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| == Overview == | | == Overview == |
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| * Hanabi is a cooperative game. Your goal, as a team, is to build a fabulous fireworks show.
| | Hanabi is a cooperative game where your collective goal is to build a fabulous fireworks show. Like any decent show, you should start with small fireworks and finish with the big ones. You will do this by playing red, yellow, green, blue and white cards from ranks 1 to 5. The problem? You don't know what cards you have. But you know which ones your fellow players do. So you must communicate with each other to build a proper show by placing cards in sequential order with no misfires. |
| * You have to put together fireworks (red, yellow, green, blue and white) by playing each individual colour in series (1 ⇨ 2 ⇨ 3 ⇨ 4 ⇨ 5).
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| * You cannot see your own cards; you can only see the cards of your teammates.
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| * You can only communicate with your teammates via '''clues''', '''playing''' and '''discarding''' cards (see below).
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| * No other communication is allowed.
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| {|class="wikitable" style="width:auto;" border="2"
| | ====Cards and Firework Stacks==== |
| |+Final Score Ratings
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| !Points
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| !Overall impression
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| |-
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| |0-5
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| |horrible, booed by the crowd...
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| |-
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| |6-10
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| |mediocre, just a spattering of applause.
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| |-
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| |11-15
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| |honourable, but will not be remembered for very long...
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| |-
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| |16-20
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| |excellent, crowd pleasing.
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| |-
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| |21-24
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| |amazing, will be remembered for a very long time!
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| |-
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| |25-29
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| |legendary, everyone left speechless, stars in their eyes!
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| |-
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| |30
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| |Divine, the display outshines the stars!
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| |}
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| == Setup ==
| | The deck has 50 cards. The cards come in five colors: {{pill|red|firebrick}} {{pill|yellow|gold}} {{pill|green|green}} {{pill|blue|royalblue}} {{pill|white|white}} |
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| <div style="display:flex;gap:2rem;align-items:center;">
| | Each color has 10 cards: 3 {{HCard|1|silver}}, 2 {{HCard|2|silver}}, 2 {{HCard|3|silver}}, 2 {{HCard|4|silver}}, 1 {{HCard|5|silver}}. |
| {|class="wikitable" style="width:auto;" border="2" | |
| |+Deal | |
| !# Players
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| !2-3
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| !4-5
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| |- | |
| !# Cards
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| |5
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| |4 | |
| |} | |
| {{Hclue|8}} clue tokens | |
| </div>
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| == Game play ==
| | There is only one firework stack of each color which start empty. {{hTable}} |
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| Players take turns to either:
| | Each firework must be placed in ascending order starting from 1, so you are aiming for {{hTable|5|5|5|5|5}}. |
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| * Give a '''clue'''
| | Playing a card on any stack that is not the next number in the sequence will result in a misfire. '''If three misfires occur, the game is over and the players lose.''' |
| * '''Play''' a card, or
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| * '''Discard''' a card
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| === Clue === | | ====Communication==== |
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| Possible with at least {{Hclue|1|size=1.5}} available:
| | You communicate with your teammates via '''clues'''. You have a limited number of clues, represented by tokens like this: {{Hclue|s=1}} |
| * '''All''' cards of a colour, or
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| * '''All''' cards of a number, or
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| * '''No''' cards of a colour, ''e.g. "'''Player1''' to '''Player2''': you have no red card"'' or
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| * '''No''' cards of a number ''e.g. "'''Player1''' to '''Player2''': you have no 5"''
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| # The active player selects a card in another player's hand.
| | Each time a clue is given, one {{Hclue|s=1}} moves from the white area (available tokens) to the black (used tokens): {{hClues|s=1.2|a7=}}. |
| # The active player selects a clue option.
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| # {{Hclue|1|size=1.5}} is moved from 'available' to 'used'.
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| === Play ===
| | If there are no tokens available, you must play or discard on your turn. |
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| # The active player selects a card in their hand.
| | {{reminder|Do '''not''' give information via chat. That is cheating. If you do, you are dishonored and your reputation as a master pyrotechnician is tainted.}} |
| # The active player selects the 'Play selected card' button.
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| #* If the played card fits in any of the sequences, it is placed in the appropriate colour stack on the table.
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| #* If the played card does not fit, it is placed in the discard pile and the team gets a ''misfire'' token.
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| # A replacement card is drawn.
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| === Discard === | | ==Setup== |
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| Possible with fewer than {{Hclue|8|size=1.5}} available:
| | In a 2-3 player game, each player gets a hand of 5 cards. In a 4-5 player game, each player gets a hand of 4 cards. |
| # The active player selects a card in their hand.
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| # The active player selects the 'Discard selected card' button.
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| # The discarded card is placed in the discard pile.
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| # {{Hclue|1|size=1.5}} is moved from 'used' to 'available'.
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| # A replacement card is drawn.
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| == Game end == | | ==Gameplay== |
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| The game can end in several ways:
| | On your turn, you can do one of three things. |
| * 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.
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| * Your team played all possible cards. In this case, the game ends immediately.
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| * Your team made three mistakes that caused misfires. In this case, all players lose the game and receive -10 ELO points.
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| * Your team concedes the game. All players receive -10 ELO points.
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| * A player quits the game. Only the player that quit first receives -10 ELO points. All other players' ELO is unchanged.
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| == Conventions == | | <ul class="bulletlist" style="margin:1em 0;padding-inline-start:40px;"> |
| | <li>Give a clue.</li> |
| | <li>Discard a card.</li> |
| | <li>Play a card.</li> |
| | </ul> |
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| * 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.
| | ==== Give a Clue ==== |
| * Many players use different conventions and if teammates have very different clue interpretations, the game becomes unsuccessful.
