Mahjong Dream Club Guide - Ver. 1.01 - 10 July 2013 - by Barticle at hotmail.com _________ _________ _________ _________ _________ _________ _________ /________/|/________/|/________/|/________/|/________/|/________/|/________/| | _ _ || ___ || _ _ || _____ || ___ || _ _ || _____ || | | \ / | || / _ \ || | | | | || (_ _) || / _ \ || | \ | | || | ___) || | | V | || | |_| | || | |_| | || | | || | | | | || | \| | || | | || | | | || | _ | || | _ | || | | || | | | | || | | || | | _ || | | |V| | || | | | | || | | | | || _| | || | |_| | || | |\ | || | |_| | || | |_| |_| || |_| |_| || |_| |_| || (__.' || \___/ || |_| \_| || |_____| || |_________||_________||_________||_________||_________||_________||_________|/ ______ _____ _____ ____ _ _ _____ _ _ _ _____ | __ '.| __ '.| ___) / __ \ | \ / | .' ____)| | | | | || __ \ | | | || |__) || |__ | |__| || \/ | | | | | | | | || |__) ) | | | || _ .'| __| | __ || | | | | | | | | || __ < | |__| || | \ \ | |___ | | | || |\/| | | |____ | |___ | |__| || |__) ) |______.'|_| \_\|_____)|_| |_||_| |_| '._____)|_____)'.____.'|_____/ 01 INTRODUCTION 07 SUPPORT MODE 11 GALLERY MODE 17 RULES 02 FEATURE LIST 08 ONLINE MODE 12 OPTIONS MODE 17a Custom Rules 03 INITIAL SET-UP 09 POINTS EXCHANGE MODE 13 CONTROLS 17b General Rules 04 MAIN MENU 10 DREAM CARDS 14 DLC 18 TROPHIES 05 TUTORIAL MODE 10a Before Play 15 FINAL SCORES 19 CONTACT 06 COMPETITION MODE 10b During Play 16 RANK 20 THANKS .------------.-----------------------------------------------------------------. | Section 01 | INTRODUCTION s01 | '------------'-----------------------------------------------------------------' This is a guide to the 2012 Japanese video-game Mahjong Dream Club* for the PS3 and Xbox 360. Specifically this guide supports the PS3 version but most of the information should apply equally to the Xbox edition (however if you're thinking about importing it remember that most Xbox games are region-locked so you would need to have a Japanese console to play it). Mahjong Dream Club features the same hostess characters as the dating sims Dream Club (2009) and Dream Club Zero (2011) but this time instead of wooing the girls with gifts and witty banter you compete against them in mahjong matches (that's proper four-player mahjong, not the tile-matching solitaire thing). You do get cut-scenes with the girls though and you can unlock numerous outfits for them. Official MDC website: http://www.d3p.co.jp/dreamclub_mahjong/ Dream Club merchandise: http://item.rakuten.co.jp/d3p-webshop/c/0000000110/ I've previously written full guides for the other retail disc Japanese mahjong titles for the PS3 (Mahjong Taikai IV, Mahjong Fight Club and Janline-R) so I'm writing this mainly for the sake of completeness. Past experience has shown me that there's little demand on GameFAQs for guides on obscure imported mahjong games (my guide to Sleeping Dogs is currently getting more hits in one day than some of my mahjong guides have got individually in the past 1-2 years!) so I've put slightly less time into this one (actually making it more concise overall). As usual I've used both Japanese and English mahjong terminology throughout this guide, generally with the Japanese term first and the common English equivalent afterwards in brackets. I know that some purists will object to my use of the terms Chow, Pung and Kong (for a sequence, triplet and quad respectively) when referring to Japanese mahjong but these are the words I learnt from my first mahjong game and they've been pretty much standard in English texts on mahjong for around ninety years so I'm quite comfortable with their use here. To limit the length of this document I've decided to omit full details of the rules and equipment of mahjong on the assumption that anyone buying this game will probably already be familiar with them. If you are new to the game, or you play a version other than the modern Japanese "Riichi" rules that appear in this game, then you might like to read my complete guide to the terminology and rules of Japanese mahjong. It's available as a 78-page, illustrated, hyperlinked PDF and can be accessed from the United States Pro Mahjong League download page. http://www.uspml.com/site/downloads.htm (Barticle's Japanese Mahjong Guide) If you want to discuss Japanese mahjong then join the international community of enthusiasts on Reach Mahjong's English forums. Hope to see you there. :) http://www.reachmahjong.com/en/forum 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. *On the box artwork the game's title is rendered in Japanese Katakana text as "Maajan Doriimu Kurabu" - Maajan is the Japanese word for 'Mahjong' and Doriimu Kurabu is the English words 'Dream Club' transliterated into Japanese. .------------.-----------------------------------------------------------------. | Section 02 | FEATURE LIST s02 | '------------'-----------------------------------------------------------------' Since it can be difficult to find any detailed information in English about the content of a foreign game I like to include a quick description of the gameplay features when I write a guide for a Japanese game - so here it is! o play against the hostess girls from the Dream Club dating games o Free Play, League and Support modes for single-player o offline play speed is fixed and relatively slow o online play is free and works worldwide (although it's almost dead now) o 3D table display with full wall and zoom / close-up / HUD on/off options o modern Japanese mahjong rules including Riichi, Dora and tiered limits o rule options include Yakitori, red fives and optional Yaku (scoring elements) o waits indicator shows which tiles would complete your Tenpai (ready) hand o no Dora or Furiten alerts o 30 different cheat cards (see Section 10) o over 90 different outfits o XMB screenshot function o player stats (see Section 11) o extensive in-game text tutorial o 28-page full colour manual o Japanese language only The game has obvious appeal if you're into anime girls and dressing them up but it also gives a very nice, authentic, clean tabletop view (although it doesn't even come close to Sega's MJ arcade series in terms of hand animations). .------------.-----------------------------------------------------------------. | Section 03 | INITIAL SET-UP s03 | '------------'-----------------------------------------------------------------' If your console is online the first time you load the game you'll be prompted to download the latest update version which is about five and half megabytes. After the game loads you'll see the main title screen. Press the Start button as directed and you'll be prompted to create a new save file. Since you're using a built-in console function this should be in your native language. Now if you see two white text options in Japanese under the game logo these are: 1. Begin Game 2. View DLC Remember the main navigation buttons are usually reversed in Japanese games so you press O to accept and X to cancel. If you select the DLC option you'll get the option to visit the Playstation Store. (You'll need to be using a Japanese PSN account with Yen credit if you want to buy stuff.) Choose to start the game and you'll meet the receptionist behind the desk at the entrance to the Jansou (mahjong parlour) with some ugly flowers behind her! Click through the dialogue and you'll get a red and white box like this: ________________ |________________| |______|[_______]| <-- enter your nickname here |______|[_]_|[_]_| <-- enter your birthdate here (month/day) |___[________]___| <-- click here to continue For nickname entry you'll get the standard PS3 on-screen keyboard (so revert to using the X button to confirm). You can press Select to toggle between Hiragana, Katakana and English letters which is pretty cool but you'll be limited to six characters for your name so keep it short! You get a nice bonus on your birthday so - if your real birthday is a long way off - you might want to cheat and put tomorrow's date or something. ;) Next the receptionist will offer you a simple introduction to mahjong. Pick the left option (pink on PS3, blue on Xbox) to open the tutorial or right to reject. After nosing through the many categories and pages (see Section 05) you can tap X to exit. You can enter Tutorial Mode again later from the main menu. .------------.-----------------------------------------------------------------. | Section 04 | MAIN MENU s04 | '------------'-----------------------------------------------------------------' The main receptionist* menu has seven options, all conveniently colour-coded. o Tutorial Mode [grey] (see Section 05) - view various instructional pages o Competition Mode [magenta] (see Section 06) - play one-off and league matches offline o Support Mode [red] (see Section 07) - play offline with one of the girls giving you advice o Online Mode [orange] (see Section 08) - play against real people online (if you can find any!) o Points Exchange Mode [purple] (see Section 09) - buy Dream Card cheats (see Section 10) using Dream Points o Gallery Mode [blue] (see Section 11) - change the girls' outfits/hairstyle and view your stats o Options Mode [green] (see Section 12) - set sound and display config options *The receptionist character can be unlocked by winning the league in Competition Mode. You can then change her outfit/hair in Gallery Mode too and the changes will be applied not only during Competition Mode play but also on the main menu display and in Tutorial Mode. .------------.-----------------------------------------------------------------. | Section 05 | TUTORIAL MODE s05 | '------------'-----------------------------------------------------------------' The grey option off the main receptionist menu opens the tutorial. This section provides an extensive tutorial, comprehensive glossary of mahjong terminology, summary of Yaku (scoring elements) and Yakuman (limit-hands) and an overview of scoring. Naturally the text and narration are all in Japanese. - press R2/L2 to cycle between the four main topics - press R1/L1 to jump between the sections within a topic - press O to read an entry, to page down and to skip to the next entry - press Square to view examples in the Yaku/Yakuman catalogue - press X to exit back to the main menu .------------.-----------------------------------------------------------------. | Section 06 | COMPETITION MODE s06 | '------------'-----------------------------------------------------------------' The magenta option off the main receptionist menu opens Competition Mode. The sub-menu here has three options: 1. Free Match 2. League Match 3. Points Exchange - this is shortcut to the Dream Card store (see Section 09) Free Match ¯¯¯¯¯¯¯¯¯¯ This option lets you play a single offline game. When you pick Free Match you're shown a roster of all the hostess girls: Amane Mio Setsu Reika Mian Rui Riho* Nao Mari Airi Haruka Nonono Asuka You can press O to select or X to cancel - this is standard four-player mahjong so you'll need to select three opponents, then press O again to confirm or X to cancel. Alternatively you can press Triangle for a random selection - press O to start the slot machine and again to stop each of the three reels, then press O to accept, X to cancel or Triangle to spin again. The next screen will show the three opponents you've chosen and your silhouette (avatar) at the bottom. You can press Triangle here to view/change the custom rules settings (see Section 17a) or just press O to start the match. Dream Card cheats (if you have any) can be used by pressing R1 when prompted. If you win the match you'll see a short scene where your opponents congratulate you. You can skip through this by pressing Start. *In addition to the three Dream Club games, the character Riho Futaba has also appeared in more than thirty various games in the Simple Series** also released by D3 Publisher. She's famous enough to have her own page on Japanese Wikipedia! **I've just been playing the 2002 PS1 game Simple 1500 Series Volume 88 'The Gal Mahjong: LoveSongs' (courtesy of a free trial of the Japanese PS+ subscription service) and I can report that Riho appears to have not aged at all! League Match ¯¯¯¯¯¯¯¯¯¯¯¯ This is Mahjong Dream Club's campaign mode. The full cycle consists of twelve qualifier matches followed - if you qualify - by five finals matches. Characters are selected automatically for each match. When you see the screen divided diagonally into quarters you can press O to start the game or X to quit. You can also press Triangle to see short "interview" videos which each of your three opponents (use d-pad to change camera and Start to skip to the next girl); they will be wearing whichever outfits you've chosen in Gallery Mode [blue]. There is no option to change custom rules, league matches are always played with a fixed rule-set. All games are Hanchan (full two-round matches), Double Yakuman are permitted, Yakitori and Oka are not used (so starting scores are 30,000 pts each), red fives are included and the Hakoten (bankruptcy) rule is applied so a game ends early if a player gets busted. (see Section 17 for a rules summary) Dream Card cheats (if you have any) can be used by pressing R1 when prompted. The preliminary qualifying stages of the league mode are played over a series of thirteen matches. At the end of each match the "final scores" (see Section 15) are determined for each player and added to their individual cumulative score. The league table is displayed after each match. There are thirteen players in total - you and twelve of the thirteen hostesses (everyone except Mari - the one with the eyepatch). In each stage of the league three matches are played (with four players in each) and one player gets a rest/bye (indicated by a red kanji). From the league table display press O to play the next match or X to exit. You can return to the League Match option to resume the current league at any time. You'll get two options on the screen - pick the right one to commence the next match in the current league (or the left one to reset your progress). 1. Start Over 2. Continue In a Free Match or in Support Mode (see Section 07) only your placing (1st-4th) is important as this controls how many Dream Points you earn (and you'll always earn some DP, never lose them). However when playing in a league - since your league standing is based on your scores - it's vital to score as many points as possible (and to play defensively when necessary in order to keep them). If you find your league position slipping you should invest in some cheat cards to help you earn some big points. You can take a break from league play whenever you want in order to earn more Dream Points in other modes to fund your Dream Card usage. (You might even want to play through the league *really* slowly and hit your opponents with a massive array of cheats in every match!) The "before play" cards that help you build a hand are best used when your seat- wind is east so you benefit from the dealer's score bonus. However if you take a Yakuman win by Ron in the first hand of a match you'll get a big chunk of points which will also be enough to bust the discarder and end the game early so you won't need to hang onto those points over the full two rounds of a Hanchan. Since league games are played without Oka or Yakitori it's very easy to figure your "final scores" - just subtract 30,000 and divide by a thousand, for example if you score 35,000 pts your final score will be +5. Whenever you finish a game with more than 30,000 pts you'll get a positive contribution to your cumulative league total and conversely a score of less than 30k will make it drop. By the end of the league qualifier stages the top scoring girls will typically have scores of around +120 and therefore, since you play twelve of the thirteen matches, you need to score on average 40,000 pts (+10) per game to keep up. After the thirteen matches are complete the top two players from the league go through to the finals; if you qualify you also earn a Dream Points bonus. The receptionist then gives you two options - pick the left one to start the finals. In the finals the two league winners play against Mari (eyepatch girl) and the receptionist in a series of five matches (in outer space). This is effectively a mini version of the league and again the cumulative "final scores" are tracked. At the end of the five matches the player with the highest total score wins! If you win the finals then you receive another handy DP bonus, the credits roll and the receptionist character (Uketsuke) is unlocked. The character roster for Free Match and Support Mode will now look like this: Amane Mio Setsu Reika Mian Rui Riho Nao Mari Airi Haruka Nonono Asuka Uketsuke .