YAKUZA 5 REMASTERED: GAMBLING, MAHJONG, SHOGI AND CONSOLE MACHINES
PLATFORM NOTE
Pachinko and pachislots, and their completion requirements, are absent from the Steam/Windows release. The two machine sections at the end are for console versions that include those games. Do not hunt for missing PC machines or the console Ding Ding! trophy.
PREPARATION AND TARGETS
Most players will do casino cleanup in the Finale. Ryugujo, also called Dragon Palace, is at the west end of Park Boulevard in Kamurocho, east of the batting center. Its Gambling Den houses Cee-lo, Cho-han, Koi-koi and Oicho-kabu, and Rune Casino houses the Western games. Fukuma Casino in Purgatory, reached through the Children's Park manhole, has the Western games too and is the place for high-stakes blackjack.
Required cumulative winnings:
- Baccarat, Blackjack, Poker, Roulette: 20,000 chips each.
- Cee-lo, Cho-han, Koi-koi: 20,000 tags each.
- Oicho-kabu: 10,000 tags.
- Mahjong: finish a match with at least 50,000 points BEFORE the placing/uma bonus.
- Shogi: five wins.
The casino/tag-game requirements count winnings; they are not a requirement to finish with that much overall net profit. Still, keep a bankroll and save before spending scarce cheat items. Reloading an old save restores the item but also rolls back completion earned since that save. Save again after a successful completed category.
Open Sotenbori lockers as Akiyama if you want the contents with the men during the story. Haruka's inventory is separate. A locker key is not the same thing as the cheat item being in the active character's usable inventory.
BLACKJACK: BUILD THE BET LIMIT BEFORE USING YOUR BEST ITEM
Use Fukuma's high-stakes table. Its initial maximum bet is 1,000. Consecutive wins lift the maximum to 3,000, then 5,000, then 10,000; a loss resets it. This is much faster than repeating low-stakes hands.
Bring a Bust Amulet from Kamurocho D1 or Sotenbori J3, and the Blackjack Amulet from Kamurocho H4. Use Bust first and increase the stake as the table allows. When its effect ends, use the Blackjack Amulet with the higher limit. Keep playing through the effect, then leave and check the completion count. Do not waste the whole Blackjack effect betting the initial minimum.
Without items: aim for 21 without exceeding it. Face cards are ten; an ace is one or eleven. Stand on strong totals, recognize that the dealer must draw on 16 or below and stand on 17 or above, and avoid treating insurance as a rescue button. A double down means one more card only. A push returns the bet rather than counting as a win. These are ordinary odds, not a guaranteed winning pattern.
ROULETTE: ZERO JEWEL ROUTE
Zero Jewels are in Kamurocho J5, Sotenbori J4, and Akiyama's A Stubborn Old Man substory. Save before using one. It restricts the next result to 0 or 00; it does NOT guarantee whichever single zero you choose.
With a 1,000-chip bet on one of those numbers, the correct result pays 36,000 and easily clears the 20,000 requirement. If it lands on the other zero, reload the saved attempt if you want to preserve the item. This is a two-outcome gamble, not a guaranteed single-spin method.
The lower-variance alternative is the split line between 0 and 00, paying 18,000 at a 1,000-chip stake. That alone is below 20,000, so you still need more winnings. Red Jewel (Kamurocho G3 or A Quirky Idol) and Black Jewel (Kamurocho D3) force the corresponding color but their outside-bet payout is much smaller.
BACCARAT
Use Banker's Piece from Kamurocho I2 to favor Banker or Player's Piece from Kamurocho J2 to favor Player. Make the bet agree with the item and use the largest stake your bankroll safely permits. Check the winnings count after the result, then repeat as needed to reach 20,000.
You are predicting which hand wins, not personally choosing hit or stand like blackjack. Hand value is the last digit of the card total, with nine best. Turning a card over slowly or quickly is presentation, not a timing skill that alters the result. Do not bet on Player while using Banker's Piece, and do not substitute a Tie bet because its advertised payout looks larger. The item descriptions favor their side for several hands; keep a save rather than promising that every result must win.
POKER
All three variants count toward the same 20,000 target. Texas Hold'em uses two hole cards with the five community cards. Pineapple gives three hole cards but requires discarding one. Omaha requires EXACTLY two of your four hole cards plus EXACTLY three community cards. A four-card flush in your Omaha hand is not automatically the flush you think it is.
Choose Texas if you want the simplest rules. Fold poor hands rather than paying every street just to see the river. With a strong private hand, allow opponents to stay involved before raising: forcing everyone to fold immediately produces tiny pots. On the other hand, do not slow-play blindly on a board that already supports a stronger straight or flush.
