Yakuza 3 Hanafuda Guide - Ver. 1.02 - 15 March 2010 - by Barticle at hotmail.com
 
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  A1 INTRODUCTION               .d8888b.           d8b      888
  A2 THE TRANSLATED VERSION    d88P  Y88b          Y8P      888
  A3 THE HANAFUDA DECK         888    888                   888
  A4 WHEN AND WHERE            888        888  888 888  .d88888  .d88b. 
     o Okinawa                 888        888  888 888 d88" 888 d8P  Y8b
     o Tokyo                   888  88888 888  888 888 888  888 88888888
  A5 BUYING POINTS             888    888 Y88b 888 888 Y88b 888 Y8b.    
                               Y88b  d88P  "Y88888 888  "Y88888  "Y8888 
  D1 CONTROLS                   "Y8888P 8
  D2 JAPANESE NUMBERS
  D3 CASHING-OUT         Koi-Koi: B1 STARTING A GAME        B4 AUTOMATIC WINS
  D4 COMPLETION                   B2 RULES OF PLAY          B5 DISPLAY
  D5 TROPHIES                     B3 SCORING COMBINATIONS   B6 STRATEGY
  D6 HARUKA'S TRUST
  D7 TRIVIA           Oicho-Kabu: C1 STARTING A GAME
  D8 CONTACT                      C2 RULES OF PLAY
  D9 THANKS                       C3 DISPLAY

------< INTRODUCTION >-------------------------------------------- [Section A1]

This guide explains the games Koi-Koi and Oicho-Kabu - played with traditional
Japanese Hanafuda (flower cards) - specifically the Koi-Koi and Oicho-Kabu
minigames in the 2009 Playstation 3 video-game "Ryuu ga Gotoku 3". In this guide
I'll refer to the game as Yakuza 3, this being the title Sega have used for the
subtitled version of the game localised for Europe and America.

My introduction to the captivating Hanafuda deck (and the game of Koi-Koi) was
through the minigame in "Ryuu ga Gotoku: Kenzan!" - the samurai-era spin-off
from the Yakuza series. I wrote a guide for this earlier in the year and now I'm
updating it for Yakuza 3 - easier said than done as Yak 3 now has two Hanafuda
games instead of the one! (Koi-Koi again and new addition Oicho-Kabu)

In an effort to make things clearer - trying to explain two games in one guide -
I've revised the section numbering. Part A (at the start) and Part D (at the
end) give information which is common to both games; Part B covers Koi-Koi and
Part C covers Oicho-Kabu. Sections within each part are numbered, for example
A1, A2, A3, etc, as you can see from the contents above.

When I was playing Kenzan I couldn't even read Yes and No in Japanese but I've
been teaching myself to read the language, primarily to help with video-game
translations, which has made things a lot easier this time. In some places in
this guide where I've given a translation into English I'll give the original
Japanese* in square brackets afterwards for reference.

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.

*(Welcome to your first footnote! You'll see that I use these a lot to give
extra little snippets of information.) Where I've given Japanese text, this has
been Romanized into English letters with double vowels denoting extended vowel
sounds - so, for example, "gee" would be a long "ge" and pronounced "gay". I
will however omit these in words or names that are more easily recognised by
English speakers (readers) without them, e.g. "Tokyo" not "Toukyou".

------< THE TRANSLATED VERSION >---------------------------------- [Section A2]

I'm happy to be able to write that Sega finally decided to release a version of
the game localised for western markets in March 2010, retaining the original
Japanese speech, but adding translated menu text and cut-scene captions.

What's not so good is that they cut several gameplay elements that were present
in the Japanese original - around twenty of the side-missions and four of the
minigames - but luckily both of the Hanafuda games survived the cull!

This guide was written to support English speakers playing the original Japanese
version of the game (Ryuu ga Gotoku 3) but I've updated it with new sections to
give specific information for the western editions...

.--[Euro/USA Version]----------------------------------------------------------.
| Any such info has been presented in stylish text boxes - just like this one! |
'------------------------------------------------------------------------------'

------< THE HANAFUDA DECK >--------------------------------------- [Section A3]

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

The cards are smaller than Western playing-cards but significantly thicker. For
example the cards in my set are only 3.5cm by 5.5cm (i.e. just over a couple of
inches tall) and almost one milimetre thick.

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

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

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

o Animals - these cards show the flower/plant of the suit plus an animal, a bird
            or - in a couple of cases - an object [10 points]

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

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

.--[Euro/USA Version]----------------------------------------------------------.
| The following names are used in the English translation of the game - Basics |
| are now Dregs, Ribbons are Poems, Animals are Seeds and Specials are Brights |
'------------------------------------------------------------------------------'

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

--> http://hanafubuki.org/cards.html

--> http://japanese-games-shop.com/miyako.html

--> http://en.wikipedia.org/wiki/Hanafuda#Cards

--> http://www.pagat.com/class/flower.html

Don't worry if it all looks a bit daunting though, the game will always show you
which cards match as suit pairs (in Koi-Koi) and calculate the summed card
values for you (in Oicho-Kabu).

 .-----------------. .------------------. .-----------------------------------.
 | Suit number: 1  | | Month: January   | | Flower/Plant: Pine tree           |
 '-----------------' '------------------' '-----------------------------------'

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

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

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

 .-----------------. .------------------. .-----------------------------------.
 | Suit number: 2  | | Month: February  | | Flower/Plant: Plum blossom        |
 '-----------------' '------------------' '-----------------------------------'

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

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

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

 .-----------------. .------------------. .-----------------------------------.
 | Suit number: 3  | | Month: March     | | Flower/Plant: Cherry blossom      |
 '-----------------' '------------------' '-----------------------------------'

  2 Basics - equal numbers of red and pink cherry blossom (sakura) 

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

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

 .-----------------. .------------------. .-----------------------------------.
 | Suit number: 4  | | Month: April     | | Flower/Plant: Wisteria            |
 '-----------------' '------------------' '-----------------------------------'

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

  1 Red Ribbon - wisteria plus red ribbon

  1 Animal - a yellow cuckoo in flight over wisteria and a red crescent moon

 .-----------------. .------------------. .-----------------------------------.
 | Suit number: 5  | | Month: May       | | Flower/Plant: Iris                |
 '-----------------' '------------------' '-----------------------------------'

  2 Basics - large purple iris bloom

  1 Red Ribbon - purple iris plus red ribbon

  1 "Animal" - purple iris with a yellow V-shaped plank bridge at the bottom,
               there's also a red blob at the top

 .-----------------. .------------------. .-----------------------------------.
 | Suit number: 6  | | Month: June      | | Flower/Plant: Peony               |
 '-----------------' '------------------' '-----------------------------------'

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

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

  1 Animal - two yellow butterflies over a central red flower

 .-----------------. .------------------. .-----------------------------------.
 | Suit number: 7  | | Month: July      | | Flower/Plant: Bush clover         |
 '-----------------' '------------------' '-----------------------------------'

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

  1 Red Ribbon - clover plants plus red ribbon

  1 Animal - a dull yellow boar amongst clover plants, red band at the top

 .-----------------. .------------------. .-----------------------------------.
 | Suit number: 8  | | Month: August    | | Flower/Plant: Silver grass        |
 '-----------------' '------------------' '-----------------------------------'

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

  1 Animal - yellow geese flying over the hill

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

 .-----------------. .------------------. .-----------------------------------.
 | Suit number: 9  | | Month: September | | Flower/Plant: Chrysanthemum       |
 '-----------------' '------------------' '-----------------------------------'

  2 Basics - two large yellow chrysanthemum blooms

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

  1 "Animal" - two big yellow flowers with a red sake cup (dish) on the right
               and a red patch in the top-right corner; if you play with the
               two "Zake" combos allowed (see Section B3) then this becomes
               the most important card in the whole deck, so look out for it!

