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RYU GA GOTOKU KENZAN: CHO-HAN, BETS, DUELS AND COMPLETION

· Games/Ryu ga Gotoku Kenzan!

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RYU GA GOTOKU KENZAN: CHO-HAN, BETS, DUELS AND COMPLETION Cho-Han is the two-dice game in Gion's gambling den. You predict whether their combined total is even or odd. Later options let you name one or both dice, and the dice roller eventually offers double-or-nothing duels. The den is available from 5-1. Enter through the gap in the red torii corridor between Komaki's dojo and Gion Inari Shrine. Go past reception and turtle betting to the room on the right. The larger group is playing Cho-Han. Buy wooden tags at reception before starting. One tag costs 1 Mon, and the cashier sells batches of 1,000 or 10,000. Tags are shared with Hanafuda, Cee-Lo and turtle betting, but not with mahjong. The basic bet Cho, 丁, means EVEN. Han, 半, means ODD. Add both dice: - 1 plus 3 is four, so cho wins. - 2 plus 5 is seven, so han wins. - A double is always even, including double one. The dealer shakes the cup and covers the dice, then the players place their bets. When the cup is lifted, the winning side divides the payout according to the amount each person staked. A normal even/odd prediction has a 50% chance with fair dice. The amount paid is not always a flat double, because the other players' bets matter. A smaller winning side can receive a larger return from the losing side's money. The outcome-history screen is useful for seeing previous results, but it cannot establish that a particular parity is now due. All four betting options 1. Even or odd: available immediately. Predict the parity of the combined total. 2. One die: available after five rounds played. Predict a face that appears on either die. This has a larger return than an ordinary parity bet when correct. 3. Both dice: available after 15 rounds played. Predict the two faces. A correct prediction takes the whole table's stakes. 4. Duel: becomes available after 25 rounds played. Face the dice roller alone and repeatedly risk your winnings to double them. The play-count requirement is separate from the win counts used for higher maximum bets. Some English tables label the option unlocks as wins, but the Japanese Kenzan guide specifies cumulative plays. Payout calculations For an ordinary parity bet, let L be the losing side's total stake, W the winning side's total stake, and B your own bet. Your returned amount is: ((L × 0.9 ÷ W) + 1) × B. For a correct one-die prediction, the corresponding formula adds 2 rather than 1: ((L × 0.9 ÷ W) + 2) × B. The 0.9 applies the house's ten-percent share of losing bets. These figures are returned totals, not an extra profit on top of a separately refunded stake. The two-dice prediction instead takes the combined table stakes. You do not need to calculate this every round. The useful point is that the number of people on each side and how much they stake affect the reward, while a bigger displayed potential payout does not make your prediction more likely. Maximum ordinary bets You begin with a 1,000-tag cap. Both conditions below must be met for each increase: - From 6-1, at least 10 wins: maximum 1,500. - From 9-1, at least 20 wins: maximum 2,000. - From 12-1, at least 30 wins: maximum 3,000. Build the required plays and wins with manageable bets. If you only need the completion total, the later limits are less repetitive than spending the whole run at 1,000. How the duel works A duel carries your winnings into a one-on-one contest. Each correct prediction doubles the amount currently at risk. After a win, choose whether to collect or continue. One loss ends the duel and forfeits the amount you were risking. You can win up to five consecutive duel rounds. During a duel the dice roller can attempt a cheat. Watch for the quick-time button prompt and press it in time. A successful input catches the attempt and forces a reroll; missing it makes the situation worse. Do not assume a good previous guess protects the next one. For an illustration, an amount of 3,000 carried into the duel can become 6,000, 12,000, 24,000, 48,000 and then 96,000 after five successful doubles. That is the progression, not a guaranteed return. You can collect earlier. All four cheat items Hanjiro Amulet: forces ODD, han, on the next outcome. Invent it from one Hariti Amulet and one Tea Dango. A Hariti Amulet can come from Hozoin Training's arena rewards; the takeaway Tea Dango costs 15 Mon at Nonaka outside Yoshioka Dojo. Chogoro Beads: forces EVEN, cho, next. Invent it from one Ninigi Orb, one Futsumitama Orb and one Susanoo Orb. Direct sources are Request 96 for Ninigi, locker B-2 for Futsumitama, and Request 77 or Ebisuya's late stock for Susanoo. Pinzoro Tag: makes both dice land on one. Invent it from one Red Oak Wood and one Sacred Tree Wood, or obtain a ready-made tag from Request 46. Double one is an even total, so bet accordingly. When the exact-dice option is open, the predicted result is 1-1. Gambler's Tobacco: improves winning chance by 30% for the next three rounds. It does not guarantee them. Invent it from one Brand-New/Sparkling Cloth and one Sesame, or win it as the 10th Dan shogi ranking reward. Tanaka supplies the cloth in Request 12; Sesame costs 30 Mon at a pharmacy. All four recipes appear from 8-1, though ingredient access varies. Use the item command before the affected wager. Hanjiro and Chogoro are reversed in one English item table: the reliable mnemonic is han for odd, cho for even. A useful plan is to keep guaranteed-result items for the later, larger duel stakes rather than spending them while learning with small bets. Check the item, predicted outcome and current wager before committing. Save before consuming a scarce item if you want the option to retry. Completion and exchange The Cho-Han record needs 200,000 cumulative points. Check its separate mini-game entry rather than your total tag balance. Bought tags or winnings from a different gambling game do not clear it. Reception exchanges 10,000 tags for 10,000 Mon or 100,000 for 100,000 Mon. The item rewards are Manju 10, Mandarin 10, Special Grade All-Purpose Pill 500, Lapis Lazuli 5,000, Miracle Water 200 and Dragon Whisker 1,500. Cash exchange preserves the full value; selling those prizes at the pawnshop does not. Clearing Cho-Han contributes to Runner's Shoes, the reward for completing all mini-games. It does not award a separate set of shoes by itself.

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