HANIWA rules
HANIWA rules
A tile-laying duel for 1 to 4 players: offer clay figures to four Gozoku nobles, win each column of the grid, and cash in their Happiness dice before greed sends the numbers back to zero.
- Players
- 1 to 4
- Age
- 8 and up
- Playing time
- 10–20 min
- Mechanic
- Tile placement, column majorities, dice management
Overview
Once upon a time, during the Kofun period, two Haniwa crafters faced off at a Gozoku festival to settle which of them was the more skilled. Each crafter takes one side of the table and fills a 4×3 grid of twelve cells, placing Haniwa tiles one at a time as gifts to the four Gozoku nobles seated between the two areas.
Every Gozoku owns a Happiness die, and the pips on that die are the victory points the winner of that column takes home. Give a Gozoku a Haniwa in their own colour and the die climbs — but push it past 6 and the noble overindulges, the die wraps back round to 1, and all that generosity is gone. Line up four Haniwa in a row for exactly 8 power and a Dogu wakes up and pays you; overshoot and the same Dogu curses you instead.
Components
- 36 Haniwa tiles — 12 variations, 3 of each, in 4 colours (red, green, yellow, blue) with a power of 1, 2 or 3
- 4 Gozoku tiles
- 6 Dogu tiles
- 6 Kofun tiles
- 4 Happiness dice
- 1 rulebook, 1 solo sheet, 1 variant sheet and 1 player aid card (the box holds both the English and the French versions)
Setup
- Place the four Gozoku tiles in a row across the centre of the table. They separate the two player areas and mark the four columns of the grid.
- Put each Happiness die next to the Gozoku of the same colour, roll all four, and leave them as rolled: that is the starting score of each column. If you prefer, you can instead start the game with all four dice on 1.
- Place 3 Dogu tiles face down in each player area — eyes not shining. They mark the three rows of that area.
- Put all 6 Kofun tiles in a stock beside the board, with the correct side up. They are the reward for pushing a die past 6.
- Shuffle all Haniwa tiles and split them into two face-down piles. On a draw you may take from either pile; if one runs out, draw from the other.
- Determine the first player by rock-paper-scissors or any other method. Each player draws 4 Haniwa tiles into hand. You may redraw once: shuffle all four tiles back in and draw a new hand of 4.
How to play
Players alternate turns. Each area is a 4×3 grid: the four columns each face a Gozoku, and the three rows each face a Dogu. A turn is short — place one tile, resolve what it triggers, refill your hand.
- Discard 1, draw 1 (optional) — discard a Haniwa face down and draw a replacement from either pile.
- Place a Haniwa tile in your area.
- Happiness dice check — if the tile matches the colour of its column's Gozoku, raise that die.
- Dogu check — if the row you just completed holds four Haniwa, total their power.
- Draw a Haniwa from either pile.
- End your turn and pass to the next player.
Discard 1, draw 1
once per turn · twice per gameBefore placing, you may discard one Haniwa from your hand face down and draw a new one from either pile. You can do this once on a turn and no more than twice in the whole game.
Placing a Haniwa
any vacant cell · no colour restrictionPick a Haniwa from your hand and put it in any empty cell of your own area. Nothing restricts where a colour can go. The cell you choose decides which Gozoku benefits (the column) and which Dogu is watching (the row).
The hidden tile
first player only · once per gameOnly the first player may place one Haniwa face down, once during the game. It stays hidden until the end of the game, when it is turned face up and its dice and Dogu checks are resolved then.
Happiness dice check
mandatory when colours matchIf the Haniwa you placed is the same colour as the Gozoku of that column, you must raise that column's die by the power of the tile. This is not optional — you cannot decline the increase.
Example — you place a red Haniwa of power 2 in the red Gozoku's column: the red die goes up by 2.
Overeating
past 6 → back round to 1A die never stops at 6. If the increase would take it past 6, it keeps counting round from 1 — the Gozoku has eaten and drunk too much. A single greedy tile can wipe out a column you had been building all game.
Example — the die shows 5 and you place a power 3 Haniwa of that colour: 6, then 1, then 2. The die ends on 2.
Kofun tiles
1 point each · taken when a die goes past 6Whenever you push a die past 6, take a Kofun tile of your choice from the stock as a reward for looking after that Gozoku. Each Kofun tile is worth 1 victory point at the end of the game, and it also carries a one-shot special effect. If the stock is empty, you take nothing.
Example — the bonus points from a Kofun tile are yours whether or not you ever use its effect.
Playing a Kofun tile
power 2 · Horse side up · one Kofun per turnInstead of placing a Haniwa from your hand as usual, you may place a Haniwa from your hand together with a Kofun tile you have not yet used, one on top of the other, Horse side up. The stack counts as a power 2 Haniwa in the colour of the Kofun, and the dice and Dogu checks are resolved as normal. A brown Kofun has no colour and does nothing to the dice.
Do not tell your opponent which Haniwa you buried. The face-down Haniwa under the Kofun tile is not counted when powers are totalled at the end of the game. Each Kofun's special effect is used up once played, and you may enhance a placement this way at most once per turn.
