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Subject: English Rules Translation? rss

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David Short
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I recently acquired the Abacusspiele version of this incredible game. Is there an English Rules Translation of that version?

If not, can some generous geek make one?

Thanks.
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Cameron Chien
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Hey David! The rules are pretty simple. The goal of the game is to fully play all five suits or colors. You must start each suit by playing the 1, and play in sequential order. You can have as many different suits being worked on as you like, you do not have to finish one suit completely before starting another one. The trick is that all of your cards are held face-out, so you can't see what you have! I believe the # of cards per player is 5 cards for 2-3 players and 4 cards for 4-5 players.

On your turn you can:

1. Attempt to play a card.
2. Give a clue.
3. Discard a card, which gives the team a clue back.

Play a card: Pick a card from your hand and play it on the table. If it is a legal play, then add it to the appropriate suit. If not (out of sequence, or a number that has already been played for that color) then discard the card, the team loses one life token, and then you draw a card.

Give a clue: Pick a player and tell them EITHER about a number or a color. For example, you can point to a card and say, "This is a 4." Or maybe you point to two cards and say, "These are blue." The important thing is that whatever you pick to tell them, you have to include all of the cards in their hand that matches. I can't tell a player that one particular card is a 2, and not tell them about the other 2's also in their hand. Also, remove one clue token from the team's supply.

Discard a card: Just toss a card into the discard pile and draw a new one, adding back a clue token to the team's supply.

Special note: Playing the 5 of a color correctly also gives the team back one clue.

Edit: The game goes into the final round when the last card in the deck has been drawn. All players, including the one that drew the last card, get one more turn.

There you go, David!

Cameron
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David Short
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Thanks Cameron. I appreciate the kind jester.

However, I should have been more clear. I already know how to play (I was taught at BGG.con), but I still would like a copy of the official rules for this version of the game. I love reading rules and want them around for specific reference.

Additionally, I'm curious about the 3 variant uses for the multi-colored cards and why there are 9 clue tokens in this version.

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Cameron Chien
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Ahhh. Oh well, some exercise for the fingers, hehe.

I know in the original game you could use up to ten clues to make the game slightly easier (instead of the standard eight clues). But then, the original game came with a ton of extra tokens, since it also included the lackluster Ikebana game.

Cameron
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Wade Nelson
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dshortdesign wrote:
Thanks Cameron. I appreciate the kind jester.

However, I should have been more clear. I already know how to play (I was taught at BGG.con), but I still would like a copy of the official rules for this version of the game. I love reading rules and want them around for specific reference.

Additionally, I'm curious about the 3 variant uses for the multi-colored cards and why there are 9 clue tokens in this version.



I just submitted my (unofficial) translation of the Abacusspiele German rules to the game's file section. Watch for it and let me know if you find any major errors.
:-)
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David Short
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wadenels wrote:
dshortdesign wrote:
Thanks Cameron. I appreciate the kind jester.

However, I should have been more clear. I already know how to play (I was taught at BGG.con), but I still would like a copy of the official rules for this version of the game. I love reading rules and want them around for specific reference.

Additionally, I'm curious about the 3 variant uses for the multi-colored cards and why there are 9 clue tokens in this version.



I just submitted my (unofficial) translation of the Abacusspiele German rules to the game's file section. Watch for it and let me know if you find any major errors.
:-)


Awesome. Thank you.

I don't speak german, nor have I ever read the rules, so I wouldn't be any help in finding errors. Hopefully we can get some native German speakers to look this over once the file is approved.
 
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Wade Nelson
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Hanabi » Forums » General
Re: English Rules Translation?
Well, the rtf file I uploaded somehow got turned into gibberish and the PDF version hasn't been approved yet. So here's the rules, verbatim out of my rules file, until the file(s) get approved/reapproved:

----------------------------------------------------------

Hanabi

English Rules - Translated by Wade Nelson (wadenels) from the ABACUSSPIELE edition German rules. Please use these rules in conjunction with the illustrations and examples in the German rules included with the game.

Game Material
50 fireworks cards in five colors (red, yellow, green, blue, white)
10 cards per color with the values ​​1, 1, 1, 2, 2, 3, 3, 4, 4, 5
10 colorful fireworks cards with values ​​of 1, 1, 1, 2, 2, 3, 3, 4, 4, 5
8 Note tokens (+ 1 spare)
3 Storm tokens


Aim of the game
Hanabi is a cooperative game, meaning all players play together as a team. The players have to play the fireworks cards sorted by colors and numbers. However, they see their own hand cards not, and so everyone needs the advice of his fellow players. The more cards the players play correctly, the more points they receive when the game ends.


