Three layers of review: result, decision, process
The most common review mistake is working backwards from the result. A hand you won was not necessarily played well, and a hand you lost was not necessarily played badly. Separate result, decision and process and review becomes reusable experience.

Key points
- Results contain luck, so they cannot directly grade a decision.
- Judge a decision with the information available at the time, not with the answer you learned afterwards.
- Process factors â information, tempo and emotion â determine whether you can make good decisions repeatedly.
- A fixed template and a 30-minute routine reduce hindsight bias and emotional summaries.
1. The result layer: admit that results mislead
A hand is decided by the deal, the draw, opponentsâ choices and the information you had. Your decision is only one input. If you use the result as the grade, you will bank luck as skill.
Worse, the result rewrites memory. After a win you remember reading the hand correctly; after a loss you remember âobvious signsâ you supposedly ignored. That is the entrance to outcome bias and hindsight.
The first step is not analysis but separation. Write down what happened in the hand without writing where you went wrong. Keep facts and judgements in different columns, or the result will steer everything that follows.
2. The decision layer: only what was visible then
To judge a decision, answer three questions: what could I see, which candidates did I have, and what did each candidate cost? The key phrase is âcould see thenâ, not âknow nowâ.
Example: turn eight, you hold a 2-han hand, an opponent riichi, and you discard an unsafe 5p that deals in. The decision may be wrong or may be reasonable. If that 5p was your only playable tile, or a win would have changed placement, pushing had a reason. If you still had two genbutsu, the decision is the problem.
Writing the candidates is more useful than writing âshould have discarded the other tileâ. List at least two and state the cost of each: what safety you give up by attacking, what winning chance you give up by defending. Many âobvious mistakesâ turn out to be reasonable choices under incomplete information.
The decision layer does not require one correct answer. It requires a reproducible reason. If the same information appeared again, would you choose the same way? If yes, your logic is stable. If no, that is the part to change.
3. The process layer: information, tempo and emotion
Two players of similar level can differ in consistency: one holds up in a tournament, the other collapses late. The difference often lives in process â missed information, tempo stolen by opponents, accumulated emotion.
Information: were you watching discard order, calls and the score? Many errors are not misjudgements but failures to see. In review, ask âdid I see it?â before âdid I judge it correctly?â.
Tempo: a fast discard after a long think, impatience after consecutive losses, and relaxation after taking the lead are all tempo problems. A fixed action works better than telling yourself to calm down â for example, count safe tiles every time an opponent riichi, then decide.
Emotion: the hand after a deal-in, or the riichi after a losing streak, often carries the previous hand. Marking âwhat state was I in when I chose this?â is more useful than marking the move simply as wrong.
4. A review template
The template should be simple enough to keep using. Five columns: position, information available, candidates, choice and reason, process note.
Position covers rules, turn, scores and opponent state. Information covers the discards, calls and dora you actually noticed. Candidates: at least two. Choice and reason: what you played and why. Process note: time pressure, emotion, fatigue.
Add a sixth column for the next trigger. Do not write âbe careful next timeâ. Write âwhen an opponent riichi and I am below 2 han, count safe tiles firstâ. The more concrete the trigger, the more likely it fires.
Record good hands too. âWhy was this well played?â is as important as âwhat went wrongâ; otherwise you only learn to avoid traps and never learn what you are doing right.
5. A 30-minute routine and hindsight bias
First five minutes: pick three hands, chosen for key decisions rather than results. Include a deal-in, a win, and a hand where nothing happened but you hesitated.
Next fifteen minutes: five minutes per hand, filling the template. Facts before judgements, candidates before conclusions. When the thought âI knew thatâ appears, stop and ask which specific tile you were looking at.
Last ten minutes: turn the common thread into one executable rule and schedule the next practice. For example, âafter a riichi, play genbutsu firstâ, then find ten similar positions in the discard trainer to test it.
The antidote to hindsight is simple: write your judgement before you learn the result. Pause the replay, write âI would discard this and here is whyâ, then continue. That one habit keeps âI would have knownâ outside the review.
FAQ
Should I review a hand I won but feel I misplayed?
Should review include AI scores?
How long should a review take?
This is educational training material. We oppose gambling. Hands and figures are teaching examples, not income claims.
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