Dogu check
exactly 8 power in a rowOnce the dice are settled, look at the row you played into. If it now holds four Haniwa tiles and their powers total exactly 8, the Dogu of that row wakes up: turn it face up. Activated Dogu are worth 2 points for one, 4 points for two and 8 points for all three.
The curse of the Dogu
more than 8 power in a rowIf the four Haniwa in the row total more than 8, you are cursed. Take the Dogu of that row without activating it. At the end of the game each cursed Dogu blots out one of the Gozoku you won, cancelling that column's die score. The curse strikes your highest die first — the raw die number, not the total including the Smile bonus.
Comparing the columns
resolved at the end of the gameColumn by column, the two areas are compared and the winning side takes that column's Happiness die as points. Three criteria are applied in order: first the total power of all Haniwa in the column; if that is tied, the power of the Haniwa matching the Gozoku's colour only; if that is tied too, the number of tiles matching the Gozoku's colour. If everything is still equal, nobody scores that column.
Example — totals of 7 against 5 give the column to the first player. On 7 against 7, only the blue Haniwa are compared in the blue Gozoku's column. If even those are equal, count how many tiles match the Gozoku's colour.
Smile bonus
3 matching Haniwa in a column you wonIn a column you have won, if all three of your Haniwa there match the Gozoku's colour, flip that Gozoku tile to its smiling face and score 2 extra points.
End of the game
Solo rules
Alone at the table, you are not fighting an opponent — you are chasing a score. You place 24 Haniwa tiles in total, pushing the dice as high as they will go and trying to make every Gozoku smile.
Solo setup
all 6 Dogu in playLay the Gozoku out horizontally as usual and line up all 6 Dogu vertically. Build the two Haniwa piles and place the Kofun tiles as in the standard game. Roll all four dice to set the starting numbers, then draw 4 Haniwa.
Solo turn
4 tiles per turn · 6 turnsUnlike the standard game, you must use up all four tiles in your hand during a single turn, resolving the dice check and the Dogu check each time you place one. Tiles must be placed in order from the bottom up. When your hand is empty, draw 4 new Haniwa and start the next turn. Over 24 tiles, your turn comes round six times.
You may use a Kofun tile once per turn. You cannot discard a tile as you would in the standard game.
Solo scoring
no curse · Smile bonus doubles the dieKofun tiles are taken when you push a die past 6 and are worth 1 point each, as usual. Dogu have no curse in solo, and each activated Dogu is worth 2 points. The Smile bonus is worth double the value of that column's die.
In solo, a Smile bonus requires three Haniwa matching the column's colour to be connected — vertically adjacent to one another. Three matching tiles scattered anywhere in the column are not enough.
Solo ranking
final score60 or more: The Perfect Haniwa Crafter. 50 to 59: Master of Haniwa. 40 to 49: Veteran Haniwa Crafter. 30 to 39: Junior Haniwa Crafter. 0 to 29: Beginner Haniwa Crafter.
Variants
Three optional rules ship with the game, and they can be combined to build new modes.
Colour first
changes the column priority onlyNothing changes except the way columns are compared at the end of the game. The order of priority becomes: first how many tiles match the Gozoku's colour, then the power of the tiles matching that colour, and only then the total power of the column regardless of colour. Score the Happiness dice, Dogu, Kofun tiles and Smile bonuses as usual; highest total wins.
4-player rule
2 teams of 2 · 3 tiles in handThe base rules stand, but players split into two teams of two and each player holds 3 tiles instead of 4. Members of both teams take turns placing Haniwa. You may show your hand to your teammate, but you can only place tiles from your own hand — so the harder hand management makes talking to your ally essential.
The "discard 1, draw 1" action is not available in the 4-player rule. As in the two-player game, the first team may play one Haniwa face down once per game. Kofun tiles are shared within a team: either player may use one on their turn, but it is one tile per team, not one per player.
2 games rule
two games · combined scorePlay two games and add the points together. It works with the standard rules or with the 4-player rule. The first game is played normally; the second one changes.
VIP Gozoku — the Gozoku whose die was highest at the end of the first game becomes a VIP for the second (if several are tied, they all do; mark them with a token or a note). Points won from a VIP are doubled on the roll of the die, while the Smile bonus stays at 2 points. A heavy first-game defeat can still be turned around — but chasing a VIP too hard means ignoring the other three nobles.
Carry over your hand — between the two games, every Haniwa placed in either area and every discarded tile goes back into the deck, and the Dogu and Kofun tiles are reset. The tiles still in your hand, however, carry over to the second game.
Download the rules
Give generously. Just not too generously.
HANIWA — 1 to 4 players, ages 8 and up, 10 to 20 minutes. €12.99 (was €19.99).
Drawn to games rooted in Japan with a tight little grid to fill? Tanbo and Yami belong on the same shelf.
Designer: Akira Yasunaga · Illustrations: OBOtto · Logo: Yukashi · Production: Be-Lumber · Translation: Hélène Windom · Proofreading: Claire Letourneux · © 2024 Musoka Studio
© 2025 Musoka Studio — 58 rue de Monceau, 75008 Paris, France
Subscribe to our emails
Be the first to know about new collections and exclusive offers.
10% OFF on your first order : MUSOKACLUB10