10. Mahjong
Goals: ten winning hands; five Mangan-or-better wins; one Haneman-or-better win; a Riichi Ippatsu win; a Full Straight win; ¥10 million earned.
Use Quarter Games, Red Dora on and the two-han minimum off. Start with a concealed hand while learning. Don't claim every offered tile just because you can.
For Mangan, aim for five han. Lower-han hands can also qualify through their fu value. Haneman begins at six han.
For Riichi Ippatsu, declare riichi and win within the next uninterrupted turn cycle. You can't force the winning tile to appear.
For Full Straight, make 123, 456 and 789 in the same suit, plus another set and a pair. An open hand can qualify. A 234 sequence doesn't substitute for the required 123 just because you have the other numbers elsewhere.
Use the command menu to check for riichi when nearly ready; on PlayStation this is Square. Confirm ron/tsumo when offered.
The expensive table helps with the earnings goal once you understand play. The special hand requirements can take longer than the money, so check each separately. Yakuza 0 mahjong: https://gamefaqs.gamespot.com/ps4/816306-yakuza-0/faqs/74451/mahjong
What to do with an actual mahjong hand
A normal winning shape has four sets and a pair. A set is three identical tiles or three consecutive numbers in the same suit. You still need a yaku, a qualifying scoring condition. Dora adds value but cannot supply the required yaku by itself.
A useful beginner approach is to keep the hand concealed and aim for riichi. Preserve connected tiles like 4-5, which can use either a 3 or a 6, instead of keeping every isolated honor tile. A dragon triplet or a triplet matching your seat/round wind supplies a yaku, including in an open hand.
Ron wins using another player's discard. Tsumo wins with your own draw. Chi claims a sequence from the player to your left; pon claims a triplet from any player.
If a tile among your current winning waits is in your own discards, furiten prevents ron on all your waits. Tsumo remains possible. Passing a winning discard can also create temporary furiten; after riichi, that restriction lasts for the hand. Rules and furiten: https://uspml.com/documents/japanese_mahjong_guide_v103.pdf
Building enough value
These are examples of how scoring elements can combine, not guaranteed deals:
- Mangan route: concealed riichi, a self-drawn win, All Simples, and two dora bonuses total five han.
- Haneman route: the same pattern with three dora bonuses totals six han.
- Alternative: Seven Pairs is two han and must stay concealed. Adding riichi, a self-drawn win and two dora bonuses brings it to six.
All Simples means every tile is a suited number from 2 through 8. Winds, dragons, ones and nines break it. Seven Pairs needs seven different pairs; four identical tiles cannot be split into two pairs.
Full Straight is worth two han concealed and one when opened. Keeping it concealed leaves room to add riichi and self-draw, but calling the needed 123, 456 or 789 can make the straight easier to finish. Choose based on what your starting tiles already support. Scoring combinations: https://en.wikipedia.org/wiki/Yaku_(Japanese_mahjong)
11. Shogi
Goal: five wins without using a take back.
Go to Shoten in Kamurocho, choose Challenge 1 and repeat it five times. Count columns from the left and rows from the top, keeping the default board orientation. These are your moves; let the opponent respond between them:
1. Move your rook one square left.
2. Advance the seventh pawn from the left one square.
3. Advance that same pawn again. Let it be captured.
4. Move the rook forward to capture the pawn that took yours.
5. Advance the rook to the second row from the top. Promotion is optional here.
6. Advance the third pawn from the left, opening the bishop's diagonal.
7. Move the bishop to the center square.
8. Move that bishop to row three, column three. Promote it.
9. Move the promoted bishop one square forward for checkmate.
This is the published Challenge 1 sequence, not a universal response to every shogi board. If your position differs, restart the challenge instead of making an arbitrary substitute. Never use Take Back or Super Take Back during a qualifying attempt. Challenge 1 route: https://gamefaqs.gamespot.com/ps4/816306-yakuza-0/faqs/74451/shogi
Shogi basics for understanding the route
The rook moves along clear rows and columns. The bishop moves diagonally. A promoted bishop keeps those diagonals and gains one-square horizontal and vertical movement. That added movement is why the promotion matters at the end of this sequence.
The king can move one square in any direction, but cannot move into an attacked square. Checkmate means the king is attacked and there is no legal way to escape, block or capture the attacker.
Pawns move and capture one square forward. They do not have chess's two-square first move. Knights jump two squares forward and one sideways, and cannot jump backward. Lances move straight forward along an unobstructed file.
Captured pieces become available to the capturer and can be dropped back onto legal squares. Don't assume a piece is permanently gone just because you captured it. Promotion generally becomes available when a move starts or ends within the far three rows. Shogi rules: https://en.wikipedia.org/wiki/Shogi
12. Gambling: how the money is counted
This section is about the in-game casino and gambling hall.
The Sotenbori casino has poker, blackjack, baccarat and roulette. West Park's gambling activities become available in Chapter 10 and include cho-han, cee-lo, koi-koi and oicho-kabu.
Chips and tags are worth ¥100 each. Positive net winnings are applied when you leave a game. If you win ¥1 million and lose ¥600,000 before leaving, you have a ¥400,000 profitable session. Buying more chips doesn't count as earning money.
Leave after a useful profit so it gets recorded. A later losing session doesn't subtract from already-recorded completion earnings, but it still costs your character money.
Yakuza 0 doesn't have the gambling cheat items found in some other games in the series. Don't waste time hunting for one. Gambling locations and tracking: https://gamefaqs.gamespot.com/ps4/816306-yakuza-0/faqs/74451/gambling-games
Blackjack: ¥5,000,000
The basic objective is to beat the dealer without going over 21. An ace can count as one or eleven. The dealer hits through 16 and stands at 17 or higher.
