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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. Your goal, as a team, is to build a fabulous fireworks show.
* 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"
{|class="wikitable" style="width:auto;" border="2"
|-
|+Final Score Ratings
!Points
!Points
!Overall impression
!Overall impression
|-
|-
|5 or less
|0-5
|horrible, booed by the crowd...
|horrible, booed by the crowd...
|-
|-
|6-10
|6-10
|mediocre, just a spattering of applause.
|mediocre, just a spattering of applause.
|-
|-
|11-15
|11-15
|honourable, but will not be remembered for very long...
|honourable, but will not be remembered for very long...
|-
|-
|16-20
|16-20
|excellent, crowd pleasing.
|excellent, crowd pleasing.
|-
|-
|21-24
|21-24
|amazing, will be remembered for a very long time!
|amazing, will be remembered for a very long time!
|-
|-
|25
|25-29
|legendary, everyone left speechless, stars in their eyes
|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'''.


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


There are 10 cards in each colour:
<div style="display:flex;gap:2rem;align-items:center;">
* three 1s
{|class="wikitable" style="width:auto;" border="2"
* two 2s
|+Deal
* two 3s
!# Players
* two 4s
!2-3
* one 5
!4-5
|-
!# Cards
|5
|4
|}
{{Hclue|8}} clue tokens
</div>


===Multicolour cards===
== Game play ==
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.
Players take turns to either:
# 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 ==
* Give a '''clue'''
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.
* '''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:
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.''
=== Standard convention ===
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 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.
==== 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.''
==== Fix clue ====
* A follow-up clue on the same hand as an initial play clue.
* Required to change the focus (and prevent a misfire).
{{infoBoxes |maxWidth=650 |state=collapsed
|title1=Fix clue example 1
|body1={{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 🡲}}
|title2=Fix clue example 2
|body2={{Hr}} {{Hy|1}} {{Hg}} {{Hb}} {{Hw}} {{Hm}}
{{cardholder|{{Hw|5}}{{Hy|4}}{{Hr|3}}{{Hg|5}} |Bob 🡲}}
{{cardholder|{{Hw|4}}{{Hg|4}}{{Hm|2}}{{Hy|2}} |Cathy 🡲}}
* Avalanche of colors option is on, so multicolour cards are marked by '''any colour clue'''.
* Cathy's {{Hy|2}} should play before it is discarded.
* The focus of a 2 clue on its own will be {{Hm|2}} and the focus of a yellow  clue will also be {{Hm|2}}.
* Alice to Cathy: these 2 cards are yellow.
{{Hr}} {{Hy|1}} {{Hg}} {{Hb}} {{Hw}} {{Hm}}
{{cardholder|{{Hw|5}}{{Hy|4}}{{Hr|3}}{{Hg|5}} |Bob 🡲}}
{{cardholder|{{Hw|4}}{{Hg|4}}{{Hm|2|{{y}}|1|1|c=}}{{Hy|2|c=}} |Cathy 🡲}}


#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.
* Bob to Cathy: these 2 cards are 2s - this fix clue changes the focus from the left 2 to the other 2.
#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 ==
{{Hr}} {{Hy|1}} {{Hg}} {{Hb}} {{Hw}} {{Hm}}
During your turn, you have one (1) action. You can choose to do one of the following:
{{cardholder|{{Hw|5}}{{Hy|4}}{{Hr|3}}{{Hg|5}} |Bob 🡲}}
{{cardholder|{{Hw|4}}{{Hg|4}}{{Hm|2|{{y}}|1|1|n=|c=}}{{Hy|2|n=|c=}} |Cathy 🡲}}


#'''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.
* ''Note: if a multicolour card is the intended target of a play clue, the clearest clue would be a colour that does not splash any other card.''
#'''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.
==== Bad clue ====


== Options ==
* 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'''.''
 
{{infoBoxes |maxWidth=650
|title1=Standard convention: Play clue
|body1={{Hr|1}} {{Hy|5}} {{Hg|1}} {{Hb|3}} {{Hw|4}}
{{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|{{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).
 
|title2=Standard convention: Prompt
|body2={{Hr|2}} {{Hy|5}} {{Hg|1}} {{Hb|3}} {{Hw|4}}
{{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|{{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.
}}
 
=== Finesse convention ===
 
Players assume:
* Standard convention
* Play clues may also include the '''newest, unmarked''' cards in every hand.
 
{{infoBoxes3 |maxWidth=650
|title1=Finesse example
|body1={{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.
 
|title2=Reversed finesse example
|body2={{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}}.
 
|title3=Bluff example
|body3=
{{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}}.
}}
 
=== 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'')
 
=== Definitions ===
 
<div style="columns:20rem auto;column-gap:2rem;">
==== <span style="color:{{r}};font:700 larger cursive;">Basic</span> ====
 
'''Convention''': Agreed set of clue, play and discard interpretations. ''e.g. a number clue that marks the chop card should be interpreted as a unique card save (if there is a unique card of that number).''
 
'''Strategy''': Plan to achieve the highest score. ''e.g. to mark first copies of cards.''
 
'''Marked''': A card touched by a clue.
 
'''Focus''': The target card of a clue.
 
'''Play clue''': Clue that marks a focused card to play.
 
'''Playable''': A card that can be marked by a play clue.
 
'''Trash''': A card that can never be played successfully.
 
'''Bomb''': A play that causes a misfire.
 
'''Draw''': The newest card in a hand.
 
'''Chop''': The oldest, unmarked card in a hand.


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


* You may not give clues regarding the colour black.
'''Save''': A (number) clue that marks a chop card to prevent discard.
* Black cards must be played in reverse order, from 5 to 1.
* In the deck there are three black 5s, two black 4s, two black 3s, two black 2s, and one black 1.


