RYU GA GOTOKU KENZAN: EVERY HANAFUDA HAND AND COMPLETION TARGET
Kenzan has 12 normal Koi-Koi scoring combinations and two automatic opening-hand wins. All normal combinations use cards you have CAPTURED. Holding them in your hand does not score them.
The five lights are January's crane, March's cherry curtain, August's full moon, November's rain man and December's phoenix. The rain man has special restrictions, so identify that card before counting your lights.
All scoring combinations
1. Five Lights, Goko: 10 points.
Capture all five light cards.
2. Four Lights, Shiko: 8 points.
Capture the crane, curtain, moon and phoenix. The rain man must not be part of this four-card set.
3. Rainy Four Lights, Ame-Shiko: 7 points.
Capture four lights including the rain man.
4. Three Lights, Sanko: 5 points.
Capture any three lights other than the rain man.
These light hands replace one another. If Three Lights becomes Four Lights, you score eight for the light combination, not five plus eight. Capturing the fifth light upgrades the hand to ten.
5. Moon Viewing, Tsukimizake: 5 points.
Capture August's full moon and September's sake cup. This hand must be enabled in the match settings.
6. Flower Viewing, Hanamizake: 5 points.
Capture March's cherry curtain and September's sake cup. This also depends on the sake-hand setting.
Moon, curtain and cup together make both viewing hands for ten points. Those light cards can also contribute to a separate light combination.
7. Boar-Deer-Butterflies, Inoshikacho: 5 points.
Capture July's boar, October's deer and June's butterflies.
8. Red Poetry Ribbons, Akatan: 5 points.
Capture the three red ribbons WITH WRITING: January's pine, February's plum and March's cherry blossom. Three ordinary red ribbons do not qualify.
9. Blue Ribbons, Aotan: 5 points.
Capture the blue/purple ribbons from June's peony, September's chrysanthemum and October's maple.
10. Animals, Tane: 1 point.
Capture five animal cards. Each animal beyond five adds one point. The iris bridge and chrysanthemum sake cup belong to this group despite not depicting animals.
11. Ribbons, Tan: 1 point.
Capture any five ribbons. Each ribbon beyond five adds one point. Both ordinary ribbons and the named red/blue sets count toward the total.
12. Plains, Kasu: 1 point.
Capture ten plain cards. Each plain beyond ten adds one point.
Different compatible hands can score together. For example, Boar-Deer-Butterflies can sit alongside a five-animal hand, and a poetry-ribbon set can contribute to a five-ribbon hand. The specific light combinations are the exception described above: only the highest applicable one counts.
Opening-hand wins
These are checked immediately after the deal, before ordinary captures:
- Teshi: all four cards of one suit in your eight-card hand. Six points.
- Kuttsuki: four pairs, with each pair belonging to a different suit. Six points.
The winner receives the six points and the game advances to the next round.
Completion requirements
Set a qualifying high score at EACH match length:
- Three rounds: 20 points.
- Six rounds: 25 points.
- Nine rounds: 35 points.
- Twelve rounds: 40 points.
These are the match's card-game points, not wooden tags, and they are separate high-score records. They are not a request to earn 120 points across arbitrary games. The six-round target is 25, despite the conflicting 30-point figure in one English table.
Open the pause-menu completion section, choose the mini-game records and inspect Hanafuda. Each fulfilled record turns red. Do this after each successful match before moving to the next length. All four records matter for the overall mini-game completion reward, Runner's Shoes.
A practical route
Use Easy difficulty and a rate of 100 while learning. Keep the viewing hands enabled. The three-round target has the least room for weak rounds, so expect to need a more productive deal than the longer matches require.
Take the sake cup when you can. It allows either viewing hand and prevents the opponent from making either one. The moon and curtain are especially valuable because they also count toward light hands.
Watch captured cards before committing to a combination. If the opponent already owns the deer, your boar cannot become Boar-Deer-Butterflies this round. If they have two written red ribbons, taking the third can be worth more defensively than collecting another plain card.
With three cards of a suit visible, keep track of the fourth. A matching card held in reserve can capture a useful card when it appears. It can also be dangerous to discard that suit if the opponent is waiting to play the valuable fourth card.
Calling koi-koi makes sense when another scoring card is realistically available and you still have turns to find it. Count the cards left in your hand and inspect the opponent's captured piles first. A one-point enemy hand can erase a much bigger unbanked score. Once you have enough points for your target, protecting the result is usually more useful than chasing the largest possible round.
You cannot decide to stop whenever you like. You get that decision when you score or improve a hand. Continuing on your last useful scoring opportunity can leave you unable to bank the points.
Exchanging your tags
The gambling-den exchange also serves Cee-Lo and Cho-Han. Its full list is:
- 10,000 tags: 10,000 Mon cash.
- 100,000 tags: 100,000 Mon cash.
- 10 tags: Manju.
- 10 tags: Mandarin.
- 500 tags: All-Purpose Pill, Special Grade.
- 5,000 tags: Lapis Lazuli.
- 200 tags: Miracle Water, also translated as the Lust Waterfall's Spirit Water.
- 1,500 tags: Dragon Whisker.
Use the cash exchanges if you want money. Buying an item and selling it at the pawnshop gives only half its tag value. Buy the materials instead when you actually need them for crafting.
RYU GA GOTOKU KENZAN: EVERY HANAFUDA HAND AND COMPLETION TARGET
· Games/Ryu ga Gotoku Kenzan!