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Version: 1.00 | Updated: 03/15/14

    MH:DB3 Guide - Version 1.00 - 14 March 2014 - by Barticle at hotmail.com
                 ___ ___ ___ ___ ___ ___ ___  ___ ___ ___ ___
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                | M | A | H | J | O | N | G || H | A | O | H |
           ___ ___ ___ ___ ___ ___ ___  ___ ___ ___ ___ ___ ___  ___
          |   |   |   |   |   |   |   ||   |   |   |   |   |   ||   |
          | D | A | N | K | Y | U | U || B | A | T | T | L | E || 3 |

        01 INTRODUCTION                 15 SETTINGS
        02 FEATURE LIST                 16 SYSTEM MENU
        03 NAVIGATION & SAVING          17 DOWNLOADS
        04 MAIN MENU                    18 OPPONENTS
        05 CONTROLS                     19 STATISTICS
        06 DISPLAY                      20 FINAL SCORES
        07 FREE PLAY                    21 RULE-SETS
        08 RANKING BATTLE                  21a Free Play & Rating Match
        09 UNDERGROUND RANKING BATTLE      21b Ranking Battle rules
        10 RANKING CERTIFICATION TESTS     21c Trophy Contest
        11 RATING MATCH                 22 RULES
        12 TROPHY CONTEST               23 TROPHIES
        13 TUTORIAL COURSE              24 CONTACT
        14 DISCARD QUIZ                 25 THANKS

| Section 01 | INTRODUCTION                                                s01 |

This is a guide to the 2013 Japanese video-game Mahjong Haoh: Dankyuu Battle 3*
(hereafter MH:DB3). The Mahjong Haoh series features numerous titles for the DS,
PSP, PS2 and PC but this is the first for the PS3 - a surprise release in late
2013, only four months ahead of the Japanese launch of the PS4. It's a budget
title, priced just JPY3,263 (US$33) on Amazon Japan at release.

As usual I've used both Japanese and English mahjong terminology throughout this
guide, generally with the Japanese term first and the common English equivalent
afterwards in brackets. Following ninety years of tradition in English-language
mahjong texts I refer to the three types of set as Chow (a run or sequence of
three tiles in the same suit), Pung (a "triplet" of three identical tiles) and
Kong (a "quad" of four identical tiles).

To limit the length of this document I've decided to omit full details of the
rules and equipment of mahjong on the assumption that anyone buying this game
will probably already be familiar with them. If you are new to the game, or you
play a version other than the modern Japanese "Riichi" rules that appear in this
game, then you might like to read my complete guide to the terminology and rules
of Japanese mahjong. It's available as a 78-page, illustrated, hyperlinked PDF
and can be accessed from the United States Pro Mahjong League download page.

  http://www.uspml.com/site/downloads.htm  (Barticle's Japanese Mahjong Guide)

As with any Japanese mahjong game, you'll need to be able to read the Japanese
kanji characters for the numbers 1 to 9 and the four winds (compass directions)
plus the katakana words Chii, Pon, Kan, Riichi, Tsumo and Ron.

If you want to discuss Japanese mahjong then join the international community of
enthusiasts on Reach Mahjong's English forums. Hope to see you there. :)


To jump to any section of this document use your browser's Find function (with
Ctrl+F on a PC or Cmd+F on a Mac probably) and search for the letter S followed
by the two-digit section number, for example "s04" to find Section 04.

This guide is designed to be viewed using a monospaced (non-proportional or
fixed-width) font, preferably Courier New. Some sections of the document will
display incorrectly if you are using a proportional font like Times New Roman.

*The game's Japanese title is actually Maajan Haoh: Dankyuu Batoru 3. Maajan is
the Japanese word for "mahjong", Haoh (or Haou) means literally "supreme-king",
Dankyuu - composed of the two kanji Dan and Kyuu - means "ranking" and Batoru is
the English word "battle" transcribed into Japanese.

| Section 02 | FEATURE LIST                                                s02 |

Since it can be difficult to find any detailed information in English about the
content of a foreign game I like to include a quick description of the gameplay
features when I write a guide for a Japanese game - so here it is!

o five offline single-player modes (see Sections 07, 08, 09, 11 and 12 below)

o Japan Pro Mahjong Association approved ranking test questions (see Section 10)

o no online multiplayer modes

o modern Japanese mahjong rules including Riichi, Dora and tiered limits

o basic rules include red fives, Yakitori and Wareme (see Section 22)

o exotic rules include Aotenjou, Arisu, Binta, green fives and gold sevens

o no Dora or Furiten alerts or wait indicator

o support function to analyse safe tiles and discard efficiency (see Section 05)

o stats screens with pie charts and bar graphs (see Section 19)

o save game logs to replay later

o characters include fourteen real-life pros from Japan Pro Mahjong Association

o thirty-six PSN trophies including some tough challenges (see Section 23)

o comprehensive settings options (see Section 15)

o extensive in-game text tutorial (see Section 13)

o 16-page black & white manual

o Japanese language only

This game is a good choice if you want a cheap title with several single-player
modes plus tons of rule options, features, settings and stats (and you can live
without fancy graphics or online multiplayer).

To find out more about its rivals on the PS3 check out my guides for Mahjong
Taikai IV (2006), Mahjong Fight Club (2006), Janline-R (2009) and Mahjong Dream
Club (2012), all of which are available on this site.

| Section 03 | NAVIGATION & SAVING                                         s03 |

After sitting briefly on the title screen the game enters a demo/attract mode
where four computer-controlled characters play against each other.

Press Circle, Cross or Start to interrupt this on your first play and the game
will ask if you wish to create a system save file - press Circle to confirm and
you'll be taken to the main menu (see Section 04). You're straight into the game
after that, you're not required to enter a name or configure your profile.

As usual for a Japanese game you'll need to use the Circle button to confirm and
the Cross button to cancel. This applies throughout the game except when you are
using any interface generated by the console itself, for example saving, loading
or entering your name (when the interface is in your native language).

After your initial session you'll be prompted to load a save file every time you
start the game. This goes straight into the console's save file manager so you
press Cross to select a file then again (Yes) to confirm your choice.

You will often be prompted to update your save file - there will be a grey bar
across the centre of the screen with Circle and Cross prompts. Press Circle to
enter the file manager, select a file to overwrite and press Cross to confirm.
The top option (without a date/time-stamp) can be used to create a new file.

You can manually save/load at any time from the System Menu (see Section 16) -
there is no auto-save function!

The Settings screen (see Section 15) gives you the option of disabling the grey
save prompts but you'll need to remember to save manually! You can also adjust
the display area of the screen, change sound levels and enter your name here.

MH:DB3 includes a comprehensive contextual help system - you can press Start on
pretty much any screen for guidance notes (in Japanese of course).

| Section 04 | MAIN MENU                                                   s04 |

The main menu of MH:DB3 has eleven options:

o Free Play (see Section 07)

  - play one or more unranked matches with basic support/cheat functions

o Ranking Battle (see Section 08)

  - play a series of matches to advance through 21 ranks

o Underground Ranking Battle (see Section 09)

  - play a series of matches to advance through 21 ranks again

o Ranking Certification Test (see Section 10)

  - take a series of mahjong knowledge tests

o Rating Match* (see Section 11)

  - play one or more matches to improve your numerical rating

o Trophy Contest* (see Section 12)

  - play through tournaments with different rule-sets to win trophies

o Tutorial Course (see Section 13)

  - study a beginner's guide to Japanese mahjong

o Discard Quiz (see Section 14)

  - choose the best tile to discard in fifteen real scenarios

o Settings (see Section 15)

  - configure various gameplay/display/sound settings 

o System Menu (see Section 16)

  - save/load and check your progress

o Downloads (see Section 17)

  - access any downloaded content

*You will need to be playing either rating matches or trophy contests to achieve
the various PSN challenge trophies (see trophies #18 to #36 in Section 23).

| Section 05 | CONTROLS                                                    s05 |

Press X to Jason. (sorry, wrong game!)

The following controls are used during play:

 d-pad left/right = select tile

           Circle = discard selected tile / select menu option

            Cross = cancel

         Triangle = view points and rules (in Ranking Battle or Trophy Contest)

                    Select the bottom-left button to view the current rule-set.
                    You can press Start here to access a help menu that explains
                    each of the more exotic rule options.

    d-pad up/down = select command / re-open command menu

                    A small pop-up menu will appear in the bottom-right corner
                    of the screen when you have the opportunity to call a tile
                    by Chii/Pon/Kan, use Riichi, declare a Kong or claim a win.

                    The bottom option will always be cancel - this option will
                    be highlighted by default for calls so you can cancel by
                    pressing Circle. However it's safer to get in the habit of
                    always using the Cross button to cancel the command menu.

                    If you close the menu by accident you can re-open it by
                    pressing d-pad up (unless it was a Chii/Pon/Kan menu).

           Square = open/close menu

                    This pop-up menu will appear in the bottom-right corner of
                    the screen. The options available vary with the game mode.

                    The full menu in Free Play mode has the following eight
                    options including three support/cheat functions.

                    1. Suspend match (unavailable on score screens)
                    2. Show/hide opponents' hand tiles
                    3. View tile wall contents
                    4. Settings (see Section 15)
                    5. Enable/disable hints
                    6. View points and rules (left button for rules)
                    7. View rules (see Section 22)
                    8. Cancel

                    When you view the rules it'll give the title and summary of
                    the current rule-set and you can use R1/L1 to cycle through
                    eight pages listing every rule setting individually.

                    If you pick the option to suspend a match you'll need to
                    press Circle to confirm or Cross to cancel. Now the bottom-
                    left button on the pre-match screen can be used to resume
                    the game from the same point. If you want to return to the
                    match another day you'll need to save the game. The game
                    can store your mid-game progress for several modes at once.

                    In Ranking Battle and Underground Ranking Battle mode you
                    have these five options:

                    1. Suspend match
                    2. Settings
                    3. View cumulative scores for current match series
                    4. View rules
                    5. Cancel

                    In Rating Match mode and Trophy Contest mode the menu also
                    has five options. The third one can be used to access the
                    same support functions as the Select button (see below).

                    1. Suspend match
                    2. Settings
                    3. Digital analysis (unavailable on score screens)
                    4. View rules
                    5. Cancel

               L1 = block/allow call pop-ups

                    When you press this button you'll see a marker appear in
                    front of you which has the word Naki (in Japanese) with a
                    red cross through it - this indicates that the game will
                    automatically reject any possible calls (Chii/Pon/Kan).

                    You can press L1 repeatedly to toggle this on/off.

          hold R1 = display player panel pop-ups

                    These show the four players in their correct table positions
                    with their seat-winds, names, ranks, positions and scores.

                    The number in brackets to the right of your character is
                    your current Shanten - how far you are from Tenpai (ready).

                    If chips are included in the current rule-set then each
                    player's chip total will be shown next to their score.

           Select = digital analysis (unavailable in Ranking Battle modes)

                    This function provides a really comprehensive statistical
                    analysis spread over four sections through which you can
                    page left/right with the shoulder buttons L1/R1.

                    o The first section (one page) shows which - if any - of
                      your tiles would be safest to discard against each of your
                      opponents based upon the tiles they've discarded so far.

                      The lists includes Genbutsu tiles (totally safe) and Suji
                      tiles (based on the assumption that the player has a two-
                      sided Ryanmen wait).

                    o The second section (one page) shows your current position
                      in the match and how many points you'd need to win either
                      by Ron off each of your three opponents or by Tsumo to
                      advance to higher position/s.

                    o The third section (usually one page) gives your current
                      Shanten count (how many tiles away you are from Tenpai)
                      and suggests which tiles to discard in order to improve
                      your Shanten and to aim for specific Yaku.

                      For each tile it tells you how many different tiles could
                      help you and how many in total are still available.

                      If you currently have a command pop-up open this section
                      will just tell you how calling a tile would improve your
                      Shanten (with no regard for Yaku) or that you have the
                      option to declare Riichi or a win.

                    o The final section (typically spread over several pages) is
                      displayed when you are Tenpai (ready) or Iishanten (one
                      away from Tenpai). For each viable discard option it tells
                      you how many different tiles could help you and how many
                      in total are still available. It shows the best possible
                      score with each option on both Tsumo and Ron wins too.

                    Overall this is a very powerful and helpful tool.

            Start = contextual help

                    This will give a page of explanatory notes about whatever's
                    on your screen, i.e. settings, digital analysis, rules, etc.

| Section 06 | DISPLAY                                                     s06 |

This section explains the layout of the in-game view and the scoring screens.

                                 Tabletop View
The main panel of the gameplay view represents the mahjong table, with your
tiles at the bottom and your opponents seated on the other three sides.

All four players are illustrated in the panels on the right with their current
seat-wind, chip count, name and score.
           _____________ __
          |             |__| - you
          |             |__| - Shimocha (player seated to your right)
          |             |__| - Toimen (player seated opposite you)
          |_____________|__| - Kamicha (player seated to your left)

You can also hold R1 to view larger panels which give the same information and
show the players in their true seating positions.

The dead wall with the Dora indicator/s is shown in the centre of the screen.
Above this are five counters which show the hand count (e.g. East 1), the Honba
count, the number of Riichi sticks on the table, the turn counter and the number
of tiles remaining to be drawn from the live wall.

The silver wind indicator shows the current round-wind (usually east or south);
it also shows which of the four players was the starting dealer. The current
dealer (east) is indicated with the pair of dice.

A clear marker with a red kanji relates to the Yakitori rule and one that says
"x2" (blue) or "x4" (red) is shown for the Wareme rule (see Section 22).

A marker above your tiles with a red X over it shows that you have chosen to
automatically reject call offers (press L1 to toggle).

                                Scoring Screens
Four different screens are shown after a hand is won. You can page through them
with L1/R1 or d-pad left/right. On any screen you can hold d-pad up/down, Select
or Triangle to view the tabletop.

The first screen shows the winning hand, the applicable Yaku (scoring elements),
the Dora bonus tile/s and the basic value of the hand before additions.

A win by Ron (with a stolen discard) is indicated by two characters in the top-
left while a win by Tsumo (with a self-drawn tile) is denoted by three kanji.

   Ron or        seat-wind and          seat-wind and name of
 Tsumo win    name of hand winner     discarder (for a Ron win)
    |    ____       |    .-------------------.    |
    '-->  ##        '--> | # #### <- # ##### | <--'                   Dora tiles
         ¯¯¯¯            '-------------------'                  ___ ___     |
                                                               |   |   | <--'
                                                               |   |   |
                                                           K7: |___|___|
          ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___           ___ ___
         |   |   |   |   |   |   |   |   |   |   |   |     ____|   |   |
winning  |   |   |   |   |   |   |   |   |   |   |   |    |    |   |   |    open
hand --> |___|___|___|___|___|___|___|___|___|___|___|    |____|___|___| <-- set
          | ####                      1# |                            |
 Yaku --> | ###                       1# |                            |
claimed   | ####                      1# |                            |
          | ##                        1# |                            |
          | ###                       2# |                            |

          ###                 .---------> 12000     .---------> 25# 6# <--.
          ###                 |      .--> 12000     |         .--> ###    |
          ### <--.            |      |              Fu        |           |
                 |            |  hand value   (minipoints)  Limit        Han
               chips      base value                       (if any)   (doubles)

The final value of a hand may differ from the base calculated value. For example
if a non-dealer wins by Tsumo with 20 Fu and three Han the base value is 2,600
points but since the smallest denomination of scoring-sticks is 100 pts this is
rounded up to 2,700 pts (dealer pays 1,300 pts and others both pay 700 pts).

The multipliers of the Wareme rule (see Section 22) can also cause a discrepancy
between the base value and true value of a hand.

If any chip bonuses are applied in the active rule-set then any gains will be
shown in the bottom row. The text label/s will indicate why the chips were
awarded, e.g. red (tiles), super (tiles), Ippatsu and Arisu (see Section 22).
Chip payments are tripled for Tsumo wins (all three opponents pay chips).

Press L1 to scroll to a screen showing the points won/lost in detail. There's a
blue box for each player and each one shows the following:

player seat-wind and name --> |     ## Barticle     |
                              | ##            25000 | <-- previous points total
          points won/lost --> | ##             3900 |
                              | ####           2000 | <-- Riichi points in/out*
  Honba points won/lost** --> | ##              300 |
                              | ##            31200 | <-- new points total
           chips won/lost --> | ###               0 |
                              | ####              0 | <-- new chips total

The two chips rows are only shown if chips are included in the current rules.

*If you won after reaching (also no-one else reached and there were no leftover
Riichi sticks already on the table) then the Riichi points row will show zero -
this represents the -1,000 points for declaring Riichi and the +1,000 points for
winning your stick back.

**In the event of an exhaustive draw this row shows the No-ten Bappu points (the
3,000 points shared by the players with Tenpai (ready) hands).

Now you can press R1 once to take you back to the first screen then again to get
a display showing the breakdown of the Fu (minipoints) of the winning hand.

