Kokushi musou: Difference between revisions

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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 of any of any one of these tiles.  
'''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 [[jihai|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.
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 [[oorasu|all last]]), invoking a draw may still be reasonable.
* 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]] for the double yakuman. The more common rule is to score the double yakuman no matter what.
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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