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  • Don't touch mahjong's 4 cards

       2026-07-31 NetworkingName2070
    Key Point:Well, i'm just a market man who brings you up to date every dayForewordAt the usual leisure parties, a lot of people go to a table of mahjongs, and most ordinary players play cards with a common disease: as long as they have a pair in their hand, as long as others play a match, they don't want to just shout "knock." it is a good thing that everyone agrees to touch cards, both by compressing hand cards, speeding up listening to cards, and by block

    Well, i'm just a market man who brings you up to date every day

    The term mahjong english

    Foreword

    At the usual leisure parties, a lot of people go to a table of mahjongs, and most ordinary players play cards with a common disease: as long as they have a pair in their hand, as long as others play a match, they don't want to just shout "knock." it is a good thing that everyone agrees to touch cards, both by compressing hand cards, speeding up listening to cards, and by blocking the rivals' team. It's a normal year-round win. It's a double-edged sword. It's the right card。

    The popular saying, "touching a couple, losing three laps in a row," is not a feudal hysteria, but a pattern of combat drawn up by thousands of players. Many of the mahjong technical articles on the market simply say, “don’t touch cards” in general, without a breakdown of which four pairs are absolutely untouchable, and only blurry, with ordinary people still unable to see the borders。

    This paper, taken together with the national general popular mahjongg rules (putting a hu, sichuan blood fight, long scavenger general logic), sets aside the false claims of luck, completely disassembly the four real dimensions of hand-card structure, game rhythm, rival logic, probability of entry, and deciphering the four one-off pairs, each of which combines the cases of actual hand-cards, making clear what the fatal defects will follow, why the cards will continue to be lost, and accompanying them with the right treatment, and the right way to touch them. The full text is full of words, no obscure professional terms, no exaggeration, no anxiety, and all techniques have been tested by thousands of field visits, and the practicality is full。

    In addition, the mahjong literature, which is used to decipher the online circulation, distinguishes between probabilistic patterns, psychological insinuations, rational thinking about winning and losing, promoting leisure and entertainment, rejecting gambling, content in line with platform norms, and no poor guidance。

    First, you can't touch it. The hand is the only pair of cards

    This is the 90 per cent mine area where newers can most easily step on the pit and the first taboo pair that can most easily lead to continuous deafness and undisturbedness。

    The mahjong hu base rule is "four groups of pros and cons" + a pair of pros, which are the core foundations of the whole pair of hand cards and cannot be made into a hull without them, even with more in hand. If only one pair of your 13 cards can be used as a card, you must bear it and never touch it。

    Intuitive description of operational cases

    The most common sets of standard hand cards are: 2. 34 million, 567 cartridges, 789 and 4 pairs。

    The second pair of three complete pairs, with only one pair of four, had no other pairs, at which point four sets were drawn and many people touched directly。

    After touching four of them, there was an engraving in front of the door, with only 10 cards left, which turned into 2. 34 million, 567 barrels and 789 pieces, with no pair in their hands. Next, you have to touch a brand-new pair in order to get it together. One card short of the card is a good card, and you're going back to two, three, 70%。

    Even more problematic is the fact that four of the cards are already out of the pool, and you will never be able to touch four of them again, and will be able to hang one by one, with a very low probability of entering one by one, and eight of the 10 occasions when you hear the end of the game empty, watching the other three, who turn the cards and run all the way, that is to say, “play one, three laps.”。

    There is also a special case in which handplates are mixed, touch-and-sharp, with only a pair of cards in hand, and the rest of them are single-spaced, and neither can they be touched. Once they are touched, the only cards that are lost, the only ones that are in the wrong, the two in the same colour are all scrapped, and the handplates are completely scattered and the chance to turn over is lost。

    Corrected

    One. Plays the only card pair, skips it, doesn't touch it and continues to touch it for improvement

    2. Follow-up to the introduction of new pairs and the formation of two pairs, at which point the pick-up of the cards will be based on the situation in the game

    3. If there are few and few cards, the others can be removed and left alone。

    Bottom logical summary

    Treats a card pair as the base frame of a card, touches the only card that will be the basis of a breakup, loses the condition of a hand plate directly, loses the tolerance of a subsequent toucher to zero, fails to listen to the card for a long time and continues to lose points。

    Second, you can't touch it: big belly, middle pairs in a tummy

    The second taboo pair, hidden in the middle of a coherent composite set, is also a card that has been repeatedly reminded of by a freshman, known as the "big twirl" with four colours, with a couple in the middle, such as 4556, 7789 and 2334。

    These four coherent cards are the most valuable structures in the entire second hand, with two sets of two-faced, far more common, one-size-fits-all, two pairs of high-quality pairs that will be destroyed when they touch the middle pairs, and two single-handed scrap cards that will be completely lost。

