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Hanabi
The goal of Hanabi is to make the most awesome fireworks show you can imagine, the only problem is you can’t see what fireworks you have in your hand. The good news is, you can see everyone else. The super bad news, time is running short and you guys have to communicate in short bursts to try to get this thing rolling.
To delve into the mechanics. The goal of Hanabi is to complete the sequence 1,2,3,4,5 in each color. To do this you must play the cards in order, first red 1, then red 2, then red 3, etc. There are 5 colours in which you need to do this in order to create the most amazing fireworks display possible. These numbers come in a variety of rarities(3 ones, 2 two’s, 2 three’s, 2 fours, and 1 five).
On a player’s turn you can play a card on a pile, and if the card is not a valid play you need to remove a detonator token(three misses and the game is over and you total the score) and draw a new card. You can also discard a card, and by doing so regain an information token(you start with 8 of these) and you draw a new card to replace it.
Now, so far this game sounds pretty boring, since it’d be fairly obvious to see on your turn what you can play, and what you can’t. So this is where the twist comes in. You can not look at your hand, but you can see everyone else’s cards. And you cannot communicate any information to them, without consuming an information token, and giving them one of two bits of information. You can either tell them all of the cards in their hand that are of a single colour, or tell them all of the cards in their hand that are of a single value. You have to tell them all of whatever you choose, so it’s up to them to figure out how to interpret what you mean when you tell them a colour or a number, unless you go through two information tokens to give them the same bit.
Additionally, when you complete a colour(i.e. successfully play the 5 card), you also regain an information token.
Now the game has set itself up for success, it ultimately boils down to the group you are playing with to determine how much fun you have with this game. If a team goes in with a strategy of signals/rules, it defeats the spirit of the game for me since your robbing yourself of the incomplete information which gives the game it’s challenge(and table talk is against the rules, you can discuss what information to give, but not who to give it to, or who to give information to, but not what to give them). Likewise it is tempting to try to subtly signal if someone mis-remembers or twists their knowledge around, you need to not give in to that since correcting that information costs you time.
The end result of this ruleset, is a fairly tense experience, where at the start everyone is happy go lucky, but then as the information tokens start to dwindle, it becomes a crazy tense atmosphere of trying desperately to tell the next person in line enough information so they can possibly play a card or discard it(gaining you another information turn), while not leaving someone coming up with no idea of what they have in their hand, a mittful of high number cards, and no information tokens forcing them to play or discard blindly.
I’ve only been able to play this game with 5 people, and that seems rather difficult(since it can take up to 4 turns for any bit of information to become useful, and each individual player will have less information in general because there’s so many people in play). While with fewer players it seems like you could stretch those information tokens a lot further because there’s less people for the information to be spread across(5 bits of information across 3 people means 1 for all, and 2 for most(generally giving you an exact card), but with 5 people it means 1 bit of information each(probably allowing you a guess at playing one card or a safe discard)).
Every time I’ve played so far seems to be great fun, but I can see how after a large number of playings people start getting into ruts and always playing in the same way meaning you can pass along more information then intended by the rules. But still, a great tense experience.