This is a documentation for Board Game Arena: play board games online !
User:Sammy McSam/Hanabi
Resources
Guides
- Definitions
- Tips_hanabi
- Reference for BGA by Romain672
- Tips for end game by Romain672
- Hanabi conventions by Postmans
- Conventions et Techniques by Blacktango
Discussion
Tools
⚠ Work in progress ⚠ May contain logic
Extraction
It is possible to extract a card that is 'blocked' by an unplayable card using two clues.
- 1st clue marks the target with colour.
- 2nd clue marks the target with number.
white5yellow4red3green5 Bob 🡲 white4green4multicolour2yellow2 Cathy 🡲
- Avalanche of colors option is on, so multicolour cards are marked by any colour clue.
- Cathy's yellow2 should play before it is discarded.
- The focus of a 2 clue on its own will be multicolour2 and the focus of a yellow clue will also be multicolour2.
- Alice to Cathy: these 2 cards are yellow.
red yellow1 green blue white multicolour white5yellow4red3green5 Bob 🡲 white4green4multicolour2,with a 1clue,yellow2,with a yellowclue, Cathy 🡲
- Bob to Cathy: these 2 cards are 2s - this fix clue changes the focus from the left 2 to the other 2.
red yellow1 green blue white multicolour white5yellow4red3green5 Bob 🡲 white4green4multicolour2,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.
- extract white2:
- Alice to Cathy: these 2 cards are white.
- Focus is left.
- card back2card back3,with a clue,card backcard back2,with a clue, Cathy 🡲 red2white3,with a whiteclue,black powderwhite2,with a whiteclue, Cathy 🡲
- Bob to Cathy: these 2 cards are 2s.
- Changes focus from left to right.
- card back2,with a 2clue,card back3,with a clue,card backcard back2,with a 2clue, Cathy 🡲 red2,with a 2clue,white3,with a whiteclue,black powderwhite2,with a white2clue, Cathy 🡲
- extract white2 with avalanche:
- Alice to Cathy: these 3 cards are white.
- Focus is left.
- card back2,with a clue,card back3,with a clue,card backcard back2,with a clue, Cathy 🡲 multicolour2,with a whiteclue,white3,with a whiteclue,black powderwhite2,with a whiteclue, Cathy 🡲
- Bob to Cathy: these 2 cards are 2s.
- Changes focus from left to right.
- card back2,with a 2clue,card back3,with a clue,card backcard back2,with a 2clue, Cathy 🡲 multicolour2,with a white2clue,white3,with a whiteclue,black powderwhite2,with a white2clue, Cathy 🡲
Since black powder can't be clued with colour, extraction is a little different:
- 1st clue marks the target with number.
- 2nd clue marks the card to the left of the target with colour.
- extract black powder2:
- Alice to Cathy: these 3 cards are 2s.
- Focus is left.
- card back2,with a 2clue,card back2,with a 2clue,card back2,with a 2clue,card back Cathy 🡲 yellow2,with a 2clue,red2,with a 2clue,black powder2,with a 2clue,black powder Cathy 🡲
- Bob to Cathy: this card is red.
- Changes focus from left to right.
- card back2,with a 2clue,card back2,with a 2clue,card back2,with a 2clue,card back Cathy 🡲 yellow2,with a 2clue,red2,with a red2clue,black powder2,with a 2clue,black powder Cathy 🡲
Why extraction works
- Alice gives a white colour clue to indicate to Bob that she is giving a play clue to Cathy.
- Bob has one job: don't let Cathy bomb. He sees that one of Cathy's marked white cards is playable, so he understands that he just has to help Cathy play the correct card:
- If the leftmost white card is playable, Bob does not need to do anything.
- If the leftmost white card is not playable, Bob needs to help with a follow-up fix clue.
Why colour before number?
- In each colour, only one card can be playable (two with avalanche), whereas there can be many playable cards of a certain number. So Alice singles out one colour to help Bob know her intention is for him to help Cathy play the correct card.
- A colour clue can mark a chop card without looking like a save.
How do I know it's not a finesse?
The leftmost card may be 1-away-from-playable. But if Bob can see that one of the cards Alice marked with colour is playable, he will prefer to give a fix clue and not blind play his finesse position.
The everlasting exception: context
Context > convention and can cause an unconventional move!