------------.-----------------------------------------------------------------. | Section 07 | SUPPORT MODE s07 | '------------'-----------------------------------------------------------------' The red option off the main receptionist menu opens Support Mode. You'll get the same roster of thirteen hostesses that you have in Free Match but this time you only need to select one girl. She will speak throughout the game, making various suggestions, observations and reactions. Amane Mio Setsu Reika Mian Rui Riho Nao Mari Airi Haruka Nonono Asuka Next you need to pick three opponents from the ten characters available. You can also use R1/L1 to adjust individually the attitude of each person - the range is Level 1 "playhouse", Level 2 "relaxed" and Level 3 "serious". Shige Smith Wesson You & El McGavin*## Ryuuya* Junbi Shop Makoto** Reiko# Ishibashi Staff Manager Futaba Sensei After that you get the usual screen showing all four players where you can press Triangle to adjust the custom rules (see Section 17a) or O to start the match. Play proceeds as normal but only the close-up table view is available - the "2D" Support Mode opponents aren't rendered as 3D models to view at their seats and there is no voice-acting for them either. You'll see their 2D avatars when they make calls or when you pick the second option off the pause menu. Dream Card cheats (if you have any) can be used by pressing R1 when prompted. If you win the match you'll get a bonus scene with your chosen girl afterwards and you can select one of the following three options: Kiss Blessing [Square button] Heightened Feelings [O button] Profession of Love [X button] Alternatively you can press the Triangle button to cancel. *I've had to use a little guesswork on translating these names. **Evidently Makoto Futaba is the sister of the hostess Riho. #Reiko Mizusaki appeared alongside Riho as one of the five main characters in the 2008 Nintendo DS game Simple Series Volume 44 'The Gal Mahjong'. As one of the two highest ranked characters here she's honoured with the "Sensei" title. ##The Japanese Wikipedia page for the Dream Club mentions that the hostess Setsu is a big fan of the delirious detective McGavin?! I assume this must appear as a topic during conversation in the dating gameplay. .------------.-----------------------------------------------------------------. | Section 08 | ONLINE MODE s08 | '------------'-----------------------------------------------------------------' The orange option off the main receptionist menu opens Online Mode. You can play online with a Euro/US PSN account and no online pass is required. The game is played with a fixed 10-second timer on each move. If you do not make your move within ten seconds then the tile currently selected will be discarded. A fixed rule-set is applied including red fives, Yakitori, Hakoten and Oka (see Section 17a for details of each). Dream Card cheats cannot be used in online play. The sub-menu in Online Mode has four options: 1. Competition Opponents Search This is the main online section where you can find or create a match. The column headings are as follows: Host / Rule / Status / Number of Participants / Recruitment Message Press Triangle to refresh the list or X to exit. Red text in the third column indicates that a game is in progress. A key icon will be shown if you cannot join the session. If there is one available use the d-pad to select a match and press O to join it. Initially you'll go into a standby match against three bots. If you have the pop-up windows showing (press Select to toggle) you'll see that all three opponents are labelled "AI". There will also be a blue banner in the top-left corner that shows the number of human players in the session. When the host is satisfied with the player count they will start the match - you'll see there are fewer AI labels (although bots will still fill any empty seats) and the match will start from the beginning (East 1 hand). Alternatively you can also press Square to create your own new session. You will be prompted to set the "Rule" - which is just match duration (left for one round / right for two rounds) - and the standby time-limit option (off / 90 secs / 180 secs). Then move down and select O to confirm or X to cancel. Once you have two or more people you'll get a message in the centre of the screen that prompts you to press Start to begin the match. If you specified a time-limit previously then your standby session will abort automatically if you haven't commenced play within the 90 or 180 seconds. During play you can press L2 to access the "word list" which gives several pre-defined chat messages. Immediately after a live match commences you can quickly tap L2 followed by the O button to deliver the top message which is "Yoroshiku Onegaishimasu" - this serves as a general introduction. You can also press L1 for the commands menu - the top option lets you specify the three settings below and the bottom option can be used to end the session (pick the left button to confirm). a) Substitution Method: Substitution Closed / Current Substitution This option lets the host control whether further human players can join (taking the seats of the AI players - hence "substitution"). Pick the first option to close the game or the second one to allow others to join your session. Players prefer to play against other people so it's best to leave your session open and wait until you have three or four people before you begin (if possible). b) Riichi Conditions: Immediate / Patient / Patient in Second Half / Don't Do This controls the behaviour of the computer-controlled (AI) players - it governs their inclination to declare Riichi. c) Opponent Riichi: Folding / Timid / Confident / Full Thrust* This specifies how cautious/reckless the AI will be after another player has declared Riichi. When your opponents "fold" they'll switch to purely defensive play and try to only discard safe tiles that won't be taken for a Ron win so it'll be harder to complete your hand. With the opposite option here they'll keep pushing for a win and might "reach" themselves so there's a risk that you will deal into their hand and give them a win. *The Japanese word used here is 'Tsuppari' which can also be used to describe slapping attacks in Sumo wrestling. :) There was a Sumo game released for the NES in 1987 called Tsuppari Oozumou (essentially "Slapping Pro Wrestling"). 2. Support Character Naming You can pick one of the girls for support/advice. This works in exactly the same way as the single-player Support Mode [red]. As usual press O to pick and again to confirm, Triangle to cancel, X to exit. Each player's chosen support character will be shown next to their name. 3. User Rankings This lists the top players in the world (but mostly in Japan). The column headings are as follows: Ranking / PSN ID / Acquired Score / Match Count / Win Rate / Average Points Use d-pad left/right to page up/down and L2 to jump back to the top. Use d-pad up/down to select a player and Square to view their PSN profile. 4. Name Rankings This lists the top players by each support character - press L1/R1 to cycle. The column headings are as follows: Ranking / PSN ID / Support Name Count / Support Name Rate / Win Count On the "final scores" screen after a match (see Section 15) you will usually see two button prompts. Press O to play again or X to return to the main lobby. Players you competed against in online play will not appear in the Players Met list in the XMB Friends menu so if you want to send someone a message or friend request afterwards you'll need to make a note of their name. .------------.-----------------------------------------------------------------. | Section 09 | POINTS EXCHANGE MODE s09 | '------------'-----------------------------------------------------------------' The purple option off the main receptionist menu opens the Dream Card store. You can exchange Dream Points (DP) for Dream Card cheats. You earn Dream Points after completing a match in any mode - you earn a specified amount according to your final position as follows: 1st = 100 DP 2nd = 70 DP 3rd = 50 DP 4th = 30 DP These Dream Points earned during play also control the rate at which you advance in rank so the good news is - since you don't even get negative DP for getting 4th place in a match - you can never lose DP or rank. You also receive a nice bonus of 5,000 DP on or around your birthday each year. Lamuoni reports additional DP bonuses when you play with a girl on her birthday (and says you'll need to keep trying different modes until you get the points). Try picking her in Support Mode [red] or as your support in Online Mode [orange] or playing against her in Competition Mode [magenta]. (You might need to have your console connected to the internet to prevent you from cheating!) I found birthdates for the thirteen hostesses on pixiv.net: 27 January - Haruka (blonde hair) 7 March - Mio (green hair) 1 April - Asuka (dark purple hair) 4 May - Mari (lilac hair) 10 May - Rui (pink hair) 25 June - Amane (dark red hair) 1 July - Airi (medium blue hair) 9 August - Setsu (light ginger hair) 23 September - Nao (dark brown hair) 18 October - Nonono (sky blue hair) 31 October - Mian (yellow hair) 30 November - Reika (dark blue hair) 20 December - Riho (light brown hair) Luckily I'm writing this in late June / early July so I've had two opportunities to test the birthday bonus. When you start the game the receptionist will give a special message - you can look out for the Japanese words Honjitsu (today) and Tanjoubi (birthday) and the girl's name. I got a 3,000 DP gift for playing with Amane in Support Mode - this was at 18:15 (UK time) on 25 June which was 02:15 on 26 June (Japan time). The receptionist was still giving the birthday message just before midnight but when I checked again around 00:30 she'd stopped so I'm pretty sure this is based on your local time/date. On the evening of 1 July I tried playing with birthday girl Airi in both Support Mode and Free Match but I didn't get the bonus. Faced with the prospect of empty servers for multiplayer (Tuesday 4am on Japan time) and probably having to play (or quit) several league matches until I encountered her, I quit out of the game and took a meal break. On restarting the game (after some delicious enchiladas) I tried playing with her in Support Mode again and got the 3,000 DP bonus. Occasionally you'll get an additional bonus which I think is for playing for a certain number of games/hours or possibly for making progress on the ranks (see Section 16) or trophies (see Section 18). I got a very useful reward of 30,000 Dream Points which was after 80-90 hours, about 100 matches, approximately 85% trophy completion or around the time I hit 9th or 10th Dan, I think. The Dream Card cheats you can buy in Points Exchange Mode are divided into two categories - on the first tab you have the ones that you use before a hand and on the second are the ones you use during play. All the Dream Cards (including DLC ones) are listed in the following section. .------------.-----------------------------------------------------------------. | Section 10 | DREAM CARDS s10 | '------------'-----------------------------------------------------------------' This section describes all the Dream Cards available in the game including the ones added by purchasing downloadable content (see Section 14). Cards are bought from the Points Exchange Mode [purple] using Dream Points earned during play. Each Dream Card can be redeemed to use a temporary cheat ability. The cards that you can use at the start of a hand are used to load certain types of tiles into your starting hand while the ones used during play provide various assists. (If you're interested in cheating techniques then check out the 2008 Nintendo DS game Akko de Pon - it has a total of 76 different cheats! These are all detailed - with several lavish ASCII-art diagrams - in my game guide on this site.) To use a card simply press R1 when you see the on-screen prompt. You'll be shown all the Dream Cards you own that you can use at that stage (either before or during play). Choose one then pick the left option to confirm. Each card can be used only once but you can keep buying them if you have sufficient Dream Points. Some cheat cards will only be available after purchasing the unlocks from the PSN store as DLC (see Section 14). I only had 1,000 Yen of credit available so I've only been able to test some of the DLC cards. I would strongly recommend saving your Dream Cards to use when playing through the Competition Mode league. Your final placing (1st-4th) in a Free Match or Support Mode game is pretty inconsequential - you will always earn some DP and make progress to your next rank. In league play however it's very important to earn points to improve and maintain your league standing so the cheat cards can give you a big advantage, both in winning points from making big hands and from helping you defend. Many Dream Cards are quite expensive (one costs 800 DP and you only earn 100 DP from winning a match) so use them wisely. .-------------.----------------------------------------------------------------. | Section 10a | Before Play s10a | '-------------'----------------------------------------------------------------' These cards all increase the chances of you receiving certain types of tiles in your initial draw of 13 (or 14) tiles at the start of a hand. It's important to note that they do NOT give you a complete hand so you will always need a little skill and/or luck on order to form a valid winning hand (and to do so before an opponent declares a win too). Remember that the dealer (east) receives a 50% bonus to scores (for example they get 12,000 pts for a Mangan hand rather than 8,000 pts) so it's most effective to use these cards when you're east, especially in league play where it's very important to score as many points as possible. (If you're ever dissatisfied with the results from one of these cards (i.e. you receive too few useful tiles or an opponent takes a quick win) then you can hold the PS button to quit out to the XMB. When you restart the game you'll find that the card has been restored to your inventory so you can try again.) o Name: Dora Bakudan* (Dora Loading) [100 DP] Icon: bomb and 9-Bams Dora indicator Info: This cheat increases the chances of having Dora bonus tiles in your starting hand - you'll usually get one, two or three, or sometimes none! Apart from possibly giving you a pair or a Pung this one doesn't really help you build your hand, but if you can complete a valid winning hand around the Dora tiles it will add value. *'Bakudan' is the Japanese word for "bomb" and it's used in mahjong to describe a cheating technique where you load blocks of desirable tiles into the wall which you can then collect during the initial draw. If you've watched the mahjong anime 'Legendary Gambler Tetsuya' you'll have seen a "Dora Bomber" in action during episode 19. o Name: Manzu Bakudan (Craks Loading) [250 DP] o Name: Pinzu Bakudan (Dots Loading) [250 DP] o Name: Souzu Bakudan (Bams Loading) [250 DP] Icon: bomb and five matching suit tiles Info: These three cheats all load tiles of one suit into your starting hand. You'll typically receive around eight to twelve tiles which will often enable you to complete Chinitsu (Full Flush) or sometimes only Honitsu (Half-Flush) if combined with winds and/or dragons. These will help you complete the Honitsu and Chinitsu trophies quicker. o Name: Kazehai Bakudan (Winds Loading) [300 DP] Icon: green card with bomb and four different wind tiles Info: With this one you'll begin with a significant number of wind tiles in your hand - anywhere between six and eleven. This gives