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* [http://tenhou.net/0/?log=2014030717gm-0001-0000-0cd00f62&tw=3&ts=0 daisuushii] with [[tsuuiisou]] | * [http://tenhou.net/0/?log=2014030717gm-0001-0000-0cd00f62&tw=3&ts=0 daisuushii] with [[tsuuiisou]] | ||
}} | }} | ||
'''Suushiihou''' {{kana|四喜和}} are the two [[kazehai|wind-based]] [[yakuman]]: '''shousuushii''' {{kana|小四喜}} | '''Suushiihou''' {{kana|四喜和}} are the two [[kazehai|wind-based]] [[yakuman]]: '''shousuushii''' {{kana|小四喜}} and '''daisuushii''' {{kana|大四喜}}. Both involve all four [[kazehai|wind tiles]]. Shousuushii requires three [[mentsu|groups]] winds, and a [[jantou|pair]] of the last wind, while daisuushii requires groups of all four. Both are worth yakuman, though daisuushii can be worth double yakuman if a [[Rule variations|ruleset]] allows it. | ||
==Tile diagram== | ==Tile diagram== | ||
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===Attempting=== | ===Attempting=== | ||
Six winds, including at least one of each, is probably the minimum that one should have before even considering chasing | Six winds, including at least one of each, is probably the minimum that one should have before even considering chasing suushiihou. In most cases, however, it would be ill-advised to begin aiming for these hands without seven or, more often, eight winds. The distribution matters, as winds are easily [[naki#pon|ponned]]. As a result, having pairs of more winds is better, since it allows for calls to complete triplets. Because winds are usually discarded early, if the player is missing a pair of one wind, there is a decent chance that others will discard it aggressively and ruin the chance at forming the hand. | ||
===Waits=== | ===Waits=== |