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Hanafuda Guide by Harleyquin2008

Version: 2.3 | Updated: 05/06/10

Fate/Hollow Ataraxia
Hanafuda mini-game guide
Author: Harleyquin
Version 2.2
Table of Contents:

1. Introduction
2. Brief description of the game
3. Why play this mini-game?
4. The cards
5. Winning combinations
6. How to play
7. The teams
8. "Noble Phantasm" descriptions and usage
9. Game Rules
10. Hanafuda EX add-on intro
11. Gameplay changes and changes to existing teams
12. EX add-on new teams
13. EX add-on Noble Phantasms
14. Acknowledgements
15. Legal Notice
16. Version History
17. Contact





1. Introduction
Welcome to my guide on the Fate/Hollow Ataraxia (henceforth FHA) Hanafuda
minigame. I've completed the main game and unlocked all the pictures and
scenes, but this game keeps bringing me back for more. Non-Japanese speakers
might also find the game extremely challenging without some help from
translation sites or time lost on trial and error. Hence I've written this
guide to help others along.

2. Brief description of the game
The Hanafuda variant used by FHA is the 2-player "Koi-Koi". The objective of
the game is to gather enough cards through play to form winning combinations,
each combination is worth different point values and the player's ultimate
objective is to score enough points to reduce the opponent's point stock to
zero. The team you select at the start of the game determines which
"Noble Phantasm" you can use (if at all) and the magic point pool you
possess.

3. Why play this mini-game?
For those wondering why purpose this game serves in FHA, you will probably have
noticed the second gallery labelled "Another" in the extras section. Completing
the Hanafuda mini-game will unlock a large majority of the pictures. In
addition completing the various campaigns increases the amount of money you
have in Tousaka Rin's shrine special allowing you to buy more of the shrine
placards (Ema). To activate this mini-game you must first meet Leysritt in the
temple grounds to obtain an old book (this is highlighted by the game in one of

the game flags), afterwards go to the temple hill in another scene and meet
adult Gilgamesh who will trade your old book for a Hanafuda card. Afterwards
meet Shinji at the docks and after the scene concludes the game can be accessed
from the special menu (it's the option on the top left that was previously
blank).

4. The cards
There are 48 cards in total, these are divided into the 12 months of the year
with each month represented by a unique characteristic,
each month is comprised of 4 cards representing the four seasons. For
scoring purposes the cards are further divided into "Hikari" (Light),
"Tane (Animal)", "Tan (Ribbon)" and "Kasu (Plain)" categories.

Generally the four months are comprised of two plain cards, and a pair
comprising one light card and an animal card, one light card and a ribbon card
or one animal and one ribbon card. Two light cards, ribbon cards or animal
cards will never appear in the same month. The two exceptions to the above
rules are the months of November and December. November has one light card,
one ribbon card, one animal card and one plain card while December has one
light card and three plain cards (one plain card coloured differently from
the rest).

There are 5 light cards in the game, these are represented by the crane and sun
(January), Sakura banner (March), Full Moon on red sky (August), Man with
Umbrella (November) and Chinese Phoenix (December)
. When collected, the
December
light card also adds one to your collected plain card count.


There are 9 animal cards in the game, these are fairly self-explanatory since
any card with birds or other animals drawn on it is an animal card. The one
card which is less obvious is the animal card for September which depicts a
sake cup. Collecting the sake cup adds one to your collected plain card count.

There are 10 ribbon cards in the game, the ribbon cards are divided into red
and blue ribbons. Three of the red ribbon cards are special as they already
have hiragana written on them (January, February and March). Three blue
(Purple/Dark blue in-game) ribbon cards are for the months of June, September
and October.

The remaining 24 cards are plain cards. The only exceptions of note are the
sole plain card for November (red card) and the three plain cards for December
(Identical flower background but one card has yellow coloured on the bottom of
the card)

If the above description is too difficult/too tedious to remember, the game
assigns a unique colour for the four categories. Light cards have yellow
hiragana below the card, animal cards have blue, ribbon cards have red and
plain cards have white hiragana. Selecting the tutorial (2nd option from the
right) will eventually introduce the card table during the explanations.
Alternatively you can look at the card table and winning combinations table
from the settings menu (2nd option from top left hand side of the main title
screen) and selecting either winning combinations table (top rectangular
option on right-hand side of dialog box) or card table (middle rectangular
option on right-hand side of dialog box).

5. Winning combinations
The whole point of the game is to reduce your opponent's initial stock of
points to zero through the course of the game. The game has a table
showing all of the winning combinations so I'll give a brief summary below.

Plain cards: Collect at least 10 of these to score one point off your opponent,
each additional card collected increases your score by one point.

Ribbon cards: Any combination of 5 ribbon cards (NOT all 3 special red ribbons
or 3 blue ribbons) gives one point, additional ribbon cards increase your score
by one point.

Animal cards: Collecting 5 of the animal cards (NOT boar, deer and butterflies)
gives one point, additional animal cards increase your score by one point.


