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Instead of playing, a player clues or discards their '''chop'''. The next player must consider if the play refusal is waiting for a potential reverse or if there are unique card(s) to save. | Instead of playing, a player clues or discards their '''chop'''. The next player must consider if the play refusal is waiting for a potential reverse or if there are unique card(s) to save. | ||
This could be a Generation discard instead, so next player has one token to clue, if the clue is urgent. | |||
==== Positional Discard ==== | ==== Positional Discard ==== | ||
Revision as of 11:08, 17 July 2026
Definitions and Terminology
| Definition | Examples | |
|---|---|---|
| Convention | Agreed set of clue, play, and discard interpretations. | |
| Strategy | Plan to achieve the highest score. | |
| Marked | A card touched by a clue. | |
| Focus | The target card of a clue. | |
| Play clue | Clue that marks a focused card to play. | |
| Playable | A card that can be marked by a play clue. | |
| Trash | A card that can never be played successfully. | |
| Bomb | A play that causes a misfire. | |
| Draw | The newest card in a hand. | |
| Chop | The oldest, unmarked card in a hand. | |
| Unique | The last remaining card of its rank and color (that can be played successfully at some point). | |
| Save | A number clue that marks a chop card to prevent discard. | |
| Prompt | A play clue that causes connecting marked card(s) to play. |
Example red2yellow5green1blue3white4
card backcard backcard backcard back Alice 🡲 blue5yellow4red3,with a red clue,white5,with a 5clue, Bob 🡲 white2white4yellow1red4 Cathy 🡲 Alice to Cathy: "This card is red." red2yellow5green1blue3white4 card backcard backcard backcard back Alice 🡲 blue5yellow4red3,with a red clue,white5,with a 5clue, Bob 🡲 white2white4yellow1red4,with a red clue, Cathy 🡲 Cathy now knows her marked card is the next playable in the sequence ⇨ red4, because red3 is already marked. Bob now knows his marked red card is red3 and he must play it now.Self prompt example redyellowgreenbluewhite
card backcard backcard backcard backcard back1,with a clue, Alice 🡲 white4yellow4green4green4red2,with a red clue, Bob 🡲 Bob to Alice: "This card is red ⇨ red1" Alice to Bob: "This card is red ⇨ red2" |
| Definition | Examples | |
|---|---|---|
| Good Touch Principle | All marked cards will eventually be played. | |
| Splash | Additional new color or rank information of cards that are not the focus. |
Splash correction example red3yellow2green2blue2white2
red4red3,with a 3clue,white3,with a 3clue,blue3,with a 3clue,blue5,with a 5clue, Bob 🡲 Alice to Bob: "These 2 cards are red." red3yellow2green2blue2white2 red4,with a red clue,red3,with a red 3clue,white3,with a 3clue,blue3,with a 3clue,blue5,with a 5clue, Bob 🡲 This marks red4 as playable and splashes red3 so that Bob knows it is trash. |
| Locked | A hand with all cards marked without any plays. | |
| Reclue | A repeated clue that causes marked card(s) to play. | |
| Fix clue | Follow-up clue required to change the focus of a play clue (and prevent a misfire). | |
| Discard clue | Clue that marks trash card(s) to be discarded (to prevent a misfire or unwanted discard). | |
| Stall clue | A clue given to avoid discarding. | |
| Finesse | A play clue that causes connecting unmarked card(s) to play. | |
| Bluff | A play clue that causes a non-connecting unmarked card to play. | Bluff redyellowgreenbluewhite
white1red5blue3white1 Bob 🡲 red5red2blue2green2 Cathy 🡲 Alice to Cathy: "This card is blue." redyellowgreenbluewhite white1red5blue3white1 Bob 🡲 red5red2blue2,with a blue clue,green2 Cathy 🡲 Cathy now knows her marked card blue2 is playable. Bob does not see the connecting blue1, so he assumes he has to play it now. Bob does not have a marked card that could be blue1, so Bob blind plays his newest unmarked card. white1 successfully plays and the bluff is revealed. Before Bob played, Cathy thought her marked card was blue1. After Bob plays, Cathy knows her marked card is another valuable blue card. All conventions interpret Cathy's card as a valuable, not-yet-playable blue card. Some interpretations are more stringent; they must also be a one-away-from-playable blue2. |
| Bluff seat | The player directly before the player who is bluffed1. | |
| Bottom-decked | When the remaining copy of a playable card is too near the bottom of the deck to achieve a perfect score. | |
| 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). | |
| Double save | Two consecutive saves in the same hand. | |
| Double discard | Two consecutive players discard copies of the same chop card, resulting in a unique discard.2 | |
| Sarcastic discard | Discard of a duplicate marked copy of a card in another hand. | |
| Skip/Steal | When a player gives a clue that could have been given by one of the skipped players. | |
| Scream discard | An unexpected discard to save a unique card in another hand. | Scream discard example red1yellow4green2blue2white2
card backcard backcard backcard backcard back5,with a 5clue, Alice 🡲 yellow1green5blue5white5,with a 5clue,red5,with a 5clue, Bob 🡲
|
1Bluff seat is an H-Group concept. Note that this concept is unhelpful for understanding how bluffs work since outside of H-Group, it is possible to bluff any player given the right conditions.