    Two battles were dismantled

    Case 1: hand cards of $4. 556 million, with the rest paired with 34 cylinders and 67 high-quality pairs。

    The $4. 556 million itself can be broken into 450,000 and 560,000 pairs, and three, six, four and seven valid cards can be touched. At this point in time, 50,000 others must not be touched。

    If you rush down to $50,000, the door will be set at 50,000 seconds, with only 40,000, 60,000 separate cards left, four of which would have been reduced directly to zero, two of which would have been scrapped, and the whole deck would have been cut short of a core set, and the speed of listening would have been significantly delayed。

    Case 2: 7789 hands with 230,000 and 56。

    7789 cartridges belong to the side belly, which normally consists of six strokes and two cards; after touching the seven, the remaining eight or nine cans can only wait for seven, and the seven cans are all out, and this one is destroyed directly, which is equivalent to an opportunity to have one less hand plate。

    Many players feel that touching the middle pairs can be quick enough to increase the number and ignore the huge loss of end-of-life. Mahjongg has doubled the probability of a two-sided set of cards in the bureau, scraping two sets for the sake of a single set of impersonations, with no pay, and then losing the cards is the inevitable result。

    Corrected

    1. A pair in the middle of a composite set, with all waivers and complete and coherent structures

    2. Only a set of handplates can be used to listen to the cards, and there are few remaining cards on the field, so that they can be touched as appropriate

    3. Prioritize and wait for the hand to touch the cards, and enter into a direct composition line and retain the advantage。

    Three, three, three, three, three, no

    The first five rounds of the game are in the start-up phase, and there's no rigidity of the hand plate, and there's an infinite possibility of the opening. The 9th lonely sons, the third pair that continues to fail at first touch。

    The old folk saying, "let's get to the point and get to the point." there are two layers of real logic behind it, not genius, but probability:

    First, to touch the card compression hand too early to lock down the flower development route。

    It's easy to get a single pair of 78, for example, with nine cops in hand, with 10,000 pairs, with the potential to make a single color. If you touch 10,000 at the start, the door will be opened with 10,000 words, and the other three will immediately look at the police card, deliberately jam the cop you need, and don't give you a single card, while the cards will be reduced by three, which would have been one color, and they will be forced to play as ordinary husks and lose gao-han's earnings。

    Second, "touch and touch" creates a touch for the next generation。

    The order of mahjong's cards is: you touch the cards, skip your touch, and go straight to the next house. Everyone's hand is in a mess, and you need to touch it better. Every time you touch it, you're going to touch it again. If the next family has its own hand, it's very handy, it's very frequent, and it's very quick to listen to the cards, and you're like feeding the cards to the opponent, and you're giving it points。

    According to thousands of round-trip statistics, the number of player with no brain on the first three rounds dropped by an average of 60 per cent in the first three rounds of the game, with frequent encounters with the opponent's own hands, which corresponded to the notion of “twirling three times”。

    Complementing the distinction between borders and avoiding one-size-fits-all

    Not all opening pairs are untouchable, but two conditions may be met:

    Once you're done, you'll be able to listen to the cards

    2. The middle card, 3-7, has been touched, preventing the opponent from doing the same thing。

    There's no room for improvement, no room to go。

    Corrected

    One, opening one-five rounds, all nine pairs left behind, and priority was given to handing cards

    2. The card game goes to the medium term (6-12 rounds), after which the hand plate is shaped and the nine pairs selected according to the situation

    3. When the next business is full-time and handy, the number of card encounters will be reduced throughout the process, avoiding the continuous handing of cards to the opponent。

    The fourth is not to touch: the middle and later stage of the card game, which is also one of the most incriminating

    Many of the old sis say that the worst of the four categories of taboos is to have one of the worst pairs, that is to say the most evil one. The core reason is not so-called financial losses, but rather mid- and late-term pairs, which triggers both the risk of a cannon and the risk of deafness, with multiple negative factors co-opting, which can easily lead to several major losses。

    The nameplate here, which refers to medium, hairy, white, south-east and north-west, is a card that has never appeared in a single card from the first to the last, and since the 13th round, half of the players on the field have almost listened to the card, at a time when you have been played by others。

    Two fatal risks are dismantled

    One, when you're done exposing the need for a card, your opponent is holding the security card all the way

    In the middle and late game, the player is very defensive, and once you touch the middle, the hair, and the wind, everyone judges that you're in the middle, and you're in the middle, and you're in the middle, and you're in the middle, you're in the middle, you're in the middle, you're in the middle, you're in, you're in, you're in, you're in, you're in。

    It's got an engraving in front of the door

    When you touch the cards, three fewer cards must be played, and three, five, seven of them are all high-risk guns in the middle and end-stage pool. You could have split up your defenses, and then you could have been forced to hit the middle of the first-born card。

