#include <algorithm>
#include <cctype>
#include <climits>
#include <cmath>
#include <complex>
#include <cstdio>
#include <cstdlib>
#include <cstring>
#include <functional>
#include <map>
#include <numeric>
#include <queue>
#include <set>
#include <sstream>
#include <string>
#include <vector>

using namespace std;

#define reps(i,f,n) for(int i=f; i<int(n); ++i)
#define rep(i,n) reps(i,0,n)

typedef long long ll;
typedef vector<int> vi;
typedef vector<vi> vvi;
typedef pair<int, int> pii;

const double EPS = 1e-10;

typedef complex<double> P;
double cross(const P& a, const P& b){
	return imag(conj(a)*b);
}
double dot(const P& a, const P& b){
	return real(conj(a)*b);
}

struct L : public vector<P> {
	L(){}
	L(const P& a, const P& b){
		push_back(a);
		push_back(b);
	}
};

int ccw(P a, P b, P c)
{
	b -= a;
	c -= a;
	if(cross(b,c) > 0)  return  1;
	if(cross(b,c) < 0)  return -1;
	if(dot(b,c)   < 0)  return  2;
	if(norm(b)<norm(c)) return -2;
	return 0;
}

bool intersectSS(const L& s, const L& t) {
	return ccw(s[0], s[1], t[0]) * ccw(s[0], s[1], t[1]) <= 0 &&
		   ccw(t[0], t[1], s[0]) * ccw(t[0], t[1], s[1]) <= 0;
}

bool crosspoint(const L& l, const L& m, P& out) {
	if(!intersectSS(l, m))
		return false;
	
	double A = cross(l[1]-l[0], m[1]-m[0]);
	double B = cross(l[1]-l[0], l[1]-m[0]);
	if(abs(A) < EPS && abs(B) < EPS)
		return false;
	out = m[0] + B/A*(m[1]-m[0]);
	return true;
}


int main()
{
	for(;;){
		L s[3];
		rep(i, 3){
			int x1, y1, x2, y2;
			scanf("%d%d%d%d", &x1, &y1, &x2, &y2);
			if(!x1 && !y1 && !x2 && !y2)
				return 0;
			s[i].push_back(P(x1, y1));
			s[i].push_back(P(x2, y2));
		}
		
		P p[3];
		bool ok = true;
		rep(i, 3){
			if(!crosspoint(s[i], s[(i+1)%3], p[i])){
				ok = false;
				break;
			}
		}
		
		double area = 0.0;
		if(ok){
			area = abs(cross(p[1]-p[0], p[2]-p[1])/2.0);
		}
		if(area >= 1900000.0)
			puts("dai-kichi");
		else if(area >= 1000000.0)
			puts("chu-kichi");
		else if(area >= 100000.0)
			puts("kichi");
		else if(area >= EPS)
			puts("syo-kichi");
		else
			puts("kyo");
	}
	return 0;
}