Royal Joker Cards come from Kamurocho C5 and Akiyama's The Stalker. The effect improves the NEXT card turn, not the whole game. Save it for the turn or river when a specific helpful card completes your strong hand. Using it before the flop can simply put excellent shared cards on the table for everyone. If you have four cards toward a strong combination, use the item before the next community card and then build the pot if the resulting hand warrants it. Keep accumulating wins; one item is not a guaranteed 20,000-chip pot because opponents may fold.
CEE-LO
The target is 20,000 tags. With three dice, a pair makes the remaining die your score. One loses automatically; six wins automatically. Triples pay threefold, triple ones fivefold, 4-5-6 double, and 1-2-3 loses double. Banker position matters because it compares against the other players.
Useful items:
- All 1's Charm, Kamurocho A1: triple ones. It also works in Cho-han, so choose where to spend the unique copy.
- Trips Yokan, Kamurocho F5: a triple; it also has an Oicho-kabu use.
- 1-2-3 Gum, Sotenbori B2 or Kiryu's Another Haruka: use as banker so opponents lose with 1-2-3.
- Piss Mountain Stone, Kamurocho E4: makes opponents miss the pot.
Play enough ordinary rounds to open larger wagers before consuming valuable effects. Finish full rounds rather than repeatedly exiting before all players have banked. As a non-banker, the 1-Roll Triple option gives only one throw but triples a win; use it only if you accept that added risk. No special hand is needed for completion beyond accumulating the winnings.
CHO-HAN
The target is 20,000 tags. Cho is even; Han is odd. Two dice are rolled under the cup. Betting opposite most of the table can improve a successful payout but does not make that result more likely.
Play ordinary rounds to raise the betting limit and unlock extra betting options. Even Goro's Beads from Kamurocho A5 or the hunting reward make the next roll even. All 1's Charm from Kamurocho A1 makes snake eyes, also even. Use the item when the available stake is worthwhile, then choose the matching outcome. The Lopsider Cigarette from Kamurocho I3 shifts opponents' bets; it does not itself guarantee that the opposite result wins.
Exact-dice, difference and playing-the-house bets can magnify a result, but they can also wipe out the current gain. You do not need a spectacular streak or a date with the dealer to finish this category. Keep checking the accumulated count rather than confusing optional side events with completion.
OICHO-KABU
Reach 10,000 tags. Total your cards and keep only the last digit; nine is best. As a player, decide whether to keep two cards or take a third. The banker wins ties. As banker, you can challenge selected hands with two cards before taking a third for the remaining comparisons.
Unlock higher levels by playing: maximum stakes are 200 at Beginner, 500 at Intermediate and 800 at Advanced. Turn ON the 10-10-1 rule before spending the 10-10-1 Charm from Kamurocho D5. At Advanced, its twentyfold special-hand payout on an 800 stake is enough to cross the requirement. The effect is for the opening hand, so set the desired rules and stake correctly before using it.
Trips Yokan from Kamurocho F5 produces a triple for a smaller payout. The 4-6 surrender option lets a player dealt those two values recover the bet instead of gambling on a bad total; keep that rule enabled if you want the escape option. Read the number printed beside a card rather than trying to memorize the artwork first.
KOI-KOI
Reach 20,000 tags. Match a card in your hand with the same month/plant on the table, then resolve the draw. Your captured cards form scoring combinations. The interface highlights valid matches, so use that rather than guessing by similar colors.
The fastest hands to recognize are Sake Cup + Full Moon and Sake Cup + Cherry Blossom Curtain, worth five each when the relevant rules are enabled. Prioritize those cards. After that, watch for boar/deer/butterfly, three red poetry ribbons, three blue ribbons, or a collection of bright cards. Ten junk cards can salvage a low-value win if nothing better develops.
Calling koi-koi continues the round in pursuit of more points. If the opponent completes a hand first, you lose the round's opportunity. Bank a useful hand when the opponent is visibly one card from scoring instead of automatically pressing koi-koi every time.
Play to unlock Advanced/Expert and higher stakes. Enable the scoring bonuses, including double points for seven or more when available. Short matches make it easier to preserve a strong opening round. Lucky Hanafuda Cards are in Kamurocho C4 and G1 and a baseball-side-story reward. Use them after unlocking worthwhile stakes, not on the lowest table. They improve draws but do not guarantee every desired card or a winning whole match.
MAHJONG: LUCKY TILE ROUTE AND A REAL FALLBACK
Use Riichi Towers in Sotenbori or Orchid Palace in Kamurocho. The target is a final match score of 50,000 before the placement bonus. A first-place finish with 35,000 plus a large bonus does not count.
