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[[Category:Card games]]
== Overview ==
For tips on how to play hanabi, see <b>[[Tips_hanabi]]</b>
== Introduction ==


* Hanabi is a cooperative game. Your goal, as a team, is to build a fabulous fireworks show.
* 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.
* You have to put together fireworks (red, yellow, green, blue and white) by playing each individual colour in series (1 ⇨ 2 ⇨ 3 ⇨ 4 ⇨ 5).
* However, you cannot see your own cards; you can only see the cards of your team mates.
* You cannot see your own cards; you can only see the cards of your teammates.
* You can only communicate with your teammates via '''clues''', '''playing''' and '''discarding''' cards (see below).
* No other communication is allowed.
 
{|class="wikitable" style="width:auto;" border="2"
|+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!
|}
 
== Setup ==
 
<div style="display:flex;gap:2rem;align-items:center;">
{|class="wikitable" style="width:auto;" border="2"
|+Deal
!# Players
!2-3
!4-5
|-
!# Cards
|5
|4
|}
{{Hclue|8}} clue tokens
</div>
 
== Game play ==
 
Players take turns to either:
 
* Give a '''clue'''
* '''Play''' a card, or
* '''Discard''' a card
 
=== Clue ===
 
Possible with at least {{Hclue|1|size=1.5}} available:
* '''All''' cards of a colour, or
* '''All''' cards of a number, or
* '''No''' cards of a colour, ''e.g. "'''Player1''' to '''Player2''': you have no red card"'' or
* '''No''' cards of a number ''e.g. "'''Player1''' to '''Player2''': you have no 5"''
 
# The active player selects a card in another player's hand.
# The active player selects a clue option.
# {{Hclue|1|size=1.5}} is moved from 'available' to 'used'.
 
=== Play ===
 
# The active player selects a card in their hand.
# The active player selects the 'Play selected card' button.
#* If the played card fits in any of the sequences, it is placed in the appropriate colour stack on the table.
#* If the played card does not fit, it is placed in the discard pile and the team gets a ''misfire'' token.
# A replacement card is drawn.
 
=== Discard ===
 
Possible with fewer than {{Hclue|8|size=1.5}} available:
# The active player selects a card in their hand.
# The active player selects the 'Discard selected card' button.
# The discarded card is placed in the discard pile.
# {{Hclue|1|size=1.5}} is moved from 'used' to 'available'.
# A replacement card is drawn.
 
== Game end ==
 
The game can end in several ways:
* All cards have been drawn from the deck. After this happens, each player has one more turn. The game ends with the score after the last turn.
* Your team played all possible cards. In this case, the game ends immediately.
* Your team made three mistakes that caused misfires. In this case, all players lose the game and receive -10 ELO points.
* Your team concedes the game. All players receive -10 ELO points.
* A player quits the game. Only the player that quit first receives -10 ELO points. All other players' ELO is unchanged.
 
== Conventions ==
 
* There are not enough {{Hclue|size=1}} to clue both colour and number of every played card, so the team must agree on a set of clue, play and discard interpretations, known as a convention.
* Many players use different conventions and if teammates have very different clue interpretations, the game becomes unsuccessful.
* Read about some of the most common conventions in '''[https://boardgamearena.com/forum/viewtopic.php?t=26863 this forum post]''' by [https://boardgamearena.com/player?id=84207926 Romain672].
''Note: the BGA list of conventions does not cover all conventions, so please respect the convention the table creator wants to play. This is why there is an option to display the convention for the table.''
 
=== 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|Bob 🡲|cards={{Hw|1}}{{Hw|1}}{{Hw|2}}{{Hr|4}} }}
{{cardholder|Cathy 🡲|cards={{Hy|4}}{{Hr|5}}{{Hr|3}}{{Hw|3}} }}
 
* 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|Bob 🡲|cards={{Hw|1}}{{Hw|1}}{{Hw|2}}{{Hr|4}} }}
{{cardholder|Cathy 🡲|cards={{Hy|4}}{{Hr|5|c=}}{{Hr|3|c=}}{{Hw|3}} }}
 
