早く勝ちたい人のために一つの指針を示しておこう。 一つは速いアガリが期待できるとき。 加点は少なくても、他家のチャンス手を潰せるし、局も消化できる。ローリスクなわけだし… もう一つは高打点が期待できるとき。 特にホンイツがおススメ。手役は狙うなと書いたけど、ホンイツは比較的お得な役だと思う。 役牌と絡めると満貫クラスが簡単に狙えるし、自分の狙いが他家にわかり易い分、他家の対応もわかり易い。ある意味リスク回避にもなる。 それ以外の鳴きはあまりおススメできない。 相手がリスクに敏感なタイプならば相手を下ろす価値を得られるが、攻めてこられた場合こちらのリスクが増えてしまう。 In Mahjong, there are pon/chee and other nari. This is one of the factors that make the difference between winning and losing. However, if you do not try every kind of ringing, you will lose money. But you never know unless you try, right? I think you are absolutely right. If you can afford it, please give it a try. If you can afford it, you should definitely give it a try, because you will be able to get more out of it and it will be good for your future. However, for those who want to win quickly, let me give you a guideline. One is when you can expect to win quickly. You may not get many points, but you can kill the other players' chance moves, and you can also digest the game. It is low risk... The other is when you expect to get a high hit. In particular, Hongitsu is recommended. I wrote that you should not aim for hand yaku, but I think Hongitsu is a relatively good value. If you combine it with Yaku tiles, you can easily aim for Man-an class, and since it is easy for other players to know what you are aiming for, it is also easy for other players to know how to respond. In a sense, it is also a risk avoidance. Other than that, I don't recommend Naru. If the opponent is a risk-sensitive type of player, you can get the value of putting him down, but if he attacks you, your risk will increase.基本はリーチBasics are a reach 心得その7:基本はリーチ リーチはデメリットもあるが、基本的にメリットの方が大きい。 The basic principle of riichi has some disadvantages, but the advantages are basically greater. リーチのメリットは大きく二つ。 一つは、1翻しばりを含め翻数をアップさせること。 リーチの1翻以外にも一発や裏ドラが期待できるので、アガリ点を高くすることが出来る。 もう一つは、テンパイを知らせること。 なぜテンパイを知らせることがメリットなのか?と思うかもしれないが、これは相手にリスクを提示することを意味する。 相手に伸び伸び打たせない、制限を与えることがメリットになるのだ。 そしてデメリットは、主に以降打牌選択ができないことで、次にテンパイを教えることと1000点供託しなければならないことくらい。 これも、結局は比較なの だが、メリットが大きすぎるので、基本リーチで問題ない。 よほどでない限り迷ったらリーチと覚えておこう。ではどんな状況だとリーチしないのか? それは、メリットが少ないときとデメリットが大きいとき。 例えば、打点が十分であれば打点アップのメリットはない。微差のオーラスや終局間際など、他家がオリ難い状況であれば、相手に制限を与えるのは期待し難い。 また、1000点で順位が変わってしまうようなオーラスならデメリットは大きくなるし、アガればトップの局面でテンパイを教えてしまうことは損になりかねない。 これらの要素を複合して、リーチが損だと判断できたときにしないのだ。 これも経験から判断するものだけど… There are two major advantages of riichi. One is to increase the number of yans, including 1 fan. In addition to 1 fan of riichi, ippan and uradora can also be expected, so the points for winning the hand can be higher. The second is to announce the hand as "Tempai". Why is it advantageous to announce the hand as "tenpai"? You may ask, "Why is it an advantage to let the opponent know that you are about to make a move? The advantage is that it limits the opponent's ability to play. The disadvantages are mainly that you can't choose your tiles afterwards, and you have to teach your opponent how to play tenpai next time and deposit 1000 points. This, too, is a comparison in the end, but the advantages are so great that there is no problem with basic riichi. If you are in doubt, you should always remember to riichi, unless you are very sure about the situation. Then, under what circumstances do we not reach? It is when the advantage is small and the disadvantage is large. For example, if you have enough points, there is no advantage in increasing the number of points. If it is difficult for the other players to win the game, such as at the end of the game or at the end of the last round, it is difficult to expect the other players to limit their advantage. Also, if the game is at the end of a hand where 1000 points can change the ranking, the disadvantage will be greater, and it may be a loss to tell the player to make a tenpai when he is in the lead if he is aga. When these factors are combined and you can judge that riichi is a loss, you don't do it. Again, this is something I judge from experience... しぼるなDon't squeeze. 心得その8:しぼるな しぼるのは、特定状況下で使用するレアな戦略 Tip #8: Don't squeeze. Squeezing is a rare strategy used in specific situations. 相手に鳴かせないように打牌選択をすることをしぼると言うのだが、これは特定状況下で使用するレアな戦略なのだ。 相手に鳴かせないことが上手いというイメージやそれを美徳とするプレイヤーが意外と多いのだが、実は間違いなのだ。(あえて言い切るw) これは、トップを争っている相手など、アガられると不味い相手にのみ使う苦肉の策で、通常時はほとんど意味がない。 しぼりがどういった状況を作るか考えてみると、しぼっている側としぼられている側が損をして、残りの二人が得をするということなのだ。 だから、特定の相手に損を与えることが、自分の得になるという特殊状況だけの戦略なのだ。 むしろ、個人的には意図的には誰かに鳴かせることにより自分が得をするといった戦略のほうが頻度の高い 。 Choosing tiles so that the opponent does not ring is called squeezing, and this is a rare strategy used in specific situations. Surprisingly, there are many players who think that not allowing the opponent to ring is a virtue, but this is actually not true. (I dare to say it!) This is a desperate strategy used only against opponents who are in a race for the top position, or against opponents who would be disadvantaged by an aga-nai, and it is of little use under normal circumstances. If you think about how squeezing creates a situation, it means that the squeezer and the squeezed party lose money, and the other two gain. So it's a strategy only for special situations where giving a loss to a particular party is a gain for you. Rather, it is a strategy that is more frequent in which you personally gain by intentionally letting someone else ring.ベタオリの手順を知れKnow the Beta Ori Procedure. 心得その9:ベタオリの手順を知れ ベタオリはロジカルなもの、切る牌の順番が決まっている Tip #9: Know the procedure for getting a good hand. Getting a good hand is logical, and the order of tiles to be cut is fixed. オリるといっても、復活の可能性を考えたり、他家の動向などを考えるとアナログな要素もあるのだが、ベタオリはロジカルなものなのだ。 ほぼ一本道と言って良いし、誰もが同じになって不思議がない。そのくらい切る牌の順番が決まっているのだ。 まず、今切る牌は今だけ安全な牌。つまり、上家が切った牌に合わせ打ちするのだ。 ここで、下家に鳴かせたくないという意識は捨てよう。鳴かれてもいいじゃないか。むしろ鳴かせて放銃し合ってくれる可能性が高くなるのは得になる可能性が高い。 もし1巡手に留めてしまったら次の巡目はアタリ牌になっているかも知れないのだ。今切るしかない。 それが無ければ、リーチ(オリ対象)者の現物。 そして最後にとっておくのが完全安全牌。 完全安全牌は虎の子の安全牌。間違っても合わせ打ちできるときに切ってしまわないように! それらが無くなってしまったら、カベやスジに頼ろう。 カベやスジの比較は、経験を積めば嵌張・辺張・シャンポンの可能性、相手の手順、思惑で比較できるようになるはず。 Ori, though there is an analog element in considering the possibility of resurrection and the trends of other houses, beta ori is a logical one. It is almost a straight path, and it is no wonder that everyone follows the same path. The order of tiles to be cut is that fixed. First, the tile you cut now is the only safe tile for now. In other words, the player plays along with the tiles that the upper house has just cut. At this point, let go of the mindset that you don't want to let the player below you ring. It's okay if the player rings. In fact, it is more likely to benefit you if you let them ring and increase the possibility of them releasing each other's fire. If you hold the hand for one round, it might be an Atari tile in the next round. There is no choice but to cut now. If not, then the riichi player's actual hand. And finally, there is the completely safe tile. The perfect safety tile is the tiger's safety tile. Do not cut them when you can play together by mistake! If you lose them, rely on Kabe or Suji. As you gain experience, you will be able to compare KABE and SUJI with the possibility of SEITABE, HENCHANG, and CHAMPON, as well as with your opponent's procedures and intentions.ベタオリの優先順位Priority of Beta Ori上家が切った牌に合わせ打ちMatch the tiles cut by the player on topリーチ(オリ対象)者の現物Reach (Ori target) person in kind完全安全牌completely safe tileカベやスジwalls and stripsリスクを測れMeasure your risk. 心得その10:リスクを測れ 手役を狙うのが妥当か?攻めるか受けるか?選択のほとんどがリスクバランスに委ねられる。 Tip #10: Measure your risk. Is it reasonable to aim for a hand? To attack or to receive? Most of the choices are left to the balance of risk. 麻雀は実は第一打から放銃のリスクを負っているのだ。1巡目に切った北で役満に放銃する可能性も無くはないのだ。 そんなことを言っては切りが無いが、自分が負っているリスクが適正かどうかを測るゲームなのだ。 ただ少なくともトップ目はラス目よりもリスクを負うことが出来ない。ラス目は失う順位点(ウマ)は無く、素点についてくるもの(オ カ・ウマ)は大きいが、トップ目は逆なのだから… これが難しく一朝一夕にはいかないところなのだが、手役を狙うのが妥当かどうか?攻めるか受けるか?など、選択のほとんどがリスクバランスに委ねられる。 そして、この要素が他家の動向を測ったり、自分の選択を決める大きな要素になる。つまり、上手くなるためには場数を踏むしかないのだ。 どんな天才でも経験なくしてはバランス感覚を身につけることは出来ないのだから… In fact, mahjong is a game in which you risk a gunshot from the very first move, and there is no limit to the possibility that you might hit a yakuman with a North cut on the first round. It is a game of measuring whether the risk you are taking is appropriate or not. But at least the top rank cannot be risked more than the bottom rank. The last player has no ranking points to lose (uma) and has more points to gain (okama-uma), but the top player has the opposite... This is the difficult part, and it does not happen overnight, but is it appropriate to aim for teyaku or not? To attack or to receive? Most of the choices, such as whether to attack or receive, are left to the balance of risk. And this is a major factor in gauging the other players' moves and deciding your own choices. In other words, the only way to get good at it is to experience it. No genius can develop a sense of balance without experience... まとめsummary どうだったでしょうか。本当に強いプロの言葉だからこそ、鈴木氏のアドバイスはずっしりと読み応えのあるものだったと思います。 この10の心得を胸に秘め、明日からの麻雀ライフをより楽しんでみてはどうでしょうか!初心者の方やこれまで闇雲に楽しんでいたプレイヤーには大きな革新が訪れるやもしれませんよ!! それでは最後にもう一度 What did you think? I think Suzuki's advice is worth reading because it comes from a really strong professional. Why don't you take these 10 tips to heart and start enjoying your mahjong life more from tomorrow? If you are a beginner or a player who has been enjoying mahjong only in the dark, you may see a great revolution in your life! So, one last time 鈴木たろうプロが教える10の心得10 Tips from Tarou Suzuki, Pro.麻雀は選択のゲームであるMahjong is a game of choice遠慮をするなDon't be shy.オリるなDon't get out.5ブロック思考を身につけろLearn to think in five blocks.手役を狙うなDon't go for the hand.鳴きは早いか高いかSqueal fast or high.基本はリーチBasics are a reachしぼるなDon't squeeze.ベタオリの手順を知れKnow the Beta Ori Procedure.リスクを測れMeasure your risk.前人未踏の雀王3連覇の今最も旬で強い”鈴木たろうプロ”から初心者諸君へ、麻雀を上達させるためのアドバイスです!本当に強いプロが教える麻雀をプレイする上で必要な心得10項目!!Here is some advice for beginners on how to improve your mahjong game from Taro Suzuki, the most popular and strong mahjong pro of the moment, who has won the unprecedented Jan-Oh championship three times in a row! The 10 essential tips for playing Mahjong from a really strong pro!戦略strategy鈴木たろうTarou Suzuki鈴木たろうTarou Suzuki麻雀 上達Mahjong Improvement麻雀 戦略Mahjong Strategy
Example.)2 sheets of 1 type×x2PHRyPg==Acceptance to be Tatzu (Tarts)Tsuzumi (対子) The type and number of accepted tiles when one more tile is considered to complete the Tatzu or Tatzu.
Tatzu = one step before Sequence is completed,and ... andetc. Twins (toitsu) = one step before all the pungs are set,and ... and(lessening the significance or value of the previous word) the likes of PHRhYmxlIGNsYXNzPSJjZW50ZXIiPg==PHRyPg==
Types and Numbers
Example.)19 sheets of 5 typesPHRyPg==PHRyPg==PHRyPg==PHRyPg==「2と8の孤立牌」
例)Isolated tiles of 2 and 8.
Example.)4種類15枚15 sheets of 4 types×4枚
例)
例)Isolated tiles of the "Character Tiles"
Example.)1種類3枚3 sheets of 1 kind×3枚×x 3 sheetsPHRyPg==PHRyPg== 手牌は13枚しか持つことができないので、3枚使うブロックばかりで5ブロックを考えると数が合わなくなってしまう。なので、必ず1枚または2枚でのブロックも考える必要がある。 Since you can only have 13 tiles in your hand, if you consider a block of 5 with only 3 tiles used, the numbers will not match. Therefore, it is always necessary to consider blocks with 1 or 2 cards as well.特に、2枚構成で8枚の受け入れ牌がある「両面待ち」は優秀だ。Especially excellent is the "Double-Sided Waiting" with 8 accepted tiles in a 2-card configuration. 他にも、4~6枚の牌を使用し、2ブロック分に相当する形もある。 Other forms use four to six tiles and are equivalent to two blocks.PHRhYmxlIGNsYXNzPSJjZW50ZXIiPg==PHRhYmxlIGNsYXNzPSJjZW50ZXIiPg==PHRyPg==PHRyPg==
種類と数
Types and Numbers
例)
例)Ments + Both Sides + Twins
Example.)4種類13枚13 sheets of 4 types×4枚
例)'Mate Zhang + Mate Zhang + Tsushin + Tsushin'
Example.)4種類12枚12 sheets of 4 types×2枚
例)
これらの形を抑えておきより強いブロックを多く作るように心がけるようにすると良い。
余裕があれば受け入れ枚数を数えても良いだろう。
e.g.
.
It is advisable to keep these forms in mind and try to make more blocks with more strength.
If you can afford it, you can count the number of accepted tiles.22text-align:left;width:50%text-align:left;width:50%PHRyPg==PHRyPg==覚えておきたいコツTips to rememberトータルの受け入れ枚数を減らさないようにするDo not reduce the total number of cards accepted.対子があるブロックは2つにするようにするTry to make two blocks that have opposites.2面子+二二四⑦⑦⑧22(対子を含むブロックが3つ:受け入れ18枚)なら⑦切り(受け入れ18枚→16枚)If 2 Ments + 224 ⑦ ⑦ ⑧ 22 (3 blocks including a pair: 18 accepted), then Cut ⑦ (18 accepted → 16 accepted)2面子+二二四⑦⑦⑧23(対子を含むブロックが2つ:受け入れ24枚)なら四切り(受け入れ24枚→20枚)If 2 Ments + 2 2 4 ⑦ ⑦ ⑧ 23 (2 blocks including a pair: 24 cards accepted), then Cut 4 (24 cards accepted - 20 cards)手役を狙うなDon't go for the hand. 心得その5:手役を狙うな 現代の麻雀では手役はたまたまできるもの程度な考えで十分 Tip #5: Don't aim for a hand. In modern mahjong, it is enough to think of a hand as something you can do by chance. 手役は麻雀で高打点を叩き出すために必要なもの!なのは間違いないのだが、実は狙ってもそんなにできるものではないのだ。 特に、赤牌やご祝儀などが多い現代の麻雀では手役はたまたまできるもの程度な考えで十分通用するのだ。 さらに手役を狙いすぎると目先のアガリを逃してしまい、失点してしまうことさえある。諸刃の剣といえる。 ではどのように手役を狙うのかというと、手役を狙うためのロスと上手くいったときの見返りを比較しながら進めなければならない。 つまり、牌効率はもちろん経験からくる他家の対応なども把握していなければ、適正かどうかを測れないのだ。 だから、手なりで手を進めて気づいたら出来ていた、見えていた程度に留めるのが、ベターな選択だと思う。 Hand Yaku is necessary to get a high score in Mahjong! There is no doubt that teyaku is necessary to get a high hit in mahjong, but in fact, it is not that easy to get it even if you aim for it. Especially in today's mahjong, where red tiles and congratulatory gifts are common, it is quite acceptable to think of te yaku as something that can be done by chance. Moreover, if you aim too much for te yaku, you may miss an immediate win and even lose a point. It is a double-edged sword. How to go for the hand, then, is a matter of weighing the loss of going for the hand against the reward of a successful outcome. In other words, it is impossible to measure the appropriateness of a hand without knowing the efficiency of the tiles as well as the responses of other players based on their experience. Therefore, I think it is a better choice to play a hand as you go along, and only to the extent that you find yourself able to do so or see it.鳴きは早いか高いかSqueal fast or high. 心得その6:鳴きは早いか高いか 鳴きは、速いアガリが期待できるとき、高打点が期待できるとき。それ以外の鳴きはあまりおススメできない。 Naru is only recommended when you expect to get a fast win or a high score. Other than that, Naruto is not recommended. 麻雀にはポン/チーなどの鳴きが存在する。そしてこれが勝敗を大きく分ける要素の一つなのだ。 かといって何でも鳴いていては損になってしまう。 でもやってみなくちゃ判らないじゃないか?まったくその通りだと思う。余裕があればぜひやってみてほしい。その方が引き出しが増えて将来の糧になるだろう。 ただ、手っ取り早く勝ちたい人のために一つの指針を示しておこう。 一つは速いアガリが期待できるとき。 加点は少なくても、他家のチャンス手を潰せるし、局も消化できる。ローリスクなわけだし… もう一つは高打点が期待できるとき。 特にホンイツがおススメ。手役は狙うなと書いたけど、ホンイツは比較的お得な役だと思う。 役牌と絡めると満貫クラスが簡単に狙えるし、自分の狙いが他家にわかり易い分、他家の対応もわかり易い。ある意味リスク回避にもなる。 それ以外の鳴きはあまりおススメできない。 相手がリスクに敏感なタイプならば相手を下ろす価値を得られるが、攻めてこられた場合こちらのリスクが増えてしまう。 In Mahjong, there are pon/chee and other nari. This is one of the factors that make the difference between winning and losing. However, if you do not try every kind of ringing, you will lose money. But you never know unless you try, right? I think you are absolutely right. If you can afford it, please give it a try. If you can afford it, you should definitely give it a try, because you will be able to get more out of it and it will be good for your future. However, for those who want to win quickly, let me give you a guideline. One is when you can expect to win quickly. You may not get many points, but you can kill the other players' chance moves, and you can also digest the game. It is low risk... The other is when you expect to get a high hit. In particular, Hongitsu is recommended. I wrote that you should not aim for hand yaku, but I think Hongitsu is a relatively good value. If you combine it with Yaku tiles, you can easily aim for Man-an class, and since it is easy for other players to know what you are aiming for, it is also easy for other players to know how to respond. In a sense, it is also a risk avoidance. Other than that, I don't recommend Naru. If the opponent is a risk-sensitive type of player, you can get the value of putting him down, but if he attacks you, your risk will increase.基本はリーチBasics are a reach 心得その7:基本はリーチ リーチはデメリットもあるが、基本的にメリットの方が大きい。 The basic principle of riichi has some disadvantages, but the advantages are basically greater. リーチのメリットは大きく二つ。 一つは、1翻しばりを含め翻数をアップさせること。 リーチの1翻以外にも一発や裏ドラが期待できるので、アガリ点を高くすることが出来る。 もう一つは、テンパイを知らせること。 なぜテンパイを知らせることがメリットなのか?と思うかもしれないが、これは相手にリスクを提示することを意味する。 相手に伸び伸び打たせない、制限を与えることがメリットになるのだ。 そしてデメリットは、主に以降打牌選択ができないことで、次にテンパイを教えることと1000点供託しなければならないことくらい。 これも、結局は比較なの だが、メリットが大きすぎるので、基本リーチで問題ない。 よほどでない限り迷ったらリーチと覚えておこう。ではどんな状況だとリーチしないのか? それは、メリットが少ないときとデメリットが大きいとき。 例えば、打点が十分であれば打点アップのメリットはない。微差のオーラスや終局間際など、他家がオリ難い状況であれば、相手に制限を与えるのは期待し難い。 また、1000点で順位が変わってしまうようなオーラスならデメリットは大きくなるし、アガればトップの局面でテンパイを教えてしまうことは損になりかねない。 これらの要素を複合して、リーチが損だと判断できたときにしないのだ。 これも経験から判断するものだけど… There are two major advantages of riichi. One is to increase the number of yans, including 1 fan. In addition to 1 fan of riichi, ippan and uradora can also be expected, so the points for winning the hand can be higher. The second is to announce the hand as "Tempai". Why is it advantageous to announce the hand as "tenpai"? You may ask, "Why is it an advantage to let the opponent know that you are about to make a move? The advantage is that it limits the opponent's ability to play. The disadvantages are mainly that you can't choose your tiles afterwards, and you have to teach your opponent how to play tenpai next time and deposit 1000 points. This, too, is a comparison in the end, but the advantages are so great that there is no problem with basic riichi. If you are in doubt, you should always remember to riichi, unless you are very sure about the situation. Then, under what circumstances do we not reach? It is when the advantage is small and the disadvantage is large. For example, if you have enough points, there is no advantage in increasing the number of points. If it is difficult for the other players to win the game, such as at the end of the game or at the end of the last round, it is difficult to expect the other players to limit their advantage. Also, if the game is at the end of a hand where 1000 points can change the ranking, the disadvantage will be greater, and it may be a loss to tell the player to make a tenpai when he is in the lead if he is aga. When these factors are combined and you can judge that riichi is a loss, you don't do it. Again, this is something I judge from experience... しぼるなDon't squeeze. 心得その8:しぼるな しぼるのは、特定状況下で使用するレアな戦略 Tip #8: Don't squeeze. Squeezing is a rare strategy used in specific situations. 相手に鳴かせないように打牌選択をすることをしぼると言うのだが、これは特定状況下で使用するレアな戦略なのだ。 相手に鳴かせないことが上手いというイメージやそれを美徳とするプレイヤーが意外と多いのだが、実は間違いなのだ。(あえて言い切るw) これは、トップを争っている相手など、アガられると不味い相手にのみ使う苦肉の策で、通常時はほとんど意味がない。 しぼりがどういった状況を作るか考えてみると、しぼっている側としぼられている側が損をして、残りの二人が得をするということなのだ。 だから、特定の相手に損を与えることが、自分の得になるという特殊状況だけの戦略なのだ。 むしろ、個人的には意図的には誰かに鳴かせることにより自分が得をするといった戦略のほうが頻度の高い 。 Choosing tiles so that the opponent does not ring is called squeezing, and this is a rare strategy used in specific situations. Surprisingly, there are many players who think that not allowing the opponent to ring is a virtue, but this is actually not true. (I dare to say it!) This is a desperate strategy used only against opponents who are in a race for the top position, or against opponents who would be disadvantaged by an aga-nai, and it is of little use under normal circumstances. If you think about how squeezing creates a situation, it means that the squeezer and the squeezed party lose money, and the other two gain. So it's a strategy only for special situations where giving a loss to a particular party is a gain for you. Rather, it is a strategy that is more frequent in which you personally gain by intentionally letting someone else ring.ベタオリの手順を知れKnow the Beta Ori Procedure. 心得その9:ベタオリの手順を知れ ベタオリはロジカルなもの、切る牌の順番が決まっている Tip #9: Know the procedure for getting a good hand. Getting a good hand is logical, and the order of tiles to be cut is fixed. オリるといっても、復活の可能性を考えたり、他家の動向などを考えるとアナログな要素もあるのだが、ベタオリはロジカルなものなのだ。 ほぼ一本道と言って良いし、誰もが同じになって不思議がない。そのくらい切る牌の順番が決まっているのだ。 まず、今切る牌は今だけ安全な牌。つまり、上家が切った牌に合わせ打ちするのだ。 ここで、下家に鳴かせたくないという意識は捨てよう。鳴かれてもいいじゃないか。むしろ鳴かせて放銃し合ってくれる可能性が高くなるのは得になる可能性が高い。 もし1巡手に留めてしまったら次の巡目はアタリ牌になっているかも知れないのだ。今切るしかない。 それが無ければ、リーチ(オリ対象)者の現物。 そして最後にとっておくのが完全安全牌。 完全安全牌は虎の子の安全牌。間違っても合わせ打ちできるときに切ってしまわないように! それらが無くなってしまったら、カベやスジに頼ろう。 カベやスジの比較は、経験を積めば嵌張・辺張・シャンポンの可能性、相手の手順、思惑で比較できるようになるはず。 Ori, though there is an analog element in considering the possibility of resurrection and the trends of other houses, beta ori is a logical one. It is almost a straight path, and it is no wonder that everyone follows the same path. The order of tiles to be cut is that fixed. First, the tile you cut now is the only safe tile for now. In other words, the player plays along with the tiles that the upper house has just cut. At this point, let go of the mindset that you don't want to let the player below you ring. It's okay if the player rings. In fact, it is more likely to benefit you if you let them ring and increase the possibility of them releasing each other's fire. If you hold the hand for one round, it might be an Atari tile in the next round. There is no choice but to cut now. If not, then the riichi player's actual hand. And finally, there is the completely safe tile. The perfect safety tile is the tiger's safety tile. Do not cut them when you can play together by mistake! If you lose them, rely on Kabe or Suji. As you gain experience, you will be able to compare KABE and SUJI with the possibility of SEITABE, HENCHANG, and CHAMPON, as well as with your opponent's procedures and intentions.ベタオリの優先順位Priority of Beta Ori上家が切った牌に合わせ打ちMatch the tiles cut by the player on topリーチ(オリ対象)者の現物Reach (Ori target) person in kind完全安全牌completely safe tileカベやスジwalls and stripsリスクを測れMeasure your risk. 心得その10:リスクを測れ 手役を狙うのが妥当か?攻めるか受けるか?選択のほとんどがリスクバランスに委ねられる。 Tip #10: Measure your risk. Is it reasonable to aim for a hand? To attack or to receive? Most of the choices are left to the balance of risk. 麻雀は実は第一打から放銃のリスクを負っているのだ。1巡目に切った北で役満に放銃する可能性も無くはないのだ。 そんなことを言っては切りが無いが、自分が負っているリスクが適正かどうかを測るゲームなのだ。 ただ少なくともトップ目はラス目よりもリスクを負うことが出来ない。ラス目は失う順位点(ウマ)は無く、素点についてくるもの(オ カ・ウマ)は大きいが、トップ目は逆なのだから… これが難しく一朝一夕にはいかないところなのだが、手役を狙うのが妥当かどうか?攻めるか受けるか?など、選択のほとんどがリスクバランスに委ねられる。 そして、この要素が他家の動向を測ったり、自分の選択を決める大きな要素になる。つまり、上手くなるためには場数を踏むしかないのだ。 どんな天才でも経験なくしてはバランス感覚を身につけることは出来ないのだから… In fact, mahjong is a game in which you risk a gunshot from the very first move, and there is no limit to the possibility that you might hit a yakuman with a North cut on the first round. It is a game of measuring whether the risk you are taking is appropriate or not. But at least the top rank cannot be risked more than the bottom rank. The last player has no ranking points to lose (uma) and has more points to gain (okama-uma), but the top player has the opposite... This is the difficult part, and it does not happen overnight, but is it appropriate to aim for teyaku or not? To attack or to receive? Most of the choices, such as whether to attack or receive, are left to the balance of risk. And this is a major factor in gauging the other players' moves and deciding your own choices. In other words, the only way to get good at it is to experience it. No genius can develop a sense of balance without experience... まとめsummary どうだったでしょうか。本当に強いプロの言葉だからこそ、鈴木氏のアドバイスはずっしりと読み応えのあるものだったと思います。 この10の心得を胸に秘め、明日からの麻雀ライフをより楽しんでみてはどうでしょうか!初心者の方やこれまで闇雲に楽しんでいたプレイヤーには大きな革新が訪れるやもしれませんよ!! それでは最後にもう一度 What did you think? I think Suzuki's advice is worth reading because it comes from a really strong professional. Why don't you take these 10 tips to heart and start enjoying your mahjong life more from tomorrow? If you are a beginner or a player who has been enjoying mahjong only in the dark, you may see a great revolution in your life! So, one last time 鈴木たろうプロが教える10の心得10 Tips from Tarou Suzuki, Pro.麻雀は選択のゲームであるMahjong is a game of choice遠慮をするなDon't be shy.オリるなDon't get out.5ブロック思考を身につけろLearn to think in five blocks.手役を狙うなDon't go for the hand.鳴きは早いか高いかSqueal fast or high.基本はリーチBasics are a reachしぼるなDon't squeeze.ベタオリの手順を知れKnow the Beta Ori Procedure.リスクを測れMeasure your risk.前人未踏の雀王3連覇の今最も旬で強い”鈴木たろうプロ”から初心者諸君へ、麻雀を上達させるためのアドバイスです!本当に強いプロが教える麻雀をプレイする上で必要な心得10項目!!Here is some advice for beginners on how to improve your mahjong game from Taro Suzuki, the most popular and strong mahjong pro of the moment, who has won the unprecedented Jan-Oh championship three times in a row! The 10 essential tips for playing Mahjong from a really strong pro!戦略strategy鈴木たろうTarou Suzuki鈴木たろうTarou Suzuki麻雀 上達Mahjong Improvement麻雀 戦略Mahjong Strategy
Acceptance to be Tatzu (Tarts)Tsuzumi (対子)
The type and number of accepted tiles when one more tile is considered to complete the Tatzu or Tatzu.
Tatzu = one step before Sequence is completed, and ... andetc. Twins (toitsu) = one step before all the pungs are set,and ... and(lessening the significance or value of the previous word) the likes of
「連続形」 例) | 「面子+孤立牌」とも「両面+両面」とも考えられ受け入れの多いとても優秀な形 | |
これらの形を抑えておきより強いブロックを多く作るように心がけるようにすると良い。
余裕があれば受け入れ枚数を数えても良いだろう。
e.g.
.
It is advisable to keep these forms in mind and try to make more blocks with more strength.
