Oicho-Kabu: Rules and How to Play
Oicho-Kabu is a 10-minute hanafuda card game for 2–6 players. A dealer faces the rest of the table, and hands closest to 9 in the last digit win. Free in your browser, no sign-up.
Objective
No real money is used — points exist only inside the game. Oicho-Kabu is a traditional Japanese game played with hanafuda (originally kabufuda) cards. One dealer faces the rest of the table, and each hand tries to get the last digit of its total as close to 9 (Kabu) as possible.
Setup
- Two to six players. Playing alone, you face the computer.
- It uses the 40 hanafuda cards for months 1 to 10 (November and December are removed). Each card is worth its month, shown as a number in the card's top-left corner.
- Everyone starts with 1,000 points, and 10, 20, 50 or 100 points can be put on each card. By default the first dealer is whoever turns up a card closest to 9.
How to play
- The dealer lays four cards face up (Kata, Niban, Sanban and Hiki, from the dealer's right; on screen they run left to right). The dealer's own card stays face down.
- Players put points on any of the four cards. You can use several cards, and several players can share a card (your total cannot exceed your points). When everyone presses Ready, the hand starts.
- Each card gets a face-down second card. Only the players who put points on that card can see it (a card with no points gets its second card face up).
- Card by card, the player with the most points on it (on a tie, the one seated closest after the dealer) decides whether to draw a third card. If the last digit of the two cards is 3 or less, a third card must be drawn; 7 or more cannot draw (except a pair of 9s). 4 to 6 is your call. There is no fourth card.
- Last, the dealer reveals their card, adds a second card and decides on a third by the same rule.
Winning and scoring
- Each card is compared with the dealer's hand: whichever last digit is closer to 9 (Kabu) wins. A winning player takes their points in from the dealer; a losing player gives them to the dealer. Equal values are a draw (or the dealer's, by setting).
- Three of a kind (Arashi) pays 3x (three 3s, Arashi-Kabu, pays 5x). The dealer's first two cards 9 and 1 (Kuppin) and a player's first two cards 4 and 1 (Shippin) beat any value (a third card cancels them).
- Hands rank Arashi (three of a kind; between two Arashi the higher last digit wins) > Kuppin (dealer) > Shippin (player) > value (last digit). A player's Arashi beats the dealer's Kuppin, and when the dealer's Kuppin and a player's Shippin appear together, Kuppin wins for the dealer.
- If the dealer's last digit is 5 or less (Goke; Kuppin and Arashi do not count), or the same dealer has dealt three hands, the dealer role passes to the next seat. Once the dealer has gone around the table once by default (two or three times by setting), the highest total wins. The game also ends early if anyone's points reach zero.
Defaults on this site
| Item | Default on this site |
|---|---|
| Players | 2–6 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 |
|---|---|---|---|
| Equal valuesEqual valuesA hand's value is the last digit of its total (9, Kabu, is best; 0, Buta, is worst). When dealer and player have the same value, Draw means no points change. Dealer wins gives every tie to the dealer, which is a big edge for the dealer. | What happens when the dealer and a player have the same last digit. | Draw | Can be changed |
| ArashiArashiArashi is three cards of the same number, paying 3x (5x for three 3s, Arashi Kabu). With Players only, a dealer who gets three of a kind is compared by value as usual, which tilts the game slightly toward the players. | Whether the dealer can also score Arashi (three of a kind, 3x), or players only. | Dealer and players | Can be changed |
| Kuppin / Shippin orderKuppin / Shippin orderKuppin is a dealer-only hand whose first two cards are 9 and 1; Shippin is a player-only hand whose first two cards are 4 and 1. Each beats any plain value (Kuppin stops there; drawing a third card cancels Shippin). With 9 then 1, 4 then 1 only, the cards must come in that order, so these hands are rarer. | Whether Kuppin (9 and 1) and Shippin (4 and 1) need the cards in that order. | Any order | Can be changed |
| First dealer | How the first dealer is chosen. | Everyone turns a card; closest to 9 deals | Can be changed |
| Passing the dealer rolePassing the dealer roleGoke means a value of 5. With Goke, the dealer role passes when the dealer's value is 5 or less and stays when it is 6 or more (up to three hands in a row). With Every hand, the role moves one seat each hand, so everyone deals equally often. | The dealer role passes when the dealer's last digit is 5 or less (Goke), or after three hands with the same dealer. | Goke (up to three hands) | Can be changed |
| Length | How many times the dealer role goes around the table. | Once | Can be changed |
Terms
- Dealer / Player
- The dealer lays the cards and plays each card against the players. Everyone else is a player.
- Table cards
- The four cards the dealer lays face up (Kata, Niban, Sanban, Hiki). Players put points on them.
- Second and third cards
- The second card is dealt face down to each table card; the third card is dealt face up.
- Dealer card
- The dealer's own face-down card, revealed after the players have finished.
- Kabu, Oicho, Buta
- Names for the last digit: 9 is Kabu, 8 Oicho, 0 Buta. The others are Pin (1), Nizō (2), Santa (3), Yotsuya (4), Goke (5), Roppō (6), Shichiken (7).
- Arashi, Kuppin, Shippin
- Three of a kind (Arashi, 3x), the dealer's 9-1 (Kuppin) and a player's 4-1 (Shippin). They beat any value.
- Points / Points in
- Points in are what you put on a card this hand; points are your running total. Neither is real money.
FAQ
When can I draw a third card?
If the last digit of the two cards is 3 or less you must draw; 7 or more cannot draw (except a pair of 9s). 4 to 6 is your call.
Who can see the second card?
Only the players who put points on that card. A card with no points gets its second card face up.
What about equal values?
By default it is a draw and no points move. A setting gives it to the dealer instead.
When does the dealer change?
When the dealer's last digit is 5 or less (Goke; Kuppin and Arashi do not count), or after three hands with the same dealer. A setting passes it every hand instead.
Is there a table limit or stepping down?
No. The traditional table limit (domae, a cap on all players' points combined) and stepping down when it doubles (tachi) are left out, since 1,000 starting points and paying only what you can keep the game playable. The dealer changes on Goke or after three hands.
Play now with these rules
Last updated 2026-09-26 · Run by Qdan, Inc.