https://en.doc.boardgamearena.com/api.php?action=feedcontributions&user=HanabiGrandMaster&feedformat=atomBoard Game Arena - User contributions [en]2024-03-28T13:00:03ZUser contributionsMediaWiki 1.39.0https://en.doc.boardgamearena.com/index.php?title=Gamehelphanabi&diff=19733Gamehelphanabi2024-01-27T13:10:20Z<p>HanabiGrandMaster: /* Finesse convention */ Copy-paste-mistake fixed.</p>
<hr />
<div>== Overview ==<br />
<br />
* Hanabi is a cooperative game. Your goal, as a team, is to build a fabulous fireworks show.<br />
* You have to put together fireworks (red, yellow, green, blue and white) by playing each individual colour in series (1 ⇨ 2 ⇨ 3 ⇨ 4 ⇨ 5).<br />
* You cannot see your own cards; you can only see the cards of your teammates.<br />
* You can only communicate with your teammates via '''clues''', '''playing''' and '''discarding''' cards (see below).<br />
* No other communication is allowed.<br />
<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|+Final Score Ratings<br />
!Points<br />
!Overall impression<br />
|-<br />
|0-5<br />
|horrible, booed by the crowd...<br />
|-<br />
|6-10<br />
|mediocre, just a spattering of applause.<br />
|-<br />
|11-15<br />
|honourable, but will not be remembered for very long...<br />
|-<br />
|16-20<br />
|excellent, crowd pleasing.<br />
|-<br />
|21-24<br />
|amazing, will be remembered for a very long time!<br />
|-<br />
|25-29<br />
|legendary, everyone left speechless, stars in their eyes!<br />
|-<br />
|30<br />
|Divine, the display outshines the stars!<br />
|}<br />
<br />
== Setup ==<br />
<br />
<div style="display:flex;gap:2rem;align-items:center;"><br />
{|class="wikitable" style="width:auto;" border="2"<br />
|+Deal<br />
!# Players<br />
!2-3<br />
!4-5<br />
|-<br />
!# Cards<br />
|5<br />
|4<br />
|}<br />
{{Hclue|8}} clue tokens <br />
</div><br />
<br />
== Game play ==<br />
<br />
Players take turns to either:<br />
<br />
* Give a '''clue'''<br />
* '''Play''' a card, or<br />
* '''Discard''' a card<br />
<br />
=== Clue ===<br />
<br />
Possible with at least {{Hclue|1|size=1.5}} available:<br />
* '''All''' cards of a colour, or<br />
* '''All''' cards of a number, or<br />
* '''No''' cards of a colour, ''e.g. "'''Player1''' to '''Player2''': you have no red card"'' or<br />
* '''No''' cards of a number ''e.g. "'''Player1''' to '''Player2''': you have no 5"''<br />
<br />
# The active player selects a card in another player's hand.<br />
# The active player selects a clue option.<br />
# {{Hclue|1|size=1.5}} is moved from 'available' to 'used'.<br />
<br />
=== Play ===<br />
<br />
# The active player selects a card in their hand.<br />
# The active player selects the 'Play selected card' button.<br />
#* If the played card fits in any of the sequences, it is placed in the appropriate colour stack on the table.<br />
#* If the played card does not fit, it is placed in the discard pile and the team gets a ''misfire'' token.<br />
# A replacement card is drawn.<br />
<br />
=== Discard ===<br />
<br />
Possible with fewer than {{Hclue|8|size=1.5}} available:<br />
# The active player selects a card in their hand.<br />
# The active player selects the 'Discard selected card' button.<br />
# The discarded card is placed in the discard pile.<br />
# {{Hclue|1|size=1.5}} is moved from 'used' to 'available'.<br />
# A replacement card is drawn.<br />
<br />
== Game end ==<br />
<br />
The game can end in several ways:<br />
* All cards have been drawn from the deck. After this happens, each player has one more turn. The game ends with the score after the last turn.<br />
* Your team played all possible cards. In this case, the game ends immediately.<br />
* Your team made three mistakes that caused misfires. In this case, all players lose the game and receive -10 ELO points.<br />
* Your team concedes the game. All players receive -10 ELO points.<br />
* A player quits the game. Only the player that quit first receives -10 ELO points. All other players' ELO is unchanged.<br />
<br />
== Conventions ==<br />
<br />
* There are not enough {{Hclue|size=1}} to clue both colour and number of every played card, so the team must agree on a set of clue, play and discard interpretations, known as a convention.<br />
* Many players use different conventions and if teammates have very different clue interpretations, the game becomes unsuccessful.<br />
* Read about some of the most common conventions in '''[https://boardgamearena.com/forum/viewtopic.php?t=26863 this forum post]''' by [https://boardgamearena.com/player?id=84207926 Romain672].<br />
''Note: the BGA list of conventions does not cover all conventions, so please respect the convention the table creator wants to play. This is why there is an option to display the convention for the table.''<br />
<br />
=== Standard convention ===<br />
<br />
Players assume:<br />
* Every marked card will be playable at some point.<br />
* The oldest, unmarked (chop) card is safe to discard.<br />
* Cards known to be trash are discarded in priority ''e.g. cards marked blue when the blue stack is completed.''<br />
<br />
==== Play clue ====<br />
<br />
* A colour-clue.<br />
* Focus is the newest card.<br />
Priority:<br />
# Lead to plays in other hands.<br />
# Lower rank.<br />
<br />
==== Save clue ====<br />
<br />
* A number-clue.<br />
* Focus is the chop card.<br />
<br />
==== Fix clue ====<br />
<br />
* A follow-up clue on the same hand as an initial play clue.<br />
* Required to change the focus (and prevent a misfire).<br />
<br />
{{infoBoxes |maxWidth=650 |state=collapsed<br />
|title1=Fix clue example 1<br />
|body1={{Hr|2}} {{Hy|5}} {{Hg|5}} {{Hb|5}} {{Hw|5}}<br />
{{cardholder|Bob 🡲|cards={{Hw|1}}{{Hw|1}}{{Hw|2}}{{Hr|4}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hy|4}}{{Hr|5}}{{Hr|3}}{{Hw|3}} }}<br />
<br />
* Cathy's {{Hr|3}} must play next.<br />
* The focus of a 3 clue on its own will be {{Hw|3}} and the focus of a red clue will be {{Hr|5}}.<br />
* Alice to Cathy: these 2 cards are red.<br />
<br />
{{Hr|2}} {{Hy|5}} {{Hg|5}} {{Hb|5}} {{Hw|5}}<br />
{{cardholder|Bob 🡲|cards={{Hw|1}}{{Hw|1}}{{Hw|2}}{{Hr|4}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hy|4}}{{Hr|5|c=}}{{Hr|3|c=}}{{Hw|3}} }}<br />
<br />
* Bob to Cathy: these 2 cards are 3s - this fix clue changes the focus from {{Hr|5}} to {{Hr|3}} (now visible).<br />
<br />
{{Hr|2}} {{Hy|5}} {{Hg|5}} {{Hb|5}} {{Hw|5}}<br />
{{cardholder|Bob 🡲|cards={{Hw|1}}{{Hw|1}}{{Hw|2}}{{Hr|4}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hy|4}}{{Hr|5|c=}}{{Hr|3|n=|c=}}{{Hw|3|n=}} }}<br />
<br />
|title2=Fix clue example 2<br />
|body2={{Hr}} {{Hy|1}} {{Hg}} {{Hb}} {{Hw}} {{Hm}}<br />
{{cardholder|Bob 🡲|cards={{Hw|5}}{{Hy|4}}{{Hr|3}}{{Hg|5}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hw|4}}{{Hg|4}}{{Hm|2}}{{Hy|2}} }}<br />
<br />
* Avalanche of colors option is on, so multicolour cards are marked by '''any colour clue'''.<br />
* Cathy's {{Hy|2}} should play before it is discarded.<br />
* The focus of a 2 clue on its own will be {{Hm|2}} and the focus of a yellow clue will also be {{Hm|2}}.<br />
<br />
* Alice to Cathy: these 2 cards are yellow.<br />
<br />
{{Hr}} {{Hy|1}} {{Hg}} {{Hb}} {{Hw}} {{Hm}}<br />
{{cardholder|Bob 🡲|cards={{Hw|5}}{{Hy|4}}{{Hr|3}}{{Hg|5}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hw|4}}{{Hg|4}}{{Hm|2|{{y}}|1|1|c=}}{{Hy|2|c=}} }}<br />
<br />
* Bob to Cathy: these 2 cards are 2s - this fix clue changes the focus from the left 2 to the other 2.<br />
<br />
{{Hr}} {{Hy|1}} {{Hg}} {{Hb}} {{Hw}} {{Hm}}<br />
{{cardholder|Bob 🡲|cards={{Hw|5}}{{Hy|4}}{{Hr|3}}{{Hg|5}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hw|4}}{{Hg|4}}{{Hm|2|{{y}}|1|1|n=|c=}}{{Hy|2|n=|c=}} }}<br />
<br />
* ''Note: if a multicolour card is the intended target of a play clue, the clearest clue would be a colour that does not splash any other card.''<br />
}}<br />
<br />
==== Bad clue ====<br />
<br />
* Tell a lie ''e.g. a clue that marks {{Hr|2}} as playable without the required {{Hr|1}}.''<br />
* Mark unknown trash or duplicate cards ''e.g. mark '''4'''s in another hand when your hand could have a copy of that '''4'''.''<br />
* Giving a clue that marks 0 new cards.<br />
<br />
{{infoBoxes |maxWidth=650<br />
|title1=Standard convention: Play clue<br />
|body1={{Hr|1}} {{Hy|5}} {{Hg|1}} {{Hb|3}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hr|2}}{{Hy|4}}{{Hr|3}}{{Hw|5|n=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hw|4}}{{Hy|1}}{{Hr|4}}{{Hr|3}} }}<br />
<br />
* Alice to Bob: these 2 cards are red.<br />
<br />
{{Hr|1}} {{Hy|5}} {{Hg|1}} {{Hb|3}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hr|2|c=}}{{Hy|4}}{{Hr|3|c=}}{{Hw|5|n=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hw|4}}{{Hy|1}}{{Hr|4}}{{Hr|3}} }}<br />
<br />
* Bob now knows his newest card is the next playable in the sequence ({{Hr|2}}), and the other marked card is {{Hr|3}}, {{Hr|4}} or {{Hr|5}} (because every marked card will be playable at some point).<br />
<br />
|title2=Standard convention: Prompt<br />
|body2={{Hr|2}} {{Hy|5}} {{Hg|1}} {{Hb|3}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hb|5}}{{Hy|4}}{{Hr|3|c=}}{{Hw|5|n=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hw|2}}{{Hw|4}}{{Hy|1}}{{Hr|4}} }}<br />
<br />
* Alice to Cathy: this card is red.<br />
<br />
{{Hr|2}} {{Hy|5}} {{Hg|1}} {{Hb|3}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hb|5}}{{Hy|4}}{{Hr|3|c=}}{{Hw|5|n=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hw|2}}{{Hw|4}}{{Hy|1}}{{Hr|4|c=}} }}<br />
<br />
* Cathy now knows her marked card is the next playable in the sequence ⇨ {{Hr|4}}, because {{Hr|3}} is already marked.<br />
* Bob now knows his marked red card is {{Hr|3}} and he must play it now.<br />
}}<br />
<br />
=== Finesse convention ===<br />
<br />
Players assume:<br />
* Standard convention<br />
* Save clues can ONLY be given by a number clue that marks the chop card.<br />
** Focus is the chop card.<br />
* Play clues may also include the '''newest, unmarked''' cards in every hand.<br />
<br />
{{infoBoxes3 |maxWidth=650<br />
|title1=Finesse example<br />
|body1={{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}<br />
{{cardholder|Bob 🡲|cards={{Hb|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|2}}{{Hg|2}} }}<br />
<br />
* Alice to Cathy: this card is blue.<br />
<br />
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}<br />
{{cardholder|Bob 🡲|cards={{Hb|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|2|c=}}{{Hg|2}} }}<br />
<br />
* Cathy now knows her marked card {{Hb|2}} is playable.<br />
* Bob knows that Cathy will bomb her {{Hb|2}} as {{Hb|1}} unless a {{Hb|1}} is played first.<br />
* Bob does not see the connecting {{Hb|1}}, so assumes he has to play it now.<br />
* Bob does not have a marked card that could be {{Hb|1}}, so Bob '''blind plays his newest unmarked card'''.<br />
* {{Hb|1}} successfully plays.<br />
<br />
|title2=Reversed finesse example<br />
|body2={{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}<br />
{{cardholder|Bob 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|2}}{{Hg|2}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hb|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}<br />
<br />
* Alice to Bob: this card is blue.<br />
<br />
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}<br />
{{cardholder|Bob 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|2|c=}}{{Hg|2}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hb|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}<br />
<br />
* Bob now knows his marked {{Hb|2}} is playable.<br />
* Bob sees the newest, unmarked card in Cathy's hand is of the same colour '''and''' playable now. Bob assumes it is a finesse with the players in reversed order and his blue card is {{Hb|2}}.<br />
<br />
|title3=Bluff example<br />
|body3=<br />
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}<br />
{{cardholder|Bob 🡲|cards={{Hw|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|2}}{{Hg|2}} }}<br />
<br />
* Alice to Cathy: this card is blue.<br />
<br />
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}<br />
{{cardholder|Bob 🡲|cards={{Hw|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|2|c=}}{{Hg|2}} }}<br />
<br />
* Cathy now knows her marked card {{Hb|2}} is playable.<br />
* Bob does not see the connecting {{Hb|1}}, so assumes he has to play it now.<br />
* Bob does not have a marked card that could be {{Hb|1}}, so Bob '''blind plays his newest unmarked card'''.<br />
* {{Hw|1}} successfully plays and the bluff is revealed.<br />
* Before Bob played, Cathy thought her marked card was {{Hb|1}}.<br />
* After Bob plays, Cathy knows her marked card is another valuable blue card.<br />
All conventions interpret Cathy's card as a valuable, not-yet-playable blue card.<br />
<br />
Some interpretations are more stringent, also must be a ''1-away-from-playable'' {{Hb|2}}.<br />
}}<br />
<br />
=== Marked card discard ===<br />
<br />
If a non-trash marked card is discarded it means:<br />
* A copy of that card is already marked in someone else's hand (''sarcastic discard''); or<br />
* A copy of that card must be marked in a future save clue (use with caution); or<br />
* An unmarked copy of that card is playable (''gentleman's discard'')<br />
<br />
=== Definitions ===<br />
<br />
<div style="columns:20rem auto;column-gap:2rem;"><br />
==== <span style="color:{{r}};font:700 larger cursive;">Basic</span> ====<br />
<br />
'''Convention''': Agreed set of clue, play and discard interpretations. ''e.g. a number clue that marks the chop card should be interpreted as a unique card save (if there is a unique card of that number).''<br />
<br />
'''Strategy''': Plan to achieve the highest score. ''e.g. to mark first copies of cards.''<br />
<br />
'''Marked''': A card touched by a clue.<br />
<br />
'''Focus''': The target card of a clue.<br />
<br />
'''Play clue''': Clue that marks a focused card to play.<br />
<br />
'''Playable''': A card that can be marked by a play clue.<br />
<br />
'''Trash''': A card that can never be played successfully.<br />
<br />
'''Bomb''': A play that causes a misfire.<br />
<br />
'''Draw''': The newest card in a hand.<br />
<br />
'''Chop''': The oldest, unmarked card in a hand.<br />
<br />
'''Unique''': The last remaining card of its rank and colour (that can be played successfully at some point).<br />
<br />
'''Save''': A (number) clue that marks a chop card to prevent discard.<br />
<br />
'''Prompt''': A play clue that causes connecting marked card(s) to play.<br />
<br />
==== ''<span style="color:{{g}};font:700 larger cursive;">Intermediate</span>'' ====<br />
<br />
'''Good Touch Principle''': All marked cards will eventually be played.<br />
<br />
'''Splash''': Additional new colour or rank information of cards that are not the focus.<br />
<br />
'''Locked''': A hand with all cards marked without any plays.<br />
<br />
'''Reclue''': A repeated clue that causes marked card(s) to play.<br />
<br />
'''Fix clue''': Follow-up clue required to change the focus of a play clue (and prevent a misfire).<br />
<br />
'''Discard clue''': Clue that marks trash card(s) to be discarded (to prevent a misfire or unwanted discard).<br />
<br />
'''Stall clue''': A clue given to avoid discarding.<br />
<br />
'''Finesse''': A play clue that causes connecting unmarked card(s) to play.<br />
<br />
'''Bluff''': A play clue that causes a non-connecting unmarked card to play immediately.<br />
<br />
'''Bluff seat''': The player directly before the player who is bluffed.<br />
<br />
'''Bottom-decked''': When the remaining copy of a playable card is too near the bottom of the deck to achieve a perfect score.<br />
<br />
'''Early save''': A save clue with a known playable card in the same hand, or does not mark the chop card¹. ''i.e. a play clue.''<br />
<br />
'''Double save''': Two consecutive saves in the same hand.<br />
<br />
'''Double discard''': Two consecutive players discard copies of the same chop card, resulting in a unique discard. ''A special problem, since, to each of the consecutive players, a number clue that marks their chop card does not look like a save clue (and therefore looks like a play clue).''<br />
<br />
'''Sarcastic discard''': Discard of a duplicate marked copy of a card in another hand.<br />
<br />
'''Skip''' / '''steal''': When a player gives a clue that could have been given by one of the skipped players.<br />
<br />
'''Scream discard''': An unexpected discard to save a unique card in another hand.<br />
<br />
==== ''<span style="color:{{m}};font:700 larger cursive;">Advanced</span>'' ====<br />
<br />
'''Long finesse''': A finesse of three or more cards lasting more than one complete round.<br />
<br />
'''Layered finesse''': A finesse with unrelated playable card(s) in front of the target card(s).<br />
<br />
'''Scream play''': An unexpected chop play to save a unique card in another hand.<br />
<br />
'''Clued misplay''': A play clue that causes a misfire to prevent a unique discard in the same hand.<br />
<br />
'''Positional misplay''': An unexpected play that marks the same slot position in another hand to play immediately.<br />
<br />
'''Gentleman's discard''': Discard of a playable card to play an unmarked copy in another hand.<br />
<br />
'''Play refusal''': Instead of playing, a player clues or discards their '''chop'''.<br />
<br />
'''Hesitation play''': After a play refusal of a playable card, another player may be able to blind play an unmarked card.<br />
<br />
'''Generation discard''': An unexpected discard to gain {{Hclue|1}}.<br />
<br />
</div><br />
<br />
== Options ==<br />
<br />
=== Colors ===<br />
<br />
==== Normal: 5 colors ====<br />
<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|+50 cards<br />
!Red (r)<br />
|{{Hr|1}}{{Hr|1}}{{Hr|1}}<br />
|{{Hr|2}}{{Hr|2}}<br />
|{{Hr|3}}{{Hr|3}}<br />
|{{Hr|4}}{{Hr|4}}<br />
|{{Hr|5}}<br />
|-<br />
!Yellow (y)<br />
|{{Hy|1}}{{Hy|1}}{{Hy|1}}<br />
|{{Hy|2}}{{Hy|2}}<br />
|{{Hy|3}}{{Hy|3}}<br />
|{{Hy|4}}{{Hy|4}}<br />
|{{Hy|5}}<br />
|-<br />
!Green (g)<br />
|{{Hg|1}}{{Hg|1}}{{Hg|1}}<br />
|{{Hg|2}}{{Hg|2}}<br />
|{{Hg|3}}{{Hg|3}}<br />
|{{Hg|4}}{{Hg|4}}<br />
|{{Hg|5}}<br />
|-<br />
!Blue (b)<br />
|{{Hb|1}}{{Hb|1}}{{Hb|1}}<br />
|{{Hb|2}}{{Hb|2}}<br />
|{{Hb|3}}{{Hb|3}}<br />
|{{Hb|4}}{{Hb|4}}<br />
|{{Hb|5}}<br />
|-<br />
!White (w)<br />
|{{Hw|1}}{{Hw|1}}{{Hw|1}}<br />
|{{Hw|2}}{{Hw|2}}<br />
|{{Hw|3}}{{Hw|3}}<br />
|{{Hw|4}}{{Hw|4}}<br />
|{{Hw|5}}<br />
|}<br />
<br />
==== Tricky: 6th color (10 cards) ====<br />
<br />
* These cards are marked by a separate ''multicolour'' clue.<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|++10 cards<br />
!Multicolour (m)<br />
|{{Hm|1}}{{Hm|1}}{{Hm|1}}<br />
|{{Hm|2}}{{Hm|2}}<br />
|{{Hm|3}}{{Hm|3}}<br />
|{{Hm|4}}{{Hm|4}}<br />
|{{Hm|5}}<br />
|}<br />
<br />
==== Difficult: 6th color (5 cards) ====<br />
<br />
* These cards are marked by a separate ''multicolour'' clue.<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|++5 cards<br />
!Multicolour (m)<br />
|{{Hm|1}}<br />
|{{Hm|2}}<br />
|{{Hm|3}}<br />
|{{Hm|4}}<br />
|{{Hm|5}}<br />
|}<br />
<br />
==== Avalanche of Colors: Multicolor (10 multicolor) ====<br />
<br />
* These cards are marked by '''any colour clue'''.<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|++10 cards<br />
!Multicolour (m)<br />
|{{Hm|1}}{{Hm|1}}{{Hm|1}}<br />
|{{Hm|2}}{{Hm|2}}<br />
|{{Hm|3}}{{Hm|3}}<br />
|{{Hm|4}}{{Hm|4}}<br />
|{{Hm|5}}<br />
|}<br />
<br />
=== Black Powder ===<br />
<br />
* Clues cannot be given for the colour black.<br />
* Black cards must be played in '''reverse order''' 5 ⇨ 4 ⇨ 3 ⇨ 2 ⇨ 1.<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|++10 cards<br />
!Black Powder (p/k)<br />
|{{Hk|5}}{{Hk|5}}{{Hk|5}}<br />
|{{Hk|4}}{{Hk|4}}<br />
|{{Hk|3}}{{Hk|3}}<br />
|{{Hk|2}}{{Hk|2}}<br />
|{{Hk|1}}<br />
|}<br />
<br />
=== 5 flamboyants ===<br />
<br />
After playing the last card of a colour, randomly draw a bonus card and apply its effect:<br />
# Gain {{Hclue|1|size=1.2}}<br />
# Gain {{Hclue|1|size=1.2}} and recover a life.<br />
# Give a colour clue.<br />
# Give a number clue.<br />
# Shuffle a discarded card into the deck ''(optional)''.<br />
# Play a discarded card ''(optional)''.<br />
<br />
=== Convention used ===<br />
<br />
{|class="wikitable" style="width:auto;" border="2"<br />
!Name<br />
!Summary<br />
!References<br />
|-<br />
|'''Standard'''<br />
|BGA convention without blind-plays.<br />
|Standard convention above<br />
<br />
[https://docs.google.com/document/d/1VzgN6WoeYwh5NYtHECzUNZqFvpVcg-EdObU-YNMlyhc Hanabi "reference" for bga]<br />
|-<br />
|'''Finesse'''<br />
|BGA convention with blind-plays.<br />
|Finesse convention above<br />
<br />
[https://docs.google.com/document/d/1VzgN6WoeYwh5NYtHECzUNZqFvpVcg-EdObU-YNMlyhc Hanabi "reference" for bga]<br />
|-<br />
|'''Hat-guessing'''<br />
|Clues relate to slot position, not the cards marked.<br />
|[https://github.com/hanabi/hanabi.github.io/blob/main/misc/hat-guessing.md H-Group]<br />
<br />
[https://github.com/fpvandoorn/hanabi/blob/master/doc_hat_player.md Robert Kaspar]<br />
<br />
[https://github.com/hanabi/hanabi.github.io/blob/main/misc/empty-clues.md H-Group empty clues]<br />
|-<br />
|'''Logical Leftism'''<br />
|No convention, just logic.<br />
|[http://hanabilogic.eklablog.com/basics-level-1-a117610126 hanabi logic]<br />
|-<br />
|'''Closest Friend'''<br />
|Clue interpretation depends on which player gave the clue.<br />
|[https://github.com/hanabi/hanabi.github.io/blob/main/pdf/newest-friend.pdf H-Group]<br />
|-<br />
|'''Secret convention'''<br />
|Each player randomly selects a secret '''[https://perchance.org/e6dtm5lj3r restriction]'''.<br />
|[https://boardgamearena.com/forum/viewtopic.php?t=26863 Secret variant]<br />
<br />
[https://boardgamearena.com/forum/viewtopic.php?p=71264#p71264 Secret hanabi restriction]<br />
|-<br />
|'''Conventional Leftism'''<br />
|Same as Standard.<br />
|[http://hanabilogic.eklablog.com/no-conventional-leftism-a117757604 hanabi logic]<br />
[https://docs.google.com/document/d/1sz3if8-9JJDAcbvdi3MHEAv9L5ljyHHnTSEACKk5RUY/edit#heading=h.q88fl7o62h8c Postmans]<br />
|-<br />
|'''Chop-focus'''<br />
|The focus of a clue that marks a chop card is always the chop card.<br />
|[https://hanabi.github.io/docs/beginner/single-card-focus#determining-the-focus-4-steps H-Group]<br />
|}<br />
<br />
=== Preset deck ===<br />
<br />
Preset decks are useful for comparing teams/conventions using the same deck:<br />
* No (cards are shuffled)<br />
* Preset deck #1 of the day<br />
* Preset deck #2 of the day<br />
* Preset deck #3 of the day<br />
* Preset deck #4 of the day<br />
* Preset deck #5 of the day<br />
Preset decks are changed at [https://boardgamearena.com/forum/viewtopic.php?p=48600#p48600 0:00 (?)] UTC<br />
<br />
=== Unofficial variant ===<br />
<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|+Deal<br />
!# Players<br />
!2<br />
!3<br />
!4<br />
!5<br />
|-<br />
!# Cards<br />
|'''6'''<br />
|5<br />
|4<br />
|'''3'''<br />
|}<br />
<br />
== ELO rating ==<br />
<br />
'''[https://forum.boardgamearena.com/viewtopic.php?t=33785 Rating is visibly hidden around tables]''' (apart from the setup screen i.e. where players accept to start the game).<br />
<br />
The 7 distinct ELO skill levels replace the ELO number: {{Beginner}} {{Apprentice}} {{Average}} {{Good}} {{Strong}} {{Expert}} {{Master}}.<br />
<br />
# '''''Hanabot''''''s ELO is generated from:<br />
#* Final score¹<br />
#* Average team ELO<br />
#* Colour option²<br />
# ELO change is calculated as if tied with Hanabot³.<br />
<br />
'''''[https://forum.boardgamearena.com/viewtopic.php?f=3&t=4814 Hanabots' ELO ratings]''' were set by an experienced player - i.e. ratings are not random or simply proportional to score or players' ELO.''<br />
<br />
¹''Hanabot's ELO = 0 with scores < 18 (5 colours) and < 21 (6 colours).''<br />
<br />
²''+5 card multicolor option is unrated (too dependent on draw to reflect skill).''<br />
<br />
³''ELO change with a perfect score is calculated as if Hanabot lost.''<br />
<br />
== Cheating ==<br />
<br />
* Players can cheat at Hanabi by sharing information via the chat user interface. This is why ranking has been disabled for this game.<br />
<br />
[[Category:Card games]]</div>HanabiGrandMasterhttps://en.doc.boardgamearena.com/index.php?title=Gamehelphanabi&diff=19732Gamehelphanabi2024-01-27T13:06:30Z<p>HanabiGrandMaster: /* Play clue */ Copy-paste-mistake fixed.</p>
<hr />
<div>== Overview ==<br />
<br />
* Hanabi is a cooperative game. Your goal, as a team, is to build a fabulous fireworks show.<br />
* You have to put together fireworks (red, yellow, green, blue and white) by playing each individual colour in series (1 ⇨ 2 ⇨ 3 ⇨ 4 ⇨ 5).<br />
* You cannot see your own cards; you can only see the cards of your teammates.<br />
* You can only communicate with your teammates via '''clues''', '''playing''' and '''discarding''' cards (see below).<br />
* No other communication is allowed.<br />
<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|+Final Score Ratings<br />
!Points<br />
!Overall impression<br />
|-<br />
|0-5<br />
|horrible, booed by the crowd...<br />
|-<br />
|6-10<br />
|mediocre, just a spattering of applause.<br />
|-<br />
|11-15<br />
|honourable, but will not be remembered for very long...<br />
|-<br />
|16-20<br />
|excellent, crowd pleasing.<br />
|-<br />
|21-24<br />
|amazing, will be remembered for a very long time!<br />
|-<br />
|25-29<br />
|legendary, everyone left speechless, stars in their eyes!<br />
|-<br />
|30<br />
|Divine, the display outshines the stars!<br />
|}<br />
<br />
== Setup ==<br />
<br />
<div style="display:flex;gap:2rem;align-items:center;"><br />
{|class="wikitable" style="width:auto;" border="2"<br />
|+Deal<br />
!# Players<br />
!2-3<br />
!4-5<br />
|-<br />
!# Cards<br />
|5<br />
|4<br />
|}<br />
{{Hclue|8}} clue tokens <br />
</div><br />
<br />
== Game play ==<br />
<br />
Players take turns to either:<br />
<br />
* Give a '''clue'''<br />
* '''Play''' a card, or<br />
* '''Discard''' a card<br />
<br />
=== Clue ===<br />
<br />
Possible with at least {{Hclue|1|size=1.5}} available:<br />
* '''All''' cards of a colour, or<br />
* '''All''' cards of a number, or<br />
* '''No''' cards of a colour, ''e.g. "'''Player1''' to '''Player2''': you have no red card"'' or<br />
* '''No''' cards of a number ''e.g. "'''Player1''' to '''Player2''': you have no 5"''<br />
<br />
# The active player selects a card in another player's hand.<br />
# The active player selects a clue option.<br />
# {{Hclue|1|size=1.5}} is moved from 'available' to 'used'.<br />
<br />
=== Play ===<br />
<br />
# The active player selects a card in their hand.<br />
# The active player selects the 'Play selected card' button.<br />
#* If the played card fits in any of the sequences, it is placed in the appropriate colour stack on the table.<br />
#* If the played card does not fit, it is placed in the discard pile and the team gets a ''misfire'' token.<br />
# A replacement card is drawn.<br />
<br />
=== Discard ===<br />
<br />
Possible with fewer than {{Hclue|8|size=1.5}} available:<br />
# The active player selects a card in their hand.<br />
# The active player selects the 'Discard selected card' button.<br />
# The discarded card is placed in the discard pile.<br />
# {{Hclue|1|size=1.5}} is moved from 'used' to 'available'.<br />
# A replacement card is drawn.<br />
<br />
== Game end ==<br />
<br />
The game can end in several ways:<br />
* All cards have been drawn from the deck. After this happens, each player has one more turn. The game ends with the score after the last turn.<br />
* Your team played all possible cards. In this case, the game ends immediately.<br />
* Your team made three mistakes that caused misfires. In this case, all players lose the game and receive -10 ELO points.<br />
* Your team concedes the game. All players receive -10 ELO points.<br />
* A player quits the game. Only the player that quit first receives -10 ELO points. All other players' ELO is unchanged.<br />
<br />
== Conventions ==<br />
<br />
* There are not enough {{Hclue|size=1}} to clue both colour and number of every played card, so the team must agree on a set of clue, play and discard interpretations, known as a convention.<br />
* Many players use different conventions and if teammates have very different clue interpretations, the game becomes unsuccessful.<br />
* Read about some of the most common conventions in '''[https://boardgamearena.com/forum/viewtopic.php?t=26863 this forum post]''' by [https://boardgamearena.com/player?id=84207926 Romain672].<br />
''Note: the BGA list of conventions does not cover all conventions, so please respect the convention the table creator wants to play. This is why there is an option to display the convention for the table.''<br />
<br />
=== Standard convention ===<br />
<br />
Players assume:<br />
* Every marked card will be playable at some point.<br />
* The oldest, unmarked (chop) card is safe to discard.<br />
* Cards known to be trash are discarded in priority ''e.g. cards marked blue when the blue stack is completed.''<br />
<br />
==== Play clue ====<br />
<br />
* A colour-clue.<br />
* Focus is the newest card.<br />
Priority:<br />
# Lead to plays in other hands.<br />
# Lower rank.<br />
<br />
==== Save clue ====<br />
<br />
* A (number) clue that marks a (unique) chop card¹.<br />
* Focus is the chop card.<br />
<br />
¹''Exception: 2 player game with 2+ consecutive saves.''<br />
<br />
==== Fix clue ====<br />
<br />
* A follow-up clue on the same hand as an initial play clue.<br />
* Required to change the focus (and prevent a misfire).<br />
<br />
{{infoBoxes |maxWidth=650 |state=collapsed<br />
|title1=Fix clue example 1<br />
|body1={{Hr|2}} {{Hy|5}} {{Hg|5}} {{Hb|5}} {{Hw|5}}<br />
{{cardholder|Bob 🡲|cards={{Hw|1}}{{Hw|1}}{{Hw|2}}{{Hr|4}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hy|4}}{{Hr|5}}{{Hr|3}}{{Hw|3}} }}<br />
<br />
* Cathy's {{Hr|3}} must play next.<br />
* The focus of a 3 clue on its own will be {{Hw|3}} and the focus of a red clue will be {{Hr|5}}.<br />
* Alice to Cathy: these 2 cards are red.<br />
<br />
{{Hr|2}} {{Hy|5}} {{Hg|5}} {{Hb|5}} {{Hw|5}}<br />
{{cardholder|Bob 🡲|cards={{Hw|1}}{{Hw|1}}{{Hw|2}}{{Hr|4}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hy|4}}{{Hr|5|c=}}{{Hr|3|c=}}{{Hw|3}} }}<br />
<br />
* Bob to Cathy: these 2 cards are 3s - this fix clue changes the focus from {{Hr|5}} to {{Hr|3}} (now visible).<br />
<br />
{{Hr|2}} {{Hy|5}} {{Hg|5}} {{Hb|5}} {{Hw|5}}<br />
{{cardholder|Bob 🡲|cards={{Hw|1}}{{Hw|1}}{{Hw|2}}{{Hr|4}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hy|4}}{{Hr|5|c=}}{{Hr|3|n=|c=}}{{Hw|3|n=}} }}<br />
<br />
|title2=Fix clue example 2<br />
|body2={{Hr}} {{Hy|1}} {{Hg}} {{Hb}} {{Hw}} {{Hm}}<br />
{{cardholder|Bob 🡲|cards={{Hw|5}}{{Hy|4}}{{Hr|3}}{{Hg|5}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hw|4}}{{Hg|4}}{{Hm|2}}{{Hy|2}} }}<br />
<br />
* Avalanche of colors option is on, so multicolour cards are marked by '''any colour clue'''.<br />
* Cathy's {{Hy|2}} should play before it is discarded.<br />
* The focus of a 2 clue on its own will be {{Hm|2}} and the focus of a yellow clue will also be {{Hm|2}}.<br />
<br />
* Alice to Cathy: these 2 cards are yellow.<br />
<br />
{{Hr}} {{Hy|1}} {{Hg}} {{Hb}} {{Hw}} {{Hm}}<br />
{{cardholder|Bob 🡲|cards={{Hw|5}}{{Hy|4}}{{Hr|3}}{{Hg|5}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hw|4}}{{Hg|4}}{{Hm|2|{{y}}|1|1|c=}}{{Hy|2|c=}} }}<br />
<br />
* Bob to Cathy: these 2 cards are 2s - this fix clue changes the focus from the left 2 to the other 2.<br />
<br />
{{Hr}} {{Hy|1}} {{Hg}} {{Hb}} {{Hw}} {{Hm}}<br />
{{cardholder|Bob 🡲|cards={{Hw|5}}{{Hy|4}}{{Hr|3}}{{Hg|5}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hw|4}}{{Hg|4}}{{Hm|2|{{y}}|1|1|n=|c=}}{{Hy|2|n=|c=}} }}<br />
<br />
* ''Note: if a multicolour card is the intended target of a play clue, the clearest clue would be a colour that does not splash any other card.''<br />
}}<br />
<br />
==== Bad clue ====<br />
<br />
* Tell a lie ''e.g. a clue that marks {{Hr|2}} as playable without the required {{Hr|1}}.''<br />
* Mark unknown trash or duplicate cards ''e.g. mark '''4'''s in another hand when your hand could have a copy of that '''4'''.''<br />
<br />
{{infoBoxes |maxWidth=650<br />
|title1=Standard convention: Play clue<br />
|body1={{Hr|1}} {{Hy|5}} {{Hg|1}} {{Hb|3}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hr|2}}{{Hy|4}}{{Hr|3}}{{Hw|5|n=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hw|4}}{{Hy|1}}{{Hr|4}}{{Hr|3}} }}<br />
<br />
* Alice to Bob: these 2 cards are red.<br />
<br />
{{Hr|1}} {{Hy|5}} {{Hg|1}} {{Hb|3}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hr|2|c=}}{{Hy|4}}{{Hr|3|c=}}{{Hw|5|n=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hw|4}}{{Hy|1}}{{Hr|4}}{{Hr|3}} }}<br />
<br />
* Bob now knows his newest card is the next playable in the sequence ({{Hr|2}}), and the other marked card is {{Hr|3}}, {{Hr|4}} or {{Hr|5}} (because every marked card will be playable at some point).<br />
<br />
|title2=Standard convention: Prompt<br />
|body2={{Hr|2}} {{Hy|5}} {{Hg|1}} {{Hb|3}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hb|5}}{{Hy|4}}{{Hr|3|c=}}{{Hw|5|n=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hw|2}}{{Hw|4}}{{Hy|1}}{{Hr|4}} }}<br />
<br />
* Alice to Cathy: this card is red.<br />
<br />
{{Hr|2}} {{Hy|5}} {{Hg|1}} {{Hb|3}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hb|5}}{{Hy|4}}{{Hr|3|c=}}{{Hw|5|n=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hw|2}}{{Hw|4}}{{Hy|1}}{{Hr|4|c=}} }}<br />
<br />
* Cathy now knows her marked card is the next playable in the sequence ⇨ {{Hr|4}}, because {{Hr|3}} is already marked.<br />
* Bob now knows his marked red card is {{Hr|3}} and he must play it now.<br />
}}<br />
<br />
=== Finesse convention ===<br />
<br />
Players assume:<br />
* Standard convention<br />
* Play clues may also include the '''newest, unmarked''' cards in every hand.<br />
<br />
{{infoBoxes3 |maxWidth=650<br />
|title1=Finesse example<br />
|body1={{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}<br />
{{cardholder|Bob 🡲|cards={{Hb|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|2}}{{Hg|2}} }}<br />
<br />
* Alice to Cathy: this card is blue.<br />
<br />
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}<br />
{{cardholder|Bob 🡲|cards={{Hb|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|2|c=}}{{Hg|2}} }}<br />
<br />
* Cathy now knows her marked card {{Hb|2}} is playable.<br />
* Bob knows that Cathy will bomb her {{Hb|2}} as {{Hb|1}} unless a {{Hb|1}} is played first.<br />
* Bob does not see the connecting {{Hb|1}}, so assumes he has to play it now.<br />
* Bob does not have a marked card that could be {{Hb|1}}, so Bob '''blind plays his newest unmarked card'''.<br />
* {{Hb|1}} successfully plays.<br />
<br />
|title2=Reversed finesse example<br />
|body2={{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}<br />
{{cardholder|Bob 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|2}}{{Hg|2}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hb|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}<br />
<br />
* Alice to Bob: this card is blue.<br />
<br />
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}<br />
{{cardholder|Bob 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|2|c=}}{{Hg|2}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hb|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}<br />
<br />
* Bob now knows his marked {{Hb|2}} is playable.<br />
* Bob sees the newest, unmarked card in Cathy's hand is of the same colour '''and''' playable now. Bob assumes it is a finesse with the players in reversed order and his blue card is {{Hb|2}}.<br />
<br />
|title3=Bluff example<br />
|body3=<br />
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}<br />
{{cardholder|Bob 🡲|cards={{Hw|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|2}}{{Hg|2}} }}<br />
<br />
* Alice to Cathy: this card is blue.<br />
<br />
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}<br />
{{cardholder|Bob 🡲|cards={{Hw|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|2|c=}}{{Hg|2}} }}<br />
<br />
* Cathy now knows her marked card {{Hb|2}} is playable.<br />
* Bob does not see the connecting {{Hb|1}}, so assumes he has to play it now.<br />
* Bob does not have a marked card that could be {{Hb|1}}, so Bob '''blind plays his newest unmarked card'''.<br />
* {{Hw|1}} successfully plays and the bluff is revealed.<br />
* Before Bob played, Cathy thought her marked card was {{Hb|1}}.<br />
* After Bob plays, Cathy knows her marked card is another valuable blue card.<br />
All conventions interpret Cathy's card as a valuable, not-yet-playable blue card.<br />
<br />
Some interpretations are more stringent, also must be a ''1-away-from-playable'' {{Hb|2}}.<br />
}}<br />
<br />
=== Marked card discard ===<br />
<br />
If a non-trash marked card is discarded it means:<br />
* A copy of that card is already marked in someone else's hand (''sarcastic discard''); or<br />
* A copy of that card must be marked in a future save clue (use with caution); or<br />
* An unmarked copy of that card is playable (''gentleman's discard'')<br />
<br />
=== Definitions ===<br />
<br />
<div style="columns:20rem auto;column-gap:2rem;"><br />
==== <span style="color:{{r}};font:700 larger cursive;">Basic</span> ====<br />
<br />
'''Convention''': Agreed set of clue, play and discard interpretations. ''e.g. a number clue that marks the chop card should be interpreted as a unique card save (if there is a unique card of that number).''<br />
<br />
'''Strategy''': Plan to achieve the highest score. ''e.g. to mark first copies of cards.''<br />
<br />
'''Marked''': A card touched by a clue.<br />
<br />
'''Focus''': The target card of a clue.<br />
<br />
'''Play clue''': Clue that marks a focused card to play.<br />
<br />
'''Playable''': A card that can be marked by a play clue.<br />
<br />
'''Trash''': A card that can never be played successfully.<br />
<br />
'''Bomb''': A play that causes a misfire.<br />
<br />
'''Draw''': The newest card in a hand.<br />
<br />
'''Chop''': The oldest, unmarked card in a hand.<br />
<br />
'''Unique''': The last remaining card of its rank and colour (that can be played successfully at some point).<br />
<br />
'''Save''': A (number) clue that marks a chop card to prevent discard.<br />
<br />
'''Prompt''': A play clue that causes connecting marked card(s) to play.<br />
<br />
==== ''<span style="color:{{g}};font:700 larger cursive;">Intermediate</span>'' ====<br />
<br />
'''Good Touch Principle''': All marked cards will eventually be played.<br />
<br />
'''Splash''': Additional new colour or rank information of cards that are not the focus.<br />
<br />
'''Locked''': A hand with all cards marked without any plays.<br />
<br />
'''Reclue''': A repeated clue that causes marked card(s) to play.<br />
<br />
'''Fix clue''': Follow-up clue required to change the focus of a play clue (and prevent a misfire).<br />
<br />
'''Discard clue''': Clue that marks trash card(s) to be discarded (to prevent a misfire or unwanted discard).<br />
<br />
'''Stall clue''': A clue given to avoid discarding.<br />
<br />
'''Finesse''': A play clue that causes connecting unmarked card(s) to play.<br />
<br />
'''Bluff''': A play clue that causes a non-connecting unmarked card to play immediately.<br />
<br />
'''Bluff seat''': The player directly before the player who is bluffed.<br />
<br />
'''Bottom-decked''': When the remaining copy of a playable card is too near the bottom of the deck to achieve a perfect score.<br />
<br />
'''Early save''': A save clue with a known playable card in the same hand, or does not mark the chop card¹. ''i.e. a play clue.''<br />
<br />
'''Double save''': Two consecutive saves in the same hand.<br />
<br />
'''Double discard''': Two consecutive players discard copies of the same chop card, resulting in a unique discard. ''A special problem, since, to each of the consecutive players, a number clue that marks their chop card does not look like a save clue (and therefore looks like a play clue).''<br />
<br />
'''Sarcastic discard''': Discard of a duplicate marked copy of a card in another hand.<br />
<br />
'''Skip''' / '''steal''': When a player gives a clue that could have been given by one of the skipped players.<br />
<br />
'''Scream discard''': An unexpected discard to save a unique card in another hand.<br />
<br />
==== ''<span style="color:{{m}};font:700 larger cursive;">Advanced</span>'' ====<br />
<br />
'''Long finesse''': A finesse of three or more cards lasting more than one complete round.<br />
<br />
'''Layered finesse''': A finesse with unrelated playable card(s) in front of the target card(s).<br />
<br />
'''Scream play''': An unexpected chop play to save a unique card in another hand.<br />
<br />
'''Clued misplay''': A play clue that causes a misfire to prevent a unique discard in the same hand.<br />
<br />
'''Positional misplay''': An unexpected play that marks the same slot position in another hand to play immediately.<br />
<br />
'''Gentleman's discard''': Discard of a playable card to play an unmarked copy in another hand.<br />
<br />
'''Play refusal''': Instead of playing, a player clues or discards their '''chop'''.<br />
<br />
'''Hesitation play''': After a play refusal of a playable card, another player may be able to blind play an unmarked card.<br />
<br />
'''Generation discard''': An unexpected discard to gain {{Hclue|1}}.<br />
<br />
</div><br />
<br />
== Options ==<br />
<br />
=== Colors ===<br />
<br />
==== Normal: 5 colors ====<br />
<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|+50 cards<br />
!Red (r)<br />
|{{Hr|1}}{{Hr|1}}{{Hr|1}}<br />
|{{Hr|2}}{{Hr|2}}<br />
|{{Hr|3}}{{Hr|3}}<br />
|{{Hr|4}}{{Hr|4}}<br />
|{{Hr|5}}<br />
|-<br />
!Yellow (y)<br />
|{{Hy|1}}{{Hy|1}}{{Hy|1}}<br />
|{{Hy|2}}{{Hy|2}}<br />
|{{Hy|3}}{{Hy|3}}<br />
|{{Hy|4}}{{Hy|4}}<br />
|{{Hy|5}}<br />
|-<br />
!Green (g)<br />
|{{Hg|1}}{{Hg|1}}{{Hg|1}}<br />
|{{Hg|2}}{{Hg|2}}<br />
|{{Hg|3}}{{Hg|3}}<br />
|{{Hg|4}}{{Hg|4}}<br />
|{{Hg|5}}<br />
|-<br />
!Blue (b)<br />
|{{Hb|1}}{{Hb|1}}{{Hb|1}}<br />
|{{Hb|2}}{{Hb|2}}<br />
|{{Hb|3}}{{Hb|3}}<br />
|{{Hb|4}}{{Hb|4}}<br />
|{{Hb|5}}<br />
|-<br />
!White (w)<br />
|{{Hw|1}}{{Hw|1}}{{Hw|1}}<br />
|{{Hw|2}}{{Hw|2}}<br />
|{{Hw|3}}{{Hw|3}}<br />
|{{Hw|4}}{{Hw|4}}<br />
|{{Hw|5}}<br />
|}<br />
<br />
==== Tricky: 6th color (10 cards) ====<br />
<br />
* These cards are marked by a separate ''multicolour'' clue.<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|++10 cards<br />
!Multicolour (m)<br />
|{{Hm|1}}{{Hm|1}}{{Hm|1}}<br />
|{{Hm|2}}{{Hm|2}}<br />
|{{Hm|3}}{{Hm|3}}<br />
|{{Hm|4}}{{Hm|4}}<br />
|{{Hm|5}}<br />
|}<br />
<br />
==== Difficult: 6th color (5 cards) ====<br />
<br />
* These cards are marked by a separate ''multicolour'' clue.<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|++5 cards<br />
!Multicolour (m)<br />
|{{Hm|1}}<br />
|{{Hm|2}}<br />
|{{Hm|3}}<br />
|{{Hm|4}}<br />
|{{Hm|5}}<br />
|}<br />
<br />
==== Avalanche of Colors: Multicolor (10 multicolor) ====<br />
<br />
* These cards are marked by '''any colour clue'''.<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|++10 cards<br />
!Multicolour (m)<br />
|{{Hm|1}}{{Hm|1}}{{Hm|1}}<br />
|{{Hm|2}}{{Hm|2}}<br />
|{{Hm|3}}{{Hm|3}}<br />
|{{Hm|4}}{{Hm|4}}<br />
|{{Hm|5}}<br />
|}<br />
<br />
=== Black Powder ===<br />
<br />
* Clues cannot be given for the colour black.<br />
* Black cards must be played in '''reverse order''' 5 ⇨ 4 ⇨ 3 ⇨ 2 ⇨ 1.<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|++10 cards<br />
!Black Powder (p/k)<br />
|{{Hk|5}}{{Hk|5}}{{Hk|5}}<br />
|{{Hk|4}}{{Hk|4}}<br />
|{{Hk|3}}{{Hk|3}}<br />
|{{Hk|2}}{{Hk|2}}<br />
|{{Hk|1}}<br />
|}<br />
<br />
=== 5 flamboyants ===<br />
<br />
After playing the last card of a colour, randomly draw a bonus card and apply its effect:<br />
# Gain {{Hclue|1|size=1.2}}<br />
# Gain {{Hclue|1|size=1.2}} and recover a life.<br />
# Give a colour clue.<br />
# Give a number clue.<br />
# Shuffle a discarded card into the deck ''(optional)''.<br />
# Play a discarded card ''(optional)''.<br />
<br />
=== Convention used ===<br />
<br />
{|class="wikitable" style="width:auto;" border="2"<br />
!Name<br />
!Summary<br />
!References<br />
|-<br />
|'''Standard'''<br />
|BGA convention without blind-plays.<br />
|Standard convention above<br />
<br />
[https://docs.google.com/document/d/1VzgN6WoeYwh5NYtHECzUNZqFvpVcg-EdObU-YNMlyhc Hanabi "reference" for bga]<br />
|-<br />
|'''Finesse'''<br />
|BGA convention with blind-plays.<br />
|Finesse convention above<br />
<br />
[https://docs.google.com/document/d/1VzgN6WoeYwh5NYtHECzUNZqFvpVcg-EdObU-YNMlyhc Hanabi "reference" for bga]<br />
|-<br />
|'''Hat-guessing'''<br />
|Clues relate to slot position, not the cards marked.<br />
|[https://github.com/hanabi/hanabi.github.io/blob/main/misc/hat-guessing.md H-Group]<br />
<br />
[https://github.com/fpvandoorn/hanabi/blob/master/doc_hat_player.md Robert Kaspar]<br />
<br />
[https://github.com/hanabi/hanabi.github.io/blob/main/misc/empty-clues.md H-Group empty clues]<br />
|-<br />
|'''Logical Leftism'''<br />
|No convention, just logic.<br />
|[http://hanabilogic.eklablog.com/basics-level-1-a117610126 hanabi logic]<br />
|-<br />
|'''Closest Friend'''<br />
|Clue interpretation depends on which player gave the clue.<br />
|[https://github.com/hanabi/hanabi.github.io/blob/main/pdf/newest-friend.pdf H-Group]<br />
|-<br />
|'''Secret convention'''<br />
|Each player randomly selects a secret '''[https://perchance.org/e6dtm5lj3r restriction]'''.<br />
|[https://boardgamearena.com/forum/viewtopic.php?t=26863 Secret variant]<br />
<br />
[https://boardgamearena.com/forum/viewtopic.php?p=71264#p71264 Secret hanabi restriction]<br />
|-<br />
|'''Conventional Leftism'''<br />
|Same as Standard.<br />
|[http://hanabilogic.eklablog.com/no-conventional-leftism-a117757604 hanabi logic]<br />
[https://docs.google.com/document/d/1sz3if8-9JJDAcbvdi3MHEAv9L5ljyHHnTSEACKk5RUY/edit#heading=h.q88fl7o62h8c Postmans]<br />
|-<br />
|'''Chop-focus'''<br />
|The focus of a clue that marks a chop card is always the chop card.<br />
|[https://hanabi.github.io/docs/beginner/single-card-focus#determining-the-focus-4-steps H-Group]<br />
|}<br />
<br />
=== Preset deck ===<br />
<br />
Preset decks are useful for comparing teams/conventions using the same deck:<br />
* No (cards are shuffled)<br />
* Preset deck #1 of the day<br />
* Preset deck #2 of the day<br />
* Preset deck #3 of the day<br />
* Preset deck #4 of the day<br />
* Preset deck #5 of the day<br />
Preset decks are changed at [https://boardgamearena.com/forum/viewtopic.php?p=48600#p48600 0:00 (?)] UTC<br />
<br />
=== Unofficial variant ===<br />
<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|+Deal<br />
!# Players<br />
!2<br />
!3<br />
!4<br />
!5<br />
|-<br />
!# Cards<br />
|'''6'''<br />
|5<br />
|4<br />
|'''3'''<br />
|}<br />
<br />
== ELO rating ==<br />
<br />
'''[https://forum.boardgamearena.com/viewtopic.php?t=33785 Rating is visibly hidden around tables]''' (apart from the setup screen i.e. where players accept to start the game).<br />
<br />
The 7 distinct ELO skill levels replace the ELO number: {{Beginner}} {{Apprentice}} {{Average}} {{Good}} {{Strong}} {{Expert}} {{Master}}.<br />
<br />
# '''''Hanabot''''''s ELO is generated from:<br />
#* Final score¹<br />
#* Average team ELO<br />
#* Colour option²<br />
# ELO change is calculated as if tied with Hanabot³.<br />
<br />
'''''[https://forum.boardgamearena.com/viewtopic.php?f=3&t=4814 Hanabots' ELO ratings]''' were set by an experienced player - i.e. ratings are not random or simply proportional to score or players' ELO.''<br />
<br />
¹''Hanabot's ELO = 0 with scores < 18 (5 colours) and < 21 (6 colours).''<br />
<br />
²''+5 card multicolor option is unrated (too dependent on draw to reflect skill).''<br />
<br />
³''ELO change with a perfect score is calculated as if Hanabot lost.''<br />
<br />
== Cheating ==<br />
<br />
* Players can cheat at Hanabi by sharing information via the chat user interface. This is why ranking has been disabled for this game.<br />
<br />
[[Category:Card games]]</div>HanabiGrandMasterhttps://en.doc.boardgamearena.com/index.php?title=Gamehelphanabi&diff=19730Gamehelphanabi2024-01-27T13:03:45Z<p>HanabiGrandMaster: /* Fix clue */ Typo fixed</p>
<hr />
<div>== Overview ==<br />
<br />
* Hanabi is a cooperative game. Your goal, as a team, is to build a fabulous fireworks show.<br />
* You have to put together fireworks (red, yellow, green, blue and white) by playing each individual colour in series (1 ⇨ 2 ⇨ 3 ⇨ 4 ⇨ 5).<br />
* You cannot see your own cards; you can only see the cards of your teammates.<br />
* You can only communicate with your teammates via '''clues''', '''playing''' and '''discarding''' cards (see below).<br />
* No other communication is allowed.<br />
<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|+Final Score Ratings<br />
!Points<br />
!Overall impression<br />
|-<br />
|0-5<br />
|horrible, booed by the crowd...<br />
|-<br />
|6-10<br />
|mediocre, just a spattering of applause.<br />
|-<br />
|11-15<br />
|honourable, but will not be remembered for very long...<br />
|-<br />
|16-20<br />
|excellent, crowd pleasing.<br />
|-<br />
|21-24<br />
|amazing, will be remembered for a very long time!<br />
|-<br />
|25-29<br />
|legendary, everyone left speechless, stars in their eyes!<br />
|-<br />
|30<br />
|Divine, the display outshines the stars!<br />
|}<br />
<br />
== Setup ==<br />
<br />
<div style="display:flex;gap:2rem;align-items:center;"><br />
{|class="wikitable" style="width:auto;" border="2"<br />
|+Deal<br />
!# Players<br />
!2-3<br />
!4-5<br />
|-<br />
!# Cards<br />
|5<br />
|4<br />
|}<br />
{{Hclue|8}} clue tokens <br />
</div><br />
<br />
== Game play ==<br />
<br />
Players take turns to either:<br />
<br />
* Give a '''clue'''<br />
* '''Play''' a card, or<br />
* '''Discard''' a card<br />
<br />
=== Clue ===<br />
<br />
Possible with at least {{Hclue|1|size=1.5}} available:<br />
* '''All''' cards of a colour, or<br />
* '''All''' cards of a number, or<br />
* '''No''' cards of a colour, ''e.g. "'''Player1''' to '''Player2''': you have no red card"'' or<br />
* '''No''' cards of a number ''e.g. "'''Player1''' to '''Player2''': you have no 5"''<br />
<br />
# The active player selects a card in another player's hand.<br />
# The active player selects a clue option.<br />
# {{Hclue|1|size=1.5}} is moved from 'available' to 'used'.<br />
<br />
=== Play ===<br />
<br />
# The active player selects a card in their hand.<br />
# The active player selects the 'Play selected card' button.<br />
#* If the played card fits in any of the sequences, it is placed in the appropriate colour stack on the table.<br />
#* If the played card does not fit, it is placed in the discard pile and the team gets a ''misfire'' token.<br />
# A replacement card is drawn.<br />
<br />
=== Discard ===<br />
<br />
Possible with fewer than {{Hclue|8|size=1.5}} available:<br />
# The active player selects a card in their hand.<br />
# The active player selects the 'Discard selected card' button.<br />
# The discarded card is placed in the discard pile.<br />
# {{Hclue|1|size=1.5}} is moved from 'used' to 'available'.<br />
# A replacement card is drawn.<br />
<br />
== Game end ==<br />
<br />
The game can end in several ways:<br />
* All cards have been drawn from the deck. After this happens, each player has one more turn. The game ends with the score after the last turn.<br />
* Your team played all possible cards. In this case, the game ends immediately.<br />
* Your team made three mistakes that caused misfires. In this case, all players lose the game and receive -10 ELO points.<br />
* Your team concedes the game. All players receive -10 ELO points.<br />
* A player quits the game. Only the player that quit first receives -10 ELO points. All other players' ELO is unchanged.<br />
<br />
== Conventions ==<br />
<br />
* There are not enough {{Hclue|size=1}} to clue both colour and number of every played card, so the team must agree on a set of clue, play and discard interpretations, known as a convention.<br />
* Many players use different conventions and if teammates have very different clue interpretations, the game becomes unsuccessful.<br />
* Read about some of the most common conventions in '''[https://boardgamearena.com/forum/viewtopic.php?t=26863 this forum post]''' by [https://boardgamearena.com/player?id=84207926 Romain672].<br />
''Note: the BGA list of conventions does not cover all conventions, so please respect the convention the table creator wants to play. This is why there is an option to display the convention for the table.''<br />
<br />
=== Standard convention ===<br />
<br />
Players assume:<br />
* Every marked card will be playable at some point.<br />
* The oldest, unmarked (chop) card is safe to discard.<br />
* Cards known to be trash are discarded in priority ''e.g. cards marked blue when the blue stack is completed.''<br />
<br />
==== Play clue ====<br />
<br />
* A clue that does not mark a (unique) chop card¹.<br />
* Focus is the newest card.<br />
Priority:<br />
# Lead to plays in other hands.<br />
# Lower rank.<br />
<br />
==== Save clue ====<br />
<br />
* A (number) clue that marks a (unique) chop card¹.<br />
* Focus is the chop card.<br />
<br />
¹''Exception: 2 player game with 2+ consecutive saves.''<br />
<br />
==== Fix clue ====<br />
<br />
* A follow-up clue on the same hand as an initial play clue.<br />
* Required to change the focus (and prevent a misfire).<br />
<br />
{{infoBoxes |maxWidth=650 |state=collapsed<br />
|title1=Fix clue example 1<br />
|body1={{Hr|2}} {{Hy|5}} {{Hg|5}} {{Hb|5}} {{Hw|5}}<br />
{{cardholder|Bob 🡲|cards={{Hw|1}}{{Hw|1}}{{Hw|2}}{{Hr|4}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hy|4}}{{Hr|5}}{{Hr|3}}{{Hw|3}} }}<br />
<br />
* Cathy's {{Hr|3}} must play next.<br />
* The focus of a 3 clue on its own will be {{Hw|3}} and the focus of a red clue will be {{Hr|5}}.<br />
* Alice to Cathy: these 2 cards are red.<br />
<br />
{{Hr|2}} {{Hy|5}} {{Hg|5}} {{Hb|5}} {{Hw|5}}<br />
{{cardholder|Bob 🡲|cards={{Hw|1}}{{Hw|1}}{{Hw|2}}{{Hr|4}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hy|4}}{{Hr|5|c=}}{{Hr|3|c=}}{{Hw|3}} }}<br />
<br />
* Bob to Cathy: these 2 cards are 3s - this fix clue changes the focus from {{Hr|5}} to {{Hr|3}} (now visible).<br />
<br />
{{Hr|2}} {{Hy|5}} {{Hg|5}} {{Hb|5}} {{Hw|5}}<br />
{{cardholder|Bob 🡲|cards={{Hw|1}}{{Hw|1}}{{Hw|2}}{{Hr|4}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hy|4}}{{Hr|5|c=}}{{Hr|3|n=|c=}}{{Hw|3|n=}} }}<br />
<br />
|title2=Fix clue example 2<br />
|body2={{Hr}} {{Hy|1}} {{Hg}} {{Hb}} {{Hw}} {{Hm}}<br />
{{cardholder|Bob 🡲|cards={{Hw|5}}{{Hy|4}}{{Hr|3}}{{Hg|5}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hw|4}}{{Hg|4}}{{Hm|2}}{{Hy|2}} }}<br />
<br />
* Avalanche of colors option is on, so multicolour cards are marked by '''any colour clue'''.<br />
* Cathy's {{Hy|2}} should play before it is discarded.<br />
* The focus of a 2 clue on its own will be {{Hm|2}} and the focus of a yellow clue will also be {{Hm|2}}.<br />
<br />
* Alice to Cathy: these 2 cards are yellow.<br />
<br />
{{Hr}} {{Hy|1}} {{Hg}} {{Hb}} {{Hw}} {{Hm}}<br />
{{cardholder|Bob 🡲|cards={{Hw|5}}{{Hy|4}}{{Hr|3}}{{Hg|5}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hw|4}}{{Hg|4}}{{Hm|2|{{y}}|1|1|c=}}{{Hy|2|c=}} }}<br />
<br />
* Bob to Cathy: these 2 cards are 2s - this fix clue changes the focus from the left 2 to the other 2.<br />
<br />
{{Hr}} {{Hy|1}} {{Hg}} {{Hb}} {{Hw}} {{Hm}}<br />
{{cardholder|Bob 🡲|cards={{Hw|5}}{{Hy|4}}{{Hr|3}}{{Hg|5}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hw|4}}{{Hg|4}}{{Hm|2|{{y}}|1|1|n=|c=}}{{Hy|2|n=|c=}} }}<br />
<br />
* ''Note: if a multicolour card is the intended target of a play clue, the clearest clue would be a colour that does not splash any other card.''<br />
}}<br />
<br />
==== Bad clue ====<br />
<br />
* Tell a lie ''e.g. a clue that marks {{Hr|2}} as playable without the required {{Hr|1}}.''<br />
* Mark unknown trash or duplicate cards ''e.g. mark '''4'''s in another hand when your hand could have a copy of that '''4'''.''<br />
<br />
{{infoBoxes |maxWidth=650<br />
|title1=Standard convention: Play clue<br />
|body1={{Hr|1}} {{Hy|5}} {{Hg|1}} {{Hb|3}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hr|2}}{{Hy|4}}{{Hr|3}}{{Hw|5|n=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hw|4}}{{Hy|1}}{{Hr|4}}{{Hr|3}} }}<br />
<br />
* Alice to Bob: these 2 cards are red.<br />
<br />
{{Hr|1}} {{Hy|5}} {{Hg|1}} {{Hb|3}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hr|2|c=}}{{Hy|4}}{{Hr|3|c=}}{{Hw|5|n=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hw|4}}{{Hy|1}}{{Hr|4}}{{Hr|3}} }}<br />
<br />
* Bob now knows his newest card is the next playable in the sequence ({{Hr|2}}), and the other marked card is {{Hr|3}}, {{Hr|4}} or {{Hr|5}} (because every marked card will be playable at some point).<br />
<br />
|title2=Standard convention: Prompt<br />
|body2={{Hr|2}} {{Hy|5}} {{Hg|1}} {{Hb|3}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hb|5}}{{Hy|4}}{{Hr|3|c=}}{{Hw|5|n=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hw|2}}{{Hw|4}}{{Hy|1}}{{Hr|4}} }}<br />
<br />
* Alice to Cathy: this card is red.<br />
<br />
{{Hr|2}} {{Hy|5}} {{Hg|1}} {{Hb|3}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hb|5}}{{Hy|4}}{{Hr|3|c=}}{{Hw|5|n=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hw|2}}{{Hw|4}}{{Hy|1}}{{Hr|4|c=}} }}<br />
<br />
* Cathy now knows her marked card is the next playable in the sequence ⇨ {{Hr|4}}, because {{Hr|3}} is already marked.<br />
* Bob now knows his marked red card is {{Hr|3}} and he must play it now.<br />
}}<br />
<br />
=== Finesse convention ===<br />
<br />
Players assume:<br />
* Standard convention<br />
* Play clues may also include the '''newest, unmarked''' cards in every hand.<br />
<br />
{{infoBoxes3 |maxWidth=650<br />
|title1=Finesse example<br />
|body1={{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}<br />
{{cardholder|Bob 🡲|cards={{Hb|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|2}}{{Hg|2}} }}<br />
<br />
* Alice to Cathy: this card is blue.<br />
<br />
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}<br />
{{cardholder|Bob 🡲|cards={{Hb|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|2|c=}}{{Hg|2}} }}<br />
<br />
* Cathy now knows her marked card {{Hb|2}} is playable.<br />
* Bob knows that Cathy will bomb her {{Hb|2}} as {{Hb|1}} unless a {{Hb|1}} is played first.<br />
* Bob does not see the connecting {{Hb|1}}, so assumes he has to play it now.<br />
* Bob does not have a marked card that could be {{Hb|1}}, so Bob '''blind plays his newest unmarked card'''.<br />
* {{Hb|1}} successfully plays.<br />
<br />
|title2=Reversed finesse example<br />
|body2={{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}<br />
{{cardholder|Bob 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|2}}{{Hg|2}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hb|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}<br />
<br />
* Alice to Bob: this card is blue.<br />
<br />
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}<br />
{{cardholder|Bob 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|2|c=}}{{Hg|2}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hb|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}<br />
<br />
* Bob now knows his marked {{Hb|2}} is playable.<br />
* Bob sees the newest, unmarked card in Cathy's hand is of the same colour '''and''' playable now. Bob assumes it is a finesse with the players in reversed order and his blue card is {{Hb|2}}.<br />
<br />
|title3=Bluff example<br />
|body3=<br />
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}<br />
{{cardholder|Bob 🡲|cards={{Hw|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|2}}{{Hg|2}} }}<br />
<br />
* Alice to Cathy: this card is blue.<br />
<br />
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}<br />
{{cardholder|Bob 🡲|cards={{Hw|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|2|c=}}{{Hg|2}} }}<br />
<br />
* Cathy now knows her marked card {{Hb|2}} is playable.<br />
* Bob does not see the connecting {{Hb|1}}, so assumes he has to play it now.<br />
* Bob does not have a marked card that could be {{Hb|1}}, so Bob '''blind plays his newest unmarked card'''.<br />
* {{Hw|1}} successfully plays and the bluff is revealed.<br />
* Before Bob played, Cathy thought her marked card was {{Hb|1}}.<br />
* After Bob plays, Cathy knows her marked card is another valuable blue card.<br />
All conventions interpret Cathy's card as a valuable, not-yet-playable blue card.<br />
<br />
Some interpretations are more stringent, also must be a ''1-away-from-playable'' {{Hb|2}}.<br />
}}<br />
<br />
=== Marked card discard ===<br />
<br />
If a non-trash marked card is discarded it means:<br />
* A copy of that card is already marked in someone else's hand (''sarcastic discard''); or<br />
* A copy of that card must be marked in a future save clue (use with caution); or<br />
* An unmarked copy of that card is playable (''gentleman's discard'')<br />
<br />
=== Definitions ===<br />
<br />
<div style="columns:20rem auto;column-gap:2rem;"><br />
==== <span style="color:{{r}};font:700 larger cursive;">Basic</span> ====<br />
<br />
'''Convention''': Agreed set of clue, play and discard interpretations. ''e.g. a number clue that marks the chop card should be interpreted as a unique card save (if there is a unique card of that number).''<br />
<br />
'''Strategy''': Plan to achieve the highest score. ''e.g. to mark first copies of cards.''<br />
<br />
'''Marked''': A card touched by a clue.<br />
<br />
'''Focus''': The target card of a clue.<br />
<br />
'''Play clue''': Clue that marks a focused card to play.<br />
<br />
'''Playable''': A card that can be marked by a play clue.<br />
<br />
'''Trash''': A card that can never be played successfully.<br />
<br />
'''Bomb''': A play that causes a misfire.<br />
<br />
'''Draw''': The newest card in a hand.<br />
<br />
'''Chop''': The oldest, unmarked card in a hand.<br />
<br />
'''Unique''': The last remaining card of its rank and colour (that can be played successfully at some point).<br />
<br />
'''Save''': A (number) clue that marks a chop card to prevent discard.<br />
<br />
'''Prompt''': A play clue that causes connecting marked card(s) to play.<br />
<br />
==== ''<span style="color:{{g}};font:700 larger cursive;">Intermediate</span>'' ====<br />
<br />
'''Good Touch Principle''': All marked cards will eventually be played.<br />
<br />
'''Splash''': Additional new colour or rank information of cards that are not the focus.<br />
<br />
'''Locked''': A hand with all cards marked without any plays.<br />
<br />
'''Reclue''': A repeated clue that causes marked card(s) to play.<br />
<br />
'''Fix clue''': Follow-up clue required to change the focus of a play clue (and prevent a misfire).<br />
<br />
'''Discard clue''': Clue that marks trash card(s) to be discarded (to prevent a misfire or unwanted discard).<br />
<br />
'''Stall clue''': A clue given to avoid discarding.<br />
<br />
'''Finesse''': A play clue that causes connecting unmarked card(s) to play.<br />
<br />
'''Bluff''': A play clue that causes a non-connecting unmarked card to play immediately.<br />
<br />
'''Bluff seat''': The player directly before the player who is bluffed.<br />
<br />
'''Bottom-decked''': When the remaining copy of a playable card is too near the bottom of the deck to achieve a perfect score.<br />
<br />
'''Early save''': A save clue with a known playable card in the same hand, or does not mark the chop card¹. ''i.e. a play clue.''<br />
<br />
'''Double save''': Two consecutive saves in the same hand.<br />
<br />
'''Double discard''': Two consecutive players discard copies of the same chop card, resulting in a unique discard. ''A special problem, since, to each of the consecutive players, a number clue that marks their chop card does not look like a save clue (and therefore looks like a play clue).''<br />
<br />
'''Sarcastic discard''': Discard of a duplicate marked copy of a card in another hand.<br />
<br />
'''Skip''' / '''steal''': When a player gives a clue that could have been given by one of the skipped players.<br />
<br />
'''Scream discard''': An unexpected discard to save a unique card in another hand.<br />
<br />
==== ''<span style="color:{{m}};font:700 larger cursive;">Advanced</span>'' ====<br />
<br />
'''Long finesse''': A finesse of three or more cards lasting more than one complete round.<br />
<br />
'''Layered finesse''': A finesse with unrelated playable card(s) in front of the target card(s).<br />
<br />
'''Scream play''': An unexpected chop play to save a unique card in another hand.<br />
<br />
'''Clued misplay''': A play clue that causes a misfire to prevent a unique discard in the same hand.<br />
<br />
'''Positional misplay''': An unexpected play that marks the same slot position in another hand to play immediately.<br />
<br />
'''Gentleman's discard''': Discard of a playable card to play an unmarked copy in another hand.<br />
<br />
'''Play refusal''': Instead of playing, a player clues or discards their '''chop'''.<br />
<br />
'''Hesitation play''': After a play refusal of a playable card, another player may be able to blind play an unmarked card.<br />
<br />
'''Generation discard''': An unexpected discard to gain {{Hclue|1}}.<br />
<br />
</div><br />
<br />
== Options ==<br />
<br />
=== Colors ===<br />
<br />
==== Normal: 5 colors ====<br />
<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|+50 cards<br />
!Red (r)<br />
|{{Hr|1}}{{Hr|1}}{{Hr|1}}<br />
|{{Hr|2}}{{Hr|2}}<br />
|{{Hr|3}}{{Hr|3}}<br />
|{{Hr|4}}{{Hr|4}}<br />
|{{Hr|5}}<br />
|-<br />
!Yellow (y)<br />
|{{Hy|1}}{{Hy|1}}{{Hy|1}}<br />
|{{Hy|2}}{{Hy|2}}<br />
|{{Hy|3}}{{Hy|3}}<br />
|{{Hy|4}}{{Hy|4}}<br />
|{{Hy|5}}<br />
|-<br />
!Green (g)<br />
|{{Hg|1}}{{Hg|1}}{{Hg|1}}<br />
|{{Hg|2}}{{Hg|2}}<br />
|{{Hg|3}}{{Hg|3}}<br />
|{{Hg|4}}{{Hg|4}}<br />
|{{Hg|5}}<br />
|-<br />
!Blue (b)<br />
|{{Hb|1}}{{Hb|1}}{{Hb|1}}<br />
|{{Hb|2}}{{Hb|2}}<br />
|{{Hb|3}}{{Hb|3}}<br />
|{{Hb|4}}{{Hb|4}}<br />
|{{Hb|5}}<br />
|-<br />
!White (w)<br />
|{{Hw|1}}{{Hw|1}}{{Hw|1}}<br />
|{{Hw|2}}{{Hw|2}}<br />
|{{Hw|3}}{{Hw|3}}<br />
|{{Hw|4}}{{Hw|4}}<br />
|{{Hw|5}}<br />
|}<br />
<br />
==== Tricky: 6th color (10 cards) ====<br />
<br />
* These cards are marked by a separate ''multicolour'' clue.<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|++10 cards<br />
!Multicolour (m)<br />
|{{Hm|1}}{{Hm|1}}{{Hm|1}}<br />
|{{Hm|2}}{{Hm|2}}<br />
|{{Hm|3}}{{Hm|3}}<br />
|{{Hm|4}}{{Hm|4}}<br />
|{{Hm|5}}<br />
|}<br />
<br />
==== Difficult: 6th color (5 cards) ====<br />
<br />
* These cards are marked by a separate ''multicolour'' clue.<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|++5 cards<br />
!Multicolour (m)<br />
|{{Hm|1}}<br />
|{{Hm|2}}<br />
|{{Hm|3}}<br />
|{{Hm|4}}<br />
|{{Hm|5}}<br />
|}<br />
<br />
==== Avalanche of Colors: Multicolor (10 multicolor) ====<br />
<br />
* These cards are marked by '''any colour clue'''.<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|++10 cards<br />
!Multicolour (m)<br />
|{{Hm|1}}{{Hm|1}}{{Hm|1}}<br />
|{{Hm|2}}{{Hm|2}}<br />
|{{Hm|3}}{{Hm|3}}<br />
|{{Hm|4}}{{Hm|4}}<br />
|{{Hm|5}}<br />
|}<br />
<br />
=== Black Powder ===<br />
<br />
* Clues cannot be given for the colour black.<br />
* Black cards must be played in '''reverse order''' 5 ⇨ 4 ⇨ 3 ⇨ 2 ⇨ 1.<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|++10 cards<br />
!Black Powder (p/k)<br />
|{{Hk|5}}{{Hk|5}}{{Hk|5}}<br />
|{{Hk|4}}{{Hk|4}}<br />
|{{Hk|3}}{{Hk|3}}<br />
|{{Hk|2}}{{Hk|2}}<br />
|{{Hk|1}}<br />
|}<br />
<br />
=== 5 flamboyants ===<br />
<br />
After playing the last card of a colour, randomly draw a bonus card and apply its effect:<br />
# Gain {{Hclue|1|size=1.2}}<br />
# Gain {{Hclue|1|size=1.2}} and recover a life.<br />
# Give a colour clue.<br />
# Give a number clue.<br />
# Shuffle a discarded card into the deck ''(optional)''.<br />
# Play a discarded card ''(optional)''.<br />
<br />
=== Convention used ===<br />
<br />
{|class="wikitable" style="width:auto;" border="2"<br />
!Name<br />
!Summary<br />
!References<br />
|-<br />
|'''Standard'''<br />
|BGA convention without blind-plays.<br />
|Standard convention above<br />
<br />
[https://docs.google.com/document/d/1VzgN6WoeYwh5NYtHECzUNZqFvpVcg-EdObU-YNMlyhc Hanabi "reference" for bga]<br />
|-<br />
|'''Finesse'''<br />
|BGA convention with blind-plays.<br />
|Finesse convention above<br />
<br />
[https://docs.google.com/document/d/1VzgN6WoeYwh5NYtHECzUNZqFvpVcg-EdObU-YNMlyhc Hanabi "reference" for bga]<br />
|-<br />
|'''Hat-guessing'''<br />
|Clues relate to slot position, not the cards marked.<br />
|[https://github.com/hanabi/hanabi.github.io/blob/main/misc/hat-guessing.md H-Group]<br />
<br />
[https://github.com/fpvandoorn/hanabi/blob/master/doc_hat_player.md Robert Kaspar]<br />
<br />
[https://github.com/hanabi/hanabi.github.io/blob/main/misc/empty-clues.md H-Group empty clues]<br />
|-<br />
|'''Logical Leftism'''<br />
|No convention, just logic.<br />
|[http://hanabilogic.eklablog.com/basics-level-1-a117610126 hanabi logic]<br />
|-<br />
|'''Closest Friend'''<br />
|Clue interpretation depends on which player gave the clue.<br />
|[https://github.com/hanabi/hanabi.github.io/blob/main/pdf/newest-friend.pdf H-Group]<br />
|-<br />
|'''Secret convention'''<br />
|Each player randomly selects a secret '''[https://perchance.org/e6dtm5lj3r restriction]'''.<br />
|[https://boardgamearena.com/forum/viewtopic.php?t=26863 Secret variant]<br />
<br />
[https://boardgamearena.com/forum/viewtopic.php?p=71264#p71264 Secret hanabi restriction]<br />
|-<br />
|'''Conventional Leftism'''<br />
|Same as Standard.<br />
|[http://hanabilogic.eklablog.com/no-conventional-leftism-a117757604 hanabi logic]<br />
[https://docs.google.com/document/d/1sz3if8-9JJDAcbvdi3MHEAv9L5ljyHHnTSEACKk5RUY/edit#heading=h.q88fl7o62h8c Postmans]<br />
|-<br />
|'''Chop-focus'''<br />
|The focus of a clue that marks a chop card is always the chop card.<br />
|[https://hanabi.github.io/docs/beginner/single-card-focus#determining-the-focus-4-steps H-Group]<br />
|}<br />
<br />
=== Preset deck ===<br />
<br />
Preset decks are useful for comparing teams/conventions using the same deck:<br />
* No (cards are shuffled)<br />
* Preset deck #1 of the day<br />
* Preset deck #2 of the day<br />
* Preset deck #3 of the day<br />
* Preset deck #4 of the day<br />
* Preset deck #5 of the day<br />
Preset decks are changed at [https://boardgamearena.com/forum/viewtopic.php?p=48600#p48600 0:00 (?)] UTC<br />
<br />
=== Unofficial variant ===<br />
<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|+Deal<br />
!# Players<br />
!2<br />
!3<br />
!4<br />
!5<br />
|-<br />
!# Cards<br />
|'''6'''<br />
|5<br />
|4<br />
|'''3'''<br />
|}<br />
<br />
== ELO rating ==<br />
<br />
'''[https://forum.boardgamearena.com/viewtopic.php?t=33785 Rating is visibly hidden around tables]''' (apart from the setup screen i.e. where players accept to start the game).<br />
<br />
The 7 distinct ELO skill levels replace the ELO number: {{Beginner}} {{Apprentice}} {{Average}} {{Good}} {{Strong}} {{Expert}} {{Master}}.<br />
<br />
# '''''Hanabot''''''s ELO is generated from:<br />
#* Final score¹<br />
#* Average team ELO<br />
#* Colour option²<br />
# ELO change is calculated as if tied with Hanabot³.<br />
<br />
'''''[https://forum.boardgamearena.com/viewtopic.php?f=3&t=4814 Hanabots' ELO ratings]''' were set by an experienced player - i.e. ratings are not random or simply proportional to score or players' ELO.''<br />
<br />
¹''Hanabot's ELO = 0 with scores < 18 (5 colours) and < 21 (6 colours).''<br />
<br />
²''+5 card multicolor option is unrated (too dependent on draw to reflect skill).''<br />
<br />
³''ELO change with a perfect score is calculated as if Hanabot lost.''<br />
<br />
== Cheating ==<br />
<br />
* Players can cheat at Hanabi by sharing information via the chat user interface. This is why ranking has been disabled for this game.<br />
<br />
[[Category:Card games]]</div>HanabiGrandMasterhttps://en.doc.boardgamearena.com/index.php?title=Gamehelphanabi&diff=19564Gamehelphanabi2024-01-14T21:49:26Z<p>HanabiGrandMaster: /* Marked card discard */</p>
<hr />
<div>== Overview ==<br />
<br />
* Hanabi is a cooperative game. Your goal, as a team, is to build a fabulous fireworks show.<br />
* You have to put together fireworks (red, yellow, green, blue and white) by playing each individual colour in series (1 ⇨ 2 ⇨ 3 ⇨ 4 ⇨ 5).<br />
* You cannot see your own cards; you can only see the cards of your teammates.<br />
* You can only communicate with your teammates via '''clues''', '''playing''' and '''discarding''' cards (see below).<br />
* No other communication is allowed.<br />
<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|+Final Score Ratings<br />
!Points<br />
!Overall impression<br />
|-<br />
|0-5<br />
|horrible, booed by the crowd...<br />
|-<br />
|6-10<br />
|mediocre, just a spattering of applause.<br />
|-<br />
|11-15<br />
|honourable, but will not be remembered for very long...<br />
|-<br />
|16-20<br />
|excellent, crowd pleasing.<br />
|-<br />
|21-24<br />
|amazing, will be remembered for a very long time!<br />
|-<br />
|25-29<br />
|legendary, everyone left speechless, stars in their eyes!<br />
|-<br />
|30<br />
|Divine, the display outshines the stars!<br />
|}<br />
<br />
== Setup ==<br />
<br />
<div style="display:flex;gap:2rem;align-items:center;"><br />
{|class="wikitable" style="width:auto;" border="2"<br />
|+Deal<br />
!# Players<br />
!2-3<br />
!4-5<br />
|-<br />
!# Cards<br />
|5<br />
|4<br />
|}<br />
{{Hclue|8}} clue tokens <br />
</div><br />
<br />
== Game play ==<br />
<br />
Players take turns to either:<br />
<br />
* Give a '''clue'''<br />
* '''Play''' a card, or<br />
* '''Discard''' a card<br />
<br />
=== Clue ===<br />
<br />
Possible with at least {{Hclue|1|size=1.5}} available:<br />
* '''All''' cards of a colour, or<br />
* '''All''' cards of a number, or<br />
* '''No''' cards of a colour, ''e.g. "'''Player1''' to '''Player2''': you have no red card"'' or<br />
* '''No''' cards of a number ''e.g. "'''Player1''' to '''Player2''': you have no 5"''<br />
<br />
# The active player selects a card in another player's hand.<br />
# The active player selects a clue option.<br />
# {{Hclue|1|size=1.5}} is moved from 'available' to 'used'.<br />
<br />
=== Play ===<br />
<br />
# The active player selects a card in their hand.<br />
# The active player selects the 'Play selected card' button.<br />
#* If the played card fits in any of the sequences, it is placed in the appropriate colour stack on the table.<br />
#* If the played card does not fit, it is placed in the discard pile and the team gets a ''misfire'' token.<br />
# A replacement card is drawn.<br />
<br />
=== Discard ===<br />
<br />
Possible with fewer than {{Hclue|8|size=1.5}} available:<br />
# The active player selects a card in their hand.<br />
# The active player selects the 'Discard selected card' button.<br />
# The discarded card is placed in the discard pile.<br />
# {{Hclue|1|size=1.5}} is moved from 'used' to 'available'.<br />
# A replacement card is drawn.<br />
<br />
== Game end ==<br />
<br />
The game can end in several ways:<br />
* All cards have been drawn from the deck. After this happens, each player has one more turn. The game ends with the score after the last turn.<br />
* Your team played all possible cards. In this case, the game ends immediately.<br />
* Your team made three mistakes that caused misfires. In this case, all players lose the game and receive -10 ELO points.<br />
* Your team concedes the game. All players receive -10 ELO points.<br />
* A player quits the game. Only the player that quit first receives -10 ELO points. All other players' ELO is unchanged.<br />
<br />
== Conventions ==<br />
<br />
* There are not enough {{Hclue|size=1}} to clue both colour and number of every played card, so the team must agree on a set of clue, play and discard interpretations, known as a convention.<br />
* Many players use different conventions and if teammates have very different clue interpretations, the game becomes unsuccessful.<br />
* Read about some of the most common conventions in '''[https://boardgamearena.com/forum/viewtopic.php?t=26863 this forum post]''' by [https://boardgamearena.com/player?id=84207926 Romain672].<br />
''Note: the BGA list of conventions does not cover all conventions, so please respect the convention the table creator wants to play. This is why there is an option to display the convention for the table.''<br />
<br />
=== Standard convention ===<br />
This convention is suitable for beginners, since very little assumptions need to be made.<br />
<br />
Players assume:<br />
* Every marked card will be playable at some point.<br />
* The oldest, unmarked (chop) card is safe to discard.<br />
* Cards known to be trash are discarded in priority ''e.g. cards marked blue when the blue stack is completed.''<br />
<br />
==== Play-clue ====<br />
<br />
* A Colour-clue.<br />
* Focus is the newest, previously card. This means when multiple cards are marked, you know that the NEWEST is the "next playable".<br />
''When a player has multiple cards to play, the best strategy to prioritze playing:''<br />
# ''The card that allows visible / marked cards in other players hands to be played.''<br />
# ''Fives, when playing without flamboyants, to generate a clue-token. (When playing with flamboyants, 5s should be played as last possible strategic option.)''<br />
# ''The card in the oldest position.''<br />
<br />
{{infoBoxes |maxWidth=650<br />
|title1=Standard convention: Play clue<br />
|body1={{Hr|1}} {{Hy|5}} {{Hg|1}} {{Hb|3}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hr|2}}{{Hy|4}}{{Hr|3}}{{Hw|5|n=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hw|4}}{{Hy|1}}{{Hr|4}}{{Hr|3}} }}<br />
<br />
* Alice to Bob: these 2 cards are red.<br />
<br />