If you can afford it, you can count the number of accepted tiles.22text-align:left;width:50%text-align:left;width:50%PHRyPg==PHRyPg==覚えておきたいコツTips to rememberトータルの受け入れ枚数を減らさないようにするDo not reduce the total number of cards accepted.対子があるブロックは2つにするようにするTry to make two blocks that have opposites.2面子+二二四⑦⑦⑧22(対子を含むブロックが3つ:受け入れ18枚)なら⑦切り(受け入れ18枚→16枚)If 2 Ments + 224 ⑦ ⑦ ⑧ 22 (3 blocks including a pair: 18 accepted), then Cut ⑦ (18 accepted → 16 accepted)2面子+二二四⑦⑦⑧23(対子を含むブロックが2つ:受け入れ24枚)なら四切り(受け入れ24枚→20枚)If 2 Ments + 2 2 4 ⑦ ⑦ ⑧ 23 (2 blocks including a pair: 24 cards accepted), then Cut 4 (24 cards accepted - 20 cards)手役を狙うなDon't go for the hand. 心得その5:手役を狙うな 現代の麻雀では手役はたまたまできるもの程度な考えで十分 Tip #5: Don't aim for a hand. In modern mahjong, it is enough to think of a hand as something you can do by chance. 手役は麻雀で高打点を叩き出すために必要なもの!なのは間違いないのだが、実は狙ってもそんなにできるものではないのだ。 特に、赤牌やご祝儀などが多い現代の麻雀では手役はたまたまできるもの程度な考えで十分通用するのだ。 さらに手役を狙いすぎると目先のアガリを逃してしまい、失点してしまうことさえある。諸刃の剣といえる。 ではどのように手役を狙うのかというと、手役を狙うためのロスと上手くいったときの見返りを比較しながら進めなければならない。 つまり、牌効率はもちろん経験からくる他家の対応なども把握していなければ、適正かどうかを測れないのだ。 だから、手なりで手を進めて気づいたら出来ていた、見えていた程度に留めるのが、ベターな選択だと思う。 Hand Yaku is necessary to get a high score in Mahjong! There is no doubt that teyaku is necessary to get a high hit in mahjong, but in fact, it is not that easy to get it even if you aim for it. Especially in today's mahjong, where red tiles and congratulatory gifts are common, it is quite acceptable to think of te yaku as something that can be done by chance. Moreover, if you aim too much for te yaku, you may miss an immediate win and even lose a point. It is a double-edged sword. How to go for the hand, then, is a matter of weighing the loss of going for the hand against the reward of a successful outcome. In other words, it is impossible to measure the appropriateness of a hand without knowing the efficiency of the tiles as well as the responses of other players based on their experience. Therefore, I think it is a better choice to play a hand as you go along, and only to the extent that you find yourself able to do so or see it.鳴きは早いか高いかSqueal fast or high. 心得その6:鳴きは早いか高いか 鳴きは、速いアガリが期待できるとき、高打点が期待できるとき。それ以外の鳴きはあまりおススメできない。 Naru is only recommended when you expect to get a fast win or a high score. Other than that, Naruto is not recommended. 麻雀にはポン/チーなどの鳴きが存在する。そしてこれが勝敗を大きく分ける要素の一つなのだ。 かといって何でも鳴いていては損になってしまう。 でもやってみなくちゃ判らないじゃないか?まったくその通りだと思う。余裕があればぜひやってみてほしい。その方が引き出しが増えて将来の糧になるだろう。 ただ、手っ取り早く勝ちたい人のために一つの指針を示しておこう。 一つは速いアガリが期待できるとき。 加点は少なくても、他家のチャンス手を潰せるし、局も消化できる。ローリスクなわけだし… もう一つは高打点が期待できるとき。 特にホンイツがおススメ。手役は狙うなと書いたけど、ホンイツは比較的お得な役だと思う。 役牌と絡めると満貫クラスが簡単に狙えるし、自分の狙いが他家にわかり易い分、他家の対応もわかり易い。ある意味リスク回避にもなる。 それ以外の鳴きはあまりおススメできない。 相手がリスクに敏感なタイプならば相手を下ろす価値を得られるが、攻めてこられた場合こちらのリスクが増えてしまう。 In Mahjong, there are pon/chee and other nari. This is one of the factors that make the difference between winning and losing. However, if you do not try every kind of ringing, you will lose money. But you never know unless you try, right? I think you are absolutely right. If you can afford it, please give it a try. If you can afford it, you should definitely give it a try, because you will be able to get more out of it and it will be good for your future. However, for those who want to win quickly, let me give you a guideline. One is when you can expect to win quickly. You may not get many points, but you can kill the other players' chance moves, and you can also digest the game. It is low risk... The other is when you expect to get a high hit. In particular, Hongitsu is recommended. I wrote that you should not aim for hand yaku, but I think Hongitsu is a relatively good value. If you combine it with Yaku tiles, you can easily aim for Man-an class, and since it is easy for other players to know what you are aiming for, it is also easy for other players to know how to respond. In a sense, it is also a risk avoidance. Other than that, I don't recommend Naru. If the opponent is a risk-sensitive type of player, you can get the value of putting him down, but if he attacks you, your risk will increase.基本はリーチBasics are a reach 心得その7:基本はリーチ リーチはデメリットもあるが、基本的にメリットの方が大きい。 The basic principle of riichi has some disadvantages, but the advantages are basically greater. リーチのメリットは大きく二つ。 一つは、1翻しばりを含め翻数をアップさせること。 リーチの1翻以外にも一発や裏ドラが期待できるので、アガリ点を高くすることが出来る。 もう一つは、テンパイを知らせること。 なぜテンパイを知らせることがメリットなのか?と思うかもしれないが、これは相手にリスクを提示することを意味する。 相手に伸び伸び打たせない、制限を与えることがメリットになるのだ。 そしてデメリットは、主に以降打牌選択ができないことで、次にテンパイを教えることと1000点供託しなければならないことくらい。 これも、結局は比較なの だが、メリットが大きすぎるので、基本リーチで問題ない。 よほどでない限り迷ったらリーチと覚えておこう。ではどんな状況だとリーチしないのか? それは、メリットが少ないときとデメリットが大きいとき。 例えば、打点が十分であれば打点アップのメリットはない。微差のオーラスや終局間際など、他家がオリ難い状況であれば、相手に制限を与えるのは期待し難い。 また、1000点で順位が変わってしまうようなオーラスならデメリットは大きくなるし、アガればトップの局面でテンパイを教えてしまうことは損になりかねない。 これらの要素を複合して、リーチが損だと判断できたときにしないのだ。 これも経験から判断するものだけど… There are two major advantages of riichi. One is to increase the number of yans, including 1 fan. In addition to 1 fan of riichi, ippan and uradora can also be expected, so the points for winning the hand can be higher. The second is to announce the hand as "Tempai". Why is it advantageous to announce the hand as "tenpai"? You may ask, "Why is it an advantage to let the opponent know that you are about to make a move? The advantage is that it limits the opponent's ability to play. The disadvantages are mainly that you can't choose your tiles afterwards, and you have to teach your opponent how to play tenpai next time and deposit 1000 points. This, too, is a comparison in the end, but the advantages are so great that there is no problem with basic riichi. If you are in doubt, you should always remember to riichi, unless you are very sure about the situation. Then, under what circumstances do we not reach? It is when the advantage is small and the disadvantage is large. For example, if you have enough points, there is no advantage in increasing the number of points. If it is difficult for the other players to win the game, such as at the end of the game or at the end of the last round, it is difficult to expect the other players to limit their advantage. Also, if the game is at the end of a hand where 1000 points can change the ranking, the disadvantage will be greater, and it may be a loss to tell the player to make a tenpai when he is in the lead if he is aga. When these factors are combined and you can judge that riichi is a loss, you don't do it. Again, this is something I judge from experience... しぼるなDon't squeeze. 心得その8:しぼるな しぼるのは、特定状況下で使用するレアな戦略 Tip #8: Don't squeeze. Squeezing is a rare strategy used in specific situations. 相手に鳴かせないように打牌選択をすることをしぼると言うのだが、これは特定状況下で使用するレアな戦略なのだ。 相手に鳴かせないことが上手いというイメージやそれを美徳とするプレイヤーが意外と多いのだが、実は間違いなのだ。(あえて言い切るw) これは、トップを争っている相手など、アガられると不味い相手にのみ使う苦肉の策で、通常時はほとんど意味がない。 しぼりがどういった状況を作るか考えてみると、しぼっている側としぼられている側が損をして、残りの二人が得をするということなのだ。 だから、特定の相手に損を与えることが、自分の得になるという特殊状況だけの戦略なのだ。 むしろ、個人的には意図的には誰かに鳴かせることにより自分が得をするといった戦略のほうが頻度の高い 。 Choosing tiles so that the opponent does not ring is called squeezing, and this is a rare strategy used in specific situations. Surprisingly, there are many players who think that not allowing the opponent to ring is a virtue, but this is actually not true. (I dare to say it!) This is a desperate strategy used only against opponents who are in a race for the top position, or against opponents who would be disadvantaged by an aga-nai, and it is of little use under normal circumstances. If you think about how squeezing creates a situation, it means that the squeezer and the squeezed party lose money, and the other two gain. So it's a strategy only for special situations where giving a loss to a particular party is a gain for you. Rather, it is a strategy that is more frequent in which you personally gain by intentionally letting someone else ring.ベタオリの手順を知れKnow the Beta Ori Procedure. 心得その9:ベタオリの手順を知れ ベタオリはロジカルなもの、切る牌の順番が決まっている Tip #9: Know the procedure for getting a good hand. Getting a good hand is logical, and the order of tiles to be cut is fixed. オリるといっても、復活の可能性を考えたり、他家の動向などを考えるとアナログな要素もあるのだが、ベタオリはロジカルなものなのだ。 ほぼ一本道と言って良いし、誰もが同じになって不思議がない。そのくらい切る牌の順番が決まっているのだ。 まず、今切る牌は今だけ安全な牌。つまり、上家が切った牌に合わせ打ちするのだ。 ここで、下家に鳴かせたくないという意識は捨てよう。鳴かれてもいいじゃないか。むしろ鳴かせて放銃し合ってくれる可能性が高くなるのは得になる可能性が高い。 もし1巡手に留めてしまったら次の巡目はアタリ牌になっているかも知れないのだ。今切るしかない。 それが無ければ、リーチ(オリ対象)者の現物。 そして最後にとっておくのが完全安全牌。 完全安全牌は虎の子の安全牌。間違っても合わせ打ちできるときに切ってしまわないように! それらが無くなってしまったら、カベやスジに頼ろう。 カベやスジの比較は、経験を積めば嵌張・辺張・シャンポンの可能性、相手の手順、思惑で比較できるようになるはず。 Ori, though there is an analog element in considering the possibility of resurrection and the trends of other houses, beta ori is a logical one. It is almost a straight path, and it is no wonder that everyone follows the same path. The order of tiles to be cut is that fixed. First, the tile you cut now is the only safe tile for now. In other words, the player plays along with the tiles that the upper house has just cut. At this point, let go of the mindset that you don't want to let the player below you ring. It's okay if the player rings. In fact, it is more likely to benefit you if you let them ring and increase the possibility of them releasing each other's fire. If you hold the hand for one round, it might be an Atari tile in the next round. There is no choice but to cut now. If not, then the riichi player's actual hand. And finally, there is the completely safe tile. The perfect safety tile is the tiger's safety tile. Do not cut them when you can play together by mistake! If you lose them, rely on Kabe or Suji. As you gain experience, you will be able to compare KABE and SUJI with the possibility of SEITABE, HENCHANG, and CHAMPON, as well as with your opponent's procedures and intentions.ベタオリの優先順位Priority of Beta Ori上家が切った牌に合わせ打ちMatch the tiles cut by the player on topリーチ(オリ対象)者の現物Reach (Ori target) person in kind完全安全牌completely safe tileカベやスジwalls and stripsリスクを測れMeasure your risk. 心得その10:リスクを測れ 手役を狙うのが妥当か?攻めるか受けるか?選択のほとんどがリスクバランスに委ねられる。 Tip #10: Measure your risk. Is it reasonable to aim for a hand? To attack or to receive? Most of the choices are left to the balance of risk. 麻雀は実は第一打から放銃のリスクを負っているのだ。1巡目に切った北で役満に放銃する可能性も無くはないのだ。 そんなことを言っては切りが無いが、自分が負っているリスクが適正かどうかを測るゲームなのだ。 ただ少なくともトップ目はラス目よりもリスクを負うことが出来ない。ラス目は失う順位点(ウマ)は無く、素点についてくるもの(オ カ・ウマ)は大きいが、トップ目は逆なのだから… これが難しく一朝一夕にはいかないところなのだが、手役を狙うのが妥当かどうか?攻めるか受けるか?など、選択のほとんどがリスクバランスに委ねられる。 そして、この要素が他家の動向を測ったり、自分の選択を決める大きな要素になる。つまり、上手くなるためには場数を踏むしかないのだ。 どんな天才でも経験なくしてはバランス感覚を身につけることは出来ないのだから… In fact, mahjong is a game in which you risk a gunshot from the very first move, and there is no limit to the possibility that you might hit a yakuman with a North cut on the first round. It is a game of measuring whether the risk you are taking is appropriate or not. But at least the top rank cannot be risked more than the bottom rank. The last player has no ranking points to lose (uma) and has more points to gain (okama-uma), but the top player has the opposite... This is the difficult part, and it does not happen overnight, but is it appropriate to aim for teyaku or not? To attack or to receive? Most of the choices, such as whether to attack or receive, are left to the balance of risk. And this is a major factor in gauging the other players' moves and deciding your own choices. In other words, the only way to get good at it is to experience it. No genius can develop a sense of balance without experience... まとめsummary どうだったでしょうか。本当に強いプロの言葉だからこそ、鈴木氏のアドバイスはずっしりと読み応えのあるものだったと思います。 この10の心得を胸に秘め、明日からの麻雀ライフをより楽しんでみてはどうでしょうか!初心者の方やこれまで闇雲に楽しんでいたプレイヤーには大きな革新が訪れるやもしれませんよ!! それでは最後にもう一度 What did you think? I think Suzuki's advice is worth reading because it comes from a really strong professional. Why don't you take these 10 tips to heart and start enjoying your mahjong life more from tomorrow? If you are a beginner or a player who has been enjoying mahjong only in the dark, you may see a great revolution in your life! So, one last time 鈴木たろうプロが教える10の心得10 Tips from Tarou Suzuki, Pro.麻雀は選択のゲームであるMahjong is a game of choice遠慮をするなDon't be shy.オリるなDon't get out.5ブロック思考を身につけろLearn to think in five blocks.手役を狙うなDon't go for the hand.鳴きは早いか高いかSqueal fast or high.基本はリーチBasics are a reachしぼるなDon't squeeze.ベタオリの手順を知れKnow the Beta Ori Procedure.リスクを測れMeasure your risk.前人未踏の雀王3連覇の今最も旬で強い”鈴木たろうプロ”から初心者諸君へ、麻雀を上達させるためのアドバイスです!本当に強いプロが教える麻雀をプレイする上で必要な心得10項目!!Here is some advice for beginners on how to improve your mahjong game from Taro Suzuki, the most popular and strong mahjong pro of the moment, who has won the unprecedented Jan-Oh championship three times in a row! The 10 essential tips for playing Mahjong from a really strong pro!戦略strategy鈴木たろうTarou Suzuki鈴木たろうTarou Suzuki麻雀 上達Mahjong Improvement麻雀 戦略Mahjong Strategy
Example.)19 sheets of 5 typesPHRyPg==PHRyPg==PHRyPg==PHRyPg==「2と8の孤立牌」
例)Isolated tiles of 2 and 8.
Example.)4種類15枚15 sheets of 4 types×4枚
例)
例)Isolated tiles of the "Character Tiles"
Example.)1種類3枚3 sheets of 1 kind×3枚×x 3 sheetsPHRyPg==PHRyPg== 手牌は13枚しか持つことができないので、3枚使うブロックばかりで5ブロックを考えると数が合わなくなってしまう。なので、必ず1枚または2枚でのブロックも考える必要がある。 Since you can only have 13 tiles in your hand, if you consider a block of 5 with only 3 tiles used, the numbers will not match. Therefore, it is always necessary to consider blocks with 1 or 2 cards as well.特に、2枚構成で8枚の受け入れ牌がある「両面待ち」は優秀だ。Especially excellent is the "Double-Sided Waiting" with 8 accepted tiles in a 2-card configuration. 他にも、4~6枚の牌を使用し、2ブロック分に相当する形もある。 Other forms use four to six tiles and are equivalent to two blocks.PHRhYmxlIGNsYXNzPSJjZW50ZXIiPg==PHRhYmxlIGNsYXNzPSJjZW50ZXIiPg==PHRyPg==PHRyPg==
種類と数
Types and Numbers
例)
例)Ments + Both Sides + Twins
Example.)4種類13枚13 sheets of 4 types×4枚
例)'Mate Zhang + Mate Zhang + Tsushin + Tsushin'
Example.)4種類12枚12 sheets of 4 types×2枚
例)
これらの形を抑えておきより強いブロックを多く作るように心がけるようにすると良い。
余裕があれば受け入れ枚数を数えても良いだろう。
e.g.
.
It is advisable to keep these forms in mind and try to make more blocks with more strength.
If you can afford it, you can count the number of accepted tiles.22text-align:left;width:50%text-align:left;width:50%PHRyPg==PHRyPg==覚えておきたいコツTips to rememberトータルの受け入れ枚数を減らさないようにするDo not reduce the total number of cards accepted.対子があるブロックは2つにするようにするTry to make two blocks that have opposites.2面子+二二四⑦⑦⑧22(対子を含むブロックが3つ:受け入れ18枚)なら⑦切り(受け入れ18枚→16枚)If 2 Ments + 224 ⑦ ⑦ ⑧ 22 (3 blocks including a pair: 18 accepted), then Cut ⑦ (18 accepted → 16 accepted)2面子+二二四⑦⑦⑧23(対子を含むブロックが2つ:受け入れ24枚)なら四切り(受け入れ24枚→20枚)If 2 Ments + 2 2 4 ⑦ ⑦ ⑧ 23 (2 blocks including a pair: 24 cards accepted), then Cut 4 (24 cards accepted - 20 cards)手役を狙うなDon't go for the hand. 心得その5:手役を狙うな 現代の麻雀では手役はたまたまできるもの程度な考えで十分 Tip #5: Don't aim for a hand. In modern mahjong, it is enough to think of a hand as something you can do by chance. 手役は麻雀で高打点を叩き出すために必要なもの!なのは間違いないのだが、実は狙ってもそんなにできるものではないのだ。 特に、赤牌やご祝儀などが多い現代の麻雀では手役はたまたまできるもの程度な考えで十分通用するのだ。 さらに手役を狙いすぎると目先のアガリを逃してしまい、失点してしまうことさえある。諸刃の剣といえる。 ではどのように手役を狙うのかというと、手役を狙うためのロスと上手くいったときの見返りを比較しながら進めなければならない。 つまり、牌効率はもちろん経験からくる他家の対応なども把握していなければ、適正かどうかを測れないのだ。 だから、手なりで手を進めて気づいたら出来ていた、見えていた程度に留めるのが、ベターな選択だと思う。 Hand Yaku is necessary to get a high score in Mahjong! There is no doubt that teyaku is necessary to get a high hit in mahjong, but in fact, it is not that easy to get it even if you aim for it. Especially in today's mahjong, where red tiles and congratulatory gifts are common, it is quite acceptable to think of te yaku as something that can be done by chance. Moreover, if you aim too much for te yaku, you may miss an immediate win and even lose a point. It is a double-edged sword. How to go for the hand, then, is a matter of weighing the loss of going for the hand against the reward of a successful outcome. In other words, it is impossible to measure the appropriateness of a hand without knowing the efficiency of the tiles as well as the responses of other players based on their experience. Therefore, I think it is a better choice to play a hand as you go along, and only to the extent that you find yourself able to do so or see it.鳴きは早いか高いかSqueal fast or high. 心得その6:鳴きは早いか高いか 鳴きは、速いアガリが期待できるとき、高打点が期待できるとき。それ以外の鳴きはあまりおススメできない。 Naru is only recommended when you expect to get a fast win or a high score. Other than that, Naruto is not recommended. 麻雀にはポン/チーなどの鳴きが存在する。そしてこれが勝敗を大きく分ける要素の一つなのだ。 かといって何でも鳴いていては損になってしまう。 でもやってみなくちゃ判らないじゃないか?まったくその通りだと思う。余裕があればぜひやってみてほしい。その方が引き出しが増えて将来の糧になるだろう。 ただ、手っ取り早く勝ちたい人のために一つの指針を示しておこう。 一つは速いアガリが期待できるとき。 加点は少なくても、他家のチャンス手を潰せるし、局も消化できる。ローリスクなわけだし… もう一つは高打点が期待できるとき。 特にホンイツがおススメ。手役は狙うなと書いたけど、ホンイツは比較的お得な役だと思う。 役牌と絡めると満貫クラスが簡単に狙えるし、自分の狙いが他家にわかり易い分、他家の対応もわかり易い。ある意味リスク回避にもなる。 それ以外の鳴きはあまりおススメできない。 相手がリスクに敏感なタイプならば相手を下ろす価値を得られるが、攻めてこられた場合こちらのリスクが増えてしまう。 In Mahjong, there are pon/chee and other nari. This is one of the factors that make the difference between winning and losing. However, if you do not try every kind of ringing, you will lose money. But you never know unless you try, right? I think you are absolutely right. If you can afford it, please give it a try. If you can afford it, you should definitely give it a try, because you will be able to get more out of it and it will be good for your future. However, for those who want to win quickly, let me give you a guideline. One is when you can expect to win quickly. You may not get many points, but you can kill the other players' chance moves, and you can also digest the game. It is low risk... The other is when you expect to get a high hit. In particular, Hongitsu is recommended. I wrote that you should not aim for hand yaku, but I think Hongitsu is a relatively good value. If you combine it with Yaku tiles, you can easily aim for Man-an class, and since it is easy for other players to know what you are aiming for, it is also easy for other players to know how to respond. In a sense, it is also a risk avoidance. Other than that, I don't recommend Naru. If the opponent is a risk-sensitive type of player, you can get the value of putting him down, but if he attacks you, your risk will increase.基本はリーチBasics are a reach 心得その7:基本はリーチ リーチはデメリットもあるが、基本的にメリットの方が大きい。 The basic principle of riichi has some disadvantages, but the advantages are basically greater. リーチのメリットは大きく二つ。 一つは、1翻しばりを含め翻数をアップさせること。 リーチの1翻以外にも一発や裏ドラが期待できるので、アガリ点を高くすることが出来る。 もう一つは、テンパイを知らせること。 なぜテンパイを知らせることがメリットなのか?と思うかもしれないが、これは相手にリスクを提示することを意味する。 相手に伸び伸び打たせない、制限を与えることがメリットになるのだ。 そしてデメリットは、主に以降打牌選択ができないことで、次にテンパイを教えることと1000点供託しなければならないことくらい。 これも、結局は比較なの だが、メリットが大きすぎるので、基本リーチで問題ない。 よほどでない限り迷ったらリーチと覚えておこう。ではどんな状況だとリーチしないのか? それは、メリットが少ないときとデメリットが大きいとき。 例えば、打点が十分であれば打点アップのメリットはない。微差のオーラスや終局間際など、他家がオリ難い状況であれば、相手に制限を与えるのは期待し難い。 また、1000点で順位が変わってしまうようなオーラスならデメリットは大きくなるし、アガればトップの局面でテンパイを教えてしまうことは損になりかねない。 これらの要素を複合して、リーチが損だと判断できたときにしないのだ。 これも経験から判断するものだけど… There are two major advantages of riichi. One is to increase the number of yans, including 1 fan. In addition to 1 fan of riichi, ippan and uradora can also be expected, so the points for winning the hand can be higher. The second is to announce the hand as "Tempai". Why is it advantageous to announce the hand as "tenpai"? You may ask, "Why is it an advantage to let the opponent know that you are about to make a move? The advantage is that it limits the opponent's ability to play. The disadvantages are mainly that you can't choose your tiles afterwards, and you have to teach your opponent how to play tenpai next time and deposit 1000 points. This, too, is a comparison in the end, but the advantages are so great that there is no problem with basic riichi. If you are in doubt, you should always remember to riichi, unless you are very sure about the situation. Then, under what circumstances do we not reach? It is when the advantage is small and the disadvantage is large. For example, if you have enough points, there is no advantage in increasing the number of points. If it is difficult for the other players to win the game, such as at the end of the game or at the end of the last round, it is difficult to expect the other players to limit their advantage. Also, if the game is at the end of a hand where 1000 points can change the ranking, the disadvantage will be greater, and it may be a loss to tell the player to make a tenpai when he is in the lead if he is aga. When these factors are combined and you can judge that riichi is a loss, you don't do it. Again, this is something I judge from experience... しぼるなDon't squeeze. 心得その8:しぼるな しぼるのは、特定状況下で使用するレアな戦略 Tip #8: Don't squeeze. Squeezing is a rare strategy used in specific situations. 相手に鳴かせないように打牌選択をすることをしぼると言うのだが、これは特定状況下で使用するレアな戦略なのだ。 相手に鳴かせないことが上手いというイメージやそれを美徳とするプレイヤーが意外と多いのだが、実は間違いなのだ。(あえて言い切るw) これは、トップを争っている相手など、アガられると不味い相手にのみ使う苦肉の策で、通常時はほとんど意味がない。 しぼりがどういった状況を作るか考えてみると、しぼっている側としぼられている側が損をして、残りの二人が得をするということなのだ。 だから、特定の相手に損を与えることが、自分の得になるという特殊状況だけの戦略なのだ。 むしろ、個人的には意図的には誰かに鳴かせることにより自分が得をするといった戦略のほうが頻度の高い 。 Choosing tiles so that the opponent does not ring is called squeezing, and this is a rare strategy used in specific situations. Surprisingly, there are many players who think that not allowing the opponent to ring is a virtue, but this is actually not true. (I dare to say it!) This is a desperate strategy used only against opponents who are in a race for the top position, or against opponents who would be disadvantaged by an aga-nai, and it is of little use under normal circumstances. If you think about how squeezing creates a situation, it means that the squeezer and the squeezed party lose money, and the other two gain. So it's a strategy only for special situations where giving a loss to a particular party is a gain for you. Rather, it is a strategy that is more frequent in which you personally gain by intentionally letting someone else ring.ベタオリの手順を知れKnow the Beta Ori Procedure. 心得その9:ベタオリの手順を知れ ベタオリはロジカルなもの、切る牌の順番が決まっている Tip #9: Know the procedure for getting a good hand. Getting a good hand is logical, and the order of tiles to be cut is fixed. オリるといっても、復活の可能性を考えたり、他家の動向などを考えるとアナログな要素もあるのだが、ベタオリはロジカルなものなのだ。 ほぼ一本道と言って良いし、誰もが同じになって不思議がない。そのくらい切る牌の順番が決まっているのだ。 まず、今切る牌は今だけ安全な牌。つまり、上家が切った牌に合わせ打ちするのだ。 ここで、下家に鳴かせたくないという意識は捨てよう。鳴かれてもいいじゃないか。むしろ鳴かせて放銃し合ってくれる可能性が高くなるのは得になる可能性が高い。 もし1巡手に留めてしまったら次の巡目はアタリ牌になっているかも知れないのだ。今切るしかない。 それが無ければ、リーチ(オリ対象)者の現物。 そして最後にとっておくのが完全安全牌。 完全安全牌は虎の子の安全牌。間違っても合わせ打ちできるときに切ってしまわないように! それらが無くなってしまったら、カベやスジに頼ろう。 カベやスジの比較は、経験を積めば嵌張・辺張・シャンポンの可能性、相手の手順、思惑で比較できるようになるはず。 Ori, though there is an analog element in considering the possibility of resurrection and the trends of other houses, beta ori is a logical one. It is almost a straight path, and it is no wonder that everyone follows the same path. The order of tiles to be cut is that fixed. First, the tile you cut now is the only safe tile for now. In other words, the player plays along with the tiles that the upper house has just cut. At this point, let go of the mindset that you don't want to let the player below you ring. It's okay if the player rings. In fact, it is more likely to benefit you if you let them ring and increase the possibility of them releasing each other's fire. If you hold the hand for one round, it might be an Atari tile in the next round. There is no choice but to cut now. If not, then the riichi player's actual hand. And finally, there is the completely safe tile. The perfect safety tile is the tiger's safety tile. Do not cut them when you can play together by mistake! If you lose them, rely on Kabe or Suji. As you gain experience, you will be able to compare KABE and SUJI with the possibility of SEITABE, HENCHANG, and CHAMPON, as well as with your opponent's procedures and intentions.ベタオリの優先順位Priority of Beta Ori上家が切った牌に合わせ打ちMatch the tiles cut by the player on topリーチ(オリ対象)者の現物Reach (Ori target) person in kind完全安全牌completely safe tileカベやスジwalls and stripsリスクを測れMeasure your risk. 心得その10:リスクを測れ 手役を狙うのが妥当か?攻めるか受けるか?選択のほとんどがリスクバランスに委ねられる。 Tip #10: Measure your risk. Is it reasonable to aim for a hand? To attack or to receive? Most of the choices are left to the balance of risk. 麻雀は実は第一打から放銃のリスクを負っているのだ。1巡目に切った北で役満に放銃する可能性も無くはないのだ。 そんなことを言っては切りが無いが、自分が負っているリスクが適正かどうかを測るゲームなのだ。 ただ少なくともトップ目はラス目よりもリスクを負うことが出来ない。ラス目は失う順位点(ウマ)は無く、素点についてくるもの(オ カ・ウマ)は大きいが、トップ目は逆なのだから… これが難しく一朝一夕にはいかないところなのだが、手役を狙うのが妥当かどうか?攻めるか受けるか?など、選択のほとんどがリスクバランスに委ねられる。 そして、この要素が他家の動向を測ったり、自分の選択を決める大きな要素になる。つまり、上手くなるためには場数を踏むしかないのだ。 どんな天才でも経験なくしてはバランス感覚を身につけることは出来ないのだから… In fact, mahjong is a game in which you risk a gunshot from the very first move, and there is no limit to the possibility that you might hit a yakuman with a North cut on the first round. It is a game of measuring whether the risk you are taking is appropriate or not. But at least the top rank cannot be risked more than the bottom rank. The last player has no ranking points to lose (uma) and has more points to gain (okama-uma), but the top player has the opposite... This is the difficult part, and it does not happen overnight, but is it appropriate to aim for teyaku or not? To attack or to receive? Most of the choices, such as whether to attack or receive, are left to the balance of risk. And this is a major factor in gauging the other players' moves and deciding your own choices. In other words, the only way to get good at it is to experience it. No genius can develop a sense of balance without experience... まとめsummary どうだったでしょうか。本当に強いプロの言葉だからこそ、鈴木氏のアドバイスはずっしりと読み応えのあるものだったと思います。 この10の心得を胸に秘め、明日からの麻雀ライフをより楽しんでみてはどうでしょうか!初心者の方やこれまで闇雲に楽しんでいたプレイヤーには大きな革新が訪れるやもしれませんよ!! それでは最後にもう一度 What did you think? I think Suzuki's advice is worth reading because it comes from a really strong professional. Why don't you take these 10 tips to heart and start enjoying your mahjong life more from tomorrow? If you are a beginner or a player who has been enjoying mahjong only in the dark, you may see a great revolution in your life! So, one last time 鈴木たろうプロが教える10の心得10 Tips from Tarou Suzuki, Pro.麻雀は選択のゲームであるMahjong is a game of choice遠慮をするなDon't be shy.オリるなDon't get out.5ブロック思考を身につけろLearn to think in five blocks.手役を狙うなDon't go for the hand.鳴きは早いか高いかSqueal fast or high.基本はリーチBasics are a reachしぼるなDon't squeeze.ベタオリの手順を知れKnow the Beta Ori Procedure.リスクを測れMeasure your risk.前人未踏の雀王3連覇の今最も旬で強い”鈴木たろうプロ”から初心者諸君へ、麻雀を上達させるためのアドバイスです!本当に強いプロが教える麻雀をプレイする上で必要な心得10項目!!Here is some advice for beginners on how to improve your mahjong game from Taro Suzuki, the most popular and strong mahjong pro of the moment, who has won the unprecedented Jan-Oh championship three times in a row! The 10 essential tips for playing Mahjong from a really strong pro!戦略strategy鈴木たろうTarou Suzuki鈴木たろうTarou Suzuki麻雀 上達Mahjong Improvement麻雀 戦略Mahjong Strategy
例)Isolated tiles of 2 and 8.
Example.)4種類15枚15 sheets of 4 types×4枚
例)
例)Isolated tiles of the "Character Tiles"
Example.)1種類3枚3 sheets of 1 kind×3枚×x 3 sheetsPHRyPg==PHRyPg== 手牌は13枚しか持つことができないので、3枚使うブロックばかりで5ブロックを考えると数が合わなくなってしまう。なので、必ず1枚または2枚でのブロックも考える必要がある。 Since you can only have 13 tiles in your hand, if you consider a block of 5 with only 3 tiles used, the numbers will not match. Therefore, it is always necessary to consider blocks with 1 or 2 cards as well.特に、2枚構成で8枚の受け入れ牌がある「両面待ち」は優秀だ。Especially excellent is the "Double-Sided Waiting" with 8 accepted tiles in a 2-card configuration. 他にも、4~6枚の牌を使用し、2ブロック分に相当する形もある。 Other forms use four to six tiles and are equivalent to two blocks.PHRhYmxlIGNsYXNzPSJjZW50ZXIiPg==PHRhYmxlIGNsYXNzPSJjZW50ZXIiPg==PHRyPg==PHRyPg==
種類と数
Types and Numbers
例)
例)Ments + Both Sides + Twins
Example.)4種類13枚13 sheets of 4 types×4枚
例)'Mate Zhang + Mate Zhang + Tsushin + Tsushin'
Example.)4種類12枚12 sheets of 4 types×2枚
例)
これらの形を抑えておきより強いブロックを多く作るように心がけるようにすると良い。
余裕があれば受け入れ枚数を数えても良いだろう。
e.g.