The following hand combinations are special and generally have higher scores
than the generic winning combinations listed above.

Red ribbon trio: If you can collect the 3 special red ribbons during play and
declare a win, this is worth 5 points. Additional ribbons
collected increase the score by one point.

Blue ribbon trio: Same as the above, difference being the blue ribbon cards
are your target.

Six ribbons: A combination of the two winning hands above, this yields the
player 10 points. Additional red ribbon cards increase the score by one for
each card. (This is almost impossible to obtain from my experience, less likely
than five lights described below)

Boar, Deer and Butterflies: Getting these three animal cards during play
(the animal cards for June, July and October) is worth 5 points, additional
animal cards collected during play increase your score by one for each card.

Moon viewing sake: Collecting the moon light card and the sake animal card
is worth 3 points, however collecting the umbrella man light card during play
voids this combination. (This hand and the one below are the only winning
combinations possible on your first turn, beware the umbrellaman)

Flower viewing sake: Collecting the Sakura banner light card and the sake
animal card is also worth 3 points, collecting the umbrellaman light card also
voids this winning hand.

(Fortunately not implemented in this game, but claiming the December light
card in other Koikoi variants also voids the sake combinations).

Three lights: Collecting any trio of the light cards (NOT umbrellaman) is worth
5 points.

Four lights: Collecting four of the light cards is worth 8 points, if one of
the four light cards is the umbrellaman card the score is worth 7 points.

Five lights: Collecting all five light cards is worth 10 points. (Not
impossible to obtain, but it's difficult to pull off).

**Four seasons**: This is the game's equivalent of a blackjack hand in
blackjack. If your starting hand has all four cards for one month (e.g. your
starting hand has the sakura banner, sakura special ribbon and the two plain
cards with the sakura flowers), this is an instant win worth 6 points. (Noble
phantasms with the exception of God-Hand are ineffective). (An aside, the
actual name of this combination is actually 4 in the hand, but the Kanji for
the game refer to it as 4 seasons).

**Four pairs**: This is another instant-win combination similar to the one
above. If your starting hand contains 2 cards
each from 4 different months (i.e. 2 cards belonging to January, 2 cards
belonging to February etc.) the round ends immediately and the team
with the straight scores 6 points. The probability of both players
getting either of the instant win combinations in the same round is so
low it's generally not worth mentioning (I've had one instance over thousands
of rounds), however it seems the game is slightly bugged since what should
be a drawn hand leads to a sudden conclusion during the next round of cards.

During the game it is possible to combine different winning hands together.
A really big score can thus be obtained potentially ending the match by the
first round. Meet Shinji at the docks after getting the Hanafuda card from
Gilgamesh in the temple's hill to see an example of a 12-point winning score.

6. How to play
When you first start the game you will be asked to select one of two cards
face down. If you select the card whose month comes earlier in the year you
are entitled to go first, otherwise your opponent will start the first round.

Both sides are dealt 8 cards in their hands, 8 cards are dealt face up forming
the table and the remaining 24 cards are shuffled and remain face down
forming the deck. Each turn consists of either matching a pair of
cards belonging to the same month (the game highlights matching
cards automatically, or you can look at the motif backgrounds for help
or use the card table in-game) or discarding a card from your hand if no
matches are available. The player then draws one card from the deck and if a
valid match is available the game will automatically pair the cards and place
them in your tally. If there are two cards on the table which can be matched
with the drawn deck card the player can select which card he wants for the
pair. The opposing player will do the same until one side declares a win or
both sides have exhausted their starting hand of 8 cards. Occasionally 3 cards
belonging to the same month will be dealt onto the table, what the game does
before starting is to compile these cards into one selection meaning whichever
player is fortunate enough to obtain the last remaining card for that month can

collect the entire pile of cards.

When a player amasses a valid winning combination, a dialog box will
appear showing how much the combination is worth and giving the player two
choices: the choice on the left continues the game ("KoiKoi") while the one on
the right declares the win and the points obtained from the winning
combination(s) deducted from the opponent's stock of points
(Exceptions do exist when noble phantasms come into play). If a player is in
KoiKoi a win cannot be declared unless the player forms another valid winning
combination or increases the value of their existing winning combination.
Players can go into KoiKoi as often as they wish, however if the player obtains

a winning hand or increases the value of their current hand on the last card
dealt from their starting hand the game will end and the points obtained
deducted from the opponent's score. Obviously postponing the win can backfire
if the opponent obtains and declares a winning combination before the "KoiKoi"
team can increase its winning score, the decision on when to do declare a win
should depend on the cards available and your opponent's card tally. The match
ends when one player's initial stock of points (usually 12) is reduced to zero.

7. The teams
Here's a short description of the teams and their noble phantasms (if any).

Fujimura Taiga (Tiger) and First disciple Ilya (Buruma):
Glass Origin (20MP max)

This is the main team of the "Trouble" campaign (it's the rightmost choice
on the game menu). It's challenging to win with this team but not impossible.
A note on their campaign: If you succeed in finishing all of the matches using
2 command mantras or less, you skip one match at the end and the campaign
ending is changed slightly.

