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{{pill|⚠ Work in progress|#fa8|#fc8|s=1.2}} | |||
{{info|This is page 2 of [[User:Sammy_McSam/Hanabi|Hanabi conventions]]}} | {{info|This is page 2 of [[User:Sammy_McSam/Hanabi|Hanabi conventions]]}} | ||
== <div style="background:linear-gradient(45deg,#aff,#cfd,#fff0 40rem);padding:.25rem .5rem;border-top-left-radius:.5rem;">Context</div> == | |||
=== Using the last token {{hclue|0}} === | |||
Cause a valuable discard | |||
* Marked in a hand | |||
* Unmarked in a hand | |||
Following player has a locked hand | |||
* Cause a trash or duplicate discard e.g. {{hk|5}} from {{card|5}} save. | |||
* Cause a play | |||
=== Negatives === | |||
Write notes if necessary. | |||
# Keep track of your own negatives. | |||
# Keep track of all negatives. | |||
Play finesse position e.g. multicolour bluff where: | |||
* a colour-marked card has a negative colour | |||
Multicolour bluff target is clued with a single colour | |||
* if it can be clued red, but another colour is chosen = finesse | |||
* if it can't be clued red = prompt | |||
=== Cluing === | |||
Marking fewer than possible cards | |||
e.g. marking a single 2 with colour instead of multiple 2s with number = duplicate 2 in your hand | |||
no prompt | |||
no save = non-unique | |||
<div style="columns:14rem auto;column-gap:2rem;white-space:nowrap;"> | |||
: {{hr}} {{hy|5}} {{hg|5}} {{hb|5}} {{hw}} {{hclue|2}} | |||
: {{cardholder|{{HBack}}{{HBack}}{{HBack}}{{HBack}} |Alice 🡲}} {{cardholder|{{hw|1}}{{hr|2}}{{hk}}{{hw|3}} |Bob 🡲}} | |||
# Alice to Bob: these 2 cards are white. | |||
# Bob plays {{hw|1}}. | |||
# Cathy to Alice: these 2 cards are white. | |||
#:{{cardholder|{{HBack|2|{{w}}|c=}}{{HBack}}{{HBack}}{{HBack|4|{{w}}|c=}} |Alice 🡲}} {{cardholder|{{hk}}{{hr|2}}{{hk}}{{hw|3|c=}} |Bob 🡲}} | |||
# Alice plays {{hw|2}}. | |||
# Bob discards his chop. | |||
# Cathy discards. | |||
#:{{cardholder|{{HBack}}{{HBack}}{{HBack}}{{HBack|4|{{w}}|c=}} |Alice 🡲}} {{cardholder|{{hw|4}}{{hk}}{{hr|2}}{{hw|3|c=}} |Bob 🡲}} | |||
</div> | |||
{{infoBoxes3 |titleAlign=left |color=#088 | |||
|title1=What is the best move for Alice? | |||
|body1=A) clue {{hw|3|n=}} B) clue {{hw|4|n=}} C) play {{HBack|4|{{w}}|c=}} D) discard {{HBack|4|{{w}}|c=}} E) discard chop {{HBack}} | |||
}} | |||
{{infoBox |minWidth=max-content |state=collapsed |titleAlign=left |color=green | |||
|title=Solution | |||
|body={{pill|D) discard {{HBack|4|{{w}}|c=}} }} | |||
# Alice's chop card was not marked before her '''free move''' to clue Bob, so she knows her oldest white card cannot be unique ({{hw|5}}). | |||
# According to good touch, Alice can assume her white card is also not a 3 and could be a 4. | |||
# Alice sees Bob has a valuable {{hr|2}} on chop, marked {{hw|3}} and unmarked {{hw|4}} in his finesse position. | |||
In order to delay the future discard of {{hr|2}}, the best move for Alice is to discard her non-unique white card to trigger Bob to play {{hw|3|c=}}{{hw|4}}. | |||
}} | |||
<span style="float:left;padding-inline-end:1ch;">{{hk|1}}</span> | |||
=== Black powder 1 tracking === | |||
{{infoBoxes3 |state=collapsed |titleAlign=left |color=#088 | |||
|title1=Example 1: basic tracking | |||
|body1={{hr}} {{hy}} {{hg}} {{hb}} {{hw}} {{hk}} | |||
