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Yakuza Kiwami: Mahjong, every completion requirement and how to actually win

· Yakuza Kiwami

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Yakuza Kiwami: Mahjong, every completion requirement and how to actually win All right, next is mahjong. This is the one where “just keep playing until you get lucky” is not much of a guide. Luck matters, but knowing why a hand can win, when to call Riichi, and which tiles to keep makes a massive difference. I'm covering the rules you actually need, every Mahjong Completion List entry, the Lucky Tile, the hostess trophy, and the Haruka question. This is for Yakuza Kiwami, the remake of the first game, not Kiwami 2. What actually counts as finished There are six mahjong entries: - Win 10 hands. - Win with Mangan or better 5 times. - Win with Haneman or better once. - Win with Riichi Ippatsu once. - Win with Full Straight once. - Earn a total of 100,000 in mahjong. These overlap. A Haneman win also advances the Mangan count and the ordinary hand-win count. You need ten winning hands, not ten first-place finishes. The 100,000 requirement concerns mahjong points, not collecting ¥100,000 from selling prizes. [Completion requirements](https://kouryakutsushin.com/ryu-kiwami/%E9%BA%BB%E9%9B%80). Separately, Sexy Ron requires playing mahjong with a hostess. Participating also contributes to What a Player, while the six completion entries contribute to Perfectionist. There is no Haruka mahjong request in Kiwami 1. You do not need a special mahjong score for her EX rank or Mister Master. [Trophies](https://strategywiki.org/wiki/Yakuza_Kiwami/Achievements_and_trophies) and [Haruka's complete request list](https://dswiipspwikips3.jp/yakuza-kiwami/cheats-data/haruka-gimme.html). Where to play and which settings to use Go to Orchid Palace Mahjong in Nakamichi Alley. Buy enough sticks to sit down, then start at the easy table. The normal tables require at least 25,000 points. [Location](https://manual.sega.jp/ryu-kiwami/en/index.html). I would use: - Quarter Game, to keep matches shorter. - Kuitan ON, so an open All Simples hand is allowed. - Red Dora ON, for extra scoring opportunities. - Two-Han Minimum OFF, so one proper yaku is enough to win. Use the normal tables for this checklist. Ranked play is a separate ladder, and clearing every rank is not one of the six mahjong requirements. [Kiwami settings and completion guidance](https://gamefaqs.gamespot.com/ps4/181171-yakuza-kiwami/faqs/75194/Mahjong). A hand ends when someone wins or the playable wall runs out. A match contains several hands. Quarter Game covers the East round, but dealer repeats can make it longer than four hands. Do not quit after one good hand and assume the final earnings have already been settled. The tiles, without memorizing a dictionary There are three numbered suits: characters, dots, and bamboo. Each runs from 1 to 9. A 3 of dots and a 3 of bamboo are different tiles. There are also seven honor tiles: East, South, West, North, White Dragon, Green Dragon, and Red Dragon. The plain white tile is White Dragon. The bird is 1 bamboo, not an honor. There are four copies of each tile type. A red 5 is still a 5 of its suit for making your hand. It also gives a scoring bonus when Red Dora is enabled. [Tile reference](https://riichiarena.com/learn/tiles). The usual winning shape is four sets and one pair: - A sequence is three consecutive numbers in the same suit, such as 3-4-5 bamboo. - A triplet is three identical tiles, such as three Red Dragons. - A pair is two identical tiles. For example: 1-2-3 characters, 4-5-6 characters, 7-8-9 dots, three White Dragons, and two 2 bamboo. That is fourteen tiles: four sets of three and one pair. Sequences cannot mix suits or wrap from 9 back to 1. East-South-West is not a sequence. Seven Pairs and Thirteen Orphans are exceptions to the usual shape; I'll explain the latter with the Lucky Tile. [Groups and hand structure](https://riichi.wiki/Tile_group). You normally hold thirteen tiles, draw a fourteenth, then discard one. The aim is to improve those thirteen until one more tile completes a legal winning hand. Being one tile away is called tenpai. The rule that causes most of the confusion Four sets and a pair are not enough by themselves. You also need a yaku: a recognized scoring condition. Riichi is a yaku. A triplet of dragons is a yaku. A hand