Yakuman: Difference between revisions

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(rewrite. also, "chance only increases with # of games played" is false, because game actions can increase your chance for a yakuman (e.g. not calling kyuushu kyuuhai))
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[[Image:Shosusshii.png|thumb|right|250px|[[Shousuushii]]]]
[[Image:Shosusshii.png|thumb|right|250px|[[Shousuushii]]]]
'''Yakuman''' {{kana|役満}} are a class of [[yaku]] (hand patterns), whose default [[Scoring table|point value]] is set at the maximum limit for a single hand pattern. Only a subclass of yakuman, [[kazoe yakuman]], actually counts the number of [[han]].  The rest of the patterns are simply applied the point limit.  This is due to the level of difficulty attaining the hands, due to low probability and low frequency.
'''Yakuman''' {{kana|役満}} are a special class of [[yaku]] (hand patterns) whose [[scoring table|point value]] is set to the maximum. Traditionally, a yakuman is the most that any one hand can reach. However, some [[#Multiple yakuman|rule variations]] allow multiple yakuman to be combined. These hands are considered rare and difficult.
 
==Definition==
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.
 
In [[aotenjou]], yakuman ''can'' score with other yaku.


==Difficulty==
==Difficulty==
A yakuman's value stems from its difficulty to form; and this difficulty is tied to its rarity as well as various limitations. These limitations impose some scarcity pertaining to specific tiles; or a limitation may impose a very specific condition, particularly for the likes of [[tenhou]] and [[chihou]]. The other yaku impose their own specific limitations on tiles as well.  However, their limitations offer a greater range of tiles to choose from.  For example, both [[ryuuiisou]] and [[chinroutou]] are limited to just six tile types out of the available thirty-four.
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, rare conditions, such as [[tenhou and chiihou]] being won on the first draw.


Regardless of the difficulty, yakuman are not impossible. Therefore, players with the chance of attaining yakuman may actually benefit by continuing to develop a yakuman hand.  Like any other game situation, various factors do play into this decision, such as the hand progression relative to the number of tile draws remaining and the current score.
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".
=== Chance ===
While elusive, yakuman are not impossible. Players with a chance for a yakuman can benefit from going for said yakuman. Like any other decision, this choice depends on game state, such as the current point standings, number of tile draws left, and the current hand.


==Chance for yakuman==
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 yakuman are few and far in-between.  Like with any yaku, the chances only increase with a proportional quantity of games played. That's one basic rule of probability, where likelihood only increases with the number of games played.  Naturally, any other increased chances may be imposed by unusual strings of luck and circumstances. When a chance does occur, then the player must be able to determine which yakuman appears to be the most viable.  Even then, the player must be able to recognize if the chance is even possible at all.


== Winning with yakuman ==
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 hands faster. Also, they are more likely to defend once a yakuman threat is present. Example statistics:
When scoring a yakuman, a player's chances of winning the game dramatically increases. The high value of the yakuman hand either eliminates a player into [[Tobi|negative points]], or it produces a seemingly insurmountable lead.  However, it does not eliminate the possibility of dropping out of first place. This is especially true with yakuman scored early in the game, while every player retains points greater than zero.
*[[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


== Combinations ==
=== Winning with yakuman ===
A yakuman [[ron]] can put an opposing player in negative points, potentially ending the game. In any case, a yakuman will almost always put you in a huge lead. Still, you must not be complacent, as you still have a chance to drop down.
 
==Multiple Yakuman==
[[Image:Double yakuman ron.png|thumb|right|250px|High level player [http://tenhou.net/0/?log=2014092416gm-00a9-0000-3263f602&tw=1&ts=4 falling to double yakuman].]]
[[Image:Double yakuman ron.png|thumb|right|250px|High level player [http://tenhou.net/0/?log=2014092416gm-00a9-0000-3263f602&tw=1&ts=4 falling to double yakuman].]]
[[Image:Harmless.png|thumb|right|250px|Relatively [http://tenhou.net/0/?log=2012032214gm-0009-0000-cc8c2c61&tw=3&ts=12 harmless threat].]]
[[Image:Harmless.png|thumb|right|250px|Relatively [http://tenhou.net/0/?log=2012032214gm-0009-0000-cc8c2c61&tw=3&ts=12 harmless threat].]]
{{main|Yaku compatibility|Kazoe yakuman}}
{{main|Multiple yakuman}}


Yakuman can combine with regular yaku, only for the use of [[aotenjou]]. Otherwise, they are disregarded, where only the yakuman name is referred.  The only way regular yaku factor towards yakuman involves the [[kazoe 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.
 
===Multiple yakuman===
{{main|Multiple yakuman}}


Some yakuman patterns may combine with each other. This is only because the tile patterns allow them to do so. The most common combination may involve [[tsuuiisou]], which is able to combine with either [[daisangen]] or [[suushiihou]] (wind based yakuman). Both [[Tenhou]] and [[chiihou]] are able to combine with almost all the yakuman patterns.  However, their frequency and opportunity to do so is exceptionally rare.  The other yakuman combinations at least have the progression of the hand to develop, in order to even produce the opportune chance.
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.


== 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]] comes into play, especially when a yakuman is an apparent threat. Then again, some instances renders a player unaware of a yakuman threat, where the circumstances can be described by [[damaten]] or similar to it.
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.


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

Revision as of 22:15, 20 March 2024

Shousuushii

Yakuman 「役満」 are a special class of yaku (hand patterns) whose point value is set to the maximum. Traditionally, a yakuman is the most that any one hand can reach. However, some rule variations allow multiple yakuman to be combined. These hands are considered rare and difficult.

Definition

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.

In aotenjou, yakuman can score with other yaku.

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, rare 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 「役満御三家」, or "the three big families of yakuman".

Chance

While elusive, yakuman are not impossible. Players with a chance for a yakuman can benefit from going for said yakuman. Like any other decision, this choice depends on game state, such as the current point standings, number of tile draws left, and the current hand.

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 hands faster. Also, they are more likely to defend once a yakuman threat is present. Example statistics:

  • 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

Winning with yakuman

A yakuman ron can put an opposing player in negative points, potentially ending the game. In any case, a yakuman will almost always put you in a huge lead. Still, you must not be complacent, as you still have a chance to drop down.

Multiple Yakuman

High level player falling to double yakuman.
Relatively harmless threat.

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.

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.

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.

External links

Yakuman in Japanese Wikipedia
Lists all the yaku occurrences in Tenhou.net by percentages and by ranked lobby.
Lists any yakuman scored within the regular L0000 lobby, within the current month.