Koi-Koi [こいこい or コイコイ] is a popular hanafuda fishing game for two players, who compete to capture cards from the table and form scoring combinations known as yaku.
Its name comes from its gameplay element that allows players to decide whether to continue the round (by calling “koi-koi!” [来い来い - こいこい, lit. “come on, come on”]) and risk their points for the chance to improve their score, or end the round (by calling “shōbu!” [勝負 -しょうぶ, lit. “game” or “match”]) and keep the points they currently have.
Koi-Koi is among the best-known hanafuda games outside of Japan, courtesy of its representation in numerous anime and video games.
This game may have developed as a simplification of the Korean game of Go-Stop, which features similar scoring and the same risk-taking gameplay mechanic. (Link)
However, Korean scholars usually consider Go-stop as a derivative of Koi-Koi. (Link 1, Link 2)
A word of caution: As one of the most popular hanafuda games, Koi-Koi exists in a truly huge range of variations, above and beyond most of the other games on this site. Indeed, it may be no exaggeration to say that there are as many house rules as there are houses!
As such, don’t be surprised if the version here differs from what you may be used to. Many of these variations are collected at the end of the page.
Game setup involves choosing a dealer - 親 [おや, oya], shuffling the deck, and distributing the initial cards.
A decision must also be made as to how long the game will last - 12 rounds is traditional, though other common options are 6 rounds, 3 rounds, or as many rounds as it takes for one player to reach 50 points total.
Conventionally, each round corresponds to a month of the year; the first round is January, the second February, and so on. 12 rounds is thus a year, 6 rounds a half-year, and 3 rounds a season.
Any other house rules should also be established at this point, in order to keep gameplay smooth and fair.
There is no required method for selecting who is the first dealer, though a typical method in hanafuda games is to shuffle the deck and have both players draw one card each. The player who drew a suit for the earliest month becomes the dealer. If both players drew from the same suit, the player drawing the higher point card becomes the dealer. In cases where there is a tie, this process can be repeated.
The winner of each round becomes the dealer for the next round.
The dealer shuffles the deck, and their opponent cuts. Then, eight cards are distributed to each player, and eight to the table. While there is no required method for this distribution, it is common for the dealer to give four to their opponent, four to the table, four to themselves, and then repeat. Sometimes this is done in packets of two instead of four.
The remainder of the deck is placed face-down to form the draw pile.
After the cards are dealt, each player checks if they possess any lucky hands, or teyaku [手役 - てやく]. There are only two Lucky Hands in Koi-Koi:
If a player holds one of these lucky hands, then they declare it. That player immediately wins the round, scoring 6 points and becoming dealer for the next round.
If both players hold a lucky hand, then the round is a draw. Nobody scores anything, and the next round begins with the same dealer.
If either of these lucky hands are dealt to the table, then a misdeal is declared. The cards are thrown in, re-shuffled, and re-dealt.
Sources are vague on what should happen if a player holds both of the lucky hands. In some descriptions, they only score 6 points, but in others, the hands stack, and they score 12 points. Decide on this as a house rule before playing!
Despite the name, these ‘lucky hands’ are actually very poor when it comes to capturing cards. The points earned from them are compensation for bad luck!
Each round, the dealer is the first to play. Turn to play alternates.
On their turn, a player chooses a single card from their hand and plays it to the table.
If a card is played that matches something on the table, then the player must capture, as described above. However, there is no obligation to play a card that matches something, even if the player has one in their hand; they may, if they wish, elect to play a card that matches nothing on the table.
As is typical of hanafuda games, each player’s score pile should be kept face-up and laid out on the table, so that its contents are fully visible to all players. Ideally, the cards should also be arranged by type (Brights, Animals, Ribbons, and Chaff) to make detecting yaku easier.
After a card has been played from their hand, the player takes the top card of the draw pile, turns it face-up, and immediately plays it to the table in the same fashion.
After playing both their cards - one from their hand, and one from the draw pile - the player checks their score pile for yaku [役 - やく], or scoring combinations; a list of these is given further down the page.
If the player has either formed a new yaku, or improved an existing one, then they have the choice to either end the round by calling shōbu, or to continue in pursuit of a higher score by calling koi-koi.
If they have not, then their turn simply ends, and turn to play passes to the opponent.
If the player declares koi-koi, then the round continues. Their turn ends, and turn to play passes to the opponent. This is a calculated risk; continuing the round allows the opportunity to capture more yaku, but forfeits all points should the opponent win first.
In many rulesets, each player may call koi-koi as many times as they desire during the round.
If the player declares shōbu, then the round immediately ends, and scores are calculated. This is a safe bet, which allows the player to immediately cash in on their yaku.
The round ends when either a player calls shōbu, or when both players run out of cards in their hands.
If both players run out of cards in hand without calling shōbu, the round ends in an exhaustive draw, and neither player earns any points. Note that captured yaku are not scored for; if a player called koi-koi but did not subsequently improve their yaku and call shōbu before the cards ran out, then their points are forfeited.
The round is considered over, and the next round begins with the same dealer.
Otherwise, the player who called shōbu calculates the total point value of all the yaku in their score pile. This total is their base score. Two multipliers are then applied:
If the player’s base score is greater than or equal to 7, then their score is doubled.
If their opponent called koi-koi at any previous point during the round, then the player’s score is doubled. (The exact number of times the opponent called koi-koi has no effect.)
The player’s total score is then their base score, times any multipliers they may have earned.