Think carefully about:
- timing (why now?),
- negative clues (e.g. "not red"),
- recently discarded cards,
- unique cards,
- tokens needed for saves or other plays
Examples
card backcard backcard back5,with a clue,card back5,with a clue,Bob 🡲 yellow4black powder4black powderblack powderCathy 🡲
card backcard backcard back5,with a clue,card back5,with a clue,Bob 🡲 yellow4,with a 4clue,black powder4,with a 4clue,black powderblack powderCathy 🡲
- Alice clues 4s to Cathy. How should Bob respond?
- Bob has negative 3.
- Bob had yellow2,with a yellowclue, which was marked with number 2 instead of a number 3 fix, and either:
- Bob did not discard what would have been a trash 3
- yellow4 was discarded when it could have easily been marked to prompt yellow3
In this game the context was 2.1: On move 23 a fix clue was given with number 2 instead of 3, Bob can know that their card back5,with a clue, is not yellow3 (else the fix should be 3¹, not 2). This is why it is important for each player to pay attention to how their own cards are fixed (and what cards they discard afterwards).
¹Note that there are no trash 3s at this point. If there were at least one trash 3 (e.g. white3 were played or already marked somewhere), Bob should only make this conclusion after discarding his unmarked card, to check that a 3 fix was not given due to bad touch.- Bob has discarded a playable white2.
- Alice to Bob: this card is a 2.
- The conventional move is for Bob to save his 2 as either red2 or white2.
- But the context contradicts this: Alice and Cathy would not allow him to discard white2 unless there is a 2nd copy visible.
- Bob plays his
When is it chop focus?
Travis Hall » 16 December 2023, 01:12
When playing with high-level partners, I generally try to regard a number clue touching chop as chop-focussed unless there is a timeliness consideration.[…]when giving a finesse, we can’t wait for the discard of the chop. For example:
- Played: white2 white3black powderblack powderblack powder B 🡲 multicolour5black powderwhite4black powder4 C 🡲
A clues 4 to C. Cluing white is blocked by multicolour5. Cluing 4 can’t wait, because B will probably discard and white3 will move out of finesse. C can note the finesse response and adjust their expectation to play the left 4.
And I try to consistently clue the same way.
I recognise that many masters will clue 2s non-chop-focussed in the early game. Frankly, I’m not a fan, as this forces me to guess who does this and who does not, but I will guess because my rate of error is lower that way. I understand the consideration that 2s are the most valuable cards, but I’m not sure the risks are worth it.
Whenever somebody touches my chop with a number clue and expects me to play from the left, and I misfire, my question is always “Well, if my cards were the opposite way around, how would you have clued them?” Of the few who will answer that question at all, the answer is usually, “I would clue <number>,” and they don’t understand that this makes it impossible for me to do anything other than guess.
Since we know we can extract a playable cards with colour + number clues, it follows that number clues that mark the chop card are interpreted as:
- Unique save if the chop card can be unique
- Double discard save if the player either side of the receiver has a non-unique card of the same number
- Otherwise a left-focused play clue.
black powder1
- 1 clues that mark the chop card are interpreted as a black powder1 save (unless the receiver already has a known play).
- If a player can see black powder1, it is logical to play all cards marked 1 from oldest to newest.
The oldest is the most valuable 1 because otherwise it could have been discarded before cluing 1.
Playing a chop card marked 1 can be played because:
- black powder1 is visible (and the player who can't see it is promised black powder1)
- This player should then track the newest position that can be black powder1.
- if this card reaches chop, it should not be saved with a direct clue.
- if his card does receive a direct clue, it becomes a finesse.
- This player should then track the newest position that can be black powder1.
- a playable 1 was discarded
- a playable 1 was not bluffed
The everlasting exception: context
Context > convention and can cause an unconventional move!
Think carefully about:
- timing (why now?),
- negative clues (e.g. "not red"),
- recently discarded cards,
- unique cards,
- tokens needed for saves or other plays
Double discard avoidance saves are one of the most difficult clues to interpret because it's one of the very few times we can save non-unique cards without expecting a play response.
Nothing much is going on and there have not been any good ways to splash, give trash clues or otherwise delay one of the players.
