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Ryū ga Gotoku Kenzan!: the four courtesan minigames

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Ryū ga Gotoku Kenzan!: the four courtesan minigames These four completion entries need wins against every eligible opponent. Winning once at each game isn't enough. At Yumejiya, Kinuyo, Suzukaze and Momochika play Bottle Knockdown and Konpira Fune Fune. At Azamiya, Hinagiku, Hanamaru and Shirayuki play Iroha Karuta and Fan Toss. Asagiri becomes available after the other six relationships are completed, and she is the fourth opponent for all four games. After completing a relationship, including the request and final letter, you can return to that woman to replay her games. Asagiri eventually gives access to all four. Do the Gion activities before the final chapter takes you out of the district. Konpira Fune Fune This is the rhythm game with an object on the table. The important thing is whether the object is on the table, in your hand or in your opponent's hand. • If it's on the table, you can tap with an open palm or pick it up. • If your opponent is holding it, tap with a closed fist. • If you're holding it, you can keep it for the allowed turns or put it back. You cannot keep it indefinitely; return it when the turn limit requires it. Use the control legend for those three actions. Pressing the right action at the wrong moment can still lose the game, so follow the beat as well as the object. Pick it up when you can. Keeping it temporarily reduces the number of decisions you have to make and gives your opponent a chance to make a mistake. When she holds it, listen for the little knock as she puts it down. If you haven't heard that placement sound, don't assume it's back on the table. The music speeds up after turns 10, 30, 50 and 70. If you survive to 100 turns, your opponent concedes. Against Asagiri, it's worth practising the faster section rather than trying to rush the early turns. Bottle Knockdown It's bowling with ten bottles. You choose a ball, set your starting position, stop the power gauge, set the direction and adjust the spin before release. There are five ball weights. Heavier balls knock bottles down more effectively but are harder to curve. Don't change weight, position, power and spin all at once while practising; you'll have no idea which change improved the shot. Try the heaviest ball as a starting point and move five steps right from the initial position. Then practise a repeatable shot toward the front of the formation. The exact power and spin still matter, so this is a setup to refine, not an automatic strike input. A strike knocks all ten down on the first ball and adds the next two rolls to that frame. A spare knocks them down across two balls and adds the next roll. Consistent spares beat a run full of ambitious shots that leave several bottles standing. There's no time limit while lining up. Take a moment to look at the remaining bottles on your second throw instead of repeating the first shot automatically. Fan Toss You throw a fan at the small butterfly-shaped target on a stand. Use the left stick: pull it down, then release. How far you pull determines the throw's strength. The scoring is: • 3 points: hit the butterfly directly and knock it to the floor. • 2 points: hit the butterfly directly but leave it on the stand. • 1 point: hit the stand and knock the butterfly over indirectly. • 0 points: miss both. Each player has five throws. Maximum power is usually the wrong answer because the fan can sail past everything. Start with a modest pull, watch where the fan lands, then make a small adjustment. The stand and target sizes can change, so keep watching the actual setup. A direct hit that stays on the stand is still better than knocking it down by hitting the stand. Aim at the butterfly itself. Iroha Karuta The reader begins a phrase, and you pick the card associated with its opening. A wrong pick gives the point to the other player. You win as soon as the opponent can no longer catch your score, such as reaching four in a seven-round game. You don't need to understand the whole proverb. Match the beginning to the card, but remember that this game uses old kana and a few historical spellings. Some phrases don't begin with the modern written character you might expect. If the Japanese is unfamiliar, pause when the text appears, identify the card, then resume and select it. The cards extend beyond the part of the table currently on-screen, so learn where they sit rather than scanning from one end every round. Here is the full phrase-opening lookup. The kana after the arrow identifies the card. These short openings are enough to distinguish the prompts: • 犬も歩けば → い (i) • 論より → ろ (ro) • 花より → は (ha) • 二階から → に (ni) • 仏の顔も → ほ (ho) • 下手の → へ (he) • 年寄りの → と (to) • 地獄の → ち (chi) • 律義者の → り (ri) • 糠に → ぬ (nu) • 類をもって → る (ru) • 鬼も十八 → を (wo) • 笑う門には → わ (wa) • かえるの → か (ka) • 夜目遠目 → よ (yo) • 立て板に → た (ta) • れうやく/良薬 → れ (re) • 袖の振り → そ (so) • 爪に火を → つ (tsu) • 猫に → ね (ne) • 泣きっ面に → な (na) • 来年の事を → ら (ra) • 無芸 → む (mu) • 氏より → う (u) • 鰯の頭も → ゐ (wi) • ノミと → の (no) • 鬼に金棒 → お (o) • 臭いものに → く (ku) • 闇に → や (ya) • 負けるが → ま (ma) • 芸は → け (ke) • 武士は → ふ (fu) • これに → こ (ko) • 縁と月日 → え (e) • 寺から → て (te) • 頭隠して → あ (a) • 竿の先に → さ (sa) • 聞いて極楽 → き (ki) • 油断 → ゆ (yu) • 目の上の → め (me) • 身から → み (mi) • 知らぬが → し (shi) • 縁の下の → ゑ (we) • 瓢箪から → ひ (hi) • 桃栗三年 → も (mo) • 背に腹は → せ (se) • 雀百まで → す (su) • 京の夢 → ん (n) The easy traps are 鬼も versus 鬼に, and 縁と versus 縁の下. They use different cards. The final 京の夢 prompt is the unusual ん entry, so don't search for a normal “kyo” card. Completion check For each of the four games, beat its three original opponents and Asagiri. Practising and winning a relationship's required game can help, but verify all four opponents on the completion record rather than assuming the relationship count covers every game automatically.

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