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FAQ by barticle

Version: 1.00 | Updated: 05/20/2019

 Saikyou no MJ Guide - Version 1.00 - 20 May 2019 - by Barticle at hotmail.com
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          01 INTRODUCTION          CONTENTS          13 SETTINGS
          02 FEATURE LIST          ¯¯¯¯¯¯¯¯          14 RULES
          03 AVAILABILITY     08 SURVIVAL PLAY          14a Optional Rules
          04 MAIN MENU        09 TOURNAMENT MODE        14b Fixed Rules
          05 CONTROLS         10 TRAINING MODE       15 FINAL SCORES
          06 DISPLAY          11 HAND REPLAYS        16 TROPHIES
          07 FREE PLAY        12 PLAYER STATS        17 CONTACT

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| Section 01 | INTRODUCTION                                                s01 |

This is a guide to the Japanese video-game 'Saikyou no Maajan' which released
for the Nintendo Switch in October 2018 and the Sony PS4 in April 2019. I'm
playing on PS4 but pretty much everything here should apply to the Switch too.

The full title of the game means "Strongest Mahjong - Mahjong Dojo for One
Million People"! It was made by Unbalance who have previously released several
other "Saikyou no..." games (mahjong, go and shogi) for PC, PS1 and PS2.

If you're new to mahjong or you play a version other than the modern Japanese
"Riichi" rules used in this game, I would recommend my beginners guide which is
available on the wiki site for the Yakuza game series.


If instead you want a complete guide to the terminology and rules of Japanese
mahjong, check out my illustrated hyperlinked PDF guide on the USPML website.

  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, Ron and Pasu.

If you found this guide useful or interesting you can show your support by using
the recommend function. If you have any feedback (especially suggestions for
additions) then please feel free to contact me via email or GameFAQs message.

This guide is designed to be viewed in a fixed-width font (preferably Courier
New) and with 80 characters per line. Since December 2018 the default font for
GameFAQs text guides is Courier New only when viewing on desktop platforms.

| 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 single-player Free Play and Survival Play modes (see Sections 07 and 08)

o single-player Tournament Mode and Training Mode (see Sections 09 and 10)

o no online multiplayer

o modern Japanese mahjong rules including Riichi, Dora and red fives

o fourteen rule options (see Section 14a)

o Furiten alerts (but no Dora or Tenpai alerts)

o option to save replays, watch and actually "re-play" hands (see Section 11)

o three pages of player stats (see Section 12)

o thirty-six PSN trophies (see Section 16)

o Japanese language only

This title has simple but clear presentation, a couple of annoyances in its
controls (see Section 05) and a decent range of stats and rule options. There
are three main gameplay modes of which Survival Play gives the most challenge
- and frustration. Training Mode provides some guidance for learners but gives
no rationale for its suggested moves. On PS4 there's a full set of trophies but
several require a lot of luck/time so it's a very tough platinum.

| Section 03 | AVAILABILITY                                                s03 |

The PS4 edition is available to buy and download from the Japanese PSN store so
you'll need a PSN user account registered in Japan and store credit in Yen.

It's simple to create an additional user profile on your PS4. Go to the Power
option at the far right of the main console menu, select Switch User, New User,
Create a User, then create a new account.

You'll need to set your country to Japan and that's where it gets harder since
the menu language switches to Japanese! I'd recommend finding an online guide to
creating a Japanese PSN account - the layouts change periodically so make sure
you pick one that was written fairly recently.

Once you've registered you'll need to be able to pay for the game. It might be
possible to pay by Paypal but I think you'd need a Japanese Paypal account and I
haven't investigated that option. The alternative is to purchase a PSN card and
enter the code in the store.

You could do this via mail-order but it's quicker and cheaper to use a retailer
that sends you the code via email. I've used Cards Codes (cardscodes.com) to buy
PSN credit several times. In the past it took 15-30 minutes for the code to
arrive by email but this time it was pretty much instant.

Remember to check the price of the game on the store first so you know how much
credit you need. At launch it was 1980 Yen (currently about 18 USD, 16 Euros or
14 GBP) but I assume it could get a bit cheaper over time.

If you set your console as the "Primary PS4" for your new account then all other
users can share your games and you'll be able to play them with your usual U.S.
or Euro account. If you skipped this during registration, you can find it on the
main PS4 menu under Settings, Account Management, Activate as Your Primary PS4.

[I've never used a Nintendo Switch but there are several guides available online
that demonstrate how to purchase content from the Japanese Switch eShop.]

| Section 04 | MAIN MENU                                                   s04 |

The main menu has seven options:

|                                      ||                                      |
|     Free Play mode [yellow box]      ||     Survival Play mode [red box]     |
|                                      ||                                      |
|           (see Section 07)           ||           (see Section 08)           |
|                                      ||                                      |
|                                      ||                                      |
|      Tournament Mode [blue box]      ||      Training Mode [green box]       |
|                                      ||                                      |
|           (see Section 09)           ||           (see Section 10)           |
|                                      ||                                      |
|             Hand Replays             ||   Player Stats   ||     Settings     |
|                                      ||                  ||                  |
|           (see Section 11)           || (see Section 12) || (see Section 13) |

| Section 05 | CONTROLS                                                    s05 |

Since this is primarily a guide to the PS4 version of the game, I've listed the
PS4 controls here [with the Switch controls added in square brackets].

Throughout the game you'll use the d-pad for selection (the thumbsticks are not
used) and the Cross button [or A on Switch] to confirm or continue.

The following controls are used during play:

 d-pad left/right = select tile

                    Tap or hold the d-pad to cycle through your hand to select a
                    tile to discard. (The game has an exaggerated Mexican Wave
                    effect which you just need to get used to!)

    d-pad up/down = select command

                    The game displays a contextual pop-up menu when various
                    functions are available to you. These are all labelled in
                    simple katakana text as follows:

                        Chii - Steal a tile to complete a sequence set (chow)

                         Pon - Steal a tile to complete a triplet set (pung)

                         Kan - Make a quad set (kong)

                        Pasu - "Pass" to reject a command

                      Riichi - Declare Riichi

                       Tsumo - Declare a win off a tile you drew on your turn

                         Ron - Declare a win off an opponent's discard

                    The option to "pass" is always coloured green, the two win
                    options are red and the others are orange.

                    If you want to cancel the option to declare Riichi or to
                    declare a quad set, you will need to "pass" again every turn
                    as long as that command remains applicable to your hand.

            Cross = discard selected tile / use selected command

 [or A on Switch]   This is the main button you'll use during play.

                    Unfortunately there is no dedicated button to reject any
                    commands offered to you. For Chii/Pon/Kan calls and Riichi
                    declarations the green "pass" option is selected by default
                    so you can cancel by simply pressing this button.

                    To use a call or Riichi command you need to select it with
                    the d-pad and then press the (same) button.

                    The Tsumo/Ron win commands are always selected by default,
                    even if other commands are also available.

         Triangle = open game menu pop-up

 [or X on Switch]   In Free Play mode and Training Mode you get this menu:

                      1) View rule settings (see Section 14a)

                      2) Change tile back colour (butterscotch, blue or red)
                         and table surface colour (green or red)

                      3) Quit match (then pick left button to confirm)

                    In Survival Play mode and Tournament Mode you get this one:

                      1) View rule settings

                      2) Change tile back colour and table surface colour

                      3) View game information

                         In Survival Play this shows your current overall score
                         and your match survival streak.

                         In Tournament Mode it shows the clear requirement of
                         the current stage and/or player progress in the stage.

                      4) Suspend match (then pick left button to confirm)

                         When you launch the mode again you can pick the top
                         option to continue from your previous position or the
                         middle option to re-start the mode from the beginning.

           Square = open settings menu pop-up

 [or Y on Switch]   This is the same settings menu for music, sound, speed and
                    display options which can be accessed from the main menu.

           Circle = return to passed command / close menu

 [or B on Switch]   If you used the "pass" option to cancel a command on your
                    turn (for example a Riichi command) you can use this button
                    to return to the previous option (if you passed by mistake
                    or changed your mind).

                    You can also use this button to close a pop-up menu.

               R1 = toggle calls skip on/off

 [or R on Switch]   This option is Off by default. When it's On the game will
                    automatically reject any possible calls (Chii/Pon/Kan).

               R2 = view player info

  [ZR on Switch?]   Holding this button displays an overlay which shows each
                    player's portrait, name, seat-wind and points score.

                    After the first hand it will also show the placings (1st to
                    4th) and after someone scores it will show in red figures
                    how many points 2nd, 3rd and 4th need to catch 1st.

               L2 = change strategy (Training Mode only)

[or ZL on Switch]   In Training Mode the game will suggest moves for you and
                    you can press this button to cycle between three strategy
                    modes: Balanced, Attack Emphasis and Defence Emphasis.

After each hand ends you can use the following three controls:

            Cross = continue

 [or A on Switch]   The game progresses to show any scoring from the hand.

               R2 = save hand

[or ZR on Switch]   This allows you to save the previous hand so you can access
                    it later in the replays mode (see Section 11).

               L2 = replay hand

[or ZL on Switch]   This lets you watch the hand immediately. You can take over
                    at any stage to make different choices and see how they
                    would've worked, but it won't affect the official outcome!

                    (see Section 11 for replay controls)

Remember on PS4 you can also use the screenshot function to save gameplay pics -
I always like to document my failed Yakuman attempts. :6

An extra screen shows the details for a winning hand. This shows the tiles at
the top and all applicable scoring combinations (and Dora bonus tiles) listed
below. On the right you have the winner's portrait and name, the hand count
(e.g. East 1), the winner's seat-wind plus the counters and dead wall from the
centre of the tabletop view. The hand score is shown at the bottom with either
the total Fu (minipoints) and Han (doubles) or the limit applied on the left and
the base value of the hand (before Riichi and Honba) on the right.

On the score screen you can press Square [Y] to replay the hand, Triangle [X] to
save the hand, Circle [B] to return to the table view or Cross [A] to continue.

| Section 06 | DISPLAY                                                     s06 |

This section describes the layout of the mahjong tabletop display.