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| * 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].
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| ''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.''
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| === Standard convention === | | To give a clue, there must be at least 1 {{Hclue|s=1}} in the white area. |
| This convention is suitable for beginners, since very little assumptions need to be made.
| | Select another player's card. You have the choice of telling the player: |
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| Players assume:
| | <ul class="bulletlist" style="margin:1em 0;padding-inline-start:40px;"> |
| * Every marked card will be playable at some point.
| | <li>Which cards '''of that color''' the player has</li> |
| * The oldest, unmarked (chop) card is safe to discard.
| | <li>Which cards '''of that number''' the player has</li> |
| * Cards known to be trash are discarded in priority ''e.g. cards marked blue when the blue stack is completed.''
| | </ul> |
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| ==== Play-clue ==== | | At that point, 1 {{Hclue|s=1}} is moved from the white "available" zone to the black "used" zone. |
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| * A Colour-clue.
| | The game records these clues, so you can tell which cards other players have pointed out are what number and what color. |
| * Focus is the newest, previously card. This means when multiple cards are marked, you know that the NEWEST is the "next playable".
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| ''When a player has multiple cards to play, the best strategy to prioritze playing:''
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| # ''The card that allows visible / marked cards in other players hands to be played.''
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| # ''Fives, when playing without flamboyants, to generate a clue-token. (When playing with flamboyants, 5s should be played as last possible strategic option.)''
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| # ''The card in the oldest position.''
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| {{infoBoxes |maxWidth=650
| | ==== Play a Card ==== |
| |title1=Standard convention: Play clue
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| |body1={{Hr|1}} {{Hy|5}} {{Hg|1}} {{Hb|3}} {{Hw|4}}
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| {{cardholder|Bob 🡲|cards={{Hr|2}}{{Hy|4}}{{Hr|3}}{{Hw|5|n=}} }}
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| {{cardholder|Cathy 🡲|cards={{Hw|4}}{{Hy|1}}{{Hr|4}}{{Hr|3}} }}
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| * Alice to Bob: these 2 cards are red.
| | Select a card in your hand and then {{button|Play selected card}} or just drag the card onto the firework stacks in the center to play it. |
| | <ul class="bulletlist" style="margin:1em 0;padding-inline-start:40px;"> |
| | <li>If it '''is''' the next card in sequence for a color, it is automatically placed on the appropriate stack, adding to or completing the firework stack.</li> |
| | <li>If it '''is not''' the next card in sequence for any color, then the firework has misfired and the card is discarded.</li> |
| | </ul> |
| | A replacement card is automatically added to the left side of the player's hand. |
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| {{Hr|1}} {{Hy|5}} {{Hg|1}} {{Hb|3}} {{Hw|4}}
| | If the played card completes a firework stack, 1 {{Hclue|s=1}} moves from the spent black area to the white available area. |
| {{cardholder|Bob 🡲|cards={{Hr|2|c=}}{{Hy|4}}{{Hr|3|c=}}{{Hw|5|n=}} }}
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| {{cardholder|Cathy 🡲|cards={{Hw|4}}{{Hy|1}}{{Hr|4}}{{Hr|3}} }} | |
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| * 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).
| | ==== Discard a Card ==== |
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| |title2=Standard convention: Prompt
| | To discard a card, there must be at least 1 {{Hclue|s=1}} in the black area. |
| |body2={{Hr|2}} {{Hy|5}} {{Hg|1}} {{Hb|3}} {{Hw|4}}
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| {{cardholder|Bob 🡲|cards={{Hb|5}}{{Hy|4}}{{Hr|3|c=}}{{Hw|5|n=}} }}
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| {{cardholder|Cathy 🡲|cards={{Hw|2}}{{Hw|4}}{{Hy|1}}{{Hr|4}} }}
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| * Alice to Cathy: this card is red.
| | Select a card in your hand and then {{button|Discard selected card}} or just drag the card onto the discard area to discard it. |
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| {{Hr|2}} {{Hy|5}} {{Hg|1}} {{Hb|3}} {{Hw|4}}
| | A replacement card is automatically added to the left side of the player's hand. |
| {{cardholder|Bob 🡲|cards={{Hb|5}}{{Hy|4}}{{Hr|3|c=}}{{Hw|5|n=}} }}
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| {{cardholder|Cathy 🡲|cards={{Hw|2}}{{Hw|4}}{{Hy|1}}{{Hr|4|c=}} }}
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| * Cathy now knows her marked card is the next playable in the sequence ⇨ {{Hr|4}}, because {{Hr|3}} is already marked.
| | 1 {{Hclue|s=1}} moves from the black area to the white area, making it available. |
| * Bob now knows his marked red card is {{Hr|3}} and he must play it now.
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| }}
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| ==== Save-clue ==== | | Discarding is a necessary part of the game as you will need to restore {{Hclue|s=1}} in order to clue more cards. |
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| * A number-clue.
| | == Game End == |
| * 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.
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| ''Examples:''
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| # ''A 2 can be played when all 1s are on the table.''
| | There are three ways the game can end: |
| # ''Non-blue 3 can be played when all 2s, except b2 are on the table.''
| | <ul class="bulletlist" style="margin:1em 0;padding-inline-start:40px;"> |
| # ''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.''
| | <li>If the players cause 3 misfires (misplayed cards), the game immediately ends and the players lose.</li> |
| | <li>If all 5 firework stacks are completed, the players have won and are granted a stunning victory with 25 points.</li> |
| | <li>If the deck is empty, each player plays one more time (including the player who emptied the deck).</li> |
| | </ul> |
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| ==== Fix-clue ==== | | ====Scoring==== |
| 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.