made entirely from numbered tiles 2 through 8 is a yaku. Dora is not a yaku. Three bonus tiles do not rescue a hand with no qualifying condition. Neither does the fact that your tiles look neatly arranged. This is why I recommend staying closed while learning. A closed hand can use Riichi as its qualifying condition, which makes ordinary mixed-suit hands much easier to finish legally. Closed means you have not opened your hand with Chi, Pon, or an open Kan. Winning with Ron does not make a previously closed hand open. [Closed and open hands](https://riichi.wiki/Open). What the buttons are asking you to do - Tsumo: win using the tile you just drew. - Ron: win using another player's freshly discarded tile. - Chi: take the player on your left's discard to complete a sequence. - Pon: take any opponent's discard to complete a triplet. - Kan: declare four identical tiles as a quad. It occupies one set slot and brings a replacement draw and another dora indicator. - Riichi: declare that your closed hand is ready to win. Chi and Pon are optional. The game offering one does not mean accepting it is a good move. Before calling, answer: “What yaku will this hand have after I open it?” If you cannot answer, pass. A closed Kan made entirely from your own tiles does not open the hand, but Kan adds complications and can increase opponents' scoring potential. I would leave it alone while learning unless you understand the benefit. Ron and Tsumo are different: those are your actual win declarations. [Calls and basic play](https://riichimahjong.net/rules/). How to declare Riichi in Kiwami The game does not automatically stop to tell you that a Riichi discard is available. On your turn, before discarding, press Square on PlayStation or X on an Xbox controller to check the action menu. Use the corresponding on-screen action control on other platforms. If Riichi is available, choose it, then choose one of the permitted discards. Those are the discards that leave you one tile from winning. [Kiwami's Riichi control](https://gamefaqs.gamespot.com/ps4/181171-yakuza-kiwami/faqs/75194/Mahjong). Riichi costs a 1,000-point deposit and locks your hand. Afterward, you generally discard whatever you draw until a winning tile arrives. You cannot keep rearranging the hand because a nicer possibility appeared. You need a closed, ready hand and enough points for the deposit. There also needs to be enough of the wall left to permit the declaration. If the option is missing, you may not actually be one tile away, may have opened the hand, or may be too late in the hand. [Riichi rules](https://riichi.wiki/Riichi). My basic approach would be to check the action menu whenever a closed hand looks close. It is much better than missing a perfectly usable Riichi because you expected an automatic prompt. How to decide what to discard Think in five blocks: four future sets and one pair. Do not try to protect every possible combination at once. 1. Keep completed sets unless changing them clearly improves the whole hand. 2. Keep useful two-tile shapes. A 4-5 can become 3-4-5 or 4-5-6. A 1-2 only becomes 1-2-3. 3. Keep one sensible pair. Extra pairs can become triplets, but collecting five unrelated pairs does not help a normal sequence hand. 4. Remove isolated tiles that have little connection to anything else. A lone non-value wind is often less useful than a middle numbered tile. 5. Reassess after every draw. A tile that was useless two turns ago can become useful when its neighbors arrive. For example, if your hand already contains 2-3-4 characters, 4-5 dots, 6-7 bamboo, two White Dragons, and unrelated single tiles, those four blocks give you a plan. Develop them and find a fifth block. Do not break up 4-5 dots just to keep a lone 9 because it happens to be dora. Count visible copies of your winning tiles. A two-sided wait is usually preferable, but not if nearly every relevant tile is already on the table. You cannot draw a fifth copy of anything. These are priorities, not a promise that one discard is right in every situation. Your hand's value, remaining tiles, and opponents' threats matter too. The useful yaku to learn first Han are the scoring units added by your yaku and bonus tiles. More han generally means a more valuable hand. Riichi: 1 han. Closed hand, ready to win, declared before winning. Closed self-draw: 1 han. Win by Tsumo with a closed hand. Merely pressing Tsumo on