Group for those who wanna try it: https://boardgamearena.com/group?id=955 ... ublicinfos
Hi,
In hanabi, the hat guessing consist to attribute a value to each clue, and to give a piece of information to all others players.
Per example, if the table is:
value | action given | hint to give
0 | give clue | white to last player
1 | play slot 1 | 1 to next player
2 | play slot 2 | 2 to next player
3 | play slot 3 | 3 to next player
4 | play slot 4 | 4 to next player
5 | play slot 5 | 5 to next player
6 | discard slot 1 | red to next player
7 | discard slot 2 | yellow to next player
8 | discard slot 3 | green to next player
9 | discard slot 4 | blue to next player
10 | discard slot 5 | white to next player
11 | - | 1 to second next player
and so on...
And the starting hands are:
b1-g4-w4-g5-b5 for your next player
g4-y3-b2-y3-w3 for your second next player
You will associate an action to do for your previous player (known by all others players), here it would be discard slot 2* because y3 is duplicate. Discard slot 2 has a value of 7.
And then associate an action to do for your second previous player, here it would be play slot 1. Play slot 1 has a value of 1.
You add all values: 7+1=8.
Then you give the clue associated to that value: green to your next player.
THEN:
Your next player check the value for green to your next player: 8.
Your next player check the action decided for your previous player, which is discard slot 2. Value of 7.
He does 8-7=1. He does action '1' so play slot 1.
THEN:
Your previous player check the value for green to your next player: 8.
He check the action done by the other player: play slot 1. Value of 1.
He does 8-1=7. He does action '7' so discard slot 2.
* Why slot 2 and not 5? Because it's leftmost. It must be decided conventionnally before the game for all players to be agree on what is going on.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
I was wondering if this kind of reasonning can be applicated to Tranquility.
I believe the most simple thing to work around is with a manual ship: you will have the choice between 5 differents places.
You could do something like that: you attribute the value of 1 on the lowest place the ship can go, 2 just above, and so on. So you can have value from 1 to 5.
Let's assume you always communicate your lowest card during the first turn, and don't play it (if you draw a lower card at the end of your turn, you ignore it).
The first move you do for the ship will be associated with the (value of the place-1)*5.
The second move you do for the ship will be associated with the value of the place.
You add both of them and:
- if it's a number between 1 and 24, it's the lowest card you got during the first turn
- if it's 25, that means all your cards during your first turn got a value of 25 or more
This is the base which is the easiest thing I can do.
It look like telling the lowest number isn't good, telling a number between 28 and 51 is best but that's more difficult (or 30 to 53 for simplicity).
And I'm not sure what you do during turns 3/4. You want to tell another number. But which one.
And how powerful that info is.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Here is another possibility:
You got value from 1 to 5 with the ship.
If you choose a number from 1 to 4, that means you got the card which is 1/2/3/4 higher than the card you just played. If you choosed 5, that means you didn't.
That's maybe way easier.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You could argue: you will often put the ship in the highest line, which is bad, and I agree.
One way to work around that is to cycle the 1/2/3/4/5 spots. That means during the first turn you got the normal value.
But during the second you got the value 2/3/4/5/1. Then 3/4/5/1/2. And so on.
Thoughs? Ideas?
Hi,
In hanabi, the hat guessing consist to attribute a value to each clue, and to give a piece of information to all others players.
Per example, if the table is:
value | action given | hint to give
0 | give clue | white to last player
1 | play slot 1 | 1 to next player
2 | play slot 2 | 2 to next player
3 | play slot 3 | 3 to next player
4 | play slot 4 | 4 to next player
5 | play slot 5 | 5 to next player
6 | discard slot 1 | red to next player
7 | discard slot 2 | yellow to next player
8 | discard slot 3 | green to next player
9 | discard slot 4 | blue to next player
10 | discard slot 5 | white to next player
11 | - | 1 to second next player
and so on...
And the starting hands are:
b1-g4-w4-g5-b5 for your next player
g4-y3-b2-y3-w3 for your second next player
You will associate an action to do for your previous player (known by all others players), here it would be discard slot 2* because y3 is duplicate. Discard slot 2 has a value of 7.
And then associate an action to do for your second previous player, here it would be play slot 1. Play slot 1 has a value of 1.
You add all values: 7+1=8.
Then you give the clue associated to that value: green to your next player.
THEN:
Your next player check the value for green to your next player: 8.
Your next player check the action decided for your previous player, which is discard slot 2. Value of 7.
He does 8-7=1. He does action '1' so play slot 1.
THEN:
Your previous player check the value for green to your next player: 8.
He check the action done by the other player: play slot 1. Value of 1.
He does 8-1=7. He does action '7' so discard slot 2.
* Why slot 2 and not 5? Because it's leftmost. It must be decided conventionnally before the game for all players to be agree on what is going on.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
I was wondering if this kind of reasonning can be applicated to Tranquility.
I believe the most simple thing to work around is with a manual ship: you will have the choice between 5 differents places.
You could do something like that: you attribute the value of 1 on the lowest place the ship can go, 2 just above, and so on. So you can have value from 1 to 5.
Let's assume you always communicate your lowest card during the first turn, and don't play it (if you draw a lower card at the end of your turn, you ignore it).
The first move you do for the ship will be associated with the (value of the place-1)*5.
The second move you do for the ship will be associated with the value of the place.
You add both of them and:
- if it's a number between 1 and 24, it's the lowest card you got during the first turn
- if it's 25, that means all your cards during your first turn got a value of 25 or more
This is the base which is the easiest thing I can do.
It look like telling the lowest number isn't good, telling a number between 28 and 51 is best but that's more difficult (or 30 to 53 for simplicity).
And I'm not sure what you do during turns 3/4. You want to tell another number. But which one.
And how powerful that info is.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Here is another possibility:
You got value from 1 to 5 with the ship.
If you choose a number from 1 to 4, that means you got the card which is 1/2/3/4 higher than the card you just played. If you choosed 5, that means you didn't.
That's maybe way easier.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You could argue: you will often put the ship in the highest line, which is bad, and I agree.
One way to work around that is to cycle the 1/2/3/4/5 spots. That means during the first turn you got the normal value.
But during the second you got the value 2/3/4/5/1. Then 3/4/5/1/2. And so on.
Thoughs? Ideas?