{{Hr|1}} {{Hy|5}} {{Hg|1}} {{Hb|3}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hr|2|c=}}{{Hy|4}}{{Hr|3|c=}}{{Hw|5|n=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hw|4}}{{Hy|1}}{{Hr|4}}{{Hr|3}} }}<br />
<br />
* Bob now knows his newest card is the next playable in the sequence ({{Hr|2}}), and the other marked card is NOT {{Hr|1}}, or {{Hr|2}} (because every marked card will be playable at some point).<br />
<br />
|title2=Standard convention: Prompt<br />
|body2={{Hr|2}} {{Hy|5}} {{Hg|1}} {{Hb|3}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hb|5}}{{Hy|4}}{{Hr|3|c=}}{{Hw|5|n=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hw|2}}{{Hw|4}}{{Hy|1}}{{Hr|4}} }}<br />
<br />
* Alice to Cathy: this card is red.<br />
<br />
{{Hr|2}} {{Hy|5}} {{Hg|1}} {{Hb|3}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hb|5}}{{Hy|4}}{{Hr|3|c=}}{{Hw|5|n=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hw|2}}{{Hw|4}}{{Hy|1}}{{Hr|4|c=}} }}<br />
<br />
* Cathy now knows her marked card is the next playable in the sequence ⇨ {{Hr|4}}, because {{Hr|3}} is already marked.<br />
* Bob now knows his marked red card is {{Hr|3}} and he must play it now.<br />
}}<br />
<br />
==== Save-clue ====<br />
<br />
* A number-clue.<br />
* Focus is the chop card. This means that saved cards shall be played from oldest to newest, when it is 100% safe to do so.<br />
''Examples:''<br />
<br />
# ''A 2 can be played when all 1s are on the table.''<br />
# ''Non-blue 3 can be played when all 2s, except b2 are on the table.''<br />
# ''A 4 can be played when r3, y3, b3 are on the table, and g4 and w4 are visible and marked in other players' hands.'' <br />
<br />
==== Fix-clue ====<br />
Sometimes it cannot be avoided that the best strategic choice is to give a clue that doesn't follow the assumptions. This is rare for experienced players. However, less experienced players might not see the optimal solution to a situation and violate assumptions anyway. In both cases, a fix-clue is needed.<br />
* A follow-up clue on the same hand as an initial play clue.<br />
* Required to change the focus (and prevent a misfire).<br />
* A fix-clue can NEVER mean "play".<br />
<br />
{{infoBoxes |maxWidth=650 |state=collapsed<br />
|title1=Fix clue example 1<br />
|body1={{Hr|2}} {{Hy|5}} {{Hg|5}} {{Hb|5}} {{Hw|5}}<br />
{{cardholder|Bob 🡲|cards={{Hw|1}}{{Hw|1}}{{Hw|2}}{{Hr|4}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hy|4}}{{Hr|5}}{{Hr|3}}{{Hg|3}} }}<br />
<br />
* Cathy's {{Hr|3}} must play next.<br />
* The focus of a 3 clue on its own will be {{Hg|3}} and the focus of a red clue will be {{Hr|5}}.<br />
* Alice to Cathy: these two cards are 3.<br />
<br />
{{Hr|2}} {{Hy|5}} {{Hg|5}} {{Hb|5}} {{Hw|5}}<br />
{{cardholder|Bob 🡲|cards={{Hw|1}}{{Hw|1}}{{Hw|2}}{{Hr|4}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hy|4}}{{Hr|5}}{{Hr|3|n=}}{{Hw|3|n=}} }}<br />
<br />
* Bob to Cathy: these 2 cards are white - this fix clue changes the focus from {{Hw|3}} to {{Hr|3}} (now visible).<br />
<br />
{{Hr|2}} {{Hy|5}} {{Hg|5}} {{Hb|5}} {{Hw|5}}<br />
{{cardholder|Bob 🡲|cards={{Hw|1}}{{Hw|1}}{{Hw|2}}{{Hr|4}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hy|4}}{{Hr|5}}{{Hr|3|n=}}{{Hw|3|n=|c=}} }}<br />
<br />
* Note: If Alice had given a red-clue to Cathy, and Bob had fixed it with a 3-clue, it would mean that newest red is "next playable", so Cathy should assume {{Hr|4}} instead of {{Hr|5}}<br />
<br />
|title2=Fix clue example 2<br />
|body2={{Hr|3}} {{Hy|3}} {{Hg|5}} {{Hb|5}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hr|1}}{{Hw|1}}{{Hw|4}}{{Hr|4}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hb|4}}{{Hr|5}}{{Hr|3}}{{Hg|3}} }}<br />
<br />
* Bob's {{Hr|4}} must be saved.<br />
* The focus of a 4 clue on its own will be {{Hr|4}}<br />
* Alice to Cathy: these two cards are 4.<br />
<br />
{{Hr|3}} {{Hy|5}} {{Hg|5}} {{Hb|5}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hr|1}}{{Hw|1}}{{Hw|4|n=}}{{Hr|4|n=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hb|4}}{{Hr|5}}{{Hr|3}}{{Hw|3}} }}<br />
<br />
* Bob will play {{Hr|4}} and make the (wrong) assumption that his other four is {{Hy|4}}. After Cathy discards {{Hg|3}}, Alice must fix the situation.<br />
<br />
{{Hr|4}} {{Hy|3}} {{Hg|5}} {{Hb|5}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hy|2}}{{Hr|1}}{{Hw|1}}{{Hw|4|n=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hy|5}}{{Hb|4}}{{Hr|5}}{{Hr|3}} }}<br />
<br />
* Alice will give white-clue to Bob. Note that a fix clue NEVER means "play". So Bob should NOT assume that his newest white card is {{Hw|5}}<br />
<br />
{{Hr|4}} {{Hy|3}} {{Hg|5}} {{Hb|5}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hy|2}}{{Hr|1}}{{Hw|1|c=}}{{Hw|4|n=|c=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hy|5}}{{Hb|4}}{{Hr|5}}{{Hr|3}} }}<br />
}}<br />
<br />
==== Bad clue ====<br />
<br />
* A clue that violates any of the assumptions.<br />
''Examples:''<br />
<br />
# ''A clue that marks {{Hr|2}} as playable (with colour) when {{Hr|1}} is not yet played on the table, or marked in someone's hand.''<br />
# ''A clue that marks known trash or potentially duplicate cards, such as '''4'''s-clue when your hand could have a copy of that '''4'''.''<br />
<br />
* A clue that marks zero new cards.<br />
<br />
''Example:''<br />
<br />
''A common beginner mistake is to rush a saved card into play by re-cluing it. You should wait until the next playable card is drawn, and then clue that card to "prompt" the saved card.)''<br />
<br />
=== Finesse convention ===<br />
<br />
Players assume:<br />
* Every marked card will be playable at some point.<br />
* The oldest, unmarked (chop) card is safe to discard.<br />
* Cards known to be trash are discarded in priority ''e.g. cards marked blue when the blue stack is completed.''<br />
* Clues are given by the last possible player.<br />
* Play clues may also include the '''newest, unmarked''' cards in every hand.<br />
<br />
'''Save-clue'''<br />
* Any number-clue that marks the CHOP card.<br />
<br />
'''Play-clue'''<br />
* An clue that doesn't mark the CHOP card.<br />
* Note: Skipping in finesse convention is only allowed if:<br />
<br />
# The skipped player is forbidden from giving the clue;<br />
# The skipped player must play a card.<br />
<br />
{{infoBoxes3 |maxWidth=650<br />
|title1=Finesse example<br />
|body1={{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}<br />
{{cardholder|Bob 🡲|cards={{Hb|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|2}}{{Hg|2}} }}<br />
<br />
* Alice to Cathy: this card is blue. (Note: Bob is skipped.)<br />
<br />
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}<br />
{{cardholder|Bob 🡲|cards={{Hb|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|2|c=}}{{Hg|2}} }}<br />
<br />
* Cathy now thinks her marked card {{Hb|2}} is the "next playable".<br />
* Bob knows that Cathy will bomb her {{Hb|2}} as {{Hb|1}} unless a {{Hb|1}} is played first.<br />
* So Bob assumes he has the connecting {{Hb|1}} in a logical spot in his hand. <br />
* Bob does not have a marked card that could be {{Hb|1}} (prompting has priority over finesse), so Bob '''blind plays his newest unmarked card'''.<br />
* {{Hb|1}} successfully plays.<br />
<br />
|title2=Reversed finesse example<br />
|body2={{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}<br />
{{cardholder|Bob 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|2}}{{Hg|2}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hb|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}<br />
<br />
* Alice to Bob: this card is blue.<br />
<br />
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}<br />
{{cardholder|Bob 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|2|c=}}{{Hg|2}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hb|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}<br />
<br />
* Bob now thinks his marked {{Hb|2}} is the "next playable".<br />
* Bob sees the newest, unmarked card in Cathy's hand is of the same colour '''and''' playable now. Bob assumes it is a finesse with the players in reversed order and his blue card is {{Hb|2}}.<br />
<br />
|title3=Bluff example<br />
|body3=<br />
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}<br />
{{cardholder|Bob 🡲|cards={{Hw|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|3}}{{Hg|2}} }}<br />
<br />
* Alice to Cathy: this card is blue.<br />
<br />
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}<br />
{{cardholder|Bob 🡲|cards={{Hw|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|3|c=}}{{Hg|2}} }}<br />
<br />
* Cathy now thinks her marked card {{Hb|3}} is the "next playable".<br />
* Bob sees that {{Hb|3}}, is NOT playable, so he has to fix it.<br />
* Contrary to "Standard Convention", where a fix-clue should be given, Bob can also '''blind plays his newest unmarked card'''.<br />
* {{Hw|1}} successfully plays.<br />
* Before Bob played, Cathy thought her marked card was {{Hb|1}}. Since, in response to the blue-clue {{Hw|1}} was played AND {{Hw|1}} does not match the clue, Cathy knows her blue card is NOT {{Hb|1}}.<br />
* Note: Cathy SHALL NOT assume that her blue card is {{Hb|2}}. It is NOT promised that bluffs shall only be done with 1-away cards.<br />
<br />
When playing more complex conventions, interpretations can be more stringent, where bluffs can only be done using ''1-away-from-playable'' {{Hb|2}}.<br />
}}'''Forced clue'''<br />
<br />
When a player is forced to clue (8 tokens, hand full with saved cards, flamboyant, at the end of the game in order to not deplete the deck, etc.) a player shall try to get the most value out of the token. These clues shall be interpreted as follows:<br />
<br />
* A number-clue that marks a previously unmarked card is a save-clue;<br />
* A number-clue that marks zero new cards is a play-clue for the NEWEST card of that number (except 5s-clue - see below).<br />
* A colour-clue that marks a previously unmarked card is a play-clue;<br />
* A colour-clue that marks zero new cards, is an elaboration-clue.<br />
* A 5s-clue that marks zero new cards means: please keep discarding.<br />
<br />
=== Marked card discard ===<br />
<br />
If a non-trash marked card is discarded it means:<br />
* A copy of that card is already marked in someone else's hand (''sarcastic discard'') (Note: this discard does NOT promise the location of the copy); or<br />
* A copy of that card must be marked in a future save clue (use with caution).<br />
''Note: Other conventions also use something called a "gentlemen's discard". This move cannot be used when you assume that a copy of that card must be marked in the future. Since a gentlemen's discard is a relatively weak move (in finesse convention), it is not used.''{{infoBoxes3 |maxWidth=650<br />
|title1=Example of discarding a marked card<br />
|body1={{Hr|2}} {{Hy|1}} {{Hg}} {{Hb|3}} {{Hw|1}}<br />
{{cardholder|Alice 🡲|cards={{Hy|1}}{{Hr|5}}{{Hr|3|c=|n=}}{{Hw|1}} }}<br />
{{cardholder|Bob 🡲|cards={{Hb|1}}{{Hy|5}}{{Hb|3}}{{Hw|1}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hb|4}}{{Hr|2}}{{Hr|3}}{{Hy|3}} }}<br />
<br />
* The first yellow 3 is already discarded. Alice sees that y3 in Cathy's hand needs to be saved. It can only be saved with a 3s-clue. That 3s-clue will mark a copy of {{Hr|3}}, so Alice pre-emptively discards her {{Hr|3}}. This will give Bob confidence to mark copy {{Hr|3}} in Cathy's hand, without having to worry about a fix-clue (later).<br />
<br />
{{Hr|2}} {{Hy|1}} {{Hg}} {{Hb|3}} {{Hw|1}}<br />
{{cardholder|Alice 🡲|cards={{Hg|1|}}{{Hy|1}}{{Hr|5}}{{Hw|1}} }}<br />
{{cardholder|Bob 🡲|cards={{Hb|1}}{{Hy|5}}{{Hb|3}}{{Hw|1}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hb|4}}{{Hr|2}}{{Hr|3}}{{Hy|3}} }}<br />
<br />
* Bob clues 3s to Cathy to save the unique {{Hy|3}}.<br />
<br />
{{Hr|2}} {{Hy|1}} {{Hg}} {{Hb|3}} {{Hw|1}}<br />
{{cardholder|Alice 🡲|cards={{Hg|1|}}{{Hy|1}}{{Hr|5}}{{Hw|1}} }}<br />
{{cardholder|Bob 🡲|cards={{Hb|1}}{{Hy|5}}{{Hb|3}}{{Hw|1}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hb|4}}{{Hr|2}}{{Hr|3|n=}}{{Hy|3|n=}} }}<br />
<br />
}}<br />
<br />
=== Definitions ===<br />
<br />
<div style="columns:20rem auto;column-gap:2rem;"><br />
==== <span style="color:{{r}};font:700 larger cursive;">Basic</span> ====<br />
<br />
'''Convention''': Agreed set of clue, play and discard interpretations. ''e.g. a number clue that marks the chop card should be interpreted as a unique card save (if there is a unique card of that number).''<br />
<br />
'''Strategy''': Plan to achieve the highest score. ''e.g. to mark first copies of cards.''<br />
<br />
'''Marked''': A card touched by a clue.<br />
<br />
'''Focus''': The target card of a clue.<br />
<br />
'''Play clue''': Clue that marks a focused card to play.<br />
<br />
'''Playable''': A card that can be marked by a play clue.<br />
<br />
'''Trash''': A card that can never be played successfully.<br />
<br />
'''Bomb''': A play that causes a misfire.<br />
<br />
'''Draw''': The newest card in a hand.<br />
<br />
'''Chop''': The oldest, unmarked card in a hand.<br />
<br />
'''Unique''': The last remaining card of its rank and colour (that can be played successfully at some point).<br />
<br />
'''Save''': A (number) clue that marks a chop card to prevent discard.<br />
<br />
'''Prompt''': A play clue that causes connecting marked card(s) to play.<br />
<br />
==== ''<span style="color:{{g}};font:700 larger cursive;">Intermediate</span>'' ====<br />
<br />
'''Good Touch Principle''': All marked cards will eventually be played.<br />
<br />
'''Splash''': Additional new colour or rank information of cards that are not the focus.<br />
<br />
'''Locked''': A hand with all cards marked without any plays.<br />
<br />
'''Reclue''': A repeated clue that causes marked card(s) to play.<br />
<br />
'''Fix clue''': Follow-up clue required to change the focus of a play clue (and prevent a misfire).<br />
<br />
'''Discard clue''': Clue that marks trash card(s) to be discarded (to prevent a misfire or unwanted discard).<br />
<br />
'''Stall clue''': A clue given to avoid discarding.<br />
<br />
'''Finesse''': A play clue that causes connecting unmarked card(s) to play.<br />
<br />
'''Bluff''': A play clue that causes a non-connecting unmarked card to play immediately.<br />
<br />
'''Bluff seat''': The player directly before the player who is bluffed.<br />
<br />
'''Bottom-decked''': When the remaining copy of a playable card is too near the bottom of the deck to achieve a perfect score.<br />
<br />
'''Early save''': A save clue with a known playable card in the same hand, or does not mark the chop card¹. ''i.e. a play clue.''<br />
<br />
'''Double save''': Two consecutive saves in the same hand.<br />
<br />
'''Double discard''': Two consecutive players discard copies of the same chop card, resulting in a unique discard. ''A special problem, since, to each of the consecutive players, a number clue that marks their chop card does not look like a save clue (and therefore looks like a play clue).''<br />
<br />
'''Sarcastic discard''': Discard of a duplicate marked copy of a card in another hand.<br />
<br />
'''Skip''' / '''steal''': When a player gives a clue that could have been given by one of the skipped players.<br />
<br />
'''Scream discard''': An unexpected discard to save a unique card in another hand.<br />
<br />
==== ''<span style="color:{{m}};font:700 larger cursive;">Advanced</span>'' ====<br />
<br />
'''Long finesse''': A finesse of three or more cards lasting more than one complete round.<br />
<br />
'''Layered finesse''': A finesse with unrelated playable card(s) in front of the target card(s).<br />
<br />
'''Scream play''': An unexpected chop play to save a unique card in another hand.<br />
<br />
'''Clued misplay''': A play clue that causes a misfire to prevent a unique discard in the same hand.<br />
<br />
'''Positional misplay''': An unexpected play that marks the same slot position in another hand to play immediately.<br />
<br />
'''Gentleman's discard''': Discard of a playable card to play an unmarked copy in another hand.<br />
<br />
'''Play refusal''': Instead of playing, a player clues or discards their '''chop'''.<br />
<br />
'''Hesitation play''': After a play refusal of a playable card, another player may be able to blind play an unmarked card.<br />
<br />
'''Generation discard''': An unexpected discard to gain {{Hclue|1}}.<br />
<br />
</div><br />
<br />
== Options ==<br />
<br />
=== Colors ===<br />
<br />
==== Normal: 5 colors ====<br />
<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|+50 cards<br />
!Red (r)<br />
|{{Hr|1}}{{Hr|1}}{{Hr|1}}<br />
|{{Hr|2}}{{Hr|2}}<br />
|{{Hr|3}}{{Hr|3}}<br />
|{{Hr|4}}{{Hr|4}}<br />
|{{Hr|5}}<br />
|-<br />
!Yellow (y)<br />
|{{Hy|1}}{{Hy|1}}{{Hy|1}}<br />
|{{Hy|2}}{{Hy|2}}<br />
|{{Hy|3}}{{Hy|3}}<br />
|{{Hy|4}}{{Hy|4}}<br />
|{{Hy|5}}<br />
|-<br />
!Green (g)<br />
|{{Hg|1}}{{Hg|1}}{{Hg|1}}<br />
|{{Hg|2}}{{Hg|2}}<br />
|{{Hg|3}}{{Hg|3}}<br />
|{{Hg|4}}{{Hg|4}}<br />
|{{Hg|5}}<br />
|-<br />
!Blue (b)<br />
|{{Hb|1}}{{Hb|1}}{{Hb|1}}<br />
|{{Hb|2}}{{Hb|2}}<br />
|{{Hb|3}}{{Hb|3}}<br />
|{{Hb|4}}{{Hb|4}}<br />
|{{Hb|5}}<br />
|-<br />
!White (w)<br />
|{{Hw|1}}{{Hw|1}}{{Hw|1}}<br />
|{{Hw|2}}{{Hw|2}}<br />
|{{Hw|3}}{{Hw|3}}<br />
|{{Hw|4}}{{Hw|4}}<br />
|{{Hw|5}}<br />
|}<br />
<br />
==== Tricky: 6th color (10 cards) ====<br />
<br />
* These cards are marked by a separate ''multicolour'' clue.<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|++10 cards<br />
!Multicolour (m)<br />
|{{Hm|1}}{{Hm|1}}{{Hm|1}}<br />
|{{Hm|2}}{{Hm|2}}<br />
|{{Hm|3}}{{Hm|3}}<br />
|{{Hm|4}}{{Hm|4}}<br />
|{{Hm|5}}<br />
|}<br />
<br />
==== Difficult: 6th color (5 cards) ====<br />
<br />
* These cards are marked by a separate ''multicolour'' clue.<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|++5 cards<br />
!Multicolour (m)<br />
|{{Hm|1}}<br />
|{{Hm|2}}<br />
|{{Hm|3}}<br />
|{{Hm|4}}<br />
|{{Hm|5}}<br />
|}<br />
<br />
==== Avalanche of Colors: Multicolor (10 multicolor) ====<br />
<br />
* These cards are marked by '''any colour clue'''.<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|++10 cards<br />
!Multicolour (m)<br />
|{{Hm|1}}{{Hm|1}}{{Hm|1}}<br />
|{{Hm|2}}{{Hm|2}}<br />
|{{Hm|3}}{{Hm|3}}<br />
|{{Hm|4}}{{Hm|4}}<br />
|{{Hm|5}}<br />
|}<br />
<br />
=== Black Powder ===<br />
<br />
* Clues cannot be given for the colour black.<br />
* Black cards must be played in '''reverse order''' 5 ⇨ 4 ⇨ 3 ⇨ 2 ⇨ 1.<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|++10 cards<br />
!Black Powder (p/k)<br />
|{{Hk|5}}{{Hk|5}}{{Hk|5}}<br />
|{{Hk|4}}{{Hk|4}}<br />
|{{Hk|3}}{{Hk|3}}<br />
|{{Hk|2}}{{Hk|2}}<br />
|{{Hk|1}}<br />
|}<br />
<br />
=== 5 flamboyants ===<br />
<br />
After playing the last card of a colour, randomly draw a bonus card and apply its effect:<br />
# Gain {{Hclue|1|size=1.2}}<br />
# Gain {{Hclue|1|size=1.2}} and recover a life.<br />
# Give a colour clue.<br />
# Give a number clue.<br />
# Shuffle a discarded card into the deck ''(optional)''.<br />
# Play a discarded card ''(optional)''.<br />
<br />
=== Convention used ===<br />
<br />
{|class="wikitable" style="width:auto;" border="2"<br />
!Name<br />
!Summary<br />
!References<br />
|-<br />
|'''Standard'''<br />
|BGA convention without blind-plays.<br />
|Standard convention above<br />
<br />
[https://docs.google.com/document/d/1VzgN6WoeYwh5NYtHECzUNZqFvpVcg-EdObU-YNMlyhc Hanabi "reference" for bga]<br />
|-<br />
|'''Finesse'''<br />
|BGA convention with blind-plays.<br />
|Finesse convention above<br />
<br />
[https://docs.google.com/document/d/1VzgN6WoeYwh5NYtHECzUNZqFvpVcg-EdObU-YNMlyhc Hanabi "reference" for bga]<br />
|-<br />
|'''Hat-guessing'''<br />
|Clues relate to slot position, not the cards marked.<br />
|[https://github.com/hanabi/hanabi.github.io/blob/main/misc/hat-guessing.md H-Group]<br />
<br />
[https://github.com/fpvandoorn/hanabi/blob/master/doc_hat_player.md Robert Kaspar]<br />
<br />
[https://github.com/hanabi/hanabi.github.io/blob/main/misc/empty-clues.md H-Group empty clues]<br />
|-<br />
|'''Logical Leftism'''<br />
|No convention, just logic.<br />
|[http://hanabilogic.eklablog.com/basics-level-1-a117610126 hanabi logic]<br />
|-<br />
|'''Closest Friend'''<br />
|Clue interpretation depends on which player gave the clue.<br />
|[https://github.com/hanabi/hanabi.github.io/blob/main/pdf/newest-friend.pdf H-Group]<br />
|-<br />
|'''Secret convention'''<br />
|Each player randomly selects a secret '''[https://perchance.org/e6dtm5lj3r restriction]'''.<br />
|[https://boardgamearena.com/forum/viewtopic.php?t=26863 Secret variant]<br />
<br />
[https://boardgamearena.com/forum/viewtopic.php?p=71264#p71264 Secret hanabi restriction]<br />
|-<br />
|'''Conventional Leftism'''<br />
|Same as Standard.<br />
|[http://hanabilogic.eklablog.com/no-conventional-leftism-a117757604 hanabi logic]<br />
[https://docs.google.com/document/d/1sz3if8-9JJDAcbvdi3MHEAv9L5ljyHHnTSEACKk5RUY/edit#heading=h.q88fl7o62h8c Postmans]<br />
|-<br />
|'''Chop-focus'''<br />
|The focus of a clue that marks a chop card is always the chop card.<br />
|[https://hanabi.github.io/docs/beginner/single-card-focus#determining-the-focus-4-steps H-Group]<br />
|}<br />
<br />
=== Preset deck ===<br />
<br />
Preset decks are useful for comparing teams/conventions using the same deck:<br />
* No (cards are shuffled)<br />
* Preset deck #1 of the day<br />
* Preset deck #2 of the day<br />
* Preset deck #3 of the day<br />
* Preset deck #4 of the day<br />
* Preset deck #5 of the day<br />
Preset decks are changed at [https://boardgamearena.com/forum/viewtopic.php?p=48600#p48600 0:00 (?)] UTC<br />
<br />
=== Unofficial variant ===<br />
<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|+Deal<br />
!# Players<br />
!2<br />
!3<br />
!4<br />
!5<br />
|-<br />
!# Cards<br />
|'''6'''<br />
|5<br />
|4<br />
|'''3'''<br />
|}<br />
<br />
== ELO rating ==<br />
<br />
'''[https://forum.boardgamearena.com/viewtopic.php?t=33785 Rating is visibly hidden around tables]''' (apart from the setup screen i.e. where players accept to start the game).<br />
<br />
The 7 distinct ELO skill levels replace the ELO number: {{Beginner}} {{Apprentice}} {{Average}} {{Good}} {{Strong}} {{Expert}} {{Master}}.<br />
<br />
# '''''Hanabot''''''s ELO is generated from:<br />
#* Final score¹<br />
#* Average team ELO<br />
#* Colour option²<br />
# ELO change is calculated as if tied with Hanabot³.<br />
<br />
'''''[https://forum.boardgamearena.com/viewtopic.php?f=3&t=4814 Hanabots' ELO ratings]''' were set by an experienced player - i.e. ratings are not random or simply proportional to score or players' ELO.''<br />
<br />
¹''Hanabot's ELO = 0 with scores < 18 (5 colours) and < 21 (6 colours).''<br />
<br />
²''+5 card multicolor option is unrated (too dependent on draw to reflect skill).''<br />
<br />
³''ELO change with a perfect score is calculated as if Hanabot lost.''<br />
<br />
== Cheating ==<br />
<br />
* Players can cheat at Hanabi by sharing information via the chat user interface. This is why ranking has been disabled for this game.<br />
<br />
[[Category:Card games]]</div>HanabiGrandMasterhttps://en.doc.boardgamearena.com/index.php?title=Gamehelphanabi&diff=19544Gamehelphanabi2024-01-14T00:55:30Z<p>HanabiGrandMaster: /* Finesse convention */</p>
<hr />
<div>== Overview ==<br />
<br />
* Hanabi is a cooperative game. Your goal, as a team, is to build a fabulous fireworks show.<br />
* You have to put together fireworks (red, yellow, green, blue and white) by playing each individual colour in series (1 ⇨ 2 ⇨ 3 ⇨ 4 ⇨ 5).<br />
* You cannot see your own cards; you can only see the cards of your teammates.<br />
* You can only communicate with your teammates via '''clues''', '''playing''' and '''discarding''' cards (see below).<br />
* No other communication is allowed.<br />
<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|+Final Score Ratings<br />
!Points<br />
!Overall impression<br />
|-<br />
|0-5<br />
|horrible, booed by the crowd...<br />
|-<br />
|6-10<br />
|mediocre, just a spattering of applause.<br />
|-<br />
|11-15<br />
|honourable, but will not be remembered for very long...<br />
|-<br />
|16-20<br />
|excellent, crowd pleasing.<br />
|-<br />
|21-24<br />
|amazing, will be remembered for a very long time!<br />
|-<br />
|25-29<br />
|legendary, everyone left speechless, stars in their eyes!<br />
|-<br />
|30<br />
|Divine, the display outshines the stars!<br />
|}<br />
<br />
== Setup ==<br />
<br />
<div style="display:flex;gap:2rem;align-items:center;"><br />
{|class="wikitable" style="width:auto;" border="2"<br />
|+Deal<br />
!# Players<br />
!2-3<br />
!4-5<br />
|-<br />
!# Cards<br />
|5<br />
|4<br />
|}<br />
{{Hclue|8}} clue tokens <br />
</div><br />
<br />
== Game play ==<br />
<br />
Players take turns to either:<br />
<br />
* Give a '''clue'''<br />
* '''Play''' a card, or<br />
* '''Discard''' a card<br />
<br />
=== Clue ===<br />
<br />
Possible with at least {{Hclue|1|size=1.5}} available:<br />
* '''All''' cards of a colour, or<br />
* '''All''' cards of a number, or<br />
* '''No''' cards of a colour, ''e.g. "'''Player1''' to '''Player2''': you have no red card"'' or<br />
* '''No''' cards of a number ''e.g. "'''Player1''' to '''Player2''': you have no 5"''<br />
<br />
# The active player selects a card in another player's hand.<br />
# The active player selects a clue option.<br />
# {{Hclue|1|size=1.5}} is moved from 'available' to 'used'.<br />
<br />
=== Play ===<br />
<br />
# The active player selects a card in their hand.<br />
# The active player selects the 'Play selected card' button.<br />
#* If the played card fits in any of the sequences, it is placed in the appropriate colour stack on the table.<br />
#* If the played card does not fit, it is placed in the discard pile and the team gets a ''misfire'' token.<br />
# A replacement card is drawn.<br />
<br />
=== Discard ===<br />
<br />
Possible with fewer than {{Hclue|8|size=1.5}} available:<br />
# The active player selects a card in their hand.<br />
# The active player selects the 'Discard selected card' button.<br />
# The discarded card is placed in the discard pile.<br />
# {{Hclue|1|size=1.5}} is moved from 'used' to 'available'.<br />
# A replacement card is drawn.<br />
<br />
== Game end ==<br />
<br />
The game can end in several ways:<br />
* All cards have been drawn from the deck. After this happens, each player has one more turn. The game ends with the score after the last turn.<br />
* Your team played all possible cards. In this case, the game ends immediately.<br />
* Your team made three mistakes that caused misfires. In this case, all players lose the game and receive -10 ELO points.<br />
* Your team concedes the game. All players receive -10 ELO points.<br />
* A player quits the game. Only the player that quit first receives -10 ELO points. All other players' ELO is unchanged.<br />
<br />
== Conventions ==<br />
<br />
* There are not enough {{Hclue|size=1}} to clue both colour and number of every played card, so the team must agree on a set of clue, play and discard interpretations, known as a convention.<br />
* Many players use different conventions and if teammates have very different clue interpretations, the game becomes unsuccessful.<br />
* Read about some of the most common conventions in '''[https://boardgamearena.com/forum/viewtopic.php?t=26863 this forum post]''' by [https://boardgamearena.com/player?id=84207926 Romain672].<br />
''Note: the BGA list of conventions does not cover all conventions, so please respect the convention the table creator wants to play. This is why there is an option to display the convention for the table.''<br />
<br />
=== Standard convention ===<br />
This convention is suitable for beginners, since very little assumptions need to be made.<br />
<br />
Players assume:<br />
* Every marked card will be playable at some point.<br />
* The oldest, unmarked (chop) card is safe to discard.<br />
* Cards known to be trash are discarded in priority ''e.g. cards marked blue when the blue stack is completed.''<br />
<br />
==== Play-clue ====<br />
<br />
* A Colour-clue.<br />
* Focus is the newest, previously card. This means when multiple cards are marked, you know that the NEWEST is the "next playable".<br />
''When a player has multiple cards to play, the best strategy to prioritze playing:''<br />
# ''The card that allows visible / marked cards in other players hands to be played.''<br />
# ''Fives, when playing without flamboyants, to generate a clue-token. (When playing with flamboyants, 5s should be played as last possible strategic option.)''<br />
# ''The card in the oldest position.''<br />
<br />
{{infoBoxes |maxWidth=650<br />
|title1=Standard convention: Play clue<br />
|body1={{Hr|1}} {{Hy|5}} {{Hg|1}} {{Hb|3}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hr|2}}{{Hy|4}}{{Hr|3}}{{Hw|5|n=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hw|4}}{{Hy|1}}{{Hr|4}}{{Hr|3}} }}<br />
<br />
* Alice to Bob: these 2 cards are red.<br />
<br />
{{Hr|1}} {{Hy|5}} {{Hg|1}} {{Hb|3}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hr|2|c=}}{{Hy|4}}{{Hr|3|c=}}{{Hw|5|n=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hw|4}}{{Hy|1}}{{Hr|4}}{{Hr|3}} }}<br />
<br />
* Bob now knows his newest card is the next playable in the sequence ({{Hr|2}}), and the other marked card is NOT {{Hr|1}}, or {{Hr|2}} (because every marked card will be playable at some point).<br />
<br />
|title2=Standard convention: Prompt<br />
|body2={{Hr|2}} {{Hy|5}} {{Hg|1}} {{Hb|3}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hb|5}}{{Hy|4}}{{Hr|3|c=}}{{Hw|5|n=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hw|2}}{{Hw|4}}{{Hy|1}}{{Hr|4}} }}<br />
<br />
* Alice to Cathy: this card is red.<br />
<br />
{{Hr|2}} {{Hy|5}} {{Hg|1}} {{Hb|3}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hb|5}}{{Hy|4}}{{Hr|3|c=}}{{Hw|5|n=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hw|2}}{{Hw|4}}{{Hy|1}}{{Hr|4|c=}} }}<br />
<br />
* Cathy now knows her marked card is the next playable in the sequence ⇨ {{Hr|4}}, because {{Hr|3}} is already marked.<br />
* Bob now knows his marked red card is {{Hr|3}} and he must play it now.<br />
}}<br />
<br />
==== Save-clue ====<br />
<br />
* A number-clue.<br />
* Focus is the chop card. This means that saved cards shall be played from oldest to newest, when it is 100% safe to do so.<br />
''Examples:''<br />
<br />
# ''A 2 can be played when all 1s are on the table.''<br />
# ''Non-blue 3 can be played when all 2s, except b2 are on the table.''<br />
# ''A 4 can be played when r3, y3, b3 are on the table, and g4 and w4 are visible and marked in other players' hands.'' <br />
<br />
==== Fix-clue ====<br />
Sometimes it cannot be avoided that the best strategic choice is to give a clue that doesn't follow the assumptions. This is rare for experienced players. However, less experienced players might not see the optimal solution to a situation and violate assumptions anyway. In both cases, a fix-clue is needed.<br />
* A follow-up clue on the same hand as an initial play clue.<br />
* Required to change the focus (and prevent a misfire).<br />
* A fix-clue can NEVER mean "play".<br />
<br />
{{infoBoxes |maxWidth=650 |state=collapsed<br />
|title1=Fix clue example 1<br />
|body1={{Hr|2}} {{Hy|5}} {{Hg|5}} {{Hb|5}} {{Hw|5}}<br />
{{cardholder|Bob 🡲|cards={{Hw|1}}{{Hw|1}}{{Hw|2}}{{Hr|4}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hy|4}}{{Hr|5}}{{Hr|3}}{{Hg|3}} }}<br />
<br />
* Cathy's {{Hr|3}} must play next.<br />
* The focus of a 3 clue on its own will be {{Hg|3}} and the focus of a red clue will be {{Hr|5}}.<br />
* Alice to Cathy: these two cards are 3.<br />
<br />
{{Hr|2}} {{Hy|5}} {{Hg|5}} {{Hb|5}} {{Hw|5}}<br />
{{cardholder|Bob 🡲|cards={{Hw|1}}{{Hw|1}}{{Hw|2}}{{Hr|4}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hy|4}}{{Hr|5}}{{Hr|3|n=}}{{Hw|3|n=}} }}<br />
<br />
* Bob to Cathy: these 2 cards are white - this fix clue changes the focus from {{Hw|3}} to {{Hr|3}} (now visible).<br />
<br />
{{Hr|2}} {{Hy|5}} {{Hg|5}} {{Hb|5}} {{Hw|5}}<br />
{{cardholder|Bob 🡲|cards={{Hw|1}}{{Hw|1}}{{Hw|2}}{{Hr|4}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hy|4}}{{Hr|5}}{{Hr|3|n=}}{{Hw|3|n=|c=}} }}<br />
<br />
* Note: If Alice had given a red-clue to Cathy, and Bob had fixed it with a 3-clue, it would mean that newest red is "next playable", so Cathy should assume {{Hr|4}} instead of {{Hr|5}}<br />
<br />
|title2=Fix clue example 2<br />
|body2={{Hr|3}} {{Hy|3}} {{Hg|5}} {{Hb|5}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hr|1}}{{Hw|1}}{{Hw|4}}{{Hr|4}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hb|4}}{{Hr|5}}{{Hr|3}}{{Hg|3}} }}<br />
<br />
* Bob's {{Hr|4}} must be saved.<br />
* The focus of a 4 clue on its own will be {{Hr|4}}<br />
* Alice to Cathy: these two cards are 4.<br />
<br />
{{Hr|3}} {{Hy|5}} {{Hg|5}} {{Hb|5}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hr|1}}{{Hw|1}}{{Hw|4|n=}}{{Hr|4|n=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hb|4}}{{Hr|5}}{{Hr|3}}{{Hw|3}} }}<br />
<br />
* Bob will play {{Hr|4}} and make the (wrong) assumption that his other four is {{Hy|4}}. After Cathy discards {{Hg|3}}, Alice must fix the situation.<br />
<br />
{{Hr|4}} {{Hy|3}} {{Hg|5}} {{Hb|5}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hy|2}}{{Hr|1}}{{Hw|1}}{{Hw|4|n=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hy|5}}{{Hb|4}}{{Hr|5}}{{Hr|3}} }}<br />
<br />
* Alice will give white-clue to Bob. Note that a fix clue NEVER means "play". So Bob should NOT assume that his newest white card is {{Hw|5}}<br />
<br />
{{Hr|4}} {{Hy|3}} {{Hg|5}} {{Hb|5}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hy|2}}{{Hr|1}}{{Hw|1|c=}}{{Hw|4|n=|c=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hy|5}}{{Hb|4}}{{Hr|5}}{{Hr|3}} }}<br />
}}<br />
<br />
==== Bad clue ====<br />
<br />
* A clue that violates any of the assumptions.<br />
''Examples:''<br />
<br />
# ''A clue that marks {{Hr|2}} as playable (with colour) when {{Hr|1}} is not yet played on the table, or marked in someone's hand.''<br />
# ''A clue that marks known trash or potentially duplicate cards, such as '''4'''s-clue when your hand could have a copy of that '''4'''.''<br />
<br />
* A clue that marks zero new cards.<br />
<br />
''Example:''<br />
<br />
''A common beginner mistake is to rush a saved card into play by re-cluing it. You should wait until the next playable card is drawn, and then clue that card to "prompt" the saved card.)''<br />
<br />
=== Finesse convention ===<br />
<br />
Players assume:<br />
* Every marked card will be playable at some point.<br />
* The oldest, unmarked (chop) card is safe to discard.<br />
* Cards known to be trash are discarded in priority ''e.g. cards marked blue when the blue stack is completed.''<br />
* Clues are given by the last possible player.<br />
* Play clues may also include the '''newest, unmarked''' cards in every hand.<br />
<br />
'''Save-clue'''<br />
* Any number-clue that marks the CHOP card.<br />
<br />
'''Play-clue'''<br />
* An clue that doesn't mark the CHOP card.<br />
* Note: Skipping in finesse convention is only allowed if:<br />
<br />
# The skipped player is forbidden from giving the clue;<br />
# The skipped player must play a card.<br />
<br />
{{infoBoxes3 |maxWidth=650<br />
|title1=Finesse example<br />
|body1={{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}<br />
{{cardholder|Bob 🡲|cards={{Hb|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|2}}{{Hg|2}} }}<br />
<br />
* Alice to Cathy: this card is blue. (Note: Bob is skipped.)<br />
<br />
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}<br />
{{cardholder|Bob 🡲|cards={{Hb|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|2|c=}}{{Hg|2}} }}<br />
<br />
* Cathy now thinks her marked card {{Hb|2}} is the "next playable".<br />
* Bob knows that Cathy will bomb her {{Hb|2}} as {{Hb|1}} unless a {{Hb|1}} is played first.<br />
* So Bob assumes he has the connecting {{Hb|1}} in a logical spot in his hand. <br />
* Bob does not have a marked card that could be {{Hb|1}} (prompting has priority over finesse), so Bob '''blind plays his newest unmarked card'''.<br />
* {{Hb|1}} successfully plays.<br />
<br />
|title2=Reversed finesse example<br />
|body2={{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}<br />
{{cardholder|Bob 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|2}}{{Hg|2}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hb|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}<br />
<br />
* Alice to Bob: this card is blue.<br />
<br />
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}<br />
{{cardholder|Bob 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|2|c=}}{{Hg|2}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hb|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}<br />
<br />
* Bob now thinks his marked {{Hb|2}} is the "next playable".<br />
* Bob sees the newest, unmarked card in Cathy's hand is of the same colour '''and''' playable now. Bob assumes it is a finesse with the players in reversed order and his blue card is {{Hb|2}}.<br />
<br />
|title3=Bluff example<br />
|body3=<br />
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}<br />
{{cardholder|Bob 🡲|cards={{Hw|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|3}}{{Hg|2}} }}<br />
<br />
* Alice to Cathy: this card is blue.<br />
<br />
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}<br />
{{cardholder|Bob 🡲|cards={{Hw|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|3|c=}}{{Hg|2}} }}<br />
<br />
* Cathy now thinks her marked card {{Hb|3}} is the "next playable".<br />
* Bob sees that {{Hb|3}}, is NOT playable, so he has to fix it.<br />
* Contrary to "Standard Convention", where a fix-clue should be given, Bob can also '''blind plays his newest unmarked card'''.<br />
* {{Hw|1}} successfully plays.<br />
* Before Bob played, Cathy thought her marked card was {{Hb|1}}. Since, in response to the blue-clue {{Hw|1}} was played AND {{Hw|1}} does not match the clue, Cathy knows her blue card is NOT {{Hb|1}}.<br />
* Note: Cathy SHALL NOT assume that her blue card is {{Hb|2}}. It is NOT promised that bluffs shall only be done with 1-away cards.<br />
<br />
When playing more complex conventions, interpretations can be more stringent, where bluffs can only be done using ''1-away-from-playable'' {{Hb|2}}.<br />
}}'''Forced clue'''<br />
<br />
When a player is forced to clue (8 tokens, hand full with saved cards, flamboyant, at the end of the game in order to not deplete the deck, etc.) a player shall try to get the most value out of the token. These clues shall be interpreted as follows:<br />
<br />
* A number-clue that marks a previously unmarked card is a save-clue;<br />
* A number-clue that marks zero new cards is a play-clue for the NEWEST card of that number (except 5s-clue - see below).<br />
* A colour-clue that marks a previously unmarked card is a play-clue;<br />
* A colour-clue that marks zero new cards, is an elaboration-clue.<br />
* A 5s-clue that marks zero new cards means: please keep discarding.<br />
<br />
=== Marked card discard ===<br />
<br />
If a non-trash marked card is discarded it means:<br />
* A copy of that card is already marked in someone else's hand (''sarcastic discard''); or<br />
* A copy of that card must be marked in a future save clue (use with caution).<br />
''Note: Other conventions also use something called a "gentlemen's discard". This move cannot be used when you assume that a copy of that card must be marked in the future. Since a gentlemen's discard is a relatively weak move (in finesse convention), it is not used.''{{infoBoxes3 |maxWidth=650<br />
|title1=Example of discarding a marked card<br />
|body1={{Hr|2}} {{Hy|1}} {{Hg}} {{Hb|3}} {{Hw|1}}<br />
{{cardholder|Alice 🡲|cards={{Hy|1}}{{Hr|5}}{{Hr|3|c=|n=}}{{Hw|1}} }}<br />
{{cardholder|Bob 🡲|cards={{Hb|1}}{{Hy|5}}{{Hb|3}}{{Hw|1}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hb|4}}{{Hr|2}}{{Hr|3}}{{Hy|3}} }}<br />
<br />
* The first yellow 3 is already discarded. Alice sees that y3 in Cathy's hand needs to be saved. It can only be saved with a 3s-clue. That 3s-clue will mark a copy of {{Hr|3}}, so Alice pre-emptively discards her {{Hr|3}}. This will give Bob confidence to mark copy {{Hr|3}} in Cathy's hand, without having to worry about a fix-clue (later).<br />
<br />
{{Hr|2}} {{Hy|1}} {{Hg}} {{Hb|3}} {{Hw|1}}<br />
{{cardholder|Alice 🡲|cards={{Hg|1|}}{{Hy|1}}{{Hr|5}}{{Hw|1}} }}<br />
{{cardholder|Bob 🡲|cards={{Hb|1}}{{Hy|5}}{{Hb|3}}{{Hw|1}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hb|4}}{{Hr|2}}{{Hr|3}}{{Hy|3}} }}<br />
<br />
* Bob clues 3s to Cathy to save the unique {{Hy|3}}.<br />
<br />
{{Hr|2}} {{Hy|1}} {{Hg}} {{Hb|3}} {{Hw|1}}<br />
{{cardholder|Alice 🡲|cards={{Hg|1|}}{{Hy|1}}{{Hr|5}}{{Hw|1}} }}<br />
{{cardholder|Bob 🡲|cards={{Hb|1}}{{Hy|5}}{{Hb|3}}{{Hw|1}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hb|4}}{{Hr|2}}{{Hr|3|n=}}{{Hy|3|n=}} }}<br />
<br />
}}<br />
<br />
=== Definitions ===<br />
<br />
<div style="columns:20rem auto;column-gap:2rem;"><br />
==== <span style="color:{{r}};font:700 larger cursive;">Basic</span> ====<br />
<br />
'''Convention''': Agreed set of clue, play and discard interpretations. ''e.g. a number clue that marks the chop card should be interpreted as a unique card save (if there is a unique card of that number).''<br />
<br />
'''Strategy''': Plan to achieve the highest score. ''e.g. to mark first copies of cards.''<br />
<br />
'''Marked''': A card touched by a clue.<br />
<br />
'''Focus''': The target card of a clue.<br />
<br />
'''Play clue''': Clue that marks a focused card to play.<br />
<br />
'''Playable''': A card that can be marked by a play clue.<br />
<br />
'''Trash''': A card that can never be played successfully.<br />
<br />
'''Bomb''': A play that causes a misfire.<br />
<br />
'''Draw''': The newest card in a hand.<br />
<br />
'''Chop''': The oldest, unmarked card in a hand.<br />
<br />
'''Unique''': The last remaining card of its rank and colour (that can be played successfully at some point).<br />
<br />
'''Save''': A (number) clue that marks a chop card to prevent discard.<br />
<br />
'''Prompt''': A play clue that causes connecting marked card(s) to play.<br />
<br />
==== ''<span style="color:{{g}};font:700 larger cursive;">Intermediate</span>'' ====<br />
<br />
'''Good Touch Principle''': All marked cards will eventually be played.<br />
<br />
'''Splash''': Additional new colour or rank information of cards that are not the focus.<br />
<br />
'''Locked''': A hand with all cards marked without any plays.<br />
<br />
'''Reclue''': A repeated clue that causes marked card(s) to play.<br />
<br />
'''Fix clue''': Follow-up clue required to change the focus of a play clue (and prevent a misfire).<br />
<br />
'''Discard clue''': Clue that marks trash card(s) to be discarded (to prevent a misfire or unwanted discard).<br />
<br />
'''Stall clue''': A clue given to avoid discarding.<br />
<br />
'''Finesse''': A play clue that causes connecting unmarked card(s) to play.<br />
<br />
'''Bluff''': A play clue that causes a non-connecting unmarked card to play immediately.<br />
<br />
'''Bluff seat''': The player directly before the player who is bluffed.<br />
<br />
'''Bottom-decked''': When the remaining copy of a playable card is too near the bottom of the deck to achieve a perfect score.<br />
<br />
'''Early save''': A save clue with a known playable card in the same hand, or does not mark the chop card¹. ''i.e. a play clue.''<br />
<br />
'''Double save''': Two consecutive saves in the same hand.<br />
<br />
'''Double discard''': Two consecutive players discard copies of the same chop card, resulting in a unique discard. ''A special problem, since, to each of the consecutive players, a number clue that marks their chop card does not look like a save clue (and therefore looks like a play clue).''<br />
<br />
'''Sarcastic discard''': Discard of a duplicate marked copy of a card in another hand.<br />
<br />
'''Skip''' / '''steal''': When a player gives a clue that could have been given by one of the skipped players.<br />
<br />
'''Scream discard''': An unexpected discard to save a unique card in another hand.<br />
<br />
==== ''<span style="color:{{m}};font:700 larger cursive;">Advanced</span>'' ====<br />
<br />
'''Long finesse''': A finesse of three or more cards lasting more than one complete round.<br />
<br />
'''Layered finesse''': A finesse with unrelated playable card(s) in front of the target card(s).<br />
<br />
'''Scream play''': An unexpected chop play to save a unique card in another hand.<br />
<br />
'''Clued misplay''': A play clue that causes a misfire to prevent a unique discard in the same hand.<br />
<br />
'''Positional misplay''': An unexpected play that marks the same slot position in another hand to play immediately.<br />
<br />
'''Gentleman's discard''': Discard of a playable card to play an unmarked copy in another hand.<br />
<br />
'''Play refusal''': Instead of playing, a player clues or discards their '''chop'''.<br />
<br />
'''Hesitation play''': After a play refusal of a playable card, another player may be able to blind play an unmarked card.<br />
<br />
'''Generation discard''': An unexpected discard to gain {{Hclue|1}}.<br />
<br />
</div><br />
<br />
== Options ==<br />
<br />
=== Colors ===<br />
<br />
==== Normal: 5 colors ====<br />
<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|+50 cards<br />
!Red (r)<br />
|{{Hr|1}}{{Hr|1}}{{Hr|1}}<br />
|{{Hr|2}}{{Hr|2}}<br />
|{{Hr|3}}{{Hr|3}}<br />
|{{Hr|4}}{{Hr|4}}<br />
|{{Hr|5}}<br />
|-<br />
!Yellow (y)<br />
|{{Hy|1}}{{Hy|1}}{{Hy|1}}<br />
|{{Hy|2}}{{Hy|2}}<br />
|{{Hy|3}}{{Hy|3}}<br />
|{{Hy|4}}{{Hy|4}}<br />
|{{Hy|5}}<br />
|-<br />
!Green (g)<br />
|{{Hg|1}}{{Hg|1}}{{Hg|1}}<br />
|{{Hg|2}}{{Hg|2}}<br />
|{{Hg|3}}{{Hg|3}}<br />
|{{Hg|4}}{{Hg|4}}<br />
|{{Hg|5}}<br />
|-<br />
!Blue (b)<br />
|{{Hb|1}}{{Hb|1}}{{Hb|1}}<br />
|{{Hb|2}}{{Hb|2}}<br />
|{{Hb|3}}{{Hb|3}}<br />
|{{Hb|4}}{{Hb|4}}<br />
|{{Hb|5}}<br />
|-<br />
!White (w)<br />
|{{Hw|1}}{{Hw|1}}{{Hw|1}}<br />
|{{Hw|2}}{{Hw|2}}<br />
|{{Hw|3}}{{Hw|3}}<br />
|{{Hw|4}}{{Hw|4}}<br />
|{{Hw|5}}<br />
|}<br />
<br />
==== Tricky: 6th color (10 cards) ====<br />
<br />
* These cards are marked by a separate ''multicolour'' clue.<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|++10 cards<br />
!Multicolour (m)<br />
|{{Hm|1}}{{Hm|1}}{{Hm|1}}<br />
|{{Hm|2}}{{Hm|2}}<br />
|{{Hm|3}}{{Hm|3}}<br />
|{{Hm|4}}{{Hm|4}}<br />
|{{Hm|5}}<br />
|}<br />
<br />
==== Difficult: 6th color (5 cards) ====<br />
<br />
* These cards are marked by a separate ''multicolour'' clue.<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|++5 cards<br />
!Multicolour (m)<br />
|{{Hm|1}}<br />
|{{Hm|2}}<br />
|{{Hm|3}}<br />
|{{Hm|4}}<br />
|{{Hm|5}}<br />
|}<br />
<br />
==== Avalanche of Colors: Multicolor (10 multicolor) ====<br />
<br />
* These cards are marked by '''any colour clue'''.<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|++10 cards<br />
!Multicolour (m)<br />
|{{Hm|1}}{{Hm|1}}{{Hm|1}}<br />
|{{Hm|2}}{{Hm|2}}<br />
|{{Hm|3}}{{Hm|3}}<br />
|{{Hm|4}}{{Hm|4}}<br />
|{{Hm|5}}<br />
|}<br />
<br />
=== Black Powder ===<br />
<br />
* Clues cannot be given for the colour black.<br />
* Black cards must be played in '''reverse order''' 5 ⇨ 4 ⇨ 3 ⇨ 2 ⇨ 1.<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|++10 cards<br />
!Black Powder (p/k)<br />
|{{Hk|5}}{{Hk|5}}{{Hk|5}}<br />
|{{Hk|4}}{{Hk|4}}<br />
|{{Hk|3}}{{Hk|3}}<br />
|{{Hk|2}}{{Hk|2}}<br />
|{{Hk|1}}<br />
|}<br />
<br />
=== 5 flamboyants ===<br />
<br />
After playing the last card of a colour, randomly draw a bonus card and apply its effect:<br />
# Gain {{Hclue|1|size=1.2}}<br />
# Gain {{Hclue|1|size=1.2}} and recover a life.<br />
# Give a colour clue.<br />
# Give a number clue.<br />
# Shuffle a discarded card into the deck ''(optional)''.<br />
# Play a discarded card ''(optional)''.<br />
<br />
=== Convention used ===<br />
<br />
{|class="wikitable" style="width:auto;" border="2"<br />
!Name<br />
!Summary<br />
!References<br />
|-<br />
|'''Standard'''<br />
|BGA convention without blind-plays.<br />
|Standard convention above<br />
<br />
[https://docs.google.com/document/d/1VzgN6WoeYwh5NYtHECzUNZqFvpVcg-EdObU-YNMlyhc Hanabi "reference" for bga]<br />
|-<br />
|'''Finesse'''<br />
|BGA convention with blind-plays.<br />
|Finesse convention above<br />
<br />
[https://docs.google.com/document/d/1VzgN6WoeYwh5NYtHECzUNZqFvpVcg-EdObU-YNMlyhc Hanabi "reference" for bga]<br />
|-<br />
|'''Hat-guessing'''<br />
|Clues relate to slot position, not the cards marked.<br />
|[https://github.com/hanabi/hanabi.github.io/blob/main/misc/hat-guessing.md H-Group]<br />
<br />
[https://github.com/fpvandoorn/hanabi/blob/master/doc_hat_player.md Robert Kaspar]<br />
<br />
[https://github.com/hanabi/hanabi.github.io/blob/main/misc/empty-clues.md H-Group empty clues]<br />
|-<br />
|'''Logical Leftism'''<br />
|No convention, just logic.<br />
|[http://hanabilogic.eklablog.com/basics-level-1-a117610126 hanabi logic]<br />
|-<br />
|'''Closest Friend'''<br />
|Clue interpretation depends on which player gave the clue.<br />
|[https://github.com/hanabi/hanabi.github.io/blob/main/pdf/newest-friend.pdf H-Group]<br />
|-<br />
|'''Secret convention'''<br />
|Each player randomly selects a secret '''[https://perchance.org/e6dtm5lj3r restriction]'''.<br />
|[https://boardgamearena.com/forum/viewtopic.php?t=26863 Secret variant]<br />
<br />
[https://boardgamearena.com/forum/viewtopic.php?p=71264#p71264 Secret hanabi restriction]<br />
|-<br />
|'''Conventional Leftism'''<br />
|Same as Standard.<br />
|[http://hanabilogic.eklablog.com/no-conventional-leftism-a117757604 hanabi logic]<br />
[https://docs.google.com/document/d/1sz3if8-9JJDAcbvdi3MHEAv9L5ljyHHnTSEACKk5RUY/edit#heading=h.q88fl7o62h8c Postmans]<br />
|-<br />
|'''Chop-focus'''<br />
|The focus of a clue that marks a chop card is always the chop card.<br />
|[https://hanabi.github.io/docs/beginner/single-card-focus#determining-the-focus-4-steps H-Group]<br />
|}<br />
<br />
=== Preset deck ===<br />
<br />
Preset decks are useful for comparing teams/conventions using the same deck:<br />
* No (cards are shuffled)<br />
* Preset deck #1 of the day<br />
* Preset deck #2 of the day<br />
* Preset deck #3 of the day<br />
* Preset deck #4 of the day<br />
* Preset deck #5 of the day<br />
Preset decks are changed at [https://boardgamearena.com/forum/viewtopic.php?p=48600#p48600 0:00 (?)] UTC<br />
<br />
=== Unofficial variant ===<br />
<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|+Deal<br />
!# Players<br />
!2<br />
!3<br />
!4<br />
!5<br />
|-<br />
!# Cards<br />
|'''6'''<br />
|5<br />
|4<br />
|'''3'''<br />
|}<br />
<br />
== ELO rating ==<br />
<br />
'''[https://forum.boardgamearena.com/viewtopic.php?t=33785 Rating is visibly hidden around tables]''' (apart from the setup screen i.e. where players accept to start the game).<br />
<br />
The 7 distinct ELO skill levels replace the ELO number: {{Beginner}} {{Apprentice}} {{Average}} {{Good}} {{Strong}} {{Expert}} {{Master}}.<br />
<br />
# '''''Hanabot''''''s ELO is generated from:<br />
#* Final score¹<br />
#* Average team ELO<br />
#* Colour option²<br />
# ELO change is calculated as if tied with Hanabot³.<br />
<br />
'''''[https://forum.boardgamearena.com/viewtopic.php?f=3&t=4814 Hanabots' ELO ratings]''' were set by an experienced player - i.e. ratings are not random or simply proportional to score or players' ELO.''<br />
<br />
¹''Hanabot's ELO = 0 with scores < 18 (5 colours) and < 21 (6 colours).''<br />
<br />
²''+5 card multicolor option is unrated (too dependent on draw to reflect skill).''<br />
<br />
³''ELO change with a perfect score is calculated as if Hanabot lost.''<br />
<br />
== Cheating ==<br />
<br />
* Players can cheat at Hanabi by sharing information via the chat user interface. This is why ranking has been disabled for this game.<br />
<br />
[[Category:Card games]]</div>HanabiGrandMasterhttps://en.doc.boardgamearena.com/index.php?title=Gamehelphanabi&diff=19539Gamehelphanabi2024-01-13T12:10:21Z<p>HanabiGrandMaster: /* Marked card discard */</p>
<hr />
<div>== Overview ==<br />
<br />
* Hanabi is a cooperative game. Your goal, as a team, is to build a fabulous fireworks show.<br />
* You have to put together fireworks (red, yellow, green, blue and white) by playing each individual colour in series (1 ⇨ 2 ⇨ 3 ⇨ 4 ⇨ 5).<br />
* You cannot see your own cards; you can only see the cards of your teammates.<br />
* You can only communicate with your teammates via '''clues''', '''playing''' and '''discarding''' cards (see below).<br />
* No other communication is allowed.<br />
<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|+Final Score Ratings<br />
!Points<br />
!Overall impression<br />
|-<br />
|0-5<br />
|horrible, booed by the crowd...<br />
|-<br />
|6-10<br />
|mediocre, just a spattering of applause.<br />
|-<br />
|11-15<br />
|honourable, but will not be remembered for very long...<br />
|-<br />
|16-20<br />
|excellent, crowd pleasing.<br />
|-<br />
|21-24<br />
|amazing, will be remembered for a very long time!<br />
|-<br />
|25-29<br />
|legendary, everyone left speechless, stars in their eyes!<br />
|-<br />
|30<br />
|Divine, the display outshines the stars!<br />
|}<br />
<br />
== Setup ==<br />
<br />
<div style="display:flex;gap:2rem;align-items:center;"><br />
{|class="wikitable" style="width:auto;" border="2"<br />
|+Deal<br />
!# Players<br />
!2-3<br />
!4-5<br />
|-<br />
!# Cards<br />
|5<br />
|4<br />
|}<br />
{{Hclue|8}} clue tokens <br />
</div><br />
<br />
== Game play ==<br />
<br />
Players take turns to either:<br />
<br />
* Give a '''clue'''<br />
* '''Play''' a card, or<br />
* '''Discard''' a card<br />
<br />
=== Clue ===<br />
<br />
Possible with at least {{Hclue|1|size=1.5}} available:<br />
* '''All''' cards of a colour, or<br />
* '''All''' cards of a number, or<br />
* '''No''' cards of a colour, ''e.g. "'''Player1''' to '''Player2''': you have no red card"'' or<br />
* '''No''' cards of a number ''e.g. "'''Player1''' to '''Player2''': you have no 5"''<br />
<br />
# The active player selects a card in another player's hand.<br />
# The active player selects a clue option.<br />
# {{Hclue|1|size=1.5}} is moved from 'available' to 'used'.<br />
<br />
=== Play ===<br />
<br />
# The active player selects a card in their hand.<br />
# The active player selects the 'Play selected card' button.<br />
#* If the played card fits in any of the sequences, it is placed in the appropriate colour stack on the table.<br />
#* If the played card does not fit, it is placed in the discard pile and the team gets a ''misfire'' token.<br />
# A replacement card is drawn.<br />
<br />
=== Discard ===<br />
<br />
Possible with fewer than {{Hclue|8|size=1.5}} available:<br />
# The active player selects a card in their hand.<br />
# The active player selects the 'Discard selected card' button.<br />
# The discarded card is placed in the discard pile.<br />
# {{Hclue|1|size=1.5}} is moved from 'used' to 'available'.<br />
# A replacement card is drawn.<br />
<br />
== Game end ==<br />
<br />
The game can end in several ways:<br />
* All cards have been drawn from the deck. After this happens, each player has one more turn. The game ends with the score after the last turn.<br />
* Your team played all possible cards. In this case, the game ends immediately.<br />
* Your team made three mistakes that caused misfires. In this case, all players lose the game and receive -10 ELO points.<br />
* Your team concedes the game. All players receive -10 ELO points.<br />
* A player quits the game. Only the player that quit first receives -10 ELO points. All other players' ELO is unchanged.<br />
<br />
== Conventions ==<br />
<br />
* There are not enough {{Hclue|size=1}} to clue both colour and number of every played card, so the team must agree on a set of clue, play and discard interpretations, known as a convention.<br />
* Many players use different conventions and if teammates have very different clue interpretations, the game becomes unsuccessful.<br />
* Read about some of the most common conventions in '''[https://boardgamearena.com/forum/viewtopic.php?t=26863 this forum post]''' by [https://boardgamearena.com/player?id=84207926 Romain672].<br />
''Note: the BGA list of conventions does not cover all conventions, so please respect the convention the table creator wants to play. This is why there is an option to display the convention for the table.''<br />
<br />
=== Standard convention ===<br />
This convention is suitable for beginners, since very little assumptions need to be made.<br />
<br />
Players assume:<br />
* Every marked card will be playable at some point.<br />
* The oldest, unmarked (chop) card is safe to discard.<br />
* Cards known to be trash are discarded in priority ''e.g. cards marked blue when the blue stack is completed.''<br />
<br />
==== Play-clue ====<br />
<br />
* A Colour-clue.<br />
* Focus is the newest, previously card. This means when multiple cards are marked, you know that the NEWEST is the "next playable".<br />
''When a player has multiple cards to play, the best strategy to prioritze playing:''<br />
# ''The card that allows visible / marked cards in other players hands to be played.''<br />
# ''Fives, when playing without flamboyants, to generate a clue-token. (When playing with flamboyants, 5s should be played as last possible strategic option.)''<br />
# ''The card in the oldest position.''<br />
<br />
{{infoBoxes |maxWidth=650<br />
|title1=Standard convention: Play clue<br />
|body1={{Hr|1}} {{Hy|5}} {{Hg|1}} {{Hb|3}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hr|2}}{{Hy|4}}{{Hr|3}}{{Hw|5|n=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hw|4}}{{Hy|1}}{{Hr|4}}{{Hr|3}} }}<br />
<br />
* Alice to Bob: these 2 cards are red.<br />
<br />
{{Hr|1}} {{Hy|5}} {{Hg|1}} {{Hb|3}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hr|2|c=}}{{Hy|4}}{{Hr|3|c=}}{{Hw|5|n=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hw|4}}{{Hy|1}}{{Hr|4}}{{Hr|3}} }}<br />
<br />
* Bob now knows his newest card is the next playable in the sequence ({{Hr|2}}), and the other marked card is NOT {{Hr|1}}, or {{Hr|2}} (because every marked card will be playable at some point).<br />
<br />
|title2=Standard convention: Prompt<br />
|body2={{Hr|2}} {{Hy|5}} {{Hg|1}} {{Hb|3}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hb|5}}{{Hy|4}}{{Hr|3|c=}}{{Hw|5|n=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hw|2}}{{Hw|4}}{{Hy|1}}{{Hr|4}} }}<br />
<br />
* Alice to Cathy: this card is red.<br />
<br />
{{Hr|2}} {{Hy|5}} {{Hg|1}} {{Hb|3}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hb|5}}{{Hy|4}}{{Hr|3|c=}}{{Hw|5|n=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hw|2}}{{Hw|4}}{{Hy|1}}{{Hr|4|c=}} }}<br />
<br />
* Cathy now knows her marked card is the next playable in the sequence ⇨ {{Hr|4}}, because {{Hr|3}} is already marked.<br />
* Bob now knows his marked red card is {{Hr|3}} and he must play it now.<br />
}}<br />
<br />
==== Save-clue ====<br />
<br />
* A number-clue.<br />
* Focus is the chop card. This means that saved cards shall be played from oldest to newest, when it is 100% safe to do so.<br />
''Examples:''<br />
<br />
# ''A 2 can be played when all 1s are on the table.''<br />
# ''Non-blue 3 can be played when all 2s, except b2 are on the table.''<br />
# ''A 4 can be played when r3, y3, b3 are on the table, and g4 and w4 are visible and marked in other players' hands.'' <br />
<br />
==== Fix-clue ====<br />
Sometimes it cannot be avoided that the best strategic choice is to give a clue that doesn't follow the assumptions. This is rare for experienced players. However, less experienced players might not see the optimal solution to a situation and violate assumptions anyway. In both cases, a fix-clue is needed.<br />
* A follow-up clue on the same hand as an initial play clue.<br />
* Required to change the focus (and prevent a misfire).<br />
* A fix-clue can NEVER mean "play".<br />
<br />
{{infoBoxes |maxWidth=650 |state=collapsed<br />
|title1=Fix clue example 1<br />
|body1={{Hr|2}} {{Hy|5}} {{Hg|5}} {{Hb|5}} {{Hw|5}}<br />
{{cardholder|Bob 🡲|cards={{Hw|1}}{{Hw|1}}{{Hw|2}}{{Hr|4}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hy|4}}{{Hr|5}}{{Hr|3}}{{Hg|3}} }}<br />
<br />
* Cathy's {{Hr|3}} must play next.<br />
* The focus of a 3 clue on its own will be {{Hg|3}} and the focus of a red clue will be {{Hr|5}}.<br />
* Alice to Cathy: these two cards are 3.<br />
<br />
{{Hr|2}} {{Hy|5}} {{Hg|5}} {{Hb|5}} {{Hw|5}}<br />
{{cardholder|Bob 🡲|cards={{Hw|1}}{{Hw|1}}{{Hw|2}}{{Hr|4}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hy|4}}{{Hr|5}}{{Hr|3|n=}}{{Hw|3|n=}} }}<br />
<br />
* Bob to Cathy: these 2 cards are white - this fix clue changes the focus from {{Hw|3}} to {{Hr|3}} (now visible).<br />
<br />
{{Hr|2}} {{Hy|5}} {{Hg|5}} {{Hb|5}} {{Hw|5}}<br />
{{cardholder|Bob 🡲|cards={{Hw|1}}{{Hw|1}}{{Hw|2}}{{Hr|4}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hy|4}}{{Hr|5}}{{Hr|3|n=}}{{Hw|3|n=|c=}} }}<br />
<br />
* Note: If Alice had given a red-clue to Cathy, and Bob had fixed it with a 3-clue, it would mean that newest red is "next playable", so Cathy should assume {{Hr|4}} instead of {{Hr|5}}<br />
<br />
|title2=Fix clue example 2<br />
|body2={{Hr|3}} {{Hy|3}} {{Hg|5}} {{Hb|5}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hr|1}}{{Hw|1}}{{Hw|4}}{{Hr|4}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hb|4}}{{Hr|5}}{{Hr|3}}{{Hg|3}} }}<br />
<br />
* Bob's {{Hr|4}} must be saved.<br />
* The focus of a 4 clue on its own will be {{Hr|4}}<br />
* Alice to Cathy: these two cards are 4.<br />
<br />
{{Hr|3}} {{Hy|5}} {{Hg|5}} {{Hb|5}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hr|1}}{{Hw|1}}{{Hw|4|n=}}{{Hr|4|n=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hb|4}}{{Hr|5}}{{Hr|3}}{{Hw|3}} }}<br />
<br />
* Bob will play {{Hr|4}} and make the (wrong) assumption that his other four is {{Hy|4}}. After Cathy discards {{Hg|3}}, Alice must fix the situation.<br />
<br />
{{Hr|4}} {{Hy|3}} {{Hg|5}} {{Hb|5}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hy|2}}{{Hr|1}}{{Hw|1}}{{Hw|4|n=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hy|5}}{{Hb|4}}{{Hr|5}}{{Hr|3}} }}<br />
<br />
* Alice will give white-clue to Bob. Note that a fix clue NEVER means "play". So Bob should NOT assume that his newest white card is {{Hw|5}}<br />
<br />
{{Hr|4}} {{Hy|3}} {{Hg|5}} {{Hb|5}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hy|2}}{{Hr|1}}{{Hw|1|c=}}{{Hw|4|n=|c=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hy|5}}{{Hb|4}}{{Hr|5}}{{Hr|3}} }}<br />
}}<br />
<br />
==== Bad clue ====<br />
<br />
* A clue that violates any of the assumptions.<br />
''Examples:''<br />
<br />
# ''A clue that marks {{Hr|2}} as playable (with colour) when {{Hr|1}} is not yet played on the table, or marked in someone's hand.''<br />
# ''A clue that marks known trash or potentially duplicate cards, such as '''4'''s-clue when your hand could have a copy of that '''4'''.''<br />
<br />
* A clue that marks zero new cards.<br />
<br />
''Example:''<br />
<br />
''A common beginner mistake is to rush a saved card into play by re-cluing it. You should wait until the next playable card is drawn, and then clue that card to "prompt" the saved card.)''<br />
<br />
=== Finesse convention ===<br />
<br />
Players assume:<br />
* Standard convention<br />
* Play clues may also include the '''newest, unmarked''' cards in every hand.<br />
<br />
{{infoBoxes3 |maxWidth=650<br />
|title1=Finesse example<br />
|body1={{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}<br />
{{cardholder|Bob 🡲|cards={{Hb|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|2}}{{Hg|2}} }}<br />
<br />
* Alice to Cathy: this card is blue.<br />
<br />
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}<br />
{{cardholder|Bob 🡲|cards={{Hb|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|2|c=}}{{Hg|2}} }}<br />
<br />
* Cathy now thinks her marked card {{Hb|2}} is the "next playable".<br />
* Bob knows that Cathy will bomb her {{Hb|2}} as {{Hb|1}} unless a {{Hb|1}} is played first.<br />
* So Bob assumes he has the connecting {{Hb|1}} in a logical spot in his hand. <br />
* Bob does not have a marked card that could be {{Hb|1}} (prompting has priority over finesse), so Bob '''blind plays his newest unmarked card'''.<br />
* {{Hb|1}} successfully plays.<br />
<br />
|title2=Reversed finesse example<br />
|body2={{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}<br />
{{cardholder|Bob 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|2}}{{Hg|2}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hb|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}<br />
<br />
* Alice to Bob: this card is blue.<br />
<br />
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}<br />
{{cardholder|Bob 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|2|c=}}{{Hg|2}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hb|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}<br />
<br />
* Bob now thinks his marked {{Hb|2}} is the "next playable".<br />
* Bob sees the newest, unmarked card in Cathy's hand is of the same colour '''and''' playable now. Bob assumes it is a finesse with the players in reversed order and his blue card is {{Hb|2}}.<br />
<br />
|title3=Bluff example<br />
|body3=<br />
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}<br />
{{cardholder|Bob 🡲|cards={{Hw|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|3}}{{Hg|2}} }}<br />
<br />
* Alice to Cathy: this card is blue.<br />
<br />
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}<br />
{{cardholder|Bob 🡲|cards={{Hw|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|3|c=}}{{Hg|2}} }}<br />
<br />
* Cathy now thinks her marked card {{Hb|3}} is the "next playable".<br />
* Bob sees that {{Hb|3}}, is NOT playable, so he has to fix it.<br />
* Contrary to "Standard Convention", where a fix-clue should be given, Bob can also '''blind plays his newest unmarked card'''.<br />
* {{Hw|1}} successfully plays.<br />
* Before Bob played, Cathy thought her marked card was {{Hb|1}}. Since, in response to the blue-clue {{Hw|1}} was played AND {{Hw|1}} does not match the clue, Cathy knows her blue card is NOT {{Hb|1}}.<br />
* Note: Cathy SHALL NOT assume that her blue card is {{Hb|2}}. It is NOT promised that bluffs shall only be done with 1-away cards.<br />
<br />
When playing more complex conventions, interpretations can be more stringent, where bluffs can only be done using ''1-away-from-playable'' {{Hb|2}}.<br />
}}<br />
<br />
=== Marked card discard ===<br />
<br />
If a non-trash marked card is discarded it means:<br />
* A copy of that card is already marked in someone else's hand (''sarcastic discard''); or<br />
* A copy of that card must be marked in a future save clue (use with caution).<br />
''Note: Other conventions also use something called a "gentlemen's discard". This move cannot be used when you assume that a copy of that card must be marked in the future. Since a gentlemen's discard is a relatively weak move (in finesse convention), it is not used.''{{infoBoxes3 |maxWidth=650<br />
|title1=Example of discarding a marked card<br />
|body1={{Hr|2}} {{Hy|1}} {{Hg}} {{Hb|3}} {{Hw|1}}<br />
{{cardholder|Alice 🡲|cards={{Hy|1}}{{Hr|5}}{{Hr|3|c=|n=}}{{Hw|1}} }}<br />
{{cardholder|Bob 🡲|cards={{Hb|1}}{{Hy|5}}{{Hb|3}}{{Hw|1}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hb|4}}{{Hr|2}}{{Hr|3}}{{Hy|3}} }}<br />
<br />
* The first yellow 3 is already discarded. Alice sees that y3 in Cathy's hand needs to be saved. It can only be saved with a 3s-clue. That 3s-clue will mark a copy of {{Hr|3}}, so Alice pre-emptively discards her {{Hr|3}}. This will give Bob confidence to mark copy {{Hr|3}} in Cathy's hand, without having to worry about a fix-clue (later).<br />
<br />
{{Hr|2}} {{Hy|1}} {{Hg}} {{Hb|3}} {{Hw|1}}<br />
{{cardholder|Alice 🡲|cards={{Hg|1|}}{{Hy|1}}{{Hr|5}}{{Hw|1}} }}<br />
{{cardholder|Bob 🡲|cards={{Hb|1}}{{Hy|5}}{{Hb|3}}{{Hw|1}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hb|4}}{{Hr|2}}{{Hr|3}}{{Hy|3}} }}<br />
<br />
* Bob clues 3s to Cathy to save the unique {{Hy|3}}.<br />
<br />
{{Hr|2}} {{Hy|1}} {{Hg}} {{Hb|3}} {{Hw|1}}<br />
{{cardholder|Alice 🡲|cards={{Hg|1|}}{{Hy|1}}{{Hr|5}}{{Hw|1}} }}<br />
{{cardholder|Bob 🡲|cards={{Hb|1}}{{Hy|5}}{{Hb|3}}{{Hw|1}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hb|4}}{{Hr|2}}{{Hr|3|n=}}{{Hy|3|n=}} }}<br />
<br />
}}<br />
<br />
=== Definitions ===<br />
<br />
<div style="columns:20rem auto;column-gap:2rem;"><br />
==== <span style="color:{{r}};font:700 larger cursive;">Basic</span> ====<br />
<br />
'''Convention''': Agreed set of clue, play and discard interpretations. ''e.g. a number clue that marks the chop card should be interpreted as a unique card save (if there is a unique card of that number).''<br />
<br />
'''Strategy''': Plan to achieve the highest score. ''e.g. to mark first copies of cards.''<br />
<br />
'''Marked''': A card touched by a clue.<br />
<br />
'''Focus''': The target card of a clue.<br />
<br />
'''Play clue''': Clue that marks a focused card to play.<br />
<br />
'''Playable''': A card that can be marked by a play clue.<br />
<br />
'''Trash''': A card that can never be played successfully.<br />
<br />
'''Bomb''': A play that causes a misfire.<br />
<br />
'''Draw''': The newest card in a hand.<br />
<br />
'''Chop''': The oldest, unmarked card in a hand.<br />
<br />
'''Unique''': The last remaining card of its rank and colour (that can be played successfully at some point).<br />
<br />
'''Save''': A (number) clue that marks a chop card to prevent discard.<br />
<br />
'''Prompt''': A play clue that causes connecting marked card(s) to play.<br />
<br />
==== ''<span style="color:{{g}};font:700 larger cursive;">Intermediate</span>'' ====<br />
<br />
'''Good Touch Principle''': All marked cards will eventually be played.<br />
<br />
'''Splash''': Additional new colour or rank information of cards that are not the focus.<br />
<br />
'''Locked''': A hand with all cards marked without any plays.<br />
<br />
'''Reclue''': A repeated clue that causes marked card(s) to play.<br />
<br />
'''Fix clue''': Follow-up clue required to change the focus of a play clue (and prevent a misfire).<br />
<br />
'''Discard clue''': Clue that marks trash card(s) to be discarded (to prevent a misfire or unwanted discard).<br />
<br />
'''Stall clue''': A clue given to avoid discarding.<br />
<br />
'''Finesse''': A play clue that causes connecting unmarked card(s) to play.<br />
<br />
'''Bluff''': A play clue that causes a non-connecting unmarked card to play immediately.<br />
<br />
'''Bluff seat''': The player directly before the player who is bluffed.<br />
<br />
'''Bottom-decked''': When the remaining copy of a playable card is too near the bottom of the deck to achieve a perfect score.<br />
<br />
'''Early save''': A save clue with a known playable card in the same hand, or does not mark the chop card¹. ''i.e. a play clue.''<br />
<br />
'''Double save''': Two consecutive saves in the same hand.<br />
<br />
'''Double discard''': Two consecutive players discard copies of the same chop card, resulting in a unique discard. ''A special problem, since, to each of the consecutive players, a number clue that marks their chop card does not look like a save clue (and therefore looks like a play clue).''<br />
<br />
'''Sarcastic discard''': Discard of a duplicate marked copy of a card in another hand.<br />
<br />
'''Skip''' / '''steal''': When a player gives a clue that could have been given by one of the skipped players.<br />
<br />
'''Scream discard''': An unexpected discard to save a unique card in another hand.<br />
<br />
==== ''<span style="color:{{m}};font:700 larger cursive;">Advanced</span>'' ====<br />
<br />
'''Long finesse''': A finesse of three or more cards lasting more than one complete round.<br />
<br />
'''Layered finesse''': A finesse with unrelated playable card(s) in front of the target card(s).<br />
<br />
'''Scream play''': An unexpected chop play to save a unique card in another hand.<br />
<br />
'''Clued misplay''': A play clue that causes a misfire to prevent a unique discard in the same hand.<br />
<br />
'''Positional misplay''': An unexpected play that marks the same slot position in another hand to play immediately.<br />
<br />
'''Gentleman's discard''': Discard of a playable card to play an unmarked copy in another hand.<br />
<br />
'''Play refusal''': Instead of playing, a player clues or discards their '''chop'''.<br />
<br />
'''Hesitation play''': After a play refusal of a playable card, another player may be able to blind play an unmarked card.<br />
<br />
'''Generation discard''': An unexpected discard to gain {{Hclue|1}}.<br />
<br />
</div><br />
<br />
== Options ==<br />
<br />
=== Colors ===<br />
<br />
==== Normal: 5 colors ====<br />
<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|+50 cards<br />
!Red (r)<br />
|{{Hr|1}}{{Hr|1}}{{Hr|1}}<br />
|{{Hr|2}}{{Hr|2}}<br />
|{{Hr|3}}{{Hr|3}}<br />
|{{Hr|4}}{{Hr|4}}<br />
|{{Hr|5}}<br />
|-<br />
!Yellow (y)<br />
|{{Hy|1}}{{Hy|1}}{{Hy|1}}<br />
|{{Hy|2}}{{Hy|2}}<br />
|{{Hy|3}}{{Hy|3}}<br />
|{{Hy|4}}{{Hy|4}}<br />
|{{Hy|5}}<br />
|-<br />
!Green (g)<br />
|{{Hg|1}}{{Hg|1}}{{Hg|1}}<br />
|{{Hg|2}}{{Hg|2}}<br />
|{{Hg|3}}{{Hg|3}}<br />
|{{Hg|4}}{{Hg|4}}<br />
|{{Hg|5}}<br />
|-<br />
!Blue (b)<br />
|{{Hb|1}}{{Hb|1}}{{Hb|1}}<br />
|{{Hb|2}}{{Hb|2}}<br />
|{{Hb|3}}{{Hb|3}}<br />
|{{Hb|4}}{{Hb|4}}<br />
|{{Hb|5}}<br />
|-<br />
!White (w)<br />
|{{Hw|1}}{{Hw|1}}{{Hw|1}}<br />
|{{Hw|2}}{{Hw|2}}<br />
|{{Hw|3}}{{Hw|3}}<br />
|{{Hw|4}}{{Hw|4}}<br />
|{{Hw|5}}<br />
|}<br />
<br />
==== Tricky: 6th color (10 cards) ====<br />
<br />
* These cards are marked by a separate ''multicolour'' clue.<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|++10 cards<br />
!Multicolour (m)<br />
|{{Hm|1}}{{Hm|1}}{{Hm|1}}<br />
|{{Hm|2}}{{Hm|2}}<br />
|{{Hm|3}}{{Hm|3}}<br />
|{{Hm|4}}{{Hm|4}}<br />
|{{Hm|5}}<br />
|}<br />
<br />
==== Difficult: 6th color (5 cards) ====<br />
<br />
* These cards are marked by a separate ''multicolour'' clue.<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|++5 cards<br />
!Multicolour (m)<br />
|{{Hm|1}}<br />
|{{Hm|2}}<br />
|{{Hm|3}}<br />
|{{Hm|4}}<br />
|{{Hm|5}}<br />
|}<br />
<br />
==== Avalanche of Colors: Multicolor (10 multicolor) ====<br />
<br />
* These cards are marked by '''any colour clue'''.<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|++10 cards<br />
!Multicolour (m)<br />
|{{Hm|1}}{{Hm|1}}{{Hm|1}}<br />
|{{Hm|2}}{{Hm|2}}<br />
|{{Hm|3}}{{Hm|3}}<br />
|{{Hm|4}}{{Hm|4}}<br />
|{{Hm|5}}<br />
|}<br />
<br />
=== Black Powder ===<br />
<br />
* Clues cannot be given for the colour black.<br />
* Black cards must be played in '''reverse order''' 5 ⇨ 4 ⇨ 3 ⇨ 2 ⇨ 1.<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|++10 cards<br />
!Black Powder (p/k)<br />
|{{Hk|5}}{{Hk|5}}{{Hk|5}}<br />
|{{Hk|4}}{{Hk|4}}<br />
|{{Hk|3}}{{Hk|3}}<br />
|{{Hk|2}}{{Hk|2}}<br />
|{{Hk|1}}<br />
|}<br />
<br />
=== 5 flamboyants ===<br />
<br />
After playing the last card of a colour, randomly draw a bonus card and apply its effect:<br />
# Gain {{Hclue|1|size=1.2}}<br />
# Gain {{Hclue|1|size=1.2}} and recover a life.<br />
# Give a colour clue.<br />
# Give a number clue.<br />
# Shuffle a discarded card into the deck ''(optional)''.<br />
# Play a discarded card ''(optional)''.<br />
<br />
=== Convention used ===<br />
<br />
{|class="wikitable" style="width:auto;" border="2"<br />
!Name<br />
!Summary<br />
!References<br />
|-<br />
|'''Standard'''<br />
|BGA convention without blind-plays.<br />
|Standard convention above<br />
<br />
[https://docs.google.com/document/d/1VzgN6WoeYwh5NYtHECzUNZqFvpVcg-EdObU-YNMlyhc Hanabi "reference" for bga]<br />
|-<br />
|'''Finesse'''<br />
|BGA convention with blind-plays.<br />
|Finesse convention above<br />
<br />
[https://docs.google.com/document/d/1VzgN6WoeYwh5NYtHECzUNZqFvpVcg-EdObU-YNMlyhc Hanabi "reference" for bga]<br />
|-<br />
|'''Hat-guessing'''<br />
|Clues relate to slot position, not the cards marked.<br />
|[https://github.com/hanabi/hanabi.github.io/blob/main/misc/hat-guessing.md H-Group]<br />
<br />
[https://github.com/fpvandoorn/hanabi/blob/master/doc_hat_player.md Robert Kaspar]<br />
<br />
[https://github.com/hanabi/hanabi.github.io/blob/main/misc/empty-clues.md H-Group empty clues]<br />
|-<br />
|'''Logical Leftism'''<br />
|No convention, just logic.<br />
|[http://hanabilogic.eklablog.com/basics-level-1-a117610126 hanabi logic]<br />
|-<br />
|'''Closest Friend'''<br />
|Clue interpretation depends on which player gave the clue.<br />
|[https://github.com/hanabi/hanabi.github.io/blob/main/pdf/newest-friend.pdf H-Group]<br />
|-<br />
|'''Secret convention'''<br />
|Each player randomly selects a secret '''[https://perchance.org/e6dtm5lj3r restriction]'''.<br />
|[https://boardgamearena.com/forum/viewtopic.php?t=26863 Secret variant]<br />
<br />
[https://boardgamearena.com/forum/viewtopic.php?p=71264#p71264 Secret hanabi restriction]<br />
|-<br />
|'''Conventional Leftism'''<br />
|Same as Standard.<br />
|[http://hanabilogic.eklablog.com/no-conventional-leftism-a117757604 hanabi logic]<br />
[https://docs.google.com/document/d/1sz3if8-9JJDAcbvdi3MHEAv9L5ljyHHnTSEACKk5RUY/edit#heading=h.q88fl7o62h8c Postmans]<br />
|-<br />
|'''Chop-focus'''<br />
|The focus of a clue that marks a chop card is always the chop card.<br />
|[https://hanabi.github.io/docs/beginner/single-card-focus#determining-the-focus-4-steps H-Group]<br />
|}<br />
<br />
=== Preset deck ===<br />
<br />
Preset decks are useful for comparing teams/conventions using the same deck:<br />
* No (cards are shuffled)<br />
* Preset deck #1 of the day<br />
* Preset deck #2 of the day<br />
* Preset deck #3 of the day<br />
* Preset deck #4 of the day<br />
* Preset deck #5 of the day<br />
Preset decks are changed at [https://boardgamearena.com/forum/viewtopic.php?p=48600#p48600 0:00 (?)] UTC<br />
<br />
=== Unofficial variant ===<br />
<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|+Deal<br />
!# Players<br />
!2<br />
!3<br />
!4<br />
!5<br />
|-<br />
!# Cards<br />
|'''6'''<br />
|5<br />
|4<br />
|'''3'''<br />
|}<br />
<br />
== ELO rating ==<br />
<br />