=== Five Flamboyants ===
'''Prompt''': A play clue that causes connecting marked card(s) to play.


After playing the last card of a colour, randomly select one of the following bonuses for immediate use:
==== ''<span style="color:{{g}};font:700 larger cursive;">Intermediate</span>'' ====


* Gain a clue token.
'''Good Touch Principle''': All marked cards will eventually be played.
* 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 ==
'''Splash''': Additional new colour or rank information of cards that are not the focus.
When you play with others, certain words are used to describe certain objects or situations. Here is a short list.


*'''MARKED''': A card that is highlighted by a clue.
'''Locked''': A hand with all cards marked without any plays.
*'''UNMARKED''': A card that is not clued.
*'''CHOP''': The oldest, unmarked card. The card that you have no information on and will chop from your hand.
*'''DRAW''': The newest, unmarked card. The card that you have no information on and was freshly drawn.
*'''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 ==
'''Reclue''': A repeated clue that causes marked card(s) to play.
If you are playing with ELO rating on, your ELO may be changed at the end of the game.


Here is how it works:
'''Fix clue''': Follow-up clue required to change the focus of a play clue (and prevent a misfire).


#Every player on the team is temporarily considered as having the average ELO rating of the team.
'''Discard clue''': Clue that marks trash card(s) to be discarded (to prevent a misfire or unwanted discard).
#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 multicolour), 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.
'''Stall clue''': A clue given to avoid discarding.


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


<code>
'''Bluff''': A play clue that causes a non-connecting unmarked card to play immediately.
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.
'''Bluff seat''': The player directly before the player who is bluffed.


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.
'''Bottom-decked''': When the remaining copy of a playable card is too near the bottom of the deck to achieve a perfect score.
</code><br>
To be confirmed: I think the ELO-system has had an overhaul.


== About "cheating" ==
'''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.''
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.
'''Double save''': Two consecutive saves in the same hand.


==CONVENTIONS==
'''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).''
If you want to play "full information" style, meaning that you wait until you know both the colour and number of a card before you play it, you will likely be short on clue-tokens in >99% of the decks. The logical conclusion is, that you cannot play a full information style game, and the team must agree on some sort of convention. Meaning: a certain amount of meta-information is assigned to the clues.


Many players have different kinds of conventions. When different players in the same team assign different meta-information to the same clue, the game becomes unplayable. This is why the BGA table-settings give the option to set a table convention since the end of 2020. Please see this [https://boardgamearena.com/forum/viewtopic.php?f=102&t=18031 post] started by [https://boardgamearena.com/player?id=84207926 Romain672]. Ideally, all players adhere to the convention, to avoid miscommunication.
'''Sarcastic discard''': Discard of a duplicate marked copy of a card in another hand.


Below, the meta-information of several conventions is explained. In the examples, colours are indicated by their first letter : R - Red - <span style="background:red">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>, Y - Yellow - <span style="background:yellow">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>, G - Green - <span style="background:lime">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>, B - Blue - <span style="background:blue">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>, W - White - <span style="border:1px; border-style:solid; border-colour:black">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>, M - Multi-colour - <span style="border:1px; border-style:solid; border-colour:black"><span style="background:red">&nbsp;</span><span style="background:yellow">&nbsp;</span><span style="background:lime">&nbsp;</span><span style="background:blue">&nbsp;</span>&nbsp;</span>, P - black Powder - <span style="background:black">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>. For example, Y2 means the card with number 2 and colour yellow.
'''Skip''' / '''steal''': When a player gives a clue that could have been given by one of the skipped players.


===Standard convention===
'''Scream discard''': An unexpected discard to save a unique card in another hand.
You can assume the following meta-information:
* Every card that gets marked, will be playable at some point.
* A card marked with a number, can be played when all "number-1" cards are played. (This is usually explained as: number-clues mean that these cards should be saved and played later on in the game. It is custom to play saved cards from oldest to newest.)
* A colour-clue means that the newest, previously unmarked card, is the next playable card in the sequence.
* The oldest, unmarked card is safe to discard. (Obviously, if a player has a card that he is sure he will never be able to play, for example a card on which is marked as blue when the blue pile has already been completed, such card must be discarded in priority.)


Clues you should avoid giving (bad clues):
==== ''<span style="color:{{m}};font:700 larger cursive;">Advanced</span>'' ====
* Giving a clue that marks 0 new cards.
* Give a clue that tells a lie (does not conform to the meta-information above).
* As a special remark: don't mark useless, or duplicate cards. So if you have a saved 4, you are forbidden from marking 4s, unless you are sure you are not holding a copy of that 4.


Sometimes, a "bad" clue can't be avoided. For example, when you need to save a unique 3 (using a number-clue) to avoid it being discarded. But you accidentally mark a useless card. Or if you are forced to give a colour-clue from a flamboyant, and you use it to mark 0 new cards.
'''Long finesse''': A finesse of three or more cards lasting more than one complete round.


When a lie has been told, it needs to be corrected. A correction-clue can never mean "play", it can only mean "discard".
'''Layered finesse''': A finesse with unrelated playable card(s) in front of the target card(s).


Example 1:
'''Scream play''': An unexpected chop play to save a unique card in another hand.
    new -> old
P1: R1, Y1, G1, B1, W1
P2: R2, Y4, R3, B3, G'''5'''
P3: G4, Y1, R4, Y3, Y2


Table: R1, Y5, G1, B3, W4
'''Clued misplay''': A play clue that causes a misfire to prevent a unique discard in the same hand.


It's P1's turn, and P2 knows his oldest card is 5.
'''Positional misplay''': An unexpected play that marks the same slot position in another hand to play immediately.
P1 will give R-clue to P2. This will tell P2, that the newest card is the next playable in the sequence (so must be R2), and that the other red can be R3, R4, or R5 (because it must be playable at some later point in the game).