Some players forbid a player from discarding if a double discard is possibleStrategy
Back to basics
, we agree as a team that we must: Communicate to each other primarily via clues (as well as plays and discards) Who: all Where: When: Why: To win with the highest possible score
- What: not discard the last copy of any card.
- How: mark the last copy
Two types of clues
To separate We always mark unique cards before they are discarded
Most of the time we understand that the clue giver should be the player directly before the clue receiver. This is because this seat has the newest information in view
Relative seats of clue giver & receiver When we allow any player to clue any hand, it allows for a lot more freedom to clue. Cluing more than 1 seat away can happen for a number of reasons.
when to discard - when player right of you has nice cards like 2s Delaying certain players with nice non-unique cards
Mark as many first copies of cards as possible to reduce the chance of getting bottom-decked. Bluffs are the easiest way to mark useful 1-away from playable cards. Where possible,
Hand management
When to skip players
(and how to irritate them )
DDA
Efficiency 8clue tokens
Bluffs
Bluffs are powerful...
Maximizing bluff opportunities
Once we realise the power of bluffs, it follows that we want to maximise the number of bluffing opportunities available to players. In any given situation, it is possible to work out Alice's optimal move given the information available to her.
The basic idea is simple: look for the bluff opportunity that is furthest ahead. Everyone should be making moves that enable that bluff opportunity to be used, and then work backwards from that player for the next opportunity.
So from Alice's point of view, she will see if:
- Donald can bluff Emily
- Cathy can bluff Donald
- Bob can bluff Cathy
- Alice can bluff Bob
- Donald can bluff Emily
- Cathy cannot bluff Donald
- Bob can bluff Cathy
- Alice cannot bluff Bob
Then it's quite easy:
- Alice discards
- Bob bluffs Cathy
- Cathy discards
- Donald bluffs Emily
- Donald can bluff Emily
- Cathy cannot bluff Donald
- Bob can bluff Cathy
- Alice can bluff Bob
Then it's still easy:
- Alice either double bluffs Bob & Cathy or discards
- Bob responds or bluffs Cathy
- Cathy discards
- Donald bluffs Emily
Then it's significantly more complicated for the team to predict, but not much more complex for Alice:
- Alice should probably discard (unless there is a really good bluff target available to her
- Bob makes a similar decision
- Cathy responds, double bluffs or discards
- Donald responds or bluffs Emily
When to not save unique cards =
No matter how many tokens you have, whether it is 1clue tokens or 7clue tokens, you do not always have to spend a token to save a card. Some players might find this statement controversial. Each player must consider the likelihood of a certain move and assess if the risk-reward of all the possible moves.
Did you know that in a 5players player game with 4cards in hand each, avalanche, there are up to 30 possible moves per player (not counting flamboyant bonuses)?
- e.g. if each hand has one avalanche multicolour card.
And in one round of play that means up to 150 possible unique positions! That's a lot to think about. But amazingly our human brains can filter out the vast majority of those moves as not logical given a bit of agreement on conventions.
Examples of clear good/bad
Questionable examples
Context examples
When to Trash bluff
When you first learn about trash bluffs, you need to practice it and that's fine. Once you are comfortable with how it works, you need to consider if you should use a trash bluff.
Examples where it is clearly bad
- Played: white1 blue1black powderblack powderblack powder Bob 🡲 white1,with a 1clue,white1,with a 1clue,blue2blue2 Cathy 🡲
Reverses with number white3,with a 3clue,
Reverse finesses are often not great if the finessed card could instead be bluffed, however, it can be useful to mark a chop card as a reverse to ensure it is not discarded.
- e.g. Alice sees Bob has white2 on chop and Donald just drew white1. Normally the best moves would be for Alice and Bob to discard so that Cathy can bluff Donald's white1, but white2 is more valuable than any bluff target Alice can see, so she chooses to reverse with colour.
But what if reversing with colour would mark trash? If we can finesse with number, why can't we also reverse finesse with number? A reverse with number is usually harder to read than a reverse with colour, but they can be a lot more efficient than colour + multiple correction clues (to prevent future bombs).
Travis Hall gives a basic explanation of number reverses:
Similarly, we often avoid number reverses, because if there’s both an available reverse to any card of that number and an immediately playable card of that number, the clue receiver has to guess at the correct move, and this can easily go wrong. Even so, when circumstance narrows the possibilities enough, we can sometimes do a number reverse safely.
