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Koi-Koi Rules

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Koi-koi

Koi-Koi is a popular card game/rule in Japan played with Hanafuda.


This HANAFUDA Japan contains this rule.

And also the Koi-koi is one of declarations/callings in case a player has formed a yaku in Koi-koi game.
There is two kind of calling "Koi-koi" and "Stop", if you want to continue, you say "Koi-koi."
That's Japanese for "come on." (Korean players say "go.") When you say "Koi-koi," get ready for excitement.

This page explains the rules of "Koi-Koi(こいこい)" which this game has been taken
is popular card game in Japan with "Hanafuda(花札)".

(Hanafuda are playing cards of Japanese origin (karuta cards), used to play a number of games.
The name literally translates as "flower cards".)

Rules of Koi-koi

1. Players

Koi-koi is a game for two players at a time.


You can play "1 Player" mode with Computer(CPU).
And You can also play "2 Players" mode with your friends or family by each iPhone / iPodTouch / iPad devices.

2. The Goal

The goal of the game is to form special card combinations called "Yaku" from cards accumulated in a point pile.
ne game consists of 12 or 6 month hands, Win or Lose depends on total points of those hands.

3. Game Flow

Determining the dealer is done at first, after that, 12 or 6 times month hands are done.

3.1. Determining the Dealer

An initial(*1) dealer (also called the "oya / parent / 親"), is decided upon when the game starts. Each player draws a
single card; the player who draws a card from the earliest month(*2) is the dealer of first January hand(*2). If both
player's cards are same month, the bigger point one is the oya. If both player's cards are same month and same
point(*2), restart the determining the Dealer.

 *1 : After the initial month, the player winning the last hand becomes the new dealer. Should both players
ever run out of cards to play, the next hand's dealer is changed.
 *2 : Card's month and point are described Cards page.
 *3 : The dealer is essentially beneficial because of the first move.

3.2. Monthly Hand

After dealing cards, dealer's turn starts and end, after that opponent's turn starts and end, dealer's turn, opponent's
turn, these flow repeats.

Dealing Cards
8 Cards to each player with face down and the table with face up, though this is done two cards at a time. The rest of
the cards (24 cards) are set aside as a draw pile, and then play begins starting with the dealer.
At this point, Dealt Yaku(*1) either player is dealt them before play begins, he is immediately awarded points. Play
then ends before it starts, and the game continues to the next hand.

 *1 : Dealt Yaku is described Dealt Yaku section of Yaku page.

Each Players Turn

Player's turn of the dealer or the opponent comes, the player do the following sequence.

1. Matching hands
2. Matching from draw pile
3. Gaining cards
4. Koi-koi or Stop

i. Matching hands

On a player's turn, at first he may match by suit (i.e. month/flower) any one card in his hand with one on the table.
Alternatively, he may discard any one card from his hand face up to the table (which is his only choice if he can not
match anything).
If there are 2 cards matched on the table he select one, if there are 3 cards matched on the table total 4 cards
including one hand card are matched to gain(refered to iii.).

ii. Matching from draw pile

A Player draws one card from the draw pile and places it face up on the playing area. If this card matches any card
now on the table, he must match that card; otherwise, he must discard it face up to the table.
If there are more than 1 card matched on the table, rule is the same as i. Matching hands.

iii. Gaining cards

If matched cards exists by procedures i. and ii. above, a player gains cards in his point piles. Once a yaku(*) has
been formed in his point piles, he selects "Koi-koi" or "Stop".
 *"Yaku" is described Yaku page.

iv. Koi-koi or Stop

If a player selects "Stop", he gains all the points(*) he is entitled to from the yaku he has, after that a new hand (next
month) begins.
If a player believe that he will be able to form additional yaku for more points, he may selects "Koi-koi" to continue
in an effort to gain more points. However, if the player's opponent is able to form a yaku before the player(who
called Koi-koi), the opponent's score is doubled!
So, Stopping is safe, but may result in a lower score. Koi-koi may result in a higher score, but the opponent may
steal the win from you! This Judging is interesting point of Koi-koi game, and test your courage, tastics, and
calmly :-)

Yaku / Points

The object of this game is to form special card combinations called "Yaku" from cards accumulated in a point pile.
Once a yaku has been formed, a player can Stop to cash in points, or Koi-koi(keep going) to form additional yaku
for more points.
Yaku has two subclass, first is "Dealt Yaku" which a player is dealt before play begins, second is "Formed Yaku"
which a player forms in his turn.

