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== Overview ==
== Overview ==


* 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 by playing each individual colour ''(red, yellow, green, blue and white)'' in series (1 ⇨ 2 ⇨ 3 ⇨ 4 ⇨ 5).
* Each colour in the deck has {{card|1}}{{card|1}}{{card|1}}, {{card|2}}{{card|2}}, {{card|3}}{{card|3}}, {{card|4}}{{card|4}}, {{card|5}}.
* You cannot see your own cards; you can only see the cards of your teammates.
* You can only communicate with your teammates via '''clues''', '''playing''' and '''discarding''' cards (see below).
* No other communication is allowed.


{|class="wikitable" style="width:auto;" border="2"
====Cards and Firework Stacks====
|+Final Score Ratings
!Points
!Overall impression
|-
|0-5
|horrible, booed by the crowd...
|-
|6-10
|mediocre, just a spattering of applause.
|-
|11-15
|honourable, but will not be remembered for very long...
|-
|16-20
|excellent, crowd pleasing.
|-
|21-24
|amazing, will be remembered for a very long time!
|-
|25-29
|legendary, everyone left speechless, stars in their eyes!
|-
|30
|Divine, the display outshines the stars!
|}Note: '''25''' is the maximum score with '''Normal: 5 colors'''.
 
== Setup ==
 
<div style="display:flex;gap:2rem;align-items:center;">
{|class="wikitable" style="width:auto;" border="2"
|+Deal
!# Players
!2-3
!4-5
|-
!# Cards
|5
|4
|}
{{Hclue|8}} clue tokens
</div>
 
== Game play ==
 
Players take turns to either:
 
* Give a '''clue'''
* '''Play''' a card, or
* '''Discard''' a card
 
=== Clue ===
 
Possible with at least {{Hclue|1|size=1.5}} available:
* '''All''' cards of a colour, or
* '''All''' cards of a number, or
* '''No''' cards of a colour, ''e.g. "'''Player1''' to '''Player2''': you have no red card"'' or
* '''No''' cards of a number ''e.g. "'''Player1''' to '''Player2''': you have no 5"''
 
# The active player selects a card in another player's hand.
# The active player selects a clue option.
# {{Hclue|1|size=1.5}} is moved from 'available' to 'used'.
 
=== Play ===
 
# The active player selects a card in their hand.
# The active player selects the 'Play selected card' button.
#* If the played card fits in any of the sequences, it is placed in the appropriate colour stack on the table.
#* If the played card does not fit, it is placed in the discard pile and the team gets a ''misfire'' token.
# A replacement card is drawn.
 
=== Discard ===
 
Possible with fewer than {{Hclue|8|size=1.5}} available:
# The active player selects a card in their hand.
# The active player selects the 'Discard selected card' button.
# The discarded card is placed in the discard pile.
# {{Hclue|1|size=1.5}} is moved from 'used' to 'available'.
# A replacement card is drawn.
 
== Game end ==
 
The game can end in several ways:
* 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.
* Your team played all possible cards. In this case, the game ends immediately.
* Your team made three mistakes that caused misfires. In this case, all players lose the game and receive -10 ELO points.
* Your team concedes the game. All players receive -10 ELO points.
* A player quits the game. Only the player that quit first receives -10 ELO points. All other players' ELO is unchanged.
 
== Conventions ==
 
* 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.
* Many players use different conventions and if teammates have very different clue interpretations, the game becomes unsuccessful.
* 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].
''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.''
 
=== 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.
 
[Please review my major change to Conventions in Discussion.]
 
==== Save clue ====
 
* A (number) clue that marks a (unique) chop card¹.
* Focus is the chop card.
 
¹''Exception: 2 player game with 2+ consecutive saves.''
 
==== Play clue ====
 
* A clue that does not mark a (unique) chop card¹.
* Focus is the newest card.
Priority:
# Lead to plays in other hands.
# Lower rank.
 