Multicolour reverses with colour multicolour3,with a multicolourclue,
Travis Hall explains it well:
We usually avoid reverse finesses in multicolour, because although multi does connect with any colour, if we reverse multis then responses to our most common play clues - colour clues to a playable card - just stop, all of them, if a playable multi is in someone’s blind finesse position. That can be very difficult to work around.
Multicolour reverses with a single colour can work, the most common situation being where the clue giver and receiver can both see a playable card of the colour clued either marked or in the finesse position in someone else's hand. Such a reverse will also trigger a hesitation play.
When to GD
- Token is needed
- Protect cards
- Free plays from one or more hands.
GD without benefit is a 'zero value' GD and limits the freedom to clue.
Context
Using the last token 0clue tokens
Cause a valuable discard
- Marked in a hand
- Unmarked in a hand
Following player has a locked hand
- Cause a trash or duplicate discard e.g. black powder5 from 5 save.
- Cause a play
Negatives white5,with a 5clue,white4
Write notes if necessary.
- Keep track of your own negatives.
- Keep rack of all negatives.
Play finesse position e.g. multicolour bluff where:
- a colour-marked card has a negative colour
Multicolour bluff target is clued with a single colour
- if it can be clued red, but another colour is chosen = finesse
- if it can't be clued red = prompt
Cluing
Marking fewer than possible cards e.g. marking a single 2 with colour instead of multiple 2s with number = duplicate 2 in your hand
no prompt
no save = non-unique
- red yellow5 green5 blue5 white 2clue tokens
- card backcard backcard backcard back Alice 🡲 white1red2black powderwhite3 Bob 🡲
- Alice to Bob: these 2 cards are white.
- Bob plays white1.
- Cathy to Alice: these 2 cards are white.
- card back2,with a clue,card backcard backcard back4,with a clue, Alice 🡲 black powderred2black powderwhite3,with a whiteclue, Bob 🡲
- Alice plays white2.
- Bob discards his chop.
- Cathy discards.
- card backcard backcard backcard back4,with a clue, Alice 🡲 white4black powderred2white3,with a whiteclue, Bob 🡲
What is the best move for Alice?
A) clue white3,with a 3clue, B) clue white4,with a 4clue, C) play card back4,with a clue, D) discard card back4,with a clue, E) discard chop card back
- Alice's chop card was not marked before her free move to clue Bob, so she knows her oldest white card cannot be unique (white5).
- According to good touch, Alice can assume her white card is also not a 3 and could be a 4.
- Alice sees Bob has a valuable red2 on chop, marked white3 and unmarked white4 in his finesse position.
Trash bluffs
Stop trash bluffing 1s when 1k is not visible Would you trash bluff 5k when all 5s are not visible?
black powder1 tracking
when you can know 1k certain
how you can play chop 1s when 1k is still in the deck
tricks to save on saving black powder1 when 1k is known somewhere and other cards are all marked later when 1k is known somewhere and there are promised cards in the same hand
apply this principal generally is tricky because it can become unclear what has triggered a blind-play
slot 3 blind plays
certain 1k
uncertain 2
Consider this situation:
- Alice clues Donald's blue5,with a blueclue,
card backcard backcard backcard back Bob 🡲 blue1black powderblack powderblack powder Cathy 🡲 black powderblack powderblue5,with a blueclue,red5 Donald 🡲
- Bob sees blue1 and correctly assumes he has blue2blue3blue4 and mentally congratulates Alice on a great clue.
- So Bob saves red5:
card backcard backcard backcard back Bob 🡲 blue1black powderblack powderblack powder Cathy 🡲 black powderblack powderblue5,with a blue5clue,red5,with a 5clue, Donald 🡲
- Cathy discards.
- Donald discards.
- Alice discards.
- What should Bob do?
A) discardB) clue blue1C) play slot 1D) discard slot 1E) type "??" in chat
Always remember to:
- assume your teammates are giving valid clues (whether it's a good clue is a whole other question!)
