Hanabi is the winner of 2013 Spiel des Jahres Award so like
Ron Burgundy, it’s kind of a big deal. It’s a cheap 2-5 player cooperative game,
where you and your team are putting together a firework show - drunk. The main
mechanic of the game has you facing your hand of cards outwards, so that while
you can’t see them, your friends can. I’m sure being drunk isn’t the official
explanation, but I can’t fathom another reason as to why you're unable to see your own
fireworks.
How to Play
There are five sets of coloured cards: white, blue, green,
red, and yellow. Within these sets are cards numbered from one to five. The
objective of the game is to create a stack for each of the colours with the
numbers one to five in that order. The fine print is that, as mentioned above,
everyone can look at your hand – except you.
The holy trinity of actions you can take per turn include:
giving a clue, playing a card on one of the piles, or discarding a card.
Clueing someone comes in the form of telling another player
either “You have so many of <insert colour>, and they are here and here”
or “You have this many <insert number>, and they are here and here” never
both. Giving a clue reduces your clue
tokens by one which could leave you in the dark later. A firework pun. Nailed
it.
The last activity you can do is put a card down onto a pile
already on the table, or start a new pile if you are putting down one of a new
colour. If the card can be legally placed somewhere on the board then it shoots
up into the sky illuminating in a brilliant explosion. Otherwise, if it’s not a
legal placement the card blows off your finger. Once you lose three fingers you
lose the game, as well as the ability to give high fives.
Positive Thoughts
Hanabi has one of the best starting moments of any board
game. No one around the table has any information as to what they’re holding. So
instead they’re looking at you and you’re sheepishly looking back, when finally,
someone says: “Ok, what now?”
From that point it becomes flexible, there’s a looseness to
the rules that allows this to be both a light filler, and a brain burner at the
same time: Schrodinger’s game. Depending on how cavalier your group is with the
communication rules, you can find yourself having fun skirting the laws yet
still messing up and having a laugh. Alternatively, you can be extremely rigid
with the rules, and then create systems to maximize the information shared with
each clue.
My group fell somewhere between these two extremes. A simple
sample system we used was when giving a clue you always point to the one that
they should play first then pause for a second before revealing the other cards.
While we didn’t go much further ourselves, I’ve read stories of people who go
Rain Man on this game, creating systems within systems chasing the perfect score.
Either way you play it there are a lot of good moments that
rely on logical decision making. Deciding if to give a clue, and then what to
give and who to give it to. Or knowing when to discard or place a card. At any time,
you have a lot of information about the game state to back your decision,
however you have the same problem a blind man has at a fish market: what the
heck is in my hand?
As the game goes on the information about your hand dries
up, and as it does the need to remove cards from your hand increases. This
creates pressure and leads to players taking risks based on limited to no
information. As the non-active player, you can clearly see the player taking
these risks, and know the outcome but are not allowed to do anything about it
but cry – and even that’s against the rules. This leads to some super fun
moments where everyone groans, or cheers depending on the result.
Finally, a huge plus for Hanabi is the price point. It’s so
cheap that even if you only have a cursory curiosity about the game, and think
you might like it, it’s worth picking up.
Negative Thoughts
I have a few issues with this game, the first of which is
that every time I pulled it out my dog would start whimpering and hide under
the couch. I joke of course, as one of my complaints is that this game’s theme
is barely present. Which shouldn’t be a detractor, it’s an abstract game.
However, the bigger my collection gets, the more value there is in what I’m
calling ‘shelf appeal’. That is how likely I’m going to play it, and how easy
it is to get others to play it, just by looking at it on my shelf. A thinly
themed game about Japanese fireworks with simplistic art is becoming a harder
and harder sell, especially against more modern games.
Another dumb complaint is that you always hold up your cards. Which would be fine if you weren’t a hairy middle-aged man who for some reason replaced his sweat glands with a faulty water pipe. It's a problem solved by sleeves or card racks, but it’s something that could have been resolved in development.
Unlike other games, Hanabi provides the players all the
information needed to get a perfect score. It’s only when restricted by the
rules that players start to fail. It’s at the time when the pressure of getting
good score clashes with the pressure of being an honest rule abiding citizen.
The game doesn’t provide a framework around this and requires the players to
police themselves.
From the games I’ve played there comes a point where people
can’t help themselves but to break the rules, even doing it subconsciously
through body language. This really dilutes the logical puzzle and makes the
game too easy at times. It did however, teach me that my Mum can’t handle the
pressure. If the police ever interrogate her, despite my complete innocence,
I’m getting 25 to life.
My last issue is that the game only provides a soft win
condition. It follows the school of thought that everyone’s a winner, and if
you’d seen me in high school you’d know this isn’t true. It could be argued to
set your own win-loss condition, but this feels like a cop out from the
designer, much like the rule to make up your own rules around communication. I
shouldn’t have to make any rules, I didn’t design the system, or spend the time
playtesting. I’m not a game designer, so why should I have any effect
on the rules?
TL:DR
I propose that in Star Trek: Discovery it should not be Kal-toh
that the Vulcans play but Hanabi. A logic and deduction based game that excels
when people show no emotion. It’s perfect. For the rest of us though?
Personally, I enjoy it enough to be up for a game, but not enough to grab it
from the shelf.
That said, I’ve heard - but not played - about the game
Beyond Baker Street. It sounds like Hanabi but with a theme and hard win-loss
condition. Given my gripes, this sounds
right up my alley, but it doesn’t come close to matching Hanabi’s price point.
Even though I’m not sold on Hanabi, I had enough fun with the mechanic to be
interested in giving Beyond Baker Street a go.
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