The top-left corner gives the name of the mode you're currently playing - this
text uses the same colours as the options on the main menu (see Section 04). In
Survival Play mode this corner also shows the number of the current match in the
series and in Tournament Mode it indicates which stage you are currently in.

The characters in the top-right corner show the match duration (east-only or
east-south) and the current hand count (e.g. East 1, South 3, etc).

Prompts in the bottom corners show the controls currently available to you (see
Section 05). Contextual command pop-ups appear in the bottom-right corner for
calls, declarations and wins.

In the centre of the screen you have the five stacks of the dead wall used as
indicators for Dora bonus tiles. Below that are counters for the number of tiles
remaining in the live wall, the total number of Riichi stakes on the table and
the Honba count (denoting consecutive dealer wins and draws).

Each player's seat wind and score is shown next to their hand. You can also hold
R2 [probably ZL on Switch?] to view an overlay which shows for each player their
portrait, name, position (1st-4th) and number of points behind 1st.

Discarded tiles are shown in standard rows of six although the third row can be
longer if necessary. If you have the appropriate settings enabled (see Section
13) Tsumogiri discards will be indicated with red corners and any tiles taken by
calls (Chii/Pon/Kan) will be shown in the discard pool (highlighted green).

The orange square is the Chiicha marker which indicates the first player to be
dealer (east seat) and also shows the current round-wind (east or south).

If your hand is currently Furiten (see trophy #14 in Section 16) this will be
denoted by purple text above your score. (This warning only appears while the
other players take their turns, not during yours!)

| Section 07 | FREE PLAY                                                   s07 |

Free Play mode (yellow) lets you play at one of ten levels/locations which are
all unlocked by default. You can also pick your rule options (see Section 14a).

The tabletop view always looks the same but each location has three different
opponents (thirty total) and their skill level increases at higher levels.*

The Free Play menu shows all ten locations and (for each one) the difficulty,
opponent portraits and counts of your 1st, 2nd, 3rd and 4th place finishes.

        Level | Location Name              | Skill Level
          1   | Wakaba Café                |
          2   | PON Mahjong Café           | Beginners welcome (blue)
          3   | Misaki Mahjong Club        |
          4   | Michinoku Mahjong          |
          5   | Lipstick                   | Elementary level (green)
          6   | Shining Mahjong            |
          7   | Napoli Mahjong Café        |
       -------+----------------------------| Intermediate level (orange)
          8   | Lotus Mahjong Club         |
          9   | Rokumonsen Mahjong Parlour |
       -------+----------------------------| Advanced level (red)
         10   | Sabu-Chan                  |

You can pick a level with d-pad up/down.

Press Cross [or A on Switch] to play at the selected level.

Press Circle [or B on Switch] to return to the main menu.

Press Triangle [or X on Switch] to view or change the rule settings (see Section
14a) - the same custom rules apply globally to all levels. Use the d-pad to move
between the rule options, press Cross to change a setting, Triangle to restore
the default settings (pick the left option to confirm) and Circle to exit.

On PS4 there are four trophies (see Section 16) for achieving a 1st place finish
on Levels 7, 8, 9 and 10 respectively.

*The developers re-used exactly the same characters, locations, levels and menu
colours from their earlier 'Minna no Mahjong' iOS/Android game!

    http://www.reachmahjong.com/en/forum/download/file.php?id=1469 (picture)

| Section 08 | SURVIVAL PLAY                                               s08 |

In Survival Play mode (red) you play one-round matches. If you finish a match in
either 1st or 2nd place then your survival streak continues with another match
but if you come 3rd or 4th you need to restart from the very beginning.

You can check your current place quickly by holding R2 to view the overlay.

(It's very common for two or more players to have the same score during or even
at the end of a match. The game uses the rule that determines the positions in
such cases - players are ranked according to the order in which they take the
east seat, that's counter-clockwise from the orange marker on the table.)

I should also note that everyone starts with only 8,000 points each instead of
the usual 25,000 points. That can radically change the pace of play - getting
"Ronned" off a non-dealer Mangan is enough to wipe out your points.

When you start Survival Play mode the green screen explains the format and also
shows your personal best high score and survival streak. Your long-term target
is to improve your record score and match streak.

The Dobon rule is applied so a match will end immediately if a player's points
drop below zero. The Agari Yame rule is also used so the dealer (east seat) can
choose to end a match early if they win the final hand (East 4). 

Since (hopefully!) your streak of surviving matches can last a long time, the
game allows you to quit out during a streak (or even during a hand) and resume
play later. Press Triangle [or X on Switch] to open the menu, pick the fourth
option and then the left button to confirm.

Then when you select Survival Play again you have three options:

                   1. Continue from your previous position
                   2. Start a new streak from the first match
                   3. Cancel and return to the main menu

You can also pick the third option on the in-game menu to view your current
streak progress (your total score and number of matches survived so far).

After each match your points are converted into the "final scores" format (see
Section 15). The buy-in is considered to be 10,000 pts so 1st receives an Oka of
8,000 pts and the standard 5-10 Uma is also applied (see Section 14a). The final
score screen shows each player's points, Oka (1st only), Uma and final scores.

In Survival Play the player in 1st gets a bonus of 100 and 2nd gets 50 - this is
added to your final score to give your overall score from the match and then, as
you continue your streak, your scores from each match are added to give your
overall survival score for the streak. A white pop-up shows your final score,
position bonus, overall score and streak length; any text to the right indicates
a new personal best (highest survival score or longest survival streak).

When your streak ends on a 3rd or 4th place there is no option to quit the mode
- you automatically start a new survival streak but you can use the pop-up menu
to exit the match and then either resume or restart next time.

On PS4 you can earn trophies (see Section 16) for surviving one, five, ten and
twenty consecutive matches; for getting busted out in the first match (!) and
for making streak scores with three and four repeated digits.

| Section 09 | TOURNAMENT MODE                                             s09 |

In Tournament Mode (blue) your goal is to progress through six stages to win the
coveted Mahjong Cup. The stages are shown on the mode menu:

                            6. Final

                            5. Semi-Final

                            4. Main Match Third Day

                            3. Main Match Second Day

                            2. Main Match First Day

                            1. Qualifiers

You start at the bottom and your current position is marked with an orange
arrow. Once you've passed a stage you'll get a green "Clear" arrow there.

Just like in Survival Play mode, you can exit a match from the menu. Press
Triangle [or X on Switch] to open the menu, pick the fourth option and then the
left option to confirm. When you start Tournament Mode again you can pick the
top option to continue or the middle one to restart from the beginning.

The third option on the menu shows a screen which varies with each stage but it
always has some combination of the stage requirements and/or player progress.

The good news is that failing a stage doesn't put you back to the beginning! You
can have as many attempts as you like to pass each tournament stage.

If you do happen to fail any stage (after the first one), take care not to quit
out by accident. On the failure screen with the blue banner you should press
Cross [or A on Switch] to retry the stage (and then either continue playing or
exit via the menu). If you press Circle [B] to return to the title screen, you
have to start again from the beginning of the tourney.

1. Qualifiers

   The qualifying round consists of five one-round matches with standard rules.

   To qualify for the next stage of the tournament you need to achieve a total
   score of 30+. Your "final score" (see Section 15) from each of the five
   matches is added to give your overall total.

2. Main Match First Day

   This is a single match played over two rounds.

   Your goal is to win the match without once getting "Ronned" by an opponent.

   If you get 2nd, 3rd or 4th place or you give one of your rivals the tile they
   need to win a hand by Ron then your attempt will fail.

3. Main Match Second Day

   This stage is played over a unlimited series of one-round matches.

   You need to be the first player to successfully make seven different Yaku
   (scoring combinations) in winning hands. It doesn't matter how many hands (or
   matches) you need. Progress carries over between matches.

   Your attempt will fail if another player gets to seven combinations before
   you or if you finish in 4th place in any match.

   One further complication is that a player will lose combinations from their
   collection if they get hit by a Ron win where the winning hand has the same
   combinations. For example if one opponent has already made Riichi, Pinfu and
   Tanyao and I then get a Ron win off their discard with Riichi and Tanyao,
   they'd lose Riichi and Tanyao from their collection (but not Pinfu).

   It can be useful to know that the game treats triplets of dragons, seat-wind
   or round-wind as three separate combinations. Also for the purposes of this
   stage it counts Dora bonus tiles as a Yaku too (all types counted together).

   (See trophy #28 in Section 16 for my list of the most common combinations.)

   The score screen for each winning hand marks any new Yaku for that player
   with yellow stars and shows their current Yaku collection at the bottom.

   The information screen that can be displayed during play shows the current
   Yaku collections with seven boxes for each player.

4. Main Match Third Day

   This stage is played over a single two-round match.

   Your goal is to get a "final score" (see Section 15) of 60 or higher.

   To pass the stage you need to achieve and maintain a score of 60,000+ points
   at the end of the match (not including the Oka and Uma bonuses).

5. Semi-Final

   This stage is played over six one-round matches with twelve players in total,
   so while you're playing on one table there will be two other tables active.

   Seating is random in the first match, then in the other five matches the
   players are seated according to their places/scores from the previous match.

    Table 1: Three 1st place players plus the highest scoring 4th place

    Table 2: Three 2nd place players plus the second-highest scoring 4th place

    Table 3: Three 3rd place players plus the lowest scoring 4th place

   After the sixth match the four players with the highest cumulative "final
   scores" (see Section 15) from the series go through to the final.

   The information screen that can be displayed during play shows the twelve
   players ranked in order of their total scores (with the top four players
   highlighted). The columns show their latest match result, total score and any
   changes in ranking.

6. Final

   In the cup final you play a series of three two-round matches against the
   other three players who cleared the semis with you.

   The "final scores" are summed for each player over the series and the player
   with the highest cumulative score wins the Mahjong Cup.

   Both the Kan Dora and the red five bonus tiles are not included in this final
   stage but you can still use the normal Dora (always applied) and Ura Dora
   (when you win after Riichi) to help boost your scores.

   The information screen that can be displayed during play shows the same info
   as the semi-finals except now of course there are only four players shown.