- stop and consider all possibilities
- not type any reaction to a move in chat because it will usually spoil the game for everyone because you:
- tell everyone you found the move strange
- distract everyone from thinking about the best moves
- may provoke a player who is insecure or prideful into an argument
Passing back a finesse
Normally we know that if we finesse a card and more than one player has a copy of the same finessed card, the first player will not play it because they see it in another hand, and the last player who does not see a future response must play the card. However sometimes we have a situation where it would be clearly a blunder to play. In the last example, Cathy's choice to discard instead of play for blue1 was the correct choice given she saw all the connecting cards in Bob's hand. Note that if Cathy had a critical card on chop, this finesse would be a blunder.
What if there were only one connecting card behind blue1?
- Alice clues Donald's blue4,with a 4clue,
blue1blue3black powderblack powder Bob 🡲 blue1black powderblack powderblack powder Cathy 🡲 black powderblack powderwhite4,with a white4clue,red5,with a red5clue, Donald 🡲
- Bob sees blue1 in Cathy's hand, so he saves red5
Or Cathy has both connecting cards as well? Double pass back
The point is that so long as an important card is not in danger of being discarded, the situation should always resolve itself without any more clues given.
Interpretation
- Bob plays white1
- white1 connects to card back2,with a 2clue,, so Cathy plays card back2,with a 2clue, as white2.
- Bob plays white1
- white1 connects to card back2,with a 2clue,, but there is another 1 layered behind it in a playable position.
- Cathy *does not play card back2,with a 2clue,, but discards or clues something unrelated.
- Alice does something unrelated.
- white1 does not connect to red2,with a 2clue, and Cathy could have bombed red2 as white2 unless Bob really has red1.
- Bob plays slot 2 as red1. green2 successfully plays.
- Cathy now knows to wait for red1 to play before playing card back2,with a 2clue, as red2.
- Bob plays red2
- red2 cannot connect to card back2,with a 2clue,, end of responses.
Finesse + bluff
- Alice clues Cathy card back2,with a 2clue,
- Bob plays white1
- white1 connects to card back2,with a 2clue,, so Cathy plays card back2,with a 2clue, as white2
https://boardgamearena.com/table?table=693788252
example1 A clues D '2': B plays 1b: 1b *connects* to '2' -> D can play 2b C plays 1g: 1b *cannot connect* to '2' -> D cannot play 2b 2b - 2b = 0
example2 A clues D '3': B plays 1b: 1b *connects* to '3' -> D can play 2b + 3b C plays 1g: 1b *can connect* to '3' -> D cannot play 2b [2b + 3b] - 2b = 3b
example3 A clues D '4': B plays 1b: 1b *connects* to '4' -> D can play 2b + 3b + 4b C plays 1g: 1b *can connect* to '4' -> D cannot play 2b [2b + 3b + 4b] - 2b = 3b + 4b
in the game A clues D '4':
B plays 2r: D will play 3r+4r
C plays 3m: D will
Endgame
When to discard, play, empty clue, clue duplicates and advanced techniques.
The critical move
To work out the most efficient sequence of moves, you need to determine three things:
- Critical colour
- the colour that takes the most turns to complete.
- (i.e. must start as soon as possible to maximise the score).
- Critical card
- the first card of the critical colour.
- Note: this can be a duplicate of a card already marked!
- Critical move
- the move that makes the critical card play.
- Note: this can be a clue, play or discard.
- red2 yellow5 green5 blue5 white2
card backcard backcard backcard back3,with a 3clue, Alice 🡲 white3black powderblack powderred4,with a red4clue, Bob 🡲 black powderblack powderblack powderred5,with a red5clue, Cathy 🡲 black powderblack powderwhite4,with a white4clue,white5,with a white5clue, Donald 🡲
- red3red4red5black powder
- white,with a whiteclue,white3black powderwhite4 black powderblack powderblack powderwhite5
- Play red3 red3red4red5white,with a whiteclue, black powderwhite3black powderwhite4 black powderblack powderblack powderwhite5
- Clue white3 white,with a whiteclue,white3black powderwhite4 red3red4red5white5
- red2 yellow5 green5 blue5 white2 A) Play red3 B) Clue white3
card backcard backcard back4,with a 4clue,card back3,with a 3clue, Alice 🡲
white3black powderblack powderblack powder Bob 🡲
black powderblack powderblack powderred5,with a red5clue, Cathy 🡲
black powderblack powderblack powderwhite5,with a white5clue, Donald 🡲
- red3black powderblack powderred4 black powderblack powderred5black powder
- white,with a whiteclue,white3black powderblack powder black powderwhite4black powderwhite5
2. Serialise:
- red3black powderblack powderred4 white,with a whiteclue,white3red5black powder black powderwhite4black powderwhite5
- white,with a whiteclue,white3black powderblack powder red3white4black powderred4 black powderblack powderred5white5
- Identify the critical colour - usually the player with the most unique cards, or consecutive cards of the same colour.
