Pirate Yakuza in Hawaii: Oicho-kabu and the Gambling Hall rewards
All right, this is the other gambling stop worth covering. The Honolulu Gambling Hall has two crew members, a figurehead, clothes, and music, and you can get all of its unique rewards without spending hours trying to figure out the cards. Oicho-kabu looks a little strange at first, but the basic scoring is pretty simple once you know what you're looking at.
Finding the place
Take a taxi to Revolve in Little Japan. The Gambling Hall is in the back streets north of Waikiki Street. From Waikiki Street, use the small passage beside the plaza to get into the alley, then look for the entrance on the right. Go inside and speak to the staff to buy wooden tags and choose a game.
Tags cost $1 each in game money. This hall uses tags for Oicho-kabu and Koi-koi, with a shared prize counter. The Madlantis casinos use chips for blackjack and poker, so don't go back there looking for these prizes.
If you only want the recruits and collectibles, you can buy the tags and exchange them. Playing becomes necessary when you're trying to finish the separate minigame earnings challenges.
The three stakes
• Beginner: player bets up to 100 tags.
• Intermediate: up to 500.
• Advanced: up to 1,000.
Those are player betting limits. When it's your turn as dealer, the other players place their bets against you. You don't choose one identical personal bet as if you were still playing the player position.
You can use kabufuda or hanafuda card designs. The number displayed beside a card is what matters here. Pick the design you find easier to follow rather than thinking one deck improves your odds. Playing with crew friends still involves stakes; it isn't automatically a free practice match.
How a hand works
The game rotates the dealer role. When you're a player, choose one of the available face-up cards, then receive a second card. Decide whether to stop with those two or take a third. The dealer then finishes their own hand, and each player is compared against the dealer separately.
For an ordinary hand, add the values and keep only the last digit. Nine is best and zero is worst. A 7 and a 6 total 13, so the hand is worth 3. An 8 and a 1 give you 9. Add a third card worth 4 to that nine and you've just turned it into 3.
That's the part to keep in mind before drawing. More cards don't automatically make a better hand. You aren't trying to push the total toward 21. You also aren't trying to beat the other players; you're trying to beat the dealer. Ordinary ties go to the dealer.
The special hands
These override ordinary numeric totals:
• 1–4, called Shippin: valid for a player, formed with the first two cards. Pays at a 2× stake multiplier.
• 1–9, called Kuppin: the dealer's two-card special. Pays at 2×.
• Three identical numbers, called Arashi or Trips: valid for either side. Pays at 3×.
• 10–10–1, called Doshippin: valid for either side when that rule is enabled. Pays at 20×.
• 4–6 surrender: an optional rule allowing an eligible two-card 4–6 hand to withdraw rather than continue normally.
From strongest to weakest, the winning combinations are 10–10–1, Trips, the dealer's 1–9, the player's 1–4, and then ordinary totals from nine down to zero. When both sides have the same special category, the dealer has priority.
Before playing, check the settings for 10–10–1 and 4–6 surrender. Don't spend an item intended to create a special hand while that hand's rule is switched off.
A practical way to play without items
When choosing the starting card, a 1, 4, or 10 can give you a route toward one of the specials. It still depends on what gets dealt next. Taking a 1 doesn't mean the next card is going to cooperate.
For ordinary hands, a last digit of six through nine is usually worth keeping. With zero through four, drawing is generally more useful; five depends on the situation. A pair creates a possible Trips hand, but chasing it means risking the ordinary total you already have. A pair of fours is already eight, for example. Taking another card could improve it into Trips or make it considerably worse.
I'd start cheap until the scoring makes sense, then move up if you're working on the earnings list. Keep a save before committing a large pile of tags. Reloading that save also removes any progress made afterward, so save again when you've earned something you want to keep.
The two items that make this quicker
Kamulop's Fortune Exchange is at the shrine on Fuji Street, east of Revolve. Finish his Chapter 2 introduction, collect fortune slips, and exchange them for:
• Trips Yokan: 5 Fortune Points.
• 10-10-1 Charm: 5 Fortune Points.
Both are limited consumables from his initial stock. They aren't permanent abilities, and you can't assume you'll be able to buy replacements indefinitely.
Use them through Oicho-kabu's item option when starting the game. Trips Yokan sets up a triple on your dealer turn. The 10-10-1 Charm sets up that much higher-paying dealer hand. Make sure the 10–10–1 rule is enabled, use Advanced if you have the bankroll for it, and let the dealer hand resolve.
The important advantage is that dealer winnings are collected against multiple players. The actual haul still depends on the stakes they put down. Check the result rather than assuming every use pays one fixed amount. I'd save the charm for the highest stakes instead of spending it during a cheap practice game.
Completion targets
• Earn 2,000 tags in Oicho-kabu: 1,000 Reputation.
• Earn 5,000: another 3,000 Reputation.
• Earn 15,000: another 5,000 Reputation.
That's 9,000 Reputation across the three milestones. Check Oicho-kabu's own earnings counter. Tags bought at the entrance, tags earned in Koi-koi, and your current total balance aren't interchangeable with this challenge.
Everything at the prize counter
The eight unique purchases are:
• Chicken Man: 1,000 tags.
• Matayoshi: 500.
• Tattered Shirt: 200.
• Bandanna (Wide): 150.
• Scar: 150.
• Lucky Cat Figurehead: 750.
• Phantasy Star Online 2 soundtrack CD 1: 25.
• Phantasy Star Online 2 soundtrack CD 2: 25.
Total: 2,800 tags. The two crew members alone cost 1,500. Add the figurehead and you're at 2,250. If the recruits aren't listed when you arrive early in Chapter 2, continue until crew recruitment is available and come back.
Chicken Man is a silver shooter. At level 30, his listed stats are 4,860 HP, 380 cannon power, 350 maintenance, 340 attack, and 300 defense. His first-mate trait adds two to the fuel-tank stock capacity, and his captain trait helps the Madness Gauge build faster.
Matayoshi is a bronze tank whose maximum level is 20. At that level his listed stats are 6,480 HP, 290 cannon power, 290 maintenance, 290 attack, and 315 defense. He has no first-mate or captain trait. You're buying a recruit for the crew and collection, not unlocking a hidden top-rarity character.
The other purchases are:
• Fancy Sake (Rainbow Bridge): 180 tags.
• Bronze Plate: 10.
• Silver Plate: 100.
• Gold Plate: 500.
• Platinum Plate: 1,000.
• Swiss Watch: 2,000.
• Vintage Luxury Watch: generally listed at 5,000; check the counter because one published list gives 5,500.
The sake restores health and Heat and increases drunkenness. Plates can be sold at a pawn shop. I'd get the unique items out of the way before turning the remainder into things to sell.
That gives you a clear stopping point: the three Oicho-kabu milestones, both recruits, the figurehead, the three appearance items, and both CDs. Koi-koi shares the exchange, so don't buy or grind the same collection twice just because you're switching games.
Pirate Yakuza in Hawaii: Oicho-kabu and the Gambling Hall rewards
· Games/Pirate Yakuza in Hawaii