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    FAQ by jackie_chang

    Updated: 06/11/06 | Search Guide | Bookmark Guide

    Daredemo Asobi Taizen
    By jackie_chang
    marvinius999 at yahoo.com
    Last update: June 9, 2006
    Disclaimer: There are probably a few mistakes here, as I don't speak or
    understand Japanese very well.  A basic understanding of hiragana, and
    especially katakana, will go a long way in this game.
    Copying: You are free to copy, distribute and modify this document for any
    educational and/or non-profit use.
    Special thanks to:
    - Gamespot/Gamefaqs user mata_dor_jp (Tak aka matador) for explaining how to
    play Goninkan.
    - Gamefaqs user ultros for making the Goninkan update happen :)
    I. Introduction
    II. Main Menu
        1. Single player
        2. Multiplayer
        3. General settings
    III. Game Menu Overview
        1. Preparing a game
        2. Controls
        3. In-game menu
        4. Goninkan Rules
        5. Games listing and available rules
    I. Introduction
    Daredemo Asobi Taizen offers 42 playing card, board, action, and variety
    games, five of which must be unlocked through the Stamp rally play mode.  The
    game may be played single-player against the CPU or against other DS-owning
    players, with single-card or multi-card boot options.
    My knowledge of Japanese being spotty at best, I will translate phrases in a
    manner that I find to be most clear and helpful for gameplay, rather than a
    literal translation.  Katakana and hiragana phrases are mostly transliterated
    to romaji, with a few Shift-JIS phrases to help in navigation. 
    This guide will NOT cover the rules of every individual game, nor strategies
    for winning.  Please look elsewhere to find out how to play them if you cannot
    read the in-game rulebooks.  pagat.com has rules for almost every card game in
    this collection laid out.  The notable exception is Goninkan, for which I will
    outline the basic rules in section III.4.
    II. Main Menu
    As soon as you tap the big red oval on the splash screen, there are 3
    options.  Each option will be elaborated below.
    a. ひとりであそぶ Hitori de asobu "Single player"
    b. みんなであそぶ Minna de asobu "Multiplayer"
    c. せってい Settei "General settings"
    1. Single player (ひとりであそぶ)
    Here, there are three choices in the central ovals, plus the back button on
    the top left.
    a. フリープレイ Free Play: 
    Choose from any of the 37-42 games available depending on what's unlocked, to
    play single matches against the CPU.  A more detailed list of all available
    games and their options will be in the next major section.
    b. スタンプラリー Stamp Rally: 
    Here, the game will take you on a 42-block predefined course of all available
    games, with only the Easy difficulty available at the beginning.  Each
    block/game requires Three "stamps" to advance to the next one.  Typically the
    breakdown is:
    1st place: 3 stamps
    2nd place (and there are CPU players in 3rd or 4th): 2 stamps
    3rd/4th/losing a 2-player game: 1 stamp
    Stamps carry over while on the current level (out of five total levels).
    Completing a level will unlock that game for play in "Free Play".
    The five games you can unlock are: (in no particular order, might be errors,
    it's been a while since I played this mode)
    Klondike Solitaire
    Upon completing Easy Stamp Rally, the Medium and Hard difficulties become
    available.  Completing each of these will unlock a color and icons to be used
    in the chat system.
    c. チャレンジ Challenge Mode: 
    There are 30 predefined challenges for you to complete here.  Successfully
    completing one will unlock a new player avatar for use in Free Play or
    Multiplayer.  Complete all 30 challenges to unlock the "Pop" music style.
    Please see my "Challenge Mode FAQ" available on Gamefaqs.com for details on
    how to complete this mode.
    2. Multiplayer (みんなであそぶ)
    a. つうしんたいせん:  In this mode, you can face off other DS owners in any of
    the 42 games.  CPU players may also be added, just like in single-player
    mode. (In a multi-card situation, I am unsure what happens if one person has a
    particular game unlocked, and another does not).