Emiya Shirou and Sabre team: Invisible air, Excalibur, Avalon (20MP max)
This team starts off somewhat weak, but gathering enough magic points to use
Excalibur and timing the phantasm well can end the match.

Tousaka Rin and Archer team: Unlimited Blade Works, Rho Aias (15MP max)
This team is more defensive and like the Shirou/Sabre team above needs time
to build up its mana points before it can be used effectively.

Matou Sakura and Rider team: Blood fort Andromeda, Breaker Gorgon, Bellerophon
(15MP max)
My personal favourite, although this team starts with minus three(!) magic
points prudent activation of Rider's phantasms can help win the match.

Ilyasviel von Einzbern and Berserker: God-hand
Third-hardest team to win with, the team has no special abilities other than
the automatic activation of God-hand at the start of the match. Conversely the
player's style of play doesn't prioritise collection of the light cards and
should focus more on amassing winning combinations quickly since magic points
do not apply to Ilya.

Suzuki Souichirou, Caster and Assassin: Ecstatic Crier, Rule Breaker, Swallow
Return (Caster 30MP max, Assassin 3MP max)
I'm not sure on the romanji pronunciation of Caster's first phantasm so help
would be appreciated. Collecting plain cards should be a higher priority for
this team compared to the others, the main draw for this team is the insanely
annoying Rule Breaker.

Kotomine Kirei, Gilgamesh and Lancer: Gate of Babylon, Enuma Elish, Gae Bolg
(Gilgamesh 35MP max, Lancer 10MP max)
This is THE easiest team to win with in campaign and free modes, Gate of
Babylon may not seem like much but it can give you an extra light card
in your starting hand under the right circumstances. Enuma Elish can be
activated just before collecting any winning combination to more or less end
the match straight away. Gae Bolg is a game-breaking phantasm since stealing an

opponent's collected cards makes it easier for your team to win and harder for
the opponent, although its effectiveness is diminished if the opponent
has collected a lot of cards. What's most overpowered about this team is that
Gilgamesh seems to gain magic points from a large variety of collected cards.

Sera and Leysritt (Ilya's maids): Brainwashing gun (Leysritt 5MP max)
Second hardest team to win with, the noble phantasm's use is extremely
situational and seldom helps win the match.

Matou Shinji: NONE (Only starts with 3 points in his campaign, as compensation
he has 99 continues compared to the regular 3 granted to the other teams).
THE HARDEST TEAM to win with, I had to disable the use of noble phantasms
going through his campaign and it still took me over an hour and non-stop
continues to win. Confident and/or masochistic players can activate extreme
mode in the options and play with phantasms active.

8. "Noble Phantasms" description and usage
All Noble Phantasms require sufficient magic points (MP) before they can be
activated. Magic points are acquired through collection of light cards and
other cards specific to each team. These other cards vary and the tutorial
hints these cards are connected with the team's phantasms, personally I've
never worked out which cards acquire magic points for specific teams when
collected except that Gilgamesh gathers magic points at an extreme rate.

Taiga and Ilya: Tiger's magic field
This is a campaign-based noble phantasm with absolutely no gameplay usage.
Essentially it explains why all of the masters and servants are playing
Hanafuda with each other rather than fighting.

Taiga and Ilya: Glass Origin (8MP)
If you're one card away from a valid winning combination (represented by the
winning hand highlighted in blue), this phantasm will draw that card from the
deck making it available for the deck on the same turn the phantasm is used.
If the winning card is in the opponent's hand or already in your own a
random card is drawn instead.

This phantasm is useful if your starting hand already has a matching card or
the deck has the matching card allowing you to pair a light card with something

else to regain some of the used magic points. Particularly helpful for the
3-point Sake winning combinations. However you'll likely have to declare a win
straight away and hope your luck holds for subsequent rounds.

Shirou and Sabre: Invisible Air (3MP)
Using this noble phantasm prevents the opponent from seeing which cards you've
accumulated during the round. This will not stop the opponent from seeing if
you're one card away from a winning combination, it will prevent your opponent
from updating its winning combination display correctly (for example your
opponent has 2 of the Boar, Deer and Butterfly cards and you claim the third.
Your opponent will still see that the combination is valid even when it really
isn't). This phantasm can only be used on the team's first turn of the round.

This phantasm is more annoying for the player when you're taking on the
Shirou/Sabre pair since you have to put extra effort into remembering what

cards they've collected. Gae Bolg will continue to steal cards from your tally
so the only real use for this is to prevent wastage of accumulated magic points

when your magic point pool is near its maximum and the opportunity to use
Excalibur or Avalon doesn't present itself.

Shirou and Sabre: Excalibur (10MP)
The value of any winning combination total obtained when this phantasm is
active is tripled. This phantasm only last one round so if the win isn't
declared the MP is wasted.