(This screen will not be shown either for a Chii Toitsu (Seven Pairs) hand which
is always worth exactly 25 Fu or for Kokushimusou (Thirteen Orphans) which will
always score as a Yakuman (limit-hand).)
                ___ ___
               |   |   |                           ####
    Fu for     |   |   |
      pair --> |___|___|         0 #
                ___ ___ ___               ##         20 <-- always 20 for win
               |   |   |   |              ######      2 <-- wait bonus
    Fu for     |   |   |   |              ###         0 <-- concealed Ron bonus
     set 1 --> |___|___|___|     0 #      ###         0 <-- Tsumo bonus
                ___ ___ ___               ###         0 <-- total set value
               |   |   |   |                      +
    Fu for     |   |   |   |                      ¯¯¯¯¯¯
     set 2 --> |___|___|___|     0 #      ##         22 <-- overall sum
                ___ ___ ___
               |   |   |   |              ###        30 <-- total (rounded up)  
    Fu for     |   |   |   |
     set 3 --> |___|___|___|     0 #
                     ___ ___
                ____|   |   |
    Fu for     |    |   |   |
     set 4 --> |____|___|___|    0 #

The tile used to complete the hand will be highlighted pale red.

Finally you can press R1 again to reveal the tile sequences of all four sides of
the original tile wall from the start of the hand.

When you're ready you can press Circle to page through the screens and continue.

| Section 07 | FREE PLAY                                                   s07 |

The first option off the main menu allows you to play a match (or a series of
matches) against your choice of opponents. You cannot level-up your rank, earn
rating or win PSN trophies in this mode.

The box at the top of the pre-match screen shows a summary of the currently
selected rule-set. (see Section 21)

The four boxes in the centre show the four players selected to play. The box at
the top-left will show your name (and gender) if you've entered it under the
Settings menu (see Section 15). You can swap opponents if you like - to remove
someone you'll need to find their name in the list on the left (shown in silver)
press Circle, then pick another, press Circle to add them and Cross to exit the
list. In the name list you can press d-pad up/down to skip up/down the names.

The long box under the players shows the currently selected rule-set. You can
simply use d-pad left/right here to pick a new one or press the Circle button
for a list. By default there are eight rule-sets available (see Section 21).

Finally there are four buttons at the bottom of the screen. Use the first one to
start the match, the second one for random opponent selection (the menu gives
you five filters: all / pros / non-pros / male / female), the third for a rule
selection screen and the fourth to quit out to the main menu.

          1. Start Match    2. Random Opponents    3. Rules    4. Quit

On that rules screen you can highlight a rule-set with d-pad up/down and press
Circle or Square to open a pop-up menu with two, three or four options. When you
pick a set for the first time there will be two options, if you pick a rule-set
you've used before there will be three (you can clear the stats you've earned
using that set) and if it's a custom rule-set there will be four (you can edit
the rules which also clears the associated stats).

  1. Rules reference     1. Rules reference     1. Rules Reference
  2. Cancel              2. Clear results       2. Edit rules (Clear results)
                         3. Cancel              3. Clear results
                                                4. Cancel

The top option on the menu takes you to a multi-page breakdown of every rule in
in the selected set - use L1/R1 to page through the (83!) rule settings. If it's
a custom rule-set you can amend the rule settings here too (see Section 22).

The rule-sets available in each mode are summarised in Section 21.

During play you can press Square to access a pop-up menu (see Section 05). In
Free Play mode you have access to three cheat functions off this menu. Pick the
second option to reveal the other players' tiles (toggle on/off), pick the third
to see the composition of the full Yama (tile wall) and pick the fifth to enable
discard recommendations/hints (toggle on/off).

After a match the scores screen gives the "final scores" (see Section 20) and
applies any bonuses/penalties from optional rules. You can press Triangle or R1
here to save the match log or Circle to continue.

The next screen displays a grid that tracks the cumulative scores of the four
players. You can press Circle here to continue the series of matches with the
same opponents and rule-set or press Cross to quit out of the series and back to
the Free Play pre-match screen. The grid only shows fourteen rows but you can
play a series of more than fourteen matches if you wish.

| Section 08 | RANKING BATTLE                                              s08 |

The second option off the main menu is the Ranking Battle mode.

This could perhaps be considered the main mode in MH:DB3 as it gives its name to
the title of the game but it's important to remember that all the "challenge"
trophies can only be obtained in the Rating Match and Trophy Contest modes.

MH:DB3 uses the Dankyuusei system of Kyuu and Dan ranks from martial arts which
is also used in leagues for Japanese games like go, shogi (chess) and mahjong.

o Initially you are unranked.

o The first rank is 10th Kyuu, followed by 9th Kyuu, 8th Kyuu, 7th Kyuu, etc;
  these are presented using the usual English numerals 10, 9, 8, etc.

o After 1st Kyuu you're promoted to Shodan (1st Dan), then 2nd Dan, 3rd Dan, 4th
  Dan, etc, and from 2nd Dan onwards these are written using the kanji numerals
  that will be familiar from the tiles of the Manzu (Craks) suit (and the kanji
  for 10 looks like a plus sign "+").

o After 10th Dan you progress to the final rank of Meijin (Master).

Naturally your goal in this mode is to progress through all the ranks. For each
rank you're required to play a series of either two or three matches over which
your cumulative scores will be totalled. To get the rank promotion you need to
achieve the promotion requirement, for example finishing 1st overall.

The pre-match screen for this mode is a little different to Free Play. There is
extra information added at the top of the screen. Top-left is the rank you are
currently working towards, top-right are the starting scores for you (left) and
for your opponents (right) (as you progress through the higher ranks a larger
points handicap will be applied), bottom-left is the promotion requirement for
your next rank and bottom-right is the number of matches to be played.

Matches are always played using the Ranking Battle Rules (see Section 21b) which
is a fairly normal rule-set.

The grid in the centre of the screen shows the three opponents you are currently
playing against - your opponents will get tougher as you advance through the
ranks. The other columns show the cumulative scores for each player and the
scores obtained in individual matches. Scores are given and summed in the "final
scores" format (see Section 20), for example if you score +22 in the first match
and -5 in the second match your overall cumulative total will be +17.

Initially there will be four buttons at the bottom of the screen.

           1. Start Match   2. Rules   3. Change Opponents   4. Quit

Using the third button will reset any progress at the current rank, i.e. if you
have already played one match at that level. You will usually be matched against
opponents of the same level/s for any given rank promotion attempt.

If you press R1 you'll get a table which tracks your progression through the
ranks, showing for each grade the date you were promoted, the number of attempts
to pass the requirement, the number of matches played, your average placing in
those matches and your highest score (again in the "final scores" format).

After you've played one match in the contest the scores grid will populate and
an extra button will be added to the pre-match screen:

      1. Start Match   2. Rules   3. Change Opponents   4. Clear   5. Quit

You can now use the new fourth button to wipe your current progress.

This table gives a summary of the requirements to pass each rank:

                  Starting Scores       
  Next Rank |    You     |   Others   | Games |     Promotion Requirement
  10th Kyuu | 25,000 pts | 25,000 pts |   2   | Don't finish in last place
   9th Kyuu | 25,000 pts | 25,000 pts |   2   | Finish 2nd place or better
   8th Kyuu | 25,000 pts | 25,000 pts |   2   | Finish with a positive total
   7th Kyuu | 25,000 pts | 25,000 pts |   2   | Take 1st place overall
   6th Kyuu | 25,000 pts | 25,000 pts |   3   | Finish with a positive total
   5th Kyuu | 25,000 pts | 25,000 pts |   3   | Take 1st place overall
   4th Kyuu | 25,000 pts | 25,000 pts |   3   | Be the only positive player
   3rd Kyuu | 22,000 pts | 26,000 pts |   3   | Finish with a positive total
   2nd Kyuu | 22,000 pts | 26,000 pts |   3   | Take 1st place overall
   1st Kyuu | 22,000 pts | 26,000 pts |   3   | Be the only positive player
     Shodan | 19,000 pts | 27,000 pts |   3   | Take 1st place overall
    2nd Dan | 19,000 pts | 27,000 pts |   3   | Be the only positive player
    3rd Dan | 16,000 pts | 28,000 pts |   3   | Take 1st place overall
    4th Dan | 16,000 pts | 28,000 pts |   3   | Be the only positive player
    5th Dan | 13,000 pts | 29,000 pts |   3   | Take 1st place overall
    6th Dan |            |            |       |
    7th Dan |     ?      |     ?      |   ?   |      (coming soon...?)
    8th Dan |            |            |       |
    9th Dan |            |            |       |
   10th Dan |     ?      |     ?      |   ?   |      (coming soon...?)
     Meijin |            |            |       |

      | I'm taking a break from MH:DB3 to focus on other projects for a |
      | while but hopefully I'll be able to complete this listing soon. |

| Section 09 | UNDERGROUND* RANKING BATTLE                                 s09 |

This is the third option off the main menu but it doesn't unlock until you've
achieved 5th Kyuu rank in the Ranking Battle mode (see Section 08) - i.e. when
you're working towards achieving the 4th Kyuu grade.

This works exactly the same way as the Ranking Battle mode described above and
you progress through the same twenty-one ranks from 10th Kyuu up to Meijin. From
what I've seen so far the promotion requirements at each rank are identical too.

The key difference here is the rule-set (see Section 21b) which is played with
Yakitori and chips for Ippatsu ("one-shot" win") and Ura Dora (under-Dora).

Your reward for achieving the top rank is a gold PSN trophy (see Section 23).

*The character used here is Ura, the same one used in Ura Dora. This kanji can
denote the underside of something or generally something that is hidden from
view. I've applied some artistic licence and translated this as "underground".

| Section 10 | RANKING CERTIFICATION TESTS                                 s10 |

This is the fourth option off the main menu.

There are eleven tests here and they mirror the first eleven grades from the
Ranking Battle mode, i.e. 10th Kyuu, 9th Kyuu, 8th Kyuu, etc, up to 1st Kyuu and
then Shodan (1st Dan).

The ranking tests are structured as follows:

o For the first five tests (10th Kyuu to 6th Kyuu) there are five questions and
  you need to get all of them correct to pass.

o For the next five tests (5th Kyuu to 1st Kyuu) there are ten questions and you
  need to get eight consecutive correct answers to pass.

o For the final test (Shodan) there are fifteen questions and you need to get
  ten consecutive correct answers to pass.

Naturally you need to clear one level in order to unlock the next one. The grid
shows the date you passed each test and the number of attempts you took.

There's a limited pool of questions but the sequence is different each time and
the order of the multiple-choice answers gets shuffled too.

| Section 11 | RATING MATCH                                                s11 |

Rating Match mode is the fifth option off the main menu.

The pre-match screen for this mode is virtually identical to the one for Free
Play (see Section 07) with the same four buttons:

          1. Start Match    2. Random Opponents    3. Rules    4. Quit

Three opponents are chosen at random and again you can swap them out or use the
random function to pick new ones plus you can change the active rule-set.

(It seems that you have a separate rating for each rule-set so if you switch to
a new set your rating will appear to drop back to the default 1500! Don't panic
- just switch back to your previous rules and your rating will be restored.)

You can tap R1 a couple of times to view extra screens that plot your rating
against time and list the details of your previous rating matches (date, rule-
set, position (1st-4th), previous rating and rating gained/lost in the match).

Each player has a numerical rating which persists throughout your career. If a
player gains rating in one match they'll have that same higher rating the next
time you face them. The total number of rating points in the game is constant so
the sum of the rating gains/losses in a match will always equal zero.

Here's a summary of the starting ratings:

                             Shodan characters (x4) - 1500
                       Intermediate characters (x4) - 1600
                           Advanced characters (x4) - 1700
                     Real-life pro characters (x14) - 1800
                                                You - 1500

Naturally your goal in this mode is to increase your rating. PSN trophies are
awarded for achieving ratings of 1600 (bronze), 1800 (silver) and 2000 (gold).

| Section 12 | TROPHY CONTEST*                                             s12 |

Trophy Contest mode is the sixth option off the main menu.

There are four separate mini-tournaments available in this mode:

                              1. Emperor-King Match
                              2. Devil-King Match
                              3. Fury-King Match
                              4. Bomb-King Match

You can earn silver PSN trophies for winning each of the four tournaments plus a
gold one for achieving victory in all of them.

Each tournament has three stages consisting of two matches played against the
same three opponents. Scores are tracked in the usual "final scores" format (see
Section 20) and totalled to give a cumulative total for each player after both
games in each stage. The Uma and Oka bonuses (see Section 22) will have a big
effect so your position in each match is usually crucial.

o Qualifier stage - sixteen players across four tables (not shown)
                  - top two players from each table proceed to the next stage

o Semi-Finals stage - eight players across two tables (not shown)
                    - top two players from both tables proceed to the next stage

o Finals stage - one table with four players
               - top player wins the tournament

If you come out top after the two finals matches you'll win the contest. Your
avatar will be shown on the screen with two pink kanji spelling Yuushou which
means "overall victory". If it's the first time you've beaten that particular
tournament you'll also receive the appropriate trophy.

Each tournament is played with its own unique rule-set (see Section 21c).

The pre-match screen for this mode is almost identical to that in Ranking Battle
mode except there are five buttons at the bottom of the screen:

    1. Start Match   2. Rules   3. Change Opponents   4. Trophies   5. Quit

While you can use it freely before you commence the tournament, the third button
will wipe your progress if used at a later stage.

The trophies function tracks specifically the twenty-four PSN trophies that can
be achieved in Trophy Contest mode. The top row has the four silver trophies
for winning each of the contests plus the gold trophy for beating all four; the
other nineteen are what I call the "challenge" trophies (see Section 23).

After you've played one match in the contest the scores grid will populate and
an extra button will be added to the pre-match screen:

 1. Start Match  2. Rules  3. Change Opponents  4. Clear  5. Trophies  6. Quit

You can now use the new fourth button to wipe your current progress.

*The full name of this mode is more like Trophy-Acquisition Match but I figure
"Trophy Contest" is a little more concise.

| Section 13 | TUTORIAL COURSE                                             s13 |

A guide to the basic rules of modern Japanese mahjong can be accessed from the
seventh option off the main menu.

The tutorial has two sections:

                             1. Rules of Mahjong
                             2. Beginner's Course

Within each section you can page through the guide with L1/R1. On some pages
you'll see a question where you can use d-pad up/down to pick an answer (or
d-pad left/right to select a tile) and Circle to choose your answer.

It's worth doing the quizzes if only for the very satisfying chime you get when
you give a correct answer. :) There's no penalty for getting these wrong.

| Section 14 | DISCARD QUIZ                                                s14 |

The eighth option off the main menu presents you with a series of fifteen "WWYD"
(What Would You Discard?) problems.

There's a sequence of fifteen scenarios listed in a grid but you can only take a
question once you have completed all the preceding ones so initially you can
only do the first one, then the second one, etc. The two columns on the right
record the date that you passed each question and how many attempts you took!

Each scenario is presented to you in full in-game view so you can see the hand
count (East 1 etc), player scores, discards, etc. Each time you simply have to
discard one tile but you need to pick the correct/best one for each question.

Each question will be preceded by a text box outlining the scenario and when you
give the correct answer you'll get another saying why it was right.

I've listed the questions, tiles and solutions below. In this notation "m" is
Manzu (Craks suit), "s" is Souzu (Bams suit), "p" is Pinzu (Dots suit) and I'm
listing the winds in English as E, S, W and N and the dragons as Rd, Wh and Gr.

Also "Tsumo" here indicates the tile you've just drawn (not a Tsumo win).

 1. Chii Toitsu / Honitsu? [1122358m 44s EE WhWh - Tsumo: 6m]

    Answer: 5m

 2. Dora Discard / Retain? [234m 2345p 355667s - Tsumo: 5s]

    Answer: 3s (Dora)

 3. Choosing the pair and the set [56m 344789p 34467s - Tsumo: 4m]

    Answer: 3p

 4. Junchan / Chanta? [12389m 12399p 99s Wh - Tsumo: Wh]

    Answer: 8m

 5. Yaku / Dora / Tanyao? [57m 45677p 467889s - Tsumo: 4p]

    Answer: 8s

 6. San Shoku / Chinitsu? [57m 57p 144467779s - Tsumo: 9s]

    Answer: 5p

 7. Choosing a wait for Chii Toitsu [11455m 668p 44556s - Tsumo: 4m]

    Answer: 8p

 8. Time to abandon pairs hand? [2266799m 3339p 66s - Tsumo: Gr]

    Answer: 3p

 9. Cutting for Honitsu? [79m 334455689s E Wh - Tsumo: 7s]

    Answer: 9m

10. Considering the dangerousness of the Dora [23477m 678p 34577s - Tsumo: 4p]

    Answer: 7m

11. Posture for 1st place in final hand? [445m 77899p 234s Wh Wh - Tsumo: 5p]

    Answer: 5p

12. Coping with a previous Riichi [567m 3344556788p - Tsumo: 3p]

    Answer: 4p

13. Handling a Dora with opposing Riichis [233445678m 234p 5s - Tsumo: 7m]

    Answer: 8m

14. Coping with their incomplete Honitsu [22566m 45666p 556a - Tsumo: 2m]

    Answer: 6m

15. Decision for one-suit hand [34568m 24p 5s E WW RdRd - Tsumo: 4m]

    Answer: 5s

There is no reward for completing the discard quiz beyond the satisfaction of
having worked out the answers for yourself.

| Section 15 | SETTINGS                                                    s15 |

The ninth option off the main menu lets you configure a few general options.

