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Gambling Guide by barticle

Version: 1.01 | Updated: 12/26/15

Ishin! Gambling Guide - Version 1.01 - 26 Dec 2015 - by Barticle at hotmail.com
  __________   ____________  ____      ____  __________  _____     ____   ____
 |          | /            ||    |    |    ||          ||     \   |    | |    |
 |__      __||     ________||    |    |    ||__      __||      \  |    | |    |
    |    |   |    (_______  |    |____|    |   |    |   |       \ |    | |    |
    |    |   |            \ |              |   |    |   |        \|    | |    |
    |    |    \_______     ||     ____     |   |    |   |    |\        | |____|
  __|    |__  ________)    ||    |    |    | __|    |__ |    | \       |  ____
 |          ||             ||    |    |    ||          ||    |  \      | /    \
 |__________||____________/ |____|    |____||__________||____|   \_____| \____/

             ___ ___ ___ ___ ___ ___ ___ ___   ___ ___ ___ ___ ___
            |   |   |   |   |   |   |   |   | |   |   |   |   |   |
            | G | A | M | B | L | I | N | G | | G | U | I | D | E |
            |___|___|___|___|___|___|___|___| |___|___|___|___|___|

             01 INTRODUCTION                06 CHINCHIRORIN (CEE-LO)
             02 WHEN AND WHERE                 06a Process of Play
             03 POINTS AND PRIZES              06b Combinations
             04 KOI-KOI                     07 CHOU-HAN
                04a Hanafuda                   07a Process of Play
                04b Menus                      07b Other Bets
                04c Process of Play         08 POKER
                04d Combinations               08a Menus
                04e Display                    08b Process of Play
                04f Strategy                   08c Combinations
             05 OICHO-KABU                  09 FRIEND
                05a Kabufuda                10 COMPLETION
                05b Menus                   11 NUMBERS
                05c Process of Play         12 TRIVIA
                05d Combinations            13 CONTACT
                05e Display                 14 THANKS

| Section 01 | INTRODUCTION                                                s01 |

This is a guide to the gambling minigames in the 2014 Japanese PS4/PS3 video-
game 'Ryuu ga Gotoku: Ishin!' (hereafter "Ishin").

Following the 2008 title 'Ryuu ga Gotoku: Kenzan!' and the 2011 game 'Ryuu ga
Gotoku: of the End' (released in the West as 'Yakuza: Dead Souls'), Ishin is
another non-canonical "just for fun" spin-off from the main RGG/Yakuza game
series. With its historical setting Ishin is closest in tone to Kenzan although
it's set in the mid-1800's - two and a half centuries after Kenzan.

This guide covers the five games available at the gambling den: the card games
Koi-Koi, Oicho-Kabu and Poker and the dice games Chinchirorin and Chou-Han. (For
full coverage of the Mahjong minigame please refer to my Ishin Mahjong Guide -
also available on this site - and to my other Mahjong guides mentioned there.)

There are three basic controls which are common to all five games. Press Options
(or Start on PS3) to view the controls, tap the touchpad (or Select) and pick
the left option twice to quit the minigame and press Triangle to view the rules.
In Chinchirorin you can only quit between rounds and if you quit Koi-Koi while
you're losing the game the Gambling Points will be deducted when you exit.

Unlike previous RGG/Yakuza titles there are no cheat items for the minigames.

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

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

| Section 02 | WHEN AND WHERE                                              s02 |

If you don't know Japanese (or even if you do) you'll want a full guide to the
game so be sure to check out the comprehensive coverage of Ishin on the KHH Subs
site. There's a full walkthrough of the story and substories plus sections with
maps, items, weapons, combat upgrades, friends, bounty hunting, etc. Basically
everything you need to know about the game. It's a massively useful resource.


The card and dice minigames can be played at the Toba (gambling den) which is
located in the eastern side of the Rakugai district. It's on the short street
that connects to the more southerly of the two bridges there and the exterior is
decorated with several lanterns marked with dice. In the game the gambling den
will be marked on your maps with a pale purple square.
                            |_                  |
                              |                 |
                             _|     Rakunai     |
                        ____|       ¯¯¯¯¯¯¯     |______
            to Mibu <-- ___                       _____ --> to Gion
                           |                     |
                           |                [T]  |_____
                           |                      _____
                           |  Rakugai   ___  ____|
                           |  ¯¯¯¯¯¯¯  |  _||___
                           |_          | |      |
                             |_        | |      | <-- Mukurogai
                               |_    __| |______|     ¯¯¯¯¯¯¯¯¯
                           ______|  |_______
                          |                 |
                          |    Fushimi     _|
                          |    ¯¯¯¯¯¯¯    |

The north gate out of Fushimi opens at the start of Chapter 3 in the story and
you will then have free access to the Rakugai and Rakunai districts.

The diagram below illustrates the interior layout of the gambling den. 
                Chinchirorin --> |    [] |    _  |
                                 |       |   | | |
                  Oicho-Kabu --> | []    |   | | | <-- Chou-Han
                                 |       |   | | |
                     Koi-Koi --> | []        |_| |
                                 |____   |_______|
                                 |         ____  |
                  buy points --> | []      \__/  | <-- Poker
                  buy prizes --> | []            |
                                 |______/ _______|

 (unlike mine, the interior map in the game is oriented with north to the left)

| Section 03 | POINTS AND PRIZES                                           s03 |

Before you can play any of the games at the gambling den you'll need to buy some
credit. It's necessary to differentiate between the points used as credit in all
five gambling games and the points you score in Koi-Koi so I'll refer to your
purchased credit as Gambling Points (GP).

There are two dudes seated just inside the entrance of the gambling den - the
one on the left will exchange your Gambling Points for prizes (see below) and
the one on the right will sell you GP. He gives you four options:

              1. Buy 50 Gambling Points for 5,000 Mon
              2. Buy 100 Gambling Points for 1 Ryou (10,000 Mon)
              3. Buy 1,000 Gambling Points for 10 Ryou (100,000 Mon)
              4. Exit

You can use the same Gambling Points at the chicken races, however they cannot
be used at the Mahjong parlour or Shogi club.

Instead of casino chips the gambling den uses flat black Kifuda (wooden tags);
you'll see these on the "tables" while playing Chinchirorin and Chou-Han.*

You can check your current GP total by opening the valuables section of your
inventory - press Options (or Start on PS3), pick the first option and press R1
four times. Highlight the Kifuda (usually the first item at the top) and your
Gambling Points total will be shown in the text below.

You are required to hold a certain minimum number of Gambling Points in order to
join each of the gambling games:

      Koi-Koi: 200 GP        Chou-Han: 1 GP      Poker (low stakes): 100 GP
   Oicho-Kabu: 100 GP    Chinchirorin: 10 GP    Poker (high stakes): 1,000 GP

*They're also shown clearly in the 2003 samurai movie Zatoichi.

At any time you can swap your points for one or more of a dazzling array of
prizes from the two lists below! You cannot "cash out" and convert your points
directly back into money like you would with chips at an American casino; this
is a consequence of the (real) gambling laws in Japan. Instead you trade your
points for prizes and if you want the money you have to sell them.

You can speak to the man nearest the door to exchange Gambling Points for prizes
- he gives you three options:

                   1. Exchange Gambling Points for tools
                   2. Exchange Gambling Points for equipment
                   3. Exit

You'll get the standard shop interface where you buy a single item by selecting
it, pressing Circle and then picking the left option to confirm or several items
by using the d-pad to specify quantities first.

These are the eight options available on the "tools" list:

                      Prize |   Cost   | Resale Value | Use
                Kizugusuri* |     3 GP |      150 Mon | Heal effect
             Platinum Plate | 1,500 GP |  120,000 Mon | Sell/Peddling
                 Gold Plate | 1,000 GP |   80,000 Mon | Sell/Peddling
               Silver Plate |   130 GP |   10,400 Mon | Sell/Peddling
               Copper Plate |    10 GP |      800 Mon | Sell/Peddling
                 Iron Plate |     1 GP |       80 Mon | Sell/Peddling
              Silver Powder |    66 GP |    3,307 Mon | Blacksmith**
              Silver Hammer |    56 GP |    2,812 Mon | Blacksmith**

If you want to convert an excess of Gambling Points into cash then just buy as
many Platinum Plates as you can carry and sell them to one of the pawnbrokers.

The shorter "equipment" list gives the following items:

                     Prize |    Cost    | Resale Value | Use
      Decayed Demon Sword# | 500,000 GP |      ??      | Weapon/Blacksmith
              Golden Gun## | 100,000 GP |      ??      | Weapon
               Tuna Cutter |  10,000 GP |      500 Mon | Weapon/Blacksmith
                Wooden Gun |  10,000 GP |      500 Mon | Weapon/Blacksmith

So yeah, some of those are pretty expensive. To buy sufficient Gambling Points
to purchase the Golden Gun it'd cost you 1,000 Ryou (10 million Mon)! It'd take
a long time too as you need to buy those points 1,000 GP at a time...

*Kizugusuri means "ointment" or "potion". It's the rounded brown covered pot.

**Hammers are used at the smith to increase the grade of your weapon or armour
and coloured powders are used when tempering your weapon/armour to increase the
damage/protection value. The Silver Powder and Silver Hammers can't be bought
from the blacksmith store so this is a convenient source. You don't even need to
play/win any games - you can simply buy GP's and then exchange them for prizes.

