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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 | 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 | 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 | 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 | 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=== |
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