Simple and short Hanabi convention list:
TL;DR wel, sorry
Legend: P – Popularity; U – usability; E – Efficiency; R- Risk (5 means no risk, 0 “you die”) player 1 – the players that gives the cue, player 2 – the next one, ect.
“The number 5” (P5;U5;E5;R5) number 1-4 and color cue means the card is to play, 5 cue means don`t discard.
“play left discard right” (P5;U5;E5;R4) If two cards are cued with same cue, the left one is to play. When you discard, choose the card from your right.
“fatal discard” (P intuitive among good players; U2;E4;R5) if you get a cue of low number or color with all cards from it played, your most right card is fatal to discard (a card with the same number and color is already discarded). You should note all discarded cards, wait until you see all but one of their “buddies” and play your marked card WITHOUT new cues.
“fatal discard 2” (P intuitive among good players; U2;E1;R1) You get 2 cards cued, you play the newest and ... BOOM
, you get a red token. This is warning not to discard the second. Don`t play it right away either. Use this convention as last resort only, by obvious reasons.
“good/save discard” (P intuitive among good players; U4;E4;R4) player 1 and 2 see a card in player`s 3 hand, that can be marked to play. If player 1 cues it, than player to have save discard. If player 1 chooses to discard, player 2 can cue it, but should not discard.
“finesse” (P2* favorite
, lets increase it; U0 to 2 increases with players number;E5+;R5) Player 1 sees the newest card in players 2 hand can be cued to play, he sees also a card in others player and, that can be player after the first one. He cues the second. Player 2 sees the “wrong” cue and plays her newest card.
"finesse through color" (P2; U0 to 2 increases with players number; E5; R4) if the finessed player has a cued card of the same color as the finessing cue, this is the finessed card (the one she have to play) not the newest.
"advanced/indirect finesse" (P2* favorite
, lets increase it; U0 to 2+ increases with players number;E5+;R5) It is not necessary Player 2 to be the one holding the finessed card. After a finessing cue is given, everyone watches the newest cards of the other players, the one who doesn`t see the finessed card hold it. Don`t cross 2 indirect finesses at once, confusion is certain.
"double finesse" (P1; U0-;E10+;R5) the newest cards of two players can be played one after another, cue the third card that will follow them. You may play 1000 games without a situation to play this. I played it once, lucky me
"bluff/pseudo finesse" (P1;U2 to 4;E5+;R2) example, the board has green 1 and red 2, player 2 has green 2 as newest card, player 3 has red 4. Player 1 give cue for the player`s 3 red card. (note in the simple version the cue has to be the color, not the number). Player 2 sees finesse and plays his newest card, expecting to be red 3. Player 3 sees the player 2 played his newest card "without cue" so he deduces he has red 4. He waits patiently for the red3 to come in play. This convention is one of the BEST in terms of both usability and efficiency and will not backfire if everyone is paying attention.
NОТЕ: you can use all finesse conventions in the same time, like an indirect double pseudo finesse through color (P1;U small but reasonable; E off the chart; R5 if everyone knows what and why and how is doing it)
"reverse finesse" (P1; U1;E4;R3) is a finesse, where the finessed card is in a player who plays after the cued card. Important here is that the player who got the cue must see all copies (both of them) of the finessed card, therefor he know he can`t play the cued card yet. Looks odd, but this is actually very simple finesse, because everyone know what is happaning at the moment of the cue. The cue have to be color, you can`t bluff in reverse.
“the bomb” (P0,U 3 to 4 handsize matters; E4; R1) If 2 or more cards a cued with the same cue, left is to play, right is the bomb. After the “to play” card is played (not necessary right after the cue) a “bomb round” is played. If the player with bomb card gets another cue, the cued card is to play and bomb isn`t, else the bomb is to play (sometimes it will misfire, it is ok). Give second cue on the bomb only if card has high number and will be played eventually or you have 2 misses already.
“the bomb easy mode” (P0,U 2 to 3 handsize matters; E4; R4) same as the original, just convention only apply for color cues and not for numbers. I actually recommend this convention, it trades usability for reliability by adding flexibility (how this sounds, hah
.
"the corners" (P1; U1-; E5; R5+) a relaxed version of "the bomb", a particular case actually, a color cue of the newest and oldest card means both are for play, first the newest. It is pretty save, you will use number cue for the newest if the oldest is not suitable, you can even try this if the other player doesn`t know the convention, nothing bad can happen.
"keep the color cue, discard the number cue" (P1; U4; E3; R3) Players like to store cued cards, but when a hand gets "overcued" the whole team loses flexibility. This rule is nice solution and also guides your teammates when and to give "multycues" and witch. They should know your discarding style at the beginning of the game.
"information shift" (P0 "i invented it";U5?;E??;R0--"you are very very dead") You have a hand without any cues. You get a cue. You play the cued card. Now you draw new card and have a hand without cues again. If you play this convention, cue on the first card (oldest better) mean your second card is to play, cue on the second mean your third card is to play ... cue on the fourth card means your first card is play.This way players stock cued cards in their hands and some may became useful. But there is price, you don`t know how important is to play the marked card, it will be harder to make decisions in the last moves (convention off when there are 4 or less cards in the draw deck is good improvement, but makes the convention overcomplicated), you can`t use "bluff" convention with this one.