 .-----------------. .------------------. .-----------------------------------.
 | Suit number: 10 | | Month: October   | | Flower/Plant: Maple               |
 '-----------------' '------------------' '-----------------------------------'

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

  1 Purple Ribbon - maple leaves plus a purple ribbon

  1 Animal - a dull yellow deer with maple leaves in the top-right corner

 .-----------------. .------------------. .-----------------------------------.
 | Suit number: 11 | | Month: November  | | Flower/Plant: Willow              |
 '-----------------' '------------------' '-----------------------------------'

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

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

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

  1 Special - this is called the "rainman" card; it might not be very clear if
              you have a small screen but there's a man dressed in red under
              an umbrella, there's also a star-shaped yellow frog in the
              bottom-left corner and willow leaves in the top-left

 .-----------------. .------------------. .-----------------------------------.
 | Suit number: 12 | | Month: December  | | Flower/Plant: Paulownia           |
 '-----------------' '------------------' '-----------------------------------'

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

  1 Special - this is the Chinese phoenix, another busy design that's hard to
              interpret; there are red and black bits at the top and a dark
              section at the bottom with a golden bottom-right corner

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

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

There are three Red Poetry Ribbon cards...

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

There are three Purple Ribbon cards...

 June/Peony, September/Chrysanthemum and October/Maple

There are nine Animal cards... (okay two aren't animals, get over it!)

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

Finally there are five Special cards...

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

(And therefore the remaining half of the deck (24 cards) are all Basics.)

------< WHEN AND WHERE >------------------------------------------ [Section A4]

There are two locations where you can play with Hanafuda in the game, one in
each of the main map areas. In Okinawa you can play both Koi-Koi and Oicho-Kabu
but in Tokyo you can only play Koi-Koi. You will need to play through Chapters
1 and 2 before the minigames first become available.

= Okinawa =

Chapter 3 begins with some TV news coverage, after which you'll find yourself at
the orphanage* which is located on Okinawa Island, one of the Ryukyu Islands**
which in turn are part of the Okinawa archipelago - a long string of several
hundred islands which lie far to the south-west of the main part of Japan and
which enjoy warm weather and beautiful beaches, as you can see in the game. Head
outside and walking to either end of the street will take you to the town which
is based heavily on Naha, the capital city of the Okinawa prefecture, including
several real-world locations there.

 ___________________|    |_ You arrive at the monorail station (you'll notice
                            that you now have a monorail pass in the "valuables"
 ___    _____________    __ section of your inventory so you can travel back and
    |  |             |  |   forth between the orphanage and town at will for
   _|  |            /  /    free!) and you need to head south to seek out the
  |    |__   ______|  |     Hanafuda minigame location.
  |_     _| |  _____   \   
 ||||   |   | |_____\   \   When you reach the intersection, walk directly
    |_  |   |X __   __   \  across the busy street and enter the shopping mall,
      | |   | |  | |  \   \ the Kariyushi Arcade. Keep walking, past the Quickly
      | |___| |__| |__/   | tea stand, then take the first turn right onto a
    _/                    | back alley, and then turn left. The spot you need to
   /  _________________   | find (marked with an X on my map) is just north of
  /  /  Public Market  \  | the Public Market [kousetsuichiba] and noodle stall.

When you reach the spot you should see a hunched man wearing a sleeveless top
and a brimmed hat. Talk to him and choose the top choice to follow [tsuiteiku];
he'll then take you into the (secret) Gambling Den. The next time you come back
to this location the man will be gone and you can enter the den directly through
the rusty door. There are two signs standing next to the door - you might think
it odd that a secret establishment has advertising signage outside but actually
they say Kiken Chikayoru-na which means "dangerous - do not approach!" so I
guess they're trying to keep out snoopers. :)

After your first visit, the location will be added to the in-game map. Go to the
pause menu, choose option 2 for the map and press the triangle button to access
the directory. The Ryukyu Gambling Den [ryukyu toba] is initially number 17 on
the list (although it will slip down the list if new locations are added) and
marked in pale purple on the map.

.--[Euro/USA Version]----------------------------------------------------------.
| The den has been named the "Ryukyu Gambling Hall" in the translated edition  |
| and it's number 16 on the map index when it's first added to the list. Also  |
| it seems that you no longer receive the monorail ticket item I mentioned,    |
| although you can still repeatedly use the monorail service for free.         |
'------------------------------------------------------------------------------'

Inside the Gambling Den the man at the reception desk is the cashier who will
sell you gambling tokens and the guy in the coat sitting opposite lets you trade
points for prizes (more about that later). Keep walking and you'll see two men
to Kiryuu's left and one to his right, they can all be used to launch minigames.
The first one you come to lets you play Chinchirorin (one of the dice games) so
you want to keep going to the two fellows sitting at the back - you can play
Koi-Koi by talking to the one on the right (you'll see the cushions, mats and
cards ready for a game) or play Oicho-Kabu by approaching the one on the left.

.--[Euro/USA Version]----------------------------------------------------------.
| The Chinchirorin minigame has been renamed Cee-Lo in English; I assume this  |
| accepted alternate name is more prevalent in English-speaking countries?     |
'------------------------------------------------------------------------------'

One final note about this location: The coin-locker keys [koin rokka no kagi]
become available once you get to Chapter 4 and you really can't miss the one in
the Gambling Den in Okinawa - key #14 is on the raised platform between the
Chinchirorin and Oicho-Kabu games.

*In his excellent Yakuza 3 game guide, ThePatrick refers to the orphanage as
the Morninglory which is the English translation of the original Japanese name,
Asagao (the Morning Glory is a type of flower).

**In the game this map is labelled as Ryukyugai meaning "Ryukyu town".

.--[Euro/USA Version]----------------------------------------------------------.
| The orphanage is called the Sunshine Orphanage (not to be confused with the  |
| Sunflower Orphanage which is where Kiryuu was raised). The city-centre area  |
| of the Okinawa map is referred to as "Downtown Ryukyu".                      |
'------------------------------------------------------------------------------'

= Tokyo =

The other main urban area in the game is called Kamuro-Chou* - this is based on
the entertainment district Kabuki-Chou in Shinjuku, Tokyo, which is home to many
bars, restaurants and hostess clubs.

It's not quite so easy to access the underground gambling location here as you
have to complete a side-mission in order to unlock it. You'll be able to do this
once you've played through some of Chapter 5, specifically after the fifth boss-
battle (in the back alley versus the bad-ass dude in the long leather coat and
his MIB goons) and the stupid "chase battle" that follows.

         |B|            You'll need to head up to the most northerly part of the
  | |____| |            map, as depicted here. First you need to visit Point A
  |  ____  |            where you'll see six dodgy-looking types sitting on the
  | |    | |            ground; this will trigger the next part of the mission.
  | |    | |______      
  | (S)  |  __A_  |     Now go West and turn right to reach Point B at the top
  | |    | |    | |____ of the map; you should find a guy in a dark overcoat and
  | |    | |    |  ____ green beanie hat being accosted by three young thugs.
 _|  \___| |____| |__   Talk to the man (and then the kids) and then pick the
 ___   ____________  |_ *top* dialogue option. As you were probably expecting,
    | |            |    this leads to a fight with the hoodlums.