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| * A follow-up clue on the same hand as an initial play clue.
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| * Required to change the focus (and prevent a misfire).
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| * A fix-clue can NEVER mean "play".
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| {{infoBoxes |maxWidth=650 |state=collapsed
| | The score is automatically counted as the game progresses, visible in the player panels. |
| |title1=Fix clue example 1
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| |body1={{Hr|2}} {{Hy|5}} {{Hg|5}} {{Hb|5}} {{Hw|5}}
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| {{cardholder|Bob 🡲|cards={{Hw|1}}{{Hw|1}}{{Hw|2}}{{Hr|4}} }}
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| {{cardholder|Cathy 🡲|cards={{Hy|4}}{{Hr|5}}{{Hr|3}}{{Hg|3}} }}
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| * Cathy's {{Hr|3}} must play next.
| | Artistic impression is determined by the Artisan League of Fireworks Technicians reference scale: |
| * The focus of a 3 clue on its own will be {{Hg|3}} and the focus of a red clue will be {{Hr|5}}.
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| * Alice to Cathy: these two cards are 3.
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| {{Hr|2}} {{Hy|5}} {{Hg|5}} {{Hb|5}} {{Hw|5}} | | {|class="wikitable" style="width:auto;" border="2" |
| {{cardholder|Bob 🡲|cards={{Hw|1}}{{Hw|1}}{{Hw|2}}{{Hr|4}} }}
| | |-style="background:#ccd4;text-align:left;font-weight:600;" |
| {{cardholder|Cathy 🡲|cards={{Hy|4}}{{Hr|5}}{{Hr|3|n=}}{{Hw|3|n=}} }}
| | !Points |
| | | !Overall impression |
| * Bob to Cathy: these 2 cards are white - this fix clue changes the focus from {{Hw|3}} to {{Hr|3}} (now visible).
| | |- |
| | | |0-5 |
| {{Hr|2}} {{Hy|5}} {{Hg|5}} {{Hb|5}} {{Hw|5}}
| | |Horrible, booed by the crowd... |
| {{cardholder|Bob 🡲|cards={{Hw|1}}{{Hw|1}}{{Hw|2}}{{Hr|4}} }}
| | |- |
| {{cardholder|Cathy 🡲|cards={{Hy|4}}{{Hr|5}}{{Hr|3|n=}}{{Hw|3|n=|c=}} }}
| | |6-10 |
| | | |Mediocre, just a spattering of applause... |
| * 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}}
| | |- |
| | | |11-15 |
| |title2=Fix clue example 2 | | |Honorable attempt, but quickly forgotten... |
| |body2={{Hr|3}} {{Hy|3}} {{Hg|5}} {{Hb|5}} {{Hw|4}} | | |- |
| {{cardholder|Bob 🡲|cards={{Hr|1}}{{Hw|1}}{{Hw|4}}{{Hr|4}} }}
| | |16-20 |
| {{cardholder|Cathy 🡲|cards={{Hb|4}}{{Hr|5}}{{Hr|3}}{{Hg|3}} }}
| | |Excellent, crowd pleasing. |
| | | |- |
| * Bob's {{Hr|4}} must be saved.
| | |21-24 |
| * The focus of a 4 clue on its own will be {{Hr|4}}
| | |Amazing, will be remembered for weeks! |
| * Alice to Cathy: these two cards are 4.
| | |- |
| | | |25-29 |
| {{Hr|3}} {{Hy|5}} {{Hg|5}} {{Hb|5}} {{Hw|4}}
| | |Legendary, everyone left speechless, stars in their eyes! |
| {{cardholder|Bob 🡲|cards={{Hr|1}}{{Hw|1}}{{Hw|4|n=}}{{Hr|4|n=}} }}
| | |- |
| {{cardholder|Cathy 🡲|cards={{Hb|4}}{{Hr|5}}{{Hr|3}}{{Hw|3}} }}
| | |30 |
| | | |Divine, the display outshines the stars! |
| * 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.
| | |} |
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| {{Hr|4}} {{Hy|3}} {{Hg|5}} {{Hb|5}} {{Hw|4}}
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| {{cardholder|Bob 🡲|cards={{Hy|2}}{{Hr|1}}{{Hw|1}}{{Hw|4|n=}} }}
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| {{cardholder|Cathy 🡲|cards={{Hy|5}}{{Hb|4}}{{Hr|5}}{{Hr|3}} }}
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| * 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}}
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| {{Hr|4}} {{Hy|3}} {{Hg|5}} {{Hb|5}} {{Hw|4}}
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| {{cardholder|Bob 🡲|cards={{Hy|2}}{{Hr|1}}{{Hw|1|c=}}{{Hw|4|n=|c=}} }}
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| {{cardholder|Cathy 🡲|cards={{Hy|5}}{{Hb|4}}{{Hr|5}}{{Hr|3}} }}
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| }}
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| | |
| ==== Bad clue ====
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| * A clue that violates any of the assumptions.
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| ''Examples:''
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| # ''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.''
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| # ''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'''.''
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| * A clue that marks zero new cards.
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| ''Example:'' | | The only way to score above 25 is to include multicolored cards. See '''Variants''' below. |
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| ''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.)''
| | == Variants == |
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| === Finesse convention === | | ==== Colors ==== |
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| Players assume:
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| * Standard convention
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| * Play clues may also include the '''newest, unmarked''' cards in every hand.