2A 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).
| Definition | Examples | |
|---|---|---|
| Long finesse | A finesse of three or more cards lasting more than one complete round. | |
| Layered finesse | A finesse with unrelated playable card(s) in front of the target card(s). | |
| Scream play | An unexpected chop play to save a unique card in another hand. | |
| Clued misplay | A play clue that causes a misfire to prevent a unique discard in the same hand. | Clued misplay example red1yellow3green3blue3white3
blue1red1blue2red4red5 Bob 🡲 Discarded: red4
red1yellow3green3blue3white3 blue1red1,with a red clue,blue2red4,with a red clue,red5,with a red clue, Bob 🡲 Discarded: red4
|
| Positional misplay | An unexpected play that marks the same slot position in another hand to play immediately. | Positional misplay example red1yellow3green3blue3white3
red1red2red3,with a red 3clue,red4,with a red 4clue,red5,with a red 5clue, Bob 🡲
|
| Gentleman's discard | Discard of a playable card to play an unmarked copy in another hand. | |
| Play refusal | Instead of playing, a player clues or discards their chop. | |
| Hesitation play | After a play refusal of a playable card, another player may be able to blind play an unmarked card. | |
| Generation discard | An unexpected discard to gain 1 clue tokens intended to be used immediately by next player as they need to urgently clue or save another player card. | |
| No early save | A card marked when you already have a playable clued card is not a save clue.
This means you save a card only the lastest time possible, when the player has no clued card to play. |
Conventions
Finesse
Players assume:
- Every marked card will be playable at some point.
- The oldest, unmarked (chop) card is safe to discard.
- Cards known to be trash are discarded in priority e.g. cards marked blue when the blue stack is completed.
- Play clues may also include the newest, unmarked cards in every hand.
blue1red5blue3white1 Bob 🡲 red5red2blue2green2 Cathy 🡲
Alice to Cathy: "This card is blue."
redyellowgreenbluewhite blue1red5blue3white1 Bob 🡲 red5red2blue2,with a blue clue,green2 Cathy 🡲
Cathy now knows her marked card blue2 is playable. Bob knows that Cathy will bomb her blue2 as blue1 unless a blue1 is played first. Bob does not see the connecting blue1, so assumes he has to play it now. Bob does not have a marked card that could be blue1, so Bob blind plays his newest unmarked card. blue1 successfully plays.red5red2blue2green2 Bob 🡲 blue1red5blue3white1 Cathy 🡲
Alice to Bob: "This card is blue."
redyellowgreenbluewhite red5red2blue2,with a blue clue,green2 Bob 🡲 blue1red5blue3white1 Cathy 🡲
Bob now knows his marked blue2 is playable. Bob sees the newest, unmarked card in Cathy's hand is of the same color and playable now. Bob assumes it is a finesse with the players in reversed order and his blue card is blue2.Alice to Bob: "This card is a 4."
red1yellow1green1bluewhite white1white2white4,with a 4clue,green1 Bob 🡲 white3blue1green1yellow1 Cathy 🡲
Bob has been given a play clue and does not see a playable card in any hand, so Bob blind plays his draw card. white1 successfully plays. Cathy sees that Bob has white2 in front of white4 but white3 is missing, so Cathy knows she must play white3 at the correct moment. Cathy discards. Alice discards. Bob blind plays his 2nd slot white2.
red1yellow1green1bluewhite2 blue5yellow1white4,with a 4clue,green1 Bob 🡲 yellow2white3blue1green1 Cathy 🡲
Cathy blind plays her 2nd slot white3. Alice discards. Bob plays the marked white4.Layered Finesse
Players assume the same as above, but finessed cards can be layered behind other unrelated, but playable cards.