After you've dispatched them (my weapon of choice is always the bicycle!) you
should return to Point A where the youths were sitting before. This leads to
another brawl (try not to let them surround you) and then one last fight - this
time it's one-on-one against their leader. After you take him down, the bums
tell you that they can now work towards re-opening the Dragon Palace. It doesn't
take them long! As soon as you leave the area you'll receive a quick phone call
informing you that the DP is back in operation.

Once the DP is open it will appear on the in-game map. You can find the location
by going to the pause menu, choosing option 2 for the map and pressing the
triangle button for the directory. The Dragon Palace [ryuu kyuujou] is initially
number 23 on the list (although it will slip down the list as new locations are
added) and marked in pale purple on the map.

.--[Euro/USA Version]----------------------------------------------------------.
| As in Yakuza 2, the Dragon Palace venue is referred to as the Ryugujo which  |
| is an English rendering of the original Japanese name meaning Dragon Palace! |
'------------------------------------------------------------------------------'

With the Dragon Palace finally available you can enter it by going back to Point
A once again - the entrance is between the scaffold and the blue parking sign
(in exactly the same place as it was in Yakuza 2). If you approach the door and
press the circle button you'll be given a menu for the elevator (which makes it
much simpler than bumbling around the endless corridors and rooms in the Dragon
Palace in Yak 2!). The elevator menu has four options:-

        1. Komaki's dojo** [doujou] - for martial arts training
        2. Casino [kajino] - for Blackjack, Roulette and Poker
        3. Gambling Den [toba] - for Chinchirorin, Chou-Han and Koi-Koi
        4. Quit [yameru]

So head on up to the Gambling Den for some more red-hot illicit gambling action!
(and remember, when you've finished gaming, that you have to take the top option
from the revised elevator menu when you want to leave the Dragon Palace)

Inside the Gambling Den there are two guys sitting near the door, the one on the
right lets you trade points for prizes and the one on the left is the cashier
(trade money for points). Past them are two men standing opposite each other -
lefty is for Chou-Han (the other dice game) and righty is for Chinchirorin. Keep
going and you can play Koi-Koi by chatting to the guy at the back-right.

Coin locker key #20 is on the floor at the back-left, opposite the Koi-Koi guy.

*In the game this map is labelled as Kamuro-Chou meaning "Kamuro neighbourhood".

**I like to call this the "Hobo Dojo". :) You'll need to talk to the fella
outside the Stardust nightclub (where the fourth boss-battle was) to trigger the
chain of events that makes Komaki's training available at the dojo.

------< BUYING POINTS >------------------------------------------- [Section A5]

Since both Koi-Koi and Oicho-Kabu are played as gambling games in Yakuza 3, you
need to buy points before you can begin. It's necessary to differentiate between
two different types of points because the points you play for in each hand of
Koi-Koi are not the same as the ones you gamble with (there's a multiplying
factor). Henceforth I will refer to the points scored in the games simply as
points and the points bought for betting as Gambling Points (or GP).

You can buy Gambling Points from the cashier behind the counter at the Gambling
Den in Okinawa or from the guy next to the guy nearest the door in the other den
at the Dragon Palace in Tokyo. These Gambling Points can also be used in the two
dice games but they're separate from the points used in the Mahjong game and
from the ones used at the casinos.

There are three important characters which you will soon come to recognise. The
first is the symbol for the unit of currency, the Yen, which looks like the
buttons on a computer mouse; you will see this when money is involved, written
after the numbers. The second is the symbol for points (the kanji Ten) which, I
think, looks like a tank with four little legs (?!); again this is written after
the numbers. The third is the symbol for 10,000 (the kanji Man) which appears in
numbers with five or more figures, separating the thousands from the bigger
numbers. So for example 25,000 points* is given as 2M5000t (where is "M" is Man
representing 10,000 and "t" is Ten denoting "points").

        _______                   |___                 _____,
       |   |   |                __|__                   |___
       |___|___|  YEN          |     |  TEN             |   |  MAN
       |       |  (money)      |_____|  (points)        |   |  (10,000)
       |      _|               / \ \ \                 /   _|

If a number has only zeros after the Man character then these are usually not
shown so, to give another example, 100,000 Yen looks like 10MY (where "M" is Man
again and "Y" is the kanji for Yen) because it's 10 times 10,000.

The "exchange rate" is 100 Yen per one Gambling Point (the same as in Yakuza 2).
Both cashiers give you the same four options when you speak to them:-

                  1. Spend 5,000 Yen   - buy 50 Gambling Points
                  2. Spend 10,000 Yen  - buy 100 Gambling Points
                  3. Spend 100,000 Yen - buy 1,000 Gambling Points
                  4. Quit [yameru, again]

Both of the cashiers have a caption hovering over their head which says Kifuda**
Kounyuu which means "buy wooden chits". These chits (kifuda) are used just like
gambling chips would be in a casino - you can see some on the table (or mat?)
during the Chinchirorin minigame.

To see how many Gambling Points you currently have go to the inventory from the
pause menu (option 1) and press R1 to view your "valuables". After buying some
GP's you should see an item that looks like a black plank with a circular emblem
half-way along, listed near the top - this is a kifuda! When you highlight this
item you can see your Gambling Points total in the second row of text at the
bottom of the screen.

.--[Euro/USA Version]----------------------------------------------------------.
| The gambling tokens are now referred to as "wooden tags" in English.         |
'------------------------------------------------------------------------------'

You need at least 100 GP to play Oicho-Kabu and at least 200 GP to play Koi-Koi.

*Yes, I copied this bit from my Mahjong guide. :9

**The word Kifuda is spelt with two kanji characters - the first means "wood"
and the second means "tag" or "chit" (the same character also appears in the
word Hanafuda which literally means "flower cards").

------< KOI-KOI: STARTING A GAME >-------------------------------- [Section B1]

At both the Gambling Dens you can start playing Koi-Koi by walking to the back
of the room and talking to the man on the right. As long as you have at least
200 Gambling Points available (if not, see Section A5) you get two options:-

                    1. Play [yatte iku]
                    2. Don't play [yara nai]

Selecting the first option gives you three choices:-

                    1. Commence game [geemu kaishi]
                    2. Modification of settings [settei no henkou]
                    3. Rules explanation [ruuru setsumei]

The first one is straightforward and the third one gives you three pages which
summarise the basic rules (in Japanese of course). If you want to view a list
of the scoring combinations you need to access this from another menu (in-game)
by pressing the triangle button and choosing option 3.

The second option - for modifying the game settings - gives a sub-menu which has
several options which you can configure. Depending on how much you've played the
minigame it will have either four or five options.

             1. Difficulty (a)             1. Difficulty (a)
             2. Stake (b)                  2. Stake (b)
             3. Zake combos (d)            3. Double points (c)
             4. Number of rounds (e)       4. Zake combos (d)
                                           5. Number of rounds (e)

Each of these options is explained in more detail below. You can press circle to
confirm changes [kettei] or cross to cancel and return to the menu [modoru].

a. Degree of difficulty [nan'ido]

   (i) Elementary / (ii) Intermediate / (iii) Advanced / (iv) Highest level
       [shokyuu]         [chuukyuu]*          [joukyuu]       [saijoukyuu]

   When you first play the minigame only the first two difficulty settings are
   offered to you; the others become available after you've been playing Koi-Koi
   for a while. Your choice here will change the name of your opponent and
   affect the stake options available to you on the second row too.

