Khanhoo or kanhu is a non-partnership Chinese
card game
A card game is any game that uses playing cards as the primary device with which the game is played, whether the cards are of a traditional design or specifically created for the game (proprietary). Countless card games exist, including famil ...
of the draw-and-discard structure. It was first recorded during the late
Ming dynasty
The Ming dynasty, officially the Great Ming, was an Dynasties of China, imperial dynasty of China that ruled from 1368 to 1644, following the collapse of the Mongol Empire, Mongol-led Yuan dynasty. The Ming was the last imperial dynasty of ...
as a multi-trick taking game, a type of game that may be as old as
Tien gow (''Tianjiu'' "Heaven and Nines"),
[ Colección por fascículos - ''Juegos de Cartas'', Ediciones Altaya, Barcelona (1997), in cooperation with Naipes Heraclio Fournier, Vitoria, ]Spain
Spain, or the Kingdom of Spain, is a country in Southern Europe, Southern and Western Europe with territories in North Africa. Featuring the Punta de Tarifa, southernmost point of continental Europe, it is the largest country in Southern Eur ...
. revised in its rules and published in an authorized edition by
Emperor Gaozong of Song in 1130 AD for the information of his subjects. Meaning "watch the pot", it is very possibly the ancestor of all
rummy
Rummy is a group of games related by the feature of matching playing cards, cards of the same rank or sequence and same suit. The basic goal in any form of rummy is to build ''Meld (cards), melds'' which can be either Set (cards), sets (three ...
games.
Adapted to the western taste by Sir
William Henry Wilkinson, British
sinologist
Sinology, also referred to as China studies, is a subfield of area studies or East Asian studies involved in social sciences and humanities research on China. It is an academic discipline that focuses on the study of the Chinese civilizatio ...
and Consul-General in
China
China, officially the People's Republic of China (PRC), is a country in East Asia. With population of China, a population exceeding 1.4 billion, it is the list of countries by population (United Nations), second-most populous country after ...
and
Korea
Korea is a peninsular region in East Asia consisting of the Korean Peninsula, Jeju Island, and smaller islands. Since the end of World War II in 1945, it has been politically Division of Korea, divided at or near the 38th parallel north, 3 ...
from 1880 to 1918, it belongs to the same family as
Mahjong
Mahjong (English pronunciation: ; also transliterated as mah jongg, mah-jongg, and mahjongg) is a tile-based game that was developed in the 19th century in China and has spread throughout the world since the early 20th century. It is played ...
. Another related game is ''Kuwaho'' or ''Cuajo'' from the
Philippines
The Philippines, officially the Republic of the Philippines, is an Archipelagic state, archipelagic country in Southeast Asia. Located in the western Pacific Ocean, it consists of List of islands of the Philippines, 7,641 islands, with a tot ...
. Variants of the Qing version of the game are still played in China and Vietnam such as
Tổ tôm.
History
During the Ming dynasty, the game was called 看虎 (
Pinyin
Hanyu Pinyin, or simply pinyin, officially the Chinese Phonetic Alphabet, is the most common romanization system for Standard Chinese. ''Hanyu'' () literally means 'Han Chinese, Han language'—that is, the Chinese language—while ''pinyin' ...
: "kanhǔ") meaning "watching the tiger" or "dǒuhǔ" (斗虎), "competing with the tiger". It was a multi-trick game where players try to take tricks with one or three cards with the latter composed of different types of
melds.
By the late
Qing dynasty
The Qing dynasty ( ), officially the Great Qing, was a Manchu-led Dynasties of China, imperial dynasty of China and an early modern empire in East Asia. The last imperial dynasty in Chinese history, the Qing dynasty was preceded by the ...
, the rules as recorded by Wilkinson and
Stewart Culin
Robert Stewart Culin (July 13, 1858 – April 8, 1929) was an American ethnographer and author interested in games, art and dress. Culin played a major role in the development of ethnography, first concentrating his efforts on studying the A ...
had changed considerably.
