How it plays
Each round of Hanamikoji gives you four actions, each usable once. You hide one item card for later scoring, discard two unseen, offer three so your opponent chooses one, and divide four into two pairs so they choose a pair. Drawing before each action changes the hand you must distribute.
Items compete for the favor of seven geishas. The player with more matching items takes that favor; ties preserve its previous position. At scoring, winning four geishas or at least eleven charm points can end the game. A round without a winner keeps the favor markers for the next round.
Decisions you’ll make
Plan an offer by considering what either choice leaves you. An attractive gift can secure your remaining cards, but it also strengthens your opponent’s side.
Keep the hidden card in mind when judging a visible lead. Not all items that will score are public until the round ends.
Learning the game
Light: four once-per-round actions are compact, but explain both victory thresholds and how favor carries across rounds.