   Your opponents at Elementary level are generally more reckless.

b. Stake [kaketen]**

   (i) 10/20/30 pts  (ii) 40/50/60 pts  (iii) 70/80/90 pts  (iv) 100/150/200 pts

   The options available here are determined by the difficulty you choose, so
   for example the Elementary diff lets you pick 10, 20 or 30 points.

   Basically the bigger the stake, the more you will win - or lose! At the end
   of each game, the winner receives a number of Gambling Points equal to the
   size of their points lead multiplied by the stake. (see end of Section B2)

   For example, say you play a game at the lowest difficulty setting with the
   highest stake allowed (30 points) and you win this with a not-unrealistic
   margin of 34 pts. You would win 1,020 Gambling Points (30 x 34) which is
   enough to buy a Gold Plate which you can then sell for 100,000 Yen. Nice!

c. Double points (for scores of 7+) - accept [saiyou] / reject [fusaiyou]

   This option is unlocked at the same point that the Advanced difficulty
   becomes available.

   When this option is turned on, any score totalling seven or more points will
   be doubled [7 ten ijou 2 bai ten] which clearly makes a big difference and
   might tempt you to adopt a more risky style of play.

   This rule option is indicated by the blue square on the right of the screen.

d. Tsukimi-Zake and Hanami-Zake - accept [saiyou] / reject [fusaiyou]

   This option lets you choose whether the game will allow the Tsukimi-Zake and
   Hanami-Zake scoring combos (see Section B3). These are arguably the two most
   powerful combinations in the game so you may prefer to play without them. The
   default setting is to allow them though and that's certainly a good idea if
   you're aiming for higher scores.

   This rule option is indicated by the green square on the right of the screen.

.--[Euro/USA Version]----------------------------------------------------------.
| All the scoring combinations have been given English names (see Section B3). |
| These two are renamed "Gazing at the Moon" and "Gazing at Cherry Blossom".   |
'------------------------------------------------------------------------------'

e. Number of rounds [kaisuu] - 3 / 6 / 9 / 12

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

Once you've made your choices you can press O to confirm and return to the menu
above where you can pick the first option to start the game.

.--[Euro/USA Version]----------------------------------------------------------.
| The default buttons for confirm and cancel are usually reversed in Japanese  |
| games. As usual in English games, you now press X to confirm.                |
'------------------------------------------------------------------------------'

*If you've been playing the Mahjong minigame you might have noticed that the
kanji from the Red Dragon tile (Chun) is used for this option. It means "centre"
- in this case indicating the "middle" or "intermediate" difficulty setting.

**The normal dictionary word for stake is Kakekin, where the Ka means "gambling"
or "betting" and the Kin means "money" or "gold". The word used here, I assume,
would be read as Kaketen, spelt with the kanji Ten instead which means "points".

------< KOI-KOI: RULES OF PLAY >---------------------------------- [Section B2]

The basic concept of Koi-Koi is to make matching suit pairs of cards and then to
collect these to form scoring combinations. Koi-Koi is the more complex of the
two Hanafuda games in Yakuza 3, but once you learn the permitted combinations
it's fairly simple to follow.

Before the first round begins you are asked to pick one of two cards, shown
face-down. Both cards are then revealed and their suit number is shown (see
Section D2). If you picked the card with the lower suit number (i.e. the earlier
month) then you have the advantage of being the dealer (or, in Japanese, the
Oya*) in the first round and therefore you get to take your turn before the
other player, but if you pick the higher number then your opponent goes first
which can often give a significant advantage.

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

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

There are two possible situations in which an Automatic Win occurs (see Section
B4) but if neither happens the game continues. Also if there are three cards
from the same suit among the Table Cards then these will be stacked together.

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

In the first phase the player must select one of their cards to play (use the
d-pad or left stick to choose and O button to confirm). If this matches one of
the Table Cards (i.e. if it's from the same suit) then it'll be outlined in
orange; the two cards form a "meld" and are moved to the right of the player's
hand. Melded cards are stacked into separate piles for Basics, Ribbons, Animals
and Specials (in that order) and the counters under the piles show the number of
cards in each. If the card you play doesn't match any of the Table Cards it
joins them on the table.

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

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

The aim of the game is to form scoring combinations with your melded cards -
there are twelve different combos and each is worth a certain number of points
(these are explained in Section B3 below).

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

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

  1. Do Koi-Koi [koi-koi suru]         - (to continue the game)
  2. Don't do Koi-Koi [koi-koi shinai] - (to end the hand and take the points)

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

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

1) Your opponent scored 10 pts. You scored 25 pts and bet 30 Gambling Points.

   You won by 15 pts and you win 15 x 30 = 450 Gambling Points (ker-ching!)

2) Your opponent scored 22 pts. You scored only 3 pts and bet 60 GP. (doh)

   You lost by 19 pts and you lose 19 x 60 = 1140 Gambling Points (ouch!)

The table at the end of the game gives fives pieces of numerical information.
The first is the number of rounds played, then your score, then your opponent's
score and then the stake you selected. The bottom line calculates the winnings
by multiplying the score difference by the stake; this is given in pale red text
if you won the game.

If you happen to lose more Gambling Points than you had at the start of the game
then your total drops to zero, it doesn't go into negative figures or anything.

After each game (as long as you still have at least 200 GP) you're given the
option to play again:-

                  1. Play another match [mou ichido shoubu suru]
                  2. End minigame [shuurou suru]

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

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

------< KOI-KOI: SCORING COMBINATIONS >--------------------------- [Section B3]

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

There are twelve different scoring combinations in the game of Koi-Koi which
I've listed here with their Japanese name, a description and notes.

.--[Euro/USA Version]----------------------------------------------------------.
| All of the scoring combinations in Koi-Koi have been given equivalent names  |
| in English so I've added these below in square brackets.                     |
'------------------------------------------------------------------------------'

o Gokou (10 points)  ["Five Bright"]

  This is awarded for melding all five Special cards.

  Go is the Japanese word for "five". The kanji Kou means "light" or "lights",
  so Gokou is "five lights".

o Shikou (8 points)  ["Four Bright"]

  This is awarded for four melded Special cards, but you cannot include the
  Rainman (the Special card from the November/Willow suit).

  If you have four Specials including the Rainman you can claim the Ame-Shikou
  combo (below) instead.

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

  Shi is the Japanese word for "four". (or one of them at least!)

o Ame-Shikou (7 points)  ["Rainy Four Bright"]

  This is a variation on the above combo - four Specials including the Rainman,
  but worth seven points instead of eight.

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

  Ame means "rain".

o Sankou (6 points)  ["Three Bright"]

  Awarded for melding three Special cards, but again you cannot include the
  Rainman card.

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

  In the Koi-Koi minigame in Kenzan, the Sankou combo was only worth five points
  but I guess they decided it deserved an upgrade this time around?