you a decent chance of completing one of the wind limit-hands Shou Suu Shii (Little Four Winds) or Dai Suu Shii (Big Four Winds). With a dragon pair you might also be able to make Tsuuiisou (All Honours). This card costs only 50 Dream Points more than the previous ones and yet you have the chance of making a Yakuman (or maybe even a Double Yakuman with either Dai Suu Shii or Shou Shuu Shii stacked with Tsuuiisou) so it is a pretty good deal, I think. Unlike the Chuuren and Kokushi cheats (see below) you have the advantage of being able to build your hand by Pon calls to make pairs into Pungs, although sometimes you'll only receive one tile of a certain wind. o Name: San Gen [Pai] Bakudan (Dragons Loading) [300 DP] Icon: purple card with bomb and three different dragon tiles Info: As you might expect, this one loads the wall to give you dragon tiles in your initial draw - you'll usually get between four and eight. Even if you only get pairs you can often call Pon on a third to make a Pung. You should be able to make at least a couple of Pungs for Yakuhai worth one Han each but hopefully you'll be able to get two Pungs and a pair for Shou San Gen (Little Three Dragons) worth four Han in total (or six if combined with Toi-Toi Hou (All Pungs)). Ideally you'll get yourself three dragon Pungs for the limit-hand Dai San Gen (Big Three Dragons). Even if you only manage a couple of Yakuhai sets that will help you with the trophies for scoring Yakuhai with each dragon thirty times. ============================================================================== The following cards are added by buying the corresponding DLC (see Section 14) ============================================================================== o Name: Kokushi Tsumi* (Thirteen Orphans Loading) [600 DP] Icon: yellow card with 1-Craks and 9-Craks visible Info: This card causes you to receive a significant number of Terminals (1's and 9's) and Honours (Winds and Dragons) in your starting hand. You can get anywhere between eight and twelve unique "orphans". If you do start with nine or more Terminals and Honours then don't press Triangle when prompted to accept a Kyuu Shu Kyuu Hai abortive draw. This would force a re-deal and the Dream Card (and 600 DP!) would be wasted. Also be sure to check your hand if the game offers you a red Tsumo win button on your first turn because you probably only have Shii-San Puutaa (see Section 17a) which is only scored as a Mangan. Press X to reject. You need a complete collection of thirteen unique Terminals and Honours plus one duplicate for Kokushimusou (Thirteen Orphans). Completing the limit-hand on a 13-sided wait - when you already have the pattern of thirteen unique tiles - can be scored as a Double Yakuman. Even if you start with as many as nine Terminals and Honours it'll still take some luck to complete the limit-hand. Since you cannot steal tiles from your opponents (calling discards to complete open sets) you'll have to hope that the tiles you need are in the wall so that you can draw the next three on your turns. Only then can you take the final one you need by Ron to complete the hand - if your opponents haven't already declared a win or discarded all your winning tiles by then! One of the trophies requires you to declare Kokushi wins ten times so, unless you want to keep playing for several years, you'll need to buy the DLC to unlock this card. *Tsumi is another cheating technique where you load certain tiles into the wall to collect later, but in this case they're loaded as a long row of tiles and retrieved using sleight of hand. o Name: Chuuren Tsumi (Nine Gates Loading) [600 DP] Icon: pink card with three 9-Craks visible Info: This cheat card loads your starting hand with tiles for Chuuren Poutou (Nine Gates). To complete that Yakuman (limit-hand) you need a flush hand of 1112345678999 plus a duplicate of any tile from the same suit. Completing the limit-hand on a 9-sided wait (when you already have the 1112345678999 flush) is scored as a Double Yakuman. Like Kokushi above, Chuuren is hard to complete because the hand must be concealed so you can't call tiles to give yourself a helping hand. o Name: Tenpai Tsumi (Ready Loading) [750 DP] Icon: blue figure with a purple miasma background Info: Your starting hand will sometimes be Tenpai (ready). I've only used this expensive card five times and I got a Tenpai hand on two of those occasions. This gives you the opportunity to declare Double Riichi if you want although sometimes you'll want to improve your wait. o Name: Kazehai Bakudan+ (Enhanced Winds Loading) [500 DP] Icon: bomb with four different wind tiles and glowing green background Info: This is an improved version of the standard Winds Loading card. You should get between seven and twelve wind tiles, often you get ten. o Name: San Gen [Pai] Bakudan+ (Enhanced Dragons Loading) [500 DP] Icon: bomb with three different dragon tiles and glowing orange background Info: This is an improved version of the standard Dragons Loading card. It typically delivers between six and eight dragons. This will give you a good chance at Dai San Gen (Big Three Dragons) if you get either two Pungs and a pair or one Pung and two pairs but sometimes you'll still only get one example of one of the dragons which means you will require a fair bit of luck to make the Yakuman. o Name: Ankou Tsumi (Concealed Pungs Loading) [800 DP] Icon: several rows of tiles arranged as a staircase Info: With this cheat your starting hand will contain a number of Ankou sets (concealed Pungs) and/or pairs. You might get three Ankou and one pair, two Ankou and two pairs or one Ankou and three pairs. Out of the first six times I used this only once did I receive the maximum of four Ankou that made me Tenpai for the limit-hand Suu Ankou (Four Concealed Pungs). I think that's pretty poor for such an expensive card (you need to make Suu Ankou ten times for one of the trophies and that could take years without cheating) but at least, even if you don't get the Yakuman, it'll help you make Toi-Toi Hou (All Pungs), San Ankou (Three Concealed Pungs) and Chii Toitsu (Seven Pairs) which are also all needed for trophies. .-------------.----------------------------------------------------------------. | Section 10b | During Play s10b | '-------------'----------------------------------------------------------------' These cheaper cheat cards can be used during a hand whenever it's your turn. You might like to stock up on a few of these to retain as an "emergency toolkit" which you can use as necessary. o Name: Scouter [100 DP] Icon: green card with paddle Info: This handy cheat shows you the Shanten of each player, i.e. how far away they are from having a Tenpai (ready) hand. You'll need to have the score pop-ups enabled (press Select to toggle). An eye icon is shown next to each person's name and as they build their hand the eye will gradually open. One third open means Ryanshanten (two away from Tenpai) and two thirds open means Iishanten (one away). When the eye is fully open they are Tenpai and the "signal strength" meter indicates the value of their hand, for example an open flush hand with no extras (5 Han) is shown as two bars. The value of a hand after Riichi will usually be fixed (since the player cannot change the tiles) but sometimes you'll see the value increase after the indicator for a Kan Dora bonus tile is flipped following the declaration of a Kong set. Additionally a green crosshairs icon in the bottom-left corner of your screen will turn red to warn you when an opponent has a Tenpai hand. This cheat is particularly useful for detecting cases of Damaten (silent Tenpai) where the player has a Tenpai hand but does not "reach". The effect lasts for one wind-round (e.g. East 1 to East 4). o Name: Automatic Chai (?) [50 DP] Icon: brown card with blue figure slamming discard Info: This cheat blocks you from discarding a tile which one of your opponents could take to declare a complete winning hand. In the bottom-left corner of the screen a padlock icon will be displayed. You might use this in conjunction with the previous cheat when you know an opponent is Tenpai and you need your discard to pass. You can use it immediately after an opponent has reached to avoid getting hit with the bonus of Ippatsu ("one-shot" win) if you dealt into their hand. The effect lasts for a single turn. o Name: Viewing [200 DP] Icon: green card with blue figure using x-ray vision Info: This powerful (and expensive) card reveals all your opponents' tiles - their hands are displayed flat on the table. This is massively useful - not just in terms of seeing how close they are to completing their hand and what their waits are but also to see how valuable their winning hand could be and to check if they're hogging any of the tiles you need for your hand. The effect lasts for a single hand (e.g. East 1). o Name: Dora Viewing [30 DP] Icon: blue card with magnifying glass examining wind tiles Info: This cheat simply highlights (in red) any Dora bonus tiles in your hand (not including red fives). I guess it would stop you from discarding one by accident but really you should be paying attention to the Dora anyway so save your points! The effect lasts for a single hand (e.g. East 1). o Name: Ron Viewing [75 DP] Icon: maroon tile with magnifying glass examining suit tiles Info: Using this card flags any tiles in your hand which could be taken by an opponent for a Ron win. You might use this after an opponent has declared Riichi and you want to keep pushing for a win. However there's no point using this if you've reached yourself since you can no longer choose your discards. The effect lasts for a single hand (e.g. East 1). o Name: Luck Hand [100 DP] Icon: blue starry card with hand clutching a tile Info: With this Dream Card you will draw more useful tiles from the wall which will help you build your hand. The effect lasts for your next seven turns and is indicated by a small Maneki-Neko (lucky cat) icon in the bottom-left corner of the screen. This card is pretty effective and can be used in combination with one of the loading tiles to help you finish the hand from the tiles you get. o Name: Haitei Appeal [30 DP] Icon: green card with lightning on a single inverted tile Info: The Haiteihai is the final tile to be drawn from the live wall. This card improves your chances of getting a winning tile when it is your turn and you're drawing the very last tile from the wall. I've used this card successfully on a couple of occasions when I had a Tenpai (ready) hand but an exhaustive draw looked likely. Both times I had the final draw from the wall, I used this card immediately before taking my tile and won the hand! Unless you complete a Yakuman (limit-hand), winning off the Haiteihai will add the Yaku (scoring element) of Haitei (Last-Tile Tsumo). The effect lasts for a single hand (e.g. East 1). o Name: Rinshan Appeal [50 DP] Icon: red card with lightning on the end of the dead wall Info: A Rinshanpai is the supplement tile you take from the dead wall after declaring a Kong (quad) set. This card works similarly to the previous one but this time you have an improved chance of winning off the supplement tile. You can activate the cheat immediately before declaring the Kong if it's currently your turn so you can use it when taking a self-drawn tile to "upgrade" an open Pung to an open Kong (technically a "Shouminkan") or when declaring four identical tiles in your hand as a concealed Kong (an Ankan). However you are not given the option to use a cheat when calling so you can't deploy the Dream Card when you steal an opponent's discard to upgrade a closed Pung to an open Kong (a Daiminkan) - you would need instead to have activated the cheat card previously. You will have far more opportunities to use these when aiming for Pung- based hands like Toi-Toi Hou (All Pungs), San Ankou (Three Concealed Pungs) and the dragon/wind Yakuman hands, especially when cheating. Unless you complete a Yakuman (limit-hand), winning off the Rinshanpai will add the Yaku (scoring element) of Rinshan Kaihou (After a Kong). The effect lasts for a single hand (e.g. East 1). o Name: Safe Traffic [50 DP] Icon: blue card with a tag charm Info: This card prevents your opponents from Ronning your next discard tile. o Name: Fever [50 DP] Icon: four jubilant blue figures Info: This puts your opponents in a favourable mood. o Name: Cooldown [70 DP]
Icon: blue figure with ice lolly, drink and fan
Info: This puts your opponents in a normal mood.
o Name: The Great Depression [90 DP]
Icon: four blue figures viewed from above
Info: This puts your opponents in a disagreeable mood.
o Name: Pressure [100 DP]
Icon: blue figure in outer space holding its tiles
Info: Your opponents' special skills and luck are blocked.
The effect lasts for a single hand (e.g. East 1).
==============================================================================
The following cards are added by buying the corresponding DLC (see Section 14)
==============================================================================
o Name: Tile Decay [120 DP]
Icon: blue diagonal figure reaching forwards
Info: Your opponents will be unlucky, drawing less useful tiles from the wall.
This could be a useful investment when you want to prevent the other
players from taking a quick win when you've used an expensive "loading"
card and you're trying to complete a Yakuman hand.
The effect lasts for a single hand (e.g. East 1).
o Name: Kingly Appearance [300 DP]
Icon: blue figure pointing with radiant light behind
Info: This is an extended version of the Pressure card (see above).
The effect lasts for one wind-round (e.g. East 1 to East 4).
o Name: Skilled Viewing [350 DP]
Icon: red card with blue figure using x-ray vision
Info: This is an extended version of the standard Viewing card (see above).
The effect lasts for one wind-round (e.g. East 1 to East 4).
o Name: God Hand [300 DP]
Icon: fiery orange card with hand clutching a tile
Info: This is an extended version of the Luck Hand card (see above).
The effect lasts for one wind-round (e.g. East 1 to East 4).
o Name: Absolute Defence [150 DP]
Icon: purple card with a tag charm
Info: This is an extended version of the Safe Traffic card (see above).
The effect lasts for a single hand (e.g. East 1).
.------------.-----------------------------------------------------------------.
| Section 11 | GALLERY MODE s11 |
'------------'-----------------------------------------------------------------'
The blue option off the main receptionist menu opens the Gallery Mode.
You're given two options here:
1. Model Viewer
2. Performance
Model Viewer
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The viewer option lets you pick a girl and inspect/change her hairdo and outfit.
- use left stick to move her up/down/left/right temporarily
- use d-pad up/down to move her vertically
- use d-pad left/right to rotate her*
- press Select to toggle the on-screen text on/off
- squeeze L2 to zoom temporarily (analogue input)
- press L3 to restore initial view
- press R2 to select new hairstyles and outfits**
- press X to exit
New hairstyles and clothing options are unlocked as you rank-up.
*Behold the bizarre hair physics!
**You can also remove Mari's eyepatch or Mio's glasses.
Performance
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This option displays various gameplay statistics.
The bar at the top of the screen gives your nickname, current rank, birthdate,
registration date and current Dream Points total.
Average/max/min scores are given in the "final score" format (see Section 15).
The stats are broken down into the following six tabbed sections:
1. Combined (all modes)
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Play Count / Play Time / Match Count
Placing Counts: 1st / 2nd / 3rd / 4th
Match Win Ratio (percentage)
Average Score / Highest Score / Lowest Score
Hand Win Count / Ron Wins Count / Tsumo Wins Count
Riichi Hand Win Ratio (percentage and fraction)
Double Yakuman / Yakuman / Sanbaiman / Baiman / Haneman / Mangan / sub-Mangan
Hand Win Counts
Payment Counts (number of times you got "Ronned" and paid the full amount)
- You can also press Square on this page to change your silhouette (avatar).