#Unlocks after winning the main fight against Amon. The Decayed Demon Sword has
only a one-star rank and a starting damage of 5! However it can be used to make
the best sword in Ishin with a ten-star rank and potential max damage of 410.

##With a potential maximum damage of 260 (after modding) the Golden Gun is the
second most powerful gun in the game after the "Dragon hawk". The Golden Gun has
the "Gain" symbol which improves enemy item drops while the Dragon hawk has the
"Education" mark which buffs XP gains. Both weapons get two empty slots after
upgrading them so you can add the "Blink" and "Two" marks that will allow you to
blast your way through dungeons with ease!

(Alternatively you can upgrade the Model series to the Model 14 which has a max
damage of 229 but four symbol slots.)

| Section 04 | KOI-KOI                                                     s04 |

Koi-Koi is a card game where the basic concept is to capture cards by making
suit pairs and then use those to make scoring combinations. When you score you
can choose to keep playing (saying "Koi") or end the hand and bank your points.

| Section 04a | Hanafuda                                                  s04a |

Koi-Koi is played with a full deck of Hanafuda (literally "flower cards").

A full set of Hanafuda consists of 48 cards, broken down into twelve suits of
four cards each. The "flower cards" really live up to their name as the cards of
each suit are marked with a different flower (or plant/tree at least). Each of
the twelve suits is also associated with a month of the year.

Several Hanafuda cards decorate the bar at the Daruma House restaurant on the
east side at the north end of the main shopping street in the Fushimi district.
However real Hanafuda aren't that big. :) In fact the cards are smaller than
Western playing-cards but significantly thicker. For example the cards in my
Hanafuda set are only 3.5cm by 5.5cm (i.e. just over a couple of inches tall)
and almost one millimetre thick.

There are four different types of card, which I'll describe here using my own
names for them. Each type of card has a nominal points value attached to it -
these are not used in Koi-Koi but you'll often see them in Hanafuda guides.

o Basics - these are cards which just show the suit's flower/plant; these make
           up the majority of the deck; they are sometimes called "normals",
           "plains", "dregs" or "junk cards" [1 point]

o Ribbons - these cards have a ribbon on top of the flower/plant; this will
            either be a Red Ribbon, a Red Poetry Ribbon (with writing on it) or
            a Purple Ribbon; sometimes called "slips" or "poems" [5 points]

o Animals - these cards show the flower/plant of the suit plus an animal, a bird
            or (in a couple of cases) an object; also called "seeds" [10 points]

o Specials - these cards feature a special item or character shown with the suit
             flower/plant; there are only five of these cards in total; they are
             also known as "lights" (Hikari) or "brights" [20 points]

Although there are several exceptions, generally each suit has two Basic cards,
one Ribbon card and either one Animal or one Special.

To help you recognise the different cards I'll describe each in detail below.
However it's much easier to show rather than to tell so check the following
websites where you can see pictures of all the different cards.




Don't worry if it all looks a bit daunting though, the game will always show you
which cards match as suit pairs.

    (  Suit number: 1  | Month: January   | Flower/Plant: Pine tree       )

  2 Basic cards - these are quite abstract, with grey pine trees of different
                  sizes shown in silhouette against (as most cards) a pale sky

  1 Red Poetry Ribbon card - pine trees plus red ribbon with writing

  1 Special card - a tall white Crane (bird!), red sun and pine trees

    (  Suit number: 2  | Month: February  | Flower/Plant: Plum blossom    )

  2 Basics - these show plum flowers with yellow centres and red petals

  1 Red Poetry Ribbon - plum flowers on a branch plus a red ribbon with writing

  1 Animal - a bush warbler (green and yellow bird) in a plum tree

    (  Suit number: 3  | Month: March     | Flower/Plant: Cherry blossom  )

  2 Basics - red and pink cherry blossom (sakura) 

  1 Red Poetry Ribbon - red and pink sakura plus a red ribbon with writing

  1 Special - sakura with a thick red band curving across the bottom of the
              card; this is known as the "Sakura Banner" or "camp curtain" card

    (  Suit number: 4  | Month: April     | Flower/Plant: Wisteria        )

  2 Basics - small strands of (purple?) wisteria flowers hanging down

  1 Red Ribbon - wisteria plus red ribbon

  1 Animal - a yellow cuckoo in flight over wisteria

    (  Suit number: 5  | Month: May       | Flower/Plant: Iris            )

  2 Basics - large purple iris bloom

  1 Red Ribbon - purple iris plus red ribbon

  1 "Animal" - purple iris with a yellow V-shaped plank bridge at the bottom

    (  Suit number: 6  | Month: June      | Flower/Plant: Peony           )

  2 Basics - a large red bloom with a smaller bud above it

  1 Purple Ribbon - red peony flowers plus purple ribbon hanging between them

  1 Animal - two yellow butterflies over a central red flower

    (  Suit number: 7  | Month: July      | Flower/Plant: Bush clover     )

  2 Basics - stems of small pale brownish flowers and small leaves

  1 Red Ribbon - clover plants plus red ribbon

  1 Animal - a yellow boar amongst clover plants

    (  Suit number: 8  | Month: August    | Flower/Plant: Silver grass    )

  2 Basics - this is another abstract design, with a close-up of a dark circle
             filling the lower half of the card - I guess it's a grassy hill;
             it's sometimes referred to as the "bald head" :)

  1 Animal - yellow geese flying over the hill

  1 Special - a white full moon against a red sky over the grassy hill

    (  Suit number: 9  | Month: September | Flower/Plant: Chrysanthemum   )

  2 Basics - two large yellow chrysanthemum blooms

  1 Purple Ribbon - two yellow flowers plus a purple ribbon between them

  1 "Animal" - two big yellow flowers with a red Sake Cup (dish) on the right;
               if you play with the two "Zake" combos allowed (see Section 04b)
               then this becomes the most important card in the whole deck

    (  Suit number: 10 | Month: October   | Flower/Plant: Maple           )

  2 Basics - a collection of leaves in autumnal colours: yellow, red and brown

  1 Purple Ribbon - red and brown maple leaves plus a purple ribbon

  1 Animal - a yellow deer with a maple tree on the right

    (  Suit number: 11 | Month: November  | Flower/Plant: Willow          )

  1 Basic - another very abstract one - this is called the "Lightning" card but
            it looks like two black boxes on a red background, sort of like an
            inverted close-up image of a brick wall; in the Hanafuda game Mushi
            this is a very powerful wildcard but in Koi-Koi and Oicho-Kabu it
            just counts as a normal card

  1 Red Ribbon - dark fringes of willow leaves hanging down plus a red ribbon

  1 Animal - a yellow swallow with a red tail flying under willow leaves

  1 Special - this is called the "Rainman" card; a man* dressed in red under
              an umbrella, there's also a yellow frog in the bottom-left corner
              and willow leaves in the top-left

              *He's a famous 10th-century calligrapher named Ono no Michikaze.

    (  Suit number: 12 | Month: December  | Flower/Plant: Paulownia       )

  3 Basics - each has maybe a dozen small purple buds; the three cards look
             quite similar except that one has a yellow band along the bottom

  1 Special - this is the Chinese Phoenix, another busy design that's hard to
              interpret; there's a red bird head with purple, red and yellow
              bands above it, purple flowers below and a yellow band in the
              bottom-right corner

There are four Red Ribbon cards in the deck...

 April/Wisteria, May/Iris, July/Clover and November/Willow

There are three Red Poetry Ribbon cards...

 January/Pine, February/Plum and March/Sakura (i.e. the first three suits)

There are three Purple Ribbon cards...

 June/Peony, September/Chrysanthemum and October/Maple

There are nine Animal cards... (remember - two aren't animals!)

 February/Warbler, April/Cuckoo, May/Bridge, June/Butterflies, July/Boar,
 August/Geese, September/Sake Cup, October/Deer and November/Swallow

Finally there are five Special cards...

 January/Crane, March/Sakura Banner, August/Full Moon, November/Rainman and
 December/Chinese Phoenix

Therefore the remaining half of the deck (24 cards) are all Basic cards.

| Section 04b | Koi-Koi: Menus                                            s04b |

To start a game approach the Koi-Koi players and press Circle. Depending on how
many Koi-Koi games you've won previously you'll get three, four or five options:

    1. Intermediate Level    1. Advanced Level        1. Expert Level
    2. Elementary Level      2. Intermediate Level    2. Advanced Level
    3. Neither (exit)        3. Elementary Level      3. Intermediate Level
                             4. Exit                  4. Elementary Level
                                                      5. Exit

Win five games at Elementary or Intermediate Level to unlock Advanced then win
five games at Advanced Level to unlock Expert.

The difficulty determines the rates available to you (see below) - at higher
levels you can win (or lose!) more Gambling Points.

Remember you need 200 Gambling Points to start a game (see Section 03).

The main Koi-Koi minigame menu has four options:

                        1. Commence game
                        2. Amend settings
                        3. Rules explanation
                        4. Scoring combinations summary

The third option gives three pages of rule information and the fourth gives an
illustrated guide to the fifteen scoring combos in the game (see Section 04d).

The second option gives access to either six or seven rule settings:

  1. Rate                                1. Rate
  3. Tsukimi-Zake and Hanami-Zake        2. Double points for 7+ scores
  4. Chrysanthemum Sake Cup: Kasu Count  3. Tsukimi-Zake and Hanami-Zake
  5. Shun                                4. Chrysanthemum Sake Cup: Kasu Count
  6. Progress guide                      5. Shun
  7. Number of rounds                    6. Progress guide
                                         7. Number of rounds

  (the second option is added after winning five games at Intermediate level)

1. Rate - (various options)

   The winner of the game will earn an amount of Gambling Points equal to the
   final score difference multiplied by the rate.