==== Fix clue ====
 
* A follow-up clue on the same hand as an initial play clue.
* Required to change the focus (and prevent a misfire).
 
==== Bad clue ====
 
* Tell a lie ''e.g. a clue that marks {{Hr|2}} as playable without the required {{Hr|1}}.''
* Mark unknown trash or duplicate cards ''e.g. mark '''4'''s 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'')
 
==== Examples ====
 
{{infoBoxes3 |maxWidth=650 |state=collapsed
|title1=Save clue
|body1=
{{Hr|1}} {{Hy|1}} {{Hg|1}} {{Hb|1}} {{Hw}} Discarded: {{Hw|2}}
{{cardholder|{{HBack}}{{HBack}}{{HBack}}{{HBack}} |Alice 🡲}}
{{cardholder|{{Hr|2}}{{Hy|4}}{{Hr|3}}{{Hw|5}} |Bob 🡲}}
{{cardholder|{{Hr|4}}{{Hy|3}}{{Hr|4}}{{Hw|2}} |Cathy 🡲}}
 
* Alice to Bob: this card is a 5.
 
{{Hr|1}} {{Hy|1}} {{Hg|1}} {{Hb|1}} {{Hw}} Discarded: {{Hw|2}}
{{cardholder|{{HBack}}{{HBack}}{{HBack}}{{HBack}} |Alice 🡲}}
{{cardholder|{{Hr|2}}{{Hy|4}}{{Hr|3}}{{Hw|5|n=}} |Bob 🡲}}
{{cardholder|{{Hr|4}}{{Hy|3}}{{Hr|4}}{{Hw|2}} |Cathy 🡲}}
 
* Bob knows that there is only one 5 of each colour in the deck, so all 5s need to be marked to keep them from being discarded.
* Bob sees Cathy's oldest card is {{Hw|2}} and checks the discard pile to see if he needs to save it from being discarded. There is already a {{Hw|2}} in the discard pile and Bob knows there are only two 2s of each colour, so Cathy has the last remaining {{Hw|2}} and Bob must save it.
* Bob to Cathy: this card is a 2.
: Good job Bob.
 
{{Hr|1}} {{Hy|1}} {{Hg|1}} {{Hb|1}} {{Hw}} Discarded: {{Hw|2}}
{{cardholder|{{HBack}}{{HBack}}{{HBack}}{{HBack}} |Alice 🡲}}
{{cardholder|{{Hr|2}}{{Hy|4}}{{Hr|3}}{{Hw|5|n=}} |Bob 🡲}}
{{cardholder|{{Hr|4}}{{Hy|3}}{{Hr|4}}{{Hw|2|n=}} |Cathy 🡲}}
 
* Cathy looks at the played cards to see if 2s are all playable. The {{Hw|1}} 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 {{Hw|2}} discarded, so she interprets this number clue marking her oldest card as a save clue to prevent her from discarding it.
: Nice one Cathy.
 
|title2=Play clue
|body2=
{{Hr|1}} {{Hy|5}} {{Hg|1}} {{Hb|3}} {{Hw|4}}
{{cardholder|{{HBack}}{{HBack}}{{HBack}}{{HBack}} |Alice 🡲}}
{{cardholder|{{Hr|2}}{{Hy|4}}{{Hr|3}}{{Hw|5|n=}} |Bob 🡲}}
{{cardholder|{{Hw|4}}{{Hy|1}}{{Hr|4}}{{Hr|3}} |Cathy 🡲}}
 
* Alice to Bob: these 2 cards are red.
 