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| {{infoBoxes3 |maxWidth=650
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| |title1=Finesse example
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| |body1={{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}
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| {{cardholder|Bob 🡲|cards={{Hb|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}
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| {{cardholder|Cathy 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|2}}{{Hg|2}} }}
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| * Alice to Cathy: this card is blue.
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| {{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}
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| {{cardholder|Bob 🡲|cards={{Hb|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}
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| {{cardholder|Cathy 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|2|c=}}{{Hg|2}} }}
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| * Cathy now thinks her marked card {{Hb|2}} is the "next playable".
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| * Bob knows that Cathy will bomb her {{Hb|2}} as {{Hb|1}} unless a {{Hb|1}} is played first.
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| * So Bob assumes he has the connecting {{Hb|1}} in a logical spot in his hand.
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| * 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'''.
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| * {{Hb|1}} successfully plays.
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| | |
| |title2=Reversed finesse example
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| |body2={{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}
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| {{cardholder|Bob 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|2}}{{Hg|2}} }}
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| {{cardholder|Cathy 🡲|cards={{Hb|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}
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| * Alice to Bob: this card is blue.
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| {{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}
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| {{cardholder|Bob 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|2|c=}}{{Hg|2}} }}
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| {{cardholder|Cathy 🡲|cards={{Hb|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}
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| * Bob now thinks his marked {{Hb|2}} is the "next playable".
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| * 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}}.
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| | |
| |title3=Bluff example
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| |body3=
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| {{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}
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| {{cardholder|Bob 🡲|cards={{Hw|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}
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| {{cardholder|Cathy 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|3}}{{Hg|2}} }}
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| * Alice to Cathy: this card is blue.
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| {{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}
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| {{cardholder|Bob 🡲|cards={{Hw|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}
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| {{cardholder|Cathy 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|3|c=}}{{Hg|2}} }}
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| * Cathy now thinks her marked card {{Hb|3}} is the "next playable".
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| * Bob sees that {{Hb|3}}, is NOT playable, so he has to fix it.
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| * Contrary to "Standard Convention", where a fix-clue should be given, Bob can also '''blind plays his newest unmarked card'''.
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| * {{Hw|1}} successfully plays.
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| * 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}}.
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| * 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.
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| | |
| When playing more complex conventions, interpretations can be more stringent, where bluffs can only be done using ''1-away-from-playable'' {{Hb|2}}.
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| }}
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| | |
| === Marked card discard ===
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| If a non-trash marked card is discarded it means:
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| * A copy of that card is already marked in someone else's hand (''sarcastic discard''); or
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| * A copy of that card must be marked in a future save clue (use with caution).
| |
| ''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
| |
| |title1=Finesse example
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| |body1={{Hr|2}} {{Hy|1}} {{Hg}} {{Hb|3}} {{Hw|1}}
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| {{cardholder|Alice 🡲|cards={{Hy|1}}{{Hr|5}}{{Hr|3|c=|n=}}{{Hw|1}} }}
| |
| {{cardholder|Bob 🡲|cards={{Hb|1}}{{Hy|5}}{{Hb|3}}{{Hw|1}} }}
| |
| {{cardholder|Cathy 🡲|cards={{Hb|4}}{{Hr|2}}{{Hr|3}}{{Hy|3}} }}
| |
| | |
| * 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).
| |
| | |
| {{Hr|2}} {{Hy|1}} {{Hg}} {{Hb|3}} {{Hw|1}}
| |
| {{cardholder|Alice 🡲|cards={{Hg|1|}}{{Hy|1}}{{Hr|5}}{{Hw|1}} }}
| |
| {{cardholder|Bob 🡲|cards={{Hb|1}}{{Hy|5}}{{Hb|3}}{{Hw|1}} }}
| |
| {{cardholder|Cathy 🡲|cards={{Hb|4}}{{Hr|2}}{{Hr|3}}{{Hy|3}} }}
| |
| | |
| * Bob clues 3s to Cathy.
| |
| | |
| {{Hr|2}} {{Hy|1}} {{Hg}} {{Hb|3}} {{Hw|1}}
| |
| {{cardholder|Alice 🡲|cards={{Hg|1|}}{{Hy|1}}{{Hr|5}}{{Hw|1}} }}
| |
| {{cardholder|Bob 🡲|cards={{Hb|1}}{{Hy|5}}{{Hb|3}}{{Hw|1}} }}
| |
| {{cardholder|Cathy 🡲|cards={{Hb|4}}{{Hr|2}}{{Hr|3|n=}}{{Hy|3|n=}} }}
| |
| | |
| }}
| |
| | |
| === Definitions ===
| |
| | |
| <div style="columns:20rem auto;column-gap:2rem;">
| |
| ==== <span style="color:{{r}};font:700 larger cursive;">Basic</span> ====
| |
| | |
| '''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).''
| |
| | |
| '''Strategy''': Plan to achieve the highest score. ''e.g. to mark first copies of cards.''
| |
| | |
| '''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 colour (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.
| |
| | |
| ==== ''<span style="color:{{g}};font:700 larger cursive;">Intermediate</span>'' ====
| |
| | |
| '''Good Touch Principle''': All marked cards will eventually be played.
| |
| | |
| '''Splash''': Additional new colour or rank information of cards that are not the focus.
| |
| | |
| '''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 immediately.
| |
| | |
| '''Bluff seat''': The player directly before the player who is bluffed.
| |
| | |
| '''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. ''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).''
| |
| | |
| '''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.
| |
| | |
| ==== ''<span style="color:{{m}};font:700 larger cursive;">Advanced</span>'' ====
| |
| | |
| '''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.
| |
| | |
| '''Positional misplay''': An unexpected play that marks the same slot position in another hand to play immediately.