.
It is advisable to keep these forms in mind and try to make more blocks with more strength.
If you can afford it, you can count the number of accepted tiles.22text-align:left;width:50%text-align:left;width:50%PHRyPg==PHRyPg==覚えておきたいコツTips to rememberトータルの受け入れ枚数を減らさないようにするDo not reduce the total number of cards accepted.対子があるブロックは2つにするようにするTry to make two blocks that have opposites.2面子+二二四⑦⑦⑧22(対子を含むブロックが3つ:受け入れ18枚)なら⑦切り(受け入れ18枚→16枚)If 2 Ments + 224 ⑦ ⑦ ⑧ 22 (3 blocks including a pair: 18 accepted), then Cut ⑦ (18 accepted → 16 accepted)2面子+二二四⑦⑦⑧23(対子を含むブロックが2つ:受け入れ24枚)なら四切り(受け入れ24枚→20枚)If 2 Ments + 2 2 4 ⑦ ⑦ ⑧ 23 (2 blocks including a pair: 24 cards accepted), then Cut 4 (24 cards accepted - 20 cards)手役を狙うなDon't go for the hand. 心得その5:手役を狙うな 現代の麻雀では手役はたまたまできるもの程度な考えで十分 Tip #5: Don't aim for a hand. In modern mahjong, it is enough to think of a hand as something you can do by chance. 手役は麻雀で高打点を叩き出すために必要なもの!なのは間違いないのだが、実は狙ってもそんなにできるものではないのだ。 特に、赤牌やご祝儀などが多い現代の麻雀では手役はたまたまできるもの程度な考えで十分通用するのだ。 さらに手役を狙いすぎると目先のアガリを逃してしまい、失点してしまうことさえある。諸刃の剣といえる。 ではどのように手役を狙うのかというと、手役を狙うためのロスと上手くいったときの見返りを比較しながら進めなければならない。 つまり、牌効率はもちろん経験からくる他家の対応なども把握していなければ、適正かどうかを測れないのだ。 だから、手なりで手を進めて気づいたら出来ていた、見えていた程度に留めるのが、ベターな選択だと思う。 Hand Yaku is necessary to get a high score in Mahjong! There is no doubt that teyaku is necessary to get a high hit in mahjong, but in fact, it is not that easy to get it even if you aim for it. Especially in today's mahjong, where red tiles and congratulatory gifts are common, it is quite acceptable to think of te yaku as something that can be done by chance. Moreover, if you aim too much for te yaku, you may miss an immediate win and even lose a point. It is a double-edged sword. How to go for the hand, then, is a matter of weighing the loss of going for the hand against the reward of a successful outcome. In other words, it is impossible to measure the appropriateness of a hand without knowing the efficiency of the tiles as well as the responses of other players based on their experience. Therefore, I think it is a better choice to play a hand as you go along, and only to the extent that you find yourself able to do so or see it.鳴きは早いか高いかSqueal fast or high. 心得その6:鳴きは早いか高いか 鳴きは、速いアガリが期待できるとき、高打点が期待できるとき。それ以外の鳴きはあまりおススメできない。 Naru is only recommended when you expect to get a fast win or a high score. Other than that, Naruto is not recommended. 麻雀にはポン/チーなどの鳴きが存在する。そしてこれが勝敗を大きく分ける要素の一つなのだ。 かといって何でも鳴いていては損になってしまう。 でもやってみなくちゃ判らないじゃないか?まったくその通りだと思う。余裕があればぜひやってみてほしい。その方が引き出しが増えて将来の糧になるだろう。 ただ、手っ取り早く勝ちたい人のために一つの指針を示しておこう。 一つは速いアガリが期待できるとき。 加点は少なくても、他家のチャンス手を潰せるし、局も消化できる。ローリスクなわけだし… もう一つは高打点が期待できるとき。 特にホンイツがおススメ。手役は狙うなと書いたけど、ホンイツは比較的お得な役だと思う。 役牌と絡めると満貫クラスが簡単に狙えるし、自分の狙いが他家にわかり易い分、他家の対応もわかり易い。ある意味リスク回避にもなる。 それ以外の鳴きはあまりおススメできない。 相手がリスクに敏感なタイプならば相手を下ろす価値を得られるが、攻めてこられた場合こちらのリスクが増えてしまう。 In Mahjong, there are pon/chee and other nari. This is one of the factors that make the difference between winning and losing. However, if you do not try every kind of ringing, you will lose money. But you never know unless you try, right? I think you are absolutely right. If you can afford it, please give it a try. If you can afford it, you should definitely give it a try, because you will be able to get more out of it and it will be good for your future. However, for those who want to win quickly, let me give you a guideline. One is when you can expect to win quickly. You may not get many points, but you can kill the other players' chance moves, and you can also digest the game. It is low risk... The other is when you expect to get a high hit. In particular, Hongitsu is recommended. I wrote that you should not aim for hand yaku, but I think Hongitsu is a relatively good value. If you combine it with Yaku tiles, you can easily aim for Man-an class, and since it is easy for other players to know what you are aiming for, it is also easy for other players to know how to respond. In a sense, it is also a risk avoidance. Other than that, I don't recommend Naru. If the opponent is a risk-sensitive type of player, you can get the value of putting him down, but if he attacks you, your risk will increase.基本はリーチBasics are a reach 心得その7:基本はリーチ リーチはデメリットもあるが、基本的にメリットの方が大きい。 The basic principle of riichi has some disadvantages, but the advantages are basically greater. リーチのメリットは大きく二つ。 一つは、1翻しばりを含め翻数をアップさせること。 リーチの1翻以外にも一発や裏ドラが期待できるので、アガリ点を高くすることが出来る。 もう一つは、テンパイを知らせること。 なぜテンパイを知らせることがメリットなのか?と思うかもしれないが、これは相手にリスクを提示することを意味する。 相手に伸び伸び打たせない、制限を与えることがメリットになるのだ。 そしてデメリットは、主に以降打牌選択ができないことで、次にテンパイを教えることと1000点供託しなければならないことくらい。 これも、結局は比較なの だが、メリットが大きすぎるので、基本リーチで問題ない。 よほどでない限り迷ったらリーチと覚えておこう。ではどんな状況だとリーチしないのか? それは、メリットが少ないときとデメリットが大きいとき。 例えば、打点が十分であれば打点アップのメリットはない。微差のオーラスや終局間際など、他家がオリ難い状況であれば、相手に制限を与えるのは期待し難い。 また、1000点で順位が変わってしまうようなオーラスならデメリットは大きくなるし、アガればトップの局面でテンパイを教えてしまうことは損になりかねない。 これらの要素を複合して、リーチが損だと判断できたときにしないのだ。 これも経験から判断するものだけど… There are two major advantages of riichi. One is to increase the number of yans, including 1 fan. In addition to 1 fan of riichi, ippan and uradora can also be expected, so the points for winning the hand can be higher. The second is to announce the hand as "Tempai". Why is it advantageous to announce the hand as "tenpai"? You may ask, "Why is it an advantage to let the opponent know that you are about to make a move? The advantage is that it limits the opponent's ability to play. The disadvantages are mainly that you can't choose your tiles afterwards, and you have to teach your opponent how to play tenpai next time and deposit 1000 points. This, too, is a comparison in the end, but the advantages are so great that there is no problem with basic riichi. If you are in doubt, you should always remember to riichi, unless you are very sure about the situation. Then, under what circumstances do we not reach? It is when the advantage is small and the disadvantage is large. For example, if you have enough points, there is no advantage in increasing the number of points. If it is difficult for the other players to win the game, such as at the end of the game or at the end of the last round, it is difficult to expect the other players to limit their advantage. Also, if the game is at the end of a hand where 1000 points can change the ranking, the disadvantage will be greater, and it may be a loss to tell the player to make a tenpai when he is in the lead if he is aga. When these factors are combined and you can judge that riichi is a loss, you don't do it. Again, this is something I judge from experience... しぼるなDon't squeeze. 心得その8:しぼるな しぼるのは、特定状況下で使用するレアな戦略 Tip #8: Don't squeeze. Squeezing is a rare strategy used in specific situations. 相手に鳴かせないように打牌選択をすることをしぼると言うのだが、これは特定状況下で使用するレアな戦略なのだ。 相手に鳴かせないことが上手いというイメージやそれを美徳とするプレイヤーが意外と多いのだが、実は間違いなのだ。(あえて言い切るw) これは、トップを争っている相手など、アガられると不味い相手にのみ使う苦肉の策で、通常時はほとんど意味がない。 しぼりがどういった状況を作るか考えてみると、しぼっている側としぼられている側が損をして、残りの二人が得をするということなのだ。 だから、特定の相手に損を与えることが、自分の得になるという特殊状況だけの戦略なのだ。 むしろ、個人的には意図的には誰かに鳴かせることにより自分が得をするといった戦略のほうが頻度の高い 。 Choosing tiles so that the opponent does not ring is called squeezing, and this is a rare strategy used in specific situations. Surprisingly, there are many players who think that not allowing the opponent to ring is a virtue, but this is actually not true. (I dare to say it!) This is a desperate strategy used only against opponents who are in a race for the top position, or against opponents who would be disadvantaged by an aga-nai, and it is of little use under normal circumstances. If you think about how squeezing creates a situation, it means that the squeezer and the squeezed party lose money, and the other two gain. So it's a strategy only for special situations where giving a loss to a particular party is a gain for you. Rather, it is a strategy that is more frequent in which you personally gain by intentionally letting someone else ring.ベタオリの手順を知れKnow the Beta Ori Procedure. 心得その9:ベタオリの手順を知れ ベタオリはロジカルなもの、切る牌の順番が決まっている Tip #9: Know the procedure for getting a good hand. Getting a good hand is logical, and the order of tiles to be cut is fixed. オリるといっても、復活の可能性を考えたり、他家の動向などを考えるとアナログな要素もあるのだが、ベタオリはロジカルなものなのだ。 ほぼ一本道と言って良いし、誰もが同じになって不思議がない。そのくらい切る牌の順番が決まっているのだ。 まず、今切る牌は今だけ安全な牌。つまり、上家が切った牌に合わせ打ちするのだ。 ここで、下家に鳴かせたくないという意識は捨てよう。鳴かれてもいいじゃないか。むしろ鳴かせて放銃し合ってくれる可能性が高くなるのは得になる可能性が高い。 もし1巡手に留めてしまったら次の巡目はアタリ牌になっているかも知れないのだ。今切るしかない。 それが無ければ、リーチ(オリ対象)者の現物。 そして最後にとっておくのが完全安全牌。 完全安全牌は虎の子の安全牌。間違っても合わせ打ちできるときに切ってしまわないように! それらが無くなってしまったら、カベやスジに頼ろう。 カベやスジの比較は、経験を積めば嵌張・辺張・シャンポンの可能性、相手の手順、思惑で比較できるようになるはず。 Ori, though there is an analog element in considering the possibility of resurrection and the trends of other houses, beta ori is a logical one. It is almost a straight path, and it is no wonder that everyone follows the same path. The order of tiles to be cut is that fixed. First, the tile you cut now is the only safe tile for now. In other words, the player plays along with the tiles that the upper house has just cut. At this point, let go of the mindset that you don't want to let the player below you ring. It's okay if the player rings. In fact, it is more likely to benefit you if you let them ring and increase the possibility of them releasing each other's fire. If you hold the hand for one round, it might be an Atari tile in the next round. There is no choice but to cut now. If not, then the riichi player's actual hand. And finally, there is the completely safe tile. The perfect safety tile is the tiger's safety tile. Do not cut them when you can play together by mistake! If you lose them, rely on Kabe or Suji. As you gain experience, you will be able to compare KABE and SUJI with the possibility of SEITABE, HENCHANG, and CHAMPON, as well as with your opponent's procedures and intentions.ベタオリの優先順位Priority of Beta Ori上家が切った牌に合わせ打ちMatch the tiles cut by the player on topリーチ(オリ対象)者の現物Reach (Ori target) person in kind完全安全牌completely safe tileカベやスジwalls and stripsリスクを測れMeasure your risk. 心得その10:リスクを測れ 手役を狙うのが妥当か?攻めるか受けるか?選択のほとんどがリスクバランスに委ねられる。 Tip #10: Measure your risk. Is it reasonable to aim for a hand? To attack or to receive? Most of the choices are left to the balance of risk. 麻雀は実は第一打から放銃のリスクを負っているのだ。1巡目に切った北で役満に放銃する可能性も無くはないのだ。 そんなことを言っては切りが無いが、自分が負っているリスクが適正かどうかを測るゲームなのだ。 ただ少なくともトップ目はラス目よりもリスクを負うことが出来ない。ラス目は失う順位点(ウマ)は無く、素点についてくるもの(オ カ・ウマ)は大きいが、トップ目は逆なのだから… これが難しく一朝一夕にはいかないところなのだが、手役を狙うのが妥当かどうか?攻めるか受けるか?など、選択のほとんどがリスクバランスに委ねられる。 そして、この要素が他家の動向を測ったり、自分の選択を決める大きな要素になる。つまり、上手くなるためには場数を踏むしかないのだ。 どんな天才でも経験なくしてはバランス感覚を身につけることは出来ないのだから… In fact, mahjong is a game in which you risk a gunshot from the very first move, and there is no limit to the possibility that you might hit a yakuman with a North cut on the first round. It is a game of measuring whether the risk you are taking is appropriate or not. But at least the top rank cannot be risked more than the bottom rank. The last player has no ranking points to lose (uma) and has more points to gain (okama-uma), but the top player has the opposite... This is the difficult part, and it does not happen overnight, but is it appropriate to aim for teyaku or not? To attack or to receive? Most of the choices, such as whether to attack or receive, are left to the balance of risk. And this is a major factor in gauging the other players' moves and deciding your own choices. In other words, the only way to get good at it is to experience it. No genius can develop a sense of balance without experience... まとめsummary どうだったでしょうか。本当に強いプロの言葉だからこそ、鈴木氏のアドバイスはずっしりと読み応えのあるものだったと思います。 この10の心得を胸に秘め、明日からの麻雀ライフをより楽しんでみてはどうでしょうか!初心者の方やこれまで闇雲に楽しんでいたプレイヤーには大きな革新が訪れるやもしれませんよ!! それでは最後にもう一度 What did you think? I think Suzuki's advice is worth reading because it comes from a really strong professional. Why don't you take these 10 tips to heart and start enjoying your mahjong life more from tomorrow? If you are a beginner or a player who has been enjoying mahjong only in the dark, you may see a great revolution in your life! So, one last time 鈴木たろうプロが教える10の心得10 Tips from Tarou Suzuki, Pro.麻雀は選択のゲームであるMahjong is a game of choice遠慮をするなDon't be shy.オリるなDon't get out.5ブロック思考を身につけろLearn to think in five blocks.手役を狙うなDon't go for the hand.鳴きは早いか高いかSqueal fast or high.基本はリーチBasics are a reachしぼるなDon't squeeze.ベタオリの手順を知れKnow the Beta Ori Procedure.リスクを測れMeasure your risk.前人未踏の雀王3連覇の今最も旬で強い”鈴木たろうプロ”から初心者諸君へ、麻雀を上達させるためのアドバイスです!本当に強いプロが教える麻雀をプレイする上で必要な心得10項目!!Here is some advice for beginners on how to improve your mahjong game from Taro Suzuki, the most popular and strong mahjong pro of the moment, who has won the unprecedented Jan-Oh championship three times in a row! The 10 essential tips for playing Mahjong from a really strong pro!戦略strategy鈴木たろうTarou Suzuki鈴木たろうTarou Suzuki麻雀 上達Mahjong Improvement麻雀 戦略Mahjong Strategy
Example.)15 sheets of 4 typesPHRyPg==PHRyPg==PHRyPg==PHRyPg==
例)
例)Isolated tiles of the "Character Tiles"
Example.)1種類3枚3 sheets of 1 kind×3枚×x 3 sheetsPHRyPg==PHRyPg== 手牌は13枚しか持つことができないので、3枚使うブロックばかりで5ブロックを考えると数が合わなくなってしまう。なので、必ず1枚または2枚でのブロックも考える必要がある。 Since you can only have 13 tiles in your hand, if you consider a block of 5 with only 3 tiles used, the numbers will not match. Therefore, it is always necessary to consider blocks with 1 or 2 cards as well.特に、2枚構成で8枚の受け入れ牌がある「両面待ち」は優秀だ。Especially excellent is the "Double-Sided Waiting" with 8 accepted tiles in a 2-card configuration. 他にも、4~6枚の牌を使用し、2ブロック分に相当する形もある。 Other forms use four to six tiles and are equivalent to two blocks.PHRhYmxlIGNsYXNzPSJjZW50ZXIiPg==PHRhYmxlIGNsYXNzPSJjZW50ZXIiPg==PHRyPg==PHRyPg==
種類と数
Types and Numbers
例)
例)Ments + Both Sides + Twins
Example.)4種類13枚13 sheets of 4 types×4枚
例)'Mate Zhang + Mate Zhang + Tsushin + Tsushin'
Example.)4種類12枚12 sheets of 4 types×2枚
例)
これらの形を抑えておきより強いブロックを多く作るように心がけるようにすると良い。
余裕があれば受け入れ枚数を数えても良いだろう。
e.g.
.
It is advisable to keep these forms in mind and try to make more blocks with more strength.
If you can afford it, you can count the number of accepted tiles.22text-align:left;width:50%text-align:left;width:50%PHRyPg==PHRyPg==覚えておきたいコツTips to rememberトータルの受け入れ枚数を減らさないようにするDo not reduce the total number of cards accepted.対子があるブロックは2つにするようにするTry to make two blocks that have opposites.2面子+二二四⑦⑦⑧22(対子を含むブロックが3つ:受け入れ18枚)なら⑦切り(受け入れ18枚→16枚)If 2 Ments + 224 ⑦ ⑦ ⑧ 22 (3 blocks including a pair: 18 accepted), then Cut ⑦ (18 accepted → 16 accepted)2面子+二二四⑦⑦⑧23(対子を含むブロックが2つ:受け入れ24枚)なら四切り(受け入れ24枚→20枚)If 2 Ments + 2 2 4 ⑦ ⑦ ⑧ 23 (2 blocks including a pair: 24 cards accepted), then Cut 4 (24 cards accepted - 20 cards)手役を狙うなDon't go for the hand. 心得その5:手役を狙うな 現代の麻雀では手役はたまたまできるもの程度な考えで十分 Tip #5: Don't aim for a hand. In modern mahjong, it is enough to think of a hand as something you can do by chance. 手役は麻雀で高打点を叩き出すために必要なもの!なのは間違いないのだが、実は狙ってもそんなにできるものではないのだ。 特に、赤牌やご祝儀などが多い現代の麻雀では手役はたまたまできるもの程度な考えで十分通用するのだ。 さらに手役を狙いすぎると目先のアガリを逃してしまい、失点してしまうことさえある。諸刃の剣といえる。 ではどのように手役を狙うのかというと、手役を狙うためのロスと上手くいったときの見返りを比較しながら進めなければならない。 つまり、牌効率はもちろん経験からくる他家の対応なども把握していなければ、適正かどうかを測れないのだ。 だから、手なりで手を進めて気づいたら出来ていた、見えていた程度に留めるのが、ベターな選択だと思う。 Hand Yaku is necessary to get a high score in Mahjong! There is no doubt that teyaku is necessary to get a high hit in mahjong, but in fact, it is not that easy to get it even if you aim for it. Especially in today's mahjong, where red tiles and congratulatory gifts are common, it is quite acceptable to think of te yaku as something that can be done by chance. Moreover, if you aim too much for te yaku, you may miss an immediate win and even lose a point. It is a double-edged sword. How to go for the hand, then, is a matter of weighing the loss of going for the hand against the reward of a successful outcome. In other words, it is impossible to measure the appropriateness of a hand without knowing the efficiency of the tiles as well as the responses of other players based on their experience. Therefore, I think it is a better choice to play a hand as you go along, and only to the extent that you find yourself able to do so or see it.鳴きは早いか高いかSqueal fast or high. 心得その6:鳴きは早いか高いか 鳴きは、速いアガリが期待できるとき、高打点が期待できるとき。それ以外の鳴きはあまりおススメできない。 Naru is only recommended when you expect to get a fast win or a high score. Other than that, Naruto is not recommended. 麻雀にはポン/チーなどの鳴きが存在する。そしてこれが勝敗を大きく分ける要素の一つなのだ。 かといって何でも鳴いていては損になってしまう。 でもやってみなくちゃ判らないじゃないか?まったくその通りだと思う。余裕があればぜひやってみてほしい。その方が引き出しが増えて将来の糧になるだろう。 ただ、手っ取り早く勝ちたい人のために一つの指針を示しておこう。 一つは速いアガリが期待できるとき。 加点は少なくても、他家のチャンス手を潰せるし、局も消化できる。ローリスクなわけだし… もう一つは高打点が期待できるとき。 特にホンイツがおススメ。手役は狙うなと書いたけど、ホンイツは比較的お得な役だと思う。 役牌と絡めると満貫クラスが簡単に狙えるし、自分の狙いが他家にわかり易い分、他家の対応もわかり易い。ある意味リスク回避にもなる。 それ以外の鳴きはあまりおススメできない。 相手がリスクに敏感なタイプならば相手を下ろす価値を得られるが、攻めてこられた場合こちらのリスクが増えてしまう。 In Mahjong, there are pon/chee and other nari. This is one of the factors that make the difference between winning and losing. However, if you do not try every kind of ringing, you will lose money. But you never know unless you try, right? I think you are absolutely right. If you can afford it, please give it a try. If you can afford it, you should definitely give it a try, because you will be able to get more out of it and it will be good for your future. However, for those who want to win quickly, let me give you a guideline. One is when you can expect to win quickly. You may not get many points, but you can kill the other players' chance moves, and you can also digest the game. It is low risk... The other is when you expect to get a high hit. In particular, Hongitsu is recommended. I wrote that you should not aim for hand yaku, but I think Hongitsu is a relatively good value. If you combine it with Yaku tiles, you can easily aim for Man-an class, and since it is easy for other players to know what you are aiming for, it is also easy for other players to know how to respond. In a sense, it is also a risk avoidance. Other than that, I don't recommend Naru. If the opponent is a risk-sensitive type of player, you can get the value of putting him down, but if he attacks you, your risk will increase.基本はリーチBasics are a reach 心得その7:基本はリーチ リーチはデメリットもあるが、基本的にメリットの方が大きい。 The basic principle of riichi has some disadvantages, but the advantages are basically greater. リーチのメリットは大きく二つ。 一つは、1翻しばりを含め翻数をアップさせること。 リーチの1翻以外にも一発や裏ドラが期待できるので、アガリ点を高くすることが出来る。 もう一つは、テンパイを知らせること。 なぜテンパイを知らせることがメリットなのか?と思うかもしれないが、これは相手にリスクを提示することを意味する。 相手に伸び伸び打たせない、制限を与えることがメリットになるのだ。 そしてデメリットは、主に以降打牌選択ができないことで、次にテンパイを教えることと1000点供託しなければならないことくらい。 これも、結局は比較なの だが、メリットが大きすぎるので、基本リーチで問題ない。 よほどでない限り迷ったらリーチと覚えておこう。ではどんな状況だとリーチしないのか? それは、メリットが少ないときとデメリットが大きいとき。 例えば、打点が十分であれば打点アップのメリットはない。微差のオーラスや終局間際など、他家がオリ難い状況であれば、相手に制限を与えるのは期待し難い。 また、1000点で順位が変わってしまうようなオーラスならデメリットは大きくなるし、アガればトップの局面でテンパイを教えてしまうことは損になりかねない。 これらの要素を複合して、リーチが損だと判断できたときにしないのだ。 これも経験から判断するものだけど… There are two major advantages of riichi. One is to increase the number of yans, including 1 fan. In addition to 1 fan of riichi, ippan and uradora can also be expected, so the points for winning the hand can be higher. The second is to announce the hand as "Tempai". Why is it advantageous to announce the hand as "tenpai"? You may ask, "Why is it an advantage to let the opponent know that you are about to make a move? The advantage is that it limits the opponent's ability to play. The disadvantages are mainly that you can't choose your tiles afterwards, and you have to teach your opponent how to play tenpai next time and deposit 1000 points. This, too, is a comparison in the end, but the advantages are so great that there is no problem with basic riichi. If you are in doubt, you should always remember to riichi, unless you are very sure about the situation. Then, under what circumstances do we not reach? It is when the advantage is small and the disadvantage is large. For example, if you have enough points, there is no advantage in increasing the number of points. If it is difficult for the other players to win the game, such as at the end of the game or at the end of the last round, it is difficult to expect the other players to limit their advantage. Also, if the game is at the end of a hand where 1000 points can change the ranking, the disadvantage will be greater, and it may be a loss to tell the player to make a tenpai when he is in the lead if he is aga. When these factors are combined and you can judge that riichi is a loss, you don't do it. Again, this is something I judge from experience... しぼるなDon't squeeze. 心得その8:しぼるな しぼるのは、特定状況下で使用するレアな戦略 Tip #8: Don't squeeze. Squeezing is a rare strategy used in specific situations. 相手に鳴かせないように打牌選択をすることをしぼると言うのだが、これは特定状況下で使用するレアな戦略なのだ。 相手に鳴かせないことが上手いというイメージやそれを美徳とするプレイヤーが意外と多いのだが、実は間違いなのだ。(あえて言い切るw) これは、トップを争っている相手など、アガられると不味い相手にのみ使う苦肉の策で、通常時はほとんど意味がない。 しぼりがどういった状況を作るか考えてみると、しぼっている側としぼられている側が損をして、残りの二人が得をするということなのだ。 だから、特定の相手に損を与えることが、自分の得になるという特殊状況だけの戦略なのだ。 むしろ、個人的には意図的には誰かに鳴かせることにより自分が得をするといった戦略のほうが頻度の高い 。 Choosing tiles so that the opponent does not ring is called squeezing, and this is a rare strategy used in specific situations. Surprisingly, there are many players who think that not allowing the opponent to ring is a virtue, but this is actually not true. (I dare to say it!) This is a desperate strategy used only against opponents who are in a race for the top position, or against opponents who would be disadvantaged by an aga-nai, and it is of little use under normal circumstances. If you think about how squeezing creates a situation, it means that the squeezer and the squeezed party lose money, and the other two gain. So it's a strategy only for special situations where giving a loss to a particular party is a gain for you. Rather, it is a strategy that is more frequent in which you personally gain by intentionally letting someone else ring.ベタオリの手順を知れKnow the Beta Ori Procedure. 心得その9:ベタオリの手順を知れ ベタオリはロジカルなもの、切る牌の順番が決まっている Tip #9: Know the procedure for getting a good hand. Getting a good hand is logical, and the order of tiles to be cut is fixed. オリるといっても、復活の可能性を考えたり、他家の動向などを考えるとアナログな要素もあるのだが、ベタオリはロジカルなものなのだ。 ほぼ一本道と言って良いし、誰もが同じになって不思議がない。そのくらい切る牌の順番が決まっているのだ。 まず、今切る牌は今だけ安全な牌。つまり、上家が切った牌に合わせ打ちするのだ。 ここで、下家に鳴かせたくないという意識は捨てよう。鳴かれてもいいじゃないか。むしろ鳴かせて放銃し合ってくれる可能性が高くなるのは得になる可能性が高い。 もし1巡手に留めてしまったら次の巡目はアタリ牌になっているかも知れないのだ。今切るしかない。 それが無ければ、リーチ(オリ対象)者の現物。 そして最後にとっておくのが完全安全牌。 完全安全牌は虎の子の安全牌。間違っても合わせ打ちできるときに切ってしまわないように! それらが無くなってしまったら、カベやスジに頼ろう。 カベやスジの比較は、経験を積めば嵌張・辺張・シャンポンの可能性、相手の手順、思惑で比較できるようになるはず。 Ori, though there is an analog element in considering the possibility of resurrection and the trends of other houses, beta ori is a logical one. It is almost a straight path, and it is no wonder that everyone follows the same path. The order of tiles to be cut is that fixed. First, the tile you cut now is the only safe tile for now. In other words, the player plays along with the tiles that the upper house has just cut. At this point, let go of the mindset that you don't want to let the player below you ring. It's okay if the player rings. In fact, it is more likely to benefit you if you let them ring and increase the possibility of them releasing each other's fire. If you hold the hand for one round, it might be an Atari tile in the next round. There is no choice but to cut now. If not, then the riichi player's actual hand. And finally, there is the completely safe tile. The perfect safety tile is the tiger's safety tile. Do not cut them when you can play together by mistake! If you lose them, rely on Kabe or Suji. As you gain experience, you will be able to compare KABE and SUJI with the possibility of SEITABE, HENCHANG, and CHAMPON, as well as with your opponent's procedures and intentions.ベタオリの優先順位Priority of Beta Ori上家が切った牌に合わせ打ちMatch the tiles cut by the player on topリーチ(オリ対象)者の現物Reach (Ori target) person in kind完全安全牌completely safe tileカベやスジwalls and stripsリスクを測れMeasure your risk. 心得その10:リスクを測れ 手役を狙うのが妥当か?攻めるか受けるか?選択のほとんどがリスクバランスに委ねられる。 Tip #10: Measure your risk. Is it reasonable to aim for a hand? To attack or to receive? Most of the choices are left to the balance of risk. 麻雀は実は第一打から放銃のリスクを負っているのだ。1巡目に切った北で役満に放銃する可能性も無くはないのだ。 そんなことを言っては切りが無いが、自分が負っているリスクが適正かどうかを測るゲームなのだ。 ただ少なくともトップ目はラス目よりもリスクを負うことが出来ない。ラス目は失う順位点(ウマ)は無く、素点についてくるもの(オ カ・ウマ)は大きいが、トップ目は逆なのだから… これが難しく一朝一夕にはいかないところなのだが、手役を狙うのが妥当かどうか?攻めるか受けるか?など、選択のほとんどがリスクバランスに委ねられる。 そして、この要素が他家の動向を測ったり、自分の選択を決める大きな要素になる。つまり、上手くなるためには場数を踏むしかないのだ。 どんな天才でも経験なくしてはバランス感覚を身につけることは出来ないのだから… In fact, mahjong is a game in which you risk a gunshot from the very first move, and there is no limit to the possibility that you might hit a yakuman with a North cut on the first round. It is a game of measuring whether the risk you are taking is appropriate or not. But at least the top rank cannot be risked more than the bottom rank. The last player has no ranking points to lose (uma) and has more points to gain (okama-uma), but the top player has the opposite... This is the difficult part, and it does not happen overnight, but is it appropriate to aim for teyaku or not? To attack or to receive? Most of the choices, such as whether to attack or receive, are left to the balance of risk. And this is a major factor in gauging the other players' moves and deciding your own choices. In other words, the only way to get good at it is to experience it. No genius can develop a sense of balance without experience... まとめsummary どうだったでしょうか。本当に強いプロの言葉だからこそ、鈴木氏のアドバイスはずっしりと読み応えのあるものだったと思います。 この10の心得を胸に秘め、明日からの麻雀ライフをより楽しんでみてはどうでしょうか!初心者の方やこれまで闇雲に楽しんでいたプレイヤーには大きな革新が訪れるやもしれませんよ!! それでは最後にもう一度 What did you think? I think Suzuki's advice is worth reading because it comes from a really strong professional. Why don't you take these 10 tips to heart and start enjoying your mahjong life more from tomorrow? If you are a beginner or a player who has been enjoying mahjong only in the dark, you may see a great revolution in your life! So, one last time 鈴木たろうプロが教える10の心得10 Tips from Tarou Suzuki, Pro.麻雀は選択のゲームであるMahjong is a game of choice遠慮をするなDon't be shy.オリるなDon't get out.5ブロック思考を身につけろLearn to think in five blocks.手役を狙うなDon't go for the hand.鳴きは早いか高いかSqueal fast or high.基本はリーチBasics are a reachしぼるなDon't squeeze.ベタオリの手順を知れKnow the Beta Ori Procedure.リスクを測れMeasure your risk.前人未踏の雀王3連覇の今最も旬で強い”鈴木たろうプロ”から初心者諸君へ、麻雀を上達させるためのアドバイスです!本当に強いプロが教える麻雀をプレイする上で必要な心得10項目!!Here is some advice for beginners on how to improve your mahjong game from Taro Suzuki, the most popular and strong mahjong pro of the moment, who has won the unprecedented Jan-Oh championship three times in a row! The 10 essential tips for playing Mahjong from a really strong pro!戦略strategy鈴木たろうTarou Suzuki鈴木たろうTarou Suzuki麻雀 上達Mahjong Improvement麻雀 戦略Mahjong Strategy
例)
例)Isolated tiles of the "Character Tiles"
Example.)1種類3枚3 sheets of 1 kind×3枚×x 3 sheetsPHRyPg==PHRyPg== 手牌は13枚しか持つことができないので、3枚使うブロックばかりで5ブロックを考えると数が合わなくなってしまう。なので、必ず1枚または2枚でのブロックも考える必要がある。 Since you can only have 13 tiles in your hand, if you consider a block of 5 with only 3 tiles used, the numbers will not match. Therefore, it is always necessary to consider blocks with 1 or 2 cards as well.特に、2枚構成で8枚の受け入れ牌がある「両面待ち」は優秀だ。Especially excellent is the "Double-Sided Waiting" with 8 accepted tiles in a 2-card configuration. 他にも、4~6枚の牌を使用し、2ブロック分に相当する形もある。 Other forms use four to six tiles and are equivalent to two blocks.PHRhYmxlIGNsYXNzPSJjZW50ZXIiPg==PHRhYmxlIGNsYXNzPSJjZW50ZXIiPg==PHRyPg==PHRyPg==
種類と数
Types and Numbers
例)
例)Ments + Both Sides + Twins
Example.)4種類13枚13 sheets of 4 types×4枚
例)'Mate Zhang + Mate Zhang + Tsushin + Tsushin'
Example.)4種類12枚12 sheets of 4 types×2枚
例)
これらの形を抑えておきより強いブロックを多く作るように心がけるようにすると良い。
余裕があれば受け入れ枚数を数えても良いだろう。
e.g.