    The two choices are: Host (top choice) or Search (bottom choice) for available
    play rooms.  For players who do not own Daredemo Asobi Taizen, they must use
    the "DS Download Play" option from the main DS menu.
    b. プレぜントする (Send present):  With this option, you can send one full
    game (e.g. Chess, Hanafuda, bowling) to another DS owner.  They must download
    via the "DS download play" option from the main DS menu.  The gift game will
    remain in memory until the power is turned off.
    c. みんなのせいせき (Multiplayer records):  Displays wins/losses for each
    3. General Settings (せってい)
    Here, you may choose the audio settings, your avatar, and player name.
    a. Music:
    Top choice: Surround [ON] [OFF]
    Bottom choice: Music style [Chic] [Pop] [none]
    The Pop style is unlocked after completing all 30 challenges in single player
    b. Maaku (Mark, or avatar).  Divided into 5 categories of animals, vehicles,
    fruits, people's shadows, and plants.
    c. Name.  By default, it takes your DS' name.
    To confirm each choice, tap the top right red arrow, or the top left arrow to
    return one level.
    III. Game Menu Overview
    1. Preparing a game
    Pick a game in Free Play or Multiplayer, from the seven categories listed at
    the top of the touchscreen (full list in section 4. below).  The small yellow
    rectangle near the top right corner [せいせき] displays your win/loss record
    for that category. 
    Upon selecting a game in single player Free Play, the touch screen will
    - Back arrow on the top left [もどる]
    - Total possible number of players [メンバー #人]
    - CPU difficulty [ふつう/つよい/すごい]
    - List of avatars of players participating
    - Bright, red flashing Game Start oval (ゲームスタート)
    - Smaller, yellow options oval (設定へんこう)
    The yellow option oval has three submenus for settings:
    a. メンバー設定 (Player select)
    Here you set the AI difficulty, add, or remove total CPU participants.
    ( + Robot )  Add a CPU player (shown on top screen)
    ( - Robot )  Remove a CPU player
    [Easy] [Medium] [Hard]  All CPU players will have the same level of AI.
    b. ルール設定 (Rule options)
    Depending on the game, there will be multiple rules to choose from, such as
    how many hands of a card game to play and score, whether particular moves are
    allowed, or whether certain combinations score points or not.  More detail for
    each game, to the best of my knowledge, will be given below.  There may be up
    to 2 pages of rules, toggled at the top of the touchscreen
    [もどる] [ルール1] [ルール2] [けってい]
    [Back]  [Rules p.1] [Rules p.2]  [Confirm]
    (Rule 1]
    (Rule 2]
    (etc.  ]
    c. Design
    Straightforward list that shows available graphics for the particular game.
    When done mid-game (after finishing a match), the top screen will display a
    preview.  Before starting the game, there are no previews.
    When you are done changing the game settings, tap the blue box with the arrows
    pointing down to return.
    2. In-game menu
    If you look at the bottom of your touchscreen, you'll see your avatar on the
    bottom left corner, followed by three boxes.  They are:
    a. Options:
    [ 1 Order cards   ]  [ 4 Chat box         ]
    [ 2 Hints         ]  [ 5 Pictochat search ]
    [ 3 Guide message ]  [ 6 Backlight        ]
    For each option:
    [オフ] [オン]
    [OFF] [ON]
    1. Used in card games, this option will automatically sort your cards in
    ascending order and by suit and/or trump.
    2. This will highlight available moves.
    3. Floating bubbles will occasionally pop up to tell you what to do.
    4. The top screen will be replaced by the Chat messages.
    5. No idea.
    6. Toggles the DS backlight.
    b. Chat menu
    Mostly self-explanatory from the icons.  Fairly useless in my opinion.
    c. Rule book
    Displays rule set for the current game. Since I don't understand Japanese, I
    won't elaborate further on this topic.