   Two different rate options are available for each difficulty level.

   Elementary: 10/30   Intermediate: 40/60   Advanced: 70/90   Expert: 100/200

   Say you're playing on the higher Intermediate rate and you dominate a game,
   winning with a 35 pts lead. You would win 35 x 60 = 2100 Gambling Points -
   enough to buy two Gold Plates which you could sell for 16 Ryou (160,000 Mon).

2. Double points for 7+ scores - on / off

   When this option is turned on, if a player scores seven or more points in one
   round that score will be doubled. Obviously this makes a big difference and
   might tempt you into adopting a more risky play-style.

   You need to win five games at Intermediate level to unlock this option.

3. Tsukimi-Zake and Hanami-Zake - on / off

   This option lets you choose whether the game will allow the Tsukimi-Zake and
   Hanami-Zake scoring combos (see Section 04d). These are arguably the two most
   powerful combinations in the game so you may prefer to play without them. The
   default setting is to allow them though and that's certainly a good idea if
   you're aiming for higher scores.

4. Chrysanthemum Sake Cup: Kasu Count - on / off

   With this rule option you can include the red cup card when counting your
   Basic cards for the Kasu (dregs) scoring combination.

   When you have nine Basic cards and the Sake Cup melded the game will give you
   the option to add the cup to your total. Pick the top option to accept or the
   bottom option to reject.

   If you've already made one or both of the Zake combos you'll keep them but it
   won't be possible to make them after adding the Sake Cup to your Basics.

5. Shun - on / off

   You can use this setting to allow/disallow the Shun (Season) scoring combo.

6. Progress guide - on / off

   This is a help option which will indicate the best card to play when you're
   in a position to complete a scoring combination.

7. Number of rounds - 3 / 6 / 9 / 12

   The final option simply lets you choose how many rounds to play per game -
   three, six, nine or twelve. The full game of twelve rounds obviously mirrors
   the number of suits/months and in fact during each game the number of the
   current round is shown with a card from the appropriate Hanafuda suit, e.g.
   Pine (January) in round 1, Plum (February) in round 2, etc.

After setting your options click the bottom box to confirm.

| Section 04c | Koi-Koi: Process of Play                                  s04c |

Koi-Koi is unique among the gambling den minigames as it's played by only two
players (you play against the computer). Both players make matching suit pairs
of cards and then use these to form various scoring combinations. Koi-Koi is the
most complex of the gambling games in Ishin, but once you learn the permitted
combinations it's fairly simple to follow.

Before play commences you are asked to pick one of two cards, shown face-down;
both cards are then revealed and their suit number is shown (see Section 11). If
you picked the card with the lower suit number (i.e. the earlier month) then you
have the advantage of being the dealer (or, in Japanese, the Oya*) in the first
round and therefore you get to take your turn before the other player - this can
often be a significant advantage.

(In later rounds the player that won the preceding round will be the dealer and
goes first. If the previous round was a scoreless draw then the deal passes.)

The cards are then dealt onto the virtual tabletop** - both players get a hand
of eight cards each and a further eight cards are dealt between them, I'll call
these the Table Cards. The remainder of the deck becomes a draw pile which is
placed to the left of the Table Cards.

There are two situations in which an automatic win occurs on the initial deal
(see Teshi and Kuttsuki at the end of Section 04d) but if neither happens the
game continues. Also if there are three cards from the same suit among the Table
Cards immediately after the deal then these will be stacked together.

The first player now takes their turn. There are two phases to each turn.

In the first phase the player must select one of their cards to play (use the
d-pad or left stick to choose and Circle button to confirm). If this matches one
of the Table Cards (i.e. if it's the same suit/month) then it'll be outlined in
red - the two cards form a "meld" and are moved to the right of the player's
hand. Melded cards are stacked into separate piles for Basics, Ribbons, Animals
and Specials (in that order) and the counters under the piles show the number of
cards in each. If the card you play doesn't match any of the Table Cards it
joins them on the table (and you get no melds).

In the second phase of the player's turn the top card is taken from the draw
pile and, as before, if it matches a Table Card the two cards are melded and if
it doesn't then it's placed on the table.

In both phases you will sometimes have a choice of more than one card of the
same suit among the Table Cards. In this case you simply have to select which
you want and confirm with Circle. If there are three suit cards stacked together
from the original deal you can capture them all at once using the one remaining
card of the same suit.

The aim of the game is to form scoring combinations with your melded cards -
there are thirteen different combos and each is worth a certain number of points
(these are detailed in Section 04d below).

Okay, now here's the catch! Whenever you form a combo and score points you can
choose either to end the round and take the points or to play-on and risk losing
them. If you chose to continue the game (the player says "Koi!" or "Koi-Koi!"
which means "come on") and you make another combo then your new points are added
to the previous ones and again you have the option to keep them and end the
round or to play-on. If however you choose to continue and you don't get another
combo before the round ends then the points are lost; equally if your opponent
makes a combo then they get the same option and if they choose to stop the round
and keep their points then again you don't get yours!

Each time you score points you'll be shown the scoring combinations you've made
in the round and how many points they're worth. You're given two options:-

               1. Koi-Koi (continue the game)
               2. Don't Koi-Koi (end the hand and take the points)

(The same options also appear when your opponent scores but of course he gets to
answer the question, not you!)

During play you can press Square to display a pop-up window listing all the
scoring combinations in the game. The ones marked blue are ones you have already
completed in the current round and the ones with a red marker are unavailable
because your opponent has one or more of the required cards (for example if
they've melded the Rainman card you can't make Gokou or Ame-Shikou). The combos
without markers are ones that it's still possible for you to achieve.

You can also press Triangle to access the following menu:

                        1. Confirm settings
                        2. Rules explanation
                        3. Scoring combinations summary
                        4. Close menu

As the game continues you'll see that the points won in previous rounds are
shown on the right of the screen. At the end of the final round the player with
the most points wins (duh!) and you win or lose a number of Gambling Points
equal to the score difference multiplied by the rate (see Section 04b).

The table at the end of the game gives fives pieces of numerical information.
The first is the number of rounds played, then your score, then your opponent's
score and then the rate you selected. The bottom line calculates the winnings
by multiplying the score difference by the rate.

After each game - as long as you still have at least 200 Gambling Points - you
are given the option to play again (with the same difficulty):

                             1. Play another match
                             2. End game
*The word Oya means "parent" but is also used to denote the dealer in card games
and in Mahjong; the same kanji appears in the word Oyabun, the name used for the
head of a yakuza family. Conversely the word Ko, which means "child", is used
for any "non-dealer" players in a game.

**You can skip the slow dealing animation by pressing Circle but take care to
tap it once only otherwise you might end up taking your first turn too! :6

| Section 04d | Koi-Koi: Combinations                                     s04d |

Points are scored for making scoring combinations from the cards that are melded
during a game. These combinations are also known as Yaku - the same term used in
Japanese Mahjong to refer to the permitted scoring elements.

There are fifteen different scoring combinations in the game of Koi-Koi which
I've listed here in the same order they appear in the in-game Yaku guide.

I've added the English names used in Yakuza 5 in square brackets [like this].

o Kasu* (1 point**)                                                      [Junk]

  Awarded for ten melded Basic cards.

  *Kasu means "dregs" in Japanese.

  **Scores one additional point for each further Basic card thereafter.

o Tan (1 point*)                                               [Poetry Ribbons]

  Awarded for five melded Ribbon cards (any type).

  *Scores one additional point for each further Ribbon card thereafter.

  (For example say you meld your fifth Ribbon and tenth Basic card - you've made
  Tan for one point and Kasu for one point. Now if you meld another Ribbon and
  another Basic your Tan and Kasu combos are now both worth two points each.)

o Tane (1 point*)                                                     [Variety]

  Awarded for five melded Animal cards.

  *Scores one additional point for each further Animal card thereafter.

o Aotan* (5 points)                                       [Blue Poetry Ribbons]

  Awarded for melding all three Purple Ribbon cards.

  *Ao means "blue". (sic)

o Akatan* (5 points)                                       [Red Poetry Ribbons]

  Awarded for melding all three Red Poetry Ribbon cards.

  *Aka means "red". I think Tan is short for Tanzaku which are long, thin pieces
  of paper used for poetry; the shape is designed to be mounted on an interior
  pillar in a traditional Japanese home.

o Inoshikachou* (5 points)                              [Boar, Deer, Butterfly]

  Awarded for the combination of melded Boar, Deer and Butterflies; it can be
  abbreviated to "BDB" in English.

  *Ino(shishi) means "boar", Shika means "deer" and Chou means "butterflies".

o Tsukimi-Zake* (5 points)                                       [Moon Viewing]

  Awarded when you have both the Sake Cup and the Full Moon melded.

  *Tsuki means "moon", Mi(ru) is the verb "to view" and Zake is "sake" (rice
  wine) so Tsukimi-Zake is sake for Tsukimi - the traditional moon-viewing
  events held annually around the mid-autumn full moon.

o Hanami-Zake* (5 points)                              [Cherry Blossom Viewing]

  Awarded when you have both the Sake Cup and the Sakura Banner melded.

