Yakuza 6's full mahjong checklist is smaller than some of the older games, but it still needs a proper plan. You need thirty winning hands by ron or tsumo, plus first place at four ordinary tables and both tournaments. A hand win and a first-place finish are different things. Winning one hand doesn't finish a table, and finishing first once doesn't mean you've won thirty hands.
Both parlors are in Kamurocho:
- Lullaby Mahjong is on the fourth floor of the building on Tenkaichi Street. Its Easy table costs ¥12,500 and its Medium table costs ¥25,000.
- Modern Mahjong is in the basement of the Senryo Avenue building containing Nyan Nyan Café. Its Medium table costs ¥25,000 and its Hard table costs ¥50,000.
The two Medium tables count separately. Your six first-place results are Lullaby Easy, Lullaby Medium, Modern Medium, Modern Hard, Lullaby Battle Royale, and Modern Battle Royale.
Start with Half Game, Kuitan on, Red Dora on, and the two-han minimum off. Half Game uses the shorter match format, though dealer repeats can make it last longer than four hands. Kuitan allows an open all-simples hand. Red Dora adds scoring opportunities for everyone. Leaving the two-han minimum off means a basic one-yaku hand can still win.
Save before sitting down, especially before the expensive tournament attempts. Save again after first-place results you want to keep. Reloading an older save also discards any new hand-win and qualification progress made since that save.
For a normal winning hand, build four sets and a pair. A set can be three identical tiles, or three consecutive numbers in one suit. The pair is two identical tiles. A 3-4-5 of dots works; a 3 of dots, 4 of bamboo, and 5 of characters doesn't. Winds and dragons can form matching sets but never numerical sequences.
You also need a yaku, a qualifying scoring condition. Having the right fourteen-tile shape alone isn't enough. Keeping your hand closed does not automatically make a win on somebody else's discard legal. That is where a lot of beginner hands go wrong.
Learn these four routes first:
Riichi: keep the hand closed and get one tile away from completing it. Use the command menu before discarding and declare riichi when available. It costs a 1,000-point deposit and locks your hand, but gives it a yaku if you finish. Check the listed possible winning tiles before choosing the discard. More live winning tiles usually means a healthier wait.
Closed self-draw: complete a closed hand using the tile you draw yourself. That gives you the menzen tsumo yaku. An open hand doesn't get this bonus just because you drew the final tile.
All simples: use only numbered tiles from 2 through 8. No ones, nines, winds, or dragons anywhere, including the pair. With Kuitan enabled, this works even after calling tiles.
Value honors: make a triplet of any dragon, your seat wind, or the current round wind. A pair of dragons isn't enough. A triplet of a wind that is neither your seat nor the round wind doesn't supply this yaku either.
Seven pairs is another useful option when the opening hand already contains several pairs. It requires seven different pairs and a closed hand. Four copies of one tile don't count as two separate pairs. Don't dismantle three good sequences to force it just because you started with two pairs.
Ron means winning on another player's discard. Tsumo means winning on your own draw. Both advance the same thirty-win counter. You need thirty combined, not thirty of each, and you don't need thirty first-place matches.
Pon takes a discard to complete a triplet. Chi takes the previous player's discard to complete a sequence. Calling either opens your hand, so ask what your yaku will be before accepting. A quick open hand with a dragon triplet can be perfectly useful. An open collection of random runs, an East pair, and a nine may leave you with no legal win.
Kan makes a four-of-a-kind set and reveals another dora indicator. It also gives opponents more possible bonus tiles. Don't call it automatically while somebody else is in riichi. A closed kan has different effects on whether your hand is considered open, but you can finish every Yakuza 6 Award without making kan part of your basic strategy.
Dora increases a winning hand's value. It doesn't provide a yaku by itself. The face-up indicator points to the next tile: a 4 of bamboo indicator means the 5 of bamboo is dora, and a 9 wraps to 1. A red five is a bonus tile too, but holding several red fives still doesn't repair a hand with no yaku.
If the game won't let you call ron even though your hand looks finished, check furiten. If any tile that completes your current shape appears among your own earlier discards, ron is blocked for the whole wait. Waiting on 3 or 6 while a 3 is in your discard pile means you can't ron the 6 either. You can still win by tsumo. Before riichi, changing the wait can fix this; after declaring riichi, your options are much more limited. Passing an available winning discard can also cause furiten, so don't dismiss a ron prompt casually.
For ordinary hands, favor connected middle tiles. A 4-5 can become a sequence with either 3 or 6. A 1-2 needs a 3. A lonely honor with no pair and no value is often a sensible early discard. Keep one likely pair and enough useful two-tile shapes to build the remaining sets rather than hoarding every duplicate.
When somebody declares riichi and your hand is still far from ready, protect your score. Tiles already discarded by that player are safe against that player's ron. They aren't automatically safe against the other two opponents. If you're leading late in a match, avoiding a huge payment can be more valuable than forcing one more small win.
Now the tournaments. Each parlor tracks its own qualification. You need at least one first-place finish there and twelve tournament points there. Completed games on the easier local table give one point; the harder local table gives two. Leaving partway through doesn't award those points. You don't have to win every qualifying game.
At Lullaby, that means one point on Easy and two on Medium. At Modern, it means one on Medium and two on Hard. The two venues don't share a twelve-point pool.
A tidy route at each venue is to finish first on the easier table, then work on the harder table until you've also won there and reached twelve points. One easier-table completion plus six harder-table completions gives thirteen points, so that covers qualification in seven completed matches if the required first-place results are secured along the way. If the harder table is draining your money, use the easier one for the remaining points after its own first-place requirement is done.
Speak to the receptionist for Battle Royale. Lullaby costs ¥50,000 and awards ¥500,000 for first. Modern costs ¥100,000 and awards ¥1,000,000 for first. A loss costs the entry fee, but you can enter again without rebuilding qualification. Winning resets that venue's qualification for another tournament, so move on once its Award is checked.
After both tournaments and all four tables are done, check the ron/tsumo total. Finish any missing hands on Lullaby's Easy table rather than paying Hard-table prices unnecessarily. Small, legal wins are enough. There is no separate Yakuza 6 Award demanding a particular rare hand or enormous single-hand score.
Mahjong's milestones are five, ten, and thirty winning hands, plus the six-location first-place checklist. The full mahjong category isn't mandatory for platinum. If you are going for every Award, keep the focus on legal hands, completed qualifying matches, and preserving the first-place results you've already earned.
Yakuza 6's full mahjong checklist is smaller than some of the older games, but it still needs a proper plan. You need thirty winning hands by ron or tsumo, plus first place at f…
· Yakuza 6