Chihayafuru: The Rules of the Shoujo Game

Strategy.

Early in its run, I remarked on Twitter that Chihayafuru was an example of how good writers can make any situation and any subject interesting. This is because what a good writer can do is make almost any specific experience or subject matter universally relatable. Someone may not necessarily know much about the exact rules of karuta, but he or she will know what it’s like to find new friends and do things together with them, and how painful it is to part after being together for a while. Karuta is just a catalyst, or an organizing principle, in which the human drama can play out.

The first few episodes of Chihayafuru started this way, with plenty of subtext and hints of things to come: for instance, Chihaya’s neglectful home situation, the rivalry between Taichi and Arata, the implicit love triangle between the three of them. Chihaya’s enthusiasm, concern for the outcast, and diligence are infectious and make her a surprisingly likable protagonist—especially later on, when some of her actions might seem grating and obnoxious were it done by someone in reality. (No doubt, it also helps that she is pretty, and seems to have a soft spot for lonely nerds. If only there was someone like that in my life at that age—ahem, moving on…) Taichi, too, comes off as initially unsympathetic compared to Arata, but his character grows over time and matures subtly.

All this happens while large amounts of screen time is given to the game itself, to a degree that often feels like the show is sponsored by whatever official league might exist for karuta in Japan. Various strategies for passing cards are discussed, in detail. The etymology, and later the meaning, of many of the poems of the Hundred Poets is lovingly explained (and indeed, given the name of our heroine and the show itself, this is an important detail). The swiping of cards is presented with such kinetic force it manages to make the game feel badass. To a large extent, the show actually serves an educational function, though if the game is played in most elementary schools (as I’ve read), one might wonder why the show forms such an extensive tutorial in the basics. I walked into this show knowing nothing about the game, and now, after watching 10 episodes, I have a grasp of the basics.

The problem is: I’m beginning to feel like it’s a bit much in the game-focusing department. The sense nagged me even as early as the childhood arc in the beginning, and it’s gotten moreso over time.

Not hating the game: worth a dozen shoujo sparkles

More specifically, the game is frequently called upon to serve as the singular metaphor or analogy for what the characters are going through, and it’s getting more and more strained. Chihaya’s frequent declarations, both as a child and as a teen, that all she wants is to play karuta forever and that karuta will bring them all together is overstated. So, too, are the stories of Arata and Nishida (Porky), in which their lack of playing the game is the chief sign of their trauma—and of course it’s up to cheerful, persistent Chihaya to coax them back into the game, and thus into friendship? love? (Shades of Fruits Basket here; this is a very shoujo-y kind of thing.) Taichi, who is the most complex character of the lot, is also the only character who doesn’t seem to be basing his entire life around playing, or not playing, karuta. The attitudes toward the game actually kind of typecast most of the characters and define their roles in the story.

I think this is fine in the initial stages, but I’d like to see the more overtly human element pick up more emphasis as the series continues. We’re seeing some good hints of that, fortunately—Chihaya’s sweet 16 was a particularly well-handled scene, if a tad melodramatic. Part of Chihaya’s maturing, no doubt, is to be able to grasp her own feelings beyond the filter of the game and understand what the pining Taichi, and the hurting Arata (among others) are trying to say. The exclusivity of that filter so far has been a little grating. Yes, I know, a lot of it is not-very-subtle sublimation. It just feels somewhat, well, overused.

But only somewhat. The show has charmed me and I’m glad I caught up on it. Its earnestness and likability is a good counterpoint to the cynical Mirai Nikki, and it stuns me that this isn’t a Noitamina title and Guilty Crown is. (More on that one in a future article…)

Author: gendomike

Michael lives in the Los Angeles area, and has been into anime since he saw Neon Genesis Evangelion in 1999. Some of his favorite shows include Full Metal Alchemist, Honey and Clover, and Welcome to the NHK!. Since 2003 he has gone to at least one anime convention every year. A public radio junkie, which naturally led to podcasting, he now holds a seminary degree and is looking to become Dr. Rev. Otaku Bible Man any day now. Michael can be reached at mike.huang@animediet.net. You can also find his Twitter account at @gendomike.

4 thoughts on “Chihayafuru: The Rules of the Shoujo Game

  1. I’ve loved the series so far. But early on, I came to my conclusions that this was a notions of traditions versus the Japan that has overcome the youth of today. Karuta being the yardstick of a Japan long past. Once that’s in place, the games hold a multitude of symbolism for Chihaya’s alienation & triumph from and with her peers with Taichi walking both paths, asking the audience if there is something resembling an in-between existence. Has it been subtle? No. Old school Shoujo-Sports-Manga Style? Absolutely.

    1. Well, one character, Kanade, seems to explicitly embody the conflict you’re talking about (tradition vs modernity). She’s the one who makes all of them wear hakama to the tournament and who actually cares about the literary meaning of the poems. Whether competitive karuta, which is the focus of the show, is such a good embodiment of traditional culture, as it were, is not quite so clear. Indeed, this is broached pretty explicitly in the episode introducing Kanade, where she says to Chihaya, “I like karuta for a different reason than you do.” So far the focus has been about playing in matches and the mechanics thereof. That could very well evolve down the line, though, so I’m looking forward to it! I do love the show too.

  2. Yes, a girl who is a hub to bring friends together. I think a girl wants to be a princess but at the same time wants to be the hub, evident from how they communicate, while dudes want to compete who is superior rather than share the feeling. Yes, now a lot of loners like hikikomori and NEET. How awesome it would’ve been if Chiyaha was there for us during our high school years! Chihaya is obnoxious but she is kawaii. Kawaii is justice. Kawaii is all that counts. If kawaii, everything is permitted! When a stalker girl from Amagami was revealed to be a pretty girl, otakus on niconico commented at once “she is acquitted!”

    Chihaya for lonely nerds! She’s a good counterpart to Yuno with an axe!

    1. Sigh. 🙂 If only. Well, high school is long past for me, and it’s best not to dwell too much on what might have been. And, well, Yuno is getting scarier and crazier as the show progresses and may be getting too dangerous even for me!

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