Ohajiki (Japanese Marble Flicking)

Flick a flat glass piece into another one to win it – a classic Japanese table game. Before each flick you draw a line between the two pieces with your finger. Play against the computer, or take turns with 2–4 players on one device.

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ver 1.0.0 · Updated

Release notes
  1. · ver 1.0.0Added the version label and release notes.
  2. Added the English version.
  3. First published.

How to play Ohajiki

Ohajiki is a traditional Japanese game played with small, flat glass pieces, a little like marbles that have been pressed into coins. Everyone puts the same number of pieces into a shared pile and scatters them across a table. Players then take turns flicking one piece into another with a fingertip. Hit the piece you were aiming at – and nothing else – and it is yours. When the table is nearly empty, the player who has collected the most pieces wins. The name comes from the Japanese verb hajiku, “to flick”.

This online version shows a low Japanese table from above. You can play against the computer, or pass one phone, tablet or computer around so that 2 to 4 people can play together.

1. Scatter the pieces

Pieces scattered on the table. Glass pieces in many colors lie on a wooden table top. Name tags on the tatami mats above and below show each player, marked You and CPU, and the number of pieces they have won
Each player adds 8 pieces and they are scattered across the table.

At the start, each player puts in the same number of pieces (5, 8 or 10, set in the options) and they are scattered at random across the table top. A coin toss decides who flicks first, and play then goes around in order. Each player’s count of pieces won is shown on their name tag and in the bar above the table.

2. Choose a piece to flick and a target

Choosing the pieces. The piece to flick has a blue ring. Pieces that can be targeted get a dotted ring. A piece right next to it, closer than a finger’s width, and a piece with another piece in the way are marked with a cross and cannot be chosen
Any piece with a dotted ring is a valid target.

On your turn, first pick the piece you will flick – any piece on the table will do. Every piece you are allowed to aim at then gets a dotted ring, and you pick one of those as your target. Two kinds of pair are not allowed: pieces that sit closer together than the width of a finger, because you could not draw a line between them, and pieces with a third piece in the straight line between them.

3. Draw a line between them

Drawing the line. On the left, a white line runs through the gap between the two pieces without touching either, marked with a check. On the right, the line touches one of the pieces, marked with a cross: out
Run your finger through the gap without touching either piece.

Once both pieces are chosen, the view zooms in and you draw a line through the gap between them with your finger or mouse. This is the traditional signal that says “these are the two I am playing”, and people have long done it with their little finger. If your finger touches either piece while drawing, you are out and the turn passes without a flick. If your line simply misses the gap, you can try again.

4. Pull back and flick

Flicking. Pressing on the table and pulling back shows a power arrow behind the piece to flick and a white dotted guide line ahead of it up to the target. Letting go sends the piece straight into the target
The piece flies the opposite way from your pull, harder the farther you pull.

With the line drawn, press anywhere on the table, pull back in the opposite direction from where you want the piece to go, and let go. The farther you pull, the harder the flick. With the guide line switched on, a white dotted line shows where your piece would travel up to the first thing it touches. If you prefer, you can set the direction with the “<” and “>” buttons and the power with the slider, then press “Flick”.

5. Hit only your target to win it

When you win a piece and when you do not. Hitting only the target is marked with a check, and you win that piece. Missing the target, the target rolling on and touching another piece, and the flicked piece also touching another piece are all marked with a cross
Touch any other piece, even slightly, and the flick does not count.

If your piece hits the target and nothing else touches anything, you win the target and flick again straight away. The flick fails if you miss, if you hit a different piece, if the target rolls on and bumps into another piece, or if a piece slides off the edge of the table. Then it is the next player’s turn. A piece that falls off is put back on the edge of the table near where it fell.

6. How the game ends

The game ends when only one piece is left on the table. The player with the most pieces wins; equal counts are a draw. If at some point no two pieces can be paired any more, the remaining pieces are gathered up and scattered again.

Ohajiki rules: Standard vs Traditional

The kiru rule. If the two pieces end up at least a finger’s width apart after the hit, marked with a check, you win the piece. If they end up touching so a finger cannot pass between them, marked with a cross, you do not
With the Traditional rules, you must also be able to “cut” between the two pieces after the hit.

