LottoAnalyzer takes you through lotteries from all over the world – from the Nederlandse Lotto and Vikinglotto to Korea Lotto 6/45 and Japan Loto 6. With our new languages we have also added typical games from these countries: ten classics that people there play at the kitchen table, in a café or in the garden. They all run in your browser, cost nothing and usually take only five to ten minutes. Here you can find out where they come from and how they work.
🎴 The Ten Games at a Glance
Klaverjassen
4 players · ~10 min
Whist
4 players · ~10 min
Svarteper
2–4 players · ~5 min
Skitgubbe
2–4 players · ~10 min
Mölkky
2–4 players · ~5 min
Go-Stop 고스톱
2 players · ~10 min
Koi-Koi (こいこい)
2 players · ~8 min
Daifugō 大富豪
4 players · ~10 min
Gomoku
3 levels · ~10 min
Zheng Shangyou
3–4 players · ~5 min
🏆 The Games in Detail
🇳🇱 Klaverjassen
Origin: This partnership trick-taking game is a Dutch classic; the name combines “klaver” (clubs) and “jas” (the jack, the highest trump). According to the card-game scholar David Parlett, the whole game family originated in the Netherlands. There are city variants such as the Amsterdam and Rotterdam versions.
Rules: Four players form two fixed teams, and everyone gets eight cards. Whoever “plays” chooses the trump suit (“troef”); the jack and the nine are the strongest trumps. Bonuses (“roem”) such as three cards in sequence earn extra points. If the playing team fails to score more than its opponents, it is “nat” and gets nothing; taking every trick is a “pit”.
Good for a quick break: Eight deals, about ten minutes, and plenty of tactics in every trick.
🇩🇰 Whist
Origin: Whist originated in England, and the name roughly means “hush!”. In 1742 the Londoner Edmond Hoyle published his “Short Treatise on the Game of Whist”, regarded as the first analytical guide to a card game; bridge later developed from whist. In Denmark whist is still popular today, usually in a “call-ace” variant.
Rules: Four players form two fixed partnerships and each gets 13 cards; the dealer’s last card, turned face up, decides trump. You must follow suit, otherwise you discard or ruff with a trump. A partnership’s first six tricks score nothing and every further trick scores a point – the first side to reach seven wins.
Good for a quick break: No bidding and no special scoring: explained in two minutes, played in ten.
🇳🇴 Svarteper
Origin: Svarteper is the Norwegian version of “Black Peter” (English “Old Maid”). The idea is found all over Europe; for the German game a mention from 1821 is documented. In Norway, “sitting there with the svarteper” is an everyday phrase for being left with the short straw.
Rules: The game is played without the jack of clubs, so the jack of spades has no partner. A pair is two cards of the same value and colour (both red or both black). In turn you draw a card blindly from your neighbour and lay down any pairs. Whoever is left holding the jack of spades loses.
Good for a quick break: About five minutes, for two to four players, with shuffling and bluffing.
🇸🇪 Skitgubbe
Origin: “Skitgubbe” roughly means “dirty old man” – the name given to the loser. According to the rules archive Pagat, the game family probably goes back to the Finnish Myllymatti (early 19th century). Traditionally it is played by three; there is only a loser, and in some places that player has to bleat like a goat.
Rules: In phase 1 two players each play a card and the higher one wins both; suit does not matter. Instead of a hand card you may turn up the top card of the stock. In phase 2 you try to get rid of the cards you collected by beating the top card. Whoever is last holding cards is the Skitgubbe.
Good for a quick break: Phase 1 can be played automatically – everything is decided in about ten minutes.
🇫🇮 Mölkky
Origin: Mölkky came onto the market in 1996, made by the Finnish company Lahden Paikka (formerly Tuoterengas). It is a lighter relative of kyykkä, a centuries-old Karelian throwing game; the name is an invented word with no meaning of its own.
Rules: Twelve numbered wooden pins stand close together about 3.5 metres away. A single pin that falls scores its number, several score only their count. The goal is exactly 50 points – go over and you drop back to 25, and three misses in a row put you out. In our version you aim and stop a timing bar.
Good for a quick break: Five minutes are enough, and choosing your target adds tactics.
🇰🇷 Go-Stop 고스톱
Origin: Go-Stop is played with hwatu, the Korean form of the Japanese hanafuda flower cards, which probably reached Korea in the late 19th century. The name comes from the decision “Go” or “Stop”. It is especially known as a family game at New Year and Chuseok.
Rules: The deck has 48 cards (12 months of four). You play a hand card; if a card of the same month lies on the table you take both, then you flip a card from the stock. Brights, animals, ribbons and junk cards earn points. From seven points you say “Stop” and collect, or “Go” and risk more. In our version you play Matgo against the computer.