The Game
Important: For the basic game, the colorful fireworks cards and the spare Note token(s) are not needed. They only come in to use for the advanced game.

The oldest player is appointed first player and sets the tokens in the play area.
The eight Note tokens are placed white-side-up.
The three Storm tokens are placed lightning-side-down.

Now the fireworks cards are shuffled. Depending on the number of players involved, each player receives the following hand:
• With 2 or 3 players: 5 cards in hand
• With 4 or 5 players: 4 cards in hand
Important: Unlike other card games, players may not see thier own hand! The players take their hand cards so that the back is facing the player. The fronts can only be seen by the other players. The remaining cards are placed face down in the draw pile in the middle of the table. The first player starts.


Gameplay
Play proceeds clockwise. On a player's turn, he must perform exactly one of the following:
A. Give a hint or
B. Discard a card or
C. Play a card.
The player has to choose an action. A player may not pass!

Important: Players are not allowed to give hints or suggestions on other players' turns!

A. Give a hint
To give a hint one Note token must be flipped from its white side to its black side. If there are no Note tokens white-side-up then a player may not choose the Give a hint action.
Now the player gives a teammate a hint. He has one of two options:
1. Color Hint
The player chooses a color and indicates to his/her teammate which of their hand cards match the chosen color by pointing at the cards.
Important: The player must indicate all cards of that color in their teammate's hand!
Example: "You have two yellow cards, here and here."
Indicating that a player has no cards of a particular color is allowed!
Example: "You have no blue cards."
2. Value Hint
The player chooses a number value and gives a teammate a hint in the exact same fashion as a Color Hint.
Example: "You have a 5, here."
Example: "You have no Twos"

B. Discard a card
To discard a card one Note token must be flipped from its black side to its white side. If there are no Note tokens black-side-up then a player may not choose the Discard a card action.
Now the player discards one card from their hand (without looking at the fronts of their hand cards) and discards it face-up in the discard pile near the draw deck. The player then draws another card into their hand in the same fashion as their original card hands, never looking at the front.

C. Play a card
By playing out cards the fireworks are created in the middle of the table. The player takes one card from his hand and places it face up in the middle of the table. Two things can happen:
1. The card can be played correctly
The player places the card face up so that it extends a current firework or starts a new firework.
2. The card cannot be played correctly
The gods are angry with this error and send a flash from the sky. The player turns a Storm tile lightning-side-up. The incorrect card is discarded to the discard pile near the draw deck.
The player then draws another card into their hand in the same fashion as their original card hands, never looking at the front.


The Fireworks
The fireworks will be in the middle of the table and are designed in five different colors. For each color an ascending series with numerical values ​​from 1 to 5 is formed. A firework must start with the number 1 and each card played to a firework must increment the previously played card by one. A firework may not contain more than one card of each value.


Bonus
When a player completes a firework by correctly playing a 5 card then the players receive a bonus. One Note token is turned from black side to white side up. If all tokens are already white-side-up then no bonus is received. Play then passes to the next player (clockwise).


Ending the Game
The game can end in three ways:
1. The third Storm token is turned lightning-side-up. The gods deliver their wrath in the form of a storm that puts an end to the fireworks. The game ends immediately, and the players earn zero points.
2. The players complete all five fireworks correctly. The game ends immediately, and the players celebrate their spectacular victory with the maximum score of 25 points.
3. If a player draws the last card from the draw deck, the game is almost over. Each player - Including the player who drew the last card - gets one last turn.
Note: Cards cannot be drawn in this last round.

Finally, the fireworks will be counted. For this, each firework earns the players a score equal to the highest value card in its color series.
The quality of the fireworks display according to the rating scale of the "International Association of Pyrotechnics" is:
0-5 - Oh dear! The crowd booed.
6-10 - Poor! Hardly applaused.
11-15 - OK! The viewers have seen better.
16-20 - Good! The audience is pleased.
21-24 - Very good! The audience is enthusiastic!
25 - Legendary! The audience will never forget this show!


Important Notes and Tips
• Players may rearrange their hand cards and change their orientation to help themselves
remember the information they received. Players may not ever look at the front of their own cards until the play them.
• The discard pile may always be searched for information.
• Hanabi based on communication - and non-communication - between the Players. If one interprets the rules strictly then players may not, except for the announcements of the current player, talk to each other. Ultimately, each group should decide by its own measure
what communication is permitted communication. Play so that you have fun!