| |
| | |
| '''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 {{Hclue|1}}.
| |
| | |
| </div>
| |
| | |
| == Options ==
| |
| | |
| === Colors === | |
| | |
| ==== Normal: 5 colors ====
| |
|
| |
|
| {|class="wikitable" style="width:auto;" border="2" | | {|class="wikitable" style="width:auto;" border="2" |
| |+50 cards | | |-style="background:#ccd4;text-align:left;font-weight:600;" |
| !Red (r) | | !Name |
| |{{Hr|1}}{{Hr|1}}{{Hr|1}}
| | !# of Cards |
| |{{Hr|2}}{{Hr|2}}
| | !Definition |
| |{{Hr|3}}{{Hr|3}}
| |
| |{{Hr|4}}{{Hr|4}}
| |
| |{{Hr|5}}
| |
| |- | | |- |
| !Yellow (y)
| | |Normal |
| |{{Hy|1}}{{Hy|1}}{{Hy|1}}
| | |style="text-align:left;"|5 colors |
| |{{Hy|2}}{{Hy|2}} | | |style="text-align:left;"|Play with a 50-card deck of 5 colors (red, yellow, green, blue, white) to make 5 firework stacks. |
| |{{Hy|3}}{{Hy|3}} | |
| |{{Hy|4}}{{Hy|4}}
| |
| |{{Hy|5}}
| |
| |- | | |- |
| !Green (g)
| | |Tricky |
| |{{Hg|1}}{{Hg|1}}{{Hg|1}}
| | |style="text-align:left;"|6th color (10 cards) |
| |{{Hg|2}}{{Hg|2}} | | |style="text-align:left;"|Add a sixth color--{{pill|multicolor|#b0b}}--to make a deck of 60 cards and make 6 firework stacks. |
| |{{Hg|3}}{{Hg|3}} | |
| |{{Hg|4}}{{Hg|4}}
| |
| |{{Hg|5}}
| |
| |- | | |- |
| !Blue (b)
| | |Difficult |
| |{{Hb|1}}{{Hb|1}}{{Hb|1}} | | |style="text-align:left;"|6th color (5 unique cards) |
| |{{Hb|2}}{{Hb|2}}
| | |style="text-align:left;"|Same as Tricky, except {{pill|multicolor|#b0b}} cards only have one card of each rank: |
| |{{Hb|3}}{{Hb|3}}
| | 1 {{Hm|1}}, 1 {{Hm|2}}, 1 {{Hm|3}}, 1 {{Hm|4}}, 1 {{Hm|5}} |
| |{{Hb|4}}{{Hb|4}}
| | {{info|This variant is always played in friendly mode because the score depends too much on the luck of the draw to reflect true skill.}} |
| |{{Hb|5}}
| |
| |- | | |- |
| !White (w)
| | |Avalanche of Colors |
| |{{Hw|1}}{{Hw|1}}{{Hw|1}}
| | |style="text-align:left;"|Multicolor (10 multicolor cards) |
| |{{Hw|2}}{{Hw|2}} | | |style="text-align:left;"|{{pill|multicolor|#b0b}} cards are wild, which means these cards are '''''clued by any color'''''. |
| |{{Hw|3}}{{Hw|3}} | |
| |{{Hw|4}}{{Hw|4}}
| |
| |{{Hw|5}}
| |
| |} | | |} |
|
| |
|
| ==== Tricky: 6th color (10 cards) ==== | | ==== Black Powder ==== |
|
| |
|
| * These cards are marked by a separate ''multicolour'' clue.
| | Ten {{pill|black|black}} cards are added to the deck. Black cards are played in '''descending''' order (from {{Hk|5}} to {{Hk|1}}). |
| {|class="wikitable" style="width:auto;" border="2"
| | This is why instead of three 1s and one 5, there are three 5s and one 1. |
| |++10 cards
| |
| !Multicolour (m)
| |
| |{{Hm|1}}{{Hm|1}}{{Hm|1}}
| |
| |{{Hm|2}}{{Hm|2}}
| |
| |{{Hm|3}}{{Hm|3}}
| |
| |{{Hm|4}}{{Hm|4}}
| |
| |{{Hm|5}}
| |
| |}
| |
|
| |
|
| ==== Difficult: 6th color (5 cards) ====
| | You '''cannot give color clues''' for black cards. They have no color (who can see a black firework?). So black cards can only be clued with number. |
|
| |
|
| * These cards are marked by a separate ''multicolour'' clue.
| | The game score starts at -5. That's -1 point for every card missing from the black powder stack. |
| {|class="wikitable" style="width:auto;" border="2"
| |
| |++5 cards
| |
| !Multicolour (m)
| |
| |{{Hm|1}}
| |
| |{{Hm|2}}
| |
| |{{Hm|3}}
| |
| |{{Hm|4}}
| |
| |{{Hm|5}}
| |
| |}
| |
|
| |
|
| ==== Avalanche of Colors: Multicolor (10 multicolor) ==== | | ==== 5 Flamboyants ==== |
|
| |
|
| * These cards are marked by '''any colour clue'''.
