Go: package main

import (
	"bufio"
		"os"
	"strings"
	"strconv"
	"fmt"
	"math"
)

var scanner = bufio.NewScanner(os.Stdin)

type Point struct {
	x, y float64
}
func main() {
	for scanner.Scan() {
		buf1 := strings.Split(scanner.Text(), " ")
		line1 := make([]float64, len(buf1))
		for i := range line1 {
			line1[i], _ = strconv.ParseFloat(buf1[i], 64)
		}
		if line1[0] == 0 && line1[1] == 0 &&
			line1[2] == 0 && line1[3] == 0 {
				break
		}
		scanner.Scan()
		buf2 := strings.Split(scanner.Text(), " ")
		line2 := make([]float64, len(buf2))
		for i := range line2 {
			line2[i], _ = strconv.ParseFloat(buf2[i], 64)
		}
		scanner.Scan()
		buf3 := strings.Split(scanner.Text(), " ")
		line3 := make([]float64, len(buf3))
		for i := range line2 {
			line3[i], _ = strconv.ParseFloat(buf3[i], 64)
		}
		if !intersect(line1[0], line1[1], line1[2], line1[3], line2[0], line2[1], line2[2], line2[3]) ||
			!intersect(line2[0], line2[1], line2[2], line2[3], line3[0], line3[1], line3[2], line3[3]) ||
			!intersect(line3[0], line3[1], line3[2], line3[3], line1[0], line1[1], line1[2], line1[3]) {
				fmt.Println("kyo")
		} else {
			p1 := intersection(line1[0], line1[1], line1[2], line1[3], line2[0], line2[1], line2[2], line2[3])
			p2 := intersection(line2[0], line2[1], line2[2], line2[3], line3[0], line3[1], line3[2], line3[3])
			p3 := intersection(line3[0], line3[1], line3[2], line3[3], line1[0], line1[1], line1[2], line1[3])
			area := math.Abs((p2.x - p1.x) * (p3.y - p1.y) - (p2.y - p1.y) * (p3.x - p1.x))/2
			if area < 0.00000001 {
				fmt.Println("kyo")
			} else if 1899999.99999999 < area {
				fmt.Println("dai-kichi")
			} else if 999999.99999999 < area {
				fmt.Println("chu-kichi")
			} else if 99999.99999999 < area {
				fmt.Println("kichi")
			} else {
				fmt.Println("syo-kichi")
			}
		}
	}
}

func cross(x1, y1, x2, y2 float64) int {
	z :=  x1 * y2 - y1 * x2
	if 0 < z {
		return 1
	} else if z < 0 {
		return -1
	} else {
		return 0
	}
}

func intersect(x1, y1, x2, y2, x3, y3, x4, y4 float64) bool {
	if 0 <= cross(x2-x1, y2-y1, x3-x1, y3-y1) *
		cross(x2-x1, y2-y1, x4-x1, y4-y1) {
			return false
	}
	if 0 <= cross(x4-x3, y4-y3, x1-x3, y1-y3) *
		cross(x4-x3, y4-y3, x2-x3, y2-y3) {
			return false
	}
	return true
}

func intersection(x1, y1, x2, y2, x3, y3, x4, y4 float64) Point {
	if x3 == x4 {
		x1, x3 = x3, x1
		y1, y3 = y3, y1
		x2, x4 = x4, x2
		y2, y4 = y4, y2
	}
	ret := Point{}
	if x1 == x2 {
		// y軸に平行な直線の場合
		c := (y4 - y3) / (x4 - x3)
		d := y3 - c * x3
		x := x1
		y := c * x + d
		ret.x, ret.y = x, y
	} else {
		a := (y2 - y1) / (x2 - x1)
		b := y1 - a * x1
		c := (y4 - y3) / (x4 - x3)
		d := y3 - c * x3
		x := (d - b) / (a - c)
		y := a * x + b
		ret.x, ret.y = x, y
	}
	return ret
}

C++: #include<iostream>
#include<cstdio>
#include<algorithm>
#include<cmath>
#include<map>
#include<vector>
#include<queue>
#include<functional>
#include<cstring>
#include<cstdlib>
#include<complex>
using namespace std;
typedef long long ll;
typedef complex < double > Point;
/*
    Pointの使い方
    Point AにおけるX座標...real(A) or A.real()
                   Y座標...imag(A) or A.imag() 状況によってちょいちょい使い分けとか