'''[https://forum.boardgamearena.com/viewtopic.php?t=33785 Rating is visibly hidden around tables]''' (apart from the setup screen i.e. where players accept to start the game).<br />
<br />
The 7 distinct ELO skill levels replace the ELO number: {{Beginner}} {{Apprentice}} {{Average}} {{Good}} {{Strong}} {{Expert}} {{Master}}.<br />
<br />
# '''''Hanabot''''''s ELO is generated from:<br />
#* Final score¹<br />
#* Average team ELO<br />
#* Colour option²<br />
# ELO change is calculated as if tied with Hanabot³.<br />
<br />
'''''[https://forum.boardgamearena.com/viewtopic.php?f=3&t=4814 Hanabots' ELO ratings]''' were set by an experienced player - i.e. ratings are not random or simply proportional to score or players' ELO.''<br />
<br />
¹''Hanabot's ELO = 0 with scores < 18 (5 colours) and < 21 (6 colours).''<br />
<br />
²''+5 card multicolor option is unrated (too dependent on draw to reflect skill).''<br />
<br />
³''ELO change with a perfect score is calculated as if Hanabot lost.''<br />
<br />
== Cheating ==<br />
<br />
* Players can cheat at Hanabi by sharing information via the chat user interface. This is why ranking has been disabled for this game.<br />
<br />
[[Category:Card games]]</div>HanabiGrandMasterhttps://en.doc.boardgamearena.com/index.php?title=Gamehelphanabi&diff=19538Gamehelphanabi2024-01-13T12:08:27Z<p>HanabiGrandMaster: /* Marked card discard */</p>
<hr />
<div>== Overview ==<br />
<br />
* Hanabi is a cooperative game. Your goal, as a team, is to build a fabulous fireworks show.<br />
* You have to put together fireworks (red, yellow, green, blue and white) by playing each individual colour in series (1 ⇨ 2 ⇨ 3 ⇨ 4 ⇨ 5).<br />
* You cannot see your own cards; you can only see the cards of your teammates.<br />
* You can only communicate with your teammates via '''clues''', '''playing''' and '''discarding''' cards (see below).<br />
* No other communication is allowed.<br />
<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|+Final Score Ratings<br />
!Points<br />
!Overall impression<br />
|-<br />
|0-5<br />
|horrible, booed by the crowd...<br />
|-<br />
|6-10<br />
|mediocre, just a spattering of applause.<br />
|-<br />
|11-15<br />
|honourable, but will not be remembered for very long...<br />
|-<br />
|16-20<br />
|excellent, crowd pleasing.<br />
|-<br />
|21-24<br />
|amazing, will be remembered for a very long time!<br />
|-<br />
|25-29<br />
|legendary, everyone left speechless, stars in their eyes!<br />
|-<br />
|30<br />
|Divine, the display outshines the stars!<br />
|}<br />
<br />
== Setup ==<br />
<br />
<div style="display:flex;gap:2rem;align-items:center;"><br />
{|class="wikitable" style="width:auto;" border="2"<br />
|+Deal<br />
!# Players<br />
!2-3<br />
!4-5<br />
|-<br />
!# Cards<br />
|5<br />
|4<br />
|}<br />
{{Hclue|8}} clue tokens <br />
</div><br />
<br />
== Game play ==<br />
<br />
Players take turns to either:<br />
<br />
* Give a '''clue'''<br />
* '''Play''' a card, or<br />
* '''Discard''' a card<br />
<br />
=== Clue ===<br />
<br />
Possible with at least {{Hclue|1|size=1.5}} available:<br />
* '''All''' cards of a colour, or<br />
* '''All''' cards of a number, or<br />
* '''No''' cards of a colour, ''e.g. "'''Player1''' to '''Player2''': you have no red card"'' or<br />
* '''No''' cards of a number ''e.g. "'''Player1''' to '''Player2''': you have no 5"''<br />
<br />
# The active player selects a card in another player's hand.<br />
# The active player selects a clue option.<br />
# {{Hclue|1|size=1.5}} is moved from 'available' to 'used'.<br />
<br />
=== Play ===<br />
<br />
# The active player selects a card in their hand.<br />
# The active player selects the 'Play selected card' button.<br />
#* If the played card fits in any of the sequences, it is placed in the appropriate colour stack on the table.<br />
#* If the played card does not fit, it is placed in the discard pile and the team gets a ''misfire'' token.<br />
# A replacement card is drawn.<br />
<br />
=== Discard ===<br />
<br />
Possible with fewer than {{Hclue|8|size=1.5}} available:<br />
# The active player selects a card in their hand.<br />
# The active player selects the 'Discard selected card' button.<br />
# The discarded card is placed in the discard pile.<br />
# {{Hclue|1|size=1.5}} is moved from 'used' to 'available'.<br />
# A replacement card is drawn.<br />
<br />
== Game end ==<br />
<br />
The game can end in several ways:<br />
* All cards have been drawn from the deck. After this happens, each player has one more turn. The game ends with the score after the last turn.<br />
* Your team played all possible cards. In this case, the game ends immediately.<br />
* Your team made three mistakes that caused misfires. In this case, all players lose the game and receive -10 ELO points.<br />
* Your team concedes the game. All players receive -10 ELO points.<br />
* A player quits the game. Only the player that quit first receives -10 ELO points. All other players' ELO is unchanged.<br />
<br />
== Conventions ==<br />
<br />
* There are not enough {{Hclue|size=1}} to clue both colour and number of every played card, so the team must agree on a set of clue, play and discard interpretations, known as a convention.<br />
* Many players use different conventions and if teammates have very different clue interpretations, the game becomes unsuccessful.<br />
* Read about some of the most common conventions in '''[https://boardgamearena.com/forum/viewtopic.php?t=26863 this forum post]''' by [https://boardgamearena.com/player?id=84207926 Romain672].<br />
''Note: the BGA list of conventions does not cover all conventions, so please respect the convention the table creator wants to play. This is why there is an option to display the convention for the table.''<br />
<br />
=== Standard convention ===<br />
This convention is suitable for beginners, since very little assumptions need to be made.<br />
<br />
Players assume:<br />
* Every marked card will be playable at some point.<br />
* The oldest, unmarked (chop) card is safe to discard.<br />
* Cards known to be trash are discarded in priority ''e.g. cards marked blue when the blue stack is completed.''<br />
<br />
==== Play-clue ====<br />
<br />
* A Colour-clue.<br />
* Focus is the newest, previously card. This means when multiple cards are marked, you know that the NEWEST is the "next playable".<br />
''When a player has multiple cards to play, the best strategy to prioritze playing:''<br />
# ''The card that allows visible / marked cards in other players hands to be played.''<br />
# ''Fives, when playing without flamboyants, to generate a clue-token. (When playing with flamboyants, 5s should be played as last possible strategic option.)''<br />
# ''The card in the oldest position.''<br />
<br />
{{infoBoxes |maxWidth=650<br />
|title1=Standard convention: Play clue<br />
|body1={{Hr|1}} {{Hy|5}} {{Hg|1}} {{Hb|3}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hr|2}}{{Hy|4}}{{Hr|3}}{{Hw|5|n=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hw|4}}{{Hy|1}}{{Hr|4}}{{Hr|3}} }}<br />
<br />
* Alice to Bob: these 2 cards are red.<br />
<br />
{{Hr|1}} {{Hy|5}} {{Hg|1}} {{Hb|3}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hr|2|c=}}{{Hy|4}}{{Hr|3|c=}}{{Hw|5|n=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hw|4}}{{Hy|1}}{{Hr|4}}{{Hr|3}} }}<br />
<br />
* Bob now knows his newest card is the next playable in the sequence ({{Hr|2}}), and the other marked card is NOT {{Hr|1}}, or {{Hr|2}} (because every marked card will be playable at some point).<br />
<br />
|title2=Standard convention: Prompt<br />
|body2={{Hr|2}} {{Hy|5}} {{Hg|1}} {{Hb|3}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hb|5}}{{Hy|4}}{{Hr|3|c=}}{{Hw|5|n=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hw|2}}{{Hw|4}}{{Hy|1}}{{Hr|4}} }}<br />
<br />
* Alice to Cathy: this card is red.<br />
<br />
{{Hr|2}} {{Hy|5}} {{Hg|1}} {{Hb|3}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hb|5}}{{Hy|4}}{{Hr|3|c=}}{{Hw|5|n=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hw|2}}{{Hw|4}}{{Hy|1}}{{Hr|4|c=}} }}<br />
<br />
* Cathy now knows her marked card is the next playable in the sequence ⇨ {{Hr|4}}, because {{Hr|3}} is already marked.<br />
* Bob now knows his marked red card is {{Hr|3}} and he must play it now.<br />
}}<br />
<br />
==== Save-clue ====<br />
<br />
* A number-clue.<br />
* Focus is the chop card. This means that saved cards shall be played from oldest to newest, when it is 100% safe to do so.<br />
''Examples:''<br />
<br />
# ''A 2 can be played when all 1s are on the table.''<br />
# ''Non-blue 3 can be played when all 2s, except b2 are on the table.''<br />
# ''A 4 can be played when r3, y3, b3 are on the table, and g4 and w4 are visible and marked in other players' hands.'' <br />
<br />
==== Fix-clue ====<br />
Sometimes it cannot be avoided that the best strategic choice is to give a clue that doesn't follow the assumptions. This is rare for experienced players. However, less experienced players might not see the optimal solution to a situation and violate assumptions anyway. In both cases, a fix-clue is needed.<br />
* A follow-up clue on the same hand as an initial play clue.<br />
* Required to change the focus (and prevent a misfire).<br />
* A fix-clue can NEVER mean "play".<br />
<br />
{{infoBoxes |maxWidth=650 |state=collapsed<br />
|title1=Fix clue example 1<br />
|body1={{Hr|2}} {{Hy|5}} {{Hg|5}} {{Hb|5}} {{Hw|5}}<br />
{{cardholder|Bob 🡲|cards={{Hw|1}}{{Hw|1}}{{Hw|2}}{{Hr|4}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hy|4}}{{Hr|5}}{{Hr|3}}{{Hg|3}} }}<br />
<br />
* Cathy's {{Hr|3}} must play next.<br />
* The focus of a 3 clue on its own will be {{Hg|3}} and the focus of a red clue will be {{Hr|5}}.<br />
* Alice to Cathy: these two cards are 3.<br />
<br />
{{Hr|2}} {{Hy|5}} {{Hg|5}} {{Hb|5}} {{Hw|5}}<br />
{{cardholder|Bob 🡲|cards={{Hw|1}}{{Hw|1}}{{Hw|2}}{{Hr|4}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hy|4}}{{Hr|5}}{{Hr|3|n=}}{{Hw|3|n=}} }}<br />
<br />
* Bob to Cathy: these 2 cards are white - this fix clue changes the focus from {{Hw|3}} to {{Hr|3}} (now visible).<br />
<br />
{{Hr|2}} {{Hy|5}} {{Hg|5}} {{Hb|5}} {{Hw|5}}<br />
{{cardholder|Bob 🡲|cards={{Hw|1}}{{Hw|1}}{{Hw|2}}{{Hr|4}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hy|4}}{{Hr|5}}{{Hr|3|n=}}{{Hw|3|n=|c=}} }}<br />
<br />
* Note: If Alice had given a red-clue to Cathy, and Bob had fixed it with a 3-clue, it would mean that newest red is "next playable", so Cathy should assume {{Hr|4}} instead of {{Hr|5}}<br />
<br />
|title2=Fix clue example 2<br />
|body2={{Hr|3}} {{Hy|3}} {{Hg|5}} {{Hb|5}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hr|1}}{{Hw|1}}{{Hw|4}}{{Hr|4}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hb|4}}{{Hr|5}}{{Hr|3}}{{Hg|3}} }}<br />
<br />
* Bob's {{Hr|4}} must be saved.<br />
* The focus of a 4 clue on its own will be {{Hr|4}}<br />
* Alice to Cathy: these two cards are 4.<br />
<br />
{{Hr|3}} {{Hy|5}} {{Hg|5}} {{Hb|5}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hr|1}}{{Hw|1}}{{Hw|4|n=}}{{Hr|4|n=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hb|4}}{{Hr|5}}{{Hr|3}}{{Hw|3}} }}<br />
<br />
* Bob will play {{Hr|4}} and make the (wrong) assumption that his other four is {{Hy|4}}. After Cathy discards {{Hg|3}}, Alice must fix the situation.<br />
<br />
{{Hr|4}} {{Hy|3}} {{Hg|5}} {{Hb|5}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hy|2}}{{Hr|1}}{{Hw|1}}{{Hw|4|n=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hy|5}}{{Hb|4}}{{Hr|5}}{{Hr|3}} }}<br />
<br />
* Alice will give white-clue to Bob. Note that a fix clue NEVER means "play". So Bob should NOT assume that his newest white card is {{Hw|5}}<br />
<br />
{{Hr|4}} {{Hy|3}} {{Hg|5}} {{Hb|5}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hy|2}}{{Hr|1}}{{Hw|1|c=}}{{Hw|4|n=|c=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hy|5}}{{Hb|4}}{{Hr|5}}{{Hr|3}} }}<br />
}}<br />
<br />
==== Bad clue ====<br />
<br />
* A clue that violates any of the assumptions.<br />
''Examples:''<br />
<br />
# ''A clue that marks {{Hr|2}} as playable (with colour) when {{Hr|1}} is not yet played on the table, or marked in someone's hand.''<br />
# ''A clue that marks known trash or potentially duplicate cards, such as '''4'''s-clue when your hand could have a copy of that '''4'''.''<br />
<br />
* A clue that marks zero new cards.<br />
<br />
''Example:''<br />
<br />
''A common beginner mistake is to rush a saved card into play by re-cluing it. You should wait until the next playable card is drawn, and then clue that card to "prompt" the saved card.)''<br />
<br />
=== Finesse convention ===<br />
<br />
Players assume:<br />
* Standard convention<br />
* Play clues may also include the '''newest, unmarked''' cards in every hand.<br />
<br />
{{infoBoxes3 |maxWidth=650<br />
|title1=Finesse example<br />
|body1={{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}<br />
{{cardholder|Bob 🡲|cards={{Hb|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|2}}{{Hg|2}} }}<br />
<br />
* Alice to Cathy: this card is blue.<br />
<br />
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}<br />
{{cardholder|Bob 🡲|cards={{Hb|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|2|c=}}{{Hg|2}} }}<br />
<br />
* Cathy now thinks her marked card {{Hb|2}} is the "next playable".<br />
* Bob knows that Cathy will bomb her {{Hb|2}} as {{Hb|1}} unless a {{Hb|1}} is played first.<br />
* So Bob assumes he has the connecting {{Hb|1}} in a logical spot in his hand. <br />
* Bob does not have a marked card that could be {{Hb|1}} (prompting has priority over finesse), so Bob '''blind plays his newest unmarked card'''.<br />
* {{Hb|1}} successfully plays.<br />
<br />
|title2=Reversed finesse example<br />
|body2={{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}<br />
{{cardholder|Bob 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|2}}{{Hg|2}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hb|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}<br />
<br />
* Alice to Bob: this card is blue.<br />
<br />
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}<br />
{{cardholder|Bob 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|2|c=}}{{Hg|2}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hb|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}<br />
<br />
* Bob now thinks his marked {{Hb|2}} is the "next playable".<br />
* Bob sees the newest, unmarked card in Cathy's hand is of the same colour '''and''' playable now. Bob assumes it is a finesse with the players in reversed order and his blue card is {{Hb|2}}.<br />
<br />
|title3=Bluff example<br />
|body3=<br />
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}<br />
{{cardholder|Bob 🡲|cards={{Hw|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|3}}{{Hg|2}} }}<br />
<br />
* Alice to Cathy: this card is blue.<br />
<br />
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}<br />
{{cardholder|Bob 🡲|cards={{Hw|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|3|c=}}{{Hg|2}} }}<br />
<br />
* Cathy now thinks her marked card {{Hb|3}} is the "next playable".<br />
* Bob sees that {{Hb|3}}, is NOT playable, so he has to fix it.<br />
* Contrary to "Standard Convention", where a fix-clue should be given, Bob can also '''blind plays his newest unmarked card'''.<br />
* {{Hw|1}} successfully plays.<br />
* Before Bob played, Cathy thought her marked card was {{Hb|1}}. Since, in response to the blue-clue {{Hw|1}} was played AND {{Hw|1}} does not match the clue, Cathy knows her blue card is NOT {{Hb|1}}.<br />
* Note: Cathy SHALL NOT assume that her blue card is {{Hb|2}}. It is NOT promised that bluffs shall only be done with 1-away cards.<br />
<br />
When playing more complex conventions, interpretations can be more stringent, where bluffs can only be done using ''1-away-from-playable'' {{Hb|2}}.<br />
}}<br />
<br />
=== Marked card discard ===<br />
<br />
If a non-trash marked card is discarded it means:<br />
* A copy of that card is already marked in someone else's hand (''sarcastic discard''); or<br />
* A copy of that card must be marked in a future save clue (use with caution).<br />
''Note: Other conventions also use something called a "gentlemen's discard". This move cannot be used when you assume that a copy of that card must be marked in the future. Since a gentlemen's discard is a relatively weak move (in finesse convention), it is not used.''{{infoBoxes3 |maxWidth=650<br />
|title1=Example of discarding a marked card<br />
|body1={{Hr|2}} {{Hy|1}} {{Hg}} {{Hb|3}} {{Hw|1}}<br />
{{cardholder|Alice 🡲|cards={{Hy|1}}{{Hr|5}}{{Hr|3|c=|n=}}{{Hw|1}} }}<br />
{{cardholder|Bob 🡲|cards={{Hb|1}}{{Hy|5}}{{Hb|3}}{{Hw|1}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hb|4}}{{Hr|2}}{{Hr|3}}{{Hy|3}} }}<br />
<br />
* The first yellow 3 is already discarded. Alice sees that y3 in Cathy's hand needs to be saved. It can only be saved with a 3s-clue. That 3s-clue will mark a copy of {{Hr|3}}, so Alice pre-emptively discards her {{Hr|3}}. This will give Bob confidence to mark copy {{Hr|3}} in Cathy's hand, without having to worry about a fix-clue (later).<br />
<br />
{{Hr|2}} {{Hy|1}} {{Hg}} {{Hb|3}} {{Hw|1}}<br />
{{cardholder|Alice 🡲|cards={{Hg|1|}}{{Hy|1}}{{Hr|5}}{{Hw|1}} }}<br />
{{cardholder|Bob 🡲|cards={{Hb|1}}{{Hy|5}}{{Hb|3}}{{Hw|1}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hb|4}}{{Hr|2}}{{Hr|3}}{{Hy|3}} }}<br />
<br />
* Bob clues 3s to Cathy.<br />
<br />
{{Hr|2}} {{Hy|1}} {{Hg}} {{Hb|3}} {{Hw|1}}<br />
{{cardholder|Alice 🡲|cards={{Hg|1|}}{{Hy|1}}{{Hr|5}}{{Hw|1}} }}<br />
{{cardholder|Bob 🡲|cards={{Hb|1}}{{Hy|5}}{{Hb|3}}{{Hw|1}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hb|4}}{{Hr|2}}{{Hr|3|n=}}{{Hy|3|n=}} }}<br />
<br />
}}<br />
<br />
=== Definitions ===<br />
<br />
<div style="columns:20rem auto;column-gap:2rem;"><br />
==== <span style="color:{{r}};font:700 larger cursive;">Basic</span> ====<br />
<br />
'''Convention''': Agreed set of clue, play and discard interpretations. ''e.g. a number clue that marks the chop card should be interpreted as a unique card save (if there is a unique card of that number).''<br />
<br />
'''Strategy''': Plan to achieve the highest score. ''e.g. to mark first copies of cards.''<br />
<br />
'''Marked''': A card touched by a clue.<br />
<br />
'''Focus''': The target card of a clue.<br />
<br />
'''Play clue''': Clue that marks a focused card to play.<br />
<br />
'''Playable''': A card that can be marked by a play clue.<br />
<br />
'''Trash''': A card that can never be played successfully.<br />
<br />
'''Bomb''': A play that causes a misfire.<br />
<br />
'''Draw''': The newest card in a hand.<br />
<br />
'''Chop''': The oldest, unmarked card in a hand.<br />
<br />
'''Unique''': The last remaining card of its rank and colour (that can be played successfully at some point).<br />
<br />
'''Save''': A (number) clue that marks a chop card to prevent discard.<br />
<br />
'''Prompt''': A play clue that causes connecting marked card(s) to play.<br />
<br />
==== ''<span style="color:{{g}};font:700 larger cursive;">Intermediate</span>'' ====<br />
<br />
'''Good Touch Principle''': All marked cards will eventually be played.<br />
<br />
'''Splash''': Additional new colour or rank information of cards that are not the focus.<br />
<br />
'''Locked''': A hand with all cards marked without any plays.<br />
<br />
'''Reclue''': A repeated clue that causes marked card(s) to play.<br />
<br />
'''Fix clue''': Follow-up clue required to change the focus of a play clue (and prevent a misfire).<br />
<br />
'''Discard clue''': Clue that marks trash card(s) to be discarded (to prevent a misfire or unwanted discard).<br />
<br />
'''Stall clue''': A clue given to avoid discarding.<br />
<br />
'''Finesse''': A play clue that causes connecting unmarked card(s) to play.<br />
<br />
'''Bluff''': A play clue that causes a non-connecting unmarked card to play immediately.<br />
<br />
'''Bluff seat''': The player directly before the player who is bluffed.<br />
<br />
'''Bottom-decked''': When the remaining copy of a playable card is too near the bottom of the deck to achieve a perfect score.<br />
<br />
'''Early save''': A save clue with a known playable card in the same hand, or does not mark the chop card¹. ''i.e. a play clue.''<br />
<br />
'''Double save''': Two consecutive saves in the same hand.<br />
<br />
'''Double discard''': Two consecutive players discard copies of the same chop card, resulting in a unique discard. ''A special problem, since, to each of the consecutive players, a number clue that marks their chop card does not look like a save clue (and therefore looks like a play clue).''<br />
<br />
'''Sarcastic discard''': Discard of a duplicate marked copy of a card in another hand.<br />
<br />
'''Skip''' / '''steal''': When a player gives a clue that could have been given by one of the skipped players.<br />
<br />
'''Scream discard''': An unexpected discard to save a unique card in another hand.<br />
<br />
==== ''<span style="color:{{m}};font:700 larger cursive;">Advanced</span>'' ====<br />
<br />
'''Long finesse''': A finesse of three or more cards lasting more than one complete round.<br />
<br />
'''Layered finesse''': A finesse with unrelated playable card(s) in front of the target card(s).<br />
<br />
'''Scream play''': An unexpected chop play to save a unique card in another hand.<br />
<br />
'''Clued misplay''': A play clue that causes a misfire to prevent a unique discard in the same hand.<br />
<br />
'''Positional misplay''': An unexpected play that marks the same slot position in another hand to play immediately.<br />
<br />
'''Gentleman's discard''': Discard of a playable card to play an unmarked copy in another hand.<br />
<br />
'''Play refusal''': Instead of playing, a player clues or discards their '''chop'''.<br />
<br />
'''Hesitation play''': After a play refusal of a playable card, another player may be able to blind play an unmarked card.<br />
<br />
'''Generation discard''': An unexpected discard to gain {{Hclue|1}}.<br />
<br />
</div><br />
<br />
== Options ==<br />
<br />
=== Colors ===<br />
<br />
==== Normal: 5 colors ====<br />
<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|+50 cards<br />
!Red (r)<br />
|{{Hr|1}}{{Hr|1}}{{Hr|1}}<br />
|{{Hr|2}}{{Hr|2}}<br />
|{{Hr|3}}{{Hr|3}}<br />
|{{Hr|4}}{{Hr|4}}<br />
|{{Hr|5}}<br />
|-<br />
!Yellow (y)<br />
|{{Hy|1}}{{Hy|1}}{{Hy|1}}<br />
|{{Hy|2}}{{Hy|2}}<br />
|{{Hy|3}}{{Hy|3}}<br />
|{{Hy|4}}{{Hy|4}}<br />
|{{Hy|5}}<br />
|-<br />
!Green (g)<br />
|{{Hg|1}}{{Hg|1}}{{Hg|1}}<br />
|{{Hg|2}}{{Hg|2}}<br />
|{{Hg|3}}{{Hg|3}}<br />
|{{Hg|4}}{{Hg|4}}<br />
|{{Hg|5}}<br />
|-<br />
!Blue (b)<br />
|{{Hb|1}}{{Hb|1}}{{Hb|1}}<br />
|{{Hb|2}}{{Hb|2}}<br />
|{{Hb|3}}{{Hb|3}}<br />
|{{Hb|4}}{{Hb|4}}<br />
|{{Hb|5}}<br />
|-<br />
!White (w)<br />
|{{Hw|1}}{{Hw|1}}{{Hw|1}}<br />
|{{Hw|2}}{{Hw|2}}<br />
|{{Hw|3}}{{Hw|3}}<br />
|{{Hw|4}}{{Hw|4}}<br />
|{{Hw|5}}<br />
|}<br />
<br />
==== Tricky: 6th color (10 cards) ====<br />
<br />
* These cards are marked by a separate ''multicolour'' clue.<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|++10 cards<br />
!Multicolour (m)<br />
|{{Hm|1}}{{Hm|1}}{{Hm|1}}<br />
|{{Hm|2}}{{Hm|2}}<br />
|{{Hm|3}}{{Hm|3}}<br />
|{{Hm|4}}{{Hm|4}}<br />
|{{Hm|5}}<br />
|}<br />
<br />
==== Difficult: 6th color (5 cards) ====<br />
<br />
* These cards are marked by a separate ''multicolour'' clue.<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|++5 cards<br />
!Multicolour (m)<br />
|{{Hm|1}}<br />
|{{Hm|2}}<br />
|{{Hm|3}}<br />
|{{Hm|4}}<br />
|{{Hm|5}}<br />
|}<br />
<br />
==== Avalanche of Colors: Multicolor (10 multicolor) ====<br />
<br />
* These cards are marked by '''any colour clue'''.<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|++10 cards<br />
!Multicolour (m)<br />
|{{Hm|1}}{{Hm|1}}{{Hm|1}}<br />
|{{Hm|2}}{{Hm|2}}<br />
|{{Hm|3}}{{Hm|3}}<br />
|{{Hm|4}}{{Hm|4}}<br />
|{{Hm|5}}<br />
|}<br />
<br />
=== Black Powder ===<br />
<br />
* Clues cannot be given for the colour black.<br />
* Black cards must be played in '''reverse order''' 5 ⇨ 4 ⇨ 3 ⇨ 2 ⇨ 1.<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|++10 cards<br />
!Black Powder (p/k)<br />
|{{Hk|5}}{{Hk|5}}{{Hk|5}}<br />
|{{Hk|4}}{{Hk|4}}<br />
|{{Hk|3}}{{Hk|3}}<br />
|{{Hk|2}}{{Hk|2}}<br />
|{{Hk|1}}<br />
|}<br />
<br />
=== 5 flamboyants ===<br />
<br />
After playing the last card of a colour, randomly draw a bonus card and apply its effect:<br />
# Gain {{Hclue|1|size=1.2}}<br />
# Gain {{Hclue|1|size=1.2}} and recover a life.<br />
# Give a colour clue.<br />
# Give a number clue.<br />
# Shuffle a discarded card into the deck ''(optional)''.<br />
# Play a discarded card ''(optional)''.<br />
<br />
=== Convention used ===<br />
<br />
{|class="wikitable" style="width:auto;" border="2"<br />
!Name<br />
!Summary<br />
!References<br />
|-<br />
|'''Standard'''<br />
|BGA convention without blind-plays.<br />
|Standard convention above<br />
<br />
[https://docs.google.com/document/d/1VzgN6WoeYwh5NYtHECzUNZqFvpVcg-EdObU-YNMlyhc Hanabi "reference" for bga]<br />
|-<br />
|'''Finesse'''<br />
|BGA convention with blind-plays.<br />
|Finesse convention above<br />
<br />
[https://docs.google.com/document/d/1VzgN6WoeYwh5NYtHECzUNZqFvpVcg-EdObU-YNMlyhc Hanabi "reference" for bga]<br />
|-<br />
|'''Hat-guessing'''<br />
|Clues relate to slot position, not the cards marked.<br />
|[https://github.com/hanabi/hanabi.github.io/blob/main/misc/hat-guessing.md H-Group]<br />
<br />
[https://github.com/fpvandoorn/hanabi/blob/master/doc_hat_player.md Robert Kaspar]<br />
<br />
[https://github.com/hanabi/hanabi.github.io/blob/main/misc/empty-clues.md H-Group empty clues]<br />
|-<br />
|'''Logical Leftism'''<br />
|No convention, just logic.<br />
|[http://hanabilogic.eklablog.com/basics-level-1-a117610126 hanabi logic]<br />
|-<br />
|'''Closest Friend'''<br />
|Clue interpretation depends on which player gave the clue.<br />
|[https://github.com/hanabi/hanabi.github.io/blob/main/pdf/newest-friend.pdf H-Group]<br />
|-<br />
|'''Secret convention'''<br />
|Each player randomly selects a secret '''[https://perchance.org/e6dtm5lj3r restriction]'''.<br />
|[https://boardgamearena.com/forum/viewtopic.php?t=26863 Secret variant]<br />
<br />
[https://boardgamearena.com/forum/viewtopic.php?p=71264#p71264 Secret hanabi restriction]<br />
|-<br />
|'''Conventional Leftism'''<br />
|Same as Standard.<br />
|[http://hanabilogic.eklablog.com/no-conventional-leftism-a117757604 hanabi logic]<br />
[https://docs.google.com/document/d/1sz3if8-9JJDAcbvdi3MHEAv9L5ljyHHnTSEACKk5RUY/edit#heading=h.q88fl7o62h8c Postmans]<br />
|-<br />
|'''Chop-focus'''<br />
|The focus of a clue that marks a chop card is always the chop card.<br />
|[https://hanabi.github.io/docs/beginner/single-card-focus#determining-the-focus-4-steps H-Group]<br />
|}<br />
<br />
=== Preset deck ===<br />
<br />
Preset decks are useful for comparing teams/conventions using the same deck:<br />
* No (cards are shuffled)<br />
* Preset deck #1 of the day<br />
* Preset deck #2 of the day<br />
* Preset deck #3 of the day<br />
* Preset deck #4 of the day<br />
* Preset deck #5 of the day<br />
Preset decks are changed at [https://boardgamearena.com/forum/viewtopic.php?p=48600#p48600 0:00 (?)] UTC<br />
<br />
=== Unofficial variant ===<br />
<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|+Deal<br />
!# Players<br />
!2<br />
!3<br />
!4<br />
!5<br />
|-<br />
!# Cards<br />
|'''6'''<br />
|5<br />
|4<br />
|'''3'''<br />
|}<br />
<br />
== ELO rating ==<br />
<br />
'''[https://forum.boardgamearena.com/viewtopic.php?t=33785 Rating is visibly hidden around tables]''' (apart from the setup screen i.e. where players accept to start the game).<br />
<br />
The 7 distinct ELO skill levels replace the ELO number: {{Beginner}} {{Apprentice}} {{Average}} {{Good}} {{Strong}} {{Expert}} {{Master}}.<br />
<br />
# '''''Hanabot''''''s ELO is generated from:<br />
#* Final score¹<br />
#* Average team ELO<br />
#* Colour option²<br />
# ELO change is calculated as if tied with Hanabot³.<br />
<br />
'''''[https://forum.boardgamearena.com/viewtopic.php?f=3&t=4814 Hanabots' ELO ratings]''' were set by an experienced player - i.e. ratings are not random or simply proportional to score or players' ELO.''<br />
<br />
¹''Hanabot's ELO = 0 with scores < 18 (5 colours) and < 21 (6 colours).''<br />
<br />
²''+5 card multicolor option is unrated (too dependent on draw to reflect skill).''<br />
<br />
³''ELO change with a perfect score is calculated as if Hanabot lost.''<br />
<br />
== Cheating ==<br />
<br />
* Players can cheat at Hanabi by sharing information via the chat user interface. This is why ranking has been disabled for this game.<br />
<br />
[[Category:Card games]]</div>HanabiGrandMasterhttps://en.doc.boardgamearena.com/index.php?title=Gamehelphanabi&diff=19537Gamehelphanabi2024-01-13T12:07:34Z<p>HanabiGrandMaster: /* Marked card discard */</p>
<hr />
<div>== Overview ==<br />
<br />
* Hanabi is a cooperative game. Your goal, as a team, is to build a fabulous fireworks show.<br />
* You have to put together fireworks (red, yellow, green, blue and white) by playing each individual colour in series (1 ⇨ 2 ⇨ 3 ⇨ 4 ⇨ 5).<br />
* You cannot see your own cards; you can only see the cards of your teammates.<br />
* You can only communicate with your teammates via '''clues''', '''playing''' and '''discarding''' cards (see below).<br />
* No other communication is allowed.<br />
<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|+Final Score Ratings<br />
!Points<br />
!Overall impression<br />
|-<br />
|0-5<br />
|horrible, booed by the crowd...<br />
|-<br />
|6-10<br />
|mediocre, just a spattering of applause.<br />
|-<br />
|11-15<br />
|honourable, but will not be remembered for very long...<br />
|-<br />
|16-20<br />
|excellent, crowd pleasing.<br />
|-<br />
|21-24<br />
|amazing, will be remembered for a very long time!<br />
|-<br />
|25-29<br />
|legendary, everyone left speechless, stars in their eyes!<br />
|-<br />
|30<br />
|Divine, the display outshines the stars!<br />
|}<br />
<br />
== Setup ==<br />
<br />
<div style="display:flex;gap:2rem;align-items:center;"><br />
{|class="wikitable" style="width:auto;" border="2"<br />
|+Deal<br />
!# Players<br />
!2-3<br />
!4-5<br />
|-<br />
!# Cards<br />
|5<br />
|4<br />
|}<br />
{{Hclue|8}} clue tokens <br />
</div><br />
<br />
== Game play ==<br />
<br />
Players take turns to either:<br />
<br />
* Give a '''clue'''<br />
* '''Play''' a card, or<br />
* '''Discard''' a card<br />
<br />
=== Clue ===<br />
<br />
Possible with at least {{Hclue|1|size=1.5}} available:<br />
* '''All''' cards of a colour, or<br />
* '''All''' cards of a number, or<br />
* '''No''' cards of a colour, ''e.g. "'''Player1''' to '''Player2''': you have no red card"'' or<br />
* '''No''' cards of a number ''e.g. "'''Player1''' to '''Player2''': you have no 5"''<br />
<br />
# The active player selects a card in another player's hand.<br />
# The active player selects a clue option.<br />
# {{Hclue|1|size=1.5}} is moved from 'available' to 'used'.<br />
<br />
=== Play ===<br />
<br />
# The active player selects a card in their hand.<br />
# The active player selects the 'Play selected card' button.<br />
#* If the played card fits in any of the sequences, it is placed in the appropriate colour stack on the table.<br />
#* If the played card does not fit, it is placed in the discard pile and the team gets a ''misfire'' token.<br />
# A replacement card is drawn.<br />
<br />
=== Discard ===<br />
<br />
Possible with fewer than {{Hclue|8|size=1.5}} available:<br />
# The active player selects a card in their hand.<br />
# The active player selects the 'Discard selected card' button.<br />
# The discarded card is placed in the discard pile.<br />
# {{Hclue|1|size=1.5}} is moved from 'used' to 'available'.<br />
# A replacement card is drawn.<br />
<br />
== Game end ==<br />
<br />
The game can end in several ways:<br />
* All cards have been drawn from the deck. After this happens, each player has one more turn. The game ends with the score after the last turn.<br />
* Your team played all possible cards. In this case, the game ends immediately.<br />
* Your team made three mistakes that caused misfires. In this case, all players lose the game and receive -10 ELO points.<br />
* Your team concedes the game. All players receive -10 ELO points.<br />
* A player quits the game. Only the player that quit first receives -10 ELO points. All other players' ELO is unchanged.<br />
<br />
== Conventions ==<br />
<br />
* There are not enough {{Hclue|size=1}} to clue both colour and number of every played card, so the team must agree on a set of clue, play and discard interpretations, known as a convention.<br />
* Many players use different conventions and if teammates have very different clue interpretations, the game becomes unsuccessful.<br />
* Read about some of the most common conventions in '''[https://boardgamearena.com/forum/viewtopic.php?t=26863 this forum post]''' by [https://boardgamearena.com/player?id=84207926 Romain672].<br />
''Note: the BGA list of conventions does not cover all conventions, so please respect the convention the table creator wants to play. This is why there is an option to display the convention for the table.''<br />
<br />
=== Standard convention ===<br />
This convention is suitable for beginners, since very little assumptions need to be made.<br />
<br />
Players assume:<br />
* Every marked card will be playable at some point.<br />
* The oldest, unmarked (chop) card is safe to discard.<br />
* Cards known to be trash are discarded in priority ''e.g. cards marked blue when the blue stack is completed.''<br />
<br />
==== Play-clue ====<br />
<br />
* A Colour-clue.<br />
* Focus is the newest, previously card. This means when multiple cards are marked, you know that the NEWEST is the "next playable".<br />
''When a player has multiple cards to play, the best strategy to prioritze playing:''<br />
# ''The card that allows visible / marked cards in other players hands to be played.''<br />
# ''Fives, when playing without flamboyants, to generate a clue-token. (When playing with flamboyants, 5s should be played as last possible strategic option.)''<br />
# ''The card in the oldest position.''<br />
<br />
{{infoBoxes |maxWidth=650<br />
|title1=Standard convention: Play clue<br />
|body1={{Hr|1}} {{Hy|5}} {{Hg|1}} {{Hb|3}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hr|2}}{{Hy|4}}{{Hr|3}}{{Hw|5|n=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hw|4}}{{Hy|1}}{{Hr|4}}{{Hr|3}} }}<br />
<br />
* Alice to Bob: these 2 cards are red.<br />
<br />
{{Hr|1}} {{Hy|5}} {{Hg|1}} {{Hb|3}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hr|2|c=}}{{Hy|4}}{{Hr|3|c=}}{{Hw|5|n=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hw|4}}{{Hy|1}}{{Hr|4}}{{Hr|3}} }}<br />
<br />
* Bob now knows his newest card is the next playable in the sequence ({{Hr|2}}), and the other marked card is NOT {{Hr|1}}, or {{Hr|2}} (because every marked card will be playable at some point).<br />
<br />
|title2=Standard convention: Prompt<br />
|body2={{Hr|2}} {{Hy|5}} {{Hg|1}} {{Hb|3}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hb|5}}{{Hy|4}}{{Hr|3|c=}}{{Hw|5|n=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hw|2}}{{Hw|4}}{{Hy|1}}{{Hr|4}} }}<br />
<br />
* Alice to Cathy: this card is red.<br />
<br />
{{Hr|2}} {{Hy|5}} {{Hg|1}} {{Hb|3}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hb|5}}{{Hy|4}}{{Hr|3|c=}}{{Hw|5|n=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hw|2}}{{Hw|4}}{{Hy|1}}{{Hr|4|c=}} }}<br />
<br />
* Cathy now knows her marked card is the next playable in the sequence ⇨ {{Hr|4}}, because {{Hr|3}} is already marked.<br />
* Bob now knows his marked red card is {{Hr|3}} and he must play it now.<br />
}}<br />
<br />
==== Save-clue ====<br />
<br />
* A number-clue.<br />
* Focus is the chop card. This means that saved cards shall be played from oldest to newest, when it is 100% safe to do so.<br />
''Examples:''<br />
<br />
# ''A 2 can be played when all 1s are on the table.''<br />
# ''Non-blue 3 can be played when all 2s, except b2 are on the table.''<br />
# ''A 4 can be played when r3, y3, b3 are on the table, and g4 and w4 are visible and marked in other players' hands.'' <br />
<br />
==== Fix-clue ====<br />
Sometimes it cannot be avoided that the best strategic choice is to give a clue that doesn't follow the assumptions. This is rare for experienced players. However, less experienced players might not see the optimal solution to a situation and violate assumptions anyway. In both cases, a fix-clue is needed.<br />
* A follow-up clue on the same hand as an initial play clue.<br />
* Required to change the focus (and prevent a misfire).<br />
* A fix-clue can NEVER mean "play".<br />
<br />
{{infoBoxes |maxWidth=650 |state=collapsed<br />
|title1=Fix clue example 1<br />
|body1={{Hr|2}} {{Hy|5}} {{Hg|5}} {{Hb|5}} {{Hw|5}}<br />
{{cardholder|Bob 🡲|cards={{Hw|1}}{{Hw|1}}{{Hw|2}}{{Hr|4}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hy|4}}{{Hr|5}}{{Hr|3}}{{Hg|3}} }}<br />
<br />
* Cathy's {{Hr|3}} must play next.<br />
* The focus of a 3 clue on its own will be {{Hg|3}} and the focus of a red clue will be {{Hr|5}}.<br />
* Alice to Cathy: these two cards are 3.<br />
<br />
{{Hr|2}} {{Hy|5}} {{Hg|5}} {{Hb|5}} {{Hw|5}}<br />
{{cardholder|Bob 🡲|cards={{Hw|1}}{{Hw|1}}{{Hw|2}}{{Hr|4}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hy|4}}{{Hr|5}}{{Hr|3|n=}}{{Hw|3|n=}} }}<br />
<br />
* Bob to Cathy: these 2 cards are white - this fix clue changes the focus from {{Hw|3}} to {{Hr|3}} (now visible).<br />
<br />
{{Hr|2}} {{Hy|5}} {{Hg|5}} {{Hb|5}} {{Hw|5}}<br />
{{cardholder|Bob 🡲|cards={{Hw|1}}{{Hw|1}}{{Hw|2}}{{Hr|4}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hy|4}}{{Hr|5}}{{Hr|3|n=}}{{Hw|3|n=|c=}} }}<br />
<br />
* Note: If Alice had given a red-clue to Cathy, and Bob had fixed it with a 3-clue, it would mean that newest red is "next playable", so Cathy should assume {{Hr|4}} instead of {{Hr|5}}<br />
<br />
|title2=Fix clue example 2<br />
|body2={{Hr|3}} {{Hy|3}} {{Hg|5}} {{Hb|5}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hr|1}}{{Hw|1}}{{Hw|4}}{{Hr|4}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hb|4}}{{Hr|5}}{{Hr|3}}{{Hg|3}} }}<br />
<br />
* Bob's {{Hr|4}} must be saved.<br />
* The focus of a 4 clue on its own will be {{Hr|4}}<br />
* Alice to Cathy: these two cards are 4.<br />
<br />
{{Hr|3}} {{Hy|5}} {{Hg|5}} {{Hb|5}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hr|1}}{{Hw|1}}{{Hw|4|n=}}{{Hr|4|n=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hb|4}}{{Hr|5}}{{Hr|3}}{{Hw|3}} }}<br />
<br />
* Bob will play {{Hr|4}} and make the (wrong) assumption that his other four is {{Hy|4}}. After Cathy discards {{Hg|3}}, Alice must fix the situation.<br />
<br />
{{Hr|4}} {{Hy|3}} {{Hg|5}} {{Hb|5}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hy|2}}{{Hr|1}}{{Hw|1}}{{Hw|4|n=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hy|5}}{{Hb|4}}{{Hr|5}}{{Hr|3}} }}<br />
<br />
* Alice will give white-clue to Bob. Note that a fix clue NEVER means "play". So Bob should NOT assume that his newest white card is {{Hw|5}}<br />
<br />
{{Hr|4}} {{Hy|3}} {{Hg|5}} {{Hb|5}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hy|2}}{{Hr|1}}{{Hw|1|c=}}{{Hw|4|n=|c=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hy|5}}{{Hb|4}}{{Hr|5}}{{Hr|3}} }}<br />
}}<br />
<br />
==== Bad clue ====<br />
<br />
* A clue that violates any of the assumptions.<br />
''Examples:''<br />
<br />
# ''A clue that marks {{Hr|2}} as playable (with colour) when {{Hr|1}} is not yet played on the table, or marked in someone's hand.''<br />
# ''A clue that marks known trash or potentially duplicate cards, such as '''4'''s-clue when your hand could have a copy of that '''4'''.''<br />
<br />
* A clue that marks zero new cards.<br />
<br />
''Example:''<br />
<br />
''A common beginner mistake is to rush a saved card into play by re-cluing it. You should wait until the next playable card is drawn, and then clue that card to "prompt" the saved card.)''<br />
<br />
=== Finesse convention ===<br />
<br />
Players assume:<br />
* Standard convention<br />
* Play clues may also include the '''newest, unmarked''' cards in every hand.<br />
<br />
{{infoBoxes3 |maxWidth=650<br />
|title1=Finesse example<br />
|body1={{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}<br />
{{cardholder|Bob 🡲|cards={{Hb|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|2}}{{Hg|2}} }}<br />
<br />
* Alice to Cathy: this card is blue.<br />
<br />
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}<br />
{{cardholder|Bob 🡲|cards={{Hb|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|2|c=}}{{Hg|2}} }}<br />
<br />
* Cathy now thinks her marked card {{Hb|2}} is the "next playable".<br />
* Bob knows that Cathy will bomb her {{Hb|2}} as {{Hb|1}} unless a {{Hb|1}} is played first.<br />
* So Bob assumes he has the connecting {{Hb|1}} in a logical spot in his hand. <br />
* Bob does not have a marked card that could be {{Hb|1}} (prompting has priority over finesse), so Bob '''blind plays his newest unmarked card'''.<br />
* {{Hb|1}} successfully plays.<br />
<br />
|title2=Reversed finesse example<br />
|body2={{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}<br />
{{cardholder|Bob 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|2}}{{Hg|2}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hb|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}<br />
<br />
* Alice to Bob: this card is blue.<br />
<br />
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}<br />
{{cardholder|Bob 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|2|c=}}{{Hg|2}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hb|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}<br />
<br />
* Bob now thinks his marked {{Hb|2}} is the "next playable".<br />
* Bob sees the newest, unmarked card in Cathy's hand is of the same colour '''and''' playable now. Bob assumes it is a finesse with the players in reversed order and his blue card is {{Hb|2}}.<br />
<br />
|title3=Bluff example<br />
|body3=<br />
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}<br />
{{cardholder|Bob 🡲|cards={{Hw|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|3}}{{Hg|2}} }}<br />
<br />
* Alice to Cathy: this card is blue.<br />
<br />
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}<br />
{{cardholder|Bob 🡲|cards={{Hw|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|3|c=}}{{Hg|2}} }}<br />
<br />
* Cathy now thinks her marked card {{Hb|3}} is the "next playable".<br />
* Bob sees that {{Hb|3}}, is NOT playable, so he has to fix it.<br />
* Contrary to "Standard Convention", where a fix-clue should be given, Bob can also '''blind plays his newest unmarked card'''.<br />
* {{Hw|1}} successfully plays.<br />
* Before Bob played, Cathy thought her marked card was {{Hb|1}}. Since, in response to the blue-clue {{Hw|1}} was played AND {{Hw|1}} does not match the clue, Cathy knows her blue card is NOT {{Hb|1}}.<br />
* Note: Cathy SHALL NOT assume that her blue card is {{Hb|2}}. It is NOT promised that bluffs shall only be done with 1-away cards.<br />
<br />
When playing more complex conventions, interpretations can be more stringent, where bluffs can only be done using ''1-away-from-playable'' {{Hb|2}}.<br />
}}<br />
<br />
=== Marked card discard ===<br />
<br />
If a non-trash marked card is discarded it means:<br />
* A copy of that card is already marked in someone else's hand (''sarcastic discard''); or<br />
* A copy of that card must be marked in a future save clue (use with caution).<br />
''Note: Other conventions also use something called a "gentlemen's discard". This move cannot be used when you assume that a copy of that card must be marked in the future. Since a gentlemen's discard is a relatively weak move (in finesse convention), it is preferred to not use it.''{{infoBoxes3 |maxWidth=650<br />
|title1=Example of discarding a marked card<br />
|body1={{Hr|2}} {{Hy|1}} {{Hg}} {{Hb|3}} {{Hw|1}}<br />
{{cardholder|Alice 🡲|cards={{Hy|1}}{{Hr|5}}{{Hr|3|c=|n=}}{{Hw|1}} }}<br />
{{cardholder|Bob 🡲|cards={{Hb|1}}{{Hy|5}}{{Hb|3}}{{Hw|1}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hb|4}}{{Hr|2}}{{Hr|3}}{{Hy|3}} }}<br />
<br />
* The first yellow 3 is already discarded. Alice sees that y3 in Cathy's hand needs to be saved. It can only be saved with a 3s-clue. That 3s-clue will mark a copy of {{Hr|3}}, so Alice pre-emptively discards her {{Hr|3}}. This will give Bob confidence to mark copy {{Hr|3}} in Cathy's hand, without having to worry about a fix-clue (later).<br />
<br />
{{Hr|2}} {{Hy|1}} {{Hg}} {{Hb|3}} {{Hw|1}}<br />
{{cardholder|Alice 🡲|cards={{Hg|1|}}{{Hy|1}}{{Hr|5}}{{Hw|1}} }}<br />
{{cardholder|Bob 🡲|cards={{Hb|1}}{{Hy|5}}{{Hb|3}}{{Hw|1}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hb|4}}{{Hr|2}}{{Hr|3}}{{Hy|3}} }}<br />
<br />
* Bob clues 3s to Cathy.<br />
<br />
{{Hr|2}} {{Hy|1}} {{Hg}} {{Hb|3}} {{Hw|1}}<br />
{{cardholder|Alice 🡲|cards={{Hg|1|}}{{Hy|1}}{{Hr|5}}{{Hw|1}} }}<br />
{{cardholder|Bob 🡲|cards={{Hb|1}}{{Hy|5}}{{Hb|3}}{{Hw|1}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hb|4}}{{Hr|2}}{{Hr|3|n=}}{{Hy|3|n=}} }}<br />
<br />
}}<br />
<br />
=== Definitions ===<br />
<br />
<div style="columns:20rem auto;column-gap:2rem;"><br />
==== <span style="color:{{r}};font:700 larger cursive;">Basic</span> ====<br />
<br />
'''Convention''': Agreed set of clue, play and discard interpretations. ''e.g. a number clue that marks the chop card should be interpreted as a unique card save (if there is a unique card of that number).''<br />
<br />
'''Strategy''': Plan to achieve the highest score. ''e.g. to mark first copies of cards.''<br />
<br />
'''Marked''': A card touched by a clue.<br />
<br />
'''Focus''': The target card of a clue.<br />
<br />
'''Play clue''': Clue that marks a focused card to play.<br />
<br />
'''Playable''': A card that can be marked by a play clue.<br />
<br />
'''Trash''': A card that can never be played successfully.<br />
<br />
'''Bomb''': A play that causes a misfire.<br />
<br />
'''Draw''': The newest card in a hand.<br />
<br />
'''Chop''': The oldest, unmarked card in a hand.<br />
<br />
'''Unique''': The last remaining card of its rank and colour (that can be played successfully at some point).<br />
<br />
'''Save''': A (number) clue that marks a chop card to prevent discard.<br />
<br />
'''Prompt''': A play clue that causes connecting marked card(s) to play.<br />
<br />
==== ''<span style="color:{{g}};font:700 larger cursive;">Intermediate</span>'' ====<br />
<br />
'''Good Touch Principle''': All marked cards will eventually be played.<br />
<br />
'''Splash''': Additional new colour or rank information of cards that are not the focus.<br />
<br />
'''Locked''': A hand with all cards marked without any plays.<br />
<br />
'''Reclue''': A repeated clue that causes marked card(s) to play.<br />
<br />
'''Fix clue''': Follow-up clue required to change the focus of a play clue (and prevent a misfire).<br />
<br />
'''Discard clue''': Clue that marks trash card(s) to be discarded (to prevent a misfire or unwanted discard).<br />
<br />
'''Stall clue''': A clue given to avoid discarding.<br />
<br />
'''Finesse''': A play clue that causes connecting unmarked card(s) to play.<br />
<br />
'''Bluff''': A play clue that causes a non-connecting unmarked card to play immediately.<br />
<br />
'''Bluff seat''': The player directly before the player who is bluffed.<br />
<br />
'''Bottom-decked''': When the remaining copy of a playable card is too near the bottom of the deck to achieve a perfect score.<br />
<br />
'''Early save''': A save clue with a known playable card in the same hand, or does not mark the chop card¹. ''i.e. a play clue.''<br />
<br />
'''Double save''': Two consecutive saves in the same hand.<br />
<br />
'''Double discard''': Two consecutive players discard copies of the same chop card, resulting in a unique discard. ''A special problem, since, to each of the consecutive players, a number clue that marks their chop card does not look like a save clue (and therefore looks like a play clue).''<br />
<br />
'''Sarcastic discard''': Discard of a duplicate marked copy of a card in another hand.<br />
<br />
'''Skip''' / '''steal''': When a player gives a clue that could have been given by one of the skipped players.<br />
<br />
'''Scream discard''': An unexpected discard to save a unique card in another hand.<br />
<br />
==== ''<span style="color:{{m}};font:700 larger cursive;">Advanced</span>'' ====<br />
<br />
'''Long finesse''': A finesse of three or more cards lasting more than one complete round.<br />
<br />
'''Layered finesse''': A finesse with unrelated playable card(s) in front of the target card(s).<br />
<br />
'''Scream play''': An unexpected chop play to save a unique card in another hand.<br />
<br />
'''Clued misplay''': A play clue that causes a misfire to prevent a unique discard in the same hand.<br />
<br />
'''Positional misplay''': An unexpected play that marks the same slot position in another hand to play immediately.<br />
<br />
'''Gentleman's discard''': Discard of a playable card to play an unmarked copy in another hand.<br />
<br />
'''Play refusal''': Instead of playing, a player clues or discards their '''chop'''.<br />
<br />
'''Hesitation play''': After a play refusal of a playable card, another player may be able to blind play an unmarked card.<br />
<br />
'''Generation discard''': An unexpected discard to gain {{Hclue|1}}.<br />
<br />
</div><br />
<br />
== Options ==<br />
<br />
=== Colors ===<br />
<br />
==== Normal: 5 colors ====<br />
<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|+50 cards<br />
!Red (r)<br />
|{{Hr|1}}{{Hr|1}}{{Hr|1}}<br />
|{{Hr|2}}{{Hr|2}}<br />
|{{Hr|3}}{{Hr|3}}<br />
|{{Hr|4}}{{Hr|4}}<br />
|{{Hr|5}}<br />
|-<br />
!Yellow (y)<br />
|{{Hy|1}}{{Hy|1}}{{Hy|1}}<br />
|{{Hy|2}}{{Hy|2}}<br />
|{{Hy|3}}{{Hy|3}}<br />
|{{Hy|4}}{{Hy|4}}<br />
|{{Hy|5}}<br />
|-<br />
!Green (g)<br />
|{{Hg|1}}{{Hg|1}}{{Hg|1}}<br />
|{{Hg|2}}{{Hg|2}}<br />
|{{Hg|3}}{{Hg|3}}<br />
|{{Hg|4}}{{Hg|4}}<br />
|{{Hg|5}}<br />
|-<br />
!Blue (b)<br />
|{{Hb|1}}{{Hb|1}}{{Hb|1}}<br />
|{{Hb|2}}{{Hb|2}}<br />
|{{Hb|3}}{{Hb|3}}<br />
|{{Hb|4}}{{Hb|4}}<br />
|{{Hb|5}}<br />
|-<br />
!White (w)<br />
|{{Hw|1}}{{Hw|1}}{{Hw|1}}<br />
|{{Hw|2}}{{Hw|2}}<br />
|{{Hw|3}}{{Hw|3}}<br />
|{{Hw|4}}{{Hw|4}}<br />
|{{Hw|5}}<br />
|}<br />
<br />
==== Tricky: 6th color (10 cards) ====<br />
<br />
* These cards are marked by a separate ''multicolour'' clue.<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|++10 cards<br />
!Multicolour (m)<br />
|{{Hm|1}}{{Hm|1}}{{Hm|1}}<br />
|{{Hm|2}}{{Hm|2}}<br />
|{{Hm|3}}{{Hm|3}}<br />
|{{Hm|4}}{{Hm|4}}<br />
|{{Hm|5}}<br />
|}<br />
<br />
==== Difficult: 6th color (5 cards) ====<br />
<br />
* These cards are marked by a separate ''multicolour'' clue.<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|++5 cards<br />
!Multicolour (m)<br />
|{{Hm|1}}<br />
|{{Hm|2}}<br />
|{{Hm|3}}<br />
|{{Hm|4}}<br />
|{{Hm|5}}<br />
|}<br />
<br />
==== Avalanche of Colors: Multicolor (10 multicolor) ====<br />
<br />
* These cards are marked by '''any colour clue'''.<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|++10 cards<br />
!Multicolour (m)<br />
|{{Hm|1}}{{Hm|1}}{{Hm|1}}<br />
|{{Hm|2}}{{Hm|2}}<br />
|{{Hm|3}}{{Hm|3}}<br />
|{{Hm|4}}{{Hm|4}}<br />
|{{Hm|5}}<br />
|}<br />
<br />
=== Black Powder ===<br />
<br />
* Clues cannot be given for the colour black.<br />
* Black cards must be played in '''reverse order''' 5 ⇨ 4 ⇨ 3 ⇨ 2 ⇨ 1.<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|++10 cards<br />
!Black Powder (p/k)<br />
|{{Hk|5}}{{Hk|5}}{{Hk|5}}<br />
|{{Hk|4}}{{Hk|4}}<br />
|{{Hk|3}}{{Hk|3}}<br />
|{{Hk|2}}{{Hk|2}}<br />
|{{Hk|1}}<br />
|}<br />
<br />
=== 5 flamboyants ===<br />
<br />
After playing the last card of a colour, randomly draw a bonus card and apply its effect:<br />
# Gain {{Hclue|1|size=1.2}}<br />
# Gain {{Hclue|1|size=1.2}} and recover a life.<br />
# Give a colour clue.<br />
# Give a number clue.<br />
# Shuffle a discarded card into the deck ''(optional)''.<br />
# Play a discarded card ''(optional)''.<br />
<br />
=== Convention used ===<br />
<br />
{|class="wikitable" style="width:auto;" border="2"<br />
!Name<br />
!Summary<br />
!References<br />
|-<br />
|'''Standard'''<br />
|BGA convention without blind-plays.<br />
|Standard convention above<br />
<br />
[https://docs.google.com/document/d/1VzgN6WoeYwh5NYtHECzUNZqFvpVcg-EdObU-YNMlyhc Hanabi "reference" for bga]<br />
|-<br />
|'''Finesse'''<br />
|BGA convention with blind-plays.<br />
|Finesse convention above<br />
<br />
[https://docs.google.com/document/d/1VzgN6WoeYwh5NYtHECzUNZqFvpVcg-EdObU-YNMlyhc Hanabi "reference" for bga]<br />
|-<br />
|'''Hat-guessing'''<br />
|Clues relate to slot position, not the cards marked.<br />
|[https://github.com/hanabi/hanabi.github.io/blob/main/misc/hat-guessing.md H-Group]<br />
<br />
[https://github.com/fpvandoorn/hanabi/blob/master/doc_hat_player.md Robert Kaspar]<br />
<br />
[https://github.com/hanabi/hanabi.github.io/blob/main/misc/empty-clues.md H-Group empty clues]<br />
|-<br />
|'''Logical Leftism'''<br />
|No convention, just logic.<br />
|[http://hanabilogic.eklablog.com/basics-level-1-a117610126 hanabi logic]<br />
|-<br />
|'''Closest Friend'''<br />
|Clue interpretation depends on which player gave the clue.<br />
|[https://github.com/hanabi/hanabi.github.io/blob/main/pdf/newest-friend.pdf H-Group]<br />
|-<br />
|'''Secret convention'''<br />
|Each player randomly selects a secret '''[https://perchance.org/e6dtm5lj3r restriction]'''.<br />
|[https://boardgamearena.com/forum/viewtopic.php?t=26863 Secret variant]<br />
<br />
[https://boardgamearena.com/forum/viewtopic.php?p=71264#p71264 Secret hanabi restriction]<br />
|-<br />
|'''Conventional Leftism'''<br />
|Same as Standard.<br />
|[http://hanabilogic.eklablog.com/no-conventional-leftism-a117757604 hanabi logic]<br />
[https://docs.google.com/document/d/1sz3if8-9JJDAcbvdi3MHEAv9L5ljyHHnTSEACKk5RUY/edit#heading=h.q88fl7o62h8c Postmans]<br />
|-<br />
|'''Chop-focus'''<br />
|The focus of a clue that marks a chop card is always the chop card.<br />
|[https://hanabi.github.io/docs/beginner/single-card-focus#determining-the-focus-4-steps H-Group]<br />
|}<br />
<br />
=== Preset deck ===<br />
<br />
Preset decks are useful for comparing teams/conventions using the same deck:<br />
* No (cards are shuffled)<br />
* Preset deck #1 of the day<br />
* Preset deck #2 of the day<br />
* Preset deck #3 of the day<br />
* Preset deck #4 of the day<br />
* Preset deck #5 of the day<br />
Preset decks are changed at [https://boardgamearena.com/forum/viewtopic.php?p=48600#p48600 0:00 (?)] UTC<br />
<br />
=== Unofficial variant ===<br />
<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|+Deal<br />
!# Players<br />
!2<br />
!3<br />
!4<br />
!5<br />
|-<br />
!# Cards<br />
|'''6'''<br />
|5<br />
|4<br />
|'''3'''<br />
|}<br />
<br />
== ELO rating ==<br />
<br />
'''[https://forum.boardgamearena.com/viewtopic.php?t=33785 Rating is visibly hidden around tables]''' (apart from the setup screen i.e. where players accept to start the game).<br />
<br />
The 7 distinct ELO skill levels replace the ELO number: {{Beginner}} {{Apprentice}} {{Average}} {{Good}} {{Strong}} {{Expert}} {{Master}}.<br />
<br />
# '''''Hanabot''''''s ELO is generated from:<br />
#* Final score¹<br />
#* Average team ELO<br />
#* Colour option²<br />
# ELO change is calculated as if tied with Hanabot³.<br />
<br />
'''''[https://forum.boardgamearena.com/viewtopic.php?f=3&t=4814 Hanabots' ELO ratings]''' were set by an experienced player - i.e. ratings are not random or simply proportional to score or players' ELO.''<br />
<br />
¹''Hanabot's ELO = 0 with scores < 18 (5 colours) and < 21 (6 colours).''<br />
<br />
²''+5 card multicolor option is unrated (too dependent on draw to reflect skill).''<br />
<br />
³''ELO change with a perfect score is calculated as if Hanabot lost.''<br />
<br />
== Cheating ==<br />
<br />
* Players can cheat at Hanabi by sharing information via the chat user interface. This is why ranking has been disabled for this game.<br />
<br />
[[Category:Card games]]</div>HanabiGrandMasterhttps://en.doc.boardgamearena.com/index.php?title=Gamehelphanabi&diff=19536Gamehelphanabi2024-01-13T12:06:06Z<p>HanabiGrandMaster: /* Fix-clue */</p>
<hr />
<div>== Overview ==<br />
<br />
* Hanabi is a cooperative game. Your goal, as a team, is to build a fabulous fireworks show.<br />
* You have to put together fireworks (red, yellow, green, blue and white) by playing each individual colour in series (1 ⇨ 2 ⇨ 3 ⇨ 4 ⇨ 5).<br />
* You cannot see your own cards; you can only see the cards of your teammates.<br />
* You can only communicate with your teammates via '''clues''', '''playing''' and '''discarding''' cards (see below).<br />
* No other communication is allowed.<br />
<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|+Final Score Ratings<br />
!Points<br />
!Overall impression<br />
|-<br />
|0-5<br />
|horrible, booed by the crowd...<br />
|-<br />
|6-10<br />
|mediocre, just a spattering of applause.<br />
|-<br />
|11-15<br />
|honourable, but will not be remembered for very long...<br />
|-<br />
|16-20<br />
|excellent, crowd pleasing.<br />
|-<br />
|21-24<br />
|amazing, will be remembered for a very long time!<br />
|-<br />
|25-29<br />
|legendary, everyone left speechless, stars in their eyes!<br />
|-<br />
|30<br />
|Divine, the display outshines the stars!<br />
|}<br />
<br />
== Setup ==<br />
<br />
<div style="display:flex;gap:2rem;align-items:center;"><br />
{|class="wikitable" style="width:auto;" border="2"<br />
|+Deal<br />
!# Players<br />
!2-3<br />
!4-5<br />
|-<br />
!# Cards<br />
|5<br />
|4<br />
|}<br />
{{Hclue|8}} clue tokens <br />
</div><br />
<br />
== Game play ==<br />
<br />
Players take turns to either:<br />
<br />
* Give a '''clue'''<br />
* '''Play''' a card, or<br />
* '''Discard''' a card<br />
<br />
=== Clue ===<br />
<br />
Possible with at least {{Hclue|1|size=1.5}} available:<br />
* '''All''' cards of a colour, or<br />
* '''All''' cards of a number, or<br />
* '''No''' cards of a colour, ''e.g. "'''Player1''' to '''Player2''': you have no red card"'' or<br />
* '''No''' cards of a number ''e.g. "'''Player1''' to '''Player2''': you have no 5"''<br />
<br />
# The active player selects a card in another player's hand.<br />
# The active player selects a clue option.<br />
# {{Hclue|1|size=1.5}} is moved from 'available' to 'used'.<br />
<br />
=== Play ===<br />
<br />
# The active player selects a card in their hand.<br />
# The active player selects the 'Play selected card' button.<br />
#* If the played card fits in any of the sequences, it is placed in the appropriate colour stack on the table.<br />
#* If the played card does not fit, it is placed in the discard pile and the team gets a ''misfire'' token.<br />
# A replacement card is drawn.<br />
<br />
=== Discard ===<br />
<br />
Possible with fewer than {{Hclue|8|size=1.5}} available:<br />
# The active player selects a card in their hand.<br />
# The active player selects the 'Discard selected card' button.<br />
# The discarded card is placed in the discard pile.<br />
# {{Hclue|1|size=1.5}} is moved from 'used' to 'available'.<br />
# A replacement card is drawn.<br />
<br />
== Game end ==<br />
<br />
The game can end in several ways:<br />
* All cards have been drawn from the deck. After this happens, each player has one more turn. The game ends with the score after the last turn.<br />
* Your team played all possible cards. In this case, the game ends immediately.<br />
* Your team made three mistakes that caused misfires. In this case, all players lose the game and receive -10 ELO points.<br />
* Your team concedes the game. All players receive -10 ELO points.<br />
* A player quits the game. Only the player that quit first receives -10 ELO points. All other players' ELO is unchanged.<br />
<br />
== Conventions ==<br />
<br />
* There are not enough {{Hclue|size=1}} to clue both colour and number of every played card, so the team must agree on a set of clue, play and discard interpretations, known as a convention.<br />
* Many players use different conventions and if teammates have very different clue interpretations, the game becomes unsuccessful.<br />
* Read about some of the most common conventions in '''[https://boardgamearena.com/forum/viewtopic.php?t=26863 this forum post]''' by [https://boardgamearena.com/player?id=84207926 Romain672].<br />
''Note: the BGA list of conventions does not cover all conventions, so please respect the convention the table creator wants to play. This is why there is an option to display the convention for the table.''<br />
<br />
=== Standard convention ===<br />
This convention is suitable for beginners, since very little assumptions need to be made.<br />
<br />
Players assume:<br />
* Every marked card will be playable at some point.<br />
* The oldest, unmarked (chop) card is safe to discard.<br />
* Cards known to be trash are discarded in priority ''e.g. cards marked blue when the blue stack is completed.''<br />
<br />
==== Play-clue ====<br />
<br />
* A Colour-clue.<br />
* Focus is the newest, previously card. This means when multiple cards are marked, you know that the NEWEST is the "next playable".<br />
''When a player has multiple cards to play, the best strategy to prioritze playing:''<br />
# ''The card that allows visible / marked cards in other players hands to be played.''<br />
# ''Fives, when playing without flamboyants, to generate a clue-token. (When playing with flamboyants, 5s should be played as last possible strategic option.)''<br />
# ''The card in the oldest position.''<br />
<br />
{{infoBoxes |maxWidth=650<br />
|title1=Standard convention: Play clue<br />
|body1={{Hr|1}} {{Hy|5}} {{Hg|1}} {{Hb|3}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hr|2}}{{Hy|4}}{{Hr|3}}{{Hw|5|n=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hw|4}}{{Hy|1}}{{Hr|4}}{{Hr|3}} }}<br />
<br />
* Alice to Bob: these 2 cards are red.<br />
<br />
{{Hr|1}} {{Hy|5}} {{Hg|1}} {{Hb|3}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hr|2|c=}}{{Hy|4}}{{Hr|3|c=}}{{Hw|5|n=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hw|4}}{{Hy|1}}{{Hr|4}}{{Hr|3}} }}<br />
<br />
* Bob now knows his newest card is the next playable in the sequence ({{Hr|2}}), and the other marked card is NOT {{Hr|1}}, or {{Hr|2}} (because every marked card will be playable at some point).<br />
<br />
|title2=Standard convention: Prompt<br />
|body2={{Hr|2}} {{Hy|5}} {{Hg|1}} {{Hb|3}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hb|5}}{{Hy|4}}{{Hr|3|c=}}{{Hw|5|n=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hw|2}}{{Hw|4}}{{Hy|1}}{{Hr|4}} }}<br />
<br />
* Alice to Cathy: this card is red.<br />
<br />
{{Hr|2}} {{Hy|5}} {{Hg|1}} {{Hb|3}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hb|5}}{{Hy|4}}{{Hr|3|c=}}{{Hw|5|n=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hw|2}}{{Hw|4}}{{Hy|1}}{{Hr|4|c=}} }}<br />
<br />
* Cathy now knows her marked card is the next playable in the sequence ⇨ {{Hr|4}}, because {{Hr|3}} is already marked.<br />
* Bob now knows his marked red card is {{Hr|3}} and he must play it now.<br />
}}<br />
<br />
==== Save-clue ====<br />
<br />
* A number-clue.<br />
* Focus is the chop card. This means that saved cards shall be played from oldest to newest, when it is 100% safe to do so.<br />
''Examples:''<br />
<br />
# ''A 2 can be played when all 1s are on the table.''<br />
# ''Non-blue 3 can be played when all 2s, except b2 are on the table.''<br />
# ''A 4 can be played when r3, y3, b3 are on the table, and g4 and w4 are visible and marked in other players' hands.'' <br />
<br />
==== Fix-clue ====<br />
Sometimes it cannot be avoided that the best strategic choice is to give a clue that doesn't follow the assumptions. This is rare for experienced players. However, less experienced players might not see the optimal solution to a situation and violate assumptions anyway. In both cases, a fix-clue is needed.<br />
* A follow-up clue on the same hand as an initial play clue.<br />
* Required to change the focus (and prevent a misfire).<br />
* A fix-clue can NEVER mean "play".<br />
<br />
{{infoBoxes |maxWidth=650 |state=collapsed<br />
|title1=Fix clue example 1<br />
|body1={{Hr|2}} {{Hy|5}} {{Hg|5}} {{Hb|5}} {{Hw|5}}<br />
{{cardholder|Bob 🡲|cards={{Hw|1}}{{Hw|1}}{{Hw|2}}{{Hr|4}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hy|4}}{{Hr|5}}{{Hr|3}}{{Hg|3}} }}<br />
<br />
* Cathy's {{Hr|3}} must play next.<br />
* The focus of a 3 clue on its own will be {{Hg|3}} and the focus of a red clue will be {{Hr|5}}.<br />
* Alice to Cathy: these two cards are 3.<br />
<br />
{{Hr|2}} {{Hy|5}} {{Hg|5}} {{Hb|5}} {{Hw|5}}<br />
{{cardholder|Bob 🡲|cards={{Hw|1}}{{Hw|1}}{{Hw|2}}{{Hr|4}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hy|4}}{{Hr|5}}{{Hr|3|n=}}{{Hw|3|n=}} }}<br />
<br />
* Bob to Cathy: these 2 cards are white - this fix clue changes the focus from {{Hw|3}} to {{Hr|3}} (now visible).<br />
<br />
{{Hr|2}} {{Hy|5}} {{Hg|5}} {{Hb|5}} {{Hw|5}}<br />
{{cardholder|Bob 🡲|cards={{Hw|1}}{{Hw|1}}{{Hw|2}}{{Hr|4}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hy|4}}{{Hr|5}}{{Hr|3|n=}}{{Hw|3|n=|c=}} }}<br />
<br />
* Note: If Alice had given a red-clue to Cathy, and Bob had fixed it with a 3-clue, it would mean that newest red is "next playable", so Cathy should assume {{Hr|4}} instead of {{Hr|5}}<br />
<br />
|title2=Fix clue example 2<br />
|body2={{Hr|3}} {{Hy|3}} {{Hg|5}} {{Hb|5}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hr|1}}{{Hw|1}}{{Hw|4}}{{Hr|4}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hb|4}}{{Hr|5}}{{Hr|3}}{{Hg|3}} }}<br />
<br />
* Bob's {{Hr|4}} must be saved.<br />
* The focus of a 4 clue on its own will be {{Hr|4}}<br />
* Alice to Cathy: these two cards are 4.<br />
<br />
{{Hr|3}} {{Hy|5}} {{Hg|5}} {{Hb|5}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hr|1}}{{Hw|1}}{{Hw|4|n=}}{{Hr|4|n=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hb|4}}{{Hr|5}}{{Hr|3}}{{Hw|3}} }}<br />
<br />
* Bob will play {{Hr|4}} and make the (wrong) assumption that his other four is {{Hy|4}}. After Cathy discards {{Hg|3}}, Alice must fix the situation.<br />
<br />
{{Hr|4}} {{Hy|3}} {{Hg|5}} {{Hb|5}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hy|2}}{{Hr|1}}{{Hw|1}}{{Hw|4|n=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hy|5}}{{Hb|4}}{{Hr|5}}{{Hr|3}} }}<br />
<br />
* Alice will give white-clue to Bob. Note that a fix clue NEVER means "play". So Bob should NOT assume that his newest white card is {{Hw|5}}<br />
<br />
{{Hr|4}} {{Hy|3}} {{Hg|5}} {{Hb|5}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hy|2}}{{Hr|1}}{{Hw|1|c=}}{{Hw|4|n=|c=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hy|5}}{{Hb|4}}{{Hr|5}}{{Hr|3}} }}<br />
}}<br />
<br />
==== Bad clue ====<br />
<br />
* A clue that violates any of the assumptions.<br />
''Examples:''<br />
<br />
# ''A clue that marks {{Hr|2}} as playable (with colour) when {{Hr|1}} is not yet played on the table, or marked in someone's hand.''<br />
# ''A clue that marks known trash or potentially duplicate cards, such as '''4'''s-clue when your hand could have a copy of that '''4'''.''<br />
<br />
* A clue that marks zero new cards.<br />
<br />
''Example:''<br />
<br />
''A common beginner mistake is to rush a saved card into play by re-cluing it. You should wait until the next playable card is drawn, and then clue that card to "prompt" the saved card.)''<br />
<br />
=== Finesse convention ===<br />
<br />
Players assume:<br />
* Standard convention<br />
* Play clues may also include the '''newest, unmarked''' cards in every hand.<br />
<br />
{{infoBoxes3 |maxWidth=650<br />
|title1=Finesse example<br />
|body1={{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}<br />
{{cardholder|Bob 🡲|cards={{Hb|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|2}}{{Hg|2}} }}<br />
<br />
* Alice to Cathy: this card is blue.<br />
<br />
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}<br />
{{cardholder|Bob 🡲|cards={{Hb|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|2|c=}}{{Hg|2}} }}<br />
<br />
* Cathy now thinks her marked card {{Hb|2}} is the "next playable".<br />
* Bob knows that Cathy will bomb her {{Hb|2}} as {{Hb|1}} unless a {{Hb|1}} is played first.<br />
* So Bob assumes he has the connecting {{Hb|1}} in a logical spot in his hand. <br />
* Bob does not have a marked card that could be {{Hb|1}} (prompting has priority over finesse), so Bob '''blind plays his newest unmarked card'''.<br />
* {{Hb|1}} successfully plays.<br />
<br />
|title2=Reversed finesse example<br />
|body2={{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}<br />
{{cardholder|Bob 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|2}}{{Hg|2}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hb|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}<br />
<br />
* Alice to Bob: this card is blue.<br />
<br />
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}<br />
{{cardholder|Bob 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|2|c=}}{{Hg|2}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hb|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}<br />
<br />
* Bob now thinks his marked {{Hb|2}} is the "next playable".<br />
* Bob sees the newest, unmarked card in Cathy's hand is of the same colour '''and''' playable now. Bob assumes it is a finesse with the players in reversed order and his blue card is {{Hb|2}}.<br />
<br />
|title3=Bluff example<br />
|body3=<br />
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}<br />
{{cardholder|Bob 🡲|cards={{Hw|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|3}}{{Hg|2}} }}<br />
<br />
* Alice to Cathy: this card is blue.<br />
<br />
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}<br />
{{cardholder|Bob 🡲|cards={{Hw|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|3|c=}}{{Hg|2}} }}<br />
<br />
* Cathy now thinks her marked card {{Hb|3}} is the "next playable".<br />
* Bob sees that {{Hb|3}}, is NOT playable, so he has to fix it.<br />
* Contrary to "Standard Convention", where a fix-clue should be given, Bob can also '''blind plays his newest unmarked card'''.<br />
* {{Hw|1}} successfully plays.<br />
* Before Bob played, Cathy thought her marked card was {{Hb|1}}. Since, in response to the blue-clue {{Hw|1}} was played AND {{Hw|1}} does not match the clue, Cathy knows her blue card is NOT {{Hb|1}}.<br />
* Note: Cathy SHALL NOT assume that her blue card is {{Hb|2}}. It is NOT promised that bluffs shall only be done with 1-away cards.<br />
<br />
When playing more complex conventions, interpretations can be more stringent, where bluffs can only be done using ''1-away-from-playable'' {{Hb|2}}.<br />
}}<br />
<br />
=== Marked card discard ===<br />
<br />
If a non-trash marked card is discarded it means:<br />
* A copy of that card is already marked in someone else's hand (''sarcastic discard''); or<br />
* A copy of that card must be marked in a future save clue (use with caution).<br />
''Note: Other conventions also use something called a "gentlemen's discard". This move cannot be used when you assume that a copy of that card must be marked in the future. Since a gentlemen's discard is a relatively weak move (in finesse convention), it is preferred to not use it.''{{infoBoxes3 |maxWidth=650<br />
|title1=Finesse example<br />
|body1={{Hr|2}} {{Hy|1}} {{Hg}} {{Hb|3}} {{Hw|1}}<br />
{{cardholder|Alice 🡲|cards={{Hy|1}}{{Hr|5}}{{Hr|3|c=|n=}}{{Hw|1}} }}<br />
{{cardholder|Bob 🡲|cards={{Hb|1}}{{Hy|5}}{{Hb|3}}{{Hw|1}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hb|4}}{{Hr|2}}{{Hr|3}}{{Hy|3}} }}<br />
<br />
* The first yellow 3 is already discarded. Alice sees that y3 in Cathy's hand needs to be saved. It can only be saved with a 3s-clue. That 3s-clue will mark a copy of {{Hr|3}}, so Alice pre-emptively discards her {{Hr|3}}. This will give Bob confidence to mark copy {{Hr|3}} in Cathy's hand, without having to worry about a fix-clue (later).<br />
<br />
{{Hr|2}} {{Hy|1}} {{Hg}} {{Hb|3}} {{Hw|1}}<br />
{{cardholder|Alice 🡲|cards={{Hg|1|}}{{Hy|1}}{{Hr|5}}{{Hw|1}} }}<br />
{{cardholder|Bob 🡲|cards={{Hb|1}}{{Hy|5}}{{Hb|3}}{{Hw|1}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hb|4}}{{Hr|2}}{{Hr|3}}{{Hy|3}} }}<br />
<br />
* Bob clues 3s to Cathy.<br />
<br />
{{Hr|2}} {{Hy|1}} {{Hg}} {{Hb|3}} {{Hw|1}}<br />
{{cardholder|Alice 🡲|cards={{Hg|1|}}{{Hy|1}}{{Hr|5}}{{Hw|1}} }}<br />
{{cardholder|Bob 🡲|cards={{Hb|1}}{{Hy|5}}{{Hb|3}}{{Hw|1}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hb|4}}{{Hr|2}}{{Hr|3|n=}}{{Hy|3|n=}} }}<br />
<br />
}}<br />
<br />
=== Definitions ===<br />
<br />
<div style="columns:20rem auto;column-gap:2rem;"><br />
==== <span style="color:{{r}};font:700 larger cursive;">Basic</span> ====<br />
<br />
'''Convention''': Agreed set of clue, play and discard interpretations. ''e.g. a number clue that marks the chop card should be interpreted as a unique card save (if there is a unique card of that number).''<br />
<br />
'''Strategy''': Plan to achieve the highest score. ''e.g. to mark first copies of cards.''<br />
<br />
'''Marked''': A card touched by a clue.<br />
<br />
'''Focus''': The target card of a clue.<br />
<br />
'''Play clue''': Clue that marks a focused card to play.<br />
<br />
'''Playable''': A card that can be marked by a play clue.<br />
<br />
'''Trash''': A card that can never be played successfully.<br />
<br />
'''Bomb''': A play that causes a misfire.<br />
<br />
'''Draw''': The newest card in a hand.<br />
<br />
'''Chop''': The oldest, unmarked card in a hand.<br />
<br />
'''Unique''': The last remaining card of its rank and colour (that can be played successfully at some point).<br />
<br />
'''Save''': A (number) clue that marks a chop card to prevent discard.<br />
<br />
'''Prompt''': A play clue that causes connecting marked card(s) to play.<br />
<br />
==== ''<span style="color:{{g}};font:700 larger cursive;">Intermediate</span>'' ====<br />
<br />
'''Good Touch Principle''': All marked cards will eventually be played.<br />
<br />
'''Splash''': Additional new colour or rank information of cards that are not the focus.<br />
<br />
'''Locked''': A hand with all cards marked without any plays.<br />
<br />
'''Reclue''': A repeated clue that causes marked card(s) to play.<br />
<br />
'''Fix clue''': Follow-up clue required to change the focus of a play clue (and prevent a misfire).<br />
<br />
'''Discard clue''': Clue that marks trash card(s) to be discarded (to prevent a misfire or unwanted discard).<br />
<br />
'''Stall clue''': A clue given to avoid discarding.<br />
<br />
'''Finesse''': A play clue that causes connecting unmarked card(s) to play.<br />
<br />
'''Bluff''': A play clue that causes a non-connecting unmarked card to play immediately.<br />
<br />
'''Bluff seat''': The player directly before the player who is bluffed.<br />
<br />
'''Bottom-decked''': When the remaining copy of a playable card is too near the bottom of the deck to achieve a perfect score.<br />
<br />
'''Early save''': A save clue with a known playable card in the same hand, or does not mark the chop card¹. ''i.e. a play clue.''<br />
<br />
'''Double save''': Two consecutive saves in the same hand.<br />
<br />
'''Double discard''': Two consecutive players discard copies of the same chop card, resulting in a unique discard. ''A special problem, since, to each of the consecutive players, a number clue that marks their chop card does not look like a save clue (and therefore looks like a play clue).''<br />
<br />
'''Sarcastic discard''': Discard of a duplicate marked copy of a card in another hand.<br />
<br />
'''Skip''' / '''steal''': When a player gives a clue that could have been given by one of the skipped players.<br />
<br />
'''Scream discard''': An unexpected discard to save a unique card in another hand.<br />
<br />
==== ''<span style="color:{{m}};font:700 larger cursive;">Advanced</span>'' ====<br />
<br />
'''Long finesse''': A finesse of three or more cards lasting more than one complete round.<br />
<br />
'''Layered finesse''': A finesse with unrelated playable card(s) in front of the target card(s).<br />
<br />
'''Scream play''': An unexpected chop play to save a unique card in another hand.<br />
<br />
'''Clued misplay''': A play clue that causes a misfire to prevent a unique discard in the same hand.<br />
<br />
'''Positional misplay''': An unexpected play that marks the same slot position in another hand to play immediately.<br />
<br />
'''Gentleman's discard''': Discard of a playable card to play an unmarked copy in another hand.<br />
<br />
'''Play refusal''': Instead of playing, a player clues or discards their '''chop'''.<br />
<br />
'''Hesitation play''': After a play refusal of a playable card, another player may be able to blind play an unmarked card.<br />
<br />
'''Generation discard''': An unexpected discard to gain {{Hclue|1}}.<br />
<br />
</div><br />
<br />
== Options ==<br />
<br />
=== Colors ===<br />
<br />
==== Normal: 5 colors ====<br />
<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|+50 cards<br />
!Red (r)<br />
|{{Hr|1}}{{Hr|1}}{{Hr|1}}<br />
|{{Hr|2}}{{Hr|2}}<br />
|{{Hr|3}}{{Hr|3}}<br />
|{{Hr|4}}{{Hr|4}}<br />
|{{Hr|5}}<br />
|-<br />
!Yellow (y)<br />
|{{Hy|1}}{{Hy|1}}{{Hy|1}}<br />
|{{Hy|2}}{{Hy|2}}<br />
|{{Hy|3}}{{Hy|3}}<br />
|{{Hy|4}}{{Hy|4}}<br />
|{{Hy|5}}<br />
|-<br />
!Green (g)<br />
|{{Hg|1}}{{Hg|1}}{{Hg|1}}<br />
|{{Hg|2}}{{Hg|2}}<br />
|{{Hg|3}}{{Hg|3}}<br />
|{{Hg|4}}{{Hg|4}}<br />
|{{Hg|5}}<br />
|-<br />
!Blue (b)<br />
|{{Hb|1}}{{Hb|1}}{{Hb|1}}<br />
|{{Hb|2}}{{Hb|2}}<br />
|{{Hb|3}}{{Hb|3}}<br />
|{{Hb|4}}{{Hb|4}}<br />
|{{Hb|5}}<br />
|-<br />
!White (w)<br />
|{{Hw|1}}{{Hw|1}}{{Hw|1}}<br />
|{{Hw|2}}{{Hw|2}}<br />
|{{Hw|3}}{{Hw|3}}<br />
|{{Hw|4}}{{Hw|4}}<br />
|{{Hw|5}}<br />
|}<br />
<br />
==== Tricky: 6th color (10 cards) ====<br />
<br />
* These cards are marked by a separate ''multicolour'' clue.<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|++10 cards<br />
!Multicolour (m)<br />
|{{Hm|1}}{{Hm|1}}{{Hm|1}}<br />
|{{Hm|2}}{{Hm|2}}<br />
|{{Hm|3}}{{Hm|3}}<br />
|{{Hm|4}}{{Hm|4}}<br />
|{{Hm|5}}<br />
|}<br />
<br />
==== Difficult: 6th color (5 cards) ====<br />
