1,741
edits
m (→Attempting kokushi: chiitoi has 15 -> 9 tile acceptance optimally, kokushi has 12 -> 8) |
m (→Attempting kokushi: mention 1st place kokushi) |
||
Line 69: | Line 69: | ||
* At 9 or less unique yaochuhai, the chance of winning, let alone the chance of reaching tenpai, are quite low. You should invoke a draw via [[Tochuu_ryuukyoku#Kyuushu_kyuuhai|kyuushu kyuuhai]], if able, unless you really need a big hand. | * At 9 or less unique yaochuhai, the chance of winning, let alone the chance of reaching tenpai, are quite low. You should invoke a draw via [[Tochuu_ryuukyoku#Kyuushu_kyuuhai|kyuushu kyuuhai]], if able, unless you really need a big hand. | ||
* At 10 unique yaochuhai, it becomes more reasonable to go for the yakuman. Assuming you have a pair, the hand's [[ukeire]] is somewhat lower than a 2-shanten [[chiitoitsu]]. | * At 10 unique yaochuhai, it becomes more reasonable to go for the yakuman. Assuming you have a pair, the hand's [[ukeire]] is somewhat lower than a 2-shanten [[chiitoitsu]]. That is pretty decent when you consider the value of a yakuman hand. Though, if you need a quick hand (e.g. to improve placement when close to [[oorasu|all last]]), then a draw can be reasonable to invoke. | ||
* At 11 unique yaochuhai, the hand is basically at [[iishanten]], so you should usually go for kokushi. | * At 11 unique yaochuhai, the hand is basically at [[iishanten]], so you should usually go for kokushi. | ||
Also, if you are far ahead in the lead, then going kokushi at 9 yaochuhai (or even less) can be considered. If it happens to succeed, you can possibly bankrupt a player and end the game. If it doesn't, then the tiles used to build kokushi are generally great for defense. | |||
=== 13-way wait development === | === 13-way wait development === |
edits