System



Challenge Mode

A mode where you take on "quota-based mahjong," clearing the quotas that are set one after another.
The conditions range from winning in first place to having to win with a specific yaku.
For strategy, seeChallenges.


Free Match

You can choose your favorite characters and play matches freely.
You can also enjoy setting tonpuusen or hanchan, abilities on or off, and detailed rules to suit your preferences.

At the end of a match you can earn the following number of coins. Note that changing the "number of matches" in the rules does not change the number of coins you can earn.
  • Tonpuusen: 10 coins in an individual match, 50 coins in a team match
  • Hanchan: 50 coins in an individual match, 250 coins in a team match
  • Single-round match: 5 coins in an individual match, 25 coins in a team match

In terms of coin acquisition alone, the efficiency is hanchan ≥ single-round match ≫ tonpuusen.

Individual Match

A mode where you pick 4 characters and play a match. You start with 25,000 points.

Team Match

A mode where you form teams of 5 and play a match with 4 teams. You cannot put the same character in a team more than once. You start with 100,000 points.
You fight 5 rounds from Senpo to Taisho, carrying over the points. The order cannot be changed midway.


Customization

Training System

By using points earned from matches and the shop, you can grow each character's base parameters.
Trained characters can be used in all modes.

There are 7 trainable parameters in total, listed below. The total number of points that can be earned is 70, and the point allocation can be redone freely at any time.
  • Ability: Affects the effect of the ability
  • Spirit: Affects the number of times the ability can be activated
  • Intimidation: Affects the success rate of Intimidation (preventing other players' abilities from activating)
  • Resistance: Affects the success rate of Resistance (reducing the effect of other players' abilities)
  • Tsumo: Affects the rate of drawing useful tiles
  • Haipai: Affects how easily you get a favorable haipai
  • Luck: Affects the strengthening of other parameters

Shop

Coins earned in matches can be exchanged at the shop for "Janshi Senbei" and the like.
Janshi Senbei contain cards at random for characters, their outfits, illustrations, menu wallpapers, movies, special tables & tiles, and so on, and once obtained they can be used in the game.

You can also buy a specific card directly, but in that case it costs more coins than buying Janshi Senbei.
Unlocking new characters is cheap at around 10-50 coins and buying cards directly is realistic, but unlocking special outfits, illustrations, and so on is costly, so be careful.

Once you obtain a certain number and variety (needs investigation) of cards, you can buy Janshi Senbei with the new cards from the second batch onward.

Each time you collect 10 cards of the same character, you earn 1 training point.


Survival (Plus Edition only)

A mode that tests whether you can win a set number of times in a row.
If you win the set number of times consecutively, you earn coins as a reward.
It ends if the hand ends in a draw without you winning, or if another player wins.

There are three difficulty levels: Easy, Normal, and Hard,
and the CPU characters chosen for matches differ by difficulty.

Details for each difficulty are as follows.
Difficulty Required wins Clear reward CPU
Easy 5 100coin Characters Without Abilities
Normal 10 300coin Ability Users
Hard 10 600coin Powerful ability users


Cut-In Picture Unlock Conditions

Cut-in pictures 1-4 occur for: 1 = call, 2 = riichi, 3 = ron, 4 = tsumo.
From 5 onward they occur under conditions specific to each character. For characters without abilities, the condition for 5 onward is often winning with baiman.
If you set abilities to off in the rule settings, all cut-ins become the normal ones (1-4).
(Even a baiman win by an ability-less character will no longer trigger a special cut-in. If you can't fill 1-4, try setting abilities to off.) 

Main special cut-in trigger conditions
  • Nodoka Haramura (5-10): Pon, chi, kan, as well as riichi, ron, and tsumo while the ability is active (calls share the same picture but are each registered separately)
  • Mihoko Fukuji (5-10): Same as Nodoka Haramura
  • Mako Someya (5): Tsumo with a souzu flush
  • Toyone Anetai (5): Tsumo on a hadaka tanki
    • Whether it needs to be during her Tomobiki ability is under investigation
  • Hajime Kunihiro (5-6): Riichi and tsumo respectively, while in last place.
    • 6 is a dedicated cut-in for her casual clothes, but it is unlocked even if the condition is met in other outfits.
  • Kaori Senoo (5): Yakuman tsumo while the ability is active
    • Even with Ability at MAX, the activation rate is very low. If you aren't training her, the safe approach is to repeatedly quit and redo East 1 in a Free Match. Note that it has to be a tsumo win.
  • Yumi Kajiki (6): Ron by chankan
    • In the Plus Edition, the Bonus Challenge is set up so that chankan is very easy to aim for. In the base version, achieving it is quite difficult.
  • Kuro Matsumi (5-6): Riichi and tsumo with 8 or more dora
  • Ako Atarashi (6): Tsumo with haneman or higher while the ability is active
  • Shizuno Takakamo (4): Tsumo with the ability expired
    • It can't be seen while the ability is active. The ability activates automatically, so you can't see it unless your Spirit runs out or you turn abilities off in the settings.
  • Haru Takimi (5): Call 2 (exact conditions unknown. It may appear if you call a lot)
  • Himeko Tsuruta (5-6): Riichi and tsumo while the ability is active
    • Note that in a team match, her ability can't activate unless Mile's ability has been used.
  • Teru Miyanaga (6): Dedicated cut-in for the avatar (can be unlocked even without playing as the avatar)
  • Kei Arakawa (4-5): Dedicated cut-in for the nurse outfit (can be unlocked even without playing in the nurse outfit)