  San means "three".

o Tsukimi-Zake (5 points)  ["Gazing at the Moon"]

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

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

o Hanami-Zake (5 points)  ["Gazing at Cherry Blossom"]

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

  The two "Zake" combos can be turned off in the options. (see Section B1)

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

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

  Awarded for the combination of melded Boar, Deer and Butterflies; sometimes
  also abbreviated to "BDB".

  Ino(shishi) means "boar", Shika means "deer" and you can probably guess what
  the kanji Chou means!

o Akatan (5 points)  ["Red Poems"]

  Awarded for melding all three Red Poetry Ribbon cards.

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

o Aotan (5 points)  ["Blue Poems"]

  Awarded for melding all three Purple Ribbon cards.

  Ao means "blue". (sic)

o Tane (1 point*)  ["Seeds"]

  Awarded for five melded Animal cards.

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

o Tan (1 point**)  ["Poems"]

  Awarded for five melded Ribbon cards (any type).

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

o Kasu (1 point***)  ["Dregs"]

  Awarded for ten melded Basic cards.

  Kasu means "dregs".

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

At any point during the game you can press the triangle button and pick the
second option to view, over seven pages, examples of the scoring combos. These
help pages also show the combo names written in Japanese which should help you
understand the score-sheets during a game.

The scoring combinations are listed on the help pages in the following order.
I've named the cards used in the examples there to help you learn them.

page 1, row 1 - Kasu (e.g. Plum, Clover, Wisteria, Pine, Iris, Paulownia,
                      Chrysanthemum, Maple, Peony and Silver Grass)

page 1, row 2 - Tan (e.g. Clover, Wisteria, Peony, Chrysanthemum & Willow)

page 2, row 1 - Tane (e.g. Bridge, Cuckoo, Bush Warbler, Butterflies & Sake Cup)

page 2, row 2 - Aotan (i.e. Purple Ribbons of Chrysanthemum, Peony & Maple)

page 3, row 1 - Akatan (i.e. Red Poetry Ribbons of Pine, Sakura & Plum)

page 3, row 2 - Inoshikachou (i.e. Boar, Deer & Butterflies)

page 4, row 1 - Tsukimi-Zake (i.e. Full Moon & Sake Cup)

page 4, row 2 - Hanami-Zake (i.e. Sakura Banner & Sake Cup)

page 5, row 1 - Sankou (e.g. Crane, Sakura Banner, Full Moon)

page 5, row 2 - Ame-Shikou (e.g. Crane, Sakura Banner, Full Moon, Rainman)

page 6, row 1 - Shikou (i.e. Crane, Sakura banner, Full Moon, Phoenix)

page 6, row 2 - Gokou (i.e. Crane, Sakura Banner, Full Moon, Rainman & Phoenix)

page 7, row 1 - Teshi (automatic win, see below)

page 7, row 2 - Kuttsuki (automatic win, see below)

------< KOI-KOI: AUTOMATIC WINS >--------------------------------- [Section B4]

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

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

  This occurs when one player holds all four cards of one suit in their hand.

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

o Kuttsuki (6 points)  ["Four Pairs"]

  This occurs when one player is dealt four suit pairs.

  The name is composed of two kanji, Ku and Tsuki, but a different Tsuki to the
  one that means "moon" in Tsukimi-Zake. I'm not sure what Kuttsuki is meant to
  mean - it translates as "food-attach" or something about biting?!

These are listed on the seventh page of the in-game help section.

In both cases the round ends, the player receives six points, the cards are
dealt again and the next round begins.

------< KOI-KOI: DISPLAY >---------------------------------------- [Section B5]

The diagram below shows the general layout of the table during a game.

           your opponent's card (face down)              opponent's melds
    ___   ___   ___   ___   ___   ___   ___   ___       __   __   __   __
   |   | |   | |   | |   | |   | |   | |   | |   |     |  | |  | |  | |  |
   |   | |   | |   | |   | |   | |   | |   | |   |     |__| |__| |__| |__|
   |___| |___| |___| |___| |___| |___| |___| |___|      []   []   []   []
                  ___   ___   ___   ___                   
                 |   | |   | |   | |   |                   O p p o n e n t
     ___         |   | |   | |   | |   |               ___        5t
    |   |        |___| |___| |___| |___|  table       |   |  ---------------
    |   |         ___   ___   ___   ___               |   |   =H  [\/] [  ]
    |___|        |   | |   | |   | |   |  cards       |___| _---------------
                 |   | |   | |   | |   |                   [_] K i r y u u
  draw pile      |___| |___| |___| |___|                         12t
    ___   ___   ___   ___   ___   ___   ___   ___       __   __   __   __
   |   | |   | |   | |   | |   | |   | |   | |   |     |  | |  | |  | |  | 
   |   | |   | |   | |   | |   | |   | |   | |   |     |__| |__| |__| |__|
   |___| |___| |___| |___| |___| |___| |___| |___|      []   []   []   []
                                                        
                  your cards (face up)                      your melds

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

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

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

Any points won from previous rounds are shown on the right of the screen. The
dealer in the current round will also have a pink square next to their name,
much like the dealer marker used in the Oicho-Kabu minigame.

The kanji number and Basic card between the scores tell you which round it is,
e.g. in the fourth round the card would be from the fourth suit, i.e. an April/
Wisteria card. This card isn't removed from the deck, it's only an indicator, so
all four cards from that suit remain in play.

To the right of this are two square markers which indicate which rule options
are in force. The green one shows that the two Zake combos are allowed (I guess
the icon on the button is supposed to be a sake cup?) and the blue one shows
that scores of seven or more will be doubled (it's marked with a kanji seven).

------< KOI-KOI: STRATEGY >--------------------------------------- [Section B6]

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

I would rank the cards in order of importance like this, starting with the most
powerful card.

1) Sake Cup

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

2) Full Moon and Sakura Banner

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

3) Chinese Phoenix and Crane

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

4) Rainman

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

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

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

6) the other Animal and Ribbon cards

   Five of either gives you a one-point combo.

7) the Basic cards

   Ten of these give a one-point combo.

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

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

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

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

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

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

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

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

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

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

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

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

------< OICHO-KABU: STARTING A GAME >----------------------------- [Section C1]

This is quite simple compared to Koi-Koi as there are no settings to configure.

You can only play Oicho-Kabu at the Gambling Den on Okinawa (is it not popular
in the big city or what?!). Walk to the back of the room and talk to the man
sitting on the left. As long as you have at least 100 Gambling Points available
(if not, see Section A5) you get two options, in this order:-

                          1. Play [yatte iku]
                          2. Don't play [yara nai]

If you pick the first choice you get another menu where you can select the level
at which you'll play (this governs the size of the stakes permitted). When you
first play only one level is available but as you keep playing another will be
added and then another, so the menu will have either two, three or four options,
depending on how much you've played.*

      1. Elementary     1. Elementary       1. Elementary [shokyuu]
      2. Quit           2. Intermediate     2. Intermediate [chuukyuu]
                        3. Quit             3. Advanced [joukyuu]
                                            4. Quit [yameru]

At Elementary level you can bet between 1 and 200 Gambling Points on each hand,
at Intermediate the maximum is 500 and at Advanced the limit is 1,000.

Finally there's one last simple menu:-

                     1. Begin game [geemu o hajimeru]
                     2. Explanation of rules [ruuru setsumei]

The second option gives four pages of rules for the game. The second page gives
the special names used for the numbers in Oicho-Kabu (see Section D2), the third
page explains the three permitted combinations and the last page shows the
priorities for these (see next section).

