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The term "gyakuten" normally applies to the last hand of the game. In the last round, once a non-dealer wins, the game ends, and placement is finalized. Therefore, even a 100 point difference can matter. Lower players must develop a hand that gives enough score to pass the higher ranked players. On the other hand, players with their desired standing must find a way to retain their position at the end of the game, either by winning the final hand or simply avoiding losing points. | The term "gyakuten" normally applies to the last hand of the game. In the last round, once a non-dealer wins, the game ends, and placement is finalized. Therefore, even a 100 point difference can matter. Lower players must develop a hand that gives enough score to pass the higher ranked players. On the other hand, players with their desired standing must find a way to retain their position at the end of the game, either by winning the final hand or simply avoiding losing points. | ||
Gyakuten is important because placement is itself important. Thanks to [[oka]] and/or [[uma]], a player can receive a large bonus for rising up a | Gyakuten is important because placement is itself important. Thanks to [[oka]] and/or [[uma]], a player can receive a large bonus for rising up a placement, or conversely, lose a lot by falling down a place. In some types of play, such as certain tournaments or [[tenhou.net ranking|tenhou.net's dan]] ranking, final placement is the only thing that matters. | ||
===Riichi=== | ===Riichi=== | ||
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Riichi gives 1 han, plus random bonuses via [[ippatsu]], [[ura dora]], and/or [[mentsumo]]. If you're particularly lucky, a riichi-only hand can turn into 7900 points with riichi ippatsu mentsumo dora 1. You should try to guarantee a comeback without any bonus han. However, if you have no reasonable way to do so, go for a riichi and hope you get enough points. At the same time, opponents will be especially wary of a riichi in the last round, precisely because they don't want to lower their placement. | Riichi gives 1 han, plus random bonuses via [[ippatsu]], [[ura dora]], and/or [[mentsumo]]. If you're particularly lucky, a riichi-only hand can turn into 7900 points with riichi ippatsu mentsumo dora 1. You should try to guarantee a comeback without any bonus han. However, if you have no reasonable way to do so, go for a riichi and hope you get enough points. At the same time, opponents will be especially wary of a riichi in the last round, precisely because they don't want to lower their placement. | ||
In some niche cases, the 1000 point riichi bet is enough to drop you down | In some niche cases, the 1000 point riichi bet is enough to drop you down placement. If you have another yaku, you should usually go dama. If you don't have a yaku, then riichi is still worthwhile if you have a good wait. Since the trailing player is only 1000 points behind, any win they make would be enough for you to drop down, so you should still try to win. | ||
===Ties=== | |||
When two players' scores are tied at the end of the game, there are two major [[rule variations]] on how the scores are treated: | |||
* Ties are broken based on the initial [[Jikaze|wind seating]] (seats in the first hand). The initial East player beats South beats West beats North. | |||
* Tied players split oka/uma bonuses evenly between tied players. | |||
You should take note of which rule is used before playing. If ties are broken by wind seating, the player further from initial east player need to gain points to overcome the tie. | |||
==Score differences== | ==Score differences== | ||
In the last hand of the game, players are likely to only have one chance to win. Therefore, awareness of the point differences and the [[scoring table]] are key. | In the last hand of the game, players are likely to only have one chance to win. Therefore, awareness of the point differences and the [[scoring table]] are key. | ||
The following table displays the minimum han/fu value required to surpass a leading player that is 'X' points ahead of you. Note that | The following table displays the minimum han/fu value required to surpass a leading player that is 'X' points ahead of you. Note that: | ||
*The ron values assume you aren't ronning off the player you need to surpass. "Direct hit" rons are worth double. | |||
*Tsumo requires less points than a non-direct hit ron, because with tsumo, | |||
* | |||
*You should also account for [[honba]] and [[riichi]] bets when calculating score. | |||
**Each honba stick lets you surpass +400 points for tsumo, +300 points for ron, and +600 points for direct hit ron. | |||
{| class="wikitable" | {| class="wikitable" | ||
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|96000 | |96000 | ||
|} | |} | ||
== External links == | == External links == | ||
{{Navbox strategy}} | {{Navbox strategy}} | ||
[[Category:Strategy]] | [[Category:Strategy]] |
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