Two additional sets of silhouettes are available as DLC (see Section 14).
- If you download the free Darling Voice DLC function (see Section 14 again)
you can press Triangle here to select your preferred name for dialogue from
a list of over one hundred alternatives. Use the top option to turn it off.
2. Offline
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This page has the same layout as above minus the Play Count and Play Time,
leaving only Match Count on the first row.
3. Online
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This page has the same layout as above but Match Count is followed by Midway
Substitution Count (the number of times you joined late) and Disconnection
Count (the number of times you left early!).
4. League Matches
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Finals Participation Count (number of times you've reached the finals stage)
Finals Performance: 1st / 2nd / 3rd / 4th
(this is your overall position after the series of five finals matches)
Finals Data: Average Score / Highest Score / Lowest Score
Finals Advancing Ratio (percentage of times you've made it to the finals)
Qualifiers Participation Count (number of times you've entered the league)
Qualifiers Performance: 1st / 2nd / 3rd / ... / 11th / 12th / 13th / DNS
(this is your ultimate league position after each series of twelve matches)
Qualifiers Data: Average Score / Highest Score / Lowest Score
5. Other Characters
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Press d-pad up/down to cycle through the characters - the thirteen hostesses
and the ten 2D opponents from Support Mode.
Name / Average Placing
Match Count / Support Nominations (number of times chosen in Support Mode)
Ron Win Count / Payment Count
Performance: 1st / 2nd / 3rd / 4th
Average Score / Highest Score / Lowest Score
6. Winning Yaku
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This shows how many times you've completed a winning hand with each of the
following Yaku (scoring elements) and Yakuman (limit hands).
[Column 1]
Iipeikou (Pure Double Chow)
Kanburi* (Ron After Kong)
San Kantsu (Three Kongs)
Shii-San Puutaa* (Thirteen Unconnected Tiles)
Shou Suu Shii (Little Four Winds)
Suu Renkou* (Four Consecutive Pungs)
Daburu Riichi (Double Reach)
Chankan (Robbing the Kong)
Chinroutou (All Terminals)
Nagashi Mangan (All Terminals & Honours Discards)
Honitsu (Half-Flush)
Riichi (Reach)
Renhou* (Human Win)
[Column 2]
Ikkitsuukan (Pure Straight)
Kokushimusou (Thirteen Orphans)
San Shoku Doukou (Triple Pung)
Junchan (Pure Outside Hand)
Suu Ankou (Four Concealed Pungs)
Dai San Gen (Big Three Dragons)
Tanyao (All Simples)
Chanta (Mixed Outside Hand)
Tsuuiisou (All Honours)
Haitei (Last-Tile Tsumo)
Honroutou (All Terminals & Honours)
Ryanpeikou (Twice Pure Double Chow)
[Column 3]
Ippatsu ("One-Shot" Win)
Kokushimusou Juu-San Men Machi (Thirteen Orphans on 13-Sided Wait)
San Shoku Doujun (Mixed Triple Chow)
Junsei Chuurenpoutou (Pure Nine Gates) [i.e. on 9-sided wait]
Suu Ankou Tanki Machi (Four Concealed Pungs on Pair Wait)
Dai Sharin* (Big Wheels)
Chii Toitsu (Seven Pairs)
Chuurenpoutou (Nine Gates)
Tenhou (Heavenly Win)
Pinfu (Peace)
Menzen Tsumo (Concealed Self-Draw)
Ryuuiisou (All Green)
[Column 4]
Open Riichi* (Open Reach)
San Ankou (Three Concealed Pungs)
San Renkou* (Three Consecutive Pungs)
Shou San Gen (Little Three Dragons)
Suu Kantsu (Four Kongs)
Dai Suu Shii (Big Four Winds)
Chiihou (Earthly Win)
Chinitsu (Full Flush)
Toi-Toi Hou (All Pungs)
Houtei (Last-Tile Ron)
Yakuhai (Pung of Dragons / Seat Wind / Round Wind)
Rinshan Kaihou (After a Kong)
*These are collectively the "Local Rules" which can be activated from the final
option on the Custom Rules menu (see Section 17a).
.------------.-----------------------------------------------------------------.
| Section 12 | OPTIONS MODE s12 |
'------------'-----------------------------------------------------------------'
The green option off the main receptionist menu opens the option settings.
1. Background Music (BGM) Volume
2. Voice Volume
3. Sound Effects (SE) Volume
4. Room (backdrop during play)
5. Mahjong Set* (table and tiles)
Unlike most games you cannot select the tabletop and tiles separately. If you
want the traditional markings of a typical Japanese tile-set then you should
pick the dark green table option.
6. Wallpaper (background for menus)
7. Hand Tiles Table (border shown around your hand of tiles during play)
Try to pick one that doesn't clash too badly with the tabletop colour!
Press O to confirm changes, X to exit or Triangle to restore the defaults.
You can also access the options menu during play (5th option off the pause menu)
but only the three volume settings can be changed then.
*You can download additional tables and tile sets as DLC - see Section 14.
.------------.-----------------------------------------------------------------.
| Section 13 | CONTROLS s13 |
'------------'-----------------------------------------------------------------'
Press X to Jason. (sorry, wrong game!)
The following controls are used during play:
O = draw your next tile (offline only) / discard selected tile*
Unlike most mahjong games you need to press a button on each
turn to draw your next tile from the wall. I think the main
reason for this is that it gives you the opportunity to use
a Dream Card cheat beforehand.
The prompt to draw your tile is labelled Tsumo which can be
a little confusing. If the button prompt is for the O button
then you're drawing your next tile but if it's the Square
button then you've got the option of declaring a Tsumo win.
Since cheat cards cannot be used in online play you'll draw
each tile automatically when playing Online Mode [orange].
d-pad left/right = select tile
Triangle = declare Riichi (press Triangle again for Open Riichi)
Square = accept command (when offered, e.g. Chii, Pon, Tsumo, Ron)
If there are two or more alternatives you will need to pick
which two tiles from your hand to use for a Chii call, for
example if you have 2356 and call the 4 you could select 23_
to make a 234 Chow or _56 to make a 456 Chow.
X = reject command
d-pad up/down = select command (when more than one is offered)
R1 = access Dream Cards (see Section 10) before or during match
The cheat cards can only be used in offline modes
R2 = toggle viewpoints (Competition Mode only)
The closer view gives a much better view of the tables but
if you pick the "normal" (wide) view you at least get little
pop-ups to show each discarded tile.
This option will revert automatically back to the wide view
each time one of the girls makes a call (Chii/Pon/Kan).
left stick = free look (Competition Mode normal view only)
If you turn to look at a girl she will look back at you.
You cannot use the left stick to select tiles during play or
to navigate through menus.
L2 = zoom (Competition Mode normal view only)
message menu (Online Mode only)
L1 = options menu (Online Mode only) (see Section 08)
Select = toggle info windows on/off
The windows show each player's name, points and current seat
wind (also the Yakitori marker if using that rule option).
Additionally when your hand is Tenpai (ready) your waits
(your possible winning tiles) are shown in the top-right
corner of the screen. There is no Furiten indicator.
Start = pause menu (offline only) / skip cut-scenes
The following functions are available from the pause menu:
- return to game
- view player info in full screen
- view Yaku summary from the tutorial
- view scoring tables
- access options (volume only) (see Section 12)
- save and exit (left option to confirm, right to cancel)
- quit (left option to confirm, right to cancel)
If you save a game you'll be dumped back to the main title
screen. The next time you access the game you'll be shown a
pop-up message which gives the date and time of your save.
Pick the left option to resume the match or the right option
for the main menu (you can continue the saved match later).
To take a screengrab at any time press the PS button to access the XMB interface
and scroll to the Photo menu where you'll find a Save Screenshot option. On a
widescreen display the image will be 1920x1080 and around two megabytes in size.
*If you watch an opponent's tiles when they make a discard you can see whether
they discard the tile they've just drawn (Tsumogiri) or one from their within
their hand. This can reveal helpful clues about their progress.
.------------.-----------------------------------------------------------------.
| Section 14 | DOWNLOADABLE CONTENT s14 |
'------------'-----------------------------------------------------------------'
Three sets of DLC were released in the weeks immediately following the launch of
the game, each set consisting of several individual items to buy. These are only
available from the Japanese PSN store so you'll need to register for a Japanese
PSN account. (check Youtube for a recent walkthrough or use this link to access
an illustrated guide from Kotaku.com)
http://preview.tinyurl.com/kotakuguide
The easiest way to find the DLC on the Japanese PSN store is to play the game on
your Japanese account, pick the second option from the main title screen, press
O, select Yes and press X to confirm - this should take you straight to it.
(Otherwise you'll need to access the store from the XMB, use the search function
(magnifying glass icon), press Select to switch to the Katakana keyboard, search
on the word 'Maajan' and then pick the thumbnail for this game.)
You can purchase foreign PSN credit online from sites like Cards Codes. Instead
of mailing you the code card they'll email you the details soon after ordering.
You can then enter the code on the PSN store as usual to redeem your credit.
http://cardscodes.com/Japan-k75-0-3-default.html
(I've used that specific site a couple of times and it's a good safe service.)
Once you've bought and installed a DLC item it will be available to all user
profiles on your PS3, i.e. you can access the PSN store using your Japanese PSN
account and then use the DLC while playing the game with your US/Euro account.
There is no facility to buy Dream Points, they can only be earned by playing.
The majority of the downloads available are new Dream Card cheats. After buying
one of these DLC items your new card will become available to buy using DP as
usual from the Points Exchange Mode [purple].
I've listed the PS3 release dates and prices below - the equivalent prices for
the Xbox 360 are 200 Yen = 160 MS Points and 300 Yen = 240 MS Points.
Catalogue Volume 1 (released 5 April 2012)
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o Darling Voice Function [free]
This freebie option allows you to specify a pet-name that the girls will use
in conversation. You can access this on the first page of stats in Gallery
Mode [blue] by pressing Triangle.
(If you see a second free item in the store it's just a list of contents for
Catalogue Volume 2 (see below) which can be viewed from within the game.)
o Player Silhouette Set 2 [200 Yen]
This adds to the range of silhouettes (avatars) available for your character.
You can access these on the first page of stats by pressing Square.
o "Tile Decay" Dream Card Added [200 Yen]
o "Kingly Appearance" Dream Card Added [200 Yen]
o "Kokushi Tsumi" Dream Card Added [200 Yen]
You'll need this one to get the Kokushi trophy (see Section 18).
o "Chuuren Tsumi" Dream Card Added [200 Yen]
o "Tenpai Tsumi" Dream Card Added [200 Yen]
Catalogue Volume 2 (released 17 April 2012)
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o Player Silhouette Set 3 [200 Yen]
This adds another set of player avatars to select.
o "Skilled Viewing" Dream Card Added [200 Yen]
o "God Hand" Dream Card Added [200 Yen]
o "Absolute Defence" Dream Card Added [200 Yen]
o "Kazehai Bakudan+" Dream Card Added [200 Yen]
o "San Gen [Pai] Bakudan+" Dream Card Added [200 Yen]
o "Ankou Tsumi" Dream Card Added [200 Yen]
You'll need this one to get the two Ankou trophies (see Section 18).
Mahjong Tables & Mahjong Tiles Sets (released 1 May 2012)
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Each of these three sets gives you a new tabletop and set of tiles.
You can view the DLC tables and tiles available here:
http://www.d3p.co.jp/dreamclub_mahjong/download/index.html
o Pure Host Girl Set [300 Yen]
Green tabletop with all fourteen girls in uniform arranged in a circle.
Relatively conventional tiles with golden backs.
o Puchi Host Girl Uniform Set [300 Yen]
Red tabletop with superdeformed girls in uniform arranged in a circle.
Tiles marked with Arabic numerals, Roman letters and check fabric backs.
o Puchi Host Girl Swimwear Set [300 Yen]
Blue tabletop with superdeformed girls in swimwear arranged in a circle.
Tiles marked with Arabic numerals, Roman letters and blue backs.
.------------.-----------------------------------------------------------------.
| Section 15 | FINAL SCORES s15 |
'------------'-----------------------------------------------------------------'
You'll see that the scores at the end of a match are converted into a concise
format. This section explains how those "final scores" are determined.
1. If the Yakitori rule option is used (see Section 17a) then every player who
failed to win at least one hand during the match pays 4,000 points to every
player that did. This step can potentially change the players' placings.
If everyone/no-one won a hand or the Yakitori rule is not used then no extra
payments are made at this stage.
2. Players always buy into a match with 30,000 pts each (120,000 pts in total).
When the Oka rule option (see Section 17a again) is not used the four players
start the match with 30,000 pts each.
However if the Oka option rule is applied then all players automatically pay
a specified amount of points into a jackpot fund which will be paid to the
match winner at the end.
In a Tonpuusen (one-round game) each player pays 3,000 pts into the fund and
starts the match with 27,000 pts. The Oka winner's bonus will be 12,000 pts.
In a Hanchansen (two-round game) each player pays 5,000 pts into the fund and
starts the match with 25,000 pts. The Oka winner's bonus will be 20,000 pts.
After this step the scores will sum to the original 120,000 pts (4 x 30,000).
3. The 30,000 pts buy-in is deducted from each player's score.
The scores now reflect the relative gains/losses so will always sum to zero.
4. Each score is divided by 1,000 and rounded to an integer value. The winner's
score might be tweaked to ensure that the four numbers still sum to zero.