The high-stakes table starts with a 1,000-chip betting limit. Consecutive wins raise that to 3,000, 5,000 and eventually 10,000. Losing resets it.
Watch for the special high-stakes offer after a winning run, but don't treat it as a guaranteed win. Make your double-down and split decisions based on the hand, rather than increasing every bet simply because the option exists.
Cash out a profitable session and save the progress. Blackjack: https://gamefaqs.gamespot.com/ps4/816306-yakuza-0/faqs/74451/blackjack
Poker: ¥10,000,000
You can choose different Hold 'Em variants. Texas Hold 'Em is the simplest starting point: two private cards, five shared cards, and the best five-card hand wins.
Watch what the shared cards allow other players to make. Your pair can look good before the flop and become much weaker once three cards of one suit or a connected run appears.
Don't keep calling expensive bets just because you've already invested chips. You can fold a weak hand and keep your bankroll for better opportunities. End a profitable session instead of giving the winnings back while chasing one enormous pot. Poker: https://gamefaqs.gamespot.com/ps4/816306-yakuza-0/faqs/74451/poker
Baccarat: ¥10,000,000
Choose whether to back the player, banker or a tie. The cards are then resolved by fixed rules. The final digit of each hand's total is what matters, with nine being the best normal total.
There isn't a reflex trick that makes the next deal favorable. Keep the buy-in affordable for your save, use a separate save if you intend to reload losses, and record successful sessions before continuing. Baccarat: https://gamefaqs.gamespot.com/ps4/816306-yakuza-0/faqs/74451/baccarat
Roulette: ¥10,000,000
Broad bets cover more numbers but pay less. A single-number bet pays much more when it lands and loses much more often. The game displays the payout for the position you're selecting.
Don't assume a color is due because it hasn't appeared lately. Pick a stake you can afford, and leave when you've made progress you want to keep. Spreading chips across the whole layout doesn't create a guaranteed profit.
There is also a Survival Rules variant, but it isn't a separate Completion List requirement. Roulette: https://gamefaqs.gamespot.com/ps4/816306-yakuza-0/faqs/74451/roulette
Cho-han: ¥1,000,000
Bet whether two dice total an odd or even number. More betting options and higher limits become available as you play.
Keep the basic odd/even option if you want a straightforward route. The more specific guesses and follow-up wagers can increase the reward, but they also risk the winnings you already have in the session. Bank useful progress rather than feeling obligated to keep doubling down. Cho-han: https://gamefaqs.gamespot.com/ps4/816306-yakuza-0/faqs/74451/cho-han
Cee-lo: ¥1,000,000
You roll three dice against the banker. A normal scoring roll has a pair, with the unmatched die determining its value. Special rolls change the payout: 4-5-6 is favorable, while 1-2-3 is a double loss.
The banker rotates, and that changes how many players your result is being compared against. Keep enough money available to absorb a bad round. Check the rules for special rolls instead of judging every result only by the highest number on a die. Cee-lo: https://gamefaqs.gamespot.com/ps4/816306-yakuza-0/faqs/74451/cee-lo
Koi-koi: ¥1,000,000
Match cards by their month or plant design, then build scoring combinations from the cards you collect. The game highlights valid matches, so you don't have to memorize the entire deck before starting.
The sake cup is useful because it pairs with the moon or curtain for quick scoring combinations. Also watch the boar, deer and butterfly set, and the matching ribbon sets.
Once you make a scoring hand, you can take the result or call koi-koi to continue. Continuing gives the opponent a chance to finish a hand and take the round away from you.
If the other player is close to finishing something, taking the smaller win can be the sensible choice. Expert stakes and the double-points-for-seven-or-more option help once you're comfortable with the cards. Koi-koi: https://gamefaqs.gamespot.com/ps4/816306-yakuza-0/faqs/74451/koi-koi
Oicho-kabu: ¥1,000,000
The final digit of your card total is what matters. A total of 19 is worth nine; 20 is worth zero. You're trying to finish as close to nine as possible.
Choose whether to keep your two-card result or draw another. A strong total can become worse, so don't take another card automatically. Banker turns are handled differently from player turns, and the game includes special hands, so use the rules screen when one appears.
Advanced allows a maximum 1,000-tag bet. As with the other games, leave with a profit to put it toward completion. Oicho-kabu: https://gamefaqs.gamespot.com/ps4/816306-yakuza-0/faqs/74451/oicho-kabu
13. Telephone Club
This is separate from the collectible telephone cards.
For the minigame Completion List, Kiryu needs to befriend Riku, Ayaka and Haruki through Teltel Boys Club. The activity opens in Chapter 5 after his suit change. There are additional telephone-club substories, so those three friendships don't finish every substory attached to the club.
Choose the longest session to give yourself room to finish the conversation. Charge the shot, lead the moving answer slightly and select the appropriate response. If you're unsure, the correct response flashes gold after a short wait.
Once you've arranged a meeting, finish that outcome and check which person you've actually met. Repeating a successful call to someone you've already found won't fill a missing friendship. The full substory checklist covers the different meeting outcomes. Telephone Club: https://gamefaqs.gamespot.com/ps4/816306-yakuza-0/faqs/74451/telephone-club
Final cleanup
My approach would be to split these up. Do a few score games, then something slower like fishing or shogi. When you return to a difficult game, work on the specific requirement that's still missing instead of starting the whole category over.
Before calling the minigame section finished, check the actual list for each remaining entry. Pocket Circuit and Catfight Club still need their own goals completed, and finishing this section doesn't replace the business, battle, adventure or substory sections of 100% completion.
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10. Mahjong
· Yakuza 0