'''Gentleman's discard''': Discard of a playable card to play an unmarked copy in another hand.


Example 2:
'''Play refusal''': Instead of playing, a player clues or discards their '''chop'''.
    new -> old
P1: R1, Y1, G1, B1, W1
P2: W5, Y4, '''R'''3, B3, G'''5'''
P3: W2, G4, Y1, R4, Y3


Table: R2, Y5, G1, B3, W4
'''Hesitation play''': After a play refusal of a playable card, another player may be able to blind play an unmarked card.


It is P1's turn again, and P2 knows his oldest card is 5, and his middle card is R.
'''Generation discard''': An unexpected discard to gain {{Hclue|1}}.
P1 will give R-clue to P3. This will tell P3, that his middle card is the next playable in the sequence (so must be R4, because R3 is already marked). This will give P2 the meta-information that his saved red card, is R3. (This particular move is sometimes called prompting, and is a common way to allow a card that is saved by colour to get played without re-cluing it.)


Example 3:
</div>
    new -> old
P1: R1, Y1, G1, B1, W1
P2: R3, Y4, R'''2''', B3, G5
P3: G4, Y1, R4, Y3, Y2


Table: R1, Y5, G0, B3, W4
== Options ==


It is P1's turn, and P2 knows his middle card is 2.
=== Colors ===
P1 will give R-clue to P2. This will tell P2 that his newest card is the next playable in the sequence (so must be R3, because R2 is now visible with 100% information).


====''Finesse''====
==== Normal: 5 colors ====
Finesse is a more complex version of the standard convention. In the finesse convention, the timing of the clue gives you extra information.
You can assume the following meta-information:
* Every card that gets marked, will be playable at some point.
* If the oldest, unmarked card gets marked with a number-clue, then the clue meant "save this/these card(s)". (It is custom to play saved cards from oldest to newest when appropriate.)
* A clue that doesn't mark the oldest card, means that the newest, previously unmarked card, is the next playable card in the sequence.
* The oldest, unmarked card is safe to discard unless that player is busy like having a known play or being forced to do a save on the following player's hand. (Obviously, if a player has a card that he is sure he will never be able to play, for example a card on which is marked as blue when the blue pile has already been completed, such card must be discarded in priority.)
* In order to avoid losing too many good - but not unique - cards, it is necessary to plan ahead who is gonna play and who is gonna discard. It's a good strategy to keep good cards in the game as long as possible - even if they are not yet playable (the other copy of that card might be far down the draw pile).
* If more than 1 person are able to give the same clue, then the last possible person should give that clue. Note: This approach is highly disputed. Many players prefer to play an everyone-is-allowed-to-clue-everything-style in order to achieve a good discard management and not lose nice but unplayable cards too early.
* If a player gets skipped (P1 clues P3, instead of P2; then P2 is skipped), it means either:
*# The skipped player has a card on chop which P1 considers ok to be discarded.
*# The skipped player is forbidden from giving that clue; or
*# The skipped player has something to play.


Clues you should avoid giving (bad clues):
{|class="wikitable" style="width:auto;" border="2"
* Giving a clue that marks 0 new cards.
|+50 cards
* Give a clue that tells a lie (does not conform to the meta-information above).
!Red (r)
* As a special remark: don't mark useless, or duplicate cards. So if you have a saved 4, you are forbidden from marking 4s, unless you are sure you are not holding a copy of that 4. (Exceptions remain: circumstances might make it a good move for you to do it anyway. Maybe because others are also "forbidden" to clue that card or because others can't see why it is important to get it clued right now to not lose a card that's following it)
|{{Hr|1}}{{Hr|1}}{{Hr|1}}
|{{Hr|2}}{{Hr|2}}
|{{Hr|3}}{{Hr|3}}
|{{Hr|4}}{{Hr|4}}
|{{Hr|5}}
|-
!Yellow (y)
|{{Hy|1}}{{Hy|1}}{{Hy|1}}
|{{Hy|2}}{{Hy|2}}
|{{Hy|3}}{{Hy|3}}
|{{Hy|4}}{{Hy|4}}
|{{Hy|5}}
|-
!Green (g)
|{{Hg|1}}{{Hg|1}}{{Hg|1}}
|{{Hg|2}}{{Hg|2}}
|{{Hg|3}}{{Hg|3}}
|{{Hg|4}}{{Hg|4}}
|{{Hg|5}}
|-
!Blue (b)
|{{Hb|1}}{{Hb|1}}{{Hb|1}}
|{{Hb|2}}{{Hb|2}}
|{{Hb|3}}{{Hb|3}}
|{{Hb|4}}{{Hb|4}}
|{{Hb|5}}
|-
!White (w)
|{{Hw|1}}{{Hw|1}}{{Hw|1}}
|{{Hw|2}}{{Hw|2}}
|{{Hw|3}}{{Hw|3}}
|{{Hw|4}}{{Hw|4}}
|{{Hw|5}}
|}


Special interpretation for play-clues:
==== Tricky: 6th color (10 cards) ====
* When receiving a clue for the "next playable card in the sequence", the linking cards are not limited to already marked cards (like in standard convention). The newest, unmarked cards in every player's hand should be considered as well.