Ohajiki rules vary from region to region and even from family to family. This game gathers the best-known ones into two sets, Standard and Traditional, and the Custom option lets you switch each rule on or off yourself.

RuleStandardTraditional
Touching a piece while drawing the lineOutOut
Kiru (cut) after the hitNot neededThe two pieces must end up a finger’s width apart
Onebo (pieces that land touching)None: pieces are scattered apartGiven to the first player

Kiru means “to cut”: after the hit, you must be able to slide a finger between the two pieces. It turns every flick into a test of touch, because a gentle tap that leaves the pieces touching wins nothing. Onebo are pieces that land stuck together when the pile is scattered; under the Traditional rules the first player collects them before the first flick. In Custom you can also allow a redraw when your line touches a piece, or let a successful flick win both the target and the flicked piece. If you are new to the game, start with Standard.

Computer opponents

CPU levelWhat it feels like
EasyGrabs at nearby pieces and often flicks too hard, knocking into other pieces. Good for learning the rules
NormalPicks pairs that are easy to hit, but sometimes misjudges the power. For players who are getting a feel for the flick
HardChooses pairs with open space around them and hits with just the right power, though it still misses now and then

Ohajiki tips and strategy

1. Pick close pairs with open space

The easiest pairs are neither too close nor too far apart, with nothing sitting beyond the target. A piece you hit keeps rolling in the direction it was struck, so check that the path behind it is clear before you commit.

2. Don’t flick too hard

The most common mistake is a flick so strong that the target shoots across the table and bumps into something. Glass pieces glide easily, so a touch that feels slightly too soft is usually plenty.

3. Hit it head-on

A straight, head-on hit stops your piece almost dead and sends the target straight ahead. A glancing hit sends both pieces off to the sides, where they are far more likely to touch something else.

4. Keep the line short and central

Draw your line through the middle of the gap, at right angles to the two pieces, and keep it short. A long, sweeping line is how fingertips end up brushing a piece.

5. With kiru, add a little power

Under the Traditional rules the two pieces must finish a finger’s width apart. Tap too gently and they stay touching. Aim for just enough power to make the target roll a short way clear.

6. Think one flick ahead

Every win earns another flick. If your piece stops somewhere with an easy target nearby, you can string together a long run of captures.

Ohajiki FAQ

Can I play on a phone?

Yes. Tap pieces to choose them, draw the line by running your finger through the gap, then pull back on the screen and let go to flick. The view zooms in while you draw the line, so even tight gaps are easy to trace.

Why don’t any dotted rings appear?

The piece you chose has no valid partner: every other piece is either closer than a finger’s width or blocked by a piece in between. Press “Choose again” and try another piece. If no pair is possible anywhere on the table, the pieces are scattered again automatically.

I hit the target, so why didn’t I win it?

If the target or your own piece touched any other piece afterwards, even lightly, the flick does not count. Under the Traditional rules the two pieces also need to end up a finger’s width apart. The bar above the table always tells you why.

Can I stop and come back later?

On the same device and browser, press “Continue” to pick up at the start of the turn where you left off. The game saves automatically after every flick.

Anything to know about real ohajiki pieces?

They are small, so keep them away from very young children who might put them in their mouths. Counting the pieces as you put them away makes them much harder to lose.

History of Ohajiki

Ohajiki is thought to descend from an old Chinese game in which players flicked go stones at each other, which reached Japan around the Nara period in the 8th century. By the Heian period it was played at the imperial court, and because small pebbles were used at first, it was known as ishi-hajiki, “stone flicking”. In the Edo period people often played with the shells of a small sea snail called kisago, and the colorful glass pieces familiar today spread widely from the end of the Meiji era, in the early 1900s.

For centuries ohajiki was a favorite quiet game for playing indoors, and many people in Japan also remember the glass pieces as counters from arithmetic lessons. The gentle clink of glass on glass is still part of the charm.

For another game from Japanese summer festivals, try Smartball, where you shoot a ball through the pins into numbered holes.