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Hello everyone! Sorry it took so long, I'm still learning how to organize these games in a coherent way, I'm learning with you! So let's learn Go-stop!
While originating in Japan, Hanafuda cards have spread all over the world. They have inspired many games from many different cultures. In Korea, Hanafuda is known as Hwatu (화투) and are played with Joker cards. The Hwa-tu deck is basically the same as the Hanafuda deck, except that the month of November and December have been switched, so the Paulownia is November and the Willow (Bi) is December. Also, the terminology is different for the card types.
Brights: Kwang (or Gwang)
Animals: Yul
Ribbons: Tti
Dregs/Junk: Pi
Being a matching game, the play is very similar to Koi-Koi. The object of the game is to create hands through 2 matches per turn (a planned match and a random match) the score points. The rounds end when one of the players has reached the agreed amount of points (5-7 for a 2 player game and 3 for a 3 player game) through captured hands, however if they feel they can make more points before the other player reaches the goal, they can choose to “Go” instead of taking the points and ending the round "Stop". (The gameplay itself is very easy, but while there are less hands to remember, there are more conditions and multipliers). This was a difficult one for me to organize, so please feel free to suggest edits and I hope I organize it in a way that makes it accessible. I heavily referenced the late Habafuki.org, whose previous host was kind enough to give me all of his files in the hope of keeping Hanafuda alive. I have also gathered from other sources such as Sloperoma and Pagat, as well as other places online. The one thing I noticed was that NONE of them were exactly the same, so what I have below is the combination of all of them.
You can play the game with starting chips or money (if you agree on an amount, I'd suggest a penny per point) that you “steal” from each other (this game was a gambling game) or the way I tend to play is just adding points up as I go, starting from a base zero.
While there are a lot of random factors in Go-Stop but with practice, you can develop strategies and get pretty competitive!
HOW TO PLAY
Origin: Korea
Players:2-3
Game Style: Matching
Length of Play: unlimited
Number of Decks: One full deck, optional 2 jokers (and a second deck if you want to keep going)
Hands : 1 Dealt Hand and 11 scoring
Special Cards: 3
Goal: Be the first to reach the agreed upon points through creating hands by capturing cards. 5-7pts for 2 players and 3 pts for 3 players
SPECIAL CARDS:
Jokers: Two Jokers are used in Go-Stop (though you could experiment with more!) these are the 2 Pi Joker and the 3 Pi Joker. In the "Original" style deck they are represented by 2 and 3 foxes (the tricksters!). When one is played from the player's hand or the deck, it immediately goes into the players Library, counting toward the Pi score. They player then immediately draws another card from the deck and plays accordingly. So whenever a Joker is played, the player gets to draw twice from the deck.
Other Specials:
SET UP:
Choose a Dealer
2 Player Game: 10 cards are dealt face down to each player and 8 face up to the field
3 Player Game: 7 cards are dealt face down to each player and 6 face up to the field
BEFORE YOU START PLAYING: Players need to look for Starting Conditions
First check the field
If a full month has been dealt to the field, the round is void and redealt.
If there are ¾ of a month dealt to the field, combine the three into one stack, the player who plays the final card of the month gets all of that month.
If Jokers have been dealt to the field then the Joker(s) are moved to the dealers capture field (library) and replaced from the deck.
Then check for hands
President: 4 cards of the same month: 5pts and the round is ended
Heudeum: 3 cards from the same month: The player may choose to reset the round, or show his 3 cards to the other players and continue play. If the fourth card is ever in the field they may "Bomb the Field" playing all 3 cards at once and claiming all four. Also your score will be doubled if you win the round.
Play
Starting with the dealer the order of play goes:
1. The player may make a match with a card in his hand to a card in the field of the same month (If there are two options in the field they must pick one). Or they may add a card to the field that matches none of them. After matching to the field the player leaves the card on its match till after step 2. A player may also "Bomb" the field if the 4th card to their 3 is in the field and they revealed it to group at the set-up. If they end up winning the round (it doesn't have to be because of the bomb) their score is doubled.
2.The player now reveals the top card of the deck and one of the following happens:
If it matches a card, the player gets that match, as well as any other match made in step 1 and adds both matches to their library in front of them. (This “library” is the pool from which players can form their Yaku from.)