    3. Controls
    The control in every game is dictated by the use of the touchscreen and is
    very intuitive.  You'll drag pieces, or slide the cursor in action games.  The
    Start button will pause the game and allow you to quit mid-game.  Pressing and
    holding B will speed up the "turn" animation which shows the avatars.
    Pressing Select in the middle of a game will bring up the rulebook.
    Start menu:
    (ゲームをやめる) ( Quit Game )
    >>> (いいえ) (はい)
    >>> ( No )  ( Yes )
    (ゲームをつづける) ( Continue Game )
    4. Goninkan Rules
    (Special thanks to Tak aka "mata_dor_jp" for contributing all the content of
    this section, and ultros for his insatiable curiosity)
    Goninkan is a rather obscure game outside Japan, so I decided that it deserves
    its very own section.  It is a traditional game declining slightly in
    popularity, but thanks to the Nintendo DS, new generations of gamers can learn
    and appreciate this game.
    Glossary (all terms appearing during gameplay)
    More detailed explanations will be given in the rules below.
    ゴニンカン: Goninkan
    カンケイ: Kankei (Team of 2 players and the dealer)
    ムカンケイ: Mukankei (Team of 3 players)
    せんめ (SENME): Match (one hand)
    1の。。。せんめかいし (1 NO ... SENME KAISHI): Begin match 1 of ... suit
    くばりやく (KUBARIYAKU): Dealer.  Inactive player in Daredemo Asobi Taizen
    きりふだ (KIRIFUDA): Trump suit
    うちだし (UCHIDASHI): Lead suit.  All players must follow lead if they hold a
    card of the suit, unless they wish to play the Joker.  Note: Joker may not be
    played in the 1st or last tricks.
    えふだ (EFUDA): Total point cards (A, K, Q and J of any suit) collected this
    match.  Each card is worth one point.
    あと (ATO): Remaining point cards needed for this match
    まい (MAI): counter for cards
    せいこう (SEIKOU): success
    かち (KACHI): Win
    しっぱい (SHIPPAI): failure
    まけ (MAKE): Lose
    おどりばん (ODORIBAN): Situation when Joker must be played in the
    second-to-last trick
    スコンク (SUKONKU): Skunk (Kankei team finishes their goal while Mukankei has
    0 point cards)
    じゅうろく、十六、(JUURYOKU) 16: An optional call that Kankei may use after
    making Skunk.  Gives additional bonus points if successful.
    はずし (HAZUSHI): Fail. 
    逆。。。(GYAKU): Modifier for skunk and 16.  Whereas Skunk and 16 only applies
    to the Kankei team, the equivalents for the Mukankei team are 逆スコンク, 逆
    16, etc.
    ちょうけし (CHOUKESHI): Cancel.  
    マークをえらんでください (MAAKU WO ERANDE KUDASAI): Please select the trump
    グラフ (GURAFU) also クラブ (KURABU) Club(s)
    ダイヤ (DAIYA) Diamond(s)
    ハート (HAATO) Heart(s)
    スッペ (SUPPE) also スペード (SUPEEDO) Spade(s)
    ジョーカー (JYOUKAA) also ババ (BABA) Joker
    *5 Players (in Daredemo Asobi Taizen, the usual 6th player, the dealer, is
    permanently assigned to an inactive CPU player)
    *50 Cards, 10 cards per player.  A standard 52 card deck is used, minus the 2
     of clubs, 2 of hearts, and 2 of diamonds.  Also, one Joker is added to the
    The Joker is the strongest card, followed by A > K > Q > J > 10 > ... > 2.
    There are a possible maximum of 9 Matches (せんめ), with 3 matches maximum per
    round, played, in the following order:
    Club round
    1 Club
    2 Club
    3 Club
    Diamond round
    1 Diamond
    2 Diamond
    3 Diamond
    Heart round
    1 Heart
    2 Heart
    3 Heart
    Then the sequence repeats.  Matches 2 and 3 of each suit are only played if
    the Kankei team won the previous match.  The round's suit of every Match 1 is
    always the trump suit.  For matches 2 and 3, the Kankei team decides the trump
    suit (more info below).
