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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|+ | 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 | 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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}} | }} | ||
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 | 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 | 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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