Yaku Won

You can view the yaku you have won with so far.
Yaku won in Challenges are also counted.
Most yaku can be handled by just playing matches normally or by using Takami Shibuya's stacking.
For yakuman-type hands, Teru Miyanaga is more efficient.

For details, seeYaku List


Comments

  • It came up with menzen. I think it was 30 fu 10 han? I don't think calls matter. --- Haru Takimi (2015/10/31 02:43:40)
    • I wonder if it's about activating the ability and winning with a cheap hand. --- (2015/12/06 21:39:59)
      • It also comes up normally with a high-value riichi tsumo even without activating the ability. --- (2016/01/14 21:22:28)
  • Chankan... I wish I could somehow do it on my own... --- (2015/12/06 21:41:35)
    • You can do it easily in the Bonus Challenge. Saki always holds a koutsu of 1 and 4, so force yourself to tenpai before the others discard, then wait for another player to discard the 1 or 4; Saki will always pon and then declare shouminkan, so if you win off that, you can do it. --- Nanashi (Anonymous) (2018/07/15 22:53:21)
      • Thanks to this I was able to do chankan. This is the most important information in this game. --- (2018/07/23 00:48:54)
      • Addendum: If you have 2-3 pin in your starting tiles, it means Saki definitely holds 1-4 pin (though it isn't necessarily pinzu). Also, don't win when others discard it—pass on it. --- Nanashi (Anonymous) (2018/07/15 23:14:46)
  • I can't get Kaori Senoo's cut-in (5) even with Ability maxed, after 20 Free Match individual hanchan and 100 East 1 resets or so. How many tries did it take for you all? Is there some condition? --- Kaori Senoo (2015/12/08 20:23:22)
    • Additional info: ver. 1.02. The activation cut-in at haipai doesn't appear, and I've tsumo'd yakuman several times but it doesn't fill in. --- Kaori Senoo (2015/12/08 20:30:12)
      • 5 doesn't appear unless the ability activates and you tsumo. Activation is completely down to luck, so all I can say is good luck. --- (2015/12/13 15:17:46)
  • I can't get Toki's number 5... --- (2016/06/24 00:32:34)
  • If you turn off ability activation in Free Matches, does the training also not get reflected? The initial haipai is clearly different. --- (2017/04/22 10:26:03)
  • Kaori's ability just doesn't activate at all... is there some condition...? --- (2017/10/08 22:50:08)
  • It doesn't activate for me no matter how many times I try either. I think all I can do is hope it gets improved in the next update. --- (2017/10/09 23:55:31)
    • The activation rate is just quite low; it does activate fine. The probability is about once per hanchan, if that. --- (2017/11/02 12:36:11)
      • Maybe it differs between the old one and the one released under the new company? --- (2017/11/18 16:01:24)
      • I've been trying about 100 times now and it hasn't activated even once... Ability, Spirit, Luck, and Intimidation are all maxed. --- (2017/11/16 21:42:21)
  • I saw someone online say "I kept buying the first batch of senbei by mistake and ended up unlocking up to the fourth batch," so I did a quick test of when the second batch onward becomes available. The result: "no matter how many cards you buy individually, it isn't reflected in the unlock condition," and "regardless of duplicates or new cards, (the second batch) was unlocked once a certain number of senbei had been purchased." --- (2018/02/18 10:17:00)
    • If you're aiming to unlock senbei, I think you'll be fine as long as you keep in mind to "draw from the senbei gacha rather than buying newly added cards individually." --- (2018/02/18 10:20:43)
      • Addendum: Even with individual card additions, the batches were unlocked normally up to the fourth... Having reset the senbei with no duplicates at all until then, the result was "buying cards of locked characters individually unlocked the 4th batch." Along with the second-batch case, the condition is getting even harder to figure out, but I think it's basically fine to "keep unlocking locked characters." --- (2018/02/18 14:14:22)

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  • Last updated: 2018-09-27 19:22:13

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