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Hachi-Hachi

The ultimate hanafuda game. 47+ hand yaku, field multipliers, and 12-round strategy.

Hard30–60 min3–7 playersSet CollectionAuctionJapanese

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3 players · 5m/turn · CPU: Medium · Log: Basic log

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3 players · CPU: Medium · Log: Basic log

Hachi-Hachi — Rules

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:

StateConditionMultiplier
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:

  1. The dealer (親) always plays — no choice
  2. Other players decide in order (clockwise from dealer) whether to play or drop
  3. Once 3 players are playing (dealer + 2 volunteers), remaining players automatically drop
  4. 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:

  1. 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
  2. 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:

YakuConditionPoints
Five Brights (五光)All 5 bright cards100
Four Brights (四光)4 brights without Rain Man60
Rainy Four (雨四光)4 brights including Rain Man30
Three Brights (三光)3 brights without Rain Man20
Sugawara (表菅原)Crane + Nightingale + Curtain30
Boar-Deer-Butterfly (猪鹿蝶)Boar + Deer + Butterfly20
Red Ribbons (赤短)3 red ribbon cards20
Blue Ribbons (青短)3 blue ribbon cards20
Cherry Blossom Sake (花見酒)Curtain + Sake Cup20
Moon Sake (月見酒)Moon + Sake Cup20
Double Sake (飲み)Both Cherry Blossom + Moon Sake40
Seven Ribbons (七短)7+ ribbon cards40
Seeds (タネ)5+ animal cards1 + extras
Ribbons (タン)5+ ribbon cards1 + extras
Plains (カス)10+ plain cards1 + 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.