* 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|Bob 🡲|cards={{Hw|1}}{{Hw|1}}{{Hw|2}}{{Hr|4}} }}
{{cardholder|Cathy 🡲|cards={{Hy|4}}{{Hr|5|c=}}{{Hr|3|n=|c=}}{{Hw|3|n=}} }}
 
|title2=Fix clue example 2
|body2={{Hr}} {{Hy|1}} {{Hg}} {{Hb}} {{Hw}} {{Hm}}
{{cardholder|Bob 🡲|cards={{Hw|5}}{{Hy|4}}{{Hr|3}}{{Hg|5}} }}
{{cardholder|Cathy 🡲|cards={{Hw|4}}{{Hg|4}}{{Hm|2}}{{Hy|2}} }}
 
* 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|Bob 🡲|cards={{Hw|5}}{{Hy|4}}{{Hr|3}}{{Hg|5}} }}
{{cardholder|Cathy 🡲|cards={{Hw|4}}{{Hg|4}}{{Hm|2|{{y}}|1|1|c=}}{{Hy|2|c=}} }}
 
* Bob to Cathy: these 2 cards are 2s - this fix clue changes the focus from the left 2 to the other 2.
 
{{Hr}} {{Hy|1}} {{Hg}} {{Hb}} {{Hw}} {{Hm}}
{{cardholder|Bob 🡲|cards={{Hw|5}}{{Hy|4}}{{Hr|3}}{{Hg|5}} }}
{{cardholder|Cathy 🡲|cards={{Hw|4}}{{Hg|4}}{{Hm|2|{{y}}|1|1|n=|c=}}{{Hy|2|n=|c=}} }}
 
* ''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 {{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|Bob 🡲|cards={{Hr|2}}{{Hy|4}}{{Hr|3}}{{Hw|5|n=}} }}
{{cardholder|Cathy 🡲|cards={{Hw|4}}{{Hy|1}}{{Hr|4}}{{Hr|3}} }}
 
* Alice to Bob: these 2 cards are red.
 
{{Hr|1}} {{Hy|5}} {{Hg|1}} {{Hb|3}} {{Hw|4}}
{{cardholder|Bob 🡲|cards={{Hr|2|c=}}{{Hy|4}}{{Hr|3|c=}}{{Hw|5|n=}} }}
{{cardholder|Cathy 🡲|cards={{Hw|4}}{{Hy|1}}{{Hr|4}}{{Hr|3}} }}
 
* 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|Bob 🡲|cards={{Hb|5}}{{Hy|4}}{{Hr|3|c=}}{{Hw|5|n=}} }}
{{cardholder|Cathy 🡲|cards={{Hw|2}}{{Hw|4}}{{Hy|1}}{{Hr|4}} }}
 
* Alice to Cathy: this card is red.


==== Final Score Ratings ====
{{Hr|2}} {{Hy|5}} {{Hg|1}} {{Hb|3}} {{Hw|4}}
{{cardholder|Bob 🡲|cards={{Hb|5}}{{Hy|4}}{{Hr|3|c=}}{{Hw|5|n=}} }}
{{cardholder|Cathy 🡲|cards={{Hw|2}}{{Hw|4}}{{Hy|1}}{{Hr|4|c=}} }}


{| class="wikitable"
* 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.
!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 ==
=== Finesse convention ===


* In a game of Hanabi on '''normal difficulty''', the deck contains 50 cards.
Players assume:
* Each card has exactly one colour: either Red, Yellow, Green, Blue, or White.
* Standard convention
* Play clues may also include the '''newest, unmarked''' cards in every hand.


There are 10 cards in each colour:
{{infoBoxes3 |maxWidth=650
* three 1s
|title1=Finesse example
* two 2s
|body1={{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}
* two 3s
{{cardholder|Bob 🡲|cards={{Hb|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}
* two 4s
{{cardholder|Cathy 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|2}}{{Hg|2}} }}
* one 5


=== Multicolour cards ===
* Alice to Cathy: this card is blue.


* There are three variants that add a 6th colour: the multicolour.
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}
* There are three difficulties:
{{cardholder|Bob 🡲|cards={{Hb|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}
{{cardholder|Cathy 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|2|c=}}{{Hg|2}} }}


==== Tricky ====
* 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.


* Adds 10 multicolour cards to the normal game.
|title2=Reversed finesse example
* These cards get marked by a separate multicolour clue.
|body2={{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}
{{cardholder|Bob 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|2}}{{Hg|2}} }}
{{cardholder|Cathy 🡲|cards={{Hb|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}


==== Hard ====
* Alice to Bob: this card is blue.


