dmpr0 wrote: ↑13 August 2026, 13:36
Honestly I am starting to double think the situation. I did not have any obligation to do anything (like a bluff/finesse requiring my play) so I could easily clue k5 - that would invalidate that w clue on me if it was a simple bluff and cause bombs. So such a clue should not be given. If we trust the clue-giver to give a good clue, this must be a layer then? We can only consider bluff when I am forced to do something and can't make a gap in any way, or have matching cards to play in a general case.
Self-doubt is a good first step to learning and improving.
There seem to be three possible conventions to be used by a given group that follows what's commonly referred to as bga convention system, but let me prefece what I think are pros and cons of each by saying that among the games that are lost, majority are due to human error: inattentiveness, low perception or sometimes trying to be too clever. More complex convention in a system means more human error. BDRs are probably the 2nd most significant factor, but it's not even close. Efficiency is almost never a factor unless errors are made. I'm talking strictly about the original Hanabi and ignoring kids version of the game, because it makes it significantly easier to win even if multiple blunders are made.
1. it's a bluff unless the gap was created at any stage of fully resolving the clue
This is what I have presented on the previous page with several examples and what seasoned players like Blacktango in the previous post seem to advocate for.
Pros:
+ the definition of a gap is quite simple
+ bluffs are a lot more common than layered and patch combined, and when playing with strict promise bluffs almost as potent
+ when players fully grasp the concept and treat it as first class citizen, you are allowed to give such clues more often, partially ignoring the con below
Cons:
- a player who is not involved in a clue might mess it up while assuming it's a finesse clue involing them, so care must be taken not to give such clues under many circumstances
2. you can only ever bluff the next player, it's layered or patch otherwise
Pros:
+ even simpler definition of a gap
Cons:
- very rare to happen
- drawing the line there disables a lot very commonly used bluffs like skip bluff (when the next player thinks they are responding to the clue by playing a previously marked card, sometimes even involving a prompt) or bluffing over a player that has all cards known or one that is or is about to start responding to another clue (usually long finesse or layered), or even the simplest finesse + bluff (like yellow or 3 on 3y making 1y and 1b play by the next two players) if you are strict about it
3. trying to marry the two conventions above
Pros:
+ you preserve the possibility to bluff distant players (see con of conv 2) while avoiding the possibility someone will mess it up (con of conv 1)
Cons:
- unclear or nonexistent definition of a gap, or when you are obliged / compelled / forced to respond to previous clues and when you can delay your play, creating more opportunities for human error (number 1 factor of game losses)
- you are gaining some layered at the cost of many more bluffs and while layered is fun and efficient, more cards marked for play by a single clue means other players will have nothing to do and will discard sooner, creating more BDRs (number 2 factor of game losses)
All in all, there is no single way master level gamers play, so the best thing to do is discuss what convention a group will play before the game start. I like conv 1 above the most, because of its similicity and ability to save more cards with bluffs, avoiding more BDRs. And using that conv, avoiding such clues when they could be overriden by one of the other players.
How complicated defining what being obliged is might be shown by multitude of examples, so here is one:
You are Bob.
Emily started the game and clued 1 to you. Most likely 1 and not a color because one of your leftmost cards is multi, blocking a color clue, but it's not impossible Emily is an excellent player casually setting up Alice for a potential color self bluff (neg 1 on 3 other cards) next round if you hold a card like 2g and happen to draw a playable after playing your 1.
Alice clued white to Cathy, indicating 1w is there, either finesse or marked.
You can obviously see the other two 1w on Emily, but are you obliged to play your 1 right here right now or can you finesse Cathy's 1y with say 2y on Alice or give a neat blue promise bluff to 4b on Alice?
Alice: X 2y 4b X
Bob: X X (1) X
Cathy: 1y 2(w) X X
Donald: 2b X X X
Emily: 3b 5k 1w 1w
Solution: {
It's a patch finesse for Emily to play 3 cards after you play marked 1b and Donald plays 2b. Cathy creates the gap as defined in conv 1, by discarding or performing another unrelated action. Both you and Donald should be thinking you have 1w. Patch is almost always a (nice) surprise. If you don't perform your "forced" action and finesse / bluff 1y instead, Donald bombs 2b. His pov is his hand should be 1w X X X if you finesse or 1w 2b X X if you give a promise bluff.
}