___      ___                ___      ___
            ____|   |____|   |____          |   |    |   |
           |                      |     ____|   |___ |   |
           |____     ____     ____|    |            ||   |
                |___| ___|___|  _      |____     ___||   |
                /`-, |   |   _,’ \         /     \   |   |
 ==IDOL==     ,’   / |   |,-’    /        /       ‘, |   |     ==FAN CLUB==
            ,’    |  |       _,-’        /      .   ‘|   |    _
           ‘      |  |    ,-’  _        /       |‘._/|   |   | \
            \,|   |  |   |    | \      /   /|   |    |   |   |  \
              |   |  |   |    |  \     \  / |   |    |   |   |   |
              |   |  |   |____|   |     \/  |   |    |   |___|   |
              |   |  |            |         |   |    |           |
              |___|   \__________/          |___|     \_________/


                +-------------------------------------------+
                |  IDOL HANAFUDA FAN CLUB General FAQ v1.0  |
                |  Last Updated: October 26, 2009 (Initial) |
                |     By Kristina Ann Potts AKA Aussie2B    |
                |     E-mail: [email protected]    |
                +-------------------------------------------+


===============================================================================
-------------------------------TABLE OF CONTENTS-------------------------------
===============================================================================


Introduction
What is Hanafuda?
How to Play
Playing Idol Hanafuda Fan Club
    Controls
    General Flow of Game
    Magic Power
Contacting Me
Copyright Information
Thanks to...


===============================================================================
---------------------------------INTRODUCTION----------------------------------
===============================================================================


Don’t deny it. I know why you’re here. You found out that this is a porno game,
didn’t you? What I bet you don’t know is that once you grow weary of laughing
at lopsided bare breasts (yes, that’s as “h4rdc0re” as this game gets) on the
ugly digitized women, you’ll discover a fine example of a Hanafuda game under
the surface. But maybe you don’t know what Hanafuda is either. I certainly
don’t assume you do, no more than I knew shortly before I bought this game. But
that’s where this guide comes in. While it is indeed devoted to Idol Hanafuda
Fan Club, it also serves as a general tutorial to Hanafuda, which can help with
any Hanafuda video game you may buy or maybe you’d even like to purchase your
own deck. Whatever you decide I welcome you to a brand new world of gaming,
filled with strategic thinking, risk-taking, and a little luck with both the
cards and the ladies.


===============================================================================
-------------------------------WHAT IS HANAFUDA?-------------------------------
===============================================================================


Translated from Japanese, “hanafuda” means “flower cards,” which is a simple
description of what they are – playing cards with flower designs. These
unnumbered decks date back to feudal Japan and are generally considered to be a
distinctly Japanese cultural creation, but they actually have their roots in
Western cards brought to Japan from Europe prior to their isolationism. In the
world of video games, you’re likely to be familiar with Hanafuda through
Nintendo, which is famously known to have originated as a Hanafuda company
nearly 100 years before it became known for video games, and they continue to
produce them today, if only for the nostalgia.

A Hanafuda deck consists of 48 cards, which are divided into twelve 4-card
suits, each representing a month of the year and featuring flowers that would
be typical of that season. Before you can even think of playing with Hanafuda
cards, you must become familiar with their appearances, but I certainly don’t
expect you to be some plant expert (I’m definitely not, and I even have a
horticulturist for a mother), which is why I’ll provide a visual description to
help your recognition.

The four cards of each suit are further divided into categories such as plain
cards, which generally portray nothing but the plant itself; ribbons, which can
be red, purple, or feature poetry (Japanese text); animals (although this
category also includes the Water Iris and Sake Cup); and the “brights,” which
are more along the lines of landscapes.