* '''5''' multicolour cards to the normal game: one of each number.
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}
* These cards get marked by a separate multicolour clue.
{{cardholder|Bob 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|2|c=}}{{Hg|2}} }}
{{cardholder|Cathy 🡲|cards={{Hb|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}


==== Very Difficult ====
* 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}}.


* Adds 10 multicolour cards to the normal game.
|title3=Bluff example
* These cards get marked by ANY colour clue.
|body3=
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}
{{cardholder|Bob 🡲|cards={{Hw|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}
{{cardholder|Cathy 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|2}}{{Hg|2}} }}


== Game play ==
* Alice to Cathy: this card is blue.


* You each take turns.
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}
* During a turn, a player may take one (1) of three actions.
{{cardholder|Bob 🡲|cards={{Hw|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} }}
* After your action, the turn ends and it is the next player's turn.
{{cardholder|Cathy 🡲|cards={{Hr|5}}{{Hr|2}}{{Hb|2|c=}}{{Hg|2}} }}
* The game can end in several ways:
*# 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.
*# 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 ==
* 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.


* During your turn, you have one (1) action.
Some interpretations are more stringent, also must be a ''1-away-from-playable'' {{Hb|2}}.
* You can choose to do one of the following:
}}


==== Give a colour or number clue to a teammate ====
=== Marked card discard ===


* This costs one clue-token (-1).
If a non-trash marked card is discarded it means:
* You cannot give a clue if there are zero (0) clue-tokens left.
* A copy of that card is already marked in someone else's hand (''sarcastic discard''); or
* When you give a clue, you must indicate '''all''' cards of a certain colour, or '''all''' cards of a certain number.
* 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'')


==== Play a card ====
=== Definitions ===


* When a card is played, it is evaluated.
<div style="columns:20rem auto;column-gap:2rem;">
* If the card fits in one of sequences, it is placed in the appropriate colour stack on the table.
==== <span style="color:{{r}};font:700 larger cursive;">Basic</span> ====
* If it does not fit, it is placed in the discard pile and the team gets a misfire-token.
* Then draw a new card.


==== Discard a card ====
'''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).''


* When you discard, the card is placed in the discard pile and you get a clue-token (+1).
'''Strategy''': Plan to achieve the highest score. ''e.g. to mark first copies of cards.''
* ''Note:'' cards on the discard pile are out of the game and can never return.
* Then draw a new card.


== Options ==
'''Marked''': A card touched by a clue.


=== Black Powder ===
'''Focus''': The target card of a clue.


* You may not give clues regarding the colour black.
'''Play clue''': Clue that marks a focused card to play.
* 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 ===
'''Playable''': A card that can be marked by a play clue.


After playing the last card of a colour, randomly select one of the following bonuses for immediate use:
'''Trash''': A card that can never be played successfully.
* Gain a clue token.
* 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 ==
'''Bomb''': A play that causes a misfire.


When you play with others, certain words are used to describe certain objects or situations. Here is a short list.
'''Draw''': The newest card in a hand.


;Marked: A card that is highlighted by a clue.
'''Chop''': The oldest, unmarked card in a hand.
;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: When consecutive players have the same card on chop. A special problem, since, to each of the consecutive players, a number to chop does not look like a unique save.
;Twin chop: 2 consecutive players have the same card on chop. Same as Double discard
;Double save: When a player has two consecutive unique cards, requiring consecutive save clues.
;Strategy: A set of rules / guidelines / conventions on how to interpret actions by players (including spending of clue-tokens).


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


* If you are playing with ELO rating on, your ELO may be changed at the end of the game.
'''Save''': A (number) clue that marks a chop card to prevent discard.
* Here is how it works:
*# Every player on the team is temporarily considered as having the average ELO rating of the team.
*# 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.


* You can find <b>[http://forum.boardgamearena.com/viewtopic.php?f=3&t=4814 all bots' ELO ratings here]</b>
'''Prompt''': A play clue that causes connecting marked card(s) to play.
* 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.
* 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.
* To be confirmed: I think the ELO-system has had an overhaul.


== About "cheating" ==
==== ''<span style="color:{{g}};font:700 larger cursive;">Intermediate</span>'' ====


* In the "real life Hanabi", you can talk. That's why we chose to let the chat open for the online version.
'''Good Touch Principle''': All marked cards will eventually be played.


* As a consequence, it is very easy to cheat at Hanabi.
'''Splash''': Additional new colour or rank information of cards that are not the focus.
** 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.