{{Hr|1}} {{Hy|5}} {{Hg|1}} {{Hb|3}} {{Hw|4}}
{{cardholder|{{HBack}}{{HBack}}{{HBack}}{{HBack}} |Alice 🡲}}
{{cardholder|{{Hr|2|c=}}{{Hy|4}}{{Hr|3|c=}}{{Hw|5|n=}} |Bob 🡲}}
{{cardholder|{{Hw|4}}{{Hy|1}}{{Hr|4}}{{Hr|3}} |Cathy 🡲}}
 
* Bob now knows his newest card is the next playable in the sequence ({{Hr|2}}), and the other marked card is {{Hr|3}}, {{Hr|4}} or {{Hr|5}} (because every marked card will be playable at some point).
 
|title3=Fix clue
|body3=
{{Hr|2}} {{Hy|5}} {{Hg|5}} {{Hb|5}} {{Hw|5}}
{{cardholder|{{Hw|1}}{{Hw|1}}{{Hw|2}}{{Hr|4}} |Bob 🡲}}
{{cardholder|{{Hy|4}}{{Hr|5}}{{Hr|3}}{{Hw|3}} |Cathy 🡲}}
 
* Cathy's {{Hr|3}} must play next.
* The focus of a 3 clue on its own will be {{Hw|3}} and the focus of a red  clue will be {{Hr|5}}.
* Alice to Cathy: these 2 cards are red.
 
{{Hr|2}} {{Hy|5}} {{Hg|5}} {{Hb|5}} {{Hw|5}}
{{cardholder|{{Hw|1}}{{Hw|1}}{{Hw|2}}{{Hr|4}} |Bob 🡲}}
{{cardholder|{{Hy|4}}{{Hr|5|c=}}{{Hr|3|c=}}{{Hw|3}} |Cathy 🡲}}
 
* Bob to Cathy: these 2 cards are 3s - this fix clue changes the focus from {{Hr|5}} to {{Hr|3}} (now visible).
 
{{Hr|2}} {{Hy|5}} {{Hg|5}} {{Hb|5}} {{Hw|5}}
{{cardholder|{{Hw|1}}{{Hw|1}}{{Hw|2}}{{Hr|4}} |Bob 🡲}}
{{cardholder|{{Hy|4}}{{Hr|5|c=}}{{Hr|3|n=|c=}}{{Hw|3|n=}} |Cathy 🡲}}
}}
 
{{infoBoxes3 |maxWidth=650 |state=collapsed
|title1=Prompt
|body1=
{{Hr|2}} {{Hy|5}} {{Hg|1}} {{Hb|3}} {{Hw|4}}
{{cardholder|{{HBack}}{{HBack}}{{HBack}}{{HBack}} |Alice 🡲}}
{{cardholder|{{Hb|5}}{{Hy|4}}{{Hr|3|c=}}{{Hw|5|n=}} |Bob 🡲}}
{{cardholder|{{Hw|2}}{{Hw|4}}{{Hy|1}}{{Hr|4}} |Cathy 🡲}}
 
* Alice to Cathy: this card is red.
 
{{Hr|2}} {{Hy|5}} {{Hg|1}} {{Hb|3}} {{Hw|4}}
{{cardholder|{{HBack}}{{HBack}}{{HBack}}{{HBack}} |Alice 🡲}}
{{cardholder|{{Hb|5}}{{Hy|4}}{{Hr|3|c=}}{{Hw|5|n=}} |Bob 🡲}}
{{cardholder|{{Hw|2}}{{Hw|4}}{{Hy|1}}{{Hr|4|c=}} |Cathy 🡲}}
 
* Cathy now knows her marked card is the next playable in the sequence ⇨ {{Hr|4}}, because {{Hr|3}} is already marked.
* Bob now knows his marked red card is {{Hr|3}} and he must play it now.
 
|title2=Finesse
|body2=
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}
{{cardholder|{{Hb|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} |Bob 🡲}}
{{cardholder|{{Hr|5}}{{Hr|2}}{{Hb|2}}{{Hg|2}} |Cathy 🡲}}
 
* Alice to Cathy: this card is blue.
 
