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Number of Players: 3 (for 2 player rules, see below) Cards Used: 1 full deck of 48 cards Game Length: 12 rounds

Goal: To form captured hands and capture high scoring cards The dealer deals 7 cards to each player and 6 cards to the field. The deck is placed in the middle of the field. Here's an example of a Hachi-Hachi starting position with the 3 players' hands, the field and the deck:

Each round's scoring is affected by the initial cards in the field. This change in scoring affects all point values (including the cost of folding). There are 3 kinds of fields. The kinds of fields, their conditions, and their affects on scoring is as follows: Small There are no lights in the field Field Points are as normal

Large Field

The Pine, Sakura, or Moon cards are in the field

Points are doubled

Grand The Rain or Phoenix cards are Points are Field in the field quadrupled

If there are 2 lights in the field, the higher field is put into affect. If there are 2 lights of the same field value (such as Rain and Phoenix), the next round's field is the same kind as that of the current round. Once the players have their hands they need to check them for any dealt hands they may have received. There are 47 dealt hands in Hachi-Hachi which can be a little intimidating. In fact, there are only 12 basic hands; the rest of the hands are combinations of those 12. You can only have one dealt hand from the list; they don't stack. Here is a list of each hand's name, contents, and point value: The Basic 12 Three () Standing Three ( ) Red () You have 3 cards from the same month 24 points

You have 3 cards from April, May, 36 or July, points or the 3 dregs from December. You have 2 poetry slips and 5 dregs. 36 points

One Slip ( 36 You have 1 poetry slip and 6 dregs. points ) One Ten ( ) Wither ( ) One Light ( ) Lead ( ) You have 1 animal card and 6 dregs. You have 7 dregs. You have 1 light and 6 dregs. 36 points 48 points 48 points

You have 3 pairs (2 cards from the 48 same month). points You have 4 cards from the same 72

Four () Haneken Four Two One Four Three

You have 4 cards from the same month. You have 3 cards from the same month and 2 pairs. You have 4 cards from the same month and 1 pair.

72 points 84 points 96 points

4 cards from the same month and 3 240 cards from another month points The 35 Combinations

Red Three One Slip Three One Ten Three One Light Three Wither Three Two Three Red Standing Three One Slip Standing Three One Ten Standing Three Wither Standing Three Two Standing Threes Red Lead One Slip Lead One Ten Lead Wither Lead

'Three' and 'Red' 'One Slip' and 'Three' 'One Ten' and 'Three' 'One Light' and 'Three' 'Wither' and 'Three' Two 'Three' hands 'Red' and 'Standing Three' 'One Slip' and 'Standing Three' 'One Ten' and 'Standing Three' 'Wither' and 'Standing Three' Two 'Standing Three' hands 'Red' and 'Lead' 'One Slip' and 'Lead' 'One Ten' and 'Lead' 'Wither' and 'Lead'

60 points 60 points 60 points 72 points 72 points 72 points 72 points 72 points 72 points 84 points 96 points 84 points 84 points 84 points 96 points

One Light Lead Red Four One Slip Four One Ten Four Wither Four One Light Four Red Haneken One Slip Haneken One Ten Haneken Wither Haneken

'One Light' and 'Lead' 'Red' and 'Four' 'One Slip' and 'Four' 'One Ten' and 'Four' 'Wither' and 'Four' 'One Light' and 'Four' 'Red' and 'Haneken' 'One Slip' and 'Haneken' 'One Ten' and 'Haneken' 'Wither' and 'Haneken'

96 points 108 points 108 points 108 points 120 points 120 points 120 points 120 points 120 points 132 points 132 points 132 points 132 points 132 points 144 points 144 points 276 points 276 points 288 points 288 points

One Light Haneken 'One Light' and 'Haneken' Red Four Two One One Slip Four Two One One Ten Four Two One Wither Four Two One 'Red' and 'Four Two One' 'One Slip' and 'Four Two One' 'One Ten' and 'Four Two One' 'Wither' and 'Four Two One'

One Light Four Two 'One Light' and 'Four Two One One' One Slip Four Three 'One Slip' and 'Four Three' One Ten Four Three 'One Ten' and 'Four Three' Wither Four Three One Light Four Three 'Wither' and 'Four Three' 'One Light' and 'Four Three'