On PS4 there are seven trophies available for Tournament Mode - six for clearing
each stage of the tournament and one for doing it all again four more times! :6

| Section 10 | TRAINING MODE                                               s10 |

Training Mode (green) works just like Free Play mode (see Section 07). You even
get the same selection screen where you choose your level/location/opponents and
the game shows how many times you've placed 1st, 2nd, 3rd and 4th.

The difference is evident during play where the game adds a hint window on the
left side of the screen. This shows the actions recommended by the game's AI,
e.g. which tile to discard, whether to steal a tile, whether to Riichi, etc. Up
to four options are shown with percentage weightings.

You can press L2 [or ZL on Switch] to cycle between the three strategy modes -
Balanced (green), Attack Emphasis (red) and Defence Emphasis (blue). This will
usually just shift the percentages on the same four options.

You are free to ignore the computer's advice if you want. I'm not sure why it
would give me only a 76% chance of accepting a Tsumo win worth 3,000 points when
we were only five tiles away from a draw!

| Section 11 | HAND REPLAYS                                                s11 |

At the end of each hand the game prompts you to save the previous hand by
pressing R2 [or ZR on Switch]. On PS4 this takes you to the save file screen
where you can use the "New Saved Data" option to create a new data file.

You can access saved hands later via the replays option on the main menu. Not
only can you watch old hands here but you can literally "re-play" them - you can
take over at any point and make different choices to see what could've happened!

When you select replays mode from the bottom-left of the main menu it will
prompt you to pick a data file. Each one shows the date and time, match length
(east or east-south), hand count (e.g. East 1) and the outcome of the hand, for
example a Ron win, Tsumo win or draw.

The following controls can be used:

         Triangle = toggle show/hide opponents' hands

 [or X on Switch]   By default the other players' hands are hidden as usual but
                    you can use this button to reveal them.

         d-pad up = skip back to start of hand

       d-pad left = skip back by one go-round (one turn each)

      d-pad right = advance by one go-round

       d-pad down = skip forward to end of hand

            Cross = toggle start/stop automatic playback

 [or A on Switch]   You can choose whether to advance manually with d-pad right
                    or let the game do it automatically.

               L1 = toggle control on/off

 [or L on Switch]   By default you have a passive playback but you can press
                    this button to take control of your hand at the selected
                    moment and continue playing as normal.

               L2 = exit replay

[or ZL on Switch]   Use this button to end the replay.

At the end of the hand you can press Cross to show the scoring, L1 to switch
back to manual control, R2 to make a new save file or L2 to exit the replay.

| Section 12 | PLAYER STATS                                                s12 |

Your player stats (for Free Play and Survival Play only) can be viewed via the
middle grey button at the bottom of the main menu.

You'll be prompted to choose one of two blue buttons:

                          |      Free Play mode      |
                          |    Survival Play mode    |

The layout for both modes is very similar but Survival Play has a couple of
extra stats and Free Play gives separate stats for one and two-round matches.

For both modes the stats are presented over three pages. You can use the d-pad
to cycle through them, Triangle to reset your stats or Circle to exit.

                                     Page 1
The stats for Survival Play include two extra entries in the top-left corner of
the first page: your highest total score and your longest survival streak.

Left column:

     1. Total matches played
     2. Average placing
     3. Number of 1st place finishes
     4. Number of 2nd place finishes
     5. Number of 3rd place finishes
     6. Number of 4th place finishes
     7. Longest win streak
     8. Longest loss streak
     9. Highest match score
    10. Lowest match score
    11. Average match score
    12. Total hands played
    13. Number of hands won

The figures for Free Play mode are divided into two columns with one-round
matches (east-only) on the left and two rounds (east-south) on the right.

Right column:

     1. Win rate (%)
     2. Number of Yakuman hands won
     3. Number of times you dealt-into an opponent's win (got "Ronned")
     4. Deal-in rate (%)
     5. Average deal-in payment
     6. Number of 1-Han hand wins
     7. Number of 2-Han hand wins
     8. Number of 3-Han hand wins
     9. Number of 4-Han hand wins
    10. Number of Mangan hand wins
    11. Number of Haneman hand wins
    12. Number of Baiman hand wins
    13. Number of Sanbaiman hand wins
    14. Number of Yakuman hand wins

                                     Page 2
The second and third pages show the number of times you've completed each Yaku
(scoring combination) and the percentage of your total won hands.

Left column:

     1. Riichi
     2. Tanyao (All Simples)
     3. Pinfu
     4. Ippatsu ("One-Shot" win after Riichi)
     5. Menzen Tsumo (Fully Concealed Hand)
     6. Ippeikou (Pure Double Sequences)
     7. Menfon Pai (Seat-Wind Triplet)
     8. Chanfon Pai (Round-Wind Triplet)
     9. San Gen Pai (Dragon Triplet)
    10. Rinshan Kaihou (After a Quad)
    11. Chankan (Robbing a Quad)
    12. Haitei Raoyue (Last-Tile Tsumo)
    13. Houtei Raoyui (Last-Tile Ron)

Right column:

     1. San Shoku Doujun (Mixed Triple Sequences)
     2. Ikkitsuukan (Pure Straight)
     3. Chantayao (Mixed Outside Hand)
     4. Chii Toitsu (Seven Pairs)
     5. Toi-Toi Hou (All Triplets)
     6. San Ankou (Three Concealed Triplets)
     7. Honroutou (All Terminals & Honours)
     8. San Shoku Doukou (Three Matching Triplets)
     9. San Kantsu (Three Quads)
    10. Shou San Gen (Little Three Dragons)
    11. Daburu Riichi (Double Riichi)

                                     Page 3
Left column:

     1. Honitsu (Half Flush)
     2. Junchantayao (Pure Outside Hand)
     3. Ryanpeikou (Twice Pure Double Sequences)
     4. Chinitsu (Full Flush)
     5. Nagashi Mangan (All Terminals & Honours Discards)
     6. Dora bonus tiles
     7. Kokushimusou (Thirteen Orphans)
     8. Suu Ankou (Four Concealed Triplets)
     9. Dai San Gen (Big Three Dragons)
    10. Tsuuiisou (All Honours)
    11. Shou Suu Shii (Little Four Winds)
    12. Ryuuiisou (All Green)

Right column:

     1. Dai Sharin (Big Wheels)
     2. Chinroutou (All Terminals)
     3. Suu Kantsu (Four Quads)
     4. Chuurenpoutou (Nine Gates)
     5. Tenhou (Heavenly Win)
     6. Chiihou (Earthly Win)
     7. Renhou (Human Win)
     8. Suu Ankou Tanki Machi (Four Concealed Triplets on a pair wait)
     9. Kokushimusou Juusan-Men Machi (Thirteen Orphans on a 13-sided wait)
    10. Dai Suu Shii (Big Four Winds)
    11. Junsei Chuurenpoutou (Pure Nine Gates) (on a 9-sided wait)

| Section 13 | SETTINGS                                                    s13 |

The bottom-right option on the main menu accesses the basic game settings menu.

You can also use this during play by pressing Square [or Y on Switch].

There are five options available:

1. Background Music (BGM) - 1 / 2 / Off

2. Sound Effects - On / Off

3. Opponent Turn Speed - Slow / Normal / Fast

   That Fast option is really pretty speedy. It can save you a lot of time when
   you're trying to grind through matches in Tournament Mode or Survival Play.

   (Try not to get swept up in that fast pace though - remain calm, check your
   opponents' discards as normal and try to make thoughtful rational decisions,
   especially if you're several matches into a survival streak!)

4. Tsumogiri Display - On / Off

   "Tsumogiri" is when you discard the tile you just drew instead of discarding
   one you already had in your hand.

   When this option is enabled all Tsumogiri discards (for all players) will be
   indicated with red corners in the discard pools. Consecutive Tsumogiri tiles
   are often a sign that a player has a Tenpai (ready) hand, either that or they
   are just getting lots of bad draws!

5. Called Tiles Display - On / Off

   When this option is enabled any discard tile that is stolen with a call
   (Chii/Pon/Kan) will be shown - highlighted green - in the discarder's pool as
   well as appearing in the open set completed with the steal.

   Discarded tiles taken by calls still count towards the Furiten rule so this
   option can be handy, especially when playing defensively.

| Section 14 | RULES                                                       s14 |

The two parts of this section cover the main rule options shown in the game and
some of the more technical rules which are always applied.

| Section 14a | Optional Rules                                            s14a |

The game has a list of fourteen basic rule options. In Training Mode and Free
Play mode you can change the settings as you wish but in Tournament Mode and
Survival Play mode these options are always fixed.

Most rules use the standard terms Ari and Nashi (given in hiragana text) - Ari
means that the option is included and Nashi means it's not used.

 1. Starting Scores [25k / 26k / 27k / 28k / 29k / 30k points]

    This sets the score with which each player starts a match.

    Every player is considered to pay a 30,000 pts buy-in and the excess points
    form a bonus called the Oka which is paid to the match winner. For example
    with the common 25k pts starting scores the Oka would be 20k pts.

    No Oka is paid with 30k pts starting scores (it would be zero).

    Survival Play mode has its own unique option. Players start with 8k pts each
    and the buy-in is 10k pts so the Oka is also 8k pts (see Section 15).

 2. Match Format [east-only / east-south]

    This specifies whether a match is played over one round (with round-wind of
    east) or two rounds (east and south).

    The game uses the names Tonpuusen and Tonnansen (respectively) so you can
    see the kanji symbols for east or east-south in the options.

 3. Ura Dora [on / off]

    This is an additional Dora bonus tile applied to a winning hand with Riichi.

    The indicator tile for the Ura Dora is under the standard Dora indicator in
    the dead wall. It is only shown on the score screen for a winning hand.

 4. Kan Dora [on / off]

    These are additional Dora bonus tiles applied after players make quad sets.

    The indicator tiles for Kan Dora are flipped on the top row of the dead wall
    which is shown in the centre of the screen during play.

 5. Kan Ura Dora [on / off]

    These are additional Dora bonus tiles applied to a winning hand with Riichi
    after players made quad sets.

    The indicator tiles for Kan Ura Dora are under any Kan Dora indicators in
    the dead wall. They are only shown on the score screen for a winning hand.

