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== Introduction ==
== Overview ==
Hanabi is a cooperative game. Your goal, as a team, is to build a fabulous fireworks show. You do this by playing the cards in the correct order. However, you cannot see your own cards; you can only see the cards of your team mates.


'''Final Score Ratings'''
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.


{| class="wikitable"
====Cards and Firework Stacks====
|-
!Points
!Overall impression
|-
|5 or less
|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
|legendary, everyone left speechless, stars in their eyes
|}


== Card distribution ==
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}}
In a game of Hanabi on NORMAL DIFFICULTY, the deck contains 50 cards. Each has exactly one colour: either Red, Yellow, Green, Blue, or White.


There are 10 cards in each colour:
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}}.
* three 1s
* two 2s
* two 3s
* two 4s
* one 5


===Multicolour cards===
There is only one firework stack of each color which start empty. {{hTable}}
There are three variants that add a 6th colour: the multicolour.


# TRICKY DIFFICULTY adds 10 multicolour cards to the normal game. These cards get marked by a separate multicolour clue.
Each firework must be placed in ascending order starting from 1, so you are aiming for {{hTable|5|5|5|5|5}}.
# HARD DIFFICULTY adds '''5''' multicolour cards to the normal game: one of each number. These cards get marked by a separate multicolour clue.
# VERY DIFFICULT DIFFICULTY adds 10 multicolour cards to the normal game. These cards get marked by ANY colour clue.


== Gameplay ==
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.'''
You each take turns. During a turn, a player may take one (1) of three actions. After your action, the turn ends and it is the next player's turn.


The game can end in several ways:
====Communication====


#All cards have been drawn from the deck. After this happens, everybody gets 1 more turn. The game ends with the score at the last turn.
You communicate with your teammates via '''clues'''. You have a limited number of clues, represented by tokens like this: {{Hclue|s=1}}
#Your team played all possible cards. In this case, the game ends immediately and you receive the maximum possible score.
#Your team made three mistakes that caused misfires. In this case, you lose the game and get negative ten (-10) points.
#Your team 'abandons' the game. Although discouraged, you receive zero (0) points.


== Turn ==
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=}}.
During your turn, you have one (1) action. You can choose to do one of the following:


#'''Give a colour or number clue to a teammate:'''  This costs one clue-token (-1). You cannot give a clue if there are zero (0) clue-tokens left. When you give a clue, you must indicate ALL cards of a certain colour, or ALL cards of a certain number.
If there are no tokens available, you must play or discard on your turn.  
#'''Play a card:'''  When a card is played, it is evaluated.  If the card fits in one of sequences, it is placed in the appropriate colour stack on the table. If it does not, it is placed in the discard pile and the team gets a misfire-token.
#'''Discard a card:'''  When you discard, the card is placed in the discard pile and you get a clue-token (+1). Note: cards on the discard pile are out of the game and can never return.


When you remove a card from your hand, by either playing or discarding, at the end of your turn, you draw a new card.
{{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.}}


== Options ==
==Setup==


=== Black Powder ===
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.


* You may not give clues regarding the colour black.
==Gameplay==
* Black cards must be played in reverse order, from 5 to 1.
* In the deck there are 3 black fives, 2 black fours, 2 black threes, 2 black twos, and 1 black one.


=== Five Flamboyants ===
On your turn, you can do one of three things.


After playing the last card of a colour, randomly select one of the following bonuses for immediate use:
<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>


* Gain a clue token.
==== Give a Clue ====
* Gain a clue token and recover a life.
* Give a clue regarding a colour.
* Give a clue regarding a number.
* Shuffle a discarded card into the deck.
* Play a discarded card, if possible.


== Lingo ==
To give a clue, there must be at least 1 {{Hclue|s=1}} in the white area.
When you play with others, certain words are used to describe certain objects or situations. Here is a short list.
Select another player's card. You have the choice of telling the player:


*'''MARKED''': A card that is highlighted by a clue.
<ul class="bulletlist" style="margin:1em 0;padding-inline-start:40px;">
*'''UNMARKED''': A card that is not clued.
  <li>Which cards '''of that color''' the player has</li>
*'''CHOP''': The oldest, unmarked card. The card that you have no information on and will chop from your hand.
  <li>Which cards '''of that number''' the player has</li>
*'''DRAW''': The newest, unmarked card. The card that you have no information on and was freshly drawn.
</ul>
*'''TO BOMB''': A play that causes the third misfire-token. Sometimes called '''EXPLOSION'''
*'''UNIQUE''': A card that has no copy (left) in the deck.
*'''DOUBLE DISCARD''': Discarding the (usually CHOP) card when it can be Unique (or the last copy of the card in the discard pile).
*'''DOUBLE SAVE''': To mark a card that is useless, because the copy of the card is already played, or marked.
*'''STRATEGY''': A set of rules / guidelines / conventions on how to interpret actions by players (including spending of clue-tokens).


== ELO rating ==
At that point, 1 {{Hclue|s=1}} is moved from the white "available" zone to the black "used" zone.
If you are playing with ELO rating on, your ELO may be changed at the end of the game.