[Berry, John (2003) 'Chinese Money-Suited Cards'. '']The Playing-Card
''The Playing-Card'' is a quarterly publication, publishing scholarly articles covering all aspects of playing cards and of the games played with them, produced by the International Playing-Card Society (IPCS). ''The Playing-Card''s articles are ...
'': Journal of the International Playing-Card Society
The International Playing-Card Society (IPCS) is a non-profit organisation for those interested in playing cards, their design, and their history. While many of its members are collectors of playing cards, they also include historians of playing c ...
, 31 (5). pp. 230-235. The game was now called "kanhú", "watching the lake" (看湖) or "watching the pot" (看壺). It was no longer a
trick-taking game
A trick-taking game is a card- or tile-based game in which play of a ''hand'' centers on a series of finite rounds or units of play, called ''tricks'', which are each evaluated to determine a winner or ''taker'' of that trick. The object of suc ...
but a
draw-and-discard game. However, there were vestigial remnants in the composition of the melds.
The changes may have occurred during the 18th and 19th centuries when trick-taking fell in favour of shedding type games like mòhú (
默和) and pènghú (
碰和) which are regarded as the ancestors to
mahjong
Mahjong (English pronunciation: ; also transliterated as mah jongg, mah-jongg, and mahjongg) is a tile-based game that was developed in the 19th century in China and has spread throughout the world since the early 20th century. It is played ...
. The various homonyms of ''hu'', whether they mean harmony, pots, or points is equivalent to "meld".
A similar related card game in the
Philippines
The Philippines, officially the Republic of the Philippines, is an Archipelagic state, archipelagic country in Southeast Asia. Located in the western Pacific Ocean, it consists of List of islands of the Philippines, 7,641 islands, with a tot ...
is known as in
Spanish
Spanish might refer to:
* Items from or related to Spain:
**Spaniards are a nation and ethnic group indigenous to Spain
**Spanish language, spoken in Spain and many countries in the Americas
**Spanish cuisine
**Spanish history
**Spanish culture
...
and
English, and in
Filipino/
Tagalog, which Manuel (1948) points to
Hokkien
Hokkien ( , ) is a Varieties of Chinese, variety of the Southern Min group of Chinese language, Chinese languages. Native to and originating from the Minnan region in the southeastern part of Fujian in southeastern China, it is also referred ...
.
Ming version
The original Ming game was a multi-trick-taking game for two or three players. The following rules were written by Pan Zhiheng in 1613. It uses a
madiao
''Madiao'' (), also ''ma diao'', ''ma tiu'' or ''ma tiao'', is a late imperial Chinese trick-taking gambling card game, also known as the game of ''paper tiger''. The deck used was recorded by Lu Rong in the 15th century and the rules later by ...
deck but
strips it of the suit of Tens with the exception of the Thousand Myriad card. The remaining thirty cards are arranged from lowest to highest:
*
Cash
In economics, cash is money in the physical form of currency, such as banknotes and coins.
In book-keeping and financial accounting, cash is current assets comprising currency or currency equivalents that can be accessed immediately or near-i ...
(11 cards): 9 Cash to 1 Cash, Half Cash, Zero Cash (this suit is in reverse order like in madiao)
*
Strings of Cash (9 cards): 1 to 9 Strings
*
Myriad
In the context of numeric naming systems for powers of ten, myriad is the quantity ten thousand ( 10,000). Idiomatically, in English, ''myriad'' is an adjective used to mean that a group of things has indefinitely large quantity.
''Myriad ...
s of Strings (10 cards): 1 to 9 Myriad, Thousand Myriad
Like all Chinese card games, play is counter-clockwise. The eldest is chosen by drawing the highest card. If there are two players, each will get 13 cards with four going to the stock, which is not used. With three players, each gets nine cards with three going to the stock. The eldest can lead with singles or three card melds, others follow with the exact number of cards. Each captured card is worth 1 point but there are bonus points for method of capture. If singles are thrown, it can be beaten by a card from a higher suit; an exception is the Thousand Myriad which can only beat other Myriads. Winning with the 5 Myriad awards 2 bonus points while winning with the 8 Myriad gives 3 bonus points.
