Wednesday, 20 May 2015

Anime Review: Chihayafuru (Karuta)

The Rules

Competitive karuta is a one-on-one game, facilitated by a reciter (card reader) and a judge. All official matches use cards made by Oishi Tengudo.
Each player randomly selects 25 of the 50 torifuda cards that are also randomly selected from a total of 100, and places them face-up in three layers in his or her territory. A player's territory is the space in front of the player, 87 cm wide and separated from their opponent's cards by 3 cm.[1] Players are then given 15 minutes to memorize all the cards in place, and for the final two minutes they are allowed to practice their strike at the cards.
The game starts by the reciter reading an introductory poem that is not part of the 100 poems. This introductory reading allows players to familiarize themselves with the reciter’s voice and the reading rhythm. Following the introductory poem, the reciter reads one of the 100 yomifuda. 50 out of this 100 yomifuda are on the game as torifuda, and remaining 50 cards are also read as karafuda (ghost cards).
The first player to touch the corresponding torifuda "takes" the card and removes it from play. When a player takes a card from the opponent's territory, that player may transfer one of their own cards to their opponent. If both players touch the target card at the same time, it is taken by the player whose territory it is in.
If it comes to luck-of-the-draw, the most efficient way is to defend the card on your side of the game.
The first player to get rid of all the cards in their territory wins.
Otetsuki (Faults, False touches)
  • ¥ Touching the wrong card in the same territory as the target card is not a penalty.[2] As a result, the players may toss away surrounding cards near the target card.
  • ¥ Touching the wrong card in the wrong territory results in a penalty. The opponent may then transfer a card from their territory to the faulting player's.
  • ¥ When a player touches any card when a ghost card is read, they incur a penalty.
Double faults
  • ¥ If a player touches the wrong card in the opponent's territory and the opponent touches the correct card in the faulting player's territory, it is a double fault with a penalty of two cards.
  • ¥ When a player touches any card in both territories when a ghost card is read, they incur a penalty of two cards.
The order of the cards in a players territory may be rearranged at any time during the game. However, excessive rearrangement is considered poor sportsmanship.


(source: Wikipedia: Competitive Karuta) 

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Karuta

The extent of the luminescent portrayal of this game in Chihayafuru can be understood when acknowledging the fact that it continues to enthrall a multitude of viewers, over the entirety of its two seasons, irrespective of whether or not they’ve ever been exposed to Karuta before- (indeed, most may not even understand a substantial number of the rules). How then, does it so successfully absorb all those who watch it, into the storyline? 
  Possibly, because we are given detailed insight into just how it affects the lives of the players, what they hope to gain from it, the various facets of the game that make it most alluring to each player, and how they develop their individual playing styles over the course of the show, along with their personalities.
from fairly early on its pretty evident that Karuta is a very versatile game. It has all the characteristics of a sport, requires physical and bodily command and is even played competitively. However, its grounding in classical poetry and the creativity it allows players in their playing style all hint at it being an art form. 

    The games themselves have an almost ritualistic nature with special emphasis on politeness. Opponents bow before on another and greet each other with formal requests to be looked upon favourably. After the game is over they bow once more and thank one another as well as the reader

         Rigid bonds of friendship are developed between players of karuta, as people sharing this mutual obsession fight together. It is battle between different regions, schools, and karuta societies. They play to defend the honour of whatever group it is that they represent, whether they’re competing alone, or beside their teammates. Every individual match is a team match,  and every team match is an individual match.
        Each character perceives the game in a unique way, and thus we begin to glimpse the intricate complexities that make up this world of karuta.


THE GAME AND INDIVIDUALS


CHIHAYA:
Chihaya dived headfirst into the competitive aspect of the game. For her, it’s all about passion, speed, and instantaneous reactions- impulsiveness, and faith in instinct. She was blessed with exceptional hearing, and this is what gives her the edge over most of her opponents. She can tell what poem is going to be read, by the changes in the reader’s voice, almost before it’s even begun to be read. It was reliant on this advantage that she won her first card in a friendly game against Arata, and so has invariably continued to depend on this strategy.
      This effervescent playing style often leads to her neglecting the other factors of game-building- such as memorization of the cards, card placement, understanding the opponent’s own playing style, and strategy, all of which are important in developing an invulnerable game. She identifies the cards purely by sound, and so the true meaning behind each poem, and the rich atmosphere created by  each poet, is often unknown to her. Her aim is to be the best player in the world, and so her focus lies in strengthening her chances in competition. Everything else is supplementary to that.
        Chihaya isn’t just an overwhelming enthusiast when it comes to karuta, she is utterly devoted to it. In her childhood years it brought to her something irreplacable- it gave her an identity. She ceased being just her sister’s untiring support system, but began rooting for herself. Karuta gave her individual goals, and something to dedicate her passionate heart to. It also gave her an unforgettable friend and teammates, for which she stays eternally grateful. 

