Minigames#
The minigames of Persona 5 Royal are officially designed daily pastimes: each takes one action slot and a little money, and pays back in money, items, or team upgrades. This page lists only officially confirmed entries, giving each one’s location, gameplay, slot traits, and attached trophies. The official side has never published odds or payout numbers for any minigame, so this page uses mechanic descriptions in place of digits. One ground rule first: no minigame advances the story or affects any ending check — always schedule them after the hard dates.
How Minigames Map to Trophies#
The most direct planning value of minigames is trophies. There are 53 platform trophies in total — 1 Platinum, 1 Gold, 7 Silver, 44 Bronze — and the Platinum (The Phenomenal Phantom Thief) requires every other trophy; a separate 52 in-game achievements are displayed in the Royal-exclusive Thieves Den, not counted as platform trophies and not affecting the Platinum. The Xbox version has no Platinum trophy; corresponding entries are recorded as achievements in-system with identical unlock conditions. The nine minigame categories together map to 12 platform trophies — that is this page’s collection criterion:
| Minigame | Location | Attached trophy | Main reward |
|---|---|---|---|
| Batting practice (baseball) | Shibuya | “Batter Up!” | Cash prizes |
| Crane game | Akihabara arcade | “Going Against the Crane” | Physical prizes |
| Pachinko | Akihabara | “Easy Money” | Cash-type exchange rewards |
| Darts | Kichijoji, “Penguin Sniper” | “Dartslinger” | Baton Pass effect level up |
| Billiards | Kichijoji, “Penguin Sniper” | “A Hustler’s Journey” | Technical effect level up |
| Jazz bar | Kichijoji, “Jazz Jin” | “A Night in Kichijoji” | Teammate stats and skill growth |
| Temple | Kichijoji | “A Serene Experience” | Paid meditation pastime |
| Maid cafe | Akihabara | “Master of Akihabara” | Daytime leisure spending and growth |
| Fishing pond | — | “Angler’s Debut” | Rewards exchanged from catches |
| Bathhouse | — | “Getting the Vapors” | Paid bathing relaxation |
| Stamp Rally | Mementos | “The Phantom Philatelist,” “Jose’s Favorite Customer” | Item rewards from the stamp and flower collection lines |
Minigame Details#
Batting Practice (Shibuya)#
- Gameplay: Swing at pitches of different speed tiers with good timing; better results pay bigger prizes, and high-quality hits earn bonus cash.
- Slot and cost: Takes one action slot; entry is paid.
- Trophy: “Batter Up!”.
- Exact prize amounts per tier are not published; go by the in-game settlement — online prize charts have no reference value.
Crane Game and Pachinko (Akihabara)#
- Crane game: Insert coins, control the arm, grab a prize — successful grabs count toward results, and prizes are physical rewards.
- Pachinko: A ball-flicking game aimed at winning; wins can be exchanged for cash-type rewards.
- Trophies: “Going Against the Crane” for the crane game, “Easy Money” for pachinko wins.
- Both consume slots and coins; odds and payout values are unpublished — never plan your calendar around any “win-rate table.”
Darts (Kichijoji, “Penguin Sniper”)#
- Functional role: One of the best combat-oriented minigames. Playing darts with a teammate raises the Baton Pass effect level — Baton Pass is the core action of combat chains, and consecutive passes can boost damage up to threefold.
- Slot and cost: Requires inviting a teammate and takes an evening slot.
- Trophy: “Dartslinger”.
- Baton Pass is unlocked from the start in this game, so Kichijoji’s boost stacks on top — the earlier you invest, the longer the payoff window; mechanics in the Combat System page.
Billiards (Kichijoji, “Penguin Sniper”)#
- Functional role: Darts’ sister mechanic. Playing billiards with a teammate raises the Technical effect level — Technical means correctly pairing an ailment with an attack element, granting a damage bonus on Technical hits at a 1.5x multiplier.
- Slot and cost: Evening slot, with a teammate.
- Trophy: “A Hustler’s Journey”.
- The exact boost magnitude is unpublished; go by the in-game descriptions.
Jazz Bar (Kichijoji, “Jazz Jin”)#
- Functional role: The core venue for long-term team growth. Bring a teammate to a performance and order drinks to permanently raise that teammate’s combat-related stats; Sunday-night sessions can also teach skills, adding new combat tools to a teammate.
- Slot traits: Open at night; skill teaching is Sunday nights only — miss it and wait another week.
- Trophy: “A Night in Kichijoji”.
- The drink menu changes over time; fill whatever the team lacks — one of the main team-strengthening tools late in the game.
Temple (Kichijoji)#
- Gameplay: A paid meditation pastime, quiet-paced and low-investment.
- Trophy: “A Serene Experience”.
- Skip it freely if not chasing trophies; it affects no ending checks.
Maid Cafe (Akihabara)#
- Gameplay: A daytime paid venue; ordering from the special menu is the key — the trophy’s unlock condition hangs on the special menu, and ordinary spending doesn’t count.
- Trophy: “Master of Akihabara”.