{{cardholder|{{hk}}{{hk}}{{hk}}{{hr|1|n=}} |Bob 🡲}} | |||
{{cardholder|{{hk|1}}{{hk}}{{hk}}{{hk}} |Cathy 🡲}} | |||
* First clue of the game. Alice to Bob: this card is a 1. | |||
* Bob plays {{hr|1|n=}}. | |||
* Cathy knows that Bob would not be able to play if he cannot see {{hk|1}}. | |||
* Cathy cannot see {{hk|1}} so she must have {{hk|1}} in her hand. | |||
Cathy knows that ordinarily her {{Hk|1}} will be saved once it reaches her chop. But what if {{hk|1}} is in her slot 1? | |||
If Cathy tracks her leftmost unmarked card, once {{hk|1}} reaches her chop, she already knows it and {{hk|1}} does not need to be saved at all! | |||
|title2=Example 2: any rightmost 1 play | |||
|body2=We can extend this technique to any position at any time: | |||
* Alice to Bob: these two cards are 1s. | |||
{{hr}} {{hy|1}} {{hg|2}} {{hb|1}} {{hw}} {{hk|3}} | |||
{{cardholder|{{hk}}{{hw|1|n=}}{{hr|1|n=}}{{hk}} |Bob 🡲}} | |||
{{cardholder|{{hk|1}}{{hk}}{{hk}}{{hk}} |Cathy 🡲}} | |||
* Bob plays {{hr|1|n=}}. | |||
* Cathy knows that ordinarily Bob will play the leftmost 1 first since play clues are left-focused. But since Bob played his rightmost 1, logically this communicates something extra: that Bob can see {{hk|1}}. So Cathy knows she has {{hk|1}} in her hand and notes that her leftmost can be {{hk|1}}. | |||
When all players understand that a rightmost 1 play means they see {{hk|1}}, Alice can even mark trash cards: | |||
{{hr}} {{hy|1}} {{hg|1}} {{hb|1}} {{hw|1}} {{hk|2}} | |||
{{cardholder|{{hb|1|n=}}{{hg|1|n=}}{{hr|1|n=}}{{hk}} |Bob 🡲}} | |||
{{cardholder|{{hk|1}}{{hk}}{{hk}}{{hk}} |Cathy 🡲}} | |||
|title3=Example 3: negatives | |||
|body3=We can extend this technique to optimise tracking: | |||
{{hr}} {{hy}} {{hg}} {{hb}} {{hw}} {{hk}} | |||
{{cardholder|{{hk}}{{hk}}{{hk}}{{hr|1|n=}} |Bob 🡲}} | |||
{{cardholder|{{hk}}{{hk}}{{hk}}{{hk}} |Cathy 🡲}} | |||
{{cardholder|{{hy|1}}{{hy|3}}{{hy|5}}{{hk|1}} |Donald 🡲}} | |||
* Alice to Bob: this card is a 1. | |||
* Bob plays {{hr|1|n=}}. | |||
* Cathy clues yellow to Donald. | |||
* Donald knows that Bob would not be able to play if he cannot see {{hk|1}}. | |||
* After Cathy clues yellow, the leftmost possible position for his {{hk|1}} has moved to his chop. | |||
}} | |||
Taking example 2 further, we can even play all slot 4 1s when {{hk|1}} is still in the deck! | |||
* Alice clues 1s to Cathy. | |||
* Bob clues 1s to Donald. | |||
{{hr}} {{hy}} {{hg}} {{hb}} {{hw}} {{hk}} | |||
{{cardholder|{{hk}}{{hk}}{{hr|1|n=}}{{hg|1|n=}} |Cathy 🡲}} | |||
{{cardholder|{{hk}}{{hk}}{{hy|1|n=}}{{hb|1|n=}} |Donald 🡲}} | |||
* Cathy does not see {{hk|1}} so she plays her leftmost {{hr|1|n=}}. | |||
* Donald also does not see {{hk|1}} so he plays his leftmost {{hy|1|n=}}. | |||
{{hr|1}} {{hy|1}} {{hg}} {{hb}} {{hw}} {{hk}} | |||
{{cardholder|{{hk}}{{hk}}{{hk}}{{hg|1|n=}} |Cathy 🡲}} | |||
{{cardholder|{{hk}}{{hk}}{{hk}}{{hb|1|n=}} |Donald 🡲}} | |||
Since both players have communicated that they do not see {{hk|1}}, it is still in the deck and next turn everyone can play their remaining 1s. | |||
---- | |||
Applying this principal generally is tricky because it can become unclear what has triggered a blind-play | |||
=== slot 3 blind plays === | |||