  The two "Zake" combos can be disabled in the options. (see Section 4b)

  *Hana means "flower" (the same kanji appears in the word Hanafuda) so Hanami-
  Zake is sake for Hanami - the Japanese springtime celebration of flowers,
  primarily the plum and cherry blossoms seen on the February and March cards.

o Shun* (4 points)                                                     [Season]

  Awarded for melding all four suit cards matching the current round, e.g. the
  first round is January so you would need to meld all four Pine cards.

  This combo can also be disabled in the options. (see Section 04b)

  This scoring combination is a new addition to the minigame since I last wrote
  a Koi-Koi guide for an RGG/Yakuza game.

  *Shun means "season".

o Sankou* (6 points)                                             [Three Lights]

  Awarded for melding three Special cards, but you cannot include the Rainman
  (the Special card from the November/Willow suit).

  If you meld a fourth Special later in the round then you claim Shikou or Ame-
  Shikou instead of Sankou, you don't get both.

  In the Koi-Koi minigame in Kenzan, the Sankou combo was only worth five points
  but I guess Sega decided it deserved a buff.

  *San means "three" and Kou means "lights" so Sankou is "three lights".

o Ame-Shikou* (7 points)                                    [Rainy Four Lights]

  Awarded for four melded Specials including the Rainman.

  If you meld the fifth Special later in the round then you claim Gokou instead
  of Ame-Shikou, you don't get both.

  *Shi means "four" and Ame means "rain".

o Shikou (8 points)                                               [Four Lights]

  Awarded for four melded Special cards without the Rainman.

  If you meld the fifth Special card (Rainman) later in the round then you claim
  Gokou instead of Shikou, you don't get both.

o Gokou* (10 points)                                              [Five Lights]

  Awarded for melding all five Special cards.

  *Go means "five".

Although they're fairly uncommon, there are also two situations where the game
will declare an automatic win immediately after the initial deal.

o Teshi* (6 points)                                            [Four of a Kind]

  This occurs when one player is dealt all four cards of one suit.

  *Te means "hand" (as in Karate which means "empty hand") and Shi still means
  "four" so Teshi is literally "hand four".

o Kuttsuki* (6 points)                                             [Four Pairs]

  This occurs when one player is dealt four different suit pairs.

  *This is usually written in Hiragana script in which case the only match in my
  dictionary is Kuttsukimushi which means "burrs" (prickly seeds that stick to
  your clothing). In Ishin it's written with two kanji which spell Ku[i]tsu[ki]
  which means "bite" (specifically when you get a bite when fishing).

In both cases the round ends, the player receives their six points and the next
round begins (or the match ends if it was the final round).

| Section 04e | Koi-Koi: Display                                          s04e |

Your eight cards are shown at the bottom of the screen, while your opponent's
are shown at the top, hidden from you. The Table Cards are dealt onto the table
between these and the draw pile is to their left.

Your currently selected card in your hand is highlighted in lilac and any Table
Cards from the same suit that match it (if any) are highlighted in pale red.

When either player melds a pair of cards these are added to four piles on the
right in the following order: Basics, Ribbons, Animals and Specials. A counter
beneath each shows how many cards are in each of the piles.

            your opponent's card (face down)              opponent's melds
     ___   ___   ___   ___   ___   ___   ___   ___       __   __   __   __
    |   | |   | |   | |   | |   | |   | |   | |   |     |  | |  | |  | |  |
    |   | |   | |   | |   | |   | |   | |   | |   |     |__| |__| |__| |__|
    |___| |___| |___| |___| |___| |___| |___| |___|      []   []   []   []
                   ___   ___   ___   ___ 
                  |   | |   | |   | |   |               .------------------.
      ___         |   | |   | |   | |   |               '------------------'
     |   |        |___| |___| |___| |___|  table       |¯¯¯|
     |   |         ___   ___   ___   ___               |   | =H [] [] [] [] 
     |___|        |   | |   | |   | |   |  cards       |___|
                  |   | |   | |   | |   |               .------------------.
   draw pile      |___| |___| |___| |___|               '------------------'
     ___   ___   ___   ___   ___   ___   ___   ___       __   __   __   __
    |   | |   | |   | |   | |   | |   | |   | |   |     |  | |  | |  | |  |
    |   | |   | |   | |   | |   | |   | |   | |   |     |__| |__| |__| |__|
    |___| |___| |___| |___| |___| |___| |___| |___|      []   []   []   []

                   your cards (face up)                      your melds

Any points won from previous rounds are shown on the right of the screen. The
dealer in the current round will also have a black square with a white kanji
below their name.

The kanji number and Basic card between the scores indicate the current round,
for example in the fourth round the card would be from the fourth suit, i.e. an
April/Wisteria card. This card isn't removed from the deck, it's only shown as
an indicator so all four cards from that suit remain in play.

To the right of this will be either three or four square markers. When these are
coloured red it indicates that certain rule options are applied:

                           [1] = Zake combos  [2] = Sake Cup Kasu  [3] = Shun

  [1] = 7+ scores doubled  [2] = Zake combos  [3] = Sake Cup Kasu  [4] = Shun

See Section 04b for details of these four optional rules.

| Section 04f | Koi-Koi: Strategy                                         s04f |

In general you should obviously meld (capture) as many cards as possible and aim
for the ones that give a better score. So for example you'd normally chose to
capture a Special card with a Ribbon card (thereby melding both) instead of
melding two Basic cards - although there might be exceptions.

I would rank the cards in order of priority as follows, starting with the most
powerful card:

1) Sake Cup

   If you're playing with the Hanami-Zake and Tsukimi-Zake combos allowed then
   you can use this card to make the two five-point combos, each composed of
   only two cards. That makes this a very important card.

2) Full Moon and Sakura Banner

   These two Specials are the other half of the Tsukimi-Zake and Hanami-Zake
   pairs respectively and you can also use them in Sankou/Shikou/Gokou.

3) Chinese Phoenix and Crane

   The other two Specials that can score Sankou/Shikou/Gokou for big points.

4) Rainman

   The fifth Special card, but not quite as "special" as it's not allowed in the
   Sankou or full Shikou scoring combinations.

5) Boar, Deer and Butterflies / three Red Poetry Ribbons / three Purple Ribbons

   These can make five-point triplets in their respective groupings.

6) the other Animal and Ribbon cards

   Five of either gives you a one-point combo.

7) the Basic cards

   Ten of these give a one-point combo.

Koi-Koi is as much as game of defence as it is offence. Not only should you try
to get the best cards and combinations but you should also try to stop your
opponent from getting them.

For example if they've melded both the Full Moon and Sakura Banner cards then
you should capture the Sake Cup immediately if you get the chance. You won't get
the big scores for it but you'll stop the other player making ten points.

Although I've listed the Basic, Animal and Ribbon cards at the bottom of my
ranking above, they can still be useful in capturing cards higher up the chart.
If you've melded the Full Moon card, for example, you should retain a Basic or
Ribbon card from the Chrysanthemum suit which would let you meld the Sake Cup
card when (or if) it appears.

(Remember that not all 48 cards enter play in each round, some will stay in the
draw pile so you can't count on them making an appearance. You might have your
melded Full Moon and a Chrysanth in hand ready for a Sake Cup that never comes.)

You should also keep cards in order to make "blocking" moves, e.g. if your rival
has melded the Boar and the Deer cards then you could hang onto a Peony card
which would let you take the Butterflies and therefore prevent them making the
scoring combination with the three (sometimes you might even discard onto the
table rather than make a meld with a card you want to keep until later).

Another possibility in the above example is that the other player is holding the
Butterflies card in his hand so again it's a good idea to keep your Peony cards,
since a discard to the table would let him play the Butterflies and score.

Conversely if you've melded the Boar and your opponent has melded the Deer then
there's no point chasing the Butterflies. You should keep an eye on which cards
have been played and make your decisions accordingly.

Often you will have the option of making one of several different melds. In this
case you should consider the ranking above, also bearing in mind which cards
have been captured already. Also if you have the choice of melding, for example,
either the Crane (Pine Special) from the Table Cards with a Pine Basic from your
hand or a Paulownia Basic from the table with the Chinese Phoenix (Paulownia
Special) in your hand then I'd choose the first option - melding the Special
off the table to stop the other player potentially taking it on their turn and
hopefully getting to play the other Special from my hand later.

If you can see all four cards from one suit, among the Table Cards, your hand
and the melds then you know that you can safely save any in your hand for later
and make other melds first.

When you have two cards of the same suit in your hand but the other two suit
cards have not yet been played then you might have to take a risk. Say you've
already melded the Sake Cup and you have the Sakura Banner Special and a Sakura
Basic in your hand then of course you want to meld the Special to make the
Hanami-Zake combo. You could discard the Basic onto the table but it might get
melded, either in the "second phase" of your turn (with a stray Sakura card from
the draw pile) or in either phase of your opponent's turn. Is it worth the risk?

Finally, to Koi or not to Koi? The rules add a very interesting tactical element
in that you can only end the round and keep your points at the moment that you
make a scoring combination. If you play-on but then either you fail to make
another combo or your rival makes one first then your points are lost. In
deciding whether to continue you should consider a number of factors - how many
cards are left in your hand? how many combos are available? how many rounds are
left in the game? are you ahead or behind on points? is the other player close
to scoring? 

You might've made ten points and chosen to continue but if your opponent gets a
quick win with even a cheap one-point combo they can choose to end the round and
not only take that point but deny you ten! Sometimes though, you can do that to
them. :) If your rival makes a big score but "Koi's" then any combo you can make
will let you end the round and force them to lose their points from that round -
even a one-point Kasu combo of ten humble Basic cards could do it.

| Section 05 | OICHO-KABU                                                  s05 |

This is a card game that's quite similar to Blackjack or Baccarat.

