Faan Club
Chapter 06

Your starting 13.

Before the first discard, you already have decisions to make. What you build, what you keep, and when you change plans — these choices determine whether the rest of the hand flows or fights you.

01The arc of a handDevelop · Attack · Defend

Every hand passes through three phases. The wall tells you which one you're in.

Stage 1
Develop
> 100 tiles
  • Discard isolated terminals (1s, 9s) first
  • Then isolated honors that aren't seat or round wind
  • Hold seat & round winds even as singletons
  • Don't call discards — you haven't picked a plan yet
  • Many pairs early? Consider All Pungs or Seven Pairs
Stage 2
Attack
50 – 100 tiles
  • Commit to one plan — don't wander between shapes
  • Push hard toward tenpai
  • Protect the pair — re-pairing is harder later
  • Start tracking opponent discards
  • Call only if it advances a hand you've committed to
Stage 3
Defend
< 50 tiles
  • Safe discards beat advancing by one tile
  • If a win is unreachable, break up and discard safely
  • Watch for any player with three exposed sets
  • Speed beats score — call if it reaches tenpai now
02Hand principlesThe three rules

Three ideas that apply across all phases and all hand types.

1
Chows over pungs

Suit tiles outnumber honors three-to-one. A chow fragment waits on two tile values (up to 8 outs); a pung waits on two copies of one. Bias toward chow shapes unless honors are already paired.

2
Protect the pair

Don't pung your pair just because the third copy appears. Re-pairing later is harder than letting a good pair develop. Only pung if it clearly closes the hand.

3
Aim for multi-way waits

The more tiles that complete your hand, the more likely you win first. Always shape toward two or more outs. Single-tile waits are a last resort.

03Reading your starting 13First look

You have four things to check before you throw your first tile. Do them in order — they take about ten seconds and orient the entire hand.

Count your pairs

3+ pairs → lean toward Seven Pairs or All Pungs. 1 pair → build chow-heavy. 0 pairs → find the most connected tiles and grow a pair from there.

Count your partial melds

Two-sided fragments (4-5, waiting on 3 or 6) are worth 8 outs each. Kanchan gaps (4-6, waiting on 5) give 4 outs. Isolated tiles give 0. Maximise fragments.

Check your honors

Seat wind and round wind: keep, they score. Other winds and dragons: keep only if you already have a pair. Isolated single honors: discard early.

Spot a forced direction

Four tiles of one suit with good connectivity? That's your anchor suit. A near-complete pung of a scoring honor? Commit to it. Early convergence beats late pivoting.

You won't always find a clear signal. If the hand is genuinely ambiguous after 10 seconds, default to the develop phase rules: discard isolated terminals first and let the draw sort out the plan.