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Kurohyō 1: all five casino games, completion targets and prizes

· Games/Kurohyo: Ryu ga Gotoku Shinsho

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Kurohyō 1: all five casino games, completion targets and prizes Ryugujo is on Park Boulevard. It has blackjack, baccarat, poker, Speed and FreeCell. Each game has its own completion entry: earn 10,000 chips cumulatively in that game. You can leave between sessions. Buying chips isn't the same as winning them. Neither is building up one large total in poker and expecting it to complete the other four games. Chips cost ¥100 each. The purchase bundles are 50 for ¥5,000, 100 for ¥10,000, 500 for ¥50,000 and 1,000 for ¥100,000. Start small while learning the controls. Higher stakes shorten the grind when you're winning, but also burn through cash faster when you're not. BLACKJACK You're playing against the dealer, trying to get closer to 21 without going over. Number cards use their printed value, face cards count as 10, and an ace can count as 1 or 11. Hit asks for another card. Stand keeps your total. Double Down increases the stake and gives you one final card. Split separates a matching opening pair into two hands with another stake. Surrender abandons the hand for half the stake back. Insurance is a separate option when the dealer shows an ace, not a free safety net. The dealer draws until reaching at least 17. Don't chase 21 just because you have less than that; drawing on a strong total can lose a hand the dealer would have busted on. The game also has a six-card-under rule: six cards without busting wins. Blackjack Amulets help the draw, while Bust Amulets favor dealer busts. Get them from second and third place respectively in five-frame bowling. The Blackjack Amulet also comes from rank 20 in the street-fighting rankings. Treat them as help, not a promise that every hand will be blackjack. BACCARAT Choose Player, Banker or Tie before the deal. You aren't deciding when to draw. The game resolves the hands automatically. Aces count as 1, 2–9 use their numbers, and 10/J/Q/K count as zero. Only the last digit of the total matters: 7+7 is 4, not 14. The hand closer to 9 wins. The displayed returns are 2× for Player, 1.95× for Banker and 9× for Tie. Those are returns including the stake. A tie refunds an ordinary Player or Banker bet. PLAYER and BANKER Pieces favor their respective sides. They're batting-ranking prizes, and also appear at street ranks 22 and 21. Use the piece matching the side you actually bet on. POKER This is five-card draw. You get five cards, bet, choose cards to replace once, then bet again before the showdown. Keep a made pair or better while replacing cards that don't help it. Check passes without adding a bet when allowed. Call matches the current bet. Raise increases it. Fold gives up the hand and whatever you've already put in. Tap Out is the game's all-in option when you can't cover the normal call. Hands run from strongest to weakest: 1. Royal flush: 10 through ace, one suit. 2. Straight flush: five consecutive cards, one suit. 3. Four of a kind. 4. Full house: three of one rank and two of another. 5. Flush: five of one suit. 6. Straight: five consecutive ranks. 7. Three of a kind. 8. Two pair. 9. One pair. 10. No pair. Kurohyō's poker is simplified: pairs don't use the normal high-pair comparison, so a pair of aces isn't automatically above a pair of twos. Two pair is a much better reason to raise than an empty hand. If you still have nothing after the draw and someone raises, folding is usually cheaper than paying to see it. The Miracle Joker helps produce a hand. It's the rank-10 street-ranking reward. SPEED Get rid of your cards before the opponent. Play from your four exposed cards onto either central pile. A legal card is one rank higher or lower, regardless of suit. Kings and aces connect here, so K–A–2 works. Played cards are replenished automatically. Look for a short chain across your own exposed cards instead of hesitating over one move at a time. If neither player can move, the central cards are refreshed. Practice at low stakes first. The Club No. 2 Card makes the opponent easier; obtain it from second place in ten-frame bowling or street rank 24. This is a useful place to spend that item rather than wasting chips trying to outrun the high-rate opponent unprepared. FREECELL Move all cards to the four home piles, building each suit from ace to king. On the main layout, build downward in alternating colors. The four free cells each hold one temporary card, and an empty column can take any card. Don't fill all four free cells just because you can. Empty cells let you move longer sequences. In this version, four empty free cells allow a five-card sequence; with only one empty cell, that falls to two cards. Cards moved home can't be brought back. Before sending a card up, check whether you still need it as a place to put another card. Try to empty a column and free buried aces rather than making moves that leave every column blocked. A full clear returns four times the stake. Partial results pay according to progress. The Weeping Hourglass gives an easier layout; win it from third place in ten-frame bowling. PRIZE EXCHANGE • Iron Plate: 10 chips. • Bronze Plate: 100. • Silver Plate: 1,300. • Gold Plate: 10,000. • Platinum Plate: 15,000. • Gold secret scroll: 30,000. This unlocks the Gatling Rage lesson, not the move itself. • Pure Gold Plague God: 100,000. • Sacred Tree Ring: 200,000. • Small Dragon Horn: 200,000. Be careful converting chips back to money through plates. In this game, buying chips and immediately selling the equivalent plates returns only a tenth of what you spent. That isn't a money-making loop. For the separate casino titles, build your chip balance to 10,000, 100,000 and 500,000. Check those milestones before exchanging a large batch for prizes.

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