    The Kankei team of 1 せんめ (1st match) of each suit are the Joker holder and
    the Ace of the trump suit holder.  The remaining 3 players are in the Mukankei
    If the two Kankei players are sitting adjacent to each other, the right-hand
    Kankei player must exchange his or her seat to the Mukankei player on his/her
    right hand side.
    Before playing any cards, all players of the Kankei team must clearly say
    If one is dealt both cards (he/she is called Ni-Ju-Kan), he/she and
    the second player on the right-hand side become the Kankei team. They each lay
    down two cards from their hand (hidden from the other players).  In this time,
    the Ni-Ju-Kan player must lay both the Joker and the Ace of the trump
    suit. The second Kankei player may lay any two cards. One of the Mukankei
    players now select 1 card randomly from each of the Kankei player's 
    laid down cards, and exchange them. Then, each Kankei player retrieves two
    cards to his/her hand (one from the original hand and the other from the other
    Kankei player's hand).
    Either player from the Kankei team may lead the first trick in the 1st match.  
    If you want to lead, say "I-KU" ("I'll go!").  If you want to have your
    partner lead, say "KO-I"(means "You go!").  Players take turns
    counter-clockwise, and they must follow the lead suit if they can.  A Joker
    may be played at any time, except at the first or the last trick.  This means
    that if at the second to last trick, the Joker hasn't yet been played, its
    holder is forced to play it.  This situation is called Odoriban.  If the Joker
    is led at any trick, the lead suit must be called and other players must
    follow that suit if they can.   In all cases, the Joker automatically wins the
    NOTE: For whatever bizarre reason, the Kankei CPU team (on any difficulty)
    will lead the ace of trumps on the first trick of every 1st match.  This makes
    figuring out who has the Joker very simple.
    Trump cards beat cards of all other suits, for example, if a diamond is
    led, and I have no diamonds, I may play a 3 of clubs to win the trick, as long
    as no one else overtrumps me.  To win the first match of a suit, the Kankei
    team must collect 9/16 point cards (any A, K, Q, J) in the tricks won.  The
    Mukankei team only needs to collect 8/16 point cards in this match.
    If the Kankei team won 1 Match, they also continue as the Kankei team at 2nd
    Match.  At the 2nd Match, the Ace-of-the-trump-suit holder from the 1st
    Match selects 2 cards from his/her hand and shows them to Joker holder from
    the 1st Match, secretly. Then the Joker holder from the 1st Match selects
    the trump suit and leads first card.  In this match, the Kankei team must
    collect 8/16 points, while the Mukankei team has to collect 9/16 points.
    If Kankei team also won the 2nd Match, they also continue as Kankei team in
    the 3rd Match (last match).  In the 3rd Match, the Joker holder from the
    1st Match selects 2 cards from his/her hand and shows them to the
    Ace-of-the-trump-suit holder from the 1st Match, secretly. Then the
    Ace-of-the-trump-suit holder from the 1st Match selects the trump suit and
    leads the first card.  In this match, the Kankei team must collect 9/16
    points, and the Mukankei team, 8/16 points.
    Whether the Kankei team loses or wins the 3rd Match, the round of that suit
    is terminated and a new round of the next suit begin.  At any point the Kankei
    team loses, a new suit is presented.
    Bonus points
    If a team collects all the required point cards for the match while the
    opposing team has none, they Skunk the opponents and collect bonus points for
    achieving this.  A skunk by the Kankei team is called skunk, while a skunk by
    the Mukankei team is called "Gyaku-skunk" 逆スコンク ("reverse skunk")
    Furthermore, during the 2nd and 3rd matches, the team achieving a skunk may
    call "16".  With this bid, they claim that they will collect all 16 point
    cards in the remaining tricks.  Again, when called by the Mukankei team, it is
    called "Gyaku-16" (逆-16) instead.  In case this bid fails (opposing team
    collects one or more point cards), it then becomes "(逆)-16-はずし"
    Note: scoring may be different depending on the group you play with, or the
    software you use.  The following is only meant to be used for Daredemo Asobi
    The scoring system of Goninkan is a zero-sum game.  That is, every positive
    point for one team is offset equally by exactly the negative of that amount to
    the opposing team.  Here, only the points for the Kankei team are considered.