So without much further ado, here is the full list of Hanafuda cards arranged
by month:


January:   Pine (vertically-pointed, yellow-tipped, bushy needle branches)
          Contains: 2 Plain, 1 Poetry Ribbon, 1 Bright (Crane and Sun)

February:  Plum Blossoms (small red, yellow-centered blooms on woody branches)
          Contains: 2 Plain, 1 Poetry Ribbon, 1 Animal (Bush Warbler in Tree)

March:     Cherry Blossoms (small pink and red flowers on woody branches)
          Contains: 2 Plain, 1 Poetry Ribbon, 1 Bright (Camp Curtain)

April:     Wisteria (hanging vines with tiny purple leaf-like blossoms)
          Contains: 2 Plain, 1 Red Ribbon, 1 Animal (Cuckoo with Moon)

May:       Iris (purple flower with three main petals and long vertical leaves)
          Contains: 2 Plain, 1 Red Ribbon, 1 Animal (Water Iris and 8-plank
          Bridge)

June:      Peony (similar in appearance to red roses)
          Contains: 2 Plain, 1 Purple Ribbon, 1 Animal (Butterflies)

July:      Bush Clover (like Wisteria, but with red blooms and growing upward)
          Contains: 2 Plain, 1 Red Ribbon, 1 Animal (Boar)

August:    Japanese Pampas Grass (a round hill of silver grass)
          Contains: 2 Plain, 1 Animal (Geese in Flight),
          1 Bright (Full Moon with Red Sky)

September: Chrysanthemum (yellow, dandelion-like flower)
          Contains: 2 Plain, 1 Purple Ribbon, 1 Animal (Sake Cup)

October:   Maple (star-shaped leaves in Fall colors)
          Contains: 2 Plain, 1 Purple Ribbon, 1 Animal (Deer)

November:  Willow (willowy, heh, tree branches dangling down)
          Contains: 1 Lightning (which generally behaves as a Plain, including
          in the context of this FAQ), 1 Red Ribbon, 1 Animal (Swallow),
          1 Bright (Ono no Michikaze with Umbrella and Frog AKA Rainman)

December:  Paulownia (star-shaped purple flowers with a base of 3 broad leaves)
          Contains: 3 Plain (includes the Plain with the yellow base),
          1 Bright (Chinese Phoenix)


If you would like a visual aid to assist in learning the images of the full
Hanafuda deck, I recommend the following resources:

http://en.wikipedia.org/wiki/Hanafuda
http://www.gamedesign.jp/flash/hanafuda/rule_e.html (bottom of page)


===============================================================================
----------------------------------HOW TO PLAY----------------------------------
===============================================================================


Contrary to popular belief, Hanafuda itself isn’t a game, no more than you
would play a game of “52-card Anglo-American deck.” Like the familiar deck
you’ll see all over Las Vegas, Hanafuda is simply the tool used to play, and
there are as many games as the collective imagination of humanity can conjure
up. One of the most popular games played with Hanafuda cards is Koi-Koi, which
is the only game featured in Idol Hanafuda Fan Club and the most common game
you’ll find in other Hanafuda video games, so this FAQ is solely dedicated to
the rules of Koi-Koi. It should be noted that just like in, say, Poker, Koi-Koi
can have an infinite number of variations to the rules depending on who’s
playing and how they like to handle their games, but, again, we’ll be focusing
purely on the rules of Idol Hanafuda Fan Club, which is also quite standard in
terms of Koi-Koi.

At its base, Koi-Koi is a matching game. It generally consists of several
rounds in which each player tries to score more points than the other. In a
typical 2-player game (be it two real people or one versus a computer opponent
as in Idol Hanafuda Fan Club), a randomly shuffled deck is used to deal 8 cards
face up on the table and 8 cards to each player, visible only to him/her, and
the rest of the cards are kept in a reserve pile. Play begins with the dealer,
which can be determined in a multitude of ways for the first round but is
always the winner of the previous round in subsequent rounds. During one’s
turn, one card is selected for placement on the table. If it matches the suit
(AKA flower/month) of a card already present on the table, the player claims
both cards. If the card’s suit doesn’t match any of the cards on the table,
then the player has discarded the card, and it joins the other cards present on
the table. Then the card on top of the reserve pile is added to the table. If
it matches the suit of any card on the table, the current player also claims
those two; otherwise, it joins the cards already present on the table. If the
player’s selected card or the subsequent top reserve card match more than one
card present on the table, the player chooses which table card he or she would
like to claim.

