injusticejudge blog

shouhai theory

I haven’t seen any theory out there for shouhai. For context, shouhai is a riichi game mode where you start out with one less tile, so you are playing with a 12-tile hand. In return, you get an invisible “joker” tile as your 13th tile that you can use to complete a regular 14-tile hand.

Because the goal can be considered as “getting to tenpai”, shouhai theory is essentially iishanten wait analysis. That is, your final waits in shouhai are those going from iishanten to tenpai. We will classify and analyze all the iishanten types, of which there are four:

Five pairs

Chiitoitsu is really simple. You win as soon as you get 6 pairs (plus a floating tile, which your joker tile completes as the 7th pair). So tenpai is really getting five pairs, with two floating tiles serving as your tanki waits.

Five pair iishanten is 6 outs, 3 for each tanki pair. There is nothing else to say for now, but we will come back to five pair hands at the end.

Thirteen orphans

Thirteen orphans is similar, and much easier to achieve, thanks to the invisible joker completing a missing terminal/honor even if all four have been dealt.

To get thirteen orphans iishanten with your 12 tiles, you either need 12 unique terminal/honors, or 11 unique terminal/honors with one of them being a pair. It’s the same as regular riichi, you just need one less tile, so you probably want to go for it much more often than usual.

With the two irregular hands out of the way, we move on to the standard hand theory.

Two completed groups (2-mentsu)

When you have two completed groups (2-mentsu), you have six tiles remaining that make up your wait. There is essentially only one way to arrange the six tiles in order to achieve iishanten:

Here a simple shape is a two-tile shape, either ryanmen 4p5p, penchan 1m2m, kanchan 5s7s, or a pair 2z2z. If one of your two simple shapes is a pair, then both (or all 3) pairs contribute to the wait as a shanpon wait.

Unlike tenpai waits, with iishanten you get two shapes to wait on. Assume your pair is 7z7z. So if you have 4p5p and 8s9s, you’re waiting on 3p6p7s (12 outs). If you have 4p5p and 8s8s, you’re waiting on 3p6p8s7z (12 outs). If you have 4p4p and 8s8s, you’re waiting on 4p8s7z (6 outs). Yeah, try not to have 3 pairs.

Note that your completed groups can extend your waits if they overlap one of your waits. That is, if 4p is one of your waits, then having 2p3p4p extends that wait to 1p, and having 4p5p6p extends that wait to 7p. For this type of iishanten, this is only relevant when extending ryanmen 3p4p to sanmenchan 3p4p5p6p7p, or extending shanpon 4s4s7z7z to entotsu 4s4s4s5s6s7z7z. So it’s enough to just notice that you have sanmenchan or entotsu when you do, and otherwise you can completely ignore the two existing groups.

In summary, to maximize the wait of your iishanten when you have two completed groups, maximize the wait of your two simple shapes.

Three completed groups (3-mentsu)

With three completed groups (3-mentsu), that leaves only three tiles to make up your wait. Even though it’s half as many tiles, the theory is much more complex. There are three ways to arrange the three tiles to achieve iishanten:

I’m going to call these three arrangements headless, ryankan, and sticky.

Headless has a pretty simple wait: it waits on the simple shape, and the floating tile serves as a tanki wait. So 3s4s1z waits on 2s5s1z (11 outs). The fact that you have an extra flexible tanki wait is pretty good since you can easily wait on a wind tile, for instance.

Ryankan is when the floating tile adds onto one of the simple shape to make a 3-tile complex shape, further adding tiles to the wait. Actually, this can be in one of two forms:

Sticky is possibly the best one. If you have 2m2m7p, then not only are you waiting on the pair 2m and tanki on 7p, you’re also waiting to turn 7p into any simple shape, so add 5p6p8p9p to your wait. (This is called a taatsu wait, and we consider 7p a sticky tile.) Overall you are waiting on 2m5p6p7p8p9p (21 outs). It’s really good.

Note that the paired simple shape case is completely subsumed by the sticky case. A paired simple shape waits on the same waits as the sticky tile, except it waits on two less tiles since your pair is always one of the waits. So you can simply consider the paired simple shape case as a worse sticky iishanten.

(Aside: In standard riichi iishanten theory there is a distinction between headless hands with a closed triplet (ankou) vs without a closed triplet, because of how it affects your tenpai wait. In shouhai we don’t care at all about the potential tenpai wait since we win with any tenpai, so we ignore this distinction entirely.)

Like in the previous 2-mentsu case, our three (!) completed groups can be used to extend our existing waits. It turns out that due to our waits no longer being just simple shapes, the extension theory is much more complex here, and it’s not enough to just look out for sanmenchan 3p4p5p6p7p and entotsu 4s4s4s5s6s7z7z. We’ll see why in a moment.