KANA:
Kanade’s distinctive love for karuta is of a brand widely differing from that of Chihaya. She has an emotional connection with the poems on the cards, and the poets who wrote them. Her understanding of human nature enables her to delve into the sentiments laid down by these hundred poets of old, and form an interminable attachment with them. She had memorised analysed each poem multiple times over before she even began playing the game, and it is the traditional aspect of the game that draws her. To her, karuta is an art – evoking emotions and deeply moving the players as well as the audience, as each poem is read.
      Since it is the stories behind the poems that intrigue her, Kana is easily able to draw associations between the poems of the same theme, and even between the poets. She thus arranges the cards according to the kind of poem on them, which is quite unusual. She identifies the cards by the atmosphere created by the words in the poems, often seeing them in different colours and moods. As audiences, this is fascinating to see. Her keen knowledge gave her team members an insight into this often neglected aspect of karuta, enriching their perception and game styles as well. She is one player who is truly well acquainted with the cards, and regards them as close personal friends.
       In her search for tradition and respect of Japanese culture and art, Karuta proved to be her slavation. It gave her an opportunity to compete in traditional wear that enhances her body’s endurance, and add perspective to her beloved study of classical literature. Her aim is to become a reader herself, so she focuses on building her understanding of the poems, paying close attention to the poetic impression, tone, timing, and articulation of each prominent reader that appears in a tournament

SHINOBU:
Shinobu is the best there is. She is the reigning authority in the field of karuta, the untouchable queen. This means that her game is flawless, and her defence impenetrable. She is always ahead of her opponents because her movements are swift, direct, and above all, accurate. She sits at the top … all by herself. It is evident that she has no one to share her drive, no team to win or lose for, and is making this journey solely in the company of her cards, and her game. 
       It’s no wonder she is so possessive of karuta. She lunges toward the right cards at the earliest instant, making authoritative grabs, averse to the idea of letting even one them be stolen from her. She makes it impossible for her opponent to reach the cards she has her eye on. She has one of the strongest connections with cards of anyone, and probably regards them as her best frineds. This is why her swings are determined and unfaltering- she believes she is fighting for something that belongs to her, and which she has an obligation to protect.
        Her backstory is atypical. She and her mother were allowed to live with her strict grandmother under the condition that Shinobu learn a skill, and Karuta was what she chose. The cards fascinated her, and she has held on to the bond she shares with them. Even though she is a league above most of her competitors, she is discouraged by the loss of every single card, and is on a quest to make her game perfect. She wishes never to lose a single card. Yet, she enjoys playing against sturdy opponents that refuse to give up, and, more importantly, share her passion. This shared connection motivates her to continue playing. She is on the lookout for people that may pose a threat to her winning streak, so she may once again experience the thrill of struggle and challenge and prove that she deserves to win, against even the strongest.

MASHIMA TAICHI
 Mashima Taichi is an academic overachiever and apparently excels at sports. From this its easy to infer that his strength lies in his mind. He’s extremely logical and has tremendous mental capacity. These talents when applied to Karuta result in his ability to memorize card positions quickly and keep track of which cards of what syllables have been read throughout the game. In team competitions he’s the team’s rock. His incredible mental strength enables him to keep calm in an atmosphere of high energy and tension.  He is able to focus on his game while keeping track of his team mates and lending them some of his strength when they falter.  
        That being said, his weakness is his lack of focus on the physical aspect of Karuta. His swings are not as practiced or accurate as Shinobu’s, nor does he come close to Chihaya in terms of speed. He is, however, able to pinpoint his weaknesses and works on them over the course of the show. His improvement in Karuta also stimulates changes in his character, this is what shows you that Taichi is genuinely invested in the game (although he makes it seem like he only plays so he can beat Arata and keep an eye on Chihaya). He, like Chihaya, was inducted into the almost cult like society of competitive Karuta when he was very young, so it obviously played an important role at a very pivotal point in his growth. Unlike Chihaya however, Taichi’s love is not as pure and is grounded much more in challenge and victory. 

DESKTOMU
       Tsutomu or Desktomu, as we know him, only came to Karuta because it looked like something he couldn’t excel at. He expresses his desire to be “Number 1” and questions Chihaya about whether Karuta will help him get there. His attitude is almost disdainful, until he sees Chihaya and Taichi play.  His love for Karuta is grounded in his desire to challenge and to excel, to think and to reason.  His playing style is nothing special, he plays by the rules, but the fact that he doesn’t develop a distinctive style allows him to be more versatile. Desktomu’s talent lies in his ability to identify his opponents playing style, strengths and weaknesses almost instantly and alter his style to counter it. 
         He sees that Karuta is not only played on the field. The players are important and their behavior, build, and attitude as well as immediate state all factor in to how well they can play their next game, so he collects data for the rest of the team. He observes their opponents and takes notes so that he can make inferences and make suggestions based on this information. He also documents his own teammate’s games and advises them on what to focus on and areas they could improve. Desktomu, despite his often lackluster performances on the field, is an essential part of Mizusawa’s team. 