| | Also known as "The Sumptuous 5". When you play the last card on a firework stack (typically the 5), a bonus tile is randomly selected for immediate use. Bonus tiles have different effects: |
| {|class="wikitable" style="width:auto;" border="2"
| |
| |++10 cards
| |
| !Multicolour (m)
| |
| |{{Hm|1}}{{Hm|1}}{{Hm|1}}
| |
| |{{Hm|2}}{{Hm|2}}
| |
| |{{Hm|3}}{{Hm|3}}
| |
| |{{Hm|4}}{{Hm|4}}
| |
| |{{Hm|5}}
| |
| |}
| |
|
| |
|
| === Black Powder === | | <ul class="bulletlist" style="margin:1em 0;padding-inline-start:40px;"> |
| | <li>Gain a {{Hclue|s=1}}</li> |
| | <li>Gain a {{Hclue|s=1}} and remove 1 misfire</li> |
| | <li>Give a color clue to a player for free</li> |
| | <li>Give a number clue to a player for free</li> |
| | <li>Shuffle a discarded card back into the deck (optional)</li> |
| | <li>Play a discarded card (optional)</li> |
| | </ul> |
|
| |
|
| * Clues cannot be given for the colour black.
| | ==== Convention Used ==== |
| * Black cards must be played in '''reverse order''' 5 ⇨ 4 ⇨ 3 ⇨ 2 ⇨ 1.
| |
| {|class="wikitable" style="width:auto;" border="2"
| |
| |++10 cards
| |
| !Black Powder (p/k)
| |
| |{{Hk|5}}{{Hk|5}}{{Hk|5}}
| |
| |{{Hk|4}}{{Hk|4}}
| |
| |{{Hk|3}}{{Hk|3}}
| |
| |{{Hk|2}}{{Hk|2}}
| |
| |{{Hk|1}}
| |
| |}
| |
|
| |
|
| === 5 flamboyants === | | ''Hanabi'' is a game about communication, but there aren't enough {{Hclue|s=1}} to be able to indicate both color ''and'' number of every played card. So to give more information, the team must agree on a set of interpretations for clues, plays, and discards, called '''conventions'''. |
|
| |
|
| After playing the last card of a colour, randomly draw a bonus card and apply its effect:
| | If the players use different conventions to communicate, they are sure to lose. You can read more about conventions on the '''[[Tips_hanabi|Tips]]''' page. |
| # Gain {{Hclue|1|size=1.2}}
| |
| # Gain {{Hclue|1|size=1.2}} and recover a life.
| |
| # Give a colour clue.
| |
| # Give a number clue.
| |
| # Shuffle a discarded card into the deck ''(optional)''.
| |
| # Play a discarded card ''(optional)''.
| |
|
| |
|
| === Convention used ===
| | During game setup, the creator can indicate which convention set the players should use. These are not enforceable, so please respect the convention set that the table creator set. |
|
| |
|
| {|class="wikitable" style="width:auto;" border="2" | | {|class="wikitable" style="width:auto;" border="2" |
| !Name | | |-style="background:#ccd4;text-align:left;font-weight:600;" |
| | !Convention set |
| !Summary | | !Summary |
| !References | | !Reference |
| |-
| |
| |'''Standard'''
| |
| |BGA convention without blind-plays.
| |
| |Standard convention above
| |
| | |
| [https://docs.google.com/document/d/1VzgN6WoeYwh5NYtHECzUNZqFvpVcg-EdObU-YNMlyhc Hanabi "reference" for bga]
| |
| |-
| |
| |'''Finesse'''
| |
| |BGA convention with blind-plays.
| |
| |Finesse convention above
| |
| | |
| [https://docs.google.com/document/d/1VzgN6WoeYwh5NYtHECzUNZqFvpVcg-EdObU-YNMlyhc Hanabi "reference" for bga]
| |
| |- | | |- |
| |'''Hat-guessing'''
| | !style="background:#ccd4;text-align:center;font-weight:600;"|Unspecified |
| |Clues relate to slot position, not the cards marked. | | |style="text-align:left;"|No convention set |
| |[https://github.com/hanabi/hanabi.github.io/blob/main/misc/hat-guessing.md H-Group] | | | |
| | |
| [https://github.com/fpvandoorn/hanabi/blob/master/doc_hat_player.md Robert Kaspar]
| |
| | |
| [https://github.com/hanabi/hanabi.github.io/blob/main/misc/empty-clues.md H-Group empty clues]
| |
| |- | | |- |
| |'''Logical Leftism''' | | !style="background:#ccd4;text-align:center;font-weight:600;"|Finesse |
| |No convention, just logic.
| | |style="text-align:left;"| |
| |[http://hanabilogic.eklablog.com/basics-level-1-a117610126 hanabi logic] | | Players assume every marked card is useful. |
| | Useless cards are discarded in priority ''e.g. cards marked blue when the blue stack is completed.''<br> |
| | The oldest, unmarked card is safe to discard if there is no card to play. |
| | A number clue that marks the oldest, unmarked card means save this card for later. |
| | Otherwise it is a left-focused play clue. |
| | Play clues may also include the '''newest, unmarked''' card in every hand. |
| | |[https://docs.google.com/document/d/1VzgN6WoeYwh5NYtHECzUNZqFvpVcg-EdObU-YNMlyhc Reference] |
| |- | | |- |
| |'''Closest Friend'''
| | !style="background:#ccd4;text-align:center;font-weight:600;"|Layered Finesse |
| |Clue interpretation depends on which player gave the clue.
