Kokushi musou: Difference between revisions

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→‎Attempting kokushi: mention 1st place kokushi
m (→‎Attempting kokushi: chiitoi has 15 -> 9 tile acceptance optimally, kokushi has 12 -> 8)
m (→‎Attempting kokushi: mention 1st place kokushi)
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* 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]]. If you need a quick hand (e.g. to improve placing when close to [[oorasu|all last]]), then a draw can be reasonable to invoke, if able.
* 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 ===
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