<br />
* These cards are marked by a separate ''multicolour'' clue.<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|++5 cards<br />
!Multicolour (m)<br />
|{{Hm|1}}<br />
|{{Hm|2}}<br />
|{{Hm|3}}<br />
|{{Hm|4}}<br />
|{{Hm|5}}<br />
|}<br />
<br />
==== Avalanche of Colors: Multicolor (10 multicolor) ====<br />
<br />
* These cards are marked by '''any colour clue'''.<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|++10 cards<br />
!Multicolour (m)<br />
|{{Hm|1}}{{Hm|1}}{{Hm|1}}<br />
|{{Hm|2}}{{Hm|2}}<br />
|{{Hm|3}}{{Hm|3}}<br />
|{{Hm|4}}{{Hm|4}}<br />
|{{Hm|5}}<br />
|}<br />
<br />
=== Black Powder ===<br />
<br />
* Clues cannot be given for the colour black.<br />
* Black cards must be played in '''reverse order''' 5 ⇨ 4 ⇨ 3 ⇨ 2 ⇨ 1.<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|++10 cards<br />
!Black Powder (p/k)<br />
|{{Hk|5}}{{Hk|5}}{{Hk|5}}<br />
|{{Hk|4}}{{Hk|4}}<br />
|{{Hk|3}}{{Hk|3}}<br />
|{{Hk|2}}{{Hk|2}}<br />
|{{Hk|1}}<br />
|}<br />
<br />
=== 5 flamboyants ===<br />
<br />
After playing the last card of a colour, randomly draw a bonus card and apply its effect:<br />
# Gain {{Hclue|1|size=1.2}}<br />
# Gain {{Hclue|1|size=1.2}} and recover a life.<br />
# Give a colour clue.<br />
# Give a number clue.<br />
# Shuffle a discarded card into the deck ''(optional)''.<br />
# Play a discarded card ''(optional)''.<br />
<br />
=== Convention used ===<br />
<br />
{|class="wikitable" style="width:auto;" border="2"<br />
!Name<br />
!Summary<br />
!References<br />
|-<br />
|'''Standard'''<br />
|BGA convention without blind-plays.<br />
|Standard convention above<br />
<br />
[https://docs.google.com/document/d/1VzgN6WoeYwh5NYtHECzUNZqFvpVcg-EdObU-YNMlyhc Hanabi "reference" for bga]<br />
|-<br />
|'''Finesse'''<br />
|BGA convention with blind-plays.<br />
|Finesse convention above<br />
<br />
[https://docs.google.com/document/d/1VzgN6WoeYwh5NYtHECzUNZqFvpVcg-EdObU-YNMlyhc Hanabi "reference" for bga]<br />
|-<br />
|'''Hat-guessing'''<br />
|Clues relate to slot position, not the cards marked.<br />
|[https://github.com/hanabi/hanabi.github.io/blob/main/misc/hat-guessing.md H-Group]<br />
<br />
[https://github.com/fpvandoorn/hanabi/blob/master/doc_hat_player.md Robert Kaspar]<br />
<br />
[https://github.com/hanabi/hanabi.github.io/blob/main/misc/empty-clues.md H-Group empty clues]<br />
|-<br />
|'''Logical Leftism'''<br />
|No convention, just logic.<br />
|[http://hanabilogic.eklablog.com/basics-level-1-a117610126 hanabi logic]<br />
|-<br />
|'''Closest Friend'''<br />
|Clue interpretation depends on which player gave the clue.<br />
|[https://github.com/hanabi/hanabi.github.io/blob/main/pdf/newest-friend.pdf H-Group]<br />
|-<br />
|'''Secret convention'''<br />
|Each player randomly selects a secret '''[https://perchance.org/e6dtm5lj3r restriction]'''.<br />
|[https://boardgamearena.com/forum/viewtopic.php?t=26863 Secret variant]<br />
<br />
[https://boardgamearena.com/forum/viewtopic.php?p=71264#p71264 Secret hanabi restriction]<br />
|-<br />
|'''Conventional Leftism'''<br />
|Same as Standard.<br />
|[http://hanabilogic.eklablog.com/no-conventional-leftism-a117757604 hanabi logic]<br />
[https://docs.google.com/document/d/1sz3if8-9JJDAcbvdi3MHEAv9L5ljyHHnTSEACKk5RUY/edit#heading=h.q88fl7o62h8c Postmans]<br />
|-<br />
|'''Chop-focus'''<br />
|The focus of a clue that marks a chop card is always the chop card.<br />
|[https://hanabi.github.io/docs/beginner/single-card-focus#determining-the-focus-4-steps H-Group]<br />
|}<br />
<br />
=== Preset deck ===<br />
<br />
Preset decks are useful for comparing teams/conventions using the same deck:<br />
* No (cards are shuffled)<br />
* Preset deck #1 of the day<br />
* Preset deck #2 of the day<br />
* Preset deck #3 of the day<br />
* Preset deck #4 of the day<br />
* Preset deck #5 of the day<br />
Preset decks are changed at [https://boardgamearena.com/forum/viewtopic.php?p=48600#p48600 0:00 (?)] UTC<br />
<br />
=== Unofficial variant ===<br />
<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|+Deal<br />
!# Players<br />
!2<br />
!3<br />
!4<br />
!5<br />
|-<br />
!# Cards<br />
|'''6'''<br />
|5<br />
|4<br />
|'''3'''<br />
|}<br />
<br />
== ELO rating ==<br />
<br />
'''[https://forum.boardgamearena.com/viewtopic.php?t=33785 Rating is visibly hidden around tables]''' (apart from the setup screen i.e. where players accept to start the game).<br />
<br />
The 7 distinct ELO skill levels replace the ELO number: {{Beginner}} {{Apprentice}} {{Average}} {{Good}} {{Strong}} {{Expert}} {{Master}}.<br />
<br />
# '''''Hanabot''''''s ELO is generated from:<br />
#* Final score¹<br />
#* Average team ELO<br />
#* Colour option²<br />
# ELO change is calculated as if tied with Hanabot³.<br />
<br />
'''''[https://forum.boardgamearena.com/viewtopic.php?f=3&t=4814 Hanabots' ELO ratings]''' were set by an experienced player - i.e. ratings are not random or simply proportional to score or players' ELO.''<br />
<br />
¹''Hanabot's ELO = 0 with scores < 18 (5 colours) and < 21 (6 colours).''<br />
<br />
²''+5 card multicolor option is unrated (too dependent on draw to reflect skill).''<br />
<br />
³''ELO change with a perfect score is calculated as if Hanabot lost.''<br />
<br />
== Cheating ==<br />
<br />
* Players can cheat at Hanabi by sharing information via the chat user interface. This is why ranking has been disabled for this game.<br />
<br />
[[Category:Card games]]</div>HanabiGrandMasterhttps://en.doc.boardgamearena.com/index.php?title=Gamehelphanabi&diff=19535Gamehelphanabi2024-01-13T11:37:18Z<p>HanabiGrandMaster: /* Conventions */</p>
<hr />
<div>== Overview ==<br />
<br />
* Hanabi is a cooperative game. Your goal, as a team, is to build a fabulous fireworks show.<br />
* You have to put together fireworks (red, yellow, green, blue and white) by playing each individual colour in series (1 ⇨ 2 ⇨ 3 ⇨ 4 ⇨ 5).<br />
* You cannot see your own cards; you can only see the cards of your teammates.<br />
* You can only communicate with your teammates via '''clues''', '''playing''' and '''discarding''' cards (see below).<br />
* No other communication is allowed.<br />
<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|+Final Score Ratings<br />
!Points<br />
!Overall impression<br />
|-<br />
|0-5<br />
|horrible, booed by the crowd...<br />
|-<br />
|6-10<br />
|mediocre, just a spattering of applause.<br />
|-<br />
|11-15<br />
|honourable, but will not be remembered for very long...<br />
|-<br />
|16-20<br />
|excellent, crowd pleasing.<br />
|-<br />
|21-24<br />
|amazing, will be remembered for a very long time!<br />
|-<br />
|25-29<br />
|legendary, everyone left speechless, stars in their eyes!<br />
|-<br />
|30<br />
|Divine, the display outshines the stars!<br />
|}<br />
<br />
== Setup ==<br />
<br />
<div style="display:flex;gap:2rem;align-items:center;"><br />
{|class="wikitable" style="width:auto;" border="2"<br />
|+Deal<br />
!# Players<br />
!2-3<br />
!4-5<br />
|-<br />
!# Cards<br />
|5<br />
|4<br />
|}<br />
{{Hclue|8}} clue tokens <br />
</div><br />
<br />
== Game play ==<br />
<br />
Players take turns to either:<br />
<br />
* Give a '''clue'''<br />
* '''Play''' a card, or<br />
* '''Discard''' a card<br />
<br />
=== Clue ===<br />
<br />
Possible with at least {{Hclue|1|size=1.5}} available:<br />
* '''All''' cards of a colour, or<br />
* '''All''' cards of a number, or<br />
* '''No''' cards of a colour, ''e.g. "'''Player1''' to '''Player2''': you have no red card"'' or<br />
* '''No''' cards of a number ''e.g. "'''Player1''' to '''Player2''': you have no 5"''<br />
<br />
# The active player selects a card in another player's hand.<br />
# The active player selects a clue option.<br />
# {{Hclue|1|size=1.5}} is moved from 'available' to 'used'.<br />
<br />
=== Play ===<br />
<br />
# The active player selects a card in their hand.<br />
# The active player selects the 'Play selected card' button.<br />
#* If the played card fits in any of the sequences, it is placed in the appropriate colour stack on the table.<br />
#* If the played card does not fit, it is placed in the discard pile and the team gets a ''misfire'' token.<br />
# A replacement card is drawn.<br />
<br />
=== Discard ===<br />
<br />
Possible with fewer than {{Hclue|8|size=1.5}} available:<br />
# The active player selects a card in their hand.<br />
# The active player selects the 'Discard selected card' button.<br />
# The discarded card is placed in the discard pile.<br />
# {{Hclue|1|size=1.5}} is moved from 'used' to 'available'.<br />
# A replacement card is drawn.<br />
<br />
== Game end ==<br />
<br />
The game can end in several ways:<br />
* All cards have been drawn from the deck. After this happens, each player has one more turn. The game ends with the score after the last turn.<br />
* Your team played all possible cards. In this case, the game ends immediately.<br />
* Your team made three mistakes that caused misfires. In this case, all players lose the game and receive -10 ELO points.<br />
* Your team concedes the game. All players receive -10 ELO points.<br />
* A player quits the game. Only the player that quit first receives -10 ELO points. All other players' ELO is unchanged.<br />
<br />
== Conventions ==<br />
<br />
* There are not enough {{Hclue|size=1}} to clue both colour and number of every played card, so the team must agree on a set of clue, play and discard interpretations, known as a convention.<br />
* Many players use different conventions and if teammates have very different clue interpretations, the game becomes unsuccessful.<br />
* Read about some of the most common conventions in '''[https://boardgamearena.com/forum/viewtopic.php?t=26863 this forum post]''' by [https://boardgamearena.com/player?id=84207926 Romain672].<br />
''Note: the BGA list of conventions does not cover all conventions, so please respect the convention the table creator wants to play. This is why there is an option to display the convention for the table.''<br />
<br />
=== Standard convention ===<br />
This convention is suitable for beginners, since very little assumptions need to be made.<br />
<br />
Players assume:<br />
* Every marked card will be playable at some point.<br />
* The oldest, unmarked (chop) card is safe to discard.<br />
* Cards known to be trash are discarded in priority ''e.g. cards marked blue when the blue stack is completed.''<br />
<br />
==== Play-clue ====<br />
<br />
* A Colour-clue.<br />
* Focus is the newest, previously card. This means when multiple cards are marked, you know that the NEWEST is the "next playable".<br />
''When a player has multiple cards to play, the best strategy to prioritze playing:''<br />
# ''The card that allows visible / marked cards in other players hands to be played.''<br />
# ''Fives, when playing without flamboyants, to generate a clue-token. (When playing with flamboyants, 5s should be played as last possible strategic option.)''<br />
# ''The card in the oldest position.''<br />
<br />
{{infoBoxes |maxWidth=650<br />
|title1=Standard convention: Play clue<br />
|body1={{Hr|1}} {{Hy|5}} {{Hg|1}} {{Hb|3}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hr|2}}{{Hy|4}}{{Hr|3}}{{Hw|5|n=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hw|4}}{{Hy|1}}{{Hr|4}}{{Hr|3}} }}<br />
<br />
* Alice to Bob: these 2 cards are red.<br />
<br />
{{Hr|1}} {{Hy|5}} {{Hg|1}} {{Hb|3}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hr|2|c=}}{{Hy|4}}{{Hr|3|c=}}{{Hw|5|n=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hw|4}}{{Hy|1}}{{Hr|4}}{{Hr|3}} }}<br />
<br />
* Bob now knows his newest card is the next playable in the sequence ({{Hr|2}}), and the other marked card is NOT {{Hr|1}}, or {{Hr|2}} (because every marked card will be playable at some point).<br />
<br />
|title2=Standard convention: Prompt<br />
|body2={{Hr|2}} {{Hy|5}} {{Hg|1}} {{Hb|3}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hb|5}}{{Hy|4}}{{Hr|3|c=}}{{Hw|5|n=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hw|2}}{{Hw|4}}{{Hy|1}}{{Hr|4}} }}<br />
<br />
* Alice to Cathy: this card is red.<br />
<br />
{{Hr|2}} {{Hy|5}} {{Hg|1}} {{Hb|3}} {{Hw|4}}<br />
{{cardholder|Bob 🡲|cards={{Hb|5}}{{Hy|4}}{{Hr|3|c=}}{{Hw|5|n=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hw|2}}{{Hw|4}}{{Hy|1}}{{Hr|4|c=}} }}<br />
<br />
* Cathy now knows her marked card is the next playable in the sequence ⇨ {{Hr|4}}, because {{Hr|3}} is already marked.<br />
* Bob now knows his marked red card is {{Hr|3}} and he must play it now.<br />
}}<br />
<br />
==== Save-clue ====<br />
<br />
* A number-clue.<br />
* Focus is the chop card. This means that saved cards shall be played from oldest to newest, when it is 100% safe to do so.<br />
''Examples:''<br />
<br />
# ''A 2 can be played when all 1s are on the table.''<br />
# ''Non-blue 3 can be played when all 2s, except b2 are on the table.''<br />
# ''A 4 can be played when r3, y3, b3 are on the table, and g4 and w4 are visible and marked in other players' hands.'' <br />
<br />
==== Fix-clue ====<br />
Sometimes it cannot be avoided that the best strategic choice is to give a clue that doesn't follow the assumptions. This is rare for experienced players. However, less experienced players might not see the optimal solution to a situation and violate assumptions anyway. In both cases, a fix-clue is needed.<br />
* A follow-up clue on the same hand as an initial play clue.<br />
* Required to change the focus (and prevent a misfire).<br />
* A fix-clue can NEVER mean "play".<br />
<br />
{{infoBoxes |maxWidth=650 |state=collapsed<br />
|title1=Fix clue example 1<br />
|body1={{Hr|2}} {{Hy|5}} {{Hg|5}} {{Hb|5}} {{Hw|5}}<br />
{{cardholder|Bob 🡲|cards={{Hw|1}}{{Hw|1}}{{Hw|2}}{{Hr|4}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hy|4}}{{Hr|5}}{{Hr|3}}{{Hg|3}} }}<br />
<br />
* Cathy's {{Hr|3}} must play next.<br />
* The focus of a 3 clue on its own will be {{Hg|3}} and the focus of a red clue will be {{Hr|5}}.<br />
* Alice to Cathy: these two cards are 3.<br />
<br />
{{Hr|2}} {{Hy|5}} {{Hg|5}} {{Hb|5}} {{Hw|5}}<br />
{{cardholder|Bob 🡲|cards={{Hw|1}}{{Hw|1}}{{Hw|2}}{{Hr|4}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hy|4}}{{Hr|5}}{{Hr|3|n=}}{{Hw|3|n=}} }}<br />
<br />
* Bob to Cathy: these 2 cards are white - this fix clue changes the focus from {{Hw|3}} to {{Hr|3}} (now visible).<br />
<br />
{{Hr|2}} {{Hy|5}} {{Hg|5}} {{Hb|5}} {{Hw|5}}<br />
{{cardholder|Bob 🡲|cards={{Hw|1}}{{Hw|1}}{{Hw|2}}{{Hr|4}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hy|4}}{{Hr|5}}{{Hr|3|n=}}{{Hw|3|n=|c=}} }}<br />
<br />
* Note: If Alice had given a red-clue to Cathy, and Bob had fixed it with a 3-clue, it would mean that newest red is "next playable", so Cathy should assume {{Hr|4}} instead of {{Hr|5}}<br />
<br />
|title2=Fix clue example 2<br />
|body2={{Hr|3}} {{Hy|3}} {{Hg|5}} {{Hb|5}} {{Hw|5}}<br />
{{cardholder|Bob 🡲|cards={{Hr|1}}{{Hw|1}}{{Hw|4}}{{Hr|4}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hb|4}}{{Hr|5}}{{Hr|3}}{{Hg|3}} }}<br />
<br />
* Bob's {{Hr|4}} must be saved.<br />
* The focus of a 4 clue on its own will be {{Hr|4}}<br />
* Alice to Cathy: these two cards are 4.<br />
<br />
{{Hr|3}} {{Hy|5}} {{Hg|5}} {{Hb|5}} {{Hw|5}}<br />
{{cardholder|Bob 🡲|cards={{Hr|1}}{{Hw|1}}{{Hw|4|n=}}{{Hr|4|n=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hb|4}}{{Hr|5}}{{Hr|3}}{{Hw|3}} }}<br />
<br />
* Bob will play {{Hr|4}} and make the (wrong) assumption that his other four is {{Hy|4}}. After Cathy discards {{Hg|3}}, Alice must fix the situation.<br />
<br />
{{Hr|4}} {{Hy|3}} {{Hg|5}} {{Hb|5}} {{Hw|5}}<br />
{{cardholder|Bob 🡲|cards={{Hy|2}}{{Hr|1}}{{Hw|1}}{{Hw|4|n=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hy|5}}{{Hb|4}}{{Hr|5}}{{Hr|3}} }}<br />
<br />
* Alice will give white-clue to Bob. Note that a fix clue NEVER means "play".<br />
<br />
{{Hr|4}} {{Hy|3}} {{Hg|5}} {{Hb|5}} {{Hw|5}}<br />
{{cardholder|Bob 🡲|cards={{Hy|2}}{{Hr|1}}{{Hw|1|c=}}{{Hw|4|n=|c=}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hy|5}}{{Hb|4}}{{Hr|5}}{{Hr|3}} }}<br />
}}<br />
<br />
==== Bad clue ====<br />
<br />
* A clue that violates any of the assumptions.<br />
''Examples:''<br />
<br />
# ''A clue that marks {{Hr|2}} as playable (with colour) when {{Hr|1}} is not yet played on the table, or marked in someone's hand.''<br />
# ''A clue that marks known trash or potentially duplicate cards, such as '''4'''s-clue when your hand could have a copy of that '''4'''.''<br />
<br />
* A clue that marks zero new cards.<br />
<br />
''Example:''<br />
<br />
''A common beginner mistake is to rush a saved card into play by re-cluing it. You should wait until the next playable card is drawn, and then clue that card to "prompt" the saved card.)''<br />
<br />
=== Finesse convention ===<br />
<br />
Players assume:<br />
* Standard convention<br />
* Play clues may also include the '''newest, unmarked''' cards in every hand.<br />
<br />
{{infoBoxes3 |maxWidth=650<br />
|title1=Finesse example<br />
|body1={{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}<br />
{{cardholder|Bob 🡲|cards={{Hb|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|2}}{{Hg|2}} }}<br />
<br />
* Alice to Cathy: this card is blue.<br />
<br />
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}<br />
{{cardholder|Bob 🡲|cards={{Hb|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|2|c=}}{{Hg|2}} }}<br />
<br />
* Cathy now knows her marked card {{Hb|2}} is playable.<br />
* Bob knows that Cathy will bomb her {{Hb|2}} as {{Hb|1}} unless a {{Hb|1}} is played first.<br />
* Bob does not see the connecting {{Hb|1}}, so assumes he has to play it now.<br />
* Bob does not have a marked card that could be {{Hb|1}}, so Bob '''blind plays his newest unmarked card'''.<br />
* {{Hb|1}} successfully plays.<br />
<br />
|title2=Reversed finesse example<br />
|body2={{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}<br />
{{cardholder|Bob 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|2}}{{Hg|2}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hb|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}<br />
<br />
* Alice to Bob: this card is blue.<br />
<br />
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}<br />
{{cardholder|Bob 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|2|c=}}{{Hg|2}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hb|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}<br />
<br />
* Bob now knows his marked {{Hb|2}} is playable.<br />
* Bob sees the newest, unmarked card in Cathy's hand is of the same colour '''and''' playable now. Bob assumes it is a finesse with the players in reversed order and his blue card is {{Hb|2}}.<br />
<br />
|title3=Bluff example<br />
|body3=<br />
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}<br />
{{cardholder|Bob 🡲|cards={{Hw|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|2}}{{Hg|2}} }}<br />
<br />
* Alice to Cathy: this card is blue.<br />
<br />
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}<br />
{{cardholder|Bob 🡲|cards={{Hw|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}<br />
{{cardholder|Cathy 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|2|c=}}{{Hg|2}} }}<br />
<br />
* Cathy now knows her marked card {{Hb|2}} is playable.<br />
* Bob does not see the connecting {{Hb|1}}, so assumes he has to play it now.<br />
* Bob does not have a marked card that could be {{Hb|1}}, so Bob '''blind plays his newest unmarked card'''.<br />
* {{Hw|1}} successfully plays and the bluff is revealed.<br />
* Before Bob played, Cathy thought her marked card was {{Hb|1}}.<br />
* After Bob plays, Cathy knows her marked card is another valuable blue card.<br />
All conventions interpret Cathy's card as a valuable, not-yet-playable blue card.<br />
<br />
Some interpretations are more stringent, also must be a ''1-away-from-playable'' {{Hb|2}}.<br />
}}<br />
<br />
=== Marked card discard ===<br />
<br />
If a non-trash marked card is discarded it means:<br />
* A copy of that card is already marked in someone else's hand (''sarcastic discard''); or<br />
* A copy of that card must be marked in a future save clue (use with caution); or<br />
* An unmarked copy of that card is playable (''gentleman's discard'')<br />
<br />
=== Definitions ===<br />
<br />
<div style="columns:20rem auto;column-gap:2rem;"><br />
==== <span style="color:{{r}};font:700 larger cursive;">Basic</span> ====<br />
<br />
'''Convention''': Agreed set of clue, play and discard interpretations. ''e.g. a number clue that marks the chop card should be interpreted as a unique card save (if there is a unique card of that number).''<br />
<br />
'''Strategy''': Plan to achieve the highest score. ''e.g. to mark first copies of cards.''<br />
<br />
'''Marked''': A card touched by a clue.<br />
<br />
'''Focus''': The target card of a clue.<br />
<br />
'''Play clue''': Clue that marks a focused card to play.<br />
<br />
'''Playable''': A card that can be marked by a play clue.<br />
<br />
'''Trash''': A card that can never be played successfully.<br />
<br />
'''Bomb''': A play that causes a misfire.<br />
<br />
'''Draw''': The newest card in a hand.<br />
<br />
'''Chop''': The oldest, unmarked card in a hand.<br />
<br />
'''Unique''': The last remaining card of its rank and colour (that can be played successfully at some point).<br />
<br />
'''Save''': A (number) clue that marks a chop card to prevent discard.<br />
<br />
'''Prompt''': A play clue that causes connecting marked card(s) to play.<br />
<br />
==== ''<span style="color:{{g}};font:700 larger cursive;">Intermediate</span>'' ====<br />
<br />
'''Good Touch Principle''': All marked cards will eventually be played.<br />
<br />
'''Splash''': Additional new colour or rank information of cards that are not the focus.<br />
<br />
'''Locked''': A hand with all cards marked without any plays.<br />
<br />
'''Reclue''': A repeated clue that causes marked card(s) to play.<br />
<br />
'''Fix clue''': Follow-up clue required to change the focus of a play clue (and prevent a misfire).<br />
<br />
'''Discard clue''': Clue that marks trash card(s) to be discarded (to prevent a misfire or unwanted discard).<br />
<br />
'''Stall clue''': A clue given to avoid discarding.<br />
<br />
'''Finesse''': A play clue that causes connecting unmarked card(s) to play.<br />
<br />
'''Bluff''': A play clue that causes a non-connecting unmarked card to play immediately.<br />
<br />
'''Bluff seat''': The player directly before the player who is bluffed.<br />
<br />
'''Bottom-decked''': When the remaining copy of a playable card is too near the bottom of the deck to achieve a perfect score.<br />
<br />
'''Early save''': A save clue with a known playable card in the same hand, or does not mark the chop card¹. ''i.e. a play clue.''<br />
<br />
'''Double save''': Two consecutive saves in the same hand.<br />
<br />
'''Double discard''': Two consecutive players discard copies of the same chop card, resulting in a unique discard. ''A special problem, since, to each of the consecutive players, a number clue that marks their chop card does not look like a save clue (and therefore looks like a play clue).''<br />
<br />
'''Sarcastic discard''': Discard of a duplicate marked copy of a card in another hand.<br />
<br />
'''Skip''' / '''steal''': When a player gives a clue that could have been given by one of the skipped players.<br />
<br />
'''Scream discard''': An unexpected discard to save a unique card in another hand.<br />
<br />
==== ''<span style="color:{{m}};font:700 larger cursive;">Advanced</span>'' ====<br />
<br />
'''Long finesse''': A finesse of three or more cards lasting more than one complete round.<br />
<br />
'''Layered finesse''': A finesse with unrelated playable card(s) in front of the target card(s).<br />
<br />
'''Scream play''': An unexpected chop play to save a unique card in another hand.<br />
<br />
'''Clued misplay''': A play clue that causes a misfire to prevent a unique discard in the same hand.<br />
<br />
'''Positional misplay''': An unexpected play that marks the same slot position in another hand to play immediately.<br />
<br />
'''Gentleman's discard''': Discard of a playable card to play an unmarked copy in another hand.<br />
<br />
'''Play refusal''': Instead of playing, a player clues or discards their '''chop'''.<br />
<br />
'''Hesitation play''': After a play refusal of a playable card, another player may be able to blind play an unmarked card.<br />
<br />
'''Generation discard''': An unexpected discard to gain {{Hclue|1}}.<br />
<br />
</div><br />
<br />
== Options ==<br />
<br />
=== Colors ===<br />
<br />
==== Normal: 5 colors ====<br />
<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|+50 cards<br />
!Red (r)<br />
|{{Hr|1}}{{Hr|1}}{{Hr|1}}<br />
|{{Hr|2}}{{Hr|2}}<br />
|{{Hr|3}}{{Hr|3}}<br />
|{{Hr|4}}{{Hr|4}}<br />
|{{Hr|5}}<br />
|-<br />
!Yellow (y)<br />
|{{Hy|1}}{{Hy|1}}{{Hy|1}}<br />
|{{Hy|2}}{{Hy|2}}<br />
|{{Hy|3}}{{Hy|3}}<br />
|{{Hy|4}}{{Hy|4}}<br />
|{{Hy|5}}<br />
|-<br />
!Green (g)<br />
|{{Hg|1}}{{Hg|1}}{{Hg|1}}<br />
|{{Hg|2}}{{Hg|2}}<br />
|{{Hg|3}}{{Hg|3}}<br />
|{{Hg|4}}{{Hg|4}}<br />
|{{Hg|5}}<br />
|-<br />
!Blue (b)<br />
|{{Hb|1}}{{Hb|1}}{{Hb|1}}<br />
|{{Hb|2}}{{Hb|2}}<br />
|{{Hb|3}}{{Hb|3}}<br />
|{{Hb|4}}{{Hb|4}}<br />
|{{Hb|5}}<br />
|-<br />
!White (w)<br />
|{{Hw|1}}{{Hw|1}}{{Hw|1}}<br />
|{{Hw|2}}{{Hw|2}}<br />
|{{Hw|3}}{{Hw|3}}<br />
|{{Hw|4}}{{Hw|4}}<br />
|{{Hw|5}}<br />
|}<br />
<br />
==== Tricky: 6th color (10 cards) ====<br />
<br />
* These cards are marked by a separate ''multicolour'' clue.<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|++10 cards<br />
!Multicolour (m)<br />
|{{Hm|1}}{{Hm|1}}{{Hm|1}}<br />
|{{Hm|2}}{{Hm|2}}<br />
|{{Hm|3}}{{Hm|3}}<br />
|{{Hm|4}}{{Hm|4}}<br />
|{{Hm|5}}<br />
|}<br />
<br />
==== Difficult: 6th color (5 cards) ====<br />
<br />
* These cards are marked by a separate ''multicolour'' clue.<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|++5 cards<br />
!Multicolour (m)<br />
|{{Hm|1}}<br />
|{{Hm|2}}<br />
|{{Hm|3}}<br />
|{{Hm|4}}<br />
|{{Hm|5}}<br />
|}<br />
<br />
==== Avalanche of Colors: Multicolor (10 multicolor) ====<br />
<br />
* These cards are marked by '''any colour clue'''.<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|++10 cards<br />
!Multicolour (m)<br />
|{{Hm|1}}{{Hm|1}}{{Hm|1}}<br />
|{{Hm|2}}{{Hm|2}}<br />
|{{Hm|3}}{{Hm|3}}<br />
|{{Hm|4}}{{Hm|4}}<br />
|{{Hm|5}}<br />
|}<br />
<br />
=== Black Powder ===<br />
<br />
* Clues cannot be given for the colour black.<br />
* Black cards must be played in '''reverse order''' 5 ⇨ 4 ⇨ 3 ⇨ 2 ⇨ 1.<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|++10 cards<br />
!Black Powder (p/k)<br />
|{{Hk|5}}{{Hk|5}}{{Hk|5}}<br />
|{{Hk|4}}{{Hk|4}}<br />
|{{Hk|3}}{{Hk|3}}<br />
|{{Hk|2}}{{Hk|2}}<br />
|{{Hk|1}}<br />
|}<br />
<br />
=== 5 flamboyants ===<br />
<br />
After playing the last card of a colour, randomly draw a bonus card and apply its effect:<br />
# Gain {{Hclue|1|size=1.2}}<br />
# Gain {{Hclue|1|size=1.2}} and recover a life.<br />
# Give a colour clue.<br />
# Give a number clue.<br />
# Shuffle a discarded card into the deck ''(optional)''.<br />
# Play a discarded card ''(optional)''.<br />
<br />
=== Convention used ===<br />
<br />
{|class="wikitable" style="width:auto;" border="2"<br />
!Name<br />
!Summary<br />
!References<br />
|-<br />
|'''Standard'''<br />
|BGA convention without blind-plays.<br />
|Standard convention above<br />
<br />
[https://docs.google.com/document/d/1VzgN6WoeYwh5NYtHECzUNZqFvpVcg-EdObU-YNMlyhc Hanabi "reference" for bga]<br />
|-<br />
|'''Finesse'''<br />
|BGA convention with blind-plays.<br />
|Finesse convention above<br />
<br />
[https://docs.google.com/document/d/1VzgN6WoeYwh5NYtHECzUNZqFvpVcg-EdObU-YNMlyhc Hanabi "reference" for bga]<br />
|-<br />
|'''Hat-guessing'''<br />
|Clues relate to slot position, not the cards marked.<br />
|[https://github.com/hanabi/hanabi.github.io/blob/main/misc/hat-guessing.md H-Group]<br />
<br />
[https://github.com/fpvandoorn/hanabi/blob/master/doc_hat_player.md Robert Kaspar]<br />
<br />
[https://github.com/hanabi/hanabi.github.io/blob/main/misc/empty-clues.md H-Group empty clues]<br />
|-<br />
|'''Logical Leftism'''<br />
|No convention, just logic.<br />
|[http://hanabilogic.eklablog.com/basics-level-1-a117610126 hanabi logic]<br />
|-<br />
|'''Closest Friend'''<br />
|Clue interpretation depends on which player gave the clue.<br />
|[https://github.com/hanabi/hanabi.github.io/blob/main/pdf/newest-friend.pdf H-Group]<br />
|-<br />
|'''Secret convention'''<br />
|Each player randomly selects a secret '''[https://perchance.org/e6dtm5lj3r restriction]'''.<br />
|[https://boardgamearena.com/forum/viewtopic.php?t=26863 Secret variant]<br />
<br />
[https://boardgamearena.com/forum/viewtopic.php?p=71264#p71264 Secret hanabi restriction]<br />
|-<br />
|'''Conventional Leftism'''<br />
|Same as Standard.<br />
|[http://hanabilogic.eklablog.com/no-conventional-leftism-a117757604 hanabi logic]<br />
[https://docs.google.com/document/d/1sz3if8-9JJDAcbvdi3MHEAv9L5ljyHHnTSEACKk5RUY/edit#heading=h.q88fl7o62h8c Postmans]<br />
|-<br />
|'''Chop-focus'''<br />
|The focus of a clue that marks a chop card is always the chop card.<br />
|[https://hanabi.github.io/docs/beginner/single-card-focus#determining-the-focus-4-steps H-Group]<br />
|}<br />
<br />
=== Preset deck ===<br />
<br />
Preset decks are useful for comparing teams/conventions using the same deck:<br />
* No (cards are shuffled)<br />
* Preset deck #1 of the day<br />
* Preset deck #2 of the day<br />
* Preset deck #3 of the day<br />
* Preset deck #4 of the day<br />
* Preset deck #5 of the day<br />
Preset decks are changed at [https://boardgamearena.com/forum/viewtopic.php?p=48600#p48600 0:00 (?)] UTC<br />
<br />
=== Unofficial variant ===<br />
<br />
{|class="wikitable" style="width:auto;" border="2"<br />
|+Deal<br />
!# Players<br />
!2<br />
!3<br />
!4<br />
!5<br />
|-<br />
!# Cards<br />
|'''6'''<br />
|5<br />
|4<br />
|'''3'''<br />
|}<br />
<br />
== ELO rating ==<br />
<br />
'''[https://forum.boardgamearena.com/viewtopic.php?t=33785 Rating is visibly hidden around tables]''' (apart from the setup screen i.e. where players accept to start the game).<br />
<br />
The 7 distinct ELO skill levels replace the ELO number: {{Beginner}} {{Apprentice}} {{Average}} {{Good}} {{Strong}} {{Expert}} {{Master}}.<br />
<br />
# '''''Hanabot''''''s ELO is generated from:<br />
#* Final score¹<br />
#* Average team ELO<br />
#* Colour option²<br />
# ELO change is calculated as if tied with Hanabot³.<br />
<br />
'''''[https://forum.boardgamearena.com/viewtopic.php?f=3&t=4814 Hanabots' ELO ratings]''' were set by an experienced player - i.e. ratings are not random or simply proportional to score or players' ELO.''<br />
<br />
¹''Hanabot's ELO = 0 with scores < 18 (5 colours) and < 21 (6 colours).''<br />
<br />
²''+5 card multicolor option is unrated (too dependent on draw to reflect skill).''<br />
<br />
³''ELO change with a perfect score is calculated as if Hanabot lost.''<br />
<br />
== Cheating ==<br />
<br />
* Players can cheat at Hanabi by sharing information via the chat user interface. This is why ranking has been disabled for this game.<br />
<br />
[[Category:Card games]]</div>HanabiGrandMasterhttps://en.doc.boardgamearena.com/index.php?title=Gamehelphanabi&diff=12329Gamehelphanabi2022-03-18T08:17:12Z<p>HanabiGrandMaster: Undo revision 12156 by Silene (talk)</p>
<hr />
<div>[[Category:Card games]]<br />
For tips on how to play hanabi, see <b>[[Tips_hanabi]]</b><br />
== Introduction ==<br />
<br />
* Hanabi is a cooperative game. Your goal, as a team, is to build a fabulous fireworks show.<br />
* You do this by playing the cards in the correct order.<br />
* However, you cannot see your own cards; you can only see the cards of your team mates.<br />
<br />
==== Final Score Ratings ====<br />
<br />
{| class="wikitable"<br />
|-<br />
!Points<br />
!Overall impression<br />
|-<br />
|5 or less<br />
|horrible, booed by the crowd...<br />
|-<br />
|6-10<br />
|mediocre, just a spattering of applause.<br />
|-<br />
|11-15<br />
|honourable, but will not be remembered for very long...<br />
|-<br />
|16-20<br />
|excellent, crowd pleasing.<br />
|-<br />
|21-24<br />
|amazing, will be remembered for a very long time!<br />
|-<br />
|25<br />
|legendary, everyone left speechless, stars in their eyes<br />
|}<br />
<br />
== Card distribution ==<br />
<br />
* In a game of Hanabi on '''normal difficulty''', the deck contains 50 cards.<br />
* Each card has exactly one colour: either Red, Yellow, Green, Blue, or White.<br />
<br />
There are 10 cards in each colour:<br />
* three 1s<br />
* two 2s<br />
* two 3s<br />
* two 4s<br />
* one 5<br />
<br />
=== Multicolour cards ===<br />
<br />
* There are three variants that add a 6th colour: the multicolour.<br />
* There are three difficulties:<br />
<br />
==== Tricky ====<br />
<br />
* Adds 10 multicolour cards to the normal game.<br />
* These cards get marked by a separate multicolour clue.<br />
<br />
==== Hard ====<br />
<br />
* '''5''' multicolour cards to the normal game: one of each number.<br />
* These cards get marked by a separate multicolour clue.<br />
<br />
==== Very Difficult ====<br />
<br />
* Adds 10 multicolour cards to the normal game.<br />
* These cards get marked by ANY colour clue.<br />
<br />
== Game play ==<br />
<br />
* You each take turns.<br />
* During a turn, a player may take one (1) of three actions.<br />
* After your action, the turn ends and it is the next player's turn.<br />
* The game can end in several ways:<br />
*# All cards have been drawn from the deck. After this happens, everybody gets 1 more turn. The game ends with the score at the last turn.<br />
*# Your team played all possible cards. In this case, the game ends immediately and you receive the maximum possible score.<br />
*# Your team made three mistakes that caused misfires. In this case, you lose the game and get negative ten (-10) points.<br />
*# Your team 'abandons' the game. Although discouraged, you receive zero (0) points.<br />
<br />
== Turn ==<br />
<br />
* During your turn, you have one (1) action.<br />
* You can choose to do one of the following:<br />
<br />
==== Give a colour or number clue to a teammate ====<br />
<br />
* This costs one clue-token (-1).<br />
* You cannot give a clue if there are zero (0) clue-tokens left.<br />
* When you give a clue, you must indicate '''all''' cards of a certain colour, or '''all''' cards of a certain number.<br />
<br />
==== Play a card ====<br />
<br />
* When a card is played, it is evaluated.<br />
* If the card fits in one of sequences, it is placed in the appropriate colour stack on the table.<br />
* If it does not fit, it is placed in the discard pile and the team gets a misfire-token.<br />
* Then draw a new card.<br />
<br />
==== Discard a card ====<br />
<br />
* When you discard, the card is placed in the discard pile and you get a clue-token (+1).<br />
* ''Note:'' cards on the discard pile are out of the game and can never return.<br />
* Then draw a new card.<br />
<br />
== Options ==<br />
<br />
=== Black Powder ===<br />
<br />
* You may not give clues regarding the colour black.<br />
* Black cards must be played in reverse order, from 5 to 1.<br />
* In the deck there are three black 5s, two black 4s, two black 3s, two black 2s, and one black 1.<br />
<br />
=== Five Flamboyants ===<br />
<br />
After playing the last card of a colour, randomly select one of the following bonuses for immediate use:<br />
* Gain a clue token.<br />
* Gain a clue token and recover a life.<br />
* Give a clue regarding a colour.<br />
* Give a clue regarding a number.<br />
* Shuffle a discarded card into the deck.<br />
* Play a discarded card, if possible.<br />
<br />
== Lingo ==<br />
<br />
When you play with others, certain words are used to describe certain objects or situations. Here is a short list.<br />
<br />
;Marked: A card that is highlighted by a clue.<br />
;Unmarked: A card that is not clued.<br />
;chop: The oldest, unmarked card. The card that you have no information on and will chop from your hand.<br />
;draw: The newest, unmarked card. The card that you have no information on and was freshly drawn.<br />
;To bomb: A play that causes the third misfire-token. Sometimes called '''explosion'''<br />
;Unique: A card that has no copy (left) in the deck.<br />
;Double discard: When consecutive players have the same card on chop. A special problem, since, to each of the consecutive players, a number to chop does not look like a unique save.<br />
;Twin chop: 2 consecutive players have the same card on chop. Same as Double discard<br />
;Double save: When a player has two consecutive unique cards, requiring consecutive save clues.<br />
;Strategy: A set of rules / guidelines / conventions on how to interpret actions by players (including spending of clue-tokens).<br />
<br />
== ELO rating ==<br />
<br />
* If you are playing with ELO rating on, your ELO may be changed at the end of the game.<br />
* Here is how it works:<br />
*# Every player on the team is temporarily considered as having the average ELO rating of the team.<br />
*# The system will generate a bot associated with the score your team has achieved (let’s call it '''''Hanabot''''').<br />
*#* Hanabot’s ELO rating depends on the variant you are playing (50 cards, 60 cards, 60 cards multicolour), the number of players on the team and, most importantly, your team's score.<br />
*#* All Hanabot’s ELO ratings have been set by an experienced player, they are not random or simply proportional to the score/number of players.<br />
*# Your team (actually your team's average ELO) will now compete against Hanabot.<br />
*#* The system will calculate your team’s ELO gain/loss as though your team had tied with Hanabot.<br />
*#* If your score is below 18 (50-card game) or below 21 (60-card game), Hanabot's ELO is always 1000.<br />
<br />
* You can find <b>[http://forum.boardgamearena.com/viewtopic.php?f=3&t=4814 all bots' ELO ratings here]</b><br />
* The 55-card variant (50 cards + 1 of each value in the sixth color) cannot be played with ELO rating on.<br />
** This is because this variant is highly dependent on draw and a team’s score may not always reflect the players’ skills.<br />
* If you achieve the perfect score and this should cost you ELO points, you will be considered as having beaten the bot associated with the score, so that you lose no ELO points.<br />
* To be confirmed: I think the ELO-system has had an overhaul.<br />
<br />
== About "cheating" ==<br />
<br />
* In the "real life Hanabi", you can talk. That's why we chose to let the chat open for the online version.<br />
<br />
* As a consequence, it is very easy to cheat at Hanabi.<br />
** However, as you can imagine, cheating is very stupid and has no interest... except for ELO boosting.<br />
** This is why there is no international ranking for this game (ie: best player, second best player) and no trophies associated to it.<br />
<br />
* Abandoning: Another method of cheating is to deliberately avoid finishing games that would cause ELO to drop.<br />
** While some argue that games become "boring" once 30 becomes impossible, it is rarely the case that games are abandoned on 29 points while waiting for the final 5 to be drawn.<br />
<br />
== Conventions ==<br />
* If you want to play "full information" style, meaning that you wait until you know both the colour and number of a card before you play it, you will likely be short on clue-tokens in >99% of the decks.<br />
* The logical conclusion is, that you cannot play a full information style game, and the team must agree on some sort of convention.<br />
** Meaning: a certain amount of meta-information is assigned to the clues.<br />
<br />
* Many players have different kinds of conventions. (Please note that not all conventions are added to the BGA list. Please respect the convention the table creator wants to play.)<br />
<br />
* When different players in the same team assign different meta-information to the same clue, the game becomes unplayable.<br />
** This is why the BGA table-settings give the option to set a table convention since the end of 2020.<br />
** Please see this <b>[https://boardgamearena.com/forum/viewtopic.php?f=102&t=18031 post]</b> started by [https://boardgamearena.com/player?id=84207926 Romain672].<br />
* Ideally, all players adhere to the convention, to avoid miscommunication.<br />
<br />
* Below, the meta-information of several conventions is explained.<br />
* In the examples, colours are indicated by their first letter:<br />
R - Red - <span style="background:red">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
Y - Yellow - <span style="background:yellow">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
G - Green - <span style="background:lime">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
B - Blue - <span style="background:blue">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
W - White - <span style="border:1px; border-style:solid; border-colour:black">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
M - Multi-colour - <span style="border:1px; border-style:solid; border-colour:black"><span style="background:red">&nbsp;</span><span style="background:yellow">&nbsp;</span><span style="background:lime">&nbsp;</span><span style="background:blue">&nbsp;</span>&nbsp;</span>,<br />
P - black Powder - <span style="background:black">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>.<br />
K - blacK powder - <span style="background:black">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>.<br />
* ''For example:'' Y2 means the card with number 2 and colour yellow.<br />
* For Black, you might see P or K (P for Powder, K for blacK which is played in reverse)<br />
<br />
=== Standard convention ===<br />
<br />
*You can assume the following meta-information:<br />
** Every card that gets marked, will be playable at some point.<br />
** A card marked with a number, can be played when all "number-1" cards are played.<br />
*** ''This is usually explained as: number-clues mean that these cards should be saved and played later on in the game.''<br />
*** ''It is custom to play saved cards from oldest to newest.'' (Since a number-clue is often used to save a card from being discarded, the oldest card is the most valuable and should be played first.)<br />
** A colour-clue means that the newest, previously unmarked card, is the next playable card in the sequence.<br />
** The oldest, unmarked card is safe to discard.<br />
*** ''Obviously, if a player has a card that they are sure they will never be able to play, for example a card on which is marked as blue when the blue pile has already been completed, such card must be discarded in priority.''<br />
<br />
* Clues you should avoid giving (bad clues):<br />
** Giving a clue that marks 0 new cards.<br />
** Give a clue that tells a lie (does not conform to the meta-information above).<br />
** As a special remark: Since every marked card is assumed playable, you shouldn't mark useless, or duplicate cards. So if you have a saved 4, you are forbidden from marking 4s, unless you are sure you are not holding a copy of that 4.<br />
* Sometimes, a "bad" clue can't be avoided.<br />
** ''For example:'' when you need to save a unique 3 (using a number-clue) to avoid it being discarded, but you also accidentally mark a useless card.<br />
** Or if you are forced to give a colour-clue from a flamboyant, and you use it to mark 0 new cards.<br />
* When a lie has been told, it needs to be corrected.<br />
* A correction-clue can never mean "play", it can only mean "discard".<br />
<br />
==== Example 1 ====<br />
<br />
new -> old<br />
P1: R1, Y1, G1, B1, W1<br />
P2: R2, Y4, R3, B3, G'''5'''<br />
P3: G4, Y1, R4, Y3, Y2<br />
<br />
Table: R1, Y5, G1, B3, W4<br />
<br />
* It's P1's turn, and P2 knows his oldest card is 5.<br />
* P1 will give R-clue to P2.<br />
* This will tell P2, that the newest card is the next playable in the sequence (so must be R2), and that the other red can be R3, R4, or R5 (because it must be playable at some later point in the game).<br />
<br />
==== Example 2 ====<br />
<br />
new -> old<br />
P1: R1, Y1, G1, B1, W1<br />
P2: W5, Y4, '''R'''3, B3, G'''5'''<br />
P3: W2, G4, Y1, R4, Y3<br />
<br />
Table: R2, Y5, G1, B3, W4<br />
<br />
* It is P1's turn again, and P2 knows his oldest card is 5, and his middle card is R.<br />
* P1 will give R-clue to P3.<br />
* This will tell P3, that his middle card is the next playable in the sequence (so must be R4, because R3 is already marked).<br />
* This will give P2 the meta-information that his saved red card, is R3.<br />
** ''This particular move is sometimes called prompting, and is a common way to allow a card that is saved by colour to get played without re-cluing it.''<br />
<br />
==== Example 3 ====<br />
<br />
new -> old<br />
P1: R1, Y1, G1, B1, W1<br />
P2: R3, Y4, R'''2''', B3, G5<br />
P3: G4, Y1, R4, Y3, Y2<br />
<br />
Table: R1, Y5, G0, B3, W4<br />
<br />
* It is P1's turn, and P2 knows his middle card is 2.<br />
* P1 will give R-clue to P2.<br />
* This will tell P2 that his newest card is the next playable in the sequence (so must be R3, because R2 is now visible with 100% information).<br />
<br />
=== Finesse ===<br />
<br />
* Finesse builds on the standard convention (making it a bit more complex).<br />
* In the finesse convention, the timing of the clue gives you extra information.<br />
* You can assume the following meta-information:<br />
** Every card that gets marked, will be playable at some point.<br />
** If the oldest, unmarked card gets marked with a number-clue, then the clue meant "save this/these card(s)". (It is custom to play saved cards from oldest to newest when appropriate.)<br />
** A clue that doesn't mark the oldest card, means that the newest, previously unmarked card, is the next playable card in the sequence.<br />
** The oldest, unmarked card is safe to discard unless that player is busy by having a "known" play.<br />
*** ''Obviously, if a player has a card that they are sure they will never be able to play, for example a card on which is marked as blue when the blue and multicolor piles have already been completed, such card must be discarded in priority.''<br />
** If a marked card gets discarded it means:<br />
*** The copy of that card is already marked in someone else's hand, and the discarding player is the first to realize this; or<br />
*** The copy of that card MUST be marked in a future clue (because a save-clue will be given that will mark the copy card as collateral).<br />
<br />
==== Meaning of skipping a player / stealing clues in Finesse convention ====<br />
* There are different approaches among finesse-convention-players about who should clue whom. So this section will be devided into sub-sections. The order does not say anything about which approach is more common on BGA. There are a lot of players following each idea. <br />
* As of now, there is no way of saying which approach is "right" or "better". Of course it is important for success, that in a game, the group of players follows the same idea. If they get mixed, it will most likely result in bombs. If that happens, it does not mean, the other player is "bad" - it merely means, they follow a different idea. So you can only try to find a common ground for the next game or play with another group next time.<br />
* The text within the sections are written by people who follow the idea.<br />
<br />
===== a) Skipping / stealing should be avoided =====<br />
* If more than 1 person are able to give the same clue, then the last possible person should give that clue.<br />
* In finesse convention skipping (P1 clues P3, instead of P2; then P2 is skipped) means either:<br />
*# The skipped player is forbidden from giving that clue; or<br />
*# The skipped player has something to play.<br />
<br />
===== b) Skipping / stealing is for discard-management =====<br />
This style is one way of applying finesse convention. Since the primary assumption is that your CHOP is safe to discard, it might still be that said card is a nice-to-have like a non-unique 2 or 3 that is not yet playable. without knowing your chop card, it is good to handle each-other's chop situation by preferrably letting players with definitely useless chop-cards discard rather than discarding your own unknown card.<br />
Skipping/stealing is a term that is often used for a situation, where giving a clue is not left for the last possible player to do. For example - player A saves a card on chop of player C, potentially leaving player B without a known play or a useful/necessary clue to give. Skipping players is a useful move give other players the time to play other cards or discardd.<br />
<br />
When getting skipped without having a play or useful option to clue, it most likely means that your chop card is not very useful. These are valid reasons for skipping you:<br />
* Your chop-card is trash (a copy of the card is already played/marked)<br />
* Your chop-card is redundant: Another copy of it is on another player's (or your own) hand as well<br />
* You might still have something nice on chop, but the player sitting before already received information that their chop might be something very good (from earlier discard-behaviour like NOT being skipped over by the player sitting before them on earlier turns) and they are reluctant to discard for that reason.<br />
* The clue given is a play-clue for a card that might be in your hand so you couldn't know whether you want the other card or not. The player skipping you knows that you want it and therefore takes away the decision.<br />
<br />
This approach sacrifices some saving-clue-tokens option (that might be achieved on a stricter dogma about who should clue whom) in order to be able to keep nice cards in the game for longer and discard useless cards instead and by that often get those cards played before they would be discarded.<br />
* This convention is better for players, who play efficient enough to rarely struggle with clue-shortness and can therefore afford being more careful about not losing first copies.<br />
* If a group often struggles with clue-shortness then skipping-dogma (as proposed by other conventions) might as well improve their overall results. If the problem for not achieving 30 points usually isn't clue-shortness but getting bottom-decked (or heavily delayed from losing earlier a card that could be played now), then results can get better with this discard-management convention.<br />
<br />
Planning ahead is a vital aspect of the game. By carefully deciding on who to let clue and whom to skip, it is often possible to <br />
* avoid twin-chops before they become an issue<br />
* avoid not having enough clue tokens to save all necessary cards<br />
* get the discard you were waiting for (when a player has 2 copies of the same playable card and you want them to discard before clueing it)<br />
<br />
==== Clues you should avoid giving (bad clues) ====<br />
<br />
* As a special remark: don't mark useless, or duplicate cards. So if you have a saved 4, you are forbidden from marking 4s, unless you are sure you are not holding a copy of that<br />
<br />
==== Special interpretation for play-clues ====<br />
<br />
* When receiving a clue for the "next playable card in the sequence", the linking cards are not limited to already marked cards (like in standard convention).<br />
* The newest, unmarked cards in every player's hand should be considered as well.<br />
<br />
====== Example ======<br />
<br />
new -> old<br />
P1: ??, ??, ??, ??, ??<br />
P2: B1, Y5, B3, W1, W2<br />
P3: R5, R2, B2, G2, Y2<br />
<br />
Table: R0, Y0, G0, B0, W0<br />
<br />
* P1 gives B-clue to P3.<br />
* This gives the information that B2 is the next playable card in the sequence, and that P2 is either not allowed to give B-clue, or has something to play.<br />
* Since P2 has no marked cards, he was not blocked from giving B-clue, so he must have something to play.<br />
* This something, must be the missing link (B1, to enable B2) that makes B2 the next playable card.<br />
* Since there is no logical (marked) card that could be B1, P2 must assume his newest, unmarked card is B1 and blind-plays this card.<br />
<br />
===== Example of reversed finesse =====<br />
<br />
new -> old<br />
P1: ??, ??, ??, ??, ??<br />
P2: R5, R2, B2, G2, Y2<br />
P3: B1, Y5, B3, W1, W2<br />
<br />
Table: R0, Y0, G0, B0, W0<br />
<br />
* P1 gives B-clue to P2.<br />
* This gives the information that B2 is the next playable card in the sequence.<br />
* P2 sees that the newest, unmarked card in the hand of P3 is of the same colour (blue) '''and''' playable now. P2 concludes it is a finesse, with the players in reversed order, so his blue card must be B2.<br />
<br />
===== Example of a bluff =====<br />
<br />
new -> old<br />
P1: ??, ??, ??, ??, ??<br />
P2: W1, Y5, B3, W1, W2<br />
P3: R5, R2, B2, G2, Y2<br />
<br />
Table: R0, Y0, G0, B0, W0<br />
<br />
* P1 gives B-clue to P3.<br />
* This gives the information that B2 is the next playable card in the sequence, and that P2 is either not allowed to give B-clue, or has something to play.<br />
* Since P2 has no marked cards, he was not blocked from giving B-clue, so he must have something to play.<br />
* This something, must be the missing link (B1, to enable B2) that makes B2 the next playable card.<br />
* Since there is no logical (marked) card that could be B1, P2 must assume his newest, unmarked card is B1 and blind-plays this card.<br />
* However, at this point the "lie" is revealed (because the colour of the played card does '''not''' match the colour of the finesse-clue).<br />
* The blind-played card is '''not''' B1, but W1. P3, up to this point, was thinking he had B1.<br />
* The blind-play of P2 gives him extra information: his blue card is in fact B2.<br />
<br />
=== Hat-guessing ===<br />
<br />
* [https://github.com/hanabi/hanabi.github.io/blob/main/misc/hat-guessing.md Github hat-guessing]<br />
<br />
=== Logical Leftism ===<br />
<br />
* [http://hanabilogic.eklablog.com/basics-level-1-a117610126 Hanabi Logic basics-level-1]<br />
* [http://hanabilogic.eklablog.com/-a163408102 Hanabi Logic logical-leftism-in-a-nutshell]<br />
<br />
=== Closest Friend ===<br />
<br />
* TODO<br />
<br />
=== Secret convention ===<br />
<br />
* TODO<br />
<br />
=== Conventional Leftism ===<br />
<br />
* [http://hanabilogic.eklablog.com/ll-vs-cl-the-differences-a132077536 Hanabi Logic ll-vs-cl-the-differences] gives some clues, but doesn't explain Conventional Leftism from first principles.<br />
<br />
=== Chop-focus ===<br />
<br />
* TODO<br />
<br />
== Strategy ==<br />
<br />
* In addition to the convention(s), there is also some strategy to the game.<br />
* You should '''not''' confuse strategy with convention! Strategy is '''team''' vs '''deck'''; convention is communication within the team.<br />
* A simple example of strategy is saving 2s in 2-player games.<br />
** Using number-2-clue to communicate that those cards need to be saved, is a convention.<br />
<br />
=== Examples ===<br />
<br />
* More advanced players will try to avoid losing as many "first" (non-unique) cards as possible.<br />
* It's a good strategy to keep good cards in the game as long as possible - even if they are not yet playable.<br />
** ''The other copy of that card might be far down the draw pile.''<br />
* Trying to mark at least 12 cards with the first 8 clue-tokens.<br />
** This gives 99% chance of always having enough tokens in the game.<br />
* Not using the last two clue-tokens for "single plays".<br />
** This avoids running out of clue-tokens in times when you need to save critical cards.<br />
<br />
For strategy tips, see <b>[[Tips_hanabi]]</b></div>HanabiGrandMasterhttps://en.doc.boardgamearena.com/index.php?title=Gamehelphanabi&diff=12328Gamehelphanabi2022-03-18T08:16:52Z<p>HanabiGrandMaster: Undo revision 12157 by Silene (talk)</p>
<hr />
<div>[[Category:Card games]]<br />
For tips on how to play hanabi, see <b>[[Tips_hanabi]]</b><br />
== Introduction ==<br />
<br />
* Hanabi is a cooperative game. Your goal, as a team, is to build a fabulous fireworks show.<br />
* You do this by playing the cards in the correct order.<br />
* However, you cannot see your own cards; you can only see the cards of your team mates.<br />
<br />
==== Final Score Ratings ====<br />
<br />
{| class="wikitable"<br />
|-<br />
!Points<br />
!Overall impression<br />
|-<br />
|5 or less<br />
|horrible, booed by the crowd...<br />
|-<br />
|6-10<br />
|mediocre, just a spattering of applause.<br />
|-<br />
|11-15<br />
|honourable, but will not be remembered for very long...<br />
|-<br />
|16-20<br />
|excellent, crowd pleasing.<br />
|-<br />
|21-24<br />
|amazing, will be remembered for a very long time!<br />
|-<br />
|25<br />
|legendary, everyone left speechless, stars in their eyes<br />
|}<br />
<br />
== Card distribution ==<br />
<br />
* In a game of Hanabi on '''normal difficulty''', the deck contains 50 cards.<br />
* Each card has exactly one colour: either Red, Yellow, Green, Blue, or White.<br />
<br />
There are 10 cards in each colour:<br />
* three 1s<br />
* two 2s<br />
* two 3s<br />
* two 4s<br />
* one 5<br />
<br />
=== Multicolour cards ===<br />
<br />
* There are three variants that add a 6th colour: the multicolour.<br />
* There are three difficulties:<br />
<br />
==== Tricky ====<br />
<br />
* Adds 10 multicolour cards to the normal game.<br />
* These cards get marked by a separate multicolour clue.<br />
<br />
==== Hard ====<br />
<br />
* '''5''' multicolour cards to the normal game: one of each number.<br />
* These cards get marked by a separate multicolour clue.<br />
<br />
==== Very Difficult ====<br />
<br />
* Adds 10 multicolour cards to the normal game.<br />
* These cards get marked by ANY colour clue.<br />
<br />
== Game play ==<br />
<br />
* You each take turns.<br />
* During a turn, a player may take one (1) of three actions.<br />
* After your action, the turn ends and it is the next player's turn.<br />
* The game can end in several ways:<br />
*# All cards have been drawn from the deck. After this happens, everybody gets 1 more turn. The game ends with the score at the last turn.<br />
*# Your team played all possible cards. In this case, the game ends immediately and you receive the maximum possible score.<br />
*# Your team made three mistakes that caused misfires. In this case, you lose the game and get negative ten (-10) points.<br />
*# Your team 'abandons' the game. Although discouraged, you receive zero (0) points.<br />
<br />
== Turn ==<br />
<br />
* During your turn, you have one (1) action.<br />
* You can choose to do one of the following:<br />
<br />
==== Give a colour or number clue to a teammate ====<br />
<br />
* This costs one clue-token (-1).<br />
* You cannot give a clue if there are zero (0) clue-tokens left.<br />
* When you give a clue, you must indicate '''all''' cards of a certain colour, or '''all''' cards of a certain number.<br />
<br />
==== Play a card ====<br />
<br />
* When a card is played, it is evaluated.<br />
* If the card fits in one of sequences, it is placed in the appropriate colour stack on the table.<br />
* If it does not fit, it is placed in the discard pile and the team gets a misfire-token.<br />
* Then draw a new card.<br />
<br />
==== Discard a card ====<br />
<br />
* When you discard, the card is placed in the discard pile and you get a clue-token (+1).<br />
* ''Note:'' cards on the discard pile are out of the game and can never return.<br />
* Then draw a new card.<br />
<br />
== Options ==<br />
<br />
=== Black Powder ===<br />
<br />
* You may not give clues regarding the colour black.<br />
* Black cards must be played in reverse order, from 5 to 1.<br />
* In the deck there are three black 5s, two black 4s, two black 3s, two black 2s, and one black 1.<br />
<br />
=== Five Flamboyants ===<br />
<br />
After playing the last card of a colour, randomly select one of the following bonuses for immediate use:<br />
* Gain a clue token.<br />
* Gain a clue token and recover a life.<br />
* Give a clue regarding a colour.<br />
* Give a clue regarding a number.<br />
* Shuffle a discarded card into the deck.<br />
* Play a discarded card, if possible.<br />
<br />
== Lingo ==<br />
<br />
When you play with others, certain words are used to describe certain objects or situations. Here is a short list.<br />
<br />
;Marked: A card that is highlighted by a clue.<br />
;Unmarked: A card that is not clued.<br />
;chop: The oldest, unmarked card. The card that you have no information on and will chop from your hand.<br />
;draw: The newest, unmarked card. The card that you have no information on and was freshly drawn.<br />
;To bomb: A play that causes the third misfire-token. Sometimes called '''explosion'''<br />
;Unique: A card that has no copy (left) in the deck.<br />
;Double discard: When consecutive players have the same card on chop. A special problem, since, to each of the consecutive players, a number to chop does not look like a unique save.<br />
;Twin chop: 2 consecutive players have the same card on chop. Same as Double discard<br />
;Double save: When a player has two consecutive unique cards, requiring consecutive save clues.<br />
;Strategy: A set of rules / guidelines / conventions on how to interpret actions by players (including spending of clue-tokens).<br />
<br />
== ELO rating ==<br />
<br />
* If you are playing with ELO rating on, your ELO may be changed at the end of the game.<br />
* Here is how it works:<br />
*# Every player on the team is temporarily considered as having the average ELO rating of the team.<br />
*# The system will generate a bot associated with the score your team has achieved (let’s call it '''''Hanabot''''').<br />
*#* Hanabot’s ELO rating depends on the variant you are playing (50 cards, 60 cards, 60 cards multicolour), the number of players on the team and, most importantly, your team's score.<br />
*#* All Hanabot’s ELO ratings have been set by an experienced player, they are not random or simply proportional to the score/number of players.<br />
*# Your team (actually your team's average ELO) will now compete against Hanabot.<br />
*#* The system will calculate your team’s ELO gain/loss as though your team had tied with Hanabot.<br />
*#* If your score is below 18 (50-card game) or below 21 (60-card game), Hanabot's ELO is always 1000.<br />
<br />
* You can find <b>[http://forum.boardgamearena.com/viewtopic.php?f=3&t=4814 all bots' ELO ratings here]</b><br />
* The 55-card variant (50 cards + 1 of each value in the sixth color) cannot be played with ELO rating on.<br />
** This is because this variant is highly dependent on draw and a team’s score may not always reflect the players’ skills.<br />
* If you achieve the perfect score and this should cost you ELO points, you will be considered as having beaten the bot associated with the score, so that you lose no ELO points.<br />
* To be confirmed: I think the ELO-system has had an overhaul.<br />
<br />
== About "cheating" ==<br />
<br />
* In the "real life Hanabi", you can talk. That's why we chose to let the chat open for the online version.<br />
<br />
* As a consequence, it is very easy to cheat at Hanabi.<br />
** However, as you can imagine, cheating is very stupid and has no interest... except for ELO boosting.<br />
** This is why there is no international ranking for this game (ie: best player, second best player) and no trophies associated to it.<br />
<br />
* Abandoning: Another method of cheating is to deliberately avoid finishing games that would cause ELO to drop.<br />
** While some argue that games become "boring" once 30 becomes impossible, it is rarely the case that games are abandoned on 29 points while waiting for the final 5 to be drawn.<br />
<br />
== Conventions ==<br />
* If you want to play "full information" style, meaning that you wait until you know both the colour and number of a card before you play it, you will likely be short on clue-tokens in >99% of the decks.<br />
* The logical conclusion is, that you cannot play a full information style game, and the team must agree on some sort of convention.<br />
** Meaning: a certain amount of meta-information is assigned to the clues.<br />
<br />
* Many players have different kinds of conventions. (Please note that not all conventions are added to the BGA list. Please respect the convention the table creator wants to play.)<br />
<br />
* When different players in the same team assign different meta-information to the same clue, the game becomes unplayable.<br />
** This is why the BGA table-settings give the option to set a table convention since the end of 2020.<br />
** Please see this <b>[https://boardgamearena.com/forum/viewtopic.php?f=102&t=18031 post]</b> started by [https://boardgamearena.com/player?id=84207926 Romain672].<br />
* Ideally, all players adhere to the convention, to avoid miscommunication.<br />
<br />
* Below, the meta-information of several conventions is explained.<br />
* In the examples, colours are indicated by their first letter:<br />
R - Red - <span style="background:red">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
Y - Yellow - <span style="background:yellow">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
G - Green - <span style="background:lime">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
B - Blue - <span style="background:blue">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
W - White - <span style="border:1px; border-style:solid; border-colour:black">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
M - Multi-colour - <span style="border:1px; border-style:solid; border-colour:black"><span style="background:red">&nbsp;</span><span style="background:yellow">&nbsp;</span><span style="background:lime">&nbsp;</span><span style="background:blue">&nbsp;</span>&nbsp;</span>,<br />
P - black Powder - <span style="background:black">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>.<br />
K - blacK powder - <span style="background:black">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>.<br />
* ''For example:'' Y2 means the card with number 2 and colour yellow.<br />
* For Black, you might see P or K (P for Powder, K for blacK which is played in reverse)<br />
<br />
=== Standard convention ===<br />
<br />
*You can assume the following meta-information:<br />
** Every card that gets marked, will be playable at some point.<br />
** A card marked with a number, can be played when all "number-1" cards are played.<br />
*** ''This is usually explained as: number-clues mean that these cards should be saved and played later on in the game.''<br />
*** ''It is custom to play saved cards from oldest to newest.'' (Since a number-clue is often used to save a card from being discarded, the oldest card is the most valuable and should be played first.)<br />
** A colour-clue means that the newest, previously unmarked card, is the next playable card in the sequence.<br />
** The oldest, unmarked card is safe to discard.<br />
*** ''Obviously, if a player has a card that they are sure they will never be able to play, for example a card on which is marked as blue when the blue pile has already been completed, such card must be discarded in priority.''<br />
<br />
* Clues you should avoid giving (bad clues):<br />
** Giving a clue that marks 0 new cards.<br />
** Give a clue that tells a lie (does not conform to the meta-information above).<br />
** As a special remark: Since every marked card is assumed playable, you shouldn't mark useless, or duplicate cards. So if you have a saved 4, you are forbidden from marking 4s, unless you are sure you are not holding a copy of that 4.<br />
* Sometimes, a "bad" clue can't be avoided.<br />
** ''For example:'' when you need to save a unique 3 (using a number-clue) to avoid it being discarded, but you also accidentally mark a useless card.<br />
** Or if you are forced to give a colour-clue from a flamboyant, and you use it to mark 0 new cards.<br />
* When a lie has been told, it needs to be corrected.<br />
* A correction-clue can never mean "play", it can only mean "discard".<br />
<br />
==== Example 1 ====<br />
<br />
new -> old<br />
P1: R1, Y1, G1, B1, W1<br />
P2: R2, Y4, R3, B3, G'''5'''<br />
P3: G4, Y1, R4, Y3, Y2<br />
<br />
Table: R1, Y5, G1, B3, W4<br />
<br />
* It's P1's turn, and P2 knows his oldest card is 5.<br />
* P1 will give R-clue to P2.<br />
* This will tell P2, that the newest card is the next playable in the sequence (so must be R2), and that the other red can be R3, R4, or R5 (because it must be playable at some later point in the game).<br />
<br />
==== Example 2 ====<br />
<br />
new -> old<br />
P1: R1, Y1, G1, B1, W1<br />
P2: W5, Y4, '''R'''3, B3, G'''5'''<br />
P3: W2, G4, Y1, R4, Y3<br />
<br />
Table: R2, Y5, G1, B3, W4<br />
<br />
* It is P1's turn again, and P2 knows his oldest card is 5, and his middle card is R.<br />
* P1 will give R-clue to P3.<br />
* This will tell P3, that his middle card is the next playable in the sequence (so must be R4, because R3 is already marked).<br />
* This will give P2 the meta-information that his saved red card, is R3.<br />
** ''This particular move is sometimes called prompting, and is a common way to allow a card that is saved by colour to get played without re-cluing it.''<br />
<br />
==== Example 3 ====<br />
<br />
new -> old<br />
P1: R1, Y1, G1, B1, W1<br />
P2: R3, Y4, R'''2''', B3, G5<br />
P3: G4, Y1, R4, Y3, Y2<br />
<br />
Table: R1, Y5, G0, B3, W4<br />
<br />
* It is P1's turn, and P2 knows his middle card is 2.<br />
* P1 will give R-clue to P2.<br />
* This will tell P2 that his newest card is the next playable in the sequence (so must be R3, because R2 is now visible with 100% information).<br />
<br />
=== Finesse ===<br />
<br />
* Finesse builds on the standard convention (making it a bit more complex).<br />
* In the finesse convention, the timing of the clue gives you extra information.<br />
* You can assume the following meta-information:<br />
** Every card that gets marked, will be playable at some point.<br />
** If the oldest, unmarked card gets marked with a number-clue, then the clue meant "save this/these card(s)". (It is custom to play saved cards from oldest to newest when appropriate.)<br />
** A clue that doesn't mark the oldest card, means that the newest, previously unmarked card, is the next playable card in the sequence.<br />
** The oldest, unmarked card is safe to discard unless that player is busy by having a "known" play.<br />
*** ''Obviously, if a player has a card that they are sure they will never be able to play, for example a card on which is marked as blue when the blue and multicolor piles have already been completed, such card must be discarded in priority.''<br />
** If a marked card gets discarded it means:<br />
*** The copy of that card is already marked in someone else's hand, and the discarding player is the first to realize this; or<br />
*** The copy of that card MUST be marked in a future clue (because a save-clue will be given that will mark the copy card as collateral).<br />
<br />
==== Meaning of skipping a player / stealing clues in Finesse convention ====<br />
* There are different approaches among finesse-convention-players about who should clue whom. So this section will be devided into sub-sections. The order does not say anything about which approach is more common on BGA. There are a lot of players following each idea. <br />
* As of now, there is no way of saying which approach is "right" or "better". Of course it is important for success, that in a game, the group of players follows the same idea. If they get mixed, it will most likely result in bombs. If that happens, it does not mean, the other player is "bad" - it merely means, they follow a different idea. So you can only try to find a common ground for the next game or play with another group next time.<br />
* The text within the sections are written by people who follow the idea.<br />
<br />
===== a) Skipping / stealing should be avoided =====<br />
* If more than 1 person are able to give the same clue, then the last possible person should give that clue.<br />
* In finesse convention skipping (P1 clues P3, instead of P2; then P2 is skipped) means either:<br />
*# The skipped player is forbidden from giving that clue; or<br />
*# The skipped player has something to play.<br />
<br />
===== b) Skipping / stealing is for discard-management =====<br />
This style is one of different ways of applying finesse convention. Since the primary assumption is that your CHOP is safe to discard, it might still be that said card is a nice-to-have like a non-unique 2 or 3 that is not yet playable. without knowing your chop card, it is good to handle each-other's chop situation by preferrably letting players with definitely useless chop-cards discard rather than discarding your own unknown card.<br />
Skipping/stealing is a term that is often used for a situation, where giving a clue is not left for the last possible player to do. For example - player A saves a card on chop of player C, potentially leaving player B without a known play or a useful/necessary clue to give. Skipping players is a useful move give other players the time to play other cards or discardd.<br />
<br />
When getting skipped without having a play or useful option to clue, it most likely means that your chop card is not very useful. These are valid reasons for skipping you:<br />
* Your chop-card is trash (a copy of the card is already played/marked)<br />
* Your chop-card is redundant: Another copy of it is on another player's (or your own) hand as well<br />
* You might still have something nice on chop, but the player sitting before already received information that their chop might be something very good (from earlier discard-behaviour like NOT being skipped over by the player sitting before them on earlier turns) and they are reluctant to discard for that reason.<br />
* The clue given is a play-clue for a card that might be in your hand so you couldn't know whether you want the other card or not. The player skipping you knows that you want it and therefore takes away the decision.<br />
<br />
This approach sacrifices some saving-clue-tokens option (that might be achieved on a stricter dogma about who should clue whom) in order to be able to keep nice cards in the game for longer and discard useless cards instead and by that often get those cards played before they would be discarded.<br />
* This convention is better for players, who play efficient enough to rarely struggle with clue-shortness and can therefore afford being more careful about not losing first copies.<br />
* If a group often struggles with clue-shortness then skipping-dogma (as proposed by other conventions) might as well improve their overall results. If the problem for not achieving 30 points usually isn't clue-shortness but getting bottom-decked (or heavily delayed from losing earlier a card that could be played now), then results can get better with this discard-management convention.<br />
<br />
Planning ahead is a vital aspect of the game. By carefully deciding on who to let clue and whom to skip, it is often possible to <br />
* avoid twin-chops before they become an issue<br />
* avoid not having enough clue tokens to save all necessary cards<br />
* get the discard you were waiting for (when a player has 2 copies of the same playable card and you want them to discard before clueing it)<br />
<br />
==== Clues you should avoid giving (bad clues) ====<br />
<br />
* As a special remark: don't mark useless, or duplicate cards. So if you have a saved 4, you are forbidden from marking 4s, unless you are sure you are not holding a copy of that<br />
<br />
==== Special interpretation for play-clues ====<br />
<br />
* When receiving a clue for the "next playable card in the sequence", the linking cards are not limited to already marked cards (like in standard convention).<br />
* The newest, unmarked cards in every player's hand should be considered as well.<br />
<br />
====== Example ======<br />
<br />
new -> old<br />
P1: ??, ??, ??, ??, ??<br />
P2: B1, Y5, B3, W1, W2<br />
P3: R5, R2, B2, G2, Y2<br />
<br />
Table: R0, Y0, G0, B0, W0<br />
<br />
* P1 gives B-clue to P3.<br />
* This gives the information that B2 is the next playable card in the sequence, and that P2 is either not allowed to give B-clue, or has something to play.<br />
* Since P2 has no marked cards, he was not blocked from giving B-clue, so he must have something to play.<br />
* This something, must be the missing link (B1, to enable B2) that makes B2 the next playable card.<br />
* Since there is no logical (marked) card that could be B1, P2 must assume his newest, unmarked card is B1 and blind-plays this card.<br />
<br />
===== Example of reversed finesse =====<br />
<br />
new -> old<br />
P1: ??, ??, ??, ??, ??<br />
P2: R5, R2, B2, G2, Y2<br />
P3: B1, Y5, B3, W1, W2<br />
<br />
Table: R0, Y0, G0, B0, W0<br />
<br />
* P1 gives B-clue to P2.<br />
* This gives the information that B2 is the next playable card in the sequence.<br />
* P2 sees that the newest, unmarked card in the hand of P3 is of the same colour (blue) '''and''' playable now. P2 concludes it is a finesse, with the players in reversed order, so his blue card must be B2.<br />
<br />
===== Example of a bluff =====<br />
<br />
new -> old<br />
P1: ??, ??, ??, ??, ??<br />
P2: W1, Y5, B3, W1, W2<br />
P3: R5, R2, B2, G2, Y2<br />
<br />
Table: R0, Y0, G0, B0, W0<br />
<br />
* P1 gives B-clue to P3.<br />
* This gives the information that B2 is the next playable card in the sequence, and that P2 is either not allowed to give B-clue, or has something to play.<br />
* Since P2 has no marked cards, he was not blocked from giving B-clue, so he must have something to play.<br />
* This something, must be the missing link (B1, to enable B2) that makes B2 the next playable card.<br />
* Since there is no logical (marked) card that could be B1, P2 must assume his newest, unmarked card is B1 and blind-plays this card.<br />
* However, at this point the "lie" is revealed (because the colour of the played card does '''not''' match the colour of the finesse-clue).<br />