Three types of melds can be led:
*Gibbons: Three-card sequences from the same suit that can be beaten by Gibbons from a higher suit or a higher Gibbon from the same suit. Having a Gibbon in a higher suit is more important than its rank. Remember that Cash Gibbons are in reverse order. The Half Leopard (sequence of 1, Half, Zero Cash) beats all String and Cash Gibbons. Winning with the Half Leopard or with the Thousand Myriad Gibbon (8, 9, Thousand Myriad) awards 1 bonus point.
*Leopards: Three of a kinds that can only be beaten by higher Leopard or the Hero. A meld of three 1s is called Leopard 1 and goes up to Leopard 9.
*Special: If a special combo is led, it can only be beaten by higher specials. Winning with any special awards bonuses. From lowest to highest:
**Pangolin (3 points): 7 Cash, 3 Strings, 3 Myriad (Pan witnessed its invention sometime between 1609-1613)
**Poverty (4 points): 8 Cash, 2 Strings, 2 Myriad
**Tiger (5 points): 9 Cash, 1 String, 1 Myriad
**Chariot (6 points): Zero Cash, 9 Strings, Thousand Myriad
**Leopard 9 (7 points): 9 Cash, 9 Strings, 9 Myriad
**Wealth (8 points): Zero Cash, 9 Strings, 9 Myriad
**Hero (9 points): 1 String, 1 Myriad, Thousand Myriad
Qing version
Suits
This game is played by two or more persons with one complete pack of one hundred and twenty cards. There are four copies of each card. The three suits in the deck are:
*Cash: From 1 to 9 Cash.
[Stuart Culin, ''The Game of Ma-Jong'', vol. XI, pgs. 153-168, Brooklyn Museum Quarterly (1924).] This is in progressive order.
*Strings of Cash: From 1 to 9 Strings
*Myriads of Strings: From 1 to 9 Myriad
The three extra cards that act as
wild cards
''Wild Cards'' is a series of science fiction superhero shared universe anthologies, mosaic novels, and solo novels. They are written by a collection of more than forty authors (referred to as the "Wild Cards Trust") and are edited by George R. ...
:
*Red Flower: Originally the Zero Cash
*White Flower: Half Cash
*Old Thousand: Thousand Myriad
Melds
In the Qing version of the game the following triplets are called ''ngán'' (eyes) which are descended from Ming special combos:
*1, 2, and 3 Cash
*Red Flower, 9 Strings, Old Thousand (Compare with the Chariot)
*White Flower, 8 Strings, 9 Myriad (2nd highest cards of each suit under the Ming ranking)
*9 Cash, 1 String, 1 Myriad (Tiger)
*8 Cash, 2 Strings, 2 Myriad (Poverty)
*8 Cash, 3 Strings, 2 Myriad (According to Culin)/ Red Flower, 9 Strings, 9 Myriad (Tcheng Ki-tong and Wilkinson, compare with Wealth)
*7 Cash, 3 Strings, 3 Myriad (Pangolin)
A winning hand must contain at least one of the above combinations called "eyes" and the remaining cards must be arranged in one or more combinations called ''pát tsz'' (boys), a sequence of three or more cards of the same suit, or three cards of the same rank. All aces (1s), the red flower, white flower, and old thousand, may be added to these "eyes", to the sequences or triplets to form a winning hand.
The dealer is chosen by drawing a card from the pack and counting the players up to the number of the card drawn. The dealer deals the first card to themself and fourteen others to each of the players, so that in the end the dealer has fifteen. As this is the number needed for a winning hand, and the dealer alone has this number, they are the only player with the chance to win on the cards dealt to them. Either they win or they discard one card to the player on their left who now has the chance to take that card or buy one from the stock to see if they win or discard. The third player then has their turn of play and so on. The first to show a winning hand composed of "eyes", sequences and combinations, wins the game, usually played for money bet in a pot.