Pick the first option and away you go!

*If you get a text box pop-up immediately after quitting out of the minigame
this is telling you that a new level has become available.

------< OICHO-KABU: RULES OF PLAY >------------------------------- [Section C2]

Oicho-Kabu, also sometimes known simply as Kabu, is often played with a deck of
Kabufuda cards which consists of forty playing cards marked with the numbers 1
to 10. Here though it is played with Hanafuda, counting each suit's month number
as its value (e.g. January/Pine is 1, February/Plum is 2, etc) and removing the
last two suits/months from the deck.*

The game is played a little like Blackjack and a lot like Baccarat.** Your aim
is to make a score as close to 9 as possible using either two or three cards. If
the combined value of your cards exceeds 10 then you ignore the first digit, so
for example if you're dealt 1 and 3 this gives 4 but if you draw a third card
and it's an 8 this will make your total 2 (1 + 3 + 8 = 12, ignore the tens) or
if you have a 4 and a 6 this gives a score of zero.

As with Chinchirorin (one of the dice games), the four players take turns to be
the dealer and in each hand the three "non-dealers" compete against the dealer.
Each of the players is represented by a colour which stays the same from one
hand to the next - you are always red. The colours go in the sequence green,
yellow, red, blue. This is the order in which players become dealer and it also
governs the order in which players take their turn, so if green is dealer then
yellow picks first, then red (you) and finally blue, and in the next hand yellow
would be the dealer.

The easiest way to explain how the game works is to talk through the various
stages of a hand as it's played...

Firstly the dealer deals four cards onto the table, face-up, and then one for
themselves at the top-left of the screen, also face-up. The value of each card
is indicated by the number on its top-left corner. The game uses Japanese kanji
characters for the values here - see Section D2 for a guide.

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

When you are a non-dealer in the hand you have to choose a card when it's your
turn. A pop-up on the screen will then show two numbers: the top one is your
points total [mochiten] and the bottom is where you set your stake [kaketen],
which can go up to 200, 500 or 1,000 GP depending on the level of the game.

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

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

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

                    1. Don't take a third card [ira nai]
                    2. Take one more card [mou ichi mai]

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

If you have Shippin (see below) then you automatically don't get a third card.

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

                     1. Go to result [shoubu suru]
                     2. Take a third card [mou ichi mai]                      

Then, finally, it's the showdown! The non-dealers' second cards are displayed
and their totals are reckoned. If a player's total is higher (closer to 9) than
the dealer then they win back their stake plus the same amount from the dealer.
If the dealer has a higher total, or if they have the same number, then they win
the player's stake. Kiryuu always announces his score aloud*** using the special
Oicho-Kabu words (see Section D2) and this appears in text on the screen too.

The only complication to this is that the game recognises three combinations:-

o Shippin - if a non-dealer's first card is a 1 (Pine) and their second card is
            a 4 (wisteria), or their first card is a 4 and the second is a 1,
            they get Shippin.

            This beats any numeric total (even 9) and they win double points!

            You should keep this in mind when picking your card - if you bet on
            a 1 or a 4 then you have roughly a 1 in 10 chance of getting this.
            You'll notice that the other players often go for 4 cards and bet
            more than usual on them.

o Kuppin - this is similar to Shippin but applies to dealers when they get a 1
           and a 9 (chrysanthemum) or a 9 and a 1 on their first two cards.

           This also beats any numeric total and gives double points from all
           three non-dealers.
 
o Arashi - this combo is formed by a triplet of three cards from the same suit,
           i.e. three cards of the same value.

           This one gives you triple points, although it's pretty rare.

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

But what happens if someone gets a Shippin and the dealer makes Kuppin in the
same hand? (I've seen it happen) Well, the chart on page four of the in-game
help pages comes into play. This shows the priorities of the combos:-

      Dealer Arashi > Non-dealer Arashi > Kuppin > Shippin > score 9 to 0

So Kuppin is "greater than" Shippin and the dealer wins (double points).

.--[Euro/USA Version]----------------------------------------------------------.
| The names of these three combos have been translated directly into English   |
| as "Four-One" (Shippin), "Nine-One" (Kuppin) and "Storm" (Arashi).           |
'------------------------------------------------------------------------------'

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

                     1. Play another match [mou ichido shoubu]
                     2. Quit [yameru]

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

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

**You can play Baccarat at the casino inside the Dragon Palace (or Ryugujo) in
Yakuza 2. In Yakuza 3 the casino there still has the same Baccarat table but
it's unstaffed so you can't play. Perhaps the croupier and dealers have gone off
with the bunny-girls who are also sadly absent this time around! :6

***You'll notice that Kiryuu also says "yo-sch" (actually Yoshi) whenever he
wins. This is a term used to express excitement or enthusiasm.

------< OICHO-KABU: DISPLAY >------------------------------------- [Section C3]

So it's time for some more ASCII art. :) The game looks like this during play:-

    dealer's cards    
   ________________________
  |   ___   ___         _  |
  |  []  | []  |       |_| | dealer's      .----------------.
  |  |   | |   |       A#T | colour        | %&      15251 | your total points
  |  |___| |___|        8  | and total     '----------------'
  |________________________|                ________________
                ___    ___    ___    ___   |_|____________|_| your colour, name
  non-dealers' [] []  []  |  [] []  [] []  |________________| and points info
         cards |   |  |   |  |   |  |   |
      ___      |___|  |___|  |___|  |___|   ________________
     |   |     []  |  []  |  []  |  []  |  |_|____________|_|
     |   |     |   |  |   |  |   |  |   |  |________________|
     |___|     |___|  |___|  |___|  |___|   ________________  colours, names and
               []  |  []  |         []  |  |_|____________|_| 
   draw pile   |   |  |   |         |   |  |________________| points for your
               |___|  |___|         |___|   ________________
                                           |_|____________|_| three opponents
               .---.  .---.  .---.  .---.  |________________|
 column totals | 9 |  | 7 |  | 3 |  | 2 |
               '---'  '---'  '---'  '---'

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

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

Beneath that, on the right, are details of the four players, with you at the top
separated by a larger gap. In each of these boxes the bottom row shows either
the points stake they've bet on their cards or, at the end of a hand, the
Gambling Points they've won or lost. Above this is their name, a box on the
right showing their colour (red, blue, green or yellow) and a box on the left
indicating their status in the current hand - pink is the dealer [oya], blue is
a non-dealer [ko], dark green is a loss [fu] and magenta is a win [shou].*

On the left is the draw pile and in the middle of the table are the non-dealers'
cards. The square at the top-left of a card shows its value and the coloured
square at the top-right of a column shows which player has claimed it. The total
of known values on each column is given in the boxes below it.

*The same coloured indicators are used in the Chinchirorin (Cee-Lo) minigame.

------< CONTROLS >------------------------------------------------ [Section D1]

The following basic controls are common to both the Hanafuda minigames:-

d-pad / left stick - select cards (and set stake in Oicho-Kabu)

     select button - quit game (left option to quit then left option to confirm)

      start button - pause game and view controls

   triangle button - view rules/settings

     circle button - confirm selection

      cross button - cancel

.--[Euro/USA Version]----------------------------------------------------------.
| As I mentioned previously, the circle and cross controls are now reversed.   |
'------------------------------------------------------------------------------'

If you quit during a game of Koi-Koi where you are currently losing then you
will be penalised accordingly! You are docked the same number of Gambling Points
that you would lose if the game had ended normally, i.e. your opponent's points
lead multiplied by the stake value. (see Section B2)

In Koi-Koi pressing the triangle button during play gives the following menu:-

     1. Confirmation of settings [settei no kakunin]

        This shows your settings (see Section B1) but you can't edit them.