* When you track {{hk|1}}, the position becomes known when the leftmost possible position reaches your slot 3 and your slot 4 is not saved. | |||
{{cardholder|{{HBack}}{{HBack}}{{hk|1}}{{HBack}} |You 🡲}} | |||
<span style="float:left;padding-inline-end:1ch;">{{hr|2}}</span> | |||
==== uncertain 2s ==== | |||
Since 2s (& {{hk|4}}) are so valuable, if a player is allowed or encouraged to discard a 2 when it could have been prevented or even just delayed, it is logical that there is another copy of that card in the same hand or visible in someone else's. | |||
* So you can track it like {{hk|1}} and also blind play it before it is marked as soon as it is playable. | |||
{{InfoBoxes |state=collapsed |titleAlign=left |color1=green |color2=rebeccapurple | |||
|title1=Question | |||
|body1= | |||
Consider this situation: | |||
* Alice clues Donald's {{hb|5|c=}} | |||
{{cardholder|{{HBack}}{{HBack}}{{HBack}}{{HBack}} |Bob 🡲}} | |||
{{cardholder|{{hb|1}}{{hk}}{{hk}}{{hk}} |Cathy 🡲}} | |||
{{cardholder|{{hk}}{{hk}}{{hb|5|c=}}{{hr|5}} |Donald 🡲}} | |||
* Bob sees {{hb|1}} and correctly assumes he has {{hb|2}}{{hb|3}}{{hb|4}} and mentally congratulates Alice on a great clue. | |||
* So Bob saves {{hr|5}}: | |||
{{cardholder|{{HBack}}{{HBack}}{{HBack}}{{HBack}} |Bob 🡲}} | |||
{{cardholder|{{hb|1}}{{hk}}{{hk}}{{hk}} |Cathy 🡲}} | |||
{{cardholder|{{hk}}{{hk}}{{hb|5|c=|n=}}{{hr|5|n=}} |Donald 🡲}} | |||
* Cathy discards. | |||
* Donald discards. | |||
* Alice discards. | |||
* What should Bob do? | |||
{{pill|A) discard chop}}{{pill|B) clue {{hb|1}}}}{{pill|C) play slot 1}}{{pill|D) discard slot 1}}{{pill|E) type "??" in chat}} | |||
|title2=Answer | |||
|body2= | |||
{{pill|C) play slot 1}} as {{hb|1}} | |||
Always remember to: | |||
# assume your teammates are giving valid clues (whether it's a good clue is a whole other question!) | |||
# stop and consider all possibilities | |||
# not type any reaction to a move in chat because it will usually spoil the game for everyone because you: | |||
## tell everyone you found the move strange | |||
## distract everyone from thinking about the best moves | |||
## may provoke a player who is insecure or prideful into an argument | |||
Discussion at the end of the game can benefit everyone: Bob and Cathy can explain why they didn't respond and the whole team can discuss if it was a good finesse. | |||
}} | |||
=== Passing back a finesse === | |||
*Normally we know that if we finesse a card and more than one player has a copy of the same finessed card, the first player will not play it because they see it in another hand, and the last player who does not see a future response must play the card. | |||
*However sometimes we have a situation where it would be clearly a blunder to play. | |||
*In the last example, Cathy's choice to discard instead of play for {{hb|1}} was the correct choice given she saw all the connecting cards in Bob's hand. Note that if Cathy had a critical card on chop, this finesse would be a blunder. | |||
What if there were only one connecting card behind {{hb|1}}? | |||
* Alice clues Donald's {{hb|4|n=}} | |||
{{cardholder|{{hb|1}}{{hb|3}}{{hk}}{{hk}} |Bob 🡲}} | |||
{{cardholder|{{hb|1}}{{hk}}{{hk}}{{hk}} |Cathy 🡲}} | |||
{{cardholder|{{hk}}{{hk}}{{hw|4|n=|c=}}{{hr|5|n=|c=}} |Donald 🡲}} | |||