* Abandoning: Another method of cheating is to deliberately avoid finishing games that would cause ELO to drop.
'''Locked''': A hand with all cards marked without any plays.
** While some argue that games become "boring" once 30 becomes impossible, it is rarely the case that games are abandoned on 29 points while waiting for the final 5 to be drawn.


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


'''Please note that these conventions are not widely used in BoardGameArena. Expert and master players in BGA tend to play very often according to the conventions in [https://docs.google.com/document/d/1VzgN6WoeYwh5NYtHECzUNZqFvpVcg-EdObU-YNMlyhc this document].'''
'''Fix clue''': Follow-up clue required to change the focus of a play clue (and prevent a misfire).


* 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.
'''Discard clue''': Clue that marks trash card(s) to be discarded (to prevent a misfire or unwanted discard).
* 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.
'''Stall clue''': A clue given to avoid discarding.
* 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 <b>[https://boardgamearena.com/forum/viewtopic.php?f=102&t=18031 post]</b> started by [https://boardgamearena.com/player?id=84207926 Romain672].
* Ideally, all players adhere to the convention, to avoid miscommunication.


* Below, the meta-information of several conventions is explained.
'''Finesse''': A play clue that causes connecting unmarked card(s) to play.
* 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>.
K - blacK powder - <span style="background:black">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>.
** ''For example:'' Y2 means the card with number 2 and colour yellow.
** For Black, you might see P or K (P for Powder, K for blacK which is played in reverse)


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


*You can assume the following meta-information:
'''Bluff seat''': The player directly before the player who is bluffed.
** 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.''
*** ''The small minority that pushes the conventions present on this wiki claim that doing so is the best way to prevent bombs, since this convention makes it more difficult to save unique cards on CHOP without marking collateral, potential useless cards.''
*** '' '''Most BoardGameArena players do not adopt this convention.''' A number hint is generally seen as a save (i.e., marking a unique cards that is about to be discarded) when on chop, and as a hint to play as soon as possible otherwise.''
** 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 they are sure they 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):
** 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: Since every marked card is assumed playable, you shouldn'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 also 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.
* When a lie has been told, it needs to be corrected.
* A correction-clue can never mean "play", it can only mean "discard".


==== Example 1 ====
'''Bottom-decked''': When the remaining copy of a playable card is too near the bottom of the deck to achieve a perfect score.


    new -> old
'''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.''
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
'''Double save''': Two consecutive saves in the same hand.


* It's P1's turn, and P2 knows his oldest card is 5.
'''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).''
* 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).


==== Example 2 ====
'''Sarcastic discard''': Discard of a duplicate marked copy of a card in another hand.


    new -> old
'''Skip''' / '''steal''': When a player gives a clue that could have been given by one of the skipped players.
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
'''Scream discard''': An unexpected discard to save a unique card in another hand.


* It is P1's turn again, and P2 knows his oldest card is 5, and his middle card is R.
==== ''<span style="color:{{m}};font:700 larger cursive;">Advanced</span>'' ====
* 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 ====
'''Long finesse''': A finesse of three or more cards lasting more than one complete round.


    new -> old
'''Layered finesse''': A finesse with unrelated playable card(s) in front of the target card(s).
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
'''Scream play''': An unexpected chop play to save a unique card in another hand.


* It is P1's turn, and P2 knows his middle card is 2.
'''Clued misplay''': A play clue that causes a misfire to prevent a unique discard in the same hand.
* 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 ===
'''Positional misplay''': An unexpected play that marks the same slot position in another hand to play immediately.


* Finesse builds on the standard convention (making it a bit more complex).
'''Gentleman's discard''': Discard of a playable card to play an unmarked copy in another hand.
* 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 by having a "known" play.
*** ''Obviously, if a player has a card that they are sure they will never be able to play, for example a card on which is marked as blue when the blue and multicolor piles have already been completed, such card must be discarded in priority.''
** If a marked card gets discarded it means:
*** The copy of that card is already marked in someone else's hand, and the discarding player is the first to realize this; or
*** The copy of that card MUST be marked in a future clue (because a save-clue will be given that will mark the copy card as collateral).