 6. Aka Dora (red fives) [on / off]

    This option replaces three number five tiles (one in each suit) with a red
    version. Like the other Dora bonus tiles, these are each worth one Han in
    calculating the hand value but they cannot be used as Yaku (combinations).

 7. Kuitan [on / off]

    This rule allows the combination Tanyao in a hand which has one or more sets
    completed with tiles stolen by calls (Chii/Pon/Kan).

    A hand qualifies for Tanyao (All Simples) if it contains only suit tiles
    numbered two to eight inclusive - no ones, nines, winds or dragons.

 8. Ippatsu [on / off]

    Ippatsu (literally a "One-Shot" win) is a bonus combination which is applied
    to a winning hand after Riichi if the player won on the first "go-round"
    after the Riichi declaration, either by Ron off an opponent or by Tsumo on
    their own next draw. If a call (Chii/Pon/Kan) is made before the win then
    Ippatsu is not applied.

    This is a very standard combination in modern Japanese rules but this rule
    setting gives you the option of disabling it if you wish.

 9. Dobon [on / off]

    With the Dobon rule a match will end immediately if the score of one or more
    players drops below zero.

    (If a player has a zero score, the match will continue.)

10. Uma [on / off]

    Uma is a final bonus based on player placings at the end of the match.

    Some games offer various options but this one uses a fixed 5-10 Uma which
    means that the player in 3rd place pays 5,000 pts to the player in 2nd and
    the player in 4th place pays 10,000 pts to 1st.

    In determining the "final scores" (see Section 15) the points are divided
    by a thousand before this stage so the Uma is shown as 10, 5, -5 and -10.

11. Renchan Conditions [Tenpai / Win only]

    Each round of a match consists of four hands by default, for example East 1,
    East 2, East 3 and East 4 in the east round.

    An extra hand called a Renchan is always played whenever the previous hand
    was won by the dealer (east seat). With the Tenpai option, an extra hand
    will also be played if it ended in an exhaustive draw (all tiles taken) and
    the dealer had a Tenpai (ready) hand.

12. Agari Yame [on / off]

    This rule gives the dealer (east seat) the option to end the match early if
    they won the final standard hand of a match, i.e. East 4 in a one-round
    match or South 4 in a two-round match, instead of playing a Renchan.

    If you find yourself in this situation when this rule is applied, you will
    get a white pop-up box with two blue options. Pick the left option (Yes) if
    you want to end the match immediately.

13. Ryan Han Shibari [on / off]

    Usually a hand must have at least one Yaku (combination) in order to be able
    to declare a win. This is because modern Japanese mahjong is played with a
    one-Han minimum and any Han from Dora bonus tiles don't qualify.

    This archaic rule option applies a two-Han minimum but only when the Honba
    counter (the bottom-right number in the centre of the screen) is at five or
    higher. Again any Han from Dora are not considered so you need two combos
    worth one Han each or one combo worth at least two Han for a hand win.

14. Kuikae [on / off]

    Chii or Pon calls allow you to make a sequence or triplet set (respectively)
    using one stolen tile and two tiles from your hand.

    When this rule is NOT applied you CANNOT steal a tile and then immediately
    discard in the same turn another tile that could form a valid set with the
    two tiles you used from your hand. For example, if you had 567 in your hand
    and made a Chii call on a four in the same suit to make an open set of 456,
    you would not be permitted to discard the seven.

    Discards blocked by Kuikae Nashi are shaded grey in your hand and cannot be
    selected for discarding until your next turn.

| Section 14b | Fixed Rules                                               s14b |

The official website for the game specifies the following rules which are always
applied in all modes:

o A player must have at least 1,000 points to declare Riichi.

o The scoring combination Open Riichi is not included in the game.

o A Ron declaration takes priority over a Pon/Kan call on the same tile.

o A Pon/Kan call takes priority over a Chii call on the same tile.

o The Kan Dora indicator tile after an Ankan is flipped immediately.

  (An Ankan is a quad set made using four tiles from the player's hand.)

o The Kan Dora indicator tile after a Minkan is not flipped immediately.

  (A Minkan is a quad set made using only three tiles from the player's hand.)

o The combination Chankan (Robbing a Quad) can only be applied on an Ankan if
  the tile is taken to complete Kokushimusou (Thirteen Orphans).

o Winning a hand on the supplement tile taken after declaring a quad set - for
  the combination Rinshan Kaihou (After a Quad) - will be considered a Tsumo
  win if the quad was a Minkan.

o The Atozuke rule is applied.

  (A player can declare a Ron win on a hand which did not previously have any
  guaranteed scoring combinations.)

o A Pinfu hand won by Tsumo - for the combination Menzen Tsumo (Fully Concealed
  Hand) - is scored at the basic twenty Fu (minipoints).

  (The usual extra two Fu for a Tsumo win are waived in order to meet the Pinfu
  definition of scoring no additional Fu.)

o A Kuipinfu-type hand won by Ron is scored at thirty Fu (minipoints).

  (A Kuipinfu (Open Pinfu) hand has at least one set completed with a stolen
  discard - so the Pinfu combination cannot be claimed - but otherwise it meets
  all the other requirements for Pinfu. Traditionally this receives an extra two
  Fu on top of the basic twenty for a win but since - by definition - it doesn't
  qualify for any extra Fu, the total would always be thirty after rounding.)

o Renhou (Human Win) is scored as a Yakuman (top limit hand).

  (Renhou is applied when a player starts with a Tenpai (ready) hand and wins by
  Ron off an opponent's discard before their own first turn.)

o The Chiihou (Earthly Win) Yakuman is invalid after a Chii/Pon/Kan call.

  (Chiihou is applied when a player other than the current east player
  declares a win with a complete starting hand on their first turn.)

o Multiple Yakuman (and double Yakuman) can be stacked.

  (For example three Yakuman and one double Yakuman in the same hand would be
  worth five times the usual Yakuman limit!)
o The optional combinations San Renkou (Three Consecutive Triplets), Suu Renkou
  (Four Consecutive Triplets) and Shiisan Puutaa (Thirteen Unrelated Tiles) are
  not included in the game.

o Nagashi Mangan (All Terminals & Honours Discards) is included in the game.

  A player will score points equal to the Mangan limit when a hand ends in an
  exhaustive draw if all of their discards were ones, nines, winds and dragons
  and none of them were stolen by other players (Chii/Pon/Kan calls).

o Four types of abortive draw are included in the game:

  - Suu Fontsu Renda

    All four players discard the same wind tile on their first turn.

  - Suu Kai Kan

    Four quad sets are declared in the same hand.

  - Yonin Riichi

    All four players declare Riichi in the same hand.

  - Kyuu Shu Kyuu Hai

    A player can optionally declare an abortive draw if their starting hand
    contains nine or more different ones, nines, winds and dragons.

  On PS4 those last two get you trophies too (see Section 16).

  (The fifth abortive draw - San Cha Hou (Three-Player Win) - is not applied.)

o Double Ron and Triple Ron are included in the game.

  (Multiple winning hands on the same discard tile are all valid.)

o The Pao liability rule is included for the Dai San Gen (Big Three Dragons),
  Dai Suu Shii (Big Four Winds) and Suu Kantsu (Four Quads) Yakuman hands.

  (This applies when a player discards a tile which is called to complete the
  last set required to meet the requirement of the Yakuman and all the other
  necessary sets were completed with calls (and are thus open on the table).

  If the hand is won by Tsumo, the discarder pays in full.

  If the hand is won by Ron, the two discarders pay half each.)

o If the final hand of the match ends in an exhaustive draw with Riichi stakes
  still on the table, the Riichi sticks are taken by the player in 1st place.

o The Shaanyuu rule is not applied.

  (A two-round east-south match does not extend into a third (west) round.)

| Section 15 | FINAL SCORES                                                s15 |

The screen after each match shows the players in 1st, 2nd, 3rd and 4th position
and applies four stages to convert their points total into a simplified format
which I like to call "final scores".

1. Technically players buy into a match with 30,000 points so this amount is
   subtracted from their score to show their profit. The scores are then divided
   by one thousand and rounded to an integer value to make them simpler.

   Here's a quick example:

   20,300 points minus 30,000 points is -9,700 points

   -9,700 divided by one thousand is -9.7

   -9.7 rounded is -10

   If necessary the winner's score is adjusted so that the four player scores
   including the Oka (see below) sum to zero.

2. Each player starts a match with an agreed number of points specified in the
   rule settings (see Section 14a) - this is usually 25,000 points.

   The differences between the buy-ins and the starting scores are summed to
   form the Oka which is a bonus paid to the player in 1st place.

   This is typically 20 (thousand) points because 4 x (30k - 25k) = 20k pts.

3. The optional Uma rule applies one final exchange of points based on each
   player's position. The game uses a fixed 5-10 Uma so the player in 3rd pays
   five (thousand) points to 2nd while 4th pays ten (thousand) points to 1st.

   The Oka and Uma will never change the player positions.

4. The figures from Steps 1, 2 and 3 are added to give the final scores for each
   player. These sum to zero and reflect each player's overall profit or loss.

Here's an example with standard 25,000 pts starting scores and Uma applied.

                 |   End Scores   |  Step 1  |  Step 2  |  Step 3  |  Step 4
  Player A (1st) |  39,500 points |  10 pts  |  20 pts  |  10 pts  |  40 pts
  Player B (2nd) |  20,900 points |  -9 pts  |    --    |   5 pts  |  -4 pts
  Player C (3rd) |  20,300 points | -10 pts  |    --    |  -5 pts  | -15 pts
  Player D (4th) |  19,300 points | -11 pts  |    --    | -10 pts  | -21 pts

(As you can see in this example, when you have 25k starting scores and the Uma
option applied, the winner's final score will be roughly their match score
divided by 1000 because the Oka and Uma exactly balance out the 30k buy-in.)

Survival Play mode is slightly different because everyone starts with only 8k
and the buy-in is considered to be 10k so the Oka is also 8k.