Choosing between 2- and 3-mentsu

Consider the following shouhai hand: 2m3m4m5m6m7m3p3p6p7p2s3s3p

3p is not one of our outs, but it upgrades the 2-mentsu iishanten into a 3-mentsu. Let’s compare the waits. Our original 2m3m4m5m6m7m3p3p6p7p2s3s is waiting on 5p8p1s4s (16 outs). If we convert by dropping one of 6p7p2s3s, say 3s, we get 2m3m4m5m6m7m3p3p3p6p7p2s waiting on 5p8p2s (11 outs). Plus we lose our pinfu chances. Seems much worse, right?

This is generally true, but everything changes when extended shapes come into play.

Extending 3-mentsu

While 3-mentsu iishanten is not much more powerful than 2-mentsu iishanten (assuming ryanmen simple shapes), the strength of 3-mentsu comes from a richer extension theory.

With 2-mentsu, we only had simple waits to consider: ryanmen, kanchan, penchan, and shanpon. These can only be extended by sequences, and some of them are not very interesting:

So you only have to look out for sanmenchan and entotsu.

With 3-mentsu, we introduce the following non-simple waits:

Let’s start with tanki waits. Tanki waits can be extended by sequences two ways, and by triplets two ways. We have:

Since headless and ryankan both feature tanki waits, it is easy to extend them. In particular, if your tanki tile is not near a completed group, it takes only one draw/discard to swap it for one near a completed group.

Sticky, on the other hand, features a taatsu wait. Taatsu waits are extended by sequences:

Like tanki waits, it’s just one draw/discard to swap out a sticky tile, and chances are that you’re getting something near a sequence. It’s not unusual for a sticky wait to wait on most of a suit. For example, 2s3s4s4s6s7s8s waits on 2s3s4s5s6s + 1s + 9s.

Because of the upgrade potential, it is seriously worth considering taking a 3-mentsu iishanten over 2-mentsu, even if it means breaking ryanmen.

Hybridizing with 5-pair iishanten

There is a little more to say about the 5-pair iishanten. In standard riichi, you usually consider going for chiitoitsu if you have 4 or more pairs. In shouhai, this number obviously decreases to 3 or more pairs, which is much easier to get, even though the 5-pair iishanten is one of the worst, with only 6 outs. However because of the potential for 5-pair iishanten, it is worth considering certain shapes that are often overlooked in standard riichi.

Let’s start off with iipeikou, which is the strongest shape in this category. If you’re in 2-mentsu iishanten, and your two complete groups are iipeikou 3p3p4p4p5p5p, you can easily hybridize 2-mentsu iishanten and 5-pair iishanten. For example, 3p3p4p4p5p5p2s3s5s5s7z7z waits on the standard 1s4s5s7z, but since it is also a 5-pair hand, you are also waiting on 2s3s. That gives a total wait on 1s2s3s4s5s7z (18 outs). Pretty good!

Two more common shapes are tobi-toitsu 4p4p6p6p and narabi-toitsu 4s4s5s5s. If you have this plus another pair, it’s time to consider 5-pair iishanten. In addition, if you do get into 2-mentsu iishanten with this as your two simple shapes, it is not so bad since they serve as both a shanpon and as a kanchan or ryanmen wait. Tobi-toitsu waits on 4p5p6p7z (12 outs) and narabi-toitsu on 3s4s5s6s7z (14 outs). Obviously these are not as good as two ryanmen (16 outs) but you take what you can get, so look out for them.

There is also double aryanmen 3s3s4s5s6s6s. In standard riichi, this shape is good in iishanten since it waits on 3s6s and upgrades into ryanmen with 2s4s5s7s. In shouhai, we can consider this as part of a sticky iishanten where the sticky tiles are 3s and 6s, so it wholesale waits on 1s2s3s4s5s6s7s8s, just like the nobetan 3s4s5s6s. So it is very good to have even if you don’t end up going for 5-pair iishanten.

Finally we have ryankan pair, 2p2p4p6p6p. Standard riichi likes this shape since it’s waiting on 2p3p5p6p to form a pair and a group. Shouhai likes this shape too for the same reasons, but also because of the two pairs it contributes – again, if you have this plus another pair, it’s time to consider 5-pair iishanten.

Yaku considerations

Obviously, every yaku is easier to get in shouhai than in standard riichi, so in your EV calculations expect scores to be higher than usual. (Though if you’re calculating EV while playing shouhai you might benefit from touching grass.)

Some yaku get more benefit than others:

Also all yakuman are much easier so definitely consider going for them more often.

Defense

Furiten is still a thing in shouhai. If you got the above iishanten theory down, then you should have no trouble navigating furiten while playing, but how does this translate to analyzing others’ plays for defense reasons?

Here I list the standard riichi strategies for defense and how they differ in shouhai.

Closing

I have barely played shouhai and I pulled most of this theory out of my ass based on what I know about iishanten theory in standard riichi mahjong, so take everything I have said here with a large pinch of salt.

« the making of injusticejudge