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= Original Hanabi =
== Overview ==
== Contents ==


* 50 cards, numbered 1, 1, 1, 2, 2, 3, 3, 4, 4, 5 for each of red, yellow, green, blue and white
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.
* 8 Clue tokens


== Objective ==
====Cards and Firework Stacks====


Hanabi is a cooperative game, that is, a game where the players do not play against each other, but work as a team to achieve a common goal. The players of Hanabi become one of the people in charge of an impressive fireworks display. However, they were distracted and got the gunpowder, fuses and rockets mixed up. The show is about to start and panic is spreading. You must join forces to prevent the show from being a disaster!
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}}


The cunning pyrotechnicians must put together the fireworks in 5 series (1 white, 1 red, 1 blue, 1 yellow, 1 green), arranging the cards by colour and in ascending order (1, 2, 3, 4, 5).
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}}.


== The Game ==
There is only one firework stack of each color which start empty. {{hTable}}


The players then take their turn going in a clockwise direction. On their turn, a player must complete one, and only one, of the following three actions (and they are not allowed to skip their turn):
Each firework must be placed in ascending order starting from 1, so you are aiming for {{hTable|5|5|5|5|5}}.


# Give one piece of information.
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.'''
# Discard a card.
# Play a card.


NOTE: When it is a player's turn, their teammates cannot comment or try to influence them. This is highly dishonorable and will bring great shame upon you.
====Communication====


=== 1. Giving a piece of information ===  
You communicate with your teammates via '''clues'''. You have a limited number of clues, represented by tokens like this: {{Hclue|s=1}}


In order to carry out this task, the player has to flip over a Clue token on the table so it is now face down. They can then tell one teammate something about the cards in front of that teammate.
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=}}.


Two types of information can be given and the player giving the information chooses only one type to give:
If there are no tokens available, you must play or discard on your turn.


# Information about one specific COLOR (and only one)
{{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.}}
# Information about one specific VALUE (and only one)


:'''IMPORTANT''': The player must give complete information. If a player has two green cards, the informer cannot only indicate to one of them, they must select BOTH green cards.
==Setup==


:'''NOTE''': The action cannot be performed if there are no Clue tokens face up in the right-hand area. In that case, the player has to choose to perform a different action.
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.  


=== 2. Discarding a card ===
==Gameplay==


The player then places a card from their hand in the discard pile. This moves a Clue token from the left-hand area to the right-hand area. They then take a new card from the draw pile and add it to their hand without looking at it.
On your turn, you can do one of three things.  


:'''NOTE''': This action cannot be performed if all the Clue tokens are in the right-hand area. The player must perform a different action.
<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>


=== 3. Playing a card ===
==== Give a Clue ====


The player takes a card from their hand and plays it to the center of the table. Two options are possible:
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:


1. The card either begins, adds to, or completes a firework and it is then added to the appropriate color firework.
<ul class="bulletlist" style="margin:1em 0;padding-inline-start:40px;">
1. The card doesn't begin, add to or complete any firework. Discard the card out of the game. The fuse counter increases by one; the fuse is burning shorter and time is running out.
  <li>Which cards '''of that color''' the player has</li>
  <li>Which cards '''of that number''' the player has</li>
</ul>


After playing their card, they then take a new card from the draw pile if one is available and add it to their hand without looking at it.
At that point, 1 {{Hclue|s=1}} is moved from the white "available" zone to the black "used" zone.


=== How the fireworks are built ===
The game records these clues, so you can tell which cards other players have pointed out are what number and what color.


* There can only be one firework of each color. The cards for a firework have to be placed in rising order (1, 2, 3, 4 and finally 5).
==== Play a Card ====
* There can only be one card of each value in each firework (so 5 cards in total).


=== BONUS for completing a firework ===
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.


When a player completes a firework - i.e. they successfully play the card with a value of 5 - flip a face down Clue token back to face up on the table. This addition is free; the player does not need to discard a card. This bonus is lost if all of the Clue tokens are face up on the table.
If the played card completes a firework stack, 1 {{Hclue|s=1}} moves from the spent black area to the white available area.


=== End of the game ===
==== Discard a Card ====


There are 3 ways to end the game of Hanabi:
To discard a card, there must be at least 1 {{Hclue|s=1}} in the black area.


# The game ends immediately and is lost if the third Fuse is consumed (thus revealing the explosion).
Select a card in your hand and then {{button|Discard selected card}} or just drag the card onto the discard area to discard it.
# The game ends immediately and it is a stunning victory if the firework makers manage to make the 5 fireworks before the cards run out. The players are then awarded the maximum score of 25 points.
# The game ends if a player takes the last card from the pile: each player plays one more time, including the player who picked up the last card. The players cannot pick up cards during this last round (as the pile is empty).


Once this last round is complete, the game ends and the players can then add up their score.
A replacement card is automatically added to the left side of the player's hand.


=== Score ===
1 {{Hclue|s=1}} moves from the black area to the white area, making it available.


In order to calculate their score, the players add up the largest value card for each of the fireworks.
Discarding is a necessary part of the game as you will need to restore {{Hclue|s=1}} in order to clue more cards.