Here is how it works:
The game records these clues, so you can tell which cards other players have pointed out are what number and what color.


#Every player on the team is temporarily considered as having the average ELO rating of the team.
==== Play a Card ====
#The system will generate a bot associated with the score your team has achieved (let’s call it '''Hanabot'''). Hanabot’s ELO rating depends on the variant you are playing (50 cards, 60 cards, 60 cards multicolor), the number of players on the team and, most importantly, your team's score. All Hanabot’s ELO ratings have been set by an experienced player, they are not random or simply proportional to the score/number of players.
#Your team (actually your team's average ELO) will now compete against Hanabot. The system will calculate your team’s ELO gain/loss as though your team had tied with Hanabot.


If your score is below 18 (50-card game) or below 21 (60-card game), Hanabot's ELO is always 1000.
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.


If the played card completes a firework stack, 1 {{Hclue|s=1}} moves from the spent black area to the white available area.


<code>
==== Discard a Card ====
You can find all bots' ELO ratings here: http://forum.boardgamearena.com/viewtopic.php?f=3&t=4814


The 55-card variant (50 cards + 1 of each value in the sixth color) cannot be played with ELO rating on. This is because this variant is highly dependent on draw and a team’s score may not always reflect the players’ skills.
To discard a card, there must be at least 1 {{Hclue|s=1}} in the black area.


If you achieve the perfect score and this should cost you ELO points, you will be considered as having beaten the bot associated with the score, so that you lose no ELO points.
Select a card in your hand and then {{button|Discard selected card}} or just drag the card onto the discard area to discard it.
</code><br>
To be confirmed: I think the ELO-system has had an overhaul.


== About "cheating" ==
A replacement card is automatically added to the left side of the player's hand.
In the "real life Hanabi", you can talk. That's why we chose to let the chat open for the online version.


As a consequence, it is very easy to cheat at Hanabi. However, as you can imagine, cheating is very stupid and has no interest... except for ELO boosting. This is why there is no international ranking for this game (ie: best player, second best player) and no trophies associated to it.
1 {{Hclue|s=1}} moves from the black area to the white area, making it available.


==CONVENTIONS==
Discarding is a necessary part of the game as you will need to restore {{Hclue|s=1}} in order to clue more cards.
If people just play in a very basic way, meaning that they wait until they have received the colour and number to play each card, it is generally difficult to achieve a high score.
Common sense, observation and combination of given information allow to visualize which card(s) should be played according to a single clue (thus saving precious clue-tokens and speeding up the game in order to reach a better score).
However, many players have elaborated conventions in order to codify the sequence of actions and thus simplify the thinking process.


In the following section, colours are indicated by their first letter: R - Red, Y - Yellow, G - Green, B - Blue, W - White. For example, 2Y means the card with number 2 and colour yellow.
== Game End ==


===Most standard convention===
There are three ways the game can end:
In 4 words : ''Play left, discard right''.
<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>


- When a clue designates several cards, it is generally the card furthest to the left that must be played.
====Scoring====


Indeed, the new cards arriving from the left, a playable card already in hand would have been indicated earlier whereas it is more likely that one wants to play the freshly drawn.
The score is automatically counted as the game progresses, visible in the player panels.
For example, if a player's hand is (1R, 4Y, 5B, 2Y, 2G), it is necessary and enough to give the clue 2 to make him play his 2Y.


In complicated situations where the card to be indicated is neither the leftmost of its color nor the leftmost of its number, two players must complement each other by giving one of the elements each, although this rarely happens.
Artistic impression is determined by the Artisan League of Fireworks Technicians reference scale:
For example, if a player's hand is (1R, 4Y, 5B, 2G, 2Y), it is necessary to give him both the clue ''Yellow'' and the clue ''2'' to make him play his 2Y.


- When a player, having no clue to give nor a card to play, is about to discard, he must discard his card furthest to the right among those without a clue. (the ''chop'').
{|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...
|-
|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!
|}


Indeed, the new cards arrive from the left, the cards on the right are older, and therefore less likely to be used since the other players have had more time to say that they should be played if necessary.
The only way to score above 25 is to include multicolored cards. See '''Variants''' below.


This allows other players to anticipate which cards are about to be discarded and therefore protect them if necessary. So for example, when a 5 (card present in a single copy and therefore particularly valuable) arrives in a player's discard position, the others know that it risks being discarded and therefore give the clue ''5'' to be preserved ('' saving clue ''). It should be understood from the position of the card that it is thus to be preserved and not to be played, paying attention to the cards already discarded (last copy).
== Variants ==


In complicated situations where all of our cards have a clue and therefore theoretically no card should be discarded (since cards with clue should not be discarded) and where it is impossible to play, it is preferable to give a clue, even if it is not very relevant.
==== Colors ====


Obviously, if a player has a card that he is sure he will never be able to play (for example a card on which he has a blue hint when the blue pile has already been completed), such card must be discarded in priority.
{|class="wikitable" style="width:auto;" border="2"
|-style="background:#ccd4;text-align:left;font-weight:600;"
!Name
!# of Cards
!Definition
|-
|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.
|-
|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.
|-
|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'''''.
|}


===Advanced conventions===
==== Black Powder ====
The 3 most classical advanced conventions are: ''finesse'', ''bluff'' et ''reverse''.