You'll get the following sub-menu:

                           1. Settings
                           2. Screen Size Adjustment
                           3. Cancel

After making changes press Circle to save or Cross to cancel.

These are spread over four pages which you can cycle through using L1 and R1.

As usual you navigate with the d-pad, confirm with Circle and cancel with Cross.

After you've finished changing the settings pick the bottom-left button to
confirm and exit or the bottom-right button to exit without saving.

You can also access these mid-game by pressing Square to open the pop-up menu.

   Screen Settings (page 1)
1. Background (Tabletop) Pattern

   Rayon Red* / Rayon Green (bright) / Rayon Green / Rayon Blue /
   Matte Red / Matte Green (bright) / Matte Green / Matte Blue

   The matte options apply a tight chequered pattern.

2. Colour of Tile Backs (Tiles 1)

   Blue 1 / Blue 2 / Green 1* / Green 2 / Yellow 1 / Yellow 2 /
   Black / Gold / Silver / Bamboo / Random

   My current preference is black tiles on the rayon green table.

3. Colour of Tile Backs (Tiles 2)

   Blue 1 / Blue 2* / Green 1 / Green 2 / Yellow 1 / Yellow 2 /
   Black / Gold / Silver / Bamboo / Same as Tiles 1

   The automated mahjong tables that you find in Japanese mahjong parlours use
   two sets of tiles and these are used alternately for consecutive hands. This
   game recreates that feature by allowing you to specify the back colours for
   each set separately. However if you want your tiles to always look the same
   then you should select the final option here.

4. Tsumogiri Display

   On* / Off

   Tsumogiri is when you discard the tile you have just drawn from the wall
   (your Tsumo) instead of one from your hand.

   This is a very subtle visual effect - all four players' Tsumogiri tiles will
   be shown slightly shaded on the tabletop. This emphasizes the tiles that they
   discarded from their hands which gives insights into their tiles/intentions.

5. Faded Display of Discard Tiles

   On / Off*

   When this option is enabled a discard tile that is stolen by another player
   (with a Chii/Pon/Kan call) will still be displayed among the discarder's
   tiles on the table in addition to appearing in the new exposed set.

   This is unrealistic but useful in determining which tiles are Furiten.

6. Animation

   On* / Off

   This option adds a basic animated effect that shows each drawn tile entering
   the player's hand and each discarded tile leaving it. It's possible to see
   whether a player is discarding the tile they just drew (see "Tsumogiri") or
   one from within their hand.

   It also applies prominent directional katakana text effects whenever a player
   makes a call (Chii/Pon/Kan), declares Riichi or wins a hand (Tsumo/Ron).

   Additionally it briefly flashes the hand and Honba counts (e.g. East 3 & two
   Honba) on the screen at the start of each hand and adds up/down arrows on the
   right-hand side-bar when a player gains or loses points.

   Operation Settings (page 2)
1. Discard Speed

   (Fast) 1* / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 (Slow)

   You can set a very fast speed if you want to get through matches quicker or
   if you prefer a more sedate style of play you can set a slower speed.

2. Tile Arrangement in Free Play mode

   On* / Off

   When this option is disabled your hand tiles will be shown in random order!

   New tiles are always added at the right-hand end.

3. Time Limit in Free Play mode

   Off* / 3 secs / 5 secs / 10 secs / 20 secs

   If you don't discard a tile within the time limit the game will automatically
   discard the tile you just drew (not the tile you currently have selected).

4. Auto-Play after Riichi

   On* / Off

   When enabled your tiles will be discarded automatically after reaching unless
   you have the opportunity to claim a win or declare a concealed Kong.

   If you disable this option you'll need to press Circle to discard each time.

5. Ordering of Opponents' Hands

   Random / Ordered*

   This option is only available - and only relevant - if the Animation option
   (see above) is enabled.

   The tile animation effect shows whether a player discards either a tile from
   within their hand or the tile they just drew. When the "Ordered" option is
   applied your opponents' hands will be arranged in the same sequence as your
   own - i.e. Manzu (Craks), Pinzu (Dots), Souzu (Bams) and honours - and when
   they discard from within their hand the tile will be removed from its true
   position in the hand. This can give some insight into the player's hand, e.g.
   if they discard a Dots tile from the far left they have no Craks.

6. Hint Character

   Mutsuki / Jogetsu / Yayoi / Uduki / Satsuki / Minatsuki /
   Fumiduki / Haduki / Nagatsuki / Kannaduki* / Shimotsuki / Shiwasu

   This gives you a choice of the twelve computer characters.

   The hints available in Free Play mode are presented as unspoken text pop-ups
   so perhaps this determines which character's AI will be used...?

7. Confirm Save of System File

   On* / Off

   You can use this to disable the prompt to save when you exit to the main menu
   after playing a match, changing settings, etc, but you'll need to remember to
   save manually from the System menu (see Section 16).

   This is really important - either way the game has no auto-save function!

   Sound Settings (page 3)
1. Sound Effects

   On* / Off

2. Sound Effects Volume

   0 / 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9*

3. Tile Sound

   On* / Off

   This the sound of the tiles on the table, not the weird cursor noise.

4. Tile Sound Volume

   0 / 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9*

5. Self

   On* / Off

   This is the sound of the characters' declarations and occasional comments.

6. Self Volume

   0 / 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9*

7. Background Music (BGM)

   Off / Set 1* / Set 2

8. Background Music (BGM) Volume

   0 / 1 / 2 / 3 / 4* / 5 / 6 / 7 / 8 / 9

   Self / Player Settings (page 4)
1. Pre-Match Greetings

   On* / Off

   You can use this to disable the brief scene where all four players greet each
   other, mostly with some permutation of "Yoroshiku Onegaishimasu".

2. Discard Request

   On / Off*

   When this option is enabled if you are slow to take your turn one of your
   opponents will nag you every fifteen seconds. :6

3. Victory Prize Time

   On* / Off

   This applies happy/sad versions of the cartoon characters in the right side
   when they win/lose points (including No-ten Bappu points in a drawn hand).

4. Ronned Time

   On* / Off

   This adds a brief vocal effect when one of your opponents gets Ronned.

5. Yaku Read Aloud

   On* / Off

   When this option in enabled each Yaku (scoring element) in the winning hand
   will be announced on the scoring screen.

   For Yakuhai sets the name of the tile is spoken, i.e. Hatsu (green dragon),
   Chun (red dragon), Haku (white dragon), Ton (east), Nan (south), Shaa (west),
   Pei (north), Dabu Ton (double east) or Dabu Nan (double south).

   Menzen Tsumo (Concealed Self-Draw) is shortened to "Tsumo", Rinshan Kaihou
   (After a Kong) is given as "Rinshan", San Shoku Doujon (Mixed Triple Chow) is
   "San Shoku" and Toi-Toi Hou (All Pungs) is "Toi-Toi".

6. Player Name

   Default value is Yuuzaa* (literally "User")

   You can use an English keyboard (on a Euro/US PS3) to enter your name.

7. Player Gender

   Male / Female*

   This determines whether you have the male or female avatar and voice.

   The name and gender settings cannot be adjusted during a match. 

*These are the default options for each setting.

                             Screen Size Adjustment
As you might guess, this just lets you adjust the display area on your screen.

          Square = enlarge        Start = restore      Circle = confirm

        Triangle = shrink        Select = return        Cross = cancel

Use the d-pad to move the display around within the screen if necessary.

(You can also use this function to quickly preview your table and tile colour.)

| Section 16 | SYSTEM MENU                                                 s16 |

This is the tenth option off the main menu and again you get a sub-menu:

                        1. New System File
                        2. Load System File
                        3. Save System File
                        4. All Save Data Deletion
                        5. All Trophy Confirmation
                        6. All Winning Yaku Confirmation
                        7. Password Confirmation
                        8. Association Pro Profiles
                        9. Match Log Playback
                       10. Cancel

                                New System File
This first option simply lets you create and start using a new save file. Press
Circle to confirm or Cross to cancel. You won't lose your existing save file
unless you choose to overwrite it when you save the new one.

                               Load System File
If you have multiple save files (for example for different people) you can load
the save files here. Remember that any save/load screens in your native language
will use the usual Euro/US inputs - Cross to confirm and Circle to cancel!

Each save file will be numbered sequentially in addition to the time/date stamp.

                               Save System File
This option saves the current system file. Select an existing file to update or
overwrite it or pick the top option (with no date/time) to create a new save.

This is the default option whenever you open the System sub-menu.

                            All Save Data Deletion
This (somewhat archaic!) option lets you view/delete save files from any games
that are saved on your console. Be careful not to delete anything by mistake!

                            All Trophy Confirmation
This lets you view - in a rather neat 6x6 grid - all the PSN trophies for the
game (see Section 23 for a full list) so you can track which ones you've got and
when you got 'em.

                         All Winning Yaku Confirmation
The lists here track how many times you've made each Yaku (scoring element) and
Yakuman (limit hand) in winning hands. The default view shows everything but you
need to tap d-pad right/left to cycle through all five columns.

Alternatively you can tap down on the d-pad to filter by these categories:

                                 [ 1-Han Yaku ]

Riichi                                       Haitei (Last-Tile Tsumo)
Ippatsu ("one-shot" win after Riichi)        Houtei (Last-Tile Ron)
Menzen Tsumo (Concealed Self-Draw)           Rinshan Kaihou (After a Kong)
Tanyao (All Simples)                         Chankan (Robbing the Kong)
Pinfu                                        Chanta (Mixed Outside Hand - open)
Iipeikou (Pure Double Chow)                  Aka (red five)
San Shoku Doujun (Mixed Triple Chow - open)
Ikkitsuukan (Pure Straight - open)
Bakazehai (Yakuhai with round-wind)
Bakazehai 2 (Yakuhai with round-wind)
Jikazehai (Yakuhai with seat-wind)
Haku (Yakuhai with white dragon)
Hatsu (Yakuhai with green dragon)
Chun (Yakuhai with red dragon)

                                 [ 2-Han Yaku ]

Daburu Riichi (Double Riichi)                 Junchan (Pure Outside Hand - open)
Open Riichi                                   Honitsu (Half-Flush - open)
San Shoku Doujun (Mixed Triple Chow - closed)
Ikkitsuukan (Pure Straight - closed)
Renfuuhai (Yakuhai with round/seat-wind)
Renfuuhai 2* (Yakuhai with round/seat-wind)
Chanta (Mixed Outside Hand - closed)
Toi-Toi Hou (All Pungs)
San Shoku Doukou (Triple Pung)
Honroutou (All Terminals & Honours)
San Ankou (Three Concealed Pungs)
San Kantsu (Three Kongs)
Shou San Gen (Little Three Dragons)
Chii Toitsu (Seven Pairs)

                                 [ 3-Han Yaku ]

                   Daburu Riichi Open (Open & Double Riichi)
                   Junchan (Pure Outside Hand - closed)
                   Ryanpeikou (Twice Pure Double Chow)
                   Honitsu (Half-Flush - closed)

                                 [ 5-Han Yaku ]

                          Chinitsu (Full Flush - open)

                                 [ 6-Han Yaku ]

                         Chinitsu (Full Flush - closed)

                                  [ Yakuman ]

Tenhou (Heavenly Hand)               Kokushimusou 13 (Thirteen Orphans 13-sided)
Chiihou (Earthly Hand)
Chuurenpoutou (Nine Gates)
Junsei Chuurenpoutou (Pure Nine Gates)
Dai San Gen (Big Three Dragons)
Dai Suu Shii (Big Four Winds)
Shou Suu Shii (Little Four Winds)
Suu Ankou (Four Concealed Pungs)
Suu Ankou Tanki (Four Concealed Pungs on pair wait)
Suu Kantsu (Four Kongs)
Tsuuiisou (All Honours)
Chinroutou (All Terminals)
Ryuuiisou (All Green)
Kokushimusou (Thirteen Orphans)

                                [ Special Yaku ]

                Nagashi Mangan (All Terminal & Honour Discards)
                Renhou (Human Hand)

                             Password Confirmation
I think you unlock this by completing Shodan (1st Dan) grade in Ranking Battle
mode and the Ranking Certification Test. Then you can send the password off to
the Japan Pro Mahjong Association on the postcard that comes in the game box.

                            Association Pro Profiles
This gives a short profile for each of the fourteen real-life pro characters in
the game. You can pick from the menu then use L1/R1 to page through them all.

                               Match Log Playback
At the end of a match you'll get a screen where the "final scores" (see Section
20) are determined for each player, applying bonuses/penalties for Oka, Uma,
chips, etc. If you press Triangle or R1 here you'll be prompted to make a save
- this is not a general save, instead it's saving a log of the previous match.

When you have a match log file you can view it here in the final option on the
System Menu. After loading a log you'll get a rectangle with three options:

                1. Select which player's view you want
                2. Hands open (displayed on table) - no / yes
                3. Playback mode - go-round / automatic / manual

Then select the left button to begin the replay or the right button to cancel.

In automatic or manual modes you can press Select to pause / unpause automatic
playback. While paused you can press d-pad right to advance one tile (tap once
to draw, once to discard), d-pad left to rewind one tile, d-pad up to jump back
to the beginning of the hand or d-pad down to skip to the end.

You can hold R1 to view the pop-up windows showing each player's name, rank,
position, score, etc and these now also show the Shanten for all your opponents
- i.e. how many tiles they need to become Tenpai (ready). This won't update in
real-time so you need to release and hold R1 again to refresh the Shanten count.

Just like during play you can press Square to access a pop-up menu too:

                    1. Suspend playback
                    2. Open/close hand tiles
                    3. View tile wall contents
                    4. Settings (see Section 15)
                    5. View rules (see Section 22)
                    6. Cancel

As usual the rules option gives you a one-page summary of the rule-set in use
but you can press R1/L1 to cycle through the pages of detailed rule options.

If you select the first of the three playback modes (I've decided to label this
as "go-round") it will show each player make one move each then pause, i.e. it
will show a single go-round. Press Circle each time to advance the replay.

When you press Square in this mode the pop-up menu will be slightly different.
The digital analysis option has been added (also available by pressing Select).

                    1. Suspend playback
                    2. Open/close hand tiles
                    3. View tile wall contents
                    4. Settings
                    5. Digital analysis
                    6. View rules
                    7. Cancel

After each full hand of play press Circle to continue or Cross to exit.

| Section 17 | DOWNLOADS                                                   s17 |

The eleventh (final) option off the main menu is for downloadable content.

The game was released at the end of October 2013 and at the time of writing this
short section - about three weeks after release - this section gives a brief
message saying that currently no download content exists.

| Section 18 | OPPONENTS                                                   s18 |

There are a total of twenty-six opponents in the game.

The first twelve are fictional characters named after the twelve lunar months.
They are separated into three skill levels - Shodan (1st Dan), Intermediate and
Advanced - and this also determines their initial rating in rating matches.

     Name*              |  Skill Level | Initial Rating | Appearance
   1 Mutsuki Yasuo      |    Shodan    |      1500      | green tracksuit
   2 Jogetsu Tarou      |    Shodan    |      1500      | balding
   3 Yayoi Mami         |    Shodan    |      1500      | girl with pigtails
   4 Uduki Kachiko      |    Shodan    |      1500      | burly woman
   5 Satsuki Genki      | Intermediate |      1600      | muscle man
   6 Minatsuki Reiko    | Intermediate |      1600      | girl in pink frills
   7 Fumiduki Emon      | Intermediate |      1600      | old guy with beard
   8 Haduki Momoe       | Intermediate |      1600      | crucifix pendant
   9 Nagatsuki Osamu    |   Advanced   |      1700      | brown jacket
  10 Kannaduki Kazuhira |   Advanced   |      1700      | purple jacket
  11 Shimotsuki Iwao    |   Advanced   |      1700      | smoking man
  12 Shiwasu Yasuyo     |   Advanced   |      1700      | large breasts

The other fourteen opponents are real-life professionals from the Nihon Puro
Maajan Kyoukai (Japan Pro Mahjong Association) - seven male and seven female.

The pro characters all start with a high rating of 1800 for Rating Match mode.

You can view profiles of each of the pros under the System Menu - pick the tenth
option off the main menu, then the eighth option off the sub-menu and then pick
a name. You can page through the profiles with L1/R1.

*Since Japanese kanji names can have numerous different readings I've had to use
a little guesswork here. Some of the literal meanings of the names are relevant
to the character or game, like "plump guy", "victory child", "beautiful child",
"defensive gate" or simply "master".

| Section 19 | STATISTICS                                                  s19 |

In all modes except Free Play you can press R1 on the pre-match screen to page
through several screens of stats. The initial screen/s will be specific to the
current mode and the later ones will all have the following common format - with
various colourful pie charts and a bar chart. :)

In Rating Match mode there will be separate stats recorded for each rule-set.

