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2010 · 2-5 players · 25min · weight 1.69 · 52,397 ratings
At a glance — v4 wide
Controlled-vocabulary primitives + 8-axis MDA aesthetic vector. Vocab v2.
Hold cards facing away; give a color or number clue to a teammate so they know which card to play next without seeing their hand.
- [3]communication_constraint— “limited info-sharing during play — clue tokens limit how many hints can be given”
- [3]info_asymmetry_stable— “hold cards facing teammates; each player permanently lacks info about their own hand”
- [2]forced_table_talk— “game requires verbal coordination; players must coordinate clues without full communication”
- [2]attrition_clock— “fail token economy — three misplays end the game; fuse tokens deplete on wrong plays”
Archetype fits — v4 deep
How well this game shape maps to mobile archetype templates. Composite is a weighted sum of the 10 fit dimensions.
| Archetype | Composite | LTF | Session | Combo | Arc | Share | 5in | Onboard |
|---|---|---|---|---|---|---|---|---|
| Coop Hanabi is the canonical coop info-asymmetry exemplar. Rules excerpt confirms the strict communication constraint ('one, and only one, of the following actions') + v4-wide info_asymmetry_stable + semantic_overloading + communication_constraint all at strength 3 — bluff_info_asymmetry pegs at 9 (the dimension's highest signal of coop-fit per the rubric). Visual legibility strong at 8 (Hanabi-shape: 4 cards visible to teammate + piles). | 7.20 | 8.0 | 9 | 7 | 8 | 5 | 8 | 7 |
| Balatro Hanabi has hidden-info structure (own hand unseen) but no scaling combo / engine growth — fireworks rows are linear 1→5 builds. Wrong shape for Balatro's run-based escalation. | 5.20 | 5.0 | 6 | 4 | 6 | 5 | 7 | 6 |
| Wordle Single-puzzle resolve shape but session is too long (~25min vs Wordle's 60-90s) and is fundamentally multiplayer-coop, not single-solver. | 5.00 | 7.0 | 5 | 3 | 6 | 5 | 7 | 5 |
| Cozy Coop-or-Solo tier (Cooperative Game) — no cap. Tonal art direction (Ralenti watercolor fireworks) is cozy-adjacent, but cognitive load of memory + clue-tracking is decidedly not low-key. forced_table_talk primitive at strength 2 is anti-cozy in feel even within Coop tier. Score against tone: 5-7 range. | 4.90 | 7.0 | 5 | 3 | 5 | 4 | 7 | 6 |
| Snap Information asymmetry exists but in cooperative direction — no PvP factional deck, no lane structure. Wrong loop. | 4.60 | 5.0 | 4 | 3 | 5 | 4 | 7 | 5 |
Rules card
Synthesized from sources below. Readiness: ready. Confidence: 1.00.
Readiness
ready (confidence=1.00, rules=1.00, fun=1.00). BGG rank: 597; year: 2010; weight: 1.69; playtime: 25 min
| Source | Quality | Role | Note |
|---|---|---|---|
pdf | 1.00 | rules authority | BGG file 86970 (English from French translation, 1 page) |
llm_memory | 0.90 | draft synthesis | sonnet-self-rated-9 |
bga_tutorial | 0.85 | rules authority | BGA implementation rules summary |
bgg_comments | 0.75 | player voice | positive/player-voice sample |
youtube_transcript | 0.70 | teach-flow | how-to-play transcript |
wikipedia | 0.55 | context/reception | board-game-suffix |
github_code | 0.15 | implementation signal | GitHub match is adjacent/tooling, not rules code |
Core Loop
A fully cooperative card game where players hold their cards facing outward — you cannot see your own cards, only others'. The shared goal is to play fireworks cards in sequence (1-2-3-4-5) for each of 5 colors. On your turn you take one of three actions: give a clue, play a card, or discard a card.
Giving a clue: point to one or more cards in another player's hand and tell them either "these cards are all [color]" or "these cards are all [number]." You must identify ALL cards matching that attribute — you cannot give a partial clue. Spend one of the 8 (or sometimes less) clue tokens from the shared supply.
Playing a card: choose a card from your hand and play it to the communal fireworks display. If it's the next number in its color's sequence, it's placed successfully. If not, it's a dud — discard it and lose one of 3 fuse tokens.
Discarding a card: remove one card from your hand and gain back one clue token. Draw a replacement card from the deck after any action.
The team relies on shared knowledge — players use clue logic to infer what their cards are, and must act on incomplete information.
Turn Structure and State
- Publisher/manual source is present and treated as the top rules authority.
- BGA tutorial is present; useful for exact turn flow and implementation gotchas.
- How-to-play transcript is present; useful for teach order and confusing steps.