- Work out how many clue tokens are needed to reach the critical player.
- If you only have one unique card, discarding although counter-intuitive, is often the best move to generate a token!
This was a simple example. Test yourself with some more complex examples!
When to discard?
The endgame should be the easiest part since we can just calculate all possibilities, yet it is really hard to master.
With 5 flamboyants, generating a token from a discard instead of a play may be the only way to reach the start of the critical path.
- cards in the deck2 red4 yellow5 green5 blue5 white3 0clue tokens
card backcard backcard backcard back5,with a 5clue, Alice 🡲 black powderblack powderblack powderblack powder Bob 🡲 black powderblack powderwhite4,with a white4clue,white5,with a white5clue, Cathy 🡲
- black powderblack powderwhite4 black powderblack powderwhite5
- To reach Cathy with a least cards in the deck1 remaining, only one of Bob or Alice can draw a card.
- Alice cannot clue (0clue tokens) and must generate a token for Bob so that he can give a stall clue to avoid drawing the last card.
- Without 5 flamboyants Alice would just play her 5 which generates a token.
- With 5 flamboyants Alice can't know if playing her 5 will generate a token, so Alice discards and plays after Cathy's critical card (white4).
General case with 5 flamboyants
When Alice does not have a card of the critical colour, then discarding is better than playing!
Getting bottom decked
...is arguably the most 'unfair' part of Hanabi .
Here's a candidate for the worst ever bottom-decked situation: all three blue1 in the last cards in the deck5 cards
Order of plays
Where the order may seem arbitrary, prioritise from most out-of-order to consecutive plays 543, 435, 345
Replace flamboyant
The decision of which card to replace (or to skip) can communicate information to the team. Priority highest to lowest:
- lowest rank unique
- lowest rank non-unique
Where all non-unique future-playable cards are visible player has
When there is no gain in returning a card playable in the future - either the immediate flamboyant will play from discard pile or , the decision of which trash card to replace into the deck can be a clue in itself corresponding to the slot position of a player. When playing with black powder and 4 or 5 players, replacing an available 5k trash card indicates no playable card is visible.
with more stringent bluffs we get layered, and it is the most enjoyable part of the game for many
5 Flamboyants
Don't let the '5' fool you - there are actually six randomly selected actions:
- +1 clue token
- +1 clue token & -1 mistake
- give color clue
- give number clue
- Replace a card from the discard pile into the deck
- Play a card from the discard pile
A 7th stack bonus is always irrelevant (and on BGA always +1 clue token), since there is no 8th stack.
2 players
When to discard a unique card
Without 5 flamboyants
- Unplayable
- Locked hand + 0clue tokens
- Locked hand + 1clue tokens + unique chop
Extra: Locked hand + 0clue tokens + playable unique chop = bomb unique card as a positional misplay
With 5 flamboyants
- There is more flexibility with losing unique cards when the pick and/or play flamboyants are still available.
- Flamboyants create more complexity in decision making.
- Let's focus on the cases where you can be certain of a maximum score:
- red4yellow5green5blue5white Discarded: white2white3white4
Pick and play flams are both available
Available Tokens
idealgame (without flamboyants):
3players5cards in handred5 yellow5 green5 blue5 white5
50 (deck) ➖ 25 (played) ➖ 12 (3players× at least4cards in hand) 🟰 13 discards
13clue tokens (discards) ➕ 8clue tokens (start) ➕ 5clue tokens (red5 yellow5 green5 blue5 white5) ➖ 1clue tokens (last 5) 🟰 25clue tokens
25clue tokens ➗ 25 🟰 1clue tokens / card
5players4cards in handred5 yellow5 green5 blue5 white5 ⇨ 22clue tokens ➗ 25 🟰 .88clue tokens / card
2players6cards in handred5 yellow5 green5 blue5 white5 multicolour5 black powder1 ⇨ 39clue tokens ➗ 35 🟰 1.1clue tokens / card