Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- List of Yakus:
- - OP Sake Dish Yakus: Sake Dish + Flower Light/Moon Light; worth 3 points, but requiring only two cards makes them VERY useful; NOTE: Rain Light disables both of these
- - Light Yakus: 3 non-Rain Light = 5 pts; 4 Light = 7 pts (with Rain Light) / 8 pts (without Rain Light); all 5 Light = 10 pts
- - Special animal/ribbon Yakus: 3 specific red ribbons / 3 specific blue ribbons / 3 specific animals; each worth something like 5 points, plus 1 for every additional card of the same type
- - Vanilla yakus: 5 animals / 5 ribbons / 10 dregs; worth 1 point, plus 1 for every additional card of the same type
- Tips:
- - Right-clicking on a card can remind you as to what yakus it can form, so that you don't have to check the Yaku List every time
- - Sake Dish should be top priority if you can acquire it; Its 2-card yakus are very cheap and you don't want your opponent to abuse it either.
- - Avoid collecting the Rain Light card as much as you can; It disables the Sake Dish yakus and doesn't offer much bonuses for the Light yakus; Try to leave it on the table if you can to bait opponents into taking it
- - Flower Light and Moon Light are great because they can be paired with the Sake Dish and/or be utilized for 3 Light.
- - 3 Light is awesome, worth 5 pts, but you can only afford to miss one non-Rain Light in order to secure it, so it may be more practical to pursue other types of cards.
- - Collecting ribbons is good, because 5 ribbons is easy to rack up while you pursue both Red Poem and Blue Poem.
- - The special animal is worth pursuing, especially since two of the animals can pair with Blue Poem cards. They can still lead to 5 Animals if you fail.
- - If you can't focus on any of the big yakus, 10 Dregs and 5 Ribbons are the best vanilla yakus to pursue. You can easily get MORE than 10 Dregs if you concentrate on it, so they're more effective than you'd think.
- - Stay on the lookout for whenever your opponent is close to completing a special yaku and try to prevent them from doing so. This is probably the main reason why Dreg spamming isn't as feasibly effective as it could be.
- - If the opponent scores a vanilla yaku but no special yakus, they will likely Koi-Koi unless it's near the end or if you're close to completing special yakus.
- - Do not Koi-Koi unless your only yaku are vanilla yakus and your opponent isn't likely to attack you before your next chance. Or if you want to abuse Rider's awesome NPs.
- - Be aware of your opponent's Noble Phantasms and do not hesitate to alter your strategy based on your opponent's NP effects and current MP.
- - Likewise, try to make good use of your own NPs. Don't waste them, however, if you realize that your opponent is going to beat you anyway. Sometimes it's better to take the blow and save your MP for when it can really help you.
- Against Specific Enemies:
- - Shinji: Note that having less HP does not provide any disadvantages during the rounds themselves. Still, though, he's nothing special.
- - Shirou: When Invisible Air is active, stay on the lookout for when Saber takes a card belonging to the special yakus. The display will assume that all yakus are feasible for you to complete, so you need to be observant to realize when that is not the case. If Saber has enough MP for Excalibur, try to end the round asap (even for 1 pt damage) and bait Saber into spending her MP on Invisible Air, because a well-timed Excalibur can be fatal.
- - Rin: UBW is annoying but there isn't much you can do about it. Same with Rho Aias really. Just play normally and try to overpower them. Watch out for enemy vanilla yakus, because UBW can complete them earlier than usual.
- - Sakura: Breaker Gorgon and Bellerophon are both amazing. Try to finish her off quickly, before she can abuse them. If she's close to activating them, try to focus on breaking enemy yakus instead of building your own, since it's safer to cut down your losses while letting Rider win the round with her awesome NPs.
- - Souchirou: Assassin likes to negate animal yakus so try focusing on other types. Rule Breaker is the most ridiculous NP in the game, so try to finish them off asap, before Caster builds up sufficient MP.
- - Illya: Treat her like a 23 HP boss. There is nothing more to her besides that. You may feel compelled to generate high scores per round, but that doesn't matter because all God Hand does is prolong the battle. If anything, don't worry about taking your time because Illya has no MP to accumulate.
- - Kotomine: Gilgamesh can acquire Light cards on turn 1, so try to steal potential cards that can pair with Light cards. Gae Bolg shouldn't be much of an issue unless you lose something like Sake Dish, in which case there isn't much you can do about it.
- - Zouken: Nothing special. Don't try to rely on NPs, because Assassin can take out your MP anyway. Not much you can do about the direct damage though, especially if you're using Illya :(
- - Bazett: Do NOT finish her off with a NP i.e. don't use Excalibur, Bellerophon, etc. Be wary of Bazett racking up Dregs at high MP since Avenger's NP can exploit them. It may be wise to just end the round with lame vanilla yakus to prevent Bazett from abusing Dregs. Verg Avesta can't kill you, so just deal with it when it happens.
- - Caren: If your Servant is male, his NPs will be disabled, ouch >_>. Not much you can do about Gil looking at the deck. Lancer's Gae Bolg here is like Bellerophon (but varying damage) so watch out for that.
- - Maids: Racking up non-Lights may be a good idea, because their "NP" forces you to Koi-Koi, which can be easily recovered from by adding just one card to vanilla yakus.
- - Buruma: Anticipating and preparing against their NP helps a lot. Try to figure out which cards might be raised (i.e. the cards they need to complete a yaku which are NOT in your hand) and try to get rid of the cards on the table that can pair with them, possibly rendering their NP useless.
Advertisement
Add Comment
Please, Sign In to add comment