Here's an example using those settings:

                 |   End Scores   |  Step 1  |  Step 2  |  Step 3  |  Step 4
  Player A (1st) |  14,200 points |   4 pts  |   8 pts  |  10 pts  |  22 pts
  Player B (2nd) |  13,700 points |   4 pts  |    --    |   5 pts  |   9 pts
  Player C (3rd) |   4,100 points |  -6 pts  |    --    |  -5 pts  | -11 pts
  Player D (4th) |       0 points | -10 pts  |    --    | -10 pts  | -20 pts

Each time you survive a match by coming 1st or 2nd your "final score" from that
match is added to your overall cumulative total together with an extra position
bonus (100 pts for 1st place or 50 pts for 2nd place).

| Section 16 | TROPHIES                                                    s16 |

The PS4 version of the game has 36 trophies including a platinum. The trophy
icons are the 34 unique tile designs used in Japanese mahjong plus a tile back
(face down) and a golden Chun (red dragon) for the plat.

The trophies are listed here in the default order from the console trophy list;
I've given English translations of the names and requirements.

Although it feels a bit arbitrary, thirteen of the trophies are hidden. However
since the PS4 firmware update in September 2016 you can now view the details of
any hidden trophy by simply pressing the Square button.

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

Several of the trophies require you to complete winning hands with specific Yaku
such as Honroutou, Junchan or Ryanpeikou. Any hands completed while "re-playing"
(see Section 11) will not qualify for trophies - I have tried it!

 1 Strongest Mahjong-Player [Platinum]

   Acquire all the other trophies.

   As usual you get the plat by earning all the available trophies in the game.

   Of course that's easier said than done, especially in this game. I'm writing
   this guide shortly after the game's release and the platinum completion
   percentage was 0.0% for the first three weeks before finally jumping to 0.2%.

   To be honest I'm surprised it's that high but this can probably to attributed
   to hardcore gamers in the game's core player-base in Japan who truly deserve
   this trophy's title, "Saikyou no Janshi"!

 2 Honroutou [Bronze]

   Win a hand with only ones, nines, dragons and winds.

   This is the first of several trophies for getting a rare Yaku (combination).

   Honroutou (All Terminals & Honours) can be made with either four triplet sets
   and one pair (for Toi-Toi) or seven unique pairs (for Chii Toitsu).

   Each set or pair must be made of terminals (ones or nines) or honours (winds
   or dragons) - the hand must have no simples (tiles numbered two to eight).

   You'll need a hand with several pairs of terminals and honours. You can use
   Pon calls to complete triplet sets or keep your hand closed and go for the
   seven pairs. Since terminals and honours are quite likely to be discarded,
   it's better to take the Pon route.

   You might be able to salvage an unsuccessful attempt at Kokushi (Thirteen
   Orphans) if you find yourself getting several pairs.

   I have some old stats from the Tenhou online mahjong game which show how
   frequently each combination is made. Honroutou occurs in around 0.1% of all
   winning hands but - as with all the combinations required for trophies - you
   would get it more often if you're making a special effort to look out for
   good opportunities and pushing for it when perhaps you wouldn't usually.

 3 San Shoku Doukou [Silver]

   Win a hand with three triplet sets in the same number.

   Alas this requires the rarer San Shoku Doukou (Three Matching Triplets)
   rather than the far more common San Shoku Doujun (Mixed Triple Sequences).

   The requirement is to complete a hand that has three triplet sets with the
   same number (e.g. 888 888 888) and obviously with one set in each suit.

   You can steal tiles to complete the triplets faster. Ideally you'd want to
   work from a hand with three matching pairs in different suits or at least two
   pairs and one tile in the third suit. Also it's preferable to have your pairs
   in an "outside" number (one, two, eight or nine) which are more likely to be
   discarded, but good opportunities to attempt this trophy are pretty uncommon
   so you just have to work with whatever you get.

   You can also steal a tile to complete the fourth set in the hand; just take
   care not to steal for a second set unrelated to your matching triplets.

   Since this combination is so rare, that's not something you'd usually look
   out for so you'll need to make a special effort to keep checking your hands
   for pairs of the same number in each suit.

   San Shoku Doukou usually occurs in around 0.06% of winning hands.

   (My trophy-winning hand came after many unsuccessful attempts. I did it with
   fives and I started with only a pair in one suit and one each in the other
   two suits. I drew fives to make the other two pairs on my fifth and sixth
   turns but I was already pushing against an opponent who reached on turn four!
   I drew another five to complete one triplet and somehow was able to call both
   the others I needed. The reward for my perseverance was a nice Haneman hand
   with Toi-Toi (All Triplets) and one red five in each set.)

     http://www.reachmahjong.com/en/forum/download/file.php?id=1470 (picture)

 4 San Kantsu [Silver]

   Win a hand with three quad sets.

   San Kantsu (Three Quads) is very rare hand and - even if you chase every
   opportunity to go for it - it'll probably take a very long time to make a
   hand with three quads (and then complete that hand to claim the win).

   Remember there are three ways to make a quad set:

   1) Declare a quad when you have four identical tiles in your hand.

   2) Steal a tile when you have three identical tiles in your hand.

   3) Upgrade a triplet made with a stolen tile when you draw the fourth.

   Ideally you'd want at least a couple of complete triplets in your hand. That
   way you can make a quad either if you draw the fourth tile or if an opponent
   discards it, although sometimes they'll keep it in their hand or it'll be
   stuck in the dead wall.

   Once you start getting concealed triplets in your hand you'd usually think
   about going for Suu Ankou (Four Concealed Triplets) but I think it's wiser to
   hold out for the quads (if the fourth tiles haven't been discarded already).
   Although it only scores two Han, San Kantsu is actually rarer than several of
   the Yakuman hands so you should take advantage of any good opportunity.

   Usually you'll only start with a few pairs at best. You need all four copies
   of each tile so you can't miss any - always call Pon when offered and start
   building those majestic Pon Palaces. :) Then you just need to hope that you
   will draw the fourth tiles to upgrade your open sets - sometimes you may even
   need to skip a win so that you can hold out a little longer.

   San Kantsu usually occurs in around 0.007% of winning hands.

 5 Shou San Gen [Bronze]

   Win a hand with two triplet sets of dragons and one pair of dragons.

   Shou San Gen (Little Three Dragons) only requires two sets and a pair (plus
   two sets of any other tiles) but the difficulty comes from there only being
   three types of dragon and four copies of each tile.

   It's worth attempting this when your starting hand has several dragon tiles,
   preferably a couple of pairs and maybe one of the other colour, although it
   is possible with fewer tiles if luck's on your side (see below).

   Once you have a pair, there's a good chance that you'll be able to steal a
   third tile with a Pon call. If you can't it's usually because another player
   is stubbornly sitting on an identical pair.

   Remember to watch the discards, open sets and even the dead wall to track
   when any of the tiles you need become unavailable.

   Shou San Gen usually occurs in around 0.15% of winning hands.

   (My trophy-winning hand was quite epic. I started with only a pair of greens,
   one white and no reds. I drew another white on my fourth turn and was able
   to Pon the greens and whites (plus a non-scoring wind) but by then one red
   had already been discarded. At one point I actually drew a winning tile to
   complete the hand but I decided to keep going. On my eleventh turn I drew my
   first red for a pair wait. Two turns later I got the fourth white and chose
   to make the quad to get an extra draw. A red dragon appeared, but not in my
   hand! It was the Kan Dora indicator - so now I had four Dora but there was
   only one red left. Luckily I was able to Ron that final red dragon with only
   two tiles remaining. I got the trophy and a tasty dealer Baiman!)

     http://www.reachmahjong.com/en/forum/download/file.php?id=1374 (picture)

 6 Daburu Riichi [Bronze]

   Win a hand after declaring Riichi on your first turn.

   "Double" Riichi is awarded when you have start with a Tenpai (ready) hand,
   declare Riichi immediately and then win the hand.

   You can't do anything to make this happen - just make sure you always "reach"
   on your first turn whenever you're given the option. You have no opportunity
   to improve your wait to increase your chances of winning either.

   Your opponents will probably all go into strict defence. Daburu Riichi is
   initially very hard to defend against since there is only one discard tile
   so you might be lucky enough to get an early Ron win, otherwise you have a
   decent chance of drawing a winning tile to win by Tsumo.

   Daburu Riichi usually occurs in around 0.2% of winning hands.

 7 Junchan [Bronze]

   Win a hand where all four sets and the pair contain a one or nine.

   Although it's one of the less common combinations, this is the easiest of the
   seven trophies for winning hands with specific combos. The trophy completion
   rate is currently 20% - more than twice any of the other six trophies.

   Each of the four sets must be either 111, 123, 789 or 999 and the pair must
   be either 11 or 99. Also the hand must contain at least one sequence set,
   otherwise it would be scored as Chinroutou (All Terminals) instead.

   Look out for potential "outside" hands with lots of ones and nines plus some
   twos, threes, sevens and eights to make sequence sets. Discard any tiles that
   you definitely can't use: fours, fives, sixes, winds and dragons.

   Junchan (Pure Outside Hand) is valid in an open hand so take advantage of
   opportunities to steal tiles (Chii/Pon) to complete sets faster.

   As your hand gets closer to completion you may need to make some tough
   decisions about which tiles to wait for - keep checking the table to see
   how many of each tile are available. When I got the trophy I stole a 1 to
   switch up from 11 89 (waiting on a 7) to 111 9 (waiting on another 9).

   Junchan usually occurs in around 0.4% of winning hands.

 8 Ryanpeikou [Bronze]

   Win a hand with two instances of two identical sequence sets.

   Ryanpeikou (Twice Pure Double Sequences) is basically double Iipeikou so you
   need a hand with two lots of two matching sequences, e.g. 223344 778899 (and
   any pair). Also the hand must be closed so you can't use Chii calls.

   You might get lucky and start with a good chunk of the tiles you need but
   otherwise you'll need to let those twin sequences grow as you draw more tiles
   over the course of the hand. You would naturally spend a lot of time building
   (single) sequences for Pinfu but you might usually think about discarding any
   extra tiles for example when you have 3345 or 6778.
   Shapes like that can be a useful foundation for Iipeikou/Ryanpeikou but they
   can be generally beneficial too, e.g. 3345 is a pair and a potential sequence
   (*45*) and 6778 gives the basis for two sequences (*67* and *78*).