Oicho-Kabu is fairly simple compared to Koi-Koi because it's based on adding
numbers and there are only a few special rules to keep in mind.

| Section 05a | Kabufuda                                                  s05a |

By default the Oicho-Kabu minigame is played using Kabufuda - a deck of forty
playing cards numbered 1-10 (four of each value).



However one of the setting options (see below) allows you to play Oicho-Kabu
with Hanafuda instead (as in previous RGG/Yakuza games).

In real life you could also play Oicho-Kabu with a normal deck of western cards
if you remove all the Jack, Queen and King cards and play with "Aces Low" (i.e.
always worth 1) so you effectively have four suits each with cards from 1 to 10.

| Section 05b | Oicho-Kabu: Menus                                         s05b |

Approach the Oicho-Kabu players and press Circle to begin.

     1. Elementary Level    1. Intermediate Level    1. Advanced Level
     2. Exit                2. Elementary Level      2. Intermediate Level
                            3. Exit                  3. Elementary Level
                                                     4. Exit

This time there are only three levels available. Win ten rounds at Elementary
Level to unlock Intermediate and fifteen rounds at Intermediate Level to unlock
the Advanced option.

The level governs the maximum number of Gambling Points you can bet on each
round, i.e. Elementary = 100 GP, Intermediate = 500 GP and Advanced = 1,000 GP.

The Oicho-Kabu menu has three options:

                             1. Begin game
                             2. Amend settings
                             3. Rules explanation

There are three rule settings too:

1. Doshippin - on / off

   This allows/disallows the Doshippin combination (see Section 05d).

2. Shiroku no Nige - on / off

   Similarly this allows/disallows the "escape" rule (see Section 05d).

3. Card types - Kabufuda / Hanafuda

   You can choose whether Oicho-Kabu is played with the Kabufuda number cards or
   with the Hanafuda flower cards (see Section 04a).

   When using Hanafuda the November (11) and December (12) suits are removed and
   then each suit/month represents a number (January/Pine = 1 etc).

After setting your options click the bottom box to confirm.

| Section 05c | Oicho-Kabu: Process of Play                               s05c |

Oicho-Kabu, also sometimes known simply as Kabu, is played by four players. As
with Chinchirorin (see Section 06), the players take turns to be the dealer and
in each round the three "non-dealers" compete against him.

The aim is to make a score as close to 9 as possible - or at least to beat your
opponents - using either two or three cards. If the combined value of your cards
exceeds 10 then you ignore the first digit, so for example if you're dealt 1 and
3 this gives 4 but if you draw a third card and it's an 8 this will make your
total 2 (1 + 3 + 8 = 12, ignore the tens) or if you have a 4 and a 6 that's 0.

Each of the players is represented by a colour which stays the same from one
round to the next - you are always red. The colours go in the sequence green,
yellow, red, blue. This is the order in which players become dealer and it also
governs the order in which players take their turn, so if green is dealer then
yellow picks first, then red (you) and finally blue, and in the next hand yellow
would be the dealer, etc.

Firstly the dealer deals four cards onto the table, face-up, and then one for
themselves at the top-left of the screen, also face-up. The value of each card
is indicated by the number on its top-left corner. The game uses Japanese kanji
characters for the values here (see Section 11).

Next the three non-dealers have to pick one of the four cards and place a bet on
it. The coloured circles at the bottom show which ones have been taken (and by
whom) and the players' stakes are shown on the right of the screen. Two players
cannot both bet on the same card, so three cards are selected which leaves one
unclaimed - this stays in play, receiving face-up cards later in the hand, but
it doesn't belong to anyone.

When you are a non-dealer in the hand you have to choose a card when it's your
turn. A pop-up on the screen will then show two numbers: the top one is your
Gambling Points total and the bottom is where you set your stake (up to the cap
set for the current difficulty level).

Then a second, mandatory, card is dealt face-down onto each of the three claimed
cards on the table. Each of the non-dealers is allowed to peek at their card so
you can see the value of yours but not the others. The boxes at the bottom of
the screen show the total value of each column, based on the numbers visible.

(Each time an extra card is added there's a roughly equal chance that it will be
any value from 1 to 10 and therefore that the new total will be any value from 0
to 9. So for example if your first card is a 6 then, when you get your second
card, there's approximately a 3 in 10 chance that your score will improve, a 6
in 10 chance it will decrease and a 1 in 10 chance that you'll get a 10 which
means your total will stay at 6. Of course the exact probabilities depend on
which cards have already been played and which are still in the deck.)

The non-dealers then need to decide if they want to take a third card or not.
It's impossible to go bust, but you have to take a risk on whether a third card
will improve or worsen your total. You get two options:

                             1. Go to results
                             2. Take one more card

The third card is always dealt face-up and the total added in the boxes below.

Now the dealer takes their second card and, if they want it, a third one. These
are dealt face-up and totalled to the right. When you are the dealer you get two
options at this stage:
                             1. Go to results
                             2. Take one more card

Then, finally, it's the showdown! The non-dealers' second cards are displayed
and their totals are reckoned. If a player's total is higher (closer to 9) than
the dealer then they win back their stake plus the same amount from the dealer.
If the dealer has a higher total or the same number then they win the stake. 

Your character always announces his score aloud using the special Oicho-Kabu
words (see Section 11) and this appears in text on the screen too.

See Section 05d for details of the special combinations used in Oicho-Kabu.

After each hand played a simple menu appears with two choices:

                             1. Play another round
                             2. Quit

If you play another hand then the deal passes to the next player in sequence.

| Section 05d | Oicho-Kabu: Combinations                                  s05d |

The game recognizes five special combinations.

I've added the English names used in Yakuza 5 in square brackets [like this].

o Shippin                                                            [Four-One]

  When a non-dealer has a 1 and a 4 (or a 4 and a 1) and no other cards they can
  claim Shippin. This beats any numeric total and they win double points!

  As a non-dealer you should always pick a 1 or a 4 if available as you'll have
  roughly a 1 in 10 chance of getting this.

o Kuppin                                                             [Nine-One]

  This is similar to Shippin but it applies to dealers when they get a 1 and a 9
  (or a 9 and a 1) for their first two cards. This also beats any numeric total
  and gives double points (from all three non-dealers).
o Arashi*                                                     [Three-of-a-Kind]

  This combo is formed by having three cards of the same value. Arashi beats any
  numeric total and gives you triple points. This rule applies to any player.

  (Arashi is pretty rare. I don't intend to make a full probabilistic model of
  the game but I have done an approximate "back of an envelope" calculation for
  this. There'd be perhaps a 1 in 11 (3 in 33) chance that your second card
  matches your first. If it's a pair of 4's or 9's (giving you a total of 8) or
  a pair of 3's or 8's (total 6) then you would probably stick with two cards,
  so there's a 6 in 10 chance you would take a third card and then there's maybe
  a 1 in 14 (2 in 28) chance that this matches the first two. So overall it's
  something like a 1 in 257 chance of making Arashi (and it would be lower if
  one of the cards you need has already gone). So yeah, it's quite uncommon.)

  *Arashi (usually written as a kanji character) means "storm".

o Doshippin                                                       [Ten-Ten-One]

  You get this when you have two 10's and one 1 in any order. This beats any
  numeric total and gives you x20 points! This rule applies to any player.

  As a non-dealer it's already worth picking a 1 card as this gives you the
  potential for Shippin so here's another reason. It's also worth taking a 10 -
  this gives an initial score of zero but - as always - you have a roughly equal
  chance of making any value on your second card.

  After starting with a 1 or a 10 you have a roughly 1 in 100 chance of getting
  the other two cards so you won't see Doshippin too often - but it's nice when
  it happens if you're the one that makes it. :)

o Shiroku no Nige*                                                   [Four-Six]

  This option is available when a player has a 4 and a 6 (or a 6 and a 4) as
  their first two cards. This rule applies to any player.

  When you make this combo you have three options instead of the usual two:

                              1. Go to results
                              2. Escape
                              2. Take one more card

  When you take the escape option you are removed from the current round, the
  other players take their turns but your points total remains unchanged.

  You might take advantage of the escape option when you're dealer to avoid the
  threat of potentially losing to all three non-dealers! 

  Doshippin and Shiroku no Nige are both new additions to the Oicho-Kabu game
  since I last wrote a card-game guide for an RGG/Yakuza game.

  *Shi-Roku means "four-six" and Nige means "escape".

Since it's possible for two or more players to make a special combo in the same
round it's necessary to have a ranking to show which takes priority.

  Dealer   > Non-dealer > Dealer > Non-dealer > Kuppin > Shippin > 9 > 8 ... > 0
 Doshippin   Doshippin    Arashi     Arashi

So for example if a non-dealer makes Doshippin and the dealer makes Arashi in
the same round it would be the non-dealer with the higher combo that wins.

| Section 05e | Oicho-Kabu: Display                                       s05e |

The box at the top-left shows the dealer's cards. On the right of the box the
circle shows the player's colour (so if it's red, it's you) and under this is
the summed value of their cards. The two kanji spell Goukei which means "total".