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}
{{cardholder|{{Hb|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} |Bob 🡲}}
{{cardholder|{{Hr|5}}{{Hr|2}}{{Hb|2|c=}}{{Hg|2}} |Cathy 🡲}}
 
* Cathy now knows her marked card {{Hb|2}} is playable.
* Bob knows that Cathy will bomb her {{Hb|2}} as {{Hb|1}} unless a {{Hb|1}} is played first.
* Bob does not see the connecting {{Hb|1}}, so assumes he has to play it now.
* Bob does not have a marked card that could be {{Hb|1}}, so Bob '''blind plays his newest unmarked card'''.
* {{Hb|1}} successfully plays.
 
|title3=Reversed finesse
|body3=
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}
{{cardholder|{{Hr|5}}{{Hr|2}}{{Hb|2}}{{Hg|2}} |Bob 🡲}}
{{cardholder|{{Hb|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} |Cathy 🡲}}
 
* Alice to Bob: this card is blue.
 
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}
{{cardholder|{{Hr|5}}{{Hr|2}}{{Hb|2|c=}}{{Hg|2}} |Bob 🡲}}
{{cardholder|{{Hb|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} |Cathy 🡲}}
 
* Bob now knows his marked {{Hb|2}} is playable.
* 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}}.
}}
 
{{infoBoxes |maxWidth=650 |state=collapsed
|title1=Bluff
|body1=
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}
{{cardholder|{{Hw|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} |Bob 🡲}}
{{cardholder|{{Hr|5}}{{Hr|2}}{{Hb|2}}{{Hg|2}} |Cathy 🡲}}
 
* Alice to Cathy: this card is blue.
 
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}
{{cardholder|{{Hw|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} |Bob 🡲}}
{{cardholder|{{Hr|5}}{{Hr|2}}{{Hb|2|c=}}{{Hg|2}} |Cathy 🡲}}
 
* Cathy now knows her marked card {{Hb|2}} is playable.
* Bob does not see the connecting {{Hb|1}}, so assumes he has to play it now.
* Bob does not have a marked card that could be {{Hb|1}}, so Bob '''blind plays his newest unmarked card'''.
* {{Hw|1}} successfully plays and the bluff is revealed.
* Before Bob played, Cathy thought her marked card was {{Hb|1}}.
* 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, also must be a ''1-away-from-playable'' {{Hb|2}}.
 
|title2=Long finesse
|body2=&ZeroWidthSpace;
* Alice to Bob: this card is a 4.
 
{{Hr|1}} {{Hy|1}} {{Hg|1}} {{Hb}} {{Hw}}
{{cardholder|{{Hw|1}}{{Hw|2}}{{Hw|4|n=}}{{Hg|1}} |Bob 🡲}}
{{cardholder|{{Hw|3}}{{Hb|1}}{{Hg|1}}{{Hy|1}} |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.
* {{Hw|1}} successfully plays.
* Cathy sees that Bob has {{Hw|2}} in front of {{Hw|4}} but {{Hw|3}} is missing, so Cathy knows she must play {{Hw|3}} at the correct moment.
* Cathy discards, Alice discards and Bob blind plays his 2nd slot {{Hw|2}}.
 
{{Hr|1}} {{Hy|1}} {{Hg|1}} {{Hb}} {{Hw|2}}
{{cardholder|{{Hb|5}}{{Hy|1}}{{Hw|4|n=}}{{Hg|1}} |Bob 🡲}}
{{cardholder|{{Hy|2}}{{Hw|3}}{{Hb|1}}{{Hg|1}} |Cathy 🡲}}
 
* Cathy blind plays her 2nd slot {{Hw|3}}.
* Alice discards and Bob plays the marked {{Hw|4}}.
}}
 
=== Layered Finesse ===
 
Players assume:
* BGA Finesse convention above.
* Finessed cards can be layered behind other unrelated, but playable cards.
 
==== Examples ====
 
{{infoBox |maxWidth=650 |state=collapsed
|title=Layered finesse
|body=&ZeroWidthSpace;
* Alice to Bob: these 2 cards are blue.
 
