Yakuza Kiwami 3: a usable Dragon Reversi plan
Nishida gives Kiryu Dragon Reversi during Chapter 1. You can play it with the children at Morning Glory from Chapter 3, using the board on the outdoor table on the right side of the yard.
Start with Izumi or Eri while learning. Ayako is one of the harder opponents. You can choose Tojo or Omi discs and decide whether to move first, second or randomly.
For the simplest rules, turn Legendary Discs off. When enabled, the Kiryu and Ryuji discs are worth five points each, so counting occupied squares alone no longer tells you who is ahead.
A legal move must trap at least one opposing disc between your new disc and another of your discs. The line can be horizontal, vertical or diagonal. All trapped lines flip. If you have no legal move, you pass. The game ends when the board fills or neither player can move, and the higher final score wins.
The easiest mistake is trying to flip as many discs as possible on every turn. A big early lead can leave you with no safe moves and give the opponent control of the corners.
Use this decision order instead:
1. Check whether you can take a corner. Once occupied, a corner cannot be flipped.
2. Check whether your proposed move gives the opponent a corner immediately afterward.
3. If neither applies, prefer a move that leaves you several safe replies and gives the opponent fewer options.
4. Near the end, count the final result rather than sticking to an opening principle that no longer helps.
Be particularly careful with the three squares beside an empty corner: the two directly alongside it and the one diagonally inward. Those are often ways to hand the corner over. They are not permanently forbidden squares, but you should know why the move is safe before using one.
An edge is not automatically safe just because it is an edge. A corner is stable immediately; other edge discs can still flip. After securing a corner, building out along its connected edges is much more reliable than grabbing an exposed edge early.
Try to keep your position compact. Discs touching lots of empty squares give the opponent more places to play. Leaving the opponent with awkward choices can be stronger than taking five extra discs now.
In the endgame, slow down. Count the legal replies and any forced passes. A move that flips fewer discs immediately can still win if it forces the opponent to pass and lets you take the last useful squares.
Dragon Reversi raises Daddy Rank and the selected child’s bond. A win gives 150 bond points, while a loss still gives 100. That makes it useful for spending time with a child whose bond you are developing, even before you can beat the stronger opponents consistently.
There is no single move sequence that can honestly guarantee every match. The opponent’s replies and the current board determine the next move. Learn the corner and mobility checks, then use them on the position you actually have.
For full activity cleanup, work through the children and check the shop board for play-count requests. Beating all eight is a sensible personal checklist, but it is not a separate requirement to clear every game for the platinum.
Yakuza Kiwami 3: a usable Dragon Reversi plan
· Games/Yakuza Kiwami 3