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	<title>Comments on: Yaku defense guide: Toitoi and Yakuhai</title>
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	<link>http://www.osamuko.com/2009/10/07/yaku-defense-guide-toitoi-and-yakuhai/</link>
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		<title>By: SedoKai</title>
		<link>http://www.osamuko.com/2009/10/07/yaku-defense-guide-toitoi-and-yakuhai/comment-page-1/#comment-4176</link>
		<dc:creator>SedoKai</dc:creator>
		<pubDate>Mon, 31 Oct 2011 06:55:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.osamuko.com/?p=696#comment-4176</guid>
		<description>I give this a 1/10.  Toitoi -&gt; Chiitoitsu -&gt; San Ankou -&gt; Shousangen -&gt; Suu Ankou/Daisangen is one of the basic directions that a mahjong hand takes, usually built around toitsuba.  Toitoi is different from the rest of the hands in this progression in that you can make calls liberally and still extend it to an open tanyao or yakuhai hand, or maybe even sanshoku doukou or honitsu/chinitsu depending on the flow of the game.  Opponents generally use toitoi to make quick cheap hands and win games for renchan or to prevent/break renchan, or to try to maintain their lead when they&#039;re ahead.  Because of the focus on speed, it&#039;s rare to see a tankimachi with toitoi.  You also get the very bad players who will make and win with this hand under any circumstance, but they&#039;re so easy that they aren&#039;t worth mentioning.  Toitoi becomes dangerous when it&#039;s tied to the dora.  With 2 extra han, it becomes mangan.

With all that being said, defense against an apparent toitoi begins by narrowing down the possible yakus of the hand.  The 1st pon eliminates all the yakus that require a closed hand.  Calling on an end tile or honor tile obviously eliminates tanyao.  The 2nd pon eliminates hands based around chi.  Pons on 2 different suits eliminate honitsu/chinitsu.  Tenpai for toitoi specifically isn&#039;t possible until the 3rd call, and by that point you&#039;re usually looking at either yakuhai, tanyao, toitoi, or no ten.  Sometimes you&#039;ll see 3 pons on a single suit or a single suit and honors, pointing to honitsu/chinitsu as well.  With that in mind, read the discards accordingly.  Toitoi waits on a very low number of tiles, either a dual pon wait or a single wait, so you&#039;ll usually find that you have more than enough safe tiles to make it through the game. Furiten tiles are obviously safe.  Tiles that have atleast 2 used up are safe from toitoi before the 4th pon. Honitsu/chinitsu eliminates 1 suit from the safe area, and tanyao/yakuhai waits can be determined through suji.  Other than that, avoid dealing the dora or tiles around the dora when it could be tied into the hand.

As mentioned above in the article, the weakness of calling is that it restricts the hand, not only the yaku it can make, but the number of safe tiles it has to deal against threatening hands.  One of the ways to attack toitoi is to use up it&#039;s winning tiles and then riichi.  Since toitoi focuses on speed, opponents usually value tiles that allow a hand to progress quickly, and aim for tiles that haven&#039;t already been discarded or called.  Tiles that already have 1 or 2 used up tend to flow out of the hand.  This makes which tiles an opponent is likely to have and likely to cut predictable.  Tiles that hold the most possibilities are usually held onto the longest, while isolated tiles are cut more quickly, with honor tiles usually being some of the last useless tiles to be cut, usually after 1-2 calls, and then the menzi.  By predicting the areas where an opponent&#039;s waits will be, you can either incorporate their waiting tiles into your hand or build your own waits around the same tiles.  Riichi pressures the opponent into eventually making stronghanded deals or taking apart their own hand.  Another way to attack toitoi is by placing restrictions on what tiles they can deal by hinting at strong hands with calls.  

Finally, if no other options are available, chosing to deal into a cheap hand to avoid someone completing a monster hand is a prudent strategy.  i.e. if an opponent is in apparent tenpai with a toitoi, honitsu, yakuhai hand and little to none of the dora have been discarded yet, your own hand is still progressing, and another player has an open tanyao or yakuhai hand.