    Normally, scoring occurs at the end of the last match for each suit round.
    However, for convenience, Daredemo Asobi Taizen will keep track of the score
    after each match.  The dealer (くばりやく) is always considered to always be
    in the Kankei team. 
    Basic scoring for Kankei
    No matches won: -1
    1 win and 1 loss 0  (round ends as soon as Kankei loses a match)
    2 wins and 1 loss +1
    3 wins +4 (means 3 wins and 3-set-bonus +1)
    Bonus points for Kankei (Skunk/16)
    Skunk adds +1 bonus if neither Kankei player said "Juu-Roku" (16).
    If "Juu-Roku" was said, this +1 bonus is canceled (ちょうけし).
    If Kankei succeeds the 16, the bonus is +8.
    Failing 16 (16-はずし) has a -16 penalty.
    For example, if Kankei made Skunk the first match (+1+1), made 16 at 2nd
    match (+1+8), and lost the last match (-1), the final score of Kankei is
    +10 for that round. 
    If Kankei failed 16 (16 Hazushi), Kan loses that match and its point of that
    match is -16. 
    For example, If Kankei made Skunk the first match (+1+1), and failed 16 at 2nd
    match (-16), the Kankei score is -14.
    (逆) Gyaku-Skunk/16
    If a gyaku-skunk happens, then all points of that round are canceled
    (ちょうけし) and only points relative to Gyaku-Skunk/16 are scored, unless
    "Gyaku 16 Hazushi" occurs.
    If no Mukankei player said "Gyaku 16!", then the round of that suit is over.
    At the 1st match, the round's score for Kankei suffering Gyaku-Skunk is -10.
    At the 2nd or 3rd match, the round's score for Kankei suffering Gyaku-Skunk is
    At the 2nd or 3rd match of Gyaku-Skunk, any Mukankei player may say
    If Mukankei succeeds Gyaku 16, the round's score for Kankei is -16.
    If Mukankei failed Gyaku 16 (Gyaku 16 Hazushi), the score will not be canceled
    because, Kankei won that match.  Then, the bonus point for the Kankei team is
    For example, If Kankei made Skunk the first match (+1+1), made 16 the 2nd
    match (+1+8), and made Gyaku 16 Hazushi the last match (+1+1+32), the round's
    score for Kankei is +45.
    Additional Rules for Goninkan (Not available in Daredemo Asobi Taizen)
    Tome-Suppe (Shutting Spade)
    Traditionally, Goninkan plays a last, tenth round of the Spade suit.
    You must determine with your group of players the total number of matches
    before beginning the game.
    For example, 10 rounds. Thus, at 10 rounds play, rounds of suit are below.
    1: Club (Graf)
    2: Diamond (Daiya)
    3: Heart (Hatto)
    4: Club (Graf)
    5: Diamond (Daiya)
    6: Heart (Hatto)
    7: Diamond (Daiya)
    8: Heart (Hatto)
    9: Club (Graf)
    10: Spade (Suppe)
    As usual, each round can go from anywhere between 1 and 3 matches, depending
    on how the Kankei team performs.  The 10th (Tome-Suppe) round is played just
    like the other rounds, except that during the 1st match, Spades are trumps.
    At the World Championship, games are scored with time attack (60 min., 4
    times). Thus, the number of play rounds is not pre-determined, Tome-Suppe is
    not always adopted.
