The rules for Hanafuda Nā Pua Hawai‘i are the same as for the other Hanafuda Hawaii Style games. The main difference is the images, and names have been changed to their Hawaiian equivalent. Below are complete rules for playing Hanafuda Nā Pua Hawai‘i. Each section includes a short animated video.
The Cards

Hanafuda Nā Pua Hawaiʻi Style playing cards have many aids to help make learning to play easy and fun. Most importantly, the point value of cards has been added to the top left. Icons identify bonus combinations at the bottom of the cards.
The background color is similar for cards of the same suit. A suit is called a family, or ʻohana.

The Deck
There are 48 cards, arranged in 12 suits, or families called ‘ohana. Each suit is represented by a Hawaiian plant. Six of the plants are indigenous or endemic to Hawaiʻi, six were brought by the first Polynesian settlers of the Islands. The 12 suits in order from left to right are:
- Niu = Coconut
- ‘Ōhi‘a Lehua = Ohia Tree
- ‘Iliahi = Hawaiian Sandalwood
- Hala = Pandanus
- Kalo = Taro
- ‘Ilima = Ilima Flower
- Kī = Ti Plant, Palm Lilly
- Limu = Seaweed
- Ma‘o hau hele = Hawaiian Hibiscus
- ‘Ulu = Breadfruit Tree
- Hāpu‘u & Pala‘ā = Hawaiian Ferns
- Kukui = Candlenut Tree

Four of the cards are worth 20 points. Eleven cards are worth 10 points. Ten cards are decorated with a rectangular piece of bark cloth, called kapa. Ten other cards are worth 5 points. The rest are plain cards, called ‘ōpala, with zero point value. Each ʻohana (suit) has two cards with point value and two with no point value. The exception is the fern ʻohana #11, which has three 5 point cards.
The Game
Objective of the Game
Win by accumulating the most points by matching cards. The total possible score is 240 points.
Choosing a Dealer
Spread the cards out face down on the kahua, field. Have each player choose a random card. The player with the highest point value is the dealer. If players are tied, the tied players choose cards again until one player chooses a card with the highest point value.
Dealing the Cards
The player to the dealer’s left shuffles the deck of cards, and offers it to the player on the dealer’s right for the cut. When there are only two players, the player who shuffles passes the deck back to the dealer. The dealer may choose to cut the cards before dealing.
To cut the cards, take a portion from the top of the deck and put those cards on the bottom of the deck. You may also tap the top of the deck instead, to indicate that you are satisfied with the shuffle.
The dealer then deals the proper number of cards to each player face down in a counter-clockwise direction, to the right. Next, the dealer places the proper number of cards face up in the kahua, in the field. The remaining cards are placed face down in a stack to draw from. Refer to the following chart for the number of cards to deal.
Card Dealing Chart
| Players | Cards in Hand | Cards in Field |
|---|---|---|
| 2 players | 8 cards | 8 cards |
| 3 players | 7 cards | 6 cards |
| 4 players | 5 cards | 8 cards |
| 5 players | 4 cards | 8 cards |
| 6 players | 3 cards | 12 cards |
The Play
The goal is to win points by matching cards of the same suit, or ‘ohana. First deal using the dealing chart. The dealer has the first turn.
Each turn has two parts:
- Draw a card from your hand to place in the field, kahua. If the suit of that card matches the suit of a card in the field, place the card from your hand over the matching card on the field. This way, other players can see that you have a proper match. Then, take both cards. Place cards with points face up in front of you. Discard cards with no points in a discard pile. If you do not have a card from your hand that matches a card in the field, you must still choose a card to leave in the field at your turn.
- Draw a card from the drawing stack. If the suit of the drawn card matches a card in the field, take both cards. Place any cards with points face up in front of you, and discard any cards without points. Leave unmatched cards in the field.
This ends a player’s turn.
The play continues to the right, in a counter-clockwise direction. Each player takes her turn until everyone has played all the cards in their hands.
When playing with four players, you can play with teams of two players. When playing with teams, each partner sits across from the other. Team members should not communicate with each other about game play. Each team combines their point cards at the end of the game. The winning team can decide which team member is the dealer for the next game.