- Alice to Bob: these 2 cards are blue.
red1yellow1green1bluewhite4 blue2,with a blue clue,blue5,with a blue clue,yellow1green1 Bob 🡲 red2yellow2blue1green1 Cathy 🡲
Bob sees a playable blue1 in Cathy's hand, layered behind other playable cards red2 and yellow2. Bob discards and Cathy blind plays for blue1. red2 successfully plays. Cathy knows this cannot be a bluff because Bob would not discard unless he sees a playable blue1 in Cathy's hand. So Cathy knows she is promised blue1 and keeps playing each slot from left to right until her blue1 is played.Save Clue
- A (number) clue that marks a (unique) chop card. (Exception: 2-player game with 2+ consecutive saves.)
- Focus is the chop card.
card backcard backcard backcard back Alice 🡲 red2yellow4red3white5 Bob 🡲 red4yellow3red4white2 Cathy 🡲
Alice to Bob: "This card is a 5."
red1yellow1green1blue1white Discarded: white2 card backcard backcard backcard back Alice 🡲 red2yellow4red3white5,with a 5clue, Bob 🡲 red4yellow3red4white2 Cathy 🡲
Bob knows that there is only one 5 of each color in the deck, so all 5s need to be marked to keep them from being discarded. Bob sees Cathy's oldest card is white2 and checks the discard pile to see if he needs to save it from being discarded. There is already a white2 in the discard pile and Bob knows there are only two 2s of each color, so Cathy has the last remaining white2 and Bob must save it.
Bob to Cathy: "This card is a 2."
Good job, Bob.
red1yellow1green1blue1white Discarded: white2 card backcard backcard backcard back Alice 🡲 red2yellow4red3white5,with a 5clue, Bob 🡲 red4yellow3red4white2,with a 2clue, Cathy 🡲
Cathy looks at the played cards to see if 2s are all playable. The white1 has not been played yet, so she cannot be sure it is playable yet. Next, Cathy looks at the discard pile to see if there is a 2 in the discard pile. There is a white2 discarded, so she interprets this number clue marking her oldest card as a save clue to prevent her from discarding it. Nice one, Cathy.Play Clue
- A clue that does not mark a (unique) chop card. (Exception: 2-player game with 2+ consecutive saves.)
- Focus is the newest card.
Priority:
- Lead to plays in other hands.
- Lower rank.
card backcard backcard backcard back Alice 🡲 red2yellow4red3white5,with a 5clue, Bob 🡲 white4yellow1red4red3 Cathy 🡲
Alice to Bob: "These 2 cards are red."
red1yellow5green1blue3white4 card backcard backcard backcard back Alice 🡲 red2,with a red clue,yellow4red3,with a red clue,white5,with a 5clue, Bob 🡲 white4yellow1red4red3 Cathy 🡲
Bob now knows his newest card is the next playable in the sequence (red2), and the other marked card is red3, red4, or red5 (because every marked card will be playable at some point).Fix Clue
- A follow-up clue on the same hand as an initial play clue.
- Required to change the focus (and prevent a misfire).
white1white1white2red4 Bob 🡲 yellow4red5red3white3 Cathy 🡲
Cathy's red3 must play next. The focus of a 3 clue on its own will be white3 and the focus of a red clue will be red5.
Alice to Cathy: "These 2 cards are red."
red2yellow5green5blue5white5 white1white1white2red4 Bob 🡲 yellow4red5,with a red clue,red3,with a red clue,white3 Cathy 🡲
Bob to Cathy: "These 2 cards are 3s". (This Fix Clue changes the focus from red5 to red3, which is now visible.)
red2yellow5green5blue5white5 white1white1white2red4 Bob 🡲
yellow4red5,with a red clue,red3,with a red 3clue,white3,with a 3clue, Cathy 🡲Bad Clue
- Tell a lie, e.g., a clue that marks red2 as playable without the required red1.
- Mark unknown trash or duplicate cards, e.g., mark 4s in another hand when your hand could have a copy of that 4.
Marked Card Discard
If a non-trash marked card is discarded it means:
- A copy of that card is already marked in someone else's hand (sarcastic discard); or
- A copy of that card must be marked in a future save clue (use with caution); or
- An unmarked copy of that card is playable (gentleman's discard)
Other conventions
| Name | Summary | References |
|---|---|---|
| Logical Leftism | No convention, just logic | hanabi logic |
| Conventional Leftism | Another name for Finesse | hanabi logic Postmans |
| Hat-guessing | Clues relate to slot position, not the cards marked | H-Group Robert Kaspar H-Group empty clues |
| Closest Friend | Clue interpretation depends on which player gave the clue | H-Group |
| Secret convention | Each player randomly selects a secret restriction | Secret variant Secret hanabi restriction |
For more moves, conventions, and strategies, check out:
General Strategy
Strategy for 2 Players
- Marked cards are not discarded.