| | |style="text-align:left;"|Same as Finesse with the addition that finessed cards can also be layered behind other unrelated, but playable cards. |
| |[https://github.com/hanabi/hanabi.github.io/blob/main/pdf/newest-friend.pdf H-Group]
| | |[https://docs.google.com/document/d/1VzgN6WoeYwh5NYtHECzUNZqFvpVcg-EdObU-YNMlyhc Reference] |
| |- | |
| |'''Secret convention''' | |
| |Each player randomly selects a secret '''[https://perchance.org/e6dtm5lj3r restriction]'''. | |
| |[https://boardgamearena.com/forum/viewtopic.php?t=26863 Secret variant]
| |
| | |
| [https://boardgamearena.com/forum/viewtopic.php?p=71264#p71264 Secret hanabi restriction]
| |
| |- | | |- |
| |'''Conventional Leftism''' | | !style="background:#ccd4;text-align:center;font-weight:600;"|Hgroup |
| |Same as Standard. | | |style="text-align:left;"|This is a comprehensive convention set with several detailed interpretations, many based on the last card (known as the "chop card") and order of clues given. See reference for more details. |
| |[http://hanabilogic.eklablog.com/no-conventional-leftism-a117757604 hanabi logic] | | |[https://hanabi.github.io H-Group] |
| [https://docs.google.com/document/d/1sz3if8-9JJDAcbvdi3MHEAv9L5ljyHHnTSEACKk5RUY/edit#heading=h.q88fl7o62h8c Postmans]
| |
| |- | | |- |
| |'''Chop-focus''' | | !style="background:#ccd4;text-align:center;font-weight:600;"|Other |
| |The focus of a clue that marks a chop card is always the chop card. | | |style="text-align:left;"|You can specify which convention set should be used in the table presentation header of the table when it starts. |
| |[https://hanabi.github.io/docs/beginner/single-card-focus#determining-the-focus-4-steps H-Group] | | | |
| |} | | |} |
|
| |
|
| === Preset deck === | | ====Preset Deck==== |
| | |
| Preset decks are useful for comparing teams/conventions using the same deck:
| |
| * No (cards are shuffled)
| |
| * Preset deck #1 of the day
| |
| * Preset deck #2 of the day
| |
| * Preset deck #3 of the day
| |
| * Preset deck #4 of the day
| |
| * Preset deck #5 of the day
| |
| Preset decks are changed at [https://boardgamearena.com/forum/viewtopic.php?p=48600#p48600 0:00 (?)] UTC | |
| | |
| === Unofficial variant ===
| |
| | |
| {|class="wikitable" style="width:auto;" border="2"
| |
| |+Deal
| |
| !# Players
| |
| !2
| |
| !3
| |
| !4
| |
| !5
| |
| |-
| |
| !# Cards
| |
| |'''6'''
| |
| |5
| |
| |4
| |
| |'''3'''
| |
| |}
| |
| | |
| == ELO rating ==
| |
| | |
| '''[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).
| |
| | |
| The 7 distinct ELO skill levels replace the ELO number: {{Beginner}} {{Apprentice}} {{Average}} {{Good}} {{Strong}} {{Expert}} {{Master}}.
| |
| | |
| # '''''Hanabot''''''s ELO is generated from:
| |
| #* Final score¹
| |
| #* Average team ELO
| |
| #* Colour option²
| |
| # ELO change is calculated as if tied with Hanabot³.
| |
| | |
| '''''[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.''
| |
| | |
| ¹''Hanabot's ELO = 0 with scores < 18 (5 colours) and < 21 (6 colours).''
| |
| | |
| ²''+5 card multicolor option is unrated (too dependent on draw to reflect skill).''
| |
| | |
| ³''ELO change with a perfect score is calculated as if Hanabot lost.''
| |
|
| |
|
| == Cheating ==
| | Preset decks are useful for comparing teams/conventions using the same deck. You can select to have no preset deck or choose one of 5 preset decks of the day. These change every day at 0:00 UTC. |
|
| |
|
| * Players can cheat at Hanabi by sharing information via the chat user interface. This is why ranking has been disabled for this game.
| | ====Unofficial variant==== |
|
| |
|
| [[Category:Card games]]
| | In a two-player game, hand size is 6 instead of 5. In a five-player game, hand size is 3 instead of 4. |
Overview
Hanabi is a cooperative game where your collective goal is to build a fabulous fireworks show. Like any decent show, you should start with small fireworks and finish with the big ones. You will do this by playing red, yellow, green, blue and white cards from ranks 1 to 5. The problem? You don't know what cards you have. But you know which ones your fellow players do. So you must communicate with each other to build a proper show by placing cards in sequential order with no misfires.
Cards and Firework Stacks
The deck has 50 cards. The cards come in five colors: red yellow green blue white
Each color has 10 cards: 3 card1,with a Hanabi card 1clue,, 2 card2,with a Hanabi card 2clue,, 2 card3,with a Hanabi card 3clue,, 2 card4,with a Hanabi card 4clue,, 1 card5,with a Hanabi card 5clue,.
There is only one firework stack of each color which start empty. cards in the deckredryellowygreengbluebwhitewmulticolormblack powder
Each firework must be placed in ascending order starting from 1, so you are aiming for cards in the deckred5ryellow5ygreen5gblue5bwhite5wmulticolormblack powder.
Playing a card on any stack that is not the next number in the sequence will result in a misfire. If three misfires occur, the game is over and the players lose.
Communication
You communicate with your teammates via clues. You have a limited number of clues, represented by tokens like this: clue tokens
Each time a clue is given, one clue tokens moves from the white area (available tokens) to the black (used tokens): clue tokens clue tokens clue tokens clue tokens clue tokens clue tokens clue tokens clue tokens clue tokens clue tokens clue tokens clue tokens clue tokens clue tokens clue tokens1 clue tokens2 clue tokens3 clue tokens4 clue tokens5 clue tokens6 clue tokens7 clue tokens8 clue tokens.
If there are no tokens available, you must play or discard on your turn.
Do not give information via chat. That is cheating. If you do, you are dishonored and your reputation as a master pyrotechnician is tainted.
Setup
In a 2-3 player game, each player gets a hand of 5 cards. In a 4-5 player game, each player gets a hand of 4 cards.
Gameplay
On your turn, you can do one of three things.