Variants

Difficulty Change
• Too easy? Play with only 2 or even only 1 Storm token.
• Too difficult? Add in the spare Note token(s), or use coins to represent extra Note tokens.
Farbrausch
Add in the 10 colorful firework cards as a 6th Color in the game and shuffle them into the draw deck during game setup. They will act as a 6th Rainbow firework that may be built.
The maximum score increases 30 points.
To make Farbrausch even more difficult, add only five colorful firework cards: 1,2,3,4,5.
Farbrausch ²
As with normal Farbrausch, shuffle the 10 Rainbow firework cards into the draw deck during game setup. There is still a 6th suit Rainbow firework that may be built. However in this variant the Rainbow cards cannot be identified as such. The Rainbow cards can only be identified as a specific color.
Example: Player as two blue cards and one rainbow card: "You have three blue cards, here, here and here."
Example: Player has no red cards and one rainbow card: "You have a red card here."

Author: Antoine Bauza.
Thanks: Sylvain Thomas, Mikael Bach, Michaël Bertrand, Matthieu Houssais, Florian Grenier,
Françoise Sengissen, Émilie Pautrot, Frédéric Vuillet, Matthieu Bonin, Bruno Goube, Arnaud Villechaise.
Graphics / illustration: Albertine Ralenti and ABACUS GAMES.
© 2010 Interlude - Cocktail Games, 2, rue du Hazard, F-78000 Versailles. www.cocktailgames.com
© 2012 ABACU SSPIELE Verlag GmbH, Frankfurter Strasse 121, D-63303 Dreieich.
Made in Germany. All rights reserved. www.abacusspiele.de
Distribution in Switzerland: Carletto AG, Moosacherstr. 14, CH-8820 Wädenswil.


EDITS: Typos & Fixes :)
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Alvaro BF
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Thanks! I bought a few days ago and I was having trouble with the variants! I will try all 3
 
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Robb Effinger
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wadenels wrote:

B. Discard a card
To discard a card one Note token must be flilpped from its black side to its white side. If there are no Note tokens black-side-up then a player may not choose the Discard a card action.


I was not aware this was a rule! Thanks.

(also, looks like there's a typo on "flipped" above)
 
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Lee Fisher
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Robb wrote:
wadenels wrote:

B. Discard a card
To discard a card one Note token must be flilpped from its black side to its white side. If there are no Note tokens black-side-up then a player may not choose the Discard a card action.


I was not aware this was a rule! Thanks.

(also, looks like there's a type on "flipped" above)


Yeah I don't know if I was also aware of that rule. Though thinking about it more, does it ever really come into play?
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Robb Effinger
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lfisher wrote:
Robb wrote:
wadenels wrote:

B. Discard a card
To discard a card one Note token must be flilpped from its black side to its white side. If there are no Note tokens black-side-up then a player may not choose the Discard a card action.


I was not aware this was a rule! Thanks.

(also, looks like there's a type on "flipped" above)


Yeah I don't know if I was also aware of that rule. Though thinking about it more, does it ever really come into play?


I think I may have seen it happen once or twice? I can certainly imagine a situation where I'd choose to discard in order to signal that "None of the cards I can see are worth cluing".
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Lee Fisher
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Wade,
Matthew mentioned the variants may not be quite right over here:

Re: Different ways to play multicolored cards and relative difficulty?
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Wade Nelson
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lfisher wrote:
Wade,
Matthew mentioned the variants may not be quite right over here:

Re: Different ways to play multicolored cards and relative difficulty?


Thanks for the link, but I think I'm a bit confused. So in the third variant you can build a sixth suit, or you can indicate they are the multicolor cards, or both?

i.e., what exactly is wrong so I can fix it?
 
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Robb Effinger
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wadenels wrote:
lfisher wrote:
Wade,
Matthew mentioned the variants may not be quite right over here:

Re: Different ways to play multicolored cards and relative difficulty?


Thanks for the link, but I think I'm a bit confused. So in the third variant you can build a sixth suit, or you can indicate they are the multicolor cards, or both?

i.e., what exactly is wrong so I can fix it?


In the third variant you can/are building a 6th suit, but you canNOT indicate that they are multicolored.
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Wade Nelson
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Robb wrote:
wadenels wrote:
lfisher wrote:
Wade,
Matthew mentioned the variants may not be quite right over here:

Re: Different ways to play multicolored cards and relative difficulty?


Thanks for the link, but I think I'm a bit confused. So in the third variant you can build a sixth suit, or you can indicate they are the multicolor cards, or both?

i.e., what exactly is wrong so I can fix it?


In the third variant you can/are building a 6th suit, but you canNOT indicate that they are multicolored.