* Bob sees {{hb|1}} in Cathy's hand, so he saves {{hr|5}} | |||
Or Cathy has both connecting cards as well? | |||
*Double pass back | |||
The point is that so long as an important card is not in danger of being discarded, the situation should always resolve itself without any more clues given. | |||
== <div style="background:linear-gradient(45deg,#aff,#cfd,#fff0 40rem);padding:.25rem .5rem;border-top-left-radius:.5rem;">Endgame</div> == | == <div style="background:linear-gradient(45deg,#aff,#cfd,#fff0 40rem);padding:.25rem .5rem;border-top-left-radius:.5rem;">Endgame</div> == | ||
When to discard, play, empty clue, clue duplicates and advanced techniques. | When to discard, play, empty clue, clue duplicates and advanced techniques. | ||
=== Trash moves === | |||
When a direct clue is blocked by trash cards, we can finesse the playable card with a single clue that marks one or more trash cards. | |||
==== 1. Trash push ==== | |||
* Trash push is optimal because | |||
* Where the trash cards '''include the chop card''', the clued card is the '''rightmost''' unmarked card (i.e. touching the chop trash card). | |||
{{Hr|5}} {{Hy|5}} {{Hg|5}} {{Hb|5}} {{Hw|3}} {{Hm|5}} | |||
{{cardholder|{{Hm|4}}{{Hw|4}}{{Hm|1|n=}}{{Hr|1|n=}} |Bob 🡲}} | |||
==== 2. Trash pull ==== | |||
* Pull is always inferior to push, both in order of interpretation and in quality. | |||
* Where the trash cards '''do not include the chop card''', the clued card is the '''leftmost''' unmarked card (i.e. finesse position). | |||
{{Hr|5}} {{Hy|5}} {{Hg|5}} {{Hb|5}} {{Hw|3}} {{Hm|5}} | |||
{{cardholder|{{Hm|4|{{b}}|c=}}{{Hw|4}}{{Hm|1|{{b}}|c=}}{{Hr|1}} |Bob 🡲}} | |||
{{infoBox |minWidth=max-content |state=collapsed |color=rebeccapurple | |||
|title=which card is clued to play? | |||
|body={{Hr|5}} {{Hy|5}} {{Hg|5}} {{Hb|5}} {{Hw|3}} {{Hm|5}} | |||
* Alice to Bob: these two previously unmarked cards are blue. | |||
{{cardholder|{{HBack|4|{{b}}|c=}}{{HBack}}{{HBack}}{{HBack|1|{{b}}|c=}} |Bob 🡲}} | |||
}} | |||
{{infoBox |minWidth=max-content |state=collapsed |color=green | |||
|title=answer | |||
|body=slot 3 because push always takes priority over pull. | |||
}} | |||
=== The critical move === | === The critical move === | ||
Latest revision as of 17:11, 7 February 2026
⚠ Work in progress
Context
Using the last token 0clue tokens
Cause a valuable discard
- Marked in a hand
- Unmarked in a hand
Following player has a locked hand
- Cause a trash or duplicate discard e.g. black powder5 from 5 save.
- Cause a play
Negatives
Write notes if necessary.
- Keep track of your own negatives.
- Keep track of all negatives.
Play finesse position e.g. multicolour bluff where:
- a colour-marked card has a negative colour
Multicolour bluff target is clued with a single colour
- if it can be clued red, but another colour is chosen = finesse
- if it can't be clued red = prompt
Cluing
Marking fewer than possible cards e.g. marking a single 2 with colour instead of multiple 2s with number = duplicate 2 in your hand
no prompt
no save = non-unique
- red yellow5 green5 blue5 white 2clue tokens
- card backcard backcard backcard back Alice 🡲 white1red2black powderwhite3 Bob 🡲
- Alice to Bob: these 2 cards are white.
- Bob plays white1.
- Cathy to Alice: these 2 cards are white.