   So keep any tiles that could form part of two identical sequences. If you had
   a pair of sixes, for example, you should keep any fours, fives, sevens and
   eights in the same suit around it. If you then got a pair of sevens too you
   could focus just on the fives and eights.

   You'll want to cultivate several potential parts of your hand. As you make
   progress you should keep the ones that grow and discard the others, but keep
   an extra pair (if you have one) because the final hand will need one.

   Since you'll effectively be hoarding (adjacent) pairs - a complete Ryanpeikou
   hand can also be viewed as seven pairs - you should also watch out for any
   opportunities for San Shoku Doukou (see trophy #3) when you find yourself
   with two or three pairs in the same number.

   Ryanpeikou usually occurs in around 0.05% of winning hands.

   (My trophy-winning hand was quite unusual - I was able to draw all four sixes
   to make 45566+667788 all in the same suit. I'd already got another pair and
   then I Ronned the four I needed with only five wall tiles remaining.)

 9 Nagashi Mangan [Silver]

   Discard only ones, nines, dragons and winds in a hand that ends in a draw.

   Nagashi Mangan is worth Mangan points and requires all of the following:

   - The hand ends in an exhaustive draw (the supply of tiles is exhausted).

   - You discarded only terminals (ones/nines) and honours (winds/dragons).

   - None of your discards were stolen with calls (Chii/Pon/Kan).

   I remember trying to get this often when I was first learning mahjong ten
   years ago and I soon learned how difficult it is to achieve. Typically you
   make seventeen or eighteen discards - although that can vary when the turn
   order is interrupted with calls - so you're usually going to need at least
   seventeen terminals and honours, taken from your initial fourteen tiles and
   the sixteen or seventeen tiles you draw during the course of the hand.

   If your starting hand has a lot of terminals and honours, you'd probably
   think about going for Kokushi (Thirteen Orphans), Tsuuiisou (All Honours) or
   Honroutou (All Terminals & Honours) as appropriate. Even if you decided to
   throw away that opportunity and try for Nagashi, you'd still need to draw a
   number of terminals and honours during the hand. Also you'd have to hope that
   the other players don't steal your discards or declare a winning hand.

   Otherwise you could just keep playing normally and hope that you get lucky
   eventually, probably on a hand where you start with several terminals and
   honours, you discard them for Tanyao (All Simples) but the game just keeps
   giving you more terminals and honours on your draws.

   I don't have any stats for Nagashi but the global completion rate on this
   trophy is around 3.5% which shows it's not easy to get.

   (My trophy-winning hand started with ten terminals and honours - but that
   included three pairs so it wasn't any good for Kokushi and I'd already got
   the trophy for Honroutou. I drew a further eight which was just enough for
   my eighteen discards and fortunately no-one won a hand (despite a Riichi
   declaration on turn 7) and none of my discards were called.)

     http://www.reachmahjong.com/en/forum/download/file.php?id=1422 (picture)

10 Yakuman Attained [Silver]

   Win a hand with a Yakuman (top limit).

   The special Yakuman hands are all scored at the top limit.

   All the Yakuman are rare but - just like the Yaku - some are much rarer than
   others. The three most common Yakuman all occur with about the same frequency
   - Suu Ankou (Four Concealed Triplets), Dai San Gen (Big Three Dragons) and
   Kokushimusou (Thirteen Orphans) all occur in around 0.004% of winning hands.

   Very few hands will have the potential to make those combinations but if you
   watch out for the ones that do and chase for the Yakuman you can increase
   your chances of completing one.

   Kokushi requires one each of every one, nine, wind and dragon tile plus one
   duplicate so you'll need a starting hand with a lot of different terminals
   and honours. If you get a prompt for the abortive draw for having nine or
   more unique terminals and honours then that's a sign that your hand has
   potential but really you'll want to have at least ten. It's possible with
   fewer of course but you'd need to be really lucky with your draws.

   Suu Ankou requires four triplet sets made without steals. You'll want a
   starting hand with several pairs or preferably several complete triplets.
   Avoid the urge to call Pon to make open triplets for Toi-Toi (All Triplets)
   or to split triplets for Chii Toitsu (Seven Pairs).

   Dai San Gen requires one triplet each of red, white and green dragon tiles
   so ideally you'd start with at least pairs of all three, although you might
   be able to work with less. At least with this Yakuman you have the option of
   stealing tiles to complete your three dragon triplets (and the fourth set to
   complete your hand). Once you have a dragon pair you have a decent chance of
   being able to Pon a discard to make the set.

   In all three cases you can watch the discards to see if any of the tiles you
   need become unavailable. It's always fun to see your dreams get shattered!

   Hopefully the game should also apply the Yakuman limit to a hand worth 13+
   Han. That's obviously quite rare too but it can be possible when you combine
   several combinations with a crazy amount of Dora bonus tiles. My very first
   Yakuman back in 2009 had two combos and eleven Dora! (thanks to two quads)

   (My trophy-winning hand was Dai San Gen. I started with pairs of green and
   white and was eventually able to get to Tenpai even though one red had been
   discarded and one white was in the dead wall (Dora indicator). I drew the
   final red dragon to complete the hand with just one turn remaining.)

     http://www.reachmahjong.com/en/forum/download/file.php?id=1375 (picture)

11 Double Yakuman Attained [Gold]

   Win a hand with a double Yakuman (top limit hand).

   The game scores the usual four Yakuman variants as double Yakuman:

   - Suu Ankou Tanki Machi (Four Concealed Triplets on a pair wait)

     This requires four complete triplet sets in your hand made without using
     calls to steal tiles. You complete the hand by making the pair.

   - Junsei Chuurenpoutou (Pure Nine Gates) (on a 9-sided wait)

     This requires a 1112345678999 flush without using calls to steal tiles.
     You complete the hand with a duplicate of any of those nine tiles.

   - Kokushimusou Juusan-Men Machi (Thirteen Orphans on a 13-sided wait)

     This requires one each of all thirteen unique ones, nines, dragons and
     winds. You complete the hand with a duplicate of any of those thirteen.

   - Dai Suu Shii (Big Four Winds)

     This requires four triplet sets of wind tiles plus any random pair. You can
     complete those in any order and you're free to use calls to steal tiles.

   These are all very rare hands but, in relative terms at least, Suu Ankou with
   a pair wait is the most common, occurring in around 0.005% of winning hands.

   Kokushi with a 13-sided wait, Dai Suu Shii and the *standard* version of
   Chuuren are ten times rarer and Chuuren with a 9-sided wait is another ten
   times more rare. (They're quite uncommon is the point I'm trying to make!)

   If you ever have a Kokushi hand (with a pair already) and you draw the tile
   you need to win, you can discard one tile from the pair to give yourself the
   thirteen-sided wait. This will make your hand Furiten - so you cannot then
   win by Ron - but you have a good chance of drawing one of the thirteen types
   of tile you need to win by Tsumo for the double Yakuman.

   Similarly if you complete a Suu Ankou hand by drawing the tile that completes
   the fourth triplet, you could discard both tiles from the remaining pair and
   keep switching up your pair wait until you get a good one. You wouldn't have
   the benefit of Kokushi's amazing thirteen-sided wait though.

   The game rules do also allow stacking of Yakuman - you can claim two or more
   different Yakuman combinations on the same hand. I don't know whether this
   would be counted for the trophy and it's not an easy thing to test!

   Tsuuiisou (All Honours) gives the best potential for stacking. It's maybe the
   fourth or fifth most common Yakuman and you have a good chance of combining
   it with either Dai San Gen (Big Three Dragons) or Shou Suu Shii (Little Four
   Winds). If it works, that's another good route to a double Yakuman.

   (The closest I've got so far is Tenpai with all Honours and four winds...)

     http://www.reachmahjong.com/en/forum/download/file.php?id=1433 (picture)

12 Kyuu Shu Kyuu Hai [Bronze hidden]

   Declare an abortive draw from a starting hand with nine or more different
   ones, nines, dragons and winds.

   The game recognises four types of abortive draw (see Section 14b) which all
   cause a hand to end immediately and be replayed.

   Kyuu Shu Kyuu Hai is the only one which is applied at the discretion of a
   player. If your starting hand has at least nine different terminals and
   honours you can take a draw. You'll get a white box on the screen with two
   blue options - pick the left button (yes) to accept the abortive draw.

   Of course whenever you find yourself with an abundance of different ones,
   nines, dragons and winds you'll be tempted to go for Kokushimusou (Thirteen
   Orphans) and you do need to complete a Yakuman for a trophy.

   However if you only have nine of them you might as well take the draw for
   this trophy since the chances of completing Kokushi are pretty low.


13 Everybody Riichi [Silver hidden]

   Get an abortive draw from all four players declaring Riichi in the same hand.

   Riichi is an important and rewarding part of modern Japanese mahjong so you
   should already be using it often but if you want to go for this trophy you
   will need to keep pushing and declare Riichi after other players have already
   "reached" (when normally you would consider folding your hand).

   I've often seen four-Riichi draws in other games so I was surprised to see
   that the trophy completion rate is only 1.7% for this one. I think it's
   because at least some of the AI characters are more likely to play defence
   after someone reaches rather than push for a win.

14 Furiten Riichi [Bronze hidden]

   Win a hand (by Tsumo) after declaring Riichi on a Furiten hand.

   The infamous Furiten rule of Japanese mahjong states that you cannot declare
   a Ron win on ANY tile if you have already discarded ANY tile which would now
   complete your Tenpai (ready) hand. Any tiles that you discarded and were
   stolen by your opponents are still counted - there's a setting option (see
   Section 13) which shows stolen tiles in your discard pool for reference.

   Since you cannot win by Ron, you will need to win by Tsumo on a tile that you
   draw on your turn. As with any wins, you can improve your chances by building
   your hand (and declaring Riichi) faster and making hands that are waiting on
   two or more different tiles, with several copies of each still available.

   Purple katakana text above your score indicates when your hand is Furiten,
   but this is only displayed while the other players are taking their turns.

   You'll probably find that you instinctively build your hands to avoid Furiten
   so you will need to make a special effort to do it on purpose!

15 Riizumo Ippatsu [Bronze]

   Win a hand (by Tsumo) on your next turn after declaring Riichi.

