Hachi-Hachi (八八)
The most complex traditional Japanese hanafuda game. 3–7 players sit at the table, but only 3 actively play each round. The name "88" comes from the reference score of 88 points (264 total ÷ 3 players).
Cards
Hanafuda uses 48 cards: 12 months × 4 cards each, classified into 4 types:
- Bright (光) — 5 cards, 20 pts each
- Animal/Seed (種) — 9 cards, 10 pts each
- Ribbon (短冊) — 10 cards, 5 pts each (3 red, 3 blue, 4 plain)
- Plain (カス) — 24 cards, 1 pt each
Total: 264 points across all cards.
Setup
- All players are dealt hands (7 cards each for 3–6 players, 6 cards for 7 players)
- 6 cards placed face-up on the field
- Remaining cards form the draw pile
- 12 rounds (one per month)
Field State (場)
The field state is determined by the initial face-up cards and affects scoring:
| State | Condition | Multiplier |
|---|
| Koba (小場) | No bright cards on field | ×1 |
| Ooba (大場) | Crane, Curtain, or Moon on field | ×2 |
| Zetsuba (絶場) | Rain Man or Phoenix on field | ×4 |
Shape-Shifting Card (化け札)
The Chrysanthemum Sake Cup (菊に盃) changes its type based on the field state:
- In Koba: counts as Plain (1 pt) — sake-based yaku do NOT form
- In Ooba/Zetsuba: counts as Animal (10 pts) — sake yaku can form
Hand Yaku (手役)
Before play begins, all hands are checked for special combinations:
- Teshi (手四) — 4 cards of the same month → round ends immediately, winner collects from all others
- Kuttsuki (くっつき) — All cards paired by month (no singletons) → same as teshi
Other hand yaku (Sanbon, Aka-tan, Ao-tan, etc.) provide bonus points at round end.
Drop Decision (降り)
For 4+ player games, after seeing their hand:
- The dealer (親) always plays — no choice
- Other players decide in order (clockwise from dealer) whether to play or drop
- Once 3 players are playing (dealer + 2 volunteers), remaining players automatically drop
- Dropped players' hands are set aside; they pay a drop penalty
For 3-player games, all players always play (no drop phase).
Turn Structure
Each active player's turn:
-
Play from hand — Play one card onto the field
- If it matches a field card (same month), capture both
- If 2 field cards match, choose which to capture
- If 3 field cards match, capture all 3
- If no match, the card stays on the field
-
Draw from deck — Draw one card and resolve the same way
- (Skipped if deck is empty — possible with 6–7 players)
Fuke (ふけ)
If any active player ends a round with ≤30 card points captured, the round is void:
- The fuke player pays a penalty to each other active player
- Normal card/yaku scoring is cancelled
Completed Yaku (出来役)
Yaku are scored from captured cards at the end of each round:
| Yaku | Condition | Points |
|---|
| Five Brights (五光) | All 5 bright cards | 100 |
| Four Brights (四光) | 4 brights without Rain Man | 60 |
| Rainy Four (雨四光) | 4 brights including Rain Man | 30 |
| Three Brights (三光) | 3 brights without Rain Man | 20 |
| Sugawara (表菅原) | Crane + Nightingale + Curtain | 30 |
| Boar-Deer-Butterfly (猪鹿蝶) | Boar + Deer + Butterfly | 20 |
| Red Ribbons (赤短) | 3 red ribbon cards | 20 |
| Blue Ribbons (青短) | 3 blue ribbon cards | 20 |
| Cherry Blossom Sake (花見酒) | Curtain + Sake Cup | 20 |
| Moon Sake (月見酒) | Moon + Sake Cup | 20 |
| Double Sake (飲み) | Both Cherry Blossom + Moon Sake | 40 |
| Seven Ribbons (七短) | 7+ ribbon cards | 40 |
| Seeds (タネ) | 5+ animal cards | 1 + extras |
| Ribbons (タン) | 5+ ribbon cards | 1 + extras |
| Plains (カス) | 10+ plain cards | 1 + extras |
Note: Cherry Blossom Sake and Moon Sake do not form in Koba (小場) due to the shape-shifting card rule.
Scoring
Each round's score for active players:
score = (card points − 88) + (my yaku × 2) − (others' yaku total)
round score = score × field multiplier
- Dropped players pay a drop penalty (12 pts × multiplier) to each active player
- All players (active and dropped) see their scores in the round result
- Scores accumulate across 12 rounds
12 points = 1 貫 (kan), the traditional scoring unit.
Winning
After 12 rounds, the player with the highest total score wins.