The value of this phantasm depends on the current value of your winning hand,
if you only have 10 plain cards (1 point) then Excalibur will give you a final
score of 3 points which isn't too spectacular. Conversely if you complete five
lights you're going to get a massive 30 points from the hand which is an
instant match-winner. You need an initial winning combination of five points
for the bonus to equal Gilgamesh's Enuma Elish, however the cheaper cost of
this phantasm offsets its variable benefits. This phantasm allows the team to
score absurd winning combination totals (60 points from one round is possible,
although you only need to declare a winning total of 24 in one round at most
to defeat any opponent outright).

Shirou and Sabre: Avalon (15MP)
If you have sufficient points to activate this phantasm, your opponent's total
score against you will be reduced such that it will take off a maximum of
half of your current point score (rounded down). If the Shirou/Sabre team
only has one point remaining then the opponent's winning combination will
do no damage regardless of the winning total.

Example: Shirou/Sabre team has seven points and opponent declares a win with
four lights, this combination worth 8 points is reduced to 3 when Avalon
is activated leaving the duo with four points in their point stock.

Example: Shirou/Sabre team has two points and opponent declares an eleven plain
cards win. The combination ordinarily worth 2 points is reduced by 1 leaving
the Shirou/Sabre team with one point.

Example: Shirou/Sabre team has twelve points and opponent declares a win worth
fourteen points. After Avalon is taken into account Shirou/Sabre will be left
with five points.

This defensive phantasm may be activated if you have the MP and your opponent
declares a win. It basically buys you time and lets you run away to fight
another day, the downside being the extreme cost of this phantasm leaving you
with enough magic points to use invisible air at most at the start of the next
round. However saving your hide in that one round may give you the luck
required for good hands to turn the match round.

Rin and Archer: Unlimited Blade works (8MP)
Draws 3-5 non-light cards from the same category out of the deck and puts them
in your tally. The category selected is random (Animal, Ribbon or plain). If
there are no cards remaining in the deck for the selected category the phantasm

will not grant any cards. Unlimited Blade Works can only be used once per
round.

This is the offensive phantasm for the Rin and Archer team, it's best used
at the start of the round when the deck is fresh. For example you can
complete the ribbon winning combinations in your first turn and then use the
next few turns gathering light cards or increasing your combination tally while
your opponent is still struggling for cards. Alternatively you can use this
combination just before the end of the round with your tally a card away from
winning the round and hope luck flows your way allowing you to declare a win
at the death.

Rin and Archer: Rho Aias (7MP)
When activated, any winning score of seven or less is completely ineffective
i.e. team loses points only when opponent's total score is eight or more.

This is activated in the same manner as Shirou/Sabre's Avalon.
The team's defensive phantasm, this is obviously going to buy you more time if
your opponent is on a good run and you're a few points away from losing. Try
and use this phantasm only if your opponent has chalked up at least 5 points
or when you risk losing the match anyway if the phantasm isn't activated.

Sakura and Rider: Blood Fort Andromeda (6MP)
When you've postponed a win and this phantasm is active, for every one of
your turns which passes, you get back one magic point and your opponent loses
one point from their point stock. This phantasm lasts until the end of the
round.

A personal favourite of mine, this is at its most effective if you managed to
get one of the 3-point winning combinations in your first turn and can afford
to lengthen the round for as long as possible to regain all of your spent magic
points and drain your opponent's point stock dry. This is the only noble
phantasm in the game that bypasses Berserker's God-hand and goes straight for
Ilya's point stock. If you can combine this with Breaker Gorgon below, you open

up a lot of possibilities with a decent spread of cards.

Sakura and Rider: Breaker Gorgon (7MP)
Your opponent's next turn is skipped, so in effect you get 2 turns in a row.
The phantasm is ineffective if you're on your last card, your opponent's
skipped turn(s) will be redeemed at the end of the round after you've exhausted

all cards in your starting hand.

There are many ways to use this phantasm effectively, consecutive turns
could mean taking two light cards on the deck, claiming the 3-point sake
winning combinations in 2 turns for blood fort fun in the next turn, allowing
a light card discard from your own hand for instant collection during the next
turn etc. Remember that the skipped turn(s) are handed back to your opponent
when you've run out of cards in your hand.

Sakura and Rider: Bellerophon (10MP)
An unconditional winning combination worth 3 points is activated. The 3 points
can be reduced via phantasms such as Avalon and Rho Aias. Unlike Excalibur or
Enuma Elish, this winning combination will last until the end of the round.

The 3 point winning combination may not seem like much, but this is a perfect
counter to an opponent's KoiKoi if they're building up a big score. In addition

this can be used to end a match if the additional 3 points to your total pushes
your opponent over the edge.

Ilyasviel and Berserker: God-hand
This is automatically activated at the start of each match. It's basically an
additional eleven points to Ilya's starting total of 12. All deductions will
first be taken from God-hand until it is exhausted. As mentioned above,
point deductions from Blood Fort Andromeda are the only way to bypass God-Hand
while it remains active.

The Ilya/Berserker team essentially starts with 23 points with Noble Phantasms
enabled. Ilyasviel gets no magic points during play so fast play is essential
to form winning combinations before your opponent builds up enough momentum to
eliminate your 11 point cushion.

