Kokushi musou: Difference between revisions

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==Development==
==Development==
Kokushi is one of the three '''yakuman gosanke''' {{kana|役満御三家}}, or "the three big families of yakuman", along with [[suuankou]] and [[daisangen]]. These are the three most common yakuman in the game (which are still rare).
Kokushi is one of the three '''yakuman gosanke''' {{kana|役満御三家}}, or "the three big families of yakuman", along with [[suuankou]] and [[daisangen]]. These are the three most common yakuman, which are still quite rare. Kokushi is the most common yakuman in [[sanma|3-player]], but in 4-player, it is overtaken by suuankou.


Restricted as closed only, this hand must draw at least 12 of the 13 required tile types. If a pair exists within the hand upon [[tenpai]], then naturally, the hand is waiting on the last remaining tile type not yet in the hand. This hand will become [[karaten|impossible]] if all four of any of the tile types are no longer available.
Restricted as closed only, this hand must draw at least 12 of the 13 required tile types. If a pair exists within the hand upon [[tenpai]], then naturally, the hand is waiting on the last remaining tile type not yet in the hand. This hand will become [[karaten|impossible]] if all four of any of the tile types are no longer available.
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Any player attempting kokushi musou makes the decision at the [[haipai|beginning]] of the hand. This will depend on a couple of conditions, the most important being the numbero f unique yaochuhai at the start. The point standing and the current [[kyoku|round]] also matter. Sometimes, players need a yakuman in order to win or [[Gyakuten|improve placement]].
Any player attempting kokushi musou makes the decision at the [[haipai|beginning]] of the hand. This will depend on a couple of conditions, the most important being the number  of unique yaochuhai at the start. The point standing and the current [[kyoku|round]] also matter. Sometimes, players need a yakuman in order to win or [[Gyakuten|improve placement]].


* At 9 or less unique yaochuhai, the chance of winning, let alone the chance of reaching tenpai, are quite low. You should invoke a draw via [[Tochuu_ryuukyoku#Kyuushu_kyuuhai|kyuushu kyuuhai]], if able, unless you really need a big hand.
* At 9 or less unique yaochuhai, the chance of winning, let alone the chance of reaching tenpai, are quite low. You should invoke a draw via [[Tochuu_ryuukyoku#Kyuushu_kyuuhai|kyuushu kyuuhai]], if able, unless you really need a big hand.
* At 10 unique yaochuhai, it becomes more reasonable. Assuming you have a pair, the hand's [[ukeire]] is similar to a 2-shanten [[chiitoitsu]]. If you need a quick hand, then a draw can be reasonable to invoke (if able).
* At 10 unique yaochuhai, it becomes more reasonable to go for the yakuman. Assuming you have a pair, the hand's [[ukeire]] is somewhat lower than a 2-shanten [[chiitoitsu]]. That is pretty decent when you consider the value of a yakuman hand. Though, if you need a quick hand (e.g. to improve placement when close to [[oorasu|all last]]), then a draw can be reasonable to invoke.
* At 11 unique yaochuhai, the hand is basically at [[iishanten]], so you should usually go for kokushi.
* At 11 unique yaochuhai, the hand is at (or basically at) [[iishanten]], so you should usually go for kokushi.
 
Also, 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.


=== 13-way wait development ===
=== 13-way wait development ===
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{{main|Tochuu ryuukyoku}}
{{main|Tochuu ryuukyoku}}


Realistic chances to complete kokushi musou may require a hand to begin with at least 9 yaochuhai.  Even so, at this point, this gives a player the option to defer and abort the hand, rather than trying for kokushi. If a tile has been [[naki|called]] before your first turn, then kyuushu kyuuhai becomes unavailable. Also, the ruleset may disable abortive draws.
Realistic chances to complete kokushi musou may require a hand to begin with at least 9 yaochuhai.  Even so, at this point, this gives a player the option to defer and abort the hand, rather than trying for kokushi. If a tile has been [[naki|called]] before your first turn, then kyuushu kyuuhai becomes unavailable. Also, some rulesets may disable the abortive draw.


==Value==
==Value==
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 require that the 13-sided wait is not in [[furiten]] to score a double yakuman; others allow a 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]] for 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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* [http://osamuko.com/i-told-you-not-to-go-for-kokushi/ Kokushi advice]
* [http://osamuko.com/i-told-you-not-to-go-for-kokushi/ Kokushi advice]
: [[Osamuko.com]] entry on Kokushi
: [[Osamuko.com]] entry on Kokushi
* [https://pathofhouou.blogspot.com/2020/04/analysis-kokushi-success-rates.html Stats on Kokushi win% for a given starting hand]
: Path of Houou blog
{{Youtube
{{Youtube
| url        = https://www.youtube.com/watch?v=pYNz6IlzNfI
| url        = https://www.youtube.com/watch?v=pYNz6IlzNfI
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