- BGG description anchor: Hanabi—named for the Japanese word for "fireworks"—is a cooperative game in which players try to create the perfect fireworks show by placing the cards on the table in the right order. (In Japanese, hanabi is written as 花火; these are the ideograms flower and fire, respectively.) The card deck consists of five different colors of cards, numbered 1–5 in each color. For each color, the players [...]
Win Condition and Arc
Win by completing all 5 fireworks sequences (1-2-3-4-5 in each of 5 colors) for a perfect score of 25. Score equals how many cards were successfully played when the game ends (either deck exhausted + one final round, or all fuses blown = immediate loss with score 0 or current points). Lose immediately if 3 duds are played (3 fuses blown).
The arc builds around trust in clue interpretation. Early game is establishing a shared "protocol" for how clues mean what; late game is high-stakes plays with few clue tokens and known fuse pressure.
Decision Primitives
BGG mechanisms: Communication Limits, Cooperative Game, Hand Management, Memory, Ordering, Set Collection
Memory-derived primitives:
- Hidden information (can't see own cards)
- Cooperative communication with constrained clues
- Shared resource management (clue tokens, fuse tokens)
- Inference and deduction
- Hand management under uncertainty
v4 controlled primitives: communication_constraint, info_asymmetry_stable, semantic_overloading, forced_table_talk, attrition_clock
Top iOS archetype fits: coop 7.2, balatro 5.2, wordle 5.0.
Why It Is Fun
The core tension is exquisite: the game is hard enough that perfect scores feel like genuine achievements, but the constraint of only saying color or number (never "play this" or "don't play that") forces a creative compression of information. The joy comes from the team successfully inferring complex states from minimal signals.
Player-voice evidence:
- I really enjoy the silent mechanic of this game. It's a set-building co-op of deduction and memory. I'm a strict player, and if I could I would make everyone play in total silence, and I would love every tension filled second. BUT you...
- great coop, where everybody works together, without one person controlling the gameplan. Easy to understand, plays quick
- Quick, sleek, and fun filler. At its best, a rare co-op that can't be managed by an alpha gamer in the group, provided players don't start mistaking metagaming for logic.
- Really fun, and challenging deduction game. Each player does have to pay attention though, and be pretty switched on. If you want a game that makes you think, and work with everyone to win, this is for you.
- Really love the group dynamic that it creates. Fun strategy and tactics aswell. Also always striving to do better next game.
Friction and Failure Modes
- Treat Sonnet-memory edge rules as draft until confirmed by manual, BGA, or transcript.
- GitHub source is adjacent/tooling or false-positive; ignore for rules semantics.
Translation and Design Hooks
- Use this card to ask: which primitive carries the fun if theme/licensing is removed?
- For iOS, look for short-session compression, clear state visualization, and a digital-only twist.
- For new tabletop design, look for the tension source and decide whether to preserve or invert it.
Edge Rules and Gotchas
- Clues must be truthful and complete — you cannot point to only some cards of the matching attribute; you must indicate all matching cards even if revealing too much
- When the deck runs out, each player gets exactly one more turn (including the player who drew the last card), then the game ends and score is tallied
- If a 5 is successfully played in any color, you immediately gain 1 clue token back as a bonus
- Multicolor variant adds a sixth color (rainbow) that matches every color clue, dramatically increasing difficulty
- The "good hand" convention: experienced players often use the position of cards in hand as implicit meta-information (leftmost = oldest, newest cards may be unclued but playable soon)
- Discarding a card you still need permanently reduces max possible score; careful tracking of discards is essential
Sources Used
[
{
"kind": "pdf",
"path": "data/rulebooks/98778.pdf",
"quality": 1.0,
"note": "BGG file 86970 (English from French translation, 1 page)"
},
{
"kind": "llm_memory",
"path": "data/llm_memory_sonnet/98778.md",
"quality": 0.9,
"note": "sonnet-self-rated-9"
},
{
"kind": "bga_tutorial",
"path": "data/bga_tutorials/98778.md",
"quality": 0.85,
"note": "BGA implementation rules summary"
},
{
"kind": "bgg_comments",
"path": "data/bgg_comments/98778.txt",
"quality": 0.75,
"note": "positive/player-voice sample"
},
{
"kind": "youtube_transcript",
"path": "data/youtube_transcripts/98778.txt",
"quality": 0.7,
"note": "how-to-play transcript"
},
{
"kind": "wikipedia",
"path": "data/wikipedia/98778.md",
"quality": 0.55,
"note": "board-game-suffix"
},
{
"kind": "github_code",
"path": "data/code_implementations/98778.md",
"quality": 0.15,
"note": "GitHub match is adjacent/tooling, not rules code"
}
]
Sources (7)
Inputs to rules-card synthesis. Click any pill with ↗ to open the original source.