an open hand does not provide this yaku. All Simples, or Tanyao: 1 han. Every tile must be a numbered 2 through 8, including the pair. No 1s, 9s, winds, or dragons. Kuitan ON permits this with an open hand. Value tiles, or Yakuhai: usually 1 han per qualifying triplet. Make three identical dragons, your seat wind, or the round wind. A pair does not count. Check the displayed winds; a random North triplet is not automatically valuable. [Starting yaku](https://riichiarena.com/learn/first-yaku). Pinfu: 1 han, closed only. Four sequences, a pair that is not a dragon/seat-wind/round-wind pair, and a two-sided sequence wait. “All sequences” alone is not sufficient. Waiting on the middle tile of 4-6 does not qualify. [Pinfu](https://riichi.wiki/Pinfu). Seven Pairs: 2 han, closed only. Seven different pairs. Four identical tiles cannot serve as two of the seven pairs. Full Straight: 2 han closed, 1 han open. Complete 1-2-3, 4-5-6, and 7-8-9 in one suit, plus your fourth set and pair. This has its own completion entry. Half Flush: 3 han closed, 2 han open. Use one numbered suit and honors. Full Flush: 6 han closed, 5 han open. Use one numbered suit only, with no honors. [Yaku values](https://riichi.wiki/List_of_yaku). Do not force a flush from a scattered starting hand just because it scores well. A straightforward Riichi hand finished promptly is more useful than an ambitious hand that never gets ready. Dora and why Red Dora helps The exposed dora indicator points to the next tile, not itself. If the indicator is 4 dots, each 5 dots in your winning hand adds one han. A 9 indicator wraps to 1 of the same suit. Honor indicators cycle East → South → West → North → East, and White Dragon → Green Dragon → Red Dragon → White Dragon. Red fives add another han each. If a red 5 is also the indicated dora, it receives both bonuses. Winning after Riichi also reveals hidden indicators, giving you a chance at ura-dora bonuses. You still need a real yaku first. Think of dora as a multiplier on a legal hand, not permission to win. [Dora rules](https://riichi.wiki/Dora). Why the game sometimes refuses Ron: Furiten If any tile that completes your current hand appears among your own earlier discards, you cannot win by Ron on any of your current winning tiles. Say your final block is 4-5 bamboo, waiting on 3 or 6 bamboo. If you discarded 3 bamboo earlier, you cannot Ron somebody's 6 bamboo either. The restriction applies to the whole wait, not only the discarded tile. You can still win by Tsumo. Before Riichi, you can sometimes change your hand to a different wait that is not affected. Passing a completing discard can also cause temporary furiten. After Riichi, passing a winning discard leaves you unable to Ron for the rest of that hand. Do not skip a legitimate Ron because you are hoping the next opponent will drop something better. [Furiten](https://riichi.wiki/Furiten). The practical checklist when a hand will not win is: correct shape, at least one yaku, and no furiten restriction if you are trying to Ron. Requirement 1: Win ten hands Keep this simple. Stay closed, develop efficient sequences and a pair, check for Riichi, and take legal wins. You do not need to win the entire match for a hand to count. A small Riichi or dragon-triplet win is useful. Do not reject all small wins while chasing the bigger scoring entries, because you still need ten wins overall. Once the special requirements are done, use whichever legal hand your opening tiles naturally support. An open All Simples hand can be a perfectly good cleanup win with Kuitan enabled. Requirement 2: Five Mangan wins Mangan is a scoring level, not one particular tile pattern. Five han guarantees Mangan. Certain lower-han hands also reach it through fu, the secondary scoring value: four han with at least 40 fu, or three han with at least 70 fu. For this checklist, aiming for five han is easier than trying to memorize fu calculations. Mangan normally pays 8,000 points to a non-dealer or 12,000 to the dealer, before extra counters and deposits. [Scoring thresholds](https://riichi.wiki/Japanese_mahjong_scoring_rules). A practical route is to stack ordinary bonuses: - Riichi: 1. - All Simples: 1. - Pinfu: 1, if the shape qualifies. - Closed self-draw: 1, if you win by Tsumo. - One dora: 1. That reaches five. You do not need all of those exact conditions on every hand. Ippatsu, additional dora, or another compatible