    Point A,BにおいてA+B,A-B,(double)k * Aは定義済み
    原点からの距離はsqrt(norm(A))
    二点間の距離はsqrt(norm(A-B))
    norm(A)はX^2+Y^2を返す
*/
typedef vector < Point > Polygon;
namespace std {
    bool operator < (Point a,Point b) {
        //ここで座標の比較における"大きい"を定義
        return real(a) != real(b) ? real(a) < real(b) : imag(a) < imag(b);
    }
}
const double EPS = 1e-8;
const double INF = 1e12;



struct Line : Polygon{
    Line(){};
    Line(Point p,Point q){ push_back(p);push_back(q); }
};
struct Circle{
    Point p;
    double r;
    Circle(Point a, double s){ p = a;r = s; }
};

// ベクタの長さ
double VectorLength(Point a){
    return abs(a);
}

// 二点間距離
double DistancePP(Point a,Point b){
    return abs(a-b);
}

// 単位ベクトル
Point UnitVector(Point a){
    return a / abs(a);
}

// 法線ベクトル
pair<Point,Point> NormalVector(Point a){
    Point n1 = a * Point(0,1);
    Point n2 = a * Point(0,-1);
    return make_pair(n1,n2);
}

//外積
double cross(Point p,Point q){
    return imag(conj(p)*q);
}

//内積
double dot(Point p,Point q){
    return real(conj(p)*q);
}

int ccw(Point a,Point b,Point c){
    b-=a,c-=a;
    if(cross(b,c)>0)return 1; //反時計回り
    if(cross(b,c)<0)return -1; //時計回り
    if(dot(b,c)<0)return 2; //直線上に c - a - b
    if(norm(b)<norm(c))return -2; // 直線上に a - b - c
    return 0; // 直線上に a - c - b
}

Point normalize(Point P, double l){
    double a = real(P), b = imag(P);
    double y = sqrt(b*b/(a*a+b*b)*l*l);
    double x = (a/b)*y;

    return Point(x,y);
}

//三角形の面積
double TriangleArea(Point A, Point B, Point C){
    return abs(cross(B-A,C-A)/2);
}

//多角形の面積
double VertexArea(Polygon v){
    double ret = 0;
    for(int i=1;i<v.size()-1;i++){
        ret += TriangleArea(v[0],v[i],v[i+1]);
    }
    return abs(ret);
}

bool intersectLL(Line l, Line m) {
    return abs(cross(l[1]-l[0], m[1]-m[0])) > EPS || // 平行でない
         abs(cross(l[1]-l[0], m[0]-l[0])) < EPS;   // 同一の線
}
bool intersectLS(Line l, Line s) {
    return cross(l[1]-l[0], s[0]-l[0])*       // s[0] が lの左
           cross(l[1]-l[0], s[1]-l[0]) < EPS; // s[1] が lの右
}
bool intersectLP(Line l, Point p) {
    return abs(cross(l[1]-p, l[0]-p)) < EPS;
}
bool intersectSS(Line s, Line 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 intersectSP(Line s, Point p) {
    return abs(s[0]-p)+abs(s[1]-p)-abs(s[1]-s[0]) < EPS; // triangle inequality
}
double distanceLP(Line l, Point p);
bool intersectCS(Circle C,Line l){
    return (distanceLP(l,C.p) < C.r + EPS and
             (C.r < abs(C.p-l[0]) + EPS or C.r < abs(C.p-l[1]) + EPS));
}
//↓2円の交点二つを返す（ポインタ）,戻り値は交点の個数
int intersectCC(Circle A, Circle B, Point *p, Point *q){

    Point P,Q;
    if(B.p<A.p)swap(A.p,B.p);
    Point dv = B.p - A.p;//ベクトル


    double L = sqrt(norm(dv));
    int num;
    //距離がLの場合
    if( L==(A.r + B.r) ){
        num = 1;
        //交点1つ
        //虚数軸に沿って並んでいるとバグる？
        dv = normalize(dv,A.r);
        P = Q = Point(real(dv)+real(A.p),imag(dv)+imag(A.p));
    }
    else if( L<(A.r + B.r) && L > fabs(A.r - B.r) ){
        num = 2;
        //交点2つ
        /*
        交点の一方Qからベクトルdvに垂線を下ろしたところをptとする
        ふたつの直角三角形p0-pt-Q、p1-pt-Qができる
        p0-pt間の長さをtとすると、これらの三角形のQ-ptの長さは等しいため、

        r0*r0 - t*t = r1*r1 - (L-t)*(L-t)
        r0*r0 - t*t = r1*r1 - L*L - t*t + 2*L*t
        t = (r0*r0 - r1*r1 + L*L)/(2*L)

        tから、p0-Qベクトルとdvベクトルとの角度aを求め、
        dvベクトルから、+a,-aの座標を求めれば交点となる
        */

        //tを求める
        double t = 0.5*( A.r*A.r - B.r*B.r + L*L)/L;