Note: the Japanese use two counters for scoring HachiHachi, one worth 12 points and the other 1. All of the above are multiples of 12. You might come across that scoring system if you use Japanese software. If a player has a dealt hand, the points listed above are the amount they receive from each other player, so the points are effectively doubled. It is possible for all three players to have dealt hands, in which case scorekeeping can get a little complicated. In order to claim a dealt hand, a player must show the relevant cards to the other players. Once dealt hands have been scored, play begins. Starting with the dealer and continuing in a counterclockwise direction, each player captures cards (as described in the General Rules). Once a player has formed a captured hand they have to decide whether or not to end the round. If they decide to end the round they receive the point value of their captured hands from the other players and become the dealer for the next round. If the player does not wish to end the round they announce 'Sage'. If a player chooses 'Sage', the game continues as before. 'Sage' is a way for a player to bet that he can form a new captured hand before his opponents can form a hand. If the player succesfully forms a new hand before his opponents do he does not gain any bonus points for doing so. If the round ends because all of the cards have been captured and the player has not been successful in his attempt he must pay half the value of his captured hand to each player. So, if he had an 84 point hand he would pay 42 points to each of the other players. If the player is not successful because another player successfully forms a hand, the player must pay all of the points for that new hand. The third player does not have to pay any points. Once dealt hands have been scored, play begins. Starting with the dealer and continuing in a counterclockwise direction, each player captures cards (as described in the General Rules). The round ends once all players have run out of cards or a player has formed a captured hand.

There is a special rule regarding forming a captured hand. If a player forms the 'Red Poems', 'Blue Poems', or 'Four Lights' hand, and they form the hand using a card played by another player into the field, and that player had more than 1 card in their hand at the time they played it, the player who played that card must pay the full cost of the captured hand. Captured Hands Five Lights Four Lights 144 points 120 points

The above hands are mutually exclusive. Blue Poems Red Poems 84 points 84 points

Seven Poems

120 point

Any 7 poetry slips other than the November slip can be used.

If no players have formed any captured hands and none of the players have any cards remaining in their hands, the players add up the total value of the cards they have captured using the standard points. They then subtract 88 points from that total and multiply by the field multiplier. For example, if a player ends a round with 4 animals, 4 slips, 7 dregs, and the Curtain card in a Grand Field round, they would score 81 points (1x20, 4x10, 4x5, 7x1) minus 88 (for a subtotal of -7) multiplied by 4 for a total of -28 points. That is the player's score for the round.

There are five special captured hands that only come into play now, while adding up the value of the captured cards. If a player has one of these hands, they receive the points listed in the chart below from each of the other players. The other players do not receive any points for their captured cards. Also, if one of these hands have been formed, all points gained by any players from dealt hands must be returned. The special hands are: Special Captured Hands All 3 players capture 88 points of cards each. 120 All 8's The dealer collects these points points. Double 8's The player's total after subtracting 88 points is 80 points or higher (before multiplying) 120 points

Simple The player has captured 16 144 16 or more dregs cards points Note: each additional dregs card is worth 24 points. The player had the 'Three' or 'Standing Three' dealt hand 12 Diving and captures those three points cards The player had the 'Red', 'One Slip', 'One Ten', or 12 Escape 'Wither' dealt hand and points captured 89 points or more of cards

Scoring Example The following example shows all of the scoring that is involved in one round of Hachi-Hachi. Field : Grand Field (x4)

Subscore A : Dealt Hands Player A - 'Standing Three' (36) Player B - None Player C - 'Three' (24) Player A receives 36x4 points from each player (x4 because of the grand field), and pays 24x4 to Player C Player B pays 36x4 points to Player A and 24x4 points to Player B Player C receives 24x4 points from each player and pays 36x4 points to Player A A : 192 B : -240 C : 48 Subscore B : Captured Hands Player A - 'Diving' (12) Player B - None Player C - None Player A receives 12x4 points from each player Player B pays 12x4 points to Player A Player C pays 12x4 points to Player A A : 96 B : -48 C : -48 Subscore C : Captured Cards: Player A - 68 points Player B - 125 points Player C - 71 points A : -80 (68 - 88) x 4 B : 148 (125 - 88) x 4 C : -68 (71 - 88) x 4 Total: Player A : 208 (192 + 96 - 80) Player B : -140 (-240 - 48 + 148)

Player B : -140 (-240 - 48 + 148) Player C : -68 (48 - 48 - 68)

2-Player Hachi-Hachi Hachi-Hachi for 2 players is essentially the same as above. The only differences are that the special captured hands are not used, and when calculating a player's score for a round in which no captured hands have been formed, the players add the total value of their cards and compare them. The player with the lower value cards pays the winner the difference. So, if one player's cards are worth 53 points and the other player's cards are worth 60 points in a large field round, the first player scores 13 points for the round.

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