Yakuman: Difference between revisions

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Yakuman are worth 8000 base points. For a non-dealer, this would equal 32000 points for ron, or 8000/16000 points from tsumo.
Yakuman are worth 8000 base points. For a non-dealer, this would equal 32000 points for ron, or 8000/16000 points from tsumo.


A [[kazoe yakuman]] is scored when a hand reaches 13 or more han. Otherwise, in standard rules, a hand cannot score both yakuman and yaku at the same time. In other words, if a hand contains a yakuman pattern, it has 0 han.
A [[kazoe yakuman]] is scored when a hand reaches 13 or more [[han]]. Otherwise, in standard rules, a hand cannot score both yakuman and regular yaku at the same time. In other words, if a hand contains a non-kazoe yakuman, it effectively has 0 han.


In [[aotenjou]], yakuman ''can'' score with other yaku.
In [[aotenjou]], yakuman ''can'' score with other yaku. Under those rules, each yakuman is treated as a regular yaku worth 13 han.


==Difficulty==
==Difficulty==
Yakuman are rare and thus difficult. Most yakuman have specific restrictions that make them difficult, such as [[ryuuiisou]] only allowing 6 of 34 tile types, or [[shousuushii]] requiring 3 [[wind]] triplets and a pair of the fourth. Others are achieved in specific conditions, such as [[tenhou and chiihou]] being won on the first draw.
Yakuman are rare and difficult. Most yakuman have restrictions that make them difficult, such as [[ryuuiisou]] only allowing 6 of 34 tile types, or [[shousuushii]] requiring 3 [[wind]] triplets and a pair of the fourth. Others are achieved in specific conditions, such as [[tenhou and chiihou]] being won on the first draw.


Among the yakuman, three in particular are considered to be among the easiest to attain: [[suuankou]], [[daisangen]], and [[kokushi musou]]. Collectively, these three yakuman are known as '''yakuman gosanke''' {{kana|役満御三家}}, or "the three big families of yakuman".
Among the yakuman, three in particular are considered to be among the easiest to attain: [[suuankou]], [[daisangen]], and [[kokushi musou]]. Collectively, these three yakuman are known as '''yakuman gosanke''' {{kana|役満御三家}}, or "the three big families of yakuman".
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The more games the play, the higher the chance you'll score a yakuman eventually. Naturally, luck also players a role. When a yakuman becomes viable to aim for, a player should recognize the chance and seize it.
The more games the play, the higher the chance you'll score a yakuman eventually. Naturally, luck also players a role. When a yakuman becomes viable to aim for, a player should recognize the chance and seize it.


The chance for a yakuman is not constant; it decreases as opponents grow in skill level. Higher skill opponents tend to have better [[tile efficiency]], so they can win normal hands faster, before a yakuman gets to form. Also, they are more likely to defend once a yakuman threat is present. Example statistics:
The chance for a yakuman is not constant; it decreases as opponents grow in skill level. There are multiple possible reasons. Higher skill opponents tend to have better [[tile efficiency]], so they can win normal hands faster, before a yakuman gets to form. They are more likely to defend once a yakuman threat is present. Also, the amount of "yakuman chasing" likely decreases at higher levels of skill. Example statistics:
*[[Tenhou.net]], tokujou room, month of Mar. 2024: ~1/930.6 of winning hands are yakuman
*[[Tenhou.net]], tokujou room, month of Mar. 2024: ~1/930.6 of winning hands are yakuman
*Tenhou.net, houou room, month of Mar. 2024: ~1/1228 of winning hands are yakuman
*Tenhou.net, houou room, month of Mar. 2024: ~1/1228 of winning hands are yakuman
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{{main|Multiple yakuman}}
{{main|Multiple yakuman}}


Some yakuman may combine if their tile patterns allow them to do so. The most common combinations involve [[tsuuiisou]] along with [[shousuushii]] and [[daisangen]]. [[Tenhou and chiihou]] can combine with any yakuman except [[suukantsu]], though this event is exceptionally rare. [[Kazoe yakuman]] may not combine with any other yakuman, since yakuman cannot be scored with regular yaku.
Some yakuman may combine if their tile patterns allow them to do so. The most common combinations involve [[tsuuiisou]] along with [[shousuushii]] and [[daisangen]]. [[Tenhou and chiihou]] can combine with any yakuman (except [[suukantsu]] and kazoe), though this event is exceptionally rare. [[Kazoe yakuman]] may not combine with any other yakuman, since yakuman cannot be scored with regular yaku.


In some rulesets, a hand can only score one yakuman, even if a hand contains multiple. Others allow the yakuman to stack, e.g. a double yakuman, worth 64000 points, for suuankou + daisangen. Sometimes, special patterns like [[suuankou tanki]] and [[daisuushi]] are worth double yakuman on their own.
In some rulesets, a hand can only score one yakuman, even if a hand contains multiple. Others allow the yakuman to stack, e.g. a double yakuman, worth 64000 points, for suuankou + daisangen. Sometimes, special patterns like [[suuankou tanki]] and [[daisuushii]] are worth double yakuman on their own.


== Avoiding yakuman ==
== Avoiding yakuman ==
The last thing any player should do is play into a yakuman hand. Alas, such plays do happen, even to the best of players. Of course, this is where [[defense]] is relevant, especially when a yakuman is an apparent threat. Then again, if a hand is closed, it's difficult to tell if a hand is a yakuman.
The last thing any player should do is play into a yakuman hand. Alas, such plays do happen, even to the best of players. Of course, this is where [[defense]] is relevant, especially when a yakuman is an apparent threat. Then again, if a yakuman hand happens to be closed, it's difficult to tell that it is a yakuman.


==External links==
==External links==
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