It's not uncommon for Japanese mahjong to be played with a position bonus called
Uma. In the final score reckoning the player in 4th place pays a set amount of
points (e.g. 20k) to 1st and 3rd pays a smaller amount (e.g. 10k) to 2nd. This
rule is not applied in Mahjong Dream Club however.
Here are a few worked examples of final scores:
Example 1
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This is the simplest case with no Oka (the starting scores were 30,000 pts each)
and no Yakitori.
| End Scores | Step 1 | Step 2 | Step 3 | Step 4
==========+=============+=============+=============+=============+========
Player A | 17,200 pts | 17,200 pts | 17,200 pts | -12,800 pts | -13
----------+-------------+-------------+-------------+-------------+--------
Player B | 21,400 pts | 21,400 pts | 21,400 pts | -8,600 pts | -9
----------+-------------+-------------+-------------+-------------+--------
Player C | 55,800 pts | 55,800 pts | 55,800 pts | 25,800 pts | +26
----------+-------------+-------------+-------------+-------------+--------
Player D | 25,600 pts | 25,600 pts | 25,600 pts | -4,400 pts | -4
==========+=============+=============+=============+=============+========
totals: | 120,000 pts | 120,000 pts | 120,000 pts | 0 pts | 0
Example 2
¯¯¯¯¯¯¯¯¯
This was a one-round game played with Oka so the starting scores were 27,000 pts
each, the end scores sum to 108,000 pts and a bonus of 12,000 pts is paid to the
winner in Step 2. The Yakitori rule was not used.
| End Scores | Step 1 | Step 2 | Step 3 | Step 4
==========+=============+=============+=============+=============+========
Player A | 3,400 pts | 3,400 pts | 3,400 pts | -26,600 pts | -27
----------+-------------+-------------+-------------+-------------+--------
Player B | 4,500 pts | 4,500 pts | 4,500 pts | -25,500 pts | -26
----------+-------------+-------------+-------------+-------------+--------
Player C | 35,100 pts | 35,100 pts | 35,100 pts | 5,100 pts | +5
----------+-------------+-------------+-------------+-------------+--------
Player D | 65,000 pts | 65,000 pts | 77,000 pts | 47,000 pts | +48
==========+=============+=============+=============+=============+========
totals: | 108,000 pts | 108,000 pts | 120,000 pts | 0 pts | 0
Example 3
¯¯¯¯¯¯¯¯¯
The Oka rule was not applied here so the end scores sum to 120,000 pts again.
The Yakitori rule was used and only Players A and D won hands during the match
so they receive 4,000 pts from each of the other two players in Step 1.
| End Scores | Step 1 | Step 2 | Step 3 | Step 4
==========+=============+=============+=============+=============+========
Player A | 48,700 pts | 56,700 pts | 56,700 pts | 26,700 pts | +27
----------+-------------+-------------+-------------+-------------+--------
Player B | -3,600 pts | -11,600 pts | -11,600 pts | -41,600 pts | -41
----------+-------------+-------------+-------------+-------------+--------
Player C | 23,500 pts | 15,500 pts | 15,500 pts | -14,500 pts | -15
----------+-------------+-------------+-------------+-------------+--------
Player D | 51,400 pts | 59,400 pts | 59,400 pts | 29,400 pts | +29
==========+=============+=============+=============+=============+========
totals: | 120,000 pts | 120,000 pts | 120,000 pts | 0 pts | 0
Example 4
¯¯¯¯¯¯¯¯¯
In this final case both the Oka and Yakitori rules were in use. Players A, B and
D all won hands and receive 4,000 points each from Player C in Step 1 (knocking
Player C from 3rd place down to 4th). This was a Hanchan (two-round match) so
the starting scores were 25,000 pts each and the larger Oka bonus of 20,000 pts
is paid to the winner in Step 2.
| End Scores | Step 1 | Step 2 | Step 3 | Step 4
==========+=============+=============+=============+=============+========
Player A | 39,600 pts | 43,600 pts | 43,600 pts | 13,600 pts | +14
----------+-------------+-------------+-------------+-------------+--------
Player B | -3,000 pts | 1,000 pts | 1,000 pts | -29,000 pts | -29
----------+-------------+-------------+-------------+-------------+--------
Player C | 3,200 pts | -8,800 pts | -8,800 pts | -38,800 pts | -38
----------+-------------+-------------+-------------+-------------+--------
Player D | 60,200 pts | 64,200 pts | 84,200 pts | 54,200 pts | +53
==========+=============+=============+=============+=============+========
totals: | 100,000 pts | 100,000 pts | 120,000 pts | 0 pts | 0
The final scores screen lists the players by position and awards Dream Points.
If you come top (1st) you get 100 DP, for 2nd you get 70 DP, for 3rd you get 50
DP and if you come last (4th) you receive 30 DP.
.------------.-----------------------------------------------------------------.
| Section 16 | RANK s16 |
'------------'-----------------------------------------------------------------'
The black/red circle on the "final scores" screen after each match shows your
current rank in the centre. Your progress gained towards your next rank will be
proportional to the amount of Dream Points earned from that game.
Your initial rank is 10th Kyuu, followed by 9th Kyuu, 8th Kyuu, etc; you'll need
to have learnt the kanji numbers 1 to 9 in order to play mahjong so you'll be
able to recognize them here too (and the kanji for 10 looks like a plus "+").
After 1st Kyuu you're promoted to Shodan (1st Dan), then 2nd Dan, 3rd Dan, etc;
from 2nd Dan onwards these are written using kanji numerals too.
After 10th Dan you progress through the ranks Meijin (Expert), Tatsujin (Master)
and Sennin (Hermit!) before finally becoming Tenjin (Celestial Being).
(for reference it took me about 175 matches to reach the top rank - YMMV!)
As you progress the amount of points required for promotion to the next rank
will increase, for example to get from 10th Kyuu to 9th Kyuu you only require
about 115 Dream Points but to go from 7th Dan to 8th Dan you need about 800 DP.
Every time you rank up you'll unlock a new costume for the girls. The next time
you return to the main menu you'll be notified that a new outfit is available
and you can then visit Gallery Mode [blue] to equip it.
Some of the more noteworthy unlocks are the Spacesuit at 3rd Dan, the dominatrix
Bondage outfit at 5th Dan and the Lovely Dog set at 9th Dan which is really ugly
but offers impressive underboob! Then at Tatsujin rank I got the Keep-Out Tape
outfit which is composed entirely of strips of yellow Caution tape.
.------------.-----------------------------------------------------------------.
| Section 17 | RULES s17 |
'------------'-----------------------------------------------------------------'
This section explains the custom rules that can be configured before play plus
several of the fixed rule options that are used in Mahjong Dream Club.
.-------------.----------------------------------------------------------------.
| Section 17a | Custom Rules s17a |
'-------------'----------------------------------------------------------------'
After selecting your opponents in a Free Match in Competition Mode [magenta] or
in Support Mode [red] you'll see a screen divided diagonally into four quarters.
You can press Triangle here to access/view/change the custom rule settings.
(League matches in Competition Mode however are always played with fixed custom
rules as outlined in Section 06.)
Use the d-pad to pick a rule and change the setting, press X to exit, O to save
and Triangle to restore the defaults.
For every custom rule apart from the top one the left option (Ari) means on and
the right one (Nashi) means off. The default is marked with an asterisk (*).
1. Name: Play Format (game duration)
Options: Hanchansen* (two-round match) / Tonpuusen (one-round match)
Info: The standard duration for a match in Japanese mahjong is two rounds
(east and south) but you can just play a single (east) round instead.
If you play one-round games you'll get through twice as many matches
in any given period and therefore earn more Dream Points. However a
one-round game gives you less time to recover from an early loss and
generally luck will be more of a factor. Additionally you have fewer
opportunities to win a hand and thus escape the score penalty if you
are using the Yakitori rule option (see below).
2. Name: Oka (winner's bonus)
Options: Ari* (on) / Nashi (off)
Info: Players always effectively buy into every match with 30,000 pts each
(120,000 points in total). When the Oka rule option is not used the
players begin the match with starting scores of 30,000 pts each.
However if the Oka rule option is applied then they automatically pay
a specified amount of points into a jackpot fund which will be paid
to the match winner at the end.
In a Tonpuusen (one-round game) each player pays 3,000 pts into the
fund and starts the match with 27,000 pts. The Oka winner's bonus
will be 12,000 pts (4 x 3,000).
In a Hanchansen (two-round game) each player pays 5,000 pts into the
fund and starts the match with 25,000 pts. The Oka winner's bonus
will be 20,000 pts (4 x 5,000).
3. Name: Yakitori# (penalty for not winning a hand)
Options: Ari* (on) / Nashi (off)
Info: When this option is Ari each player starts the game with an orange
Yakitori marker next to their name (press Select to toggle display).
When a player wins a hand their marker is removed. At the end of the
match every player who still has their Yakitori marker (i.e. every
player that failed to win a hand) pays a forfeit of 4,000 pts to each
person without a marker (i.e. those that won at least one hand).
There are five possible outcomes:-
o Four winners (no points exchanged)
o Three winners each receive 4,000 pts paid by the non-winner
o Two winners each receive 8,000 pts paid by the two non-winners
o One winner receives 12,000 pts paid by the three non-winners
o No winners (no points exchanged)
#Yakitori is a Japanese culinary term that means literally "grilled
bird" so that's why you'll often see a rather macabre cartoon image
involving a bird and a skewer on Yakitori markers. :6
4. Name: Akapai (red fives)
Options: Ari* (on) / Nashi (off)
Info: This option replaces one number 5 tile from each suit with special
red versions of the same. Each of these counts as a Dora bonus tile -
it adds one Han (double) to your score reckoning.
You can only turn this custom rule on or off, there is no option to
adjust the number of red fives per suit.
5. Name: Pao (liability payment)
Options: Ari* (on) / Nashi (off)
Info: The Pao rule applies to the following three Yakuman (limit-hands).
o Dai San Gen (Big Three Dragons) - three dragon triplets
o Dai Suu Shii (Big Four Winds) - four wind triplets
o Suu Kantsu (Four Kongs) - any four quad sets
If a player discards the tile that's taken to complete the final
required set of the Yakuman (i.e. the third dragon Pung, fourth wind
Pung or fourth Kong) and all the other required sets are visible on
the table# then the discarder will be required to pay, even if the
entire hand isn't completed until later.
If the hand is won by Tsumo (self-draw) then the responsible player
pays the full amount for the win. If it's completed by Ron (stolen
discard) from another player then they pay half each.
The responsible player in a case of Pao will be indicated by red Pao
kanji icons over the player when it happens, beneath their score on
the score pop-ups for the remainder of the current hand and on the
payments screen afterwards.
#This includes declared Ankan (concealed Kongs).
6. Name: Hakoten (bankruptcy)
Options: Ari* (on) / Nashi (off)
Info: When the Hakoten rule is Ari the game will end when a player's score
drops to zero or below.
When the rule is Nashi the full duration of the game will be played.
7. Name: Orasu no Oya No-ten Nagare (unready dealer continuance in final hand)
Options: Ari* (on) / Nashi (off)
Info: Usually under Mahjong Dream Club rules an additional hand is played
either when the dealer (east) wins the hand or when the hand ends in
an exhaustive draw (the live wall is depleted) and the dealer has a
Tenpai (ready) hand. The extra hand is called a Renchan (continuance)
and will be played without the players' seat-winds rotating - so the
dealer "stays on" as east.
If the Renchan conditions are not met then the next normal hand is
played and the seat-winds rotate, so the hand count progresses from
East 1 to East 2, or East 4 to South 1, etc - this is called Nagare.
This rule option applies only in Orasu - the final hand of the match
which will be East 4 in a Tonpuusen (one-round match) or South 4 in a
Hanchan (two-round match).
When this rule is Ari (on) the normal rules of Nagare apply. If the
Renchan conditions are not met in Orasu then the winds rotate and -
since there is no South 1 hand in a one-round game or West 1 hand in
a two-round game - the match ends.
When this rule is Nashi (off) a Renchan will also be played in Orasu
if the dealer has a No-ten (unready) hand in an exhaustive draw (so a
Renchan now occurs after any exhaustive draw in the final hand).
8. Name: Daburu Yakuman (double limit-hands)
Options: Ari* (on) / Nashi (off)
Info: This rule recognizes the following variants as Double Yakuman:
o Kokushimusou Juu-San Men Machi (Thirteen Orphans on 13-Sided Wait)
You held one each of all thirteen unique Terminals and Honours and
won on a duplicate of any one of those to complete the hand.
o Junsei Chuurenpoutou (Pure Nine Gates)
You held a concealed flush of 1112345678999 and won on a duplicate
of any one of those to complete the hand.
o Suu Ankou Tanki Machi (Four Concealed Pungs on Pair Wait)
You held four concealed Pungs/Kongs and won by completing the pair.
o Dai Suu Shii (Big Four Winds)
You completed a hand with four Pungs/Kongs of wind tiles. This is a
harder version of Shou Suu Shii (Little Four Winds).
Presumably this rule option also permits you to "stack" two different
single Yakuman such as Shou Suu Shii and Tsuuiisou (All Honours).
Higher combinations of stacked Yakuman patterns are not permitted. A
screenshot on page 11 of the manual shows a winning hand with a total
of three Yakuman plus one Double Yakuman which potentially could be
scored as a quintuple Yakuman (!) but instead it's capped at double.
9. Name: Rookaru Ruuru (local rules)
Options: Ari* (on) / Nashi (off)
Info: The term "local rules" is commonly used to refer to optional rules,
Yaku (scoring elements) and Yakuman (limit-hands) which may - or may
not - be recognized by any given parlour/club/household.