====''Finesse''====
Ten {{pill|black|black}} cards are added to the deck. Black cards are played in '''descending''' order (from {{Hk|5}} to {{Hk|1}}).
- An example is more telling than a long speech: suppose it is player 1's turn and no card has yet been played, nor any clue given:
This is why instead of three 1s and one 5, there are three 5s and one 1.


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.


2) 1B 5Y 3B 1W
The game score starts at -5. That's -1 point for every card missing from the black powder stack.


3) 5R 2R 2B 2G
==== 5 Flamboyants ====


4) 4G 1Y 1R 3Y
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:


If player 1 gives the blue clue to player 3, it clearly indicates his 2B, while the expected card is a 1B. This means that the card which fills the hole is somewhere upstream, in this case in the hand of player 2. The latter, seeing that indeed the 1B is missing, understands that it is a question of a "finesse" and plays his 1B according to the convention "play left, discard right".
<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>


If the 1B had been in any other position in Player 2's hand, he would have needed a prior clue to know which one. Thus he would have played the card furthest to the left among his corresponding marked cards (in this case a 1 card or a blue card if the 1B and the 5Y had been reversed).
==== Convention Used ====


Player 3 then only has to play his 2B: two cards have been played thanks to a single clue.
''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'''.


- In situations like the following :
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.


1) ?  ?  ?  ?
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.


2) 1B 5Y 3B 3W
{|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.
|
|}


3) 4G 1Y 1R 3Y
====Preset Deck====


4) 5R 2R 2B 2G
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.


where player 1 gives a clue ''blue'' to player 4, this can point to either player 2 and 3. To find out which one is designated, each looks at the other's cards. In this case, player 2 sees that finesse cannot be addressed to player 3 since he has a 4G card on the far left and not a 1B. Player 2 therefore plays his own card.
====Unofficial variant====


==== '' Bluff '' ====
In a two-player game, hand size is 6 instead of 5. In a five-player game, hand size is 3 instead of 4.
'' Bluff '' looks like a '' finesse '', except that the player who plays his card is in a way "trapped": he does not play the card he expects from ' 'finesse'.
 
An example speaks louder than a long speech: suppose it's player 1's turn and no card has yet been played, nor any clue given:
 
1) ?  ?  ?  ?
 
2) 1W 5Y 3B 3W
 
3) 5R 2R 2B 2G
 
4) 4G 1Y 1R 3Y
 
If player 1 gives the blue clue to player 3, it clearly indicates his 2B, while the expected card is a 1B. As before, player 2 then assumes that his leftmost card is a 1B. So he plays it. Surprise, it's a 1W! Player 3 then understands that it is a bluff and DOES NOT PLAY his blue card. However, he knows that it is a 2, and keeps it for later, when he can play it.
 
Unlike "finesse", to avoid any ambiguity, it is better to "bluff" only on the person who follows us immediately in the turn order.
 
==== '' Reverse '' ====
'' Reverse '' looks like '' finesse '', except that the player given the clue is located before the one with the card that fills the gap.
 
This convention is riskier because it is sometimes possible that the player to whom the hint is given does not realize that it is a '' reverse '' and plays his card.
 
An example speaks louder than a long speech: suppose it's player 1's turn and no card has yet been played, nor any clue given:
 
1) ?  ?  ?  ?
 
2) 5R 2R 2B 2G
 
3) 1B 5Y 3B 3W
 
4) 4G 1Y 1R 3Y
 
If player 1 gives the blue clue to player 2, it clearly tells him his 2B, while the expected card is a 1B. He might think that it is indeed a 1B, but he sees a 1B in question in Player 3's hand and therefore plays something else (for example, he gives the clue to Player 4). Player 3, as before, seeing that the reverse cannot be addressed to player 4, plays his 1B. In the next turn, player 2 can play his 2B.
 
==== '' Off discard '' ====
It happens that in his turn a player no longer has a clue token and that a card must absolutely be played, it is then possible for him to discard another card than his card furthest to the right. This move tells the next player to play the card in the same position as the one that was discarded.
 
Example: it's player 1's turn, there are no more clue tokens, a 1B has already been played and a 2B card has already been discarded (in bold the clues known by the players):
 
1) a? b? c? d? e?
 
2) 4Y 5R 2R 2B 2'''G'''
 
3) 2G 1'''B''' 5Y 3'''B''' 3W
 
Player 1 discards card d? instead of the e? card. This indicates to the player that he must play his card in the same position (therefore 2B), which avoids losing it and thus condemning the blue pile.
 
This movement is risky because the discarded card can be important or even blocking for the rest of the game. This movement should therefore only be used if there is no other solution.
It is up to the other players to make sure, before leaving a player without a clue token, that the card he could discard to give this clue is not essential for the rest of the game.

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.