===== Example =====
* These cards are marked by a separate ''multicolour'' clue.
    new -> old
{|class="wikitable" style="width:auto;" border="2"
P1: ??, ??, ??, ??, ??
|++10 cards
P2: B1, Y5, B3, W1, W2 
!Multicolour (m)
P3: R5, R2, B2, G2, Y2
|{{Hm|1}}{{Hm|1}}{{Hm|1}}
|{{Hm|2}}{{Hm|2}}
|{{Hm|3}}{{Hm|3}}
|{{Hm|4}}{{Hm|4}}
|{{Hm|5}}
|}


Table: R0, Y0, G0, B0, W0
==== Difficult: 6th color (5 cards) ====


P1 gives B-clue to P3. This gives the information that B2 is the next playable card in the sequence, and that P2 is either not allowed to give B-clue, or has something to play. Since P2 has no marked cards, he was not blocked from giving B-clue, so he must have something to play. This something, must be the missing link (B1, to enable B2) that makes B2 the next playable card. Since there is no logical (marked) card that could be B1, P2 must assume his newest, unmarked card is B1 and blind-plays this card.
* These cards are marked by a separate ''multicolour'' clue.
{|class="wikitable" style="width:auto;" border="2"
|++5 cards
!Multicolour (m)
|{{Hm|1}}
|{{Hm|2}}
|{{Hm|3}}
|{{Hm|4}}
|{{Hm|5}}
|}


===== Example of reversed finesse =====
==== Avalanche of Colors: Multicolor (10 multicolor) ====
    new -> old
P1: ??, ??, ??, ??, ??
P2: R5, R2, B2, G2, Y2
P3: B1, Y5, B3, W1, W2 


Table: R0, Y0, G0, B0, W0
* These cards are marked by '''any colour clue'''.
{|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}}
|}


P1 gives B-clue to P2. This gives the information that B2 is the next playable card in the sequence. P2 sees that the newest, unmarked card in the hand of P3 is of the same colour (blue) AND playable now. P2 concludes it is a finesse, with the players in reversed order, so his blue card must be B2.
=== Black Powder ===


===== Example of a bluff =====
* 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}}
|}


    new -> old
=== 5 flamboyants ===
P1: ??, ??, ??, ??, ??
P2: W1, Y5, B3, W1, W2 
P3: R5, R2, B2, G2, Y2


Table: R0, Y0, G0, B0, W0
After playing the last card of a colour, randomly draw a bonus card and apply its effect:
# Gain {{Hclue|1|size=1.2}}
# Gain {{Hclue|1|size=1.2}} and recover a life.
# Give a colour clue.
# Give a number clue.
# Shuffle a discarded card into the deck ''(optional)''.
# Play a discarded card ''(optional)''.


P1 gives B-clue to P3. This gives the information that B2 is the next playable card in the sequence, and that P2 is either not allowed to give B-clue, or has something to play. Since P2 has no marked cards, he was not blocked from giving B-clue, so he must have something to play. This something, must be the missing link (B1, to enable B2) that makes B2 the next playable card. Since there is no logical (marked) card that could be B1, P2 must assume his newest, unmarked card is B1 and blind-plays this card.
=== Convention used ===


However, at this point the "lie" is revealed (because the colour of the played card does NOT match the colour of the finesse-clue). The blind-played card is NOT B1, but W1. P3, upto this point, was thinking he had B1. The blind-play of P2 gives him extra information: his blue card is in fact B2.
{|class="wikitable" style="width:auto;" border="2"
!Name
!Summary
!References
|-
|'''Standard'''
|BGA convention without blind-plays.
|Standard convention above


==== ''Off discard'' ====
[https://docs.google.com/document/d/1VzgN6WoeYwh5NYtHECzUNZqFvpVcg-EdObU-YNMlyhc Hanabi "reference" for bga]
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.
|-
|'''Finesse'''
|BGA convention with blind-plays.
|Finesse convention above


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):
[https://docs.google.com/document/d/1VzgN6WoeYwh5NYtHECzUNZqFvpVcg-EdObU-YNMlyhc Hanabi "reference" for bga]
|-
|'''Hat-guessing'''
|Clues relate to slot position, not the cards marked.
|[https://github.com/hanabi/hanabi.github.io/blob/main/misc/hat-guessing.md H-Group]


#a? b? c? d? e?
[https://github.com/fpvandoorn/hanabi/blob/master/doc_hat_player.md Robert Kaspar]
#4Y 5R 2R 2B 2'''G'''
#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.
[https://github.com/hanabi/hanabi.github.io/blob/main/misc/empty-clues.md H-Group empty clues]
|-
|'''Logical Leftism'''
|No convention, just logic.
|[http://hanabilogic.eklablog.com/basics-level-1-a117610126 hanabi logic]
|-
|'''Closest Friend'''
|Clue interpretation depends on which player gave the clue.
|[https://github.com/hanabi/hanabi.github.io/blob/main/pdf/newest-friend.pdf H-Group]
|-
|'''Secret convention'''
|Each player randomly selects a secret '''[https://perchance.org/e6dtm5lj3r restriction]'''.
|[https://boardgamearena.com/forum/viewtopic.php?t=26863 Secret variant]


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.
[https://boardgamearena.com/forum/viewtopic.php?p=71264#p71264 Secret hanabi restriction]
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.
|-
|'''Conventional Leftism'''
|Same as Standard.
|[http://hanabilogic.eklablog.com/no-conventional-leftism-a117757604 hanabi logic]
[https://docs.google.com/document/d/1sz3if8-9JJDAcbvdi3MHEAv9L5ljyHHnTSEACKk5RUY/edit#heading=h.q88fl7o62h8c Postmans]
|-
|'''Chop-focus'''
|The focus of a clue that marks a chop card is always the chop card.
|[https://hanabi.github.io/docs/beginner/single-card-focus#determining-the-focus-4-steps H-Group]
|}


=== Preset deck ===


=== Hat-guessing ===
Preset decks are useful for comparing teams/conventions using the same deck:
* No (cards are shuffled)
* Preset deck #1 of the day
* Preset deck #2 of the day
* Preset deck #3 of the day
* Preset deck #4 of the day
* Preset deck #5 of the day
Preset decks are changed at [https://boardgamearena.com/forum/viewtopic.php?p=48600#p48600 0:00 (?)] UTC


See https://github.com/hanabi/hanabi.github.io/blob/main/misc/hat-guessing.md.
=== Unofficial variant ===


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


See http://hanabilogic.eklablog.com/basics-level-1-a117610126 and http://hanabilogic.eklablog.com/logical-leftism-in-a-nutshell-a163408102.
== ELO rating ==


=== Closest Friend ===
'''[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}}.