When this option is set to Ari the following Yaku are allowed:
o Kanburi (Ron After Kong)
This is a Yaku worth one Han (double) which can be claimed when you
declare a Ron win on the tile discarded by a player immediately
after they've declared a Kong set.
o Shii-San Puutaa (Thirteen Unconnected Tiles)
I use the term "set element" to describe any two tiles that could
form a set with the addition of one more tile, e.g. _67_, 3_5, _89
or a pair. You can claim Shii-San Puutaa if, after drawing your
first tile, you have thirteen tiles completely lacking set elements
plus a fourteenth tile that's a duplicate of one of the thirteen,
making a pair (kinda like in Kokushimusou (Thirteen Orphans)).
To give an example, the first time I made Shii-San Puutaa was in
the PS3 game Mahjong Taikai IV with the following tiles:
1m 4m 9m 2p 8p 4s 7s east south south west north white green
Basically all your numbered suit tiles must be two or more away
from their neighbours and you must have exactly one pair.
In Mahjong Dream Club this is scored at the Mangan limit.
When you have a qualifying hand you can take a Shii-San Puutaa win
by accepting the Tsumo option presented on your first turn.
A pre-release screenshot on andriasang.com (RIP) showed an invalid
Shii-San Puutaa hand - it contained a serial pair (89) set element.
Hopefully this glitch was fixed before the game launched.
o Dai Sharin (Big Wheels)
This is a Yakuman for 22334455667788 in the Pinzu (Dots) suit.
You might prefer to think of it as a combination of Chinitsu (Full
Flush), Tanyao (All Simples) and Chii Toitsu (Seven Pairs).
o San Renkou (Three Consecutive Pungs)
This is a two-Han scoring element awarded for three consecutive
Pungs (e.g. 555 666 777) in the same suit.
It's valid in an open hand (with one or more sets made by calling
tiles from your opponents).
o Suu Renkou (Four Consecutive Pungs)
This is a Yakuman awarded for four consecutive Pungs (e.g. 555 666
777 888) in the same suit.
It's valid in an open hand (with one or more sets made by calling
tiles from your opponents).
o Renhou (Human Win)
This is related to Tenhou (Heavenly Win) and Chiihou (Earthly Win)
but instead of starting with a complete winning hand you start with
a Tenpai (ready) hand and declare a Ron win before your turn.
In Mahjong Dream Club this is scored as a Yakuman.
o Open Riichi
This is a variant of Riichi where you display your entire waiting
hand flat on the table. Since your opponents can see your waits
they won't deal into your hand but if you win (by Tsumo or from an
opponent who's reached and cannot defend) it's worth two Han.
*This is the default setting for this custom rule option.
.-------------.----------------------------------------------------------------.
| Section 17b | General Rules s17b |
'-------------'----------------------------------------------------------------'
These are fixed rules which are always applied and cannot be configured.
o Kuitan is Ari
Tanyao (All Simples) can be claimed on an open hand which has one or more sets
that were completed by calling Chii/Pon/Kan on other players' tiles.
o Kuikae is Ari
If you have a complete Chow or Pung concealed in your hand you can call a tile
by Chii or Pon using two of those tiles and then discard immediately the third
tile from the original set.
If your hand is already open, or you were intending to open it, you can take
advantage of this rule to steal a Dora without changing your overall pattern.
o Oya Tenpai Renchan is Ari
If the dealer (east) wins a hand then an additional hand called a Renchan (or
continuance) will be played. The seat-winds do not change so the dealer "stays
on" as east.
However a Renchan will also be played if the dealer has a Tenpai (ready) hand
in an exhaustive draw (when the wall of tiles is depleted).
o Agari Yame is Nashi
If the dealer (east) wins the final hand and is leading on points they are not
given the option to end the match early.
o Kyuu Shu Kyuu Hai is Ari
The game recognizes the abortive draw of Kyuu Shu Kyuu Hai ("Nine Types, Nine
Tiles") which can be declared when a player has nine or more unique Terminal
and Honour tiles in their hand on their first turn.
Press the Triangle button when prompted if you want to accept the re-deal.
o Suu Fon Renda is Ari
The abortive draw of Suu Fon Renda ("Four Winds Barrage") is also recognized.
If all four players discard the same wind tile on their first turn then a draw
occurs (and if it was the final hand of the match then the game ends).
I'm yet to see any of them occur during play but I would assume that the game
also applies the three other standard abortive draws:
- San Cha Hou (three player win) [three players declare Ron on the same tile]
- Suu Cha Riichi (four player Riichi) [all players "reach" in the same hand]
- Suu Kai Kan (four declared Kongs) [a fourth Kong is declared]
o Double Ron is Ari
When two players declare a Ron win on the same discarded tile both wins will
be allowed and the discarder must pay the full amount for both - hah!
o Ryan Han Shibari is Ari
You cannot declare a win on a hand with only one Han (double) if the Honba*
counter is showing five or more - you need at least two Han to declare a win
and both must come from Yaku (scoring elements) not Dora bonus tiles.
I tested this on a Tenpai hand with no Yaku and a Shanpon wait - I had three
complete sets, a pair of Hatsu (green dragons) and a pair of twos. When one of
the other players discarded a third Hatsu I was able to steal it but the tile
was taken by Pon (to make a Pung) rather than Ron (to declare a win) because
the dragon Pung was only worth one Han.
*The Honba count tracks the number of consecutive previous hands that ended in
either a dealer win or a draw. If the Honba is currently one or more this will
be displayed under the hand count (East 1 etc) in the centre of the screen if
you have the score pop-ups on (press Select to toggle). A bonus payment equal
to Honba x 300 pts is paid on any winning hand.
(Most games will also indicate during play the number of unclaimed Riichi
sticks resulting from preceding hands that ended in draws but Mahjong Dream
Club only shows them on the score calculating screen after a hand is won.)
o Mangan Kiriage is Nashi
A hand worth either 4 Han (doubles) with 30 Fu (minipoints) or 3 Han with 60
Fu is not rounded-up to the Mangan limit.
o Uma is Nashi
The placing bonus where the player in 4th pays 1st and 3rd pays 2nd at the end
of a match is not applied.
o Ankan after Riichi
You can declare an Ankan (concealed Kong) after reaching if your hand contains
a concealed Pung and you draw the fourth matching tile - this must not alter
your Tenpai hand's waits. If you go on to win the hand you can benefit from
the additional Kan Dora and Kan Ura Dora indicators.
If you have a Rinshan Appeal cheat card (see Section 10b) you can deploy this
immediately before declaring the Kong and this will greatly improve your odds
of drawing a winning tile when you take your supplement tile.
.------------.-----------------------------------------------------------------.
| Section 18 | TROPHIES s18 |
'------------'-----------------------------------------------------------------'
Mahjong Dream Club has a standard set of fifty PSN trophies - starting with the
platinum followed by 25 normal trophies and finally 24 hidden trophies.
The trophies are listed here in the order in which they appear on your XMB with
English translations of the names and brief descriptions of the requirements.
You'll get many of the trophies from playing through the game normally, although
you might want to go for Toi-Toi Hou (All Pungs), Chii Toitsu (Seven Pairs) and
Yakuhai (Pung of dragon tiles) more often than you would normally.
When you play Support Mode you can save time by picking the same girl every time
- you'll need to choose her 30 times in total. Playing one-round matches will
save you time here too and also give you twice as many opportunities to earn DP
which you can use to buy more Dream Card cheats.
The two trophies for completing the dragon and wind Yakuman (limit-hands) can be
boosting by using the appropriate cheat cards (see Section 10).
Realistically you'll also need Dream Cards to achieve the trophies for making
the following hands (ten times each) but those cards are only available as DLC
so you would have to buy them (see Section 14). Greedy publishers are greedy.
o San Ankou (Three Concealed Pungs)
o Suu Ankou (Four Concealed Pungs)
o Kokushi[musou] (Thirteen Orphans)
You'll chew through a lot of Dream Points while farming trophies so be sure to
take advantage of the girls' birthday bonuses (see Section 09).
There are two trophies for online play - one for starting your first online game
and another for playing ten matches. No subscription or online pass is required
and you don't need to use a Japanese PSN account, however the servers are pretty
quiet now and you might struggle to find players.
1 Perfect Dream [platinum]
Achieve every other trophy in the game.
According to psnprofiles.com approximately 19% of gamers who have played this
game (and are listed on that site) have got the platinum trophy.
2 Welcome to the Dream Jansou* [bronze]
Register for membership at the parlour.
This will be your first trophy - you get it after entering your nickname and
birthdate at the very start of the game.
*In Japan a 'Jansou' is a mahjong parlour - a public mahjong venue.
3 Teach Me, Receptionist [bronze]
Browse the Tutorial Mode [grey].
This one will pop after viewing the tutorial for the first time.
You access Tutorial Mode via the grey option off the main receptionist menu.
(see also trophy #30 below)
4 Let's Exchange! [bronze]
Exchange DP (Dream Points) for a Dream Card.
You get this immediately after purchasing your first Dream Card cheat in the
Points Exchange Mode [purple].
You start the game with 5,000 DP so you can afford to buy several cards.
5 Silhouette* [bronze]
Change the player silhouette.
This is an easy trophy if you know where to look... From the main reception
menu pick the Gallery Mode [blue] and choose the Performance stats (option 2)
then press Square to open the silhouette (avatar) menu and pick one.
*The trophy name is Kageboushi spelt using Katakana which are often used for
writing foreign words but in this case it's the Japanese word for silhouette.
6 Leave it to the Slot [bronze]
Use the slot machine to pick random opponents for the first time.
On the player select screen before a Free Match you can press Triangle to use
the slot machine. Press O to start the reels spinning and again three more
times to stop each one. Finally press O once more to accept the selection.
7 First Step of Winning [bronze]
Declare a valid winning hand for the first time.
You can complete your hand either by Ron (stealing an opponent's discarded
tile) or by Tsumo (with a tile you've drawn yourself).
Remember that in Japanese mahjong not only must you have a complete hand in a
valid format (usually four sets and a pair) but you must also qualify for at
least one Han (double) by having at least one Yaku (scoring element).
Not only did I win the first hand of my very first match in Mahjong Dream
Club but I had Pinfu, Tanyao, Iipeikou, Riichi and Ippatsu so, in addition to
this one, I also got the trophies for Mangan (#10) and Ippatsu (#28). :D
8 Furikommunication* [bronze]
Make a payment after getting Ronned for the first time.
It's some consolation - if you discard a tile that's taken by an opponent to
complete their winning hand at least you get this trophy!
*The trophy name is a portmanteau word from the mahjong term Furikomi - which
appears on the trophy icon in Katakana characters - and the Japanese phonetic
rendering of the English word "communication".
9 Let's have a Renchan! [bronze]
Get a Renchan (continuance) for the first time.
A Renchan is an extra hand played without rotating the seat-winds as usual.
The dealer (east) earns a Renchan either by winning a hand or by holding a
Tenpai (ready) hand in the event of a draw.
10 First Experience of Mangan [bronze]
Declare a winning Mangan hand for the first time.
Japanese mahjong uses a system of tiered score limits. The lowest is Mangan
which is applied on any hand worth five Han (doubles), or four Han with 40 or
more Fu (minipoints) or three Han with 70 or more Fu.
11 First Experience of Haneman [bronze]
Declare a winning Haneman hand for the first time.
The second limit applies to hands worth six or seven Han.
This series of trophies (#10 to #15) do not stack so, for example, if you get
six Han (Haneman) you do not also get the trophy for five Han (Mangan).
12 First Experience of Baiman [bronze]
Declare a winning Baiman hand for the first time.
The third limit applies to hands worth eight, nine or ten Han.
13 First Experience of Sanbaiman [bronze]
Declare a winning Sanbaiman hand for the first time.
The fourth limit applies to hands worth eleven or twelve Han.
Sanbaiman hands are hard to make and more rare than Yakuman. I think the best
chance of making one is to start with a full flush (which will be worth 5 Han
open or 6 Han closed) and try to combine it with other Yaku and/or Dora.
The cheat cards that load suit tiles are very useful here as they'll usually
give you a decent chance of making a flush hand. Unfortunately you can only
use one "before play" card per hand so you can't use a Dora card too.
Keep your hand closed - don't steal opponents' discards - so you get six Han
for the flush and you can use Riichi (with possible bonuses from Ippatsu and
Ura Dora*) and Pinfu. Also if you win on a self-drawn tile you'll get the one
extra Han for Menzen Tsumo.
Remember to play with the red fives option Ari since they can give you up to
three additional Han if you get all of them.
I got this trophy using a suit-loading cheat and a couple of Luck Hand cards.
My initial hand had about ten tiles from the same suit including two Dora and
one red five. My hand became Tenpai (ready) on a Shanpon wait (two pairs) but
I held off from reaching until I drew the tile I needed to give me Iipeikou
(Pure Double Chow) and a three-sided wait which helped me secure a quick Ron
win and the Ippatsu bonus. In the end I had twelve Han - six for the flush,
one each from Riichi, Ippatsu and Iipeikou and three from the Dora.
*The Ura Dora indicator is the tile underneath the standard Dora indicator in
the dead wall - it's applied when you win a hand with Riichi.
14 First Experience of Yakuman [bronze]
Declare a winning Yakuman hand for the first time.
The top limit applies to hands worth 13+ Han to give Kazoe Yakuman (so-called
"counted Yakuman") but such wins are very rare. It's more common to achieve a
limit-hand by making one of the named hands that automatically scores at the
top limit, e.g. Kokushimusou (Thirteen Orphans) etc etc. They're still pretty
uncommon though so you'll want to use a Dream Card cheat for this.
The first Dream Card I bought was the one that gives more dragon tiles and it
was pretty effective - I had eight on my initial draw and was able to make a
complete hand with Dai San Gen (Big Three Dragons) - my first Yakuman in MDC.
