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South Korea · 48 cardsWikipedia ↗

Korean flower cards with bright marks, Hangul ribbons and junk cards, for Go-Stop.

Games

Go-Stop

Start

Match months to collect brights, animals, ribbons and junk. At seven points, Stop and score or call Go to push for more.

Rules

2 players · You against AI · Single deal

  1. Objective

    • Collect scoring combinations. At the end of your turn, 7 points lets you Stop and settle. After Go your combination score must rise before another decision. If your opponent stops first, your score is lost. Exhaustion without Stop is a Nagari draw.
  2. Setup

    • Use all 48 Hwatu cards without jokers. Each player receives 10 cards, the layout 8, and the stock 20. The first player is chosen randomly. Four of a month in the layout means redeal. Four in a hand wins 5 points immediately. If both players have a quad, redeal. Three of a month in the layout form one stack.
  3. Playing a turn

    • Select a hand card and confirm. With no same-month layout card, leave it there. With one, form a pending pair. With two, choose one. With three, take all four. Reveal one stock card and match in the same way. Resolve captures after both steps.
    • If the stock card matches your newly formed pair: when there was originally only one layout card, leave all three as a Ppuk stack. When there were two, take all four as Ttadak. Capturing your unmatched played card with the stock card is Chok.
  4. Special captures

    • Ttadak, Chok and Sseul (capturing the only two layout cards, from different months) each take one junk card from the opponent. These three bonuses do not apply on the final turn. Capturing a same-month triple also takes one junk card, or two junk units for your own earlier Ppuk. One double-junk card may pay two units. Transfers take the least valuable junk first, then card ID. The animal cup cannot be transferred.
    • Creating three Ppuk stacks wins 5 points immediately. This table omits the first-turn Ppuk side payment, shaking declarations and bombs. Play hand cards individually.
  5. Combination scoring

    • Five brights score 15, four score 4, and three score 3 without the December rain bright or 2 with it. Only the highest bright combination counts. Five animals score 1, plus 1 for each additional animal. The February, April and August birds add 5 for Godori.
    • Five ribbons score 1, plus 1 per additional ribbon. Red poem ribbons (January, February, March), blue ribbons (June, September, October), and plain red ribbons (April, May, July) each add 3. The December ribbon does not form the plain red set.
    • Ten junk units score 1, plus 1 per additional unit. November coloured junk and December rain junk count as two units each. The September cup counts as either one animal or double junk, never both: use the higher combination score, with animal winning ties. Different combinations add together.
  6. Scoring and ending

    • On first reaching 7 points, or increasing your combination score after Go, choose Stop or Go. Stop pays your combination score: one previous Go adds 1, two add 2. From the third Go each Go doubles payment, without adding points for the first two.
    • A scoring bright set against an opponent with no brights, at least seven animals, and scoring junk against fewer than five opposing junk units each double payment cumulatively. Cup classification follows combination scoring. The opposing cup counts as double junk for protection. Only Stop is available on the final turn.