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* [http://tenhou.net/0/?log=2014020614gm-0009-7447-66a016d0&tw=0&ts=5 Kokushi 13] | * [http://tenhou.net/0/?log=2014020614gm-0009-7447-66a016d0&tw=0&ts=5 Kokushi 13] | ||
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'''Kokushi musou''' {{kana|国士無双}}, '''kokushi''' for short, or '''thirteen orphans''' in English, is one of the standard [[yakuman]] hands. It is one of the two exceptions of the "[[Mentsu|four tile groups and one pair]]" requirement for winning hands, the other being [[chiitoitsu]]. Kokushi requires having 13 unique [[terminal]]/[[honor]] tiles, and a duplicate | '''Kokushi musou''' {{kana|国士無双}}, '''kokushi''' for short, or '''thirteen orphans''' in English, is one of the standard [[yakuman]] hands. It is one of the two exceptions of the "[[Mentsu|four tile groups and one pair]]" requirement for winning hands, the other being [[chiitoitsu]]. Kokushi requires having 13 unique [[terminal]]/[[honor]] tiles, and a duplicate of any one of these tiles. | ||
==Composition== | ==Composition== | ||
Kokushi musou requires one of each [[terminal]] tile from each suit, and one of each of the [[ | Kokushi musou requires one of each [[terminal]] tile from each suit, and one of each of the [[honor]] tiles. The 14th tile must be a duplicate of any terminal or honor tile. These tiles are classed as '''yaochuuhai''' {{kana|幺九牌}}. Because the hand does not contain tile groups, the hand must be closed. | ||
If a player draws the thirteen different tile types before pairing any of them, then the hand is called '''kokushi musou juusan menmachi''' {{kana|国士無双13面待ち}}, or the [[Machi|kokushi musou 13 closed wait]]. Some rulesets count this type of hand as a [[multiple yakuman|double yakuman]]. | If a player draws the thirteen different tile types before pairing any of them, then the hand is called '''kokushi musou juusan menmachi''' {{kana|国士無双13面待ち}}, or the [[Machi|kokushi musou 13 closed wait]]. Some rulesets count this type of hand as a [[multiple yakuman|double yakuman]]. | ||
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* At 9 or less unique yaochuhai, the chance of even reaching tenpai is quite low. Though the yakuman may be tempting, the expected value from attempting kokushi is lower than for a regular hand. Unless you really need a big hand, you should invoke a draw via [[Tochuu_ryuukyoku#Kyuushu_kyuuhai|kyuushu kyuuhai]] if able. | * At 9 or less unique yaochuhai, the chance of even reaching tenpai is quite low. Though the yakuman may be tempting, the expected value from attempting kokushi is lower than for a regular hand. Unless you really need a big hand, you should invoke a draw via [[Tochuu_ryuukyoku#Kyuushu_kyuuhai|kyuushu kyuuhai]] if able. | ||
* At 10 unique yaochuhai, it becomes more reasonable to go for the yakuman. Once you have a pair, the hand's [[ukeire]] is somewhat lower than a 2-shanten [[chiitoitsu]]. That is decent when you consider the value of a yakuman hand. If you need a quick hand though (e.g. to improve placement when close to [[ | * At 10 unique yaochuhai, it becomes more reasonable to go for the yakuman. Once you have a pair, the hand's [[ukeire|tile acceptance]] is somewhat lower than a 2-shanten [[chiitoitsu]]. That is decent when you consider the value of a yakuman hand. If you need a quick hand, though (e.g. to improve placement when close to [[all last]]), invoking a draw is still reasonable. | ||
* At 11 unique yaochuhai, the hand is close to or already at [[iishanten]], so you should usually go for kokushi. | * At 11 unique yaochuhai, the hand is close to or already at [[iishanten]], so you should usually go for kokushi. | ||
Starting with a yaochuhai pair has little effect on success for 9 or 10 yaochuhai starts, only increasing the chance of reaching kokushi by a fraction of a percentage point. However, it substantially increases the chance of winning with a non-kokushi hand, mainly because of the chance for yakuhai. | Starting with a yaochuhai pair has little effect on success for 9 or 10 yaochuhai starts, only increasing the chance of reaching kokushi by a fraction of a percentage point. However, it substantially increases the chance of winning with a non-kokushi hand, mainly because of the chance for [[yakuhai]]. | ||
If you are far ahead in the lead, then going for kokushi at 9 yaochuhai (or even less) can be considered. If it happens to succeed, you can possibly bankrupt a player and end the game. If it doesn't, then the tiles used to build kokushi are generally great for defense. | If you are far ahead in the lead, then going for kokushi at 9 yaochuhai (or even less) can be considered. If it happens to succeed, you can possibly bankrupt a player and end the game. If it doesn't, then the tiles used to build kokushi are generally great for defense. | ||
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This hand is a yakuman hand. When dealer, the hand [[scoring|scores]] 48,000 points. For non-dealers, the hand scores 32,000. | This hand is a yakuman hand. When dealer, the hand [[scoring|scores]] 48,000 points. For non-dealers, the hand scores 32,000. | ||
Certain rulesets may grant a double yakuman for the 13-wait variety. Some allow the double yakuman no matter what; a few require that the 13-sided wait is not in [[furiten]] | Certain rulesets may grant a double yakuman for the 13-wait variety. Some allow the double yakuman no matter what; a few require that the 13-sided wait is not in [[furiten]] to score the double yakuman. The more common rule is to score the double yakuman no matter what. | ||
== Chankan rule variation == | == Chankan rule variation == |
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