At the top-right is your total stash of Gambling Points.

   dealer's cards    
  |   ___   ___         _  |
  |  |/  | |/  |       (_) | dealer's      .----------------.
  |  |   | |   |       A#T | colour        | %£&      15251 | your total points
  |  |___| |___|        8  | and total     '----------------'
                ___    ___    ___    ___    ________________
  non-dealers' |/  |  |/  |  |/  |  |/  |  |______________(_) your name, colour,
         cards |   |  |   |  |   |  |   |  |_|______________| and points info
      ___      |___|  |___|  |___|  |___|   ________________
     |   |     |/  |  |/  |  |/  |  [/  |  |______________(_)
     |   |     |   |  |   |  |   |  |   |  |_|______________|
     |___|     |___|  |___|  |___|  |___|   ________________  names, colours and
               |/  |  |/  |         |/  |  |______________(_) 
   draw pile   |   |  |   |         |   |  |_|______________| points for your
               |___|  |___|         |___|   ________________
               _      _             _      |______________(_) three opponents
              (_)__  (_)__    ___  (_)__   |_|______________|
 column totals |  9|  |  7|  |  3|  |  2|
                ¯¯¯    ¯¯¯    ¯¯¯    ¯¯¯
Beneath that on the right are details of the four players with you at the top.
In each of these boxes the bottom row shows either the points stake they've bet
on their cards or - at the end of a round - the Gambling Points they've just won
or lost. Each box also shows their name, their colour (red/blue/green/yellow)
and a box at the bottom-left indicating their status in the current round -
black is the dealer, white is a non-dealer, red is a loss and blue is a win.*

On the left is the draw pile and in the middle of the table are the non-dealers'
cards. The black triangle at the top-left of a card shows its value and the
coloured circle at the bottom of a column shows which player has claimed it. The
total of the (visible) values in each column is given in the box below it.

*The same coloured indicators are also used in the Chinchirorin minigame.

| Section 06 | CHINCHIRORIN (CEE-LO)                                       s06 |

Chinchirorin (also known as Cee-Lo outside Japan) is played by four players with
three six-sided dice and a small bowl.

Approach the Chinchirorin players and press Circle to begin.

You only get two options for this game:

                                  1. Play
                                  2. Exit

Initially your betting limit will be capped at 200 GP. After about ten full
games (four rounds each) the limit increases to 500 GP and then after five more
games it goes up to 1,000 GP. (Your opponents are not bound by these limits.)

| Section 06a | Chinchirorin: Process of Play                             s06a |

Players take turns to be the dealer (indicated by the square black icon) and the
three non-dealers (white icons) always compete directly against the dealer. At
the start of a game you throw all three dice and count out the total clockwise
around the table starting with yourself - this determines the starting dealer.

After the three non-dealers have made their bets, each round begins with the
dealer throwing all three dice up to three times in an effort to get a double.
As soon as he makes a double the number on the third die becomes his score (for
example 552 gives a score* of 2).

Next each of the three non-dealers in turn has three attempts to get a double
and make their own score.

| A non-dealer can choose to take only one throw instead of three and then get |
| triple points if they win. This will be indicated by a magenta icon which    |
| says Sanjuu ("triple"). You can take this risky route by pressing the Square |
| button instead of Circle on your first dice-roll.                            |

At the conclusion each non-dealer's score is compared to the dealer's. Whoever
has the higher score wins the points from the other or if they both have the
same score it's a tie and no points are paid.

If any player fails to get a double they automatically lose. The dealer always
wins with a score of 6 and always loses with a 1.

If a die lands outside the pot this is called Shonben (the player has "pissed"
outside the pot!) and this also counts as an automatic loss.

When you win a round your points increase (blue text) includes your original
stake so for example if you bet 20 pts and won it would show 40 pts (you won 20
and got your stake back) or if you bet 70 pts and won with a triple bonus it
would show 280 pts (you won 3 x 70 and had your initial 70 returned).

After all four players have had a turn as dealer the game will ask if you want
to keep playing. Pick the top option for Yes and the bottom option for No.

*The term used to describe your score in Chinchirorin is Deme. This word is used
generally to refer to the total number from a dice-roll or - in a more literal
reading of the kanji - to mean "bulging eyes". If you fail to make a score after
three rolls you are Deme Nashi or "without score".

| Section 06b | Chinchirorin: Combinations                                s06b |

The following special combinations and multipliers are applied.

I've added the English names used in Yakuza 5 in square brackets [like this].

o Arashi                                                                [Trips]

  Just like in Oicho-Kabu you can make Arashi by getting any triple - the same
  number on all three dice. You automatically win with triple points. If you're
  the dealer you'll win three times each player's individual stake.

o Pinzoro                                                             [Ace Out]

  If you make Arashi with 111 it's called Pinzoro and you score x5 points!

o Shigoro*                                                              [4-5-6]

  When you roll 456 you automatically win with double points.

  The probability of rolling Shigoro - or any special combination composed of
  three different numbers - on one throw is 6/216 = 2.78% (or 1 in 36).

  *Shi-Go-Ro[ku] means "four-five-six".

o Hifumi*                                                               [1-2-3]

  When you roll 123 you automatically lose with double points.

  *Hi-Fu-Mi means "one-two-three".

o Musashi*                                                            [Musashi]

  When you roll 634 your score becomes 6 and your stake is doubled.

  If you're the dealer then you get the usual instant win and collect double
  payments from all three non-dealers.

  *Mu-Sa-Shi means "six-three-four" but perhaps this is also a little tribute to
  the legendary 17th-century swordsman (cf. Kenzan).

o Ki no Ken* (?)                                                     [All-Odds]

  When you roll 135 your score becomes the same as the previous player unless
  you're the dealer or the first non-dealer in which case your score becomes 3.

  *The name means "odd look".

o Guu no On* (?)                                                    [All-Evens]

  When you roll 246 your score becomes the same as the next player unless you're
  the dealer or the third non-dealer in which case your score becomes 4.

  *The name means "even sound".

| Section 07 | CHOU-HAN                                                    s07 |

Chou-Han is also played with dice but it's more of a casino game, with a large
group of players* participating in a game operated by a croupier.

Approach the empty seat at the Chou-Han game and press Circle to join.

                               1. Begin
                               2. Rules explanation
                               3. Exit

          (see also Section 09 for a temporary addition to this menu)

*After completing the story you can save your clear data and then use this to
either start a "Premium New Game" or continue playing in Bakumatsu Tour mode -
for the latter option pick the fifth choice off the expanded title-screen menu
then use the first choice to load your clear data. In Bakumatsu Tour mode you'll
have several prominent characters from the story playing alongside you in the
Chou-Han minigame including Okita (Majima) and Katsura (Akiyama).

| Section 07a | Chou-Han: Process of Play                                 s07a |

Chou-Han means "even-odd" and the core game really is as simple as that - two
dice are thrown by the croupier and the players bet on whether they think the
total is even or odd. The dice are revealed and everyone who picked correctly
receives a portion of the total pot.

After the dice have been thrown you get two options:

                                 1. Even (Chou)
                                 2. Odd (Han)

Then you have to make your bet. The top number is your Gambling Points total,
the middle number is your stake and the bottom number is the amount you'll win.

Initially the max bet is 200 GP but this increases to 500 GP after ten games,
800 GP after twenty games and 1,000 GP after thirty games.

(Remember 1,000 GP is enough to buy a Gold Plate which you can sell for 8 Ryou.)

Of course there's an equal chance that the total will be even or odd so if you
bet on the side with fewer points wagered, although you won't win more often,
when you do win you'll get more points.

After each round you're given two options:

                                 1. Continue
                                 2. Exit

(Take care here because after a while you'll unlock a feature (see below) which
adds an additional set of options after you win a round. If the display includes
two numbers in the top-left then you have the option to "rollover" your winnings
on another dice roll (pick the top option to accept). If you reject this (or
accept and lose!) you'll then get the Continue/Exit options as normal.)

If you play a series of two or more rounds you'll get a history display at the
bottom of the screen showing whether the dice total came out even (green) or odd
(orange) each time. You can also press Square to access a more detailed view
showing the actual numbers on the dice in each round.

| Over a series of rounds you'll notice that some of the faces of the other    |
| players become happy (red) or sad (literally blue). The happier ones are the |
| ones that are winning more because they have better luck so you can win more |
| usually by choosing the side that's favoured by more of the happier players! |

I think the best tactic is to play for several rounds making very small bets
until you start to see coloured faces and then begin making big bets on any side
that has two or three "happy" faces or maybe one "very happy" face. It's not a
guaranteed win but you'll be a lot more likely to pick the winning side each
time and you'll start seeing a profit from the Chou-Han minigame.

| Section 07b | Chou-Han: Other Bets                                      s07b |

As you continue to play you'll start unlocking additional options.

After playing about five rounds the game will add the option to bet on which
number will appear on one of the dice. You'll get the following options within
the game and when you pick the new one it will show you, as usual, how much you
could win - the amount will differ depending on whether the total is odd/even.

                               1. Even (Chou)
                               2. Odd (Han)
                               3. Bet on one die

(the probability of correctly guessing one number on two dice is 11/36 or 30.5%)

After another five games it'll add the option to gamble on both dice. With this
new option the bet is always fixed at 20% of the current betting limit (e.g.
with the initial limit of 200 GP it'll be 40 GP) and if you guess correctly you
win the entire pot.
                               1. Even (Chou)
                               2. Odd (Han)
                               3. Bet on one die
                               4. Bet on two dice

After about five more games the Sashi ("head-to-head") option is added. Now when
you win a round your current prize fund is shown on the left of the screen and
you can choose to bet the full amount in a solo round against the house. When
the game asks if you want to do this pick the top option for Yes or bottom one
for No. As long as you keep winning... you'll keep doubling your total reward!

