A SMALL COOPERATIVE CARD TABLE
Signal & Spark
See their cards. Trust their clues.
You and a local computer partner share five fireworks. Build each colour from 1 to 5. You see the partner’s cards, but your own cards face away. Symbols identify colours too: ◆ blue, ♣ green, ♥ red, ○ white, ★ yellow.
- Give a clue: choose a colour or number. Every matching card is marked, and every nonmatching card rules it out. A clue costs one of eight tokens.
- Play: select one of your cards, then Play card. The next number of its colour scores a point. A wrong play burns one fuse. Three burned fuses end the show.
- Discard: select a card and discard it to recover a clue. You can’t discard at eight clues. A played 5 also returns a clue.
New cards arrive on the left. The partner only plays when all possibilities are safe; otherwise it clues or discards. It uses public counts and clues, never hidden card identities. The “safe” and “spent” notes use the same deductions. After the last draw, both players get one last turn. Maximum 25 points; losing every copy of a needed number blocks the higher cards of that colour.
Keyboard: 1–5 select your slots, P plays, D discards, U undoes, Space lets your partner act. Tab and Enter work on every button. Undo restores the previous human decision, including the partner’s response. Device-local saves include hidden cards; this is a casual solo table.
Practice gives you a gentle fixed opening. New show deals a shuffled standard 50-card deck. Both use the same rules. Source bstnfrmry/hanabi · MIT license · adaptation notes.
Partner’s hand visible to you
SHARED GOALSend a signal
Clue every matching card.