Hanabi
In this collective game, all the players work together to create a beautiful firework display.
But every player has to hold his cards back to front: you cannot see your own cards!
So you have to give your partners smart advice and remember all the information collected.
Number of players: 2 - 5
Game duration: 10 mn
Complexity: 2 / 5
Play Hanabi and 1272 other games online.
No download necessary - play directly from your web browser.
With your friends and thousands of players from the whole world.
Free.
Play Hanabi and 1272 other games online.
No download necessary - play directly from your web browser.
With your friends and thousands of players from the whole world.
Free.
Rules summary
Overview
Hanabi is a cooperative game where your collective goal is to build a fabulous fireworks show. Like any decent show, you should start with small fireworks and finish with the big ones. You will do this by playing red, blue, green, yellow, and white cards from ranks 1 to 5. The problem? You don't know what cards you have. But you know which ones your fellow players do. So you must communicate with each other to build a proper show by placing cards in sequential order with no misfires.
Gameplay
Cards and Firework Stacks
The deck has 50 cards. The cards come in five colors: Red Blue Green Yellow White
Each color has 10 cards. Three are card1, two are card2, two are card3, two are card4, and one single card5.
There is only one firework of each color. Each firework only has one of each number and must be placed in ascending order. So at the end (if successful), you should have 5 fireworks of 5 cards each, 1 through 5. Placing a duplicate on any stack will result in a misfire. If three misfires occur, the game is over and the players lose.
Communication
You can only communicate with your teammates via clues. You have a limited number of clues, represented by tokens like this: clue tokens
These are displayed in the upper right corner. Each time you give a clue, a clue tokens moves from the white area (available tokens) to the black (played tokens). If there are no tokens available, you must play or discard on your turn.
Setup
In a 2-3 player game, each player gets a hand of 5 cards. In a 4-5 player game, each player gets a hand of 4 cards.
Gameplay
On your turn, you can do one of three things.
- Give a clue.
- Discard a card.
- Play a card.
Give a Clue
To give a clue, there must be at least 1 clue tokens in the white area. Click on another player's card. You have the choice of telling the player
- Which cards of that color the player has
- Which cards of that number the player has
At that point, the clue tokens is moved from the white "available" zone to the black "used" zone.
The game records these clues, so you can tell which cards other players have pointed out are what number and what color.
Play a Card
Choose a card in your hand and select to play it. It will move automatically to the appropriate color stack.
- If it is the next card in sequence for a color, it is placed on the appropriate stack, adding to or completing the firework.
- If it is not the next card in sequence for any color, then the firework has misfired and the card is discarded. The player draws a replacement card.
If the played card completes a firework, a clue tokens moves from the spent black area to the white available area.
Discard a Card
To discard a card, there must be at least 1 clue tokens in the black area. Click on the card you wish to discard. A replacement card is drawn and a clue tokens moves from the black area to the white area, making it available.
Discarding is a necessary part of the game as you will need to restore clue tokens. Plus your hand will have unplayable duplicates so you must discard at some point. (e.g., if you play a blue3 and the Blue stack already has a blue3 in it, that results in a misfire.)
Game End
There are three ways the game can end.
- If the players cause 3 misfires (misplayed cards), the game immediately ends and the players lose.
- If all 5 firework stacks get completed, the players have won. and granted a stunning victory with 25 points.
- If the deck is empty, each player plays one more time (including the player who emptied the deck). Once this last round completes, the score is tallied.
Scoring
To calculate score, add the largest value card (top card) in each of the firework stacks. Artistic impression is determined by the Artisan League of Fireworks Technicians reference scale:
| Points | Overall impression |
|---|---|
| 0-5 | Horrible, booed by the crowd... |
| 6-10 | Mediocre, just a spattering of applause... |
| 11-15 | Honorable attempt, but quickly forgotten... |
| 16-20 | Excellent, crowd pleasing. |
| 21-24 | Amazing, will be remembered for weeks! |
| 25-29 | Legendary, everyone left speechless, stars in their eyes! |
| 30 | Divine, the display outshines the stars! |
The only way to score above 25 is to include multicolored cards. See Variants below.
Variants
Colors
| Name | # of Cards | Definition |
|---|---|---|
| Normal | 5 colors | The standard game. Play with a 50-card deck of 5 colors (red, blue, green, yellow, white) to make 5 firework stacks. |
| Tricky | 6th color (10 cards) | Add a sixth color--Multicolor--to make a deck of 60 cards and make 6 firework stacks. |
| Difficult | 6th color (5 unique cards) | Same as above, except the additional color only has one card of each rank (1 multicolour1, 1 multicolour2, 1 multicolour3, 1 multicolour4, and 1 multicolour5 |
| Avalanche of Colors | Multicolor (10 multicolor cards) | Multicolor cards are wild, which means these cards are included when giving clues about color. |
Black Powder
Ten black cards are added to the deck. These cards have different quantities of ranks, in reverse order from the other colors. One is black powder1, two are black powder2, two are black powder3, two are black powder4, and three are black powder5.
Like in "Tricky", the black cards form a firework stack, but are played in descending order (from black powder5 to black powder1).
You cannot give clues about the color of black cards. They have no color (who can see a black firework?). You can only give clues about its number.
When scoring, subtract 1 point for every card missing from the black fireworks display.
5 Flamboyants
Also known as "The Sumptuous 5". When you play the last card on a firework stack (typically the card5), draw a bonus card. Bonus cards have different effects.
- Gain a clue tokens
- Gain a clue tokens and lose 1 misfire
- Give a color clue to a player for free
- Give a number clue to a player for free
- Shuffle a discarded card back into the deck (optional)
- Play a discarded card (optional)
Convention Used
Hanabi is a game about communication, but there aren't enough clue tokens to be able to indicate both color and number of every played card. To give more information, the team must agree on a set of interpretations for clues, playable cards, and discardable cards. This is a convention.
If the players use different conventions to communicate, they are sure to lose. You can read more about conventions in on the Hanabi-Tips page or this forum post by Romain672.
During game setup, the creator can indicate which convention the players should use. These are not enforceable, so please respect the convention that the table creator set.
| Convention | Summary | Reference |
|---|---|---|
| Unspecified | No convention | |
| Finesse | Players assume that every marked card will be playable at some point. The oldest unmarked card should be safe to discard. Unplayable cards should be discarded by priority (e.g., discard blue when the blue stack is complete) The newest unmarked cards should be played first. | Reference |
| Layered Finess | Same as Finess, but marked cards can be layered behind other unrelated, but playable cards. | Reference |
| Hgroup | This is a comprehensive convention with several detailed interpretations, many based on the last card (known as the "chop card") and order of clues given. See reference for more details. | H-Group |
| Other | You can specify which convention should be used in the Presentation header of the table when it starts. |
Preset Deck
Preset decks are useful for comparing teams/conventions using the same deck. You can select to have no preset deck or choose one of 5 preset decks of the day. These change every day at 0:00 UTC.
Unofficial variant
In a two-player game, hand size is 6 instead of 5. In a five-player game, hand size is 3 instead of 4.