- Unique cards are saved.
- Saves are given as late as possible.
- Play clue focus is the leftmost card.
- All known playable cards are played before discarding (including 5s with flamboyants).
- Marked trash cards are corrected.
Advanced Strategy
- Playable first copies are clued.
- Playable cards marked with both color and number will play first.
- Last 1 clue tokens is only used to mark a unique or playable chop.
- Off-chop saves for consecutive unique cards.
- Double discards can be avoided with a stall clue, an empty clue, or a splash that marks no new cards
- Cards are played in clued order.
- Plays that lead to other plays are prioritized.
- Lower-ranked cards are prioritized.
- Unique cards are splashed.
- Black Powder: black powder1 is only marked on chop unless all other 1s (or black powder2) are already played.
- Number clues that mark a non-unique chop are play clues. e.g. with no 3s discarded, play the left 3.
- Black Powder: 5s are marked with a playable black powder5 on chop. In a following turn, the 5 to the left of black powder5 is marked with color to play black powder5.
- Before playing, a connecting card on the chop can be marked.
- Flamboyants: consider not locking a hand with a 5 save.
- Avalanche: any card can be multicolor. i.e. wait for negative multicolor on a red5 before playing as red5.
- Scream discard = save the chop card (and move chop one slot to the left).
- 1-away from playable cards are splashed.
- Trash cards are discarded before being splashed.
- Already-marked trash cards are splashed.
- An early game marked 4 may be discarded.
- Black Powder: avoid discarding after an early game black powder1 or 5 save to allow for consecutive black powder1 and color 5 saves.
Early game
- At least 3 clue tokens are used before the first discard.
- Black Powder: black powder5 is marked first if it is the leftmost 5.
- 2's are marked next.
- Black Powder: black powder4 is marked if there are no other 4s. 1s are marked next. With multiple marked unknown 1s in your hand, consider first playing your 1s or marking 1s individually with color.
Alternative Strategy
- Any card may be saved, including non-unique cards.
- Cards marked with a number are only splashed with color:
- If a previously unmarked card is playable.
- As a stall clue.
Gameplay Using Convention
Receiving Clues
- Check visible cards, including played and discarded, to determine the focus and the meaning of a clue.
- Example A: you are given a 2 clue. You see red2 was played and the second red2 is in another hand. Therefore the clue means "2s which are not red".
- Example B: you are given a 4 clue that marks only your chop. You see no 4s have been discarded and no 4s on the chop of the players next to you. Therefore the clue means "this 4 is playable".
Giving Clues
- Don't mark trash cards (a.k.a. "good touch" rule).
- Save unique cards as priority.
- Look ahead for unique cards on chop. Sometimes more than one player must help to save consecutive unique cards.
- With few clue tokens, work out which players need them.
- Consider how the receiver can interpret your clue.
Discarding
- Trust your teammates to manage your cards.
- When there is nothing urgent to clue, don't be afraid to discard! Discarding is often the best move for the team.
Playing
- When multiple cards are marked, determine the focused card. Each clue only has one focused card.
- Logically playable cards are marked at the earliest opportunity, so the leftmost card is assumed to be the focus of play clues (where no other cards are known to be playable).
Triggering the final round
- Sometimes a specific player should draw the last card to maximize the score.
- Giving empty clues (e.g., "you have no red card") can help to manage which player draws the last card.
red3yellow1green1blue5,with a blue 5clue, Bob 🡲 green2red1green4,with a green 4clue,green5,with a green 5clue, Cathy 🡲
- Alice and Bob both give empty clues. e.g., Alice to Cathy: "You have no white card".
- Cathy plays green4 and draws the last card.
- Alice discards, Bob plays blue5 and Cathy plays green5.
Skip
- When a player gives a clue that could have been given by one of the skipped players, it means the skipped players have a better move than to give the clue that was used to skip.
- Skipping should be avoided unless there is a good reason.
Alice skips Bob to clue Cathy red. redyellow3green3blue3white3 red2yellow1white1blue3 Alice 🡲 blue1yellow5white5blue4 Bob 🡲 red1,with a red clue,white4white4white3 Cathy 🡲
If Alice discarded instead, Bob would have clued Alice red to finesse red1 and red2.Potential reasons for skipping players:
- Clue-giver is locked, i.e., all cards are marked without any immediate plays.
- Gain tempo to play, e.g., skipped player(s) all have playable cards.
- Gain tempo to clue, e.g., skipped player(s) must give a fix clue.
