Aotenjou: Difference between revisions
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* [[Shousuushii]] + [[Tsuuiisou]] | * [[Shousuushii]] + [[Tsuuiisou]] | ||
: {{#mjt:1112233777z}} {{#mjt:4'44z}} Agari: {{#mjt:2z}} or {{#mjt:3z}} | : {{#mjt:1112233777z}} {{#mjt:4'44z}} Agari: {{#mjt:2z}} or {{#mjt:3z}} | ||
: In addition to the two yakuman patterns, this hand also includes the regular yaku of [[toitoi]] as well as two or three [[yakuhai]] when applicable. | |||
[[Category:Terminology]] | [[Category:Terminology]] | ||
[[Category:Game rules]] | [[Category:Game rules]] |
Revision as of 01:37, 4 October 2014
Aotenjou 「青天井」 is a non-standard scoring system, by which all caps and limits are removed. Per the scoring equation, han is factored exponentially in the equation:
- Basic points = fu × 2(2 + han)
Normally, the point equation has a cap applied at mangan, where the basic points is artificially maxed at 2000 points. Subsequent point values are then multiples of mangan for higher scoring hands.
With aotenjou, there is essentially no limit. The basic points have the freedom to be valued as high as possible, as the mangan limit is removed. Under aotenjou, scoring produces some ridiculously high numbers. Points are even much higher in conjunction with the multipliers applied for the dealer, non-dealer, and ron vs. tsumo wins. All yaku retain their original values. In additionally, yakuman patterns are defaulted at 13 han and are treated like normal yaku when determining the overall han and fu values. Furthermore, any han applied by dora counts as well to further increase the point values.
Hence, for this very reason, the scoring limits imposed by both mangan and yakuman are normally used.