.
It is advisable to keep these forms in mind and try to make more blocks with more strength.
If you can afford it, you can count the number of accepted tiles.22text-align:left;width:50%text-align:left;width:50%PHRyPg==PHRyPg==覚えておきたいコツTips to rememberトータルの受け入れ枚数を減らさないようにするDo not reduce the total number of cards accepted.対子があるブロックは2つにするようにするTry to make two blocks that have opposites.2面子+二二四⑦⑦⑧22(対子を含むブロックが3つ:受け入れ18枚)なら⑦切り(受け入れ18枚→16枚)If 2 Ments + 224 ⑦ ⑦ ⑧ 22 (3 blocks including a pair: 18 accepted), then Cut ⑦ (18 accepted → 16 accepted)2面子+二二四⑦⑦⑧23(対子を含むブロックが2つ:受け入れ24枚)なら四切り(受け入れ24枚→20枚)If 2 Ments + 2 2 4 ⑦ ⑦ ⑧ 23 (2 blocks including a pair: 24 cards accepted), then Cut 4 (24 cards accepted - 20 cards)手役を狙うなDon't go for the hand. 心得その5:手役を狙うな 現代の麻雀では手役はたまたまできるもの程度な考えで十分 Tip #5: Don't aim for a hand. In modern mahjong, it is enough to think of a hand as something you can do by chance. 手役は麻雀で高打点を叩き出すために必要なもの!なのは間違いないのだが、実は狙ってもそんなにできるものではないのだ。 特に、赤牌やご祝儀などが多い現代の麻雀では手役はたまたまできるもの程度な考えで十分通用するのだ。 さらに手役を狙いすぎると目先のアガリを逃してしまい、失点してしまうことさえある。諸刃の剣といえる。 ではどのように手役を狙うのかというと、手役を狙うためのロスと上手くいったときの見返りを比較しながら進めなければならない。 つまり、牌効率はもちろん経験からくる他家の対応なども把握していなければ、適正かどうかを測れないのだ。 だから、手なりで手を進めて気づいたら出来ていた、見えていた程度に留めるのが、ベターな選択だと思う。 Hand Yaku is necessary to get a high score in Mahjong! There is no doubt that teyaku is necessary to get a high hit in mahjong, but in fact, it is not that easy to get it even if you aim for it. Especially in today's mahjong, where red tiles and congratulatory gifts are common, it is quite acceptable to think of te yaku as something that can be done by chance. Moreover, if you aim too much for te yaku, you may miss an immediate win and even lose a point. It is a double-edged sword. How to go for the hand, then, is a matter of weighing the loss of going for the hand against the reward of a successful outcome. In other words, it is impossible to measure the appropriateness of a hand without knowing the efficiency of the tiles as well as the responses of other players based on their experience. Therefore, I think it is a better choice to play a hand as you go along, and only to the extent that you find yourself able to do so or see it.鳴きは早いか高いかSqueal fast or high. 心得その6:鳴きは早いか高いか 鳴きは、速いアガリが期待できるとき、高打点が期待できるとき。それ以外の鳴きはあまりおススメできない。 Naru is only recommended when you expect to get a fast win or a high score. Other than that, Naruto is not recommended. 麻雀にはポン/チーなどの鳴きが存在する。そしてこれが勝敗を大きく分ける要素の一つなのだ。 かといって何でも鳴いていては損になってしまう。 でもやってみなくちゃ判らないじゃないか?まったくその通りだと思う。余裕があればぜひやってみてほしい。その方が引き出しが増えて将来の糧になるだろう。 ただ、手っ取り早く勝ちたい人のために一つの指針を示しておこう。 一つは速いアガリが期待できるとき。 加点は少なくても、他家のチャンス手を潰せるし、局も消化できる。ローリスクなわけだし… もう一つは高打点が期待できるとき。 特にホンイツがおススメ。手役は狙うなと書いたけど、ホンイツは比較的お得な役だと思う。 役牌と絡めると満貫クラスが簡単に狙えるし、自分の狙いが他家にわかり易い分、他家の対応もわかり易い。ある意味リスク回避にもなる。 それ以外の鳴きはあまりおススメできない。 相手がリスクに敏感なタイプならば相手を下ろす価値を得られるが、攻めてこられた場合こちらのリスクが増えてしまう。 In Mahjong, there are pon/chee and other nari. This is one of the factors that make the difference between winning and losing. However, if you do not try every kind of ringing, you will lose money. But you never know unless you try, right? I think you are absolutely right. If you can afford it, please give it a try. If you can afford it, you should definitely give it a try, because you will be able to get more out of it and it will be good for your future. However, for those who want to win quickly, let me give you a guideline. One is when you can expect to win quickly. You may not get many points, but you can kill the other players' chance moves, and you can also digest the game. It is low risk... The other is when you expect to get a high hit. In particular, Hongitsu is recommended. I wrote that you should not aim for hand yaku, but I think Hongitsu is a relatively good value. If you combine it with Yaku tiles, you can easily aim for Man-an class, and since it is easy for other players to know what you are aiming for, it is also easy for other players to know how to respond. In a sense, it is also a risk avoidance. Other than that, I don't recommend Naru. If the opponent is a risk-sensitive type of player, you can get the value of putting him down, but if he attacks you, your risk will increase.基本はリーチBasics are a reach 心得その7:基本はリーチ リーチはデメリットもあるが、基本的にメリットの方が大きい。 The basic principle of riichi has some disadvantages, but the advantages are basically greater. リーチのメリットは大きく二つ。 一つは、1翻しばりを含め翻数をアップさせること。 リーチの1翻以外にも一発や裏ドラが期待できるので、アガリ点を高くすることが出来る。 もう一つは、テンパイを知らせること。 なぜテンパイを知らせることがメリットなのか?と思うかもしれないが、これは相手にリスクを提示することを意味する。 相手に伸び伸び打たせない、制限を与えることがメリットになるのだ。 そしてデメリットは、主に以降打牌選択ができないことで、次にテンパイを教えることと1000点供託しなければならないことくらい。 これも、結局は比較なの だが、メリットが大きすぎるので、基本リーチで問題ない。 よほどでない限り迷ったらリーチと覚えておこう。ではどんな状況だとリーチしないのか? それは、メリットが少ないときとデメリットが大きいとき。 例えば、打点が十分であれば打点アップのメリットはない。微差のオーラスや終局間際など、他家がオリ難い状況であれば、相手に制限を与えるのは期待し難い。 また、1000点で順位が変わってしまうようなオーラスならデメリットは大きくなるし、アガればトップの局面でテンパイを教えてしまうことは損になりかねない。 これらの要素を複合して、リーチが損だと判断できたときにしないのだ。 これも経験から判断するものだけど… There are two major advantages of riichi. One is to increase the number of yans, including 1 fan. In addition to 1 fan of riichi, ippan and uradora can also be expected, so the points for winning the hand can be higher. The second is to announce the hand as "Tempai". Why is it advantageous to announce the hand as "tenpai"? You may ask, "Why is it an advantage to let the opponent know that you are about to make a move? The advantage is that it limits the opponent's ability to play. The disadvantages are mainly that you can't choose your tiles afterwards, and you have to teach your opponent how to play tenpai next time and deposit 1000 points. This, too, is a comparison in the end, but the advantages are so great that there is no problem with basic riichi. If you are in doubt, you should always remember to riichi, unless you are very sure about the situation. Then, under what circumstances do we not reach? It is when the advantage is small and the disadvantage is large. For example, if you have enough points, there is no advantage in increasing the number of points. If it is difficult for the other players to win the game, such as at the end of the game or at the end of the last round, it is difficult to expect the other players to limit their advantage. Also, if the game is at the end of a hand where 1000 points can change the ranking, the disadvantage will be greater, and it may be a loss to tell the player to make a tenpai when he is in the lead if he is aga. When these factors are combined and you can judge that riichi is a loss, you don't do it. Again, this is something I judge from experience... しぼるなDon't squeeze. 心得その8:しぼるな しぼるのは、特定状況下で使用するレアな戦略 Tip #8: Don't squeeze. Squeezing is a rare strategy used in specific situations. 相手に鳴かせないように打牌選択をすることをしぼると言うのだが、これは特定状況下で使用するレアな戦略なのだ。 相手に鳴かせないことが上手いというイメージやそれを美徳とするプレイヤーが意外と多いのだが、実は間違いなのだ。(あえて言い切るw) これは、トップを争っている相手など、アガられると不味い相手にのみ使う苦肉の策で、通常時はほとんど意味がない。 しぼりがどういった状況を作るか考えてみると、しぼっている側としぼられている側が損をして、残りの二人が得をするということなのだ。 だから、特定の相手に損を与えることが、自分の得になるという特殊状況だけの戦略なのだ。 むしろ、個人的には意図的には誰かに鳴かせることにより自分が得をするといった戦略のほうが頻度の高い 。 Choosing tiles so that the opponent does not ring is called squeezing, and this is a rare strategy used in specific situations. Surprisingly, there are many players who think that not allowing the opponent to ring is a virtue, but this is actually not true. (I dare to say it!) This is a desperate strategy used only against opponents who are in a race for the top position, or against opponents who would be disadvantaged by an aga-nai, and it is of little use under normal circumstances. If you think about how squeezing creates a situation, it means that the squeezer and the squeezed party lose money, and the other two gain. So it's a strategy only for special situations where giving a loss to a particular party is a gain for you. Rather, it is a strategy that is more frequent in which you personally gain by intentionally letting someone else ring.ベタオリの手順を知れKnow the Beta Ori Procedure. 心得その9:ベタオリの手順を知れ ベタオリはロジカルなもの、切る牌の順番が決まっている Tip #9: Know the procedure for getting a good hand. Getting a good hand is logical, and the order of tiles to be cut is fixed. オリるといっても、復活の可能性を考えたり、他家の動向などを考えるとアナログな要素もあるのだが、ベタオリはロジカルなものなのだ。 ほぼ一本道と言って良いし、誰もが同じになって不思議がない。そのくらい切る牌の順番が決まっているのだ。 まず、今切る牌は今だけ安全な牌。つまり、上家が切った牌に合わせ打ちするのだ。 ここで、下家に鳴かせたくないという意識は捨てよう。鳴かれてもいいじゃないか。むしろ鳴かせて放銃し合ってくれる可能性が高くなるのは得になる可能性が高い。 もし1巡手に留めてしまったら次の巡目はアタリ牌になっているかも知れないのだ。今切るしかない。 それが無ければ、リーチ(オリ対象)者の現物。 そして最後にとっておくのが完全安全牌。 完全安全牌は虎の子の安全牌。間違っても合わせ打ちできるときに切ってしまわないように! それらが無くなってしまったら、カベやスジに頼ろう。 カベやスジの比較は、経験を積めば嵌張・辺張・シャンポンの可能性、相手の手順、思惑で比較できるようになるはず。 Ori, though there is an analog element in considering the possibility of resurrection and the trends of other houses, beta ori is a logical one. It is almost a straight path, and it is no wonder that everyone follows the same path. The order of tiles to be cut is that fixed. First, the tile you cut now is the only safe tile for now. In other words, the player plays along with the tiles that the upper house has just cut. At this point, let go of the mindset that you don't want to let the player below you ring. It's okay if the player rings. In fact, it is more likely to benefit you if you let them ring and increase the possibility of them releasing each other's fire. If you hold the hand for one round, it might be an Atari tile in the next round. There is no choice but to cut now. If not, then the riichi player's actual hand. And finally, there is the completely safe tile. The perfect safety tile is the tiger's safety tile. Do not cut them when you can play together by mistake! If you lose them, rely on Kabe or Suji. As you gain experience, you will be able to compare KABE and SUJI with the possibility of SEITABE, HENCHANG, and CHAMPON, as well as with your opponent's procedures and intentions.ベタオリの優先順位Priority of Beta Ori上家が切った牌に合わせ打ちMatch the tiles cut by the player on topリーチ(オリ対象)者の現物Reach (Ori target) person in kind完全安全牌completely safe tileカベやスジwalls and stripsリスクを測れMeasure your risk. 心得その10:リスクを測れ 手役を狙うのが妥当か?攻めるか受けるか?選択のほとんどがリスクバランスに委ねられる。 Tip #10: Measure your risk. Is it reasonable to aim for a hand? To attack or to receive? Most of the choices are left to the balance of risk. 麻雀は実は第一打から放銃のリスクを負っているのだ。1巡目に切った北で役満に放銃する可能性も無くはないのだ。 そんなことを言っては切りが無いが、自分が負っているリスクが適正かどうかを測るゲームなのだ。 ただ少なくともトップ目はラス目よりもリスクを負うことが出来ない。ラス目は失う順位点(ウマ)は無く、素点についてくるもの(オ カ・ウマ)は大きいが、トップ目は逆なのだから… これが難しく一朝一夕にはいかないところなのだが、手役を狙うのが妥当かどうか?攻めるか受けるか?など、選択のほとんどがリスクバランスに委ねられる。 そして、この要素が他家の動向を測ったり、自分の選択を決める大きな要素になる。つまり、上手くなるためには場数を踏むしかないのだ。 どんな天才でも経験なくしてはバランス感覚を身につけることは出来ないのだから… In fact, mahjong is a game in which you risk a gunshot from the very first move, and there is no limit to the possibility that you might hit a yakuman with a North cut on the first round. It is a game of measuring whether the risk you are taking is appropriate or not. But at least the top rank cannot be risked more than the bottom rank. The last player has no ranking points to lose (uma) and has more points to gain (okama-uma), but the top player has the opposite... This is the difficult part, and it does not happen overnight, but is it appropriate to aim for teyaku or not? To attack or to receive? Most of the choices, such as whether to attack or receive, are left to the balance of risk. And this is a major factor in gauging the other players' moves and deciding your own choices. In other words, the only way to get good at it is to experience it. No genius can develop a sense of balance without experience... まとめsummary どうだったでしょうか。本当に強いプロの言葉だからこそ、鈴木氏のアドバイスはずっしりと読み応えのあるものだったと思います。 この10の心得を胸に秘め、明日からの麻雀ライフをより楽しんでみてはどうでしょうか!初心者の方やこれまで闇雲に楽しんでいたプレイヤーには大きな革新が訪れるやもしれませんよ!! それでは最後にもう一度 What did you think? I think Suzuki's advice is worth reading because it comes from a really strong professional. Why don't you take these 10 tips to heart and start enjoying your mahjong life more from tomorrow? If you are a beginner or a player who has been enjoying mahjong only in the dark, you may see a great revolution in your life! So, one last time 鈴木たろうプロが教える10の心得10 Tips from Tarou Suzuki, Pro.麻雀は選択のゲームであるMahjong is a game of choice遠慮をするなDon't be shy.オリるなDon't get out.5ブロック思考を身につけろLearn to think in five blocks.手役を狙うなDon't go for the hand.鳴きは早いか高いかSqueal fast or high.基本はリーチBasics are a reachしぼるなDon't squeeze.ベタオリの手順を知れKnow the Beta Ori Procedure.リスクを測れMeasure your risk.前人未踏の雀王3連覇の今最も旬で強い”鈴木たろうプロ”から初心者諸君へ、麻雀を上達させるためのアドバイスです!本当に強いプロが教える麻雀をプレイする上で必要な心得10項目!!Here is some advice for beginners on how to improve your mahjong game from Taro Suzuki, the most popular and strong mahjong pro of the moment, who has won the unprecedented Jan-Oh championship three times in a row! The 10 essential tips for playing Mahjong from a really strong pro!戦略strategy鈴木たろうTarou Suzuki鈴木たろうTarou Suzuki麻雀 上達Mahjong Improvement麻雀 戦略Mahjong Strategy
例)Isolated tiles of the "Character Tiles"
Example.)1種類3枚3 sheets of 1 kind×3枚×x 3 sheetsPHRyPg==PHRyPg== 手牌は13枚しか持つことができないので、3枚使うブロックばかりで5ブロックを考えると数が合わなくなってしまう。なので、必ず1枚または2枚でのブロックも考える必要がある。 Since you can only have 13 tiles in your hand, if you consider a block of 5 with only 3 tiles used, the numbers will not match. Therefore, it is always necessary to consider blocks with 1 or 2 cards as well.特に、2枚構成で8枚の受け入れ牌がある「両面待ち」は優秀だ。Especially excellent is the "Double-Sided Waiting" with 8 accepted tiles in a 2-card configuration. 他にも、4~6枚の牌を使用し、2ブロック分に相当する形もある。 Other forms use four to six tiles and are equivalent to two blocks.PHRhYmxlIGNsYXNzPSJjZW50ZXIiPg==PHRhYmxlIGNsYXNzPSJjZW50ZXIiPg==PHRyPg==PHRyPg==
種類と数
Types and Numbers
例)
例)Ments + Both Sides + Twins
Example.)4種類13枚13 sheets of 4 types×4枚
例)'Mate Zhang + Mate Zhang + Tsushin + Tsushin'
Example.)4種類12枚12 sheets of 4 types×2枚
例)
これらの形を抑えておきより強いブロックを多く作るように心がけるようにすると良い。
余裕があれば受け入れ枚数を数えても良いだろう。
e.g.
.
It is advisable to keep these forms in mind and try to make more blocks with more strength.
If you can afford it, you can count the number of accepted tiles.22text-align:left;width:50%text-align:left;width:50%PHRyPg==PHRyPg==覚えておきたいコツTips to rememberトータルの受け入れ枚数を減らさないようにするDo not reduce the total number of cards accepted.対子があるブロックは2つにするようにするTry to make two blocks that have opposites.2面子+二二四⑦⑦⑧22(対子を含むブロックが3つ:受け入れ18枚)なら⑦切り(受け入れ18枚→16枚)If 2 Ments + 224 ⑦ ⑦ ⑧ 22 (3 blocks including a pair: 18 accepted), then Cut ⑦ (18 accepted → 16 accepted)2面子+二二四⑦⑦⑧23(対子を含むブロックが2つ:受け入れ24枚)なら四切り(受け入れ24枚→20枚)If 2 Ments + 2 2 4 ⑦ ⑦ ⑧ 23 (2 blocks including a pair: 24 cards accepted), then Cut 4 (24 cards accepted - 20 cards)手役を狙うなDon't go for the hand. 心得その5:手役を狙うな 現代の麻雀では手役はたまたまできるもの程度な考えで十分 Tip #5: Don't aim for a hand. In modern mahjong, it is enough to think of a hand as something you can do by chance. 手役は麻雀で高打点を叩き出すために必要なもの!なのは間違いないのだが、実は狙ってもそんなにできるものではないのだ。 特に、赤牌やご祝儀などが多い現代の麻雀では手役はたまたまできるもの程度な考えで十分通用するのだ。 さらに手役を狙いすぎると目先のアガリを逃してしまい、失点してしまうことさえある。諸刃の剣といえる。 ではどのように手役を狙うのかというと、手役を狙うためのロスと上手くいったときの見返りを比較しながら進めなければならない。 つまり、牌効率はもちろん経験からくる他家の対応なども把握していなければ、適正かどうかを測れないのだ。 だから、手なりで手を進めて気づいたら出来ていた、見えていた程度に留めるのが、ベターな選択だと思う。 Hand Yaku is necessary to get a high score in Mahjong! There is no doubt that teyaku is necessary to get a high hit in mahjong, but in fact, it is not that easy to get it even if you aim for it. Especially in today's mahjong, where red tiles and congratulatory gifts are common, it is quite acceptable to think of te yaku as something that can be done by chance. Moreover, if you aim too much for te yaku, you may miss an immediate win and even lose a point. It is a double-edged sword. How to go for the hand, then, is a matter of weighing the loss of going for the hand against the reward of a successful outcome. In other words, it is impossible to measure the appropriateness of a hand without knowing the efficiency of the tiles as well as the responses of other players based on their experience. Therefore, I think it is a better choice to play a hand as you go along, and only to the extent that you find yourself able to do so or see it.鳴きは早いか高いかSqueal fast or high. 心得その6:鳴きは早いか高いか 鳴きは、速いアガリが期待できるとき、高打点が期待できるとき。それ以外の鳴きはあまりおススメできない。 Naru is only recommended when you expect to get a fast win or a high score. Other than that, Naruto is not recommended. 麻雀にはポン/チーなどの鳴きが存在する。そしてこれが勝敗を大きく分ける要素の一つなのだ。 かといって何でも鳴いていては損になってしまう。 でもやってみなくちゃ判らないじゃないか?まったくその通りだと思う。余裕があればぜひやってみてほしい。その方が引き出しが増えて将来の糧になるだろう。 ただ、手っ取り早く勝ちたい人のために一つの指針を示しておこう。 一つは速いアガリが期待できるとき。 加点は少なくても、他家のチャンス手を潰せるし、局も消化できる。ローリスクなわけだし… もう一つは高打点が期待できるとき。 特にホンイツがおススメ。手役は狙うなと書いたけど、ホンイツは比較的お得な役だと思う。 役牌と絡めると満貫クラスが簡単に狙えるし、自分の狙いが他家にわかり易い分、他家の対応もわかり易い。ある意味リスク回避にもなる。 それ以外の鳴きはあまりおススメできない。 相手がリスクに敏感なタイプならば相手を下ろす価値を得られるが、攻めてこられた場合こちらのリスクが増えてしまう。 In Mahjong, there are pon/chee and other nari. This is one of the factors that make the difference between winning and losing. However, if you do not try every kind of ringing, you will lose money. But you never know unless you try, right? I think you are absolutely right. If you can afford it, please give it a try. If you can afford it, you should definitely give it a try, because you will be able to get more out of it and it will be good for your future. However, for those who want to win quickly, let me give you a guideline. One is when you can expect to win quickly. You may not get many points, but you can kill the other players' chance moves, and you can also digest the game. It is low risk... The other is when you expect to get a high hit. In particular, Hongitsu is recommended. I wrote that you should not aim for hand yaku, but I think Hongitsu is a relatively good value. If you combine it with Yaku tiles, you can easily aim for Man-an class, and since it is easy for other players to know what you are aiming for, it is also easy for other players to know how to respond. In a sense, it is also a risk avoidance. Other than that, I don't recommend Naru. If the opponent is a risk-sensitive type of player, you can get the value of putting him down, but if he attacks you, your risk will increase.基本はリーチBasics are a reach 心得その7:基本はリーチ リーチはデメリットもあるが、基本的にメリットの方が大きい。 The basic principle of riichi has some disadvantages, but the advantages are basically greater. リーチのメリットは大きく二つ。 一つは、1翻しばりを含め翻数をアップさせること。 リーチの1翻以外にも一発や裏ドラが期待できるので、アガリ点を高くすることが出来る。 もう一つは、テンパイを知らせること。 なぜテンパイを知らせることがメリットなのか?と思うかもしれないが、これは相手にリスクを提示することを意味する。 相手に伸び伸び打たせない、制限を与えることがメリットになるのだ。 そしてデメリットは、主に以降打牌選択ができないことで、次にテンパイを教えることと1000点供託しなければならないことくらい。 これも、結局は比較なの だが、メリットが大きすぎるので、基本リーチで問題ない。 よほどでない限り迷ったらリーチと覚えておこう。ではどんな状況だとリーチしないのか? それは、メリットが少ないときとデメリットが大きいとき。 例えば、打点が十分であれば打点アップのメリットはない。微差のオーラスや終局間際など、他家がオリ難い状況であれば、相手に制限を与えるのは期待し難い。 また、1000点で順位が変わってしまうようなオーラスならデメリットは大きくなるし、アガればトップの局面でテンパイを教えてしまうことは損になりかねない。 これらの要素を複合して、リーチが損だと判断できたときにしないのだ。 これも経験から判断するものだけど… There are two major advantages of riichi. One is to increase the number of yans, including 1 fan. In addition to 1 fan of riichi, ippan and uradora can also be expected, so the points for winning the hand can be higher. The second is to announce the hand as "Tempai". Why is it advantageous to announce the hand as "tenpai"? You may ask, "Why is it an advantage to let the opponent know that you are about to make a move? The advantage is that it limits the opponent's ability to play. The disadvantages are mainly that you can't choose your tiles afterwards, and you have to teach your opponent how to play tenpai next time and deposit 1000 points. This, too, is a comparison in the end, but the advantages are so great that there is no problem with basic riichi. If you are in doubt, you should always remember to riichi, unless you are very sure about the situation. Then, under what circumstances do we not reach? It is when the advantage is small and the disadvantage is large. For example, if you have enough points, there is no advantage in increasing the number of points. If it is difficult for the other players to win the game, such as at the end of the game or at the end of the last round, it is difficult to expect the other players to limit their advantage. Also, if the game is at the end of a hand where 1000 points can change the ranking, the disadvantage will be greater, and it may be a loss to tell the player to make a tenpai when he is in the lead if he is aga. When these factors are combined and you can judge that riichi is a loss, you don't do it. Again, this is something I judge from experience... しぼるなDon't squeeze. 心得その8:しぼるな しぼるのは、特定状況下で使用するレアな戦略 Tip #8: Don't squeeze. Squeezing is a rare strategy used in specific situations. 相手に鳴かせないように打牌選択をすることをしぼると言うのだが、これは特定状況下で使用するレアな戦略なのだ。 相手に鳴かせないことが上手いというイメージやそれを美徳とするプレイヤーが意外と多いのだが、実は間違いなのだ。(あえて言い切るw) これは、トップを争っている相手など、アガられると不味い相手にのみ使う苦肉の策で、通常時はほとんど意味がない。 しぼりがどういった状況を作るか考えてみると、しぼっている側としぼられている側が損をして、残りの二人が得をするということなのだ。 だから、特定の相手に損を与えることが、自分の得になるという特殊状況だけの戦略なのだ。 むしろ、個人的には意図的には誰かに鳴かせることにより自分が得をするといった戦略のほうが頻度の高い 。 Choosing tiles so that the opponent does not ring is called squeezing, and this is a rare strategy used in specific situations. Surprisingly, there are many players who think that not allowing the opponent to ring is a virtue, but this is actually not true. (I dare to say it!) This is a desperate strategy used only against opponents who are in a race for the top position, or against opponents who would be disadvantaged by an aga-nai, and it is of little use under normal circumstances. If you think about how squeezing creates a situation, it means that the squeezer and the squeezed party lose money, and the other two gain. So it's a strategy only for special situations where giving a loss to a particular party is a gain for you. Rather, it is a strategy that is more frequent in which you personally gain by intentionally letting someone else ring.ベタオリの手順を知れKnow the Beta Ori Procedure. 心得その9:ベタオリの手順を知れ ベタオリはロジカルなもの、切る牌の順番が決まっている Tip #9: Know the procedure for getting a good hand. Getting a good hand is logical, and the order of tiles to be cut is fixed. オリるといっても、復活の可能性を考えたり、他家の動向などを考えるとアナログな要素もあるのだが、ベタオリはロジカルなものなのだ。 ほぼ一本道と言って良いし、誰もが同じになって不思議がない。そのくらい切る牌の順番が決まっているのだ。 まず、今切る牌は今だけ安全な牌。つまり、上家が切った牌に合わせ打ちするのだ。 ここで、下家に鳴かせたくないという意識は捨てよう。鳴かれてもいいじゃないか。むしろ鳴かせて放銃し合ってくれる可能性が高くなるのは得になる可能性が高い。 もし1巡手に留めてしまったら次の巡目はアタリ牌になっているかも知れないのだ。今切るしかない。 それが無ければ、リーチ(オリ対象)者の現物。 そして最後にとっておくのが完全安全牌。 完全安全牌は虎の子の安全牌。間違っても合わせ打ちできるときに切ってしまわないように! それらが無くなってしまったら、カベやスジに頼ろう。 カベやスジの比較は、経験を積めば嵌張・辺張・シャンポンの可能性、相手の手順、思惑で比較できるようになるはず。 Ori, though there is an analog element in considering the possibility of resurrection and the trends of other houses, beta ori is a logical one. It is almost a straight path, and it is no wonder that everyone follows the same path. The order of tiles to be cut is that fixed. First, the tile you cut now is the only safe tile for now. In other words, the player plays along with the tiles that the upper house has just cut. At this point, let go of the mindset that you don't want to let the player below you ring. It's okay if the player rings. In fact, it is more likely to benefit you if you let them ring and increase the possibility of them releasing each other's fire. If you hold the hand for one round, it might be an Atari tile in the next round. There is no choice but to cut now. If not, then the riichi player's actual hand. And finally, there is the completely safe tile. The perfect safety tile is the tiger's safety tile. Do not cut them when you can play together by mistake! If you lose them, rely on Kabe or Suji. As you gain experience, you will be able to compare KABE and SUJI with the possibility of SEITABE, HENCHANG, and CHAMPON, as well as with your opponent's procedures and intentions.ベタオリの優先順位Priority of Beta Ori上家が切った牌に合わせ打ちMatch the tiles cut by the player on topリーチ(オリ対象)者の現物Reach (Ori target) person in kind完全安全牌completely safe tileカベやスジwalls and stripsリスクを測れMeasure your risk. 心得その10:リスクを測れ 手役を狙うのが妥当か?攻めるか受けるか?選択のほとんどがリスクバランスに委ねられる。 Tip #10: Measure your risk. Is it reasonable to aim for a hand? To attack or to receive? Most of the choices are left to the balance of risk. 麻雀は実は第一打から放銃のリスクを負っているのだ。1巡目に切った北で役満に放銃する可能性も無くはないのだ。 そんなことを言っては切りが無いが、自分が負っているリスクが適正かどうかを測るゲームなのだ。 ただ少なくともトップ目はラス目よりもリスクを負うことが出来ない。ラス目は失う順位点(ウマ)は無く、素点についてくるもの(オ カ・ウマ)は大きいが、トップ目は逆なのだから… これが難しく一朝一夕にはいかないところなのだが、手役を狙うのが妥当かどうか?攻めるか受けるか?など、選択のほとんどがリスクバランスに委ねられる。 そして、この要素が他家の動向を測ったり、自分の選択を決める大きな要素になる。つまり、上手くなるためには場数を踏むしかないのだ。 どんな天才でも経験なくしてはバランス感覚を身につけることは出来ないのだから… In fact, mahjong is a game in which you risk a gunshot from the very first move, and there is no limit to the possibility that you might hit a yakuman with a North cut on the first round. It is a game of measuring whether the risk you are taking is appropriate or not. But at least the top rank cannot be risked more than the bottom rank. The last player has no ranking points to lose (uma) and has more points to gain (okama-uma), but the top player has the opposite... This is the difficult part, and it does not happen overnight, but is it appropriate to aim for teyaku or not? To attack or to receive? Most of the choices, such as whether to attack or receive, are left to the balance of risk. And this is a major factor in gauging the other players' moves and deciding your own choices. In other words, the only way to get good at it is to experience it. No genius can develop a sense of balance without experience... まとめsummary どうだったでしょうか。本当に強いプロの言葉だからこそ、鈴木氏のアドバイスはずっしりと読み応えのあるものだったと思います。 この10の心得を胸に秘め、明日からの麻雀ライフをより楽しんでみてはどうでしょうか!初心者の方やこれまで闇雲に楽しんでいたプレイヤーには大きな革新が訪れるやもしれませんよ!! それでは最後にもう一度 What did you think? I think Suzuki's advice is worth reading because it comes from a really strong professional. Why don't you take these 10 tips to heart and start enjoying your mahjong life more from tomorrow? If you are a beginner or a player who has been enjoying mahjong only in the dark, you may see a great revolution in your life! So, one last time 鈴木たろうプロが教える10の心得10 Tips from Tarou Suzuki, Pro.麻雀は選択のゲームであるMahjong is a game of choice遠慮をするなDon't be shy.オリるなDon't get out.5ブロック思考を身につけろLearn to think in five blocks.手役を狙うなDon't go for the hand.鳴きは早いか高いかSqueal fast or high.基本はリーチBasics are a reachしぼるなDon't squeeze.ベタオリの手順を知れKnow the Beta Ori Procedure.リスクを測れMeasure your risk.前人未踏の雀王3連覇の今最も旬で強い”鈴木たろうプロ”から初心者諸君へ、麻雀を上達させるためのアドバイスです!本当に強いプロが教える麻雀をプレイする上で必要な心得10項目!!Here is some advice for beginners on how to improve your mahjong game from Taro Suzuki, the most popular and strong mahjong pro of the moment, who has won the unprecedented Jan-Oh championship three times in a row! The 10 essential tips for playing Mahjong from a really strong pro!戦略strategy鈴木たろうTarou Suzuki鈴木たろうTarou Suzuki麻雀 上達Mahjong Improvement麻雀 戦略Mahjong Strategy
Example.)3 sheets of 1 kind×x 3 sheetsPHRyPg== Since you can only have 13 tiles in your hand, if you consider a block of 5 with only 3 tiles used, the numbers will not match. Therefore, it is always necessary to consider blocks with 1 or 2 cards as well.Especially excellent is the "Double-Sided Waiting" with 8 accepted tiles in a 2-card configuration. Other forms use four to six tiles and are equivalent to two blocks.PHRhYmxlIGNsYXNzPSJjZW50ZXIiPg==PHRyPg==
Types and Numbers
例)Ments + Both Sides + Twins
Example.)4種類13枚13 sheets of 4 types×4枚
例)'Mate Zhang + Mate Zhang + Tsushin + Tsushin'
Example.)4種類12枚12 sheets of 4 types×2枚
例)
これらの形を抑えておきより強いブロックを多く作るように心がけるようにすると良い。
余裕があれば受け入れ枚数を数えても良いだろう。
e.g.