PLEASE NOTE, YOU NEED TO AGREE WITH YOUR FELLOWS WITCH CONVENTIONS YOU WILL USE BEFORE THE GAME. Only the first 2 may be popular enough without discussion.
TL;DR wel, sorry
Legend: P – Popularity; U – usability; E – Efficiency; R- Risk (5 means no risk, 0 “you die”) player 1 – the players that gives the cue, player 2 – the next one, ect.
“The number 5” (P5;U5;E5;R5) number 1-4 and color cue means the card is to play, 5 cue means don`t discard.
“play left discard right” (P5;U5;E5;R4) If two cards are cued with same cue, the left one is to play. When you discard, choose the card from your right.
“fatal discard” (P intuitive among good players; U2;E4;R5) if you get a cue of low number or color with all cards from it played, your most right card is fatal to discard (a card with the same number and color is already discarded). You should note all discarded cards, wait until you see all but one of their “buddies” and play your marked card WITHOUT new cues.
“fatal discard 2” (P intuitive among good players; U2;E1;R1) You get 2 cards cued, you play the newest and ... BOOM
“good/save discard” (P intuitive among good players; U4;E4;R4) player 1 and 2 see a card in player`s 3 hand, that can be marked to play. If player 1 cues it, than player to have save discard. If player 1 chooses to discard, player 2 can cue it, but should not discard.
“finesse” (P2* favorite
"finesse through color" (P2; U0 to 2 increases with players number; E5; R4) if the finessed player has a cued card of the same color as the finessing cue, this is the finessed card (the one she have to play) not the newest.
"advanced/indirect finesse" (P2* favorite
"double finesse" (P1; U0-;E10+;R5) the newest cards of two players can be played one after another, cue the third card that will follow them. You may play 1000 games without a situation to play this. I played it once, lucky me
"bluff/pseudo finesse" (P1;U2 to 4;E5+;R2) example, the board has green 1 and red 2, player 2 has green 2 as newest card, player 3 has red 4. Player 1 give cue for the player`s 3 red card. (note in the simple version the cue has to be the color, not the number). Player 2 sees finesse and plays his newest card, expecting to be red 3. Player 3 sees the player 2 played his newest card "without cue" so he deduces he has red 4. He waits patiently for the red3 to come in play. This convention is one of the BEST in terms of both usability and efficiency and will not backfire if everyone is paying attention.
NОТЕ: you can use all finesse conventions in the same time, like an indirect double pseudo finesse through color (P1;U small but reasonable; E off the chart; R5 if everyone knows what and why and how is doing it)
"reverse finesse" (P1; U1;E4;R3) is a finesse, where the finessed card is in a player who plays after the cued card. Important here is that the player who got the cue must see all copies (both of them) of the finessed card, therefor he know he can`t play the cued card yet. Looks odd, but this is actually very simple finesse, because everyone know what is happaning at the moment of the cue. The cue have to be color, you can`t bluff in reverse.
“the bomb” (P0,U 3 to 4 handsize matters; E4; R1) If 2 or more cards a cued with the same cue, left is to play, right is the bomb. After the “to play” card is played (not necessary right after the cue) a “bomb round” is played. If the player with bomb card gets another cue, the cued card is to play and bomb isn`t, else the bomb is to play (sometimes it will misfire, it is ok). Give second cue on the bomb only if card has high number and will be played eventually or you have 2 misses already.
“the bomb easy mode” (P0,U 2 to 3 handsize matters; E4; R4) same as the original, just convention only apply for color cues and not for numbers. I actually recommend this convention, it trades usability for reliability by adding flexibility (how this sounds, hah
"the corners" (P1; U1-; E5; R5+) a relaxed version of "the bomb", a particular case actually, a color cue of the newest and oldest card means both are for play, first the newest. It is pretty save, you will use number cue for the newest if the oldest is not suitable, you can even try this if the other player doesn`t know the convention, nothing bad can happen.
"keep the color cue, discard the number cue" (P1; U4; E3; R3) Players like to store cued cards, but when a hand gets "overcued" the whole team loses flexibility. This rule is nice solution and also guides your teammates when and to give "multycues" and witch. They should know your discarding style at the beginning of the game.
"information shift" (P0 "i invented it";U5?;E??;R0--"you are very very dead") You have a hand without any cues. You get a cue. You play the cued card. Now you draw new card and have a hand without cues again. If you play this convention, cue on the first card (oldest better) mean your second card is to play, cue on the second mean your third card is to play ... cue on the fourth card means your first card is play.This way players stock cued cards in their hands and some may became useful. But there is price, you don`t know how important is to play the marked card, it will be harder to make decisions in the last moves (convention off when there are 4 or less cards in the draw deck is good improvement, but makes the convention overcomplicated), you can`t use "bluff" convention with this one.
PLEASE NOTE, YOU NEED TO AGREE WITH YOUR FELLOWS WITCH CONVENTIONS YOU WILL USE BEFORE THE GAME. Only the first 2 may be popular enough without discussion.