Souichirou, Caster and Assassin: Ecstatic Crier (5MP)
When this phantasm is activated, the point score from a winning plain card
combination is doubled. E.g. The team has collected 11 plain cards and declares
a win with this phantasm active, the original 2-points from the 11 cards is
doubled for a total score of 4.

This phantasm allows a player controlling this team to prioritise collecting
plain cards over ribbon or animal cards depending on the status of the deck and
the given hand of cards. If the conditions are right it is possible to turn
a 14-point plain card combination worth 5 points into a 10-point score (this is

rare but I've pulled it off in play).

Souichirou, Caster and Assassin: Swallow return (3MP)
When this phantasm is activated, the opponent cannot declare a win from animal
card combinations (Tane cards).

A purely defensive phantasm, use it when you see your opponent one card away
from completing the Boar, Deer and Butterfly combinations or you see them
gathering a significant number of such cards. Conversely it means you can
concentrate on grabbing the cards for yourself if your CPU opponent decides to
skip this line for other combinations. However since Assassin uses up his
entire magic point pool to activate this phantasm it's highly unlikely you can
pull off this defence for consecutive rounds at a stretch.

Souichirou, Caster and Assassin: Rule Breaker (20MP)
Phantasm is automatically activated if the team loses and sufficient magic
points are available. Team has 1/3 probability of reversing the loss into a win
unconditionally.

This is incredibly useful if it works for you and unbelievably irritating when
used successfully against you. Considering the lack of reliable offensive
phantasms in this team it is usually a last resort saved up against an opponent
on a hot streak with the cards. On the plus side Caster's other phantasm is
rarely used and her magic points accumulate reasonably quickly over a few
rounds to make this useable if the need arises. The team AI realises this and
I've never seen it use Ecstatic Crier whenever I play against the team.

Kirei, Gilgamesh and Lancer: Gate of Babylon (5MP)
When this phantasm is activated, 1-2 plain cards in your starting hand are
converted into the corresponding light cards for the same month if said light
cards were in the deck to begin with. Otherwise the phantasm has no effect.
This can only be used at the start of the round.

Gilgamesh starts with 5MP at the start of the match so you can use this
phantasm in the first round if you wish. It's usefulness cannot be
underestimated especially if you somehow contrive to get all 5 light cards in
your starting hand...

Kirei, Gilgamesh and Lancer: Enuma Elish (20MP)
When this phantasm is active, any winning combination earned and declared is
automatically increased by 10(!) points. The phantasm is wasted if the win is
postponed and must be reactivated for the bonus to take effect once more.

Considering how situational Gilgamesh's first noble phantasm is, this second
phantasm is close to overpowered when the cards are favourable. Even a measly
ribbon combination worth one point becomes a monstrous 11 points when used.
However Berserker's God-Hand, Sabre's Avalon (especially when team has just
one point), Archer's Rho Aias and Leysritt's brainwashing gun phantasms can
reduce or negate the impact of this phantasm. Although 20MP seems a high price
to pay for this phantasm, Gilgamesh has a ridiculously wide range of cards that

earns MP for him when collected into the tally so it's entirely possible to use

this phantasm in consecutive matches so long as Gate of Babylon is used
sparingly.

Kirei, Gilgamesh and Lancer: Gae Bolg (3MP)
When this phantasm is activated, one card from your opponent's tally is
randomly selected and stolen to form part of your own tally.

This is the phantasm that makes this team so easy to play and so annoying to
play against. It's at its most effective when the opponent has just 2 cards in
the tally with one card being a light card. With sufficient luck this phantasm
can also turn otherwise invalid combinations into wins e.g. stealing your
opponent's blue ribbon card to add to your already collected 2 blue ribbons.
Lancer doesn't earn magic points as quickly as Gilgamesh but a run of good
cards and judicious use of the phantasm could mean three consecutive turns of
stolen cards and a potential win for the round within 5 turns.

Sera and Leysritt: Brainwashing gun (5MP)
This phantasm is automatically activated when the opponent's declared win
deducts enough points from the duo to end the match. The declaration is forced
into a KoiKoi postponement.

There's not much to say about this phantasm; it's defensive and buys time
for the team. Considering activation depletes the entire magic point pool for
the duo you're unlikely to see this activated more than once in a match. On
the bright side it's probably the only way to negate Enuma Elish and a big
Excalibur win for the careless CPU player. Make sure you don't make the same
mistake when playing against the maid team. This phantasm is capable of
forcing a postponement even if the win is obtained on the opponent's last card.


9. Game Rules
If you're unhappy with the default settings for scoring rules or want more of
a challenge, you can change which winning combinations are enabled and a
bit more in the rules menu (It's the top option on the left side of the main
menu).

