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

How to play

Winning and scoring

Defaults on this site

Anything the party can change is listed in the house rules table.
ItemDefault on this site
Players3 players (set automatically by the party size)
Turn time limitNone by default (the host can set 30 or 60 seconds)
If someone drops mid-gameReopening on the same device returns you to your seat. If you do not return, the CPU plays in your place.
DrawsIn ranked play, a draw counts as halfway between a win and a loss for your rating.
Source of the rulesBased 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.

Default is this site’s setting. Changeable shows whether the party can change it.
NameDescriptionDefaultChangeable
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.OnChangeable
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 onlyChangeable
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.OnChangeable
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.OnChangeable

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.