{{Hr|1}} {{Hy|1}} {{Hg|1}} {{Hb}} {{Hw|4}}
{{cardholder|{{Hb|2|c=}}{{Hb|5|c=}}{{Hy|1}}{{Hg|1}} |Bob 🡲}}
{{cardholder|{{Hr|2}}{{Hy|2}}{{Hb|1}}{{Hg|1}} |Cathy 🡲}}
 
* Bob sees a playable {{Hb|1}} in Cathy's hand, layered behind other playable cards {{Hr|2}} and {{Hy|2}}.
* Bob discards and Cathy blind plays for {{Hb|1}}. {{Hr|2}} successfully plays.
* Cathy knows this cannot be a bluff because Bob would not discard unless he sees a playable {{Hb|1}} in Cathy's hand.
* So Cathy knows she is promised {{Hb|1}} and keeps playing each slot from left to right until her {{Hb|1}} is played.
}}
 
=== Definitions ===
 
<div style="columns:20rem auto;column-gap:2rem;">
==== {{text|Basic|c={{r}}|w=700|f=cursive|s=1.05}} ====
 
'''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.
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}}


'''Unique''': The last remaining card of its rank and colour (that can be played successfully at some point).
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}}.


'''Save''': A (number) clue that marks a chop card to prevent discard.
There is only one firework stack of each color which start empty. {{hTable}}


'''Prompt''': A play clue that causes connecting marked card(s) to play.
Each firework must be placed in ascending order starting from 1, so you are aiming for {{hTable|5|5|5|5|5}}.


==== {{text|Intermediate|c={{g}}|w=700|f=cursive|s=1.05}} ====
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.'''


'''Good Touch Principle''': All marked cards will eventually be played.
====Communication====


'''Splash''': Additional new colour or rank information of cards that are not the focus.
You communicate with your teammates via '''clues'''. You have a limited number of clues, represented by tokens like this: {{Hclue|s=1}}


'''Locked''': A hand with all cards marked without any plays.
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=}}.


'''Reclue''': A repeated clue that causes marked card(s) to play.
If there are no tokens available, you must play or discard on your turn.  


'''Fix clue''': Follow-up clue required to change the focus of a play clue (and prevent a misfire).
{{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.}}


'''Discard clue''': Clue that marks trash card(s) to be discarded (to prevent a misfire or unwanted discard).
==Setup==


'''Stall clue''': A clue given to avoid discarding.
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.  


'''Finesse''': A play clue that causes connecting unmarked card(s) to play.
==Gameplay==


'''Bluff''': A play clue that causes a non-connecting unmarked card to play.
On your turn, you can do one of three things.  


'''Bluff seat''': The player directly before the player who is bluffed.¹
<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>


'''Bottom-decked''': When the remaining copy of a playable card is too near the bottom of the deck to achieve a perfect score.
==== Give a Clue ====


'''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.''
To give a clue, there must be at least 1 {{Hclue|s=1}} in the white area.
Select another player's card. You have the choice of telling the player:


'''Double save''': Two consecutive saves in the same hand.
<ul class="bulletlist" style="margin:1em 0;padding-inline-start:40px;">
  <li>Which cards '''of that color''' the player has</li>
  <li>Which cards '''of that number''' the player has</li>
</ul>


'''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).''
At that point, 1 {{Hclue|s=1}} is moved from the white "available" zone to the black "used" zone.


'''Sarcastic discard''': Discard of a duplicate marked copy of a card in another hand.
The game records these clues, so you can tell which cards other players have pointed out are what number and what color.


'''Skip''' / '''steal''': When a player gives a clue that could have been given by one of the skipped players.
==== Play a Card ====


'''Scream discard''': An unexpected discard to save a unique card in another hand.
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.


==== {{text|Advanced|c={{m}}|w=700|f=cursive|s=1.05}} ====
If the played card completes a firework stack, 1 {{Hclue|s=1}} moves from the spent black area to the white available area.