     
 NISHIDA
    Nishida is probably the most experienced player on the team. He’s been playing longer than Chihaya has and more consistently through the years than Mashima. His Karuta Society churns out players who play a defensive style of Karuta, and so Nishida tends to avoid attacking his opponent’s cards and focuses more on his own (evident in his match against Mashima  which ends up being a ‘Luck of the Draw’ ) His experience gives him a certain edge over the others and where they flounder against opponents with unusual playing styles, Nishida is used to adapting quickly, due to his having played numerous games against a vast variety of opponents. He also tends to always be in a state of comfort when he plays Karuta, again, a result of his years of experience. This keeps him calm and level headed and helps him concentrate on the game.  Furthermore, being in the circuit for so long, he’s familiar with a lot of the opponents and is aware of the extent of their abilities. 


    IMPORTANCE OF READERS 

Although not given too much screentime during the show readers too, play an integral part in the Karuta world. To become a reader one must first be a Class A player and take numerous exams and tests in order to be certified (as a result there are only 7 certified readers). This is why, readers,  perhaps, have the most insight into the world of Karuta. They understand the game itself well enough to secure places in the highest class, and naturally, they understand the importance of the poems themselves. 
    Kyoko Yamashiro for example, is one of the most revered readers in the Karuta world. It is said, when she reads a poem, players are consumed by sights and sounds being described almost instantly, they’re transported. For example, if she was to read the Swift Gods card, one would feel as if one was in an autumnal forest beside a river swimming with flaming red leaves. This almost makes it easier to identify what card is read and grab the second verse card (That is, if one is familiar with the poems and what they depict) 
    The timing of the reading is also a vital part of the reader’s job. In high-tension situations where players and audience members alike are thoroughly on edge, an extra second between verses or poems could cause a fault and neglecting to pause for the correct time could throw the players off. So needless to say, one must have impeccable timing (which is harder than it sounds, as demonstrated by Kana in season 1) 
For readers like Ayase Chihaya and the current Master, Hisashi Suo, who rely a great deal on their ability to pick up specific sounds, a good reader is important, a familiar reader, even better. They’re able to pick up on the slightest of lilts in the reader’s voice that lead into the next word and thus, are able to distinguish between more 2 and 3 syllable cards than most players (for Suo, 28 of the cards are 1 syllable cards. Ayase has 20) 


BUILDING SPECIFIC STRENGTHS


There are a number of different ways of tackling competitive karuta, that are explored throughout the show when each competitor is scrutinized during matches. The ultimately constructed individual playing methods are linked closely with each personality, to create an approach best suited to them. 
         One of the well-respected high school teams from an elite academically inclined school uses an eccentric tactic to throw off their opponents. They rearrange their cards multiple times throughout each match and use their superior memorization skills to commit each new pattern to memory. There’s no particular strategy in their card arrangement. They simply seek to play to their skills and leave their opponents utterly disoriented with the desultory card movements.
           The previous Queen, Yumin Yamamoto, intimidates her opponents by confidently contesting each ambiguously played card. The struggle often leaves her opponents in a mentally famished state and causes them to avoid even the slightest risks.
           The Hokuo team, with their years of experience and successive victories, have a highly developed team- playing style. They are able to strategize their individual games relative to the progression of the games of the other players, to ensure the required number of overall victories. This coordination between closely-knit team members makes them foremost in high school tournaments. 
            Master suou, the undefeated, plays a karuta similar to that of Chihaya. He uses his exemplified sense of hearing. This functions at its best when a highly regarded reader known as Kyoko Yamashiro reads the cards, as she seems to understand the depth and meaning behind each poem, and her voice seems to create an atmosphere unique to each card. Suou recognizes this, and reagards her as his favourite. It is only when Yammashiro reads that Suou is able to defeat Shinobu, whose ears aren’t as sensitive. It is thus evident that readers play a critical role in the outcome of a match, if players like Suou and Kana are competing.
      


There is obviously much more to karuta than meets the eye, which is why many players spend their entire lives enraptured by it, constantly learning, discovering new strengths, new talent and new reasons for why they hold on to it so tight. Many spectators might be fatigued by its apparent monotony in the duration of one match. But for those invested in it, that have been playing even for decades, karuta still never fails to surprise.

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