Once you're in the rules menu each option has two choices. The top one enables
the rule while the bottom choice disables the rule. A short description of
the rules is listed below (reading from right to left in-game):

Sake 3-point winning combinations On/Off (Default on)
Collecting umbrellaman light card voids Sake 3-point combinations On/Off
(Default on)
Four lights winning combination with umbrellaman On/Off (Default on)
Postponing a win (KoiKoi) doubles score totals On/Off (Default off)
Winning scores of 7 or more are doubled On/Off (Default off)
Multiple winning combinations counted On/Off (Default on)
Noble Phantasms On/Off (Default on) (You'll want to turn this off if you want
to finish the Shinji and Maid team campaigns without taking forever)
Shura Mode On/Off (Default off) (All maximum magic point pools are doubled
for teams which have them, magic points earned from collected cards
are doubled)

10. Hanafuda EX add-on
I'm not the only one who thought this game was fun, popular reception for the
mini-game was sufficient to convince the programmers to make a free add-on
for the original game. It's available for download off Type-Moon's official
website and numerous mirror download sites. The main draw for this game is the
addition of 2 teams featuring characters introduced in FHA and 1 team
featuring characters from FSN.

11. Gameplay changes and changes to existing teams
There aren't many changes to the core gameplay so I'll be brief:

a) Collecting light cards is no longer guaranteed to increase MP for teams.
The emphasis is more on specific cards which will increase MP count for some
teams. Depending on the team and the cards involved, collecting specific cards
can increase MP by a value from 1-3 for each card depending on the cards
collected. (For example the September cards are designated MP cards for
Sakura's team, collecting special ribbon and the light card for September
increases MP by a significant amount. Shirou's team gets large MP points
from the December cards).

b) Sakura and Rider now start with 0MP instead of -3MP when they begin Normal
Mode.

c) Caster will now use Ecstatic Crier if she gathers a lot of plain cards and
has the MP to do so. (Exceedingly rare, only seems to pull this off when
the team's winning score is certain to end the match).

d) Kirei's team has been nerfed. Gate of Babylon now requires 7MP to activate
while Gae Bolg needs 4MP. Coupled with the changes to MP gathering the end
result is Enuma Elish activated far less often than the vanilla version and
Gae Bolg much less overpowered/unbalanced compared to vanilla Hanafuda.

e) Shinji can now accumulate WP (Wakame Points, 5WP maximum, functions
identically to the MP of other teams) and he receives one Noble Phantasm.

f) You will encounter the new teams as random opponents during normal mode,
however the mid-boss team and final-boss team remains unchanged for all
existing teams.

g) Not a gameplay addition per se, but playing through normal mode for the
3 additional teams will earn currency for Tousaka Rin's shrine special.

12. EX add-on new teams

Caren Ortensia, Lancer (Aloha shirt) and kid Gilgamesh: Magdala red cloth,
Gae Bolg (power throw), All-knowing star (Gilgamesh 25MP max, Lancer
15MP max).

The team that argubly replaces Kirei's team as the overpowered boss team (to
a lesser extent). Noli me Tangere affects 6 of the teams and cannot be
removed. Gae Bolg (power throw) functions similarly to Bellerophon but with
variable damage. Kid Gilgamesh phantasm is versatile and can be used in many
ways to accelerate a win, collect a specific card dealt from the deck or to
avoid dealing a card to the table which can be collected by your opponent.
The dialogue with the final boss team is hilarious.

Bazett Fraga McRemitz, Avenger: Fragrach, Verg Avesta, Unlimited Raise Dead
(Bazett 3MP only, Avenger 20MP max)

I like using this team since the noble Phantasms described in the main plot
of Hollow/Ataraxia have been faithfully recreated in the Hanafuda mini-game.
The main problem with this team is that it needs MP to be effective and has
no effective method of reversing a good run of cards for the opponent. Note
Bazett starts normal mode with 3MP ONLY (the reason should be fairly obvious
to those who've finished the game) and her pool doesn't increase. The mid-boss
battle for this team has very funny dialogue and is potentially very
frustrating for the player.

Matou Zouken, True Assassin: Sabaniya (True Assassin 10MP max)
The team introducing the two characters from Stay/Night neglected in the
original Hanafuda game. Like his Stay/Night iteration True Assassin's Noble
Phantasm is extremely dangerous to teams with low MP stocks, fortunately
(or unfortunately) this team doesn't receive the services of Black Sakura for
this mini-game. The twist on the last boss battle for this team is unusual
and worth reading through.

13. EX add-on Noble Phantasms
Caren Ortensia, Lancer (Aloha) and Kid Gilgamesh: Magdala red cloth
Activation identical to Berserker's God-hand. Before the start of a match
the red cloth will bind one male servant on the opposing team and prevent
that servant from deploying any of his noble phantasms.

This phantasm's effectiveness depends on which team you're playing against.
It's completely useless against the Shirou, Sakura and Trouble teams and
devastating against the Rin, Bazett and Zouken teams. Suzuki and Kirei's teams
don't play as effectively. If there are two male servants (Kirei's team)
one servant is randomly chosen and bound by the cloth while the other is free
to use phantasms normally. If Karen's team plays against Ilya and Berserker,
Berserker's god-hand will activate first followed by the Magdalene red cloth
(i.e. God-hand will still work and Berserker spends the rest of the match with
his portrait covered by red stripes).