English version

In 1891 Sir William induced the card maker
Charles Goodall to issue a special pack of cards with accompanying booklet of rules to play khanhoo. The deck contained two sets each of Ace through Nine of Hearts, Clubs and Diamonds, with two specially designed Jacks, Queens and Kings standing in for the "extra cards" and two Jokers. As the years passed, his passion for the game became so great that in his last books he was designated as William "Khanhoo" Wilkinson.
Deck of cards
The money-suited packs can be adapted from two English 52-card decks, removing all cards ♠, except for the J's ♠, Q's ♠ and K's ♠, and the 10s, J's, Q's, K's
♦, ♣,
♥. Add one Joker and a khanhoo 61-card deck will have been formed.
Game play
Distribute fifteen cards one by one or in batches of two or three to each player and stock the remaining cards face down to the table to form a stock pile. In turn, the first player draws, melds if possible and discards one face up to the table to form a waste pile. Then the next player draws, melds if possible and discards one to the table.
If a thrown card suits any of the players, it must be melded immediately so that all the other players can see why that player needed that card.
[ But if a player draws a card from the stock pile, it needs not to be shown until they are able to lay all their cards at once.][
The aim of the game is to get rid of all cards by melding them. The first player to do so is granted 5 points and the first to reach a pre-agreed number of points, such as 50 or 100 points, wins the match,] which can be achieved in two or three games.[
]
Meldings
Scores
In a game of less than 5 players, the best possible hand would score 29 points (besides 5 for full hand): double khanhoo (15 points), any Double Triplet (10 points) and any one of the Royal Groups (4 points) equals 29 points.
The smallest possible score would be 2: Two sequences of 9 and 6 cards or two of 8 and 7 cards respectively. Though sequences score so little they are of great use in filling a hand. Not only does a long sequence take up a large proportion of the 15 cards, but a sequence of more than 3 cards is exceedingly useful, as either a card can be thrown away in order to declare full hand, or used in a triplet, without spoiling the sequence.
Playing for money
At the close of a game players may pay or receive the difference between their scores, as at Skat. Thus if A wins with 52 when B stands at 49, and C and D at 47 each, A receives 3 from B and 5 each from C and D, or 13 in all - B 2 each from C and D, 4 in all, less their 3 paid to A, or a net sum of 1. C and D pay in all 7 each, 5 to A and 2 to B, receiving nothing, as they tie for last place. Points may be anything, from counters to bank notes.
Penalties
The penalty for a misdeal is to be deducted from the dealer's score or added to that of each of their opponents, at the option of the latter. Dealing out of turn is not considered a misdeal, nor is the exposure of a card while dealing. In the former case the rightful dealer may claim the deal at any time before the first card is dealt; in the latter, the player whose card is exposed may call for a new deal.
In a three-to-four-hand game, a player calling "bump" may be challenged by any of their opponents to show their cards, and if the cards shown would not make a trick with the card thrown, 5 points are taken from their score or added to the score of each of their opponents, and the elder hand which effected the bump may take the trick into their hand as though they had not gained it by bumping. The cards shown by the offender are not, however, considered exposed and may be used to form tricks.
Strategy
Khanhoo is not only a game of chance, depending on the distribution of the cards or the sequence in which the cards are being drawn. It is also a game of skill and expertise, especially in a two-handed game.
Evaluation
*Consider if you have too many pip cards to go for a quick knock or if you have top ones like the 7 ♦, 8 ♣, 9 ♥, A ♥, 2 ♣, 3 ♦, enough Courts or even a Joker to take the game further.
Memorization
*Remember the cards that have already been played, so that you know which combinations can not be formed anymore.
Analysis
*Take into account that during the play many top cards may be drawn from the stock pile or thrown by the other players, changing the course of your strategy. This will force you to decide which cards should be thrown and the implication of your decision.
*Note that whoever knocks is granted 5 points and that may be crucial for the advantage in the game.
*With three, four or more players, cards that might safely be thrown in the two-hand game are often dangerous because an opponent can now bump. In such games it is most advisable to hold the two 7's ♦, the two 8's ♣ or the two 9's ♥, since the chances are that someone will throw the J, Q or K (as the case may be), enabling you to bump.