Dealt Yaku

Yaku such that, if a player is dealt them before play begins, he is immediately awarded points. Play then ends before
it starts, and the game continues to the next hand.

1. Same4 (Teshi/手四) : 6pt.

Being dealt four cards of the same suit.

2. Same2 x 4 (Kuttsuki/くっつき) : 6pt.

Being dealt four pairs of cards with matching suits.

Formed Yaku

Players can gain cards in their point piles by matching cards in their hands, or drawn from the draw pile, with cards
on the table. After a player's turn ends, if he formed at least one yaku (That is "Formed Yaku" listing below) in that
turn, that player must then make a choice. He may "Stop" play, or he can choose "Koi-koi" for play to continue.
1. Bright5 (Gokō/五光) : 10pt.

All five Bright cards.

2. Bright4 (Shikō/四光) : 8pt.

The four Bright cards which exclude the Rainman (Willow's Bright card).

3. Semi-Bright4 (Ame-Shikō/雨四光) : 7pt.

Any four Bright cards including the Rainman (Willow's Bright card).

4. Bright3 (Sankō/三光) : 5pt.

Any three Bright cards excluding the Rainman (Willow's Bright card).

5. Cup Cherry (Hanami de Ippai/花見で一杯) : 5pt.

The Cherry with Banner and the Sake Cup (Cherry's Bright card and Crysanthemum's Ten card). Cumulative with
Cup Moon.
(The setting "Cup Cherry/Moon" is off, this yaku isn't available.)
6. Cup Moon (Tsukimi de Ippai/月見で一杯) : 5pt.

The Moon and the Sake Cup (Pampas' Bright card and Crysanthemum's Ten card). Cumulative with Cup Cherry.
(The setting "Cup Cherry/Moon" is off, this yaku isn't available.)

7. BDB (Inoshikachō/猪鹿蝶) : 5pt. +α

The Boar, the Deer, and the Butterflies (the Ten cards from Clover, Maple, and Peony, respectively). One additional
point is awarded for every additional Ten card.

8. Tens (Tane/タネ) : 1pt. +α

Any five Ten cards. One additional point is awarded for every additional Ten card.

9. Red Ribbons (Akatan/赤短) : 5pt. +α

All 3 Red Poetry Ribbon (found in Pine, Ume, and Sakura). One additional point is awarded for every additional
Ribbon card.

10. Blue Ribbons (Aotan/青短) : 5pt. +α

All 3 Purple/Blue Ribbons (found in Peony, Crysanthemum, and Maple). One additional point is awarded for every
additional Ribbon card.
11. Red&Blue Ribbons (Akatan Aotan/赤短・青短) : 10pt. +α

All 3 Red Poetry Ribbons and all 3 Purple/Blue Ribbons: the combination of Red Ribbons and Blue Ribbons. One
additional point is awarded for every additional Ribbon card.

12. Ribbons (Tan/短) : 1pt. +α

Any five Ribbon cards, which includes all Ribbons. One additional point is awarded for every additional Ribbon
card.

13. Chaffs (Kasu/カス) : 1pt. +α

Any ten Chaff cards, which are all normal (or literally, 'chaff') cards. One additional point is awarded for every
additional Chaff card.

Points

A player forms yaku and stop, he gains all the points he is entitled to from the yaku he has. At the same time, the
following rules is applied. So, judging "Stop" or "Koi-koi" by guessing you may reach 7 points or your opponent
may form yaku or not is up to your ability to judge calmly, courage and tactics.

 If a player gains yaku totaling 7 or more points when the hand is called, his score is doubled.
 If a player is able to form a yaku before the player's opponent who called Koi-koi, his score is doubled.
 *If a player beats his opponent to a yaku after the opponent calls Koi-koi in addition to scoring 7 or more
points of yaku, his initial yaku score is quadrupled.

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