Features / 5 games featured

Hanafuda Games: Compare the Ways to Play

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Last updated 2026-10-19 · Run by Qdan, Inc.

Hanafuda games use flower cards either to capture matching months and build scoring combinations or to add values and compare with a dealer; player counts, round endings and scoring differ.

Compare Koi-Koi, Hana-Awase, Hachi-Hachi, Go-Stop and Oicho-Kabu, then follow Play to try each game.

Browse hanafuda games — Choose a game to play by name or player count.

Three Games to Try First

  1. Hanafuda Koi-Koi

    Try matching months and choosing when to stop in a two-player game.

  2. Hana-awase

    Play out the hands to compare card points with combination points.

  3. Oicho-Kabu

    Use the displayed numbers to compare totals with the dealer before learning pictorial sets.

Choose by players and how you score

Start with Koi-Koi for two-player combinations and stop-or-continue decisions, or Hana-Awase to play out the hands, especially with three players. Hachi-Hachi adds starting-hand sets and round multipliers, Go-Stop adds target scores and exchanges of junk cards, and Oicho-Kabu compares numerical totals rather than captured pictures.

How the games use flower cards5 games
The 5 featured games form 3 groups by how they use the cards, with bar lengths showing each group’s share.

Compare players, combinations, round length and points

Players, match time and learning effort come from BGJ’s game information. Match time can include several rounds and is not a per-round estimate. Here a round runs from dealing to settlement, or one deal in Oicho-Kabu; hand sizes and ending conditions help compare its length. BGJ rules specify details such as two- and four-player Hana-Awase and scoring multipliers; general references may differ, so check each game’s rules and settings.

Players, match time and learning effort5 games
Player range

2–6 players

Typical time range

10–20 min

Learning the rules
  • Quick to learn1 game
  • Learn step by step3 games
  • More to learn1 game
Role of luck
  • Mostly skill0 games
  • Luck and skill3 games
  • Mostly luck2 games

Player counts and times span the smallest to largest values in this group. Learning and luck describe each game, rather than a quality score.

For the 5 featured games, compare player and match-time ranges and the counts at each learning and luck level.
Compare players, combinations, round length and points
GamePlayers and match timeHow combinations formRound length and endingHow points are countedDecisions
Hanafuda Koi-Koi2 players, About 15 minCollect brights, animals, ribbons, plains or named setsStop after a combination, or exhaust both eight-card handsAdd combination points; defaults double 7+ points and wins after an opponent’s callStop at a new combination or continue
Go-Stop2–3 players, About 10 minCollect brights, three birds, ribbon sets, animals or junk unitsUntil Stop or an empty stock; BGJ estimates about 4 minutes per roundApply Go bonuses and multipliers; collect each opponent’s paymentGo or Stop at the target; watch opponents’ junk and brights
Hana-awase2–4 players, About 20 minBuild captured combinations and collect high-value cardsExhaust all hands: 7 cards each with three players, 10 with two, 5 with fourSettle card points against the player-count baseline, then add combination paymentsPursue a combination or capture valuable cards
Hachi-hachi3 players, About 20 minScore sets in the dealt hand as well as captured cardsEnd on a captured combination or exhaust seven-card hands; Sage continues playSettle five components, including card difference from 88, with round multipliersCheck the multiplier and starting sets; end or declare Sage
Oicho-Kabu2–6 players, About 10 minAdd month values; special hands include three equal valuesOne deal compares four table hands with the dealer; up to three cards per handTransfer the points placed against the dealer; special hands have multipliersChoose points for table hands and whether to draw when allowed

Make combinations and choose whether to continue

Capture cards by matching their months, build scoring combinations called yaku, and choose whether to continue or end the round. For example, collecting the boar, deer and butterfly makes a combination in Koi-Koi, but continuing gives your opponent a chance to score first.

Hanafuda Koi-Koi

Players
2 players
Time
About 15 min
Learning the Rules
Learn step by step

Match months to capture cards and make combinations such as boar, deer and butterfly before your opponent. Each turn uses one hand card and one card from the stock. When a new combination forms, stop to score or call koi-koi to continue. If your opponent then makes a combination and stops, their score doubles under BGJ defaults. This is a two-player game. [1]

How combinations form
Collect brights, animals, ribbons, plains or named sets
Round length and ending
Stop after a combination, or exhaust both eight-card hands
How points are counted
Add combination points; defaults double 7+ points and wins after an opponent’s call

BGJ rules [5] [1]

Go-Stop

Players
2–3 players
Time
About 10 min
Learning the Rules
Learn step by step

Capture matching months and reach the target score, then Stop to collect points or Go to continue. BGJ uses a three-point target with three players and seven with two; after Go, raise your combination score before choosing again. A three-bird set, captures that take opponents’ junk cards and payment multipliers make the scoring different from Koi-Koi. [4]

How combinations form
Collect brights, three birds, ribbon sets, animals or junk units
Round length and ending
Until Stop or an empty stock; BGJ estimates about 4 minutes per round
How points are counted
Apply Go bonuses and multipliers; collect each opponent’s payment

BGJ rules [6] [4]

Count card values and combinations

Matching months also earns cards with individual point values that contribute to settlement. For example, three-player Hana-Awase uses 88 as the baseline for a share of the deck’s 264 card points, while Hachi-Hachi also checks starting-hand combinations and round multipliers.