.
It is advisable to keep these forms in mind and try to make more blocks with more strength.
If you can afford it, you can count the number of accepted tiles.22text-align:left;width:50%text-align:left;width:50%PHRyPg==PHRyPg==覚えておきたいコツTips to rememberトータルの受け入れ枚数を減らさないようにするDo not reduce the total number of cards accepted.対子があるブロックは2つにするようにするTry to make two blocks that have opposites.2面子+二二四⑦⑦⑧22(対子を含むブロックが3つ:受け入れ18枚)なら⑦切り(受け入れ18枚→16枚)If 2 Ments + 224 ⑦ ⑦ ⑧ 22 (3 blocks including a pair: 18 accepted), then Cut ⑦ (18 accepted → 16 accepted)2面子+二二四⑦⑦⑧23(対子を含むブロックが2つ:受け入れ24枚)なら四切り(受け入れ24枚→20枚)If 2 Ments + 2 2 4 ⑦ ⑦ ⑧ 23 (2 blocks including a pair: 24 cards accepted), then Cut 4 (24 cards accepted - 20 cards)手役を狙うなDon't go for the hand. 心得その5:手役を狙うな 現代の麻雀では手役はたまたまできるもの程度な考えで十分 Tip #5: Don't aim for a hand. In modern mahjong, it is enough to think of a hand as something you can do by chance. 手役は麻雀で高打点を叩き出すために必要なもの!なのは間違いないのだが、実は狙ってもそんなにできるものではないのだ。 特に、赤牌やご祝儀などが多い現代の麻雀では手役はたまたまできるもの程度な考えで十分通用するのだ。 さらに手役を狙いすぎると目先のアガリを逃してしまい、失点してしまうことさえある。諸刃の剣といえる。 ではどのように手役を狙うのかというと、手役を狙うためのロスと上手くいったときの見返りを比較しながら進めなければならない。 つまり、牌効率はもちろん経験からくる他家の対応なども把握していなければ、適正かどうかを測れないのだ。 だから、手なりで手を進めて気づいたら出来ていた、見えていた程度に留めるのが、ベターな選択だと思う。 Hand Yaku is necessary to get a high score in Mahjong! There is no doubt that teyaku is necessary to get a high hit in mahjong, but in fact, it is not that easy to get it even if you aim for it. Especially in today's mahjong, where red tiles and congratulatory gifts are common, it is quite acceptable to think of te yaku as something that can be done by chance. Moreover, if you aim too much for te yaku, you may miss an immediate win and even lose a point. It is a double-edged sword. How to go for the hand, then, is a matter of weighing the loss of going for the hand against the reward of a successful outcome. In other words, it is impossible to measure the appropriateness of a hand without knowing the efficiency of the tiles as well as the responses of other players based on their experience. Therefore, I think it is a better choice to play a hand as you go along, and only to the extent that you find yourself able to do so or see it.鳴きは早いか高いかSqueal fast or high. 心得その6:鳴きは早いか高いか 鳴きは、速いアガリが期待できるとき、高打点が期待できるとき。それ以外の鳴きはあまりおススメできない。 Naru is only recommended when you expect to get a fast win or a high score. Other than that, Naruto is not recommended. 麻雀にはポン/チーなどの鳴きが存在する。そしてこれが勝敗を大きく分ける要素の一つなのだ。 かといって何でも鳴いていては損になってしまう。 でもやってみなくちゃ判らないじゃないか?まったくその通りだと思う。余裕があればぜひやってみてほしい。その方が引き出しが増えて将来の糧になるだろう。 ただ、手っ取り早く勝ちたい人のために一つの指針を示しておこう。 一つは速いアガリが期待できるとき。 加点は少なくても、他家のチャンス手を潰せるし、局も消化できる。ローリスクなわけだし… もう一つは高打点が期待できるとき。 特にホンイツがおススメ。手役は狙うなと書いたけど、ホンイツは比較的お得な役だと思う。 役牌と絡めると満貫クラスが簡単に狙えるし、自分の狙いが他家にわかり易い分、他家の対応もわかり易い。ある意味リスク回避にもなる。 それ以外の鳴きはあまりおススメできない。 相手がリスクに敏感なタイプならば相手を下ろす価値を得られるが、攻めてこられた場合こちらのリスクが増えてしまう。 In Mahjong, there are pon/chee and other nari. This is one of the factors that make the difference between winning and losing. However, if you do not try every kind of ringing, you will lose money. But you never know unless you try, right? I think you are absolutely right. If you can afford it, please give it a try. If you can afford it, you should definitely give it a try, because you will be able to get more out of it and it will be good for your future. However, for those who want to win quickly, let me give you a guideline. One is when you can expect to win quickly. You may not get many points, but you can kill the other players' chance moves, and you can also digest the game. It is low risk... The other is when you expect to get a high hit. In particular, Hongitsu is recommended. I wrote that you should not aim for hand yaku, but I think Hongitsu is a relatively good value. If you combine it with Yaku tiles, you can easily aim for Man-an class, and since it is easy for other players to know what you are aiming for, it is also easy for other players to know how to respond. In a sense, it is also a risk avoidance. Other than that, I don't recommend Naru. If the opponent is a risk-sensitive type of player, you can get the value of putting him down, but if he attacks you, your risk will increase.基本はリーチBasics are a reach 心得その7:基本はリーチ リーチはデメリットもあるが、基本的にメリットの方が大きい。 The basic principle of riichi has some disadvantages, but the advantages are basically greater. リーチのメリットは大きく二つ。 一つは、1翻しばりを含め翻数をアップさせること。 リーチの1翻以外にも一発や裏ドラが期待できるので、アガリ点を高くすることが出来る。 もう一つは、テンパイを知らせること。 なぜテンパイを知らせることがメリットなのか?と思うかもしれないが、これは相手にリスクを提示することを意味する。 相手に伸び伸び打たせない、制限を与えることがメリットになるのだ。 そしてデメリットは、主に以降打牌選択ができないことで、次にテンパイを教えることと1000点供託しなければならないことくらい。 これも、結局は比較なの だが、メリットが大きすぎるので、基本リーチで問題ない。 よほどでない限り迷ったらリーチと覚えておこう。ではどんな状況だとリーチしないのか? それは、メリットが少ないときとデメリットが大きいとき。 例えば、打点が十分であれば打点アップのメリットはない。微差のオーラスや終局間際など、他家がオリ難い状況であれば、相手に制限を与えるのは期待し難い。 また、1000点で順位が変わってしまうようなオーラスならデメリットは大きくなるし、アガればトップの局面でテンパイを教えてしまうことは損になりかねない。 これらの要素を複合して、リーチが損だと判断できたときにしないのだ。 これも経験から判断するものだけど… There are two major advantages of riichi. One is to increase the number of yans, including 1 fan. In addition to 1 fan of riichi, ippan and uradora can also be expected, so the points for winning the hand can be higher. The second is to announce the hand as "Tempai". Why is it advantageous to announce the hand as "tenpai"? You may ask, "Why is it an advantage to let the opponent know that you are about to make a move? The advantage is that it limits the opponent's ability to play. The disadvantages are mainly that you can't choose your tiles afterwards, and you have to teach your opponent how to play tenpai next time and deposit 1000 points. This, too, is a comparison in the end, but the advantages are so great that there is no problem with basic riichi. If you are in doubt, you should always remember to riichi, unless you are very sure about the situation. Then, under what circumstances do we not reach? It is when the advantage is small and the disadvantage is large. For example, if you have enough points, there is no advantage in increasing the number of points. If it is difficult for the other players to win the game, such as at the end of the game or at the end of the last round, it is difficult to expect the other players to limit their advantage. Also, if the game is at the end of a hand where 1000 points can change the ranking, the disadvantage will be greater, and it may be a loss to tell the player to make a tenpai when he is in the lead if he is aga. When these factors are combined and you can judge that riichi is a loss, you don't do it. Again, this is something I judge from experience... しぼるなDon't squeeze. 心得その8:しぼるな しぼるのは、特定状況下で使用するレアな戦略 Tip #8: Don't squeeze. Squeezing is a rare strategy used in specific situations. 相手に鳴かせないように打牌選択をすることをしぼると言うのだが、これは特定状況下で使用するレアな戦略なのだ。 相手に鳴かせないことが上手いというイメージやそれを美徳とするプレイヤーが意外と多いのだが、実は間違いなのだ。(あえて言い切るw) これは、トップを争っている相手など、アガられると不味い相手にのみ使う苦肉の策で、通常時はほとんど意味がない。 しぼりがどういった状況を作るか考えてみると、しぼっている側としぼられている側が損をして、残りの二人が得をするということなのだ。 だから、特定の相手に損を与えることが、自分の得になるという特殊状況だけの戦略なのだ。 むしろ、個人的には意図的には誰かに鳴かせることにより自分が得をするといった戦略のほうが頻度の高い 。 Choosing tiles so that the opponent does not ring is called squeezing, and this is a rare strategy used in specific situations. Surprisingly, there are many players who think that not allowing the opponent to ring is a virtue, but this is actually not true. (I dare to say it!) This is a desperate strategy used only against opponents who are in a race for the top position, or against opponents who would be disadvantaged by an aga-nai, and it is of little use under normal circumstances. If you think about how squeezing creates a situation, it means that the squeezer and the squeezed party lose money, and the other two gain. So it's a strategy only for special situations where giving a loss to a particular party is a gain for you. Rather, it is a strategy that is more frequent in which you personally gain by intentionally letting someone else ring.ベタオリの手順を知れKnow the Beta Ori Procedure. 心得その9:ベタオリの手順を知れ ベタオリはロジカルなもの、切る牌の順番が決まっている Tip #9: Know the procedure for getting a good hand. Getting a good hand is logical, and the order of tiles to be cut is fixed. オリるといっても、復活の可能性を考えたり、他家の動向などを考えるとアナログな要素もあるのだが、ベタオリはロジカルなものなのだ。 ほぼ一本道と言って良いし、誰もが同じになって不思議がない。そのくらい切る牌の順番が決まっているのだ。 まず、今切る牌は今だけ安全な牌。つまり、上家が切った牌に合わせ打ちするのだ。 ここで、下家に鳴かせたくないという意識は捨てよう。鳴かれてもいいじゃないか。むしろ鳴かせて放銃し合ってくれる可能性が高くなるのは得になる可能性が高い。 もし1巡手に留めてしまったら次の巡目はアタリ牌になっているかも知れないのだ。今切るしかない。 それが無ければ、リーチ(オリ対象)者の現物。 そして最後にとっておくのが完全安全牌。 完全安全牌は虎の子の安全牌。間違っても合わせ打ちできるときに切ってしまわないように! それらが無くなってしまったら、カベやスジに頼ろう。 カベやスジの比較は、経験を積めば嵌張・辺張・シャンポンの可能性、相手の手順、思惑で比較できるようになるはず。 Ori, though there is an analog element in considering the possibility of resurrection and the trends of other houses, beta ori is a logical one. It is almost a straight path, and it is no wonder that everyone follows the same path. The order of tiles to be cut is that fixed. First, the tile you cut now is the only safe tile for now. In other words, the player plays along with the tiles that the upper house has just cut. At this point, let go of the mindset that you don't want to let the player below you ring. It's okay if the player rings. In fact, it is more likely to benefit you if you let them ring and increase the possibility of them releasing each other's fire. If you hold the hand for one round, it might be an Atari tile in the next round. There is no choice but to cut now. If not, then the riichi player's actual hand. And finally, there is the completely safe tile. The perfect safety tile is the tiger's safety tile. Do not cut them when you can play together by mistake! If you lose them, rely on Kabe or Suji. As you gain experience, you will be able to compare KABE and SUJI with the possibility of SEITABE, HENCHANG, and CHAMPON, as well as with your opponent's procedures and intentions.ベタオリの優先順位Priority of Beta Ori上家が切った牌に合わせ打ちMatch the tiles cut by the player on topリーチ(オリ対象)者の現物Reach (Ori target) person in kind完全安全牌completely safe tileカベやスジwalls and stripsリスクを測れMeasure your risk. 心得その10:リスクを測れ 手役を狙うのが妥当か?攻めるか受けるか?選択のほとんどがリスクバランスに委ねられる。 Tip #10: Measure your risk. Is it reasonable to aim for a hand? To attack or to receive? Most of the choices are left to the balance of risk. 麻雀は実は第一打から放銃のリスクを負っているのだ。1巡目に切った北で役満に放銃する可能性も無くはないのだ。 そんなことを言っては切りが無いが、自分が負っているリスクが適正かどうかを測るゲームなのだ。 ただ少なくともトップ目はラス目よりもリスクを負うことが出来ない。ラス目は失う順位点(ウマ)は無く、素点についてくるもの(オ カ・ウマ)は大きいが、トップ目は逆なのだから… これが難しく一朝一夕にはいかないところなのだが、手役を狙うのが妥当かどうか?攻めるか受けるか?など、選択のほとんどがリスクバランスに委ねられる。 そして、この要素が他家の動向を測ったり、自分の選択を決める大きな要素になる。つまり、上手くなるためには場数を踏むしかないのだ。 どんな天才でも経験なくしてはバランス感覚を身につけることは出来ないのだから… In fact, mahjong is a game in which you risk a gunshot from the very first move, and there is no limit to the possibility that you might hit a yakuman with a North cut on the first round. It is a game of measuring whether the risk you are taking is appropriate or not. But at least the top rank cannot be risked more than the bottom rank. The last player has no ranking points to lose (uma) and has more points to gain (okama-uma), but the top player has the opposite... This is the difficult part, and it does not happen overnight, but is it appropriate to aim for teyaku or not? To attack or to receive? Most of the choices, such as whether to attack or receive, are left to the balance of risk. And this is a major factor in gauging the other players' moves and deciding your own choices. In other words, the only way to get good at it is to experience it. No genius can develop a sense of balance without experience... まとめsummary どうだったでしょうか。本当に強いプロの言葉だからこそ、鈴木氏のアドバイスはずっしりと読み応えのあるものだったと思います。 この10の心得を胸に秘め、明日からの麻雀ライフをより楽しんでみてはどうでしょうか!初心者の方やこれまで闇雲に楽しんでいたプレイヤーには大きな革新が訪れるやもしれませんよ!! それでは最後にもう一度 What did you think? I think Suzuki's advice is worth reading because it comes from a really strong professional. Why don't you take these 10 tips to heart and start enjoying your mahjong life more from tomorrow? If you are a beginner or a player who has been enjoying mahjong only in the dark, you may see a great revolution in your life! So, one last time 鈴木たろうプロが教える10の心得10 Tips from Tarou Suzuki, Pro.麻雀は選択のゲームであるMahjong is a game of choice遠慮をするなDon't be shy.オリるなDon't get out.5ブロック思考を身につけろLearn to think in five blocks.手役を狙うなDon't go for the hand.鳴きは早いか高いかSqueal fast or high.基本はリーチBasics are a reachしぼるなDon't squeeze.ベタオリの手順を知れKnow the Beta Ori Procedure.リスクを測れMeasure your risk.前人未踏の雀王3連覇の今最も旬で強い”鈴木たろうプロ”から初心者諸君へ、麻雀を上達させるためのアドバイスです!本当に強いプロが教える麻雀をプレイする上で必要な心得10項目!!Here is some advice for beginners on how to improve your mahjong game from Taro Suzuki, the most popular and strong mahjong pro of the moment, who has won the unprecedented Jan-Oh championship three times in a row! The 10 essential tips for playing Mahjong from a really strong pro!戦略strategy鈴木たろうTarou Suzuki鈴木たろうTarou Suzuki麻雀 上達Mahjong Improvement麻雀 戦略Mahjong Strategy
Since you can only have 13 tiles in your hand, if you consider a block of 5 with only 3 tiles used, the numbers will not match. Therefore, it is always necessary to consider blocks with 1 or 2 cards as well. Especially excellent is the "Double-Sided Waiting" with 8 accepted tiles in a 2-card configuration. Other forms use four to six tiles and are equivalent to two blocks.
「連続形」 例) | 「面子+孤立牌」とも「両面+両面」とも考えられ受け入れの多いとても優秀な形 | |
これらの形を抑えておきより強いブロックを多く作るように心がけるようにすると良い。
余裕があれば受け入れ枚数を数えても良いだろう。
e.g.
.
It is advisable to keep these forms in mind and try to make more blocks with more strength.
If you can afford it, you can count the number of accepted tiles.22text-align:left;width:50%text-align:left;width:50%PHRyPg==PHRyPg==覚えておきたいコツTips to rememberトータルの受け入れ枚数を減らさないようにするDo not reduce the total number of cards accepted.対子があるブロックは2つにするようにするTry to make two blocks that have opposites.2面子+二二四⑦⑦⑧22(対子を含むブロックが3つ:受け入れ18枚)なら⑦切り(受け入れ18枚→16枚)If 2 Ments + 224 ⑦ ⑦ ⑧ 22 (3 blocks including a pair: 18 accepted), then Cut ⑦ (18 accepted → 16 accepted)2面子+二二四⑦⑦⑧23(対子を含むブロックが2つ:受け入れ24枚)なら四切り(受け入れ24枚→20枚)If 2 Ments + 2 2 4 ⑦ ⑦ ⑧ 23 (2 blocks including a pair: 24 cards accepted), then Cut 4 (24 cards accepted - 20 cards)手役を狙うなDon't go for the hand. 心得その5:手役を狙うな 現代の麻雀では手役はたまたまできるもの程度な考えで十分 Tip #5: Don't aim for a hand. In modern mahjong, it is enough to think of a hand as something you can do by chance. 手役は麻雀で高打点を叩き出すために必要なもの!なのは間違いないのだが、実は狙ってもそんなにできるものではないのだ。 特に、赤牌やご祝儀などが多い現代の麻雀では手役はたまたまできるもの程度な考えで十分通用するのだ。 さらに手役を狙いすぎると目先のアガリを逃してしまい、失点してしまうことさえある。諸刃の剣といえる。 ではどのように手役を狙うのかというと、手役を狙うためのロスと上手くいったときの見返りを比較しながら進めなければならない。 つまり、牌効率はもちろん経験からくる他家の対応なども把握していなければ、適正かどうかを測れないのだ。 だから、手なりで手を進めて気づいたら出来ていた、見えていた程度に留めるのが、ベターな選択だと思う。 Hand Yaku is necessary to get a high score in Mahjong! There is no doubt that teyaku is necessary to get a high hit in mahjong, but in fact, it is not that easy to get it even if you aim for it. Especially in today's mahjong, where red tiles and congratulatory gifts are common, it is quite acceptable to think of te yaku as something that can be done by chance. Moreover, if you aim too much for te yaku, you may miss an immediate win and even lose a point. It is a double-edged sword. How to go for the hand, then, is a matter of weighing the loss of going for the hand against the reward of a successful outcome. In other words, it is impossible to measure the appropriateness of a hand without knowing the efficiency of the tiles as well as the responses of other players based on their experience. Therefore, I think it is a better choice to play a hand as you go along, and only to the extent that you find yourself able to do so or see it.鳴きは早いか高いかSqueal fast or high. 心得その6:鳴きは早いか高いか 鳴きは、速いアガリが期待できるとき、高打点が期待できるとき。それ以外の鳴きはあまりおススメできない。 Naru is only recommended when you expect to get a fast win or a high score. Other than that, Naruto is not recommended. 麻雀にはポン/チーなどの鳴きが存在する。そしてこれが勝敗を大きく分ける要素の一つなのだ。 かといって何でも鳴いていては損になってしまう。 でもやってみなくちゃ判らないじゃないか?まったくその通りだと思う。余裕があればぜひやってみてほしい。その方が引き出しが増えて将来の糧になるだろう。 ただ、手っ取り早く勝ちたい人のために一つの指針を示しておこう。 一つは速いアガリが期待できるとき。 加点は少なくても、他家のチャンス手を潰せるし、局も消化できる。ローリスクなわけだし… もう一つは高打点が期待できるとき。 特にホンイツがおススメ。手役は狙うなと書いたけど、ホンイツは比較的お得な役だと思う。 役牌と絡めると満貫クラスが簡単に狙えるし、自分の狙いが他家にわかり易い分、他家の対応もわかり易い。ある意味リスク回避にもなる。 それ以外の鳴きはあまりおススメできない。 相手がリスクに敏感なタイプならば相手を下ろす価値を得られるが、攻めてこられた場合こちらのリスクが増えてしまう。 In Mahjong, there are pon/chee and other nari. This is one of the factors that make the difference between winning and losing. However, if you do not try every kind of ringing, you will lose money. But you never know unless you try, right? I think you are absolutely right. If you can afford it, please give it a try. If you can afford it, you should definitely give it a try, because you will be able to get more out of it and it will be good for your future. However, for those who want to win quickly, let me give you a guideline. One is when you can expect to win quickly. You may not get many points, but you can kill the other players' chance moves, and you can also digest the game. It is low risk... The other is when you expect to get a high hit. In particular, Hongitsu is recommended. I wrote that you should not aim for hand yaku, but I think Hongitsu is a relatively good value. If you combine it with Yaku tiles, you can easily aim for Man-an class, and since it is easy for other players to know what you are aiming for, it is also easy for other players to know how to respond. In a sense, it is also a risk avoidance. Other than that, I don't recommend Naru. If the opponent is a risk-sensitive type of player, you can get the value of putting him down, but if he attacks you, your risk will increase.基本はリーチBasics are a reach 心得その7:基本はリーチ リーチはデメリットもあるが、基本的にメリットの方が大きい。 The basic principle of riichi has some disadvantages, but the advantages are basically greater. リーチのメリットは大きく二つ。 一つは、1翻しばりを含め翻数をアップさせること。 リーチの1翻以外にも一発や裏ドラが期待できるので、アガリ点を高くすることが出来る。 もう一つは、テンパイを知らせること。 なぜテンパイを知らせることがメリットなのか?と思うかもしれないが、これは相手にリスクを提示することを意味する。 相手に伸び伸び打たせない、制限を与えることがメリットになるのだ。 そしてデメリットは、主に以降打牌選択ができないことで、次にテンパイを教えることと1000点供託しなければならないことくらい。 これも、結局は比較なの だが、メリットが大きすぎるので、基本リーチで問題ない。 よほどでない限り迷ったらリーチと覚えておこう。ではどんな状況だとリーチしないのか? それは、メリットが少ないときとデメリットが大きいとき。 例えば、打点が十分であれば打点アップのメリットはない。微差のオーラスや終局間際など、他家がオリ難い状況であれば、相手に制限を与えるのは期待し難い。 また、1000点で順位が変わってしまうようなオーラスならデメリットは大きくなるし、アガればトップの局面でテンパイを教えてしまうことは損になりかねない。 これらの要素を複合して、リーチが損だと判断できたときにしないのだ。 これも経験から判断するものだけど… There are two major advantages of riichi. One is to increase the number of yans, including 1 fan. In addition to 1 fan of riichi, ippan and uradora can also be expected, so the points for winning the hand can be higher. The second is to announce the hand as "Tempai". Why is it advantageous to announce the hand as "tenpai"? You may ask, "Why is it an advantage to let the opponent know that you are about to make a move? The advantage is that it limits the opponent's ability to play. The disadvantages are mainly that you can't choose your tiles afterwards, and you have to teach your opponent how to play tenpai next time and deposit 1000 points. This, too, is a comparison in the end, but the advantages are so great that there is no problem with basic riichi. If you are in doubt, you should always remember to riichi, unless you are very sure about the situation. Then, under what circumstances do we not reach? It is when the advantage is small and the disadvantage is large. For example, if you have enough points, there is no advantage in increasing the number of points. If it is difficult for the other players to win the game, such as at the end of the game or at the end of the last round, it is difficult to expect the other players to limit their advantage. Also, if the game is at the end of a hand where 1000 points can change the ranking, the disadvantage will be greater, and it may be a loss to tell the player to make a tenpai when he is in the lead if he is aga. When these factors are combined and you can judge that riichi is a loss, you don't do it. Again, this is something I judge from experience... しぼるなDon't squeeze. 心得その8:しぼるな しぼるのは、特定状況下で使用するレアな戦略 Tip #8: Don't squeeze. Squeezing is a rare strategy used in specific situations. 相手に鳴かせないように打牌選択をすることをしぼると言うのだが、これは特定状況下で使用するレアな戦略なのだ。 相手に鳴かせないことが上手いというイメージやそれを美徳とするプレイヤーが意外と多いのだが、実は間違いなのだ。(あえて言い切るw) これは、トップを争っている相手など、アガられると不味い相手にのみ使う苦肉の策で、通常時はほとんど意味がない。 しぼりがどういった状況を作るか考えてみると、しぼっている側としぼられている側が損をして、残りの二人が得をするということなのだ。 だから、特定の相手に損を与えることが、自分の得になるという特殊状況だけの戦略なのだ。 むしろ、個人的には意図的には誰かに鳴かせることにより自分が得をするといった戦略のほうが頻度の高い 。 Choosing tiles so that the opponent does not ring is called squeezing, and this is a rare strategy used in specific situations. Surprisingly, there are many players who think that not allowing the opponent to ring is a virtue, but this is actually not true. (I dare to say it!) This is a desperate strategy used only against opponents who are in a race for the top position, or against opponents who would be disadvantaged by an aga-nai, and it is of little use under normal circumstances. If you think about how squeezing creates a situation, it means that the squeezer and the squeezed party lose money, and the other two gain. So it's a strategy only for special situations where giving a loss to a particular party is a gain for you. Rather, it is a strategy that is more frequent in which you personally gain by intentionally letting someone else ring.ベタオリの手順を知れKnow the Beta Ori Procedure. 心得その9:ベタオリの手順を知れ ベタオリはロジカルなもの、切る牌の順番が決まっている Tip #9: Know the procedure for getting a good hand. Getting a good hand is logical, and the order of tiles to be cut is fixed. オリるといっても、復活の可能性を考えたり、他家の動向などを考えるとアナログな要素もあるのだが、ベタオリはロジカルなものなのだ。 ほぼ一本道と言って良いし、誰もが同じになって不思議がない。そのくらい切る牌の順番が決まっているのだ。 まず、今切る牌は今だけ安全な牌。つまり、上家が切った牌に合わせ打ちするのだ。 ここで、下家に鳴かせたくないという意識は捨てよう。鳴かれてもいいじゃないか。むしろ鳴かせて放銃し合ってくれる可能性が高くなるのは得になる可能性が高い。 もし1巡手に留めてしまったら次の巡目はアタリ牌になっているかも知れないのだ。今切るしかない。 それが無ければ、リーチ(オリ対象)者の現物。 そして最後にとっておくのが完全安全牌。 完全安全牌は虎の子の安全牌。間違っても合わせ打ちできるときに切ってしまわないように! それらが無くなってしまったら、カベやスジに頼ろう。 カベやスジの比較は、経験を積めば嵌張・辺張・シャンポンの可能性、相手の手順、思惑で比較できるようになるはず。 Ori, though there is an analog element in considering the possibility of resurrection and the trends of other houses, beta ori is a logical one. It is almost a straight path, and it is no wonder that everyone follows the same path. The order of tiles to be cut is that fixed. First, the tile you cut now is the only safe tile for now. In other words, the player plays along with the tiles that the upper house has just cut. At this point, let go of the mindset that you don't want to let the player below you ring. It's okay if the player rings. In fact, it is more likely to benefit you if you let them ring and increase the possibility of them releasing each other's fire. If you hold the hand for one round, it might be an Atari tile in the next round. There is no choice but to cut now. If not, then the riichi player's actual hand. And finally, there is the completely safe tile. The perfect safety tile is the tiger's safety tile. Do not cut them when you can play together by mistake! If you lose them, rely on Kabe or Suji. As you gain experience, you will be able to compare KABE and SUJI with the possibility of SEITABE, HENCHANG, and CHAMPON, as well as with your opponent's procedures and intentions.ベタオリの優先順位Priority of Beta Ori上家が切った牌に合わせ打ちMatch the tiles cut by the player on topリーチ(オリ対象)者の現物Reach (Ori target) person in kind完全安全牌completely safe tileカベやスジwalls and stripsリスクを測れMeasure your risk. 心得その10:リスクを測れ 手役を狙うのが妥当か?攻めるか受けるか?選択のほとんどがリスクバランスに委ねられる。 Tip #10: Measure your risk. Is it reasonable to aim for a hand? To attack or to receive? Most of the choices are left to the balance of risk. 麻雀は実は第一打から放銃のリスクを負っているのだ。1巡目に切った北で役満に放銃する可能性も無くはないのだ。 そんなことを言っては切りが無いが、自分が負っているリスクが適正かどうかを測るゲームなのだ。 ただ少なくともトップ目はラス目よりもリスクを負うことが出来ない。ラス目は失う順位点(ウマ)は無く、素点についてくるもの(オ カ・ウマ)は大きいが、トップ目は逆なのだから… これが難しく一朝一夕にはいかないところなのだが、手役を狙うのが妥当かどうか?攻めるか受けるか?など、選択のほとんどがリスクバランスに委ねられる。 そして、この要素が他家の動向を測ったり、自分の選択を決める大きな要素になる。つまり、上手くなるためには場数を踏むしかないのだ。 どんな天才でも経験なくしてはバランス感覚を身につけることは出来ないのだから… In fact, mahjong is a game in which you risk a gunshot from the very first move, and there is no limit to the possibility that you might hit a yakuman with a North cut on the first round. It is a game of measuring whether the risk you are taking is appropriate or not. But at least the top rank cannot be risked more than the bottom rank. The last player has no ranking points to lose (uma) and has more points to gain (okama-uma), but the top player has the opposite... This is the difficult part, and it does not happen overnight, but is it appropriate to aim for teyaku or not? To attack or to receive? Most of the choices, such as whether to attack or receive, are left to the balance of risk. And this is a major factor in gauging the other players' moves and deciding your own choices. In other words, the only way to get good at it is to experience it. No genius can develop a sense of balance without experience... まとめsummary どうだったでしょうか。本当に強いプロの言葉だからこそ、鈴木氏のアドバイスはずっしりと読み応えのあるものだったと思います。 この10の心得を胸に秘め、明日からの麻雀ライフをより楽しんでみてはどうでしょうか!初心者の方やこれまで闇雲に楽しんでいたプレイヤーには大きな革新が訪れるやもしれませんよ!! それでは最後にもう一度 What did you think? I think Suzuki's advice is worth reading because it comes from a really strong professional. Why don't you take these 10 tips to heart and start enjoying your mahjong life more from tomorrow? If you are a beginner or a player who has been enjoying mahjong only in the dark, you may see a great revolution in your life! So, one last time 鈴木たろうプロが教える10の心得10 Tips from Tarou Suzuki, Pro.麻雀は選択のゲームであるMahjong is a game of choice遠慮をするなDon't be shy.オリるなDon't get out.5ブロック思考を身につけろLearn to think in five blocks.手役を狙うなDon't go for the hand.鳴きは早いか高いかSqueal fast or high.基本はリーチBasics are a reachしぼるなDon't squeeze.ベタオリの手順を知れKnow the Beta Ori Procedure.リスクを測れMeasure your risk.前人未踏の雀王3連覇の今最も旬で強い”鈴木たろうプロ”から初心者諸君へ、麻雀を上達させるためのアドバイスです!本当に強いプロが教える麻雀をプレイする上で必要な心得10項目!!Here is some advice for beginners on how to improve your mahjong game from Taro Suzuki, the most popular and strong mahjong pro of the moment, who has won the unprecedented Jan-Oh championship three times in a row! The 10 essential tips for playing Mahjong from a really strong pro!戦略strategy鈴木たろうTarou Suzuki鈴木たろうTarou Suzuki麻雀 上達Mahjong Improvement麻雀 戦略Mahjong Strategy
例)Ments + Both Sides + Twins
Example.)4種類13枚13 sheets of 4 types×4枚
例)'Mate Zhang + Mate Zhang + Tsushin + Tsushin'
Example.)4種類12枚12 sheets of 4 types×2枚
例)
これらの形を抑えておきより強いブロックを多く作るように心がけるようにすると良い。
余裕があれば受け入れ枚数を数えても良いだろう。
e.g.