* The blind-played card is '''not''' B1, but W1. P3, up to this point, was thinking he had B1.<br />
* The blind-play of P2 gives him extra information: his blue card is in fact B2.<br />
<br />
=== Hat-guessing ===<br />
<br />
* [https://github.com/hanabi/hanabi.github.io/blob/main/misc/hat-guessing.md Github hat-guessing]<br />
<br />
=== Logical Leftism ===<br />
<br />
* [http://hanabilogic.eklablog.com/basics-level-1-a117610126 Hanabi Logic basics-level-1]<br />
* [http://hanabilogic.eklablog.com/-a163408102 Hanabi Logic logical-leftism-in-a-nutshell]<br />
<br />
=== Closest Friend ===<br />
<br />
* TODO<br />
<br />
=== Secret convention ===<br />
<br />
* TODO<br />
<br />
=== Conventional Leftism ===<br />
<br />
* [http://hanabilogic.eklablog.com/ll-vs-cl-the-differences-a132077536 Hanabi Logic ll-vs-cl-the-differences] gives some clues, but doesn't explain Conventional Leftism from first principles.<br />
<br />
=== Chop-focus ===<br />
<br />
* TODO<br />
<br />
== Strategy ==<br />
<br />
* In addition to the convention(s), there is also some strategy to the game.<br />
* You should '''not''' confuse strategy with convention! Strategy is '''team''' vs '''deck'''; convention is communication within the team.<br />
* A simple example of strategy is saving 2s in 2-player games.<br />
** Using number-2-clue to communicate that those cards need to be saved, is a convention.<br />
<br />
=== Examples ===<br />
<br />
* More advanced players will try to avoid losing as many "first" (non-unique) cards as possible.<br />
* It's a good strategy to keep good cards in the game as long as possible - even if they are not yet playable.<br />
** ''The other copy of that card might be far down the draw pile.''<br />
* Trying to mark at least 12 cards with the first 8 clue-tokens.<br />
** This gives 99% chance of always having enough tokens in the game.<br />
* Not using the last two clue-tokens for "single plays".<br />
** This avoids running out of clue-tokens in times when you need to save critical cards.<br />
<br />
For strategy tips, see <b>[[Tips_hanabi]]</b></div>HanabiGrandMasterhttps://en.doc.boardgamearena.com/index.php?title=Gamehelphanabi&diff=12327Gamehelphanabi2022-03-18T08:16:12Z<p>HanabiGrandMaster: Undo revision 12158 by Silene (talk)</p>
<hr />
<div>[[Category:Card games]]<br />
For tips on how to play hanabi, see <b>[[Tips_hanabi]]</b><br />
== Introduction ==<br />
<br />
* Hanabi is a cooperative game. Your goal, as a team, is to build a fabulous fireworks show.<br />
* You do this by playing the cards in the correct order.<br />
* However, you cannot see your own cards; you can only see the cards of your team mates.<br />
<br />
==== Final Score Ratings ====<br />
<br />
{| class="wikitable"<br />
|-<br />
!Points<br />
!Overall impression<br />
|-<br />
|5 or less<br />
|horrible, booed by the crowd...<br />
|-<br />
|6-10<br />
|mediocre, just a spattering of applause.<br />
|-<br />
|11-15<br />
|honourable, but will not be remembered for very long...<br />
|-<br />
|16-20<br />
|excellent, crowd pleasing.<br />
|-<br />
|21-24<br />
|amazing, will be remembered for a very long time!<br />
|-<br />
|25<br />
|legendary, everyone left speechless, stars in their eyes<br />
|}<br />
<br />
== Card distribution ==<br />
<br />
* In a game of Hanabi on '''normal difficulty''', the deck contains 50 cards.<br />
* Each card has exactly one colour: either Red, Yellow, Green, Blue, or White.<br />
<br />
There are 10 cards in each colour:<br />
* three 1s<br />
* two 2s<br />
* two 3s<br />
* two 4s<br />
* one 5<br />
<br />
=== Multicolour cards ===<br />
<br />
* There are three variants that add a 6th colour: the multicolour.<br />
* There are three difficulties:<br />
<br />
==== Tricky ====<br />
<br />
* Adds 10 multicolour cards to the normal game.<br />
* These cards get marked by a separate multicolour clue.<br />
<br />
==== Hard ====<br />
<br />
* '''5''' multicolour cards to the normal game: one of each number.<br />
* These cards get marked by a separate multicolour clue.<br />
<br />
==== Very Difficult ====<br />
<br />
* Adds 10 multicolour cards to the normal game.<br />
* These cards get marked by ANY colour clue.<br />
<br />
== Game play ==<br />
<br />
* You each take turns.<br />
* During a turn, a player may take one (1) of three actions.<br />
* After your action, the turn ends and it is the next player's turn.<br />
* The game can end in several ways:<br />
*# All cards have been drawn from the deck. After this happens, everybody gets 1 more turn. The game ends with the score at the last turn.<br />
*# Your team played all possible cards. In this case, the game ends immediately and you receive the maximum possible score.<br />
*# Your team made three mistakes that caused misfires. In this case, you lose the game and get negative ten (-10) points.<br />
*# Your team 'abandons' the game. Although discouraged, you receive zero (0) points.<br />
<br />
== Turn ==<br />
<br />
* During your turn, you have one (1) action.<br />
* You can choose to do one of the following:<br />
<br />
==== Give a colour or number clue to a teammate ====<br />
<br />
* This costs one clue-token (-1).<br />
* You cannot give a clue if there are zero (0) clue-tokens left.<br />
* When you give a clue, you must indicate '''all''' cards of a certain colour, or '''all''' cards of a certain number.<br />
<br />
==== Play a card ====<br />
<br />
* When a card is played, it is evaluated.<br />
* If the card fits in one of sequences, it is placed in the appropriate colour stack on the table.<br />
* If it does not fit, it is placed in the discard pile and the team gets a misfire-token.<br />
* Then draw a new card.<br />
<br />
==== Discard a card ====<br />
<br />
* When you discard, the card is placed in the discard pile and you get a clue-token (+1).<br />
* ''Note:'' cards on the discard pile are out of the game and can never return.<br />
* Then draw a new card.<br />
<br />
== Options ==<br />
<br />
=== Black Powder ===<br />
<br />
* You may not give clues regarding the colour black.<br />
* Black cards must be played in reverse order, from 5 to 1.<br />
* In the deck there are three black 5s, two black 4s, two black 3s, two black 2s, and one black 1.<br />
<br />
=== Five Flamboyants ===<br />
<br />
After playing the last card of a colour, randomly select one of the following bonuses for immediate use:<br />
* Gain a clue token.<br />
* Gain a clue token and recover a life.<br />
* Give a clue regarding a colour.<br />
* Give a clue regarding a number.<br />
* Shuffle a discarded card into the deck.<br />
* Play a discarded card, if possible.<br />
<br />
== Lingo ==<br />
<br />
When you play with others, certain words are used to describe certain objects or situations. Here is a short list.<br />
<br />
;Marked: A card that is highlighted by a clue.<br />
;Unmarked: A card that is not clued.<br />
;chop: The oldest, unmarked card. The card that you have no information on and will chop from your hand.<br />
;draw: The newest, unmarked card. The card that you have no information on and was freshly drawn.<br />
;To bomb: A play that causes the third misfire-token. Sometimes called '''explosion'''<br />
;Unique: A card that has no copy (left) in the deck.<br />
;Double discard: When consecutive players have the same card on chop. A special problem, since, to each of the consecutive players, a number to chop does not look like a unique save.<br />
;Twin chop: 2 consecutive players have the same card on chop. Same as Double discard<br />
;Double save: When a player has two consecutive unique cards, requiring consecutive save clues.<br />
;Strategy: A set of rules / guidelines / conventions on how to interpret actions by players (including spending of clue-tokens).<br />
<br />
== ELO rating ==<br />
<br />
* If you are playing with ELO rating on, your ELO may be changed at the end of the game.<br />
* Here is how it works:<br />
*# Every player on the team is temporarily considered as having the average ELO rating of the team.<br />
*# The system will generate a bot associated with the score your team has achieved (let’s call it '''''Hanabot''''').<br />
*#* Hanabot’s ELO rating depends on the variant you are playing (50 cards, 60 cards, 60 cards multicolour), the number of players on the team and, most importantly, your team's score.<br />
*#* All Hanabot’s ELO ratings have been set by an experienced player, they are not random or simply proportional to the score/number of players.<br />
*# Your team (actually your team's average ELO) will now compete against Hanabot.<br />
*#* The system will calculate your team’s ELO gain/loss as though your team had tied with Hanabot.<br />
*#* If your score is below 18 (50-card game) or below 21 (60-card game), Hanabot's ELO is always 1000.<br />
<br />
* You can find <b>[http://forum.boardgamearena.com/viewtopic.php?f=3&t=4814 all bots' ELO ratings here]</b><br />
* The 55-card variant (50 cards + 1 of each value in the sixth color) cannot be played with ELO rating on.<br />
** This is because this variant is highly dependent on draw and a team’s score may not always reflect the players’ skills.<br />
* If you achieve the perfect score and this should cost you ELO points, you will be considered as having beaten the bot associated with the score, so that you lose no ELO points.<br />
* To be confirmed: I think the ELO-system has had an overhaul.<br />
<br />
== About "cheating" ==<br />
<br />
* In the "real life Hanabi", you can talk. That's why we chose to let the chat open for the online version.<br />
<br />
* As a consequence, it is very easy to cheat at Hanabi.<br />
** However, as you can imagine, cheating is very stupid and has no interest... except for ELO boosting.<br />
** This is why there is no international ranking for this game (ie: best player, second best player) and no trophies associated to it.<br />
<br />
* Abandoning: Another method of cheating is to deliberately avoid finishing games that would cause ELO to drop.<br />
** While some argue that games become "boring" once 30 becomes impossible, it is rarely the case that games are abandoned on 29 points while waiting for the final 5 to be drawn.<br />
<br />
== Conventions ==<br />
* If you want to play "full information" style, meaning that you wait until you know both the colour and number of a card before you play it, you will likely be short on clue-tokens in >99% of the decks.<br />
* The logical conclusion is, that you cannot play a full information style game, and the team must agree on some sort of convention.<br />
** Meaning: a certain amount of meta-information is assigned to the clues.<br />
<br />
* Many players have different kinds of conventions. (Please note that not all conventions are added to the BGA list. Please respect the convention the table creator wants to play.)<br />
<br />
* When different players in the same team assign different meta-information to the same clue, the game becomes unplayable.<br />
** This is why the BGA table-settings give the option to set a table convention since the end of 2020.<br />
** Please see this <b>[https://boardgamearena.com/forum/viewtopic.php?f=102&t=18031 post]</b> started by [https://boardgamearena.com/player?id=84207926 Romain672].<br />
* Ideally, all players adhere to the convention, to avoid miscommunication.<br />
<br />
* Below, the meta-information of several conventions is explained.<br />
* In the examples, colours are indicated by their first letter:<br />
R - Red - <span style="background:red">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
Y - Yellow - <span style="background:yellow">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
G - Green - <span style="background:lime">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
B - Blue - <span style="background:blue">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
W - White - <span style="border:1px; border-style:solid; border-colour:black">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
M - Multi-colour - <span style="border:1px; border-style:solid; border-colour:black"><span style="background:red">&nbsp;</span><span style="background:yellow">&nbsp;</span><span style="background:lime">&nbsp;</span><span style="background:blue">&nbsp;</span>&nbsp;</span>,<br />
P - black Powder - <span style="background:black">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>.<br />
K - blacK powder - <span style="background:black">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>.<br />
* ''For example:'' Y2 means the card with number 2 and colour yellow.<br />
* For Black, you might see P or K (P for Powder, K for blacK which is played in reverse)<br />
<br />
=== Standard convention ===<br />
<br />
*You can assume the following meta-information:<br />
** Every card that gets marked, will be playable at some point.<br />
** A card marked with a number, can be played when all "number-1" cards are played.<br />
*** ''This is usually explained as: number-clues mean that these cards should be saved and played later on in the game.''<br />
*** ''It is custom to play saved cards from oldest to newest.'' (Since a number-clue is often used to save a card from being discarded, the oldest card is the most valuable and should be played first.)<br />
** A colour-clue means that the newest, previously unmarked card, is the next playable card in the sequence.<br />
** The oldest, unmarked card is safe to discard.<br />
*** ''Obviously, if a player has a card that they are sure they will never be able to play, for example a card on which is marked as blue when the blue pile has already been completed, such card must be discarded in priority.''<br />
<br />
* Clues you should avoid giving (bad clues):<br />
** Giving a clue that marks 0 new cards.<br />
** Give a clue that tells a lie (does not conform to the meta-information above).<br />
** As a special remark: Since every marked card is assumed playable, you shouldn't mark useless, or duplicate cards. So if you have a saved 4, you are forbidden from marking 4s, unless you are sure you are not holding a copy of that 4.<br />
* Sometimes, a "bad" clue can't be avoided.<br />
** ''For example:'' when you need to save a unique 3 (using a number-clue) to avoid it being discarded, but you also accidentally mark a useless card.<br />
** Or if you are forced to give a colour-clue from a flamboyant, and you use it to mark 0 new cards.<br />
* When a lie has been told, it needs to be corrected.<br />
* A correction-clue can never mean "play", it can only mean "discard".<br />
<br />
==== Example 1 ====<br />
<br />
new -> old<br />
P1: R1, Y1, G1, B1, W1<br />
P2: R2, Y4, R3, B3, G'''5'''<br />
P3: G4, Y1, R4, Y3, Y2<br />
<br />
Table: R1, Y5, G1, B3, W4<br />
<br />
* It's P1's turn, and P2 knows his oldest card is 5.<br />
* P1 will give R-clue to P2.<br />
* This will tell P2, that the newest card is the next playable in the sequence (so must be R2), and that the other red can be R3, R4, or R5 (because it must be playable at some later point in the game).<br />
<br />
==== Example 2 ====<br />
<br />
new -> old<br />
P1: R1, Y1, G1, B1, W1<br />
P2: W5, Y4, '''R'''3, B3, G'''5'''<br />
P3: W2, G4, Y1, R4, Y3<br />
<br />
Table: R2, Y5, G1, B3, W4<br />
<br />
* It is P1's turn again, and P2 knows his oldest card is 5, and his middle card is R.<br />
* P1 will give R-clue to P3.<br />
* This will tell P3, that his middle card is the next playable in the sequence (so must be R4, because R3 is already marked).<br />
* This will give P2 the meta-information that his saved red card, is R3.<br />
** ''This particular move is sometimes called prompting, and is a common way to allow a card that is saved by colour to get played without re-cluing it.''<br />
<br />
==== Example 3 ====<br />
<br />
new -> old<br />
P1: R1, Y1, G1, B1, W1<br />
P2: R3, Y4, R'''2''', B3, G5<br />
P3: G4, Y1, R4, Y3, Y2<br />
<br />
Table: R1, Y5, G0, B3, W4<br />
<br />
* It is P1's turn, and P2 knows his middle card is 2.<br />
* P1 will give R-clue to P2.<br />
* This will tell P2 that his newest card is the next playable in the sequence (so must be R3, because R2 is now visible with 100% information).<br />
<br />
=== Finesse ===<br />
<br />
* Finesse builds on the standard convention (making it a bit more complex).<br />
* In the finesse convention, the timing of the clue gives you extra information.<br />
* You can assume the following meta-information:<br />
** Every card that gets marked, will be playable at some point.<br />
** If the oldest, unmarked card gets marked with a number-clue, then the clue meant "save this/these card(s)". (It is custom to play saved cards from oldest to newest when appropriate.)<br />
** A clue that doesn't mark the oldest card, means that the newest, previously unmarked card, is the next playable card in the sequence.<br />
** The oldest, unmarked card is safe to discard unless that player is busy by having a "known" play.<br />
*** ''Obviously, if a player has a card that they are sure they will never be able to play, for example a card on which is marked as blue when the blue and multicolor piles have already been completed, such card must be discarded in priority.''<br />
** If a marked card gets discarded it means:<br />
*** The copy of that card is already marked in someone else's hand, and the discarding player is the first to realize this; or<br />
*** The copy of that card MUST be marked in a future clue (because a save-clue will be given that will mark the copy card as collateral).<br />
<br />
==== Meaning of skipping a player / stealing clues in Finesse convention ====<br />
* There are different approaches among finesse-convention-players about who should clue whom. So this section will be devided into sub-sections. The order does not say anything about which approach is more common on BGA. There are a lot of players following each idea. <br />
* As of now, there is no way of saying which approach is "right" or "better". Of course it is important for success, that in a game, the group of players follows the same idea. If they get mixed, it will most likely result in bombs. If that happens, it does not mean, the other player is "bad" - it merely means, they follow a different idea. So you can only try to find a common ground for the next game or play with another group next time.<br />
* The text within the sections are written by people who follow the idea.<br />
<br />
===== a) Skipping / stealing should be avoided =====<br />
* If more than 1 person are able to give the same clue, then the last possible person should give that clue.<br />
* In finesse convention skipping (P1 clues P3, instead of P2; then P2 is skipped) means either:<br />
*# The skipped player is forbidden from giving that clue; or<br />
*# The skipped player has something to play.<br />
<br />
===== b) Skipping / stealing is for discard-management =====<br />
This style is one of different ways of applying finesse convention. Since the primary assumption is that your CHOP is safe to discard, it might still be that said card is a nice-to-have like a non-unique 2 or 3 that is not yet playable. without knowing your chop card, it is good to handle each-other's chop situation by preferrably letting players with definitely useless chop-cards discard rather than discarding your own unknown card.<br />
<br />
Skipping/stealing is a term that is often used for a situation, where giving a clue is not left for the last possible player to do. For example - player A saves a card on chop of player C, potentially leaving player B without a known play or a useful/necessary clue to give. Skipping players is a useful move give other players the time to play other cards or discardd.<br />
<br />
When getting skipped without having a play or useful option to clue, it most likely means that your chop card is not very useful. These are valid reasons for skipping you:<br />
* Your chop-card is trash (a copy of the card is already played/marked)<br />
* Your chop-card is redundant: Another copy of it is on another player's (or your own) hand as well<br />
* You might still have something nice on chop, but the player sitting before already received information that their chop might be something very good (from earlier discard-behaviour like NOT being skipped over by the player sitting before them on earlier turns) and they are reluctant to discard for that reason.<br />
* The clue given is a play-clue for a card that might be in your hand so you couldn't know whether you want the other card or not. The player skipping you knows that you want it and therefore takes away the decision.<br />
<br />
This approach sacrifices some saving-clue-tokens option (that might be achieved on a stricter dogma about who should clue whom) in order to be able to keep nice cards in the game for longer and discard useless cards instead and by that often get those cards played before they would be discarded.<br />
* This convention is better for players, who play efficient enough to rarely struggle with clue-shortness and can therefore afford being more careful about not losing first copies.<br />
* If a group often struggles with clue-shortness then skipping-dogma (as proposed by other conventions) might as well improve their overall results. If the problem for not achieving 30 points usually isn't clue-shortness but getting bottom-decked (or heavily delayed from losing earlier a card that could be played now), then results can get better with this discard-management convention.<br />
<br />
Planning ahead is a vital aspect of the game. By carefully deciding on who to let clue and whom to skip, it is often possible to <br />
* avoid twin-chops before they become an issue<br />
* avoid not having enough clue tokens to save all necessary cards<br />
* get the discard you were waiting for (when a player has 2 copies of the same playable card and you want them to discard before clueing it)<br />
<br />
==== Clues you should avoid giving (bad clues) ====<br />
<br />
* As a special remark: don't mark useless, or duplicate cards. So if you have a saved 4, you are forbidden from marking 4s, unless you are sure you are not holding a copy of that<br />
<br />
==== Special interpretation for play-clues ====<br />
<br />
* When receiving a clue for the "next playable card in the sequence", the linking cards are not limited to already marked cards (like in standard convention).<br />
* The newest, unmarked cards in every player's hand should be considered as well.<br />
<br />
====== Example ======<br />
<br />
new -> old<br />
P1: ??, ??, ??, ??, ??<br />
P2: B1, Y5, B3, W1, W2<br />
P3: R5, R2, B2, G2, Y2<br />
<br />
Table: R0, Y0, G0, B0, W0<br />
<br />
* P1 gives B-clue to P3.<br />
* This gives the information that B2 is the next playable card in the sequence, and that P2 is either not allowed to give B-clue, or has something to play.<br />
* Since P2 has no marked cards, he was not blocked from giving B-clue, so he must have something to play.<br />
* This something, must be the missing link (B1, to enable B2) that makes B2 the next playable card.<br />
* Since there is no logical (marked) card that could be B1, P2 must assume his newest, unmarked card is B1 and blind-plays this card.<br />
<br />
===== Example of reversed finesse =====<br />
<br />
new -> old<br />
P1: ??, ??, ??, ??, ??<br />
P2: R5, R2, B2, G2, Y2<br />
P3: B1, Y5, B3, W1, W2<br />
<br />
Table: R0, Y0, G0, B0, W0<br />
<br />
* P1 gives B-clue to P2.<br />
* This gives the information that B2 is the next playable card in the sequence.<br />
* P2 sees that the newest, unmarked card in the hand of P3 is of the same colour (blue) '''and''' playable now. P2 concludes it is a finesse, with the players in reversed order, so his blue card must be B2.<br />
<br />
===== Example of a bluff =====<br />
<br />
new -> old<br />
P1: ??, ??, ??, ??, ??<br />
P2: W1, Y5, B3, W1, W2<br />
P3: R5, R2, B2, G2, Y2<br />
<br />
Table: R0, Y0, G0, B0, W0<br />
<br />
* P1 gives B-clue to P3.<br />
* This gives the information that B2 is the next playable card in the sequence, and that P2 is either not allowed to give B-clue, or has something to play.<br />
* Since P2 has no marked cards, he was not blocked from giving B-clue, so he must have something to play.<br />
* This something, must be the missing link (B1, to enable B2) that makes B2 the next playable card.<br />
* Since there is no logical (marked) card that could be B1, P2 must assume his newest, unmarked card is B1 and blind-plays this card.<br />
* However, at this point the "lie" is revealed (because the colour of the played card does '''not''' match the colour of the finesse-clue).<br />
* The blind-played card is '''not''' B1, but W1. P3, up to this point, was thinking he had B1.<br />
* The blind-play of P2 gives him extra information: his blue card is in fact B2.<br />
<br />
=== Hat-guessing ===<br />
<br />
* [https://github.com/hanabi/hanabi.github.io/blob/main/misc/hat-guessing.md Github hat-guessing]<br />
<br />
=== Logical Leftism ===<br />
<br />
* [http://hanabilogic.eklablog.com/basics-level-1-a117610126 Hanabi Logic basics-level-1]<br />
* [http://hanabilogic.eklablog.com/-a163408102 Hanabi Logic logical-leftism-in-a-nutshell]<br />
<br />
=== Closest Friend ===<br />
<br />
* TODO<br />
<br />
=== Secret convention ===<br />
<br />
* TODO<br />
<br />
=== Conventional Leftism ===<br />
<br />
* [http://hanabilogic.eklablog.com/ll-vs-cl-the-differences-a132077536 Hanabi Logic ll-vs-cl-the-differences] gives some clues, but doesn't explain Conventional Leftism from first principles.<br />
<br />
=== Chop-focus ===<br />
<br />
* TODO<br />
<br />
== Strategy ==<br />
<br />
* In addition to the convention(s), there is also some strategy to the game.<br />
* You should '''not''' confuse strategy with convention! Strategy is '''team''' vs '''deck'''; convention is communication within the team.<br />
* A simple example of strategy is saving 2s in 2-player games.<br />
** Using number-2-clue to communicate that those cards need to be saved, is a convention.<br />
<br />
=== Examples ===<br />
<br />
* More advanced players will try to avoid losing as many "first" (non-unique) cards as possible.<br />
* It's a good strategy to keep good cards in the game as long as possible - even if they are not yet playable.<br />
** ''The other copy of that card might be far down the draw pile.''<br />
* Trying to mark at least 12 cards with the first 8 clue-tokens.<br />
** This gives 99% chance of always having enough tokens in the game.<br />
* Not using the last two clue-tokens for "single plays".<br />
** This avoids running out of clue-tokens in times when you need to save critical cards.<br />
<br />
For strategy tips, see <b>[[Tips_hanabi]]</b></div>HanabiGrandMasterhttps://en.doc.boardgamearena.com/index.php?title=Gamehelphanabi&diff=12326Gamehelphanabi2022-03-18T08:15:45Z<p>HanabiGrandMaster: Undo revision 12159 by Silene (talk)</p>
<hr />
<div>[[Category:Card games]]<br />
For tips on how to play hanabi, see <b>[[Tips_hanabi]]</b><br />
== Introduction ==<br />
<br />
* Hanabi is a cooperative game. Your goal, as a team, is to build a fabulous fireworks show.<br />
* You do this by playing the cards in the correct order.<br />
* However, you cannot see your own cards; you can only see the cards of your team mates.<br />
<br />
==== Final Score Ratings ====<br />
<br />
{| class="wikitable"<br />
|-<br />
!Points<br />
!Overall impression<br />
|-<br />
|5 or less<br />
|horrible, booed by the crowd...<br />
|-<br />
|6-10<br />
|mediocre, just a spattering of applause.<br />
|-<br />
|11-15<br />
|honourable, but will not be remembered for very long...<br />
|-<br />
|16-20<br />
|excellent, crowd pleasing.<br />
|-<br />
|21-24<br />
|amazing, will be remembered for a very long time!<br />
|-<br />
|25<br />
|legendary, everyone left speechless, stars in their eyes<br />
|}<br />
<br />
== Card distribution ==<br />
<br />
* In a game of Hanabi on '''normal difficulty''', the deck contains 50 cards.<br />
* Each card has exactly one colour: either Red, Yellow, Green, Blue, or White.<br />
<br />
There are 10 cards in each colour:<br />
* three 1s<br />
* two 2s<br />
* two 3s<br />
* two 4s<br />
* one 5<br />
<br />
=== Multicolour cards ===<br />
<br />
* There are three variants that add a 6th colour: the multicolour.<br />
* There are three difficulties:<br />
<br />
==== Tricky ====<br />
<br />
* Adds 10 multicolour cards to the normal game.<br />
* These cards get marked by a separate multicolour clue.<br />
<br />
==== Hard ====<br />
<br />
* '''5''' multicolour cards to the normal game: one of each number.<br />
* These cards get marked by a separate multicolour clue.<br />
<br />
==== Very Difficult ====<br />
<br />
* Adds 10 multicolour cards to the normal game.<br />
* These cards get marked by ANY colour clue.<br />
<br />
== Game play ==<br />
<br />
* You each take turns.<br />
* During a turn, a player may take one (1) of three actions.<br />
* After your action, the turn ends and it is the next player's turn.<br />
* The game can end in several ways:<br />
*# All cards have been drawn from the deck. After this happens, everybody gets 1 more turn. The game ends with the score at the last turn.<br />
*# Your team played all possible cards. In this case, the game ends immediately and you receive the maximum possible score.<br />
*# Your team made three mistakes that caused misfires. In this case, you lose the game and get negative ten (-10) points.<br />
*# Your team 'abandons' the game. Although discouraged, you receive zero (0) points.<br />
<br />
== Turn ==<br />
<br />
* During your turn, you have one (1) action.<br />
* You can choose to do one of the following:<br />
<br />
==== Give a colour or number clue to a teammate ====<br />
<br />
* This costs one clue-token (-1).<br />
* You cannot give a clue if there are zero (0) clue-tokens left.<br />
* When you give a clue, you must indicate '''all''' cards of a certain colour, or '''all''' cards of a certain number.<br />
<br />
==== Play a card ====<br />
<br />
* When a card is played, it is evaluated.<br />
* If the card fits in one of sequences, it is placed in the appropriate colour stack on the table.<br />
* If it does not fit, it is placed in the discard pile and the team gets a misfire-token.<br />
* Then draw a new card.<br />
<br />
==== Discard a card ====<br />
<br />
* When you discard, the card is placed in the discard pile and you get a clue-token (+1).<br />
* ''Note:'' cards on the discard pile are out of the game and can never return.<br />
* Then draw a new card.<br />
<br />
== Options ==<br />
<br />
=== Black Powder ===<br />
<br />
* You may not give clues regarding the colour black.<br />
* Black cards must be played in reverse order, from 5 to 1.<br />
* In the deck there are three black 5s, two black 4s, two black 3s, two black 2s, and one black 1.<br />
<br />
=== Five Flamboyants ===<br />
<br />
After playing the last card of a colour, randomly select one of the following bonuses for immediate use:<br />
* Gain a clue token.<br />
* Gain a clue token and recover a life.<br />
* Give a clue regarding a colour.<br />
* Give a clue regarding a number.<br />
* Shuffle a discarded card into the deck.<br />
* Play a discarded card, if possible.<br />
<br />
== Lingo ==<br />
<br />
When you play with others, certain words are used to describe certain objects or situations. Here is a short list.<br />
<br />
;Marked: A card that is highlighted by a clue.<br />
;Unmarked: A card that is not clued.<br />
;chop: The oldest, unmarked card. The card that you have no information on and will chop from your hand.<br />
;draw: The newest, unmarked card. The card that you have no information on and was freshly drawn.<br />
;To bomb: A play that causes the third misfire-token. Sometimes called '''explosion'''<br />
;Unique: A card that has no copy (left) in the deck.<br />
;Double discard: When consecutive players have the same card on chop. A special problem, since, to each of the consecutive players, a number to chop does not look like a unique save.<br />
;Twin chop: 2 consecutive players have the same card on chop. Same as Double discard<br />
;Double save: When a player has two consecutive unique cards, requiring consecutive save clues.<br />
;Strategy: A set of rules / guidelines / conventions on how to interpret actions by players (including spending of clue-tokens).<br />
<br />
== ELO rating ==<br />
<br />
* If you are playing with ELO rating on, your ELO may be changed at the end of the game.<br />
* Here is how it works:<br />
*# Every player on the team is temporarily considered as having the average ELO rating of the team.<br />
*# The system will generate a bot associated with the score your team has achieved (let’s call it '''''Hanabot''''').<br />
*#* Hanabot’s ELO rating depends on the variant you are playing (50 cards, 60 cards, 60 cards multicolour), the number of players on the team and, most importantly, your team's score.<br />
*#* All Hanabot’s ELO ratings have been set by an experienced player, they are not random or simply proportional to the score/number of players.<br />
*# Your team (actually your team's average ELO) will now compete against Hanabot.<br />
*#* The system will calculate your team’s ELO gain/loss as though your team had tied with Hanabot.<br />
*#* If your score is below 18 (50-card game) or below 21 (60-card game), Hanabot's ELO is always 1000.<br />
<br />
* You can find <b>[http://forum.boardgamearena.com/viewtopic.php?f=3&t=4814 all bots' ELO ratings here]</b><br />
* The 55-card variant (50 cards + 1 of each value in the sixth color) cannot be played with ELO rating on.<br />
** This is because this variant is highly dependent on draw and a team’s score may not always reflect the players’ skills.<br />
* If you achieve the perfect score and this should cost you ELO points, you will be considered as having beaten the bot associated with the score, so that you lose no ELO points.<br />
* To be confirmed: I think the ELO-system has had an overhaul.<br />
<br />
== About "cheating" ==<br />
<br />
* In the "real life Hanabi", you can talk. That's why we chose to let the chat open for the online version.<br />
<br />
* As a consequence, it is very easy to cheat at Hanabi.<br />
** However, as you can imagine, cheating is very stupid and has no interest... except for ELO boosting.<br />
** This is why there is no international ranking for this game (ie: best player, second best player) and no trophies associated to it.<br />
<br />
* Abandoning: Another method of cheating is to deliberately avoid finishing games that would cause ELO to drop.<br />
** While some argue that games become "boring" once 30 becomes impossible, it is rarely the case that games are abandoned on 29 points while waiting for the final 5 to be drawn.<br />
<br />
== Conventions ==<br />
* If you want to play "full information" style, meaning that you wait until you know both the colour and number of a card before you play it, you will likely be short on clue-tokens in >99% of the decks.<br />
* The logical conclusion is, that you cannot play a full information style game, and the team must agree on some sort of convention.<br />
** Meaning: a certain amount of meta-information is assigned to the clues.<br />
<br />
* Many players have different kinds of conventions. (Please note that not all conventions are added to the BGA list. Please respect the convention the table creator wants to play.)<br />
<br />
* When different players in the same team assign different meta-information to the same clue, the game becomes unplayable.<br />
** This is why the BGA table-settings give the option to set a table convention since the end of 2020.<br />
** Please see this <b>[https://boardgamearena.com/forum/viewtopic.php?f=102&t=18031 post]</b> started by [https://boardgamearena.com/player?id=84207926 Romain672].<br />
* Ideally, all players adhere to the convention, to avoid miscommunication.<br />
<br />
* Below, the meta-information of several conventions is explained.<br />
* In the examples, colours are indicated by their first letter:<br />
R - Red - <span style="background:red">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
Y - Yellow - <span style="background:yellow">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
G - Green - <span style="background:lime">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
B - Blue - <span style="background:blue">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
W - White - <span style="border:1px; border-style:solid; border-colour:black">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
M - Multi-colour - <span style="border:1px; border-style:solid; border-colour:black"><span style="background:red">&nbsp;</span><span style="background:yellow">&nbsp;</span><span style="background:lime">&nbsp;</span><span style="background:blue">&nbsp;</span>&nbsp;</span>,<br />
P - black Powder - <span style="background:black">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>.<br />
K - blacK powder - <span style="background:black">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>.<br />
* ''For example:'' Y2 means the card with number 2 and colour yellow.<br />
* For Black, you might see P or K (P for Powder, K for blacK which is played in reverse)<br />
<br />
=== Standard convention ===<br />
<br />
*You can assume the following meta-information:<br />
** Every card that gets marked, will be playable at some point.<br />
** A card marked with a number, can be played when all "number-1" cards are played.<br />
*** ''This is usually explained as: number-clues mean that these cards should be saved and played later on in the game.''<br />
*** ''It is custom to play saved cards from oldest to newest.'' (Since a number-clue is often used to save a card from being discarded, the oldest card is the most valuable and should be played first.)<br />
** A colour-clue means that the newest, previously unmarked card, is the next playable card in the sequence.<br />
** The oldest, unmarked card is safe to discard.<br />
*** ''Obviously, if a player has a card that they are sure they will never be able to play, for example a card on which is marked as blue when the blue pile has already been completed, such card must be discarded in priority.''<br />
<br />
* Clues you should avoid giving (bad clues):<br />
** Giving a clue that marks 0 new cards.<br />
** Give a clue that tells a lie (does not conform to the meta-information above).<br />
** As a special remark: Since every marked card is assumed playable, you shouldn't mark useless, or duplicate cards. So if you have a saved 4, you are forbidden from marking 4s, unless you are sure you are not holding a copy of that 4.<br />
* Sometimes, a "bad" clue can't be avoided.<br />
** ''For example:'' when you need to save a unique 3 (using a number-clue) to avoid it being discarded, but you also accidentally mark a useless card.<br />
** Or if you are forced to give a colour-clue from a flamboyant, and you use it to mark 0 new cards.<br />
* When a lie has been told, it needs to be corrected.<br />
* A correction-clue can never mean "play", it can only mean "discard".<br />
<br />
==== Example 1 ====<br />
<br />
new -> old<br />
P1: R1, Y1, G1, B1, W1<br />
P2: R2, Y4, R3, B3, G'''5'''<br />
P3: G4, Y1, R4, Y3, Y2<br />
<br />
Table: R1, Y5, G1, B3, W4<br />
<br />
* It's P1's turn, and P2 knows his oldest card is 5.<br />
* P1 will give R-clue to P2.<br />
* This will tell P2, that the newest card is the next playable in the sequence (so must be R2), and that the other red can be R3, R4, or R5 (because it must be playable at some later point in the game).<br />
<br />
==== Example 2 ====<br />
<br />
new -> old<br />
P1: R1, Y1, G1, B1, W1<br />
P2: W5, Y4, '''R'''3, B3, G'''5'''<br />
P3: W2, G4, Y1, R4, Y3<br />
<br />
Table: R2, Y5, G1, B3, W4<br />
<br />
* It is P1's turn again, and P2 knows his oldest card is 5, and his middle card is R.<br />
* P1 will give R-clue to P3.<br />
* This will tell P3, that his middle card is the next playable in the sequence (so must be R4, because R3 is already marked).<br />
* This will give P2 the meta-information that his saved red card, is R3.<br />
** ''This particular move is sometimes called prompting, and is a common way to allow a card that is saved by colour to get played without re-cluing it.''<br />
<br />
==== Example 3 ====<br />
<br />
new -> old<br />
P1: R1, Y1, G1, B1, W1<br />
P2: R3, Y4, R'''2''', B3, G5<br />
P3: G4, Y1, R4, Y3, Y2<br />
<br />
Table: R1, Y5, G0, B3, W4<br />
<br />
* It is P1's turn, and P2 knows his middle card is 2.<br />
* P1 will give R-clue to P2.<br />
* This will tell P2 that his newest card is the next playable in the sequence (so must be R3, because R2 is now visible with 100% information).<br />
<br />
=== Finesse ===<br />
<br />
* Finesse builds on the standard convention (making it a bit more complex).<br />
* In the finesse convention, the timing of the clue gives you extra information.<br />
* You can assume the following meta-information:<br />
** Every card that gets marked, will be playable at some point.<br />
** If the oldest, unmarked card gets marked with a number-clue, then the clue meant "save this/these card(s)". (It is custom to play saved cards from oldest to newest when appropriate.)<br />
** A clue that doesn't mark the oldest card, means that the newest, previously unmarked card, is the next playable card in the sequence.<br />
** The oldest, unmarked card is safe to discard unless that player is busy by having a "known" play.<br />
*** ''Obviously, if a player has a card that they are sure they will never be able to play, for example a card on which is marked as blue when the blue and multicolor piles have already been completed, such card must be discarded in priority.''<br />
** If a marked card gets discarded it means:<br />
*** The copy of that card is already marked in someone else's hand, and the discarding player is the first to realize this; or<br />
*** The copy of that card MUST be marked in a future clue (because a save-clue will be given that will mark the copy card as collateral).<br />
<br />
==== Meaning of skipping a player / stealing clues in Finesse convention ====<br />
* There are different approaches among finesse-convention-players about who should clue whom. So this section will be devided into sub-sections. The order does not say anything about which approach is more common on BGA. There are a lot of players following each idea. <br />
* As of now, there is no way of saying which approach is "right" or "better". Of course it is important for success, that in a game, the group of players follows the same idea. If they get mixed, it will most likely result in bombs. If that happens, it does not mean, the other player is "bad" - it merely means, they follow a different idea. So you can only try to find a common ground for the next game or play with another group next time.<br />
* The text within the sections are written by people who follow the idea.<br />
<br />
===== a) Skipping / stealing should be avoided =====<br />
* If more than 1 person are able to give the same clue, then the last possible person should give that clue.<br />
* In finesse convention skipping (P1 clues P3, instead of P2; then P2 is skipped) means either:<br />
*# The skipped player is forbidden from giving that clue; or<br />
*# The skipped player has something to play.<br />
<br />
===== b) Skipping / stealing is for discard-management =====<br />
This style is one of different ways of applying finesse convention. Since the primary assumption is that your CHOP is safe to discard, it might still be that said card is a nice-to-have like a non-unique 2 or 3 that is not yet playable. without knowing your chop card, it is good to handle each-other's chop situation by preferrably letting players with definitely useless chop-cards discard rather than discarding your own unknown card.<br />
<br />
Skipping/stealing is a term that is often used for a situation, where giving a clue is not left for the last possible player to do. For example - player A saves a card on chop of player C, potentially leaving player B without a known play or a useful/necessary clue to give. Skipping players is a useful move to give other players the time to clue additional cards or discard.<br />
<br />
When getting skipped without having a play or useful option to clue, it most likely means that your chop card is not very useful. These are valid reasons for skipping you:<br />
* Your chop-card is trash (a copy of the card is already played/marked)<br />
* Your chop-card is redundant: Another copy of it is on another player's (or your own) hand as well<br />
* You might still have something nice on chop, but the player sitting before already received information that their chop might be something very good (from earlier discard-behaviour like NOT being skipped over by the player sitting before them on earlier turns) and they are reluctant to discard for that reason.<br />
* The clue given is a play-clue for a card that might be in your hand so you couldn't know whether you want the other card or not. The player skipping you knows that you want it and therefore takes away the decision.<br />
<br />
This approach sacrifices some saving-clue-tokens option (that might be achieved on a stricter dogma about who should clue whom) in order to be able to keep nice cards in the game for longer and discard useless cards instead and by that often get those cards played before they would be discarded.<br />
* This convention is better for players, who play efficient enough to rarely struggle with clue-shortness and can therefore afford being more careful about not losing first copies.<br />
* If a group often struggles with clue-shortness then skipping-dogma (as proposed by other conventions) might as well improve their overall results. If the problem for not achieving 30 points usually isn't clue-shortness but getting bottom-decked (or heavily delayed from losing earlier a card that could be played now), then results can get better with this discard-management convention.<br />
<br />
Planning ahead is a vital aspect of the game. By carefully deciding on who to let clue and whom to skip, it is often possible to <br />
* avoid twin-chops before they become an issue<br />
* avoid not having enough clue tokens to save all necessary cards<br />
* get the discard you were waiting for (when a player has 2 copies of the same playable card and you want them to discard before clueing it)<br />
<br />
==== Clues you should avoid giving (bad clues) ====<br />
<br />
* As a special remark: don't mark useless, or duplicate cards. So if you have a saved 4, you are forbidden from marking 4s, unless you are sure you are not holding a copy of that<br />
<br />
==== Special interpretation for play-clues ====<br />
<br />
* When receiving a clue for the "next playable card in the sequence", the linking cards are not limited to already marked cards (like in standard convention).<br />
* The newest, unmarked cards in every player's hand should be considered as well.<br />
<br />
====== Example ======<br />
<br />
new -> old<br />
P1: ??, ??, ??, ??, ??<br />
P2: B1, Y5, B3, W1, W2<br />
P3: R5, R2, B2, G2, Y2<br />
<br />
Table: R0, Y0, G0, B0, W0<br />
<br />
* P1 gives B-clue to P3.<br />
* This gives the information that B2 is the next playable card in the sequence, and that P2 is either not allowed to give B-clue, or has something to play.<br />
* Since P2 has no marked cards, he was not blocked from giving B-clue, so he must have something to play.<br />
* This something, must be the missing link (B1, to enable B2) that makes B2 the next playable card.<br />
* Since there is no logical (marked) card that could be B1, P2 must assume his newest, unmarked card is B1 and blind-plays this card.<br />
<br />
===== Example of reversed finesse =====<br />
<br />
new -> old<br />
P1: ??, ??, ??, ??, ??<br />
P2: R5, R2, B2, G2, Y2<br />
P3: B1, Y5, B3, W1, W2<br />
<br />
Table: R0, Y0, G0, B0, W0<br />
<br />
* P1 gives B-clue to P2.<br />
* This gives the information that B2 is the next playable card in the sequence.<br />
* P2 sees that the newest, unmarked card in the hand of P3 is of the same colour (blue) '''and''' playable now. P2 concludes it is a finesse, with the players in reversed order, so his blue card must be B2.<br />
<br />
===== Example of a bluff =====<br />
<br />
new -> old<br />
P1: ??, ??, ??, ??, ??<br />
P2: W1, Y5, B3, W1, W2<br />
P3: R5, R2, B2, G2, Y2<br />
<br />
Table: R0, Y0, G0, B0, W0<br />
<br />
* P1 gives B-clue to P3.<br />
* This gives the information that B2 is the next playable card in the sequence, and that P2 is either not allowed to give B-clue, or has something to play.<br />
* Since P2 has no marked cards, he was not blocked from giving B-clue, so he must have something to play.<br />
* This something, must be the missing link (B1, to enable B2) that makes B2 the next playable card.<br />
* Since there is no logical (marked) card that could be B1, P2 must assume his newest, unmarked card is B1 and blind-plays this card.<br />
* However, at this point the "lie" is revealed (because the colour of the played card does '''not''' match the colour of the finesse-clue).<br />
* The blind-played card is '''not''' B1, but W1. P3, up to this point, was thinking he had B1.<br />
* The blind-play of P2 gives him extra information: his blue card is in fact B2.<br />
<br />
=== Hat-guessing ===<br />
<br />
* [https://github.com/hanabi/hanabi.github.io/blob/main/misc/hat-guessing.md Github hat-guessing]<br />
<br />
=== Logical Leftism ===<br />
<br />
* [http://hanabilogic.eklablog.com/basics-level-1-a117610126 Hanabi Logic basics-level-1]<br />
* [http://hanabilogic.eklablog.com/-a163408102 Hanabi Logic logical-leftism-in-a-nutshell]<br />
<br />
=== Closest Friend ===<br />
<br />
* TODO<br />
<br />
=== Secret convention ===<br />
<br />
* TODO<br />
<br />
=== Conventional Leftism ===<br />
<br />
* [http://hanabilogic.eklablog.com/ll-vs-cl-the-differences-a132077536 Hanabi Logic ll-vs-cl-the-differences] gives some clues, but doesn't explain Conventional Leftism from first principles.<br />
<br />
=== Chop-focus ===<br />
<br />
* TODO<br />
<br />
== Strategy ==<br />
<br />
* In addition to the convention(s), there is also some strategy to the game.<br />
* You should '''not''' confuse strategy with convention! Strategy is '''team''' vs '''deck'''; convention is communication within the team.<br />
* A simple example of strategy is saving 2s in 2-player games.<br />
** Using number-2-clue to communicate that those cards need to be saved, is a convention.<br />
<br />
=== Examples ===<br />
<br />
* More advanced players will try to avoid losing as many "first" (non-unique) cards as possible.<br />
* It's a good strategy to keep good cards in the game as long as possible - even if they are not yet playable.<br />
** ''The other copy of that card might be far down the draw pile.''<br />
* Trying to mark at least 12 cards with the first 8 clue-tokens.<br />
** This gives 99% chance of always having enough tokens in the game.<br />
* Not using the last two clue-tokens for "single plays".<br />
** This avoids running out of clue-tokens in times when you need to save critical cards.<br />
<br />
For strategy tips, see <b>[[Tips_hanabi]]</b></div>HanabiGrandMasterhttps://en.doc.boardgamearena.com/index.php?title=Gamehelphanabi&diff=12120Gamehelphanabi2022-03-02T22:14:55Z<p>HanabiGrandMaster: /* Conventions */</p>
<hr />
<div>[[Category:Card games]]<br />
For tips on how to play hanabi, see <b>[[Tips_hanabi]]</b><br />
== Introduction ==<br />
<br />
* Hanabi is a cooperative game. Your goal, as a team, is to build a fabulous fireworks show.<br />
* You do this by playing the cards in the correct order.<br />
* However, you cannot see your own cards; you can only see the cards of your team mates.<br />
<br />
==== Final Score Ratings ====<br />
<br />
{| class="wikitable"<br />
|-<br />
!Points<br />
!Overall impression<br />
|-<br />
|5 or less<br />
|horrible, booed by the crowd...<br />
|-<br />
|6-10<br />
|mediocre, just a spattering of applause.<br />
|-<br />
|11-15<br />
|honourable, but will not be remembered for very long...<br />
|-<br />
|16-20<br />
|excellent, crowd pleasing.<br />
|-<br />
|21-24<br />
|amazing, will be remembered for a very long time!<br />
|-<br />
|25<br />
|legendary, everyone left speechless, stars in their eyes<br />
|}<br />
<br />
== Card distribution ==<br />
<br />
* In a game of Hanabi on '''normal difficulty''', the deck contains 50 cards.<br />
* Each card has exactly one colour: either Red, Yellow, Green, Blue, or White.<br />
<br />
There are 10 cards in each colour:<br />
* three 1s<br />
* two 2s<br />
* two 3s<br />
* two 4s<br />
* one 5<br />
<br />
=== Multicolour cards ===<br />
<br />
* There are three variants that add a 6th colour: the multicolour.<br />
* There are three difficulties:<br />
<br />
==== Tricky ====<br />
<br />
* Adds 10 multicolour cards to the normal game.<br />
* These cards get marked by a separate multicolour clue.<br />
<br />
==== Hard ====<br />
<br />
* '''5''' multicolour cards to the normal game: one of each number.<br />
* These cards get marked by a separate multicolour clue.<br />
<br />
==== Very Difficult ====<br />
<br />
* Adds 10 multicolour cards to the normal game.<br />
* These cards get marked by ANY colour clue.<br />
<br />
== Game play ==<br />
<br />
* You each take turns.<br />
* During a turn, a player may take one (1) of three actions.<br />
* After your action, the turn ends and it is the next player's turn.<br />
* The game can end in several ways:<br />
*# All cards have been drawn from the deck. After this happens, everybody gets 1 more turn. The game ends with the score at the last turn.<br />
*# Your team played all possible cards. In this case, the game ends immediately and you receive the maximum possible score.<br />
*# Your team made three mistakes that caused misfires. In this case, you lose the game and get negative ten (-10) points.<br />
*# Your team 'abandons' the game. Although discouraged, you receive zero (0) points.<br />
<br />
== Turn ==<br />
<br />
* During your turn, you have one (1) action.<br />
* You can choose to do one of the following:<br />
<br />
==== Give a colour or number clue to a teammate ====<br />
<br />
* This costs one clue-token (-1).<br />
* You cannot give a clue if there are zero (0) clue-tokens left.<br />
* When you give a clue, you must indicate '''all''' cards of a certain colour, or '''all''' cards of a certain number.<br />
<br />
==== Play a card ====<br />
<br />
* When a card is played, it is evaluated.<br />
* If the card fits in one of sequences, it is placed in the appropriate colour stack on the table.<br />
* If it does not fit, it is placed in the discard pile and the team gets a misfire-token.<br />
* Then draw a new card.<br />
<br />
==== Discard a card ====<br />
<br />
* When you discard, the card is placed in the discard pile and you get a clue-token (+1).<br />
* ''Note:'' cards on the discard pile are out of the game and can never return.<br />
* Then draw a new card.<br />
<br />
== Options ==<br />
<br />
=== Black Powder ===<br />
<br />
* You may not give clues regarding the colour black.<br />
* Black cards must be played in reverse order, from 5 to 1.<br />
* In the deck there are three black 5s, two black 4s, two black 3s, two black 2s, and one black 1.<br />
<br />
=== Five Flamboyants ===<br />
<br />
After playing the last card of a colour, randomly select one of the following bonuses for immediate use:<br />
* Gain a clue token.<br />
* Gain a clue token and recover a life.<br />
* Give a clue regarding a colour.<br />
* Give a clue regarding a number.<br />
* Shuffle a discarded card into the deck.<br />
* Play a discarded card, if possible.<br />
<br />
== Lingo ==<br />
<br />
When you play with others, certain words are used to describe certain objects or situations. Here is a short list.<br />
<br />
;Marked: A card that is highlighted by a clue.<br />
;Unmarked: A card that is not clued.<br />
;chop: The oldest, unmarked card. The card that you have no information on and will chop from your hand.<br />
;draw: The newest, unmarked card. The card that you have no information on and was freshly drawn.<br />
;To bomb: A play that causes the third misfire-token. Sometimes called '''explosion'''<br />
;Unique: A card that has no copy (left) in the deck.<br />
;Double discard: When consecutive players have the same card on chop. A special problem, since, to each of the consecutive players, a number to chop does not look like a unique save.<br />
;Twin chop: 2 consecutive players have the same card on chop. Same as Double discard<br />
;Double save: When a player has two consecutive unique cards, requiring consecutive save clues.<br />
;Strategy: A set of rules / guidelines / conventions on how to interpret actions by players (including spending of clue-tokens).<br />
<br />
== ELO rating ==<br />
<br />
* If you are playing with ELO rating on, your ELO may be changed at the end of the game.<br />
* Here is how it works:<br />
*# Every player on the team is temporarily considered as having the average ELO rating of the team.<br />
*# The system will generate a bot associated with the score your team has achieved (let’s call it '''''Hanabot''''').<br />
*#* Hanabot’s ELO rating depends on the variant you are playing (50 cards, 60 cards, 60 cards multicolour), the number of players on the team and, most importantly, your team's score.<br />
*#* All Hanabot’s ELO ratings have been set by an experienced player, they are not random or simply proportional to the score/number of players.<br />
*# Your team (actually your team's average ELO) will now compete against Hanabot.<br />
*#* The system will calculate your team’s ELO gain/loss as though your team had tied with Hanabot.<br />
*#* If your score is below 18 (50-card game) or below 21 (60-card game), Hanabot's ELO is always 1000.<br />
<br />
* You can find <b>[http://forum.boardgamearena.com/viewtopic.php?f=3&t=4814 all bots' ELO ratings here]</b><br />
* The 55-card variant (50 cards + 1 of each value in the sixth color) cannot be played with ELO rating on.<br />
** This is because this variant is highly dependent on draw and a team’s score may not always reflect the players’ skills.<br />
* If you achieve the perfect score and this should cost you ELO points, you will be considered as having beaten the bot associated with the score, so that you lose no ELO points.<br />
* To be confirmed: I think the ELO-system has had an overhaul.<br />
<br />
== About "cheating" ==<br />
<br />
* In the "real life Hanabi", you can talk. That's why we chose to let the chat open for the online version.<br />
<br />
* As a consequence, it is very easy to cheat at Hanabi.<br />
** However, as you can imagine, cheating is very stupid and has no interest... except for ELO boosting.<br />
** This is why there is no international ranking for this game (ie: best player, second best player) and no trophies associated to it.<br />
<br />
* Abandoning: Another method of cheating is to deliberately avoid finishing games that would cause ELO to drop.<br />
** While some argue that games become "boring" once 30 becomes impossible, it is rarely the case that games are abandoned on 29 points while waiting for the final 5 to be drawn.<br />
<br />
== Conventions ==<br />
* If you want to play "full information" style, meaning that you wait until you know both the colour and number of a card before you play it, you will likely be short on clue-tokens in >99% of the decks.<br />
* The logical conclusion is, that you cannot play a full information style game, and the team must agree on some sort of convention.<br />
** Meaning: a certain amount of meta-information is assigned to the clues.<br />
<br />
* Many players have different kinds of conventions. (Please note that not all conventions are added to the BGA list. Please respect the convention the table creator wants to play.)<br />
<br />
* When different players in the same team assign different meta-information to the same clue, the game becomes unplayable.<br />
** This is why the BGA table-settings give the option to set a table convention since the end of 2020.<br />
** Please see this <b>[https://boardgamearena.com/forum/viewtopic.php?f=102&t=18031 post]</b> started by [https://boardgamearena.com/player?id=84207926 Romain672].<br />
* Ideally, all players adhere to the convention, to avoid miscommunication.<br />
<br />
* Below, the meta-information of several conventions is explained.<br />
* In the examples, colours are indicated by their first letter:<br />
R - Red - <span style="background:red">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
Y - Yellow - <span style="background:yellow">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
G - Green - <span style="background:lime">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
B - Blue - <span style="background:blue">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
W - White - <span style="border:1px; border-style:solid; border-colour:black">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
M - Multi-colour - <span style="border:1px; border-style:solid; border-colour:black"><span style="background:red">&nbsp;</span><span style="background:yellow">&nbsp;</span><span style="background:lime">&nbsp;</span><span style="background:blue">&nbsp;</span>&nbsp;</span>,<br />
P - black Powder - <span style="background:black">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>.<br />
K - blacK powder - <span style="background:black">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>.<br />
* ''For example:'' Y2 means the card with number 2 and colour yellow.<br />
* For Black, you might see P or K (P for Powder, K for blacK which is played in reverse)<br />
<br />
=== Standard convention ===<br />
<br />
*You can assume the following meta-information:<br />
** Every card that gets marked, will be playable at some point.<br />
** A card marked with a number, can be played when all "number-1" cards are played.<br />
*** ''This is usually explained as: number-clues mean that these cards should be saved and played later on in the game.''<br />
*** ''It is custom to play saved cards from oldest to newest.'' (Since a number-clue is often used to save a card from being discarded, the oldest card is the most valuable and should be played first.)<br />
** A colour-clue means that the newest, previously unmarked card, is the next playable card in the sequence.<br />
** The oldest, unmarked card is safe to discard.<br />
*** ''Obviously, if a player has a card that they are sure they will never be able to play, for example a card on which is marked as blue when the blue pile has already been completed, such card must be discarded in priority.''<br />
<br />
* Clues you should avoid giving (bad clues):<br />
** Giving a clue that marks 0 new cards.<br />
** Give a clue that tells a lie (does not conform to the meta-information above).<br />
** As a special remark: Since every marked card is assumed playable, you shouldn't mark useless, or duplicate cards. So if you have a saved 4, you are forbidden from marking 4s, unless you are sure you are not holding a copy of that 4.<br />
* Sometimes, a "bad" clue can't be avoided.<br />
** ''For example:'' when you need to save a unique 3 (using a number-clue) to avoid it being discarded, but you also accidentally mark a useless card.<br />
** Or if you are forced to give a colour-clue from a flamboyant, and you use it to mark 0 new cards.<br />
* When a lie has been told, it needs to be corrected.<br />
* A correction-clue can never mean "play", it can only mean "discard".<br />
<br />
==== Example 1 ====<br />
<br />
new -> old<br />
P1: R1, Y1, G1, B1, W1<br />
P2: R2, Y4, R3, B3, G'''5'''<br />
P3: G4, Y1, R4, Y3, Y2<br />
<br />
Table: R1, Y5, G1, B3, W4<br />
<br />
* It's P1's turn, and P2 knows his oldest card is 5.<br />
* P1 will give R-clue to P2.<br />
* This will tell P2, that the newest card is the next playable in the sequence (so must be R2), and that the other red can be R3, R4, or R5 (because it must be playable at some later point in the game).<br />
<br />
==== Example 2 ====<br />
<br />
new -> old<br />
P1: R1, Y1, G1, B1, W1<br />
P2: W5, Y4, '''R'''3, B3, G'''5'''<br />
P3: W2, G4, Y1, R4, Y3<br />
<br />
Table: R2, Y5, G1, B3, W4<br />
<br />
* It is P1's turn again, and P2 knows his oldest card is 5, and his middle card is R.<br />
* P1 will give R-clue to P3.<br />
* This will tell P3, that his middle card is the next playable in the sequence (so must be R4, because R3 is already marked).<br />
* This will give P2 the meta-information that his saved red card, is R3.<br />
** ''This particular move is sometimes called prompting, and is a common way to allow a card that is saved by colour to get played without re-cluing it.''<br />
<br />
==== Example 3 ====<br />
<br />
new -> old<br />
P1: R1, Y1, G1, B1, W1<br />
P2: R3, Y4, R'''2''', B3, G5<br />
P3: G4, Y1, R4, Y3, Y2<br />
<br />
Table: R1, Y5, G0, B3, W4<br />
<br />
* It is P1's turn, and P2 knows his middle card is 2.<br />
* P1 will give R-clue to P2.<br />
* This will tell P2 that his newest card is the next playable in the sequence (so must be R3, because R2 is now visible with 100% information).<br />
<br />
=== Finesse ===<br />
<br />
* Finesse builds on the standard convention (making it a bit more complex).<br />
* In the finesse convention, the timing of the clue gives you extra information.<br />
* You can assume the following meta-information:<br />
** Every card that gets marked, will be playable at some point.<br />
** If the oldest, unmarked card gets marked with a number-clue, then the clue meant "save this/these card(s)". (It is custom to play saved cards from oldest to newest when appropriate.)<br />
** A clue that doesn't mark the oldest card, means that the newest, previously unmarked card, is the next playable card in the sequence.<br />
** The oldest, unmarked card is safe to discard unless that player is busy by having a "known" play.<br />
*** ''Obviously, if a player has a card that they are sure they will never be able to play, for example a card on which is marked as blue when the blue and multicolor piles have already been completed, such card must be discarded in priority.''<br />
** If a marked card gets discarded it means:<br />
*** The copy of that card is already marked in someone else's hand, and the discarding player is the first to realize this; or<br />
*** The copy of that card MUST be marked in a future clue (because a save-clue will be given that will mark the copy card as collateral).<br />
<br />
==== Meaning of skipping a player / stealing clues in Finesse convention ====<br />
* There are different approaches among finesse-convention-players about who should clue whom. So this section will be devided into sub-sections. The order does not say anything about which approach is more common on BGA. There are a lot of players following each idea. <br />
* As of now, there is no way of saying which approach is "right" or "better". Of course it is important for success, that in a game, the group of players follows the same idea. If they get mixed, it will most likely result in bombs. If that happens, it does not mean, the other player is "bad" - it merely means, they follow a different idea. So you can only try to find a common ground for the next game or play with another group next time.<br />
* The text within the sections are written by people who follow the idea.<br />
<br />
===== a) Skipping / stealing should be avoided =====<br />
* If more than 1 person are able to give the same clue, then the last possible person should give that clue.<br />
* In finesse convention skipping (P1 clues P3, instead of P2; then P2 is skipped) means either:<br />
*# The skipped player is forbidden from giving that clue; or<br />
*# The skipped player has something to play.<br />
<br />
===== b) Skipping / stealing is for discard-management =====<br />
'''NOTE: This style defeats the purpose of finesse convention. Since the primary assumption is that your CHOP is safe to discard, forcing this discard is futile.'''<br />
Skipping/stealing is a term that is often used for a situation, where giving a clue is not left for the last possible player to do. For example - player A saves a card on chop of player C, potentially leaving player B without a known play or a useful/necessary clue to give. Skipping players is a useful move to force another player to discard.<br />
<br />
When getting skipped without having a play or useful option to clue, it most likely means that your chop card is not very useful. These are valid reasons for skipping you:<br />
* Your chop-card is trash (a copy of the card is already played/marked)<br />
* Your chop-card is redundant: Another copy of it is on another player's (or your own) hand as well<br />
* You might still have something nice on chop, but the player sitting before already received information that their chop might be something very good (from earlier discard-behaviour like NOT being skipped over by the player sitting before them on earlier turns) and they are reluctant to discard for that reason.<br />
* The clue given is a play-clue for a card that might be in your hand so you couldn't know whether you want the other card or not. The player skipping you knows that you want it and therefore takes away the decision.<br />
<br />
This approach sacrifices some saving-clue-tokens option (that might be achieved on a stricter dogma about who should clue whom) in order to be able to keep nice cards in the game for longer and discard useless cards instead and by that often get those cards played before they would be discarded.<br />
* This convention is better for players, who play efficient enough to rarely struggle with clue-shortness and can therefore afford being more careful about not losing first copies.<br />
* If a group often struggles with clue-shortness then skipping-dogma (as proposed by other conventions) might as well improve their overall results. If the problem for not achieving 30 points usually isn't clue-shortness but getting bottom-decked (or heavily delayed from losing earlier a card that could be played now), then results can get better with this discard-management convention.<br />
<br />
Planning ahead is a vital aspect of the game. By carefully deciding on who to let clue and whom to skip, it is often possible to <br />
* avoid twin-chops before they become an issue<br />
* avoid not having enough clue tokens to save all necessary cards<br />
* get the discard you were waiting for (when a player has 2 copies of the same playable card and you want them to discard before clueing it)<br />
<br />
==== Clues you should avoid giving (bad clues) ====<br />
<br />
* As a special remark: don't mark useless, or duplicate cards. So if you have a saved 4, you are forbidden from marking 4s, unless you are sure you are not holding a copy of that<br />
<br />
==== Special interpretation for play-clues ====<br />
<br />
* When receiving a clue for the "next playable card in the sequence", the linking cards are not limited to already marked cards (like in standard convention).<br />
* The newest, unmarked cards in every player's hand should be considered as well.<br />
<br />
====== Example ======<br />
<br />
new -> old<br />
P1: ??, ??, ??, ??, ??<br />
P2: B1, Y5, B3, W1, W2<br />
P3: R5, R2, B2, G2, Y2<br />
<br />
Table: R0, Y0, G0, B0, W0<br />
<br />
* P1 gives B-clue to P3.<br />
* This gives the information that B2 is the next playable card in the sequence, and that P2 is either not allowed to give B-clue, or has something to play.<br />
* Since P2 has no marked cards, he was not blocked from giving B-clue, so he must have something to play.<br />
* This something, must be the missing link (B1, to enable B2) that makes B2 the next playable card.<br />
* Since there is no logical (marked) card that could be B1, P2 must assume his newest, unmarked card is B1 and blind-plays this card.<br />
<br />
===== Example of reversed finesse =====<br />
<br />
new -> old<br />
P1: ??, ??, ??, ??, ??<br />
P2: R5, R2, B2, G2, Y2<br />
P3: B1, Y5, B3, W1, W2<br />
<br />
Table: R0, Y0, G0, B0, W0<br />
<br />
* P1 gives B-clue to P2.<br />
* This gives the information that B2 is the next playable card in the sequence.<br />
* P2 sees that the newest, unmarked card in the hand of P3 is of the same colour (blue) '''and''' playable now. P2 concludes it is a finesse, with the players in reversed order, so his blue card must be B2.<br />
<br />
===== Example of a bluff =====<br />
<br />
new -> old<br />
P1: ??, ??, ??, ??, ??<br />
P2: W1, Y5, B3, W1, W2<br />
P3: R5, R2, B2, G2, Y2<br />
<br />
Table: R0, Y0, G0, B0, W0<br />
<br />
* P1 gives B-clue to P3.<br />
* This gives the information that B2 is the next playable card in the sequence, and that P2 is either not allowed to give B-clue, or has something to play.<br />
* Since P2 has no marked cards, he was not blocked from giving B-clue, so he must have something to play.<br />
* This something, must be the missing link (B1, to enable B2) that makes B2 the next playable card.<br />
* Since there is no logical (marked) card that could be B1, P2 must assume his newest, unmarked card is B1 and blind-plays this card.<br />
* However, at this point the "lie" is revealed (because the colour of the played card does '''not''' match the colour of the finesse-clue).<br />
* The blind-played card is '''not''' B1, but W1. P3, up to this point, was thinking he had B1.<br />
* The blind-play of P2 gives him extra information: his blue card is in fact B2.<br />
<br />
=== Hat-guessing ===<br />
<br />
* [https://github.com/hanabi/hanabi.github.io/blob/main/misc/hat-guessing.md Github hat-guessing]<br />
<br />
=== Logical Leftism ===<br />
<br />
* [http://hanabilogic.eklablog.com/basics-level-1-a117610126 Hanabi Logic basics-level-1]<br />
* [http://hanabilogic.eklablog.com/-a163408102 Hanabi Logic logical-leftism-in-a-nutshell]<br />
<br />
=== Closest Friend ===<br />
<br />
* TODO<br />
<br />
=== Secret convention ===<br />
<br />
* TODO<br />
<br />
=== Conventional Leftism ===<br />
<br />
* [http://hanabilogic.eklablog.com/ll-vs-cl-the-differences-a132077536 Hanabi Logic ll-vs-cl-the-differences] gives some clues, but doesn't explain Conventional Leftism from first principles.<br />
<br />
=== Chop-focus ===<br />
<br />
* TODO<br />
<br />
== Strategy ==<br />
<br />
* In addition to the convention(s), there is also some strategy to the game.<br />
* You should '''not''' confuse strategy with convention! Strategy is '''team''' vs '''deck'''; convention is communication within the team.<br />
* A simple example of strategy is saving 2s in 2-player games.<br />
** Using number-2-clue to communicate that those cards need to be saved, is a convention.<br />
<br />
=== Examples ===<br />
<br />
* More advanced players will try to avoid losing as many "first" (non-unique) cards as possible.<br />
* It's a good strategy to keep good cards in the game as long as possible - even if they are not yet playable.<br />
** ''The other copy of that card might be far down the draw pile.''<br />
* Trying to mark at least 12 cards with the first 8 clue-tokens.<br />
** This gives 99% chance of always having enough tokens in the game.<br />
* Not using the last two clue-tokens for "single plays".<br />
** This avoids running out of clue-tokens in times when you need to save critical cards.<br />
<br />
For strategy tips, see <b>[[Tips_hanabi]]</b></div>HanabiGrandMasterhttps://en.doc.boardgamearena.com/index.php?title=Gamehelphanabi&diff=11964Gamehelphanabi2022-02-20T12:08:23Z<p>HanabiGrandMaster: /* Standard convention */</p>
<hr />
<div>[[Category:Card games]]<br />
For tips on how to play hanabi, see <b>[[Tips_hanabi]]</b><br />
== Introduction ==<br />
<br />
* Hanabi is a cooperative game. Your goal, as a team, is to build a fabulous fireworks show.<br />
* You do this by playing the cards in the correct order.<br />
* However, you cannot see your own cards; you can only see the cards of your team mates.<br />
<br />
==== Final Score Ratings ====<br />
<br />
{| class="wikitable"<br />
|-<br />
!Points<br />
!Overall impression<br />
|-<br />
|5 or less<br />
|horrible, booed by the crowd...<br />
|-<br />
|6-10<br />
|mediocre, just a spattering of applause.<br />
|-<br />
|11-15<br />
|honourable, but will not be remembered for very long...<br />
|-<br />
|16-20<br />
|excellent, crowd pleasing.<br />
|-<br />
|21-24<br />
|amazing, will be remembered for a very long time!<br />
|-<br />
|25<br />
|legendary, everyone left speechless, stars in their eyes<br />
|}<br />
<br />
== Card distribution ==<br />
<br />
* In a game of Hanabi on '''normal difficulty''', the deck contains 50 cards.<br />
* Each card has exactly one colour: either Red, Yellow, Green, Blue, or White.<br />
<br />
There are 10 cards in each colour:<br />
* three 1s<br />
* two 2s<br />
* two 3s<br />
* two 4s<br />
* one 5<br />
<br />
=== Multicolour cards ===<br />
<br />
* There are three variants that add a 6th colour: the multicolour.<br />
* There are three difficulties:<br />
<br />
==== Tricky ====<br />
<br />
* Adds 10 multicolour cards to the normal game.<br />
* These cards get marked by a separate multicolour clue.<br />
<br />
==== Hard ====<br />
<br />
* '''5''' multicolour cards to the normal game: one of each number.<br />
* These cards get marked by a separate multicolour clue.<br />
<br />
==== Very Difficult ====<br />
<br />
* Adds 10 multicolour cards to the normal game.<br />
* These cards get marked by ANY colour clue.<br />
<br />
== Game play ==<br />
<br />
* You each take turns.<br />
* During a turn, a player may take one (1) of three actions.<br />
* After your action, the turn ends and it is the next player's turn.<br />
* The game can end in several ways:<br />
*# All cards have been drawn from the deck. After this happens, everybody gets 1 more turn. The game ends with the score at the last turn.<br />
*# Your team played all possible cards. In this case, the game ends immediately and you receive the maximum possible score.<br />
*# Your team made three mistakes that caused misfires. In this case, you lose the game and get negative ten (-10) points.<br />