- card back2,with a clue,card backcard backcard back4,with a clue, Alice 🡲 black powderred2black powderwhite3,with a whiteclue, Bob 🡲
- Alice plays white2.
- Bob discards his chop.
- Cathy discards.
- card backcard backcard backcard back4,with a clue, Alice 🡲 white4black powderred2white3,with a whiteclue, Bob 🡲
- Alice's chop card was not marked before her free move to clue Bob, so she knows her oldest white card cannot be unique (white5).
- According to good touch, Alice can assume her white card is also not a 3 and could be a 4.
- Alice sees Bob has a valuable red2 on chop, marked white3 and unmarked white4 in his finesse position.
black powder1
Black powder 1 tracking
black powderblack powderblack powderred1,with a 1clue, Bob 🡲 black powder1black powderblack powderblack powder Cathy 🡲
- First clue of the game. Alice to Bob: this card is a 1.
- Bob plays red1,with a 1clue,.
- Cathy knows that Bob would not be able to play if he cannot see black powder1.
- Cathy cannot see black powder1 so she must have black powder1 in her hand.
Cathy knows that ordinarily her black powder1 will be saved once it reaches her chop. But what if black powder1 is in her slot 1?
If Cathy tracks her leftmost unmarked card, once black powder1 reaches her chop, she already knows it and black powder1 does not need to be saved at all!- Alice to Bob: these two cards are 1s.
red yellow1 green2 blue1 white black powder3 black powderwhite1,with a 1clue,red1,with a 1clue,black powder Bob 🡲 black powder1black powderblack powderblack powder Cathy 🡲
- Bob plays red1,with a 1clue,.
- Cathy knows that ordinarily Bob will play the leftmost 1 first since play clues are left-focused. But since Bob played his rightmost 1, logically this communicates something extra: that Bob can see black powder1. So Cathy knows she has black powder1 in her hand and notes that her leftmost can be black powder1.
When all players understand that a rightmost 1 play means they see black powder1, Alice can even mark trash cards:
red yellow1 green1 blue1 white1 black powder2 blue1,with a 1clue,green1,with a 1clue,red1,with a 1clue,black powder Bob 🡲
black powder1black powderblack powderblack powder Cathy 🡲red yellow green blue white black powder black powderblack powderblack powderred1,with a 1clue, Bob 🡲 black powderblack powderblack powderblack powder Cathy 🡲 yellow1yellow3yellow5black powder1 Donald 🡲
- Alice to Bob: this card is a 1.
- Bob plays red1,with a 1clue,.
- Cathy clues yellow to Donald.
- Donald knows that Bob would not be able to play if he cannot see black powder1.
- After Cathy clues yellow, the leftmost possible position for his black powder1 has moved to his chop.
Taking example 2 further, we can even play all slot 4 1s when black powder1 is still in the deck!
- Alice clues 1s to Cathy.
- Bob clues 1s to Donald.
red yellow green blue white black powder black powderblack powderred1,with a 1clue,green1,with a 1clue, Cathy 🡲 black powderblack powderyellow1,with a 1clue,blue1,with a 1clue, Donald 🡲
- Cathy does not see black powder1 so she plays her leftmost red1,with a 1clue,.
- Donald also does not see black powder1 so he plays his leftmost yellow1,with a 1clue,.
red1 yellow1 green blue white black powder black powderblack powderblack powdergreen1,with a 1clue, Cathy 🡲 black powderblack powderblack powderblue1,with a 1clue, Donald 🡲
Since both players have communicated that they do not see black powder1, it is still in the deck and next turn everyone can play their remaining 1s.
Applying this principal generally is tricky because it can become unclear what has triggered a blind-play
slot 3 blind plays
- When you track black powder1, the position becomes known when the leftmost possible position reaches your slot 3 and your slot 4 is not saved.
card backcard backblack powder1card back You 🡲
red2
uncertain 2s
Since 2s (& black powder4) are so valuable, if a player is allowed or encouraged to discard a 2 when it could have been prevented or even just delayed, it is logical that there is another copy of that card in the same hand or visible in someone else's.
- So you can track it like black powder1 and also blind play it before it is marked as soon as it is playable.