The goal of claiming cards is to form “yaku”, or special card combinations that
are worth points. A card by itself is worth nothing, and unlike Poker,
collecting a full suit is generally useless, as it is in Idol Hanafuda Fan
Club. The real strategy and risk involved in Koi-Koi is represented in its name
itself. Even though a yaku is worth points, you don’t actually acquire these
points until you purposefully claim them. When you or your opponent form a
yaku, an option is given to claim the points then and there, ending and winning
the round, or “koi-koi” can be called to continue and attempt to earn an even
higher amount by improving the yaku or forming additional combinations.
However, the danger lies in the fact that your opponent may form his/her own
yaku before you have the opportunity to earn more points, giving your opponent
the opportunity to claim his/her points and end the round, negating the points
you could’ve acquired.

What constitutes a valid yaku varies from game to game or by the whims of the
players, but we only need to concern ourselves with the combinations recognized
in Idol Hanafuda Fan Club, which, again, is fairly typical of traditional Koi-
Koi. If you own the game complete in its case, you can find a handy chart of
the recognized combinations on the cover slip. If you wait past the title
screen and demos, you can also see an in-game list scroll by. But for reference
and further explanation, the combinations recognized by Idol Hanafuda Fan Club
and their point values, from highest to lowest, are as follows:


Gokou (15 Points): All 5 Brights
- Willow, Japanese Pampas Grass, Paulownia, Cherry Blossoms, Pine
 (Rainman, Full Moon with Red Sky, Chinese Phoenix, Camp Curtain, Crane & Sun)

Shikou (10 Points): The 4 Brights Excluding Willow’s Rainman
- Japanese Pampas Grass, Paulownia, Cherry Blossoms, Pine
 (Full Moon with Red Sky, Chinese Phoenix, Camp Curtain, Crane & Sun)

Ame-Shikou (8 Points): Any 4 Brights Including Willow’s Rainman

Sankou (6 Points): Any 3 Brights Excluding Willow’s Rainman

Akatan (6 Points): All 3 Poetry Ribbons
- Cherry Blossoms, Plum Blossoms, Pine

Aotan (6 Points): All 3 Purple Ribbons
- Maple, Chrysanthemum, Peony

Inoshikachou (5 Points): The Boar, the Deer, and the Butterflies
- Bush Clover, Maple, Peony

Hanami-zake (3 Points): The Camp Curtain and the Sake Cup
- Cherry Blossoms and Chrysanthemum

Tsukimi-zake (3 Points): The Full Moon with Red Sky and the Sake Cup
- Japanese Pampas Grass and Chrysanthemum

Tane (1 Point): Any 5 Animals
 (+1 extra point for each additional Animal)

Tanzaku (1 Point): Any 5 Ribbons
 (+1 extra point for each additional Ribbon)

Kasu (1 Point): Any 10 “Junk” Plains
 (+1 extra point for each additional Plain)


If you would like read further about Koi-Koi, view a visual aid to assist in
memorizing the combinations, or put your newfound knowledge to the test in a
flash rendition of Koi-Koi, I recommend the following links. Just bear in mind
that all of these present content contrary to the gameplay of Idol Hanafuda Fan
Club, so please don’t confuse yourself.

http://en.wikipedia.org/wiki/Koi-Koi
http://www.gamedesign.jp/flash/hanafuda/hanafuda_e.html
http://www.gamedesign.jp/flash/hanafuda/rule_e.html


===============================================================================
------------------------PLAYING IDOL HANAFUDA FAN CLUB-------------------------
===============================================================================


Honestly, if you’ve read the previous two sections (and if you haven’t, GO DO
IT), I could send you on your merry way right now to play Idol Hanafuda Fan
Club, and you’d be reasonably prepared. However, there are a few minor
additions to the Koi-Koi formula, as expected from a video game, which can be
quite perplexing to those lacking in Japanese fluency; plus you’d like some
semblance of a walkthrough, don’t you? But before we skip ahead, let’s cover
the...