Artistic impression is determined by the Artisan League Of Fireworks Technicians reference scale:
== Game End ==


{| class="wikitable"
There are three ways the game can end:
|+ Score breakdown
<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>
 
====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:
 
{|class="wikitable" style="width:auto;" border="2"
|-style="background:#ccd4;text-align:left;font-weight:600;"
!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...
|-
|-
! Points !! Overall Impression
|16-20
|Excellent, crowd pleasing.
|-
|-
| <= 5 || Horrible, booed by the crowd...
|21-24
|Amazing, will be remembered for weeks!
|-
|-
| 6-10 || Mediocre, just a hint of scattered applause...
|25-29
|Legendary, everyone left speechless, stars in their eyes!
|-
|-
| 11-15 || Honorable attempt, but quickly forgotten...
|30
|Divine, the display outshines the stars!
|}
 
The only way to score above 25 is to include multicolored cards. See '''Variants''' below.
 
== Variants ==
 
==== Colors ====
 
{|class="wikitable" style="width:auto;" border="2"
|-style="background:#ccd4;text-align:left;font-weight:600;"
!Name
!# of Cards
!Definition
|-
|-
| 16-20 || Excellent, crowd pleasing.
|Normal
|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.
|-
|-
| 21-24 || Amazing, they will be talking about it for weeks!
|Tricky
|style="text-align:left;"|6th color (10 cards)
|style="text-align:left;"|Add a sixth color--{{pill|multicolor|#b0b}}--to make a deck of 60 cards and make 6 firework stacks.
|-
|-
| 25 || Legendary, everyone left speechless, stars in their eyes!
|Difficult
|style="text-align:left;"|6th color (5 unique cards)
|style="text-align:left;"|Same as Tricky, except {{pill|multicolor|#b0b}} cards only have one card of each rank:
1 {{Hm|1}}, 1 {{Hm|2}}, 1 {{Hm|3}}, 1 {{Hm|4}}, 1 {{Hm|5}}
{{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.}}
|-
|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'''''.
|}
|}


== Multicolor Variants ==
==== Black Powder ====


# Add the 6th suit to the game and attempt to create all 6 fireworks. In this variant, the multicolor suit is not wild, it's a separate firework.
Ten {{pill|black|black}} cards are added to the deck. Black cards are played in '''descending''' order (from {{Hk|5}} to {{Hk|1}}).
# Same as Variant 1, except use only one card of each number (1, 2, 3, 4, 5) for the multicolor suit.
This is why instead of three 1s and one 5, there are three 5s and one 1.
# Add the 6th suit to the game and these cards are now wild. In this variant, you cannot call out the multicolor suit. Instead of the multicolor cards always count as the color in your clue. But when playing the card, it counts and builds as the 6th (multicolor) firework.
# The game does not end after the round where the last card is picked up. It continues until the players are defeated (3 Fuses used up OR if an indispensable card has been discarded) or until the players are victorious (all the fireworks are completed). The players can then find themselves with fewer cards in their hand at the end of the game and the score scale is not used: the fireworks display has to be perfect. (Can also combine this with any one other variant.)


== Black Powder Variant ==
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.


This variant adds 10 black cards to the pile. The players must form a sixth fireworks series, which will be placed on the table next to the other ones. Black cards are played in reverse order to coloured cards; that is, in descending order, from 5 to 1. When the black fireworks series is completed (with the number 1 card), players get a Clue token as a bonus, just like with the other colours.
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:
 
<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>
 
==== Convention Used ====
 
''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'''.
 
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.
 
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"
|-style="background:#ccd4;text-align:left;font-weight:600;"
!Convention&nbsp;set
!Summary
!Reference
|-
!style="background:#ccd4;text-align:center;font-weight:600;"|Unspecified
|style="text-align:left;"|No convention set
|
|-
!style="background:#ccd4;text-align:center;font-weight:600;"|Finesse
|style="text-align:left;"|
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]
|-
!style="background:#ccd4;text-align:center;font-weight:600;"|Layered Finesse
|style="text-align:left;"|Same as Finesse with the addition that finessed cards can also be layered behind other unrelated, but playable cards.
|[https://docs.google.com/document/d/1VzgN6WoeYwh5NYtHECzUNZqFvpVcg-EdObU-YNMlyhc Reference]
|-
!style="background:#ccd4;text-align:center;font-weight:600;"|Hgroup
|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://hanabi.github.io H-Group]
|-
!style="background:#ccd4;text-align:center;font-weight:600;"|Other
|style="text-align:left;"|You can specify which convention set should be used in the table presentation header of the table when it starts.
|
|}


Black cards have no colour. It is forbidden to give information about their colour. Players can only give information about their value.
====Preset Deck====


:'''Note''': It is also forbidden to say “You have no black cards.
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.


Black cards do not score like the other colours. You’ll have to subtract 1 point from your final score for each card missing in the black fireworks display. The maximum score is still 25 points. You will be able to add the Black Powder Award to your final score, even if you don’t complete the series!
====Unofficial variant====


:'''Example''': at the end of the game, the black fireworks display is formed by the cards valued 5, 4 and 3. Players will subtract 2 points from their final score. Therefore, their total score will be 16 points with the Black Powder Award.
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.