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Hanamikoji – product image
Ages 10+ · ★ 4.0

Hanamikoji

Two players use a fine feel for cards to win the favor of seven geishas: an elegant, highly tactical duel of bluffing.

How it plays

Seven geishas are worth two to five favor points; each has as many item cards as she is worth in points. On each turn, the active player draws a card and plays one of four actions, each of them once per round. They can keep one card face down as a secret for the scoring, discard two, offer three (the opponent takes one) or split four into two pairs (the opponent takes one pair). At the end of the round, each geisha’s favor goes to whoever has more of her item cards. Whoever holds four geishas or eleven points wins.

What it can help develop

At its heart is “I cut, you choose”: whoever offers cards or forms pairs anticipates which geisha the opponent wants and splits the cards so that every choice remains bearable (perspective-taking). Planning ahead comes in too: in what order should a player use the four actions without emptying their hand too early? With only 21 cards, anyone who keeps count of what is already face up can better judge what the opponent may be holding (working memory).

Perspective-taking●●●●●
Planning ahead●●●●●
Working memory●●●●●
Voices from the community: Nominated for the Golden Geek 2016 for best two-player game, and fourth place in the 2018 À la carte award of Fairplay magazine (for card games). Reviews praise the “I cut, you choose” principle, the bluffing and the design: quick to explain, but it takes a few games to master. One review finds it frustrating when the opponent takes the card a player wanted.
Our tip for parents: Play the first round with your hands face up and say aloud what the opponent would choose. After that, play with hidden hands, bluffing included.

Especially suitable for

  • Children from age 10 who enjoy puzzling things out and playing tactically
  • Couples and parent-and-child duels, always with exactly two players
  • Short duels when 15 minutes is enough

Less suitable for

  • Families who want to play with three or more people
  • Children who stay annoyed for a long time when cards are snatched away

Our verdict

Hanamikoji is a worthwhile choice for two-player duels, for example between parents and children from age 10 who enjoy puzzling and bluffing. The principle that one person splits and the other chooses is quick to explain, a duel takes 15 minutes, and the cards are beautifully designed. Its limitations are the fixed player count of exactly two, a few practice games before players feel confident, and annoyance when the card someone wanted ends up with the opponent.

Getting started

  • Keep count of which of the 21 cards are already face up; this helps to judge what the opponent may be holding in their hand.
  • Remember that the secret card counts in the scoring, but the discarded cards do not.

In detail

Variants and player count

The KOSMOS edition of the game by Kota Nakayama was published in September 2017; according to Wikipedia, it is a licensed edition of the original from Takamagahara from 2013. According to KOSMOS, it contains seven geisha cards, 21 item cards, eight action markers and seven favor markers. Each person has six cards in hand, draws one card per turn and plays one of four actions, each only once: secret, discard, offer of three cards or trade with two pairs. The secret card counts in the scoring, the discarded cards do not. Whoever reaches four geishas or eleven favor points wins; otherwise the next round follows.

What reviewers say

According to Wikipedia, Hanamikoji came fourth in the 2018 À la carte award of Fairplay magazine. A review on Opinionated Gamers from April 2016 praises the pie rule principle as well implemented and mentions bluffing and judging the opponent. According to the review, it is frustrating when the opponent takes the card a player wanted. Chris Wray (Opinionated Gamers, February 2017) finds the artwork beautiful and the game accessible, mentions hand management and bluffing, and considers card counting an advantage, with a manageable memory element. He mentions a Golden Geek nomination in the two-player category. In March 2018, Reich der Spiele described a quick duel with more depth than expected. According to the review, the cards are works of art, the game is quick to explain, and it takes a few games to perfect the way of playing.

How it compares

Kahuna (from age 10, 2 people, about 30 to 40 minutes) shares the age, the number of players and the skill area of logic and planning with Hanamikoji; Hanamikoji also has cooperation, Kahuna flexibility. Beer & Bread (from age 10, 2 people, about 30 to 45 minutes) also shares the age, the number of players and logic and planning. At about 15 minutes, Hanamikoji is shorter than both. All three are suitable for couples and parent-and-child duels, but not for family groups of three or more. Hanamikoji suits children from age 10 who enjoy puzzling things out and playing tactically; it is less suited to children who stay annoyed for a long time when cards are snatched away.

Sources

Frequently asked questions

What age is Hanamikoji suitable for?

Hanamikoji is recommended from age 10. A child who likes thinking ahead, enjoys bluffing and does not stay annoyed for long about cards being snatched away is ready. The rules are quick to explain, but it takes a few games before players feel confident.

How long does a game take and how many people can play?

A game takes about 15 minutes and is a duel for exactly 2 people; it does not suit families who want to play in larger numbers. Whoever holds four geishas or eleven favor points wins; otherwise, the next round follows.

What skills can Hanamikoji help develop?

It can help develop logic and planning as well as, in the two-player duel, putting yourself in the opponent’s shoes. When offering and splitting cards, players have to imagine what the other person would choose and divide the cards so that no loss weighs too heavily.

Is it not frustrating when the card you wanted is gone?

One review does indeed find it frustrating, and children who stay annoyed for a long time are less well served. But it is part of the principle that one person splits and the other chooses, and at the same time reviews praise exactly this as part of the appeal.

Skills profile

Logic and planning – thinking ahead, solving problems and adapting strategies
Cooperation – following rules, taking turns and putting yourself in other people's shoes; in cooperative games, winning together

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