.
It is advisable to keep these forms in mind and try to make more blocks with more strength.
If you can afford it, you can count the number of accepted tiles.22text-align:left;width:50%text-align:left;width:50%PHRyPg==PHRyPg==覚えておきたいコツTips to rememberトータルの受け入れ枚数を減らさないようにするDo not reduce the total number of cards accepted.対子があるブロックは2つにするようにするTry to make two blocks that have opposites.2面子+二二四⑦⑦⑧22(対子を含むブロックが3つ:受け入れ18枚)なら⑦切り(受け入れ18枚→16枚)If 2 Ments + 224 ⑦ ⑦ ⑧ 22 (3 blocks including a pair: 18 accepted), then Cut ⑦ (18 accepted → 16 accepted)2面子+二二四⑦⑦⑧23(対子を含むブロックが2つ:受け入れ24枚)なら四切り(受け入れ24枚→20枚)If 2 Ments + 2 2 4 ⑦ ⑦ ⑧ 23 (2 blocks including a pair: 24 cards accepted), then Cut 4 (24 cards accepted - 20 cards)手役を狙うなDon't go for the hand. 心得その5:手役を狙うな 現代の麻雀では手役はたまたまできるもの程度な考えで十分 Tip #5: Don't aim for a hand. In modern mahjong, it is enough to think of a hand as something you can do by chance. 手役は麻雀で高打点を叩き出すために必要なもの!なのは間違いないのだが、実は狙ってもそんなにできるものではないのだ。 特に、赤牌やご祝儀などが多い現代の麻雀では手役はたまたまできるもの程度な考えで十分通用するのだ。 さらに手役を狙いすぎると目先のアガリを逃してしまい、失点してしまうことさえある。諸刃の剣といえる。 ではどのように手役を狙うのかというと、手役を狙うためのロスと上手くいったときの見返りを比較しながら進めなければならない。 つまり、牌効率はもちろん経験からくる他家の対応なども把握していなければ、適正かどうかを測れないのだ。 だから、手なりで手を進めて気づいたら出来ていた、見えていた程度に留めるのが、ベターな選択だと思う。 Hand Yaku is necessary to get a high score in Mahjong! There is no doubt that teyaku is necessary to get a high hit in mahjong, but in fact, it is not that easy to get it even if you aim for it. Especially in today's mahjong, where red tiles and congratulatory gifts are common, it is quite acceptable to think of te yaku as something that can be done by chance. Moreover, if you aim too much for te yaku, you may miss an immediate win and even lose a point. It is a double-edged sword. How to go for the hand, then, is a matter of weighing the loss of going for the hand against the reward of a successful outcome. In other words, it is impossible to measure the appropriateness of a hand without knowing the efficiency of the tiles as well as the responses of other players based on their experience. Therefore, I think it is a better choice to play a hand as you go along, and only to the extent that you find yourself able to do so or see it.鳴きは早いか高いかSqueal fast or high. 心得その6:鳴きは早いか高いか 鳴きは、速いアガリが期待できるとき、高打点が期待できるとき。それ以外の鳴きはあまりおススメできない。 Naru is only recommended when you expect to get a fast win or a high score. Other than that, Naruto is not recommended. 麻雀にはポン/チーなどの鳴きが存在する。そしてこれが勝敗を大きく分ける要素の一つなのだ。 かといって何でも鳴いていては損になってしまう。 でもやってみなくちゃ判らないじゃないか?まったくその通りだと思う。余裕があればぜひやってみてほしい。その方が引き出しが増えて将来の糧になるだろう。 ただ、手っ取り早く勝ちたい人のために一つの指針を示しておこう。 一つは速いアガリが期待できるとき。 加点は少なくても、他家のチャンス手を潰せるし、局も消化できる。ローリスクなわけだし… もう一つは高打点が期待できるとき。 特にホンイツがおススメ。手役は狙うなと書いたけど、ホンイツは比較的お得な役だと思う。 役牌と絡めると満貫クラスが簡単に狙えるし、自分の狙いが他家にわかり易い分、他家の対応もわかり易い。ある意味リスク回避にもなる。 それ以外の鳴きはあまりおススメできない。 相手がリスクに敏感なタイプならば相手を下ろす価値を得られるが、攻めてこられた場合こちらのリスクが増えてしまう。 In Mahjong, there are pon/chee and other nari. This is one of the factors that make the difference between winning and losing. However, if you do not try every kind of ringing, you will lose money. But you never know unless you try, right? I think you are absolutely right. If you can afford it, please give it a try. If you can afford it, you should definitely give it a try, because you will be able to get more out of it and it will be good for your future. However, for those who want to win quickly, let me give you a guideline. One is when you can expect to win quickly. You may not get many points, but you can kill the other players' chance moves, and you can also digest the game. It is low risk... The other is when you expect to get a high hit. In particular, Hongitsu is recommended. I wrote that you should not aim for hand yaku, but I think Hongitsu is a relatively good value. If you combine it with Yaku tiles, you can easily aim for Man-an class, and since it is easy for other players to know what you are aiming for, it is also easy for other players to know how to respond. In a sense, it is also a risk avoidance. Other than that, I don't recommend Naru. If the opponent is a risk-sensitive type of player, you can get the value of putting him down, but if he attacks you, your risk will increase.基本はリーチBasics are a reach 心得その7:基本はリーチ リーチはデメリットもあるが、基本的にメリットの方が大きい。 The basic principle of riichi has some disadvantages, but the advantages are basically greater. リーチのメリットは大きく二つ。 一つは、1翻しばりを含め翻数をアップさせること。 リーチの1翻以外にも一発や裏ドラが期待できるので、アガリ点を高くすることが出来る。 もう一つは、テンパイを知らせること。 なぜテンパイを知らせることがメリットなのか?と思うかもしれないが、これは相手にリスクを提示することを意味する。 相手に伸び伸び打たせない、制限を与えることがメリットになるのだ。 そしてデメリットは、主に以降打牌選択ができないことで、次にテンパイを教えることと1000点供託しなければならないことくらい。 これも、結局は比較なの だが、メリットが大きすぎるので、基本リーチで問題ない。 よほどでない限り迷ったらリーチと覚えておこう。ではどんな状況だとリーチしないのか? それは、メリットが少ないときとデメリットが大きいとき。 例えば、打点が十分であれば打点アップのメリットはない。微差のオーラスや終局間際など、他家がオリ難い状況であれば、相手に制限を与えるのは期待し難い。 また、1000点で順位が変わってしまうようなオーラスならデメリットは大きくなるし、アガればトップの局面でテンパイを教えてしまうことは損になりかねない。 これらの要素を複合して、リーチが損だと判断できたときにしないのだ。 これも経験から判断するものだけど… There are two major advantages of riichi. One is to increase the number of yans, including 1 fan. In addition to 1 fan of riichi, ippan and uradora can also be expected, so the points for winning the hand can be higher. The second is to announce the hand as "Tempai". Why is it advantageous to announce the hand as "tenpai"? You may ask, "Why is it an advantage to let the opponent know that you are about to make a move? The advantage is that it limits the opponent's ability to play. The disadvantages are mainly that you can't choose your tiles afterwards, and you have to teach your opponent how to play tenpai next time and deposit 1000 points. This, too, is a comparison in the end, but the advantages are so great that there is no problem with basic riichi. If you are in doubt, you should always remember to riichi, unless you are very sure about the situation. Then, under what circumstances do we not reach? It is when the advantage is small and the disadvantage is large. For example, if you have enough points, there is no advantage in increasing the number of points. If it is difficult for the other players to win the game, such as at the end of the game or at the end of the last round, it is difficult to expect the other players to limit their advantage. Also, if the game is at the end of a hand where 1000 points can change the ranking, the disadvantage will be greater, and it may be a loss to tell the player to make a tenpai when he is in the lead if he is aga. When these factors are combined and you can judge that riichi is a loss, you don't do it. Again, this is something I judge from experience... しぼるなDon't squeeze. 心得その8:しぼるな しぼるのは、特定状況下で使用するレアな戦略 Tip #8: Don't squeeze. Squeezing is a rare strategy used in specific situations. 相手に鳴かせないように打牌選択をすることをしぼると言うのだが、これは特定状況下で使用するレアな戦略なのだ。 相手に鳴かせないことが上手いというイメージやそれを美徳とするプレイヤーが意外と多いのだが、実は間違いなのだ。(あえて言い切るw) これは、トップを争っている相手など、アガられると不味い相手にのみ使う苦肉の策で、通常時はほとんど意味がない。 しぼりがどういった状況を作るか考えてみると、しぼっている側としぼられている側が損をして、残りの二人が得をするということなのだ。 だから、特定の相手に損を与えることが、自分の得になるという特殊状況だけの戦略なのだ。 むしろ、個人的には意図的には誰かに鳴かせることにより自分が得をするといった戦略のほうが頻度の高い 。 Choosing tiles so that the opponent does not ring is called squeezing, and this is a rare strategy used in specific situations. Surprisingly, there are many players who think that not allowing the opponent to ring is a virtue, but this is actually not true. (I dare to say it!) This is a desperate strategy used only against opponents who are in a race for the top position, or against opponents who would be disadvantaged by an aga-nai, and it is of little use under normal circumstances. If you think about how squeezing creates a situation, it means that the squeezer and the squeezed party lose money, and the other two gain. So it's a strategy only for special situations where giving a loss to a particular party is a gain for you. Rather, it is a strategy that is more frequent in which you personally gain by intentionally letting someone else ring.ベタオリの手順を知れKnow the Beta Ori Procedure. 心得その9:ベタオリの手順を知れ ベタオリはロジカルなもの、切る牌の順番が決まっている Tip #9: Know the procedure for getting a good hand. Getting a good hand is logical, and the order of tiles to be cut is fixed. オリるといっても、復活の可能性を考えたり、他家の動向などを考えるとアナログな要素もあるのだが、ベタオリはロジカルなものなのだ。 ほぼ一本道と言って良いし、誰もが同じになって不思議がない。そのくらい切る牌の順番が決まっているのだ。 まず、今切る牌は今だけ安全な牌。つまり、上家が切った牌に合わせ打ちするのだ。 ここで、下家に鳴かせたくないという意識は捨てよう。鳴かれてもいいじゃないか。むしろ鳴かせて放銃し合ってくれる可能性が高くなるのは得になる可能性が高い。 もし1巡手に留めてしまったら次の巡目はアタリ牌になっているかも知れないのだ。今切るしかない。 それが無ければ、リーチ(オリ対象)者の現物。 そして最後にとっておくのが完全安全牌。 完全安全牌は虎の子の安全牌。間違っても合わせ打ちできるときに切ってしまわないように! それらが無くなってしまったら、カベやスジに頼ろう。 カベやスジの比較は、経験を積めば嵌張・辺張・シャンポンの可能性、相手の手順、思惑で比較できるようになるはず。 Ori, though there is an analog element in considering the possibility of resurrection and the trends of other houses, beta ori is a logical one. It is almost a straight path, and it is no wonder that everyone follows the same path. The order of tiles to be cut is that fixed. First, the tile you cut now is the only safe tile for now. In other words, the player plays along with the tiles that the upper house has just cut. At this point, let go of the mindset that you don't want to let the player below you ring. It's okay if the player rings. In fact, it is more likely to benefit you if you let them ring and increase the possibility of them releasing each other's fire. If you hold the hand for one round, it might be an Atari tile in the next round. There is no choice but to cut now. If not, then the riichi player's actual hand. And finally, there is the completely safe tile. The perfect safety tile is the tiger's safety tile. Do not cut them when you can play together by mistake! If you lose them, rely on Kabe or Suji. As you gain experience, you will be able to compare KABE and SUJI with the possibility of SEITABE, HENCHANG, and CHAMPON, as well as with your opponent's procedures and intentions.ベタオリの優先順位Priority of Beta Ori上家が切った牌に合わせ打ちMatch the tiles cut by the player on topリーチ(オリ対象)者の現物Reach (Ori target) person in kind完全安全牌completely safe tileカベやスジwalls and stripsリスクを測れMeasure your risk. 心得その10:リスクを測れ 手役を狙うのが妥当か?攻めるか受けるか?選択のほとんどがリスクバランスに委ねられる。 Tip #10: Measure your risk. Is it reasonable to aim for a hand? To attack or to receive? Most of the choices are left to the balance of risk. 麻雀は実は第一打から放銃のリスクを負っているのだ。1巡目に切った北で役満に放銃する可能性も無くはないのだ。 そんなことを言っては切りが無いが、自分が負っているリスクが適正かどうかを測るゲームなのだ。 ただ少なくともトップ目はラス目よりもリスクを負うことが出来ない。ラス目は失う順位点(ウマ)は無く、素点についてくるもの(オ カ・ウマ)は大きいが、トップ目は逆なのだから… これが難しく一朝一夕にはいかないところなのだが、手役を狙うのが妥当かどうか?攻めるか受けるか?など、選択のほとんどがリスクバランスに委ねられる。 そして、この要素が他家の動向を測ったり、自分の選択を決める大きな要素になる。つまり、上手くなるためには場数を踏むしかないのだ。 どんな天才でも経験なくしてはバランス感覚を身につけることは出来ないのだから… In fact, mahjong is a game in which you risk a gunshot from the very first move, and there is no limit to the possibility that you might hit a yakuman with a North cut on the first round. It is a game of measuring whether the risk you are taking is appropriate or not. But at least the top rank cannot be risked more than the bottom rank. The last player has no ranking points to lose (uma) and has more points to gain (okama-uma), but the top player has the opposite... This is the difficult part, and it does not happen overnight, but is it appropriate to aim for teyaku or not? To attack or to receive? Most of the choices, such as whether to attack or receive, are left to the balance of risk. And this is a major factor in gauging the other players' moves and deciding your own choices. In other words, the only way to get good at it is to experience it. No genius can develop a sense of balance without experience... まとめsummary どうだったでしょうか。本当に強いプロの言葉だからこそ、鈴木氏のアドバイスはずっしりと読み応えのあるものだったと思います。 この10の心得を胸に秘め、明日からの麻雀ライフをより楽しんでみてはどうでしょうか!初心者の方やこれまで闇雲に楽しんでいたプレイヤーには大きな革新が訪れるやもしれませんよ!! それでは最後にもう一度 What did you think? I think Suzuki's advice is worth reading because it comes from a really strong professional. Why don't you take these 10 tips to heart and start enjoying your mahjong life more from tomorrow? If you are a beginner or a player who has been enjoying mahjong only in the dark, you may see a great revolution in your life! So, one last time 鈴木たろうプロが教える10の心得10 Tips from Tarou Suzuki, Pro.麻雀は選択のゲームであるMahjong is a game of choice遠慮をするなDon't be shy.オリるなDon't get out.5ブロック思考を身につけろLearn to think in five blocks.手役を狙うなDon't go for the hand.鳴きは早いか高いかSqueal fast or high.基本はリーチBasics are a reachしぼるなDon't squeeze.ベタオリの手順を知れKnow the Beta Ori Procedure.リスクを測れMeasure your risk.前人未踏の雀王3連覇の今最も旬で強い”鈴木たろうプロ”から初心者諸君へ、麻雀を上達させるためのアドバイスです!本当に強いプロが教える麻雀をプレイする上で必要な心得10項目!!Here is some advice for beginners on how to improve your mahjong game from Taro Suzuki, the most popular and strong mahjong pro of the moment, who has won the unprecedented Jan-Oh championship three times in a row! The 10 essential tips for playing Mahjong from a really strong pro!戦略strategy鈴木たろうTarou Suzuki鈴木たろうTarou Suzuki麻雀 上達Mahjong Improvement麻雀 戦略Mahjong Strategy
Example.)13 sheets of 4 typesPHRyPg==PHRyPg==PHRyPg==PHRyPg==「嵌張+嵌張+対子+対子」
例)'Mate Zhang + Mate Zhang + Tsushin + Tsushin'
Example.)4種類12枚12 sheets of 4 types×2枚
例)
これらの形を抑えておきより強いブロックを多く作るように心がけるようにすると良い。
余裕があれば受け入れ枚数を数えても良いだろう。
e.g.
.
It is advisable to keep these forms in mind and try to make more blocks with more strength.
If you can afford it, you can count the number of accepted tiles.22text-align:left;width:50%text-align:left;width:50%PHRyPg==PHRyPg==覚えておきたいコツTips to rememberトータルの受け入れ枚数を減らさないようにするDo not reduce the total number of cards accepted.対子があるブロックは2つにするようにするTry to make two blocks that have opposites.2面子+二二四⑦⑦⑧22(対子を含むブロックが3つ:受け入れ18枚)なら⑦切り(受け入れ18枚→16枚)If 2 Ments + 224 ⑦ ⑦ ⑧ 22 (3 blocks including a pair: 18 accepted), then Cut ⑦ (18 accepted → 16 accepted)2面子+二二四⑦⑦⑧23(対子を含むブロックが2つ:受け入れ24枚)なら四切り(受け入れ24枚→20枚)If 2 Ments + 2 2 4 ⑦ ⑦ ⑧ 23 (2 blocks including a pair: 24 cards accepted), then Cut 4 (24 cards accepted - 20 cards)手役を狙うなDon't go for the hand. 心得その5:手役を狙うな 現代の麻雀では手役はたまたまできるもの程度な考えで十分 Tip #5: Don't aim for a hand. In modern mahjong, it is enough to think of a hand as something you can do by chance. 手役は麻雀で高打点を叩き出すために必要なもの!なのは間違いないのだが、実は狙ってもそんなにできるものではないのだ。 特に、赤牌やご祝儀などが多い現代の麻雀では手役はたまたまできるもの程度な考えで十分通用するのだ。 さらに手役を狙いすぎると目先のアガリを逃してしまい、失点してしまうことさえある。諸刃の剣といえる。 ではどのように手役を狙うのかというと、手役を狙うためのロスと上手くいったときの見返りを比較しながら進めなければならない。 つまり、牌効率はもちろん経験からくる他家の対応なども把握していなければ、適正かどうかを測れないのだ。 だから、手なりで手を進めて気づいたら出来ていた、見えていた程度に留めるのが、ベターな選択だと思う。 Hand Yaku is necessary to get a high score in Mahjong! There is no doubt that teyaku is necessary to get a high hit in mahjong, but in fact, it is not that easy to get it even if you aim for it. Especially in today's mahjong, where red tiles and congratulatory gifts are common, it is quite acceptable to think of te yaku as something that can be done by chance. Moreover, if you aim too much for te yaku, you may miss an immediate win and even lose a point. It is a double-edged sword. How to go for the hand, then, is a matter of weighing the loss of going for the hand against the reward of a successful outcome. In other words, it is impossible to measure the appropriateness of a hand without knowing the efficiency of the tiles as well as the responses of other players based on their experience. Therefore, I think it is a better choice to play a hand as you go along, and only to the extent that you find yourself able to do so or see it.鳴きは早いか高いかSqueal fast or high. 心得その6:鳴きは早いか高いか 鳴きは、速いアガリが期待できるとき、高打点が期待できるとき。それ以外の鳴きはあまりおススメできない。 Naru is only recommended when you expect to get a fast win or a high score. Other than that, Naruto is not recommended. 麻雀にはポン/チーなどの鳴きが存在する。そしてこれが勝敗を大きく分ける要素の一つなのだ。 かといって何でも鳴いていては損になってしまう。 でもやってみなくちゃ判らないじゃないか?まったくその通りだと思う。余裕があればぜひやってみてほしい。その方が引き出しが増えて将来の糧になるだろう。 ただ、手っ取り早く勝ちたい人のために一つの指針を示しておこう。 一つは速いアガリが期待できるとき。 加点は少なくても、他家のチャンス手を潰せるし、局も消化できる。ローリスクなわけだし… もう一つは高打点が期待できるとき。 特にホンイツがおススメ。手役は狙うなと書いたけど、ホンイツは比較的お得な役だと思う。 役牌と絡めると満貫クラスが簡単に狙えるし、自分の狙いが他家にわかり易い分、他家の対応もわかり易い。ある意味リスク回避にもなる。 それ以外の鳴きはあまりおススメできない。 相手がリスクに敏感なタイプならば相手を下ろす価値を得られるが、攻めてこられた場合こちらのリスクが増えてしまう。 In Mahjong, there are pon/chee and other nari. This is one of the factors that make the difference between winning and losing. However, if you do not try every kind of ringing, you will lose money. But you never know unless you try, right? I think you are absolutely right. If you can afford it, please give it a try. If you can afford it, you should definitely give it a try, because you will be able to get more out of it and it will be good for your future. However, for those who want to win quickly, let me give you a guideline. One is when you can expect to win quickly. You may not get many points, but you can kill the other players' chance moves, and you can also digest the game. It is low risk... The other is when you expect to get a high hit. In particular, Hongitsu is recommended. I wrote that you should not aim for hand yaku, but I think Hongitsu is a relatively good value. If you combine it with Yaku tiles, you can easily aim for Man-an class, and since it is easy for other players to know what you are aiming for, it is also easy for other players to know how to respond. In a sense, it is also a risk avoidance. Other than that, I don't recommend Naru. If the opponent is a risk-sensitive type of player, you can get the value of putting him down, but if he attacks you, your risk will increase.基本はリーチBasics are a reach 心得その7:基本はリーチ リーチはデメリットもあるが、基本的にメリットの方が大きい。 The basic principle of riichi has some disadvantages, but the advantages are basically greater. リーチのメリットは大きく二つ。 一つは、1翻しばりを含め翻数をアップさせること。 リーチの1翻以外にも一発や裏ドラが期待できるので、アガリ点を高くすることが出来る。 もう一つは、テンパイを知らせること。 なぜテンパイを知らせることがメリットなのか?と思うかもしれないが、これは相手にリスクを提示することを意味する。 相手に伸び伸び打たせない、制限を与えることがメリットになるのだ。 そしてデメリットは、主に以降打牌選択ができないことで、次にテンパイを教えることと1000点供託しなければならないことくらい。 これも、結局は比較なの だが、メリットが大きすぎるので、基本リーチで問題ない。 よほどでない限り迷ったらリーチと覚えておこう。ではどんな状況だとリーチしないのか? それは、メリットが少ないときとデメリットが大きいとき。 例えば、打点が十分であれば打点アップのメリットはない。微差のオーラスや終局間際など、他家がオリ難い状況であれば、相手に制限を与えるのは期待し難い。 また、1000点で順位が変わってしまうようなオーラスならデメリットは大きくなるし、アガればトップの局面でテンパイを教えてしまうことは損になりかねない。 これらの要素を複合して、リーチが損だと判断できたときにしないのだ。 これも経験から判断するものだけど… There are two major advantages of riichi. One is to increase the number of yans, including 1 fan. In addition to 1 fan of riichi, ippan and uradora can also be expected, so the points for winning the hand can be higher. The second is to announce the hand as "Tempai". Why is it advantageous to announce the hand as "tenpai"? You may ask, "Why is it an advantage to let the opponent know that you are about to make a move? The advantage is that it limits the opponent's ability to play. The disadvantages are mainly that you can't choose your tiles afterwards, and you have to teach your opponent how to play tenpai next time and deposit 1000 points. This, too, is a comparison in the end, but the advantages are so great that there is no problem with basic riichi. If you are in doubt, you should always remember to riichi, unless you are very sure about the situation. Then, under what circumstances do we not reach? It is when the advantage is small and the disadvantage is large. For example, if you have enough points, there is no advantage in increasing the number of points. If it is difficult for the other players to win the game, such as at the end of the game or at the end of the last round, it is difficult to expect the other players to limit their advantage. Also, if the game is at the end of a hand where 1000 points can change the ranking, the disadvantage will be greater, and it may be a loss to tell the player to make a tenpai when he is in the lead if he is aga. When these factors are combined and you can judge that riichi is a loss, you don't do it. Again, this is something I judge from experience... しぼるなDon't squeeze. 心得その8:しぼるな しぼるのは、特定状況下で使用するレアな戦略 Tip #8: Don't squeeze. Squeezing is a rare strategy used in specific situations. 相手に鳴かせないように打牌選択をすることをしぼると言うのだが、これは特定状況下で使用するレアな戦略なのだ。 相手に鳴かせないことが上手いというイメージやそれを美徳とするプレイヤーが意外と多いのだが、実は間違いなのだ。(あえて言い切るw) これは、トップを争っている相手など、アガられると不味い相手にのみ使う苦肉の策で、通常時はほとんど意味がない。 しぼりがどういった状況を作るか考えてみると、しぼっている側としぼられている側が損をして、残りの二人が得をするということなのだ。 だから、特定の相手に損を与えることが、自分の得になるという特殊状況だけの戦略なのだ。 むしろ、個人的には意図的には誰かに鳴かせることにより自分が得をするといった戦略のほうが頻度の高い 。 Choosing tiles so that the opponent does not ring is called squeezing, and this is a rare strategy used in specific situations. Surprisingly, there are many players who think that not allowing the opponent to ring is a virtue, but this is actually not true. (I dare to say it!) This is a desperate strategy used only against opponents who are in a race for the top position, or against opponents who would be disadvantaged by an aga-nai, and it is of little use under normal circumstances. If you think about how squeezing creates a situation, it means that the squeezer and the squeezed party lose money, and the other two gain. So it's a strategy only for special situations where giving a loss to a particular party is a gain for you. Rather, it is a strategy that is more frequent in which you personally gain by intentionally letting someone else ring.ベタオリの手順を知れKnow the Beta Ori Procedure. 心得その9:ベタオリの手順を知れ ベタオリはロジカルなもの、切る牌の順番が決まっている Tip #9: Know the procedure for getting a good hand. Getting a good hand is logical, and the order of tiles to be cut is fixed. オリるといっても、復活の可能性を考えたり、他家の動向などを考えるとアナログな要素もあるのだが、ベタオリはロジカルなものなのだ。 ほぼ一本道と言って良いし、誰もが同じになって不思議がない。そのくらい切る牌の順番が決まっているのだ。 まず、今切る牌は今だけ安全な牌。つまり、上家が切った牌に合わせ打ちするのだ。 ここで、下家に鳴かせたくないという意識は捨てよう。鳴かれてもいいじゃないか。むしろ鳴かせて放銃し合ってくれる可能性が高くなるのは得になる可能性が高い。 もし1巡手に留めてしまったら次の巡目はアタリ牌になっているかも知れないのだ。今切るしかない。 それが無ければ、リーチ(オリ対象)者の現物。 そして最後にとっておくのが完全安全牌。 完全安全牌は虎の子の安全牌。間違っても合わせ打ちできるときに切ってしまわないように! それらが無くなってしまったら、カベやスジに頼ろう。 カベやスジの比較は、経験を積めば嵌張・辺張・シャンポンの可能性、相手の手順、思惑で比較できるようになるはず。 Ori, though there is an analog element in considering the possibility of resurrection and the trends of other houses, beta ori is a logical one. It is almost a straight path, and it is no wonder that everyone follows the same path. The order of tiles to be cut is that fixed. First, the tile you cut now is the only safe tile for now. In other words, the player plays along with the tiles that the upper house has just cut. At this point, let go of the mindset that you don't want to let the player below you ring. It's okay if the player rings. In fact, it is more likely to benefit you if you let them ring and increase the possibility of them releasing each other's fire. If you hold the hand for one round, it might be an Atari tile in the next round. There is no choice but to cut now. If not, then the riichi player's actual hand. And finally, there is the completely safe tile. The perfect safety tile is the tiger's safety tile. Do not cut them when you can play together by mistake! If you lose them, rely on Kabe or Suji. As you gain experience, you will be able to compare KABE and SUJI with the possibility of SEITABE, HENCHANG, and CHAMPON, as well as with your opponent's procedures and intentions.ベタオリの優先順位Priority of Beta Ori上家が切った牌に合わせ打ちMatch the tiles cut by the player on topリーチ(オリ対象)者の現物Reach (Ori target) person in kind完全安全牌completely safe tileカベやスジwalls and stripsリスクを測れMeasure your risk. 心得その10:リスクを測れ 手役を狙うのが妥当か?攻めるか受けるか?選択のほとんどがリスクバランスに委ねられる。 Tip #10: Measure your risk. Is it reasonable to aim for a hand? To attack or to receive? Most of the choices are left to the balance of risk. 麻雀は実は第一打から放銃のリスクを負っているのだ。1巡目に切った北で役満に放銃する可能性も無くはないのだ。 そんなことを言っては切りが無いが、自分が負っているリスクが適正かどうかを測るゲームなのだ。 ただ少なくともトップ目はラス目よりもリスクを負うことが出来ない。ラス目は失う順位点(ウマ)は無く、素点についてくるもの(オ カ・ウマ)は大きいが、トップ目は逆なのだから… これが難しく一朝一夕にはいかないところなのだが、手役を狙うのが妥当かどうか?攻めるか受けるか?など、選択のほとんどがリスクバランスに委ねられる。 そして、この要素が他家の動向を測ったり、自分の選択を決める大きな要素になる。つまり、上手くなるためには場数を踏むしかないのだ。 どんな天才でも経験なくしてはバランス感覚を身につけることは出来ないのだから… In fact, mahjong is a game in which you risk a gunshot from the very first move, and there is no limit to the possibility that you might hit a yakuman with a North cut on the first round. It is a game of measuring whether the risk you are taking is appropriate or not. But at least the top rank cannot be risked more than the bottom rank. The last player has no ranking points to lose (uma) and has more points to gain (okama-uma), but the top player has the opposite... This is the difficult part, and it does not happen overnight, but is it appropriate to aim for teyaku or not? To attack or to receive? Most of the choices, such as whether to attack or receive, are left to the balance of risk. And this is a major factor in gauging the other players' moves and deciding your own choices. In other words, the only way to get good at it is to experience it. No genius can develop a sense of balance without experience... まとめsummary どうだったでしょうか。本当に強いプロの言葉だからこそ、鈴木氏のアドバイスはずっしりと読み応えのあるものだったと思います。 この10の心得を胸に秘め、明日からの麻雀ライフをより楽しんでみてはどうでしょうか!初心者の方やこれまで闇雲に楽しんでいたプレイヤーには大きな革新が訪れるやもしれませんよ!! それでは最後にもう一度 What did you think? I think Suzuki's advice is worth reading because it comes from a really strong professional. Why don't you take these 10 tips to heart and start enjoying your mahjong life more from tomorrow? If you are a beginner or a player who has been enjoying mahjong only in the dark, you may see a great revolution in your life! So, one last time 鈴木たろうプロが教える10の心得10 Tips from Tarou Suzuki, Pro.麻雀は選択のゲームであるMahjong is a game of choice遠慮をするなDon't be shy.オリるなDon't get out.5ブロック思考を身につけろLearn to think in five blocks.手役を狙うなDon't go for the hand.鳴きは早いか高いかSqueal fast or high.基本はリーチBasics are a reachしぼるなDon't squeeze.ベタオリの手順を知れKnow the Beta Ori Procedure.リスクを測れMeasure your risk.前人未踏の雀王3連覇の今最も旬で強い”鈴木たろうプロ”から初心者諸君へ、麻雀を上達させるためのアドバイスです!本当に強いプロが教える麻雀をプレイする上で必要な心得10項目!!Here is some advice for beginners on how to improve your mahjong game from Taro Suzuki, the most popular and strong mahjong pro of the moment, who has won the unprecedented Jan-Oh championship three times in a row! The 10 essential tips for playing Mahjong from a really strong pro!戦略strategy鈴木たろうTarou Suzuki鈴木たろうTarou Suzuki麻雀 上達Mahjong Improvement麻雀 戦略Mahjong Strategy
例)'Mate Zhang + Mate Zhang + Tsushin + Tsushin'
Example.)4種類12枚12 sheets of 4 types×2枚
例)
これらの形を抑えておきより強いブロックを多く作るように心がけるようにすると良い。
余裕があれば受け入れ枚数を数えても良いだろう。
e.g.