'''Long finesse''': A finesse of three or more cards lasting more than one complete round.
==== Discard a Card ====


'''Layered finesse''': A finesse with unrelated playable card(s) in front of the target card(s).
To discard a card, there must be at least 1 {{Hclue|s=1}} in the black area.


'''Scream play''': An unexpected chop play to save a unique card in another hand.
Select a card in your hand and then {{button|Discard selected card}} or just drag the card onto the discard area to discard it.


'''Clued misplay''': A play clue that causes a misfire to prevent a unique discard in the same hand.
A replacement card is automatically added to the left side of the player's hand.


'''Positional misplay''': An unexpected play that marks the same slot position in another hand to play immediately.
1 {{Hclue|s=1}} moves from the black area to the white area, making it available.


'''Gentleman's discard''': Discard of a playable card to play an unmarked copy in another hand.
Discarding is a necessary part of the game as you will need to restore {{Hclue|s=1}} in order to clue more cards.


'''Play refusal''': Instead of playing, a player clues or discards their '''chop'''.
== Game End ==


'''Hesitation play''': After a play refusal of a playable card, another player may be able to blind play an unmarked card.
There are three ways the game can end:
<ul class="bulletlist" style="margin:1em 0;padding-inline-start:40px;">
  <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>


'''Generation discard''': An unexpected discard to gain {{Hclue|1}}.
====Scoring====


</div>¹bluff seat is an [https://hanabi.github.io/level-11/#the-bluff-seat 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.
The score is automatically counted as the game progresses, visible in the player panels.


== Options ==
Artistic impression is determined by the Artisan League of Fireworks Technicians reference scale:
 
=== 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)
!Points
|{{Hr|1}}{{Hr|1}}{{Hr|1}}
!Overall impression
|{{Hr|2}}{{Hr|2}}
|-
|{{Hr|3}}{{Hr|3}}
|0-5
|{{Hr|4}}{{Hr|4}}
|Horrible, booed by the crowd...
|{{Hr|5}}
|-
|6-10
|Mediocre, just a spattering of applause...
|-
|11-15
|Honorable attempt, but quickly forgotten...
|-
|-
!Yellow (y)
|16-20
|{{Hy|1}}{{Hy|1}}{{Hy|1}}
|Excellent, crowd pleasing.
|{{Hy|2}}{{Hy|2}}
|{{Hy|3}}{{Hy|3}}
|{{Hy|4}}{{Hy|4}}
|{{Hy|5}}
|-
|-
!Green (g)
|21-24
|{{Hg|1}}{{Hg|1}}{{Hg|1}}
|Amazing, will be remembered for weeks!
|{{Hg|2}}{{Hg|2}}
|{{Hg|3}}{{Hg|3}}
|{{Hg|4}}{{Hg|4}}
|{{Hg|5}}
|-
|-
!Blue (b)
|25-29
|{{Hb|1}}{{Hb|1}}{{Hb|1}}
|Legendary, everyone left speechless, stars in their eyes!
|{{Hb|2}}{{Hb|2}}
|{{Hb|3}}{{Hb|3}}
|{{Hb|4}}{{Hb|4}}
|{{Hb|5}}
|-
|-
!White (w)
|30
|{{Hw|1}}{{Hw|1}}{{Hw|1}}
|Divine, the display outshines the stars!
|{{Hw|2}}{{Hw|2}}
|{{Hw|3}}{{Hw|3}}
|{{Hw|4}}{{Hw|4}}
|{{Hw|5}}
|}
|}


==== Tricky: 6th color (10 cards) ====
The only way to score above 25 is to include multicolored cards. See '''Variants''' below.


