Suushiihou: Difference between revisions

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* '''Daisuushii''' {{kana|大四喜}}: Have triplets/quads of all four winds.
* '''Daisuushii''' {{kana|大四喜}}: Have triplets/quads of all four winds.


Both are worth yakuman, though daisuushii can be worth double yakuman if a [[Rule variations|ruleset]] allows it.
Both are worth yakuman, though daisuushii can be worth [[double yakuman]], depending on the [[Rule variations|ruleset]].


==Tile diagram==
==Tile diagram==
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==Value==
==Value==
Shousuushii is almost universally reckoned as a yakuman with a base value of 8000 points, meaning that a dealer wins 48000 while a non-dealer wins 32000 with the hand. As daisuushii is a rarer yakuman, some rules allow it as a [[double yakuman]], in which case it scores twice as much. In other rulesets, however, especially in competition rulesets, daisuushii is only scored as a single yakuman.
Shousuushii is almost universally scored as a yakuman, which scores 32000 points for a win.
 
Daisuushii is either a single yakuman or a double yakuman (which scores 64000), depending on the ruleset. Competition rulesets will often score daisuushii as a single yakuman.


==Strategy==
==Strategy==
Like [[daisangen]], the suushiihou are often developed by taking a hand with potential to develop with [[honitsu]] and pushing them to the extreme. As even shousuushii requires having eleven of the sixteen wind tiles, pushing directly for these hands is unlikely to be met with success. More often, suuhsiihou are developed by developing towards a hand that encourages holding onto spare honours, and then drawing enough winds to make a viable push for the hand.
Like [[daisangen]], the suushiihou are often developed with a [[honitsu]] hand that happens to draw a lot of wind tiles. As even shousuushii requires 11 or the 16 wind tiles, pushing directly for these yakuman is unlikely to work (unless very far behind).


===Attempting===
===Attempting===
Having six winds, with at least on of each type, is likely the minimum to even consider suushiihou. Even then, it would be ill-advised without at least eight winds. Since winds are easily [[pon]]ned, having pairs helps develop the hand. Because winds are usually discarded early, if the player is missing a pair of one wind, there is a decent chance that others will discard it aggressively and ruin the chance at forming the hand.
Having six winds, with at least one of each type, is likely the minimum to even consider suushiihou. Even then, it would be ill-advised without at least eight winds. Since winds are easily [[pon]]ned, having pairs is significantly stronger than single winds. Because winds are usually discarded early, if the player is missing a pair of one wind, there is a decent chance that others will discard it aggressively and ruin the chance at forming the hand.


===Waits===
===Waits===
1,543

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