KK-ADD-10¶
The maintainer's house rule
KK-ADD-10 is the maintainer's own rule set, carried over from an earlier game. The maintainer considers it a good first rule set for beginners. The three counted families start scoring at clear thresholds (5 animals, 4 ribbons, 10 plains), and every card after that adds a point, so the score rises in visible steps.
This rule set is expected to change as the maintainer tunes it. When it does, this page and the generated tables are updated together. If you are reading a rule from older material, check here first.
Fixed sets and counted cards are added together, rather than replacing each other. The Sake Cup also counts as a Plain. Expect bigger rounds and bigger swings.
Summary¶
- Fixed sets stack with counts. Ino-shika-cho, Akatan, and Aotan are fixed at 5 each. Tane and Tanzaku are counted on top of them.
- Akatan + Aotan as one combined set scores 10. Tanzaku still stacks on top of it.
- Tanzaku opens at 4 ribbons, not 5. Each ribbon from the 4th onward adds 1.
- Tane scores from the 5th animal, and stacks with Ino-shika-cho.
- Sake Cup counts as a Plain for Kasu. It also still counts as an animal and for both Viewings.
- Viewings are on.
- Unlimited Koi-Koi calls per player per round, like FudaWiki.
- Speed minigame on (minipoints). A 1000 ms timer bar grades every hand-card drop; minipoints become extra score points at the end of the match.
Speed minigame: the timer bar and minipoints¶
Only in KK-ADD-10. In the bottom-right corner of the table, below RESTART, a short timer bar arms at the start of every one of your hand turns — the moment you can actually play a card. It runs for 1000 ms, empties from left to right, and is gone until your next turn once it runs out or you drop the hand card. The stock flip afterwards never counts, replays never score, and the CPU is never graded (it would always land perfect).
Drop the hand card onto a matching card while the bar still runs and you score minipoints from two halves multiplied together:
- Speed — how much of the bar is left. A drop within the first ~500 ms (half the bar) gets the full speed half.
- Accuracy — how much of the target card your drop covers. 80% overlap or better gets the full accuracy half.
The catch scores 10 × speed × accuracy, rounded, capped at 10 minipoints — so a perfect catch is both quick and dead-on. A plain drop scores nothing.
Serie bonus. A perfect catch (10 minipoints) starts or continues a serie. Every perfect catch in a serie of two or more carries a +10 minipoint bonus, granted retroactively to the serie's first catch as well. Any other hand card you play — a plain drop, a slower or sloppy catch, a timeout — breaks the serie; starting a new round breaks it too. Eight perfect catches in a row within one round therefore score 80 + 80 = 160 minipoints.
The minipoints show in gold over the bar (the bar stays behind the numbers), always the same spot and size, and remain on screen after the bar is gone. New minipoints flash the bar and pulse the number. At the match result, a gold box below the board shows the conversion outright — SPEED MINIPOINTS: 260 = +26 PTS — so the bonus is never silent.
At the end of the match — never per round — every full 10 minipoints becomes 1 extra score point for you; the remainder is discarded. A perfect deal is worth up to 16 extra points at the match result.
When the Koi-Koi screen opens¶
In KK-ADD-10 the screen is triggered by the combos themselves, not by the total score. It opens when:
- a new combo (yaku) appears in your captured cards, or
- a combo you already have grows in points — for example Sanko (5) becomes Shiko (8) and then Goko (10), or Tane, Tanzaku, or Kasu gains a point from an extra card.
Capturing a card that changes no combo opens no screen. The combos are compared with the ones you had at your last Koi-Koi decision, so each stage of a growing combo opens the screen again — and each stage is already worth its points when it opens.
The Brights growing, stage by stage — each row opens the screen:

Sanko, 5 points. Adding the Phoenix makes Shiko, 8 points:

Adding the Rain Man as well makes Goko, 10 points:

High Score Gameplay¶
Because counted cards stack, a single animal or ribbon beyond the threshold always adds points. Long, greedy captures score quickly. In practice that rewards keeping many cards of the same family.
This is the heart of KK-ADD-10: one round can snowball to hundreds of points or evaporate in a turn. Bank a 30-point pile after two Koi-Koi calls and the award is 180 — 30 × 2 for the 7+ base × 3 for the calls. Let the opponent complete a combo first and their win is doubled while your pile scores nothing.
Scoring differences from Nintendo¶
| Item | Nintendo | KK-ADD-10 |
|---|---|---|
| Ino-shika-cho | 5, +1 per other animal, replaces Tane | Fixed 5, and Tane still counts on top |
| Akatan / Aotan | 5, +1 per other ribbon | Fixed 5 each |
| Akatan + Aotan | 10, +1 per other ribbon | 10 combined, and Tanzaku still stacks |
| Tanzaku | Only when no ribbon set applies, from 5 ribbons | Always counted, from 4 ribbons |
| Tane | Only when Ino-shika-cho does not apply | Always counted, from 5 animals |
| Kasu | 10+ Plains | 10+ Plains, Sake Cup counts as a Plain |
| Koi-Koi calls | 1 per player, then forced Shobu | Unlimited |
Worked examples¶
- Ino-shika-cho plus two extra animals (5 animals total): KK-ADD-10 scores Ino 5 + Tane 1 = 6. Nintendo scores Ino 7 (Tane folds in).
- All six ribbons (Akatan + Aotan + 0 others): combined set 10 + Tanzaku 3 = 13. Nintendo scores 10.
- Nine Plains plus the Sake Cup: Kasu 1 = 1, because the Cup counts as the tenth Plain.
Ino-shika-cho plus two extra animals — Butterflies, Boar, Deer, Warbler, Swallow:

All six ribbons — the three Poetry ribbons and the three Blue ribbons:

Nine Plains plus the Sake Cup (the Cup is the card on the right; in KK-ADD-10 it counts as the tenth Plain):

These values are generated from the engine on the Yaku & Scoring page.

