Mahjong is one of those things in Yakuza Kiwami 2 that can look a lot worse than it is when the game hands you a board full of tiles and assumes you already know what you're doing.
You don't need to memorize every scoring combination to finish the requirements. You do need to understand why a hand is allowed to win, when calling a tile can hurt you, and why the game sometimes won't let you take a discard that looks perfect.
Shogi is a much smaller completion job here. It only needs one win without Take Backs, and the game gives you a reusable way to get help with the moves.
**The actual mahjong checklist**
You need first place at four ordinary tables and two tournaments, thirty total Ron or Tsumo hand wins, and the earnings entry labeled 100,000 points in the English Completion List.
The five, ten, and thirty-win entries are milestones on the same counter. They don't mean forty-five separate wins. The earnings target is cumulative too, not a demand for one enormous 100,000-point hand.
Kiwami 2 doesn't ask you for the specific Mangan, Haneman, or Riichi Ippatsu hands found on some other games' lists. Neither mahjong nor shogi is a Haruka request here. [Completion requirements](https://neoseeker.com/yakuza-kiwami-2/walkthrough/CompletionList)
**Where to play and what to win**
Lullaby Mahjong is on the fourth floor of the Tenkaichi Street building in Kamurocho:
- Easy table: ¥12,500 entry.
- Medium table: ¥25,000 entry.
- Roaring Dragon Battle Royale: ¥50,000 entry, ¥200,000 first-place prize.
Riichi Towers is on western Shofukucho in Sotenbori:
- Medium table: ¥25,000 entry.
- Hard table: ¥50,000 entry.
- Sotenbori Cup: ¥100,000 entry, ¥400,000 first-place prize.
For each tournament, win a match at that parlor and earn twelve participation points there. Finishing a game at its easier table gives two points; its harder table gives four. Quitting halfway doesn't earn those participation points. Lullaby Medium and Riichi Hard are the four-point tables. [Tables and tournament entry](https://darage.com/guide/ryukiwami2/mini13.html)
The two Medium tables are separate requirements in separate cities. Finishing one doesn't clear the other.
Daiuchi Contest, which appears after the Sotenbori Cup, isn't required for the all-tables-and-tournaments entry. Save before entering the required tournaments so a failed attempt doesn't force you to depend on conflicting advice about re-entry points. [Required tournament scope](https://dswiipspwikips3.jp/yakuza-kiwami2/play-spot/majan.html)
**Use these settings while learning**
Choose Half Game, turn Kuitan and Red Dora on, and turn Two-Han Minimum off.
Half Game shortens a match to the East round rather than adding the South round. Dealer repeats can still add hands. It makes a first-place attempt shorter; it doesn't change the basic rules of a hand. [Kiwami 2 settings](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/mahjong)
Start with the Easy table and leave the expensive tournament attempts until you can recognize a winning hand or have a Peerless Tile saved for it.
**What you're trying to build**
The usual winning hand has fourteen tiles: four groups of three and a pair.
A group can be three identical tiles or three consecutive numbers from the same suit. Bamboo 3-4-5 works. Bamboo 3, circles 4, and characters 5 does not.
Winds and dragons are honor tiles. They can make pairs or triplets, but you can't build a sequence out of different winds.
You normally hold thirteen tiles, draw one, then discard one. Keep completed groups, useful pairs, and connected numbered tiles. If you have 4-5 in a suit, either 3 or 6 can complete that sequence. A disconnected tile with no useful relationship to the rest of your hand is usually a better discard than breaking that pair of connected tiles.
There is also Seven Pairs, which uses seven different pairs instead of the ordinary four-groups-and-a-pair shape. Keep that option in mind if the opening hand gives you lots of pairs. [Hand shapes](https://yakuza.fandom.com/wiki/Mahjong)
**A finished shape still needs a scoring pattern**
This is the part that causes a lot of confusion. Four groups and a pair aren't automatically a legal win. You need a yaku, which is a qualifying scoring pattern.
The useful beginner options are:
- Riichi: keep your hand closed, get one tile away from winning, declare Riichi, and pay the 1,000-point deposit.
- Closed Tsumo: finish a closed hand with your own drawn tile.
- All Simples: use only numbered tiles from 2 through 8. No 1s, 9s, winds, or dragons. Kuitan allows the open version.
- Value honor: make a triplet of a dragon, your seat wind, or the round wind.
- Pinfu: a closed hand with four sequences, a non-value pair, and a two-sided sequence wait.
A pair of dragons isn't the same as a dragon triplet. An unrelated wind triplet doesn't automatically score. And “the hand is closed” by itself isn't a yaku for winning on a discard. [Winning patterns](https://riichimahjong.com.au/learn-to-play/)
For your first few games, I would mostly keep the hand closed and aim for Riichi. That gives you a clear goal while you learn what the other combinations look like.
**Ron, Tsumo, and calling tiles**
Ron means winning with another player's discard. Tsumo means winning with your own draw. When the game offers the winning command, take it instead of discarding the tile you were waiting for.
Chi takes a sequence-completing discard from the player on your left. Pon takes a triplet-completing discard from anybody. An open Kan takes the fourth matching tile.
Those calls open your hand and lock the group in place. That can remove Riichi as an option, so don't hit every prompt just because the game lets you. Before calling, ask what yaku the finished hand will still have. If you can't answer that yet, keeping the hand closed is the safer learning route. [Calls and interface](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/mahjong)
Winning by Ron doesn't itself turn an otherwise closed hand into an open hand. That distinction matters when you're checking whether the hand qualifies.