    Many of the players have had the same experience: they hit the second half of the game with an unspoiled fortune, and then two successive rounds of clean-up, and three rounds of clean-up, which is the source of what is considered to be the most evil card, with multiple risk overlaps, with a higher probability of loss than the other three pairs。

    There is an additional risk of concealment: there is very little stock of cards, and there is probably a match between players on the field, and once you touch one, all the remaining two are in the hands of your opponent, and the next one will never reach the right one, and the handplate will be stuck。

    Corrected

    1. After the 12th round of the game, all players who do not show up on the field give up the touch

    2. When there are enough handplates, decipher them directly, and play for the defence of a familiar one that appears repeatedly on the field

    3. Consider touching a pair of placards just when they have listened to the cards and are well-known。

    V. Computer playing those those plays

    After looking at the four categories of untouchable pairs, we're going to put together a simple set of tools that will allow us to play cards directly and quickly to determine whether to touch them:

    The only thing that's going to happen is to be untouchable and unobserved

    The middle pairs are not touched and the two sides are destroyed

    You can't touch it, you can't feed it

    You can't touch it in the end. You can't touch it。

    (a) mid-term break-ups may, as appropriate, take place and listen boldly

    Less touch, more elasticity, less guns。

    The core logic of the mouth: there are only two things that touch the cards: one is to play the cards right away, and the other is to touch the middle card and completely stop the opponent from making the big cards; all of them, without profit, have chosen to hold onto them and to touch them first。

    Vi. Redressing the three widely known mahjong areas of perception and rational thinking of winning and losing

    Zone one: the more you touch the cards, the easier it is to lose

    The vast majority of newcomers are trapped in this wrong zone and feel that they can hear the cards quickly. The true logic is the opposite: each touch, three cards are reduced, the number of pairs, the range of additions is reduced simultaneously, and the flexibility of hand cards continues to decline. There is a widespread adherence to “narrow touch” in card games by the masters, who not only make more choices in front of the door, but also make more money in front of the door。

    Mistake 2: "touch and touch" is a superstition

    This sentence is not genus, but the objective probability of fixing the order of cards. If you shout, jump through the touch of your own hand, another touch of your next house, it will be a disguised increase in the number of hands of your opponent, and a frequent touch of cards when your next hand is high, it will certainly increase the probability of your own hands, which is a well-played game。

    Zone 3: i'll get my hands on a pair. Gas

    A lot of players feel like they've got a white-haired, windy image, and can be trans-shipped. It's psychological. The game is by its nature a random chance of touching the cards, and it does not change by touching a nameplate; when a card is created in the middle and later stages, it only increases the risk of a little cannon and empty ears, and it will continue to suffer losses without being judged subjectively。

    Vii. Phased and complete card-to-branch approach covering the opening, medium-term, tailings landscape

    Opening phase (1-5 rounds)

    (a) overall principle: to keep all handplates and space for flower development, as a matter of priority。

    (a) touchable situations: mid-sized pairs, direct access

    You can't touch it: nine alone, one in the middle, one in the only。

    2 medium-term phase (6-12 rounds)

    Overall principle: flexible trade-offs, with “exhaustible quick listener” as the core criterion。

    (a) perceptions: medium pairs, nine familiar pairs on the field, and fine pairs

    Untouchable: a composite pair of pairs, the only one。

    3. Ender phase (13 rounds to end)

    (b) overall principle: defense is a priority, without touching, to avoid being forced to use dangerous cannons。

    (a) circumstances: direct multi-faced listening, all of them familiar

    Untouchable: all of them make a pair, nine pairs, the only one。

    Viii. Comprehensive summary

    Mahjong loses four pairs in three rounds at the table. The nine loners, the one with a brand that never appeared in the middle and later stages of the game, have the highest level of risk on the tailboard and multiple loss factors, and are among the most “evil” types of pairs in your mouth。

    All the core logic that cannot be touched revolves around two points: first, touching the cards destroys the hand-card structure, compresses the scope of the cards, thereby preventing them from being heard for long periods of time; and secondly, touching the cards alters the order of the cards, creating the advantage of hand-held cards for opponents, while exposing their needs for hand-held cards, making them easy to be deliberately carded and targeted。

    Playing cards is in itself a leisure exercise, and there is no so-called smooth winning technique. The game-winning method shared in this paper will only help to reduce meaningless errors, reduce the probability of shooting, and achieve less scores. It is essential that the entertainment process be balanced, with little gambling, no urge to gamble, no win or lose, and the enjoyment of leisure is at its core。

    As long as you stop, avoid these four taboo pairs, and change the bad habits of being blind, there will be a marked increase in the probability and overall returns of the whole game, and there will be no more awkward situations of three successive rounds of playing with a card。

    Interactive discussion of the topic

    Have you ever been impulsive with these four pairs while playing cards

    Do you like to play cards faster than you touch them, or do you like to keep them more flexible

     
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