==== Meaning of skipping a player / stealing clues ====
'''Play refusal''': Instead of playing, a player clues or discards their '''chop'''.
* There are different approaches among finesse-convention-players about who should clue whom. So this section will be devided into sub-sections. The order does not say anything about which approach is more common on BGA. There are a lot of players following each idea.
* As of now, there is no way of saying which approach is "right" or "better". Of course it is important for success, that in a game, the group of players follows the same idea. If they get mixed, it will most likely result in bombs. If that happens, it does not mean, the other player is "bad" - it merely means, they follow a different idea. So you can only try to find a common ground for the next game or play with another group next time.
* The text within the sections are written by people who follow the idea.


===== a) Skipping / stealing should be avoided =====
'''Hesitation play''': After a play refusal of a playable card, another player may be able to blind play an unmarked card.
* If more than 1 person are able to give the same clue, then the last possible person should give that clue.
* In finesse convention skipping (P1 clues P3, instead of P2; then P2 is skipped) means either:
*# The skipped player is forbidden from giving that clue; or
*# The skipped player has something to play. But it must be a marked, completely known card. If there is no known card in your hand do NOT play blind.  
*# You should also clue someone


===== b) Skipping / stealing is for discard-management =====
'''Generation discard''': An unexpected discard to gain {{Hclue|1}}.
Skipping/stealing is a term that is often used for a situation, where giving a clue is not left for the last possible player to do. For example - player A saves a card on chop of player C, potentially leaving player B without a known play or a useful/necessary clue to give. Skipping players is a useful move to give other players the time to play other cards or discard.


When getting skipped without having a play or useful option to clue, it most likely means that your chop card is not very useful. These are valid reasons for skipping you:
</div>
* Your chop-card is trash (a copy of the card is already played/marked)
* Your chop-card is redundant: Another copy of it is on another player's (or your own) hand as well
* Your chop-card is a 4 and it's very early in the game
* You might still have something nice on chop, but the player sitting before already received information that their chop might be something very good (from earlier discard-behaviour like NOT being skipped over by the player sitting before them on earlier turns) and they are reluctant to discard for that reason.
* The clue given is a playclue for a card that might be in your hand so you couldn't know whether you want the other card or not. The player skipping you knows that you want it and therefore takes away the decision.


This approach sacrifices some saving-clue-tokens option (that might be achieved on a stricter dogma about who should clue whom) in order to be able to keep nice cards in the game for longer and discard useless cards instead and by that often get those cards played before they would be discarded.
== Options ==
* This convention is better for players, who play efficient enough to rarely struggle with clue-shortness and can therefore afford being more careful about not losing first copies.
* If a group often struggles with clue-shortness then skipping-dogma (as proposed by other conventions) might as well improve their overall results. If the problem for not achieving 30 points usually isn't clue-shortness but getting bottom-decked (or heavily delayed from losing earlier a card that could be played now), then results can get better with this discard-management convention.


Planning ahead is a vital aspect of the game. By carefully deciding on who to let clue and whom to skip, it is often possible to
=== Colors ===
* avoid twin-chops before they become an issue
* avoid not having enough clue tokens to save all necessary cards
* get the discard you were waiting for (when a player has 2 copies of the same playable card and you want them to discard before clueing it)


==== Clues you should avoid giving (bad clues) ====
==== Normal: 5 colors ====


* 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
{|class="wikitable" style="width:auto;" border="2"
|+50 cards
!Red (r)
|{{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).
* These cards are marked by a separate ''multicolour'' clue.
* The newest, unmarked cards in every player's hand should be considered as well.
{|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}}
|}


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


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


Table: R0, Y0, G0, B0, W0
==== Avalanche of Colors: Multicolor (10 multicolor) ====


* P1 gives B-clue to P3.
* These cards are marked by '''any colour clue'''.
* 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.
{|class="wikitable" style="width:auto;" border="2"
* Since P2 has no marked cards, he was not blocked from giving B-clue, so he must have something to play.
|++10 cards
* This something, must be the missing link (B1, to enable B2) that makes B2 the next playable card.
!Multicolour (m)
* 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.
|{{Hm|1}}{{Hm|1}}{{Hm|1}}
|{{Hm|2}}{{Hm|2}}
|{{Hm|3}}{{Hm|3}}
|{{Hm|4}}{{Hm|4}}
|{{Hm|5}}
|}


===== Example of reversed finesse =====
=== Black Powder ===


    new -> old
* Clues cannot be given for the colour black.
P1: ??, ??, ??, ??, ??
* Black cards must be played in '''reverse order''' 5 ⇨ 4 ⇨ 3 ⇨ 2 ⇨ 1.
P2: R5, R2, B2, G2, Y2
{|class="wikitable" style="width:auto;" border="2"
P3: B1, Y5, B3, W1, W2
|++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}}
|}


Table: R0, Y0, G0, B0, W0
=== 5 flamboyants ===


* P1 gives B-clue to P2.
After playing the last card of a colour, randomly draw a bonus card and apply its effect:
* This gives the information that B2 is the next playable card in the sequence.
# Gain {{Hclue|1|size=1.2}}
* 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.
# 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)''.