    Time up rule
    At games with pre-determined time play (like a tournament), if time runs out
    during first match, the game immediately finishes and the scores for that
    round do not count.
    If time runs out between matches, the score is counted at that time.
    If time runs out during the 2nd or 3rd match, you must continue that match
    until the end.
    Only during these situations does the scoring occur at the end of the Kankei
    team winning the 1st or 2nd match.
    Showing the 2 cards between Kankei team: detailed explanation
    Daredemo Asobi Taizen simplifies things a bit too much.  Tak explains how it
    is traditionally done, using real playing cards.
    During the 2nd or 3rd match, one of the Kankei players (A) shows only one card
    to his/her partner (B) first. B sees it, and returns it to A. Then, A shows
    the 2nd card to B. B sees it and returns it to A.  Then the match will begin
    with B's choice of trump, followed by the lead card.
    Incorrect play (at World Championship)
    If one of the players of your team does not follow suit, your team loses that
    If one of the players of your team accidentally drops his cards and shows any
    E-Fuda (point card), your team loses that match.
    5. Games listing and available rules
    Daredemo Asobi Taizen offers a humongous selection of 42 games, which are
    divided into 7 broad categories.
    For each game, the Japanese name will be given on the left, followed by an
    English name or description unless the names are identical.  Within each game,
    I will have the available rules (for use in the ルール設定, see section
    III.1.b. above) and a quick explanation of the rule.  If I don't understand
    it, there will be a ???.  In every rule variation, the default setting is
    highlighted in red.
    Unfortunately I am not too familiar with all the games listed, so you should
    do some trial-and-error testing for the unknown rules.  I assume you are
    already familiar with the general rules for each game.
    Some commonly seen terms:
    On: オン
    Off: オフ
    Point: ポイント
    Have: あり
    Don't have: なし
    Game: ゲーム
    Variety card games (Spade)
    [1] [2] [3] [4]
    [5] [6] [7] [8]
    1. Babanuki -- similar to Old Maid, discard pairs 
       a. Jijineki: ???
    2. 7-Narabe -- similar to Fan Tan
       a. Amatta Card: ???
       b. Hajimari no Card: ???
       c. Pasu dekiru kaisuu:  Total number of available passes for each player
       d. Itsudemo Pasu: ???
       e. A to K: ???
    3. Concentration (Memory game)
       a. Total number of cards
       b. Person collecting cards keeps playing
       c. Number of matching cards needed to collect, 2 or 4
    4. Doubt (BS)
       No rule options
    5. Speed
       a. Number of open cards in hand
       b. A to K. This sets whether the Ace and King wrap or not.
    6. Page One
       a. Automatically announce Page-one (you have one card left)
       b. Joker setting: On, off, ???
    7. American Page One -- a mix of Crazy Eights and Uno
       a. Automatically announce Page-one (you have one card left)
       b. Joker setting: On, off, ???
       c. Sets whether game ends when someone is done
    8. Slow-mo
       No rule options
    Casino-type card games (Heart)
        [2] [3]
    [1]         [4]
        [5] [6] 
    1. Daifugou -- Big Two
       a. Number of hands played
       b. ??? 8 cuts?
       c. ??? 3 of spades rule
       d. ???
       e. ???
       f. ???
    2. Poker -- Simple 5-card draw
       a. Number of hands played
       b. Joker [on] or [off]
    3. Blackjack
       a. Number of hands played
       b. Double down
    4. Klondike Solitaire
       a. How many cards are drawn from pile: 1 or 3
    5. Seven Bridge
       a. Number of hands played
       b. Total number of cards in hand
       c. ???
    6. Rummy
       a. Number of hands played
    Trick-taking card games (King)
    [1] [2] [3]
     [4] [5] [6]
    1. Hearts
       a. Points to be played up to
       b. +10 points for Jack of diamonds
    2. Napoleon (Japanese card game)
       a. Number of hands played
       b. Minimum bid
       c. Same 2 rule
       d. Napoleon 絵札 20 枚 .. 何もしない ???
       e. Yakufuda, ???
       f. Joker setting, ???
       g. Yoromeki, ???