(You can do this up to five times in which case you'd win thirty-two times your
original winnings! However if you lose just once you'll lose the lot.)

Sometimes during a doubling run you'll see a man lurking outside the Chou-Han
room. When you see him get ready to do a fast QTE (on the face buttons) when the
croupier throws the dice.

Sometime after unlocking the Sashi option - it took me several dozen rounds -
you'll gain one final variation which lets you bet on the difference between the
numbers on the two dice. I think maybe it unlocks after you get a winning streak
- I got it after following a very happy red face :D for several rounds.

                               1. Even (Chou)
                               2. Odd (Han)
                               3. Bet on one die
                               4. Bet on two dice
                               5. Difference bet

The payout rate depends on which difference value you select:

                 Difference |  0  |  1  |  2  |  3  |  4  |  5  
                       Rate |  x6 |  x3 |  x4 |  x6 |  x9 | x18 

(This reflects the relative probabilities of getting those differences from two
six-sided dice, for example there are just two ways of getting a difference of
five (1-6 and 6-1) out of 36 total outcomes (6x6) so 36/2 = 18. The multipliers
for differences of 1 and 2 have been rounded down.)

Once you finally have this option unlocked you have potential for abusing the
minigame - save, place the maximum bet on an uncommon option with a good payout
(for example there's an 11% chance of getting a difference of 4) then quit and
save if you win or quit and reload if you don't.

(Shortly before finishing this guide I decided to try the difference wagers. I
bet the maximum 1,000 GP on a difference of 4, won 9,000 GP on my second attempt
and then successfully doubled it three times to win a total of 72,000 GP! The
old proverb "Fortune favours the bold" must be true. ;) With just a little more
work I soon had enough points to buy the coveted Golden Gun.)

| Section 08 | POKER                                                       s08 |

The final minigame available at the gambling den is Poker - you can play three
of the "Hold 'Em" variants including Texas Hold 'Em which has been pretty much
ubiquitious and synonymous with Poker since the boom in the 80's. In Ishin you
always play against three opponents.

Most of the text is actually in English for the Poker minigame so you should
find it easier to follow than the other gambling games.

Poker is played with conventional western playing cards with four suits each
containing numbers 2 to 10 plus Jack, Queen, King and Ace. Although they're all
marked with the number 1 you can still use Aces High so effectively Jack = 11,
Queen = 12, King = 13 and Ace = 14 when making a Straight (see Section 08c).

In the traditional forms of Poker you hold a hand of five cards and try to make
the best possible scoring combination from them. In the Hold 'Em styles each
player holds fewer cards and makes up a full hand by selecting some of the five
"Community Cards" which are dealt onto the table and can be used by all players.

Although western casino chips are shown on the table, Poker is played with the
same Gambling Points credit as the other four gambling den minigames.

| Section 08a | Poker: Menus                                              s08a |

The first Poker menu looks complicated but it's actually very simple:

                         1. Play Texas Hold 'Em
                         2. Play Pineapple Hold 'Em
                         3. Play Omaha Hold 'Em
                         4. Texas Hold 'Em Tutorial
                         5. Pineapple Hold 'Em Tutorial
                         6. Omaha Hold 'Em Tutorial
                         7. Exit

You can choose between the following three versions of Hold 'Em:

o Texas Hold 'Em

  In the common Texas variant each player is dealt two cards and can use one or
  both (or neither!) of these when making their final Playing Hand.

  If you disregard the suits, there are 169 possible Starting Hands in Texas.
  Statistically 1 in 17 Starting Hands will be pairs, 4 in 17 will consist of
  two different cards from the same suit and 12 in 17 will be "Offsuit" hands.

o Pineapple Hold 'Em

  In Pineapple each player gets three cards but discards one at the start of the
  hand ("Pre-Flop") and then the game continues as Texas.

  (In the Crazy Pineapple and Lazy Pineapple versions the card is discarded at a
  later stage in each hand.)

o Omaha Hold 'Em

  In Omaha each player receives four cards and they are retained throughout.
  They must *always* use exactly two of them (and three of the Community Cards)
  to make their final hand. The game will automatically pick the best hand.

After choosing to play one of the three modes you need to pick the rate:

                             1. Low Rate (5/10)
                             2. High Rate (50/100)

The numbers show the "Structure". The first number is the bet increment used in
the first and second rounds of betting and the second number is the increment in
the third and fourth rounds. Basically you'll be winning (or losing!) ten times
as many points in a High Rate match.

| Section 08b | Poker: Process of Play                                    s08b |

Each hand follows this process. If three players fold then the game ends early
and the remaining player wins; the winner is not required to show their hand.

o Starting Hands

  The players are dealt their "Hole Cards" which form their "Starting Hand".

  - in Texas each player gets two cards
  - in Pineapple each player gets three cards and discards one immediately
  - in Omaha each player gets four cards

  The Hole Cards are dealt face-down on the table, not visible to other players.

o Blinds

  The red circle represents the "Button" which indicates the current dealer. The
  next player (clockwise) pays the "Little Blind" into the pot and the player
  after them pays the "Big Blind". The Big Blind is equal to the bid increment
  and the Little Blind is half that.

  In a High Rate match the Big Blind is 50 pts and the Little Blind is 25 pts.

  In a Low Rate match the Big Blind is 5 pts and the Little Blind is 2 pts.

  There is no Ante in the Poker minigame.

o First Round

  The first round of betting occurs "Pre-Flop". Starting with the next player
  after the one that paid the Big Blind, each player gets the following options:

  - Bet (make an initial bet)
  - Call (match the current bet)
  - Raise (increase the current bet)
  - Check (don't bet/raise)
  - Fold (quit the hand and lose any points already bet)

  The Blinds count as bets so, for example, if one player paid a Big Blind of 5
  points then in order to stay in the hand the next two players must both bet
  (at least) 5 pts and the fourth player must bet 3 pts (they already paid the
  Little Blind which was 2 pts).

  The process continues around the table until every player has either bet the
  same amount or folded.

  At the end of each round of betting the pot total on the right is updated.

o Flop

  The first three shared Community Cards are dealt face-up onto the table. This
  is traditionally known as the "Flop".

o Second Round

  A second round of betting occurs with the same bet increment as the first.

o Turn

  The fourth Community Card is dealt onto the table. This is the "Turn" card.

o Third Round

  A third round of betting occurs, this time with the larger bet increment.
o River

  The fifth Community Card is dealt onto the table. This is the "River" card.

o Fourth Round

  A final round of betting occurs with the same bet increment as the third.

o Showdown

  If two or more players reach this final stage of the hand then they show their
  cards and the one with the best hand wins the pot.

  The game automatically takes five cards to make the best "Playing Hand" for
  each player from the ones available.

  - in Texas and Pineapple players can use any combination of cards
  - in Omaha players must always use exactly two of their four Hole Cards

  If two players have the same combination then any additional cards in their
  hand can be used as the "Kicker" to decide which wins, for example a player
  with 8-8-8-Ace-Jack beats a player with 8-8-8-7-4.

After each hand played a menu appears with two choices:

                             1. Play another hand
                             2. Quit

If you play another hand then the deal passes to the next player in sequence.

If one of your opponents starts to get low on funds their chip stack will be
magically replenished so they can stay in the game.

| Section 08c | Poker: Combinations                                       s08c |

The following combinations are used in Poker. I've listed these hands in order
of priority with the strongest at the top.

If two players have the same combination then the one with the higher card wins,
for example a pair of Queens beats a pair of 8's and a 10-9-8-7-6 Straight beats
a 7-6-5-4-3 Straight.

o Straight Flush

  Five cards with consecutive values all in the same suit, e.g. Jack-10-9-8-7.

  The probability of making a Straight Flush in Texas Hold 'Em is 0.031%.

  A special case of the Straight Flush is the Royal Flush which includes a High
  Ace, i.e. Ace-King-Queen-Jack-10. This is the highest ranking hand in Poker.

  The probability of making a Royal Flush in Texas Hold 'Em is 0.003%.

o Four of a Kind

  Four cards of the same value (plus any one other card) e.g. 7-7-7-7-4.

  The probability of making Four of a Kind in Texas Hold 'Em is 0.168%.

o Full House

  Three cards of the same value plus two cards of the same value e.g. 6-6-6-5-5.

  The probability of making a Full House in Texas Hold 'Em is 2.60%.

o Flush

  Five cards of the same suit (any values).

  The probability of making a Flush in Texas Hold 'Em is 3.03%.

o Straight

  Five cards with consecutive values (any suits) e.g. Queen-Jack-10-9-8.

  The probability of making a Straight in Texas Hold 'Em is 4.62%.

o Three of a Kind

  Three cards of the same value (plus any two other cards) e.g. 3-3-3-King-8.

  The probability of making Three of a Kind in Texas Hold 'Em is 4.83%.

o Two Pair*

  Two cards of the same value twice (plus any one other card) e.g. 9-9-2-2-5.

  The probability of making Two Pair in Texas Hold 'Em is 23.5%.

  *Traditionally this is always called "Two Pair" rather than "Two Pairs".

o One Pair

  Two cards of the same value (plus any three other cards) e.g. Jack-Jack-7-4-2.

  The probability of making One Pair in Texas Hold 'Em is 43.8%.

o High Card

  If you have none of the above combinations then the only hand you can beat is
  another High Card hand where the highest value card is weaker than yours, e.g.
  King-6-4-3-2 beats Queen-Jack-8-5-3.