   For Ippatsu you need to win on or before your next turn after Riichi (and
   without any new Chii/Pon/Kan calls being made) and the portmanteau term
   "Riizumo" refers to winning by Tsumo after declaring Riichi so for this
   trophy you need to win by Tsumo on your first draw after "reaching".

   This is the least rare trophy in the game - two thirds of players have it -
   and it should come naturally without any special effort. Just avoid stealing
   tiles and try to use Riichi as often as possible if you want it sooner.

   Again you can improve your chances of winning by building your hands faster
   and with good multi-sided waits.

16 Baiman Houjuu [Bronze]

   Give an opponent the winning tile for a Baiman hand.

   The Baiman limit is applied to hands with 8, 9 or 10 Han (doubles).

   You'll get this trophy if one of your discard tiles is taken by an opponent
   for a Ron win on a big hand with some mix of combinations and Dora bonus
   tiles worth 8, 9 or 10 Han in total.

   This could be on a closed hand (no steals) with Riichi, Pinfu and some other
   combos plus a few Dora - in that case you wouldn't necessarily have many
   hints as to the value of the hand. Alternatively you might see open triplets
   of Dora, or even a quad set of four Kan Dora, in which case you can see that
   the player could have a Baiman and then you can try to discard tiles that are
   more likely to complete their hand.

   The rule setting for red fives (see Section 14a) adds three red Dora to the
   game so it's worth using that rule for the potential for higher scores.

   In general if you adopt a more risky attacking play-style instead of often
   folding your hand (Betaori defensive play), you will find yourself getting
   "Ronned" more often and you should get this trophy sooner.

17 Sanbaiman Houjuu [Silver hidden]

   Give an opponent the winning tile for a Sanbaiman hand.

   The Sanbaiman limit is applied to hands with 11 or 12 Han (doubles).

   Sanbaiman hands are very rare - usually less frequent than Yakuman wins - so
   this is one of the rarest trophies in the game.

   A player might get a Sanbaiman off a flush hand with a few extra combinations
   and several Dora bonus tiles - or maybe from a hand with Riichi, several
   combos and a silly amount of Dora, perhaps from triplet sets and Ura Dora, or
   maybe from quad sets, Kan Dora and Kan Ura Dora.

   A flush hand will usually need one or two steals to help complete it so,
   between the open sets and the player's discards, you should have a good idea
   that they're going for a flush. They have a good chance of scoring big if the
   Dora is in the same suit as the flush and especially if there are one or two
   Kan Dora in that suit too. An open flush is worth five Han and can't combine
   with many other combinations but, even with no other combos, they would need
   six Dora which is possible from a triplet of the Dora and a triplet of a Kan
   Dora or even from just one triplet if the Dora and Kan Dora are the same. So
   it might be worth dealing into flush hands with Dora in the same suit.

   Again the rule setting for red fives can help boost scores.

18 Yakuman Houjuu [Gold hidden]

   Give an opponent the winning tile for a Yakuman hand.

   The top Yakuman limit is applied to special rare combinations like Dai San
   Gen (Big Three Dragons) and Kokushimusou (Thirteen Orphans).

   Dai San Gen is probably the best option if you're actively trying to get this
   trophy. It's one of the three most common Yakuman, you can often see when a
   player could be going for it and you know which tiles are most dangerous.

   A player will often steal tiles to complete one or more of their dragon
   triplets and if you can't see any or many other dragons on the table, that
   could be a sign that they're building the Yakuman. If they have open sets of
   red and green dragons (for example) and there's no more than one white on the
   table, it would be worth dropping a white if you have/get one. Wait until the
   player appears to have a Tenpai (ready) hand - the Tsumogiri display option
   (see Section 13) can be helpful there.

   Kokushimusou doesn't attract attention with open sets but there will be a
   distinct lack of terminals (one and nines) and honours (winds and dragons) in
   the player's discards, especially in the first row or two. It's not so clear
   which tile is dangerous but at least it's limited to thirteen types and you
   can just drop whichever terminals and honours you have/get.

   The game probably recognises a hand worth 13+ Han as a Yakuman too (again it
   is not easy to test!) but that would be even rarer than a Sanbaiman so it's
   not something you're going to see very often outside of manga/anime!

19 One Survival Win [Bronze]

   Survive one match in Survival Play mode.

   Your goal in Survival Play mode (see Section 08) is always to survive each
   consecutive match by achieving 1st or 2nd place.

   This first trophy only requires you to survive the first match but the next
   three require streaks of five, ten and twenty consecutive matches!

   Players always start with only 8,000 points each so everyone is in quite a
   precarious position, including you! Getting "Ronned" on a non-dealer Mangan
   can completely wipe out your score and if you've declared Riichi or there's
   just one Honba, it would be enough for you to get busted out.

   Your overall plan should be to score some points as soon as possible and get
   into 1st place while also defending against your opponents as necessary.

   Getting one or two big hand wins will usually put you into the much safer
   position of having a stack of points and 1st place. Also there's usually
   ample potential for busting an opponent and ending the match early. However
   you shouldn't take unnecessary risks to build your score further once you've
   already got a decent lead.

   While you can survive with either 1st or 2nd place, it's risky to sit in 2nd
   because sometimes the player in 3rd or 4th will get a big win and overtake
   you, knocking you down into the danger zone. (Lana!)

   With the risk of getting busted and very few chances to rebuild your points,
   it's vital to play very defensively to protect your score if an opponent
   declares Riichi or otherwise looks dangerous. "Folding" your hand by trying
   to drop safer tiles can save you from getting destroyed by a big Ron win,
   although you can still take a hit from Tsumo wins. This can be especially
   painful when you're dealer (east seat) - for example on a Mangan Tsumo you'd
   pay 4,000 pts (half your starting score) while the others pay 2,000 pts each.

   Sometimes though you can be completely helpless, like when one opponent busts
   out another with a big win, leaving you and the fourth player tied on 8,000
   points each - and you get 3rd because of the seating order! :6

   The 1,000 pts to use Riichi feels more expensive when you only have 8,000 pts
   but it can be very useful if you get a hand win worth several Han. If you
   don't get the win, it can at least force your opponents into defence and if
   the hand ends in a draw you'll get the full 3,000 pts of Noten Bappu. However
   if one of your opponents keeps pushing for a win, you'll be unable to defend
   against them since your hand is frozen.

   With such low scores, the Noten Bappu can have a significant effect so it's
   often worth stealing a tile or two to get a Tenpai (ready) hand in a draw,
   as long as you shouldn't be defending. Even just getting 1,000 pts can be
   enough sometimes to climb from 3rd to 2nd.

   The game has several trophies for making rare combinations (see above). If
   you're several matches into a survival streak, you may need to make a tough
   decision on whether to make a push when you have a decent opportunity for a
   rare Yaku when getting Ronned just once could end your streak.

20 Five Survival Wins [Bronze]

   Survive five consecutive matches in Survival Play mode.

   (see above)

21 Ten Survival Wins [Silver]

   Survive ten consecutive matches in Survival Play mode.

   (see above)

   (After many unsuccessful runs, I was pretty tense after completing my ninth
   match for the first time. I was very focused on playing my best in the tenth
   but I just couldn't catch a break - I wasn't completing hands and I lost
   points to Noten Bappu or opponents' Tsumo wins. I ended up with only 1000 pts
   going into the final hand - I spent those on Riichi and picked up a small win
   but I was still in 3rd place. Luckily though I was east so I got a Renchan -
   another chance! The game offered me Agari Yame (see Section 14a) and I was
   very careful to pick the option to continue playing. With that change of
   fortune, I scored a Mangan win and ended up winning the match.)

22 Twenty Survival Wins [Gold hidden]

   Survive twenty consecutive matches in Survival Play mode

   (see above)

23 Prize for a Vicious Beating [Bronze hidden]

   Lose the first match in Survival Play mode by getting busted.

   This is trophy you might want to try to avoid getting! However at least once
   you have got it you can stop worrying about it. :)

   It'll probably come eventually if you play this mode a lot, especially if you
   like to keep pushing after an opponent has declared Riichi.

   Otherwise it's an interesting exercise to aim to get busted on purpose. Try
   to keep one each of potentially more dangerous middle tiles (3 to 7) but you
   should also take care to avoid building sequences because having a Tenpai
   (ready) hand in a draw could get you up to 3,000 pts from Noten Bappu!

   If an opponent declares Riichi (or otherwise appears to be Tenpai) you'll
   want to do the opposite of basic defence - avoid discarding any tiles that
   have already been discarded by the Riichi player or by either of the other
   two players since the Riichi declaration.

   (It took me several deliberate attempts to get this - on an alt account! I
   kept trying to deal into my opponents' Riichi and eventually I got hit by a
   non-dealer Mangan. I still had the starting score of 8,000 pts but luckily
   there was one Honba on the table so I paid 8,300 pts and got busted out.)

24 Survival Score Repdigit (3 digits) [Silver hidden]

   Achieve a score in Survival Play mode like 111, 222, etc.*

   This trophy will pop if your overall cumulative score during a survival
   attempt is ever three repeated digits. If you miss 111 then keep going and
   hope that you get 222, or 333, etc, until you hit four figures - and then
   start trying for the next trophy! (see below)

   Your survival score from each match will be your "final score" (see Section
   15) plus a bonus of 100 pts for 1st place or 50 pts for 2nd. Each time you
   successfully make it through another match your final score and position
   bonus will be added to your overall running total.

   There is some potential for engineering your survival score but it's very
   difficult to manipulate your points and position in a match. Even with a
   solid defence you can still get hit randomly by a Tsumo win. You don't know
   if you'll get Tsumo, Ippatsu or Ura Dora after Riichi. You can win or lose an
   unpredictable amount in a draw. Players can shift position around you. (etc)

   It is possible to work out the score/position you need to get. For example
   when my score was 503 I needed to come 2nd with around 7,000 pts in my next
   match. This is because my final score would be calculated by subtracting the
   buy-in (10k) and adding the Uma (5k) to give 2 (thousand), then I'd get an
   extra 50 for coming 2nd to give 52 from the match. 503 + 52 = 555. (QED)

   You can get 111 from 2nd place in the first two matches of a new survival
   streak - for example if you scored around 10,000 pts in one match and around
   11,000 points in the other that would give scores of 55 and 56. That should
   work with any two match scores that sum to 21 after dividing by a thousand
   and rounding (just as long as you get 2nd place both times).