If you want to get all the trophies you'll need to make forty Yakuman - that
will take a lot of Dream Cards and a lot of Dream Points to buy them!
15 First Experience of Double* Yakuman [bronze]
Declare a winning Double Yakuman man hand for the first time.
The game recognizes (and logs) the usual four Double Yakuman hands:
o Kokushimusou Juu-San Men Machi (Thirteen Orphans on 13-Sided Wait)
o Junsei Chuurenpoutou (Pure Nine Gates) [i.e. on 9-sided wait]
o Suu Ankou Tanki Machi (Four Concealed Pungs on Pair Wait)
o Dai Suu Shii (Big Four Winds)
(Double Yakuman are only permitted when the appropriate rule option is Ari.)
There are Dream Card cheats available (see Section 10) that would help with
all of those. If you don't have any DLC then stick with the one that loads
wind tiles and keep trying until you get four wind pairs that'll let you make
four wind Pungs for Dai Suu Shii.
I assume you can also "stack" Yakuman hands so that you could get a Double
Yakuman by completing two Yakuman in the same hand. The most common example
of this is Shou Suu Shii (Little Four Winds) with Tsuuiisou (All Honours).
I achieved my first Double Yakuman win using the Enhanced Winds Loading (DLC)
cheat card for the first time. It gave me twelve wind tiles in my starting
hand! Specifically there were three of each so I was already Tenpai (ready)
not only for Dai Suu Shii (Big Four Winds) but also for Suu Ankou Tanki Machi
(Four Concealed Pungs on Pair Wait). After switching my pair wait a couple of
times I settled on a dragon tile and completed the hand by Ron a few turns
later. Technically the final hand could be scored as two Double Yakuman plus
a single for Tsuuiisou (All Honours) but it was capped as one Double Yakuman.
*In the trophy name this is given using the English letter "W" which sounds
like "daburu" - the Japanese rendering of the English word "double".
16 Hanchan Debut [bronze]
Play to the end of a Hanchan* (two-round match) for the first time.
Hanchan is the default option for match duration (see Section 17a).
*In Japanese mahjong a full game consisting of two wind-rounds is known as a
Hanchan - literally a "half-game". This oddity arises from the fact that the
original Chinese form of mahjong is usually played over four rounds.
17 Aim for the Top! [bronze]
Finish a match in top (1st) place for the first time.
Simply win a game by scoring more points than any of your opponents.
18 I'm Hakoten, so what? [bronze]
Become Hakoten* (bankrupt) for the first time.
Remember to have the Hakoten rule option enabled (see Section 17a).
You might like to see how long you can play without getting this trophy! If
you want to chase it though just play really badly, save up dangerous middle
suit tiles and discard them after an opponent has reached. To give you more
time to achieve this you can set the game duration to two rounds (Hanchan).
*The term Hakoten (lit. "box points") describes the situation where you've
lost all your scoring sticks and the box is empty.
19 Please take your... [bronze]
Make another player Hakoten (bankrupt) for the first time.
Again you will need to have the Hakoten rule option enabled I think.
If you play Hanchan (two-round games) and with the Oka option on (see Section
15) every player will start with the lowest possible starting scores (25,000
points) and you will have more time to grind your opponents down.
You should get this trophy fairly soon if you use the Dream Cards for loading
dragon or wind tiles. You will always score at least 32,000 pts for a Yakuman
(limit-hand) and that's enough to bust a player on a Ron win (unless perhaps
they've already won a few points).
20 Congratulations!* [bronze]
Win a match in Competition Mode and receive congratulations.
Simply achieve a win in a Free Match in Competition Mode and you will get a
congratulatory scene with your three opponents afterwards.
*You might recognize the Japanese word Omedetou (congratulations) from the
text emoticons for online matches in the PS3 mahjong game Janline-R.
21 Kiss for the First Time [bronze]
Win a match in Support Mode and receive a kiss.
Simply achieve a win in Support Mode [red] and then, when picking your reward
afterwards, press Square to receive a kiss from your chosen girl.
22 Qualifiers Breakthrough! [silver]
Pass the preliminary stage of the Dream Crown League.
The league is available in Competition Mode [magenta] (see Section 06). To
pass the qualifiers you will need to come 1st or 2nd overall out of thirteen
players after playing twelve matches.
The Dream Card cheats can be very useful here - I used the Kazehai Bakudan
(Winds Loading) card almost exclusively since you can often achieve either a
single or double Yakuman from it. The points scored give you a massive boost
in the league table and if you bust an opponent it'll save some time too!
23 Coronation, Dream Crown [gold]
Win the final of the Dream Crown League.
After passing the qualifiers (see above) you compete in a series of five more
matches against three girls. This works like a shorter version of the main
league so again it's crucial to score as many points as possible and using
cheat cards can really help your cause! You need to come 1st overall to win.
24 First Completion [bronze]
Play against all of the characters at least once.
It's easy enough to play against all thirteen hostesses in Competition Mode
[magenta] (you can confirm whether you've played against each one by checking
that the Match Count is 1+ in their character stats) however for this trophy
you also need to play against the receptionist who you will first encounter
in the league finals.
You'll need to play through the thirteen stages of the league qualifiers and
come 1st or 2nd overall to go through to the finals where you play against
the receptionist (along with Mari and the other player who qualified). If you
have already played against all the other characters then this trophy will
pop immediately after your first league finals match.
(I don't think you're required to play against the characters from Support
Mode but it's trivial to pick each of them once, especially since you need to
play that mode thirty times for trophy #48!)
25 If She Changed into a Swimsuit [bronze]
Dress a girl in a swimsuit.
New clothing options unlock as you rank-up. There are several swimsuits but I
got the first one on promotion to 6th Kyuu after about ten matches. It's the
One-Piece Swimsuit which looks like a short sleeveless halterneck dress with
a string tie on the chest. On the menu it's shown in dark pink but the actual
colour varies depending on who's wearing it.
I then unlocked the Bikini Swimsuit outfit at 5th Kyuu, the one-piece School
Swimsuit (with each girl's name in Hiragana on the front) at 3rd Kyuu and the
Wild Tiger animal-print strapless bikini and thighboots ensemble at 2nd Dan.
At 8th Dan I got the Sexy Swimsuit outfit which is a string bikini worn with
stockings (so it looks more like skimpy underwear than swimwear), at Meijin
rank I got the one-piece Racing Swimsuit (with the D3 Publisher logo) and at
Sennin rank I got the Dream Panther costume which is a one-piece halterneck
animal-print swimsuit with a plunging neckline.
Finally at Tenjin rank I unlocked the Venus outfit which is a weird string
bikini made from seashells.
You can change outfits in Gallery Mode [blue].
26 Online Debut [bronze]
Play in Online Mode [orange] for the first time.
This trophy will pop as soon as you start or join an online match with at
least one other human player.
I'm writing this in June 2013 (fourteen months after the game's release) and
the servers are pretty quiet but not entirely dead. It's currently 3pm local
time (11pm Japan) on a Sunday and there are five online games running with a
total of fifteen players.
To improve your chances of finding other players online I would suggest that
you check during evenings by Japanese time. You can view the local time on a
site like this one:
http://www.timeanddate.com/worldclock/city.html?n=248
If there's no joinable session available always create your own (see Section
08); if you don't do that then potential opponents might see the empty server
list and quit out. Remember to disable the standby time-limit and select the
Hanchansen (two-round match) option which seems to be favoured. If you want
to play a series of several matches (you need to play ten for trophy #47) you
should wait until you have a full table of three human opponents before you
start a match, that way they'll be more likely to stay.
Another suggestion would be to check the Recent Players list on PSNProfiles
and invite them to play. Remember that most of them will be in Japan so you
would probably need to play at weekends to find a mutually compatible time.
http://preview.tinyurl.com/mahjongdreamclub
27 I Will Reveal All [bronze hidden]
Declare Open Riichi for the first time.
Open Riichi is an optional rule where you display your entire waiting hand
on the table when you declare Riichi. It's worth two Han (doubles) rather
than the usual one for standard Riichi.
In order to be able to use Open Riichi the "Local Rules" option (the final
entry in the custom rule settings list) must be enabled - the default option
is for Open Riichi to be permitted. Then when you have a concealed Tenpai
(ready) hand press Triangle once for Riichi and again for Open Riichi then
select a tile and discard it as normal.
You only need to make a declaration for the trophy, you don't need to win the
hand. However you'll be more likely to win when you have a multi-sided wait
and either you declare Open Riichi early (so you have more turns to draw one
of your winning tiles for a Tsumo win) or after one or more of your opponents
have already "reached" themselves so they are unable to play defensively.
28 Riichi, Ippatsu! [bronze hidden]
Get Ippatsu ("one-shot" win) after declaring Riichi.
Ippatsu is when you win on one of the next four tiles immediately after you
declare Riichi - winning either by Ron on the next discarded tiles of your
three opponents or by Tsumo on the tile you draw on your next turn. Ippatsu
is an optional but very common Yaku and scores one additional Han.
The right to claim Ippatsu will be lost however if any player makes a call
(Chii/Pon/Kan) between your reach and your win.
You should get this fairly early, especially if you reach on good waits.
29 Yakitori Humiliation [bronze hidden]
Suffer the penalty of Yakitori for the first time.
Yakitori is the third option on the custom rule settings and on by default.
To get this trophy you just need to make sure that the Yakitori option is on
and then play a whole game without winning a hand.
As with trophy #18 (see above) you might like to see how long you can play
the game without getting this one!
30 Diligent Student [bronze hidden]
View everything in the Tutorial Mode [grey].
This is pretty straightforward - just keep tapping O to page through the text
entries under all the tabbed sections within a topic, then press R2 to jump
to the next topic and repeat. There are four topics in total and it should
take you about 5-6 minutes to click through them all.
There is one catch however - on the fifth section (green tab) of the first
topic you'll see a hand of tiles appear at the bottom of the screen. The game
wants to walk you through the process of building a complete hand so you'll
need to keep discarding tiles until you have four sets and a pair. The game
blocks you from discarding the wrong tiles so you can use trial and error.
For reference your final hand will be: 4m5m6m 3p4p5p 5p6p7p 3s4s5s 8s8s
31 Complete Mastery of Pinfu [bronze hidden]
Win a hand with Pinfu ten times.
There are four requirements for claiming Pinfu on a winning hand:
1) the complete hand must be composed of four Chow sets (and a pair)
The hand cannot contain any Pung (triplet) or Kong (quad) sets.
2) the pair must be a non-scoring pair
Fu (minipoints) are awarded for a pair of dragons, seat-wind or round-wind
tiles so you need a pair of suit tiles or non-scoring "guest" winds.
3) the hand must be completed on a two-sided Ryanmen wait to make a Chow
A Ryanmen is a "serial pair" of two sequential tiles in the same suit that
will make a Chow with either of two tiles, e.g. a 5 or 8 tile would make a
_67_ wait into a complete Chow set (either 567 or 678).
4) the hand must be concealed
You cannot have any open sets on the table so you must not call Chii/Pon
to steal discarded tiles from your opponents.
Serial pairs and Chows are the most efficient structures for building your
hand so you should be going for Pinfu (and Riichi) the majority of the time.
In the Yaku count (sixth tab) of the statistical log in Galley Mode [blue]
Pinfu is listed as item 10 in the third column.
32 Complete Mastery of Tanyao [bronze hidden]
Win a hand with Tanyao (All Simples) ten times.
The Yaku (scoring element) of Tanyao can be claimed on a hand containing only
suit tiles numbered 2-8. It cannot contain any honours (dragon tiles and wind
tiles) or any terminals (suit tiles numbered 1 or 9).
The Kuitan (Open Tanyao) rule is Ari (on) so you can claim Tanyao on an open
hand with one or more sets completed by stealing tiles from your opponents.
In the Yaku count (sixth tab) of the statistical log in Galley Mode [blue]
Tanyao is listed as item 7 in the second column.
33 Complete Mastery of Chii Toitsu [bronze hidden]
Win a hand with Chii Toitsu (Seven Pairs) ten times.
One of only two exceptions to the usual required hand format of four sets and
a pair, Chii Toitsu is a scoring element awarded for completing a hand made
of seven unique pairs.
Since this hand is relatively difficult to make (you cannot call tiles from
your opponents) I would recommend going for this whenever you have four pairs
in the early stages of a hand. To improve your chances of making pairs you
should discard any unpaired tiles that match ones you can see on the table
and obviously if you draw a third tile to make a Pung you should discard it.
Once your hand is Tenpai (ready), i.e. you have six pairs and one unpaired
tile, you can switch your wait to one that is more favourable. Terminals (1's
and 9's) are good for this and Honours (winds and dragons) can be viable but
there's the risk that an opponent will be sitting on two or three of them.
Take care not to leave yourself waiting on a tile you've already discarded
yourself as this would make you Furiten (and therefore unable to win by Ron).
In the Yaku count (sixth tab) of the statistical log in Galley Mode [blue]
Chii Toitsu is listed as item 7 in the third column.
34 Complete Mastery of Toi-Toi Hou [bronze hidden]
Win a hand with Toi-Toi Hou (All Pungs) ten times.
To qualify for the scoring element Toi-Toi your hand must have four Pungs;
they can be open or closed so it's fine to call Pon to steal discards.
To some extent this will clash with the previous trophy - whenever you get a
hand with several pairs you'll need to decide whether to keep the pairs (for
Chii Toitsu) or call Pon to make Pungs (for Toi-Toi).
Although a favourite with novices, Toi-Toi Hou is often a poor choice as Pung
sets are hard to make (when you have a pair there are only two other tiles
that would complete the triplet) so you will usually have to call Pon to make
open sets and that severely limits your options if you need to defend later.