TODO
# '''''Hanabot''''''s ELO is generated from:
#* Final score¹
#* Average team ELO
#* Colour option²
# ELO change is calculated as if tied with Hanabot.


=== Secret convention ===
'''''[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.''


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


=== Conventional Leftism ===
²''+5 card multicolor option is unrated (too dependent on draw to reflect skill).''


http://hanabilogic.eklablog.com/ll-vs-cl-the-differences-a132077536 gives some clues, but doesn't explain Conventional Leftism from first principles.
== Cheating ==


=== Chop-focus ===
* Players can cheat at Hanabi by sharing information via the chat user interface. This is why ranking has been disabled for this game.


TODO
[[Category:Card games]]

Latest revision as of 00:01, 27 September 2024

Overview

  • Hanabi is a cooperative game. Your goal, as a team, is to build a fabulous fireworks show.
  • 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 111, 22, 33, 44, 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.
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

Deal
# Players 2-3 4-5
# Cards 5 4

8clue tokens clue tokens

Game play

Players take turns to either:

  • Give a clue
  • Play a card, or
  • Discard a card

Clue

Possible with at least 1clue tokens 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"
  1. The active player selects a card in another player's hand.
  2. The active player selects a clue option.
  3. 1clue tokens is moved from 'available' to 'used'.

Play

  1. The active player selects a card in their hand.
  2. 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.
  3. A replacement card is drawn.

Discard

Possible with fewer than 8clue tokens available:

  1. The active player selects a card in their hand.
  2. The active player selects the 'Discard selected card' button.
  3. The discarded card is placed in the discard pile.
  4. 1clue tokens is moved from 'used' to 'available'.
  5. 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 clue tokens 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 this forum post by 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.

Standard convention

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 clue

  • A clue that does not mark a (unique) chop card¹.
  • Focus is the newest card.

Priority:

  1. Lead to plays in other hands.
  2. Lower rank.

Save clue

  • A (number) clue that marks a (unique) chop card¹.
  • Focus is the chop card.

¹Exception: 2 player game with 2+ consecutive saves.

Fix clue

  • A follow-up clue on the same hand as an initial play clue.
  • Required to change the focus (and prevent a misfire).
Fix clue example 1
red2
,with a
red2clue,
yellow5
,with a
yellow5clue,
green5
,with a
green5clue,
blue5
,with a
blue5clue,
white5
,with a
white5clue,
white1
,with a
white1clue,
white1
,with a
white1clue,
white2
,with a
white2clue,
red4
,with a
red4clue,
Bob 🡲
yellow4
,with a
yellow4clue,
red5
,with a
red5clue,
red3
,with a
red3clue,
white3
,with a
white3clue,
Cathy 🡲
  • Cathy's
    red3
    ,with a
    red3clue,
    must play next.
  • The focus of a 3 clue on its own will be
    white3
    ,with a
    white3clue,
    and the focus of a red clue will be
    red5
    ,with a
    red5clue,
    .
  • Alice to Cathy: these 2 cards are red.
red2
,with a
red2clue,
yellow5
,with a
yellow5clue,
green5
,with a
green5clue,
blue5
,with a
blue5clue,
white5
,with a
white5clue,
white1
,with a
white1clue,
white1
,with a
white1clue,
white2
,with a
white2clue,
red4
,with a
red4clue,
Bob 🡲
yellow4
,with a
yellow4clue,
red5
,with a
red5clue,
red3
,with a
red3clue,
white3
,with a
white3clue,
Cathy 🡲
  • Bob to Cathy: these 2 cards are 3s - this fix clue changes the focus from
    red5
    ,with a
    red5clue,
    to
    red3
    ,with a
    red3clue,
    (now visible).
red2
,with a
red2clue,
yellow5
,with a
yellow5clue,
green5
,with a
green5clue,
blue5
,with a
blue5clue,
white5
,with a
white5clue,
white1
,with a
white1clue,
white1
,with a
white1clue,
white2
,with a
white2clue,
red4
,with a
red4clue,
Bob 🡲
yellow4
,with a
yellow4clue,
red5
,with a
red5clue,
red3
,with a
red3clue,
white3
,with a
white3clue,
Cathy 🡲
Fix clue example 2
red
,with a
redclue,
yellow1
,with a
yellow1clue,
green
,with a
greenclue,
blue
,with a
blueclue,
white
,with a
whiteclue,
multicolour
,with a
multicolourclue,
white5
,with a
white5clue,
yellow4
,with a
yellow4clue,
red3
,with a
red3clue,
green5
,with a
green5clue,
Bob 🡲
white4
,with a
white4clue,
green4
,with a
green4clue,
multicolour2
,with a
multicolour2clue,
yellow2
,with a
yellow2clue,
Cathy 🡲
  • Avalanche of colors option is on, so multicolour cards are marked by any colour clue.
  • Cathy's
    yellow2
    ,with a
    yellow2clue,
    should play before it is discarded.
  • The focus of a 2 clue on its own will be
    multicolour2
    ,with a
    multicolour2clue,
    and the focus of a yellow clue will also be
    multicolour2
    ,with a
    multicolour2clue,
    .
  • Alice to Cathy: these 2 cards are yellow.
red
,with a
redclue,
yellow1
,with a
yellow1clue,
green
,with a
greenclue,
blue
,with a
blueclue,
white
,with a
whiteclue,
multicolour
,with a
multicolourclue,
white5
,with a
white5clue,
yellow4
,with a
yellow4clue,
red3
,with a
red3clue,
green5
,with a
green5clue,
Bob 🡲
white4
,with a
white4clue,
green4
,with a
green4clue,
multicolour2
,with a
12clue,
yellow2
,with a
yellow2clue,
Cathy 🡲
  • Bob to Cathy: these 2 cards are 2s - this fix clue changes the focus from the left 2 to the other 2.
red
,with a
redclue,
yellow1
,with a
yellow1clue,
green
,with a
greenclue,
blue
,with a
blueclue,
white
,with a
whiteclue,
multicolour
,with a
multicolourclue,
white5
,with a
white5clue,
yellow4
,with a
yellow4clue,
red3
,with a
red3clue,
green5
,with a
green5clue,
Bob 🡲
white4
,with a
white4clue,
green4
,with a
green4clue,
multicolour2
,with a
12clue,
yellow2
,with a
yellow2clue,
Cathy 🡲
  • Note: if a multicolour card is the intended target of a play clue, the clearest clue would be a colour that does not splash any other card.