    Individual Results (whole) (page 1)
 1. Total Hands Played
 2. Win Rate
 3. Tenpai Draw Rate
 4. No-ten Draw Rate
 5. Ronned Rate
 6. Tsumo'd Rate
 7. Other
 8. Abortive Draws Rate

    Individual Results (final shape) (page 2)
 1. Total Hands Played

 2. Riichi Rate
 3. Riichi Win Rate
 4. Riichi Draw Rate

 5. Open Rate
 6. Open Win Rate
 7. Open Draw Rate

 8. Closed Rate
 9. Closed Win Rate
10. Closed Draw Rate

    Individual Results (wins) (page 3)
 1. Total Hands Played
 2. Win Count

 3. Riichi Ron Win Rate
 4. Riichi Tsumo Rate

 5. Open Ron Win Rate
 6. Open Tsumo Rate

 7. Closed Ron Win Rate
 8. Closed Tsumo Rate

    Individual Results (scores) (page 4)
 1. Total Hands Played

 2. Riichi Ron Win Average
 3. Riichi Tsumo Average

 4. Open Ron Win Average
 5. Open Tsumo Average

 6. Closed Ron Win Average
 7. Closed Tsumo Average

 8. Win Average
 9. Ronned Average (negative)

    Individual Results (other) (page 5)
 1. Total Hands Played
 2. Riichi Win Ippatsu Rate
 3. Riichi Win Average Ura Dora Count
 4. Average Turns to Win After Riichi Count
 5. Win 1 Han Rate                      6. Win Over 4 Han Rate
 7. Win Average Han Count               8. Win Average Dora Count
 9. Hanchan Count

The following record streaks are added for Rating Match and Trophy Contest mode.

10. Consecutive 1st Places             11. Consecutive 4th Places
12. Consecutive non-1st Places
13. Consecutive non-Wins               14. Consecutive non-Ronned Hands

    Results (winning Yaku) (page 6)
This final page counts all the Yaku (scoring elements) and Yakuman (limit-hands)
from your completed winning hands in the current mode.

They're in the same order as the Yaku list on the System menu (see Section 16).

| Section 20 | FINAL SCORES                                                s20 |

You'll see that the scores at the end of a match are converted into a concise
format. This section explains how those "final scores" are determined.

| Although not illustrated in the game, players always buy into each game with |
| an amount of points called the Kaeshiten. The standard amount is 30,000 pts. |
|                                                                              |
| Each player will start the game with an amount of points called the Haikyuu  |
| Genten. The standard amount is 25,000 pts. With four players the total amount|
| of points at any stage will equal the Haikyuu Genten x 4 (e.g. 100,000 pts). |
|                                                                              |
| The difference between these two figures forms a bonus called the Oka which  |
| is awarded to the player in 1st place at the end of the match. The standard  |
| Oka in a four-player game would be (30,000 - 25,000) x 4 = 20,000 pts.       |
|                                                                              |
| If the Kaeshiten and Haikyuu Genten are equal then no Oka bonus is applied.  |

1. The Kaeshiten (buy-in) is subtracted from each player's end score.

   The new totals represent their basic profit or loss in the match (although
   you have to remember that the player in 1st will get the Oka bonus too).

2. Each score is divided by 1,000.

3. Each score is usually rounded to an integer value.

   The exact method of rounding is set by rule option 1.12 (see Section 22).

   Often the score of the 1st place player is tweaked slightly to ensure that
   the four scores sum to zero (after the Oka is added back in).

Here are some quick worked examples of how the final scores are calculated.

Example 1
This first example is from a fairly ordinary match from Ranking Battle mode. The
buy-in was 30,000 pts and the starting scores were 25,000 pts. The rounding
option was set to the first value which leaves the scores unrounded in Step 3.

The scores from the end of the match sum to 100,000 pts (4 x 25,000 pts).

The 30,000 pts buy-in is subtracted in Step 1 - only Player A has made a profit
over their initial investment. The 20,000 pts deficit in the totals constitutes
the Oka bonus which will be paid to the winner.

Although the final scores are quite close together at this stage that will soon
change once the Oka, Uma and other bonuses are applied (see below).

               |  End Scores  |    Step 1    |    Step 2    |    Step 3
      Player A |   31,800 pts |    1,800 pts |     +1.8     |     +1.8
      Player B |   25,400 pts |   -4,600 pts |     -4.6     |     -4.6
      Player C |   21,700 pts |   -8,300 pts |     -8.3     |     -8.3
      Player D |   21,100 pts |   -8,900 pts |     -8.9     |     -8.9
       totals: |  100,000 pts |  -20,000 pts |    -20.0     |    -20.0

Example 2
This second example is more extreme! It was taken from a match played with the
Aotenjou (no limits) rule and with the Tobi (bankruptcy) rule disallowed... :)

Although the scores are a little crazy the basic maths is the same here and you
can see that the end scores sum to 100,000 again and the Oka is 20,000. This
time the match was played with a rule-set that included a rounding option.

               |  End Scores  |    Step 1    |    Step 2    |    Step 3
      Player A |  439,100 pts |  409,100 pts |     409.1    |     +409
      Player B |   41,000 pts |   11,000 pts |      11.0    |      +11
      Player C |  -20,100 pts |  -50,100 pts |     -50.1    |      -50
      Player D | -360,000 pts | -390,000 pts |    -390.0    |     -390
       totals: |  100,000 pts |  -20,000 pts |     -20.0    |      -20

Example 3
This final example is from another more exotic game, this time with a 60,000 pts
buy-in and 15,000 pts starting scores.

The end scores sum to 60,000 (15,000 x 4) and the match winner is due to receive
a massive 180,000 pts Oka bonus (45,000 x 4).

               |  End Scores  |    Step 1    |    Step 2    |    Step 3
      Player A |   38,600 pts |  -21,400 pts |    -21.4     |     -22
      Player B |   11,600 pts |  -48,400 pts |    -48.4     |     -48
      Player C |   11,000 pts |  -49,000 pts |    -49.0     |     -49
      Player D |   -1,200 pts |  -61,200 pts |    -61.2     |     -61
       totals: |   60,000 pts | -180,000 pts |   -180.0     |    -180

On the score screen after a match the final scores are shown and *then* all
bonuses/penalties from optional rules are applied in the following order. Rows
will be left empty for any rules not in use. See Section 22 for more rules info.

                                 1. Score
                                 2. Final score
                                 3. Oka
                                 4. Uma
                                 5. Chips
                                 6. Buttobi
                                 7. Yakitori
                                 8. Haigen Binta
                                 9. Total chips
                                10. Total points

After the Oka (winner's bonus) has been applied all scores will sum to zero. The
scores will retain the zero sum after any other bonuses/penalties are applied.

You can now press Triangle or R1 to save the match log which you can then replay
from the System Menu (see Section 16) or press Circle to continue.

| Section 21 | RULE-SETS                                                   s21 |

MH:DB3 features several rule-sets which are applied in different game modes.

You can view, and in some cases edit, a rule-set by selecting the rules button
that appears on the pre-match (character selection) screen. The rules screen
will highlight the key features of the current rule-set and you can press L1/R1
to page through a complete breakdown of the rule settings - if the rule-set is
customisable you can make changes here too.

In Japanese mahjong the term Ari indicates a rule that is being used and Nashi
denotes one that is not. For simplicity I'll use "ON" and "OFF" here instead.

Each of the rule options is explained individually in Section 22.

| Section 21a | Free Play & Rating Matches                                s21a |

In Free Play mode there are eight rule-sets listed. The first four are fixed and
cannot be modified but the next four are fully customisable.

There's also a ninth menu option which can be used to create new rule-sets but,
even if you save, these seem to get wiped after using Rating Match mode.

                          1. Kappagi Master Match Rules
                          2. No Reds & East-Only Match
                          3. Popular Rules
                          4. Mahjong Haoh Rules
                          5. Play Results Extra 1
                          6. Play Results Extra 2
                          7. Play Results Extra 3
                          8. Play Results Extra 4
                          9. New Rules Creation

In Rating Match mode the same eight rule-sets are available to use (you can use
options 5-8 with your own customisations but you cannot use any of the entirely
new rule-sets that you've created in Free Play mode). You will earn a separate
numerical rating for each of the eight rule-sets.

The key elements of each set are highlighted in the game as follows:

                           Kappagi Master Match Rules
This is the default rule-set including red fives and a large bonus for 1st.

- Kuitan is ON (you can claim Tanyao (All Simples) on an open hand)
- Atozuke is ON (you can win when your hand had no Yaku before the winning tile)
- red fives are ON (each special red tile is worth one Han in a winning hand)
- two-round matches (east and south rounds)
- 30,000 pts buy-in and 25,000 pts starting scores (i.e. 20,000 pts Oka bonus)
- 10-30 Uma (4th pays 30,000 pts to 1st and 3rd pays 10,000 pts to 2nd)
- Shaanyuu is OFF (no "extra time" west round)
- dealer gets a Renchan (continuance / extra hand) only for a win
- Agari Yame is ON (dealer can choose to stop game after winning final hand)
- Double Ron is ON (two players can win off the same discard)
- Tobi is ON (match ends if one or more player's score drops below zero)
- Ryan Han Shibari is OFF (no two-Han minimum when Honba counter is 5+)
- one red five in each suit (three total)
- Yakuman (limit-hand) chips are ON

Although not listed there, chips are also awarded for Ura Dora and red fives but
not for Ippatsu ("one-shot" win after Riichi).

                           No Reds & East-Only Match
This gives shorter matches with no red fives.

- Kuitan is ON
- Atozuke is OFF
- red fives are OFF
- one-round matches (east round only)
- 30,000 pts buy-in and 25,000 pts starting scores
- 10-20 Uma (4th pays 20,000 pts to 1st and 3rd pays 10,000 pts to 2nd)
- Shaanyuu is OFF
- dealer gets a Renchan for a win or for a Tenpai (ready) hand in a draw
- Agari Yame is ON
- Double Ron is OFF (the player nearest the discarder's right gets the win)
- Tobi is ON
- Ryan Han Shibari is OFF

                                  Popular Rules
The bankruptcy rule is off here so play continues after someone is busted.

- Kuitan is ON
- Atozuke is ON
- red fives are OFF
- two-round matches
- 30,000 pts buy-in and 25,000 pts starting scores
- 10-20 Uma
- Shaanyuu is OFF
- dealer gets a Renchan for a win or for a Tenpai (ready) hand in a draw
- Agari Yame is OFF
- Double Ron is OFF
- Tobi is OFF (match continues if one or more player's score drops below zero)
- Ryan Han Shibari is OFF

                               Mahjong Haoh Rules
This is an Infure (inflation) rule-set so expect a few reversals of fortunes.

- Wareme is ON (player with broken wall ("x2" marker) pays/receives double)
- Yakitori is ON (penalty for not winning a hand)
- red fives are ON
- one-round matches
- ("speed and power are required!")
- 30,000 pts buy-in and 25,000 pts starting scores
- 10-30 Uma
- Tobi is ON
- Wareme, Big Wareme, Yakitori and Yakitori Reversal [final marker] are ON
- dealer gets a Renchan for a win or for a Tenpai (ready) hand in a draw
- Agari Yame is ON
- one red five in each suit
- chips for Ippatsu ("one-shot" win), Ura Dora (under-Dora) and red fives
- Double Ron is ON

                                Custom Rule-Sets
The next four choices on the rule-sets list (numbered 1-4) can be fully edited.
Alternatively you can use the ninth option on the rule-set list to create a new
set from scratch. This will be added to the list after the first eight options.

(You can create yet more rule-sets which will all be added to the list - when I
was testing this I got bored after making twenty!)

From the pre-match screen click on the rules button, select one of the custom
rule-sets and press Circle. The first screen is a summary of the rule-set - on
this page you can select the top box to edit the name of the set and the second
box to edit the long description in the big box below.

Now you can use R1/L1 to page through the rule settings - these will always be
displayed in the same order as my listings in Section 22. You can press d-pad up
or down to pick an option and d-pad left or right to change the setting.

When you've finished editing click the left grey button at the bottom to confirm
your changes or the right grey button to exit without saving.

| Section 21b | Ranking Battle & Underground Ranking Battle               s21b |

Ranking Battle and Underground Ranking Battle modes have their own rule-sets.

The key elements of both sets are highlighted in the game as follows:

                              Ranking Battle Rules
This rule-set is applied in Ranking Battle mode.

- dealer gets a Renchan for a win or for a Tenpai hand in a draw
- Agari Yame is ON
- Double Ron is OFF
- red fives are OFF
- Shaanyuu is ON (an extra round is played if no-one achieves 30,000 pts)
- Tobi is ON
- Uma is "floating top" (bonuses are paid to players with positive final scores)

Matches are played over two rounds and initially the starting scores will be
25,000 pts but on the higher ranks you'll see significant handicaps applied to
your starting score (with a corresponding increase to your opponents' totals),
for example you might start with 19,000 pts while they all get 27,000 pts each
(this preserves the usual points total: (3 x 27,000) + 19,000 = 100,000).

The buy-in is 30,000 pts so you'll need to score 30,100+ points in a match to
achieve a positive "final score" (see Section 20). As long as you go positive
you'll gain points from the Uma but of course it's best to get 1st place because
you'll receive the largest payment and also the Oka winner's bonus.

Kuitan is allowed so you can claim Tanyao (All Simples) on an open hand.

Overall this is a pretty standard no-frills rule-set apart from the novel Uma.

                         Ranking Battle (Red Fives ON) Rules
In Underground Ranking Battle mode more luck/gambling elements are added.

- ("try to get one-person floating top and gather chips")
- ("you should absolutely avoid Yakitori") (Yakitori is ON)
- 30,000 pts buy-in and 25,000 pts starting score
- Uma is "floating top"
- Tobi is ON
- dealer gets a Renchan for a win or for a Tenpai hand in a draw
- Agari Yame is ON
- Double Ron and Triple Ron are ON
- red fives are ON

Additionally matches are played over two rounds, Shaanyuu is ON, Kuitan is ON
and chips can be earned for Tobi, Ura Dora, Ippatsu and Yakuman.

Instead of the usual points options, the penalty for Yakitori is two chips each.

| Section 21c | Trophy Contest                                            s21c |

In the Trophy Contest mode each of the four contests has its own rule-set.

The key elements of each set are highlighted in the game as follows:

                               Emperor-King Match
This is a fairly standard rule-set with 25,000 pts and two-round matches.

- red fives are ON
- 10-30 Uma
- Tobi is ON
- dealer gets a Renchan only for a win
- Agari Yame is ON
- Double Ron is ON
- chips are ON

I got a sweet (but very lucky) counted Yakuman hand in my very first match in
this mode. I reached on a hand with two concealed Pungs (one composed of the
Dora) and two pairs (Shanpon wait), drew another Dora and declared a concealed
Kong then grabbed a supplement tile which completed one of the pairs giving me
a Rinshan Kaihou (After a Kong) win and San Ankou (Three Concealed Pungs). I
picked up four Ura Dora giving me thirteen Han (doubles) in total. :D

                                Devil-King Match
This is quite a stripped-down set, removing the luck-based bonuses Ippatsu and
Ura Dora, draw points and the winner's bonus; also the Uma is a small 4-12.

The east-only matches can be pretty short so you'll want to grab points whenever
you can. Remember you cannot claim Tanyao (All Simples) on an open hand.

With No-ten Bappu absent you won't win/lose points on a draw so you can focus on
pure defence if necessary instead of trying to achieve/maintain Tenpai.

- Kuitan is OFF
- Atozuke is ON
- one-round matches
- 30,000 pts buy-in and 30,000 pts starting scores (i.e. no Oka bonus)
- Ippatsu is OFF
- Ura Dora and Kan Ura Dora are OFF
- Kan Dora are ON
- No-ten Bappu is OFF

                                 Fury-King Match
Things start to get a bit crazy here with the limits system removed and player
scores increasing exponentially. With the double Dora and six bonus tiles you
can get some insanely big scores but with the bankruptcy rule ignored it's also
possible to end up heavily in the red so defence can be *very* important!

The starting scores are 25,000 pts and you play Hanchan (two-round matches).

Remember that your hand must be worth at least two Han (doubles) to be able to
declare a win with it so you can't take the easy route of Yakuhai or Riichi-only
hands, even if you have several Dora (and red/green fives don't count either).

- Aotenjou (no limits)
- dealer gets a Renchan only for a win
- two initial Dora
- three red fives (each worth 1 Han but no chips)
- three green fives (each worth 2 Han and two chips)
- permanent 2-Han minimum
- Agari Yame is ON
- Double Ron is ON
- Triple Ron is ON
- Tobi is OFF
- chips are ON

                                 Bomb-King Match
The match winner can do very nicely here with a guaranteed 30k from the Uma and
20k from the Oka (starting scores are 25,000 pts each) plus up to 60k from the
Binta. The multiplier effect of the Wareme rule can have a significant impact,
especially with the x4 "Big Wareme" option, so you should take special care not
to deal into an opponent's winning hand when either you or they are markered.

Chips are awarded only for Arisu and seem to be worth a mere 100 pts each in
this rule-set (i.e. 0.1 per chip in the "final score" reckoning).

- one-round matches
- 10-30 Uma
- Tobi is ON*
- Wareme, Dai Wareme, Yakitori and Yakitori Reversal are ON
- one Haku Pocchi for any Riichi win (wildcard white dragon tile)
- Arisu in ON for concealed wins (bonus for matching dead wall tiles)
- Haigen Binta is ON (multiples of 10,000 pts exchanged after the match)
- dealer gets a Renchan for a win or for a Tenpai hand in a draw
- red fives are ON
- Agari Yame is ON
- Double Ron is ON
- Tobi is OFF*
- Chips are ON

*The in-game summary lists Tobi as both Ari (ON) and Nashi (OFF) but the rule
settings clearly show it as OFF so the game continues with negative scores.

| Section 22 | RULES                                                       s22 |

This section catalogues the full range of rule options available in MH:DB3.