yaku can supply the missing value. Four han is not automatically Mangan. Also, a payout inflated by collected Riichi deposits is not the same thing as your hand itself reaching Mangan. Check the result's scoring category. Requirement 3: One Haneman win Haneman needs six or seven han. Higher scoring wins also satisfy the completion entry. The Lucky Tile can handle this, but you can earn it normally too. Here is a concrete closed-hand example: - 2-3-4 characters. - 2-3-4 dots. - 4-5-6 bamboo. - 7-8 bamboo, waiting for 6 or 9. - A pair of 5 dots. Declare Riichi, then draw 6 bamboo to win. The completed hand has Riichi, All Simples, Pinfu, and closed self-draw: four han. If the dora indicator is 5 bamboo, both 6 bamboo tiles are dora, adding two more. That is six han, or Haneman. This is an example of how the scoring stacks, not a hand you should try to reproduce tile for tile. The useful lesson is that a normal closed hand with multiple dora can reach Haneman without an exotic pattern. Drawing 9 bamboo in that example would complete the hand but lose All Simples, so the exact winning tile matters. Requirement 4: Riichi Ippatsu Riichi Ippatsu means you declare Riichi, then win during the first uninterrupted trip around the table: Ron on one of the opponents' next discards, or Tsumo on your own next draw. A Chi, Pon, or Kan in between normally breaks that opportunity. Winning three turns after declaring Riichi is a Riichi win, but not Ippatsu. [Ippatsu timing](https://redmahjong.com/riichi_mahjong.shtml). I would chase this alongside the ordinary wins: 1. Keep your hand closed. 2. Reach tenpai as efficiently as possible. 3. Prefer a two-sided wait with plenty of unseen copies. 4. Declare Riichi promptly rather than waiting several extra turns for a prettier hand. 5. Take Ron or Tsumo immediately if offered. For a 4-5 wait, 3 or 6 can finish the sequence. Before accounting for visible tiles, that offers eight copies. An edge wait such as 1-2 only wants 3, giving four copies. Better waits improve your chances, but they cannot guarantee the next tile. If the Ippatsu window passes, finish the hand anyway. It can still advance your other requirements. The Lucky Tile's Thirteen Orphans win does not award the ordinary Riichi/Ippatsu yaku, so it is not a shortcut for this entry. [Lucky Tile limitation](https://gamefaqs.gamespot.com/boards/181171-yakuza-kiwami/75796302). Requirement 5: Full Straight You must win a hand containing these three sequences in the same suit: 1-2-3 + 4-5-6 + 7-8-9. Then add any legal fourth set and pair. For example: those three character sequences, three 5 dots, and a pair of East winds. It is not enough to have seen every number during the hand. The completed winning arrangement must actually contain all three sequences. [Full Straight shape](https://riichi.wiki/Full_straight). This is the main time I would deliberately open a hand for a specific completion target. With Two-Han Minimum OFF, open Full Straight provides the one yaku you need. Start looking for it when you already have several useful pieces in one suit. Protect the 1-2-3, 4-5-6, and 7-8-9 blocks. A 3 that finishes 1-2 is more important to this plan than using it to make a convenient 3-4-5 instead. Use Chi when the player on your left discards a missing sequence tile. Check which sequence you are forming before confirming. You cannot Chi from the other two opponents. Pon can help make the separate fourth set, but do not turn one of your needed straight tiles into a triplet by mistake. If you stay closed, Riichi may make the win worth more. If opening gets the required straight finished sooner, take the practical route. The completion goal is the Full Straight win, not proving you can do it without calls. Requirement 6: Earn 100,000 This tracks mahjong earnings from completed matches, rather than adding every individual hand's payout. The initial 25,000-point stake is not profit. Finish matches, then inspect the Completion List instead of estimating progress from the largest number shown during a hand. [Earnings counter](https://gamefaqs.gamespot.com/ps4/181171-yakuza-kiwami/faqs/75194/Mahjong). The Lucky Tile is the quickest way to deal with this requirement. Without it, keep playing normal-table matches and build positive results while working on the ten wins and five Mangans. Selling a prize plate will not advance the mahjong counter. The Lucky Tile, step by step Kiwami 1 calls its mahjong cheat item Lucky Tile. Do not follow Kiwami 2 instructions telling you to find a Peerless Tile. Find locker key I2 on the ground in Suppon Street, available from Chapter 2. Use it at the Taihei Boulevard coin lockers near Millennium Tower to obtain the Lucky Tile. [Locker I2 location and contents](https://rpgsite.net/feature/6012-yakuza-kiwami-locker-guide-locker-key-locations-and-whats-inside-all-lockers). 