Bad clue

  • Tell a lie e.g. a clue that marks
    red2
    ,with a
    red2clue,
    as playable without the required
    red1
    ,with a
    red1clue,
    .
  • Mark unknown trash or duplicate cards e.g. mark 4s in another hand when your hand could have a copy of that 4.
Standard convention: Play clue
red1
,with a
red1clue,
yellow5
,with a
yellow5clue,
green1
,with a
green1clue,
blue3
,with a
blue3clue,
white4
,with a
white4clue,
red2
,with a
red2clue,
yellow4
,with a
yellow4clue,
red3
,with a
red3clue,
white5
,with a
white5clue,
Bob 🡲
white4
,with a
white4clue,
yellow1
,with a
yellow1clue,
red4
,with a
red4clue,
red3
,with a
red3clue,
Cathy 🡲
  • Alice to Bob: these 2 cards are red.
red1
,with a
red1clue,
yellow5
,with a
yellow5clue,
green1
,with a
green1clue,
blue3
,with a
blue3clue,
white4
,with a
white4clue,
red2
,with a
red2clue,
yellow4
,with a
yellow4clue,
red3
,with a
red3clue,
white5
,with a
white5clue,
Bob 🡲
white4
,with a
white4clue,
yellow1
,with a
yellow1clue,
red4
,with a
red4clue,
red3
,with a
red3clue,
Cathy 🡲
  • Bob now knows his newest card is the next playable in the sequence (
    red2
    ,with a
    red2clue,
    ), and the other marked card is
    red3
    ,with a
    red3clue,
    ,
    red4
    ,with a
    red4clue,
    or
    red5
    ,with a
    red5clue,
    (because every marked card will be playable at some point).
Standard convention: Prompt
red2
,with a
red2clue,
yellow5
,with a
yellow5clue,
green1
,with a
green1clue,
blue3
,with a
blue3clue,
white4
,with a
white4clue,
blue5
,with a
blue5clue,
yellow4
,with a
yellow4clue,
red3
,with a
red3clue,
white5
,with a
white5clue,
Bob 🡲
white2
,with a
white2clue,
white4
,with a
white4clue,
yellow1
,with a
yellow1clue,
red4
,with a
red4clue,
Cathy 🡲
  • Alice to Cathy: this card is red.
red2
,with a
red2clue,
yellow5
,with a
yellow5clue,
green1
,with a
green1clue,
blue3
,with a
blue3clue,
white4
,with a
white4clue,
blue5
,with a
blue5clue,
yellow4
,with a
yellow4clue,
red3
,with a
red3clue,
white5
,with a
white5clue,
Bob 🡲
white2
,with a
white2clue,
white4
,with a
white4clue,
yellow1
,with a
yellow1clue,
red4
,with a
red4clue,
Cathy 🡲
  • Cathy now knows her marked card is the next playable in the sequence ⇨
    red4
    ,with a
    red4clue,
    , because
    red3
    ,with a
    red3clue,
    is already marked.
  • Bob now knows his marked red card is
    red3
    ,with a
    red3clue,
    and he must play it now.

Finesse convention

Players assume:

