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Judgment: Mahjong and the Casino Completion Lists

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Judgment: Mahjong and the Casino Completion Lists Mahjong has requirements for individual parlors, table wins, and specific hands. The casino games have cumulative winnings targets. Here's what each one needs, how to approach it, and which cheat items help. The locations and targets L'Amant opens through the Chapter 2 story beneath Koi Bride. It has blackjack and poker. Dragon's Palace opens through Chapter 5: its second floor has the casino, while the third floor has koi-koi and oicho-kabu. The completion totals are: - Blackjack: win 30,000 chips. - Poker: win 30,000 chips. - Koi-koi: win 10,000 wooden tags. - Oicho-kabu: win 10,000 wooden tags. These track winnings. Buying chips or tags does not satisfy the target. Losses don't subtract the wins already recorded, although reloading an older save also rolls back progress made after that save. Save before an expensive session or before using a rare cheat item. Cash out and check the mission counter when you're done. Mahjong's actual checklist There are three parlors: - Lullaby Mahjong, Tenkaichi Street: win ten hands and finish first at its two ordinary tables. - Modern Mahjong, Senryo Avenue: win ten hands and finish first at both tables. - Tachibana Mahjong, Nakamichi Alley: win thirty hands, finish first at all three tables, win five hands after declaring Open Riichi, and win a hand while Yagami is the Wareme player. A hand win means declaring Ron or Tsumo. Finishing first at a table means ending the full match ahead on points. These are different tasks. A single cheap hand may increase your ten-win counter without giving you a table victory. Lullaby's hidden high-stakes room is not required for the ordinary table-completion objective. Across the parlors, you also need three Mangan-or-better wins, one Haneman-or-better win, one Three Color Straight and one Riichi Ippatsu. Getting a valid winning hand For a basic hand, build four groups and a pair. A group is three identical tiles or three consecutive numbers in the same suit. A sequence cannot mix suits or wrap from 9 back to 1. The honor tiles, winds and dragons, form identical groups rather than numerical sequences. A complete-looking hand still needs a scoring condition, called a yaku. Without one, the game will not let you declare a win. Keeping the hand closed gives you an easy plan: reach one tile from completion, declare Riichi, and wait for the winning tile. Don't call Chi or Pon just because the button appears. Those calls open the hand and remove Riichi as an option. Dora adds value to a valid winning hand, but it does not supply the yaku by itself. If you are learning, switch off the two-han minimum rule where the parlor allows it. That removes an extra scoring restriction; it does not remove the need for a valid hand. Ron takes an opponent's winning discard. Tsumo wins on your own draw. If a Ron option isn't appearing, also check whether you have already discarded a tile that belongs to your current winning wait. That can put you in furiten and stop a discard win even though a self-draw can still work. Start with simple closed hands. Keep useful middle-number connections, discard isolated tiles, and avoid changing your whole plan every draw. Riichi is a useful yaku to aim for while working through the ordinary wins. The four special-hand requirements Mangan: aim for five han, or a higher limit hand. Some three- or four-han hands also reach Mangan depending on their other scoring value, so don't treat every three-han hand as automatically sufficient. Riichi, a self-draw, a useful yaku and Dora can combine into a strong result. Haneman: six or seven han is the usual scoring band, and higher hands also satisfy this completion requirement. It doesn't have to be a single six-han pattern; compatible scoring elements can add together. Three Color Straight: use the same numerical sequence in all three suits. For example, 3-4-5 of characters, 3-4-5 of circles and 3-4-5 of bamboo, plus another group and a pair. This is NOT 1 through 9 in one suit. Look for a starting hand with overlapping numbers across suits and commit when the tiles support it. Calls are allowed for this yaku, but remember that an open version has a lower value if the two-han minimum is active. Riichi Ippatsu: win in the uninterrupted first turn cycle after declaring Riichi, either from another player's discard or your next draw. A call interrupting that cycle cancels Ippatsu. Keep declaring ordinary Riichi on sensible waits while doing the fifty required hand wins rather than trying to force this from a terrible starting hand. Wareme and Yurika's friendship Play a game at Lullaby to meet Yurika, then visit her new Tachibana parlor. Complete the introductory play and conversation, and wait until she actually asks for the Wareme win. Wareme is assigned randomly at the beginning of a hand. Transactions involving that player are doubled. For the friendship requirement, YOU need to be the marked player when you win. Taking doubled points from someone else who is Wareme does not replace that step. If you've won under Wareme rules and nothing happened, check three things: the game was at Tachibana, Yagami had the marker, and you had already reached her request in the friendship chain. The thirty-hand Tachibana counter doesn't mean thirty wins while personally marked Wareme. It counts ordinary wins at that venue under its rules. Open Riichi At Tachibana, Open Riichi exposes your waiting hand to the