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Yakuman are worth 8000 base points. For a non-dealer, this would equal 32000 points for ron, or 8000/16000 points from tsumo. | Yakuman are worth 8000 base points. For a non-dealer, this would equal 32000 points for ron, or 8000/16000 points from tsumo. | ||
A [[kazoe yakuman]] is scored when a hand reaches 13 or more [[han]]. Otherwise, in standard rules, a hand cannot score both yakuman and regular yaku at the same time. In other words, if a hand contains a yakuman | A [[kazoe yakuman]] is scored when a hand reaches 13 or more [[han]]. Otherwise, in standard rules, a hand cannot score both yakuman and regular yaku at the same time. In other words, if a hand contains a non-kazoe yakuman, it effectively has 0 han. | ||
In [[aotenjou]], yakuman ''can'' score with other yaku. Under those rules, each yakuman is treated as a regular yaku worth 13 han. | In [[aotenjou]], yakuman ''can'' score with other yaku. Under those rules, each yakuman is treated as a regular yaku worth 13 han. | ||
==Difficulty== | ==Difficulty== | ||
Yakuman are rare and | Yakuman are rare and difficult. Most yakuman have restrictions that make them difficult, such as [[ryuuiisou]] only allowing 6 of 34 tile types, or [[shousuushii]] requiring 3 [[wind]] triplets and a pair of the fourth. Others are achieved in specific conditions, such as [[tenhou and chiihou]] being won on the first draw. | ||
Among the yakuman, three in particular are considered to be among the easiest to attain: [[suuankou]], [[daisangen]], and [[kokushi musou]]. Collectively, these three yakuman are known as '''yakuman gosanke''' {{kana|役満御三家}}, or "the three big families of yakuman". | Among the yakuman, three in particular are considered to be among the easiest to attain: [[suuankou]], [[daisangen]], and [[kokushi musou]]. Collectively, these three yakuman are known as '''yakuman gosanke''' {{kana|役満御三家}}, or "the three big families of yakuman". | ||
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The more games the play, the higher the chance you'll score a yakuman eventually. Naturally, luck also players a role. When a yakuman becomes viable to aim for, a player should recognize the chance and seize it. | The more games the play, the higher the chance you'll score a yakuman eventually. Naturally, luck also players a role. When a yakuman becomes viable to aim for, a player should recognize the chance and seize it. | ||
The chance for a yakuman is not constant; it decreases as opponents grow in skill level. Higher skill opponents tend to have better [[tile efficiency]], so they can win normal hands faster, before a yakuman gets to form. | The chance for a yakuman is not constant; it decreases as opponents grow in skill level. There are multiple possible reasons. Higher skill opponents tend to have better [[tile efficiency]], so they can win normal hands faster, before a yakuman gets to form. They are more likely to defend once a yakuman threat is present. Also, the amount of "yakuman chasing" likely decreases at higher levels of skill. Example statistics: | ||
*[[Tenhou.net]], tokujou room, month of Mar. 2024: ~1/930.6 of winning hands are yakuman | *[[Tenhou.net]], tokujou room, month of Mar. 2024: ~1/930.6 of winning hands are yakuman | ||
*Tenhou.net, houou room, month of Mar. 2024: ~1/1228 of winning hands are yakuman | *Tenhou.net, houou room, month of Mar. 2024: ~1/1228 of winning hands are yakuman | ||
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== Avoiding yakuman == | == Avoiding yakuman == | ||
The last thing any player should do is play into a yakuman hand. Alas, such plays do happen, even to the best of players. Of course, this is where [[defense]] is relevant, especially when a yakuman is an apparent threat. Then again, if a hand | The last thing any player should do is play into a yakuman hand. Alas, such plays do happen, even to the best of players. Of course, this is where [[defense]] is relevant, especially when a yakuman is an apparent threat. Then again, if a yakuman hand happens to be closed, it's difficult to tell that it is a yakuman. | ||
==External links== | ==External links== |
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