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Card games

Hanamikoji

IELLOKota Nakayama2013

players
2
minutes
15
years
10+

In the box

7 Geisha cards · 21 object cards · 8 Action tokens · 7 favour markers

Official rules (PDF, publisher's site)

Box details
Designer
Kota Nakayama
Artwork
Maisherly Chan
Publisher
IELLO
Mechanics
Area MajorityHand ManagementOpen DraftingSimultaneous Action Selection

score sheets for this game →

Where to buy it

Near you and online

In a shop

Within 50 km.

The basics

Win the favour of the seven geishas by offering them more item cards of their art than your opponent. On your turn, draw a card, then carry out one of your four actions still available: keep a card secret, discard two, show three of which your opponent picks one, or show two pairs of which they keep one. After each round, each geisha goes to whoever offered her the most cards, and 11 charm points, or failing that 4 geishas, win.

The rules, step by step

Setup

7 geishas lined up, 6 cards each, 4 action markers
  • The seven geishas are lined up between the players, with their marker in the middle. They are worth 2, 2, 2, 3, 3, 4 and 5 charm points.
  • One item card is removed at random, face down, then each player is dealt six cards.
  • Each player places their four action markers in front of them.

How to play

Draw a card, Then an available action, Each action once
  • On your turn, draw a card, then carry out an action you still have available.
  • Secret: one card set aside, face down; it will count at the end of the round.
  • Trade-off: two cards discarded, face down.
  • Gift: three cards shown; your opponent keeps one, you keep the other two.
  • Competition: two pairs shown; your opponent keeps one pair, you keep the other.
  • Each player carries out all four actions, once each, then the round ends.

Scoring

Geisha to the most cards, Tie: nothing moves
  • For each geisha, whoever has offered her the most cards draws her marker to their side.
  • In a tie, the marker does not move: it stays where it was in the previous round.

End of the game

11 charm points, Or 4 geishas, Else, a new round
  • After a round, 11 or more charm points win; failing that, 4 or more geishas.
  • If nobody wins, another round is played, keeping the markers where they are; the first player changes.

Going further

Frequently asked questions · In the same family

Frequently asked questions

What if the two conditions are met by different players?

Charm points take priority: the player with 11 points or more wins.

In the same family

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