One last thing to mention, and the first to consider when playing, is the strength and mentality of the opponent.  Suji, discard, and hand reading require a context in order to yield useful information.  That context is the opponent (and the flow of the game).  Against high level opponents that can use tricky and unusual waits effectively (refer to Akagi and Ten for examples), as well as read into your own hand and mentality, normal strategies lose a lot, if not most, of their power. Good luck if you find an opponent like this.</description>
		<content:encoded><![CDATA[<p>I give this a 1/10.  Toitoi -&gt; Chiitoitsu -&gt; San Ankou -&gt; Shousangen -&gt; Suu Ankou/Daisangen is one of the basic directions that a mahjong hand takes, usually built around toitsuba.  Toitoi is different from the rest of the hands in this progression in that you can make calls liberally and still extend it to an open tanyao or yakuhai hand, or maybe even sanshoku doukou or honitsu/chinitsu depending on the flow of the game.  Opponents generally use toitoi to make quick cheap hands and win games for renchan or to prevent/break renchan, or to try to maintain their lead when they&#8217;re ahead.  Because of the focus on speed, it&#8217;s rare to see a tankimachi with toitoi.  You also get the very bad players who will make and win with this hand under any circumstance, but they&#8217;re so easy that they aren&#8217;t worth mentioning.  Toitoi becomes dangerous when it&#8217;s tied to the dora.  With 2 extra han, it becomes mangan.</p>
<p>With all that being said, defense against an apparent toitoi begins by narrowing down the possible yakus of the hand.  The 1st pon eliminates all the yakus that require a closed hand.  Calling on an end tile or honor tile obviously eliminates tanyao.  The 2nd pon eliminates hands based around chi.  Pons on 2 different suits eliminate honitsu/chinitsu.  Tenpai for toitoi specifically isn&#8217;t possible until the 3rd call, and by that point you&#8217;re usually looking at either yakuhai, tanyao, toitoi, or no ten.  Sometimes you&#8217;ll see 3 pons on a single suit or a single suit and honors, pointing to honitsu/chinitsu as well.  With that in mind, read the discards accordingly.  Toitoi waits on a very low number of tiles, either a dual pon wait or a single wait, so you&#8217;ll usually find that you have more than enough safe tiles to make it through the game. Furiten tiles are obviously safe.  Tiles that have atleast 2 used up are safe from toitoi before the 4th pon. Honitsu/chinitsu eliminates 1 suit from the safe area, and tanyao/yakuhai waits can be determined through suji.  Other than that, avoid dealing the dora or tiles around the dora when it could be tied into the hand.</p>
<p>As mentioned above in the article, the weakness of calling is that it restricts the hand, not only the yaku it can make, but the number of safe tiles it has to deal against threatening hands.  One of the ways to attack toitoi is to use up it&#8217;s winning tiles and then riichi.  Since toitoi focuses on speed, opponents usually value tiles that allow a hand to progress quickly, and aim for tiles that haven&#8217;t already been discarded or called.  Tiles that already have 1 or 2 used up tend to flow out of the hand.  This makes which tiles an opponent is likely to have and likely to cut predictable.  Tiles that hold the most possibilities are usually held onto the longest, while isolated tiles are cut more quickly, with honor tiles usually being some of the last useless tiles to be cut, usually after 1-2 calls, and then the menzi.  By predicting the areas where an opponent&#8217;s waits will be, you can either incorporate their waiting tiles into your hand or build your own waits around the same tiles.  Riichi pressures the opponent into eventually making stronghanded deals or taking apart their own hand.  Another way to attack toitoi is by placing restrictions on what tiles they can deal by hinting at strong hands with calls.  </p>
<p>Finally, if no other options are available, chosing to deal into a cheap hand to avoid someone completing a monster hand is a prudent strategy.  i.e. if an opponent is in apparent tenpai with a toitoi, honitsu, yakuhai hand and little to none of the dora have been discarded yet, your own hand is still progressing, and another player has an open tanyao or yakuhai hand.</p>
<p>One last thing to mention, and the first to consider when playing, is the strength and mentality of the opponent.  Suji, discard, and hand reading require a context in order to yield useful information.  That context is the opponent (and the flow of the game).  Against high level opponents that can use tricky and unusual waits effectively (refer to Akagi and Ten for examples), as well as read into your own hand and mentality, normal strategies lose a lot, if not most, of their power. Good luck if you find an opponent like this.</p>
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		<title>By: Jasonhe</title>
		<link>http://www.osamuko.com/2009/10/07/yaku-defense-guide-toitoi-and-yakuhai/comment-page-1/#comment-2682</link>
		<dc:creator>Jasonhe</dc:creator>
		<pubDate>Sun, 25 Oct 2009 22:53:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.osamuko.com/?p=696#comment-2682</guid>
		<description>I love to riichi so that gives me a bit of an advantage</description>
		<content:encoded><![CDATA[<p>I love to riichi so that gives me a bit of an advantage</p>
]]></content:encoded>
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	<item>
		<title>By: xKime</title>
		<link>http://www.osamuko.com/2009/10/07/yaku-defense-guide-toitoi-and-yakuhai/comment-page-1/#comment-2507</link>
		<dc:creator>xKime</dc:creator>
		<pubDate>Fri, 09 Oct 2009 08:00:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.osamuko.com/?p=696#comment-2507</guid>
		<description>If you really depend on the three drags to complete your hand, you deserve a dead hand.</description>
		<content:encoded><![CDATA[<p>If you really depend on the three drags to complete your hand, you deserve a dead hand.</p>
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	<item>
		<title>By: derp</title>
		<link>http://www.osamuko.com/2009/10/07/yaku-defense-guide-toitoi-and-yakuhai/comment-page-1/#comment-2506</link>
		<dc:creator>derp</dc:creator>
		<pubDate>Fri, 09 Oct 2009 06:01:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.osamuko.com/?p=696#comment-2506</guid>
		<description>Or it&#039;s in the dead wall, enjoy your dead hand.</description>
		<content:encoded><![CDATA[<p>Or it&#8217;s in the dead wall, enjoy your dead hand.</p>
]]></content:encoded>
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	<item>
		<title>By: xKime</title>
		<link>http://www.osamuko.com/2009/10/07/yaku-defense-guide-toitoi-and-yakuhai/comment-page-1/#comment-2505</link>
		<dc:creator>xKime</dc:creator>
		<pubDate>Fri, 09 Oct 2009 05:53:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.osamuko.com/?p=696#comment-2505</guid>
		<description>Kokushit. Never been able to do it; not that I try, though. I tried like, five times, and never got closer than ii shan ten.