*The Joker is the most valuable card in the pack, since it may take the place of any card required, even of one all specimens of which have been played.
*The deal is not necessarily an advantage to the dealer; hence the penalty for a misdeal is a fine and not the passing of the deal.
Variation
A variation of the game can be played by using three decks comprising 90 cards, plus two Jokers to form a new sequence of meldings.
Features
;Deck
There are only three suits in the deck: Nine cards from Ace through Nine, six Courts and one Joker (One Joker in a 2-hand game or two in a 3-hand game), which can replace any card.
;Special cards
Only the A ♥, 2 ♣ and the 3 ♦ may be used to form a khanhoo, and only the 7 ♦, 8 ♣ and the 9 ♥, with their respective Courts, may be used to form a Royal Group.
;Deal
Players cut for the deal, the lowest card winning. Each player receives fifteen cards dealt one at a time or in batches of two or three. The player sitting left of the dealer receives one extra card and has the privilege of leading first. Where the number of players is 4 or 8, the player who cuts the highest card may, before the cards are dealt, elect to go "orphan". In this case they receive six cards dealt one at a time. Should they happen to be the original leader, they will receive an extra card making seven in all.
;Direction of play
The game of khanhoo moves clockwise.
;Stock
All discarded cards are placed face upwards on the table in order of rejection, so that the previous-last card is covered by the last one played. When the stock is exhausted before a full hand is declared, the heap of rejected cards is turned over, so as to face downwards on the table, forming a new stock then.
;Bump
In a game for three players the possession of a thrown-out card may be claimed by the third player seated to the right of the player who discarded that card, once they can meld it immediately, after which the game proceeds in the order of play. If four or more players take part in the game, two or more players may request the throw-out card once their meld, except for a "sequence", scores higher than any other, having preference to the card the player in the order of play sitting left to the player who discarded that card. This action is called "bump" because one of the players is bumped by another.
;Four-to-five-hand game
The four-hand game can also be played with one complete pack of 120 cards, plus one Joker. If five or more play, up to five Jokers may be added, each additional one increasing the element of chance in the game. The game proceeds exactly as in the case of three players.
;Orphan khanhoo
When four or more players take part in the game, the highest card may elect to go "orphan". There will be then a stock of nine cards left. The game proceeds exactly as with three players, except that there are now two or more players who can bump, instead of one. But for the first and second players, either the third, fourth or the other players in the order of play may claim this privilege, the fourth player being subjected to the third and the third to the challenge of the second. The superior trick, declared in number of points, gets the bump in whomsoever hand it may be, although with equal combinations the elder hand has the first right to bump in the order of play.
;Trio, quartette and cache
The following additions to the number of possible tricks may add an interesting feature to the game:
*Trio: Three cards of the same suit and rank equals 6 points.
*Quartette: Four cards of the same suit and rank equals 12 points.
*Cache: When any of the players has a natural "trio" obtained without bumping, that player may place them face downwards on the table and declare them to be a "cache". Upon the fourth card being thrown by any of the other three players, they are then entitled to bump it and claim "Quartette by Cache", scoring in addition to the 12 points for quartette, 5 more for full hand. The play ceases, counting begins and a new deal takes places, just as though the player had knocked. A natural "quartette" also has this privilege, without the need for Cache.
See also
* Four color cards
*Rummy
Rummy is a group of games related by the feature of matching playing cards, cards of the same rank or sequence and same suit. The basic goal in any form of rummy is to build ''Meld (cards), melds'' which can be either Set (cards), sets (three ...
*Mǎ diào
''Madiao'' (), also ''ma diao'', ''ma tiu'' or ''ma tiao'', is a late imperial Chinese trick-taking game, trick-taking gambling card game, also known as the game of ''paper tiger''. The deck used was recorded by Lu Rong in the 15th century and th ...
* Tổ tôm
References
External links
*
Elliott Avedon Museum & Archive of Games
University of Waterloo
on Pagat.com
{{Playing card packs by geography
Rummy
Chinese card games