Hachi-hachi: Rules and How to Play
A three-player hanafuda game: capture matching months, build combinations and aim for 88 card points, competing for the highest total over 12 rounds. About 20 minutes. Free, no sign-up.
Setup
- Three players use 48 cards: seven each, six in the field, 21 in the deck.
- The first dealer is random and rotates by seat each round. Redeal if four cards of a month are in the initial field.
- Evaluate starting combinations immediately and reveal the relevant cards. They remain in the hand and cannot be captured from the field.
How to play
- Play a card to capture the same month: one match takes that card, two requires a choice, three takes all four. No match places the card in the field. Flip a deck card similarly, then evaluate scoring combinations.
- Five Brights 75, Four Brights 50, Seven Ribbons 50, Red Poem Ribbons 35, Blue Ribbons 35, Boar, Deer, Butterfly 35. Five voids Four; Seven voids Red and Blue.
- A new scoring combination offers End here or Sage. Sage passes the turn to the next player (one Sage per round). If the Sage player completes another first, they collect the total from both others. If someone else completes one first, the Sage player pays its two shares and divides their initial combination points between the other two.
- If hands run out during Sage, the other two split the initial combination points and pay the Sage player.
Winning and scoring
- Captured Brights 20, Animals 10, Ribbons 5, Plains 1: 264 total, 88 per player. Willow counts as Plains only for starting combinations and Plain-count feats.
- Add five components: starting combinations, captured combinations, Sage, bonus feats, and card difference. If one player falls short of 88, split their shortfall between the other two; if two fall short, each pays the remaining player. No transfer if zero or three fall short.
- Small field ×1, Big ×2, Peak ×4 multiply every component. Counts carry forward, with Peak consumed first.
- Multiply before splitting odd points. The first seat from the dealer pays or receives the larger half.
- Starting hands: Three 10, Tall Three 15, Red 15, One Ribbon/Seed/Bright 20, Three Pairs 20, All Plains 25, Four 30, Hanekken 30, 4-2-1 35, Four and Three 50. Highest only is the default.
- Bonus feats: all at 88 gives the dealer 50 from each; 168 or more earns 50 from each; 16/17/18/19 or more Plains including Willow earns 50/60/75/100 from each.
- A scoring combination or empty hands ends the round. The settlement table stays until Next round. Compare totals after 12 rounds; tied totals share places and tied leaders draw.
- Resigning ends the match: that player is last, others rank by current totals.
- A traditional three-player hanafuda game. Sources: Nintendo rules and Wikipedia.
Defaults on this site
| Item | Default on this site |
|---|---|
| Players | 3 players (set automatically by the party size) |
| Turn time limit | None by default (the host can set 30 or 60 seconds) |
| If someone drops mid-game | Reopening on the same device returns you to your seat. If you do not return, the CPU plays in your place. |
| Draws | In ranked play, a draw counts as halfway between a win and a loss for your rating. |
| Source of the rules | Based on the standard reference rules |
Rules supervised by Qdan, Inc. (based on the standard reference rules)
House rules
Defaults follow the standard reference rules. The party can change these.
| Name | Description | Default | Changeable |
|---|---|---|---|
| RoundsRoundsCompare totals over this many rounds. Start with three for a short session. | Number of rounds whose totals are compared. | 12 rounds (about 20 min) | Changeable |
| Sage (play on)Sage (play on)Choose to end or play on after a scoring combination. If another player completes one first, the Sage player pays. Off suits beginners. | Choose whether to end or continue after a scoring combination. | On | Changeable |
| Overlapping starting handsOverlapping starting handsHighest counts one starting combination. Add combines the best card-kind and month-group combinations. | How overlapping starting combinations score. | Highest only | Changeable |
| Big and Peak fieldsBig and Peak fieldsBright cards in the initial field multiply all settlement components by 2 or 4, carrying over by their count. Off keeps changes smaller. | Initial field cards multiply settlement by 2 or 4. | On | Changeable |
| Bonus featsBonus featsAll players at 88 earns the dealer 50 from each; 168 or more earns 50, and 16 or more Plains including Willow earns 50–100 from each. | Bonus transfers for 88, 168, and Plain and Willow counts. | On | Changeable |
Terms
- Captured combination
- Five Brights 75, Four Brights 50, Seven Ribbons 50, Red Poem Ribbons 35, Blue Ribbons 35, Boar, Deer, Butterfly 35.
- Dealer, Douni, Biki
- The three seats take turns in this order. The dealer rotates each round.
- Starting combination
- A combination in the dealt seven cards. Revealed cards stay in the hand and cannot be captured from the field.
- Sage
- Play on after a combination. The Sage player pays if someone else completes one first.
- Field carry
- Initial Big and Peak card counts carry the multiplier forward, consuming Peak first.
FAQ
Why 88?
The 264 card points divided by three. Transfers depend on who falls short of 88.
Play now with these rules
Last updated 2026-10-08 · Run by Qdan, Inc.