--------
CONTROLS
--------


D-Pad

- select a card, indicated by a flashing outline (left/right movement only)
- select a magic card, indicated by which option is lit up
- move cursor on high score name entry screen

SELECT Button

- continue after losing a credit (any controller input will suffice for this)
- press while holding RUN Button to reset to title screen

RUN Button

- start game
- return to magic card menu mid-game to select a magic card for use
- pause scrolling during scenes of girls (AKA the perv command, haha)

II Button

- exit the magic card menu to begin / return to play
- call “shoubu” to claim “victory” and the associated points from formed yaku
- erase a hiragana character chosen on the name entry screen

I Button

- confirm playing card / magic card / hiragana character choice
- call “koi-koi” to continue after forming a yaku
- skip past text and/or scenes of girls


--------------------
GENERAL FLOW OF GAME
--------------------


The first thing you’ll view upon starting Idol Hanafuda Fan Club is the title
text, a girl, and a painfully neon green background. If you’d like, you can let
it sit there for awhile, and the girl will smile and wink at you. Wait longer
and you’ll see previews of the four girls, demos of how the game plays, and a
scrolling list of the card combinations that the game awards points for, which
can be useful to newcomers.

Once you’re past the title screen and met the first girl (purple-flowered blue
dress and pearls), you’ll be confronted with what is easily the most
confounding aspect of the game, especially if you can’t read Japanese. Contrary
the usual nature of these games, you’re not selecting which girl you’d like to
challenge to a game of cards, nor which type of Hanafuda game you’d like to
play (it’s Koi-Koi or go home), nor even the difficulty of the game. Rather,
you’re in a shop of sorts. Maybe that’s why the boxes resemble credit cards,
eh? You’ll see a value near of the bottom of the screen that reads “Magic
Power” in English. Below each of the 5 boxes, you can also read a point value
for each card. Assuming you have enough Magic Power, you can spend the listed
amounts and fill a red box at the top of each magic card. Each red box you buy
amounts to one use later on, with a max of three uses for each card. You will
retain these uses for the full duration of the game until you get a Game Over.
You can use them during the rounds as much as you desire, but be wary of the
fact that you don’t get a chance to restock until you either beat a girl or
lose a credit. It’s up to you to decide if you want to splurge at every
opportunity or save up points for the most expensive magic cards. You also have
a 15-second time limit to make your shopping decisions.

Assuming you’ve just started, you’re given a paltry sum to get going, which is
only enough to buy one use of the first magic card, which I highly recommend
you do as I consider it to be the most useful. In fact, I’d always buy as many
of the 10-pointers as you can and worry about saving for more expensive cards
after that. You’ll earn more magic points through the course of the game by
losing a credit, beating a girl, or discovering hidden points in the reserve
pile when the top card is added to the table after your selection is completed
(a sound effect will play and the pile will display the number of points
found). For full explanation of the magic cards, refer to the Magic Power
section below.

After you’ve shopped till you dropped, play commences as you should expect from
learning Koi-Koi above. The “gal” has her cards obscured from view on top of
the screen, while yours are at the bottom. The cards that you and the girl have
matched are displayed in two rows, the top having all the Ribbons, Animals, and
Brights, while the bottom keeps track of your Kasu count (AKA your hoard of
Plains). The top row will be continuously sorted in such a way that you can see
which yaku you’re close to completing, grouping Brights, Animals, and Ribbons
from left to right. Between her and your collections, you’ll see a box listing
her point total and your own. The first girl begins with 15 points.