- Alice clues Donald's blue5,with a blueclue,
card backcard backcard backcard back Bob 🡲 blue1black powderblack powderblack powder Cathy 🡲 black powderblack powderblue5,with a blueclue,red5 Donald 🡲
- Bob sees blue1 and correctly assumes he has blue2blue3blue4 and mentally congratulates Alice on a great clue.
- So Bob saves red5:
card backcard backcard backcard back Bob 🡲 blue1black powderblack powderblack powder Cathy 🡲 black powderblack powderblue5,with a blue5clue,red5,with a 5clue, Donald 🡲
- Cathy discards.
- Donald discards.
- Alice discards.
- What should Bob do?
Always remember to:
- assume your teammates are giving valid clues (whether it's a good clue is a whole other question!)
- stop and consider all possibilities
- not type any reaction to a move in chat because it will usually spoil the game for everyone because you:
- tell everyone you found the move strange
- distract everyone from thinking about the best moves
- may provoke a player who is insecure or prideful into an argument
Passing back a finesse
- Normally we know that if we finesse a card and more than one player has a copy of the same finessed card, the first player will not play it because they see it in another hand, and the last player who does not see a future response must play the card.
- However sometimes we have a situation where it would be clearly a blunder to play.
- In the last example, Cathy's choice to discard instead of play for blue1 was the correct choice given she saw all the connecting cards in Bob's hand. Note that if Cathy had a critical card on chop, this finesse would be a blunder.
What if there were only one connecting card behind blue1?
- Alice clues Donald's blue4,with a 4clue,
blue1blue3black powderblack powder Bob 🡲 blue1black powderblack powderblack powder Cathy 🡲 black powderblack powderwhite4,with a white4clue,red5,with a red5clue, Donald 🡲
- Bob sees blue1 in Cathy's hand, so he saves red5
Or Cathy has both connecting cards as well?
- Double pass back
The point is that so long as an important card is not in danger of being discarded, the situation should always resolve itself without any more clues given.
Endgame
When to discard, play, empty clue, clue duplicates and advanced techniques.
Trash moves
When a direct clue is blocked by trash cards, we can finesse the playable card with a single clue that marks one or more trash cards.
1. Trash push
- Trash push is optimal because
- Where the trash cards include the chop card, the clued card is the rightmost unmarked card (i.e. touching the chop trash card).
red5 yellow5 green5 blue5 white3 multicolour5 multicolour4white4multicolour1,with a 1clue,red1,with a 1clue, Bob 🡲
2. Trash pull
- Pull is always inferior to push, both in order of interpretation and in quality.
- Where the trash cards do not include the chop card, the clued card is the leftmost unmarked card (i.e. finesse position).
red5 yellow5 green5 blue5 white3 multicolour5 multicolour4,with a multicolourclue,white4multicolour1,with a multicolourclue,red1 Bob 🡲
- Alice to Bob: these two previously unmarked cards are blue.
The critical move
To work out the most efficient sequence of moves, you need to determine three things:
- Critical colour
- the colour that takes the most turns to complete.
- (i.e. must start as soon as possible to maximise the score).
- Critical card
- the first card of the critical colour.
- Note: this can be a duplicate of a card already marked!
- Critical move
- the move that makes the critical card play.
- Note: this can be a clue, play or discard.
- red2 yellow5 green5 blue5 white2
card backcard backcard backcard back3,with a 3clue, Alice 🡲 white3black powderblack powderred4,with a red4clue, Bob 🡲 black powderblack powderblack powderred5,with a red5clue, Cathy 🡲 black powderblack powderwhite4,with a white4clue,white5,with a white5clue, Donald 🡲
- red3red4red5black powder
- white,with a whiteclue,white3black powderwhite4 black powderblack powderblack powderwhite5
- Play red3 red3red4red5white,with a whiteclue, black powderwhite3black powderwhite4 black powderblack powderblack powderwhite5
- Clue white3 white,with a whiteclue,white3black powderwhite4 red3red4red5white5
- red2 yellow5 green5 blue5 white2 A) Play red3 B) Clue white3
card backcard backcard back4,with a 4clue,card back3,with a 3clue, Alice 🡲
white3black powderblack powderblack powder Bob 🡲
black powderblack powderblack powderred5,with a red5clue, Cathy 🡲
black powderblack powderblack powderwhite5,with a white5clue, Donald 🡲
- red3black powderblack powderred4 black powderblack powderred5black powder
- white,with a whiteclue,white3black powderblack powder black powderwhite4black powderwhite5
2. Serialise:
- red3black powderblack powderred4 white,with a whiteclue,white3red5black powder black powderwhite4black powderwhite5
- white,with a whiteclue,white3black powderblack powder red3white4black powderred4 black powderblack powderred5white5
- Identify the critical colour - usually the player with the most unique cards, or consecutive cards of the same colour.