Remember, the direction of play goes counter-clockwise.
The Storm Card
The Storm Card can be used as a wild card. If it is in a player’s hand, it can be used to match with any suit in the field. If it is drawn from the drawing stack, it can also be used as a wild card. If it is in the field at the beginning of the game, it can only match with cards of the Fern suit.
When used as a wild card, leave it on top of the captured card in the points section. At the end of the game, any point cards from the captured suit left in the field go to the player with the Storm Card.
The Storm Card cannot be used as a wild card if there is an ʻohana held by another player. Read below for more details.

‘Ohana Rules

In special situations, a player can claim all of the cards from one suit or ‘ohana in a single turn.
If a player sees all 4 cards of a suit, in whatever combination, either in her hand or in the field, she can declare an ʻohana and capture all 4 cards. For example, if a player has one card in her hand that matches three in the field, she can declare an ʻohana and take all three cards in the field in one turn.
If all four cards of an ʻohana are in the field at the beginning of a game, the dealer gets all of the cards in the ʻohana.
Block the Storm Card
If a player has an ‘ohana, the player can complete a suit in his hand, or can complete a suit with the cards in the field, he can block another player from capturing a card from his ‘ohana (completed suit) with the Storm Card. When another player tries to use the Storm Card to capture a card from his completed suit, he must say, “stop.” Then, he must show the completed suit, take them from the field and his hand, and place the cards with points face up in his points section. If he runs out of cards in his hand before the other players, he continues to play by drawing one card from the drawing stack for his turn.
The player holding an ʻohana does not need to declare his ʻohana until another player attempts to capture one of the cards in his ʻohana with a Storm Card card. The player with an ʻohana can declare an ʻohana at any time, even if it is not his turn. To block the Storm Card, the player with an ʻohana should say “stop” and take the cards from the field and his hand, placing any cards with points in front of him.
Sometimes after declaring an ʻohana, a player will have less cards in his hand than other players. If he does not have any cards in his hand at his turn, he still draws a card from the drawing stack to match or leave in the field. Play continues until all players have played all the cards in their hands.
Scoring
The game is over when there are no more cards in the players’ hands. Each player counts his points and the one with the greatest value of points wins. Only cards with a point value are counted.
If the scores are tied, the dealer wins. If players other then the dealer are tied, the player closest to the dealer’s right is the winner.
Once you get used to playing for only the point values of cards, you can add special card bonus combinations. This addition makes for a much more exciting and challenging game.
Hui, Bonus Combinations
There are 8 three-card bonus combinations. Match the icons at the bottom of the cards to make the bonus combinations. If a player makes a bonus combination, all of the other players must subtract 50 points from their total score.
Match the icons at the bottom of the cards to make bonus combinations. Below are the eight bonus combinations:


Hawaiʻi
Mahiole – Feathered Helmet


Maui
Makau — Fishhook


Molokai
Pahu — Drum


Lānaʻi
Ki‘i Pōhaku — Petroglyph


Kahoʻolawe
Nā Hōkū — Stars


Oʻahu
lei niho palaoa — Whale-tooth Pendant


Kauaʻi
Pōhaku ku‘i ‘ai puka — Kaua‘i Ring-style Poi Pounder


Niʻihau
Momi — Dove Snail
Scoring with Bonus Combinations
At the end of the game, players add their points from the top-left corner of the cards. For every bonus combination a player has, the other players subtract 50 points. The player with the highest total points wins!
Scoring Example
In this example, Player 2 has the highest initial point score from counting the points on the cards. Player 3 has the next most points, and Player 1 has the least amount of scored points.
Once points are counted, players then count their bonus combinations. For every bonus combination a player has, all other players must subtract 50 points. With the bonus combinations counted, we can see that Player 1 has advanced to become the winner!
| players | point score | bonus combinations | penalty | final score |
|---|---|---|---|---|
| Player 1 | 60 | 2 | -50 | 10 |
| Player 2 | 100 | 1 | -100 | 0 |
| Player 3 | 80 | 0 | -150 | -70 |


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