Note that you have 0 points. That’s right, zero. The first round against a girl
in Idol Hanafuda Fan Club is the most dangerous, and it can be the most
infuriatingly unfair. You lose a credit whenever you enter negative territory,
and there are only 3 credits to beat the game with before you have to start all
over. That means if the girl gets a yaku before you manage to and calls
“shoubu”, even if it’s only a crappy 10-card Kasu, you’re screwed. If you lose
a credit with a large enough score to get on the high score list, you’ll be
taken to a name entry screen where you can enter hiragana characters as you’d
like or simply move the cursor to the bottom right corner (to “owari” AKA
“end”) to view the high score list and proceed to the continue screen where you
can press any button to continue.

However, you don’t need to worry about claiming all of a girl’s points as your
own. While you can do that to beat a girl and view all three of her
progressively more scantly-clad scenes back-to-back, you can just as easily
beat her by winning three rounds in a row, even if you’re only claiming 1 point
each round. However, if you lose a round among those, it’ll set you back one
scene with the girl stretching out the number of wins you’ll need, assuming you
have a buffer of points that’ll allow you to survive the loss in the first
place. If you give a hoot about your high score, you’ll also get a “Pass Bonus”
of 500 and 1000 extra points for two and three wins in a row respectively.

Don’t be afraid to start using your magic cards from the very beginning. For
the first round, the girl begins as the dealer and gets first pick, but when
your turn comes up, assess what cards are on the table. You want to play as
much defensively as offensively. Aim for the most “dangerous” cards first – the
Brights and the Sake Cup, which can form a yaku in as little as two or three
cards. Not only do they provide you with quick and easy points if you can form
a combination, but, more importantly, you’ve kept them out of her hands. This
is the perfect time to use a 10-point magic card, which lets you select an
additional card off of the table after you’ve already made a match with one of
your own or discarded a card. This means you can potentially pull two
“dangerous” cards off of the table, and add a card from your own hand and the
magic card to your collected cards as well (the magic card counts as a Plain).

Really, that strategy can get you through the whole game. It’s great that the
10-point cards are the cheapest because I also regard them as the most useful.
The rest you can use as your whims dictate or not at all, even. Be careful of
playing too defensively, though; if the round ends with no yaku formed at all,
6 points are awarded as the “dealer’s advantage”, which is great if you’re the
dealer that round but otherwise a pain.

Obviously, you’re going to want to focus on getting the non-Plains as much as
you possibly can. In particular, the Poetry Ribbons and the Purple Ribbons are
great to target since the pay-off is good for only three cards, and if you can
account for all three between your hand and the table, it would be wise to even
ignore a stray Bright or two in lieu of those. However, if you ever find
yourself in dire straits, you may want to purposely target the Plains if you’re
close to having 10 and thus a yaku.

What’s nice about Idol Hanafuda Fan Club is that the game flashes the numbers
of your cards that match those on the table, so you don’t have to waste time
darting your eyes back and forth, scanning your cards thoroughly. You can focus
purely on your strategy. If you ever need extra time to think, though, you can
“cheat” by going back and forth between the current round and the magic card
menu to reset the timer countdown on each, with no need to use up a magic card.
Yaku also light up when formed, which can help if you’re trying to learn the
combinations.

In terms of calling a yaku, there’s no shame in calling “shoubu” early and
running off with your points. Unless you can tell that you have very good odds
of improving your current yaku or forming more in the near future and/or the
girl doesn’t appear to be close to forming any, it’s generally not wise to call
“koi-koi”. When “shoubu” is called or all the cards have been exhausted, the
screen will scroll up or down towards the victor and display the points
exchange and the effect on score (the latter being completely insignificant).
The AI behind the computer’s calling is pretty predictable; if it’s really
early in the round, she’ll usually call “koi-koi”, but if she’s used up half of
her hand, then you’re nearly guaranteed a “shoubu”. Use this to your advantage
if she gets a high-value yaku from the get-go by getting any crap yaku as fast
as you can like a Kasu, Tanzaku, or Tane.