table. You still need to win afterward, and you need five such wins for its completion entry. Choose it with a useful multi-tile wait and enough draws left to matter. A late declaration waiting on one scarce tile is a poor way to grind the counter. Opponents can see what not to discard, so self-draws and opponents already committed to their own Riichi are especially useful. Open Riichi is not the same as calling Chi or Pon. You are declaring a ready hand, not simply making it open with a stolen group. Nine Gates Tiles Onodera sells the Nine Gates Tile for 10,000 SP. Save before using one. It prepares an extremely valuable starting hand and is useful for difficult table victories and the Mangan/Haneman objectives. It does not guarantee that Yagami will be selected as Wareme. If you're spending it for that friendship step, check the assignment and reload your pre-game save if necessary. It also isn't a substitute for Three Color Straight, which needs all three suits. Don't assume a huge Yakuman automatically earns Riichi Ippatsu either: the scoring screen can recognize the limit hand without awarding that separate ordinary-hand objective. Use expensive tiles to clean up stubborn requirements after the regular hand counters, rather than buying fifty of them before you've tried the game. Blackjack Play high stakes once you have a comfortable chip reserve. Winning streaks raise the permitted bet, which is how the 30,000-chip target becomes manageable without hundreds of tiny hands. For ordinary play, use the dealer's visible card as well as your own total. A dealer showing a weak card has a better chance of busting; there's less reason to take a risky extra card with a reasonable hard total. With eleven, doubling can be useful. A strong twenty is usually worth keeping rather than splitting simply because the option exists. The Bust Amulet makes the dealer's draws dangerous for them, but it doesn't stop the dealer winning with the first two cards, and it doesn't protect you from busting. The Blackjack Amulet is the stronger way to exploit a high betting limit. Save before using either and avoid burning a valuable item while still betting the minimum. Poker This is Texas Hold'em. Make your best five-card hand from the two private cards and the five community cards. You do not have to use both of your private cards. Use higher-stakes games when your bankroll allows it, but don't call every raise just to keep the session moving. A small pair on a board full of possible straights and flushes is very different from a full house. Look at what the shared cards make possible for everyone, not just what they add to your own hand. The Royal Joker Card improves the next community-card turn for you. It is more useful when you are one card short of a strong hand on the turn or river than before a flop that may give everybody the same good cards. Maxing the Voluptuous Woman's friendship at L'Amant gives one of these cards. That makes her poker visits useful before you begin the final chip grind. Koi-koi Play at Dragon's Palace 3F. Set a short three-round match, turn on the hand guide, and use the higher stake once you're comfortable. The guide highlights cards that can complete combinations, which saves a lot of memorization. Match cards by month, represented by their plants. Winning isn't about collecting the most individual cards; it's about making scoring combinations. The Sake Cup is particularly useful. Paired with the Moon it makes Moon Viewing, and paired with the cherry-blossom Curtain it makes Cherry Blossom Viewing. Each is a quick five-point combination. The three blue ribbons, three written red ribbons, and Boar-Deer-Butterfly are other valuable sets. Watch the opponent's collected cards. Taking one card they need can be more valuable than collecting another piece of junk. Once you have a scoring hand, stop and bank it when the opponent is close to a dangerous combination. Calling Koi continues the round for more points, but hands the opponent another chance to score first. Don't call it automatically. Finish the full match for the resulting tag payout to register. Oicho-kabu Also at Dragon's Palace 3F. Add the card values and keep only the last digit: a total of 18 scores eight, while 20 scores zero. You want nine, unless you make one of the special winning hands. The dealer wins ordinary ties. That means a third card can ruin an eight or nine. Don't draw simply because three cards sounds stronger than two. For a faster completion route, Onodera sells the 10-10-1 Charm and Triple Yokan for 10,000 SP each. The charm produces the powerful 10-10-1 combination; keep that special rule enabled. Triple Yokan supplies three matching values. Save before using either. Being the dealer lets a strong hand collect against several opposing bets, so a dealer opening is the best place to spend the item. The Advanced table supports larger stakes and makes the 10,000-tag target much quicker. Yurika's extra rewards After her friendship is complete, she offers further mahjong requests that reward cheat items. These are optional extras, not additional friendship requirements: - Pinfu: Lucky Hanafuda Card. - All Triplets: Royal Joker Card. - Half Flush: Bust Amulet. - Nine Gates: Blackjack Amulet. Speak to her for the current request before trying to satisfy it. The prizes are limited per playthrough, so save before spending one. Save chips and tags for the required exchange items: VR vouchers, paintings, skill books, and drone materials. Check those lists before spending everything on other prizes.

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