*# Your team 'abandons' the game. Although discouraged, you receive zero (0) points.<br />
<br />
== Turn ==<br />
<br />
* During your turn, you have one (1) action.<br />
* You can choose to do one of the following:<br />
<br />
==== Give a colour or number clue to a teammate ====<br />
<br />
* This costs one clue-token (-1).<br />
* You cannot give a clue if there are zero (0) clue-tokens left.<br />
* When you give a clue, you must indicate '''all''' cards of a certain colour, or '''all''' cards of a certain number.<br />
<br />
==== Play a card ====<br />
<br />
* When a card is played, it is evaluated.<br />
* If the card fits in one of sequences, it is placed in the appropriate colour stack on the table.<br />
* If it does not fit, it is placed in the discard pile and the team gets a misfire-token.<br />
* Then draw a new card.<br />
<br />
==== Discard a card ====<br />
<br />
* When you discard, the card is placed in the discard pile and you get a clue-token (+1).<br />
* ''Note:'' cards on the discard pile are out of the game and can never return.<br />
* Then draw a new card.<br />
<br />
== Options ==<br />
<br />
=== Black Powder ===<br />
<br />
* You may not give clues regarding the colour black.<br />
* Black cards must be played in reverse order, from 5 to 1.<br />
* In the deck there are three black 5s, two black 4s, two black 3s, two black 2s, and one black 1.<br />
<br />
=== Five Flamboyants ===<br />
<br />
After playing the last card of a colour, randomly select one of the following bonuses for immediate use:<br />
* Gain a clue token.<br />
* Gain a clue token and recover a life.<br />
* Give a clue regarding a colour.<br />
* Give a clue regarding a number.<br />
* Shuffle a discarded card into the deck.<br />
* Play a discarded card, if possible.<br />
<br />
== Lingo ==<br />
<br />
When you play with others, certain words are used to describe certain objects or situations. Here is a short list.<br />
<br />
;Marked: A card that is highlighted by a clue.<br />
;Unmarked: A card that is not clued.<br />
;chop: The oldest, unmarked card. The card that you have no information on and will chop from your hand.<br />
;draw: The newest, unmarked card. The card that you have no information on and was freshly drawn.<br />
;To bomb: A play that causes the third misfire-token. Sometimes called '''explosion'''<br />
;Unique: A card that has no copy (left) in the deck.<br />
;Double discard: When consecutive players have the same card on chop. A special problem, since, to each of the consecutive players, a number to chop does not look like a unique save.<br />
;Double save: When a player has two consecutive unique cards, requiring consecutive save clues.<br />
;Strategy: A set of rules / guidelines / conventions on how to interpret actions by players (including spending of clue-tokens).<br />
<br />
== ELO rating ==<br />
<br />
* If you are playing with ELO rating on, your ELO may be changed at the end of the game.<br />
* Here is how it works:<br />
*# Every player on the team is temporarily considered as having the average ELO rating of the team.<br />
*# The system will generate a bot associated with the score your team has achieved (let’s call it '''''Hanabot''''').<br />
*#* Hanabot’s ELO rating depends on the variant you are playing (50 cards, 60 cards, 60 cards multicolour), the number of players on the team and, most importantly, your team's score.<br />
*#* All Hanabot’s ELO ratings have been set by an experienced player, they are not random or simply proportional to the score/number of players.<br />
*# Your team (actually your team's average ELO) will now compete against Hanabot.<br />
*#* The system will calculate your team’s ELO gain/loss as though your team had tied with Hanabot.<br />
*#* If your score is below 18 (50-card game) or below 21 (60-card game), Hanabot's ELO is always 1000.<br />
<br />
* You can find <b>[http://forum.boardgamearena.com/viewtopic.php?f=3&t=4814 all bots' ELO ratings here]</b><br />
* The 55-card variant (50 cards + 1 of each value in the sixth color) cannot be played with ELO rating on.<br />
** This is because this variant is highly dependent on draw and a team’s score may not always reflect the players’ skills.<br />
* If you achieve the perfect score and this should cost you ELO points, you will be considered as having beaten the bot associated with the score, so that you lose no ELO points.<br />
* To be confirmed: I think the ELO-system has had an overhaul.<br />
<br />
== About "cheating" ==<br />
<br />
* In the "real life Hanabi", you can talk. That's why we chose to let the chat open for the online version.<br />
<br />
* As a consequence, it is very easy to cheat at Hanabi.<br />
** However, as you can imagine, cheating is very stupid and has no interest... except for ELO boosting.<br />
** This is why there is no international ranking for this game (ie: best player, second best player) and no trophies associated to it.<br />
<br />
* Another method of cheating is to deliberately avoid finishing games that would cause ELO to drop.<br />
** While some argue that games become "boring" once 30 becomes impossible, it is rarely the case that games are abandoned on 29 points while waiting for the final 5 to be drawn.<br />
<br />
== Conventions ==<br />
<br />
'''Please note that these conventions are not widely used in BoardGameArena. Expert and master players in BGA tend to play very often according to the conventions in [https://docs.google.com/document/d/1VzgN6WoeYwh5NYtHECzUNZqFvpVcg-EdObU-YNMlyhc this document].'''<br />
<br />
* If you want to play "full information" style, meaning that you wait until you know both the colour and number of a card before you play it, you will likely be short on clue-tokens in >99% of the decks.<br />
* The logical conclusion is, that you cannot play a full information style game, and the team must agree on some sort of convention.<br />
** Meaning: a certain amount of meta-information is assigned to the clues.<br />
<br />
* Many players have different kinds of conventions.<br />
* When different players in the same team assign different meta-information to the same clue, the game becomes unplayable.<br />
** This is why the BGA table-settings give the option to set a table convention since the end of 2020.<br />
** Please see this <b>[https://boardgamearena.com/forum/viewtopic.php?f=102&t=18031 post]</b> started by [https://boardgamearena.com/player?id=84207926 Romain672].<br />
* Ideally, all players adhere to the convention, to avoid miscommunication.<br />
<br />
* Below, the meta-information of several conventions is explained.<br />
* In the examples, colours are indicated by their first letter:<br />
R - Red - <span style="background:red">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
Y - Yellow - <span style="background:yellow">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
G - Green - <span style="background:lime">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
B - Blue - <span style="background:blue">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
W - White - <span style="border:1px; border-style:solid; border-colour:black">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
M - Multi-colour - <span style="border:1px; border-style:solid; border-colour:black"><span style="background:red">&nbsp;</span><span style="background:yellow">&nbsp;</span><span style="background:lime">&nbsp;</span><span style="background:blue">&nbsp;</span>&nbsp;</span>,<br />
P - black Powder - <span style="background:black">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>.<br />
** ''For example:'' Y2 means the card with number 2 and colour yellow.<br />
<br />
=== Standard convention ===<br />
<br />
*You can assume the following meta-information:<br />
** Every card that gets marked, will be playable at some point.<br />
** A card marked with a number, can be played when all "number-1" cards are played.<br />
*** ''This is usually explained as: number-clues mean that these cards should be saved and played later on in the game.''<br />
*** ''It is custom to play saved cards from oldest to newest.''<br />
*** '''Doing so is the best way to prevent bombs. Since this convention makes it more difficult to save unique cards on CHOP without marking collateral, potential useless cards.'''<br />
** A colour-clue means that the newest, previously unmarked card, is the next playable card in the sequence.<br />
** The oldest, unmarked card is safe to discard.<br />
*** ''Obviously, if a player has a card that they are sure they will never be able to play, for example a card on which is marked as blue when the blue pile has already been completed, such card must be discarded in priority.''<br />
* Clues you should avoid giving (bad clues):<br />
** Giving a clue that marks 0 new cards.<br />
** Give a clue that tells a lie (does not conform to the meta-information above).<br />
** As a special remark: Since every marked card is assumed playable, you shouldn't mark useless, or duplicate cards. So if you have a saved 4, you are forbidden from marking 4s, unless you are sure you are not holding a copy of that 4.<br />
* Sometimes, a "bad" clue can't be avoided.<br />
** ''For example:'' when you need to save a unique 3 (using a number-clue) to avoid it being discarded, but you also accidentally mark a useless card.<br />
** Or if you are forced to give a colour-clue from a flamboyant, and you use it to mark 0 new cards.<br />
* When a lie has been told, it needs to be corrected.<br />
* A correction-clue can never mean "play", it can only mean "discard".<br />
<br />
==== Example 1 ====<br />
<br />
new -> old<br />
P1: R1, Y1, G1, B1, W1<br />
P2: R2, Y4, R3, B3, G'''5'''<br />
P3: G4, Y1, R4, Y3, Y2<br />
<br />
Table: R1, Y5, G1, B3, W4<br />
<br />
* It's P1's turn, and P2 knows his oldest card is 5.<br />
* P1 will give R-clue to P2.<br />
* This will tell P2, that the newest card is the next playable in the sequence (so must be R2), and that the other red can be R3, R4, or R5 (because it must be playable at some later point in the game).<br />
<br />
==== Example 2 ====<br />
<br />
new -> old<br />
P1: R1, Y1, G1, B1, W1<br />
P2: W5, Y4, '''R'''3, B3, G'''5'''<br />
P3: W2, G4, Y1, R4, Y3<br />
<br />
Table: R2, Y5, G1, B3, W4<br />
<br />
* It is P1's turn again, and P2 knows his oldest card is 5, and his middle card is R.<br />
* P1 will give R-clue to P3.<br />
* This will tell P3, that his middle card is the next playable in the sequence (so must be R4, because R3 is already marked).<br />
* This will give P2 the meta-information that his saved red card, is R3.<br />
** ''This particular move is sometimes called prompting, and is a common way to allow a card that is saved by colour to get played without re-cluing it.''<br />
<br />
==== Example 3 ====<br />
<br />
new -> old<br />
P1: R1, Y1, G1, B1, W1<br />
P2: R3, Y4, R'''2''', B3, G5<br />
P3: G4, Y1, R4, Y3, Y2<br />
<br />
Table: R1, Y5, G0, B3, W4<br />
<br />
* It is P1's turn, and P2 knows his middle card is 2.<br />
* P1 will give R-clue to P2.<br />
* This will tell P2 that his newest card is the next playable in the sequence (so must be R3, because R2 is now visible with 100% information).<br />
<br />
=== Finesse ===<br />
<br />
* Finesse builds on the standard convention (making it a bit more complex).<br />
* In the finesse convention, the timing of the clue gives you extra information.<br />
* You can assume the following meta-information:<br />
** Every card that gets marked, will be playable at some point.<br />
** If the oldest, unmarked card gets marked with a number-clue, then the clue meant "save this/these card(s)". (It is custom to play saved cards from oldest to newest when appropriate.)<br />
** A clue that doesn't mark the oldest card, means that the newest, previously unmarked card, is the next playable card in the sequence.<br />
** The oldest, unmarked card is safe to discard unless that player is busy by having a "known" play.<br />
*** ''Obviously, if a player has a card that they are sure they will never be able to play, for example a card on which is marked as blue when the blue pile has already been completed, such card must be discarded in priority.''<br />
** If a marked card gets discarded it means:<br />
*** The copy of that card is already marked in someone else's hand, and the discarding player is the first to realize this; or<br />
*** The copy of that card MUST be marked in a future clue (because a save-clue will be given that will mark the copy card as collateral).<br />
** If more than 1 person are able to give the same clue, then the last possible person should give that clue.<br />
*** '''Note: players who do not adhere to this convention claim it is better to force discards. This is not a constructive way to play, so please do not fall for this trap.'''<br />
** In finesse convention skipping (P1 clues P3, instead of P2; then P2 is skipped) means either:<br />
**# The skipped player is forbidden from giving that clue; or<br />
**# The skipped player has something to play.<br />
*** ''Note:'' It is '''never''' okay to force a discard. This creates ambiguity on skipping; which should be avoided.<br />
*** '''Note: the above not the interpretation given by most players on BoardGameArena. Please do not assume anybody will follow this convention unless they explicitly signal so. The standard interpretation for a skip is "please discard".'''<br />
==== Clues you should avoid giving (bad clues) ====<br />
<br />
* Giving a clue that marks 0 new cards.<br />
* Give a clue that tells a lie (does not conform to the meta-information above).<br />
* As a special remark: don't mark useless, or duplicate cards. So if you have a saved 4, you are forbidden from marking 4s, unless you are sure you are not holding a copy of that<br />
<br />
==== Special interpretation for play-clues ====<br />
<br />
* When receiving a clue for the "next playable card in the sequence", the linking cards are not limited to already marked cards (like in standard convention).<br />
* The newest, unmarked cards in every player's hand should be considered as well.<br />
<br />
====== Example ======<br />
<br />
new -> old<br />
P1: ??, ??, ??, ??, ??<br />
P2: B1, Y5, B3, W1, W2<br />
P3: R5, R2, B2, G2, Y2<br />
<br />
Table: R0, Y0, G0, B0, W0<br />
<br />
* P1 gives B-clue to P3.<br />
* This gives the information that B2 is the next playable card in the sequence, and that P2 is either not allowed to give B-clue, or has something to play.<br />
* Since P2 has no marked cards, he was not blocked from giving B-clue, so he must have something to play.<br />
* This something, must be the missing link (B1, to enable B2) that makes B2 the next playable card.<br />
* Since there is no logical (marked) card that could be B1, P2 must assume his newest, unmarked card is B1 and blind-plays this card.<br />
<br />
===== Example of reversed finesse =====<br />
<br />
new -> old<br />
P1: ??, ??, ??, ??, ??<br />
P2: R5, R2, B2, G2, Y2<br />
P3: B1, Y5, B3, W1, W2<br />
<br />
Table: R0, Y0, G0, B0, W0<br />
<br />
* P1 gives B-clue to P2.<br />
* This gives the information that B2 is the next playable card in the sequence.<br />
* P2 sees that the newest, unmarked card in the hand of P3 is of the same colour (blue) '''and''' playable now. P2 concludes it is a finesse, with the players in reversed order, so his blue card must be B2.<br />
<br />
===== Example of a bluff =====<br />
<br />
new -> old<br />
P1: ??, ??, ??, ??, ??<br />
P2: W1, Y5, B3, W1, W2<br />
P3: R5, R2, B2, G2, Y2<br />
<br />
Table: R0, Y0, G0, B0, W0<br />
<br />
* P1 gives B-clue to P3.<br />
* This gives the information that B2 is the next playable card in the sequence, and that P2 is either not allowed to give B-clue, or has something to play.<br />
* Since P2 has no marked cards, he was not blocked from giving B-clue, so he must have something to play.<br />
* This something, must be the missing link (B1, to enable B2) that makes B2 the next playable card.<br />
* Since there is no logical (marked) card that could be B1, P2 must assume his newest, unmarked card is B1 and blind-plays this card.<br />
* However, at this point the "lie" is revealed (because the colour of the played card does '''not''' match the colour of the finesse-clue).<br />
* The blind-played card is '''not''' B1, but W1. P3, up to this point, was thinking he had B1.<br />
* The blind-play of P2 gives him extra information: his blue card is in fact B2.<br />
<br />
=== Hat-guessing ===<br />
<br />
* [https://github.com/hanabi/hanabi.github.io/blob/main/misc/hat-guessing.md Github hat-guessing]<br />
<br />
=== Logical Leftism ===<br />
<br />
* [http://hanabilogic.eklablog.com/basics-level-1-a117610126 Hanabi Logic basics-level-1]<br />
* [http://hanabilogic.eklablog.com/-a163408102 Hanabi Logic logical-leftism-in-a-nutshell]<br />
<br />
=== Closest Friend ===<br />
<br />
* TODO<br />
<br />
=== Secret convention ===<br />
<br />
* TODO<br />
<br />
=== Conventional Leftism ===<br />
<br />
* [http://hanabilogic.eklablog.com/ll-vs-cl-the-differences-a132077536 Hanabi Logic ll-vs-cl-the-differences] gives some clues, but doesn't explain Conventional Leftism from first principles.<br />
<br />
=== Chop-focus ===<br />
<br />
* TODO<br />
<br />
== Strategy ==<br />
<br />
* In addition to the convention(s), there is also some strategy to the game.<br />
* You should '''not''' confuse strategy with convention! Strategy is '''team''' vs '''deck'''; convention is communication within the team.<br />
* A simple example of strategy is saving 2s in 2-player games.<br />
** Using number-2-clue to communicate that those cards need to be saved, is a convention.<br />
<br />
=== Examples ===<br />
<br />
* More advanced players will try to avoid losing as many "first" (non-unique) cards as possible.<br />
* It's a good strategy to keep good cards in the game as long as possible - even if they are not yet playable.<br />
** ''The other copy of that card might be far down the draw pile.''<br />
* Trying to mark at least 12 cards with the first 8 clue-tokens.<br />
** This gives 99% chance of always having enough tokens in the game.<br />
* Not using the last two clue-tokens for "single plays".<br />
** This avoids running out of clue-tokens in times when you need to save critical cards.<br />
<br />
For strategy tips, see <b>[[Tips_hanabi]]</b></div>HanabiGrandMasterhttps://en.doc.boardgamearena.com/index.php?title=Gamehelphanabi&diff=11963Gamehelphanabi2022-02-20T12:05:45Z<p>HanabiGrandMaster: /* Conventions */</p>
<hr />
<div>[[Category:Card games]]<br />
For tips on how to play hanabi, see <b>[[Tips_hanabi]]</b><br />
== Introduction ==<br />
<br />
* Hanabi is a cooperative game. Your goal, as a team, is to build a fabulous fireworks show.<br />
* You do this by playing the cards in the correct order.<br />
* However, you cannot see your own cards; you can only see the cards of your team mates.<br />
<br />
==== Final Score Ratings ====<br />
<br />
{| class="wikitable"<br />
|-<br />
!Points<br />
!Overall impression<br />
|-<br />
|5 or less<br />
|horrible, booed by the crowd...<br />
|-<br />
|6-10<br />
|mediocre, just a spattering of applause.<br />
|-<br />
|11-15<br />
|honourable, but will not be remembered for very long...<br />
|-<br />
|16-20<br />
|excellent, crowd pleasing.<br />
|-<br />
|21-24<br />
|amazing, will be remembered for a very long time!<br />
|-<br />
|25<br />
|legendary, everyone left speechless, stars in their eyes<br />
|}<br />
<br />
== Card distribution ==<br />
<br />
* In a game of Hanabi on '''normal difficulty''', the deck contains 50 cards.<br />
* Each card has exactly one colour: either Red, Yellow, Green, Blue, or White.<br />
<br />
There are 10 cards in each colour:<br />
* three 1s<br />
* two 2s<br />
* two 3s<br />
* two 4s<br />
* one 5<br />
<br />
=== Multicolour cards ===<br />
<br />
* There are three variants that add a 6th colour: the multicolour.<br />
* There are three difficulties:<br />
<br />
==== Tricky ====<br />
<br />
* Adds 10 multicolour cards to the normal game.<br />
* These cards get marked by a separate multicolour clue.<br />
<br />
==== Hard ====<br />
<br />
* '''5''' multicolour cards to the normal game: one of each number.<br />
* These cards get marked by a separate multicolour clue.<br />
<br />
==== Very Difficult ====<br />
<br />
* Adds 10 multicolour cards to the normal game.<br />
* These cards get marked by ANY colour clue.<br />
<br />
== Game play ==<br />
<br />
* You each take turns.<br />
* During a turn, a player may take one (1) of three actions.<br />
* After your action, the turn ends and it is the next player's turn.<br />
* The game can end in several ways:<br />
*# All cards have been drawn from the deck. After this happens, everybody gets 1 more turn. The game ends with the score at the last turn.<br />
*# Your team played all possible cards. In this case, the game ends immediately and you receive the maximum possible score.<br />
*# Your team made three mistakes that caused misfires. In this case, you lose the game and get negative ten (-10) points.<br />
*# Your team 'abandons' the game. Although discouraged, you receive zero (0) points.<br />
<br />
== Turn ==<br />
<br />
* During your turn, you have one (1) action.<br />
* You can choose to do one of the following:<br />
<br />
==== Give a colour or number clue to a teammate ====<br />
<br />
* This costs one clue-token (-1).<br />
* You cannot give a clue if there are zero (0) clue-tokens left.<br />
* When you give a clue, you must indicate '''all''' cards of a certain colour, or '''all''' cards of a certain number.<br />
<br />
==== Play a card ====<br />
<br />
* When a card is played, it is evaluated.<br />
* If the card fits in one of sequences, it is placed in the appropriate colour stack on the table.<br />
* If it does not fit, it is placed in the discard pile and the team gets a misfire-token.<br />
* Then draw a new card.<br />
<br />
==== Discard a card ====<br />
<br />
* When you discard, the card is placed in the discard pile and you get a clue-token (+1).<br />
* ''Note:'' cards on the discard pile are out of the game and can never return.<br />
* Then draw a new card.<br />
<br />
== Options ==<br />
<br />
=== Black Powder ===<br />
<br />
* You may not give clues regarding the colour black.<br />
* Black cards must be played in reverse order, from 5 to 1.<br />
* In the deck there are three black 5s, two black 4s, two black 3s, two black 2s, and one black 1.<br />
<br />
=== Five Flamboyants ===<br />
<br />
After playing the last card of a colour, randomly select one of the following bonuses for immediate use:<br />
* Gain a clue token.<br />
* Gain a clue token and recover a life.<br />
* Give a clue regarding a colour.<br />
* Give a clue regarding a number.<br />
* Shuffle a discarded card into the deck.<br />
* Play a discarded card, if possible.<br />
<br />
== Lingo ==<br />
<br />
When you play with others, certain words are used to describe certain objects or situations. Here is a short list.<br />
<br />
;Marked: A card that is highlighted by a clue.<br />
;Unmarked: A card that is not clued.<br />
;chop: The oldest, unmarked card. The card that you have no information on and will chop from your hand.<br />
;draw: The newest, unmarked card. The card that you have no information on and was freshly drawn.<br />
;To bomb: A play that causes the third misfire-token. Sometimes called '''explosion'''<br />
;Unique: A card that has no copy (left) in the deck.<br />
;Double discard: When consecutive players have the same card on chop. A special problem, since, to each of the consecutive players, a number to chop does not look like a unique save.<br />
;Double save: When a player has two consecutive unique cards, requiring consecutive save clues.<br />
;Strategy: A set of rules / guidelines / conventions on how to interpret actions by players (including spending of clue-tokens).<br />
<br />
== ELO rating ==<br />
<br />
* If you are playing with ELO rating on, your ELO may be changed at the end of the game.<br />
* Here is how it works:<br />
*# Every player on the team is temporarily considered as having the average ELO rating of the team.<br />
*# The system will generate a bot associated with the score your team has achieved (let’s call it '''''Hanabot''''').<br />
*#* Hanabot’s ELO rating depends on the variant you are playing (50 cards, 60 cards, 60 cards multicolour), the number of players on the team and, most importantly, your team's score.<br />
*#* All Hanabot’s ELO ratings have been set by an experienced player, they are not random or simply proportional to the score/number of players.<br />
*# Your team (actually your team's average ELO) will now compete against Hanabot.<br />
*#* The system will calculate your team’s ELO gain/loss as though your team had tied with Hanabot.<br />
*#* If your score is below 18 (50-card game) or below 21 (60-card game), Hanabot's ELO is always 1000.<br />
<br />
* You can find <b>[http://forum.boardgamearena.com/viewtopic.php?f=3&t=4814 all bots' ELO ratings here]</b><br />
* The 55-card variant (50 cards + 1 of each value in the sixth color) cannot be played with ELO rating on.<br />
** This is because this variant is highly dependent on draw and a team’s score may not always reflect the players’ skills.<br />
* If you achieve the perfect score and this should cost you ELO points, you will be considered as having beaten the bot associated with the score, so that you lose no ELO points.<br />
* To be confirmed: I think the ELO-system has had an overhaul.<br />
<br />
== About "cheating" ==<br />
<br />
* In the "real life Hanabi", you can talk. That's why we chose to let the chat open for the online version.<br />
<br />
* As a consequence, it is very easy to cheat at Hanabi.<br />
** However, as you can imagine, cheating is very stupid and has no interest... except for ELO boosting.<br />
** This is why there is no international ranking for this game (ie: best player, second best player) and no trophies associated to it.<br />
<br />
* Another method of cheating is to deliberately avoid finishing games that would cause ELO to drop.<br />
** While some argue that games become "boring" once 30 becomes impossible, it is rarely the case that games are abandoned on 29 points while waiting for the final 5 to be drawn.<br />
<br />
== Conventions ==<br />
<br />
'''Please note that these conventions are not widely used in BoardGameArena. Expert and master players in BGA tend to play very often according to the conventions in [https://docs.google.com/document/d/1VzgN6WoeYwh5NYtHECzUNZqFvpVcg-EdObU-YNMlyhc this document].'''<br />
<br />
* If you want to play "full information" style, meaning that you wait until you know both the colour and number of a card before you play it, you will likely be short on clue-tokens in >99% of the decks.<br />
* The logical conclusion is, that you cannot play a full information style game, and the team must agree on some sort of convention.<br />
** Meaning: a certain amount of meta-information is assigned to the clues.<br />
<br />
* Many players have different kinds of conventions.<br />
* When different players in the same team assign different meta-information to the same clue, the game becomes unplayable.<br />
** This is why the BGA table-settings give the option to set a table convention since the end of 2020.<br />
** Please see this <b>[https://boardgamearena.com/forum/viewtopic.php?f=102&t=18031 post]</b> started by [https://boardgamearena.com/player?id=84207926 Romain672].<br />
* Ideally, all players adhere to the convention, to avoid miscommunication.<br />
<br />
* Below, the meta-information of several conventions is explained.<br />
* In the examples, colours are indicated by their first letter:<br />
R - Red - <span style="background:red">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
Y - Yellow - <span style="background:yellow">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
G - Green - <span style="background:lime">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
B - Blue - <span style="background:blue">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
W - White - <span style="border:1px; border-style:solid; border-colour:black">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
M - Multi-colour - <span style="border:1px; border-style:solid; border-colour:black"><span style="background:red">&nbsp;</span><span style="background:yellow">&nbsp;</span><span style="background:lime">&nbsp;</span><span style="background:blue">&nbsp;</span>&nbsp;</span>,<br />
P - black Powder - <span style="background:black">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>.<br />
** ''For example:'' Y2 means the card with number 2 and colour yellow.<br />
<br />
=== Standard convention ===<br />
<br />
*You can assume the following meta-information:<br />
** Every card that gets marked, will be playable at some point.<br />
** A card marked with a number, can be played when all "number-1" cards are played.<br />
*** ''This is usually explained as: number-clues mean that these cards should be saved and played later on in the game.''<br />
*** ''It is custom to play saved cards from oldest to newest.''<br />
*** '''Note that most players on BGA do not adhere to this convention. A number hint is generally seen as a save (i.e., marking a unique cards that is about to be discarded) when on chop, and as a hint to play as soon as possible otherwise.'''<br />
** A colour-clue means that the newest, previously unmarked card, is the next playable card in the sequence.<br />
** The oldest, unmarked card is safe to discard.<br />
*** ''Obviously, if a player has a card that they are sure they will never be able to play, for example a card on which is marked as blue when the blue pile has already been completed, such card must be discarded in priority.''<br />
* Clues you should avoid giving (bad clues):<br />
** Giving a clue that marks 0 new cards.<br />
** Give a clue that tells a lie (does not conform to the meta-information above).<br />
** As a special remark: Since every marked card is assumed playable, you shouldn't mark useless, or duplicate cards. So if you have a saved 4, you are forbidden from marking 4s, unless you are sure you are not holding a copy of that 4.<br />
* Sometimes, a "bad" clue can't be avoided.<br />
** ''For example:'' when you need to save a unique 3 (using a number-clue) to avoid it being discarded, but you also accidentally mark a useless card.<br />
** Or if you are forced to give a colour-clue from a flamboyant, and you use it to mark 0 new cards.<br />
* When a lie has been told, it needs to be corrected.<br />
* A correction-clue can never mean "play", it can only mean "discard".<br />
<br />
==== Example 1 ====<br />
<br />
new -> old<br />
P1: R1, Y1, G1, B1, W1<br />
P2: R2, Y4, R3, B3, G'''5'''<br />
P3: G4, Y1, R4, Y3, Y2<br />
<br />
Table: R1, Y5, G1, B3, W4<br />
<br />
* It's P1's turn, and P2 knows his oldest card is 5.<br />
* P1 will give R-clue to P2.<br />
* This will tell P2, that the newest card is the next playable in the sequence (so must be R2), and that the other red can be R3, R4, or R5 (because it must be playable at some later point in the game).<br />
<br />
==== Example 2 ====<br />
<br />
new -> old<br />
P1: R1, Y1, G1, B1, W1<br />
P2: W5, Y4, '''R'''3, B3, G'''5'''<br />
P3: W2, G4, Y1, R4, Y3<br />
<br />
Table: R2, Y5, G1, B3, W4<br />
<br />
* It is P1's turn again, and P2 knows his oldest card is 5, and his middle card is R.<br />
* P1 will give R-clue to P3.<br />
* This will tell P3, that his middle card is the next playable in the sequence (so must be R4, because R3 is already marked).<br />
* This will give P2 the meta-information that his saved red card, is R3.<br />
** ''This particular move is sometimes called prompting, and is a common way to allow a card that is saved by colour to get played without re-cluing it.''<br />
<br />
==== Example 3 ====<br />
<br />
new -> old<br />
P1: R1, Y1, G1, B1, W1<br />
P2: R3, Y4, R'''2''', B3, G5<br />
P3: G4, Y1, R4, Y3, Y2<br />
<br />
Table: R1, Y5, G0, B3, W4<br />
<br />
* It is P1's turn, and P2 knows his middle card is 2.<br />
* P1 will give R-clue to P2.<br />
* This will tell P2 that his newest card is the next playable in the sequence (so must be R3, because R2 is now visible with 100% information).<br />
<br />
=== Finesse ===<br />
<br />
* Finesse builds on the standard convention (making it a bit more complex).<br />
* In the finesse convention, the timing of the clue gives you extra information.<br />
* You can assume the following meta-information:<br />
** Every card that gets marked, will be playable at some point.<br />
** If the oldest, unmarked card gets marked with a number-clue, then the clue meant "save this/these card(s)". (It is custom to play saved cards from oldest to newest when appropriate.)<br />
** A clue that doesn't mark the oldest card, means that the newest, previously unmarked card, is the next playable card in the sequence.<br />
** The oldest, unmarked card is safe to discard unless that player is busy by having a "known" play.<br />
*** ''Obviously, if a player has a card that they are sure they will never be able to play, for example a card on which is marked as blue when the blue pile has already been completed, such card must be discarded in priority.''<br />
** If a marked card gets discarded it means:<br />
*** The copy of that card is already marked in someone else's hand, and the discarding player is the first to realize this; or<br />
*** The copy of that card MUST be marked in a future clue (because a save-clue will be given that will mark the copy card as collateral).<br />
** If more than 1 person are able to give the same clue, then the last possible person should give that clue.<br />
*** '''Note: players who do not adhere to this convention claim it is better to force discards. This is not a constructive way to play, so please do not fall for this trap.'''<br />
** In finesse convention skipping (P1 clues P3, instead of P2; then P2 is skipped) means either:<br />
**# The skipped player is forbidden from giving that clue; or<br />
**# The skipped player has something to play.<br />
*** ''Note:'' It is '''never''' okay to force a discard. This creates ambiguity on skipping; which should be avoided.<br />
*** '''Note: the above not the interpretation given by most players on BoardGameArena. Please do not assume anybody will follow this convention unless they explicitly signal so. The standard interpretation for a skip is "please discard".'''<br />
==== Clues you should avoid giving (bad clues) ====<br />
<br />
* Giving a clue that marks 0 new cards.<br />
* Give a clue that tells a lie (does not conform to the meta-information above).<br />
* As a special remark: don't mark useless, or duplicate cards. So if you have a saved 4, you are forbidden from marking 4s, unless you are sure you are not holding a copy of that<br />
<br />
==== Special interpretation for play-clues ====<br />
<br />
* When receiving a clue for the "next playable card in the sequence", the linking cards are not limited to already marked cards (like in standard convention).<br />
* The newest, unmarked cards in every player's hand should be considered as well.<br />
<br />
====== Example ======<br />
<br />
new -> old<br />
P1: ??, ??, ??, ??, ??<br />
P2: B1, Y5, B3, W1, W2<br />
P3: R5, R2, B2, G2, Y2<br />
<br />
Table: R0, Y0, G0, B0, W0<br />
<br />
* P1 gives B-clue to P3.<br />
* This gives the information that B2 is the next playable card in the sequence, and that P2 is either not allowed to give B-clue, or has something to play.<br />
* Since P2 has no marked cards, he was not blocked from giving B-clue, so he must have something to play.<br />
* This something, must be the missing link (B1, to enable B2) that makes B2 the next playable card.<br />
* Since there is no logical (marked) card that could be B1, P2 must assume his newest, unmarked card is B1 and blind-plays this card.<br />
<br />
===== Example of reversed finesse =====<br />
<br />
new -> old<br />
P1: ??, ??, ??, ??, ??<br />
P2: R5, R2, B2, G2, Y2<br />
P3: B1, Y5, B3, W1, W2<br />
<br />
Table: R0, Y0, G0, B0, W0<br />
<br />
* P1 gives B-clue to P2.<br />
* This gives the information that B2 is the next playable card in the sequence.<br />
* P2 sees that the newest, unmarked card in the hand of P3 is of the same colour (blue) '''and''' playable now. P2 concludes it is a finesse, with the players in reversed order, so his blue card must be B2.<br />
<br />
===== Example of a bluff =====<br />
<br />
new -> old<br />
P1: ??, ??, ??, ??, ??<br />
P2: W1, Y5, B3, W1, W2<br />
P3: R5, R2, B2, G2, Y2<br />
<br />
Table: R0, Y0, G0, B0, W0<br />
<br />
* P1 gives B-clue to P3.<br />
* This gives the information that B2 is the next playable card in the sequence, and that P2 is either not allowed to give B-clue, or has something to play.<br />
* Since P2 has no marked cards, he was not blocked from giving B-clue, so he must have something to play.<br />
* This something, must be the missing link (B1, to enable B2) that makes B2 the next playable card.<br />
* Since there is no logical (marked) card that could be B1, P2 must assume his newest, unmarked card is B1 and blind-plays this card.<br />
* However, at this point the "lie" is revealed (because the colour of the played card does '''not''' match the colour of the finesse-clue).<br />
* The blind-played card is '''not''' B1, but W1. P3, up to this point, was thinking he had B1.<br />
* The blind-play of P2 gives him extra information: his blue card is in fact B2.<br />
<br />
=== Hat-guessing ===<br />
<br />
* [https://github.com/hanabi/hanabi.github.io/blob/main/misc/hat-guessing.md Github hat-guessing]<br />
<br />
=== Logical Leftism ===<br />
<br />
* [http://hanabilogic.eklablog.com/basics-level-1-a117610126 Hanabi Logic basics-level-1]<br />
* [http://hanabilogic.eklablog.com/-a163408102 Hanabi Logic logical-leftism-in-a-nutshell]<br />
<br />
=== Closest Friend ===<br />
<br />
* TODO<br />
<br />
=== Secret convention ===<br />
<br />
* TODO<br />
<br />
=== Conventional Leftism ===<br />
<br />
* [http://hanabilogic.eklablog.com/ll-vs-cl-the-differences-a132077536 Hanabi Logic ll-vs-cl-the-differences] gives some clues, but doesn't explain Conventional Leftism from first principles.<br />
<br />
=== Chop-focus ===<br />
<br />
* TODO<br />
<br />
== Strategy ==<br />
<br />
* In addition to the convention(s), there is also some strategy to the game.<br />
* You should '''not''' confuse strategy with convention! Strategy is '''team''' vs '''deck'''; convention is communication within the team.<br />
* A simple example of strategy is saving 2s in 2-player games.<br />
** Using number-2-clue to communicate that those cards need to be saved, is a convention.<br />
<br />
=== Examples ===<br />
<br />
* More advanced players will try to avoid losing as many "first" (non-unique) cards as possible.<br />
* It's a good strategy to keep good cards in the game as long as possible - even if they are not yet playable.<br />
** ''The other copy of that card might be far down the draw pile.''<br />
* Trying to mark at least 12 cards with the first 8 clue-tokens.<br />
** This gives 99% chance of always having enough tokens in the game.<br />
* Not using the last two clue-tokens for "single plays".<br />
** This avoids running out of clue-tokens in times when you need to save critical cards.<br />
<br />
For strategy tips, see <b>[[Tips_hanabi]]</b></div>HanabiGrandMasterhttps://en.doc.boardgamearena.com/index.php?title=Gamehelphanabi&diff=11387Gamehelphanabi2022-01-08T01:04:14Z<p>HanabiGrandMaster: /* Clues you should avoid giving (bad clues) */</p>
<hr />
<div>[[Category:Card games]]<br />
For tips on how to play hanabi, see <b>[[Tips_hanabi]]</b><br />
== Introduction ==<br />
<br />
* Hanabi is a cooperative game. Your goal, as a team, is to build a fabulous fireworks show.<br />
* You do this by playing the cards in the correct order.<br />
* However, you cannot see your own cards; you can only see the cards of your team mates.<br />
<br />
==== Final Score Ratings ====<br />
<br />
{| class="wikitable"<br />
|-<br />
!Points<br />
!Overall impression<br />
|-<br />
|5 or less<br />
|horrible, booed by the crowd...<br />
|-<br />
|6-10<br />
|mediocre, just a spattering of applause.<br />
|-<br />
|11-15<br />
|honourable, but will not be remembered for very long...<br />
|-<br />
|16-20<br />
|excellent, crowd pleasing.<br />
|-<br />
|21-24<br />
|amazing, will be remembered for a very long time!<br />
|-<br />
|25<br />
|legendary, everyone left speechless, stars in their eyes<br />
|}<br />
<br />
== Card distribution ==<br />
<br />
* In a game of Hanabi on '''normal difficulty''', the deck contains 50 cards.<br />
* Each card has exactly one colour: either Red, Yellow, Green, Blue, or White.<br />
<br />
There are 10 cards in each colour:<br />
* three 1s<br />
* two 2s<br />
* two 3s<br />
* two 4s<br />
* one 5<br />
<br />
=== Multicolour cards ===<br />
<br />
* There are three variants that add a 6th colour: the multicolour.<br />
* There are three difficulties:<br />
<br />
==== Tricky ====<br />
<br />
* Adds 10 multicolour cards to the normal game.<br />
* These cards get marked by a separate multicolour clue.<br />
<br />
==== Hard ====<br />
<br />
* '''5''' multicolour cards to the normal game: one of each number.<br />
* These cards get marked by a separate multicolour clue.<br />
<br />
==== Very Difficult ====<br />
<br />
* Adds 10 multicolour cards to the normal game.<br />
* These cards get marked by ANY colour clue.<br />
<br />
== Game play ==<br />
<br />
* You each take turns.<br />
* During a turn, a player may take one (1) of three actions.<br />
* After your action, the turn ends and it is the next player's turn.<br />
* The game can end in several ways:<br />
*# All cards have been drawn from the deck. After this happens, everybody gets 1 more turn. The game ends with the score at the last turn.<br />
*# Your team played all possible cards. In this case, the game ends immediately and you receive the maximum possible score.<br />
*# Your team made three mistakes that caused misfires. In this case, you lose the game and get negative ten (-10) points.<br />
*# Your team 'abandons' the game. Although discouraged, you receive zero (0) points.<br />
<br />
== Turn ==<br />
<br />
* During your turn, you have one (1) action.<br />
* You can choose to do one of the following:<br />
<br />
==== Give a colour or number clue to a teammate ====<br />
<br />
* This costs one clue-token (-1).<br />
* You cannot give a clue if there are zero (0) clue-tokens left.<br />
* When you give a clue, you must indicate '''all''' cards of a certain colour, or '''all''' cards of a certain number.<br />
<br />
==== Play a card ====<br />
<br />
* When a card is played, it is evaluated.<br />
* If the card fits in one of sequences, it is placed in the appropriate colour stack on the table.<br />
* If it does not fit, it is placed in the discard pile and the team gets a misfire-token.<br />
* Then draw a new card.<br />
<br />
==== Discard a card ====<br />
<br />
* When you discard, the card is placed in the discard pile and you get a clue-token (+1).<br />
* ''Note:'' cards on the discard pile are out of the game and can never return.<br />
* Then draw a new card.<br />
<br />
== Options ==<br />
<br />
=== Black Powder ===<br />
<br />
* You may not give clues regarding the colour black.<br />
* Black cards must be played in reverse order, from 5 to 1.<br />
* In the deck there are three black 5s, two black 4s, two black 3s, two black 2s, and one black 1.<br />
<br />
=== Five Flamboyants ===<br />
<br />
After playing the last card of a colour, randomly select one of the following bonuses for immediate use:<br />
* Gain a clue token.<br />
* Gain a clue token and recover a life.<br />
* Give a clue regarding a colour.<br />
* Give a clue regarding a number.<br />
* Shuffle a discarded card into the deck.<br />
* Play a discarded card, if possible.<br />
<br />
== Lingo ==<br />
<br />
When you play with others, certain words are used to describe certain objects or situations. Here is a short list.<br />
<br />
;Marked: A card that is highlighted by a clue.<br />
;Unmarked: A card that is not clued.<br />
;chop: The oldest, unmarked card. The card that you have no information on and will chop from your hand.<br />
;draw: The newest, unmarked card. The card that you have no information on and was freshly drawn.<br />
;To bomb: A play that causes the third misfire-token. Sometimes called '''explosion'''<br />
;Unique: A card that has no copy (left) in the deck.<br />
;Double discard: When consecutive players have the same card on chop. A special problem, since, to each of the consecutive players, a number to chop does not look like a unique save.<br />
;Double save: When a player has two consecutive unique cards, requiring consecutive save clues.<br />
;Strategy: A set of rules / guidelines / conventions on how to interpret actions by players (including spending of clue-tokens).<br />
<br />
== ELO rating ==<br />
<br />
* If you are playing with ELO rating on, your ELO may be changed at the end of the game.<br />
* Here is how it works:<br />
*# Every player on the team is temporarily considered as having the average ELO rating of the team.<br />
*# The system will generate a bot associated with the score your team has achieved (let’s call it '''''Hanabot''''').<br />
*#* Hanabot’s ELO rating depends on the variant you are playing (50 cards, 60 cards, 60 cards multicolour), the number of players on the team and, most importantly, your team's score.<br />
*#* All Hanabot’s ELO ratings have been set by an experienced player, they are not random or simply proportional to the score/number of players.<br />
*# Your team (actually your team's average ELO) will now compete against Hanabot.<br />
*#* The system will calculate your team’s ELO gain/loss as though your team had tied with Hanabot.<br />
*#* If your score is below 18 (50-card game) or below 21 (60-card game), Hanabot's ELO is always 1000.<br />
<br />
* You can find <b>[http://forum.boardgamearena.com/viewtopic.php?f=3&t=4814 all bots' ELO ratings here]</b><br />
* The 55-card variant (50 cards + 1 of each value in the sixth color) cannot be played with ELO rating on.<br />
** This is because this variant is highly dependent on draw and a team’s score may not always reflect the players’ skills.<br />
* If you achieve the perfect score and this should cost you ELO points, you will be considered as having beaten the bot associated with the score, so that you lose no ELO points.<br />
* To be confirmed: I think the ELO-system has had an overhaul.<br />
<br />
== About "cheating" ==<br />
<br />
* In the "real life Hanabi", you can talk. That's why we chose to let the chat open for the online version.<br />
<br />
* As a consequence, it is very easy to cheat at Hanabi.<br />
** However, as you can imagine, cheating is very stupid and has no interest... except for ELO boosting.<br />
** This is why there is no international ranking for this game (ie: best player, second best player) and no trophies associated to it.<br />
<br />
* Another method of cheating is to deliberately avoid finishing games that would cause ELO to drop.<br />
** While some argue that games become "boring" once 30 becomes impossible, it is rarely the case that games are abandoned on 29 points while waiting for the final 5 to be drawn.<br />
<br />
== Conventions ==<br />
<br />
* If you want to play "full information" style, meaning that you wait until you know both the colour and number of a card before you play it, you will likely be short on clue-tokens in >99% of the decks.<br />
* The logical conclusion is, that you cannot play a full information style game, and the team must agree on some sort of convention.<br />
** Meaning: a certain amount of meta-information is assigned to the clues.<br />
<br />
* Many players have different kinds of conventions.<br />
* When different players in the same team assign different meta-information to the same clue, the game becomes unplayable.<br />
** This is why the BGA table-settings give the option to set a table convention since the end of 2020.<br />
** Please see this <b>[https://boardgamearena.com/forum/viewtopic.php?f=102&t=18031 post]</b> started by [https://boardgamearena.com/player?id=84207926 Romain672].<br />
* Ideally, all players adhere to the convention, to avoid miscommunication.<br />
<br />
* Below, the meta-information of several conventions is explained.<br />
* In the examples, colours are indicated by their first letter:<br />
R - Red - <span style="background:red">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
Y - Yellow - <span style="background:yellow">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
G - Green - <span style="background:lime">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
B - Blue - <span style="background:blue">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
W - White - <span style="border:1px; border-style:solid; border-colour:black">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
M - Multi-colour - <span style="border:1px; border-style:solid; border-colour:black"><span style="background:red">&nbsp;</span><span style="background:yellow">&nbsp;</span><span style="background:lime">&nbsp;</span><span style="background:blue">&nbsp;</span>&nbsp;</span>,<br />
P - black Powder - <span style="background:black">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>.<br />
** ''For example:'' Y2 means the card with number 2 and colour yellow.<br />
<br />
=== Standard convention ===<br />
<br />
*You can assume the following meta-information:<br />
** Every card that gets marked, will be playable at some point.<br />
** A card marked with a number, can be played when all "number-1" cards are played.<br />
*** ''This is usually explained as: number-clues mean that these cards should be saved and played later on in the game.''<br />
*** ''It is custom to play saved cards from oldest to newest.''<br />
** A colour-clue means that the newest, previously unmarked card, is the next playable card in the sequence.<br />
** The oldest, unmarked card is safe to discard.<br />
*** ''Obviously, if a player has a card that he is sure he will never be able to play, for example a card on which is marked as blue when the blue pile has already been completed, such card must be discarded in priority.''<br />
* Clues you should avoid giving (bad clues):<br />
** Giving a clue that marks 0 new cards.<br />
** Give a clue that tells a lie (does not conform to the meta-information above).<br />
** As a special remark: Since every marked card is assumed playable, you shouldn't mark useless, or duplicate cards. So if you have a saved 4, you are forbidden from marking 4s, unless you are sure you are not holding a copy of that 4.<br />
* Sometimes, a "bad" clue can't be avoided.<br />
** ''For example:'' when you need to save a unique 3 (using a number-clue) to avoid it being discarded, but you also accidentally mark a useless card.<br />
** Or if you are forced to give a colour-clue from a flamboyant, and you use it to mark 0 new cards.<br />
* When a lie has been told, it needs to be corrected.<br />
* A correction-clue can never mean "play", it can only mean "discard".<br />
<br />
==== Example 1 ====<br />
<br />
new -> old<br />
P1: R1, Y1, G1, B1, W1<br />
P2: R2, Y4, R3, B3, G'''5'''<br />
P3: G4, Y1, R4, Y3, Y2<br />
<br />
Table: R1, Y5, G1, B3, W4<br />
<br />
* It's P1's turn, and P2 knows his oldest card is 5.<br />
* P1 will give R-clue to P2.<br />
* This will tell P2, that the newest card is the next playable in the sequence (so must be R2), and that the other red can be R3, R4, or R5 (because it must be playable at some later point in the game).<br />
<br />
==== Example 2 ====<br />
<br />
new -> old<br />
P1: R1, Y1, G1, B1, W1<br />
P2: W5, Y4, '''R'''3, B3, G'''5'''<br />
P3: W2, G4, Y1, R4, Y3<br />
<br />
Table: R2, Y5, G1, B3, W4<br />
<br />
* It is P1's turn again, and P2 knows his oldest card is 5, and his middle card is R.<br />
* P1 will give R-clue to P3.<br />
* This will tell P3, that his middle card is the next playable in the sequence (so must be R4, because R3 is already marked).<br />
* This will give P2 the meta-information that his saved red card, is R3.<br />
** ''This particular move is sometimes called prompting, and is a common way to allow a card that is saved by colour to get played without re-cluing it.''<br />
<br />
==== Example 3 ====<br />
<br />
new -> old<br />
P1: R1, Y1, G1, B1, W1<br />
P2: R3, Y4, R'''2''', B3, G5<br />
P3: G4, Y1, R4, Y3, Y2<br />
<br />
Table: R1, Y5, G0, B3, W4<br />
<br />
* It is P1's turn, and P2 knows his middle card is 2.<br />
* P1 will give R-clue to P2.<br />
* This will tell P2 that his newest card is the next playable in the sequence (so must be R3, because R2 is now visible with 100% information).<br />
<br />
=== Finesse ===<br />
<br />
* Finesse builds on the standard convention (making it a bit more complex).<br />
* In the finesse convention, the timing of the clue gives you extra information.<br />
* You can assume the following meta-information:<br />
** Every card that gets marked, will be playable at some point.<br />
** If the oldest, unmarked card gets marked with a number-clue, then the clue meant "save this/these card(s)". (It is custom to play saved cards from oldest to newest when appropriate.)<br />
** A clue that doesn't mark the oldest card, means that the newest, previously unmarked card, is the next playable card in the sequence.<br />
** The oldest, unmarked card is safe to discard unless that player is busy by having a "known" play.<br />
*** ''Obviously, if a player has a card that he is sure he will never be able to play, for example a card on which is marked as blue when the blue pile has already been completed, such card must be discarded in priority.''<br />
** If a marked card gets discarded it means:<br />
*** The copy of that card is already marked in someone else's hand, and the discarding player is the first to realize this; or<br />
*** The copy of that card MUST be marked in a future clue (because a save-clue will be given that will mark the copy card as collateral).<br />
** If more than 1 person are able to give the same clue, then the last possible person should give that clue.<br />
*** ''Note:'' This approach is disputed by weaker players.<br />
*** These players argue it is often better to "steal" the clue of the players in front of you. When players steal your clues, they lack trust. Either they don't trust that their cards are as useless as they are promised by the meta-information; or they don't trust you to give the high-value clue(s).<br />
** In finesse convention skipping (P1 clues P3, instead of P2; then P2 is skipped) means either:<br />
**# The skipped player is forbidden from giving that clue; or<br />
**# The skipped player has something to play.<br />
*** ''Note:'' It is '''never''' okay to force a discard. This creates ambiguity on skipping; which should be avoided.<br />
==== Clues you should avoid giving (bad clues) ====<br />
<br />
* Giving a clue that marks 0 new cards.<br />
* Give a clue that tells a lie (does not conform to the meta-information above).<br />
* As a special remark: don't mark useless, or duplicate cards. So if you have a saved 4, you are forbidden from marking 4s, unless you are sure you are not holding a copy of that<br />
<br />
==== Special interpretation for play-clues ====<br />
<br />
* When receiving a clue for the "next playable card in the sequence", the linking cards are not limited to already marked cards (like in standard convention).<br />
* The newest, unmarked cards in every player's hand should be considered as well.<br />
<br />
====== Example ======<br />
<br />
new -> old<br />
P1: ??, ??, ??, ??, ??<br />
P2: B1, Y5, B3, W1, W2<br />
P3: R5, R2, B2, G2, Y2<br />
<br />
Table: R0, Y0, G0, B0, W0<br />
<br />
* P1 gives B-clue to P3.<br />
* This gives the information that B2 is the next playable card in the sequence, and that P2 is either not allowed to give B-clue, or has something to play.<br />
* Since P2 has no marked cards, he was not blocked from giving B-clue, so he must have something to play.<br />
* This something, must be the missing link (B1, to enable B2) that makes B2 the next playable card.<br />
* Since there is no logical (marked) card that could be B1, P2 must assume his newest, unmarked card is B1 and blind-plays this card.<br />
<br />
===== Example of reversed finesse =====<br />
<br />
new -> old<br />
P1: ??, ??, ??, ??, ??<br />
P2: R5, R2, B2, G2, Y2<br />
P3: B1, Y5, B3, W1, W2<br />
<br />
Table: R0, Y0, G0, B0, W0<br />
<br />
* P1 gives B-clue to P2.<br />
* This gives the information that B2 is the next playable card in the sequence.<br />
* P2 sees that the newest, unmarked card in the hand of P3 is of the same colour (blue) '''and''' playable now. P2 concludes it is a finesse, with the players in reversed order, so his blue card must be B2.<br />
<br />
===== Example of a bluff =====<br />
<br />
new -> old<br />
P1: ??, ??, ??, ??, ??<br />
P2: W1, Y5, B3, W1, W2<br />
P3: R5, R2, B2, G2, Y2<br />
<br />
Table: R0, Y0, G0, B0, W0<br />
<br />
* P1 gives B-clue to P3.<br />
* This gives the information that B2 is the next playable card in the sequence, and that P2 is either not allowed to give B-clue, or has something to play.<br />
* Since P2 has no marked cards, he was not blocked from giving B-clue, so he must have something to play.<br />
* This something, must be the missing link (B1, to enable B2) that makes B2 the next playable card.<br />
* Since there is no logical (marked) card that could be B1, P2 must assume his newest, unmarked card is B1 and blind-plays this card.<br />
* However, at this point the "lie" is revealed (because the colour of the played card does '''not''' match the colour of the finesse-clue).<br />
* The blind-played card is '''not''' B1, but W1. P3, up to this point, was thinking he had B1.<br />
* The blind-play of P2 gives him extra information: his blue card is in fact B2.<br />
<br />
=== Hat-guessing ===<br />
<br />
* [https://github.com/hanabi/hanabi.github.io/blob/main/misc/hat-guessing.md Github hat-guessing]<br />
<br />
=== Logical Leftism ===<br />
<br />
* [http://hanabilogic.eklablog.com/basics-level-1-a117610126 Hanabi Logic basics-level-1]<br />
* [http://hanabilogic.eklablog.com/-a163408102 Hanabi Logic logical-leftism-in-a-nutshell]<br />
<br />
=== Closest Friend ===<br />
<br />
* TODO<br />
<br />
=== Secret convention ===<br />
<br />
* TODO<br />
<br />
=== Conventional Leftism ===<br />
<br />
* [http://hanabilogic.eklablog.com/ll-vs-cl-the-differences-a132077536 Hanabi Logic ll-vs-cl-the-differences] gives some clues, but doesn't explain Conventional Leftism from first principles.<br />
<br />
=== Chop-focus ===<br />
<br />
* TODO<br />
<br />
== Strategy ==<br />
<br />
* In addition to the convention(s), there is also some strategy to the game.<br />
* You should '''not''' confuse strategy with convention! Strategy is '''team''' vs '''deck'''; convention is communication within the team.<br />
* A simple example of strategy is saving 2s in 2-player games.<br />
** Using number-2-clue to communicate that those cards need to be saved, is a convention.<br />
<br />
=== Examples ===<br />
<br />
* More advanced players will try to avoid losing as many "first" (non-unique) cards as possible.<br />
* It's a good strategy to keep good cards in the game as long as possible - even if they are not yet playable.<br />
** ''The other copy of that card might be far down the draw pile.''<br />
* Trying to mark at least 12 cards with the first 8 clue-tokens.<br />
** This gives 99% chance of always having enough tokens in the game.<br />
* Not using the last two clue-tokens for "single plays".<br />
** This avoids running out of clue-tokens in times when you need to save critical cards.<br />
<br />
For strategy tips, see <b>[[Tips_hanabi]]</b></div>HanabiGrandMasterhttps://en.doc.boardgamearena.com/index.php?title=Gamehelphanabi&diff=11386Gamehelphanabi2022-01-08T01:01:57Z<p>HanabiGrandMaster: /* Finesse */</p>
<hr />
<div>[[Category:Card games]]<br />
For tips on how to play hanabi, see <b>[[Tips_hanabi]]</b><br />
== Introduction ==<br />
<br />
* Hanabi is a cooperative game. Your goal, as a team, is to build a fabulous fireworks show.<br />
* You do this by playing the cards in the correct order.<br />
* However, you cannot see your own cards; you can only see the cards of your team mates.<br />
<br />
==== Final Score Ratings ====<br />
<br />
{| class="wikitable"<br />
|-<br />
!Points<br />
!Overall impression<br />
|-<br />
|5 or less<br />
|horrible, booed by the crowd...<br />
|-<br />
|6-10<br />
|mediocre, just a spattering of applause.<br />
|-<br />
|11-15<br />
|honourable, but will not be remembered for very long...<br />
|-<br />
|16-20<br />
|excellent, crowd pleasing.<br />
|-<br />
|21-24<br />
|amazing, will be remembered for a very long time!<br />
|-<br />
|25<br />
|legendary, everyone left speechless, stars in their eyes<br />
|}<br />
<br />
== Card distribution ==<br />
<br />
* In a game of Hanabi on '''normal difficulty''', the deck contains 50 cards.<br />
* Each card has exactly one colour: either Red, Yellow, Green, Blue, or White.<br />
<br />
There are 10 cards in each colour:<br />
* three 1s<br />
* two 2s<br />
* two 3s<br />
* two 4s<br />
* one 5<br />
<br />
=== Multicolour cards ===<br />
<br />
* There are three variants that add a 6th colour: the multicolour.<br />
* There are three difficulties:<br />
<br />
==== Tricky ====<br />
<br />
* Adds 10 multicolour cards to the normal game.<br />
* These cards get marked by a separate multicolour clue.<br />
<br />
==== Hard ====<br />
<br />
* '''5''' multicolour cards to the normal game: one of each number.<br />
* These cards get marked by a separate multicolour clue.<br />
<br />
==== Very Difficult ====<br />
<br />
* Adds 10 multicolour cards to the normal game.<br />
* These cards get marked by ANY colour clue.<br />
<br />
== Game play ==<br />
<br />
* You each take turns.<br />
* During a turn, a player may take one (1) of three actions.<br />
* After your action, the turn ends and it is the next player's turn.<br />
* The game can end in several ways:<br />
*# All cards have been drawn from the deck. After this happens, everybody gets 1 more turn. The game ends with the score at the last turn.<br />
*# Your team played all possible cards. In this case, the game ends immediately and you receive the maximum possible score.<br />
*# Your team made three mistakes that caused misfires. In this case, you lose the game and get negative ten (-10) points.<br />
*# Your team 'abandons' the game. Although discouraged, you receive zero (0) points.<br />
<br />
== Turn ==<br />
<br />
* During your turn, you have one (1) action.<br />
* You can choose to do one of the following:<br />
<br />
==== Give a colour or number clue to a teammate ====<br />
<br />
* This costs one clue-token (-1).<br />
* You cannot give a clue if there are zero (0) clue-tokens left.<br />
* When you give a clue, you must indicate '''all''' cards of a certain colour, or '''all''' cards of a certain number.<br />
<br />
==== Play a card ====<br />
<br />
* When a card is played, it is evaluated.<br />
* If the card fits in one of sequences, it is placed in the appropriate colour stack on the table.<br />
* If it does not fit, it is placed in the discard pile and the team gets a misfire-token.<br />
* Then draw a new card.<br />
<br />
==== Discard a card ====<br />
<br />
* When you discard, the card is placed in the discard pile and you get a clue-token (+1).<br />
* ''Note:'' cards on the discard pile are out of the game and can never return.<br />
* Then draw a new card.<br />
<br />
== Options ==<br />
<br />
=== Black Powder ===<br />
<br />
* You may not give clues regarding the colour black.<br />
* Black cards must be played in reverse order, from 5 to 1.<br />
* In the deck there are three black 5s, two black 4s, two black 3s, two black 2s, and one black 1.<br />
<br />
=== Five Flamboyants ===<br />
<br />
After playing the last card of a colour, randomly select one of the following bonuses for immediate use:<br />
* Gain a clue token.<br />
* Gain a clue token and recover a life.<br />
* Give a clue regarding a colour.<br />
* Give a clue regarding a number.<br />
* Shuffle a discarded card into the deck.<br />
* Play a discarded card, if possible.<br />
<br />
== Lingo ==<br />
<br />
When you play with others, certain words are used to describe certain objects or situations. Here is a short list.<br />
<br />
;Marked: A card that is highlighted by a clue.<br />
;Unmarked: A card that is not clued.<br />
;chop: The oldest, unmarked card. The card that you have no information on and will chop from your hand.<br />
;draw: The newest, unmarked card. The card that you have no information on and was freshly drawn.<br />
;To bomb: A play that causes the third misfire-token. Sometimes called '''explosion'''<br />
;Unique: A card that has no copy (left) in the deck.<br />
;Double discard: When consecutive players have the same card on chop. A special problem, since, to each of the consecutive players, a number to chop does not look like a unique save.<br />
;Double save: When a player has two consecutive unique cards, requiring consecutive save clues.<br />
;Strategy: A set of rules / guidelines / conventions on how to interpret actions by players (including spending of clue-tokens).<br />
<br />
== ELO rating ==<br />
<br />
* If you are playing with ELO rating on, your ELO may be changed at the end of the game.<br />
* Here is how it works:<br />
*# Every player on the team is temporarily considered as having the average ELO rating of the team.<br />
*# The system will generate a bot associated with the score your team has achieved (let’s call it '''''Hanabot''''').<br />
*#* Hanabot’s ELO rating depends on the variant you are playing (50 cards, 60 cards, 60 cards multicolour), the number of players on the team and, most importantly, your team's score.<br />
*#* All Hanabot’s ELO ratings have been set by an experienced player, they are not random or simply proportional to the score/number of players.<br />
*# Your team (actually your team's average ELO) will now compete against Hanabot.<br />
*#* The system will calculate your team’s ELO gain/loss as though your team had tied with Hanabot.<br />
*#* If your score is below 18 (50-card game) or below 21 (60-card game), Hanabot's ELO is always 1000.<br />
<br />
* You can find <b>[http://forum.boardgamearena.com/viewtopic.php?f=3&t=4814 all bots' ELO ratings here]</b><br />
* The 55-card variant (50 cards + 1 of each value in the sixth color) cannot be played with ELO rating on.<br />
** This is because this variant is highly dependent on draw and a team’s score may not always reflect the players’ skills.<br />
* If you achieve the perfect score and this should cost you ELO points, you will be considered as having beaten the bot associated with the score, so that you lose no ELO points.<br />
* To be confirmed: I think the ELO-system has had an overhaul.<br />
<br />
== About "cheating" ==<br />
<br />
* In the "real life Hanabi", you can talk. That's why we chose to let the chat open for the online version.<br />
<br />
* As a consequence, it is very easy to cheat at Hanabi.<br />
** However, as you can imagine, cheating is very stupid and has no interest... except for ELO boosting.<br />
** This is why there is no international ranking for this game (ie: best player, second best player) and no trophies associated to it.<br />
<br />
* Another method of cheating is to deliberately avoid finishing games that would cause ELO to drop.<br />
** While some argue that games become "boring" once 30 becomes impossible, it is rarely the case that games are abandoned on 29 points while waiting for the final 5 to be drawn.<br />
<br />
== Conventions ==<br />
<br />
* If you want to play "full information" style, meaning that you wait until you know both the colour and number of a card before you play it, you will likely be short on clue-tokens in >99% of the decks.<br />
* The logical conclusion is, that you cannot play a full information style game, and the team must agree on some sort of convention.<br />
** Meaning: a certain amount of meta-information is assigned to the clues.<br />
<br />
* Many players have different kinds of conventions.<br />
* When different players in the same team assign different meta-information to the same clue, the game becomes unplayable.<br />
** This is why the BGA table-settings give the option to set a table convention since the end of 2020.<br />
** Please see this <b>[https://boardgamearena.com/forum/viewtopic.php?f=102&t=18031 post]</b> started by [https://boardgamearena.com/player?id=84207926 Romain672].<br />
* Ideally, all players adhere to the convention, to avoid miscommunication.<br />
<br />
* Below, the meta-information of several conventions is explained.<br />
* In the examples, colours are indicated by their first letter:<br />
R - Red - <span style="background:red">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
Y - Yellow - <span style="background:yellow">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
G - Green - <span style="background:lime">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
B - Blue - <span style="background:blue">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
W - White - <span style="border:1px; border-style:solid; border-colour:black">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
M - Multi-colour - <span style="border:1px; border-style:solid; border-colour:black"><span style="background:red">&nbsp;</span><span style="background:yellow">&nbsp;</span><span style="background:lime">&nbsp;</span><span style="background:blue">&nbsp;</span>&nbsp;</span>,<br />
P - black Powder - <span style="background:black">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>.<br />
** ''For example:'' Y2 means the card with number 2 and colour yellow.<br />
<br />
=== Standard convention ===<br />
<br />
*You can assume the following meta-information:<br />
** Every card that gets marked, will be playable at some point.<br />
** A card marked with a number, can be played when all "number-1" cards are played.<br />
*** ''This is usually explained as: number-clues mean that these cards should be saved and played later on in the game.''<br />
*** ''It is custom to play saved cards from oldest to newest.''<br />
** A colour-clue means that the newest, previously unmarked card, is the next playable card in the sequence.<br />
** The oldest, unmarked card is safe to discard.<br />
*** ''Obviously, if a player has a card that he is sure he will never be able to play, for example a card on which is marked as blue when the blue pile has already been completed, such card must be discarded in priority.''<br />
* Clues you should avoid giving (bad clues):<br />
** Giving a clue that marks 0 new cards.<br />
** Give a clue that tells a lie (does not conform to the meta-information above).<br />
** As a special remark: Since every marked card is assumed playable, you shouldn't mark useless, or duplicate cards. So if you have a saved 4, you are forbidden from marking 4s, unless you are sure you are not holding a copy of that 4.<br />
* Sometimes, a "bad" clue can't be avoided.<br />
** ''For example:'' when you need to save a unique 3 (using a number-clue) to avoid it being discarded, but you also accidentally mark a useless card.<br />
** Or if you are forced to give a colour-clue from a flamboyant, and you use it to mark 0 new cards.<br />
* When a lie has been told, it needs to be corrected.<br />
* A correction-clue can never mean "play", it can only mean "discard".<br />
<br />
==== Example 1 ====<br />
<br />
new -> old<br />
P1: R1, Y1, G1, B1, W1<br />
P2: R2, Y4, R3, B3, G'''5'''<br />
P3: G4, Y1, R4, Y3, Y2<br />
<br />
Table: R1, Y5, G1, B3, W4<br />
<br />
* It's P1's turn, and P2 knows his oldest card is 5.<br />
* P1 will give R-clue to P2.<br />
* This will tell P2, that the newest card is the next playable in the sequence (so must be R2), and that the other red can be R3, R4, or R5 (because it must be playable at some later point in the game).<br />
<br />
==== Example 2 ====<br />
<br />
new -> old<br />
P1: R1, Y1, G1, B1, W1<br />
P2: W5, Y4, '''R'''3, B3, G'''5'''<br />
P3: W2, G4, Y1, R4, Y3<br />
<br />
Table: R2, Y5, G1, B3, W4<br />
<br />
* It is P1's turn again, and P2 knows his oldest card is 5, and his middle card is R.<br />
* P1 will give R-clue to P3.<br />
* This will tell P3, that his middle card is the next playable in the sequence (so must be R4, because R3 is already marked).<br />
* This will give P2 the meta-information that his saved red card, is R3.<br />
** ''This particular move is sometimes called prompting, and is a common way to allow a card that is saved by colour to get played without re-cluing it.''<br />
<br />
==== Example 3 ====<br />
<br />
new -> old<br />
P1: R1, Y1, G1, B1, W1<br />
P2: R3, Y4, R'''2''', B3, G5<br />
P3: G4, Y1, R4, Y3, Y2<br />
<br />
Table: R1, Y5, G0, B3, W4<br />
<br />
* It is P1's turn, and P2 knows his middle card is 2.<br />
* P1 will give R-clue to P2.<br />
* This will tell P2 that his newest card is the next playable in the sequence (so must be R3, because R2 is now visible with 100% information).<br />
<br />
=== Finesse ===<br />
<br />
* Finesse builds on the standard convention (making it a bit more complex).<br />
* In the finesse convention, the timing of the clue gives you extra information.<br />
* You can assume the following meta-information:<br />
** Every card that gets marked, will be playable at some point.<br />
** If the oldest, unmarked card gets marked with a number-clue, then the clue meant "save this/these card(s)". (It is custom to play saved cards from oldest to newest when appropriate.)<br />
** A clue that doesn't mark the oldest card, means that the newest, previously unmarked card, is the next playable card in the sequence.<br />
** The oldest, unmarked card is safe to discard unless that player is busy by having a "known" play.<br />
*** ''Obviously, if a player has a card that he is sure he will never be able to play, for example a card on which is marked as blue when the blue pile has already been completed, such card must be discarded in priority.''<br />
** If a marked card gets discarded it means:<br />
*** The copy of that card is already marked in someone else's hand, and the discarding player is the first to realize this; or<br />
*** The copy of that card MUST be marked in a future clue (because a save-clue will be given that will mark the copy card as collateral).<br />
** If more than 1 person are able to give the same clue, then the last possible person should give that clue.<br />
*** ''Note:'' This approach is disputed by weaker players.<br />
*** These players argue it is often better to "steal" the clue of the players in front of you. When players steal your clues, they lack trust. Either they don't trust that their cards are as useless as they are promised by the meta-information; or they don't trust you to give the high-value clue(s).<br />
** In finesse convention skipping (P1 clues P3, instead of P2; then P2 is skipped) means either:<br />
**# The skipped player is forbidden from giving that clue; or<br />
**# The skipped player has something to play.<br />
*** ''Note:'' It is '''never''' okay to force a discard. This creates ambiguity on skipping; which should be avoided.<br />
==== Clues you should avoid giving (bad clues) ====<br />
<br />
* Giving a clue that marks 0 new cards.<br />
* Give a clue that tells a lie (does not conform to the meta-information above).<br />
* As a special remark: don't mark useless, or duplicate cards. So if you have a saved 4, you are forbidden from marking 4s, unless you are sure you are not holding a copy of that 4.<br />
** ''Exceptions remain:'' circumstances might make it a good move for you to do it anyway. Maybe because others are also "forbidden" to clue that card or because others can't see why it is important to get it clued right now to not lose a card that's following it.<br />
<br />
==== Special interpretation for play-clues ====<br />
<br />
* When receiving a clue for the "next playable card in the sequence", the linking cards are not limited to already marked cards (like in standard convention).<br />
* The newest, unmarked cards in every player's hand should be considered as well.<br />
<br />
====== Example ======<br />
<br />
new -> old<br />
P1: ??, ??, ??, ??, ??<br />
P2: B1, Y5, B3, W1, W2<br />
P3: R5, R2, B2, G2, Y2<br />
<br />
Table: R0, Y0, G0, B0, W0<br />
<br />
* P1 gives B-clue to P3.<br />
* This gives the information that B2 is the next playable card in the sequence, and that P2 is either not allowed to give B-clue, or has something to play.<br />
* Since P2 has no marked cards, he was not blocked from giving B-clue, so he must have something to play.<br />
* This something, must be the missing link (B1, to enable B2) that makes B2 the next playable card.<br />
* Since there is no logical (marked) card that could be B1, P2 must assume his newest, unmarked card is B1 and blind-plays this card.<br />
<br />
===== Example of reversed finesse =====<br />
<br />
new -> old<br />
P1: ??, ??, ??, ??, ??<br />
P2: R5, R2, B2, G2, Y2<br />
P3: B1, Y5, B3, W1, W2<br />
<br />
Table: R0, Y0, G0, B0, W0<br />
<br />
* P1 gives B-clue to P2.<br />
* This gives the information that B2 is the next playable card in the sequence.<br />
* P2 sees that the newest, unmarked card in the hand of P3 is of the same colour (blue) '''and''' playable now. P2 concludes it is a finesse, with the players in reversed order, so his blue card must be B2.<br />
<br />
===== Example of a bluff =====<br />
<br />
new -> old<br />
P1: ??, ??, ??, ??, ??<br />
P2: W1, Y5, B3, W1, W2<br />
P3: R5, R2, B2, G2, Y2<br />
<br />
Table: R0, Y0, G0, B0, W0<br />
<br />
* P1 gives B-clue to P3.<br />
* This gives the information that B2 is the next playable card in the sequence, and that P2 is either not allowed to give B-clue, or has something to play.<br />