There are a staggering 83 rule options in total, shown over eight pages in the
order listed below (e.g. 2.05 is the fifth setting shown on page 2).

Despite having so many optional rules featured the game does not include Kanburi
(Ron After Kong), Shii-San Puutaa (Thirteen Unconnected Tiles), Dai Sharin (Big
Wheels) or San/Suu Renkou (Three/Four Consecutive Pungs).

See Section 21 for details of the rule-sets available in each game mode.

                                   Standard 1
1.01 Game Length

     Options: east-only (one round) / east-south (two rounds) / four rounds

     The standard duration in Japanese mahjong is the two-round Hanchan match -
     this is literally a "half-game", half the duration of the full four-round
     match of the original Chinese classical rules.

1.02 Nannyuu, Shaanyuu or Kaeriton (extra time)

     Options: OFF / ON (immediate) / ON (after final hand)

     When this option is ON the match will continue with extra rounds until one
     player achieves the target score. (see 1.03)

     The name of this rule will change depending on your setting for 1.01 but
     all three do essentially the same thing:

     o in an east-only match Nannyuu adds a south (Nan) round
     o in an east-south match Shaanyuu adds a west (Shaa) round
     o in a four-round match Kaeriton adds a second east (Ton) round

     With the second setting the "sudden death" rule is applied so when you're
     playing an extra round the match will end as soon as someone achieves the
     target score. With the third option the match ends after Orasu, the final
     hand of the round (e.g. West 4).

1.03 Threshold for Nannyuu, Shaanyuu or Kaeriton

     Options: 30,000 / 30,100 / 31,000 / 31,100 / 32,000 / 32,100 / 33,000 /
              33,100 / 60,000 / 60,100 / 61,000

     This sets the target score for the previous rule.

     This is connected to the buy-in rule (1.09) below. If the buy-in is set
     to 30,000 and a player meets the 30,000 target they have broken-even or if
     they meet/exceed a 30,100 target they have made a profit.

     (if 1.02 is OFF then this rule will be unavailable)

1.04 Buttobi (bankruptcy)

     Options: OFF / 0 pts or fewer / fewer than 0 pts / fewer than -100k pts /
              fewer than -200k pts / fewer than -1,000k pts

     The Buttobi (or Tobi) rule causes a match to end early if one or more of
     the players is busted. With the second option they bust at zero or below
     but with the third option they can survive on zero points.

     MH:DB3 has three additional extreme options where a player is busted with
     a score below -100,000 pts, -200,000 pts or -1,000,000 pts (one million!).
     These would only need to be used in conjunction with Aotenjou (3.01).

1.05 Buttobi Chips (bankruptcy chips)

     Options: OFF / 2P / 5P / 10P / 20P

     This is a penalty applied when a player gets busted - the bankrupted player
     pays the fine to the player that busted them.

     2P means 2,000 pts, 5P is 5,000 pts, etc.

     (if 1.04 is OFF then this rule will be unavailable)

1.06 Buttobi Settlement

     Options: OFF / ON

     I'm still testing this one...

     (if 1.04 is OFF then this rule will be unavailable)

1.07 Ties

     Options: Chiicha Priority / Tie

     This rule determines the outcome when two players have the same points
     total at the end of a match.

     With the first option the higher placing is assigned to whichever player
     was the Chiicha (the starting dealer) or by extension whichever of the two
     players was the first to be east.

     With the second option they stay tied - and if Uma (1.11) is applied they
     split their payments equally between them, for example with a 10-20 Uma
     (+20,+10,-10,-20) if the bottom two players are tied for 3rd/4th the Uma
     payments would be +20,+10,-15,-15 or if the middle two players are tied
     they'd be +20,0,0,-20.

1.08 Haikyuu Genten (starting scores)

     Options: 10,000 / 15,000 / 20,000 / 25,000 / 27,000 / 30,000 / 60,000

     This is the amount of points that each player holds at the start of a game.

     (the 60k option is only available when you pick 60k on 1.09 below)

1.09 Kaeshiten (buy-in)

     Options: OFF (position only) / 30,000 / 60,000 

     This sets the amount of points required to buy-into each match.

     I think the "position only" note refers to the fact that no Oka (see 1.10)
     would be paid and instead you'd get the Uma payments (see 1.11) only.

1.10 Oka (winner's bonus)

     Options: OFF / (0 pts to 200,000 pts!)

     This option is set automatically based on your settings on the previous two
     rules. The Oka is equal to 4 x (buy-in minus starting scores).

     For example with the standard values of 30,000 pts and 25,000 pts the Oka
     awarded to the match winner will be 20,000 pts.

     (if 1.09 is set to OFF then 1.10 will be OFF too)

     (if 1.08 and 1.09 are equal then 1.10 will be zero)

1.11 Uma (spread bonus)

     Options: OFF / 4-12 / 5-10 / 6-12 / 10-20 / 10-30 / 20-40 / 20-60 / 30-60 /
              40,10,-20,-30 / "float" condition

     The Uma is an exchange of points at the end of a match based on the player
     positions, for example with the smallest 4-12 option the player in 3rd pays
     4 (thousand) to 2nd and the player in 4th pays 12 (thousand) points to 1st.

     With the asymmetrical 40,10,-20,-30 option the players in 3rd and 4th pay
     20,000 and 30,000 pts respectively and from this 50k pot 10,000 pts go to
     2nd and 40,000 pts go to 1st.

     The "float condition" option is applied in the Ranking Battle modes. This
     is based on the "final scores" (see section 20) from the end of the match.
     Every player with a positive final score will gain points but the amounts
     paid depend on how many players "floated to the top".

     - If one player is positive the Uma is +30,-5,-10,-15

     - If two players are positive the Uma is +20,+10,-10,-20

     - If three players are positive the Uma is +15,+10,+5,-30

1.12 Senten Miman Atsukai (handling less than 1,000 pts)

     Options: no change / round down / round up / round 4 down and 5 up /
              round 5 down and 6 up / round down to Kaeshiten

     These are different options for rounding during the process of determining
     what I like to call the "final scores" (see Section 20) after a match.

     The default option is the fourth one where, for example, a result of +10.4
     would be rounded down to +10 but +10.5 would be rounded up to +11.

                                   Standard 2
2.01 Tonba Renchan (continuance requirement in east round)

     Options: Win / Tenpai / No-ten / OFF

     This sets the conditions that determine when the dealer (east) gets an
     extra hand without the seat-winds changing (so they "stay on" as east).

        Win - continuance only when dealer wins

     Tenpai - continuance when dealer wins or when dealer is Tenpai (ready) if
              the hand ends in an exhaustive draw

     No-ten - continuance when dealer wins or when dealer has either a Tenpai or
              No-ten (unready) hand in a draw (i.e. whenever no-one else wins)

        OFF - no continuances

2.02 Subsequent Rounds Renchan (continuance requirement in other rounds)

     Options: Win / Tenpai / No-ten / OFF

     This setting applies in the south round and in any additional rounds if the
     Nannyuu/Shaanyuu/Kaeriton rules are applied. (see 1.02)

     (if 1.01 is set to east-only then 2.02 will be unavailable)

2.03 Orasu Renchan (continuance requirement in final hand)

     Options: Win / Tenpai / No-ten / OFF

     Orasu is the final hand of the match, i.e. East 4 in a one-round east-only
     match or South 4 in a two-round east-south match.

     (this rule supersedes 2.01 or 2.02 in the final hand)

2.04 Agari Yame (quit while you're ahead (won))

     Options: OFF / ON

     When this rule is ON the dealer (east) is given the option to end the match
     early if they win the final hand (instead of playing a continuance with the
     risk of losing position).

     If this happens you'll see a large grey rectangle appear with a question at
     the top (do you want to do Agari Yame?) and a summary of the player scores.

     Press Circle to accept (end game) or Cross to reject (continue game).

2.05 Tenpai Yame (quit while you're ahead (ready))

     Options: OFF / ON

     This is an uncommon variant of 2.04 where the dealer can end the game early
     if the final hand ends in an exhaustive draw and they are Tenpai.

     (if 2.03 is set to Win then this rule will be unavailable)

2.06 Shibari (minimum Han requirement)

     Options: usually 1 Han / 2 Han with 5 Honba / usually 2 Han / usually 3 Han

     Japanese mahjong is usually played with an Ii-Han Shibari (one-Han minimum)
     - your hand must be worth at least one Han (double) in order to be able to
     declare a win with it. (This Han must come from Yaku (scoring element) and
     not from Dora (bonus tiles) so effectively it's a one-Yaku minimum.)

     Optionally the game can be played with a conditional Ryan-Han Shibari (two-
     Han minimum) when the Honba counter is at 5 or more.

     MH:DB3 adds the unusual options of having a permanent requirement where any
     hand must always be worth either two or three Han to declare a win.

2.07 Kyoutaku Riichibou (reach bank)

     Options: taken on win / taken on Riichi win

     Normally any Riichi sticks from the current hand (plus any unclaimed ones
     from previous hands) will be taken by the first player to declare a win.

     With the second option they can only be collected specifically by a player
     who wins a hand after reaching.

2.08 Shuuryou-ji no Kyoutaku (reach bank at end)

     Options: taken by 1st player / not included

     Usually any Riichi sticks unclaimed at the end of the match are paid to the
     player in 1st place but with the second option no-one gets them. The points
     are disregarded and not included in the final reckoning.

     This latter option gives the one exception where the "final scores" (see
     Section 20) will not sum to zero after the winner's bonus is added back in.

2.09 No-ten Bappu (unready penalty)

     Options: OFF / 3,000

     In the standard rules when a hand ends in an exhaustive draw the players
     with Tenpai (ready) hands receive a share of 3,000 pts paid by the players
     that have No-ten (unready) hands.

2.10 Honba Points (value of Honba counters)

     Options: OFF / 300 / 900 / 1,500

     Whenever a hand results in either a draw or a dealer win the Honba counter
     (the second number in the centre of the screen during play) increments by
     one and when someone wins a hand they receive a bonus equal to 300 times
     the Honba value. The counter resets when a non-dealer wins.

     This rule allows you to either disable these payments or to boost the
     amounts so they have a much greater effect on the scores.

                                   Standard 3
3.01 Aotenjou (no limits)

     Options: OFF / ON

     Modern Japanese mahjong is played with the tiered series of limits (Mangan,
     Haneman, Baiman, Sanbaiman* and Yakuman) but with the Aotenjou ("blue sky"
     or "skyrocketing") rule the limit system is abandoned.

     For example a winning hand worth five Han (doubles) would usually be capped
     at the Mangan limit which would be worth 8,000 points (player is not east),
     however if the hand had 40 Fu (minipoints) the base points would be:

                          40 Fu x ( 2 ^ 5 Han ) x 4 = 5,120

     A non-dealer gets four times the base points so the total value would be:

                                 4 x 5,120 = 20,480

     This would then be rounded-up to 20,500 points, more than double the normal
     score for a non-dealer Mangan hand.

     Unfettered by the usual limits system, scores increase exponentially with
     the Han count giving some crazy totals. The biggest I achieved when playing
     through the Fury-King Match in Trophy Contest mode was a 12-Han 40-Fu hand
     which was worth a ridiculous 2,621,500 points.


     *The Sanbaiman limit can be tweaked or removed with 7.10 below.

3.02 Chips

     Options: OFF / 2P each / 5P each / 10P each

     Chips (in real-life literally plastic poker-style chips) can be awarded for
     various successes and lucky occurrences in the game.

     This rule sets the value of each chip which will be added as part of the
     "final score" reckoning (see Section 20), i.e. "2P" = 2,000 pts.

     There are separate options for chips with Arisu (3.04), Ura Dora (5.03),
     red tiles (5.06), Haku Pocchi (5.09), Ippatsu (7.02) and Yakuman (8.02).

     (if 3.02 is OFF then all those rules will be unavailable)

     The chip payment for Buttobi (bankruptcy) is set separately. (see 1.05)

3.03 Wareme (double points on wall break)

     Options: OFF / ON / Big Wareme ON

     Although the Yama (tile wall) is not depicted in this game you do at least
     see the dice which are thrown before each hand to determine which side of
     the wall will be broken.

     Under the Wareme rule the player seated on the same side as the break will
     pay or receive *double* points during the current hand. For example if the
     Wareme player is the dealer (east) they could win a mighty 24,000 points on
     a Mangan win instead of the usual 12,000 pts.

     The Wareme effects combine with the dealer "paying and receiving double"
     (e.g. 12k Mangan) but don't impact on No-ten Bappu payments in a draw. The
     Wareme multiplier is not applied to chip payments either.

     The third option is for Dai Wareme (literally Big Wareme) which works the
     same way except when both dice show the same number in which case the
     Wareme player pays and receives *four* times the normal amounts! Since it
     only applies on dice rolls giving even numbers, only the players seated to
     the left or right of the dealer (north and south) can get Dai Wareme.

     The name of the Wareme player will be displayed briefly at the start of
     each hand in addition to being indicated by a blue "x2" marker (or a red
     "x4" marker as appropriate). The marker also has a little crack in it which
     denotes the break in the wall I guess!

     (You can also determine the Wareme player by taking the number off the dice
     and counting counter-clockwise around the table starting on east.)

3.04 Arisu (wall flips after win)

     Options: OFF / Riichi wins / closed wins / all wins

     When a player wins a hand (subject to the criterion specified) they get to
     flip the next tile on the dead wall after the Dora indicator/s. If this
     matches a tile in their hand* they earn a chip (or three for a Tsumo win),
     if it matches two they get two chips, etc. Also if they get at least one
     match then they get to flip the next tile along too and then continue along
     the dead wall - and into the live wall if necessary - as long as they keep
     getting at least one match each time.

     This process will be visible on the dead wall where you'll see the flipped
     Arisu tiles shaded red. You'll also see the resulting chip count at the
     bottom of the score screen in the same place where you see other chip gains
     from red fives, Ura Dora, etc.

     Although it's luck-based, Arisu is one of my favourite optional rules.

     (if 3.02 is OFF then this rule will be unavailable)

     *With the Arisu rule you're looking for exact matches. It's not like Dora
     where, for example, a 4m Dora indicator tile gives a 5m Dora.

3.05 Yakitori* (penalty for not winning a hand)

     Options: OFF / ON / ON (Yakitori Naoshi ON)

     With the Yakitori rule option each player starts the match with a marker
     (with a single red kanji character on it). As soon as they win a hand their
     marker is removed. At the end of the match the players with markers pay a
     penalty (see 3.07) to the ones without.

     With the Naoshi (a.k.a. "Phoenix" rule) if all four players win a hand then
     their markers are restored and the process starts again.

     *Yakitori is a Japanese culinary term that means literally "grilled bird"
     so that's why you'll often see a rather macabre cartoon image involving a
     bird and a skewer on Yakitori markers. :6

3.06 Yakitori Reversal

     Options: OFF / ON (final marker only) / ON (always)

     With the second option the rule takes effect when only one player still has
     their Yakitori marker on the table. If they manage to score a Ron win off
     one of the other three players then the marker - and the high penalty for
     being the only Yakitori player - will be transferred to the discarder.

     With the third option whenever you clear your own marker by achieving a Ron
     win the discarder will receive your marker, even if they already have one!
     When they have two markers this will be indicated with a blue "x2". (etc)

     A player with two Yakitori markers needs to win two hands to clear them
     both and if they still have both markers at the end of the match they pay
     double penalties in the final reckoning. Similarly a player with three
     markers needs to win three hands and would pay triple.

     This rule does not apply if you win by Ron after you've already cleared
     your marker or if you win by Tsumo.

     (if 3.05 is OFF then this rule will be unavailable)

3.07 Yakitori Rate

     Options: 5P each / 10P each / 20P each

     This option specifies the size of the Yakitori penalty which is paid by any
     player with their Yakitori marker to every player without.

     For example with the 10P option if only one player lost their marker they
     would receive 10,000 pts from each of the other three (30,000 pts total).

     If all/no players have their markers then no Yakitori penalties are paid.

     (if 3.05 is OFF then this rule will be unavailable)

     In Underground Ranking Battle mode a penalty of two chips each is applied
     instead of the options available here.

3.08 Haigen Binta* (penalty for ending below starting score)

     Options: OFF / 10P / 20P

     Binta is a type of Uma (see 1.11) in which the players exchange multiples
     of a pre-defined amount (either 10,000 or 20,000 pts) at the end of a game
     - but the multiples applied depend on how many people finished the match
     with a score equal to or greater than the Haikyuu Genten (starting score),
     for example 25,000 points. The Binta and Uma rules can be used together.

     Considering all six pairings of the four players in turn (e.g. AB, AC, AD,
     BC, BD and CD), within each pair the player with the lower score pays the
     other, so 4th always pays 1st, 2nd and 3rd; 3rd pays 1st and 2nd; 2nd pays
     1st (and 1st pays no-one). In each pair the payment will be the specified
     Binta amount (either 10 or 20 thousand) if both players have points totals
     less than their starting score or if they both have totals equal to or
     greater than the starting score. If, however, only one player's points are
     less than the starting score they must pay *double* the Binta amount to the
     other player in that pair.