1. Make a separate save before using it. 2. Start a normal-table mahjong match and use the item when offered. 3. Your starting hand contains the thirteen different terminal and honor tiles for Thirteen Orphans: 1 and 9 of each suit, all four winds, and all three dragons. 4. Keep those thirteen different tiles. You need a second copy of any one of them to form the winning pair. 5. Discard drawn 2-through-8 tiles. Take the offered Tsumo or Ron when a qualifying duplicate completes the hand. 6. Finish the match and check the Completion List before saving the successful result. Do not call Chi or Pon and dismantle the setup. Thirteen Orphans is a special winning shape, so trying to turn it into four ordinary sets defeats the point. [Thirteen Orphans and its thirteen-sided wait](https://riichi.wiki/Pure_13_orphans). The resulting huge win can clear the 100,000-points target and Haneman entry, while adding one Mangan-or-better win and one ordinary win. It does not give you all five Mangans, all ten wins, Full Straight, or Riichi Ippatsu. [Kiwami's Lucky Tile outcome](https://yakuza.fandom.com/wiki/Mahjong). If the attempt goes wrong, reload the save made before spending the item. Do not overwrite that backup until the result is registered. If you have already used it and saved, all six requirements remain achievable through ordinary play. Not feeding the opponents every hand When someone declares Riichi, they are one tile from winning and their hand is locked. If your own hand is far from ready, defending is often better than forcing one more hopeful draw. A tile that the Riichi player has already discarded is safe from that player's Ron because of furiten. It is not automatically safe against the other two players. This gives you a simple beginner defense: stop protecting an unfinished cheap hand at all costs, and look for tiles safe against the immediate threat. Keeping your points matters when you are trying to finish matches profitably. Do not reload every time you lose a hand. If the same session already gave you a needed Full Straight or Ippatsu, reloading an older save also throws away that progress. Bank the rare result and work on the remaining entries afterward. Sexy Ron: the hostess requirement Choose either Yui at JeweL or Rina at SHINE. If you have not unlocked access to the clubs, use the MEB information booth on Shichifuku Street for an introduction. Raise the hostess to at least Rank D. During a successful visit, choose the option to ask her out. When the date activity choices appear, select mahjong. [Hostesses and date access](https://neoseeker.com/yakuza-kiwami/walkthrough/Cabaret). Finish the whole mahjong game. You do not have to win, but quitting partway through is not the same as completing the date. This is Sexy Ron, not a requirement to beat Haruka at mahjong. [Achievement condition](https://trueachievements.com/a298349/sexy-ron-achievement). The order I would do this in First, set up easy-table Quarter Games with Kuitan and Red Dora on, and the two-han minimum off. Learn closed hands and actively check for Riichi. Second, use the Lucky Tile from a separate save to remove the big earnings target and Haneman requirement. Keep the successful result. Third, build the remaining wins and Mangans through normal closed hands. Every early Riichi with a useful wait is another chance at Ippatsu. Fourth, switch your attention to Full Straight when a starting hand gives you a reasonable foundation. Opening is allowed, so use it when it actually helps. Finally, clear the hostess date and inspect all six entries rather than trusting memory. Haruka adds no extra mahjong job here. The most useful habit is to ask three questions: What shape am I building? What yaku makes it legal? Which tiles can still complete it? Once those answers are clear, mahjong stops being a row of mysterious symbols and becomes a set of decisions you can actually work with.

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