FudaWiki¶
Modern standard rules with slightly higher top combos. FudaWiki keeps the Nintendo structure and changes three things: the Goko and Sanko values, and the Koi-Koi limit.
Summary¶
- Goko scores 15 instead of 10.
- Sanko scores 6 instead of 5.
- Everything else scores the same as Nintendo, including Viewings, the set rules, and Kasu.
- Unlimited Koi-Koi calls. You can keep calling Koi-Koi for as long as your score keeps rising. Each call raises your own multiplier.
Differences from Nintendo¶
| Item | Nintendo | FudaWiki |
|---|---|---|
| Goko (5 Brights) | 10 | 15 |
| Sanko (3 Brights, no Rain Man) | 5 | 6 |
| Koi-Koi calls per player per round | 1, then forced Shobu | Unlimited |
Everything else is the same as Nintendo. Piles with fewer than three Brights score identically under both rule sets.
Koi-Koi streak¶
Because FudaWiki has no call limit, the caller multiplier can climb. Each of your calls adds one step: 1 call gives ×2, 2 calls gives ×3, and so on, capped at ×6. See Multipliers for the full table.
Compare this with Nintendo, where after one call you can only Shobu on your next increase.
Example¶
You capture all five Brights:
Under FudaWiki that is Goko for 15 base points. The base is 7 or more, so the 7+ multiplier applies, giving 15 × 2 = 30 before any Koi-Koi call. Under Nintendo the same capture is 10 base, which is 20 before any Koi-Koi call.
Not implemented¶
The handoff document mentions a FudaWiki rule where a Koi-Koi call can be taken back. That is not implemented. See Errata & Known Issues.
Related¶
Ruleset Source¶
- Rules of Koi-Koi (Sloperama) — the Koi-Koi call and its escalating multipliers.
- How to Play Koi-Koi (CardRulesPlus) — when the Koi-Koi prompt opens, and capped multiplier streaks in digital versions.
- Koi-Koi rules (hanafuda.fr) — core Koi-Koi rules, including the 7+ doubling.
