Hi,
Apparently my last post of conventions was added in the strategy tips guide: https://boardgamearena.com/forum/viewtopic.php?t=18031 . Since the plan of that post was more to know what to put as convention than really discuss about those, I will do another one. And since two years, there have been some new stuff:
Traditionnal style:
Those sets of conventions give direct clues: if you receive a 2 clue, that mean we want you to do something with that 2. It can be to play it, it can be to save it, it can be to make others players react to it.
1) Logical leftism:
http://hanabilogic.eklablog.com/basics- ... a117610126
This is a set of convention used a little on bga, with the objective to play without conventions: playing leftmost only when it's logical.
2) Bga:
https://docs.google.com/document/d/1Vzg ... Mlyhc/edit#
This is the most played style on bga. It's a style pretty easy and intuitive: color clue tell to play leftmost, number clue off chop tell to play leftmost, number clue on chop which can be a save tell (usually) the rightmost card is critical.
3) Hgroup:
https://hanabi.github.io/
It's the most developed set of conventions used online.
Chop focus, 2-saves, layered finesse are used contrary to bga, and many stuffs which got either no meaning or a really rare meaning are added.
Things like: priority of plays, playing from slot 2/3 when slot 1 play isn't enough, unknown trash clues, a meaning when you play your 1s in the wrong order, meaning when someone does something complicated while there was something very clearly simpler...
Kipipi:
https://docs.google.com/document/d/1dLG ... zXMJk2nZGw
This is an extention of the hgroup's document which goes even deeper. Things like spooky save which when your previous player instead of stealing your clue let you do it, which normally should make you very suspiscious about your chop here make you save it. Dawn which is differents conventions to make it easier to get cards from slots 2/3/4 in early game since it's pretty likely they are playable. And others very confusing stuff, but which give even more effeciency.
Twist on traditionnal style:
Those sets are actually pretty bad since they are few developped. They work like the previous ones, but with a special twist:
4) Newest friend:
https://github.com/hanabi/hanabi.github ... friend.pdf
Clues have different meanings depending on who gave you the clue.
5) Card cycling:
https://github.com/SashaIr/hanabi-conve ... Hanabi.pdf
Read part 4. This is a set of conventions where when you give a clue, you put your chop into your slot 1.
More advanced traditionnal style:
6) Referential sieve:
https://hackmd.io/@timotree3/ref_sieve
This is a pretty new system which combine discard of newest and referential clue.
Saves clues save all the cards to the left of the clue. That make you be able to save cards and ask for specific discards way more easily.
Referential clues make the focus of the card being an adjacent card of the touched card: that let you give play clues while still give information on the others cards on the hand.
Algorithmic conventions:
7) Follow the leader:
https://docs.google.com/document/d/1Tsq ... RDwAY/edit
4 players needed. This is a most fun way to start to play hat guessing. Each clue give the same action to do for the two others players. Depending of the clue, the action can be moved by X slot.
8) Hat guessing:
https://github.com/hanabi/hanabi.github ... uessing.md
This is the most powerful way to play hanabi. Using maths, modulo, and hints available, you give a piece of information of all others players depending of what you clued. Then each player can deduce their and act in consequence. That means in 5 players games, each hint give 4 differents actions like save or discard a specific slot.
9) Aenarion:
https://boardgamearena.com/forum/viewto ... onventions
An old way of clueing cards where clues correspond arbitrarly to slots.
Others:
10) Reactor:
https://hackmd.io/@hanab/reactor
3 players. Reactor is a mix between hat and sieve.
The player which receive the clue will assume a normal meaning (reactor choosed the sieve version which make the focus an adjacent card to the touched card).
The other player will assume an hat clue: a rank clue given will get two plays, a color clue given will get one play and one discard (any order)
2-players:
2-players playstyle can vary from duos to duos. But you can still wrote many commun things.
11) H-group:
https://github.com/hanabi/hanabi.github ... -player.md
Variants:
Those aren't conventions sets, but a different way to play hanabi:
12) Secret hanabi restriction:
https://perchance.org/e6dtm5lj3r
Each player randomly take one of those secret restriction and play with it.
13) Bingo:
https://docs.google.com/spreadsheets/u/ ... li=1#gid=0
You choose one grid (you can open a new shared document with the grid which let you modify freely the grid, which let you color the tiles in green or red which are globally known as 100% done or 100% impossible)(3x3 is hard, 4x4 very hard, 5x5 extremely hard).
The goal is to do all objectives in one line, one column or one diagonal for the whole team, and do max score.
Note that bga's convention are enough effecient for a normal game, while hgroup has a lot more options to get even more effeciency. I believe with players better than me (and I'm really good) you can won the 5x5 grid most of the time.
14) No clue needed;
Each clue must be a 5.
When you give a clue, you must write a single word in chat.
All words must be differents (not two word of the same family or which break the game).
Try to have fun.