Lucky Tiles are in Sotenbori C1 and J1 and Kamurocho E2. Exchange enough money for the 25,000-stick entry, save, and use a Lucky Tile before starting. It sets up the Thirteen Orphans yakuman route. Take the winning declaration when offered and finish the match; verify the final pre-bonus total. Do not quit the table just because one hand looked impressive.
Without an item, begin with two-han minimum OFF, red dora ON, and kuitan ON. Build four three-tile groups and a pair: groups are same-suit runs such as 3-4-5 or triples of one tile. Keep the hand closed until you understand what yaku supplies permission to win. A closed hand alone is not automatically a yaku; riichi, closed self-draw, or another valid pattern is still needed. Dora adds value but is not a yaku.
Discard isolated tiles before useful pairs or two-sided sequences. When one tile away with a closed hand, check the command menu for riichi and select a discard with several winning tiles still available. Ron wins on another player's discard; tsumo wins on your draw. An exposed dragon triplet or appropriate seat/round-wind triplet supplies a useful open-hand yaku. If you have no valid yaku, blindly calling pon and chi can leave a complete-looking but unwinnable hand.
After an opponent declares riichi, reduce deal-in risk by discarding tiles they have already discarded when you are abandoning your own attack. If a tile in your own discards is part of your winning wait, furiten can prevent ron; self-draw remains possible. Preserve a score above 50,000 rather than unnecessarily dealing a huge hand to an opponent in the last round.
SHOGI: REPEAT CHALLENGE ONE FIVE TIMES
At Shoten Shogi in Kamurocho choose Challenge 1. This counts toward the five-win requirement and avoids learning a whole competitive opening. Directions below are relative to the displayed board, with your side at the bottom. Let the opponent make its scripted replies between your moves.
1. Take the left bishop, initially in the third row from the bottom, diagonally up-right to the third row from the top, third column from the right. Promote it.
2. Move the other bishop diagonally up-left to the third row from the top, third column from the left. Promote it.
3. Move the bishop now on the right diagonally up-left to the top row.
4. Move the left-side lance from the second row from the bottom straight up to the second row from the top. Promote it for mate.
Repeat this same challenge four more times. The Give-Up Piece is unnecessary for this route; preserve it instead of spending it to solve a deterministic challenge.
CONSOLE ONLY: PACHISLOTS
Required: finish a single play with 777 MORE tokens than you started with. This is a session profit target, unlike the cumulative casino counters. Aladdin A, Beast King and King Camel are the three machines; the separate console trophy also asks for three plays each on Beast King and Aladdin A.
An Auto Token automates spins until the relevant stopping condition, but still consumes your tokens. Sources: Kamurocho J1, Sotenbori A4 or J5. Aladdin A is a practical first choice because Aladdin Chance can produce repeated payouts. High Payout Tokens are in Kamurocho F1/Sotenbori E5; High Win Rate Tokens are in Kamurocho A3/Sotenbori G3, G5, H2.
Buy enough tokens, note the starting balance, activate the chosen help and keep the session alive through a productive bonus. The important profit comes from repeated winning spins during bonus modes, not a single enormous reel payout. Do not leave as soon as the display reaches 777 if you bought 200 initially: that is only 577 ahead. Stop after the net gain exceeds 777 and verify credit. Automation and increased odds do not guarantee a quick profitable session.
CONSOLE ONLY: PACHINKO
Required: finish a single play 7,777 balls ahead of the starting balance. Choose Virtua Fighter or Aladdin Destiny EX. A Get-Rich-Quick Charm from Kamurocho C2 supplies an early jackpot and is the most direct start. Chance Stones are in Kamurocho J4/Sotenbori I4; Gambler's Amulets in Kamurocho H5 and the baseball-side-story reward.
Circle toggles the flow of balls on PlayStation; left/right on the D-pad changes launch strength. During ordinary play, direct balls into the small entry beneath the screen to start reel spins. During a jackpot, adjust toward the opened payout drawer. Merely watching the jackpot animation without feeding the payout opening wastes the opportunity.
Virtua Fighter's post-jackpot fights give button opportunities: first a single prompt, then a five-input sequence, then rapid presses. Resolve them to pursue another jackpot. On Aladdin, pause ball flow when four spins are stocked instead of wasting more balls into a full queue, then resume as space opens. Follow the indicated left/right routing during special states.
Stay in the same play while building the required net gain. Several jackpots may be needed. An early-jackpot charm does not promise the entire 7,777-profit chain, so save first and judge the actual balance rather than assuming the item completed the minigame for you.
YAKUZA 5 REMASTERED: GAMBLING, MAHJONG, SHOGI AND CONSOLE MACHINES
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