- Game Title: Hanabi
- Release Date: 2010
- Number of Players: 2-5
- Average Game Time: 25 minutes
- Game Publisher: Cocktail Games
- Website: http://cocktailgames.com/en/cocktailgames/produit/hanabi
- Game Designer: Antoine Bauza
- Expansions/Alternates: Yes
- Available in Stores: Uncommon but Yes
Cooperative board/card games have been becoming more popular over the past few years, with games such as Pandemic becoming more common for mass consumption. Cooperative games can have varying types and nuances to how they’re played, but the major theme is that rather than playing against each other, you play together against the game as a common enemy. Usually this involves completing some type of objective in order to win, while not meeting the objective will cause you to lose. Hanabi is a cooperative card game that actually goes by a different objective- work together to earn as many points as possible, with a point scale giving your group a grade at the end of the game. There aren’t any official winners or losers, but the competitive nature of the game is still tough to beat as you attempt to get a perfect score.
The games’ theme is preparing for a fireworks performance- in order to create the best fireworks display possible, the players are trying to play cards in order based on color. There are five c
olors of fireworks, all with numbered cards of 1-5, and the objective is to play all five of each color before the time runs out. The big catch in this game is that instead of players looking at their own cards, they face the cards outwards so that all players can see the cards except for the person holding them. Rather than simply telling a player which card to play, the other players have to provide hints about how many of a certain color or number is in the player’s hand. A player can also choose to play one of the cards in his/her hand; if they chose a card that chronologically matches what’s already been played, the card is added to the stack of the card’s color. Otherwise, the card is discarded. You also have a certain number of clues that you can give, which can be increased by a player intentionally discarding a card. The game ends when there are no more cards to use, and then points are tallied based on what cards were played by the end of the game.
Hanabi has a surprising amount of strategy involved considering how few pieces it includes and how the game is structured. Each player has to use his/her turn wisely in order for the team to succeed, and the way clues are used will drastically effe
ct a player’s choice to play or discard cards. Memorization is also a key factor in the game, because you need to remember where each card is based on the clues you are given. The game is a lot of fun right off the bat as you are gathering information about your hand, and as more cards are played it is more difficult to play the cards in the correct order. There are also fewer of the higher value cards in the deck, so if you accidentally discard a 5 you can’t get a perfect score because there is only 5 card for each color available. All of this combines strategy combines into a game of subtle hints, careful decision making, and surprising amounts of tension whenever a card is played.
The biggest advantage of the game to me was that it wasn’t just a cooperative game, but individual play also was a heavy factor in success. In games like Pandemic, the most experienced player will sometimes take control of the game and tell others what to do in order to have a cohesive strategy throughout the game. The downside to this type of play is that players who are newer and aren’t a part of the strategy will be excluded and will most likely not have any fun. Hanabi doesn’t have this issue, because no matter what clues are given in the game ultimately the player who holds the cards is responsible for how they are played. A perfect combination of teamwork and individual merit, Hanabi allows for both working with others and making individual decisions in the same atmosphere. The game also has a great aesthetic appeal, as well a simple yet elegant design that is easy to travel with and use in most settings.
I didn’t find many downsides to this game, but one thing I did see a lot of was players trying to influence the game with facial expressions. A lot of the time when giving a clue, a player would talk really slowly or give a particular look in order to try and influence the other player’s actions.

YOU HAVE ONE THREE! I REPEAT: ONE. THREE!!!
I found myself doing this a lot myself, mostly because it is easy to misconstrue someone’s intent when they are giving a clue and sometimes a player will accidentally discard a card he/she should have played, or vice versa. I felt like using this advantage, while entertaining in a way, took away some of the challenge. I think that in order to get the full experience, clues should be given in a straightforward manner and the player getting the clue should interpret its meaning without outside help.
If you like card games that involve a lot of strategy, I recommend this game as a good one to add to your collection. I also think it is a good option for younger audiences as a way of building memorization and teamwork skills.
Jack’s Rating: 4/5 Stars