     There are only three possible outcomes and these are summarised in the
     table below which shows the overall multiples of the Binta amount (B) paid
     or received by the four players.
                                        |   1st  |   2nd  |   3rd  |   4th
         3 players under starting score | +6 x B |  0 x B | -2 x B | -4 x B
         2 players under starting score | +5 x B | +3 x B | -3 X B | -5 x B
          1 player under starting score | +4 x B | +2 x B |  0 x B | -6 x B

     For example if the Binta setting is 10P and only one player ends the match
     with a score greater than or equal to the starting score they will receive
     a bonus of 60 (60,000 pts) in the final reckoning, the player in 2nd place
     pays/receives nothing, 3rd pays 20 and 4th pays 40.

     (NB On the "final scores" screen (see Section 20) these will be calculated
     correctly but may display incorrectly as +600, 0, -200 and -400.)

     *In the Nintendo DS game based on the Mukoubuchi manga the Binta option can
     earn you bonus cash payments of up to 120 million Yen per match!

3.09 Initial Dora Count

     Options: 1 / 2

     This gives you the option of having two Dora indicators flipped on the dead
     wall at the start of each hand instead of the normal one.

     If you choose to have two Dora then an extra stack (two tiles) will be
     added to the Wanpai (dead wall) to ensure that four Kan Dora indicators are
     available there and therefore two fewer tiles will be available during play
     and the tile counter will start at 67 instead of the usual 69 (dudes).

     If a player wins after reaching then two Ura Dora are applied (unless the
     Ura Dora rule has been disabled with rule 5.01).

3.10 Kan Dora (Kong Dora)

     Options: OFF / ON (flipped instantly) / ON (flipped instantly for Ankan)

     An additional Kan Dora indicator tile will be flipped on the dead wall each
     time a player declares a Kong set.

     With the second option Kan Dora are enabled and the indicator is flipped
     and takes effect as soon as the Kong is declared. With the third option
     this only applies on the declaration of an Ankan (concealed Kong).

3.11 Kan Wanpai Zouka (Kong dead wall addition)

     Options: OFF / 1 / 2

     After a player declares a Kong they must draw a Rinshan (Kong supplement
     tile) to ensure that they have sufficient tiles in their hand to be able to
     complete it - this is taken from the left end of the dead wall. Usually the
     dead wall is then replenished - the final tile from the live wall is added
     to the dead wall so that it always contains fourteen tiles. In MH:DB3 this
     addition will be visible at the right end of the dead wall and the counter
     will now show that one less tile is available from the live wall.

     The standard rule setting would be 1 - one tile is added to replenish the
     dead wall. With the other two options the player still takes a supplement
     tile but either zero or two tiles are added to the dead wall.

                                   Standard 4
4.01 Kiriage Mangan (4/30 and 3/60 rounding)

     Options: OFF / ON

     Normally the Mangan limit is applied to any hand worth 5 Han (doubles), or
     4 Han and 40 Fu (minipoints) or 3 Han and 70 Fu.

     When this rule is applied any hand worth either 4 Han and 30 Fu or 3 Han
     and 60 Fu will be rounded up to the Mangan limit.

4.02 Renfon Toitsu Fu (double-wind pair minipoints)

     Options: 2 Fu  / 4 Fu

     This specifies the minipoint value applied to a pair of wind tiles that are
     both your seat-wind and the round-wind, e.g. when you are the dealer (east)
     in the first round (east) of the match.

4.03 Rinshan Tsumo Fu (supplement tile Tsumo minipoints)

     Options: ON / OFF

     This specifies whether you receive additional Fu for a Tsumo win on the
     Rinshan (supplement tile) taken after declaring a Kong.

4.04 Pao (Yakuman liability)

     Options: ON (Dai San Gen and Dai Suu Shii) /
              ON (Dai San Gen, Dai Suu Shii and Suu Kantsu) /
              ON only on Tsumo wins (same three Yakuman types) / OFF

     Pao is a responsibility payment which penalises a player for discarding
     a tile which is taken by an opponent to complete the final required set for
     a Yakuman but only in cases where all the other sets needed are complete
     and exposed (so the opponent's potential for making the Yakuman is clear).

     The most common example is when a player has two open Pungs of dragons and
     someone discards the third dragon which he takes for a third Pung thereby
     meeting the requirement of the Dai San Gen (Big Three Dragons) Yakuman.

     If the hand is later completed and won by Tsumo then the discarder pays the
     full amount. In the event of a Ron win both discarders pay half each.

     In MH:DB3 the liability rule applies to Dai San Gen and Dai Suu Shii (Big
     Four Winds) and optionally to Suu Kantsu (Four Kongs).

4.05 Dai Minkan Rinshan Tsumo Sekinin (Kong supplement tile Tsumo liability)

     Options: OFF / ON

     A Dai Minkan set (or "big" open Kong) is a Kong made by calling Kan on an
     opponent's discard when you are already holding a closed Pung of that tile.

     Presumably this rule governs liability after you declare a Tsumo win on the
     supplement tile drawn after declaring such a Kong. In this case the player
     who discarded the fourth tile would pay the full amount like a Ron win.

4.06 Open Riichi

     Options: OFF / ON

     When this rule is applied you can choose whether to declare normal Riichi
     or Open Riichi. In the latter case your entire hand is displayed face-up on
     the table and it's worth two Han (doubles) instead of the usual one.

     Since your wait/s will be revealed to your opponents you can really only
     use this effectively when you have a good chance of winning by Tsumo (i.e.
     you reached early and/or have a multiple-sided wait) or when one or more of
     your opponents have already reached themselves and therefore cannot defend.

4.07 Furiten Riichi

     Options: OFF / ON

     The standard Furiten rule states that you cannot declare a Ron win on *any*
     tile discarded by an opponent whenever *any* tile you've already discarded
     could complete your hand.

     You can use this option to specify whether it is permissible to reach when
     you are Furiten. You can't win by Ron but can still win by Tsumo.

4.08 Riichi-go no Minogashi (overlooking after Riichi)

     Options: OFF / ON

     I'd expect this to disable the rule that makes you permanently Furiten if
     you pass up a Ron win but it doesn't seem to do that.

     I'm still testing this one...

4.09 Riichi-go no Ankan (concealed Kong after Riichi)

     Options: OFF / ON (no change to Tenpai form)

     When this rule is ON you can declare a concealed Kong (when you already
     have a concealed Pung in your hand and draw the fourth matching tile) after
     you've reached but only if it doesn't alter your hand structure or waits.

     This can be quite beneficial as it adds both a Kan Dora and Kan Ura Dora
     (see 5.01 and 5.02) if you manage to complete your winning hand.

4.10 Keishiki Tenpai (Tenpai form)

     Options: OFF / ON

     With this rule a hand can be recognized as Tenpai (ready) even when it has
     no Yaku (scoring elements).

     This is significant for No-ten Bappu (2.09) and Renchan (2.01 to 2.03).

                                   Standard 5
5.01 Ura Dora (under-Dora)

     Options: OFF / ON

     The Ura Dora indicator is the tile in the dead wall underneath the normal
     Dora indicator. It's added when someone wins a hand after declaring Riichi.

5.02 Kan Ura Dora (Kong under-Dora)

     Options: OFF / ON

     Similarly Kan Ura Dora indicators can be applied underneath any active Kan
     Dora indicators when someone wins after reaching and one or more Kong sets
     have been declared.

     (this rule will be unavailable if 5.01 is set to OFF)

5.03 Ura Dora Chips

     Options: OFF / 1 / 2

     This specifies the number of chips you receive as a bonus for every Ura
     Dora in your winning hand. The chip payment is made by only the discarder
     in a Ron win or by all three opponents in a Tsumo win.

     (this rule will be unavailable if either 3.02 or 5.01 are set to OFF)

5.04 Akapai (red tiles)

     Options: OFF / two 3p / two 5p / two 5p (treated as Yaku) /
              one 5m, one 5p and one 5s / one 5m, one 5p (Yaku) and one 5s /
              two 5m, two 5p and two 5s / one each 1m, 9m, 1p, 9p, 1s and 9s /
              two 5p, one 5m and one 5s

     This gives you a few variations on the normal red fives with the options of
     having red threes, or red ones and nines, or various distributions of red
     fives across the three suits.

             m = Manzu (Craks)  /  p = Pinzu (Dots)  /  s = Souzu (Bams)

     With a couple of the options the red 5p tiles can be counted as the Yaku
     you require to declare a wining hand.

5.05 Supaapai (super tiles!)

     Options: OFF / one 5p / one each 5m, 5p and 5s / two each 5m, 5p and 5s /
              one gold 7m / one each 5m, 5p and 5s plus one gold 7m

     The fives here are green tiles that are worth two Han each instead of the
     usual one Han for normal red fives. Each one is also worth two chips too.

     (The green five in the Souzu suit can be distinguished from the normal one
     because its markings are darker and entirely green whereas the normal 5s
     uses a lighter shade of green and has a red bit in the middle.)

     The gold seven is worth only one Han but three chips.

     As usual when you win a hand by Tsumo you receive chip payments from all
     three opponents. For example a gold seven "super tile" is usually worth
     three chips but on a Tsumo win you'll get nine!

     (this rule will be unavailable if 5.04 is set to OFF)

5.06 Red Tiles Chips

     Options: OFF / 1 / 1 (if hand is closed)

     This specifies whether or not you receive the standard allocation of bonus
     chips for every red, green and gold tile in your winning hand. The chips
     are paid only by the discarder in a Ron win or by all three opponents in a
     Tsumo win.

     (this rule will be unavailable if either 3.02 or 5.04 are set to OFF)

5.07 Haku Pocchi ("almighty" tile)

     Options: OFF / 1 / 2 / 4

     With the Haku Pocchi rule one, two or four of the Haku (white dragon) tiles
     are replaced by special versions with a small green gem inset.

     If a Haku Pocchi is drawn after reaching it can be used as a wildcard for
     any possible tile so the player can always declare a Tsumo win with it.

     (see also 5.08 below)

     Immediately after taking the Tsumo win the game will prompt you to select
     which tile you would like your wildcard to be - you'll be limited to the
     tiles that would complete your hand. Your choice might affect the Yaku that
     can be applied to your hand (e.g. Iipeikou, Tanyao, Chanta, etc) and the
     hand value would also be affected if you're able to select the Dora.

     (If you are playing with a rule-set that includes red/green fives or gold
     sevens you cannot select these versions for your winning tile!)

     In any other situation the special tile will be used as a normal Haku. It
     cannot be used as a wildcard at any other time, even if taken for a Ron win
     after declaring Riichi.

5.08 Haku Pocchi Effect

     Options: Ippatsu Tsumo only / any Tsumo win after Riichi

     This controls when the Haku Pocchi effect works. With the first option you
     only get the wildcard effect if you draw one of the tiles on your next turn
     after reaching but with the other option it works on any turn.

     (this rule will be unavailable if 5.07 is set to OFF)

5.09 Haku Pocchi Chips

     Options: OFF / 1 / 2 / 4

     This specifies the number of chips you receive as a bonus when you declare
     a win with a Haku Pocchi tile. As usual you receive this amount from the
     discarder in a Ron win or from all three opponents in a Tsumo win, so you
     can gain up to twelve chips from a single win.

     (this rule will be unavailable if either 3.02 or 5.07 are set to OFF)

6.01 Kuikae (call switch)

     Options: OFF / ON (Genbutsu only) / ON (Suji only) / ON (both)

     When you have a complete concealed Chow or Pung set in your hand the Kuikae
     rule allows you to make a call on an opponent's discarded tile using two of
     the three tiles and then to discard the third tile from the original set.

     For example you might have a 123 Chow in your hand, call Chii on a 4 in the
     same suit (giving a 234 set suitable for Tanyao) and discard the 1.

     The term Genbutsu describes a matching tile. It is usually used to refer to
     a tile that is safe to discard against an opponent because that player has
     already discarded the same tile and they would not be able to take a Ron
     win off your discard because of the Furiten rule. In this context however
     it means calling a tile and then discarding the same tile. You might do
     this if for example you have a closed 345 Chow in your hand and the player
     to your left drops a red/green five - you call their 5 and drop yours.

     Suji describes tiles in the same suit with intervals of three, for example
     2-5-8. In relation to the Kuikae rule an example of a Suji discard would be
     if you have a closed 234 Chow, you call Chii on a 5 discarded by the player
     to your left and then discard the 2.

6.02 Double Ron

     Options: ON / Atame Hane

     When this rule is ON two players can declare a Ron win on the same tile.

     With the second option the Atame Hane (head bump) rule is applied and only
     the player closest to the discarder's right wins the hand.

6.03 Triple Ron

     Options: ON / Atame Hane / draw

     When this rule is ON three players can declare a Ron win on the same tile.

     With the second option the Atame Hane (head bump) rule is applied and only
     the player closest to the discarder's right wins the hand.

     With the third option the abortive draw of San Cha Hou is applied instead.

6.04 Kokushimusou Ankan Ron Hou (Thirteen Orphans concealed Kong Ron win)

     Options: OFF / ON

     Usually you cannot "rob" a Kong (take one of the tiles immediately after
     the set is declared to complete your Tenpai hand, as per Chankan) if the
     set is an Ankan (a concealed Kong). However when this rule is ON you are
     permitted to rob an Ankan but only specifically if you do so to complete
     the limit-hand Kokushimusou (Thirteen Orphans).

6.05 Suu Cha Riichi (four players Riichi draw)

     Options: OFF / draw (ON)

     This abortive draw occurs when all four players reach in the same hand.

6.06 Suu Kan Sanra (four Kongs draw)

     Options: OFF / draw (ON)

     This abortive draw occurs when a total of four Kongs have been declared in
     a single hand by two or more players.

6.07 Suu Fontsu Renda (four identical winds draw)

     Options: OFF / draw (ON)

     This abortive draw occurs when all four players discard the same wind tile
     on their first turn.

6.08 Kyuu Shu Kyuu Hai (9+ terminals and honours draw)

     Options: OFF / draw (ON)

     This abortive draw can be declared at the player's discretion when they
     have nine or more different terminals and honours in their starting hand.

6.09 Tochuu Ryuukyoku-ji Oya Nagare (dealer flow in abortive draws)

     Options: OFF / OFF (final hand only) / OFF (no game) / ON

     This specifies the outcome following an abortive draw. When set to ON the
     dealership passes to the next player, i.e. the seat-winds rotate counter-
     clockwise around the table as normal. When set to OFF the seat-winds don't
     rotate and the current dealer retains this position in the next hand.

                            Yaku (scoring elements)
7.01 Riichi Ippatsu ("one-shot" win after Riichi)

     Options: OFF / ON

     Ippatsu is an optional Yaku worth one Han (double) awarded when a player
     declares Riichi and then wins either on the next discard of any of their
     opponents or on their own next draw.

     Ippatsu cannot be claimed if any player has made a call (Chii/Pon/Kan)
     since the player reached.

7.02 Ippatsu Chips

     Options: OFF / 1

     This specifies the number of chips you receive as a bonus for winning a
     hand with Ippatsu. The chip payment is made by only the discarder in a Ron
     win or by all three opponents in a Tsumo win.

     (this rule will be unavailable if either 3.02 or 7.01 are set to OFF)

7.03 Kuitan (Open Tanyao)

     Options: OFF / ON

     When this rule is ON you can claim Tanyao (All Simples) on an open hand.

7.04 Pinfu Tsumo

     Options: OFF / ON

     Pinfu is defined as a hand that is worth no Fu (minipoints) beyond the
     basic points for the win. When this rule is ON the 2 Fu (minipoints) that
     are normally awarded for a Tsumo (self-draw) win are waived allowing you to
     claim Pinfu on such wins too.

7.05 Ryanpeikou (Twice Pure Double Chow)

     Options: 3 Han / 2 Han

     Ryanpeikou is a Yaku awarded for a hand with two groups of two identical
     Chow sets, for example 123m 123m 567p 567p 88s (although the game would
     present this sorted numerically as 112233m 556677p 88s).

     The standard value for this Yaku is 3 Han (although arguably it should be
     higher as it's quite uncommon, almost as rare as some of the Yakuman).

     Although such a hand will always have seven pairs, you cannot also claim
     Chii Toitsu (see 7.06) in addition to Ryanpeikou.

7.06 Chii Toitsu (Seven Pairs)

     Options: 25 Fu & 2 Han / 50 Fu & 1 Han

     This rule sets the value of a seven pairs hand.

     The standard setting is 25/2 although both give the same results for small
     value hands. The main advantages of the 2 Han setting are that it's easier
     to hit the Mangan limit and you can meet a two-Han minimum (see 2.06).

7.07 Honroutou (All Terminals & Honours)

     Options: 2 Han / 3 Han

     Honroutou can be claimed on a hand that contains only terminals (1's and
     9's) and honours (winds and dragons).

     The standard value is 2 Han although, since such a hand will always have
     either an "all Pungs" or "seven pairs" structure, you get a further 2 Han
     for Toi-Toi Hou or Chii Toitsu (see 7.06) respectively.