Caren Ortensia, Lancer (Aloha) and Kid Gilgamesh: Gae Bolg (Power throw) 15MP
I'll refer to this Gae Bolg as the power throw version since it's identical
to the phantasm used by Lancer against Archer during the Unlimited Blade Works
arc (those who read Kanji or play Fate Unlimited Codes would have realized this

anyway). When activated the phantasm activates a winning combination with score
calculated by adding 1-2 points (random) for each member in the opposing team.
The combination remains active even if you postpone the win on the turn this
phantasm is activated.

Read the section on Rider's Bellerophon for tips on when to use this phantasm.
However the impact is variable and dependent on which team you're facing.
It will add 1-2 points to total score if you're facing Shinji, 2-4 points for
most of the 2-person teams and 3-6 if you're facing the Kirei and Kuzuki teams.


Caren Ortensia, Lancer (Aloha) and Kid Gilgamesh: Omniscient star (Katakana
name requires confirmation) 7MP
When activated, this phantasm will either reveal the next 5 cards that will be
dealt from the deck or show 2 cards from the opponent's hand belonging to the
animal and banner categories. Player and CPU AI cannot choose which version is
used when the phantasm is activated.

An interesting phantasm and one probably best used when the majority of your
starting cards can be matched with those on the table or you have no valid
matches in your hand and are unsure of which card to discard safely. Like the
adult version Kid Gilgamesh gains MP from a wide variety of cards (although to
a lesser extent compared to the vanilla Hanafuda) so you'll likely be using
this phantasm often to stop MP overflow. You can activate this in consecutive
turns to show both the deck cards to be dealt onto the table and your
two of your opponent's cards. This phantasm allows the team more planning than
other teams on which combination to declare for a fast win.

Bazett Fraga McRemitz, Avenger: Fragrach 1MP
If the opposing team declares a win with a score-increasing phantasm active,
Bazett can activate this phantasm to cancel the opponent's win and score 6
points in addition to any valid winning combinations already attained during
the round.

If you've played through Hollow/Ataraxia this phantasm's characteristics should
be no surprise. This works against Sabre's Excalibur, Rider's Bellerophon,
Caster's Ecstatic Crier, Gilgamesh's Enuma Elish and Lancer (Aloha) Gae Bolg.
If you're playing through Normal mode for this team you should be able to use
it once or twice depending on circumstances and the opponents you face. Unless
you're really terrible at playing this game it's unlikely you'll use up all 3
Fragrach charges so use the phantasm when the opportunity presents itself. It's
worth seeing this activated since the counter winning animation is quite cool
and if the opposing team is still alive you get to see a funny dialogue between
Bazett and Avenger talking about the phantasm.

Bazett Fraga McRemitz, Avenger: Verg Avesta 10MP
If the opposing team declares a win and Avenger has sufficient MP active, he
can opt to activate this phantasm provided the opponent's total score for the
round is less than the team's current point stock total. When activated
the score deducted for the round is also deducted from the opponent. This
phantasm can only be used once per opponent.

A numerical example best illustrates how this phantasm works. For example
the Bazett team has 12 points and loses the round to a five lights combination
declared by Kirei's team with 11 points. If Avenger decides to activate the
phantasm the 10 points from 5 lights will first be deducted from the Bazett
point stock leaving 2 points afterwards the 10 points will also be deducted
from Kirei's team leaving them with 1 point. You cannot use this phantasm and
Avenger's other phantasm against Caren Ortensia's team, the reflection
ability will bypass Berserker's God-hand. Avalon and Rho Aias will not
activate to absorb the point score even if the respective teams have
sufficient MP to activate the phantasms. You can win the match if you
have sufficient points to absorb the opponent's score for the round and your
opponent doesn't have enough points to absorb the corresponding deduction.
If both teams can continue play after the phantasm has been activated,
Bazett's team earns the privilege of going first in the next round.

Bazett Fraga McRemitz, Avenger: Unlimited Raise Dead 15MP
Activate this phantasm when the team attains any valid winning combination.
Once activated the total score for the round is increased by the number of
plain cards collected by the team over the round. If the win is not declared
when the phantasm is active, the effect is lost and the MP wasted.

This phantasm is similar to Caster's Ecstatic Crier in execution but it's more
useful since it adds the total number of plain cards collected to your score
instead of doubling the score obtained from a plain cards winning combination.
Unlike Caster's phantasm a win must be declared the instant this phantasm
is activated or the MP is wasted so be careful when taking on Ilya's maids.
Unlikely as it seems this phantasm can be used as often as you can against
the same opponent unlike Verg Avesta. Obviously the team should collect as
many plain cards as possible during a round if they wish to use this phantasm
to its maximum potential, collecting 11 plain cards and declaring that
combination with the phantasm active is enough to defeat all teams normally.
(except Ilya and Berserker and Shirou/Rin teams with Avalon and Rho Aias).