* These cards are marked by a separate ''multicolour'' clue.
== Variants ==
{|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}}
|}


==== Difficult: 6th color (5 cards) ====
==== Colors ====


* These cards are marked by a separate ''multicolour'' clue.
{|class="wikitable" style="width:auto;" border="2"
{|class="wikitable" style="width:auto;" border="2"
|++5 cards
|-style="background:#ccd4;text-align:left;font-weight:600;"
!Multicolour (m)
!Name
|{{Hm|1}}
!# of Cards
|{{Hm|2}}
!Definition
|{{Hm|3}}
|-
|{{Hm|4}}
|Normal
|{{Hm|5}}
|style="text-align:left;"|5 colors
|}
|style="text-align:left;"|Play with a 50-card deck of 5 colors (red, yellow, green, blue, white) to make 5 firework stacks.
 
|-
==== Avalanche of Colors: Multicolor (10 multicolor) ====
|Tricky
 
|style="text-align:left;"|6th color (10 cards)
* These cards are marked by '''any colour clue'''.
|style="text-align:left;"|Add a sixth color--{{pill|multicolor|#b0b}}--to make a deck of 60 cards and make 6 firework stacks.
{|class="wikitable" style="width:auto;" border="2"
|-
|++10 cards
|Difficult
!Multicolour (m)
|style="text-align:left;"|6th color (5 unique cards)
|{{Hm|1}}{{Hm|1}}{{Hm|1}}
|style="text-align:left;"|Same as Tricky, except {{pill|multicolor|#b0b}} cards only have one card of each rank:
|{{Hm|2}}{{Hm|2}}
1 {{Hm|1}}, 1 {{Hm|2}}, 1 {{Hm|3}}, 1 {{Hm|4}}, 1 {{Hm|5}}
|{{Hm|3}}{{Hm|3}}
{{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.}}
|{{Hm|4}}{{Hm|4}}
|-
|{{Hm|5}}
|Avalanche of Colors
|}
|style="text-align:left;"|Multicolor (10 multicolor cards)
 
|style="text-align:left;"|{{pill|multicolor|#b0b}} cards are wild, which means these cards are '''''clued by any color'''''.
=== Black Powder ===
 
* Clues cannot be given for the colour black.
* 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 ===
==== Black Powder ====


After playing the last card of a colour, randomly draw a bonus card and apply its effect:
Ten {{pill|black|black}} cards are added to the deck. Black cards are played in '''descending''' order (from {{Hk|5}} to {{Hk|1}}).
# Gain {{Hclue|1|size=1.2}}
This is why instead of three 1s and one 5, there are three 5s and one 1.
# 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 ===
 
{|class="wikitable" style="width:auto;" border="2"
!Name
!Summary
!References
|-
|'''Unspecified'''
|No convention, so don't assume any conventional moves!


Ask the table host if they will be following any convention.
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.
|N/A
|-
|'''Finesse'''
|BGA convention with blind-plays
|Finesse convention above


[https://docs.google.com/document/d/1VzgN6WoeYwh5NYtHECzUNZqFvpVcg-EdObU-YNMlyhc Hanabi "reference" for bga]
The game score starts at -5. That's -1 point for every card missing from the black powder stack.
|-
|'''Layered finesse'''
|BGA Finesse convention with additional unrelated blind-plays
|Layered Finesse convention above


[https://docs.google.com/document/d/1VzgN6WoeYwh5NYtHECzUNZqFvpVcg-EdObU-YNMlyhc Hanabi "reference" for bga]
==== 5 Flamboyants ====


[https://en.doc.boardgamearena.com/User:Sammy_McSam/Hanabi User:Sammy_McSam/Hanabi]
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:
|-
|'''H-Group'''
|Comprehensive, level-based and chop-focused
|[https://hanabi.github.io H-Group]
|-
|'''Other'''
|Not listed above
|Other conventions below
|}


=== Preset deck ===
<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>


Preset decks are useful for comparing teams/conventions using the same deck:
==== Convention Used ====
* 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 ===
''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'''.