.
It is advisable to keep these forms in mind and try to make more blocks with more strength.
If you can afford it, you can count the number of accepted tiles.22text-align:left;width:50%text-align:left;width:50%PHRyPg==PHRyPg==覚えておきたいコツTips to rememberトータルの受け入れ枚数を減らさないようにするDo not reduce the total number of cards accepted.対子があるブロックは2つにするようにするTry to make two blocks that have opposites.2面子+二二四⑦⑦⑧22(対子を含むブロックが3つ:受け入れ18枚)なら⑦切り(受け入れ18枚→16枚)If 2 Ments + 224 ⑦ ⑦ ⑧ 22 (3 blocks including a pair: 18 accepted), then Cut ⑦ (18 accepted → 16 accepted)2面子+二二四⑦⑦⑧23(対子を含むブロックが2つ:受け入れ24枚)なら四切り(受け入れ24枚→20枚)If 2 Ments + 2 2 4 ⑦ ⑦ ⑧ 23 (2 blocks including a pair: 24 cards accepted), then Cut 4 (24 cards accepted - 20 cards)手役を狙うなDon't go for the hand. 心得その5:手役を狙うな 現代の麻雀では手役はたまたまできるもの程度な考えで十分 Tip #5: Don't aim for a hand. In modern mahjong, it is enough to think of a hand as something you can do by chance. 手役は麻雀で高打点を叩き出すために必要なもの!なのは間違いないのだが、実は狙ってもそんなにできるものではないのだ。 特に、赤牌やご祝儀などが多い現代の麻雀では手役はたまたまできるもの程度な考えで十分通用するのだ。 さらに手役を狙いすぎると目先のアガリを逃してしまい、失点してしまうことさえある。諸刃の剣といえる。 ではどのように手役を狙うのかというと、手役を狙うためのロスと上手くいったときの見返りを比較しながら進めなければならない。 つまり、牌効率はもちろん経験からくる他家の対応なども把握していなければ、適正かどうかを測れないのだ。 だから、手なりで手を進めて気づいたら出来ていた、見えていた程度に留めるのが、ベターな選択だと思う。 Hand Yaku is necessary to get a high score in Mahjong! There is no doubt that teyaku is necessary to get a high hit in mahjong, but in fact, it is not that easy to get it even if you aim for it. Especially in today's mahjong, where red tiles and congratulatory gifts are common, it is quite acceptable to think of te yaku as something that can be done by chance. Moreover, if you aim too much for te yaku, you may miss an immediate win and even lose a point. It is a double-edged sword. How to go for the hand, then, is a matter of weighing the loss of going for the hand against the reward of a successful outcome. In other words, it is impossible to measure the appropriateness of a hand without knowing the efficiency of the tiles as well as the responses of other players based on their experience. Therefore, I think it is a better choice to play a hand as you go along, and only to the extent that you find yourself able to do so or see it.鳴きは早いか高いかSqueal fast or high. 心得その6:鳴きは早いか高いか 鳴きは、速いアガリが期待できるとき、高打点が期待できるとき。それ以外の鳴きはあまりおススメできない。 Naru is only recommended when you expect to get a fast win or a high score. Other than that, Naruto is not recommended. 麻雀にはポン/チーなどの鳴きが存在する。そしてこれが勝敗を大きく分ける要素の一つなのだ。 かといって何でも鳴いていては損になってしまう。 でもやってみなくちゃ判らないじゃないか?まったくその通りだと思う。余裕があればぜひやってみてほしい。その方が引き出しが増えて将来の糧になるだろう。 ただ、手っ取り早く勝ちたい人のために一つの指針を示しておこう。 一つは速いアガリが期待できるとき。 加点は少なくても、他家のチャンス手を潰せるし、局も消化できる。ローリスクなわけだし… もう一つは高打点が期待できるとき。 特にホンイツがおススメ。手役は狙うなと書いたけど、ホンイツは比較的お得な役だと思う。 役牌と絡めると満貫クラスが簡単に狙えるし、自分の狙いが他家にわかり易い分、他家の対応もわかり易い。ある意味リスク回避にもなる。 それ以外の鳴きはあまりおススメできない。 相手がリスクに敏感なタイプならば相手を下ろす価値を得られるが、攻めてこられた場合こちらのリスクが増えてしまう。 In Mahjong, there are pon/chee and other nari. This is one of the factors that make the difference between winning and losing. However, if you do not try every kind of ringing, you will lose money. But you never know unless you try, right? I think you are absolutely right. If you can afford it, please give it a try. If you can afford it, you should definitely give it a try, because you will be able to get more out of it and it will be good for your future. However, for those who want to win quickly, let me give you a guideline. One is when you can expect to win quickly. You may not get many points, but you can kill the other players' chance moves, and you can also digest the game. It is low risk... The other is when you expect to get a high hit. In particular, Hongitsu is recommended. I wrote that you should not aim for hand yaku, but I think Hongitsu is a relatively good value. If you combine it with Yaku tiles, you can easily aim for Man-an class, and since it is easy for other players to know what you are aiming for, it is also easy for other players to know how to respond. In a sense, it is also a risk avoidance. Other than that, I don't recommend Naru. If the opponent is a risk-sensitive type of player, you can get the value of putting him down, but if he attacks you, your risk will increase.基本はリーチBasics are a reach 心得その7:基本はリーチ リーチはデメリットもあるが、基本的にメリットの方が大きい。 The basic principle of riichi has some disadvantages, but the advantages are basically greater. リーチのメリットは大きく二つ。 一つは、1翻しばりを含め翻数をアップさせること。 リーチの1翻以外にも一発や裏ドラが期待できるので、アガリ点を高くすることが出来る。 もう一つは、テンパイを知らせること。 なぜテンパイを知らせることがメリットなのか?と思うかもしれないが、これは相手にリスクを提示することを意味する。 相手に伸び伸び打たせない、制限を与えることがメリットになるのだ。 そしてデメリットは、主に以降打牌選択ができないことで、次にテンパイを教えることと1000点供託しなければならないことくらい。 これも、結局は比較なの だが、メリットが大きすぎるので、基本リーチで問題ない。 よほどでない限り迷ったらリーチと覚えておこう。ではどんな状況だとリーチしないのか? それは、メリットが少ないときとデメリットが大きいとき。 例えば、打点が十分であれば打点アップのメリットはない。微差のオーラスや終局間際など、他家がオリ難い状況であれば、相手に制限を与えるのは期待し難い。 また、1000点で順位が変わってしまうようなオーラスならデメリットは大きくなるし、アガればトップの局面でテンパイを教えてしまうことは損になりかねない。 これらの要素を複合して、リーチが損だと判断できたときにしないのだ。 これも経験から判断するものだけど… There are two major advantages of riichi. One is to increase the number of yans, including 1 fan. In addition to 1 fan of riichi, ippan and uradora can also be expected, so the points for winning the hand can be higher. The second is to announce the hand as "Tempai". Why is it advantageous to announce the hand as "tenpai"? You may ask, "Why is it an advantage to let the opponent know that you are about to make a move? The advantage is that it limits the opponent's ability to play. The disadvantages are mainly that you can't choose your tiles afterwards, and you have to teach your opponent how to play tenpai next time and deposit 1000 points. This, too, is a comparison in the end, but the advantages are so great that there is no problem with basic riichi. If you are in doubt, you should always remember to riichi, unless you are very sure about the situation. Then, under what circumstances do we not reach? It is when the advantage is small and the disadvantage is large. For example, if you have enough points, there is no advantage in increasing the number of points. If it is difficult for the other players to win the game, such as at the end of the game or at the end of the last round, it is difficult to expect the other players to limit their advantage. Also, if the game is at the end of a hand where 1000 points can change the ranking, the disadvantage will be greater, and it may be a loss to tell the player to make a tenpai when he is in the lead if he is aga. When these factors are combined and you can judge that riichi is a loss, you don't do it. Again, this is something I judge from experience... しぼるなDon't squeeze. 心得その8:しぼるな しぼるのは、特定状況下で使用するレアな戦略 Tip #8: Don't squeeze. Squeezing is a rare strategy used in specific situations. 相手に鳴かせないように打牌選択をすることをしぼると言うのだが、これは特定状況下で使用するレアな戦略なのだ。 相手に鳴かせないことが上手いというイメージやそれを美徳とするプレイヤーが意外と多いのだが、実は間違いなのだ。(あえて言い切るw) これは、トップを争っている相手など、アガられると不味い相手にのみ使う苦肉の策で、通常時はほとんど意味がない。 しぼりがどういった状況を作るか考えてみると、しぼっている側としぼられている側が損をして、残りの二人が得をするということなのだ。 だから、特定の相手に損を与えることが、自分の得になるという特殊状況だけの戦略なのだ。 むしろ、個人的には意図的には誰かに鳴かせることにより自分が得をするといった戦略のほうが頻度の高い 。 Choosing tiles so that the opponent does not ring is called squeezing, and this is a rare strategy used in specific situations. Surprisingly, there are many players who think that not allowing the opponent to ring is a virtue, but this is actually not true. (I dare to say it!) This is a desperate strategy used only against opponents who are in a race for the top position, or against opponents who would be disadvantaged by an aga-nai, and it is of little use under normal circumstances. If you think about how squeezing creates a situation, it means that the squeezer and the squeezed party lose money, and the other two gain. So it's a strategy only for special situations where giving a loss to a particular party is a gain for you. Rather, it is a strategy that is more frequent in which you personally gain by intentionally letting someone else ring.ベタオリの手順を知れKnow the Beta Ori Procedure. 心得その9:ベタオリの手順を知れ ベタオリはロジカルなもの、切る牌の順番が決まっている Tip #9: Know the procedure for getting a good hand. Getting a good hand is logical, and the order of tiles to be cut is fixed. オリるといっても、復活の可能性を考えたり、他家の動向などを考えるとアナログな要素もあるのだが、ベタオリはロジカルなものなのだ。 ほぼ一本道と言って良いし、誰もが同じになって不思議がない。そのくらい切る牌の順番が決まっているのだ。 まず、今切る牌は今だけ安全な牌。つまり、上家が切った牌に合わせ打ちするのだ。 ここで、下家に鳴かせたくないという意識は捨てよう。鳴かれてもいいじゃないか。むしろ鳴かせて放銃し合ってくれる可能性が高くなるのは得になる可能性が高い。 もし1巡手に留めてしまったら次の巡目はアタリ牌になっているかも知れないのだ。今切るしかない。 それが無ければ、リーチ(オリ対象)者の現物。 そして最後にとっておくのが完全安全牌。 完全安全牌は虎の子の安全牌。間違っても合わせ打ちできるときに切ってしまわないように! それらが無くなってしまったら、カベやスジに頼ろう。 カベやスジの比較は、経験を積めば嵌張・辺張・シャンポンの可能性、相手の手順、思惑で比較できるようになるはず。 Ori, though there is an analog element in considering the possibility of resurrection and the trends of other houses, beta ori is a logical one. It is almost a straight path, and it is no wonder that everyone follows the same path. The order of tiles to be cut is that fixed. First, the tile you cut now is the only safe tile for now. In other words, the player plays along with the tiles that the upper house has just cut. At this point, let go of the mindset that you don't want to let the player below you ring. It's okay if the player rings. In fact, it is more likely to benefit you if you let them ring and increase the possibility of them releasing each other's fire. If you hold the hand for one round, it might be an Atari tile in the next round. There is no choice but to cut now. If not, then the riichi player's actual hand. And finally, there is the completely safe tile. The perfect safety tile is the tiger's safety tile. Do not cut them when you can play together by mistake! If you lose them, rely on Kabe or Suji. As you gain experience, you will be able to compare KABE and SUJI with the possibility of SEITABE, HENCHANG, and CHAMPON, as well as with your opponent's procedures and intentions.ベタオリの優先順位Priority of Beta Ori上家が切った牌に合わせ打ちMatch the tiles cut by the player on topリーチ(オリ対象)者の現物Reach (Ori target) person in kind完全安全牌completely safe tileカベやスジwalls and stripsリスクを測れMeasure your risk. 心得その10:リスクを測れ 手役を狙うのが妥当か?攻めるか受けるか?選択のほとんどがリスクバランスに委ねられる。 Tip #10: Measure your risk. Is it reasonable to aim for a hand? To attack or to receive? Most of the choices are left to the balance of risk. 麻雀は実は第一打から放銃のリスクを負っているのだ。1巡目に切った北で役満に放銃する可能性も無くはないのだ。 そんなことを言っては切りが無いが、自分が負っているリスクが適正かどうかを測るゲームなのだ。 ただ少なくともトップ目はラス目よりもリスクを負うことが出来ない。ラス目は失う順位点(ウマ)は無く、素点についてくるもの(オ カ・ウマ)は大きいが、トップ目は逆なのだから… これが難しく一朝一夕にはいかないところなのだが、手役を狙うのが妥当かどうか?攻めるか受けるか?など、選択のほとんどがリスクバランスに委ねられる。 そして、この要素が他家の動向を測ったり、自分の選択を決める大きな要素になる。つまり、上手くなるためには場数を踏むしかないのだ。 どんな天才でも経験なくしてはバランス感覚を身につけることは出来ないのだから… In fact, mahjong is a game in which you risk a gunshot from the very first move, and there is no limit to the possibility that you might hit a yakuman with a North cut on the first round. It is a game of measuring whether the risk you are taking is appropriate or not. But at least the top rank cannot be risked more than the bottom rank. The last player has no ranking points to lose (uma) and has more points to gain (okama-uma), but the top player has the opposite... This is the difficult part, and it does not happen overnight, but is it appropriate to aim for teyaku or not? To attack or to receive? Most of the choices, such as whether to attack or receive, are left to the balance of risk. And this is a major factor in gauging the other players' moves and deciding your own choices. In other words, the only way to get good at it is to experience it. No genius can develop a sense of balance without experience... まとめsummary どうだったでしょうか。本当に強いプロの言葉だからこそ、鈴木氏のアドバイスはずっしりと読み応えのあるものだったと思います。 この10の心得を胸に秘め、明日からの麻雀ライフをより楽しんでみてはどうでしょうか!初心者の方やこれまで闇雲に楽しんでいたプレイヤーには大きな革新が訪れるやもしれませんよ!! それでは最後にもう一度 What did you think? I think Suzuki's advice is worth reading because it comes from a really strong professional. Why don't you take these 10 tips to heart and start enjoying your mahjong life more from tomorrow? If you are a beginner or a player who has been enjoying mahjong only in the dark, you may see a great revolution in your life! So, one last time 鈴木たろうプロが教える10の心得10 Tips from Tarou Suzuki, Pro.麻雀は選択のゲームであるMahjong is a game of choice遠慮をするなDon't be shy.オリるなDon't get out.5ブロック思考を身につけろLearn to think in five blocks.手役を狙うなDon't go for the hand.鳴きは早いか高いかSqueal fast or high.基本はリーチBasics are a reachしぼるなDon't squeeze.ベタオリの手順を知れKnow the Beta Ori Procedure.リスクを測れMeasure your risk.前人未踏の雀王3連覇の今最も旬で強い”鈴木たろうプロ”から初心者諸君へ、麻雀を上達させるためのアドバイスです!本当に強いプロが教える麻雀をプレイする上で必要な心得10項目!!Here is some advice for beginners on how to improve your mahjong game from Taro Suzuki, the most popular and strong mahjong pro of the moment, who has won the unprecedented Jan-Oh championship three times in a row! The 10 essential tips for playing Mahjong from a really strong pro!戦略strategy鈴木たろうTarou Suzuki鈴木たろうTarou Suzuki麻雀 上達Mahjong Improvement麻雀 戦略Mahjong Strategy
Example.)12 sheets of 4 typesPHRyPg==PHRyPg==PHRyPg==PHRyPg==
例)
これらの形を抑えておきより強いブロックを多く作るように心がけるようにすると良い。
余裕があれば受け入れ枚数を数えても良いだろう。
e.g.
.
It is advisable to keep these forms in mind and try to make more blocks with more strength.
If you can afford it, you can count the number of accepted tiles.22text-align:left;width:50%text-align:left;width:50%PHRyPg==PHRyPg==覚えておきたいコツTips to rememberトータルの受け入れ枚数を減らさないようにするDo not reduce the total number of cards accepted.対子があるブロックは2つにするようにするTry to make two blocks that have opposites.2面子+二二四⑦⑦⑧22(対子を含むブロックが3つ:受け入れ18枚)なら⑦切り(受け入れ18枚→16枚)If 2 Ments + 224 ⑦ ⑦ ⑧ 22 (3 blocks including a pair: 18 accepted), then Cut ⑦ (18 accepted → 16 accepted)2面子+二二四⑦⑦⑧23(対子を含むブロックが2つ:受け入れ24枚)なら四切り(受け入れ24枚→20枚)If 2 Ments + 2 2 4 ⑦ ⑦ ⑧ 23 (2 blocks including a pair: 24 cards accepted), then Cut 4 (24 cards accepted - 20 cards)手役を狙うなDon't go for the hand. 心得その5:手役を狙うな 現代の麻雀では手役はたまたまできるもの程度な考えで十分 Tip #5: Don't aim for a hand. In modern mahjong, it is enough to think of a hand as something you can do by chance. 手役は麻雀で高打点を叩き出すために必要なもの!なのは間違いないのだが、実は狙ってもそんなにできるものではないのだ。 特に、赤牌やご祝儀などが多い現代の麻雀では手役はたまたまできるもの程度な考えで十分通用するのだ。 さらに手役を狙いすぎると目先のアガリを逃してしまい、失点してしまうことさえある。諸刃の剣といえる。 ではどのように手役を狙うのかというと、手役を狙うためのロスと上手くいったときの見返りを比較しながら進めなければならない。 つまり、牌効率はもちろん経験からくる他家の対応なども把握していなければ、適正かどうかを測れないのだ。 だから、手なりで手を進めて気づいたら出来ていた、見えていた程度に留めるのが、ベターな選択だと思う。 Hand Yaku is necessary to get a high score in Mahjong! There is no doubt that teyaku is necessary to get a high hit in mahjong, but in fact, it is not that easy to get it even if you aim for it. Especially in today's mahjong, where red tiles and congratulatory gifts are common, it is quite acceptable to think of te yaku as something that can be done by chance. Moreover, if you aim too much for te yaku, you may miss an immediate win and even lose a point. It is a double-edged sword. How to go for the hand, then, is a matter of weighing the loss of going for the hand against the reward of a successful outcome. In other words, it is impossible to measure the appropriateness of a hand without knowing the efficiency of the tiles as well as the responses of other players based on their experience. Therefore, I think it is a better choice to play a hand as you go along, and only to the extent that you find yourself able to do so or see it.鳴きは早いか高いかSqueal fast or high. 心得その6:鳴きは早いか高いか 鳴きは、速いアガリが期待できるとき、高打点が期待できるとき。それ以外の鳴きはあまりおススメできない。 Naru is only recommended when you expect to get a fast win or a high score. Other than that, Naruto is not recommended. 麻雀にはポン/チーなどの鳴きが存在する。そしてこれが勝敗を大きく分ける要素の一つなのだ。 かといって何でも鳴いていては損になってしまう。 でもやってみなくちゃ判らないじゃないか?まったくその通りだと思う。余裕があればぜひやってみてほしい。その方が引き出しが増えて将来の糧になるだろう。 ただ、手っ取り早く勝ちたい人のために一つの指針を示しておこう。 一つは速いアガリが期待できるとき。 加点は少なくても、他家のチャンス手を潰せるし、局も消化できる。ローリスクなわけだし… もう一つは高打点が期待できるとき。 特にホンイツがおススメ。手役は狙うなと書いたけど、ホンイツは比較的お得な役だと思う。 役牌と絡めると満貫クラスが簡単に狙えるし、自分の狙いが他家にわかり易い分、他家の対応もわかり易い。ある意味リスク回避にもなる。 それ以外の鳴きはあまりおススメできない。 相手がリスクに敏感なタイプならば相手を下ろす価値を得られるが、攻めてこられた場合こちらのリスクが増えてしまう。 In Mahjong, there are pon/chee and other nari. This is one of the factors that make the difference between winning and losing. However, if you do not try every kind of ringing, you will lose money. But you never know unless you try, right? I think you are absolutely right. If you can afford it, please give it a try. If you can afford it, you should definitely give it a try, because you will be able to get more out of it and it will be good for your future. However, for those who want to win quickly, let me give you a guideline. One is when you can expect to win quickly. You may not get many points, but you can kill the other players' chance moves, and you can also digest the game. It is low risk... The other is when you expect to get a high hit. In particular, Hongitsu is recommended. I wrote that you should not aim for hand yaku, but I think Hongitsu is a relatively good value. If you combine it with Yaku tiles, you can easily aim for Man-an class, and since it is easy for other players to know what you are aiming for, it is also easy for other players to know how to respond. In a sense, it is also a risk avoidance. Other than that, I don't recommend Naru. If the opponent is a risk-sensitive type of player, you can get the value of putting him down, but if he attacks you, your risk will increase.基本はリーチBasics are a reach 心得その7:基本はリーチ リーチはデメリットもあるが、基本的にメリットの方が大きい。 The basic principle of riichi has some disadvantages, but the advantages are basically greater. リーチのメリットは大きく二つ。 一つは、1翻しばりを含め翻数をアップさせること。 リーチの1翻以外にも一発や裏ドラが期待できるので、アガリ点を高くすることが出来る。 もう一つは、テンパイを知らせること。 なぜテンパイを知らせることがメリットなのか?と思うかもしれないが、これは相手にリスクを提示することを意味する。 相手に伸び伸び打たせない、制限を与えることがメリットになるのだ。 そしてデメリットは、主に以降打牌選択ができないことで、次にテンパイを教えることと1000点供託しなければならないことくらい。 これも、結局は比較なの だが、メリットが大きすぎるので、基本リーチで問題ない。 よほどでない限り迷ったらリーチと覚えておこう。ではどんな状況だとリーチしないのか? それは、メリットが少ないときとデメリットが大きいとき。 例えば、打点が十分であれば打点アップのメリットはない。微差のオーラスや終局間際など、他家がオリ難い状況であれば、相手に制限を与えるのは期待し難い。 また、1000点で順位が変わってしまうようなオーラスならデメリットは大きくなるし、アガればトップの局面でテンパイを教えてしまうことは損になりかねない。 これらの要素を複合して、リーチが損だと判断できたときにしないのだ。 これも経験から判断するものだけど… There are two major advantages of riichi. One is to increase the number of yans, including 1 fan. In addition to 1 fan of riichi, ippan and uradora can also be expected, so the points for winning the hand can be higher. The second is to announce the hand as "Tempai". Why is it advantageous to announce the hand as "tenpai"? You may ask, "Why is it an advantage to let the opponent know that you are about to make a move? The advantage is that it limits the opponent's ability to play. The disadvantages are mainly that you can't choose your tiles afterwards, and you have to teach your opponent how to play tenpai next time and deposit 1000 points. This, too, is a comparison in the end, but the advantages are so great that there is no problem with basic riichi. If you are in doubt, you should always remember to riichi, unless you are very sure about the situation. Then, under what circumstances do we not reach? It is when the advantage is small and the disadvantage is large. For example, if you have enough points, there is no advantage in increasing the number of points. If it is difficult for the other players to win the game, such as at the end of the game or at the end of the last round, it is difficult to expect the other players to limit their advantage. Also, if the game is at the end of a hand where 1000 points can change the ranking, the disadvantage will be greater, and it may be a loss to tell the player to make a tenpai when he is in the lead if he is aga. When these factors are combined and you can judge that riichi is a loss, you don't do it. Again, this is something I judge from experience... しぼるなDon't squeeze. 心得その8:しぼるな しぼるのは、特定状況下で使用するレアな戦略 Tip #8: Don't squeeze. Squeezing is a rare strategy used in specific situations. 相手に鳴かせないように打牌選択をすることをしぼると言うのだが、これは特定状況下で使用するレアな戦略なのだ。 相手に鳴かせないことが上手いというイメージやそれを美徳とするプレイヤーが意外と多いのだが、実は間違いなのだ。(あえて言い切るw) これは、トップを争っている相手など、アガられると不味い相手にのみ使う苦肉の策で、通常時はほとんど意味がない。 しぼりがどういった状況を作るか考えてみると、しぼっている側としぼられている側が損をして、残りの二人が得をするということなのだ。 だから、特定の相手に損を与えることが、自分の得になるという特殊状況だけの戦略なのだ。 むしろ、個人的には意図的には誰かに鳴かせることにより自分が得をするといった戦略のほうが頻度の高い 。 Choosing tiles so that the opponent does not ring is called squeezing, and this is a rare strategy used in specific situations. Surprisingly, there are many players who think that not allowing the opponent to ring is a virtue, but this is actually not true. (I dare to say it!) This is a desperate strategy used only against opponents who are in a race for the top position, or against opponents who would be disadvantaged by an aga-nai, and it is of little use under normal circumstances. If you think about how squeezing creates a situation, it means that the squeezer and the squeezed party lose money, and the other two gain. So it's a strategy only for special situations where giving a loss to a particular party is a gain for you. Rather, it is a strategy that is more frequent in which you personally gain by intentionally letting someone else ring.ベタオリの手順を知れKnow the Beta Ori Procedure. 心得その9:ベタオリの手順を知れ ベタオリはロジカルなもの、切る牌の順番が決まっている Tip #9: Know the procedure for getting a good hand. Getting a good hand is logical, and the order of tiles to be cut is fixed. オリるといっても、復活の可能性を考えたり、他家の動向などを考えるとアナログな要素もあるのだが、ベタオリはロジカルなものなのだ。 ほぼ一本道と言って良いし、誰もが同じになって不思議がない。そのくらい切る牌の順番が決まっているのだ。 まず、今切る牌は今だけ安全な牌。つまり、上家が切った牌に合わせ打ちするのだ。 ここで、下家に鳴かせたくないという意識は捨てよう。鳴かれてもいいじゃないか。むしろ鳴かせて放銃し合ってくれる可能性が高くなるのは得になる可能性が高い。 もし1巡手に留めてしまったら次の巡目はアタリ牌になっているかも知れないのだ。今切るしかない。 それが無ければ、リーチ(オリ対象)者の現物。 そして最後にとっておくのが完全安全牌。 完全安全牌は虎の子の安全牌。間違っても合わせ打ちできるときに切ってしまわないように! それらが無くなってしまったら、カベやスジに頼ろう。 カベやスジの比較は、経験を積めば嵌張・辺張・シャンポンの可能性、相手の手順、思惑で比較できるようになるはず。 Ori, though there is an analog element in considering the possibility of resurrection and the trends of other houses, beta ori is a logical one. It is almost a straight path, and it is no wonder that everyone follows the same path. The order of tiles to be cut is that fixed. First, the tile you cut now is the only safe tile for now. In other words, the player plays along with the tiles that the upper house has just cut. At this point, let go of the mindset that you don't want to let the player below you ring. It's okay if the player rings. In fact, it is more likely to benefit you if you let them ring and increase the possibility of them releasing each other's fire. If you hold the hand for one round, it might be an Atari tile in the next round. There is no choice but to cut now. If not, then the riichi player's actual hand. And finally, there is the completely safe tile. The perfect safety tile is the tiger's safety tile. Do not cut them when you can play together by mistake! If you lose them, rely on Kabe or Suji. As you gain experience, you will be able to compare KABE and SUJI with the possibility of SEITABE, HENCHANG, and CHAMPON, as well as with your opponent's procedures and intentions.ベタオリの優先順位Priority of Beta Ori上家が切った牌に合わせ打ちMatch the tiles cut by the player on topリーチ(オリ対象)者の現物Reach (Ori target) person in kind完全安全牌completely safe tileカベやスジwalls and stripsリスクを測れMeasure your risk. 心得その10:リスクを測れ 手役を狙うのが妥当か?攻めるか受けるか?選択のほとんどがリスクバランスに委ねられる。 Tip #10: Measure your risk. Is it reasonable to aim for a hand? To attack or to receive? Most of the choices are left to the balance of risk. 麻雀は実は第一打から放銃のリスクを負っているのだ。1巡目に切った北で役満に放銃する可能性も無くはないのだ。 そんなことを言っては切りが無いが、自分が負っているリスクが適正かどうかを測るゲームなのだ。 ただ少なくともトップ目はラス目よりもリスクを負うことが出来ない。ラス目は失う順位点(ウマ)は無く、素点についてくるもの(オ カ・ウマ)は大きいが、トップ目は逆なのだから… これが難しく一朝一夕にはいかないところなのだが、手役を狙うのが妥当かどうか?攻めるか受けるか?など、選択のほとんどがリスクバランスに委ねられる。 そして、この要素が他家の動向を測ったり、自分の選択を決める大きな要素になる。つまり、上手くなるためには場数を踏むしかないのだ。 どんな天才でも経験なくしてはバランス感覚を身につけることは出来ないのだから… In fact, mahjong is a game in which you risk a gunshot from the very first move, and there is no limit to the possibility that you might hit a yakuman with a North cut on the first round. It is a game of measuring whether the risk you are taking is appropriate or not. But at least the top rank cannot be risked more than the bottom rank. The last player has no ranking points to lose (uma) and has more points to gain (okama-uma), but the top player has the opposite... This is the difficult part, and it does not happen overnight, but is it appropriate to aim for teyaku or not? To attack or to receive? Most of the choices, such as whether to attack or receive, are left to the balance of risk. And this is a major factor in gauging the other players' moves and deciding your own choices. In other words, the only way to get good at it is to experience it. No genius can develop a sense of balance without experience... まとめsummary どうだったでしょうか。本当に強いプロの言葉だからこそ、鈴木氏のアドバイスはずっしりと読み応えのあるものだったと思います。 この10の心得を胸に秘め、明日からの麻雀ライフをより楽しんでみてはどうでしょうか!初心者の方やこれまで闇雲に楽しんでいたプレイヤーには大きな革新が訪れるやもしれませんよ!! それでは最後にもう一度 What did you think? I think Suzuki's advice is worth reading because it comes from a really strong professional. Why don't you take these 10 tips to heart and start enjoying your mahjong life more from tomorrow? If you are a beginner or a player who has been enjoying mahjong only in the dark, you may see a great revolution in your life! So, one last time 鈴木たろうプロが教える10の心得10 Tips from Tarou Suzuki, Pro.麻雀は選択のゲームであるMahjong is a game of choice遠慮をするなDon't be shy.オリるなDon't get out.5ブロック思考を身につけろLearn to think in five blocks.手役を狙うなDon't go for the hand.鳴きは早いか高いかSqueal fast or high.基本はリーチBasics are a reachしぼるなDon't squeeze.ベタオリの手順を知れKnow the Beta Ori Procedure.リスクを測れMeasure your risk.前人未踏の雀王3連覇の今最も旬で強い”鈴木たろうプロ”から初心者諸君へ、麻雀を上達させるためのアドバイスです!本当に強いプロが教える麻雀をプレイする上で必要な心得10項目!!Here is some advice for beginners on how to improve your mahjong game from Taro Suzuki, the most popular and strong mahjong pro of the moment, who has won the unprecedented Jan-Oh championship three times in a row! The 10 essential tips for playing Mahjong from a really strong pro!戦略strategy鈴木たろうTarou Suzuki鈴木たろうTarou Suzuki麻雀 上達Mahjong Improvement麻雀 戦略Mahjong Strategy
例)
これらの形を抑えておきより強いブロックを多く作るように心がけるようにすると良い。
余裕があれば受け入れ枚数を数えても良いだろう。
e.g.
