The Endgame
Forcing a wall game
Running out the clock deliberately.
Advanced · lesson 14 of 21
If nobody can win in the turns remaining, the hand is a draw, and you can help that along. Every safe discard you make is a turn nobody got closer.
It works best when you count first. Knowing there are eight tiles left, and that the leader needs three, tells you a wall game is genuinely achievable rather than merely hoped for.
Tip
Not calling matters too. A call skips players and shortens the hand for everyone, which is the opposite of what you want here.
Reading ahead is fine. The path takes lessons in order, so this one ticks off once you get here.
See where you are