===== Example of a bluff =====
=== Convention used ===


    new -> old
{|class="wikitable" style="width:auto;" border="2"
P1: ??, ??, ??, ??, ??
!Name
P2: W1, Y5, B3, W1, W2
!Summary
P3: R5, R2, B2, G2, Y2
!References
|-
|'''Standard'''
|BGA convention without blind-plays.
|Standard convention above


Table: R0, Y0, G0, B0, W0
[https://docs.google.com/document/d/1VzgN6WoeYwh5NYtHECzUNZqFvpVcg-EdObU-YNMlyhc Hanabi "reference" for bga]
|-
|'''Finesse'''
|BGA convention with blind-plays.
|Finesse convention above


* P1 gives B-clue to P3.
[https://docs.google.com/document/d/1VzgN6WoeYwh5NYtHECzUNZqFvpVcg-EdObU-YNMlyhc Hanabi "reference" for bga]
* 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.
|'''Hat-guessing'''
* This something, must be the missing link (B1, to enable B2) that makes B2 the next playable card.
|Clues relate to slot position, not the cards marked.
* 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.
|[https://github.com/hanabi/hanabi.github.io/blob/main/misc/hat-guessing.md H-Group]
* 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, up to this point, was thinking he had B1.
* The blind-play of P2 gives him extra information: his blue card is in fact B2.


=== Hat-guessing ===
[https://github.com/fpvandoorn/hanabi/blob/master/doc_hat_player.md Robert Kaspar]


* [https://github.com/hanabi/hanabi.github.io/blob/main/misc/hat-guessing.md Github hat-guessing]
[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]


=== Logical Leftism ===
[https://boardgamearena.com/forum/viewtopic.php?p=71264#p71264 Secret hanabi restriction]
|-
|'''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]
|}


* [http://hanabilogic.eklablog.com/basics-level-1-a117610126 Hanabi Logic basics-level-1]
=== Preset deck ===
* [http://hanabilogic.eklablog.com/-a163408102 Hanabi Logic logical-leftism-in-a-nutshell]


=== Closest Friend ===
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


* TODO
=== Unofficial variant ===


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


* TODO
== ELO rating ==


=== Conventional Leftism ===
'''[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}}.


* [http://hanabilogic.eklablog.com/ll-vs-cl-the-differences-a132077536 Hanabi Logic ll-vs-cl-the-differences] gives some clues, but doesn't explain Conventional Leftism from first principles.
# '''''Hanabot''''''s ELO is generated from:
#* Final score¹
#* Average team ELO
#* Colour option²
# ELO change is calculated as if tied with Hanabot³.


=== Chop-focus ===
'''''[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).''


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


* In addition to the convention(s), there is also some strategy to the game.
³''ELO change with a perfect score is calculated as if Hanabot lost.''
* You should '''not''' confuse strategy with convention! Strategy is '''team''' vs '''deck'''; convention is communication within the team.
* A simple example of strategy is saving 2s in 2-player games.
** Using number-2-clue to communicate that those cards need to be saved, is a convention.


=== Examples ===
== Cheating ==


* More advanced players will try to avoid losing as many "first" (non-unique) cards as possible.
* Players can cheat at Hanabi by sharing information via the chat user interface. This is why ranking has been disabled for this game.
* 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.''
* Trying to mark at least 12 cards with the first 8 clue-tokens.
** This gives 99% chance of always having enough tokens in the game.
* Not using the last two clue-tokens for "single plays".
** This avoids running out of clue-tokens in times when you need to save critical cards.


For strategy tips, see <b>[[Tips_hanabi]]</b>
[[Category:Card games]]

Latest revision as of 00:26, 31 January 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 (red, yellow, green, blue and white) by playing each individual colour in series (1 ⇨ 2 ⇨ 3 ⇨ 4 ⇨ 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!

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 Hanabot³.

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).

³ELO change with a perfect score is calculated as if Hanabot lost.

Cheating

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