        //p0-Qベクトルとdvベクトルの角度
        double a = acos( t/A.r );

        //dvベクトルの角度
        double a0 = atan2( imag(dv), real(dv) );

        //交点
        P = Point( real(A.p) + A.r*cos(a0+a), imag(A.p) + A.r*sin(a0+a) );
        Q = Point( real(A.p) + A.r*cos(a0-a), imag(A.p) + A.r*sin(a0-a) );

    }
    else{
        num = 0;
        //交点なし
    }

    *p = P;
    *q = Q;

    return num;
}
Point projection(Line l, Point p) {//射影
    double t = dot(p-l[0], l[0]-l[1]) / norm(l[0]-l[1]);
    return l[0] + t * (l[0]-l[1]);
}
Point reflection(Line l, Point p) {//反射
    return p + (projection(l, p) - p) + (projection(l, p) - p);
}
double distanceLP(Line l, Point p) {
    return abs(p - projection(l, p));
}
double distanceLL(Line l, Line m) {
    return intersectLL(l, m) ? 0 : distanceLP(l, m[0]);
}
double distanceLS(Line l, Line s) {
    if (intersectLS(l, s)) return 0;
    return min(distanceLP(l, s[0]), distanceLP(l, s[1]));
}
double distanceSP(Line s, Point p) {
    const Point r = projection(s, p);
    if (intersectSP(s, r)) return abs(r - p);
    return min(abs(s[0] - p), abs(s[1] - p));
}
double distanceSS(Line s, Line t) {
    if (intersectSS(s, t)) return 0;
    return min(min(distanceSP(s, t[0]), distanceSP(s, t[1])),
             min(distanceSP(t, s[0]), distanceSP(t, s[1])));
}
Point crosspoint(Line l, Line m) {
    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 m[0]; // same line
    if (abs(A) < EPS);
    return m[0] + B / A * (m[1] - m[0]);
}
/*
double area(Polygon P) {//多角形の面積
    double A = 0;
    for (int i = 0; i < P.size(); ++i)
        A += cross(curr(P, i), next(P, i));
    return A;
}
*/
Polygon ConvexHull(Polygon ps) {//凸包
    int n = ps.size(), k = 0;
    sort(ps.begin(), ps.end());
    Polygon ch(2*n);
    for (int i = 0; i < n; ch[k++] = ps[i++]) // lower-hull
        while (k >= 2 && ccw(ch[k-2], ch[k-1], ps[i]) <= 0) --k;
    for (int i = n-2, t = k+1; i >= 0; ch[k++] = ps[i--]) // upper-hull
        while (k >= t && ccw(ch[k-2], ch[k-1], ps[i]) <= 0) --k;
    ch.resize(k-1);
    return ch;
}

// 点が真に多角形の中にはいっているか
bool IsInnerPointVertex(Polygon ps,Point a){
    int cc = ccw(ps[0],ps[1],a);
    if(not(cc == 1 or cc == -1)) return false;
    for(int i=0;i<ps.size();i++){
        if(cc != ccw(ps[i],ps[(i+1)%ps.size()],a)) return false;
    }
    return true;
}
int main(){


    while(1){
        Line l[3];
        for(int i = 0;i < 3;i++){
            double x1,y1,x2,y2;
            cin>>x1>>y1>>x2>>y2;
            if(x1==y1&&y1==x2&&x2==y2&&y2==0)goto end;
            Point p = Point(x1,y1);
            Point q = Point(x2,y2);
            l[i] = Line(p,q);
        }
        if(!(intersectSS(l[0],l[1])&&intersectSS(l[1],l[2])&&intersectSS(l[0],l[2]))){
            cout<<"kyo"<<endl;
            continue;
        }
        Point A,B,C;
        A = crosspoint(l[0],l[1]);
        B = crosspoint(l[1],l[2]);
        C = crosspoint(l[0],l[2]);
        double S = TriangleArea(A,B,C);
        if(S < EPS)cout<<"kyo"<<endl;
        else if(S < 100000)cout<<"syo-kichi"<<endl;
        else if(S < 1000000)cout<<"kichi"<<endl;
        else if(S < 1900000)cout<<"chu-kichi"<<endl;
        else cout<<"dai-kichi"<<endl;

    }
    end:
    return 0;
}