.
It is advisable to keep these forms in mind and try to make more blocks with more strength.
If you can afford it, you can count the number of accepted tiles.22text-align:left;width:50%text-align:left;width:50%PHRyPg==PHRyPg==覚えておきたいコツTips to rememberトータルの受け入れ枚数を減らさないようにするDo not reduce the total number of cards accepted.対子があるブロックは2つにするようにするTry to make two blocks that have opposites.2面子+二二四⑦⑦⑧22(対子を含むブロックが3つ:受け入れ18枚)なら⑦切り(受け入れ18枚→16枚)If 2 Ments + 224 ⑦ ⑦ ⑧ 22 (3 blocks including a pair: 18 accepted), then Cut ⑦ (18 accepted → 16 accepted)2面子+二二四⑦⑦⑧23(対子を含むブロックが2つ:受け入れ24枚)なら四切り(受け入れ24枚→20枚)If 2 Ments + 2 2 4 ⑦ ⑦ ⑧ 23 (2 blocks including a pair: 24 cards accepted), then Cut 4 (24 cards accepted - 20 cards)手役を狙うなDon't go for the hand. 心得その5:手役を狙うな 現代の麻雀では手役はたまたまできるもの程度な考えで十分 Tip #5: Don't aim for a hand. In modern mahjong, it is enough to think of a hand as something you can do by chance. 手役は麻雀で高打点を叩き出すために必要なもの!なのは間違いないのだが、実は狙ってもそんなにできるものではないのだ。 特に、赤牌やご祝儀などが多い現代の麻雀では手役はたまたまできるもの程度な考えで十分通用するのだ。 さらに手役を狙いすぎると目先のアガリを逃してしまい、失点してしまうことさえある。諸刃の剣といえる。 ではどのように手役を狙うのかというと、手役を狙うためのロスと上手くいったときの見返りを比較しながら進めなければならない。 つまり、牌効率はもちろん経験からくる他家の対応なども把握していなければ、適正かどうかを測れないのだ。 だから、手なりで手を進めて気づいたら出来ていた、見えていた程度に留めるのが、ベターな選択だと思う。 Hand Yaku is necessary to get a high score in Mahjong! There is no doubt that teyaku is necessary to get a high hit in mahjong, but in fact, it is not that easy to get it even if you aim for it. Especially in today's mahjong, where red tiles and congratulatory gifts are common, it is quite acceptable to think of te yaku as something that can be done by chance. Moreover, if you aim too much for te yaku, you may miss an immediate win and even lose a point. It is a double-edged sword. How to go for the hand, then, is a matter of weighing the loss of going for the hand against the reward of a successful outcome. In other words, it is impossible to measure the appropriateness of a hand without knowing the efficiency of the tiles as well as the responses of other players based on their experience. Therefore, I think it is a better choice to play a hand as you go along, and only to the extent that you find yourself able to do so or see it.鳴きは早いか高いかSqueal fast or high. 心得その6:鳴きは早いか高いか 鳴きは、速いアガリが期待できるとき、高打点が期待できるとき。それ以外の鳴きはあまりおススメできない。 Naru is only recommended when you expect to get a fast win or a high score. Other than that, Naruto is not recommended. 麻雀にはポン/チーなどの鳴きが存在する。そしてこれが勝敗を大きく分ける要素の一つなのだ。 かといって何でも鳴いていては損になってしまう。 でもやってみなくちゃ判らないじゃないか?まったくその通りだと思う。余裕があればぜひやってみてほしい。その方が引き出しが増えて将来の糧になるだろう。 ただ、手っ取り早く勝ちたい人のために一つの指針を示しておこう。 一つは速いアガリが期待できるとき。 加点は少なくても、他家のチャンス手を潰せるし、局も消化できる。ローリスクなわけだし… もう一つは高打点が期待できるとき。 特にホンイツがおススメ。手役は狙うなと書いたけど、ホンイツは比較的お得な役だと思う。 役牌と絡めると満貫クラスが簡単に狙えるし、自分の狙いが他家にわかり易い分、他家の対応もわかり易い。ある意味リスク回避にもなる。 それ以外の鳴きはあまりおススメできない。 相手がリスクに敏感なタイプならば相手を下ろす価値を得られるが、攻めてこられた場合こちらのリスクが増えてしまう。 In Mahjong, there are pon/chee and other nari. This is one of the factors that make the difference between winning and losing. However, if you do not try every kind of ringing, you will lose money. But you never know unless you try, right? I think you are absolutely right. If you can afford it, please give it a try. If you can afford it, you should definitely give it a try, because you will be able to get more out of it and it will be good for your future. However, for those who want to win quickly, let me give you a guideline. One is when you can expect to win quickly. You may not get many points, but you can kill the other players' chance moves, and you can also digest the game. It is low risk... The other is when you expect to get a high hit. In particular, Hongitsu is recommended. I wrote that you should not aim for hand yaku, but I think Hongitsu is a relatively good value. If you combine it with Yaku tiles, you can easily aim for Man-an class, and since it is easy for other players to know what you are aiming for, it is also easy for other players to know how to respond. In a sense, it is also a risk avoidance. Other than that, I don't recommend Naru. If the opponent is a risk-sensitive type of player, you can get the value of putting him down, but if he attacks you, your risk will increase.基本はリーチBasics are a reach 心得その7:基本はリーチ リーチはデメリットもあるが、基本的にメリットの方が大きい。 The basic principle of riichi has some disadvantages, but the advantages are basically greater. リーチのメリットは大きく二つ。 一つは、1翻しばりを含め翻数をアップさせること。 リーチの1翻以外にも一発や裏ドラが期待できるので、アガリ点を高くすることが出来る。 もう一つは、テンパイを知らせること。 なぜテンパイを知らせることがメリットなのか?と思うかもしれないが、これは相手にリスクを提示することを意味する。 相手に伸び伸び打たせない、制限を与えることがメリットになるのだ。 そしてデメリットは、主に以降打牌選択ができないことで、次にテンパイを教えることと1000点供託しなければならないことくらい。 これも、結局は比較なの だが、メリットが大きすぎるので、基本リーチで問題ない。 よほどでない限り迷ったらリーチと覚えておこう。ではどんな状況だとリーチしないのか? それは、メリットが少ないときとデメリットが大きいとき。 例えば、打点が十分であれば打点アップのメリットはない。微差のオーラスや終局間際など、他家がオリ難い状況であれば、相手に制限を与えるのは期待し難い。 また、1000点で順位が変わってしまうようなオーラスならデメリットは大きくなるし、アガればトップの局面でテンパイを教えてしまうことは損になりかねない。 これらの要素を複合して、リーチが損だと判断できたときにしないのだ。 これも経験から判断するものだけど… There are two major advantages of riichi. One is to increase the number of yans, including 1 fan. In addition to 1 fan of riichi, ippan and uradora can also be expected, so the points for winning the hand can be higher. The second is to announce the hand as "Tempai". Why is it advantageous to announce the hand as "tenpai"? You may ask, "Why is it an advantage to let the opponent know that you are about to make a move? The advantage is that it limits the opponent's ability to play. The disadvantages are mainly that you can't choose your tiles afterwards, and you have to teach your opponent how to play tenpai next time and deposit 1000 points. This, too, is a comparison in the end, but the advantages are so great that there is no problem with basic riichi. If you are in doubt, you should always remember to riichi, unless you are very sure about the situation. Then, under what circumstances do we not reach? It is when the advantage is small and the disadvantage is large. For example, if you have enough points, there is no advantage in increasing the number of points. If it is difficult for the other players to win the game, such as at the end of the game or at the end of the last round, it is difficult to expect the other players to limit their advantage. Also, if the game is at the end of a hand where 1000 points can change the ranking, the disadvantage will be greater, and it may be a loss to tell the player to make a tenpai when he is in the lead if he is aga. When these factors are combined and you can judge that riichi is a loss, you don't do it. Again, this is something I judge from experience... しぼるなDon't squeeze. 心得その8:しぼるな しぼるのは、特定状況下で使用するレアな戦略 Tip #8: Don't squeeze. Squeezing is a rare strategy used in specific situations. 相手に鳴かせないように打牌選択をすることをしぼると言うのだが、これは特定状況下で使用するレアな戦略なのだ。 相手に鳴かせないことが上手いというイメージやそれを美徳とするプレイヤーが意外と多いのだが、実は間違いなのだ。(あえて言い切るw) これは、トップを争っている相手など、アガられると不味い相手にのみ使う苦肉の策で、通常時はほとんど意味がない。 しぼりがどういった状況を作るか考えてみると、しぼっている側としぼられている側が損をして、残りの二人が得をするということなのだ。 だから、特定の相手に損を与えることが、自分の得になるという特殊状況だけの戦略なのだ。 むしろ、個人的には意図的には誰かに鳴かせることにより自分が得をするといった戦略のほうが頻度の高い 。 Choosing tiles so that the opponent does not ring is called squeezing, and this is a rare strategy used in specific situations. Surprisingly, there are many players who think that not allowing the opponent to ring is a virtue, but this is actually not true. (I dare to say it!) This is a desperate strategy used only against opponents who are in a race for the top position, or against opponents who would be disadvantaged by an aga-nai, and it is of little use under normal circumstances. If you think about how squeezing creates a situation, it means that the squeezer and the squeezed party lose money, and the other two gain. So it's a strategy only for special situations where giving a loss to a particular party is a gain for you. Rather, it is a strategy that is more frequent in which you personally gain by intentionally letting someone else ring.ベタオリの手順を知れKnow the Beta Ori Procedure. 心得その9:ベタオリの手順を知れ ベタオリはロジカルなもの、切る牌の順番が決まっている Tip #9: Know the procedure for getting a good hand. Getting a good hand is logical, and the order of tiles to be cut is fixed. オリるといっても、復活の可能性を考えたり、他家の動向などを考えるとアナログな要素もあるのだが、ベタオリはロジカルなものなのだ。 ほぼ一本道と言って良いし、誰もが同じになって不思議がない。そのくらい切る牌の順番が決まっているのだ。 まず、今切る牌は今だけ安全な牌。つまり、上家が切った牌に合わせ打ちするのだ。 ここで、下家に鳴かせたくないという意識は捨てよう。鳴かれてもいいじゃないか。むしろ鳴かせて放銃し合ってくれる可能性が高くなるのは得になる可能性が高い。 もし1巡手に留めてしまったら次の巡目はアタリ牌になっているかも知れないのだ。今切るしかない。 それが無ければ、リーチ(オリ対象)者の現物。 そして最後にとっておくのが完全安全牌。 完全安全牌は虎の子の安全牌。間違っても合わせ打ちできるときに切ってしまわないように! それらが無くなってしまったら、カベやスジに頼ろう。 カベやスジの比較は、経験を積めば嵌張・辺張・シャンポンの可能性、相手の手順、思惑で比較できるようになるはず。 Ori, though there is an analog element in considering the possibility of resurrection and the trends of other houses, beta ori is a logical one. It is almost a straight path, and it is no wonder that everyone follows the same path. The order of tiles to be cut is that fixed. First, the tile you cut now is the only safe tile for now. In other words, the player plays along with the tiles that the upper house has just cut. At this point, let go of the mindset that you don't want to let the player below you ring. It's okay if the player rings. In fact, it is more likely to benefit you if you let them ring and increase the possibility of them releasing each other's fire. If you hold the hand for one round, it might be an Atari tile in the next round. There is no choice but to cut now. If not, then the riichi player's actual hand. And finally, there is the completely safe tile. The perfect safety tile is the tiger's safety tile. Do not cut them when you can play together by mistake! If you lose them, rely on Kabe or Suji. As you gain experience, you will be able to compare KABE and SUJI with the possibility of SEITABE, HENCHANG, and CHAMPON, as well as with your opponent's procedures and intentions.ベタオリの優先順位Priority of Beta Ori上家が切った牌に合わせ打ちMatch the tiles cut by the player on topリーチ(オリ対象)者の現物Reach (Ori target) person in kind完全安全牌completely safe tileカベやスジwalls and stripsリスクを測れMeasure your risk. 心得その10:リスクを測れ 手役を狙うのが妥当か?攻めるか受けるか?選択のほとんどがリスクバランスに委ねられる。 Tip #10: Measure your risk. Is it reasonable to aim for a hand? To attack or to receive? Most of the choices are left to the balance of risk. 麻雀は実は第一打から放銃のリスクを負っているのだ。1巡目に切った北で役満に放銃する可能性も無くはないのだ。 そんなことを言っては切りが無いが、自分が負っているリスクが適正かどうかを測るゲームなのだ。 ただ少なくともトップ目はラス目よりもリスクを負うことが出来ない。ラス目は失う順位点(ウマ)は無く、素点についてくるもの(オ カ・ウマ)は大きいが、トップ目は逆なのだから… これが難しく一朝一夕にはいかないところなのだが、手役を狙うのが妥当かどうか?攻めるか受けるか?など、選択のほとんどがリスクバランスに委ねられる。 そして、この要素が他家の動向を測ったり、自分の選択を決める大きな要素になる。つまり、上手くなるためには場数を踏むしかないのだ。 どんな天才でも経験なくしてはバランス感覚を身につけることは出来ないのだから… In fact, mahjong is a game in which you risk a gunshot from the very first move, and there is no limit to the possibility that you might hit a yakuman with a North cut on the first round. It is a game of measuring whether the risk you are taking is appropriate or not. But at least the top rank cannot be risked more than the bottom rank. The last player has no ranking points to lose (uma) and has more points to gain (okama-uma), but the top player has the opposite... This is the difficult part, and it does not happen overnight, but is it appropriate to aim for teyaku or not? To attack or to receive? Most of the choices, such as whether to attack or receive, are left to the balance of risk. And this is a major factor in gauging the other players' moves and deciding your own choices. In other words, the only way to get good at it is to experience it. No genius can develop a sense of balance without experience... まとめsummary どうだったでしょうか。本当に強いプロの言葉だからこそ、鈴木氏のアドバイスはずっしりと読み応えのあるものだったと思います。 この10の心得を胸に秘め、明日からの麻雀ライフをより楽しんでみてはどうでしょうか!初心者の方やこれまで闇雲に楽しんでいたプレイヤーには大きな革新が訪れるやもしれませんよ!! それでは最後にもう一度 What did you think? I think Suzuki's advice is worth reading because it comes from a really strong professional. Why don't you take these 10 tips to heart and start enjoying your mahjong life more from tomorrow? If you are a beginner or a player who has been enjoying mahjong only in the dark, you may see a great revolution in your life! So, one last time 鈴木たろうプロが教える10の心得10 Tips from Tarou Suzuki, Pro.麻雀は選択のゲームであるMahjong is a game of choice遠慮をするなDon't be shy.オリるなDon't get out.5ブロック思考を身につけろLearn to think in five blocks.手役を狙うなDon't go for the hand.鳴きは早いか高いかSqueal fast or high.基本はリーチBasics are a reachしぼるなDon't squeeze.ベタオリの手順を知れKnow the Beta Ori Procedure.リスクを測れMeasure your risk.前人未踏の雀王3連覇の今最も旬で強い”鈴木たろうプロ”から初心者諸君へ、麻雀を上達させるためのアドバイスです!本当に強いプロが教える麻雀をプレイする上で必要な心得10項目!!Here is some advice for beginners on how to improve your mahjong game from Taro Suzuki, the most popular and strong mahjong pro of the moment, who has won the unprecedented Jan-Oh championship three times in a row! The 10 essential tips for playing Mahjong from a really strong pro!戦略strategy鈴木たろうTarou Suzuki鈴木たろうTarou Suzuki麻雀 上達Mahjong Improvement麻雀 戦略Mahjong Strategy
e.g.
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It is advisable to keep these forms in mind and try to make more blocks with more strength.
If you can afford it, you can count the number of accepted tiles.2text-align:left;width:50%PHRyPg==Tips to rememberDo not reduce the total number of cards accepted.Try to make two blocks that have opposites.If 2 Ments + 224 ⑦ ⑦ ⑧ 22 (3 blocks including a pair: 18 accepted), then Cut ⑦ (18 accepted → 16 accepted)If 2 Ments + 2 2 4 ⑦ ⑦ ⑧ 23 (2 blocks including a pair: 24 cards accepted), then Cut 4 (24 cards accepted - 20 cards)Don't go for the hand. Tip #5: Don't aim for a hand. In modern mahjong, it is enough to think of a hand as something you can do by chance. Hand Yaku is necessary to get a high score in Mahjong! There is no doubt that teyaku is necessary to get a high hit in mahjong, but in fact, it is not that easy to get it even if you aim for it. Especially in today's mahjong, where red tiles and congratulatory gifts are common, it is quite acceptable to think of te yaku as something that can be done by chance. Moreover, if you aim too much for te yaku, you may miss an immediate win and even lose a point. It is a double-edged sword. How to go for the hand, then, is a matter of weighing the loss of going for the hand against the reward of a successful outcome. In other words, it is impossible to measure the appropriateness of a hand without knowing the efficiency of the tiles as well as the responses of other players based on their experience. Therefore, I think it is a better choice to play a hand as you go along, and only to the extent that you find yourself able to do so or see it.Squeal fast or high. Naru is only recommended when you expect to get a fast win or a high score. Other than that, Naruto is not recommended. In Mahjong, there are pon/chee and other nari. This is one of the factors that make the difference between winning and losing. However, if you do not try every kind of ringing, you will lose money. But you never know unless you try, right? I think you are absolutely right. If you can afford it, please give it a try. If you can afford it, you should definitely give it a try, because you will be able to get more out of it and it will be good for your future. However, for those who want to win quickly, let me give you a guideline. One is when you can expect to win quickly. You may not get many points, but you can kill the other players' chance moves, and you can also digest the game. It is low risk... The other is when you expect to get a high hit. In particular, Hongitsu is recommended. I wrote that you should not aim for hand yaku, but I think Hongitsu is a relatively good value. If you combine it with Yaku tiles, you can easily aim for Man-an class, and since it is easy for other players to know what you are aiming for, it is also easy for other players to know how to respond. In a sense, it is also a risk avoidance. Other than that, I don't recommend Naru. If the opponent is a risk-sensitive type of player, you can get the value of putting him down, but if he attacks you, your risk will increase.Basics are a reach The basic principle of riichi has some disadvantages, but the advantages are basically greater. There are two major advantages of riichi. One is to increase the number of yans, including 1 fan. In addition to 1 fan of riichi, ippan and uradora can also be expected, so the points for winning the hand can be higher. The second is to announce the hand as "Tempai". Why is it advantageous to announce the hand as "tenpai"? You may ask, "Why is it an advantage to let the opponent know that you are about to make a move? The advantage is that it limits the opponent's ability to play. The disadvantages are mainly that you can't choose your tiles afterwards, and you have to teach your opponent how to play tenpai next time and deposit 1000 points. This, too, is a comparison in the end, but the advantages are so great that there is no problem with basic riichi. If you are in doubt, you should always remember to riichi, unless you are very sure about the situation. Then, under what circumstances do we not reach? It is when the advantage is small and the disadvantage is large. For example, if you have enough points, there is no advantage in increasing the number of points. If it is difficult for the other players to win the game, such as at the end of the game or at the end of the last round, it is difficult to expect the other players to limit their advantage. Also, if the game is at the end of a hand where 1000 points can change the ranking, the disadvantage will be greater, and it may be a loss to tell the player to make a tenpai when he is in the lead if he is aga. When these factors are combined and you can judge that riichi is a loss, you don't do it. Again, this is something I judge from experience... Don't squeeze. Tip #8: Don't squeeze. Squeezing is a rare strategy used in specific situations. Choosing tiles so that the opponent does not ring is called squeezing, and this is a rare strategy used in specific situations. Surprisingly, there are many players who think that not allowing the opponent to ring is a virtue, but this is actually not true. (I dare to say it!) This is a desperate strategy used only against opponents who are in a race for the top position, or against opponents who would be disadvantaged by an aga-nai, and it is of little use under normal circumstances. If you think about how squeezing creates a situation, it means that the squeezer and the squeezed party lose money, and the other two gain. So it's a strategy only for special situations where giving a loss to a particular party is a gain for you. Rather, it is a strategy that is more frequent in which you personally gain by intentionally letting someone else ring.Know the Beta Ori Procedure. Tip #9: Know the procedure for getting a good hand. Getting a good hand is logical, and the order of tiles to be cut is fixed. Ori, though there is an analog element in considering the possibility of resurrection and the trends of other houses, beta ori is a logical one. It is almost a straight path, and it is no wonder that everyone follows the same path. The order of tiles to be cut is that fixed. First, the tile you cut now is the only safe tile for now. In other words, the player plays along with the tiles that the upper house has just cut. At this point, let go of the mindset that you don't want to let the player below you ring. It's okay if the player rings. In fact, it is more likely to benefit you if you let them ring and increase the possibility of them releasing each other's fire. If you hold the hand for one round, it might be an Atari tile in the next round. There is no choice but to cut now. If not, then the riichi player's actual hand. And finally, there is the completely safe tile. The perfect safety tile is the tiger's safety tile. Do not cut them when you can play together by mistake! If you lose them, rely on Kabe or Suji. As you gain experience, you will be able to compare KABE and SUJI with the possibility of SEITABE, HENCHANG, and CHAMPON, as well as with your opponent's procedures and intentions.Priority of Beta OriMatch the tiles cut by the player on topReach (Ori target) person in kindcompletely safe tilewalls and stripsMeasure your risk. Tip #10: Measure your risk. Is it reasonable to aim for a hand? To attack or to receive? Most of the choices are left to the balance of risk. In fact, mahjong is a game in which you risk a gunshot from the very first move, and there is no limit to the possibility that you might hit a yakuman with a North cut on the first round. It is a game of measuring whether the risk you are taking is appropriate or not. But at least the top rank cannot be risked more than the bottom rank. The last player has no ranking points to lose (uma) and has more points to gain (okama-uma), but the top player has the opposite... This is the difficult part, and it does not happen overnight, but is it appropriate to aim for teyaku or not? To attack or to receive? Most of the choices, such as whether to attack or receive, are left to the balance of risk. And this is a major factor in gauging the other players' moves and deciding your own choices. In other words, the only way to get good at it is to experience it. No genius can develop a sense of balance without experience... summary What did you think? I think Suzuki's advice is worth reading because it comes from a really strong professional. Why don't you take these 10 tips to heart and start enjoying your mahjong life more from tomorrow? If you are a beginner or a player who has been enjoying mahjong only in the dark, you may see a great revolution in your life! So, one last time 10 Tips from Tarou Suzuki, Pro.Mahjong is a game of choiceDon't be shy.Don't get out.Learn to think in five blocks.Don't go for the hand.Squeal fast or high.Basics are a reachDon't squeeze.Know the Beta Ori Procedure.Measure your risk.Here is some advice for beginners on how to improve your mahjong game from Taro Suzuki, the most popular and strong mahjong pro of the moment, who has won the unprecedented Jan-Oh championship three times in a row! The 10 essential tips for playing Mahjong from a really strong pro!strategyTarou SuzukiTarou SuzukiMahjong ImprovementMahjong Strategy
Tips to remember
- Do not reduce the total number of cards accepted.
- Try to make two blocks that have opposites.
- If 2 Ments + 224 ⑦ ⑦ ⑧ 22 (3 blocks including a pair: 18 accepted), then Cut ⑦ (18 accepted → 16 accepted)
- If 2 Ments + 2 2 4 ⑦ ⑦ ⑧ 23 (2 blocks including a pair: 24 cards accepted), then Cut 4 (24 cards accepted - 20 cards)
Don’t go for the hand.
Hand Yaku is necessary to get a high score in Mahjong! There is no doubt that teyaku is necessary to get a high hit in mahjong, but in fact, it is not that easy to get it even if you aim for it. Especially in today's mahjong, where red tiles and congratulatory gifts are common, it is quite acceptable to think of te yaku as something that can be done by chance. Moreover, if you aim too much for te yaku, you may miss an immediate win and even lose a point. It is a double-edged sword. How to go for the hand, then, is a matter of weighing the loss of going for the hand against the reward of a successful outcome. In other words, it is impossible to measure the appropriateness of a hand without knowing the efficiency of the tiles as well as the responses of other players based on their experience. Therefore, I think it is a better choice to play a hand as you go along, and only to the extent that you find yourself able to do so or see it.
Squeal fast or high.
In Mahjong, there are pon/chee and other nari. This is one of the factors that make the difference between winning and losing. However, if you do not try every kind of ringing, you will lose money. But you never know unless you try, right? I think you are absolutely right. If you can afford it, please give it a try. If you can afford it, you should definitely give it a try, because you will be able to get more out of it and it will be good for your future. However, for those who want to win quickly, let me give you a guideline. One is when you can expect to win quickly. You may not get many points, but you can kill the other players' chance moves, and you can also digest the game. It is low risk... The other is when you expect to get a high hit. In particular, Hongitsu is recommended. I wrote that you should not aim for hand yaku, but I think Hongitsu is a relatively good value. If you combine it with Yaku tiles, you can easily aim for Man-an class, and since it is easy for other players to know what you are aiming for, it is also easy for other players to know how to respond. In a sense, it is also a risk avoidance. Other than that, I don't recommend Naru. If the opponent is a risk-sensitive type of player, you can get the value of putting him down, but if he attacks you, your risk will increase.
Basics are a reach
There are two major advantages of riichi. One is to increase the number of yans, including 1 fan. In addition to 1 fan of riichi, ippan and uradora can also be expected, so the points for winning the hand can be higher. The second is to announce the hand as "Tempai". Why is it advantageous to announce the hand as "tenpai"? You may ask, "Why is it an advantage to let the opponent know that you are about to make a move? The advantage is that it limits the opponent's ability to play. The disadvantages are mainly that you can't choose your tiles afterwards, and you have to teach your opponent how to play tenpai next time and deposit 1000 points. This, too, is a comparison in the end, but the advantages are so great that there is no problem with basic riichi. If you are in doubt, you should always remember to riichi, unless you are very sure about the situation. Then, under what circumstances do we not reach? It is when the advantage is small and the disadvantage is large. For example, if you have enough points, there is no advantage in increasing the number of points. If it is difficult for the other players to win the game, such as at the end of the game or at the end of the last round, it is difficult to expect the other players to limit their advantage. Also, if the game is at the end of a hand where 1000 points can change the ranking, the disadvantage will be greater, and it may be a loss to tell the player to make a tenpai when he is in the lead if he is aga. When these factors are combined and you can judge that riichi is a loss, you don't do it. Again, this is something I judge from experience...
Don’t squeeze.
Choosing tiles so that the opponent does not ring is called squeezing, and this is a rare strategy used in specific situations. Surprisingly, there are many players who think that not allowing the opponent to ring is a virtue, but this is actually not true. (I dare to say it!) This is a desperate strategy used only against opponents who are in a race for the top position, or against opponents who would be disadvantaged by an aga-nai, and it is of little use under normal circumstances. If you think about how squeezing creates a situation, it means that the squeezer and the squeezed party lose money, and the other two gain. So it's a strategy only for special situations where giving a loss to a particular party is a gain for you. Rather, it is a strategy that is more frequent in which you personally gain by intentionally letting someone else ring.
Know the Beta Ori Procedure.
Ori, though there is an analog element in considering the possibility of resurrection and the trends of other houses, beta ori is a logical one. It is almost a straight path, and it is no wonder that everyone follows the same path. The order of tiles to be cut is that fixed. First, the tile you cut now is the only safe tile for now. In other words, the player plays along with the tiles that the upper house has just cut. At this point, let go of the mindset that you don't want to let the player below you ring. It's okay if the player rings. In fact, it is more likely to benefit you if you let them ring and increase the possibility of them releasing each other's fire. If you hold the hand for one round, it might be an Atari tile in the next round. There is no choice but to cut now. If not, then the riichi player's actual hand. And finally, there is the completely safe tile. The perfect safety tile is the tiger's safety tile. Do not cut them when you can play together by mistake! If you lose them, rely on Kabe or Suji. As you gain experience, you will be able to compare KABE and SUJI with the possibility of SEITABE, HENCHANG, and CHAMPON, as well as with your opponent's procedures and intentions.
Priority of Beta Ori
- Match the tiles cut by the player on top
- Reach (Ori target) person in kind
- completely safe tile
- walls and strips
Measure your risk.
In fact, mahjong is a game in which you risk a gunshot from the very first move, and there is no limit to the possibility that you might hit a yakuman with a North cut on the first round. It is a game of measuring whether the risk you are taking is appropriate or not. But at least the top rank cannot be risked more than the bottom rank. The last player has no ranking points to lose (uma) and has more points to gain (okama-uma), but the top player has the opposite... This is the difficult part, and it does not happen overnight, but is it appropriate to aim for teyaku or not? To attack or to receive? Most of the choices, such as whether to attack or receive, are left to the balance of risk. And this is a major factor in gauging the other players' moves and deciding your own choices. In other words, the only way to get good at it is to experience it. No genius can develop a sense of balance without experience...
summary
What did you think? I think Suzuki's advice is worth reading because it comes from a really strong professional. Why don't you take these 10 tips to heart and start enjoying your mahjong life more from tomorrow? If you are a beginner or a player who has been enjoying mahjong only in the dark, you may see a great revolution in your life! So, one last time
10 Tips from Tarou Suzuki, Pro.
- Mahjong is a game of choice
- Don't be shy.
- Don't get out.
- Learn to think in five blocks.
- Don't go for the hand.
- Squeal fast or high.
- Basics are a reach
- Don't squeeze.
- Know the Beta Ori Procedure.
- Measure your risk.
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