     2. Rules explanation [ruuru setsumei]

        This gives three pages of basic rules info.

     3. Display summary of scoring combinations [yaku ichiran hyouji]

        This lists the permitted combos (see Section B3) over seven pages.

     4. Close menu [tojiru]

        This returns to the game.

In Oicho-Kabu pressing triangle just shows the rules.

------< JAPANESE NUMBERS >---------------------------------------- [Section D2]

Although it's not essential, you might find it useful (or even interesting!) to
learn the Japanese numbers used in the game. These are used in Koi-Koi - for the
cards used to determine who goes first and by the card that indicates the round
numbers during a game - and in Oicho-Kabu - to show the value of each card.

The same kanji (characters) are also used to denote the chapter number through
the game; this appears as the first character on the screen you get when you
press the Select button (outside of a minigame) and also in the save file info
(on the row above the one that shows your total playing time).

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

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

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

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

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

*It feels quite appropriate that I'm writing this in mid-December!

------< CASHING-OUT >--------------------------------------------- [Section D3]

So, you've made crazy amounts of points from playing Hanafuda games. What now?

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

At both Gambling Dens you can speak to the man nearest the door to trade your
points for prizes. Each has a caption over his head which says something like
"exchange (points) for your accumulated prizes" [rui shina koukan].

In both cases you're taken to the standard shop interface where you can select
the top option to cancel, click on an item to buy or press left/right to change
the quantity, and use the bottom option to confirm/checkout.

The items are listed here in the same order they appear in the game. Note that
there are only twelve prizes available at the Okinawa venue, the thirteenth
item is only available from the Dragon Palace in Tokyo (although if you go for
the secret Eco Master / Master Environmentalist trophy then you'll pick up more
of these than you'll ever need off the beach outside the orphanage).

                               | Points |
Prize                          |  Cost  | Resale Value | Notes
-------------------------------+--------+--------------+------------------------
Platinum Plate                 |  1500  |  150,000 Yen | Sell for cash
[purachina no sara]            |        |              |
-------------------------------+--------+--------------+------------------------
Gold Plate                     |  1000  |  100,000 Yen | Sell for cash
[kin no sara]                  |        |              |
-------------------------------+--------+--------------+------------------------
Silver Plate                   |   100  |   10,000 Yen | Sell for cash
[gin no sara]                  |        |              |
-------------------------------+--------+--------------+------------------------
Copper Plate                   |    10  |    1,000 Yen | Sell for cash
[dou no sara]                  |        |              |
-------------------------------+--------+--------------+------------------------
Iron Plate                     |     1  |      100 Yen | Sell for cash
[tetsu no sara]                |        |              | (not much!)
-------------------------------+--------+--------------+------------------------
Tauriner Maximum               |    36  |    1,800 Yen | Completely re-fills
[taurinaa makishimamu]         |        |              | your Heat gauge
-------------------------------+--------+--------------+------------------------
Gambler's Sarashi*             |   125  |    6,250 Yen | Gives 10 points of
[bakuto no sarashi]            |        |              | armour when equipped
-------------------------------+--------+--------------+------------------------
Hariti** Amulet                |    12  |      625 Yen | Reduces enemy attack-
[kishimojin no onamori]        |        |              | rate when equipped
-------------------------------+--------+--------------+------------------------
Blue Dragon Brooch             |  1000  |   10,000 Yen | Ingredient for weapon:
[seiryuu*** no burouchi]       |        |              | Blue Dragon Bat
-------------------------------+--------+--------------+------------------------
Piece of Wood from God Tree    |   200  |   10,000 Yen | Ingredient for weapon:
[shinju no kigire]             |        |              | Blue Dragon Bat
-------------------------------+--------+--------------+------------------------
Gold-Plated Variable Capacitor |    20  |    1,000 Yen | Ingredient for weapon:
[kinmekki no barikon]          |        |              | Slashing Blade Staff
-------------------------------+--------+--------------+------------------------
High-Grade Charcoal            |    37  |    1,850 Yen | Ingredient for several
[koukyuu sumi]                 |        |              | custom weapons
-------------------------------+--------+--------------+------------------------
Demon-Face Stone  (Tokyo only) |   100  |    5,000 Yen | Ingredient for weapon:
[kimen seki]                   |        |              | Oni Drumsticks

As you can see, the first five items in the list have values calculated with the
same rate you use to buy points (100 Yen to 1 point) so these are the ones you
should use if you want to sell them for money. Most of the other items give half
the expected resale value (50 Yen to 1 point) so you should only buy them if you
need them for the function listed - or if you just want to have one!

.--[Euro/USA Version]----------------------------------------------------------.
| The list of available prizes is pretty much identical in the English edition |
| although the Copper Plate seems to have become a Bronze Plate instead.       |
'------------------------------------------------------------------------------'

*A sarashi is a long cloth binding which samurai would wear wrapped tightly
around their torso as an early form of body armour. They are sometimes worn by
a Yakuza in order to look tough.

**Hariti is the Buddhist goddess of children and childbirth.

***Seiryuu is the Japanese name for Meng Zhang, the Azure Dragon of the East,
one of the Four Gods (or Shijin in Japanese) of Chinese astrology where each of
the four presides over seven mansions (i.e. constellations). The Shijin appear
frequently in video-games and manga.

------< COMPLETION >---------------------------------------------- [Section D4]

The criteria for "completing" the Hanafuda games are quite simple* - you just
have to win a total of 10,000 pts (separately) in both Koi-Koi and Oicho-Kabu.
Losses are not counted here so, for example, if you play three games of Koi-Koi
and win 200 pts, lose 300 pts, then win 200 pts this will add 400 pts to your
running total for Koi-Koi completion. Also in the Koi-Koi minigame it is
specifically Gambling Points which are counted, so if you win the game by 25 pts
with a 20 GP stake then this will give you 500 points on your total.

You can view your progress by going to the pause menu and selecting option 7 for
Complete [kompuriito], option 8 (the bottom one) for Minigames [minigeemu] and
then option 8 for Koi-Koi or option 9 for Oicho-Kabu. If you have beaten the
10,000-point target then it will be shown in red text.

.--[Euro/USA Version]----------------------------------------------------------.
| With the removal of the massage parlour minigame (among others), these two   |
| entries have both moved up one place on the completion list.                 |
'------------------------------------------------------------------------------'

*This is quite different to the Koi-Koi minigame in the previous PS3 Yakuza game
(Kenzan) which you completed by beating target scores for all four game lengths
(20 pts in a three-round game, 25 pts over six rounds, 35 pts over nine rounds
and 40 pts over twelve rounds).

------< TROPHIES >------------------------------------------------ [Section D5]

There is one Trophy available from the Hanafuda minigames - it's number 33 in
the list, a bronze trophy called Exceptional Gambler [kitai no bakuto].

The Trophy is awarded for winning a total of 10,000 points across the four
traditional Japanese gambling games, i.e. Koi-Koi and Oicho-Kabu plus the two
dice games: Chinchirorin and Chou-Han. As with the completion targets (see
above), losses are not counted here - only points from won games/hands.