Good for a quick break: The Go-or-Stop decision keeps every round exciting; ten minutes are enough.
🇯🇵 Koi-Koi (こいこい)
Origin: Hanafuda (“flower cards”) arose in Japan after the authorities banned play with the cards introduced from Portugal in the 17th century; the pictures became more abstract. According to its own company history, the Kyoto maker Nintendo started with hanafuda in 1889. Koi-Koi (“come on!”) is the best-known hanafuda game.
Rules: Two players, 48 cards: each gets eight, eight lie face up. You take cards of the same month and flip one from the stock. When you form a combination (yaku), you choose “Shōbu” (end the round and collect the points) or “Koi-Koi” (play on); if the opponent then wins, their points count double. You play 3, 6 or 12 rounds.
Good for a quick break: Weighing the risk at every yaku gives short games depth – about eight minutes.
🇯🇵 Daifugō 大富豪
Origin: “Daifugō” (大富豪) means “great millionaire”. According to Pagat, the game probably came to Japan from China in the 1970s and became popular in the 1980s and 1990s. It is closely related to Zheng Shangyou, Big Two and “President”.
Rules: Four players are dealt all 54 cards; whoever gets rid of them first wins. You play the same number of cards of a higher rank or pass – the 3 is weakest, the 2 strongest, with the joker above that. Special rules such as revolution (four of a kind reverse the ranking) and the 8-cut are included. The first out becomes Daifugō, the last Daihinmin, and cards are swapped before the next round.
Good for a quick break: Three rounds in about ten minutes; you feel the rise and fall at once.
🇨🇳 Gomoku
Origin: Gomoku is 五目並べ in Japanese, 五子棋 in Chinese and Omok in Korean; it is played with go stones. Its roots lie in East Asia, but exactly where is disputed. In 1994 Victor Allis showed that on a 15×15 board without restrictions, Black wins with perfect play – which is why variants with forbidden moves such as Renju exist.
Rules: On a 15×15 board both players take turns placing a stone on an empty intersection, with Black going first. Whoever first gets five or more of their own stones in a row – horizontally, vertically or diagonally – wins. We use the freestyle rule without forbidden moves, and you choose from three AI levels.
Good for a quick break: One rule, no luck – a game takes about ten minutes.
🇨🇳 Zheng Shangyou
Origin: The name 争上游 means roughly “struggling upstream”. The game is especially popular in eastern China (Shanghai, Zhejiang, Jiangsu) and is related to Big Two and Daifugō. British go players learned it in China in 1979.
Rules: Three or four players share a 54-card pack; whoever plays out all their cards first wins. You play combinations such as pair, triple, straight or airplane and must beat with the same combination at a higher rank, or pass. Bombs (four of a kind) and the rocket (both jokers) beat almost everything. You play three rounds against the AI.
Good for a quick break: The result is decided after about five minutes.
🔤 The Word Games Speak More Languages Too
Hangman now comes with its own word lists in Dutch (Galgje), Danish, Norwegian, Swedish and Finnish – with categories and hints. In Chinese, Korean and Japanese the game works differently: you tap character tiles to complete four-character idioms – chengyu (成语), sajaseong-eo (사자성어) and yojijukugo (四字熟語). The hint gives the meaning, and six mistakes are allowed.
Wordgrid, our word-building game against the AI on a 15×15 board with bonus squares, is now also available in Dutch, Swedish, Danish, Norwegian and Finnish – with native letter distributions and special letters such as Å, Ä, Ö, Æ and Ø. For Chinese, Korean and Japanese there is a character grid: you link neighbouring squares (diagonals included) into words and idioms of two to four characters and reach a score target before time runs out.
🎯 Does Luck Have Little to Do with It?
Largely, yes. Gomoku has no chance at all: whoever plans better wins. In Klaverjassen, Whist, Daifugō and Zheng Shangyou the cards you are dealt matter too, but memory, tactics and teamwork count for more over several rounds. Mölkky rewards accuracy and timing, while in Go-Stop and Koi-Koi it is about weighing risk against reward. Svarteper and Skitgubbe, on the other hand, are strongly shaped by chance. So each game is a different mix of skill and luck.
The lottery is different: only the draw decides, and no skill changes your odds. That is why these minigames have no connection to the winning chances of any lottery – they influence neither draws nor our analyses, and winning at Gomoku says nothing about lottery numbers. They are played without any money at stake and are meant for entertainment.
Gambling can be addictive. Only play lotteries with money you can afford to lose, set firm limits for yourself, and seek help from a support service in your country if you find it hard to stop.
Sources: Pagat.com (card-game rules archive), Wikipedia (Klaverjas, Whist, Mölkky, Go-Stop, Hanafuda, Gomoku, Zheng Shangyou); as of October 2026.
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