It also doesn’t hurt to “card count”. No, this isn’t blackjack; I mean be aware
of if two of a suit are already claimed. If you have one of the remaining two
and the other is on the table, you know that your opponent has no way of
claiming that card, which means you can consider ignoring it until later to
focus on cards that she may take. The same scenario applies if you can account
for all four of a suit between your hand and the table. The more cards on the
table that are worthless to the girl, the better off you are because she’ll be
forced to discard cards when she’s unable to make any matches at all.

Speaking of focusing on particular cards, new entries to the table are always
more desirable, even if it’s a Plain. If some cards are sitting on the table
for several turns, that’s a fair indication that your opponent doesn’t have
anything to match to those. Even if you can match those, you may want to save
them for later and opt for a card that just popped up from the reserve pile.
You never know what Plain the girl may be waiting for to pair with a Bright
sitting in her hand.

Once you’ve beaten the first girl and seen her ta-tas, the next girl (purple
ensemble with scarf and vinyl skirt) will introduce herself, you’ll get an
opportunity to shop for more magic cards, and back into battle you go, once
again in the precarious position of having 0 points. This time, however, the
girl has 20 points. The rounds progress as business as usual, and the cycle
will repeat with the third (‘80s-style green-striped dress) and fourth (polka
dot red dress) girls who have 25 and 30 points, respectively. That’s right, the
girls appear in a set order, so no skipping straight to the girls you find most
attractive.

Upon beating the fourth girl, you’ll get a recap of all the girls’ poses in
case you missed any when your mom/sister/girlfriend came in the room or
something, enter your name for the high score list if applicable, and back to
the title screen you go. Sorry, no credits nor any new nudie shots, just more
fun with Hanafuda if you so desire!


-----------
MAGIC POWER
-----------


While we’ve discussed what Magic Power is and how to use it, surely you want to
know what Magic Power does. Since the magic card menu screen is loaded with
kanji, I’ll spare you any elaborate descriptions of the plants and animals on
the cards and simply refer to them by their point costs. (Although the 10-
pointer appears to say “All Mighty” in katakana.)

10-Point Card: The most useful card in the game allows you to make two matches
in one turn, except the magic card matches to any card in the entire deck.
After you use the 10-pointer, perform your first match as usual, then the
reserve pile will reveal your magic card. Select any card from the table to
match with the magic card, and the magic card will be added to the Kasu count.
Your turn then ends with no additional cards appearing from the reserve pile
(so even with the magic card, you cannot exceed four obtained cards in any one
turn). Always try to have a full stock of these before beginning card combat
with a girl, and put them to best use on desirable cards on the table that
match with nothing in your hand. What’s also handy is that the game will
automatically target the card that would usually be most beneficial to you, but
don’t completely rely on that as it’s best to think out the best course of
action on your own.

20-Point Card: Get rid of cards from your deck, as few as one or as many as
all, to be replaced with random new cards. Press the I Button to select the
ones to discard (press it again to retrieve them), and press the II Button to
finalize your choices (or simply wait for the timer to run out). It’s not a bad
option if you have absolutely nothing that matches with what’s on the table,
but given the fact that you have no idea what new cards you may end up with,
you might receive a hand even more useless than what you had before.

30-Point Card: View the contents of your opponent’s hand for the duration of
the round. Useful in determining your own choices so as to beat her to a card
that she can match or to discard cards to the table that you know she can’t
match.

40-Point Card: View the top card in the reserve pile before it joins the table,
but this only lasts for a short while. It’s useless during the girl’s turns,
but during your own, you can determine the best card choice to maximize your
return by avoiding a match with a card that’ll match with the upcoming reserve
card. You can also discard a card that you know will match with the upcoming
reserve card, either to get some pay off when you have nothing to match on the
table or even passing on a match in order to claim a highly desirable card in
the reserve pile.