Ppeok: If the card matches the first match they made, causing three of one month to be on the table, all three cards stay in play, and remain there until someone makes the final match of the month and claims all the cards. (The player also steals one Pi from each of their opponents)
If the card matches no card in the field, it is then added to the field.
Special Events: If at any point one of the following occurs, the player may steal one Pi from their opponents.
Ttadak: If there are to cards of the same month in the field and the player captures both of them (a match from the hand and a match from the deck)
Chok: If in Step 1 a player made no matches and added a card to the field, then matched that card with their draw from the deck
PPeok: If the card matches the first match they made, causing three of one month to be on the table, all three cards stay in play, and remain there until someone makes the final match of the month and claims all the cards.
Sseul: If there are only two cards left in the field (from different months) and a player manages to capture both on their turn.
3. When the player is done matching, they see if they have formed enough hands to reach the point goal in their library. If they have, they can either end the round and claim their points by saying "Stop", or if they believe they can make more points before the other player can reach the point goal , they may call "Go" and continue play. Be careful, if the player calls "Go" and their opponent gets to the winning point score (even if it's lower than the players current score) before they get a chance to call "Stop" again, the opponent wins the round. See Scoring the Round when ready.
4. Play Continues to the next player.
Play in a round continues until either a player makes enough hands to reach the agreed points, or the deck is exhausted. The round is then ended and the field and hands are re-dealt. The player with the Highest score is the new Dealer.
SCORING THE ROUND
Go-Stop has only 11 hands which make it easy to remember after some practice. However it has a lot of multipliers that make it a little more complicated. The hands of Go-Stop only utilize the Kwangs (Brights), the Tti (Ribbons), the Yul (Animals), and the Pi (Dregs). If playing just for points then the winner of the round gets their points and whatever scoring bonuses (as outlined below). If gambling, then the winning player receives their score with any bonuses from their losing opponents. Note, that if a player said "Go" and failed, then they pay the winner for themselves and for any other opponents. See Bonuses below:
Score Bonus (These Stack)
Said "Go" once: 1pt
Said "Go" twice: 2pts
Said "Go" 3 times: Score Doubled, and then doubled again for each additional "Go"
Won after someone else called "Go": Score Doubled (Go Bak)
Had show Heudeum and/or bombed the field: Score Doubled (you do not have to bomb the field, just to have won after showing Heudeum
No winner the previous round: Score Doubled
Had a Kwang hand and opponents had none: Score Doubled (Kwang Bak)
Had 7+ Yul: Double Score (Yul Bak)
Had 10+ Pi and opponents had less than 5: Score Doubled, or Opponents with less than 5 pay double (Pi Bak)
Example Scoring:
Player 1 has Godori (5) and 3 animal cards (a total of 6 animal cards) so their score is 7pts. Player 1 chooses to call "Go"
However, Player 2 successfully accumulates enough points to win with 4 Kwang and enough Pi. Since they are playing for chips, Player 1 owes 7+ any scoring bonuses. In this case, Player 1 had no Kwang or Pi, so they are subject to Kwang Back, Pi Bak, and because they said Go and failed, Go Bak. So 7x2x2x2 or 56pts!, if they were not playing for chips, then Player score would just log 56 pts for the round.
END OF GAME
The game ends... when you want it to? I literally couldn't find reference to an actual end. So you can go by the half year (6 rounds) or full year (12 rounds) or agree to a point total, or when you run out of chips/money.
Thank you so much! Your patience for how slowly I'm compiling these has been great! Keep the survey responses coming in, they'll helping me so much. I'm working on a test print of my cards and will update you all when it comes!
Some of the things I want to cover in the next few blog posts are:
Hanafuda decks on the market
March
The Hanafuda Emoji
I want to feature more decks on the market, so if you know of any link me!
Also I want to know what game you want to learn next, please consider selecting one of the below games for the next game post.
Which Game do you want to learn next?
Higo-Bana/Sakura, Hawaiian
Sutda, Korean, simple, very gambling oriented
Hachi-Hachi, popular but more complex, Japanese 12 basic hands 47 combinations!
Poka, our first non matching game!
Other
Thanks everyone!
-Kelsey
Moon Rabbit Hanafuda
This blog is going to follow the Moon Rabbit Hanafuda decks, the impending Kickstarter and History of the cards.
- [+] Dice rolls