    3. Spades
       a. Number of hands played
       b. Nil (on or off)
       c. Double nil
       d. Sandbags
    4. Contract Bridge (though oddly they don't count rubbers)
       a. Number of hands played
       b. Vulnerable (on or off)
    5. Goninkan
       no rule options
    6. Nap (typically played by the British)
       a. Number of hands played
       b. Number of cards used in deck
       c. One bid
       d. Misere bid
       e. Nap points
       f. Wellington points
       g. Brucher points
    Classic Japanese board and card games (Mountain)
    [1] [2] [3]
    [4] [5] [6]
    1. Gomoku Narabe -- aka Pente
       a. 3-3 rule
       b. 4-4 rule
       c. ???
       d. ???
       e. ???
    2. Shogi -- Japanese chess
       a. Sente handicap
       b. Gote handicap
       c. Choose Sente/Gote at beginning or have it random
    3. Hasami Shogi -- 9 vs. 9 "rooks" that capture by surrounding enemy on both
       a. ???
       b. ???
       c. ???
       d. ???
    4. Gunjin Shogi -- interesting strategy game that involves certain "classes"
    defeating other classes, all while you cannot see which piece you are
       a. Airship rule ???
    5. Hanafuda -- card fishing game, really simple yet addictive
       a. Hanami counts for scoring
       b. Tsukimi counts for scoring
       c. Number of hands played
    6. Bozumekuri -- boring game about collecting pictures of Japanese princesses,
       monks, and soldiers
       a. ???
       b. ???
       c. ???
       d. ???
       e. ???
    Board games (Pawn)
    [1] [2] [3]
     [4] [5] [6]
    1. Reversi/Othello
       a. Start configuration, cross or parallel
       b. Winning condition, who has most or fewer pieces
    2. Backgammon
       a. Point match, how many points to victory
    3. Chinese Checkers -- the screen size constrains this game to be 6 checkers
       per side instead of the usual 10 
       a. Flying/jumping rule
       b. ???
    4. Chess
       No rule options
    5. Checkers
       No rule options
    6. Aggravation clone -- comes with 4 types of boards
       a. ??? Must land on goal with exact die roll, I guess
    "Thinking" games (Colored blocks)
    [1] [2] [3]
      [4] [5]
    1. Balance Game -- place blocks on a beam, you lose if the beam tips one way
    too much, causing blocks to tumble off
       a. ??? Difficulty, I assume.
    2. Kotobasagashi -- Hangman, in Japanese.  More like Bingo if you don't know
    any Japanese.
       a. Number of wrong kana eliminated
    3. Last One -- like 21 matches, the last person to take a match loses
       No rule options
    4. Soda Game -- like a hot potato game, you take turns shaking a bottle and if
    blows up on your turn you lose
       No rule options
    5. Seesaw Game -- using a fixed number of weights you try to place a heavier
    weight than anyone else to win that round
       a. Turns per game
    "Action" games (Bowling pin)
      [1] [2]
    [3] [4] [5]
    1. Bowling -- really clever use of the touchscreen, as you have to "drag" your
    ball and as you release it, the speed and direction you were going in
    determines how the ball rolls down the lane
       No rule options
    2. Darts -- 3 varieties here, high score, 01 game, and "standard cricket"
       a. (01 Game): Points to start with
       b. (01 Game): Double start
       c. (01 Game): Bust
       d. (01 Game): Double finish
       e. (High score game): Total number of throws per game
    3. Mini golf -- you knock around a puck
       a. Holes per game
    4. Mini billiards -- 9-ball on a tiny table with 4 pockets
       No rule options
    5. Ohajiki Jintori -- this one's hard to explain, there are numbered areas on
    a board and you collect them by knocking around a puck and getting it to stop
    over these areas 
       No rule options

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