{|class="wikitable" style="width:auto;" border="2"
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.
|+Deal
!# Players
!2
!3
!4
!5
|-
!# Cards
|'''6'''
|5
|4
|'''3'''
|}


== Other conventions ==
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&nbsp;set
!Summary
!Summary
!References
!Reference
|-
|-
|'''Logical Leftism'''
!style="background:#ccd4;text-align:center;font-weight:600;"|Unspecified
|No convention, just logic
|style="text-align:left;"|No convention set
|[http://hanabilogic.eklablog.com/basics-level-1-a117610126 hanabi logic]
|
|-
|-
|'''Conventional Leftism'''
!style="background:#ccd4;text-align:center;font-weight:600;"|Finesse
|Another name for Finesse
|style="text-align:left;"|
|[http://hanabilogic.eklablog.com/no-conventional-leftism-a117757604 hanabi logic]
Players assume every marked card is useful.
[https://docs.google.com/document/d/1sz3if8-9JJDAcbvdi3MHEAv9L5ljyHHnTSEACKk5RUY/edit#heading=h.q88fl7o62h8c Postmans]
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]
|-
|-
|'''Hat-guessing'''
!style="background:#ccd4;text-align:center;font-weight:600;"|Layered Finesse
|Clues relate to slot position, not the cards marked
|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/misc/hat-guessing.md H-Group]
|[https://docs.google.com/document/d/1VzgN6WoeYwh5NYtHECzUNZqFvpVcg-EdObU-YNMlyhc Reference]
 
[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]
|-
|-
|'''Closest Friend'''
!style="background:#ccd4;text-align:center;font-weight:600;"|Hgroup
|Clue interpretation depends on which player gave the clue
|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.
|[https://github.com/hanabi/hanabi.github.io/blob/main/pdf/newest-friend.pdf H-Group]
|[https://hanabi.github.io H-Group]
|-
|-
|'''Secret convention'''
!style="background:#ccd4;text-align:center;font-weight:600;"|Other
|Each player randomly selects a secret '''[https://perchance.org/e6dtm5lj3r restriction]'''
|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://boardgamearena.com/forum/viewtopic.php?t=26863 Secret variant]
|
 
[https://boardgamearena.com/forum/viewtopic.php?p=71264#p71264 Secret hanabi restriction]
|}
|}


== Chat ==
====Preset Deck====
 
* It is against the rules of the game to share information that influences a player's move beyond the game actions of cluing, playing, or discarding.
* Even a single question mark sent in chat can influence the decisions of all players. e.g. a missed finesse or some other unexpected move.
* This is why it is best to wait until the end of the game to discuss moves.
 
== ELO rating ==
 
'''[https://forum.boardgamearena.com/viewtopic.php?t=33785 Rating is visibly hidden around tables]''' with the 7 distinct ELO skill levels:
: {{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 Hanabot.


'''''[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.''
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.


¹''Hanabot's ELO = 0 with scores < 18 (5 colours) and < 21 (6 colours).''
====Unofficial variant====


²''+5 card multicolor option is unrated (too dependent on draw to reflect skill).''
In a two-player game, hand size is 6 instead of 5. In a five-player game, hand size is 3 instead of 4.

Latest revision as of 12:36, 8 August 2026

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 deckredyellowgreenbluewhitemulticolorblack powder

Each firework must be placed in ascending order starting from 1, so you are aiming for cards in the deckred5yellow5green5blue5white5multicolorblack 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 tokensclue tokensclue tokensclue tokensclue tokensclue tokensclue tokensclue tokensclue tokensclue tokensclue tokensclue tokensclue tokensclue tokensclue 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.

MediaWiki-note-icons.pngDo 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 multicolour1,with a multicolour 1clue,, 1 multicolour2,with a multicolour 2clue,, 1 multicolour3,with a multicolour 3clue,, 1 multicolour4,with a multicolour 4clue,, 1 multicolour5,with a multicolour 5clue,

MediaWiki-note-icons.pngThis 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.