7.08 Renhou (Hand of Man)

     Options: OFF / Mangan / Haneman / Baiman / Yakuman

     Renhou is when a non-dealer (player other than east) has a starting hand
     that is Tenpai (ready) and declares a Ron win off an opponent's discarded
     tile before taking their first turn.

     With this option you can either disallow Renhou or specify its value in
     terms of four of the five limits.

7.09 Nagashi Mangan (All Terminal & Honours Discards)

     Options: OFF / ON (no calls, not exposed) / ON (calls okay, not exposed) /
              ON (no calls, exposed okay) / ON (calls okay, exposed okay)

     Nagashi Mangan can be claimed if a hand ends in an exhaustive draw and all
     your discards are terminals (1's and 9's) and honours (winds and dragons).

     It is paid at the Mangan limit - 12k for a dealer or 8k or a non-dealer.

7.10 Sanbaiman Han Count (fourth limit Han count)

     Options: OFF / 10 Han / 11 Han / 12 Han / 13 Han / 14 Han

     Sanbaiman is the fourth limit in the Japanese system. It is usually applied
     to hands worth eleven or twelve Han (and a counted Yakuman (see 7.11) then
     applies to hands worth thirteen or more).

     This rule allows you to remove the Sanbaiman limit or change the number of
     Han that are required for it.

7.11 Kazou Yakuman Han Count (counted Yakuman Han count)

     Options: OFF / 12 Han / 13 Han / 14 Han / 15 Han / 16 Han

     Usually a hand worth thirteen or more Han is scored at the Yakuman limit.

     This rule allows you to remove the "counted Yakuman" rule or change the
     number of Han that are required for it.

     Yakuman takes precedence over the Sanbaiman limit. If the threshold for
     counted Yakuman is the same as (or lower than) the threshold for Sanbaiman
     (7.10) you will never see a Sanbaiman hand.

                             Yakuman (limit-hands)
8.01 Yakuman Choufuku (limit-hand stacking)

     Options: OFF / ON

     This rule allows you to claim two or more Yakuman on the same hand if it
     qualifies for all their respective requirements. For example if you have a
     hand with three wind Pungs, one wind pair and a dragon Pung you would be
     able to claim both Shou Suu Shii (Little Four Winds) and Tsuuiisou (All
     Honours) and the hand would be worth twice the Yakuman (top) limit.

8.02 Yakuman Chips

     Options: OFF / Tsumo 2, Ron 4 / Tsumo 4, Ron 6 / Tsumo 4, Ron 8 /
              Tsumo 5, Ron 10 / Tsumo 5, Ron 15 / Tsumo 10, Ron 20 / 5 each

     This specifies the number of chips awarded as a bonus when you complete any
     of the Yakuman (limit-hands).

     Chips are not awarded when you make a counted Yakuman hand (see 7.11).

     (if 3.02 is OFF then this rule will be unavailable)

8.03 Yakuman Choufuku Chips (chips for stacked limit-hands)

     Options: OFF / ON

     I think this just governs whether or not you get double chips for a double
     Yakuman, triple chips for a triple Yakuman, etc.

     (this option will be unavailable if either 3.02 or 8.01 are set to OFF)

8.04 Ryuuiisou (All Green)

     Options: Hatsu not required / Hatsu required

     Ryuuiisou is the Yakuman composed only of the "all green" tiles - 2, 3, 4,
     6 and 8 in the Souzu (Bams) suit and Hatsu (green dragon).

     This rule lets you specify whether or not Hatsu must be included.

8.05 Chuurenpoutou (Nine Gates)

     Options: any suit / Manzu only

     Chuurenpoutou is the Yakuman composed of a concealed 1112345678999 flush
     plus any one tile from the same suit.

     This rule specifies whether you can use any suit or only Manzu (Craks).

8.06 Junsei Chuurenpoutou ("Pure" Nine Gates)

     Options: Yakuman / Double Yakuman

     Junsei Chuurenpoutou is when you have the required 1112345678999 structure
     and win the hand on the nine-sided wait (waiting on any of those tiles).

     As with the three Yakuman variants below, this is often scored as a double
     Yakuman - 96,000 pts for a dealer or 64,000 pts for a non-dealer.

8.07 Kokushimusou Juu-San Men Machi (Thirteen Orphans with 13-sided wait)

     Options: Yakuman / Double Yakuman

     This is when you have one each of all thirteen terminals and honours and
     win the hand on the thirteen-sided wait (waiting on any of those tiles).

8.08 Suu Ankou Tanki Machi (Four Concealed Pungs with pair wait)

     Options: Yakuman / Double Yakuman

     This is when you already have the four concealed Pungs complete and you win
     the hand on the wait to complete your pair.

8.09 Dai Suu Shii (Big Four Winds)

     Options: Yakuman / Double Yakuman

     Just as the three preceding rules recognize rare versions of Yakuman hands,
     Dai Suu Shii can be considered as a rarer or harder version of Shou Suu
     Shii (Little Four Winds) which can be awarded double the Yakuman limit.

8.10 Suu Kantsu (Four Kongs)

     Options: Yakuman / Double Yakuman

     It's so impossibly rare I think it should be worth a quad-Yakuman minimum,
     but here you can set the value of a Suu Kantsu hand to double Yakuman.

8.11 Tenhou (Heavenly Hand)

     Options: Yakuman / Double Yakuman

     Tenhou applies when the dealer (east) is able to declare a win with their
     starting hand, without having to draw or call any tiles.

| Section 23 | TROPHIES                                                    s23 |

MH:DB3 features a set of thirty-six PSN trophies - twenty bronze, ten silver,
five gold and one platinum.

The trophies are listed here in the order in which they appear on your XMB and
grouped by theme. I've given English translations of the names and requirements
plus some supporting info and tips where possible.

You can view your trophy collection within the game by picking the tenth option
off the main menu then the fifth option off the sub-menu.

The game has no online play so there are no online trophies.

Several of the challenges (trophies #18 to #36) need a lot of luck and therefore
you would have to play for some time in order to achieve them all.

                                Trophy Completion
 1 Complete Mastery [Platinum]

   "Acquired all trophies"	

   As usual the platinum is awarded for completing all the other trophies.

Ranking Battle mode (see Section 08) is the second option off the main menu.

Your aim is to gain promotion through a total of twenty-one ranks by completing
the pass requirement at each level.

After achieving the top rank (Meijin) in Ranking Battle mode you'll need to
repeat the process in Underground Ranking Battle mode.

 2 8th Kyuu Promotion [Bronze]

   "Promoted to 8th Kyuu in Ranking Battle mode"

 3 4th Kyuu Promotion [Bronze]

   "Promoted to 4th Kyuu in Ranking Battle mode"

 4 Shodan Promotion [Bronze]

   "Promoted to Shodan (1st Dan) in Ranking Battle mode"

 5 Continuing Promotion [Bronze]

   "Continuing promotion in Ranking Battle mode"

   I'm not entirely sure on the title/requirement for this trophy but I got it
   when I was promoted to 2nd Dan and the only two other players I've seen with
   this one got it between the trophies for 1st and 4th Dan.

 6 4th Dan Promotion [Bronze]

   "Promoted to 4th Dan in Ranking Battle mode"

 7 8th Dan Promotion [Silver]

   "Promoted to 8th Dan in Ranking Battle mode"

 8 Master Acquired [Gold]

   "Promoted to Meijin in Ranking Battle mode"

 9 Underground Master Acquired [Gold]

   "Promoted to Meijin in Underground Ranking Battle mode"

   This mode unlocks after completing 5th Kyuu in Ranking Battle mode.

The game has no auto-save so there is ample potential for cheating here. If you
quit the game without saving then any progress since your previous save will be
lost. So after every single match you would want to decide whether you save or
quit. If you won the match, or otherwise scored well, you can exit to the main
menu which will prompt a manual save (Circle to accept). If however you got a
bad result, or one of your opponents scored too highly, you should skip the save
(Cross to cancel) and then reload from the System menu (second option, Circle to
confirm). It's not necessary but if you're more comfortable doing it that way
you can hold the PS button, use the Quit Game option then restart and reload.

It's also possible to bail during a match without using the PS button to quit
out to your console's XMB. Just pick the top option from the menu accessed via
the Square button, press Circle to confirm and you'll be returned to the pre-
match screen. Now press the bottom-right button (or just press Cross) to quit
to the main menu and make sure you press Cross again to cancel the save. Now you
are free to go to the System menu to reload your last save.

In fact if you reach a difficult stage in this mode you might even want to quit
out and save your progress after every two or three hands or after you win a big
hand. This time you'll want to accept the save prompt (Circle) on the main menu.

Rating Match mode (see Section 11) is the fifth option off the main menu.

Your goal here is simply to raise your numerical rating to 2000 but hopefully
you'll be able to complete a few of the challenge trophies here too.

10 1600 Rating Exceeded [Bronze]

   "Exceeded 1600 rating in rating matches"	

   You start with 1500 rating so you only need to increase by 1000 for this.

11 1800 Rating Exceeded [Silver]

   "Exceeded 1800 rating in rating matches"	

12 2000 Rating Exceeded [Gold]

   "Exceeded 2000 rating in rating matches"

As long as you play at a standard where your rating continues to increase in the
long-term you'll get all three trophies eventually.

Again it's possible to cheat here if you want. After each match you should exit
from the cumulative series totals screen to the Rating Match pre-match display.
From there press R2 twice to view your rating match log and scroll to the top to
see if your rating increased (blue) or decreased (red) in the previous game,
then save or reload as appropriate.

Even if you're playing against a couple of pro characters you'll find that it's
toughest to gain rating once you get close to 2000. For example in one match I
came 2nd with a +2.0 final score and still lost 12 pts off my rating.

If you avoid loss of rating by reloading and you have average skill (and luck)
then you should be able to achieve a 2000+ rating after completing about 25-30
matches (not counting the ones you quit).

                                Trophy Contest
Trophy Contest mode (see Section 12) is the sixth option off the main menu.

In each of the four named tournaments you'll need to finish 1st or 2nd overall
after two qualifier matches, then 1st or 2nd overall after two semi-final games
and then finish in 1st place after the two finals matches.

Each contest is played with its own unique rule-set (see Section 21c).

13 Devil-King Match Victory [Silver]

   "Achieved victory in the Devil-King trophy contest"	

14 Emperor-King Match Victory [Silver]

   "Achieved victory in the Emperor-King trophy contest"	

15 Bomb-King Match Victory [Silver]

   "Achieved victory in the Bomb-King trophy contest"	

16 Fury-King Match Victory [Silver]

   "Achieved victory in the Fury-King trophy contest"	

17 All Tournaments Victory [Gold]

   "Achieved victory in all the trophy contest tournaments"

You usual you can (ab)use the save system to cheat your way through this mode.
Just save after every match where you win (or get a good final score) - or after
a poor performance simply quit the game, reload your save and try again.

It's worth noting that the sequence of trophies doesn't match the sub-menu in
this mode. When you access Trophy Contest mode the matches are listed thusly:

                              1. Emperor-King Match
                              2. Devil-King Match
                              3. Fury-King Match
                              4. Bomb-King Match

(So in the trophy list 1 and 2 are transposed and 3 and 4 are also switched.)

The final fifteen trophies are all awarded for completing specific feats during
play. They must all be achieved in either Rating Match or Trophy Contest mode.

You'll therefore want to spend most of your time playing in those modes. It
would suck to finally get a rare Yakuman and not get the trophy to go with it!

18 Five Streak [Bronze]

   "Won five consecutive hands in a trophy contest or rating match"

   You'll want to take the fastest route to complete your winning hand rather
   than taking your time to add value. The most efficient structure will usually
   be a hand composed mainly or entirely of Chow sets as these are easier to
   complete (e.g. if you have _34_ there are potentially up to four 2's and four
   5's available to make a Chow). You can complete your hand more quickly by
   calling tiles from your opponents but you must ensure that your open hand
   still qualifies for at least one Yaku.

   Tanyao (All Simples) is a good option for this but you'll need to ensure that
   you're playing with the Kuitan rule (see Section 22) if you're calling tiles.

   It'll be best to play with a one-Han minimum applied (see 2.06 in Section 22)
   to avoid unneccessary difficulty. If you're playing with Ryan Han Shibari -
   the conditional two-Han minimum - your hand will need to be worth two Han
   (not counting Dora bonus tiles) when the Honba counter reaches five.

   It might help to play Rating Match mode where you can choose your opponents
   and pick three of the Shodan (1500 rating) characters.

19 Chip Demon [Bronze]

   "Acquired ten chips in a trophy contest or rating match (Hanchan)"

   (The trophy does not ding as soon as you earn 10+ chips - you need to retain
   that total until the end of the match so once you have more than ten you can
   play defensively to avoid getting Ronned (and hope you avoid any major Tsumo
   losses), although they do say that the best defence is a good offence - if
   you can earn additional chips this will reinforce your position.)

   Chips are awarded as bonuses for lucky events, like having a red five in your
   winning hand or getting an Ura Dora (under-Dora) after a Riichi win.

   You'll need to make sure you're playing with a rule-set where chips are
   included and each match is a Hanchan (two-round game). In Rating Match mode
   only the first named rule-set meets both these criteria. You should make use
   of red fives wherever possible and reach frequently to get the Ura Dora. Also
   remember that Tsumo wins give triple chips!

   (I guess it would make sense to play against the lower level opponents here
   too - pick the ones with the initial rating of 1500.)

   However a better option is to modify one of the custom rule sets (number 5-8)
   and optimise it for mega chip gains - then use this in Rating Match mode.

   I would suggest the following rule settings:

   1.01 Game length: Hanchan [middle option]

   1.05 Buttobi chips: 20P

   3.02 Chip value: any numerical value

   3.04 Arisu: ON (all wins) [final option]

   3.09 Initial Dora count: 2

   3.10 Kan Dora: ON [middle option]

   4.09 Concealed Kong after Riichi: ON [second option]

   5.01 Ura Dora: ON [second option]

   5.02 Kan Ura Dora: ON [second option]

   5.03 Ura Dora chips: 2

   5.04 Red tiles: 5m, 5p, 5s, two each [seventh option]

   5.05 Super tiles: one each 5m, 5p and 5s plus one gold 7m [final option]

   5.06 Red tiles chips: 1 [middle option]

   5.07 Haku Pocchi: 4

   5.08 Haku Pocchi effect: all Riichi wins [second option]

   5.09 Haku Pocchi chips: 4

   7.01 Riichi Ippatsu: ON [second option]

   7.02 Ippatsu Chips: 1

   7.08 Renhou: Yakuman [final option]

   8.02 Yakuman chips: Tsumo 10, Ron 20

   This set-up will significantly increase the potential for chip gains but that
   goes for all players - your opponents will be winning chips off you too!

   Playing with this custom rule-set is pretty crazy. In my very first hand I
   got eleven Dora and nine chips. I got a counted Yakuman and a score of 156k
   which busted one of my opponents and ended the game so I wasn't able to get
   the chip trophy - but I did get the trophy for being the only player to win a
   hand (trophy #26) and the one for scoring over 100k (trophy #29)!

   Twice I've seen one of my opponents win 27 chips off a single hand.

   I eventually got this trophy with a dramatic twist in the final hand of a
   match. I had eight chips but my hand contained a red five and a green five
   (worth three chips in total). I was waiting on a 4p (in a lame Kanchan wait)
   and finally an opponent dropped it with only one tile remaining in the wall!

20 Nude [Bronze]

   "Won on a Hadaka Tanki wait* in a trophy contest or rating match"

   A Tanki wait is a pair wait where you have four complete sets and one single
   tile which needs to be paired to complete your hand.

   A Hadaki Tanki wait - literally a "naked" pair wait - is one where all four
   sets were completed by calling tiles from your opponents (by Chii/Pon/Kan)
   and are therefore exposed on the table. This will usually give a quick win
   but with little reward unless you happen to have several Dora or a flush.

   The important thing to remember is that your hand must qualify for at least
   one Yaku (scoring element) in order to be able to declare a win. The easiest
   ones to go for on an open hand are usually Yakuhai (Pung of dragons, round-
   wind or seat-wind), Toi-Toi Hou (All Pungs), Honitsu (Half-Flush) and Tanyao
   (All Simples). The Kuitan rule (see Section 22) will need to be Ari (on) to
   claim Tanyao on an open hand.

   If you build a hand with pairs you limit the number of tiles that will help
   complete your hand but you have the freedom to call Pon off any player. If
   instead you build "serial pairs" (e.g. _45_ waiting on 3 or 6) then there
   will be more useful tiles but you can only call discards from the player to
   your left.

   If you find yourself with three open sets and a Shanpon wait (two pairs) then
   call Pon instead of Ron, then discard both remaining tiles for your Tanki.

   Once you have four open sets complete it's easy to "throw your wait around"
   and switch up your pair wait to improve your chances of winning - honours,
   terminals, 2's and 8's are more likely to be discarded but you'll need to a)
   check the table to see how many of each tile are still available, b) check
   your discards to avoid making yourself Furiten and c) check your Yaku to make
   sure your wait is compatible (e.g. no terminals or honours for Tanyao).

   *This was also the requirement of the trophy for the mahjong minigame in the
   Japanese PS3 game Ryuu ga Gotoku 3 (also known as Yakuza 3 in the West).