Matou Zouken and True Assassin: Sabaniya 7MP
Phantasm can be activated at any time during a round. When activated the
opposing team randomly loses 3-7 MP from their MP stock. If their MP stock
cannot fully absorb the deduction remaining points are taken from the
opposing team's point stock instead.

Another phantasm that accurately reflects the original noble phantasm's effects
from the plot, this phantasm normally buys the team some time during a
prolonged match or acts as a head-start for fresh opponents with little to
no MP stored. The team cannot win a match using Sabaniya alone, the last point
from an opponent's point stock must be deducted through normal means. When
used against Ilya's team the deduction goes straight for their point stock
bypassing God-hand if it's active. Against teams with multiple MP stocks
like the Kuzuki, Kirei and Karen Ortensia teams, the target MP stock is random
so final results will vary depending on chance. Not much strategy to this
team's phantasm, basically use it as often as you see fit and save it only
if you think the next opponent might need the preemptive deduction of points
more than your current opponent.

Matou Shinji: Wakame Paradise 5WP
Phantasm can be activated at any time during the round and only if Shinji has
5 points or less in his point stock. When activated both teams have their point
stock totals reduced to 1 and any active phantasms (such as Bellerophon)
are disabled for the duration of the phantasm.

In my opinion this phantasm was granted to Shinji to make normal mode for him
possible with phantasms active (he still gets 99 continues in the EX add-on).
Use the phantasm when you are certain you can declare a win immediately and
your opponent cannot bypass the score (through Avalon, Rho Aias or active
God-hand). The reality marble Shinji conjures is not permanent and after the
Shinji-theme is played twice (approximately one and a half rounds gameplay) the

effects will disappear and all point stock totals and active phantasms are
returned to their original state before the phantasm was first activated.
Winning a match with this phantasm gives a special end-quote from Shinji.

14. Acknowledgements
Type/Moon for creating the Fate/Stay Night series and this fan disc.
Wikipedia for their entries on Hanafuda and Fate Stay Night characters, I've
used some of the English names on those websites in this FAQ. Japanese
wikipedia entry for the Fate/Stay Night characters and Hollow/Ataraxia for
additional character explanation not stated in the English websites.
The ingame tutorial by Sara and Leysritt for explaining the rules.
Anyone who's bothered reading the guide this far and found it useful.

15. Legal Notice
This guide may not be reproduced under any circumstances except for
personal, private use. It may not be placed on any web site or
otherwise distributed publicly without advance written permission.
Use of this guide on any other web site not listed or as a part
of any public display is strictly prohibited, and a violation of
copyright.

All trademarks and copyrights contained in this document are owned
by their respective trademark and copyright holders.

This FAQ is copyrighted by Feng Liangju 2008

www.gamefaqs.com is the only website authorised to display this FAQ.

16. Version History

Version 1.0: Initial version

Version 1.1: Changed description on how to activate the mini-game.
Added additional note on how to access winning combination and
card tables from the main menu. Added note on instant-win "Straight".
Fixed description of combined cards in table at start of play.
Edited additional info on Invisible Air. Gave two numerical examples for
explanation of Avalon, fixed Avalon activation description. Reworded Rho Aias
description. Fixed activation description for God-Hand. Added info on
brainwashing gun with respect to last card wins. Corrected Liza's name
(Liza is the more likely spelling for a German homunculus). Rechecked main
text for grammatical and logical consistency and corrected minor errors.
Added version history.

Version 1.11: Checked official translation of the maid names and changed
Liza to Leysritt, I'll keep Sara's name as it is since Sera isn't much of a
difference. Reworded Excalibur description.

Version 2.0: Worked out which cards form the straight instant-win combination.
Added information relating to EX Hanafuda such as gameplay changes, new teams,
new noble phantasms and changes to existing teams. Small revision to overall
text.

Version 2.1: Added note on Trouble campaign. Reworded Avalon description for
accuracy and added another example to better illustrate the new description.
Changed "Maid drugging" to "Brainwashing gun" for the name of the maids' noble
phantasm. Corrected a minor error with one of the card categories. Added note
in Contact section.

Version 2.2: Confirmed MP/WP system for EX-add on. Finally found what WP
stands for so Shinji's EX section has been updated.

Version 2.3: All "needs confirmation" information has been definitively
confirmed, updated names and details for 2nd instant-win combinations.
A few miscellaneous details added after reading the Hanafuda wikipedia
entry. Added an obvious but unmentioned point regarding two of the cards.

17. Contact
If you have anything constructive to add to the above guide, you can email
me at snookercue84[ampersand]hotmail[dot]com. Replace the words with brackets
with their regular symbols instead of copying and pasting the email address
word for word into your email program. Please have FHA Hanafuda guide in your
email heading or your email will be ignored and deleted.

Henceforth I shall not answer any questions relating to the installation and
running of this game. I'm not affliated with Type-Moon and am under no
obligation to provide technical support for installation and running of the
game. There's plenty of help that can be found online for those who require it.






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