Kuzeke elang: Difference between revisions
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'''One joker''': A hand with one joker, while not a formation, is worth 3 counters. | '''One joker''': A hand with one joker, while not a formation, is worth 3 counters. | ||
'''Four flags''': A hand that contains each of the four cards with rank 10 is worth 10 counters. | |||
=== Suit-based wins === | === Suit-based wins === | ||
''' | '''Half flush''': A hand consisting solely of major cards and minor cards in a single suit is worth 2 augmentations if open, and 3 if concealed. | ||
'''Split flush''': A hand consisting solely of minor cards in two different suits is worth 1 augmentation if open, and 2 if concealed. | '''Split flush''': A hand consisting solely of minor cards in two different suits is worth 1 augmentation if open, and 2 if concealed. | ||
'''Full flush''': A hand consisting solely of minor cards in a single suit is worth | '''Full flush''': A hand consisting solely of minor cards in a single suit is worth 4 augmentations if open, and 6 if concealed. | ||
'''All majors''': A hand consisting solely of major cards is worth 5 augmentations. | '''All majors''': A hand consisting solely of major cards is worth 5 augmentations. | ||
=== Sequence-based wins === | |||
'''All sequences''': A hand consisting solely of sequences is worth 2 augmentations if open, and 4 if concealed. | |||
'''Full sequence''': A combination of melds that can be joined into a sequence from 0 to 9 (or 1 to 10) in a single suit is worth 3 augmentations if any part of it is open, and 6 if concealed. | |||
'''Extended cycle''': A combination of melds that can be joined into an elemental cycle longer than 6 cards is worth 4 augmentations if any part of it is open, and 8 if concealed. In addition, a counter is added for every card above the 6-card baseline, so an 8-long extended cycle is worth 2 counters. | |||
'''Identical sequences''': A hand containing two sequences of exactly the same cards (allowing for joker substitutions) is worth 3 augmentations if the sequences are both trips, and 4 augmentations if they are both larger than trips. | |||
'''Equivalent sequences''': A hand containing three sequences of the same ranks in different suits (allowing for joker substitutions) is worth 2 augmentations if the sequences are both trips, and 3 augmentations if they are both larger than trips. | |||
=== Set-based wins === | |||
'''Pure quad set''': A four-card set with no jokers is worth 8 counters. | |||
'''All sets''': A hand consisting solely of sequences is worth 4 augmentations if open, and 12 if concealed. | |||
'''Two equivalent sets''': A hand containing two sets of the same rank in different suits is worth 2 augmentations if the sets are both trips, and 3 augmentations if they are both larger than trips. | |||
'''Three equivalent sets''': A hand containing three sets of the same rank in different suits is worth 6 augmentations if the sets are both trips, and 8 augmentations if they are both larger than trips. | |||