Oka and uma: Difference between revisions

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==Oka and Uma==
==Oka and Uma==
After the game ends, oka and uma are applied  
After the game ends, oka and uma are applied.


===Oka===
===Oka===
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The '''uma''' {{kana|ウマ}} is a set bonus/penalty for ending the game at a certain placement. The typical point spread uses the format of {{uma|+A|+B|-B|-A}}, where 1st place receives A, 2nd receives B, 3rd loses B, and 4th loses A.
The '''uma''' {{kana|ウマ}} is a set bonus/penalty for ending the game at a certain placement. The typical point spread uses the format of {{uma|+A|+B|-B|-A}}, where 1st place receives A, 2nd receives B, 3rd loses B, and 4th loses A.


The uma does not have to be symmetric. For example, uma can be set to {{uma|+30|-5|-10|-15}} or {{uma|+30|-10|-10|-10}}. Uma usually adds up to 0, but technically does not have to. Modifications may be used to make the conditions easier or harder, namely in tournament settings.
The uma does not have to be symmetric. For example, uma can be set to {{uma|+30|-5|-10|-15}} or {{uma|+15|-5|-5|-5}}. Uma usually adds up to 0, but technically does not have to. Modifications may be used to make the conditions easier or harder, namely in tournament settings.


==Procedure==
==Procedure==
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===Shortcut===
===Shortcut===
For a given value of oka and uma, the overall change between raw score and final score will be the same. Therefore, by finding the ''net'' change from oka/uma once, you can skip having to do the entire process over and over.
For a given value of oka and uma, the overall change between raw score and final score will be the same. Therefore, by finding the net change from oka/uma once, you can skip having to do the entire process over and over.


#Before playing, calculate <code>Final Score - (raw score / 1000)</code> for each place. Use dummy numbers for raw score.
#Before playing, calculate <code>Final Score - (raw score / 1000)</code> for each place. Use dummy numbers for raw score.
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}}
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This means, for these oka/uma settings, 1st place final score is equal to <code>(raw score/1000) + 10</code>, 2nd place final score is equal to <code>(raw score/1000) - 20</code>, and so on. In other words: instead of having to calculate oka and uma every single time, when you are 1st with these settings, you can divide score by 1000, then add 10.
This means, for these oka/uma settings, 1st place final score is equal to <code>(rounded raw score/1000) + 10</code>, 2nd place final score is equal to <code>(rounded raw score/1000) - 20</code>, and so on. In other words: instead of having to calculate oka and uma every single time, when you are 1st with these settings, you can divide score by 1000, then add 10.


Using the above picture as another example:
Using the above picture as another example:
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* Tied players split oka/uma bonuses evenly. For example, with an uma of {{Uma|20|10|-10|-20}}, if two players tie for 3rd, they would pay (-10 + -20) / 2 = -15 each.
* Tied players split oka/uma bonuses evenly. For example, with an uma of {{Uma|20|10|-10|-20}}, if two players tie for 3rd, they would pay (-10 + -20) / 2 = -15 each.


Which variation is used will vary depending on the ruleset.
Which variation is used will depend on the ruleset.


== Competition formats ==
== Competition formats ==
{{main|Multi hanchan format}}
{{main|Multi hanchan format}}


For some competitions, the same four players play out two hanchan or more to settle a score.  This is due to one hanchan deemed as inadequate to settle a score between four players due to factors such as luck.  Various tournaments and professional organizations utilize this format.
For some competitions, the same four players play out two or more hanchan to settle a score.  This is due to one hanchan deemed as inadequate to settle a score between four players due to factors such as luck.  Various tournaments and professional organizations utilize this format.


==External links==
==External links==
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