* Since P2 has no marked cards, he was not blocked from giving B-clue, so he must have something to play.<br />
* This something, must be the missing link (B1, to enable B2) that makes B2 the next playable card.<br />
* Since there is no logical (marked) card that could be B1, P2 must assume his newest, unmarked card is B1 and blind-plays this card.<br />
* However, at this point the "lie" is revealed (because the colour of the played card does '''not''' match the colour of the finesse-clue).<br />
* The blind-played card is '''not''' B1, but W1. P3, up to this point, was thinking he had B1.<br />
* The blind-play of P2 gives him extra information: his blue card is in fact B2.<br />
<br />
=== Hat-guessing ===<br />
<br />
* [https://github.com/hanabi/hanabi.github.io/blob/main/misc/hat-guessing.md Github hat-guessing]<br />
<br />
=== Logical Leftism ===<br />
<br />
* [http://hanabilogic.eklablog.com/basics-level-1-a117610126 Hanabi Logic basics-level-1]<br />
* [http://hanabilogic.eklablog.com/-a163408102 Hanabi Logic logical-leftism-in-a-nutshell]<br />
<br />
=== Closest Friend ===<br />
<br />
* TODO<br />
<br />
=== Secret convention ===<br />
<br />
* TODO<br />
<br />
=== Conventional Leftism ===<br />
<br />
* [http://hanabilogic.eklablog.com/ll-vs-cl-the-differences-a132077536 Hanabi Logic ll-vs-cl-the-differences] gives some clues, but doesn't explain Conventional Leftism from first principles.<br />
<br />
=== Chop-focus ===<br />
<br />
* TODO<br />
<br />
== Strategy ==<br />
<br />
* In addition to the convention(s), there is also some strategy to the game.<br />
* You should '''not''' confuse strategy with convention! Strategy is '''team''' vs '''deck'''; convention is communication within the team.<br />
* A simple example of strategy is saving 2s in 2-player games.<br />
** Using number-2-clue to communicate that those cards need to be saved, is a convention.<br />
<br />
=== Examples ===<br />
<br />
* More advanced players will try to avoid losing as many "first" (non-unique) cards as possible.<br />
* It's a good strategy to keep good cards in the game as long as possible - even if they are not yet playable.<br />
** ''The other copy of that card might be far down the draw pile.''<br />
* Trying to mark at least 12 cards with the first 8 clue-tokens.<br />
** This gives 99% chance of always having enough tokens in the game.<br />
* Not using the last two clue-tokens for "single plays".<br />
** This avoids running out of clue-tokens in times when you need to save critical cards.<br />
<br />
For strategy tips, see <b>[[Tips_hanabi]]</b></div>HanabiGrandMasterhttps://en.doc.boardgamearena.com/index.php?title=Gamehelphanabi&diff=11384Gamehelphanabi2022-01-07T23:59:53Z<p>HanabiGrandMaster: /* Finesse */</p>
<hr />
<div>[[Category:Card games]]<br />
For tips on how to play hanabi, see <b>[[Tips_hanabi]]</b><br />
== Introduction ==<br />
<br />
* Hanabi is a cooperative game. Your goal, as a team, is to build a fabulous fireworks show.<br />
* You do this by playing the cards in the correct order.<br />
* However, you cannot see your own cards; you can only see the cards of your team mates.<br />
<br />
==== Final Score Ratings ====<br />
<br />
{| class="wikitable"<br />
|-<br />
!Points<br />
!Overall impression<br />
|-<br />
|5 or less<br />
|horrible, booed by the crowd...<br />
|-<br />
|6-10<br />
|mediocre, just a spattering of applause.<br />
|-<br />
|11-15<br />
|honourable, but will not be remembered for very long...<br />
|-<br />
|16-20<br />
|excellent, crowd pleasing.<br />
|-<br />
|21-24<br />
|amazing, will be remembered for a very long time!<br />
|-<br />
|25<br />
|legendary, everyone left speechless, stars in their eyes<br />
|}<br />
<br />
== Card distribution ==<br />
<br />
* In a game of Hanabi on '''normal difficulty''', the deck contains 50 cards.<br />
* Each card has exactly one colour: either Red, Yellow, Green, Blue, or White.<br />
<br />
There are 10 cards in each colour:<br />
* three 1s<br />
* two 2s<br />
* two 3s<br />
* two 4s<br />
* one 5<br />
<br />
=== Multicolour cards ===<br />
<br />
* There are three variants that add a 6th colour: the multicolour.<br />
* There are three difficulties:<br />
<br />
==== Tricky ====<br />
<br />
* Adds 10 multicolour cards to the normal game.<br />
* These cards get marked by a separate multicolour clue.<br />
<br />
==== Hard ====<br />
<br />
* '''5''' multicolour cards to the normal game: one of each number.<br />
* These cards get marked by a separate multicolour clue.<br />
<br />
==== Very Difficult ====<br />
<br />
* Adds 10 multicolour cards to the normal game.<br />
* These cards get marked by ANY colour clue.<br />
<br />
== Game play ==<br />
<br />
* You each take turns.<br />
* During a turn, a player may take one (1) of three actions.<br />
* After your action, the turn ends and it is the next player's turn.<br />
* The game can end in several ways:<br />
*# All cards have been drawn from the deck. After this happens, everybody gets 1 more turn. The game ends with the score at the last turn.<br />
*# Your team played all possible cards. In this case, the game ends immediately and you receive the maximum possible score.<br />
*# Your team made three mistakes that caused misfires. In this case, you lose the game and get negative ten (-10) points.<br />
*# Your team 'abandons' the game. Although discouraged, you receive zero (0) points.<br />
<br />
== Turn ==<br />
<br />
* During your turn, you have one (1) action.<br />
* You can choose to do one of the following:<br />
<br />
==== Give a colour or number clue to a teammate ====<br />
<br />
* This costs one clue-token (-1).<br />
* You cannot give a clue if there are zero (0) clue-tokens left.<br />
* When you give a clue, you must indicate '''all''' cards of a certain colour, or '''all''' cards of a certain number.<br />
<br />
==== Play a card ====<br />
<br />
* When a card is played, it is evaluated.<br />
* If the card fits in one of sequences, it is placed in the appropriate colour stack on the table.<br />
* If it does not fit, it is placed in the discard pile and the team gets a misfire-token.<br />
* Then draw a new card.<br />
<br />
==== Discard a card ====<br />
<br />
* When you discard, the card is placed in the discard pile and you get a clue-token (+1).<br />
* ''Note:'' cards on the discard pile are out of the game and can never return.<br />
* Then draw a new card.<br />
<br />
== Options ==<br />
<br />
=== Black Powder ===<br />
<br />
* You may not give clues regarding the colour black.<br />
* Black cards must be played in reverse order, from 5 to 1.<br />
* In the deck there are three black 5s, two black 4s, two black 3s, two black 2s, and one black 1.<br />
<br />
=== Five Flamboyants ===<br />
<br />
After playing the last card of a colour, randomly select one of the following bonuses for immediate use:<br />
* Gain a clue token.<br />
* Gain a clue token and recover a life.<br />
* Give a clue regarding a colour.<br />
* Give a clue regarding a number.<br />
* Shuffle a discarded card into the deck.<br />
* Play a discarded card, if possible.<br />
<br />
== Lingo ==<br />
<br />
When you play with others, certain words are used to describe certain objects or situations. Here is a short list.<br />
<br />
;Marked: A card that is highlighted by a clue.<br />
;Unmarked: A card that is not clued.<br />
;chop: The oldest, unmarked card. The card that you have no information on and will chop from your hand.<br />
;draw: The newest, unmarked card. The card that you have no information on and was freshly drawn.<br />
;To bomb: A play that causes the third misfire-token. Sometimes called '''explosion'''<br />
;Unique: A card that has no copy (left) in the deck.<br />
;Double discard: When consecutive players have the same card on chop. A special problem, since, to each of the consecutive players, a number to chop does not look like a unique save.<br />
;Double save: When a player has two consecutive unique cards, requiring consecutive save clues.<br />
;Strategy: A set of rules / guidelines / conventions on how to interpret actions by players (including spending of clue-tokens).<br />
<br />
== ELO rating ==<br />
<br />
* If you are playing with ELO rating on, your ELO may be changed at the end of the game.<br />
* Here is how it works:<br />
*# Every player on the team is temporarily considered as having the average ELO rating of the team.<br />
*# The system will generate a bot associated with the score your team has achieved (let’s call it '''''Hanabot''''').<br />
*#* Hanabot’s ELO rating depends on the variant you are playing (50 cards, 60 cards, 60 cards multicolour), the number of players on the team and, most importantly, your team's score.<br />
*#* All Hanabot’s ELO ratings have been set by an experienced player, they are not random or simply proportional to the score/number of players.<br />
*# Your team (actually your team's average ELO) will now compete against Hanabot.<br />
*#* The system will calculate your team’s ELO gain/loss as though your team had tied with Hanabot.<br />
*#* If your score is below 18 (50-card game) or below 21 (60-card game), Hanabot's ELO is always 1000.<br />
<br />
* You can find <b>[http://forum.boardgamearena.com/viewtopic.php?f=3&t=4814 all bots' ELO ratings here]</b><br />
* The 55-card variant (50 cards + 1 of each value in the sixth color) cannot be played with ELO rating on.<br />
** This is because this variant is highly dependent on draw and a team’s score may not always reflect the players’ skills.<br />
* If you achieve the perfect score and this should cost you ELO points, you will be considered as having beaten the bot associated with the score, so that you lose no ELO points.<br />
* To be confirmed: I think the ELO-system has had an overhaul.<br />
<br />
== About "cheating" ==<br />
<br />
* In the "real life Hanabi", you can talk. That's why we chose to let the chat open for the online version.<br />
<br />
* As a consequence, it is very easy to cheat at Hanabi.<br />
** However, as you can imagine, cheating is very stupid and has no interest... except for ELO boosting.<br />
** This is why there is no international ranking for this game (ie: best player, second best player) and no trophies associated to it.<br />
<br />
* Another method of cheating is to deliberately avoid finishing games that would cause ELO to drop.<br />
** While some argue that games become "boring" once 30 becomes impossible, it is rarely the case that games are abandoned on 29 points while waiting for the final 5 to be drawn.<br />
<br />
== Conventions ==<br />
<br />
* If you want to play "full information" style, meaning that you wait until you know both the colour and number of a card before you play it, you will likely be short on clue-tokens in >99% of the decks.<br />
* The logical conclusion is, that you cannot play a full information style game, and the team must agree on some sort of convention.<br />
** Meaning: a certain amount of meta-information is assigned to the clues.<br />
<br />
* Many players have different kinds of conventions.<br />
* When different players in the same team assign different meta-information to the same clue, the game becomes unplayable.<br />
** This is why the BGA table-settings give the option to set a table convention since the end of 2020.<br />
** Please see this <b>[https://boardgamearena.com/forum/viewtopic.php?f=102&t=18031 post]</b> started by [https://boardgamearena.com/player?id=84207926 Romain672].<br />
* Ideally, all players adhere to the convention, to avoid miscommunication.<br />
<br />
* Below, the meta-information of several conventions is explained.<br />
* In the examples, colours are indicated by their first letter:<br />
R - Red - <span style="background:red">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
Y - Yellow - <span style="background:yellow">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
G - Green - <span style="background:lime">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
B - Blue - <span style="background:blue">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
W - White - <span style="border:1px; border-style:solid; border-colour:black">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
M - Multi-colour - <span style="border:1px; border-style:solid; border-colour:black"><span style="background:red">&nbsp;</span><span style="background:yellow">&nbsp;</span><span style="background:lime">&nbsp;</span><span style="background:blue">&nbsp;</span>&nbsp;</span>,<br />
P - black Powder - <span style="background:black">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>.<br />
** ''For example:'' Y2 means the card with number 2 and colour yellow.<br />
<br />
=== Standard convention ===<br />
<br />
*You can assume the following meta-information:<br />
** Every card that gets marked, will be playable at some point.<br />
** A card marked with a number, can be played when all "number-1" cards are played.<br />
*** ''This is usually explained as: number-clues mean that these cards should be saved and played later on in the game.''<br />
*** ''It is custom to play saved cards from oldest to newest.''<br />
** A colour-clue means that the newest, previously unmarked card, is the next playable card in the sequence.<br />
** The oldest, unmarked card is safe to discard.<br />
*** ''Obviously, if a player has a card that he is sure he will never be able to play, for example a card on which is marked as blue when the blue pile has already been completed, such card must be discarded in priority.''<br />
* Clues you should avoid giving (bad clues):<br />
** Giving a clue that marks 0 new cards.<br />
** Give a clue that tells a lie (does not conform to the meta-information above).<br />
** As a special remark: Since every marked card is assumed playable, you shouldn't mark useless, or duplicate cards. So if you have a saved 4, you are forbidden from marking 4s, unless you are sure you are not holding a copy of that 4.<br />
* Sometimes, a "bad" clue can't be avoided.<br />
** ''For example:'' when you need to save a unique 3 (using a number-clue) to avoid it being discarded, but you also accidentally mark a useless card.<br />
** Or if you are forced to give a colour-clue from a flamboyant, and you use it to mark 0 new cards.<br />
* When a lie has been told, it needs to be corrected.<br />
* A correction-clue can never mean "play", it can only mean "discard".<br />
<br />
==== Example 1 ====<br />
<br />
new -> old<br />
P1: R1, Y1, G1, B1, W1<br />
P2: R2, Y4, R3, B3, G'''5'''<br />
P3: G4, Y1, R4, Y3, Y2<br />
<br />
Table: R1, Y5, G1, B3, W4<br />
<br />
* It's P1's turn, and P2 knows his oldest card is 5.<br />
* P1 will give R-clue to P2.<br />
* This will tell P2, that the newest card is the next playable in the sequence (so must be R2), and that the other red can be R3, R4, or R5 (because it must be playable at some later point in the game).<br />
<br />
==== Example 2 ====<br />
<br />
new -> old<br />
P1: R1, Y1, G1, B1, W1<br />
P2: W5, Y4, '''R'''3, B3, G'''5'''<br />
P3: W2, G4, Y1, R4, Y3<br />
<br />
Table: R2, Y5, G1, B3, W4<br />
<br />
* It is P1's turn again, and P2 knows his oldest card is 5, and his middle card is R.<br />
* P1 will give R-clue to P3.<br />
* This will tell P3, that his middle card is the next playable in the sequence (so must be R4, because R3 is already marked).<br />
* This will give P2 the meta-information that his saved red card, is R3.<br />
** ''This particular move is sometimes called prompting, and is a common way to allow a card that is saved by colour to get played without re-cluing it.''<br />
<br />
==== Example 3 ====<br />
<br />
new -> old<br />
P1: R1, Y1, G1, B1, W1<br />
P2: R3, Y4, R'''2''', B3, G5<br />
P3: G4, Y1, R4, Y3, Y2<br />
<br />
Table: R1, Y5, G0, B3, W4<br />
<br />
* It is P1's turn, and P2 knows his middle card is 2.<br />
* P1 will give R-clue to P2.<br />
* This will tell P2 that his newest card is the next playable in the sequence (so must be R3, because R2 is now visible with 100% information).<br />
<br />
=== Finesse ===<br />
<br />
* Finesse builds on the standard convention (making it a bit more complex).<br />
* In the finesse convention, the timing of the clue gives you extra information.<br />
* You can assume the following meta-information:<br />
** Every card that gets marked, will be playable at some point.<br />
** If the oldest, unmarked card gets marked with a number-clue, then the clue meant "save this/these card(s)". (It is custom to play saved cards from oldest to newest when appropriate.)<br />
** A clue that doesn't mark the oldest card, means that the newest, previously unmarked card, is the next playable card in the sequence.<br />
** The oldest, unmarked card is safe to discard unless that player is busy by having a "known" play.<br />
*** ''Obviously, if a player has a card that he is sure he will never be able to play, for example a card on which is marked as blue when the blue pile has already been completed, such card must be discarded in priority.''<br />
** If more than 1 person are able to give the same clue, then the last possible person should give that clue.<br />
*** ''Note:'' This approach is disputed by weaker players.<br />
*** These players argue it is often better to "steal" the clue of the players in front of you. When players steal your clues, they lack trust. Either they don't trust that their cards are as useless as they are promised by the meta-information; or they don't trust you to give the high-value clue(s).<br />
** In finesse convention skipping (P1 clues P3, instead of P2; then P2 is skipped) means either:<br />
**# The skipped player is forbidden from giving that clue; or<br />
**# The skipped player has something to play.<br />
*** ''Note:'' It is '''never''' okay to force a discard. This creates ambiguity on skipping; which should be avoided.<br />
==== Clues you should avoid giving (bad clues) ====<br />
<br />
* Giving a clue that marks 0 new cards.<br />
* Give a clue that tells a lie (does not conform to the meta-information above).<br />
* As a special remark: don't mark useless, or duplicate cards. So if you have a saved 4, you are forbidden from marking 4s, unless you are sure you are not holding a copy of that 4.<br />
** ''Exceptions remain:'' circumstances might make it a good move for you to do it anyway. Maybe because others are also "forbidden" to clue that card or because others can't see why it is important to get it clued right now to not lose a card that's following it.<br />
<br />
==== Special interpretation for play-clues ====<br />
<br />
* When receiving a clue for the "next playable card in the sequence", the linking cards are not limited to already marked cards (like in standard convention).<br />
* The newest, unmarked cards in every player's hand should be considered as well.<br />
<br />
====== Example ======<br />
<br />
new -> old<br />
P1: ??, ??, ??, ??, ??<br />
P2: B1, Y5, B3, W1, W2<br />
P3: R5, R2, B2, G2, Y2<br />
<br />
Table: R0, Y0, G0, B0, W0<br />
<br />
* P1 gives B-clue to P3.<br />
* This gives the information that B2 is the next playable card in the sequence, and that P2 is either not allowed to give B-clue, or has something to play.<br />
* Since P2 has no marked cards, he was not blocked from giving B-clue, so he must have something to play.<br />
* This something, must be the missing link (B1, to enable B2) that makes B2 the next playable card.<br />
* Since there is no logical (marked) card that could be B1, P2 must assume his newest, unmarked card is B1 and blind-plays this card.<br />
<br />
===== Example of reversed finesse =====<br />
<br />
new -> old<br />
P1: ??, ??, ??, ??, ??<br />
P2: R5, R2, B2, G2, Y2<br />
P3: B1, Y5, B3, W1, W2<br />
<br />
Table: R0, Y0, G0, B0, W0<br />
<br />
* P1 gives B-clue to P2.<br />
* This gives the information that B2 is the next playable card in the sequence.<br />
* P2 sees that the newest, unmarked card in the hand of P3 is of the same colour (blue) '''and''' playable now. P2 concludes it is a finesse, with the players in reversed order, so his blue card must be B2.<br />
<br />
===== Example of a bluff =====<br />
<br />
new -> old<br />
P1: ??, ??, ??, ??, ??<br />
P2: W1, Y5, B3, W1, W2<br />
P3: R5, R2, B2, G2, Y2<br />
<br />
Table: R0, Y0, G0, B0, W0<br />
<br />
* P1 gives B-clue to P3.<br />
* This gives the information that B2 is the next playable card in the sequence, and that P2 is either not allowed to give B-clue, or has something to play.<br />
* Since P2 has no marked cards, he was not blocked from giving B-clue, so he must have something to play.<br />
* This something, must be the missing link (B1, to enable B2) that makes B2 the next playable card.<br />
* Since there is no logical (marked) card that could be B1, P2 must assume his newest, unmarked card is B1 and blind-plays this card.<br />
* However, at this point the "lie" is revealed (because the colour of the played card does '''not''' match the colour of the finesse-clue).<br />
* The blind-played card is '''not''' B1, but W1. P3, up to this point, was thinking he had B1.<br />
* The blind-play of P2 gives him extra information: his blue card is in fact B2.<br />
<br />
=== Hat-guessing ===<br />
<br />
* [https://github.com/hanabi/hanabi.github.io/blob/main/misc/hat-guessing.md Github hat-guessing]<br />
<br />
=== Logical Leftism ===<br />
<br />
* [http://hanabilogic.eklablog.com/basics-level-1-a117610126 Hanabi Logic basics-level-1]<br />
* [http://hanabilogic.eklablog.com/-a163408102 Hanabi Logic logical-leftism-in-a-nutshell]<br />
<br />
=== Closest Friend ===<br />
<br />
* TODO<br />
<br />
=== Secret convention ===<br />
<br />
* TODO<br />
<br />
=== Conventional Leftism ===<br />
<br />
* [http://hanabilogic.eklablog.com/ll-vs-cl-the-differences-a132077536 Hanabi Logic ll-vs-cl-the-differences] gives some clues, but doesn't explain Conventional Leftism from first principles.<br />
<br />
=== Chop-focus ===<br />
<br />
* TODO<br />
<br />
== Strategy ==<br />
<br />
* In addition to the convention(s), there is also some strategy to the game.<br />
* You should '''not''' confuse strategy with convention! Strategy is '''team''' vs '''deck'''; convention is communication within the team.<br />
* A simple example of strategy is saving 2s in 2-player games.<br />
** Using number-2-clue to communicate that those cards need to be saved, is a convention.<br />
<br />
=== Examples ===<br />
<br />
* More advanced players will try to avoid losing as many "first" (non-unique) cards as possible.<br />
* It's a good strategy to keep good cards in the game as long as possible - even if they are not yet playable.<br />
** ''The other copy of that card might be far down the draw pile.''<br />
* Trying to mark at least 12 cards with the first 8 clue-tokens.<br />
** This gives 99% chance of always having enough tokens in the game.<br />
* Not using the last two clue-tokens for "single plays".<br />
** This avoids running out of clue-tokens in times when you need to save critical cards.<br />
<br />
For strategy tips, see <b>[[Tips_hanabi]]</b></div>HanabiGrandMasterhttps://en.doc.boardgamearena.com/index.php?title=Gamehelphanabi&diff=11383Gamehelphanabi2022-01-07T23:50:16Z<p>HanabiGrandMaster: /* Finesse */</p>
<hr />
<div>[[Category:Card games]]<br />
For tips on how to play hanabi, see <b>[[Tips_hanabi]]</b><br />
== Introduction ==<br />
<br />
* Hanabi is a cooperative game. Your goal, as a team, is to build a fabulous fireworks show.<br />
* You do this by playing the cards in the correct order.<br />
* However, you cannot see your own cards; you can only see the cards of your team mates.<br />
<br />
==== Final Score Ratings ====<br />
<br />
{| class="wikitable"<br />
|-<br />
!Points<br />
!Overall impression<br />
|-<br />
|5 or less<br />
|horrible, booed by the crowd...<br />
|-<br />
|6-10<br />
|mediocre, just a spattering of applause.<br />
|-<br />
|11-15<br />
|honourable, but will not be remembered for very long...<br />
|-<br />
|16-20<br />
|excellent, crowd pleasing.<br />
|-<br />
|21-24<br />
|amazing, will be remembered for a very long time!<br />
|-<br />
|25<br />
|legendary, everyone left speechless, stars in their eyes<br />
|}<br />
<br />
== Card distribution ==<br />
<br />
* In a game of Hanabi on '''normal difficulty''', the deck contains 50 cards.<br />
* Each card has exactly one colour: either Red, Yellow, Green, Blue, or White.<br />
<br />
There are 10 cards in each colour:<br />
* three 1s<br />
* two 2s<br />
* two 3s<br />
* two 4s<br />
* one 5<br />
<br />
=== Multicolour cards ===<br />
<br />
* There are three variants that add a 6th colour: the multicolour.<br />
* There are three difficulties:<br />
<br />
==== Tricky ====<br />
<br />
* Adds 10 multicolour cards to the normal game.<br />
* These cards get marked by a separate multicolour clue.<br />
<br />
==== Hard ====<br />
<br />
* '''5''' multicolour cards to the normal game: one of each number.<br />
* These cards get marked by a separate multicolour clue.<br />
<br />
==== Very Difficult ====<br />
<br />
* Adds 10 multicolour cards to the normal game.<br />
* These cards get marked by ANY colour clue.<br />
<br />
== Game play ==<br />
<br />
* You each take turns.<br />
* During a turn, a player may take one (1) of three actions.<br />
* After your action, the turn ends and it is the next player's turn.<br />
* The game can end in several ways:<br />
*# All cards have been drawn from the deck. After this happens, everybody gets 1 more turn. The game ends with the score at the last turn.<br />
*# Your team played all possible cards. In this case, the game ends immediately and you receive the maximum possible score.<br />
*# Your team made three mistakes that caused misfires. In this case, you lose the game and get negative ten (-10) points.<br />
*# Your team 'abandons' the game. Although discouraged, you receive zero (0) points.<br />
<br />
== Turn ==<br />
<br />
* During your turn, you have one (1) action.<br />
* You can choose to do one of the following:<br />
<br />
==== Give a colour or number clue to a teammate ====<br />
<br />
* This costs one clue-token (-1).<br />
* You cannot give a clue if there are zero (0) clue-tokens left.<br />
* When you give a clue, you must indicate '''all''' cards of a certain colour, or '''all''' cards of a certain number.<br />
<br />
==== Play a card ====<br />
<br />
* When a card is played, it is evaluated.<br />
* If the card fits in one of sequences, it is placed in the appropriate colour stack on the table.<br />
* If it does not fit, it is placed in the discard pile and the team gets a misfire-token.<br />
* Then draw a new card.<br />
<br />
==== Discard a card ====<br />
<br />
* When you discard, the card is placed in the discard pile and you get a clue-token (+1).<br />
* ''Note:'' cards on the discard pile are out of the game and can never return.<br />
* Then draw a new card.<br />
<br />
== Options ==<br />
<br />
=== Black Powder ===<br />
<br />
* You may not give clues regarding the colour black.<br />
* Black cards must be played in reverse order, from 5 to 1.<br />
* In the deck there are three black 5s, two black 4s, two black 3s, two black 2s, and one black 1.<br />
<br />
=== Five Flamboyants ===<br />
<br />
After playing the last card of a colour, randomly select one of the following bonuses for immediate use:<br />
* Gain a clue token.<br />
* Gain a clue token and recover a life.<br />
* Give a clue regarding a colour.<br />
* Give a clue regarding a number.<br />
* Shuffle a discarded card into the deck.<br />
* Play a discarded card, if possible.<br />
<br />
== Lingo ==<br />
<br />
When you play with others, certain words are used to describe certain objects or situations. Here is a short list.<br />
<br />
;Marked: A card that is highlighted by a clue.<br />
;Unmarked: A card that is not clued.<br />
;chop: The oldest, unmarked card. The card that you have no information on and will chop from your hand.<br />
;draw: The newest, unmarked card. The card that you have no information on and was freshly drawn.<br />
;To bomb: A play that causes the third misfire-token. Sometimes called '''explosion'''<br />
;Unique: A card that has no copy (left) in the deck.<br />
;Double discard: When consecutive players have the same card on chop. A special problem, since, to each of the consecutive players, a number to chop does not look like a unique save.<br />
;Double save: When a player has two consecutive unique cards, requiring consecutive save clues.<br />
;Strategy: A set of rules / guidelines / conventions on how to interpret actions by players (including spending of clue-tokens).<br />
<br />
== ELO rating ==<br />
<br />
* If you are playing with ELO rating on, your ELO may be changed at the end of the game.<br />
* Here is how it works:<br />
*# Every player on the team is temporarily considered as having the average ELO rating of the team.<br />
*# The system will generate a bot associated with the score your team has achieved (let’s call it '''''Hanabot''''').<br />
*#* Hanabot’s ELO rating depends on the variant you are playing (50 cards, 60 cards, 60 cards multicolour), the number of players on the team and, most importantly, your team's score.<br />
*#* All Hanabot’s ELO ratings have been set by an experienced player, they are not random or simply proportional to the score/number of players.<br />
*# Your team (actually your team's average ELO) will now compete against Hanabot.<br />
*#* The system will calculate your team’s ELO gain/loss as though your team had tied with Hanabot.<br />
*#* If your score is below 18 (50-card game) or below 21 (60-card game), Hanabot's ELO is always 1000.<br />
<br />
* You can find <b>[http://forum.boardgamearena.com/viewtopic.php?f=3&t=4814 all bots' ELO ratings here]</b><br />
* The 55-card variant (50 cards + 1 of each value in the sixth color) cannot be played with ELO rating on.<br />
** This is because this variant is highly dependent on draw and a team’s score may not always reflect the players’ skills.<br />
* If you achieve the perfect score and this should cost you ELO points, you will be considered as having beaten the bot associated with the score, so that you lose no ELO points.<br />
* To be confirmed: I think the ELO-system has had an overhaul.<br />
<br />
== About "cheating" ==<br />
<br />
* In the "real life Hanabi", you can talk. That's why we chose to let the chat open for the online version.<br />
<br />
* As a consequence, it is very easy to cheat at Hanabi.<br />
** However, as you can imagine, cheating is very stupid and has no interest... except for ELO boosting.<br />
** This is why there is no international ranking for this game (ie: best player, second best player) and no trophies associated to it.<br />
<br />
* Another method of cheating is to deliberately avoid finishing games that would cause ELO to drop.<br />
** While some argue that games become "boring" once 30 becomes impossible, it is rarely the case that games are abandoned on 29 points while waiting for the final 5 to be drawn.<br />
<br />
== Conventions ==<br />
<br />
* If you want to play "full information" style, meaning that you wait until you know both the colour and number of a card before you play it, you will likely be short on clue-tokens in >99% of the decks.<br />
* The logical conclusion is, that you cannot play a full information style game, and the team must agree on some sort of convention.<br />
** Meaning: a certain amount of meta-information is assigned to the clues.<br />
<br />
* Many players have different kinds of conventions.<br />
* When different players in the same team assign different meta-information to the same clue, the game becomes unplayable.<br />
** This is why the BGA table-settings give the option to set a table convention since the end of 2020.<br />
** Please see this <b>[https://boardgamearena.com/forum/viewtopic.php?f=102&t=18031 post]</b> started by [https://boardgamearena.com/player?id=84207926 Romain672].<br />
* Ideally, all players adhere to the convention, to avoid miscommunication.<br />
<br />
* Below, the meta-information of several conventions is explained.<br />
* In the examples, colours are indicated by their first letter:<br />
R - Red - <span style="background:red">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
Y - Yellow - <span style="background:yellow">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
G - Green - <span style="background:lime">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
B - Blue - <span style="background:blue">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
W - White - <span style="border:1px; border-style:solid; border-colour:black">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
M - Multi-colour - <span style="border:1px; border-style:solid; border-colour:black"><span style="background:red">&nbsp;</span><span style="background:yellow">&nbsp;</span><span style="background:lime">&nbsp;</span><span style="background:blue">&nbsp;</span>&nbsp;</span>,<br />
P - black Powder - <span style="background:black">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>.<br />
** ''For example:'' Y2 means the card with number 2 and colour yellow.<br />
<br />
=== Standard convention ===<br />
<br />
*You can assume the following meta-information:<br />
** Every card that gets marked, will be playable at some point.<br />
** A card marked with a number, can be played when all "number-1" cards are played.<br />
*** ''This is usually explained as: number-clues mean that these cards should be saved and played later on in the game.''<br />
*** ''It is custom to play saved cards from oldest to newest.''<br />
** A colour-clue means that the newest, previously unmarked card, is the next playable card in the sequence.<br />
** The oldest, unmarked card is safe to discard.<br />
*** ''Obviously, if a player has a card that he is sure he will never be able to play, for example a card on which is marked as blue when the blue pile has already been completed, such card must be discarded in priority.''<br />
* Clues you should avoid giving (bad clues):<br />
** Giving a clue that marks 0 new cards.<br />
** Give a clue that tells a lie (does not conform to the meta-information above).<br />
** As a special remark: Since every marked card is assumed playable, you shouldn't mark useless, or duplicate cards. So if you have a saved 4, you are forbidden from marking 4s, unless you are sure you are not holding a copy of that 4.<br />
* Sometimes, a "bad" clue can't be avoided.<br />
** ''For example:'' when you need to save a unique 3 (using a number-clue) to avoid it being discarded, but you also accidentally mark a useless card.<br />
** Or if you are forced to give a colour-clue from a flamboyant, and you use it to mark 0 new cards.<br />
* When a lie has been told, it needs to be corrected.<br />
* A correction-clue can never mean "play", it can only mean "discard".<br />
<br />
==== Example 1 ====<br />
<br />
new -> old<br />
P1: R1, Y1, G1, B1, W1<br />
P2: R2, Y4, R3, B3, G'''5'''<br />
P3: G4, Y1, R4, Y3, Y2<br />
<br />
Table: R1, Y5, G1, B3, W4<br />
<br />
* It's P1's turn, and P2 knows his oldest card is 5.<br />
* P1 will give R-clue to P2.<br />
* This will tell P2, that the newest card is the next playable in the sequence (so must be R2), and that the other red can be R3, R4, or R5 (because it must be playable at some later point in the game).<br />
<br />
==== Example 2 ====<br />
<br />
new -> old<br />
P1: R1, Y1, G1, B1, W1<br />
P2: W5, Y4, '''R'''3, B3, G'''5'''<br />
P3: W2, G4, Y1, R4, Y3<br />
<br />
Table: R2, Y5, G1, B3, W4<br />
<br />
* It is P1's turn again, and P2 knows his oldest card is 5, and his middle card is R.<br />
* P1 will give R-clue to P3.<br />
* This will tell P3, that his middle card is the next playable in the sequence (so must be R4, because R3 is already marked).<br />
* This will give P2 the meta-information that his saved red card, is R3.<br />
** ''This particular move is sometimes called prompting, and is a common way to allow a card that is saved by colour to get played without re-cluing it.''<br />
<br />
==== Example 3 ====<br />
<br />
new -> old<br />
P1: R1, Y1, G1, B1, W1<br />
P2: R3, Y4, R'''2''', B3, G5<br />
P3: G4, Y1, R4, Y3, Y2<br />
<br />
Table: R1, Y5, G0, B3, W4<br />
<br />
* It is P1's turn, and P2 knows his middle card is 2.<br />
* P1 will give R-clue to P2.<br />
* This will tell P2 that his newest card is the next playable in the sequence (so must be R3, because R2 is now visible with 100% information).<br />
<br />
=== Finesse ===<br />
<br />
* Finesse builds on the standard convention (making it a bit more complex).<br />
* In the finesse convention, the timing of the clue gives you extra information.<br />
* You can assume the following meta-information:<br />
** Every card that gets marked, will be playable at some point.<br />
** If the oldest, unmarked card gets marked with a number-clue, then the clue meant "save this/these card(s)". (It is custom to play saved cards from oldest to newest when appropriate.)<br />
** A clue that doesn't mark the oldest card, means that the newest, previously unmarked card, is the next playable card in the sequence.<br />
** The oldest, unmarked card is safe to discard unless that player is busy like having a known play or being forced to do a save on the following player's hand.<br />
*** ''Obviously, if a player has a card that he is sure he will never be able to play, for example a card on which is marked as blue when the blue pile has already been completed, such card must be discarded in priority.''<br />
** If more than 1 person are able to give the same clue, then the last possible person should give that clue.<br />
*** ''Note:'' This approach is disputed by some players.<br />
*** These players argue it is often better to "steal" the clue of the players in front of you.<br />
**** For instance, if they have four trash cards; if they have a duplicate playable, so you wish them to discard a copy; or if you foresee that by encouraging a discard now, a double discard situation could be avoided next move.<br />
**** On the other hand, leaving the clue for the nearest player can improve the value of the given clue---either through finesse possibilities from your draw, or their ability to bluff.<br />
**** Overall, these players argue the decision to "steal" should be carefully considered.<br />
** If a player gets skipped (P1 clues P3, instead of P2; then P2 is skipped), it means either:<br />
**# The skipped player is forbidden from giving that clue; or<br />
**# The skipped player has something to play.<br />
*** ''Note:'' It is '''never''' okay to force a discard. This creates ambiguity on skipping; which should be avoided. And "cluing" a useless card is considered a waste of clue.<br />
<br />
==== Clues you should avoid giving (bad clues) ====<br />
<br />
* Giving a clue that marks 0 new cards.<br />
* Give a clue that tells a lie (does not conform to the meta-information above).<br />
* As a special remark: don't mark useless, or duplicate cards. So if you have a saved 4, you are forbidden from marking 4s, unless you are sure you are not holding a copy of that 4.<br />
** ''Exceptions remain:'' circumstances might make it a good move for you to do it anyway. Maybe because others are also "forbidden" to clue that card or because others can't see why it is important to get it clued right now to not lose a card that's following it.<br />
<br />
==== Special interpretation for play-clues ====<br />
<br />
* When receiving a clue for the "next playable card in the sequence", the linking cards are not limited to already marked cards (like in standard convention).<br />
* The newest, unmarked cards in every player's hand should be considered as well.<br />
<br />
====== Example ======<br />
<br />
new -> old<br />
P1: ??, ??, ??, ??, ??<br />
P2: B1, Y5, B3, W1, W2<br />
P3: R5, R2, B2, G2, Y2<br />
<br />
Table: R0, Y0, G0, B0, W0<br />
<br />
* P1 gives B-clue to P3.<br />
* This gives the information that B2 is the next playable card in the sequence, and that P2 is either not allowed to give B-clue, or has something to play.<br />
* Since P2 has no marked cards, he was not blocked from giving B-clue, so he must have something to play.<br />
* This something, must be the missing link (B1, to enable B2) that makes B2 the next playable card.<br />
* Since there is no logical (marked) card that could be B1, P2 must assume his newest, unmarked card is B1 and blind-plays this card.<br />
<br />
===== Example of reversed finesse =====<br />
<br />
new -> old<br />
P1: ??, ??, ??, ??, ??<br />
P2: R5, R2, B2, G2, Y2<br />
P3: B1, Y5, B3, W1, W2<br />
<br />
Table: R0, Y0, G0, B0, W0<br />
<br />
* P1 gives B-clue to P2.<br />
* This gives the information that B2 is the next playable card in the sequence.<br />
* P2 sees that the newest, unmarked card in the hand of P3 is of the same colour (blue) '''and''' playable now. P2 concludes it is a finesse, with the players in reversed order, so his blue card must be B2.<br />
<br />
===== Example of a bluff =====<br />
<br />
new -> old<br />
P1: ??, ??, ??, ??, ??<br />
P2: W1, Y5, B3, W1, W2<br />
P3: R5, R2, B2, G2, Y2<br />
<br />
Table: R0, Y0, G0, B0, W0<br />
<br />
* P1 gives B-clue to P3.<br />
* This gives the information that B2 is the next playable card in the sequence, and that P2 is either not allowed to give B-clue, or has something to play.<br />
* Since P2 has no marked cards, he was not blocked from giving B-clue, so he must have something to play.<br />
* This something, must be the missing link (B1, to enable B2) that makes B2 the next playable card.<br />
* Since there is no logical (marked) card that could be B1, P2 must assume his newest, unmarked card is B1 and blind-plays this card.<br />
* However, at this point the "lie" is revealed (because the colour of the played card does '''not''' match the colour of the finesse-clue).<br />
* The blind-played card is '''not''' B1, but W1. P3, up to this point, was thinking he had B1.<br />
* The blind-play of P2 gives him extra information: his blue card is in fact B2.<br />
<br />
==== ''Off discard'' ====<br />
<br />
* It happens that in his turn a player no longer has a clue token and that a card must absolutely be played, it is then possible for him to discard another card than his card furthest to the right.<br />
* This move tells the next player to play the card in the same position as the one that was discarded.<br />
<br />
===== Example =====<br />
<br />
* It's player 1's turn, there are no more clue tokens, a 1B has already been played and a 2B card has already been discarded (in bold the clues known by the players):<br />
<br />
new -> old<br />
P1: a? b? c? d? e?<br />
P2: 4Y 5R 2R 2B 2'''G'''<br />
P3: 2G 1'''B''' 5Y 3'''B''' 3W<br />
<br />
* Player 1 discards card d? instead of the e? card.<br />
* This indicates to the player that he must play their card in the same position (therefore 2B), which avoids losing it and thus condemning the blue pile.<br />
* This movement is risky because the discarded card can be important or even blocking for the rest of the game.<br />
* This movement should therefore only be used if there is no other solution.<br />
* It is up to the other players to make sure, before leaving a player without a clue token, that the card he could discard to give this clue is not essential for the rest of the game.<br />
<br />
=== Hat-guessing ===<br />
<br />
* [https://github.com/hanabi/hanabi.github.io/blob/main/misc/hat-guessing.md Github hat-guessing]<br />
<br />
=== Logical Leftism ===<br />
<br />
* [http://hanabilogic.eklablog.com/basics-level-1-a117610126 Hanabi Logic basics-level-1]<br />
* [http://hanabilogic.eklablog.com/-a163408102 Hanabi Logic logical-leftism-in-a-nutshell]<br />
<br />
=== Closest Friend ===<br />
<br />
* TODO<br />
<br />
=== Secret convention ===<br />
<br />
* TODO<br />
<br />
=== Conventional Leftism ===<br />
<br />
* [http://hanabilogic.eklablog.com/ll-vs-cl-the-differences-a132077536 Hanabi Logic ll-vs-cl-the-differences] gives some clues, but doesn't explain Conventional Leftism from first principles.<br />
<br />
=== Chop-focus ===<br />
<br />
* TODO<br />
<br />
== Strategy ==<br />
<br />
* In addition to the convention(s), there is also some strategy to the game.<br />
* You should '''not''' confuse strategy with convention! Strategy is '''team''' vs '''deck'''; convention is communication within the team.<br />
* A simple example of strategy is saving 2s in 2-player games.<br />
** Using number-2-clue to communicate that those cards need to be saved, is a convention.<br />
<br />
=== Examples ===<br />
<br />
* More advanced players will try to avoid losing as many "first" (non-unique) cards as possible.<br />
* It's a good strategy to keep good cards in the game as long as possible - even if they are not yet playable.<br />
** ''The other copy of that card might be far down the draw pile.''<br />
* Trying to mark at least 12 cards with the first 8 clue-tokens.<br />
** This gives 99% chance of always having enough tokens in the game.<br />
* Not using the last two clue-tokens for "single plays".<br />
** This avoids running out of clue-tokens in times when you need to save critical cards.<br />
<br />
For strategy tips, see <b>[[Tips_hanabi]]</b></div>HanabiGrandMasterhttps://en.doc.boardgamearena.com/index.php?title=Gamehelphanabi&diff=11382Gamehelphanabi2022-01-07T23:49:31Z<p>HanabiGrandMaster: /* Conventions */</p>
<hr />
<div>[[Category:Card games]]<br />
For tips on how to play hanabi, see <b>[[Tips_hanabi]]</b><br />
== Introduction ==<br />
<br />
* Hanabi is a cooperative game. Your goal, as a team, is to build a fabulous fireworks show.<br />
* You do this by playing the cards in the correct order.<br />
* However, you cannot see your own cards; you can only see the cards of your team mates.<br />
<br />
==== Final Score Ratings ====<br />
<br />
{| class="wikitable"<br />
|-<br />
!Points<br />
!Overall impression<br />
|-<br />
|5 or less<br />
|horrible, booed by the crowd...<br />
|-<br />
|6-10<br />
|mediocre, just a spattering of applause.<br />
|-<br />
|11-15<br />
|honourable, but will not be remembered for very long...<br />
|-<br />
|16-20<br />
|excellent, crowd pleasing.<br />
|-<br />
|21-24<br />
|amazing, will be remembered for a very long time!<br />
|-<br />
|25<br />
|legendary, everyone left speechless, stars in their eyes<br />
|}<br />
<br />
== Card distribution ==<br />
<br />
* In a game of Hanabi on '''normal difficulty''', the deck contains 50 cards.<br />
* Each card has exactly one colour: either Red, Yellow, Green, Blue, or White.<br />
<br />
There are 10 cards in each colour:<br />
* three 1s<br />
* two 2s<br />
* two 3s<br />
* two 4s<br />
* one 5<br />
<br />
=== Multicolour cards ===<br />
<br />
* There are three variants that add a 6th colour: the multicolour.<br />
* There are three difficulties:<br />
<br />
==== Tricky ====<br />
<br />
* Adds 10 multicolour cards to the normal game.<br />
* These cards get marked by a separate multicolour clue.<br />
<br />
==== Hard ====<br />
<br />
* '''5''' multicolour cards to the normal game: one of each number.<br />
* These cards get marked by a separate multicolour clue.<br />
<br />
==== Very Difficult ====<br />
<br />
* Adds 10 multicolour cards to the normal game.<br />
* These cards get marked by ANY colour clue.<br />
<br />
== Game play ==<br />
<br />
* You each take turns.<br />
* During a turn, a player may take one (1) of three actions.<br />
* After your action, the turn ends and it is the next player's turn.<br />
* The game can end in several ways:<br />
*# All cards have been drawn from the deck. After this happens, everybody gets 1 more turn. The game ends with the score at the last turn.<br />
*# Your team played all possible cards. In this case, the game ends immediately and you receive the maximum possible score.<br />
*# Your team made three mistakes that caused misfires. In this case, you lose the game and get negative ten (-10) points.<br />
*# Your team 'abandons' the game. Although discouraged, you receive zero (0) points.<br />
<br />
== Turn ==<br />
<br />
* During your turn, you have one (1) action.<br />
* You can choose to do one of the following:<br />
<br />
==== Give a colour or number clue to a teammate ====<br />
<br />
* This costs one clue-token (-1).<br />
* You cannot give a clue if there are zero (0) clue-tokens left.<br />
* When you give a clue, you must indicate '''all''' cards of a certain colour, or '''all''' cards of a certain number.<br />
<br />
==== Play a card ====<br />
<br />
* When a card is played, it is evaluated.<br />
* If the card fits in one of sequences, it is placed in the appropriate colour stack on the table.<br />
* If it does not fit, it is placed in the discard pile and the team gets a misfire-token.<br />
* Then draw a new card.<br />
<br />
==== Discard a card ====<br />
<br />
* When you discard, the card is placed in the discard pile and you get a clue-token (+1).<br />
* ''Note:'' cards on the discard pile are out of the game and can never return.<br />
* Then draw a new card.<br />
<br />
== Options ==<br />
<br />
=== Black Powder ===<br />
<br />
* You may not give clues regarding the colour black.<br />
* Black cards must be played in reverse order, from 5 to 1.<br />
* In the deck there are three black 5s, two black 4s, two black 3s, two black 2s, and one black 1.<br />
<br />
=== Five Flamboyants ===<br />
<br />
After playing the last card of a colour, randomly select one of the following bonuses for immediate use:<br />
* Gain a clue token.<br />
* Gain a clue token and recover a life.<br />
* Give a clue regarding a colour.<br />
* Give a clue regarding a number.<br />
* Shuffle a discarded card into the deck.<br />
* Play a discarded card, if possible.<br />
<br />
== Lingo ==<br />
<br />
When you play with others, certain words are used to describe certain objects or situations. Here is a short list.<br />
<br />
;Marked: A card that is highlighted by a clue.<br />
;Unmarked: A card that is not clued.<br />
;chop: The oldest, unmarked card. The card that you have no information on and will chop from your hand.<br />
;draw: The newest, unmarked card. The card that you have no information on and was freshly drawn.<br />
;To bomb: A play that causes the third misfire-token. Sometimes called '''explosion'''<br />
;Unique: A card that has no copy (left) in the deck.<br />
;Double discard: When consecutive players have the same card on chop. A special problem, since, to each of the consecutive players, a number to chop does not look like a unique save.<br />
;Double save: When a player has two consecutive unique cards, requiring consecutive save clues.<br />
;Strategy: A set of rules / guidelines / conventions on how to interpret actions by players (including spending of clue-tokens).<br />
<br />
== ELO rating ==<br />
<br />
* If you are playing with ELO rating on, your ELO may be changed at the end of the game.<br />
* Here is how it works:<br />
*# Every player on the team is temporarily considered as having the average ELO rating of the team.<br />
*# The system will generate a bot associated with the score your team has achieved (let’s call it '''''Hanabot''''').<br />
*#* Hanabot’s ELO rating depends on the variant you are playing (50 cards, 60 cards, 60 cards multicolour), the number of players on the team and, most importantly, your team's score.<br />
*#* All Hanabot’s ELO ratings have been set by an experienced player, they are not random or simply proportional to the score/number of players.<br />
*# Your team (actually your team's average ELO) will now compete against Hanabot.<br />
*#* The system will calculate your team’s ELO gain/loss as though your team had tied with Hanabot.<br />
*#* If your score is below 18 (50-card game) or below 21 (60-card game), Hanabot's ELO is always 1000.<br />
<br />
* You can find <b>[http://forum.boardgamearena.com/viewtopic.php?f=3&t=4814 all bots' ELO ratings here]</b><br />
* The 55-card variant (50 cards + 1 of each value in the sixth color) cannot be played with ELO rating on.<br />
** This is because this variant is highly dependent on draw and a team’s score may not always reflect the players’ skills.<br />
* If you achieve the perfect score and this should cost you ELO points, you will be considered as having beaten the bot associated with the score, so that you lose no ELO points.<br />
* To be confirmed: I think the ELO-system has had an overhaul.<br />
<br />
== About "cheating" ==<br />
<br />
* In the "real life Hanabi", you can talk. That's why we chose to let the chat open for the online version.<br />
<br />
* As a consequence, it is very easy to cheat at Hanabi.<br />
** However, as you can imagine, cheating is very stupid and has no interest... except for ELO boosting.<br />
** This is why there is no international ranking for this game (ie: best player, second best player) and no trophies associated to it.<br />
<br />
* Another method of cheating is to deliberately avoid finishing games that would cause ELO to drop.<br />
** While some argue that games become "boring" once 30 becomes impossible, it is rarely the case that games are abandoned on 29 points while waiting for the final 5 to be drawn.<br />
<br />
== Conventions ==<br />
<br />
* If you want to play "full information" style, meaning that you wait until you know both the colour and number of a card before you play it, you will likely be short on clue-tokens in >99% of the decks.<br />
* The logical conclusion is, that you cannot play a full information style game, and the team must agree on some sort of convention.<br />
** Meaning: a certain amount of meta-information is assigned to the clues.<br />
<br />
* Many players have different kinds of conventions.<br />
* When different players in the same team assign different meta-information to the same clue, the game becomes unplayable.<br />
** This is why the BGA table-settings give the option to set a table convention since the end of 2020.<br />
** Please see this <b>[https://boardgamearena.com/forum/viewtopic.php?f=102&t=18031 post]</b> started by [https://boardgamearena.com/player?id=84207926 Romain672].<br />
* Ideally, all players adhere to the convention, to avoid miscommunication.<br />
<br />
* Below, the meta-information of several conventions is explained.<br />
* In the examples, colours are indicated by their first letter:<br />
R - Red - <span style="background:red">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
Y - Yellow - <span style="background:yellow">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
G - Green - <span style="background:lime">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
B - Blue - <span style="background:blue">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
W - White - <span style="border:1px; border-style:solid; border-colour:black">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
M - Multi-colour - <span style="border:1px; border-style:solid; border-colour:black"><span style="background:red">&nbsp;</span><span style="background:yellow">&nbsp;</span><span style="background:lime">&nbsp;</span><span style="background:blue">&nbsp;</span>&nbsp;</span>,<br />
P - black Powder - <span style="background:black">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>.<br />
** ''For example:'' Y2 means the card with number 2 and colour yellow.<br />
<br />
=== Standard convention ===<br />
<br />
*You can assume the following meta-information:<br />
** Every card that gets marked, will be playable at some point.<br />
** A card marked with a number, can be played when all "number-1" cards are played.<br />
*** ''This is usually explained as: number-clues mean that these cards should be saved and played later on in the game.''<br />
*** ''It is custom to play saved cards from oldest to newest.''<br />
** A colour-clue means that the newest, previously unmarked card, is the next playable card in the sequence.<br />
** The oldest, unmarked card is safe to discard.<br />
*** ''Obviously, if a player has a card that he is sure he will never be able to play, for example a card on which is marked as blue when the blue pile has already been completed, such card must be discarded in priority.''<br />
* Clues you should avoid giving (bad clues):<br />
** Giving a clue that marks 0 new cards.<br />
** Give a clue that tells a lie (does not conform to the meta-information above).<br />
** As a special remark: Since every marked card is assumed playable, you shouldn't mark useless, or duplicate cards. So if you have a saved 4, you are forbidden from marking 4s, unless you are sure you are not holding a copy of that 4.<br />
* Sometimes, a "bad" clue can't be avoided.<br />
** ''For example:'' when you need to save a unique 3 (using a number-clue) to avoid it being discarded, but you also accidentally mark a useless card.<br />
** Or if you are forced to give a colour-clue from a flamboyant, and you use it to mark 0 new cards.<br />
* When a lie has been told, it needs to be corrected.<br />
* A correction-clue can never mean "play", it can only mean "discard".<br />
<br />
==== Example 1 ====<br />
<br />
new -> old<br />
P1: R1, Y1, G1, B1, W1<br />
P2: R2, Y4, R3, B3, G'''5'''<br />
P3: G4, Y1, R4, Y3, Y2<br />
<br />
Table: R1, Y5, G1, B3, W4<br />
<br />
* It's P1's turn, and P2 knows his oldest card is 5.<br />
* P1 will give R-clue to P2.<br />
* This will tell P2, that the newest card is the next playable in the sequence (so must be R2), and that the other red can be R3, R4, or R5 (because it must be playable at some later point in the game).<br />
<br />
==== Example 2 ====<br />
<br />
new -> old<br />
P1: R1, Y1, G1, B1, W1<br />
P2: W5, Y4, '''R'''3, B3, G'''5'''<br />
P3: W2, G4, Y1, R4, Y3<br />
<br />
Table: R2, Y5, G1, B3, W4<br />
<br />
* It is P1's turn again, and P2 knows his oldest card is 5, and his middle card is R.<br />
* P1 will give R-clue to P3.<br />
* This will tell P3, that his middle card is the next playable in the sequence (so must be R4, because R3 is already marked).<br />
* This will give P2 the meta-information that his saved red card, is R3.<br />
** ''This particular move is sometimes called prompting, and is a common way to allow a card that is saved by colour to get played without re-cluing it.''<br />
<br />
==== Example 3 ====<br />
<br />
new -> old<br />
P1: R1, Y1, G1, B1, W1<br />
P2: R3, Y4, R'''2''', B3, G5<br />
P3: G4, Y1, R4, Y3, Y2<br />
<br />
Table: R1, Y5, G0, B3, W4<br />
<br />
* It is P1's turn, and P2 knows his middle card is 2.<br />
* P1 will give R-clue to P2.<br />
* This will tell P2 that his newest card is the next playable in the sequence (so must be R3, because R2 is now visible with 100% information).<br />
<br />
=== ''Finesse'' ===<br />
<br />
* Finesse builds on the standard convention (making it a bit more complex).<br />
* In the finesse convention, the timing of the clue gives you extra information.<br />
* You can assume the following meta-information:<br />
** Every card that gets marked, will be playable at some point.<br />
** If the oldest, unmarked card gets marked with a number-clue, then the clue meant "save this/these card(s)". (It is custom to play saved cards from oldest to newest when appropriate.)<br />
** A clue that doesn't mark the oldest card, means that the newest, previously unmarked card, is the next playable card in the sequence.<br />
** The oldest, unmarked card is safe to discard unless that player is busy like having a known play or being forced to do a save on the following player's hand.<br />
*** ''Obviously, if a player has a card that he is sure he will never be able to play, for example a card on which is marked as blue when the blue pile has already been completed, such card must be discarded in priority.''<br />
** If more than 1 person are able to give the same clue, then the last possible person should give that clue.<br />
*** ''Note:'' This approach is disputed by some players.<br />
*** These players argue it is often better to "steal" the clue of the players in front of you.<br />
**** For instance, if they have four trash cards; if they have a duplicate playable, so you wish them to discard a copy; or if you foresee that by encouraging a discard now, a double discard situation could be avoided next move.<br />
**** On the other hand, leaving the clue for the nearest player can improve the value of the given clue---either through finesse possibilities from your draw, or their ability to bluff.<br />
**** Overall, these players argue the decision to "steal" should be carefully considered.<br />
** If a player gets skipped (P1 clues P3, instead of P2; then P2 is skipped), it means either:<br />
**# The skipped player is forbidden from giving that clue; or<br />
**# The skipped player has something to play.<br />
*** ''Note:'' It is '''never''' okay to force a discard. This creates ambiguity on skipping; which should be avoided. And "cluing" a useless card is considered a waste of clue.<br />
<br />
==== Clues you should avoid giving (bad clues) ====<br />
<br />
* Giving a clue that marks 0 new cards.<br />
* Give a clue that tells a lie (does not conform to the meta-information above).<br />
* As a special remark: don't mark useless, or duplicate cards. So if you have a saved 4, you are forbidden from marking 4s, unless you are sure you are not holding a copy of that 4.<br />
** ''Exceptions remain:'' circumstances might make it a good move for you to do it anyway. Maybe because others are also "forbidden" to clue that card or because others can't see why it is important to get it clued right now to not lose a card that's following it.<br />
<br />
==== Special interpretation for play-clues ====<br />
<br />
* When receiving a clue for the "next playable card in the sequence", the linking cards are not limited to already marked cards (like in standard convention).<br />
* The newest, unmarked cards in every player's hand should be considered as well.<br />
<br />
====== Example ======<br />
<br />
new -> old<br />
P1: ??, ??, ??, ??, ??<br />
P2: B1, Y5, B3, W1, W2<br />
P3: R5, R2, B2, G2, Y2<br />
<br />
Table: R0, Y0, G0, B0, W0<br />
<br />
* P1 gives B-clue to P3.<br />
* This gives the information that B2 is the next playable card in the sequence, and that P2 is either not allowed to give B-clue, or has something to play.<br />
* Since P2 has no marked cards, he was not blocked from giving B-clue, so he must have something to play.<br />
* This something, must be the missing link (B1, to enable B2) that makes B2 the next playable card.<br />
* Since there is no logical (marked) card that could be B1, P2 must assume his newest, unmarked card is B1 and blind-plays this card.<br />
<br />
===== Example of reversed finesse =====<br />
<br />
new -> old<br />
P1: ??, ??, ??, ??, ??<br />
P2: R5, R2, B2, G2, Y2<br />
P3: B1, Y5, B3, W1, W2<br />
<br />
Table: R0, Y0, G0, B0, W0<br />
<br />
* P1 gives B-clue to P2.<br />
* This gives the information that B2 is the next playable card in the sequence.<br />
* P2 sees that the newest, unmarked card in the hand of P3 is of the same colour (blue) '''and''' playable now. P2 concludes it is a finesse, with the players in reversed order, so his blue card must be B2.<br />
<br />
===== Example of a bluff =====<br />
<br />
new -> old<br />
P1: ??, ??, ??, ??, ??<br />
P2: W1, Y5, B3, W1, W2<br />
P3: R5, R2, B2, G2, Y2<br />
<br />
Table: R0, Y0, G0, B0, W0<br />
<br />
* P1 gives B-clue to P3.<br />
* This gives the information that B2 is the next playable card in the sequence, and that P2 is either not allowed to give B-clue, or has something to play.<br />
* Since P2 has no marked cards, he was not blocked from giving B-clue, so he must have something to play.<br />
* This something, must be the missing link (B1, to enable B2) that makes B2 the next playable card.<br />
* Since there is no logical (marked) card that could be B1, P2 must assume his newest, unmarked card is B1 and blind-plays this card.<br />
* However, at this point the "lie" is revealed (because the colour of the played card does '''not''' match the colour of the finesse-clue).<br />
* The blind-played card is '''not''' B1, but W1. P3, up to this point, was thinking he had B1.<br />
* The blind-play of P2 gives him extra information: his blue card is in fact B2.<br />
<br />
==== ''Off discard'' ====<br />
<br />
* It happens that in his turn a player no longer has a clue token and that a card must absolutely be played, it is then possible for him to discard another card than his card furthest to the right.<br />
* This move tells the next player to play the card in the same position as the one that was discarded.<br />
<br />
===== Example =====<br />
<br />
* It's player 1's turn, there are no more clue tokens, a 1B has already been played and a 2B card has already been discarded (in bold the clues known by the players):<br />
<br />
new -> old<br />
P1: a? b? c? d? e?<br />
P2: 4Y 5R 2R 2B 2'''G'''<br />
P3: 2G 1'''B''' 5Y 3'''B''' 3W<br />
<br />
* Player 1 discards card d? instead of the e? card.<br />
* This indicates to the player that he must play their card in the same position (therefore 2B), which avoids losing it and thus condemning the blue pile.<br />
* This movement is risky because the discarded card can be important or even blocking for the rest of the game.<br />
* This movement should therefore only be used if there is no other solution.<br />
* It is up to the other players to make sure, before leaving a player without a clue token, that the card he could discard to give this clue is not essential for the rest of the game.<br />
<br />
=== Hat-guessing ===<br />
<br />
* [https://github.com/hanabi/hanabi.github.io/blob/main/misc/hat-guessing.md Github hat-guessing]<br />
<br />
=== Logical Leftism ===<br />
<br />
* [http://hanabilogic.eklablog.com/basics-level-1-a117610126 Hanabi Logic basics-level-1]<br />
* [http://hanabilogic.eklablog.com/-a163408102 Hanabi Logic logical-leftism-in-a-nutshell]<br />
<br />
=== Closest Friend ===<br />
<br />
* TODO<br />
<br />
=== Secret convention ===<br />
<br />
* TODO<br />
<br />
=== Conventional Leftism ===<br />
<br />
* [http://hanabilogic.eklablog.com/ll-vs-cl-the-differences-a132077536 Hanabi Logic ll-vs-cl-the-differences] gives some clues, but doesn't explain Conventional Leftism from first principles.<br />
<br />
=== Chop-focus ===<br />
<br />
* TODO<br />
<br />
== Strategy ==<br />
<br />
* In addition to the convention(s), there is also some strategy to the game.<br />
* You should '''not''' confuse strategy with convention! Strategy is '''team''' vs '''deck'''; convention is communication within the team.<br />
* A simple example of strategy is saving 2s in 2-player games.<br />
** Using number-2-clue to communicate that those cards need to be saved, is a convention.<br />
<br />
=== Examples ===<br />
<br />
* More advanced players will try to avoid losing as many "first" (non-unique) cards as possible.<br />
* It's a good strategy to keep good cards in the game as long as possible - even if they are not yet playable.<br />
** ''The other copy of that card might be far down the draw pile.''<br />
* Trying to mark at least 12 cards with the first 8 clue-tokens.<br />
** This gives 99% chance of always having enough tokens in the game.<br />
* Not using the last two clue-tokens for "single plays".<br />
** This avoids running out of clue-tokens in times when you need to save critical cards.<br />
<br />
For strategy tips, see <b>[[Tips_hanabi]]</b></div>HanabiGrandMasterhttps://en.doc.boardgamearena.com/index.php?title=Gamehelphanabi&diff=11381Gamehelphanabi2022-01-07T23:45:21Z<p>HanabiGrandMaster: /* Conventions */</p>
<hr />
<div>[[Category:Card games]]<br />
For tips on how to play hanabi, see <b>[[Tips_hanabi]]</b><br />
== Introduction ==<br />
<br />
* Hanabi is a cooperative game. Your goal, as a team, is to build a fabulous fireworks show.<br />
* You do this by playing the cards in the correct order.<br />
* However, you cannot see your own cards; you can only see the cards of your team mates.<br />
<br />
==== Final Score Ratings ====<br />
<br />
{| class="wikitable"<br />
|-<br />
!Points<br />
!Overall impression<br />
|-<br />
|5 or less<br />
|horrible, booed by the crowd...<br />
|-<br />
|6-10<br />
|mediocre, just a spattering of applause.<br />
|-<br />
|11-15<br />
|honourable, but will not be remembered for very long...<br />
|-<br />
|16-20<br />
|excellent, crowd pleasing.<br />
|-<br />
|21-24<br />
|amazing, will be remembered for a very long time!<br />
|-<br />
|25<br />
|legendary, everyone left speechless, stars in their eyes<br />
|}<br />
<br />
== Card distribution ==<br />
<br />
* In a game of Hanabi on '''normal difficulty''', the deck contains 50 cards.<br />
* Each card has exactly one colour: either Red, Yellow, Green, Blue, or White.<br />
<br />
There are 10 cards in each colour:<br />
* three 1s<br />
* two 2s<br />
* two 3s<br />
* two 4s<br />
* one 5<br />
<br />
=== Multicolour cards ===<br />
<br />
* There are three variants that add a 6th colour: the multicolour.<br />
* There are three difficulties:<br />
<br />
==== Tricky ====<br />
<br />
* Adds 10 multicolour cards to the normal game.<br />
* These cards get marked by a separate multicolour clue.<br />
<br />
==== Hard ====<br />
<br />
* '''5''' multicolour cards to the normal game: one of each number.<br />
* These cards get marked by a separate multicolour clue.<br />
<br />
==== Very Difficult ====<br />
<br />
* Adds 10 multicolour cards to the normal game.<br />
* These cards get marked by ANY colour clue.<br />
<br />
== Game play ==<br />
<br />
* You each take turns.<br />
* During a turn, a player may take one (1) of three actions.<br />
* After your action, the turn ends and it is the next player's turn.<br />
* The game can end in several ways:<br />
*# All cards have been drawn from the deck. After this happens, everybody gets 1 more turn. The game ends with the score at the last turn.<br />
*# Your team played all possible cards. In this case, the game ends immediately and you receive the maximum possible score.<br />
*# Your team made three mistakes that caused misfires. In this case, you lose the game and get negative ten (-10) points.<br />
*# Your team 'abandons' the game. Although discouraged, you receive zero (0) points.<br />
<br />
== Turn ==<br />
<br />
* During your turn, you have one (1) action.<br />
* You can choose to do one of the following:<br />
<br />
==== Give a colour or number clue to a teammate ====<br />
<br />
* This costs one clue-token (-1).<br />
* You cannot give a clue if there are zero (0) clue-tokens left.<br />
* When you give a clue, you must indicate '''all''' cards of a certain colour, or '''all''' cards of a certain number.<br />
<br />
==== Play a card ====<br />
<br />
* When a card is played, it is evaluated.<br />
* If the card fits in one of sequences, it is placed in the appropriate colour stack on the table.<br />
* If it does not fit, it is placed in the discard pile and the team gets a misfire-token.<br />
* Then draw a new card.<br />
<br />
==== Discard a card ====<br />
<br />
* When you discard, the card is placed in the discard pile and you get a clue-token (+1).<br />
* ''Note:'' cards on the discard pile are out of the game and can never return.<br />
* Then draw a new card.<br />
<br />
== Options ==<br />
<br />
=== Black Powder ===<br />
<br />
* You may not give clues regarding the colour black.<br />
* Black cards must be played in reverse order, from 5 to 1.<br />
* In the deck there are three black 5s, two black 4s, two black 3s, two black 2s, and one black 1.<br />
<br />
=== Five Flamboyants ===<br />
<br />
After playing the last card of a colour, randomly select one of the following bonuses for immediate use:<br />
* Gain a clue token.<br />
* Gain a clue token and recover a life.<br />
* Give a clue regarding a colour.<br />
* Give a clue regarding a number.<br />
* Shuffle a discarded card into the deck.<br />
* Play a discarded card, if possible.<br />
<br />
== Lingo ==<br />
<br />
When you play with others, certain words are used to describe certain objects or situations. Here is a short list.<br />
<br />
;Marked: A card that is highlighted by a clue.<br />
;Unmarked: A card that is not clued.<br />
;chop: The oldest, unmarked card. The card that you have no information on and will chop from your hand.<br />
;draw: The newest, unmarked card. The card that you have no information on and was freshly drawn.<br />
;To bomb: A play that causes the third misfire-token. Sometimes called '''explosion'''<br />
;Unique: A card that has no copy (left) in the deck.<br />
;Double discard: When consecutive players have the same card on chop. A special problem, since, to each of the consecutive players, a number to chop does not look like a unique save.<br />
;Double save: When a player has two consecutive unique cards, requiring consecutive save clues.<br />
;Strategy: A set of rules / guidelines / conventions on how to interpret actions by players (including spending of clue-tokens).<br />
<br />
== ELO rating ==<br />
<br />
* If you are playing with ELO rating on, your ELO may be changed at the end of the game.<br />
* Here is how it works:<br />
*# Every player on the team is temporarily considered as having the average ELO rating of the team.<br />
*# The system will generate a bot associated with the score your team has achieved (let’s call it '''''Hanabot''''').<br />
*#* Hanabot’s ELO rating depends on the variant you are playing (50 cards, 60 cards, 60 cards multicolour), the number of players on the team and, most importantly, your team's score.<br />
*#* All Hanabot’s ELO ratings have been set by an experienced player, they are not random or simply proportional to the score/number of players.<br />
*# Your team (actually your team's average ELO) will now compete against Hanabot.<br />
*#* The system will calculate your team’s ELO gain/loss as though your team had tied with Hanabot.<br />
*#* If your score is below 18 (50-card game) or below 21 (60-card game), Hanabot's ELO is always 1000.<br />
<br />
* You can find <b>[http://forum.boardgamearena.com/viewtopic.php?f=3&t=4814 all bots' ELO ratings here]</b><br />
* The 55-card variant (50 cards + 1 of each value in the sixth color) cannot be played with ELO rating on.<br />
** This is because this variant is highly dependent on draw and a team’s score may not always reflect the players’ skills.<br />
* If you achieve the perfect score and this should cost you ELO points, you will be considered as having beaten the bot associated with the score, so that you lose no ELO points.<br />
* To be confirmed: I think the ELO-system has had an overhaul.<br />
<br />
== About "cheating" ==<br />
<br />
* In the "real life Hanabi", you can talk. That's why we chose to let the chat open for the online version.<br />
<br />
* As a consequence, it is very easy to cheat at Hanabi.<br />
** However, as you can imagine, cheating is very stupid and has no interest... except for ELO boosting.<br />
** This is why there is no international ranking for this game (ie: best player, second best player) and no trophies associated to it.<br />
<br />
* Another method of cheating is to deliberately avoid finishing games that would cause ELO to drop.<br />
** While some argue that games become "boring" once 30 becomes impossible, it is rarely the case that games are abandoned on 29 points while waiting for the final 5 to be drawn.<br />
<br />
== Conventions ==<br />
<br />
* If you want to play "full information" style, meaning that you wait until you know both the colour and number of a card before you play it, you will likely be short on clue-tokens in >99% of the decks.<br />
* The logical conclusion is, that you cannot play a full information style game, and the team must agree on some sort of convention.<br />
** Meaning: a certain amount of meta-information is assigned to the clues.<br />
<br />
* Many players have different kinds of conventions.<br />
* When different players in the same team assign different meta-information to the same clue, the game becomes unplayable.<br />
** This is why the BGA table-settings give the option to set a table convention since the end of 2020.<br />
** Please see this <b>[https://boardgamearena.com/forum/viewtopic.php?f=102&t=18031 post]</b> started by [https://boardgamearena.com/player?id=84207926 Romain672].<br />
* Ideally, all players adhere to the convention, to avoid miscommunication.<br />
<br />
* Below, the meta-information of several conventions is explained.<br />
* In the examples, colours are indicated by their first letter:<br />
R - Red - <span style="background:red">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
Y - Yellow - <span style="background:yellow">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
G - Green - <span style="background:lime">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
B - Blue - <span style="background:blue">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
W - White - <span style="border:1px; border-style:solid; border-colour:black">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>,<br />
M - Multi-colour - <span style="border:1px; border-style:solid; border-colour:black"><span style="background:red">&nbsp;</span><span style="background:yellow">&nbsp;</span><span style="background:lime">&nbsp;</span><span style="background:blue">&nbsp;</span>&nbsp;</span>,<br />
P - black Powder - <span style="background:black">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>.<br />
** ''For example:'' Y2 means the card with number 2 and colour yellow.<br />
<br />
=== Standard convention ===<br />
<br />
*You can assume the following meta-information:<br />
** Every card that gets marked, will be playable at some point.<br />
** A card marked with a number, can be played when all "number-1" cards are played.<br />
*** ''This is usually explained as: number-clues mean that these cards should be saved and played later on in the game.''<br />
*** ''It is custom to play saved cards from oldest to newest.''<br />
** A colour-clue means that the newest, previously unmarked card, is the next playable card in the sequence.<br />
** The oldest, unmarked card is safe to discard.<br />
*** ''Obviously, if a player has a card that he is sure he will never be able to play, for example a card on which is marked as blue when the blue pile has already been completed, such card must be discarded in priority.''<br />
* Clues you should avoid giving (bad clues):<br />