Thanks, fixed.
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Wade Nelson
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Rules in the files sections should be up to date with latest fixes methinks.
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Manchuwok
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Robb wrote:
lfisher wrote:
Robb wrote:
wadenels wrote:

B. Discard a card
To discard a card one Note token must be flilpped from its black side to its white side. If there are no Note tokens black-side-up then a player may not choose the Discard a card action.


I was not aware this was a rule! Thanks.

(also, looks like there's a type on "flipped" above)


Yeah I don't know if I was also aware of that rule. Though thinking about it more, does it ever really come into play?


I think I may have seen it happen once or twice? I can certainly imagine a situation where I'd choose to discard in order to signal that "None of the cards I can see are worth cluing".


You can? I can't imagine such a situation. If none of the tokens are on their black side, odds are astronomically in favour of a clue being worthwhile.
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Robb Effinger
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manchuwok wrote:
Robb wrote:
lfisher wrote:
Robb wrote:
wadenels wrote:

B. Discard a card
To discard a card one Note token must be flilpped from its black side to its white side. If there are no Note tokens black-side-up then a player may not choose the Discard a card action.


I was not aware this was a rule! Thanks.

(also, looks like there's a type on "flipped" above)


Yeah I don't know if I was also aware of that rule. Though thinking about it more, does it ever really come into play?


I think I may have seen it happen once or twice? I can certainly imagine a situation where I'd choose to discard in order to signal that "None of the cards I can see are worth cluing".


You can? I can't imagine such a situation. If none of the tokens are on their black side, odds are astronomically in favour of a clue being worthwhile.


You've finished 2 suits completely, have the other 3 ones out, and players already know about their relevant 3s, 4s and 5s in hand - everything else that is being held is either a duplicate of a card that has been clued, or has already been played. Maybe it's more likely to happen if 3 suits are finished and 2 suits are waiting on the 2? Either way, this is a plausible scenario.
 
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Manchuwok
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Robb wrote:
You've finished 2 suits completely, have the other 3 ones out, and players already know about their relevant 3s, 4s and 5s in hand - everything else that is being held is either a duplicate of a card that has been clued, or has already been played. Maybe it's more likely to happen if 3 suits are finished and 2 suits are waiting on the 2? Either way, this is a plausible scenario.


Yes, this could be a plausible scenario to be in. But it's extremely unplausible to be in this scenario AND have no tokens on their black side.
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Mike Olson
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You can? I can't imagine such a situation. If none of the tokens are on their black side, odds are astronomically in favour of a clue being worthwhile.


Imagine this: You are third player, and in the initial draw you see no 1's or 5's. First player gives a clue that seems meaningless to you and everyone else (ie, "this is a 4"). Second player discards and draws a 3. If you had a 1, one of the first two players would have clued you on it. Given that you had no 1s, they would have told you which are 5s, so you probably have no 5s as well. My instinct here would be to discard. We're going to have to if we want to get those 1s on the table. But according to the rules, I can't, so I have to give another meaningless clue and let the NEXT player discard.

I'm not saying it's likely. Like you say, the odds are astronomically in favor of there being worthwhile clues to give, but I've played a number of games where I discarded with multiple clues available simply because there were literally zero useful clues to give.

In our group it's hard to give throwaway clues just to waste a turn, because it conflicts with our guiding principle of "If a clue is confusing, it's probably because you have the card that makes it make sense".
 
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Sean McCarthy
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manchuwok wrote:
Robb wrote:
You've finished 2 suits completely, have the other 3 ones out, and players already know about their relevant 3s, 4s and 5s in hand - everything else that is being held is either a duplicate of a card that has been clued, or has already been played. Maybe it's more likely to happen if 3 suits are finished and 2 suits are waiting on the 2? Either way, this is a plausible scenario.


Yes, this could be a plausible scenario to be in. But it's extremely unplausible to be in this scenario AND have no tokens on their black side.


Well, it's happened to me a couple times. whistle
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Robb Effinger
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manchuwok wrote:
Robb wrote:
You've finished 2 suits completely, have the other 3 ones out, and players already know about their relevant 3s, 4s and 5s in hand - everything else that is being held is either a duplicate of a card that has been clued, or has already been played. Maybe it's more likely to happen if 3 suits are finished and 2 suits are waiting on the 2? Either way, this is a plausible scenario.


Yes, this could be a plausible scenario to be in. But it's extremely unplausible to be in this scenario AND have no tokens on their black side.


So if you believe that the scenario is plausible, then you should realize that it quickly leads to the scenario occurring and all clue tokens being available. It takes at MOST 8 discards to have all clue tokens back - you can easily draw 8 useless cards in a row.
 
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