- Avoid a bad clue, e.g., mark cards with good touch.
- Ensure a good clue, e.g., mark cards with good touch.
- Cause a discard, e.g., of a playable card so that its copy can be marked with good touch, or of trash.
- Avoid a discard, e.g., a double discard, or of nice-to-have (non-unique) cards.
white1yellow2,with a 2clue,white2,with a 2clue,red2,with a 2clue, Bob 🡲 white2red1blue2green1 Cathy 🡲
Alice skips Bob to give Cathy a blue clue so that a duplicate white2 is not marked.white1yellow2,with a 2clue,white2,with a 2clue,red2,with a 2clue, Bob 🡲 yellow4white2red1blue2 Cathy 🡲
Alice skips Bob to give Cathy a blue clue because Bob has let blue2 reach chop and does not want to mark it because he might hold a copy.Additional Information not on BGA
An additional finesse convention is that skipped player(s) cannot discard. e.g., Alice can clue Cathy only if Bob has a play or should give another clue. If a skipped player has no marked playable cards and no good clue to give, they can blind play their newest, unmarked card. A clue-giver who causes unmarked play(s) purely from a skip is responsible for any misinterpretation.
Alice skips Bob to give Cathy a 1 clue.
redyellowgreenbluewhite yellow1yellow2white2red2 Bob 🡲 white2red1,with a 1clue,blue2red4 Cathy 🡲
Bob has no clue to give and no known play, so he blind plays his newest unmarked card. yellow1 does not connect to 1, so Cathy interprets Bob's move as a skip play and plays red1.Alice to Cathy: "This card is red."
red1yellow1green1bluewhite blue1yellow2white2red2 Bob 🡲 yellow4red3,with a red clue,white3blue2 Cathy 🡲
Cathy now knows her marked card red3 is playable. Bob does not see the connecting red2, so he assumes he has to play it now. Bob does not have a marked card that could be red2, so Bob blind plays his newest unmarked card. blue1 successfully plays and the bluff is revealed. Before Bob played, Cathy thought her marked card was red2. After Bob plays, Cathy knows her marked card is any valuable red (red3, red4 or red5).Alice skips Bob to give Cathy a 3 clue.
red2yellowgreenbluewhite yellow1yellow2white2red2 Bob 🡲 white2red3,with a 3clue,blue2red4 Cathy 🡲
Bob has no clue to give and no known play, so he blind plays his newest unmarked card. In this convention, yellow1 does not connect to 3, so Cathy interprets as a bluff and her 3 is not playable. This is a lie because red3 is playable. Instead, Alice should have discarded and allowed Bob to clue Cathy so that she knows her red3 is playable.Advanced moves
Discard clue
A discard clue marks known trash cards to prevent an unwanted discard (or misfire).
white1red1white4yellow3 Bob 🡲 Discarded: yellow3white4
yellow3 and white4 need to be saved. If Alice gives a 3 clue, white4 might be discarded. Alice gives a 1 clue so that Bob discards red1 and white1 before his chop card.Play Refusal
Instead of playing, a player clues or discards their chop. The next player must consider if the play refusal is waiting for a potential reverse or if there are unique card(s) to save.
This could be a Generation discard instead, so next player has one token to clue, if the clue is urgent.
Positional Discard
In the endgame, when you can see all remaining playable cards, you can use a positional discard to communicate the slot position in another hand. Typically used with 0 clue tokens or where trash cards make it awkward to clue the target.
green5blue2red4blue3 Bob 🡲
Alice discards slot 1. Bob plays slot 1 ⇨ green5Trash Bluff
Alice to Cathy: "This card is a 1."
red1yellow1green1blue1white blue2yellow4green4red4 Bob 🡲 red1,with a 1clue,white2red2yellow5 Cathy 🡲
Bob must act now to prevent a misfire of red1. Bob blind plays blue2. Cathy knows Bob would not blind play for a playable 1, so Cathy now knows that her 1 is trash and this was a trash bluff.Finesse Bluff
If the following two players both have a playable finesse position, you may be able to perform a finesse bluff. The first blind play connects to the target. The second blind play does not connect to the target.
Double Bluff
If the following two players both have a playable finesse position, you may be able to perform a double bluff.
Promise bluff
This move only applies to "one-away-from-playable" bluff interpretations. Promise bluffs give more information than regular bluffs, as they promise the necessary connecting cards to make the clued bluff target 1-away-from-playable. These connecting cards must be either marked or unmarked in finesse position.
Empty Clue Double Save
With not enough Template:Hclue or turns to save consecutive unique cards, an empty clue can save two chop cards.