And here is a discord which goal is to want to discuss and play few played conventions sets: https://discord.gg/jTTfkukrdB
And I just proposed an update on the conventions proposed on bga: https://boardgamearena.com/bug?id=71265
Apparently my last post of conventions was added in the strategy tips guide: https://boardgamearena.com/forum/viewtopic.php?t=18031 . Since the plan of that post was more to know what to put as convention than really discuss about those, I will do another one. And since two years, there have been some new stuff:
Traditionnal style:
Those sets of conventions give direct clues: if you receive a 2 clue, that mean we want you to do something with that 2. It can be to play it, it can be to save it, it can be to make others players react to it.
1) Logical leftism:
http://hanabilogic.eklablog.com/basics- ... a117610126
This is a set of convention used a little on bga, with the objective to play without conventions: playing leftmost only when it's logical.
2) Bga:
https://docs.google.com/document/d/1Vzg ... Mlyhc/edit#
This is the most played style on bga. It's a style pretty easy and intuitive: color clue tell to play leftmost, number clue off chop tell to play leftmost, number clue on chop which can be a save tell (usually) the rightmost card is critical.
3) Hgroup:
https://hanabi.github.io/
It's the most developed set of conventions used online.
Chop focus, 2-saves, layered finesse are used contrary to bga, and many stuffs which got either no meaning or a really rare meaning are added.
Things like: priority of plays, playing from slot 2/3 when slot 1 play isn't enough, unknown trash clues, a meaning when you play your 1s in the wrong order, meaning when someone does something complicated while there was something very clearly simpler...
Kipipi:
https://docs.google.com/document/d/1dLG ... zXMJk2nZGw
This is an extention of the hgroup's document which goes even deeper. Things like spooky save which when your previous player instead of stealing your clue let you do it, which normally should make you very suspiscious about your chop here make you save it. Dawn which is differents conventions to make it easier to get cards from slots 2/3/4 in early game since it's pretty likely they are playable. And others very confusing stuff, but which give even more effeciency.
Twist on traditionnal style:
Those sets are actually pretty bad since they are few developped. They work like the previous ones, but with a special twist:
4) Newest friend:
https://github.com/hanabi/hanabi.github ... friend.pdf
Clues have different meanings depending on who gave you the clue.
5) Card cycling:
https://github.com/SashaIr/hanabi-conve ... Hanabi.pdf
Read part 4. This is a set of conventions where when you give a clue, you put your chop into your slot 1.
More advanced traditionnal style:
6) Referential sieve:
https://hackmd.io/@timotree3/ref_sieve
This is a pretty new system which combine discard of newest and referential clue.
Saves clues save all the cards to the left of the clue. That make you be able to save cards and ask for specific discards way more easily.
Referential clues make the focus of the card being an adjacent card of the touched card: that let you give play clues while still give information on the others cards on the hand.
Algorithmic conventions:
7) Follow the leader:
https://docs.google.com/document/d/1Tsq ... RDwAY/edit
4 players needed. This is a most fun way to start to play hat guessing. Each clue give the same action to do for the two others players. Depending of the clue, the action can be moved by X slot.
8) Hat guessing:
https://github.com/hanabi/hanabi.github ... uessing.md
This is the most powerful way to play hanabi. Using maths, modulo, and hints available, you give a piece of information of all others players depending of what you clued. Then each player can deduce their and act in consequence. That means in 5 players games, each hint give 4 differents actions like save or discard a specific slot.
9) Aenarion:
https://boardgamearena.com/forum/viewto ... onventions
An old way of clueing cards where clues correspond arbitrarly to slots.
Others:
10) Reactor:
https://hackmd.io/@hanab/reactor
3 players. Reactor is a mix between hat and sieve.
The player which receive the clue will assume a normal meaning (reactor choosed the sieve version which make the focus an adjacent card to the touched card).
The other player will assume an hat clue: a rank clue given will get two plays, a color clue given will get one play and one discard (any order)
2-players:
2-players playstyle can vary from duos to duos. But you can still wrote many commun things.
11) H-group:
https://github.com/hanabi/hanabi.github ... -player.md
Variants:
Those aren't conventions sets, but a different way to play hanabi:
12) Secret hanabi restriction:
https://perchance.org/e6dtm5lj3r
Each player randomly take one of those secret restriction and play with it.
13) Bingo:
https://docs.google.com/spreadsheets/u/ ... li=1#gid=0
You choose one grid (you can open a new shared document with the grid which let you modify freely the grid, which let you color the tiles in green or red which are globally known as 100% done or 100% impossible)(3x3 is hard, 4x4 very hard, 5x5 extremely hard).
The goal is to do all objectives in one line, one column or one diagonal for the whole team, and do max score.
Note that bga's convention are enough effecient for a normal game, while hgroup has a lot more options to get even more effeciency. I believe with players better than me (and I'm really good) you can won the 5x5 grid most of the time.
14) No clue needed;
Each clue must be a 5.
When you give a clue, you must write a single word in chat.
All words must be differents (not two word of the same family or which break the game).
Try to have fun.
And here is a discord which goal is to want to discuss and play few played conventions sets: https://discord.gg/jTTfkukrdB
And I just proposed an update on the conventions proposed on bga: https://boardgamearena.com/bug?id=71265