** Giving a clue that marks 0 new cards.<br />
** Give a clue that tells a lie (does not conform to the meta-information above).<br />
** As a special remark: Since every marked card is assumed playable, you shouldn't mark useless, or duplicate cards. So if you have a saved 4, you are forbidden from marking 4s, unless you are sure you are not holding a copy of that 4.<br />
* Sometimes, a "bad" clue can't be avoided.<br />
** ''For example:'' when you need to save a unique 3 (using a number-clue) to avoid it being discarded, but you also accidentally mark a useless card.<br />
** Or if you are forced to give a colour-clue from a flamboyant, and you use it to mark 0 new cards.<br />
* When a lie has been told, it needs to be corrected.<br />
* A correction-clue can never mean "play", it can only mean "discard".<br />
<br />
==== Example 1 ====<br />
<br />
new -> old<br />
P1: R1, Y1, G1, B1, W1<br />
P2: R2, Y4, R3, B3, G'''5'''<br />
P3: G4, Y1, R4, Y3, Y2<br />
<br />
Table: R1, Y5, G1, B3, W4<br />
<br />
* It's P1's turn, and P2 knows his oldest card is 5.<br />
* P1 will give R-clue to P2.<br />
* This will tell P2, that the newest card is the next playable in the sequence (so must be R2), and that the other red can be R3, R4, or R5 (because it must be playable at some later point in the game).<br />
<br />
==== Example 2 ====<br />
<br />
new -> old<br />
P1: R1, Y1, G1, B1, W1<br />
P2: W5, Y4, '''R'''3, B3, G'''5'''<br />
P3: W2, G4, Y1, R4, Y3<br />
<br />
Table: R2, Y5, G1, B3, W4<br />
<br />
* It is P1's turn again, and P2 knows his oldest card is 5, and his middle card is R.<br />
* P1 will give R-clue to P3.<br />
* This will tell P3, that his middle card is the next playable in the sequence (so must be R4, because R3 is already marked).<br />
* This will give P2 the meta-information that his saved red card, is R3.<br />
** ''This particular move is sometimes called prompting, and is a common way to allow a card that is saved by colour to get played without re-cluing it.''<br />
<br />
==== Example 3 ====<br />
<br />
new -> old<br />
P1: R1, Y1, G1, B1, W1<br />
P2: R3, Y4, R'''2''', B3, G5<br />
P3: G4, Y1, R4, Y3, Y2<br />
<br />
Table: R1, Y5, G0, B3, W4<br />
<br />
* It is P1's turn, and P2 knows his middle card is 2.<br />
* P1 will give R-clue to P2.<br />
* This will tell P2 that his newest card is the next playable in the sequence (so must be R3, because R2 is now visible with 100% information).<br />
<br />
==== ''Finesse'' ====<br />
<br />
* Finesse is a more complex version of the standard convention.<br />
* In the finesse convention, the timing of the clue gives you extra information.<br />
* You can assume the following meta-information:<br />
** Every card that gets marked, will be playable at some point.<br />
** If the oldest, unmarked card gets marked with a number-clue, then the clue meant "save this/these card(s)". (It is custom to play saved cards from oldest to newest when appropriate.)<br />
** A clue that doesn't mark the oldest card, means that the newest, previously unmarked card, is the next playable card in the sequence.<br />
** The oldest, unmarked card is safe to discard unless that player is busy like having a known play or being forced to do a save on the following player's hand.<br />
*** ''Obviously, if a player has a card that he is sure he will never be able to play, for example a card on which is marked as blue when the blue pile has already been completed, such card must be discarded in priority.''<br />
** If more than 1 person are able to give the same clue, then the last possible person should give that clue.<br />
*** ''Note:'' This approach is disputed by some players.<br />
*** These players argue it is often better to "steal" the clue of the players in front of you.<br />
**** For instance, if they have four trash cards; if they have a duplicate playable, so you wish them to discard a copy; or if you foresee that by encouraging a discard now, a double discard situation could be avoided next move.<br />
**** On the other hand, leaving the clue for the nearest player can improve the value of the given clue---either through finesse possibilities from your draw, or their ability to bluff.<br />
**** Overall, these players argue the decision to "steal" should be carefully considered.<br />
** If a player gets skipped (P1 clues P3, instead of P2; then P2 is skipped), it means either:<br />
**# The skipped player is forbidden from giving that clue; or<br />
**# The skipped player has something to play.<br />
*** ''Note:'' It is '''never''' okay to force a discard. This creates ambiguity on skipping; which should be avoided. And "cluing" a useless card is considered a waste of clue.<br />
<br />
==== Clues you should avoid giving (bad clues) ====<br />
<br />
* Giving a clue that marks 0 new cards.<br />
* Give a clue that tells a lie (does not conform to the meta-information above).<br />
* As a special remark: don't mark useless, or duplicate cards. So if you have a saved 4, you are forbidden from marking 4s, unless you are sure you are not holding a copy of that 4.<br />
** ''Exceptions remain:'' circumstances might make it a good move for you to do it anyway. Maybe because others are also "forbidden" to clue that card or because others can't see why it is important to get it clued right now to not lose a card that's following it.<br />
<br />
==== Special interpretation for play-clues ====<br />
<br />
* When receiving a clue for the "next playable card in the sequence", the linking cards are not limited to already marked cards (like in standard convention).<br />
* The newest, unmarked cards in every player's hand should be considered as well.<br />
<br />
====== Example ======<br />
<br />
new -> old<br />
P1: ??, ??, ??, ??, ??<br />
P2: B1, Y5, B3, W1, W2<br />
P3: R5, R2, B2, G2, Y2<br />
<br />
Table: R0, Y0, G0, B0, W0<br />
<br />
* P1 gives B-clue to P3.<br />
* This gives the information that B2 is the next playable card in the sequence, and that P2 is either not allowed to give B-clue, or has something to play.<br />
* Since P2 has no marked cards, he was not blocked from giving B-clue, so he must have something to play.<br />
* This something, must be the missing link (B1, to enable B2) that makes B2 the next playable card.<br />
* Since there is no logical (marked) card that could be B1, P2 must assume his newest, unmarked card is B1 and blind-plays this card.<br />
<br />
===== Example of reversed finesse =====<br />
<br />
new -> old<br />
P1: ??, ??, ??, ??, ??<br />
P2: R5, R2, B2, G2, Y2<br />
P3: B1, Y5, B3, W1, W2<br />
<br />
Table: R0, Y0, G0, B0, W0<br />
<br />
* P1 gives B-clue to P2.<br />
* This gives the information that B2 is the next playable card in the sequence.<br />
* P2 sees that the newest, unmarked card in the hand of P3 is of the same colour (blue) '''and''' playable now. P2 concludes it is a finesse, with the players in reversed order, so his blue card must be B2.<br />
<br />
===== Example of a bluff =====<br />
<br />
new -> old<br />
P1: ??, ??, ??, ??, ??<br />
P2: W1, Y5, B3, W1, W2<br />
P3: R5, R2, B2, G2, Y2<br />
<br />
Table: R0, Y0, G0, B0, W0<br />
<br />
* P1 gives B-clue to P3.<br />
* This gives the information that B2 is the next playable card in the sequence, and that P2 is either not allowed to give B-clue, or has something to play.<br />
* Since P2 has no marked cards, he was not blocked from giving B-clue, so he must have something to play.<br />
* This something, must be the missing link (B1, to enable B2) that makes B2 the next playable card.<br />
* Since there is no logical (marked) card that could be B1, P2 must assume his newest, unmarked card is B1 and blind-plays this card.<br />
* However, at this point the "lie" is revealed (because the colour of the played card does '''not''' match the colour of the finesse-clue).<br />
* The blind-played card is '''not''' B1, but W1. P3, up to this point, was thinking he had B1.<br />
* The blind-play of P2 gives him extra information: his blue card is in fact B2.<br />
<br />
==== ''Off discard'' ====<br />
<br />
* It happens that in his turn a player no longer has a clue token and that a card must absolutely be played, it is then possible for him to discard another card than his card furthest to the right.<br />
* This move tells the next player to play the card in the same position as the one that was discarded.<br />
<br />
===== Example =====<br />
<br />
* It's player 1's turn, there are no more clue tokens, a 1B has already been played and a 2B card has already been discarded (in bold the clues known by the players):<br />
<br />
new -> old<br />
P1: a? b? c? d? e?<br />
P2: 4Y 5R 2R 2B 2'''G'''<br />
P3: 2G 1'''B''' 5Y 3'''B''' 3W<br />
<br />
* Player 1 discards card d? instead of the e? card.<br />
* This indicates to the player that he must play their card in the same position (therefore 2B), which avoids losing it and thus condemning the blue pile.<br />
* This movement is risky because the discarded card can be important or even blocking for the rest of the game.<br />
* This movement should therefore only be used if there is no other solution.<br />
* It is up to the other players to make sure, before leaving a player without a clue token, that the card he could discard to give this clue is not essential for the rest of the game.<br />
<br />
=== Hat-guessing ===<br />
<br />
* [https://github.com/hanabi/hanabi.github.io/blob/main/misc/hat-guessing.md Github hat-guessing]<br />
<br />
=== Logical Leftism ===<br />
<br />
* [http://hanabilogic.eklablog.com/basics-level-1-a117610126 Hanabi Logic basics-level-1]<br />
* [http://hanabilogic.eklablog.com/-a163408102 Hanabi Logic logical-leftism-in-a-nutshell]<br />
<br />
=== Closest Friend ===<br />
<br />
* TODO<br />
<br />
=== Secret convention ===<br />
<br />
* TODO<br />
<br />
=== Conventional Leftism ===<br />
<br />
* [http://hanabilogic.eklablog.com/ll-vs-cl-the-differences-a132077536 Hanabi Logic ll-vs-cl-the-differences] gives some clues, but doesn't explain Conventional Leftism from first principles.<br />
<br />
=== Chop-focus ===<br />
<br />
* TODO<br />
<br />
== Strategy ==<br />
<br />
* In addition to the convention(s), there is also some strategy to the game.<br />
* You should '''not''' confuse strategy with convention! Strategy is '''team''' vs '''deck'''; convention is communication within the team.<br />
* A simple example of strategy is saving 2s in 2-player games.<br />
** Using number-2-clue to communicate that those cards need to be saved, is a convention.<br />
<br />
=== Examples ===<br />
<br />
* More advanced players will try to avoid losing as many "first" (non-unique) cards as possible.<br />
* It's a good strategy to keep good cards in the game as long as possible - even if they are not yet playable.<br />
** ''The other copy of that card might be far down the draw pile.''<br />
* Trying to mark at least 12 cards with the first 8 clue-tokens.<br />
** This gives 99% chance of always having enough tokens in the game.<br />
* Not using the last two clue-tokens for "single plays".<br />
** This avoids running out of clue-tokens in times when you need to save critical cards.<br />
<br />
For strategy tips, see <b>[[Tips_hanabi]]</b></div>HanabiGrandMasterhttps://en.doc.boardgamearena.com/index.php?title=Gamehelphanabi&diff=7537Gamehelphanabi2021-03-03T22:17:21Z<p>HanabiGrandMaster: /* Standard convention */</p>
<hr />
<div>== Introduction ==<br />
Hanabi is a cooperative game. Your goal, as a team, is to build a fabulous fireworks show. You do this by playing the cards in the correct order. However, you cannot see your own cards; you can only see the cards of your team mates.<br />
<br />
'''Final Score Ratings'''<br />
<br />
{| class="wikitable"<br />
|-<br />
!Points<br />
!Overall impression<br />
|-<br />
|5 or less<br />
|horrible, booed by the crowd...<br />
|-<br />
|6-10<br />
|mediocre, just a spattering of applause.<br />
|-<br />
|11-15<br />
|honourable, but will not be remembered for very long...<br />
|-<br />
|16-20<br />
|excellent, crowd pleasing.<br />
|-<br />
|21-24<br />
|amazing, will be remembered for a very long time!<br />
|-<br />
|25<br />
|legendary, everyone left speechless, stars in their eyes<br />
|}<br />
<br />
== Card distribution ==<br />
In a game of Hanabi on NORMAL DIFFICULTY, the deck contains 50 cards. Each has exactly one colour: either Red, Yellow, Green, Blue, or White.<br />
<br />
There are 10 cards in each colour:<br />
* three 1s<br />
* two 2s<br />
* two 3s<br />
* two 4s<br />
* one 5<br />
<br />
===Multicolour cards===<br />
There are three variants that add a 6th colour: the multicolour.<br />
<br />
# TRICKY DIFFICULTY adds 10 multicolour cards to the normal game. These cards get marked by a separate multicolour clue.<br />
# HARD DIFFICULTY adds '''5''' multicolour cards to the normal game: one of each number. These cards get marked by a separate multicolour clue.<br />
# VERY DIFFICULT DIFFICULTY adds 10 multicolour cards to the normal game. These cards get marked by ANY colour clue.<br />
<br />
== Gameplay ==<br />
You each take turns. During a turn, a player may take one (1) of three actions. After your action, the turn ends and it is the next player's turn. <br />
<br />
The game can end in several ways:<br />
<br />
#All cards have been drawn from the deck. After this happens, everybody gets 1 more turn. The game ends with the score at the last turn.<br />
#Your team played all possible cards. In this case, the game ends immediately and you receive the maximum possible score. <br />
#Your team made three mistakes that caused misfires. In this case, you lose the game and get negative ten (-10) points. <br />
#Your team 'abandons' the game. Although discouraged, you receive zero (0) points.<br />
<br />
== Turn ==<br />
During your turn, you have one (1) action. You can choose to do one of the following:<br />
<br />
#'''Give a colour or number clue to a teammate:''' This costs one clue-token (-1). You cannot give a clue if there are zero (0) clue-tokens left. When you give a clue, you must indicate ALL cards of a certain colour, or ALL cards of a certain number.<br />
#'''Play a card:''' When a card is played, it is evaluated. If the card fits in one of sequences, it is placed in the appropriate colour stack on the table. If it does not, it is placed in the discard pile and the team gets a misfire-token.<br />
#'''Discard a card:''' When you discard, the card is placed in the discard pile and you get a clue-token (+1). Note: cards on the discard pile are out of the game and can never return.<br />
<br />
When you remove a card from your hand, by either playing or discarding, at the end of your turn, you draw a new card.<br />
<br />
== Options ==<br />
<br />
=== Black Powder ===<br />
<br />
* You may not give clues regarding the colour black.<br />
* Black cards must be played in reverse order, from 5 to 1.<br />
* In the deck there are 3 black fives, 2 black fours, 2 black threes, 2 black twos, and 1 black one.<br />
<br />
=== Five Flamboyants ===<br />
<br />
After playing the last card of a colour, randomly select one of the following bonuses for immediate use:<br />
<br />
* Gain a clue token.<br />
* Gain a clue token and recover a life.<br />
* Give a clue regarding a colour.<br />
* Give a clue regarding a number.<br />
* Shuffle a discarded card into the deck.<br />
* Play a discarded card, if possible.<br />
<br />
== Lingo ==<br />
When you play with others, certain words are used to describe certain objects or situations. Here is a short list.<br />
<br />
*'''MARKED''': A card that is highlighted by a clue.<br />
*'''UNMARKED''': A card that is not clued.<br />
*'''CHOP''': The oldest, unmarked card. The card that you have no information on and will chop from your hand. <br />
*'''DRAW''': The newest, unmarked card. The card that you have no information on and was freshly drawn. <br />
*'''TO BOMB''': A play that causes the third misfire-token. Sometimes called '''EXPLOSION'''<br />
*'''UNIQUE''': A card that has no copy (left) in the deck.<br />
*'''DOUBLE DISCARD''': Discarding the (usually CHOP) card when it can be Unique (or the last copy of the card in the discard pile). <br />
*'''DOUBLE SAVE''': To mark a card that is useless, because the copy of the card is already played, or marked.<br />
*'''STRATEGY''': A set of rules / guidelines / conventions on how to interpret actions by players (including spending of clue-tokens).<br />
<br />
== ELO rating ==<br />
If you are playing with ELO rating on, your ELO may be changed at the end of the game.<br />
<br />
Here is how it works:<br />
<br />
#Every player on the team is temporarily considered as having the average ELO rating of the team.<br />
#The system will generate a bot associated with the score your team has achieved (let’s call it '''Hanabot'''). Hanabot’s ELO rating depends on the variant you are playing (50 cards, 60 cards, 60 cards multicolor), the number of players on the team and, most importantly, your team's score. All Hanabot’s ELO ratings have been set by an experienced player, they are not random or simply proportional to the score/number of players.<br />
#Your team (actually your team's average ELO) will now compete against Hanabot. The system will calculate your team’s ELO gain/loss as though your team had tied with Hanabot.<br />
<br />
If your score is below 18 (50-card game) or below 21 (60-card game), Hanabot's ELO is always 1000.<br />
<br />
<br />
<code><br />
You can find all bots' ELO ratings here: http://forum.boardgamearena.com/viewtopic.php?f=3&t=4814<br />
<br />
The 55-card variant (50 cards + 1 of each value in the sixth color) cannot be played with ELO rating on. This is because this variant is highly dependent on draw and a team’s score may not always reflect the players’ skills.<br />
<br />
If you achieve the perfect score and this should cost you ELO points, you will be considered as having beaten the bot associated with the score, so that you lose no ELO points.<br />
</code><br><br />
To be confirmed: I think the ELO-system has had an overhaul.<br />
<br />
== About "cheating" ==<br />
In the "real life Hanabi", you can talk. That's why we chose to let the chat open for the online version.<br />
<br />
As a consequence, it is very easy to cheat at Hanabi. However, as you can imagine, cheating is very stupid and has no interest... except for ELO boosting. This is why there is no international ranking for this game (ie: best player, second best player) and no trophies associated to it.<br />
<br />
==CONVENTIONS==<br />
If you want to play "full information" style, meaning that you wait until you know both the colour and number of a card before you play it, you will likely be short on clue-tokens in >99% of the decks. The logical conclusion is, that you cannot play a full information style game, and the team must agree on some sort of convention. Meaning: a certain amount of meta-information is assigned to the clues.<br />
<br />
Many players have different kinds of conventions. When different players in the same team assign different meta-information to the same clue, the game becomes unplayable. This is why the BGA table-settings give the option to set a table convention. Ideally, all players adhere to the convention, to avoid miscommunication.<br />
<br />
Below, the meta-information of several conventions is explained. In the examples, colours are indicated by their first letter: R - Red, Y - Yellow, G - Green, B - Blue, W - White, M - Multi-colour, P - black Powder. For example, Y2 means the card with number 2 and colour yellow.<br />
<br />
===Standard convention===<br />
You can assume the following meta-information:<br />
- Ever card that gets marked, will be playable at some point.<br />
- A card marked with a number, can be played when all "number-1" cards are played. (This is usually explained as: number-clues mean that these cards should be saved and played later on in the game. It is custom to play saved cards from oldest to newest.)<br />
- A colour-clue means that the newest, previously unmarked card, is the next playable card in the sequence.<br />
- The oldest, unmarked card is safe to discard. (Obviously, if a player has a card that he is sure he will never be able to play, for example a card on which is marked as blue when the blue pile has already been completed, such card must be discarded in priority.)<br />
<br />
Clues you should avoid giving (bad clues):<br />
- Giving a clue that marks 0 new cards.<br />
- Give a clue that tells a lie (does not conform to the meta-information above).<br />
- As a special remark: don't mark useless, or duplicate cards. So if you have a saved 4, you are forbidden from marking 4s, unless you are sure you are not holding a copy of that 4.<br />
<br />
Sometimes, a "bad" clue can't be avoided. For example, when you need to save a unique 3 (using a number-clue) to avoid it being discarded. But you accidentally mark a useless card. Or if you are forced to give a colour-clue from a flamboyant, and you use it to mark 0 new cards.<br />
<br />
When a lie has been told, it needs to be corrected. A correction-clue can never mean "play", it can only mean "discard".<br />
<br />
Example 1:<br />
new -> old<br />
P1: R1, Y1, G1, B1, W1<br />
P2: R2, Y4, R3, B3, G'''5'''<br />
P3: G4, Y1, R4, Y3, Y2<br />
<br />
Table: R1, Y5, G1, B3, W4<br />
<br />
It's P1's turn, and P2 knows his oldest card is 5.<br />
P1 will give R-clue to P2. This will tell P2, that the newest card is the next playable in the sequence (so must be R2), and that the other red can be R3, R4, or R5 (because it must be playable at some later point in the game).<br />
<br />
<br />
Example 2:<br />
new -> old<br />
P1: R1, Y1, G1, B1, W1<br />
P2: W5, Y4, '''R'''3, B3, G'''5'''<br />
P3: W2, G4, Y1, R4, Y3<br />
<br />
Table: R2, Y5, G1, B3, W4<br />
<br />
It is P1's turn again, and P2 knows his oldest card is 5, and his middle card is R.<br />
P1 will give R-clue to P3. This will tell P3, that his middle card is the next playable in the sequence (so must be R4, because R3 is already marked). This will give P2 the meta-information that his saved red card, is R3. (This particular move is sometimes called prompting, and is a common way to allow a card that is saved by colour to get played without re-cluing it.)<br />
<br />
Example 3:<br />
new -> old<br />
P1: R1, Y1, G1, B1, W1<br />
P2: R3, Y4, R'''2''', B3, G5<br />
P3: G4, Y1, R4, Y3, Y2<br />
<br />
Table: R1, Y5, G0, B3, W4<br />
<br />
It is P1's turn, and P2 knows his middle card is 2.<br />
P1 will give R-clue to P2. This will tell P2 that his newest card is the next playable in the sequence (so must be R3, because R2 is now visible with 100% information).<br />
<br />
====''Finesse''====<br />
Finesse is a more complex version of the standard convention. In the finesse convention, the timing of the clue gives you extra information.<br />
You can assume the following meta-information:<br />
- Ever card that gets marked, will be playable at some point.<br />
- If the oldest, unmarked card gets marked with a number-clue, then the clue meant "save this/these card(s)". (It is custom to play saved cards from oldest to newest when appropriate.)<br />
- A clue that doesn't mark the oldest card, means that the newest, previously unmarked card, is the next playable card in the sequence.<br />
- The oldest, unmarked card is safe to discard. (Obviously, if a player has a card that he is sure he will never be able to play, for example a card on which is marked as blue when the blue pile has already been completed, such card must be discarded in priority.)<br />
- If more than 1 person are able to give the same clue, then the last possible person should give that clue.<br />
- If a player gets skipped (P1 clues P3, instead of P2; then P2 is skipped), it means either:<br />
a) The skipped player is forbidden from giving that clue; or<br />
b) The skipped player has something to play.<br />
<br />
Clues you should avoid giving (bad clues):<br />
- Giving a clue that marks 0 new cards.<br />
- Give a clue that tells a lie (does not conform to the meta-information above).<br />
- As a special remark: don't mark useless, or duplicate cards. So if you have a saved 4, you are forbidden from marking 4s, unless you are sure you are not holding a copy of that 4.<br />
<br />
Special interpretation for play-clues:<br />
- When receiving a clue for the "next playable card in the sequence", the linking cards are not limited to already marked cards (like in standard convention). The newest, unmarked cards in every player's hand should be considered as well.<br />
a) Finesse<br />
new -> old<br />
P1: ??, ??, ??, ??, ??<br />
P2: B1, Y5, B3, W1, W2 <br />
P3: R5, R2, B2, G2, Y2 <br />
<br />
Table: R0, Y0, G0, B0, W0<br />
<br />
P1 gives B-clue to P3. This gives the information that B2 is the next playable card in the sequence, and that P2 is either not allowed to give B-clue, or has something to play. Since P2 has no marked cards, he was not blocked from giving B-clue, so he must have something to play. This something, must be the missing link (B1, to enable B2) that makes B2 the next playable card. Since there is no logical (marked) card that could be B1, P2 must assume his newest, unmarked card is B1 and blind-plays this card.<br />
<br />
b) Reversed finesse<br />
new -> old<br />
P1: ??, ??, ??, ??, ??<br />
P2: R5, R2, B2, G2, Y2<br />
P3: B1, Y5, B3, W1, W2 <br />
<br />
Table: R0, Y0, G0, B0, W0<br />
<br />
P1 gives B-clue to P2. This gives the information that B2 is the next playable card in the sequence. P2 sees that the newest, unmarked card in the hand of P3 is of the same colour (blue) AND playable now. P2 concludes it is a finesse, with the players in reversed order, so his blue card must be B2.<br />
<br />
c) Bluff<br />
new -> old<br />
P1: ??, ??, ??, ??, ??<br />
P2: W1, Y5, B3, W1, W2 <br />
P3: R5, R2, B2, G2, Y2<br />
<br />
Table: R0, Y0, G0, B0, W0<br />
<br />
P1 gives B-clue to P3. This gives the information that B2 is the next playable card in the sequence, and that P2 is either not allowed to give B-clue, or has something to play. Since P2 has no marked cards, he was not blocked from giving B-clue, so he must have something to play. This something, must be the missing link (B1, to enable B2) that makes B2 the next playable card. Since there is no logical (marked) card that could be B1, P2 must assume his newest, unmarked card is B1 and blind-plays this card.<br />
<br />
However, at this point the "lie" is revealed (because the colour of the played card does NOT match the colour of the finesse-clue). The blind-played card is NOT B1, but W1. P3, upto this point, was thinking he had B1. The blind-play of P2 gives him extra information: his blue card is in fact B2.<br />
<br />
==== ''Off discard'' ====<br />
It happens that in his turn a player no longer has a clue token and that a card must absolutely be played, it is then possible for him to discard another card than his card furthest to the right. This move tells the next player to play the card in the same position as the one that was discarded.<br />
<br />
Example: it's player 1's turn, there are no more clue tokens, a 1B has already been played and a 2B card has already been discarded (in bold the clues known by the players):<br />
<br />
#a? b? c? d? e?<br />
#4Y 5R 2R 2B 2'''G'''<br />
#2G 1'''B''' 5Y 3'''B''' 3W<br />
<br />
Player 1 discards card d? instead of the e? card. This indicates to the player that he must play his card in the same position (therefore 2B), which avoids losing it and thus condemning the blue pile.<br />
<br />
This movement is risky because the discarded card can be important or even blocking for the rest of the game. This movement should therefore only be used if there is no other solution.<br />
It is up to the other players to make sure, before leaving a player without a clue token, that the card he could discard to give this clue is not essential for the rest of the game.</div>HanabiGrandMasterhttps://en.doc.boardgamearena.com/index.php?title=Gamehelphanabi&diff=7536Gamehelphanabi2021-03-03T22:14:01Z<p>HanabiGrandMaster: /* Finesse */</p>
<hr />
<div>== Introduction ==<br />
Hanabi is a cooperative game. Your goal, as a team, is to build a fabulous fireworks show. You do this by playing the cards in the correct order. However, you cannot see your own cards; you can only see the cards of your team mates.<br />
<br />
'''Final Score Ratings'''<br />
<br />
{| class="wikitable"<br />
|-<br />
!Points<br />
!Overall impression<br />
|-<br />
|5 or less<br />
|horrible, booed by the crowd...<br />
|-<br />
|6-10<br />
|mediocre, just a spattering of applause.<br />
|-<br />
|11-15<br />
|honourable, but will not be remembered for very long...<br />
|-<br />
|16-20<br />
|excellent, crowd pleasing.<br />
|-<br />
|21-24<br />
|amazing, will be remembered for a very long time!<br />
|-<br />
|25<br />
|legendary, everyone left speechless, stars in their eyes<br />
|}<br />
<br />
== Card distribution ==<br />
In a game of Hanabi on NORMAL DIFFICULTY, the deck contains 50 cards. Each has exactly one colour: either Red, Yellow, Green, Blue, or White.<br />
<br />
There are 10 cards in each colour:<br />
* three 1s<br />
* two 2s<br />
* two 3s<br />
* two 4s<br />
* one 5<br />
<br />
===Multicolour cards===<br />
There are three variants that add a 6th colour: the multicolour.<br />
<br />
# TRICKY DIFFICULTY adds 10 multicolour cards to the normal game. These cards get marked by a separate multicolour clue.<br />
# HARD DIFFICULTY adds '''5''' multicolour cards to the normal game: one of each number. These cards get marked by a separate multicolour clue.<br />
# VERY DIFFICULT DIFFICULTY adds 10 multicolour cards to the normal game. These cards get marked by ANY colour clue.<br />
<br />
== Gameplay ==<br />
You each take turns. During a turn, a player may take one (1) of three actions. After your action, the turn ends and it is the next player's turn. <br />
<br />
The game can end in several ways:<br />
<br />
#All cards have been drawn from the deck. After this happens, everybody gets 1 more turn. The game ends with the score at the last turn.<br />
#Your team played all possible cards. In this case, the game ends immediately and you receive the maximum possible score. <br />
#Your team made three mistakes that caused misfires. In this case, you lose the game and get negative ten (-10) points. <br />
#Your team 'abandons' the game. Although discouraged, you receive zero (0) points.<br />
<br />
== Turn ==<br />
During your turn, you have one (1) action. You can choose to do one of the following:<br />
<br />
#'''Give a colour or number clue to a teammate:''' This costs one clue-token (-1). You cannot give a clue if there are zero (0) clue-tokens left. When you give a clue, you must indicate ALL cards of a certain colour, or ALL cards of a certain number.<br />
#'''Play a card:''' When a card is played, it is evaluated. If the card fits in one of sequences, it is placed in the appropriate colour stack on the table. If it does not, it is placed in the discard pile and the team gets a misfire-token.<br />
#'''Discard a card:''' When you discard, the card is placed in the discard pile and you get a clue-token (+1). Note: cards on the discard pile are out of the game and can never return.<br />
<br />
When you remove a card from your hand, by either playing or discarding, at the end of your turn, you draw a new card.<br />
<br />
== Options ==<br />
<br />
=== Black Powder ===<br />
<br />
* You may not give clues regarding the colour black.<br />
* Black cards must be played in reverse order, from 5 to 1.<br />
* In the deck there are 3 black fives, 2 black fours, 2 black threes, 2 black twos, and 1 black one.<br />
<br />
=== Five Flamboyants ===<br />
<br />
After playing the last card of a colour, randomly select one of the following bonuses for immediate use:<br />
<br />
* Gain a clue token.<br />
* Gain a clue token and recover a life.<br />
* Give a clue regarding a colour.<br />
* Give a clue regarding a number.<br />
* Shuffle a discarded card into the deck.<br />
* Play a discarded card, if possible.<br />
<br />
== Lingo ==<br />
When you play with others, certain words are used to describe certain objects or situations. Here is a short list.<br />
<br />
*'''MARKED''': A card that is highlighted by a clue.<br />
*'''UNMARKED''': A card that is not clued.<br />
*'''CHOP''': The oldest, unmarked card. The card that you have no information on and will chop from your hand. <br />
*'''DRAW''': The newest, unmarked card. The card that you have no information on and was freshly drawn. <br />
*'''TO BOMB''': A play that causes the third misfire-token. Sometimes called '''EXPLOSION'''<br />
*'''UNIQUE''': A card that has no copy (left) in the deck.<br />
*'''DOUBLE DISCARD''': Discarding the (usually CHOP) card when it can be Unique (or the last copy of the card in the discard pile). <br />
*'''DOUBLE SAVE''': To mark a card that is useless, because the copy of the card is already played, or marked.<br />
*'''STRATEGY''': A set of rules / guidelines / conventions on how to interpret actions by players (including spending of clue-tokens).<br />
<br />
== ELO rating ==<br />
If you are playing with ELO rating on, your ELO may be changed at the end of the game.<br />
<br />
Here is how it works:<br />
<br />
#Every player on the team is temporarily considered as having the average ELO rating of the team.<br />
#The system will generate a bot associated with the score your team has achieved (let’s call it '''Hanabot'''). Hanabot’s ELO rating depends on the variant you are playing (50 cards, 60 cards, 60 cards multicolor), the number of players on the team and, most importantly, your team's score. All Hanabot’s ELO ratings have been set by an experienced player, they are not random or simply proportional to the score/number of players.<br />
#Your team (actually your team's average ELO) will now compete against Hanabot. The system will calculate your team’s ELO gain/loss as though your team had tied with Hanabot.<br />
<br />
If your score is below 18 (50-card game) or below 21 (60-card game), Hanabot's ELO is always 1000.<br />
<br />
<br />
<code><br />
You can find all bots' ELO ratings here: http://forum.boardgamearena.com/viewtopic.php?f=3&t=4814<br />
<br />
The 55-card variant (50 cards + 1 of each value in the sixth color) cannot be played with ELO rating on. This is because this variant is highly dependent on draw and a team’s score may not always reflect the players’ skills.<br />
<br />
If you achieve the perfect score and this should cost you ELO points, you will be considered as having beaten the bot associated with the score, so that you lose no ELO points.<br />
</code><br><br />
To be confirmed: I think the ELO-system has had an overhaul.<br />
<br />
== About "cheating" ==<br />
In the "real life Hanabi", you can talk. That's why we chose to let the chat open for the online version.<br />
<br />
As a consequence, it is very easy to cheat at Hanabi. However, as you can imagine, cheating is very stupid and has no interest... except for ELO boosting. This is why there is no international ranking for this game (ie: best player, second best player) and no trophies associated to it.<br />
<br />
==CONVENTIONS==<br />
If you want to play "full information" style, meaning that you wait until you know both the colour and number of a card before you play it, you will likely be short on clue-tokens in >99% of the decks. The logical conclusion is, that you cannot play a full information style game, and the team must agree on some sort of convention. Meaning: a certain amount of meta-information is assigned to the clues.<br />
<br />
Many players have different kinds of conventions. When different players in the same team assign different meta-information to the same clue, the game becomes unplayable. This is why the BGA table-settings give the option to set a table convention. Ideally, all players adhere to the convention, to avoid miscommunication.<br />
<br />
Below, the meta-information of several conventions is explained. In the examples, colours are indicated by their first letter: R - Red, Y - Yellow, G - Green, B - Blue, W - White, M - Multi-colour, P - black Powder. For example, Y2 means the card with number 2 and colour yellow.<br />
<br />
===Standard convention===<br />
You can assume the following meta-information:<br />
- Ever card that gets marked, will be playable at some point.<br />
- A card marked with a number, can be played when all "number-1" cards are played. (This is usually explained as: number-clues mean that these cards should be saved and played later on in the game. It is custom to play saved cards from oldest to newest.)<br />
- A colour-clue means that the newest, previously unmarked card, is the next playable card in the sequence.<br />
- The oldest, unmarked card is safe to discard. (Obviously, if a player has a card that he is sure he will never be able to play, for example a card on which is marked as blue when the blue pile has already been completed, such card must be discarded in priority.)<br />
<br />
Clues you should avoid giving (bad clues):<br />
- Giving a clue that marks 0 new cards.<br />
- Give a clue that tells a lie (does not conform to the meta-information above).<br />
- As a special remark: don't mark useless, or duplicate cards. So if you have a saved 4, you are forbidden from marking 4s, unless you are sure you are not holding a copy of that 4.<br />
<br />
Sometimes, a "bad" clue can't be avoided. For example, when you need to save a unique 3 (using a number-clue) to avoid it being discarded. But you accidentally mark a useless card. Or if you are forced to give a colour-clue from a flamboyant, and you use it to mark 0 new cards.<br />
<br />
When a lie has been told, it needs to be corrected. A correction-clue can never mean "play", it can only mean "discard".<br />
<br />
Example 1:<br />
new -> old<br />
P1: R1, Y1, G1, B1, W1<br />
P2: R2, Y4, R3, B3, G5<br />
P3: G4, Y1, R4, Y3, Y2<br />
<br />
Table: R1, Y5, G1, B3, W4<br />
<br />
It's P1's turn, and P2 knows his oldest card is 5.<br />
P1 will give R-clue to P2. This will tell P2, that the newest card is the next playable in the sequence (so must be R2), and that the other red can be R3, R4, or R5 (because it must be playable at some later point in the game).<br />
<br />
<br />
Example 2:<br />
new -> old<br />
P1: R1, Y1, G1, B1, W1<br />
P2: W5, Y4, R3, B3, G5<br />
P3: W2, G4, Y1, R4, Y3<br />
<br />
Table: R2, Y5, G1, B3, W4<br />
<br />
It is P1's turn again, and P2 knows his oldest card is 5, and his middle card is R.<br />
P1 will give R-clue to P3. This will tell P3, that his middle card is the next playable in the sequence (so must be R4, because R3 is already marked). This will give P2 the meta-information that his saved red card, is R3. (This particular move is sometimes called prompting, and is a common way to allow a card that is saved by colour to get played without re-cluing it.)<br />
<br />
Example 3:<br />
new -> old<br />
P1: R1, Y1, G1, B1, W1<br />
P2: R3, Y4, R2, B3, G5<br />
P3: G4, Y1, R4, Y3, Y2<br />
<br />
Table: R1, Y5, G0, B3, W4<br />
<br />
It is P1's turn, and P2 knows his middle card is 2.<br />
P1 will give R-clue to P2. This will tell P2 that his newest card is the next playable in the sequence (so must be R3, because R2 is now visible with 100% information).<br />
<br />
====''Finesse''====<br />
Finesse is a more complex version of the standard convention. In the finesse convention, the timing of the clue gives you extra information.<br />
You can assume the following meta-information:<br />
- Ever card that gets marked, will be playable at some point.<br />
- If the oldest, unmarked card gets marked with a number-clue, then the clue meant "save this/these card(s)". (It is custom to play saved cards from oldest to newest when appropriate.)<br />
- A clue that doesn't mark the oldest card, means that the newest, previously unmarked card, is the next playable card in the sequence.<br />
- The oldest, unmarked card is safe to discard. (Obviously, if a player has a card that he is sure he will never be able to play, for example a card on which is marked as blue when the blue pile has already been completed, such card must be discarded in priority.)<br />
- If more than 1 person are able to give the same clue, then the last possible person should give that clue.<br />
- If a player gets skipped (P1 clues P3, instead of P2; then P2 is skipped), it means either:<br />
a) The skipped player is forbidden from giving that clue; or<br />
b) The skipped player has something to play.<br />
<br />
Clues you should avoid giving (bad clues):<br />
- Giving a clue that marks 0 new cards.<br />
- Give a clue that tells a lie (does not conform to the meta-information above).<br />
- As a special remark: don't mark useless, or duplicate cards. So if you have a saved 4, you are forbidden from marking 4s, unless you are sure you are not holding a copy of that 4.<br />
<br />
Special interpretation for play-clues:<br />
- When receiving a clue for the "next playable card in the sequence", the linking cards are not limited to already marked cards (like in standard convention). The newest, unmarked cards in every player's hand should be considered as well.<br />
a) Finesse<br />
new -> old<br />
P1: ??, ??, ??, ??, ??<br />
P2: B1, Y5, B3, W1, W2 <br />
P3: R5, R2, B2, G2, Y2 <br />
<br />
Table: R0, Y0, G0, B0, W0<br />
<br />
P1 gives B-clue to P3. This gives the information that B2 is the next playable card in the sequence, and that P2 is either not allowed to give B-clue, or has something to play. Since P2 has no marked cards, he was not blocked from giving B-clue, so he must have something to play. This something, must be the missing link (B1, to enable B2) that makes B2 the next playable card. Since there is no logical (marked) card that could be B1, P2 must assume his newest, unmarked card is B1 and blind-plays this card.<br />
<br />
b) Reversed finesse<br />
new -> old<br />
P1: ??, ??, ??, ??, ??<br />
P2: R5, R2, B2, G2, Y2<br />
P3: B1, Y5, B3, W1, W2 <br />
<br />
Table: R0, Y0, G0, B0, W0<br />
<br />
P1 gives B-clue to P2. This gives the information that B2 is the next playable card in the sequence. P2 sees that the newest, unmarked card in the hand of P3 is of the same colour (blue) AND playable now. P2 concludes it is a finesse, with the players in reversed order, so his blue card must be B2.<br />
<br />
c) Bluff<br />
new -> old<br />
P1: ??, ??, ??, ??, ??<br />
P2: W1, Y5, B3, W1, W2 <br />
P3: R5, R2, B2, G2, Y2<br />
<br />
Table: R0, Y0, G0, B0, W0<br />
<br />
P1 gives B-clue to P3. This gives the information that B2 is the next playable card in the sequence, and that P2 is either not allowed to give B-clue, or has something to play. Since P2 has no marked cards, he was not blocked from giving B-clue, so he must have something to play. This something, must be the missing link (B1, to enable B2) that makes B2 the next playable card. Since there is no logical (marked) card that could be B1, P2 must assume his newest, unmarked card is B1 and blind-plays this card.<br />
<br />
However, at this point the "lie" is revealed (because the colour of the played card does NOT match the colour of the finesse-clue). The blind-played card is NOT B1, but W1. P3, upto this point, was thinking he had B1. The blind-play of P2 gives him extra information: his blue card is in fact B2.<br />
<br />
==== ''Off discard'' ====<br />
It happens that in his turn a player no longer has a clue token and that a card must absolutely be played, it is then possible for him to discard another card than his card furthest to the right. This move tells the next player to play the card in the same position as the one that was discarded.<br />
<br />
Example: it's player 1's turn, there are no more clue tokens, a 1B has already been played and a 2B card has already been discarded (in bold the clues known by the players):<br />
<br />
#a? b? c? d? e?<br />
#4Y 5R 2R 2B 2'''G'''<br />
#2G 1'''B''' 5Y 3'''B''' 3W<br />
<br />
Player 1 discards card d? instead of the e? card. This indicates to the player that he must play his card in the same position (therefore 2B), which avoids losing it and thus condemning the blue pile.<br />
<br />
This movement is risky because the discarded card can be important or even blocking for the rest of the game. This movement should therefore only be used if there is no other solution.<br />
It is up to the other players to make sure, before leaving a player without a clue token, that the card he could discard to give this clue is not essential for the rest of the game.</div>HanabiGrandMasterhttps://en.doc.boardgamearena.com/index.php?title=Gamehelphanabi&diff=7535Gamehelphanabi2021-03-03T22:12:27Z<p>HanabiGrandMaster: /* Standard convention */</p>
<hr />
<div>== Introduction ==<br />
Hanabi is a cooperative game. Your goal, as a team, is to build a fabulous fireworks show. You do this by playing the cards in the correct order. However, you cannot see your own cards; you can only see the cards of your team mates.<br />
<br />
'''Final Score Ratings'''<br />
<br />
{| class="wikitable"<br />
|-<br />
!Points<br />
!Overall impression<br />
|-<br />
|5 or less<br />
|horrible, booed by the crowd...<br />
|-<br />
|6-10<br />
|mediocre, just a spattering of applause.<br />
|-<br />
|11-15<br />
|honourable, but will not be remembered for very long...<br />
|-<br />
|16-20<br />
|excellent, crowd pleasing.<br />
|-<br />
|21-24<br />
|amazing, will be remembered for a very long time!<br />
|-<br />
|25<br />
|legendary, everyone left speechless, stars in their eyes<br />
|}<br />
<br />
== Card distribution ==<br />
In a game of Hanabi on NORMAL DIFFICULTY, the deck contains 50 cards. Each has exactly one colour: either Red, Yellow, Green, Blue, or White.<br />
<br />
There are 10 cards in each colour:<br />
* three 1s<br />
* two 2s<br />
* two 3s<br />
* two 4s<br />
* one 5<br />
<br />
===Multicolour cards===<br />
There are three variants that add a 6th colour: the multicolour.<br />
<br />
# TRICKY DIFFICULTY adds 10 multicolour cards to the normal game. These cards get marked by a separate multicolour clue.<br />
# HARD DIFFICULTY adds '''5''' multicolour cards to the normal game: one of each number. These cards get marked by a separate multicolour clue.<br />
# VERY DIFFICULT DIFFICULTY adds 10 multicolour cards to the normal game. These cards get marked by ANY colour clue.<br />
<br />
== Gameplay ==<br />
You each take turns. During a turn, a player may take one (1) of three actions. After your action, the turn ends and it is the next player's turn. <br />
<br />
The game can end in several ways:<br />
<br />
#All cards have been drawn from the deck. After this happens, everybody gets 1 more turn. The game ends with the score at the last turn.<br />
#Your team played all possible cards. In this case, the game ends immediately and you receive the maximum possible score. <br />
#Your team made three mistakes that caused misfires. In this case, you lose the game and get negative ten (-10) points. <br />
#Your team 'abandons' the game. Although discouraged, you receive zero (0) points.<br />
<br />
== Turn ==<br />
During your turn, you have one (1) action. You can choose to do one of the following:<br />
<br />
#'''Give a colour or number clue to a teammate:''' This costs one clue-token (-1). You cannot give a clue if there are zero (0) clue-tokens left. When you give a clue, you must indicate ALL cards of a certain colour, or ALL cards of a certain number.<br />
#'''Play a card:''' When a card is played, it is evaluated. If the card fits in one of sequences, it is placed in the appropriate colour stack on the table. If it does not, it is placed in the discard pile and the team gets a misfire-token.<br />
#'''Discard a card:''' When you discard, the card is placed in the discard pile and you get a clue-token (+1). Note: cards on the discard pile are out of the game and can never return.<br />
<br />
When you remove a card from your hand, by either playing or discarding, at the end of your turn, you draw a new card.<br />
<br />
== Options ==<br />
<br />
=== Black Powder ===<br />
<br />
* You may not give clues regarding the colour black.<br />
* Black cards must be played in reverse order, from 5 to 1.<br />
* In the deck there are 3 black fives, 2 black fours, 2 black threes, 2 black twos, and 1 black one.<br />
<br />
=== Five Flamboyants ===<br />
<br />
After playing the last card of a colour, randomly select one of the following bonuses for immediate use:<br />
<br />
* Gain a clue token.<br />
* Gain a clue token and recover a life.<br />
* Give a clue regarding a colour.<br />
* Give a clue regarding a number.<br />
* Shuffle a discarded card into the deck.<br />
* Play a discarded card, if possible.<br />
<br />
== Lingo ==<br />
When you play with others, certain words are used to describe certain objects or situations. Here is a short list.<br />
<br />
*'''MARKED''': A card that is highlighted by a clue.<br />
*'''UNMARKED''': A card that is not clued.<br />
*'''CHOP''': The oldest, unmarked card. The card that you have no information on and will chop from your hand. <br />
*'''DRAW''': The newest, unmarked card. The card that you have no information on and was freshly drawn. <br />
*'''TO BOMB''': A play that causes the third misfire-token. Sometimes called '''EXPLOSION'''<br />
*'''UNIQUE''': A card that has no copy (left) in the deck.<br />
*'''DOUBLE DISCARD''': Discarding the (usually CHOP) card when it can be Unique (or the last copy of the card in the discard pile). <br />
*'''DOUBLE SAVE''': To mark a card that is useless, because the copy of the card is already played, or marked.<br />
*'''STRATEGY''': A set of rules / guidelines / conventions on how to interpret actions by players (including spending of clue-tokens).<br />
<br />
== ELO rating ==<br />
If you are playing with ELO rating on, your ELO may be changed at the end of the game.<br />
<br />
Here is how it works:<br />
<br />
#Every player on the team is temporarily considered as having the average ELO rating of the team.<br />
#The system will generate a bot associated with the score your team has achieved (let’s call it '''Hanabot'''). Hanabot’s ELO rating depends on the variant you are playing (50 cards, 60 cards, 60 cards multicolor), the number of players on the team and, most importantly, your team's score. All Hanabot’s ELO ratings have been set by an experienced player, they are not random or simply proportional to the score/number of players.<br />
#Your team (actually your team's average ELO) will now compete against Hanabot. The system will calculate your team’s ELO gain/loss as though your team had tied with Hanabot.<br />
<br />
If your score is below 18 (50-card game) or below 21 (60-card game), Hanabot's ELO is always 1000.<br />
<br />
<br />
<code><br />
You can find all bots' ELO ratings here: http://forum.boardgamearena.com/viewtopic.php?f=3&t=4814<br />
<br />
The 55-card variant (50 cards + 1 of each value in the sixth color) cannot be played with ELO rating on. This is because this variant is highly dependent on draw and a team’s score may not always reflect the players’ skills.<br />
<br />
If you achieve the perfect score and this should cost you ELO points, you will be considered as having beaten the bot associated with the score, so that you lose no ELO points.<br />
</code><br><br />
To be confirmed: I think the ELO-system has had an overhaul.<br />
<br />
== About "cheating" ==<br />
In the "real life Hanabi", you can talk. That's why we chose to let the chat open for the online version.<br />
<br />
As a consequence, it is very easy to cheat at Hanabi. However, as you can imagine, cheating is very stupid and has no interest... except for ELO boosting. This is why there is no international ranking for this game (ie: best player, second best player) and no trophies associated to it.<br />
<br />
==CONVENTIONS==<br />
If you want to play "full information" style, meaning that you wait until you know both the colour and number of a card before you play it, you will likely be short on clue-tokens in >99% of the decks. The logical conclusion is, that you cannot play a full information style game, and the team must agree on some sort of convention. Meaning: a certain amount of meta-information is assigned to the clues.<br />
<br />
Many players have different kinds of conventions. When different players in the same team assign different meta-information to the same clue, the game becomes unplayable. This is why the BGA table-settings give the option to set a table convention. Ideally, all players adhere to the convention, to avoid miscommunication.<br />
<br />
Below, the meta-information of several conventions is explained. In the examples, colours are indicated by their first letter: R - Red, Y - Yellow, G - Green, B - Blue, W - White, M - Multi-colour, P - black Powder. For example, Y2 means the card with number 2 and colour yellow.<br />
<br />
===Standard convention===<br />
You can assume the following meta-information:<br />
- Ever card that gets marked, will be playable at some point.<br />
- A card marked with a number, can be played when all "number-1" cards are played. (This is usually explained as: number-clues mean that these cards should be saved and played later on in the game. It is custom to play saved cards from oldest to newest.)<br />
- A colour-clue means that the newest, previously unmarked card, is the next playable card in the sequence.<br />
- The oldest, unmarked card is safe to discard. (Obviously, if a player has a card that he is sure he will never be able to play, for example a card on which is marked as blue when the blue pile has already been completed, such card must be discarded in priority.)<br />
<br />
Clues you should avoid giving (bad clues):<br />
- Giving a clue that marks 0 new cards.<br />
- Give a clue that tells a lie (does not conform to the meta-information above).<br />
- As a special remark: don't mark useless, or duplicate cards. So if you have a saved 4, you are forbidden from marking 4s, unless you are sure you are not holding a copy of that 4.<br />
<br />
Sometimes, a "bad" clue can't be avoided. For example, when you need to save a unique 3 (using a number-clue) to avoid it being discarded. But you accidentally mark a useless card. Or if you are forced to give a colour-clue from a flamboyant, and you use it to mark 0 new cards.<br />
<br />
When a lie has been told, it needs to be corrected. A correction-clue can never mean "play", it can only mean "discard".<br />
<br />
Example 1:<br />
new -> old<br />
P1: R1, Y1, G1, B1, W1<br />
P2: R2, Y4, R3, B3, G5<br />
P3: G4, Y1, R4, Y3, Y2<br />
<br />
Table: R1, Y5, G1, B3, W4<br />
<br />
It's P1's turn, and P2 knows his oldest card is 5.<br />
P1 will give R-clue to P2. This will tell P2, that the newest card is the next playable in the sequence (so must be R2), and that the other red can be R3, R4, or R5 (because it must be playable at some later point in the game).<br />
<br />
<br />
Example 2:<br />
new -> old<br />
P1: R1, Y1, G1, B1, W1<br />
P2: W5, Y4, R3, B3, G5<br />
P3: W2, G4, Y1, R4, Y3<br />
<br />
Table: R2, Y5, G1, B3, W4<br />
<br />
It is P1's turn again, and P2 knows his oldest card is 5, and his middle card is R.<br />
P1 will give R-clue to P3. This will tell P3, that his middle card is the next playable in the sequence (so must be R4, because R3 is already marked). This will give P2 the meta-information that his saved red card, is R3. (This particular move is sometimes called prompting, and is a common way to allow a card that is saved by colour to get played without re-cluing it.)<br />
<br />
Example 3:<br />
new -> old<br />
P1: R1, Y1, G1, B1, W1<br />
P2: R3, Y4, R2, B3, G5<br />
P3: G4, Y1, R4, Y3, Y2<br />
<br />
Table: R1, Y5, G0, B3, W4<br />
<br />
It is P1's turn, and P2 knows his middle card is 2.<br />
P1 will give R-clue to P2. This will tell P2 that his newest card is the next playable in the sequence (so must be R3, because R2 is now visible with 100% information).<br />
<br />
====''Finesse''====<br />
Finesse is a more complex version of the standard convention. In the finesse convention, the timing of the clue gives you extra information.<br />
You can assume the following meta-information:<br />
- Ever card that gets marked, will be playable at some point.<br />
- If the oldest, unmarked card gets marked with a number-clue, then the clue meant "save this/these card(s)". (It is custom to play saved cards from oldest to newest when appropriate.)<br />
- A clue that doesn't mark the oldest card, means that the newest, previously unmarked card, is the next playable card in the sequence.<br />
- The oldest, unmarked card is safe to discard. (Obviously, if a player has a card that he is sure he will never be able to play, for example a card on which is marked as blue when the blue pile has already been completed, such card must be discarded in priority.)<br />
- If more than 1 person are able to give the same clue, then the last possible person should give that clue.<br />
- If a player gets skipped (P1 clues P3, instead of P2; then P2 is skipped), it means either:<br />
a) The skipped player is forbidden from giving that clue; or<br />
b) The skipped player has something to play.<br />
<br />
Clues you should avoid giving (bad clues):<br />
- Giving a clue that marks 0 new cards.<br />
- Give a clue that tells a lie (does not conform to the meta-information above).<br />
- As a special remark: don't mark useless, or duplicate cards. So if you have a saved 4, you are forbidden from marking 4s, unless you are sure you are not holding a copy of that 4.<br />
<br />
Special interpretation for play-clues:<br />
- When receiving a clue for the "next playable card in the sequence", the linking cards are not limited to already marked cards (like in standard convention). The newest, unmarked cards in every player's hand should be considered as well.<br />
a) Finesse<br />
new -> old<br />
P1: ??, ??, ??, ??, ??<br />
P2: B1, Y5, B3, W1, W2 <br />
P3: R5, R2, B2, G2, Y2<br />
<br />
Table: R0, Y0, G0, B0, W0<br />
<br />
P1 gives B-clue to P3. This gives the information that B2 is the next playable card in the sequence, and that P2 is either not allowed to give B-clue, or has something to play. Since P2 has no marked cards, he was not blocked from giving B-clue, so he must have something to play. This something, must be the missing link (B1, to enable B2) that makes B2 the next playable card. Since there is no logical (marked) card that could be B1, P2 must assume his newest, unmarked card is B1 and blind-plays this card.<br />
<br />
b) Reversed finesse<br />
new -> old<br />
P1: ??, ??, ??, ??, ??<br />
P2: R5, R2, B2, G2, Y2<br />
P3: B1, Y5, B3, W1, W2 <br />
<br />
Table: R0, Y0, G0, B0, W0<br />
<br />
P1 gives B-clue to P2. This gives the information that B2 is the next playable card in the sequence. P2 sees that the newest, unmarked card in the hand of P3 is of the same colour (blue) AND playable now. P2 concludes it is a finesse, with the players in reversed order, so his blue card must be B2.<br />
<br />
c) Bluff<br />
new -> old<br />
P1: ??, ??, ??, ??, ??<br />
P2: W1, Y5, B3, W1, W2 <br />
P3: R5, R2, B2, G2, Y2<br />
<br />
Table: R0, Y0, G0, B0, W0<br />
<br />
P1 gives B-clue to P3. This gives the information that B2 is the next playable card in the sequence, and that P2 is either not allowed to give B-clue, or has something to play. Since P2 has no marked cards, he was not blocked from giving B-clue, so he must have something to play. This something, must be the missing link (B1, to enable B2) that makes B2 the next playable card. Since there is no logical (marked) card that could be B1, P2 must assume his newest, unmarked card is B1 and blind-plays this card.<br />
<br />
However, at this point the "lie" is revealed (because the colour of the played card does NOT match the colour of the finesse-clue). The blind-played card is NOT B1, but W1. P3, upto this point, was thinking he had B1. The blind-play of P2 gives him extra information: his blue card is in fact B2.<br />
<br />
<br />
<br />
==== ''Off discard'' ====<br />
It happens that in his turn a player no longer has a clue token and that a card must absolutely be played, it is then possible for him to discard another card than his card furthest to the right. This move tells the next player to play the card in the same position as the one that was discarded.<br />
<br />
Example: it's player 1's turn, there are no more clue tokens, a 1B has already been played and a 2B card has already been discarded (in bold the clues known by the players):<br />
<br />
#a? b? c? d? e?<br />
#4Y 5R 2R 2B 2'''G'''<br />
#2G 1'''B''' 5Y 3'''B''' 3W<br />
<br />
Player 1 discards card d? instead of the e? card. This indicates to the player that he must play his card in the same position (therefore 2B), which avoids losing it and thus condemning the blue pile.<br />
<br />
This movement is risky because the discarded card can be important or even blocking for the rest of the game. This movement should therefore only be used if there is no other solution.<br />
It is up to the other players to make sure, before leaving a player without a clue token, that the card he could discard to give this clue is not essential for the rest of the game.</div>HanabiGrandMasterhttps://en.doc.boardgamearena.com/index.php?title=Gamehelphanabi&diff=7534Gamehelphanabi2021-03-03T22:10:14Z<p>HanabiGrandMaster: /* CONVENTIONS */</p>
<hr />
<div>== Introduction ==<br />
Hanabi is a cooperative game. Your goal, as a team, is to build a fabulous fireworks show. You do this by playing the cards in the correct order. However, you cannot see your own cards; you can only see the cards of your team mates.<br />
<br />
'''Final Score Ratings'''<br />
<br />
{| class="wikitable"<br />
|-<br />
!Points<br />
!Overall impression<br />
|-<br />
|5 or less<br />
|horrible, booed by the crowd...<br />
|-<br />
|6-10<br />
|mediocre, just a spattering of applause.<br />
|-<br />
|11-15<br />
|honourable, but will not be remembered for very long...<br />
|-<br />
|16-20<br />
|excellent, crowd pleasing.<br />
|-<br />
|21-24<br />
|amazing, will be remembered for a very long time!<br />
|-<br />
|25<br />
|legendary, everyone left speechless, stars in their eyes<br />
|}<br />
<br />
== Card distribution ==<br />
In a game of Hanabi on NORMAL DIFFICULTY, the deck contains 50 cards. Each has exactly one colour: either Red, Yellow, Green, Blue, or White.<br />
<br />
There are 10 cards in each colour:<br />
* three 1s<br />
* two 2s<br />
* two 3s<br />
* two 4s<br />
* one 5<br />
<br />
===Multicolour cards===<br />
There are three variants that add a 6th colour: the multicolour.<br />
<br />
# TRICKY DIFFICULTY adds 10 multicolour cards to the normal game. These cards get marked by a separate multicolour clue.<br />
# HARD DIFFICULTY adds '''5''' multicolour cards to the normal game: one of each number. These cards get marked by a separate multicolour clue.<br />
# VERY DIFFICULT DIFFICULTY adds 10 multicolour cards to the normal game. These cards get marked by ANY colour clue.<br />
<br />
== Gameplay ==<br />
You each take turns. During a turn, a player may take one (1) of three actions. After your action, the turn ends and it is the next player's turn. <br />
<br />
The game can end in several ways:<br />
<br />
#All cards have been drawn from the deck. After this happens, everybody gets 1 more turn. The game ends with the score at the last turn.<br />
#Your team played all possible cards. In this case, the game ends immediately and you receive the maximum possible score. <br />
#Your team made three mistakes that caused misfires. In this case, you lose the game and get negative ten (-10) points. <br />
#Your team 'abandons' the game. Although discouraged, you receive zero (0) points.<br />
<br />
== Turn ==<br />
During your turn, you have one (1) action. You can choose to do one of the following:<br />
<br />
#'''Give a colour or number clue to a teammate:''' This costs one clue-token (-1). You cannot give a clue if there are zero (0) clue-tokens left. When you give a clue, you must indicate ALL cards of a certain colour, or ALL cards of a certain number.<br />
#'''Play a card:''' When a card is played, it is evaluated. If the card fits in one of sequences, it is placed in the appropriate colour stack on the table. If it does not, it is placed in the discard pile and the team gets a misfire-token.<br />
#'''Discard a card:''' When you discard, the card is placed in the discard pile and you get a clue-token (+1). Note: cards on the discard pile are out of the game and can never return.<br />
<br />
When you remove a card from your hand, by either playing or discarding, at the end of your turn, you draw a new card.<br />
<br />
== Options ==<br />
<br />
=== Black Powder ===<br />
<br />
* You may not give clues regarding the colour black.<br />
* Black cards must be played in reverse order, from 5 to 1.<br />
* In the deck there are 3 black fives, 2 black fours, 2 black threes, 2 black twos, and 1 black one.<br />
<br />
=== Five Flamboyants ===<br />
<br />
After playing the last card of a colour, randomly select one of the following bonuses for immediate use:<br />
<br />
* Gain a clue token.<br />
* Gain a clue token and recover a life.<br />
* Give a clue regarding a colour.<br />
* Give a clue regarding a number.<br />
* Shuffle a discarded card into the deck.<br />
* Play a discarded card, if possible.<br />
<br />
== Lingo ==<br />
When you play with others, certain words are used to describe certain objects or situations. Here is a short list.<br />
<br />
*'''MARKED''': A card that is highlighted by a clue.<br />
*'''UNMARKED''': A card that is not clued.<br />
*'''CHOP''': The oldest, unmarked card. The card that you have no information on and will chop from your hand. <br />
*'''DRAW''': The newest, unmarked card. The card that you have no information on and was freshly drawn. <br />
*'''TO BOMB''': A play that causes the third misfire-token. Sometimes called '''EXPLOSION'''<br />
*'''UNIQUE''': A card that has no copy (left) in the deck.<br />
*'''DOUBLE DISCARD''': Discarding the (usually CHOP) card when it can be Unique (or the last copy of the card in the discard pile). <br />
*'''DOUBLE SAVE''': To mark a card that is useless, because the copy of the card is already played, or marked.<br />
*'''STRATEGY''': A set of rules / guidelines / conventions on how to interpret actions by players (including spending of clue-tokens).<br />
<br />
== ELO rating ==<br />
If you are playing with ELO rating on, your ELO may be changed at the end of the game.<br />
<br />
Here is how it works:<br />
<br />
#Every player on the team is temporarily considered as having the average ELO rating of the team.<br />
#The system will generate a bot associated with the score your team has achieved (let’s call it '''Hanabot'''). Hanabot’s ELO rating depends on the variant you are playing (50 cards, 60 cards, 60 cards multicolor), the number of players on the team and, most importantly, your team's score. All Hanabot’s ELO ratings have been set by an experienced player, they are not random or simply proportional to the score/number of players.<br />
#Your team (actually your team's average ELO) will now compete against Hanabot. The system will calculate your team’s ELO gain/loss as though your team had tied with Hanabot.<br />
<br />
If your score is below 18 (50-card game) or below 21 (60-card game), Hanabot's ELO is always 1000.<br />
<br />
<br />
<code><br />
You can find all bots' ELO ratings here: http://forum.boardgamearena.com/viewtopic.php?f=3&t=4814<br />
<br />
The 55-card variant (50 cards + 1 of each value in the sixth color) cannot be played with ELO rating on. This is because this variant is highly dependent on draw and a team’s score may not always reflect the players’ skills.<br />
<br />
If you achieve the perfect score and this should cost you ELO points, you will be considered as having beaten the bot associated with the score, so that you lose no ELO points.<br />
</code><br><br />
To be confirmed: I think the ELO-system has had an overhaul.<br />
<br />
== About "cheating" ==<br />
In the "real life Hanabi", you can talk. That's why we chose to let the chat open for the online version.<br />
<br />
As a consequence, it is very easy to cheat at Hanabi. However, as you can imagine, cheating is very stupid and has no interest... except for ELO boosting. This is why there is no international ranking for this game (ie: best player, second best player) and no trophies associated to it.<br />
<br />
==CONVENTIONS==<br />
If you want to play "full information" style, meaning that you wait until you know both the colour and number of a card before you play it, you will likely be short on clue-tokens in >99% of the decks. The logical conclusion is, that you cannot play a full information style game, and the team must agree on some sort of convention. Meaning: a certain amount of meta-information is assigned to the clues.<br />
<br />
Many players have different kinds of conventions. When different players in the same team assign different meta-information to the same clue, the game becomes unplayable. This is why the BGA table-settings give the option to set a table convention. Ideally, all players adhere to the convention, to avoid miscommunication.<br />
<br />
Below, the meta-information of several conventions is explained. In the examples, colours are indicated by their first letter: R - Red, Y - Yellow, G - Green, B - Blue, W - White, M - Multi-colour, P - black Powder. For example, Y2 means the card with number 2 and colour yellow.<br />
<br />
===Standard convention===<br />
You can assume the following meta-information:<br />
- Ever card that gets marked, will be playable at some point.<br />
- A card marked with a number, can be played when all "number-1" cards are played. (This is usually explained as: number-clues mean that these cards should be saved and played later on in the game. It is custom to play saved cards from oldest to newest.)<br />
- A colour-clue means that the newest, previously unmarked card, is the next playable card in the sequence.<br />
- The oldest, unmarked card is safe to discard. (Obviously, if a player has a card that he is sure he will never be able to play, for example a card on which is marked as blue when the blue pile has already been completed, such card must be discarded in priority.)<br />
<br />
Clues you should avoid giving (bad clues):<br />
- Giving a clue that marks 0 new cards.<br />
- Give a clue that tells a lie (does not conform to the meta-information above).<br />
- As a special remark: don't mark useless, or duplicate cards. So if you have a saved 4, you are forbidden from marking 4s, unless you are sure you are not holding a copy of that 4.<br />
<br />
Sometimes, a "bad" clue can't be avoided. For example, when you need to save a unique 3 (using a number-clue) to avoid it being discarded. But you accidentally mark a useless card. Or if you are forced to give a colour-clue from a flamboyant, and you use it to mark 0 new cards.<br />
<br />
When a lie has been told, it needs to be corrected. A correction-clue can never mean "play", it can only mean "discard".<br />
<br />
Example 1:<br />
new -> old<br />
P1: R1, Y1, G1, B1, W1<br />
P2: R2, Y4, R3, B3, G5<br />
P3: G4, Y1, R4, Y3, Y2<br />
<br />
Table: R1, Y5, G1, B3, W4<br />
<br />
It's P1's turn, and P2 knows his oldest card is 5.<br />
P1 will give R-clue to P2. This will tell P2, that the newest card is the next playable in the sequence (so must be R2), and that the other red can be R3, R4, or R5 (because it must be playable at some later point in the game).<br />
<br />
<br />
Example 2:<br />
new -> old<br />
P1: R1, Y1, G1, B1, W1<br />
P2: W5, Y4, R3, B3, G5<br />
P3: W2, G4, Y1, R4, Y3<br />
<br />
Table: R2, Y5, G1, B3, W4<br />
<br />
It is P1's turn again, and P2 knows his oldest card is 5, and his middle card is R.<br />
P1 will give R-clue to P3. This will tell P3, that his middle card is the next playable in the sequence (so must be R4, because R3 is already marked). This will give P2 the meta-information that his saved red card, is R3. (This particular move is sometimes called prompting, and is a common way to allow a card that is saved by colour to get played without re-cluing it.)<br />
<br />
Example 3:<br />
new -> old<br />
P1: R1, Y1, G1, B1, W1<br />
P2: R3, Y4, R2, B3, G5<br />
P3: G4, Y1, R4, Y3, Y2<br />
<br />
Table: R1, Y5, G0, B3, W4<br />
<br />
It is P1's turn, and P2 knows his middle card is 2.<br />
P1 will give R-clue to P2. This will tell P2 that his newest card is the next playable in the sequence (so must be R3, because R2 is now visible with 100% information).<br />
<br />
====''Finesse''====<br />
Finesse is a more complex version of the standard convention. In the finesse convention, the timing of the clue gives you extra information.<br />
You can assume the following meta-information:<br />
- Ever card that gets marked, will be playable at some point.<br />
- If the oldest, unmarked card gets marked with a number-clue, then the clue meant "save this/these card(s)". (It is custom to play saved cards from oldest to newest when appropriate.)<br />
- A clue that doesn't mark the oldest card, means that the newest, previously unmarked card, is the next playable card in the sequence.<br />
- The oldest, unmarked card is safe to discard. (Obviously, if a player has a card that he is sure he will never be able to play, for example a card on which is marked as blue when the blue pile has already been completed, such card must be discarded in priority.)<br />
- If more than 1 person are able to give the same clue, then the last possible person should give that clue.<br />
- If a player gets skipped (P1 clues P3, instead of P2; then P2 is skipped), it means either:<br />
a) The skipped player is forbidden from giving that clue; or<br />
b) The skipped player has something to play.<br />
<br />
Clues you should avoid giving (bad clues):<br />
- Giving a clue that marks 0 new cards.<br />
- Give a clue that tells a lie (does not conform to the meta-information above).<br />
- As a special remark: don't mark useless, or duplicate cards. So if you have a saved 4, you are forbidden from marking 4s, unless you are sure you are not holding a copy of that 4.<br />
<br />
Special interpretation for play-clues:<br />
- When receiving a clue for the "next playable card in the sequence", the linking cards are not limited to already marked cards (like in standard convention). The newest, unmarked cards in every player's hand should be considered as well.<br />
a) Finesse<br />
new -> old<br />
P1: ??, ??, ??, ??, ??<br />
P2: B1, Y5, B3, W1, W2 <br />
P3: R5, R2, B2, G2, Y2<br />
<br />
Table: R0, Y0, G0, B0, W0<br />
<br />
P1 gives B-clue to P3. This gives the information that B2 is the next playable card in the sequence, and that P2 is either not allowed to give B-clue, or has something to play. Since P2 has no marked cards, he was not blocked from giving B-clue, so he must have something to play. This something, must be the missing link (B1, to enable B2) that makes B2 the next playable card. Since there is no logical (marked) card that could be B1, P2 must assume his newest, unmarked card is B1 and blind-plays this card.<br />
<br />
b) Reversed finesse<br />
new -> old<br />
P1: ??, ??, ??, ??, ??<br />
P2: R5, R2, B2, G2, Y2<br />
P3: B1, Y5, B3, W1, W2 <br />
<br />
Table: R0, Y0, G0, B0, W0<br />
<br />
P1 gives B-clue to P2. This gives the information that B2 is the next playable card in the sequence. P2 sees that the newest, unmarked card in the hand of P3 is of the same colour (blue) AND playable now. P2 concludes it is a finesse, with the players in reversed order, so his blue card must be B2.<br />
<br />
c) Bluff<br />
new -> old<br />
P1: ??, ??, ??, ??, ??<br />
P2: W1, Y5, B3, W1, W2 <br />
P3: R5, R2, B2, G2, Y2<br />
<br />
Table: R0, Y0, G0, B0, W0<br />
<br />
P1 gives B-clue to P3. This gives the information that B2 is the next playable card in the sequence, and that P2 is either not allowed to give B-clue, or has something to play. Since P2 has no marked cards, he was not blocked from giving B-clue, so he must have something to play. This something, must be the missing link (B1, to enable B2) that makes B2 the next playable card. Since there is no logical (marked) card that could be B1, P2 must assume his newest, unmarked card is B1 and blind-plays this card.<br />
<br />
However, at this point the "lie" is revealed (because the colour of the played card does NOT match the colour of the finesse-clue). The blind-played card is NOT B1, but W1. P3, upto this point, was thinking he had B1. The blind-play of P2 gives him extra information: his blue card is in fact B2.<br />
<br />
<br />
<br />
==== ''Off discard'' ====<br />
It happens that in his turn a player no longer has a clue token and that a card must absolutely be played, it is then possible for him to discard another card than his card furthest to the right. This move tells the next player to play the card in the same position as the one that was discarded.<br />
<br />
Example: it's player 1's turn, there are no more clue tokens, a 1B has already been played and a 2B card has already been discarded (in bold the clues known by the players):<br />
<br />
#a? b? c? d? e?<br />
#4Y 5R 2R 2B 2'''G'''<br />
#2G 1'''B''' 5Y 3'''B''' 3W<br />
<br />
Player 1 discards card d? instead of the e? card. This indicates to the player that he must play his card in the same position (therefore 2B), which avoids losing it and thus condemning the blue pile.<br />
<br />
This movement is risky because the discarded card can be important or even blocking for the rest of the game. This movement should therefore only be used if there is no other solution.<br />
It is up to the other players to make sure, before leaving a player without a clue token, that the card he could discard to give this clue is not essential for the rest of the game.</div>HanabiGrandMaster