- Spending itself carries growth benefits and exclusive dialogue; see the Areas page for the venue’s role.
Fishing Pond#
- Gameplay: Pay entry, then reel in when the float dips; catches are the main output and can be exchanged for rewards on-site.
- Trophy: “Angler’s Debut”.
- No official numbers on fish rates or yields; treat it as casual filler.
Bathhouse#
- Gameplay: A paid bathing relaxation spot — a low-barrier pastime to visit whenever a slot is free.
- Trophy: “Getting the Vapors”.
Mementos: Jose’s Stamp Rally#
- Gameplay: While exploring Mementos, collect stamps scattered along the paths and hand flowers picked up along the way to the mysterious boy Jose for rewards — stamps and flowers are two parallel collection lines that never conflict.
- Trophies: “The Phantom Philatelist” for the stamp line, “Jose’s Favorite Customer” for the flower line; you need both to complete the set.
- Reward type: Permanent buffs effective inside the maze plus various item rewards; tiers follow the in-game descriptions.
- For the full trade system of the Stamp Rally (including the third line, Will Seed refinement), see the dedicated Mementos page.
Priorities: Tiered by Mechanism, No Star Ratings#
This page assigns no star ratings to minigames — the official side has never published any rating system, so stars would be baseless. The only tiering basis is mechanical consequence:
| Tier | Entries | Mechanical basis |
|---|---|---|
| Combat priority | Darts, billiards | Directly raise Baton Pass and Technical effect levels; buffs are permanent, so earlier starts pay longer |
| Limited window | Jazz bar | Skill teaching is bound to Sunday nights — the only minigame with a fixed calendar gate |
| Platinum must-do | Batting practice, crane game, pachinko, temple, maid cafe, fishing pond, bathhouse, Stamp Rally | Each maps to a platform trophy; miss one and the Platinum is impossible |
| Optional | All nine categories | None advance the story or affect ending checks; skip all of them if not chasing trophies |
Time Planning: Hard Dates First, Minigames After#
Minigame slots compete directly with Confidants and Palace clears, and this game has multiple hard dates that cannot be recovered once missed. Before scheduling any entertainment, check this table:
| Date | Milestone | Consequence of missing or choosing wrong |
|---|---|---|
| 11/17 | Maruki’s Confidant (Councilor) reaches Rank 9 | The third semester cannot open at all and the story ends in late December on the original structure; on 11/18 the Confidant auto-rises to max (Rank 10), provided it hit Rank 9 before 11/17 |
| 11/17 | Goro Akechi’s Confidant (Justice) reaches Rank 8 | The third semester still opens, but the extended Royal Ending scenes are lost; this Confidant’s Rank 3 requires Knowledge and Charm at 3 each, and Rank 7 requires Knowledge 4 |
| 11/20 | The choice during Sae Niijima’s interrogation | Selling out your friends leads to a Bad Ending |
| 12/22 | Kasumi Yoshizawa’s Confidant (Faith) reaches Rank 5 | Her Confidant is locked out for the whole playthrough; she is not a true-ending condition — the true ending only depends on Maruki |
| 12/24 | The deal with the “god of control” | Accepting the deal leads to a Bad Ending |
| 1/9 | Maruki’s false-reality choice | Accepting the false reality leads to a Bad Ending |
| 2/2 | Reaffirm your will; Maruki and Akechi appear | Only steadfast refusal keeps you on the true-ending route |
| 2/3 | Maruki’s Palace final deadline | Overdue counts as Game Over, time rewinds one week, and the true ending is lost |
From this, three principles fit minigames into the calendar:
- Before 11/17, Confidants always beat minigames. Maruki’s Confidant should occupy fixed weekly slots from its automatic unlock on 5/13, and Akechi’s stat gates need backward planning from early November; minigames only fill the gaps Confidants can’t use.
- Start stat-boost types early. Darts and billiards buffs are long-term gains, and the jazz bar’s Sunday skill teaching is a fixed window — both deserve permanent weekly slots.
- Pure pastimes go anywhere. The maid cafe, fishing pond, bathhouse, batting practice, and other no-pressure entries fit any gap where no Confidant can advance.
Clearing up the ending structure while we’re here: the game has five endings — Bad Endings 1, 2, and 3, the Normal Ending, and the True Ending; the Royal Ending is the True Ending with added scenes, not a separate sixth ending. Reject every deal and clear Maruki’s Palace to reach the True Ending; item-by-item checks in the Endings Guide.
For trophy hunters targeting the Platinum, expect roughly 100 to 120 hours; experiencing all five main endings takes about 90 to 150 hours. For the full structure of both achievement systems and each silver trophy’s criteria, see the dedicated Achievements & Trophies page.
Further Reading#
- Areas — a complete overview of Kichijoji and every district’s facilities
- Combat System — a practical breakdown of Baton Pass and Technical mechanics
- Mementos — the full explanation of the Stamp Rally and Jose’s trade systems
- Calendar — every hard date of the year and Confidant priorities
- Endings Guide — unlock conditions for all five endings
- Achievements & Trophies — item-by-item criteria for all 53 trophies and 52 achievements