For example, I got the Trophy after winning a game of high-stakes Koi-Koi which
left my totals as 7,160 pts for Koi-Koi, 1,169 pts for Oicho-Kabu and 3,065 pts
for Chinchirorin which put me well over the 10,000-point requirement. (I hadn't
won any points on Chou-Han as I was still in Okinawa at the time and that game
can only be played at the Dragon Palace in Tokyo.)

.--[Euro/USA Version]----------------------------------------------------------.
| The Trophy has been renamed Tag Hoarder and is now number 30 on the list but |
| its requirements are unchanged. Also remember that Chinchirorin is "Cee-Lo". |
'------------------------------------------------------------------------------'

There is one other Trophy to which Hanafuda play contributes - it's number 41 in
the list, a gold trophy called Minigame Master [minigeemu masutaa]. You get this
for completing all the minigames. For notes on Hanafuda completion see Section
D4 above. If you complete all twenty minigames then that gold is well deserved!

.--[Euro/USA Version]----------------------------------------------------------.
| This is still called the Minigame Master but it's number 36 on the list and  |
| of course now there are only sixteen minigames to beat - although it's still |
| far from trivial to complete them all!                                       |
'------------------------------------------------------------------------------'

------< HARUKA'S TRUST >------------------------------------------ [Section D6]

At certain points during the game you can take Haruka (the young girl) around
with you. Sometimes (actually quite often, the spoilt brat!) she'll stride over
to the entrance of a shop, food outlet or minigame venue and demand that you buy
or do something for her. Each time you meet one of her demands it will partially
fill a meter and so you win her trust [haruka no shinraido], which advances
through a series of ranks.

(This is fully documented in ThePatrick's guide so please check there for more
information about the ranks, requirements and rewards.)

There are four stages at which playing one of the Hanafuda games will contribute
to Haruka's trust meter, all of them at the Gambling Den in Okinawa.

          Trust Rank |  Minigame  | Requirement
         ------------+------------+-----------------------------------
               E     |   Koi-Koi  | Make 800 Gambling Points profit
         ------------+------------+-----------------------------------
               C     |   Koi-Koi  | Make 1,000 Gambling Points profit 
         ------------+------------+-----------------------------------
               B     | Oicho-Kabu | Make 800 Gambling Points profit
         ------------+------------+-----------------------------------
              SS     | Oicho-Kabu | Make 1,000 Gambling Points profit

In Oicho-Kabu you're not given the option of which level to play, you always
play at the lowest level and therefore with the stake capped at 200 GP.

Unlike the completion and trophy tracking above, your losses *are* included in
this so you can think of it in terms of needing to add 800 or 1,000 GP to your
overall points total. You can achieve this over several games for Koi-Koi or
several hands of Oicho-Kabu (in fact it will have to be several hands for Oicho-
Kabu given the imposed cap on the size of the stakes). You'll need to keep track
of your progress to see when you've won enough points - you don't receive any
sort of confirmation from Haruka until you quit out of the minigame and, if you
failed, the next time you play the game (after leaving and re-entering the room)
you have to start from scratch.

The ranks listed here and in ThePatrick's guide are the ranks at which each item
first becomes available. Even if you don't achieve it at this rank it will carry
over so you can complete it later to contribute to one of the higher ranks. If
there are multiple requirements available at the same location - whether a shop,
restaurant, or game spot - you have to complete them in the order in which they
were unlocked. This means that you'll need to beat the Rank F 1,000-point target
at Chinchirorin* (the dice game) before you can do the first Koi-Koi one and to
make the Rank D 1,500-point Chinchirorin target before you can go on to attempt
the other three Hanafuda game requirements listed above.

Whenever you choose to play a gambling game for Haruka's trust the usual option
on the dialogue box is replaced by Chousen Suru which means "make challenge".

*I got really lucky with the 1,000-point Chinchirorin requirement - on my first
turn as the dealer I made Pinzoro (i.e. 1 on all three dice) and scored some-
thing like nine and half thousand points. Whoop! :D The game is all a matter of
luck, so buy some points, and keep playing with the maximum stake; in the long-
term you should break-even so you need some short-term luck. As with any in-game
gambling activity, the obvious cheat is to save your game before you start, play
the gambling game for a bit and reload your save if it doesn't work out. ;)

------< TRIVIA >-------------------------------------------------- [Section D7]

If you visit either of the darts minigame locations in Yakuza 3* you can talk to
the person you use to start the game and pick the third menu option to buy a
card to track your darts progress; this is called a Darts Live (?) Members Card
[daatsu raibu menbaazu kaado]. There are several designs available and two are
based on Special cards from the Hanafuda deck - the Full Moon and the Crane; in
both cases the moon or sun has been changed to look like a dartboard.

Although gambling games with playing-cards have been popular in Japan for
several centuries, the Hanafuda deck only dates back to the 19th century - so
(like Mahjong) its appearance in samurai-era Kenzan was an anachronism.

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

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

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

The lowest scoring hand in Oicho-Kabu is 8-9-3 (which gives a total of zero).
This is called "ya ku sa" and is the origin of the word Yakuza.

In a brief flashback in episode 8 of the mahjong anime series Shoubushi Densetsu
Tetsuya (a.k.a. "Legendary Gambler Tetsuya") the eponymous hero meets Innami for
the first time over an underground game of Oicho-Kabu. The scene is visually
quite striking, with all the colours muted except for those on the Hanafuda.

Oicho-Kabu is the name of a rock band from South Carolina.

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

If you want to read more about Hanafuda you might like to know that there's a
book available in English. It's called 'Hanafuda: The Flower Card Game' and it
gives the rules of five different games including Koi-Koi and Oicho-Kabu. At the
time of writing (Winter 2009) the paperback edition is available new from Amazon
(specifically their American site) - you can search by the title as there's no
author given on the book's cover.

You can play Koi-Koi in English in the Nintendo DS compendium Clubhouse Games,
also known as 42 All-Time Classics in the UK. (Or in the translated version of
Yakuza 3 of course!)

If, like me, you're entranced by the art of the Hanafuda deck and fancy getting
a set for yourself then I can heartily recommend David's online shop which also
sells Mahjong sets, Shogi sets and loads of other Japanese goodies.

---> http://japanese-games-shop.com/hanafuda.html

*You can play darts at the Aquasky bar in Okinawa (immediately north of the west
bridge) or at Bantam, the Irish pub (due east of the Millennium Tower in Tokyo).

------< CONTACT >------------------------------------------------- [Section D8]

I welcome feedback, corrections, contributions and questions about the Hanafuda
and Mahjong minigames in the "Ryuu ga Gotoku" (Yakuza) series of video-games.

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"
or "Hanafuda" in the subject line and tell me which game you're playing.

------< THANKS >-------------------------------------------------- [Section D9]

I would like to thank the following:-

o ThePatrick for his invaluable and essential Yakuza 3 guide

o Tom Sloper for the heads-up on the book

o Berlitz, Tuttle and tangorin.com for great language resources

o Asiaestore (eBay trader) for their excellent worldwide games sales service

I will be happy to give credit and thanks to anyone who makes a contribution.

--
Yakuza 3 Hanafuda Guide
Copyright 2009-2010 James R. Barton
Initial version 1.00 completed 17 December 2009
Current version 1.02 completed 15 March 2010

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