21 Perfect Defence [Bronze]

   "Took top place without getting Ronned in a trophy contest or RM (Hanchan)"

   You'll need to take wins where possible to give you enough points to take 1st
   place but otherwise exercise careful defence whenever an opponent reaches or
   appears to be Tenpai (ready).

   If you have a comfortable lead then avoid using Riichi as it locks your hand
   and leaves you unable to defend.

   The trophy requirement specifies that you must be playing a two-round match.

22 High Fu [Bronze]

   "Won a hand worth 80+ Fu in a trophy contest or rating match"

   The Fu (minipoints) are determined when calculating the value of your winning
   hand. If you've only ever played mahjong in video-games then you could be
   blissfully ignorant of these so here's a quick summary.

   | You always get 20 minipoints for winning the hand but you get an extra 2  |
   | if you won by Tsumo (with a tile you drew) or 10 if you won by Ron (on a  |
   | stolen discard) with a closed hand.                                       |
   |                                                                           |
   |            (see also rule options 4.03 and 7.04 in Section 22)            |
   |                                                                           |
   | Minipoints are awarded for each Pung or Kong set in your hand. A Pung of  |
   | Simples (suit tiles numbered 2-8) in an open hand is worth only 2 Fu but  |
   | that doubles for a closed hand or a set composed of either terminals (1's |
   | or 9's) or honours (winds or dragons) and it doubles twice if the set is  |
   | a Kong. All those doubling effects are cumulative so a Kong of terminals  |
   | or honours in a closed hand is worth 32 minipoints (2 x 2 x 2 x 4 = 32).  |
   |                                                                           |
   | You also get 2 minipoints for a pair* of dragons, the round-wind or your  |
   | current seat-wind, and you receive a further 2 minipoints if your hand    |
   | was completed on a Penchan (edge), Kanchan (centre) or Tanki (pair wait). |
   |                                                                           |
   |                 (see also rule option 4.02 in Section 22)                 |
   |                                                                           |
   | (You receive zero minipoints for each Chow set, a pair of suit tiles or   |
   | non-scoring Otakaze ("guest winds") and any other type of wait.)          |
   |                                                                           |
   | *A Chii Toitsu (Seven Pairs) hand always scores exactly 25 Fu (or exactly |
   | 50 Fu with an option) so that's no use to us in attempting this trophy.   |

   The total minipoints are always rounded-up to the nearest 10 so you probably
   only need to get 72 Fu here (but you might need 80 Fu *before* rounding).

   The key to scoring big here is making Kongs (quad sets). Either a closed Kong
   of Simples or an open Kong of terminals or honours is going to be worth 16
   minipoints and if you can make a closed Kong of terminals/honours then you'll
   get the maximum possible 32 minipoints just for that one set.

   Having a couple of Pungs (triplets) can help boost your total too but even
   with a closed Pung of terminals or honours you'll only get 8 minipoints.

   If your hand is closed and you win by Ron you'll get that 10 Fu bonus too.

23 Many Yaku Combined [Bronze]

   "Won a hand with five or more Yaku in a trophy contest or rating match"*

   Naturally there are numerous ways of achieving this but it's most likely to
   occur with the more common Yaku (scoring elements) so a typical example would
   be a combination of Riichi, Pinfu, Iipeikou (Pure Double Chow), Menzen Tsumo
   (Concealed Self-Draw) and Tanyao (All Simples).

   I got it with Riichi, Pinfu, Iipeikou, Menzen Tsumo and Ippatsu ("one-shot"
   win after Riichi) and of course as a bonus your winning hand will always be
   worth the Mangan limit or higher!

   This is one of those trophies that will come naturally in time without really
   having to try for it.

   *This requirement is identical to a trophy in the PS3 game Janline-R - except
   you got a silver trophy for it there!

24 Lightspeed Win [Bronze]

   "Won a hand within three turns in a trophy contest or rating match"

   Although you'll still need to apply basic tile-efficiency strategies this is
   mostly going to be down to luck and hoping that you get a Tenpai (ready) hand
   very quickly and then get a winning tile before the fourth go-round.

   There's a turn counter in the centre of the screen immediately to the left of
   the number of tiles remaining. You'll see it counting up from 1 during the
   course of each hand (while the tile counter counts down from 69).

   I think there's some odd condition here because I started a rating match with
   an Iishanten hand (one away from Tenpai), went Tenpai on my next turn and
   reached, then won on my third turn and didn't get the trophy. Maybe someone
   had made a call (Chii/Pon) which upset the turn counter?

   I got the trophy a couple of days later after reaching on my second discard
   and winning very soon afterwards. The turn counter showed 3, no-one had made
   any calls and no player had discarded any more than three tiles.

25 Kokushi Discards [Bronze]

   "Discarded all seven different honours in a trophy contest or rating match"

   You get this for simply discarding one each of all seven honours in one hand,
   i.e. east, south, west and north winds and red, white and green dragons.

   They don't need to be your first seven discards and they don't have to be
   consecutive either, just discard at least one of each in the same hand.

   This will very likely be one of the first trophies you get.

26 Solitary Journey [Bronze]

   "Be the only player to win a hand in a match (Hanchan) in a TC or RM"

   The trophy description says "Hanchan" which usually denotes a two-round east-
   south game but possibly it's used more generally here to indicate one match.
   It's best to play it safe though and play two-round matches.

   It's pretty easy to get this using a custom rule-set in Rating Match mode.
   You can set a low starting score (10,000 pts is the minimum), turn on the
   bankruptcy rule (1.4) and add lots of "inflation" elements like the red fives
   and green fives. It should only take a few attempts to get a big win in the
   first hand or two which will bust one of your opponents and finish the match
   early with you as the only player to win a hand.

27 Mentanpin, San Shoku, Dora [Bronze]

   "Won a hand with Mentanpin, San Shoku and a Dora in a trophy contest or RM"

   "Men-tan-pin" is an abbreviation of the popular combination of Menzen Tsumo
   (Concealed Self-Draw), Tanyao (All Simples) and Pinfu.

   San Shoku refers to San Shoku Doujun (Mixed Triple Chow) where you need three
   Chows with the same numbers (e.g. 345) and one in each of the three suits.

   You need to complete a winning hand with both Yaku and at least one Dora.

   Here's a nice example achieved in Janryuumon: http://youtu.be/iZifAZ6eM1E

   I'm going to assume that Ura Dora are allowed so, since your hand needs to be
   closed anyways, you should declare Riichi - especially if you have no Dora.

   Rule option 3.09 adds a second Dora which should be helpful here - you can
   play with a custom rule-set in Rating Match mode.

28 Double-Ronned [Bronze]

   "Be the victim of a Double Ron in a trophy contest or rating match"

   You might like to see how long you can hold out *without* getting this
   trophy for dealing into two opponents' winning hands at the same time!

29 Destruction King [Bronze]

   "Ended a game with 100,000+ points in a trophy contest or rating match"   

   I won a game (rating match) with a score of 58,100 and with bonuses from the
   Oka (20), Uma (30) and chips (25) I had a "final score" (see Section 20) of
   +103.0 but I didn't get this trophy so I think you need to achieve 100k pts
   in your basic score before the end bonuses are applied.

   That's gonna be pretty tough using any of the standard rule-sets but it gets
   a whole lot easier if you make up a crazy custom rule-set (see trophy #19).

   You can also make the following additions for bigger scores:

   1.04 Buttobi (bankruptcy): OFF [first option]

   1.09 Buy-in: 60,000 pts

   1.08 Starting scores: 60,000 pts [must set 1.09 to 60,000 first]

   3.01 Aotenjou (no limits): ON [second option]   

   Even without Aotenjou I got a score of 156,000 pts on my very first hand. B)

30 Chiitoi Dora-Bomb [Bronze]

   "Won with Chii Toitsu plus two normal Dora and two Ura Dora in a TC or RM"

   Here's a nice example achieved in Janryuumon: http://youtu.be/DBZ9eMPbA2Y

   You'll want to have around four pairs in your early hand to chase Chii Toitsu
   (Seven Pairs) and for this trophy ideally you'll want the pair of Dora there
   already. If not you'll have to watch out for the Dora and if you get one hold
   onto it and hope you draw another, otherwise when you achieve Tenpai (ready)
   you'll have to use the Dora as your wait and just hope that someone drops it!

   Of course in order to get Ura Dora you'll need to declare Riichi with your
   Tenpai hand - and you'll need a fair chunk of luck too. You will also need to
   be playing with a rule-set where Ura Dora aren't disallowed - for example you
   can't get this trophy in the Devil-King Match trophy contest.

   The usual guidance for Chii Toitsu applies so keep all your pairs, drop the
   third tile if you make a Pung, discard any solo tiles that have already been
   discarded by your opponents (and vice versa) and try to keep tiles that will
   make a good Tanki (pair wait), for example winds, dragons, 1's and 9's, 2's
   and 8's (again ones that haven't been discarded so that more are available).

   Rule option 3.09 adds a second Dora which should be helpful here - you can
   play with a custom rule-set in Rating Match mode. That doubles your chances
   not only of getting the two Dora but also the two Ura Dora.

   I got this trophy in typically dramatic style during the Fury-King Match in
   Trophy Contest mode (the rule-set there includes the double-Dora option). My
   hand became Tenpai (ready) right before the end of the hand but I decided to
   reach in the hope of getting this trophy. My opponents gave me nothing useful
   but then I drew the final tile from the wall which completed my hand and then
   when the Ura Dora indicators flipped I got the match I needed for the trophy.

   My hand had Menzen Tsumo (Fully Concealed Hand), Riichi, Ippatsu ("one-shot"
   win), Haitei (Last-Tile Tsumo), Chii Toitsu and the four Dora. With the no-
   limits Aotenjou rule applied, the 10 Han 25 Fu hand was worth 409,600 points!

31 Junchan Beauty [Bronze]

   "Won a closed hand with Junchan and San Shoku in a trophy contest or RM"

   You can claim Junchan (Pure Outside Hand) when the four sets and the pair all
   contain at least one terminal (i.e. 1 or 9 suit tiles).

   While Pungs/Kongs of terminals don't invalidate Junchan, you'll need to focus
   on making Chows in order to get San Shoku Doujun (Mixed Triple Chow) at the
   same time. With Junchan the only Chows you can use are 123 and 789 and for
   San Shoku you need three with the same numbers and each in a different suit.

   Additionally the hand must be closed so you cannot steal discards (e.g. with
   Chii calls) and that makes it that much harder to complete the hand.

   Here's a nice example achieved in Janryuumon: http://youtu.be/l1z2ISeaYco

   You'll want to chase this whenever you get a hand with a lot of 1-2-3 tiles
   and 7-8-9 tiles and preferably more of one group than the other. Remember to
   avoid the temptation to call discards as that will invalidate your attempt.

32 Three Big Yakuman [Silver]

   "Won a hand with Kokushimusou, Dai San Gen or Tsumori Suu Ankou in a TC/RM"

   The Yakuman (top limit hands) are all very rare, but the three that are least
   rare are Kokushimusou (Thirteen Orphans), Dai San Gen (Big Three Dragons) and
   Suu Ankou (Four Concealed Pungs). Collectively these are known as the San Dai
   Yakuman (Three Big Yakuman) or the Yakuman Gosanke.*

   The "Tsumori" suggests that you need to win this one by Tsumo Riichi. (?)

   Gameplay stats from Tenhou.net show that each of these hands occurs in about
   0.04% of all winning hands so you could be in for a long wait. The best you
   can do is watch out for potential opportunities for each Yakuman.

   o It's worth trying for Kokushi if you get a starting hand with nine or more
     different terminals and honours. The game will alert you to this because it
     will give you the option of declaring a Kyuu Shu Kyuu Hai abortive draw -
     make sure you pick the bottom menu option to reject this offer!

   o You stand a chance of getting Dai San Gen if you start with maybe five or
     six dragons, especially if you have two or three different pairs.

   o Naturally one or two concealed Pungs and maybe a few pairs are a good start
     for Suu Ankou but you might find this comes when you're going for a seven
     pairs hand (if you decide not to break the Pungs as you normally would).

   The trophy wording says Izureka which means "any of" and yet I won with a Dai
   San Gen hand while playing through the Emperor-King Match (a trophy contest)
   but didn't get this trophy so either it's bugged or I'm missing something...

   *The term Gosanke means literally "honourable three houses (families)" and
   commonly refers to the Owari, Kii and Mito houses of the Tokugawa clan but
   more generally it can refer to the "top three" of any category.

33 Major Reversal [Silver]

   "Jumped from last (4th) to top (1st) in the final hand of a TC or RM"

   Naturally this will be easier when the scores are all quite close. If you've
   lost a lot of points or the player in 1st place has a substantial lead then
   it will be much harder to get this.

   You can try to engineer this situation by not taking wins in the earlier
   hands, allowing yourself to lose a few points by No-ten Bappu in drawn hands
   and from opponents' Tsumo wins, maybe taking a small win so you don't fall
   too far behind. Getting the big win you need at the end will be down to luck.

   I think the Devil-King Match (second option in Trophy Contest mode) could be
   a good place to get this - the restricted rule-set means that the players'
   scores are often grouped closer together and the east-only format means you
   can get through matches more quickly for repeated attempts. The restrictions
   will make it harder for you to get a big win in the final hand though.

34 Trusting Fate - Three Yaku Types [Silver]

   "Won with two of Haitei Tsumo, Rinshan Kaihou and Double Riichi in TC or RM"

   Haitei is when you declare a win after drawing the final tile available from
   the Yama (tile wall), Rinshan Kaihou is when you declare a win on the Rinshan
   (supplement tile) taken after declaring a Kong and Double Riichi is when your
   starting hand is Tenpai (ready) and you declare Riichi on your first turn.

   You'll need to get two of these for the trophy but the good news is that you
   don't need to get both in the same match. I'd previously had a Rinshan win
   and the trophy popped after I got Haitei.

   These are all very much down to luck, although you can help yourself by
   leaving your Kongs undeclared until your hand is Tenpai.

35 Menchin* Chii Toitsu [Silver]

   "Won a hand with Chinitsu and Chii Toitsu in a trophy contest or RM"

   For this one you need to combine Chii Toitsu (Seven Pairs) with Chinitsu
   (Full Flush) so you need seven different pairs in the same suit. This hand
   will always be closed so you're guaranteed eight Han (doubles) for this.

   Here's a nice example achieved in Janryuumon: http://youtu.be/olwv7xzx6dM

   This is another one that'll take a lot of luck. I can only suggest that every
   time you go for a flush hand you avoid calling discards and farm those pairs.

   *Menchin is a contraction of "Menzen Chinitsu" so it specifies that the flush
   hand should be closed (therefore worth six Han).

36 Difficult Yakuman [Gold]

   "Won with any Yakuman except one of the Three Big Yakuman in a TC or RM"

   You'll recall from trophy #32 above that the Three Big Yakuman are Suu Ankou
   (Four Concealed Pungs), Kokushimusou (Thirteen Orphans) and Dai San Gen (Big
   Three Dragons). For this trophy you need to make one of the other ones!

   Tenhou stats show that the most likely - although still exceptionally rare -
   are Tsuuiisou (All Honours) and Shou Suu Shii (Little Four Winds). These both
   occur in approximately 0.01% of all winning hands...

   (You need to get a "proper" named Yakuman hand for this gold trophy too. It's
   trivial to get a counted Yakuman (see rule 7.11 in Section 22) using a crazy
   custom rule-set with loads of bonus tiles and multipliers but that is not
   recognized for this trophy.)

| Section 24 | CONTACT                                                     s24 |

I welcome all feedback on this guide and any contributions you'd like to make.
I'm also happy to receive questions about this or any other mahjong game, or
about the rules and terminology of Japanese mahjong.

You can email me at barticle at hotmail.com - obviously changing the "at" to an
@ and removing the spaces. It would be helpful if you include the word "mahjong"
somewhere in the subject line and tell me which game you're playing.

| Section 25 | THANKS                                                      s25 |

I would like to thank the following:-

o Play Asia for a reliable worldwide seller service

o Sony Japan for posting a few screenshots

o psnprofiles.com for sharing the Japanese trophy list before I had the game

o yamada-denkiweb.com for ranking test info

o Tangorin.com and Tuttle for great language resources

o Cold Fiction Music, Antonymes, Off Land and Zinovia for super sounds

I will be happy to give credit and thanks to anyone who makes a contribution.
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| ANOTHER  /  / /  /_____/  //  /     /  /   /  //  /   /  /  /   \/  / 
'---------/  /-/  //  __   //  /-----/  /---/  //  /---/  /--/  _____/---------.
         /  / /  //  / /  //  /     /  /   /  //  /   /  /  /  /         GUIDE |
        /   \/  //   \/  //  /     /   \_ /  //   \_ /   \ /   \________ o-----'
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Mahjong Haoh: Dankyuu Battle 3 Guide
Copyright 2014 James R. Barton
Initial version 0.90 completed 24 November 2013
Current version 1.00 completed 14 March 2014

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.

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use only. This work is subject to copyright. It may not be hosted online or
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The only websites with the author's consent to publish this guide are GameFAQs
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If you find this file hosted on any other site I would be grateful if you would
inform me at the email address given at the top. Thanks!

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