  The probability of making no combination in Texas Hold 'Em is 17.4%.

| Section 09 | FRIEND                                                      s09 |

One of the many NPC's with whom you can make friends in Ishin is the lady who
operates the Chou-Han table at the gambling den.*

After playing a round of Chou-Han she'll speak to you the next time you exit the
gambling den. You can now start filling her friendship gauge simply by playing
Chou-Han, you don't even need to win. The quickest way to do this is to play one
round, then quit the minigame and repeat.

After doing this five times your friend invites you to make a big bet of 10 Ryou
(100,000 Mon)! The Chou-Han menu will now look like this:

                              1. Begin
                              2. Wager 10 Ryou
                              3. Rules explanation
                              4. Exit

You'll be betting that whole 10 Ryou on a single one-off solo game of Chou-Han
and, while the friendship gauge will hit 100% afterwards regardless of whether
you win or lose, you might want to save your game first so if necessary you can
reload and retry - and win yourself 10 Ryou instead of losing the same amount!

The menu will reset to normal so you can't make any further big cash bets.

*I've referred to her above as the croupier but the game actually uses the word
Tsubofuri which translates literally as "pot-shaker". :)

| Section 10 | COMPLETION                                                  s10 |

The requirements for achieving completion in the five gambling minigames are
quite straightforward but maybe a bit of a grind if you don't enjoy the game/s.

You can check your completion progress under the seventh option off the main
pause menu. The twelve minigames are listed in the second category here and on
that list #6 is Chinchirorin, #7 is Chou-Han, #8 is Oicho-Kabu, #9 is Koi-Koi
and #10 is Poker.

- for Oicho-Kabu the completion requirement is to win a total of 7,500 points

- for each of the other gambling games the target is 15,000 points

Naturally you can make faster progress towards completion by playing at the
higher levels and using the highest stakes available. The rewards for your wins
will be greater but of course you'll suffer heavier losses too.

The game tracks your wins rather than your profits. Even if you only break-even
overall you'll be getting wins that will add to your completion total.

| Section 11 | NUMBERS                                                     s11 |

Although it's not essential, you might find it useful or interesting to learn
the Japanese numbers used in the game. 

The following numbers are used in Koi-Koi for the cards used to determine who
goes first and by the cards that indicate the round numbers during a game; in
Oicho-Kabu they show the value of each card and your final card total.

The chart below shows the kanji for each number, the common name/s used in
Japanese and the special names used in Oicho-Kabu. (including Oicho and Kabu!)

               Number: One                  _|_         Number: Seven
   -----     Japanese: Ichi                  |        Japanese: Nana or Shichi
           Oicho-Kabu: Pin                   '--'   Oicho-Kabu: Naki or Nanaken

    ___        Number: Two                     \        Number: Eight
   _____     Japanese: Ni                    /  \     Japanese: Hachi
           Oicho-Kabu: Nisou                /    \  Oicho-Kabu: Oicho

    ---        Number: Three                 _|_        Number: Nine
    ---      Japanese: San                    | |     Japanese: Kyuu
   -----   Oicho-Kabu: Santa or Sanzun       /  |_  Oicho-Kabu: Kabu
  | | | |      Number: Four                    |        Number: Ten
  | | |_|    Japanese: Shi or Yon            --+--    Japanese: Juu
  |/____|  Oicho-Kabu: Yotsuya                 |    Oicho-Kabu: Buta (zero)
   _|_         Number: Five              |              Number: Eleven
    | |      Japanese: Go              --+-- -----    Japanese: Juu-Ichi
   _|_|_   Oicho-Kabu: Goke or Gosu      |          Oicho-Kabu: N/A

     |         Number: Six               |    ___       Number: Twelve
   -----     Japanese: Roku            --+-- _____    Japanese: Juu-Ni
   /   \   Oicho-Kabu: Roppou            |          Oicho-Kabu: N/A

Chou-Han also has its own traditional terminology for calling out the numbers on
every possible outcome on the two dice.

1-1 Pinzoro  1-2 Ichi-Ni  1-3 San-Ichi  1-4 Yo-Ichi  1-5 Gu-Ichi  1-6 Ichi-Roku

             2-2 Nizoro   2-3 San-Ni    2-4 Shi-Ni   2-5 Gu-Ni    2-6 Ni-Roku

                          3-3 Sanzoro   3-4 Shi-Sou  3-5 Gu-San   3-6 Sabu-Roku

                                        4-4 Shizoro  4-5 Gu-Shi   4-6 Shi-Roku

                                                     5-5 Gozoro   5-6 Go-Roku

                                                                  6-6 Rokuzoro

    (You'll notice some patterns there but also several quirky exceptions!)

| Section 12 | TRIVIA                                                      s12 |

Although Hanafuda originated in Japan similar cards are also very popular in
Korea and Hawaii.

The bird pictured on the Pine Special in the Hanafuda deck is the Red-Crowned
Crane - a symbol of longevity and beauty. The species is classed as endangered
and the numbers in the Hokkaido population once dropped below thirty but now,
thanks to the support of local farmers, there are over a thousand birds there.

The Koi-Koi scoring combination Inoshikachou gave its name to a team of three
ninja in the manga Naruto. The original three members of the team were INOichi
Yamanaka, SHIKAku Nara and CHOUza Akimichi.


Inoshikachou also appears in the anime Dragon Ball where it's the name of a
monster - a chimera composed of elements of a boar, a deer and a butterfly!


A low scoring hand in Oicho-Kabu is 8-9-3 (which gives a total of zero). This
can be read as "Ya-Ku-Sa" or "Ya-Ku-Za" which is the origin of the word yakuza!

In the very first RGG/Yakuza game you received 893 XP for defeating Amon. :)

In a brief flashback in Episode 8 of the Mahjong anime series Shoubushi Densetsu
Tetsuya ("Legendary Gambler Tetsuya") the eponymous hero meets Innami for the
first time over an underground game of Oicho-Kabu played with Hanafuda.


A company that was set up to make Hanafuda in 1889 is still operating and doing
quite well for itself - it's called Nintendo! They still make Hanafuda too.


There are even special Mario versions of the cards now as well!


In addition to Yakuza 3, Yakuza 4, Yakuza: Dead Souls and Yakuza 5, you can also
play Koi-Koi with English text in the Nintendo DS compendium Clubhouse Games
(also known as 42 All-Time Classics here in the UK).


Anime fans might like to know that the main character in the animated series
based on the Mahjong manga Akagi has a rather bloody encounter over a game of
Chou-Han at a gambling den with some dodgy gangster types in Episode 14.


Afro Samurai bets his 'fro on the outcome of a quick game of Chou-Han in the
movie Afro Samurai: Resurrection.


Chou-Han is also featured in Episode 3 of the anime Samurai Champloo and again
in Episode 4 where Fuu demonstrates her remarkable dice-rolling technique!


The game has appeared in numerous live-action yakuza and samurai films over the
years too. Two recent examples are Takeshi Kitano's 2003 reboot of the Zatoichi
franchise (with several scenes of Chou-Han gambling) and Takashi Miike's 2010
remake of the 1963 samurai movie Juusan-Nin No Shikaku ("Thirteen Assassins").

There's also a high-stakes cash game of Chou-Han in the early Akira Kurosawa
movie Yoidore Tenshi ("Drunken Angel").

Every possible Starting Hand in Texas Hold 'Em has one or more slang names; it's
quite an impressive list!


| Section 13 | CONTACT                                                     s13 |

I welcome all feedback on this guide and any contributions you'd like to make.

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 "Ishin"
in the subject line.

| Section 14 | THANKS                                                      s14 |

I would like to thank the following:-

o tokyoblade (GameFAQs ID) for the fantastic Ishin guide at khhsubs.com

o the Japanese wiki for game level unlock requirements and crafting info

o ThePatrick (GameFAQs ID) for the RGG1 trivia

o Play Asia for a reliable worldwide seller service

o Tangorin.com and Tuttle for great language resources

o Purl, Pausal, Advanced Dreams and SecondFace for super sounds

I will be happy to give credit and thanks to anyone who makes a contribution.
        ___________                                          ___        
        \______   /                              ___        /  /        
              /  /                       __      \_/       /  /         
             /   \___ ________ _________/  \__ ___ ______ /  /  ________
.-------o   /  __   / \___   //  ___/\_   ___//  //  ___//  /  /  __   /
| ANOTHER  /  / /  /_____/  //  /     /  /   /  //  /   /  /  /   \/  / 
'---------/  /-/  //  __   //  /-----/  /---/  //  /---/  /--/  _____/---------.
         /  / /  //  / /  //  /     /  /   /  //  /   /  /  /  /         GUIDE |
        /   \/  //   \/  //  /     /   \_ /  //   \_ /   \ /   \________ o-----'
        \______/ \______/ \_/      \____/ \_/ \____/ \___/ \___________/
Ishin! Gambling Guide
Copyright 2014 James R. Barton
Initial version 1.00 completed 9 April 2014
Current version 1.01 completed 26 December 2015

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

This guide may be downloaded and printed for personal, private, non-commercial
use only. This work is subject to copyright. It may not be hosted online or
otherwise distributed publically or reproduced either in whole or in part
without the advance written consent of the author. Any violation would
constitute an infringement of copyright and is strictly prohibited.

The only websites with the author's consent to publish this guide are GameFAQs
(www.gamefaqs.com) and its affiliates (i.e. Gamespot).

If you find this file hosted on any other site I would be grateful if you would
inform me at the email address given at the top. Thanks!

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