In news that will not
surprise anyone I am once again reviewing a relatively obscure game
from Japan. However, it is not based on anime, does not have an
obtuse and impenetrable theme and so is probably quite good and
recommendable to people who aren't weird cartoon people. The game is
Hanafuda, a traditional card
game from the 1800s designed to be intentionally obscure and unusual
to get around restrictions on gambling. If you are interested in
learning how this game works, there is a cheap and readily-available
computer version on Steam (http://store.steampowered.com/app/364930/)
which costs a mere £6.99 at the time of this article's publication.
Hanafuda
has an unusual history, and it
was partially this that made me want to learn more about it. It was
the first Nintendo game ever made, for one - invented in 1889 as the
first product of the Nintendo company (and Nintendo-branded card
games are still available in Japan). So, a history lesson.
Western-style playing cards were banned in Japan in 1633, and
remained illegal for quite some time. Enterprising board gamers of
the 17th
and 18th
century invented their own games in response – the 75-card Unsen
Karuta deck was devised first,
replaced in the mid-18th
century with Mekuri Karuta, and
that in turn was banned in 1791. Various games were invented and
banned in the aftermath of this until Hanafuda was
invented – an intentionally obtuse and bizarre game with no numbers
and complex mechanics that clearly could not be used for gambling
(but was as a result a good way of circumventing the anti-gaming
regulations). Enter Nintendo in 1889, who popularised Hanafuda
as it is known now, and enter
the Mafia, who popularised gambling on games of Hanafuda.
The
game itself, in its popular Koi-koi variant,
is played with a 48-card deck divided into twelve four-card suits,
which may contain between 1 and 3 special scoring cards. The aim of
the game is to capture certain combinations in the vein of mah-jong
or rummy, but instead of using numbers (sets and runs) the emphasis
is on combinations of the special scoring categories – Bright
(seasons), Animals and Ribbons. Play is quite unlike most card games
– each player has a hand of eight cards, and there is a tableau of
eight cards in the centre. In order to capture a card a player must
play a card that matches its suit – so to capture, for example, the
Plum Blossom Ribbon card one must play another Plum Blossom-suit card
(one of the two ordinary cards or the Bush Warbler, the Plum Blossom
Animal card). After the player takes their turn, either capturing a
card by making a match or simply discarding to the tableau, they look
at the top card of the deck and if they can make a match, do so. Thus
it is possible to capture zero, two or four cards a turn.
Once
a player has captured sufficient cards to meet one of the scoring
combinations, they must make a choice – either call the hand over
and score, or keep playing (Koi-koi).
If play continues, then the final score for the hand increases but
there is the risk of losing everything. If a player's opponent can
complete a scoring combination, they may choose to call (meaning the
first player to koi-koi loses
everything) or continue themself. The hand continues either until one
player runs out of cards in hand, or calls. Should the hand end with
someone running out of cards without making a new combination, it is
a draw and nothing is scored.
Example:
Player 1 completes a set, and continues. Player 2 is next to complete
a set, and may thus choose to either call the hand (scoring points
for their set, and Player 1 scoring nothing) or continue. If they
continue, and neither player completes a new set before one player's
hand is exhauster, the round is a draw.
It
sounds complicated but is very easy in practice, and there is a lot
of strategy to it. Both players know all the scoring combinations and
a significant number of cards available (sixteen out of forty-eight
cards are known to each player), and so Hanafuda becomes
a game of card-counting and bluffing – if you hold a card that your
opponent needs to complete their set, you can control their play to
an extent. Play continues over a number of rounds, and the highest
score at the end wins (if one is not playing for money). Further
strategy is added by special winning hands and numerous regional
variants.
So
that is Hanafuda, a
game with an unusual history that is nevertheless intensely fun to
play even without the actual gambling element. It is obviously
abstract, a purely strategic and deductive card game based on taking
calculated risks and mitigating bad luck over the course of several
rounds of play. I would highly recommend before setting out to buy a
deck (which can be bought at JP Books in Piccadilly among other
places) trying either the Steam version or one of the many free
online versions to learn the cards, because it is intentionally
complicated in terms of scoring.
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