  • Standard convention
  • Play clues may also include the newest, unmarked cards in every hand.
Finesse example
red
,with a
redclue,
yellow
,with a
yellowclue,
green
,with a
greenclue,
blue
,with a
blueclue,
white
,with a
whiteclue,
blue1
,with a
blue1clue,
red5
,with a
red5clue,
blue3
,with a
blue3clue,
white1
,with a
white1clue,
Bob 🡲
red5
,with a
red5clue,
red2
,with a
red2clue,
blue2
,with a
blue2clue,
green2
,with a
green2clue,
Cathy 🡲
  • Alice to Cathy: this card is blue.
red
,with a
redclue,
yellow
,with a
yellowclue,
green
,with a
greenclue,
blue
,with a
blueclue,
white
,with a
whiteclue,
blue1
,with a
blue1clue,
red5
,with a
red5clue,
blue3
,with a
blue3clue,
white1
,with a
white1clue,
Bob 🡲
red5
,with a
red5clue,
red2
,with a
red2clue,
blue2
,with a
blue2clue,
green2
,with a
green2clue,
Cathy 🡲
  • Cathy now knows her marked card
    blue2
    ,with a
    blue2clue,
    is playable.
  • Bob knows that Cathy will bomb her
    blue2
    ,with a
    blue2clue,
    as
    blue1
    ,with a
    blue1clue,
    unless a
    blue1
    ,with a
    blue1clue,
    is played first.
  • Bob does not see the connecting
    blue1
    ,with a
    blue1clue,
    , so assumes he has to play it now.
  • Bob does not have a marked card that could be
    blue1
    ,with a
    blue1clue,
    , so Bob blind plays his newest unmarked card.
  • blue1
    ,with a
    blue1clue,
    successfully plays.
Reversed finesse example
red
,with a
redclue,
yellow
,with a
yellowclue,
green
,with a
greenclue,
blue
,with a
blueclue,
white
,with a
whiteclue,
red5
,with a
red5clue,
red2
,with a
red2clue,
blue2
,with a
blue2clue,
green2
,with a
green2clue,
Bob 🡲
blue1
,with a
blue1clue,
red5
,with a
red5clue,
blue3
,with a
blue3clue,
white1
,with a
white1clue,
Cathy 🡲
  • Alice to Bob: this card is blue.
red
,with a
redclue,
yellow
,with a
yellowclue,
green
,with a
greenclue,
blue
,with a
blueclue,
white
,with a
whiteclue,
red5
,with a
red5clue,
red2
,with a
red2clue,
blue2
,with a
blue2clue,
green2
,with a
green2clue,
Bob 🡲
blue1
,with a
blue1clue,
red5
,with a
red5clue,
blue3
,with a
blue3clue,
white1
,with a
white1clue,
Cathy 🡲
  • Bob now knows his marked
    blue2
    ,with a
    blue2clue,
    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
    blue2
    ,with a
    blue2clue,
    .
Bluff example
red
,with a
redclue,
yellow
,with a
yellowclue,
green
,with a
greenclue,
blue
,with a
blueclue,
white
,with a
whiteclue,
white1
,with a
white1clue,
red5
,with a
red5clue,
blue3
,with a
blue3clue,
white1
,with a
white1clue,
Bob 🡲
red5
,with a
red5clue,
red2
,with a
red2clue,
blue2
,with a
blue2clue,
green2
,with a
green2clue,
Cathy 🡲
  • Alice to Cathy: this card is blue.
red
,with a
redclue,
yellow
,with a
yellowclue,
green
,with a
greenclue,
blue
,with a
blueclue,
white
,with a
whiteclue,
white1
,with a
white1clue,
red5
,with a
red5clue,
blue3
,with a
blue3clue,
white1
,with a
white1clue,
Bob 🡲
red5
,with a
red5clue,
red2
,with a
red2clue,
blue2
,with a
blue2clue,
green2
,with a
green2clue,
Cathy 🡲
  • Cathy now knows her marked card
    blue2
    ,with a
    blue2clue,
    is playable.
  • Bob does not see the connecting
    blue1
    ,with a
    blue1clue,
    , so assumes he has to play it now.
  • Bob does not have a marked card that could be
    blue1
    ,with a
    blue1clue,
    , so Bob blind plays his newest unmarked card.
  • white1
    ,with a
    white1clue,
    successfully plays and the bluff is revealed.
  • Before Bob played, Cathy thought her marked card was
    blue1
    ,with a
    blue1clue,
    .
  • 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
blue2
,with a
blue2clue,
.

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)

Definitions

Basic

Convention: Agreed set of clue, play and discard interpretations. e.g. a number clue that marks the chop card should be interpreted as a unique card save (if there is a unique card of that number).

Strategy: Plan to achieve the highest score. e.g. to mark first copies of cards.

Marked: A card touched by a clue.

Focus: The target card of a clue.

Play clue: Clue that marks a focused card to play.

Playable: A card that can be marked by a play clue.

Trash: A card that can never be played successfully.

Bomb: A play that causes a misfire.

Draw: The newest card in a hand.

Chop: The oldest, unmarked card in a hand.

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

Save: A (number) clue that marks a chop card to prevent discard.

Prompt: A play clue that causes connecting marked card(s) to play.

Intermediate

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

Splash: Additional new colour or rank information of cards that are not the focus.

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

Reclue: A repeated clue that causes marked card(s) to play.

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

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

Stall clue: A clue given to avoid discarding.

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

Bluff: A play clue that causes a non-connecting unmarked card to play immediately.

Bluff seat: The player directly before the player who is bluffed.

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

Early save: A save clue with a known playable card in the same hand, or does not mark the chop card¹. i.e. a play clue.

Double save: Two consecutive saves in the same hand.

Double discard: Two consecutive players discard copies of the same chop card, resulting in a unique discard. A special problem, since, to each of the consecutive players, a number clue that marks their chop card does not look like a save clue (and therefore looks like a play clue).

Sarcastic discard: Discard of a duplicate marked copy of a card in another hand.

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

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

Advanced

Long finesse: A finesse of three or more cards lasting more than one complete round.

Layered finesse: A finesse with unrelated playable card(s) in front of the target card(s).

Scream play: An unexpected chop play to save a unique card in another hand.

Clued misplay: A play clue that causes a misfire to prevent a unique discard in the same hand.

Positional misplay: An unexpected play that marks the same slot position in another hand to play immediately.

Gentleman's discard: Discard of a playable card to play an unmarked copy in another hand.

Play refusal: Instead of playing, a player clues or discards their chop.

Hesitation play: After a play refusal of a playable card, another player may be able to blind play an unmarked card.

Generation discard: An unexpected discard to gain 1clue tokens.

