Shishibo Rules

Detailed rules for Shishibo (Shishibochuushin / Enshu-bana). Hand yaku, cut-off yaku, earned yaku, the soba system, and kotsu declarations.

Overview

What is Shishibo?

Shishibo (猪牡忠臣 / Shishibochuushin, also known as Enshu-bana) is a hanafuda game using a soba (stake) system. It is played with 3 players as the base, and up to 3–7 players can participate through the "enter/retire" system. The goal is to score higher than opponents through earned yaku and cut-off yaku. There is no retire fee or chase-out fee.

Setup

Players3 (3–7 with enter/retire)
Hand Cards7 per player
Field Cards6
Cards UsedAll 48

Card Points

Bright Cards30 pts × 4 (Willow is treated as Animal)
Animal Cards10 pts × 10 (includes Ono no Michikaze)
Ribbon Cards5 pts × 10
Chaff Cards0 pts × 24

Willow and Ono no Michikaze

In Shishibo, "Willow and Ono no Michikaze" is treated as an Animal card (10 pts), not a Bright. It does not count as a Bright for soba determination either.

Game Flow

1

Deal Cards

Deal 6 field cards and 7 hand cards to each player.

2

Reveal Field Cards

Reveal the field cards and check the number of Bright cards to determine the soba (stake level).

3

Enter / Retire Declaration

Starting from the dealer counterclockwise, declare whether to participate in the round.

4

Kotsu Declaration

Only entered players may declare, starting from the dealer, one chance each to raise the soba.

5

Reveal Hand Yaku

If you have hand yaku, place them face-up in front of you before play begins.

6

Card Matching

Play a card from hand to match a same-month field card, then flip one from the draw pile to match. If a cut-off yaku is completed, the round ends immediately.

7

Winner and Settlement

The player with the highest total card points, or who completed a cut-off yaku, wins. The winner collects the soba points from each active player.

Determining Soba — Based on Field Brights

The soba is determined by counting Bright cards (Crane, Curtain, Moon, Phoenix) among the 6 field cards.

Field Type

  • Flat field (no Brights): 1-honba
  • Bright field (Brights present): Number of Brights + 1 = honba

Soba and Points

  • 1-honba: Winner receives 1 point from each active player
  • 2-honba: Winner receives 2 points from each active player
  • 3-honba+: Winner receives points equal to the honba number from each player

Mizu-Kotsu — Blind Soba Raise

Before the enter/retire declaration, if you have not yet looked at your hand, you may raise the soba. If you declare Mizu-Kotsu, you must enter during the first round of declarations.

Enter / Retire — Choosing to Participate

After cards are dealt, starting from the dealer counterclockwise, declare whether to participate.

  • Enter: Announce your participation
  • Retire: Announce retirement and return your hand to the draw pile

When 4+ Players Enter

The soba is raised by 1, and another round of declarations occurs until only 3 players remain. There is no upper limit on soba raises from this process.

Kotsu — Soba Raise Declaration

After the enter/retire declaration, only entered players may declare a soba raise, starting from the dealer, one chance each.

  • To raise: Declare "Kotsu" (soba goes up by 1)
  • Not to raise: Declare "Nashi" (pass)

Hand Yaku (5 Types)

These yaku exist at the time of dealing. Reveal them before play begins.

Shihon (Four-of-a-Month)

4 cards of the same month

100 pts

Sanbon (Three-of-a-Month)

3 cards of the same month

50 pts

Soppe (All Chaff)

Entire hand is chaff

100 pts

Toichi (Animal-One)

1 Animal card, rest all chaff

50 pts

Tan'ichi (Ribbon-One)

1 Ribbon card, rest all chaff

50 pts

Hand Yaku Rules

  • Shihon / Sanbon: Reveal the relevant cards face-up, then play with them displayed
  • Soppe: Reveal all hand cards face-up, then play
  • Toichi / Tan'ichi: Briefly reveal all cards for confirmation, then return to hand before playing
  • If all 4 cards of Iris, Chrysanthemum, or Paulownia are in hand, declare and redeal

Cut-off Yaku (3 Types)

When any of these yaku are completed, the round ends immediately regardless of remaining cards.

Shikou (Four Brights)

4 Bright cards (excluding Willow)

Soba × 3

Akatan (Poetry Ribbons)

3 red poetry ribbons (Pine, Plum, Cherry)

Soba × 2

Aotan (Blue Ribbons)

3 blue ribbons (Peony, Chrysanthemum, Maple)

Soba × 2

Earned Yaku (8 Types)

These yaku are formed from captured cards. Their points are added to total card points.

Shishibochuushin

Boar (Bush Clover) + Butterflies (Peony) + Ono no Michikaze (Willow)

100 pts

Shishibo (Boar-Butterflies)

Boar (Bush Clover) + Butterflies (Peony)

50 pts

Shishichuu (Boar-Michikaze)

Boar (Bush Clover) + Ono no Michikaze (Willow)

50 pts

Tsuki-Hoto (Moon-Cuckoo)

Moon (Susuki) + Cuckoo (Wisteria)

50 pts

Negishi

All 4 Iris (May) cards

50 pts

Kikushi

All 4 Chrysanthemum (Sep) cards

50 pts

Getashi

All 4 Paulownia (Dec) cards

50 pts

Fuke

Total captured card points ≤ 15 at round end

Win

Fuke Exception

If Fuke conditions are met, that player wins. However, if the player revealed a hand yaku at the start, Fuke is not valid even if total points are 15 or below.


Winner and Settlement

Determining the Winner

  • The player with the highest total card points (captured cards + earned yaku), or who completed a cut-off yaku, wins
  • Tiebreaker by seating: Dealer > Middle > Last (Hike)
  • The winner collects soba points from each active player and becomes the dealer for the next round
  • Play an agreed number of rounds (typically 12 rounds = one year); the player with the most accumulated points wins overall

Settlement Example (2-honba, Akatan, 3 players)

Soba = 2 (honba) × 2 (Akatan multiplier) = 4 pts
Winner: Receives 4 pts from each of the other 2 players = +8 pts
Loser A: −4 pts
Loser B: −4 pts


Comparison with Other Games

Koi-Koi
Hanawase
Shishibo
Players
2–5
3–7
3–7
Scoring
Winner's yaku pts
Difference from base pts
Soba × multiplier
Complexity
★★☆☆☆
★★★☆☆
★★★☆☆
Game Length
Medium
Longer
Longer