I&#039;ve been actually closer to Suu An Kou and Dai San Gen. At least suu an kou is not that obvious...</description>
		<content:encoded><![CDATA[<p>Kokushit. Never been able to do it; not that I try, though. I tried like, five times, and never got closer than ii shan ten.</p>
<p>I&#8217;ve been actually closer to Suu An Kou and Dai San Gen. At least suu an kou is not that obvious&#8230;</p>
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		<title>By: Rider88</title>
		<link>http://www.osamuko.com/2009/10/07/yaku-defense-guide-toitoi-and-yakuhai/comment-page-1/#comment-2504</link>
		<dc:creator>Rider88</dc:creator>
		<pubDate>Fri, 09 Oct 2009 02:52:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.osamuko.com/?p=696#comment-2504</guid>
		<description>Which makes it super obvious :-)</description>
		<content:encoded><![CDATA[<p>Which makes it super obvious :-)</p>
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		<title>By: Golgo 13</title>
		<link>http://www.osamuko.com/2009/10/07/yaku-defense-guide-toitoi-and-yakuhai/comment-page-1/#comment-2503</link>
		<dc:creator>Golgo 13</dc:creator>
		<pubDate>Thu, 08 Oct 2009 22:35:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.osamuko.com/?p=696#comment-2503</guid>
		<description>&gt;...if someone holds on to the last one in hopes another will come out, they will just be using up space on their hand uselessly and slowing them down.

Unless they&#039;re going for a fat kokushi.</description>
		<content:encoded><![CDATA[<p>&gt;&#8230;if someone holds on to the last one in hopes another will come out, they will just be using up space on their hand uselessly and slowing them down.</p>
<p>Unless they&#8217;re going for a fat kokushi.</p>
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	<item>
		<title>By: xKime</title>
		<link>http://www.osamuko.com/2009/10/07/yaku-defense-guide-toitoi-and-yakuhai/comment-page-1/#comment-2495</link>
		<dc:creator>xKime</dc:creator>
		<pubDate>Thu, 08 Oct 2009 08:38:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.osamuko.com/?p=696#comment-2495</guid>
		<description>I normally try to aim for a hidden yakuhai, letting the first yakuhai pass, and only ponning if the last one comes on the table and I feel the urge to win fast. Reason is, if you have two of a yakuhai, and there is one on the table, you still have a pair to call it anytime, and if someone holds on to the last one in hopes another will come out, they will just be using up space on their hand uselessly and slowing them down.

For chiitoitsu... already discarded tiles seem to come to me a lot faster than undiscarded tiles. &gt;o&gt;</description>
		<content:encoded><![CDATA[<p>I normally try to aim for a hidden yakuhai, letting the first yakuhai pass, and only ponning if the last one comes on the table and I feel the urge to win fast. Reason is, if you have two of a yakuhai, and there is one on the table, you still have a pair to call it anytime, and if someone holds on to the last one in hopes another will come out, they will just be using up space on their hand uselessly and slowing them down.</p>
<p>For chiitoitsu&#8230; already discarded tiles seem to come to me a lot faster than undiscarded tiles. &gt;o&gt;</p>
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		<title>By: Greeny</title>
		<link>http://www.osamuko.com/2009/10/07/yaku-defense-guide-toitoi-and-yakuhai/comment-page-1/#comment-2489</link>
		<dc:creator>Greeny</dc:creator>
		<pubDate>Wed, 07 Oct 2009 18:30:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.osamuko.com/?p=696#comment-2489</guid>
		<description>I used to love toitois because it doesn&#039;t require all too much thinking.</description>
		<content:encoded><![CDATA[<p>I used to love toitois because it doesn&#8217;t require all too much thinking.</p>
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		<title>By: biggest umakeiki fan</title>
		<link>http://www.osamuko.com/2009/10/07/yaku-defense-guide-toitoi-and-yakuhai/comment-page-1/#comment-2486</link>
		<dc:creator>biggest umakeiki fan</dc:creator>
		<pubDate>Wed, 07 Oct 2009 10:34:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.osamuko.com/?p=696#comment-2486</guid>
		<description>I&#039;m going to mahjong when you kong your yakuhai pung</description>
		<content:encoded><![CDATA[<p>I&#8217;m going to mahjong when you kong your yakuhai pung</p>
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