Note that only the player who called shōbu earns any points. Their opponent scores nothing for this round.
The player who called shōbu is the winner of the round, and becomes the dealer for the next.
Depending on the terms agreed upon during setup, the game ends after a certain number of rounds, or once a target score has been reached. If playing a certain number of rounds, the player with the greater score at the end of the last round is declared the winner. If playing to a target point total, the first to reach that score is the winner.
There is great variation in the possible sets of yaku in Koi-Koi. Some yaku may be house rules, while others are common to nearly all rule sets. In many cases, the point values of these yaku will change depending on source.
The yaku given here are fairly typical of modern forms of the game, as seen in video games and Nintendo’s current Koi-Koi rules leaflet. They are sorted into groups. All of the yaku within each group (except Other Yaku) are mutually exclusive; a player only scores for their most valuable yaku in each group.
For example, if a player has all five Bright cards, they only earn points for Five Brights. They do not earn points for Four Brights, Rainy Four Brights, or Three Brights. This goes for each grouping.
Points | Yaku Name | Composition |
---|---|---|
¶ Bright Yaku |
||
15 | Five Brights 五光 [ごこう, gokō] |
15 is the most common value of this yaku, though Nintendo’s rules list it at only 10 points. |
8 | Four Brights (Dry 4) 四光 [しこう, shikō] |
|
7 | Rainy Four Brights 雨四光 [あめしこう, ameshikō] |
plus 3 of: |
6 | Three Brights 三光 [さんこう, sankō] |
Any 3 of: 6 is the most common value of this yaku, but Nintendo’s rules list it at 5 points. |
¶ Animal Yaku |
||
Points | Yaku Name | Composition |
5 | Boar-Deer-Butterfly 猪鹿蝶 [いのしかちょう, inoshikachō] |
This yaku is worth 1 extra point for each additional Animal card. |
1 | Animals タネ [たね, tane] |
Any 5 Animal cards. This yaku is worth 1 extra point for each additional Animal card. |
¶ Ribbon Yaku |
||
Points | Yaku Name | Composition |
10 | Poetry+Blue Ribbons 赤短・青短の重複 [あかたん・あおたんのちょうふく, akatan - aotan no chōfuku] |
This yaku is worth 1 extra point for each additional Ribbon card. |
5 | Poetry Ribbons 赤短 [あかたん, akatan] |
This yaku is worth 1 extra point for each additional Ribbon card. |
5 | Blue Ribbons 青短 [あおたん, aotan] |
This yaku is worth 1 extra point for each additional Ribbon card. |
1 | Ribbons 短冊 [たんざく, tanzaku] |
Any 5 Ribbon cards. This yaku is worth 1 extra point for each additional Ribbon card. |
¶ Other YakuNote: This group is not mutually exclusive. All these yaku stack with each other! |
||
Points | Yaku Name | Composition |
5 | Flower Viewing Sake 花見酒 [はなみざけ, hanami-zake] |
|
5 | Moon Viewing Sake 月見酒 [つきみざけ, tsukimi-zake] |
|
4 | Cards of the Month 月札 [つきふだ, tsukifuda] |
All 4 cards belonging to the month of the current round. For example, all four January cards in the first round, all four February cards in the second round, etc. This yaku is typically only used in full 12 round games. |
1 | Chaff カス [かす, kasu] |
Any 10 Chaff cards. This yaku is worth 1 extra point for each additional Chaff card. For the purposes of this yaku, the Sake Cup also counts as Chaff! |
As previously mentioned, Koi-Koi is utterly abundant with rules variations; every table has their own way of playing the game. There are most likely far more than we could ever hope to list here, although that isn’t going to stop us from trying!
All of the following rules can be applied or not, depending on your tastes. See which ones you like, and blend them together to make your own version of Koi-Koi.
Four of a Kind are Four Pairs are not lucky hands for a player, but instead constitute a misdeal, the same as if they were dealt to the table.
Four Pairs on the table is not considered a misdeal.
Four of a Kind on the table is not considered a misdeal. Instead, the dealer immediately captures these four cards, and deals four more to the table to replace them. Alternatively, the dealer immediately wins the round and scores 6 points.
Each player is dealt 10 cards to their hand, instead of 8.
The yaku given in the body of the page are typical of modern sources. Slightly older descriptions instead give the following, mildly different treatment of Ribbon and Animal yaku, which some may find easier to work with.
The Bright Yaku and Other Yaku remain the same in this system. The changes in the Ribbon Yaku and Animal Yaku are as follows:
Even older sources tend to lack many of the typical yaku. Nintendo’s 1960’s Koi-Koi leaflet lacks Boar Deer Butterflies and both the viewing yaku, while Hanafuda - The Flower Card Game additionally lacks Three Brights and Rainy Four Brights. Point values also differ drastically in these old sources.
Anyone who’s played Koi-Koi for any length of time will quickly pick up on how overpowered the Sake Cup is. This humble card contributes to no fewer than four different yaku! Unsurprisingly, many house rules exist with an eye to curbing its power.
x2
multiplier if they called koi-koi, not if their opponent did.x2
multiplier if anyone called koi-koi during the round.x2
multiplier. If the opponent called koi-koi twice, they earn a x3
multiplier, and so on.x2
multiplier earned for having a base score of at least 7 originated as a house rule before it was widely incorporated into the game, and some tables may still prefer to play without it.(todo: pretty this up)