Regardless, you will need to complete it ten times for this trophy.
In the Yaku count (sixth tab) of the statistical log in Galley Mode [blue]
Toi-Toi Hou is listed as item 9 in the fourth column.
35 Complete Mastery of San Ankou [bronze hidden]
Win a hand with San Ankou (Three Concealed Pungs) ten times.
For the scoring element of San Ankou your hand must have three closed Pungs
made entirely from tiles you have drawn. You cannot call tiles by Pon or take
a winning tile by Ron to complete any of those three sets. The fourth set and
the pair can be completed with stolen tiles however.
Concealed Pungs are quite hard to make and San Ankou is fairly uncommon (it
occurs in 0.75% of winning hands in Tenhou.net stats) so really you're going
to want to use the Ankou cheat card (DLC) to farm this trophy. That can also
be used to help with the two previous trophies although the DP cost is high.
In the Yaku count (sixth tab) of the statistical log in Galley Mode [blue]
San Ankou is listed as item 2 in the fourth column.
36 Complete Mastery of Honitsu [bronze hidden]
Win a hand with Honitsu (Half-Flush) ten times.
Honitsu can be claimed on any hand containing only tiles of one suit and some
honours (winds and/or dragons). In other words it's a hand with two of the
three suits absent.
In the Yaku count (sixth tab) of the statistical log in Galley Mode [blue]
Honitsu is listed as item 11 in the first column.
37 Complete Mastery of Chinitsu [bronze hidden]
Win a hand with Chinitsu (Full Flush) ten times.
For a full flush your hand can contain only tiles from one suit.
The cheats cards that load suit tiles would help with Chinitsu (and Honitsu).
In the Yaku count (sixth tab) of the statistical log in Galley Mode [blue]
Chinitsu is listed as item 8 in the fourth column.
38 Complete Mastery of Suu Ankou [silver hidden]
Win a hand with Suu Ankou (Four Concealed Pungs) ten times.
This time you need four closed Pungs to qualify for this Yakuman (limit-hand)
and, as with San Ankou above, you cannot steal tiles to complete the sets.
Yakuman are very rare and you might have to play for months or even years to
get ten of the same kind so for this trophy (and the following three) you'll
want to use the relevant Dream Card cheats. In this case you will need to buy
the DLC unlock for the Ankou Tsumi (Concealed Pungs Loading) card.
(That'll help you with the San Ankou, Toi-Toi and Chii Toitsu trophies too.)
It's often worth the extra 100 DP to follow the loading card with a Luck Hand
card which will give you lucky draws to help complete those Pungs. This can
be quite effective but sometimes it'll "help" by trying to make Chows.
As with the Kokushimusou and wind Yakuman trophies below, the Double Yakuman
version of Suu Ankou will also be counted towards this achievement.
In the Yaku count (sixth tab) of the statistical log in Galley Mode [blue]
Suu Ankou is listed as item 5 in the second column (and item 5 in the third).
39 Complete Mastery of Dai San Gen [silver hidden]
Win a hand with Dai San Gen (Big Three Dragons) ten times.
For the Yakuman of Dai San Gen your hand must have three Pungs composed of
the three different dragon tiles (red, white and green).
You'll need to use the San Gen Bakudan (Dragons Loading) cheat card to help
complete this trophy. If you have sufficient Japanese PSN credit then you can
also get the Enhanced Dragons Loading (DLC) card but it's not essential.
In the Yaku count (sixth tab) of the statistical log in Galley Mode [blue]
Dai San Gen is listed as item 6 in the second column.
40 Complete Mastery of Kokushimusou* [silver hidden]
Win a hand with Kokushimusou (Thirteen Orphans) ten times.
The other exception to the usual hand format, for this Yakuman your hand must
have one each of all thirteen terminals and honours - that's three 1's, three
9's, four winds and three dragons - plus one duplicate to make a pair.
For this one you'll need to use the Kokushi Tsumi (Thirteen Orphans Loading)
cheat card after purchasing the DLC unlock from the Japanese PSN store; you
might want to try using a Luck Hand cheat too to help complete your hand.
In the Yaku count (sixth tab) of the statistical log in Galley Mode [blue]
Kokushi is listed as item 2 in the second column (and item 2 in the third).
*The 13+1 girls are neatly illustrating Kokushi on the box cover art.
41 Complete Mastery of Suu Shii Hou [silver hidden]
Win a hand with Suu Shii Hou (Four Winds Win) ten times.
The term Suu Shii Hou is used to refer collectively to the two wind Yakuman -
Shou Suu Shii (Little Four Winds) which is a hand with three wind Pungs and a
wind pair and Dai Suu Shii (Big Four Winds) which is four wind Pungs.
You'll need to use the Kazehai Bakudan (Winds Loading) cheat card to help
complete this trophy. If you have sufficient Japanese PSN credit then you can
also get the Enhanced Winds Loading (DLC) card but it's not essential.
In the Yaku count (sixth tab) of the statistical log in Galley Mode [blue]
Shou Shuu Shii is listed as item 5 in the first column and Dai Suu Shii is
item 6 in the fourth column.
42 I Still Like Haku [silver hidden]
Win with Haku (white dragon) Yakuhai thirty times.
43 I Still Like Hatsu [silver hidden]
Win with Hatsu (green dragon) Yakuhai thirty times.
44 I Still Like Chun [silver hidden]
Win with Chun (red dragon) Yakuhai thirty times.
Yakuhai is a basic Yaku worth one Han (double) awarded for having a Pung of
dragon, round-wind or seat-wind tiles. If you have a suitable pair of tiles
it's usually easy to call Pon to steal the third and give you the Yaku needed
to declare a win, although the open Pung will restrict your scoring potential
from other Yaku (blocking Riichi, Pinfu, Tanyao, etc).
However Yakuhai can often be combined with Toi-Toi Hou (All Pungs) or Honitsu
(Half-Flush) and you also get it twice in Shou San Gen (Little Three Drags).
These trophies will come in time but if you can afford the Dream Points then
the Dragon Loading cheat cards would prove very useful. You'll probably find
yourself making several dragon Yakuhai hands while going for trophy #39.
Making a few dragon Pungs is trivial but making ninety of them not so much!
This will be a long grind and these three will probably be among the last few
trophies you need to complete.
For reference I got them after about 150 matches (mostly one-round games).
45 Riichi Demon [bronze hidden]
Declare Riichi one hundred times.
It doesn't matter if you win or not - just keep on reachin'.
You can see how many times you've declared Riichi in the stats section of the
Gallery Mode [blue]. The sixth row on the first tab shows your overall Riichi
data - the percentage and fraction of times you've won after reaching (so for
example if it says "75.53% 71/94" you've used Riichi 94 times).
The trophy will pop immediately after you reach for the 100th time.
46 No-ten Master [bronze hidden]
Have a No-ten hand in a draw ten times.
A player's hand is Tenpai (ready) when it is only one tile away from being
completed. A No-ten hand is one that is unready and needs two or more tiles.
A hand ends in an exhaustive draw when all the tiles in the wall (except for
the fourteen tiles of the "dead wall") are depleted and no-one has declared a
win. Any players who are Tenpai take their share of the No-ten Bappu - the
3,000 points bonus paid by the players with No-ten hands.
The draw is indicated by two large red kanji in the centre of the screen. The
white Katakana text next to each player says either Tenpai or No-ten. Tenpai
hands are revealed (face-up) while No-ten hands remain secret (face-down).
If you are cautious/sensible and use Betaori ("folding" by dismantling your
hand to discard safe tiles after an opponent has reached) then you will get
this trophy before too long.
47 Not Shy Any More! [bronze hidden]
Play ten times in Online Mode [orange].
(see notes for trophy #26 above)
You can check the number of online matches you've played by going to Gallery
Mode [blue], picking the second option (for stats) and skipping to the third
tab. The first number (top-left) is the number of multiplayer games played.
Although you must have at least one human opponent for the match to count, it
doesn't matter if they disconnect during the game. In my tenth online game I
was playing against one human and two bots, the other player left the session
but an AI took over so I kept playing for the remainder of the match and it
still counted towards the trophy.
48 The Only Support Girl for Me [bronze hidden]
Select the same girl in Support Mode [red] thirty times.
The requirement for this trophy is pretty simple but it'll be a grind to get
those thirty matches. You can save time by playing only one-round games (see
Section 17a) but even then it'll still take around fifteen hours of playtime.
You can save a little time with your custom rule settings. In addition to
playing Tonpuusen (rule 1 "east" option) you should have Hakoten (rule 6) on
and Oka (rule 2) on. You can also use Yakuman cheats to end the game early.
49 Law of the Perfect Win [silver hidden]
Make all three opponents Hakoten (bankrupt) in the first hand of a game.
IF you can start a game as dealer (east) AND win with a Double Yakuman AND
win by Tsumo on a self-drawn tile then you would score 96,000 points and all
three opponents would pay 32,000 pts each which would be enough to bust them
(regardless of whether the starting scores are 30k or 27k each).
(Alternatively if you were playing as east and won a single Yakuman by Tsumo
you'd then get a Renchan (continuance) and the following hand would still be
East 1 - therefore if you could then get another single Yakuman win by Tsumo
that would clear out your opponents.)
Naturally you're going to want to give yourself the best advantage available
so I'd suggest stocking up on the Kazehai Bakudan+ (Enhanced Winds Loading)
DLC cheat card and using one whenever you start a game as east.
Before a match begins you get a screen divided diagonally into quarters where
the starting dealer is selected - if the flashing red and white marker lands
on you then you'll start the game as east. If this honour is bestowed upon an
opponent then you can quit out (press X) and try again if you want.)
The Pao rule can cause problems (a Tsumo win can be paid by a single player)
so you should turn it off. You should also ensure that the Double Yakuman and
Hakoten rules are both on (see Section 17a).
If you're buying DLC you could attempt this with the Chuuren (Nine Gates) or
Kokushi (Thirteen Orphans) loading cards. If you go Tenpai with a one-sided
wait (i.e. when you already have a pair) then keep playing until you draw
your winning tile then discard half of the pair to give you the 9 or 13-sided
wait - you'll be Furiten* but that doesn't matter as you're going for a Tsumo
win anyway. You should easily be able to draw a winning tile in a few turns
for a Tsumo win and a Double Yakuman.
After several attempts I got this using the Enhanced Winds Loading cheat card
in the east seat. On this occasion my starting hand consisted of twelve wind
tiles (three of each) and pair of 9p - a complete valid hand! I was able to
declare a Tsumo win immediately with Tenhou (Heavenly Win), Suu Ankou (Four
Concealed Pungs) and Dai Suu Shii (Big Four Winds). Although this quadruple
Yakuman was scored "only" at Double Yakuman, the 96,000 points was sufficient
to bust all three opponents simultaneously.
(...and *then* they got stung with the Yakitori penalty so I finished with a
total of 135,000 points which gave a record-breaking "final score" of +117!)
*One of several distinctive features of Japanese mahjong, the Furiten rule
states that if ANY of the tiles you've discarded could complete your winning
hand then you are not permitted to declare a Ron win on ANY discarded tile
(but you can still win by Tsumo on a self-drawn tile).
50 Selling Shop [gold hidden]
Make every character Hakoten (bankrupt) at least once.
For this gold trophy you need to bust each of the girls - that's all thirteen
hostesses and the receptionist. You always play against the receptionist in
the league finals and if you win those you unlock her for other modes too.
You are not required to bust the 2D opponents from Support Mode.
As usual you will need to ensure that the Hakoten rule is Ari (on).
To save time I'd recommend keeping a record of which characters you've busted
so you can focus on playing against the other ones.
It's best to use Free Match for this because in league play your opponents
are chosen automatically and in Support Mode the hostesses are unavailable.
You should be able to complete this while you're farming the Yakuman (limit-
hands) you need for trophies #38 to #41.
.------------.-----------------------------------------------------------------.
| Section 19 | CONTACT s19 |
'------------'-----------------------------------------------------------------'
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"
in the subject line and tell me which game you're playing.
.------------.-----------------------------------------------------------------.
| Section 20 | THANKS s20 |
'------------'-----------------------------------------------------------------'
I would like to thank the following:-
o dora_ts17 (eBay ID) for a reliable worldwide seller service
o Lamuoni (GameFAQs ID) for helping with the trophy translations, Reiko's title
and birthday bonuses and for various other helpful forum posts long before I'd
even got the game
o KojiSakujin (GameFAQs ID) for posting about the screenshot function
o www12.atwiki.jp/xbox360score for the full Japanese trophy (achievements) list
o blogs.yahoo.co.jp/esuroudo for the trophy sequence and colours
o www.pixiv.net for the girls' birthdays
o Tangorin.com and Tuttle for great language resources
o Land of Light, Crimson Sails and The Industrialist for super sounds
I will be happy to give credit and thanks to anyone who makes a contribution.
___________ ___
\______ / ___ / /
/ / __ \_/ / /
/ \___ ________ _________/ \__ ___ ______ / / ________
.-------o / __ / \___ // ___/\_ ___// // ___// / / __ /
| ANOTHER / / / /_____/ // / / / / // / / / / \/ /
'---------/ /-/ // __ // /-----/ /---/ // /---/ /--/ _____/---------.
/ / / // / / // / / / / // / / / / / GUIDE |
/ \/ // \/ // / / \_ / // \_ / \ / \________ o-----'
\______/ \______/ \_/ \____/ \_/ \____/ \___/ \___________/
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Mahjong Dream Club Guide
Copyright 2013 James R. Barton
Initial version 1.00 completed 23 June 2013
Current version 1.01 completed 10 July 2013
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