60-Point Card: While this card can theoretically be a lifesaver, it’s not
really worth it. This card acts as insurance and remains active until a girl
forms a yaku, even lasting across multiple rounds or opponents. When activated,
a dramatic scene of lightning cracking behind a turtle-like animal displays on
the screen, and the cards forming the yaku are switched from the girl’s
collection to yours. You can then call “koi-koi” or “shoubu” at your
discretion. If the round has been going terrible for you, this can be great,
but if you’re playing half decently and you’re on the verge of a high-value
yaku, her crappy Tane or such isn’t going to justify the 60 points you dropped
on it. I suppose if she was going to call “shoubu” regardless, your potential
great yaku wouldn’t matter, but if it’s early in the round and she would’ve
called “koi-koi”, it’s a complete waste. Due to the high cost of this card,
don’t bother unless have loads of points to blow. Instead of saving up for
this, you’d be wiser to spend all you got on 10-pointers first and foremost;
however, it’s not a bad idea for the third or fourth girl to protect yourself
when in the perilous position of having 0 points.


===============================================================================
---------------------------------CONTACTING ME---------------------------------
===============================================================================


Since I don't know Japanese, some of my translations could possibly be
incorrect, but with the aid of Katakana and Hiragana charts and various
resources, I think I got almost everything right. If you feel that a
translation is incorrect, or any other information for that matter, let me
know. Some translations come down to a matter of opinion, though, so I won't
necessarily change something just because you don't like my translation.

When and if there is a fan translation of Idol Hanafuda Fan Club (doubtful, I
know), I will NOT change my FAQ to match it. If you e-mail me about doing such
a thing, I will delete your e-mail, and if I'm not in a particularly good mood,
you may get a not-so-pleasant reply. ;) I will also not answer e-mails
regarding if there is, when there will be, or where you could find a
translation patch.

If there's any information you think is missing or info that you'd like to see
added, e-mail me about that. I will NOT include info relating to the ROM or ROM
hacking codes. That's not my thing, and I encourage all Idol Hanafuda Fan Club
players to actually go out and buy the game. If you'd just like some help with
something in Idol Hanafuda Fan Club, I would be happy to assist. Please don't
ask questions that are already answered in this FAQ, though. Don't bother
asking for the ROM or emulation help either. I will promptly delete your e-
mail. If you just want to chat about the game, that's fine. I love talking
about obscure Japanese imports. My e-mail address is [email protected]


===============================================================================
-----------------------------COPYRIGHT INFORMATION-----------------------------
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This FAQ and the ASCII art within it are copyright 2009 Kristina Ann Potts.
This FAQ may be hosted only if the author has been contacted and gave
permission, nothing is altered, the FAQ is used in its entirety, and credit is
given to the author. This FAQ may NOT be used for commercial purposes.


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---------------------------------THANKS TO...----------------------------------
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Hacker International and Games Express for creating and publishing what is
actually quite a nice little Hanafuda game, even though they could’ve put
gameplay on the backburner and relied purely on the “omg boobies!” factor.

Anyone and everyone involved in the creation of the Wikipedia pages relating to
Hanafuda and the games that can be played with Hanafuda cards, for not only
providing information and references but also being the catalyst to my craze.

GameDesign and anyone else involved in the creation and hosting of Hanafuda
Flash at www.gamedesign.jp, which was linked to by the aforementioned Wikipedia
page. Through trial and error, I learned how to play and became addicted, which
convinced me to spend some cash to import a Hanafuda video game. Their rules
page also proved to be a helpful resource.

GameFAQs for still wasting my time a whole decade later.

Andreas for pretending to understand my Hanafuda obsession.

tri-Ace because I’m such a devotee that I can even overlook Infinite
Undiscovery... almost.

And I thank myself because I'm glad I still have the curiosity to look into
stuff and learn new things, even if it’s as minor as how people play card games
in other countries.