This seemed like Saotome's "great kindness," but in reality, it was also one of her strategies.
To understand these hand patterns, it takes a long time of practice.
Saotome was very confident about this. Even if Ayanokoji Kiyotaka forcibly memorized some hand patterns, as a beginner, he would always fall into decision paralysis, thinking about going Mahjong on this or that hand during the game.
Ultimately, he would be unable to manage both ends, leading to him not being able to declare Tenpai at all.
To accurately see what hand one can make at a glance requires a veteran who is very familiar with hand patterns. Even if Ayanokoji Kiyotaka was a genius, he could never achieve this.
Ayanokoji Kiyotaka had originally intended to play casually, but who knew he would be tricked by Saotome like this...
Now that she had made him serious, she shouldn't cry out in pain if he played too hard later.
After playing a few more games, Ayanokoji Kiyotaka kept trying to go Mahjong on other hand patterns, but each time he hadn't declared Tenpai, Saotome would throw out a Riichi stick first.
Although Ayanokoji was carefully discarding tiles, he still dealt into Saotome's hands twice in a row, allowing Saotome to score frequently.
Fortunately, the hands she went Mahjong on weren't big, and Ayanokoji only lost 5000 points by dealing into her twice.
Before Saotome enthusiastically started another game, Ayanokoji suddenly spoke, "Don't start yet, I'm a bit hungry. Do you want something to eat?"
"Speaking of which, I am a bit hungry..."
Saotome and Hanatemari had come to Ayanokoji Kiyotaka's place without even having dinner.
Although Kurume had eaten dinner, her body was soaked by the rain, and she was indeed feeling hungry now. If Ayanokoji hadn't spoken, they might have asked for food after a few more games.
"Alright then, I'll go get you something to eat."
Ayanokoji Kiyotaka went to the bedroom, then opened the mailbox. The next moment, a heap of snacks tumbled onto the bed.
Ayanokoji Kiyotaka returned to the card room with the pile of snacks. Hanatemari at the side was very surprised; she hadn't seen so many snacks last night. Could it be that Ayanokoji bought these snacks today?
"You actually bought so much!" Kurume happily tore open a bag of potato chips and started eating. Her eyes lit up as she tasted the chips.
"This tastes really good, Ayanokoji, you have good taste! As expected of a young master!"
Kurume complimented him, then buried her head in eating, not even bothering to play cards.
Saotome looked at Kurume suspiciously.
She usually ate a lot of such common snacks. Although tasty, they were just junk food, far inferior to restaurant meals. Was it really worth such praise? Could it be that she... was deliberately trying to curry favor with Ayanokoji?
Saotome's doubts vanished when she tore open a bag of shrimp crackers. As Kurume said, they were indeed delicious.
Hanatemari Kazura also started eating. All three girls showed satisfied expressions, greatly enjoying the taste of the snacks.
Ayanokoji's lips curved into a slight smile.
Every girl who had tasted snacks from the system had praised them.
Ayanokoji Kiyotaka also took out a bag of bread slices from the pile of snacks.
Although these bread slices looked simple, in reality, this was the only R-rank item among a pile of N-rank items—[Memory Bread].
As the name suggests, it was bread that could temporarily increase memory.
This item had also appeared in "Doraemon," but since it was only an R-rank item and not an SR-rank item, its effect was naturally not as heaven-defying as in the original work, only increasing memory by fifty percent for half an hour.
This memory-enhancing effect wasn't very useful for people with poor memory, but Ayanokoji Kiyotaka's original memory was already good, so using this was like adding wings to a tiger.
After eating some snacks, the few of them felt full. After washing their hands, everyone sat down at the card table again and started playing Mahjong.
Ayanokoji discarded tiles while looking down and memorizing the types of these "Yaku," and trying to make big hands.
With the help of the Memory Bread, Ayanokoji Kiyotaka quickly memorized most of these "Yaku."
However, just as Saotome had thought, he predictably fell into decision paralysis, struggling with which hand to aim for.
Should he pursue a big hand for more points, or should he quickly declare Tenpai even if he only won two or three thousand points?
Ayanokoji Kiyotaka's state cycled between these two. Even though the Memory Bread increased his memory and greatly reduced the number of times he "dealt into a hand," if his luck was bad, he still couldn't make big hands many times.
Moreover, to Ayanokoji Kiyotaka's surprise, his "guaranteed system" also applied to Mahjong, with each round counting as one game.
During the guaranteed draw, the system used golden tiles to indicate which tile Ayanokoji should discard.
With the system's help, Ayanokoji was essentially in "auto-play mode"; he no longer had to make choices, as the system would guide him to victory.
However, there was one thing that made Ayanokoji want to sigh.
The system's auto-play mode wouldn't pursue making big hands; instead, it would guide Ayanokoji Kiyotaka to quick victories. So, even when Ayanokoji won, many times it was with a one-Yaku hand like "All Simples."
Fortunately, one thing worth mentioning was that Ayanokoji's long-awaited 300th guaranteed draw was approaching in the rounds of Mahjong.
What kind of [SR] guaranteed item would it be? Ayanokoji Kiyotaka's anticipation was completely maxed out.
After playing a dozen rounds, Ayanokoji Kiyotaka gradually gained some understanding of Japanese Mahjong.
Based on the Furiten rule, players could determine whether other players had already declared Tenpai. When one was far from going Mahjong, they could choose to abandon going Mahjong and then discard a tile that the Tenpai player had previously discarded, or a tile discarded by the player to their left.
This rule was used to ensure one didn't "deal into a hand" and thus avoid losses.
Ayanokoji Kiyotaka also gradually discerned the playing styles of the other three players present.
Saotome currently had the most points; she prioritized the speed of going Mahjong, winning by the number of times she went Mahjong.
Kurume Laiwei was the opposite; she prioritized hand Yaku and high points. Although she didn't go Mahjong for a long time, each time she did, she earned at least five thousand points.
These two were dominating the game, occupying the first and second positions with fifty thousand and forty-five thousand points, respectively.
Hanatemari Kazura did not pursue going Mahjong; most of the time, she went with the flow and didn't deliberately aim for any particular hand pattern. She was like someone just making up the numbers.
Although she had also gone Mahjong a few times, her luck wasn't very good, and she was "dealt into" consecutively several times. Her current points were even lower than Ayanokoji's.
She had already lost all her points, then she took off one of her stockings and exchanged it for ten thousand points, but now she only had a pitiful five thousand points left.
Ayanokoji Kiyotaka was a little better than her; he hadn't taken off any clothes, but he only had ten thousand points left, with only ten chips in his hand.
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