Options

Colors

Normal: 5 colors

50 cards
Red (r)
red1
,with a
red1clue,
red1
,with a
red1clue,
red1
,with a
red1clue,
red2
,with a
red2clue,
red2
,with a
red2clue,
red3
,with a
red3clue,
red3
,with a
red3clue,
red4
,with a
red4clue,
red4
,with a
red4clue,
red5
,with a
red5clue,
Yellow (y)
yellow1
,with a
yellow1clue,
yellow1
,with a
yellow1clue,
yellow1
,with a
yellow1clue,
yellow2
,with a
yellow2clue,
yellow2
,with a
yellow2clue,
yellow3
,with a
yellow3clue,
yellow3
,with a
yellow3clue,
yellow4
,with a
yellow4clue,
yellow4
,with a
yellow4clue,
yellow5
,with a
yellow5clue,
Green (g)
green1
,with a
green1clue,
green1
,with a
green1clue,
green1
,with a
green1clue,
green2
,with a
green2clue,
green2
,with a
green2clue,
green3
,with a
green3clue,
green3
,with a
green3clue,
green4
,with a
green4clue,
green4
,with a
green4clue,
green5
,with a
green5clue,
Blue (b)
blue1
,with a
blue1clue,
blue1
,with a
blue1clue,
blue1
,with a
blue1clue,
blue2
,with a
blue2clue,
blue2
,with a
blue2clue,
blue3
,with a
blue3clue,
blue3
,with a
blue3clue,
blue4
,with a
blue4clue,
blue4
,with a
blue4clue,
blue5
,with a
blue5clue,
White (w)
white1
,with a
white1clue,
white1
,with a
white1clue,
white1
,with a
white1clue,
white2
,with a
white2clue,
white2
,with a
white2clue,
white3
,with a
white3clue,
white3
,with a
white3clue,
white4
,with a
white4clue,
white4
,with a
white4clue,
white5
,with a
white5clue,

Tricky: 6th color (10 cards)

  • These cards are marked by a separate multicolour clue.
+10 cards
Multicolour (m)
multicolour1
,with a
multicolour1clue,
multicolour1
,with a
multicolour1clue,
multicolour1
,with a
multicolour1clue,
multicolour2
,with a
multicolour2clue,
multicolour2
,with a
multicolour2clue,
multicolour3
,with a
multicolour3clue,
multicolour3
,with a
multicolour3clue,
multicolour4
,with a
multicolour4clue,
multicolour4
,with a
multicolour4clue,
multicolour5
,with a
multicolour5clue,

Difficult: 6th color (5 cards)

  • These cards are marked by a separate multicolour clue.
+5 cards
Multicolour (m)
multicolour1
,with a
multicolour1clue,
multicolour2
,with a
multicolour2clue,
multicolour3
,with a
multicolour3clue,
multicolour4
,with a
multicolour4clue,
multicolour5
,with a
multicolour5clue,

Avalanche of Colors: Multicolor (10 multicolor)

  • These cards are marked by any colour clue.
+10 cards
Multicolour (m)
multicolour1
,with a
multicolour1clue,
multicolour1
,with a
multicolour1clue,
multicolour1
,with a
multicolour1clue,
multicolour2
,with a
multicolour2clue,
multicolour2
,with a
multicolour2clue,
multicolour3
,with a
multicolour3clue,
multicolour3
,with a
multicolour3clue,
multicolour4
,with a
multicolour4clue,
multicolour4
,with a
multicolour4clue,
multicolour5
,with a
multicolour5clue,

Black Powder

  • Clues cannot be given for the colour black.
  • Black cards must be played in reverse order 5 ⇨ 4 ⇨ 3 ⇨ 2 ⇨ 1.
+10 cards
Black Powder (p/k)
black powder5
,with a
black powder5clue,
black powder5
,with a
black powder5clue,
black powder5
,with a
black powder5clue,
black powder4
,with a
black powder4clue,
black powder4
,with a
black powder4clue,
black powder3
,with a
black powder3clue,
black powder3
,with a
black powder3clue,
black powder2
,with a
black powder2clue,
black powder2
,with a
black powder2clue,
black powder1
,with a
black powder1clue,

5 flamboyants

After playing the last card of a colour, randomly draw a bonus card and apply its effect:

  1. Gain 1clue tokens
  2. Gain 1clue tokens and recover a life.
  3. Give a colour clue.
  4. Give a number clue.
  5. Shuffle a discarded card into the deck (optional).
  6. Play a discarded card (optional).

Convention used

Name Summary References
Standard BGA convention without blind-plays. Standard convention above

Hanabi "reference" for bga

Finesse BGA convention with blind-plays. Finesse convention above

Hanabi "reference" for bga

Hat-guessing Clues relate to slot position, not the cards marked. H-Group

Robert Kaspar

H-Group empty clues

Logical Leftism No convention, just logic. hanabi logic
Closest Friend Clue interpretation depends on which player gave the clue. H-Group
Secret convention Each player randomly selects a secret restriction. Secret variant

Secret hanabi restriction

Conventional Leftism Same as Standard. hanabi logic

Postmans

Chop-focus The focus of a clue that marks a chop card is always the chop card. H-Group

Preset deck

Preset decks are useful for comparing teams/conventions using the same deck:

  • No (cards are shuffled)
  • Preset deck #1 of the day
  • Preset deck #2 of the day
  • Preset deck #3 of the day
  • Preset deck #4 of the day
  • Preset deck #5 of the day

Preset decks are changed at 0:00 (?) UTC

Unofficial variant

Deal
# Players 2 3 4 5
# Cards 6 5 4 3

ELO rating

Rating is visibly hidden around tables with the 7 distinct ELO skill levels:

rank Beginner rank Apprentice rank Average rank Good rank Strong rank Expert rank Master.
  1. Hanabot's ELO is generated from:
    • Final score¹
    • Average team ELO
    • Colour option²
  2. ELO change is calculated as if tied with Hanabot.

Hanabots' ELO ratings were set by an experienced player - i.e. ratings are not random or simply proportional to score or players' ELO.

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

²+5 card multicolor option is unrated (too dependent on draw to reflect skill).

Cheating

  • Players can cheat at Hanabi by sharing information via the chat user interface. This is why ranking has been disabled for this game.