   (It's not possible to get 111 from winning the first match. Your match score
   could be no lower than 8,000 pts and you'd always have the Oka (8k) and Uma
   (10k) added so the lowest possible final score would be 16 and then you'd get
   the extra 100 for surviving in 1st place. Equally if you get a survival total
   just slightly over 333, for example, then a match win is always going to give
   you at least 116 so you'd miss 444 too.)

   Calculating your target scores might be able to help you occasionally but
   otherwise you'll just need to keep playing this mode and hope you get lucky.

   *This probably represents a triplet set with three identical suit tiles.

25 Survival Score Repdigit (4 digits) [Gold hidden]

   Achieve a score in Survival Mode like 1111, 2222, etc.*

   This works exactly like the previous trophy except now you need to have a
   score with four digits. You'll need to survive a decent number of matches
   just to get your score over a thousand - my total was only 479 pts when I
   got the trophy for a streak of five consecutive matches.

   If you miss 1111 then you've got another long climb before you can try for
   2222! Realistically the majority of players will get this trophy on 1111.

   It can sometimes be risky, but you might want to try harder to get 1st place
   rather than 2nd since the position bonuses will build your score faster.

   *This probably represents a quad set with four identical suit tiles.

26 Complete the Qualifiers [Bronze hidden]

   Clear the qualifying round in Tournament Mode.

   This is the first of six trophies for progressing through Tournament Mode
   (see Section 09). You get this one for clearing the first stage.

   In the qualifiers you play a series of five matches and your goal is to get a
   cumulative score of 30 or more. Your points from each match are converted
   into the "final scores" format (see Section 15) and added to your total.

   You only need to get an overall total of 30. You don't need to get 30+ in
   every match, you just need to get an average of 6 per match - although it's
   wise to aim for more than 6 to pad your overall total score just in case you
   get hit by a run of bad luck in the later matches.

   Achieving 1st place in matches will really boost your points with the 20
   (thousand) Oka and 10 (thousand) Uma both added to your score every time.
   Getting 2nd place will only get you 5 Uma but it's a lot better than 3rd or
   4th where you end up paying 5 or 10 respectively.

   (I got very lucky with Dora bonus tiles on my first attempt at qualifying and
   I was able to land some nice big hands. My luck ran out by the fifth match
   but I was still able to score 119 overall.)

27 Complete the First Day Match [Bronze]

   Clear the first day in Tournament Mode.

   You need to win one match and avoid getting "Ronned" - your attempt will fail
   if an opponent takes one of your discards to declare a winning hand. You need
   to balance offence and defence as you push to score some points but then try
   to avoid losing them.

   If one of your opponents declares Riichi first - or otherwise appears to have
   a Tenpai (ready) hand - then it's safest to "fold" and play defensively. Drop
   tiles that match any ones discarded by the Riichi player or tiles discarded
   by the other players since the Riichi declaration.

   Riichi gives you the potential to score well (especially if you get Ippatsu
   or Ura Dora) and it may scare your opponents into playing defensively, but
   if they are undeterred and continue to push for a win, you'll be unable to
   defend since your hand is locked.

   The Dobon rule is Nashi in this match so you can't end the match early by
   busting someone. One time I got my score up to 97,600 pts during the match
   but we still had to keep playing until the end.

28 Complete the Second Day Matches [Bronze]

   Clear the second day in Tournament Mode.

   This stage of the tournament is more unusual as you play a series of short
   matches while trying to build a collection a different combinations. You need
   to get seven different combos in winning hands before your opponents.

   I think it's a good idea to keep in mind the most common combinations and
   maybe even to write a list and cross them off in pencil for each attempt.

   I've listed the combinations that occur most frequently below, with the most
   common at the top. Even though they would usually all be considered as three
   types of Yakuhai, the game counts triplets of dragons, round-wind and seat-
   wind as three different combinations so that can be a quick and easy way to
   get some combos, although they don't combine well with many others.

   The game also counts Dora bonus tiles as a combination for this so use one
   where viable. All Dora are counted together, including red fives.

    1. Dora bonus tiles
    2. Riichi
    3. Tanyao (All Simples)
    4. Pinfu
    5. San Gen Pai (Dragon Triplet)   
    6. Menzen Tsumo (Fully Concealed Hand)
    7. Ippatsu ("One-Shot" win after Riichi)
    8. Chanfon Pai (Round-Wind Triplet)
    9. Menfon Pai (Seat-Wind Triplet)
   10. Honitsu (Half Flush)
   11. Ippeikou (Pure Double Sequences)
   12. Toi-Toi Hou (All Triplets)
   13. San Shoku Doujun (Mixed Triple Sequences)
   14. Chii Toitsu (Seven Pairs)
   15. Ikkitsuukan (Pure Straight)

   It's probably not worth chasing anything rarer, although all valid combos
   will be counted. I've managed to include Houtei (Last-Tile Ron) and I've even
   seen an opponent add a Yakuman to their list!*

   You shouldn't just keep pushing for hand wins though, some defensive play may
   be required too. If you finish a match in 4th place, your attempt will fail
   and if you deal into a Ron win, you'll lose any combinations from your list
   that match ones in the winning hand.

   *As Gimli in LOTR would say, "That still only counts as one!"

29 Complete the Third Day Match [Bronze]

   Clear the third day in Tournament Mode.

   The last day before the semi-finals is more straightforward - you need to win
   a match with a "final score" of at least 60. Due to the way that final scores
   are determined (see Section 15) you basically need around 60,000 pts or more.

   You'll want to land a few big hands to score that well and then of course you
   will need to defend as necessary to avoid losing them.

   The usual combination of Riichi and Pinfu provides a sound basis for hands,
   unless your tiles are obviously suited to something else. The sequence sets
   are more efficient, a closed hand (no steals) has potential for Menzen Tsumo
   (Fully Concealed Hand), Pinfu can combine with other sequence-based combos
   and Riichi can give extra Han from Ippatsu and Ura Dora.

   Make use of Dora bonus tiles where possible, especially if you have a pair or
   triplet of them. Declaring a quad set adds a Kan Dora and also a Kan Ura Dora
   if combined with a Riichi win.

   Take advantage of your turns as dealer since you earn 50% extra points in the
   east seat. If you lack the potential to build a valuable hand then just go
   for a quick cheap win so you can retain your dealership and try again in the
   next hand. If it looks like you can't win a hand then steal tiles to make
   Tenpai (ready) so again you can stay on as east if there's a draw.

   The Dobon (bankruptcy) rule is applied and you may need to be wary of it -
   if you hit the same player with a couple of big Ron wins then there's a risk
   that they'll get busted out and the match will end before you manage to get
   your score up into the sixties.

   (I came pretty close on my first attempt but then I had a series of fails
   until eventually I was able to get a string of two Mangan and one Baiman as
   dealer and finish with a score of over 80,000 pts!)

30 Advance to the Final [Bronze]

   Advance to the cup final in Tournament Mode (clear the semi-finals).

   In the semis you compete against eleven other players over a series of six
   matches. The "final scores" (see Section 15) for each player are totalled
   from each match and the top four go through to the final.

   You'll usually need to place 1st in most of the matches - as well as having
   the highest score on your table, that will also get you an extra 30k from the
   Oka and Uma each time which gives a big boost to your total. Once you get 1st
   place it's still worth pushing to score more points to secure your position
   and add to your overall total for the series.

   (Unlike the previous trophy, I cleared this on my first attempt. I came 2nd
   overall with 144, 1st had 163 and 3rd had 94. I think I got 1st place in five
   of the matches and 3rd in one, so you don't need to win every match.)
31 Mahjong Cup Winner [Bronze]

   Win the Mahjong Cup in Tournament Mode.

   In the final tournament stage you play against the other three finalists in
   three matches and your goal is simply to achieve the highest overall score
   across the series.

   As usual you should aim for 1st place in each match and grab points wherever
   you can, while also defending against getting "Ronned" when necessary.

   (I was lurking down in 3rd place going into the third match but I was close
   behind 2nd. I was able to win the last match and fortunately the player who
   was leading the series came last in the match so I was able to take the cup.

   I had a much tougher time on my second tournament run, some weeks later. I'm
   not sure if I had beginner's luck the first time or if the game increases the
   difficulty. Potentially your selection of opponents could be a factor - it
   might even be worth failing the semi-finals deliberately to avoid getting
   stuck with players you want to avoid in the final!?)

32 Mahjong Cup Master [Gold hidden]

   Win the Mahjong Cup in Tournament Mode five times.

   Having "finally" completed all six stages of the tournament for the previous
   trophy you now need to do it all again - four more times!

   A counter in the top-left corner of the Tournament Mode menu screen shows how
   many times you've won the cup so far.

33 Defeat "Napoli Mahjong Café" [Bronze]

   Win a match at Level 7 in Free Play mode.

   These last four trophies simply require you to win one match each in the top
   four levels of Free Play mode (the ones with the highest skill levels).

   I'd recommend using the rule option for one-round matches to save time and
   quitting out if one of your opponents gets a reasonably big hand win.

   One decent hand win can be enough for you to coast to victory. Playing
   defensively when opponents declare Riichi will help protect your points but
   otherwise it can be good to push for a Tenpai (ready) hand so that you score
   rather than lose points from the Noten Bappu payments in a draw.

34 Defeat "Lotus Mahjong Club" [Bronze]

   Win a match at Level 8 in Free Play mode.

   (see above)

35 Defeat "Rokumonsen Mahjong Parlour" [Bronze hidden]

   Win a match at Level 9 in Free Play mode.

   (see above)

36 Defeat "Sabu-Chan" [Silver hidden]

   Win a match at Level 10 in Free Play mode.

   (see above)

| Section 17 | CONTACT                                                     s17 |

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.

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Saikyou no Mahjong Guide
Copyright 2019 James R. Barton
Initial version 1.00 completed 20 May 2019

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