- Work out how many clue tokens are needed to reach the critical player.
- If you only have one unique card, discarding although counter-intuitive, is often the best move to generate a token!
This was a simple example. Test yourself with some more complex examples!
When to discard?
The endgame should be the easiest part since we can just calculate all possibilities, yet it is really hard to master.
With 5 flamboyants, generating a token from a discard instead of a play may be the only way to reach the start of the critical path.
- cards in the deck2 red4 yellow5 green5 blue5 white3 0clue tokens
card backcard backcard backcard back5,with a 5clue, Alice 🡲 black powderblack powderblack powderblack powder Bob 🡲 black powderblack powderwhite4,with a white4clue,white5,with a white5clue, Cathy 🡲
- black powderblack powderwhite4 black powderblack powderwhite5
- To reach Cathy with a least cards in the deck1 remaining, only one of Bob or Alice can draw a card.
- Alice cannot clue (0clue tokens) and must generate a token for Bob so that he can give a stall clue to avoid drawing the last card.
- Without 5 flamboyants Alice would just play her 5 which generates 1clue tokens.
- With 5 flamboyants Alice can't know if playing her 5 will generate a token, so Alice discards and plays after Cathy's critical card (white4).
General case with 5 flamboyants
When Alice does not have a card of the critical colour, then discarding is better than playing!
Getting bottom decked
...is arguably the most 'unfair' part of Hanabi .
Here's a candidate for the worst ever bottom-decked situation: all three blue1 in the last cards in the deck5 cards
Order of plays
Where the order may seem arbitrary, prioritise from most out-of-order to consecutive plays e.g.:
- white5 white4 white3
- white4 white3 white5
- white3 white4 white5
Replace flamboyant
The decision of which card to replace (or to skip) can communicate information to the team. Priority highest to lowest:
- lowest rank unique
- lowest rank non-unique
- duplicate of an unmarked card
- duplicate of a marked card
- trash of number corresponding to the slot position of a playable card
- black powder5
- skip
When there is no gain in returning a card playable in the future - either the immediate flamboyant will play from discard pile or , the decision of which trash card to replace into the deck can be a clue in itself corresponding to the slot position of a player. When playing with black powder and 4 or 5 players, replacing an available 5k trash card indicates no playable card is visible.
5 Flamboyants
Don't let the 5 fool you - there are actually six randomly selected actions:
- Gain 1clue tokens
- Gain 1clue tokens & remove a mistake
- card3,with a 3clue, Give number clue
- card,with a clue, Give a color clue
- Replace a card from the discard pile into the deck
- Play a card from the discard pile
A 7th stack bonus is always irrelevant (and on BGA always gain 1clue tokens clue token), since there is no 8th stack.
Available Tokens
idealgame without flamboyants:
3players5cards in handred5 yellow5 green5 blue5 white5
50 (deck) ➖ 25 (played) ➖ 12 (3players× at least4cards in hand) 🟰 13 discards
13clue tokens (discards) ➕ 8clue tokens (start) ➕ 5clue tokens (red5 yellow5 green5 blue5 white5) ➖ 1clue tokens (last 5) 🟰 25clue tokens
25clue tokens ➗ 25 🟰 1clue tokens / card
5players4cards in handred5 yellow5 green5 blue5 white5 ⇨ 22clue tokens ➗ 25 🟰 .88clue tokens / card
2players6cards in handred5 yellow5 green5 blue5 white5 multicolour5 black powder1 ⇨ 39clue tokens ➗ 35 🟰 1.1clue tokens / card
