Koi-Koi
Koi-Koi (こいこい) is a two-player hanafuda game. Capture cards of the same
month, build the four scoring piles, and decide whether to Stop or call
Koi-Koi and play on.
The deck
The deck is the 48 traditional hanafuda cards, four for each month. There are
no bonus cards. Each card belongs to one month and one kind:
Crane, Curtain, Moon, Rain Man, Phoenix
Bush Warbler, Cuckoo, Eight-plank Bridge, Butterflies, Boar, Geese, Sake Cup, Deer, Swallow
Poetry, blue, and plain ribbons
The plain cards of each plant. Every chaff counts as one
The Sake Cup is an animal, and it also counts as one chaff.
Months follow the Japanese order. Paulownia, with the Phoenix, is December.
Willow, with the Rain Man, the swallow, a plain ribbon, and the lightning
chaff, is November. A card's face shows its month numeral. The plant name
appears when you inspect the card.
Setup
The first dealer is chosen at random. After that, the player who scored the
round deals the next one. A drawn round keeps the same dealer.
Cards are dealt two at a time: two to the opponent, two face up to the table,
two to the dealer, repeated until each player has 8 and the table has 8. The
remaining 24 cards are the stock.
If the table is showing all four cards of one month, the cards are gathered
and dealt again. That redeal does not count as a round. Three of one month on
the table is legal and stays.
Lucky hands
Lucky hands are a lobby option, off by default. Before play, a hand of four
of one month (teshi) or four different months of two cards each (kuttsuki)
wins the round for 6 points. There is no doubling. That player deals next.
If both players hold a lucky hand, the round is drawn, it counts as played,
and the same dealer deals again.
A turn
On your turn, play one card from your hand, then flip the top card of the
stock.
•
One table card of that month: capture both.
•
Two table cards of that month: choose which one to take. The other stays.
This choice happens for the card from your hand and, separately, for the
stock card.
•
Three or four table cards of that month: capture all of them, together with
the card you played or flipped.
•
No match: the card stays on the table.
Capture is compulsory. A card you just played to the table can be matched by
the stock card you flip immediately afterwards.
Captured cards are sorted into Brights, Animals, Ribbons, and Chaff.
Yaku
Only captured cards score. Bright yaku do not stack with each other. Every
other yaku stacks.
Four brights, not including the Rain Man
Rainy Four Brights · Ame-Shiko
Four brights, including the Rain Man
Three brights, not including the Rain Man
Boar-Deer-Butterfly · Ino-Shika-Cho
Boar, deer, and butterflies, plus 1 for each extra animal
The three poetry ribbons (Pine, Plum, Cherry), plus 1 for each extra ribbon
The three blue ribbons (Peony, Chrysanthemum, Maple), plus 1 for each extra ribbon
Moon Viewing · Tsukimi-zake
The Moon and the Sake Cup
Flower Viewing · Hanami-zake
The Curtain and the Sake Cup
Any 5 animals, plus 1 for each extra
Any 5 ribbons, plus 1 for each extra
Any 10 chaff, plus 1 for each extra. The Sake Cup counts as one
Three brights that include the Rain Man score no brights yaku. Moon Viewing
and Flower Viewing can still score beside them, and they can score together.
There is no red-ribbon yaku. The willow ribbon is an ordinary ribbon.
The tracker beside your captures shows a completed yaku with its points, and
an unfinished one as progress, such as Boar-Deer-Butterfly 2/3. The chaff
count includes the Sake Cup.
Stop and Koi-Koi
At the end of your turn, after the stock card is resolved, you may Stop or
call Koi-Koi when your yaku total is higher than it was at your last decision
this round.
Stop ends the round. Your points are your yaku total. If that total is 7 or
more, it is doubled. If your opponent has called Koi-Koi this round, it is
doubled again. Your own Koi-Koi calls never change your own score. The
opponent scores nothing for the round.
Koi-Koi keeps the round going. A later rise in your yaku asks you again. Both
players may call. Whoever stops first wins the round, and that player deals
next.
If the rise happens on the turn that empties your hand, you Stop automatically.
There is no prompt. The same doublings apply, including your opponent's
Koi-Koi.
The dealer runs out of cards one turn before the other player. The round does
not end just because the dealer is out, unless the dealer stops.
A Koi-Koi call stays marked on that player for the rest of the round.
When the cards run out
If both hands are empty and nobody has stopped, the round is scored from the
last Koi-Koi call:
•
Nobody called: the round is drawn, 0–0, and the same dealer deals again.
•
Someone called: the last player to call Koi-Koi scores their yaku, doubled
if the total is 7 or more. The opponent's Koi-Koi does not double this
score a second time.
The stock never runs out before the hands do. Sixteen cards are drawn during
play, and eight stay unused.
A drawn round counts toward the match.
The match
A match is 12 rounds, or 6 if that lobby option is chosen. Each round's points
add to the match score. The higher total wins. Equal totals draw the match.
Card art
The hwatu card faces are used under
CC BY-SA 4.0 — by Spenĉjo
(Wikimedia Commons), from work by Marcus Richert, based on hanafuda graphics by
Louie Mantia, Jr. Full credits are in the
hwatu-deck package README.
The card back is original Gameweave artwork.