Hana-awase

Players
2–4 players
Time
About 20 min
Learning the Rules
Learn step by step

Capture matching months to collect valuable cards and scoring combinations. Play continues until everyone has used their hand, even after a combination appears. Card values are 20 for brights, 10 for animals, 5 for ribbons and 1 for plains; combination payments are added in settlement. The reference game is for three players; BGJ also supports two and four, adjusting the card-point baseline. [2]

How combinations form
Build captured combinations and collect high-value cards
Round length and ending
Exhaust all hands: 7 cards each with three players, 10 with two, 5 with four
How points are counted
Settle card points against the player-count baseline, then add combination payments

BGJ rules [7] [2]

Hachi-hachi

Players
3 players
Time
About 20 min
Learning the Rules
More to learn

Capture matching months and combine card-point settlement with scoring sets in a fixed three-player game. Starting-hand combinations score as well as sets made from captured cards. A new captured set can end the round, or Sage lets play continue in pursuit of another. BGJ separately settles starting sets, captured sets, Sage, bonus feats and the difference from 88 card points, with round multipliers of one, two or four. [3]

How combinations form
Score sets in the dealt hand as well as captured cards
Round length and ending
End on a captured combination or exhaust seven-card hands; Sage continues play
How points are counted
Settle five components, including card difference from 88, with round multipliers

BGJ rules [8] [3]

Add card values and compare with the dealer

Use each card’s month as a number, add the values and compare the last digit with the dealer, aiming for nine. For example, April and May total nine; Oicho-Kabu asks whether to draw a third card rather than which matching month to capture.

Oicho-Kabu

Players
2–6 players
Time
About 10 min
Learning the Rules
Quick to learn

Get the last digit of your card total closer to nine than the dealer’s, or win with a special hand, to gain game points. BGJ uses the forty flower cards for January through October, valued by month. Players put points on table cards and follow the two-card total to decide whether a third card is drawn. Special hands such as three equal values beat ordinary totals. Only game points are used.

How combinations form
Add month values; special hands include three equal values
Round length and ending
One deal compares four table hands with the dealer; up to three cards per hand
How points are counted
Transfer the points placed against the dealer; special hands have multipliers

BGJ rules [9]

Frequently Asked Questions

What types of hanafuda games can I play?

You can match months and build scoring sets in Koi-Koi, Hana-Awase, Hachi-Hachi and Go-Stop, or add card values against a dealer in Oicho-Kabu. This guide compares combinations, players, round endings and points.

Which hanafuda games are there besides Koi-Koi?

Hana-Awase, Hachi-Hachi, Go-Stop and Oicho-Kabu are alternatives you can try here. Hana-Awase plays out the hands; Hachi-Hachi adds starting sets and multipliers; Go-Stop uses target scores and a Go or Stop decision; Oicho-Kabu compares the last digit of totals.

Can two, three or more people play hanafuda?

BGJ offers Koi-Koi for two, Hana-Awase for two to four, Hachi-Hachi for exactly three, Go-Stop for two or three and Oicho-Kabu for two to six. For four players capturing matching months, choose Hana-Awase; larger groups can compare numerical hands in Oicho-Kabu.

Do all hanafuda games use the same combinations and points?

Scoring combinations and values differ between games. Koi-Koi scores captured sets, Hana-Awase also settles card values, and Hachi-Hachi adds starting-hand sets and round multipliers. Go-Stop has bird sets, junk units and payment multipliers; Oicho-Kabu compares numerical totals and special hands.

Are the displayed times the length of one round?

The displayed time estimates a whole match. An individual round may finish at a scoring combination or when the hands run out, so the comparison gives ending conditions and hand sizes instead. Games with a round-count setting also let you choose a shorter match.

Sources and How BGJ Plays

  1. Card manufacturer’s official rules — こいこいMatching months, combinations, continuing and doubled scores; see BGJ settings for details (Japanese) / Checked: ↩
  2. Card manufacturer’s official rules — 花合わせThree-player reference rules, exhausting hands, card points and the 88-point baseline; two and four players are BGJ options (Japanese) / Checked: ↩
  3. Card manufacturer’s official rules — 八八(はちはち)Three-player reference rules, starting sets, captured sets, Sage, the 88-point baseline and round multipliers (Japanese) / Checked: ↩
  4. John McLeod (rules editor) — Go StopMatching months, target scores, Go or Stop, junk cards and multipliers; payment details differ from BGJ / Checked: ↩
  5. BoardGameJoin — Hanafuda Koi-KoiPublished status, languages, players, match time, learning effort, combinations, scoring and round endings in the game’s meta.json rules / Checked: ↩
  6. BoardGameJoin — Go-StopPublished status, languages, players, match time, learning effort, combinations, scoring and round endings in the game’s meta.json rules / Checked: ↩
  7. BoardGameJoin — Hana-awasePublished status, languages, players, match time, learning effort, combinations, scoring and round endings in the game’s meta.json rules / Checked: ↩
  8. BoardGameJoin — Hachi-hachiPublished status, languages, players, match time, learning effort, combinations, scoring and round endings in the game’s meta.json rules / Checked: ↩
  9. BoardGameJoin — Oicho-KabuPublished status, languages, players, match time, learning effort, combinations, scoring and round endings in the game’s meta.json rules / Checked: ↩

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