- Give a clue.
- Discard a card.
- Play a card.
Give a Clue
To give a clue, there must be at least 1 clue tokens in the white area.
Select another player's card. You have the choice of telling the player:
- Which cards of that color the player has
- Which cards of that number the player has
At that point, 1 clue tokens is moved from the white "available" zone to the black "used" zone.
The game records these clues, so you can tell which cards other players have pointed out are what number and what color.
Play a Card
Select a card in your hand and then Play selected card or just drag the card onto the firework stacks in the center to play it.
- If it is the next card in sequence for a color, it is automatically placed on the appropriate stack, adding to or completing the firework stack.
- If it is not the next card in sequence for any color, then the firework has misfired and the card is discarded.
A replacement card is automatically added to the left side of the player's hand.
If the played card completes a firework stack, 1 clue tokens moves from the spent black area to the white available area.
Discard a Card
To discard a card, there must be at least 1 clue tokens in the black area.
Select a card in your hand and then Discard selected card or just drag the card onto the discard area to discard it.
A replacement card is automatically added to the left side of the player's hand.
1 clue tokens moves from the black area to the white area, making it available.
Discarding is a necessary part of the game as you will need to restore clue tokens in order to clue more cards.
Game End
There are three ways the game can end:
- If the players cause 3 misfires (misplayed cards), the game immediately ends and the players lose.
- If all 5 firework stacks are completed, the players have won and are granted a stunning victory with 25 points.
- If the deck is empty, each player plays one more time (including the player who emptied the deck).
Scoring
The score is automatically counted as the game progresses, visible in the player panels.
Artistic impression is determined by the Artisan League of Fireworks Technicians reference scale:
| Points
|
Overall impression
|
| 0-5
|
Horrible, booed by the crowd...
|
| 6-10
|
Mediocre, just a spattering of applause...
|
| 11-15
|
Honorable attempt, but quickly forgotten...
|
| 16-20
|
Excellent, crowd pleasing.
|
| 21-24
|
Amazing, will be remembered for weeks!
|
| 25-29
|
Legendary, everyone left speechless, stars in their eyes!
|
| 30
|
Divine, the display outshines the stars!
|
The only way to score above 25 is to include multicolored cards. See Variants below.
Variants
Colors
| Name
|
# of Cards
|
Definition
|
| Normal
|
5 colors
|
Play with a 50-card deck of 5 colors (red, yellow, green, blue, white) to make 5 firework stacks.
|
| Tricky
|
6th color (10 cards)
|
Add a sixth color--multicolor--to make a deck of 60 cards and make 6 firework stacks.
|
| Difficult
|
6th color (5 unique cards)
|
Same as Tricky, except multicolor cards only have one card of each rank:
1 multicolour1m,with a multicolour 1clue,, 1 multicolour2m,with a multicolour 2clue,, 1 multicolour3m,with a multicolour 3clue,, 1 multicolour4m,with a multicolour 4clue,, 1 multicolour5m,with a multicolour 5clue,
This variant is always played in friendly mode because the score depends too much on the luck of the draw to reflect true skill.
|
| Avalanche of Colors
|
Multicolor (10 multicolor cards)
|
multicolor cards are wild, which means these cards are clued by any color.
|
Black Powder
Ten black cards are added to the deck. Black cards are played in descending order (from black powder5,with a black powder 5clue, to black powder1,with a black powder 1clue,).
This is why instead of three 1s and one 5, there are three 5s and one 1.
You cannot give color clues for black cards. They have no color (who can see a black firework?). So black cards can only be clued with number.
The game score starts at -5. That's -1 point for every card missing from the black powder stack.
5 Flamboyants
Also known as "The Sumptuous 5". When you play the last card on a firework stack (typically the 5), a bonus tile is randomly selected for immediate use. Bonus tiles have different effects:
- Gain a clue tokens
- Gain a clue tokens and remove 1 misfire
- Give a color clue to a player for free
- Give a number clue to a player for free
- Shuffle a discarded card back into the deck (optional)
- Play a discarded card (optional)
Convention Used
Hanabi is a game about communication, but there aren't enough clue tokens to be able to indicate both color and number of every played card. So to give more information, the team must agree on a set of interpretations for clues, plays, and discards, called conventions.
If the players use different conventions to communicate, they are sure to lose. You can read more about conventions on the Tips page.
During game setup, the creator can indicate which convention set the players should use. These are not enforceable, so please respect the convention set that the table creator set.
| Convention set
|
Summary
|
Reference
|
| Unspecified
|
No convention set
|
|
| Finesse
|
Players assume every marked card is useful.
Useless cards are discarded in priority e.g. cards marked blue when the blue stack is completed.
The oldest, unmarked card is safe to discard if there is no card to play.
A number clue that marks the oldest, unmarked card means save this card for later.
Otherwise it is a left-focused play clue.
Play clues may also include the newest, unmarked card in every hand.
|
Reference
|
| Layered Finesse
|
Same as Finesse with the addition that finessed cards can also be layered behind other unrelated, but playable cards.
|
Reference
|
| Hgroup
|
This is a comprehensive convention set with several detailed interpretations, many based on the last card (known as the "chop card") and order of clues given. See reference for more details.
|
H-Group
|
| Other
|
You can specify which convention set should be used in the table presentation header of the table when it starts.
|
|
Preset Deck
Preset decks are useful for comparing teams/conventions using the same deck. You can select to have no preset deck or choose one of 5 preset decks of the day. These change every day at 0:00 UTC.
Unofficial variant
In a two-player game, hand size is 6 instead of 5. In a five-player game, hand size is 3 instead of 4.