**Dora helps the payout, not the legality**
Dora is a bonus. It doesn't replace the need for a yaku.
For numbered suits, the actual dora is the number after the indicator, with 9 wrapping to 1. Red fives are bonus tiles too. They can make a legal win more valuable, but holding an awkward bonus tile forever can stop you from finishing anything. [Dora rules](https://yakuza.fandom.com/wiki/Mahjong)
If you're cleaning up the thirty-win counter, a smaller legal win still counts as one win. Don't ruin a good hand chasing a huge payout you no longer need.
**Why the game won't let you Ron**
Check your discards. Furiten can block Ron when a tile in your current winning wait appears among your own earlier discards.
For example, if you can win on either 4 or 7 and you already discarded a 4, you can't Ron either tile. It doesn't only block the 4. Tsumo can still win.
Passing an opponent's winning tile can also create temporary furiten. After declaring Riichi, passing a winning discard blocks Ron for the rest of that hand. [Furiten rules](http://mahjong-europe.org/portal/images/docs/Riichi-Summary-and-Yaku-Sheet2025.pdf)
That's why “I have the right shape and the tile is right there” isn't always enough. Check the yaku first, then your discards and any winning tile you passed.
**Use the three Peerless Tiles where they save the most work**
The normal-playthrough sources are:
- The storage office one floor below Lullaby Mahjong, behind the shelves.
- The northeastern hallway on Yotsudera Kaikan's third floor in Sotenbori.
- The reward from Duel with the Mentor, substory 31.
I'd reserve one for Against All Odds and one for each required tournament. Against All Odds starts Kiryu at only 1,000 points against opponents with 33,000 each, so it's a particularly good place to use the shortcut. [Tile sources and substory](https://neoseeker.com/yakuza-kiwami-2/walkthrough/Substories16-30)
Save first. Use the tile when prompted at the start, then choose Tsumo when the winning hand appears. Don't discard. It produces a huge Thirteen Orphans opening win that can end the match immediately. [Peerless Tile result](https://gameanalyze.com/ryukiwami2-yorimitima-jan.html)
Three cheat items don't finish every mahjong requirement. You still have the ordinary table wins, tournament qualification, and thirty-hand counter to deal with.
**A sensible completion route**
Learn the game at Lullaby Easy, take first place there, then work on its Medium table and participation points. Save before the Roaring Dragon Battle Royale and use the reserved tile.
Do the same in Sotenbori with the Medium and Hard tables, qualify for the Cup, then use its tile. Finish the remaining Ron/Tsumo counter at whichever table you can win on consistently.
For a table-first-place attempt, protect a lead. If another player declares Riichi and your hand is going nowhere, throwing a dangerous tile just to chase a late win can cost you the whole match. Tiles that player has already discarded are safe from their Ron, although somebody else can still win on them. [Defensive discards](https://mahjongmaster.co/learn/riichi/beginners/06-winning-your-hand/)
A hand win and a match win are different. Stay through the match and check first place before marking a table complete.
**Shogi: one win without Take Backs**
The Kiwami 2 requirement is one victory without using Take Backs. You don't need five wins, every ranked opponent, or every challenge.
There is a street player in Kamurocho's Nakamichi Alley and another in southern Shofukucho, near the taxi south of Four Shine, during the day. Keima in Sotenbori also offers Challenge matches after its story access. [Shogi locations](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/shogi)
For the straightforward assisted route, tell the daytime Sotenbori player that you aren't confident. He gives you The Basics of Shogi. During a match, activate its help and move the blue-marked piece to the marked square.
The book is reusable and allowed for this objective. It can take a while to calculate a move, so let it finish. Don't use ordinary Take Back or Super Take Back while doing the attempt. [Reusable assistance](https://darage.com/guide/ryukiwami2/mini11.html)
You still need to finish and win the match. Receiving the book or following one suggested move doesn't clear the entry.
**If you want to learn shogi rather than follow the book**
The board is nine by nine. Your goal is to checkmate the opposing king without leaving your own king attacked.
From your side of the board:
- King: one square in any direction.
- Gold: one square forward, backward, sideways, or diagonally forward.
- Silver: straight forward or any diagonal, one square.
- Knight: two forward and one sideways, jumping intervening pieces.
- Lance: any clear distance straight forward.
- Pawn: one straight forward, including captures.
- Bishop: any clear diagonal distance.
- Rook: any clear horizontal or vertical distance.
Captured pieces become yours to drop onto the board. You can't drop a piece where it can never move. An unpromoted pawn can't be dropped into a column already containing your unpromoted pawn, or used for an immediate drop checkmate.
Promotion is available on moves involving the opponent's last three rows. Pawn, lance, knight, and silver gain gold-like movement. Bishop and rook keep their movement and gain the adjacent steps they lacked. King and gold don't promote. [Movement and drop rules](https://yakuza.fandom.com/wiki/Shogi)
Keep your king protected and remember that captured pieces can return. A space that looks empty isn't permanently safe when the opponent can drop something into it.
For completion, the book-assisted win is enough. For mahjong, learn one dependable route to a legal hand and save the cheats for the expensive matches. You don't have to become an expert in either game before you can make progress.
Mahjong is one of those things in Yakuza Kiwami 2 that can look a lot worse than it is when the game hands you a board full of tiles and assumes you already know what you're doing.
· Yakuza Kiwami 2