they have extra foods or “contraband”. The added twist to this is that every round someone acts as “sheriff” who then can choose to inspect each person’s bag. If you were truthful about your goods then the Sheriff has to pay you, but if not the extra goods get confiscated and you have to pay the Sheriff. This means that you can try and smuggle contraband in for big point totals, or you can tell the truth and hope that the Sheriff tries to catch you. A number of other nuances in how you draw cards and what goods you choose to play add up to a very inventive and interesting game.
an improv show where everyone put on different accents and asked silly questions to try and get a reaction from the group. This caused everyone to be more engaged in the game and the enthusiasm built up as we went. I feel like if you were in a group of more straight-laced people that wanted to play it normally it could be less exciting, though the strategy and gameplay still appeal to the average player. The game tends to drag at times if the Sheriff takes a long time to ask questions, so 5 players can take a while. Playing with 3 players, on the other hand, adds an extra round to the game so it doesn’t exactly shorten things. I recommend the game with 4 players if possible as the best middle ground option.
the board game industry looks to be agreeing with me. Games of 3-5 or 4-6 players are becoming the norm in most cases, with plenty of games even exceeding those numbers. So when I was given my
t all players and take the #1 spot. Board games are all about trying to win, so there’s going to be a high level of competition in any type of board game you play. Still, there’s something different about the competitive feel of a two person board game. You are essentially using your skills, wits, and strategy to defeat a single opponent; assuming the player is around the same skill level as you the intensity of that matchup can almost feel palpable.
players, to ensure that the game stays fair to all parties playing. In addition, most games with larger groups of players are meant to allow for different scenarios for each party interacting with each other, so the complexity only increases. A two player game is streamlined because a designer can create the game without worrying about the 3+ player effect and can focus solely on the game mechanics of two people going head to head against each other.

get less and less until you lose all of your ships. If on any of your shots you hit a ship, your opponent must tell you where you hit and what ship it was. This speeds up the game significantly and also provides an added layer of strategy for when you’ve hit someone. Ultimately it’s a simple change, but it provides better results in my opinion compared to the traditional version. There is an element of luck to it because if you lose a ship early and have less shots to work with you are at a big disadvantage, but from the times I have played salvo I found that it stayed pretty even no matter how the first few games started solely due to the volume of opportunities to get a hit on your opponent.
pencil available because you will need to write down as much information as possible each turn to help figure out which of your shots was a hit. For example, if on your first turn you choose A2, B7, H5, G9, and A10 as your five shots and your opponent tells you that you hit twice, that’s not a lot of information to go on. If you don’t keep a record of the hits and do some experimenting to figure out where those hits came from, it will be impossible for you to keep track of everything as the game progresses. This type of game can be a lot of fun if you play it right, but can also be very frustrating if you don’t keep organized and use your shots wisely.


but inside there are 30 road cards that create a fairly engaging game
when spread out. Created by a company called Perplext, Bus focused on players navigating b

any of the rooms he/she wants and pays the Master Builder for the cost, then plays the rooms in his/her castle area. Each room has a different effect after it is played, which can get you more money, points, or bonus cards that have different effects. Play continues to the next player on the left, until it is the Master Builder’s turn. The Master Builder then can buy whatever rooms are left (if there are any) by paying the bank. Once the Master Builder finishes his/her turn, the person to the left becomes Master Builder for the next round. Once all of the Room Deck cards have been used up, the game is over and points are calculated.
ch act as the starting point to your rooms. The first time you play the game, expect to take a very long time organizing and setting everything up (once you’ve played the game a few times it gets a lot faster). Because of how many pieces are involved, make sure that you have a lot of space available to play, especially if you have four players.


eone but not knowing for sure until I actually see it. This year was the first year in a long time when most of my Christmas shopping was done well
ne through some changes since it was first created, but at its core it’s still the same game we all played as a kid. A popular game for youn
Am I” and simplifies it for younger audiences. This game is fairly popular now and can be found in stores like Walmart, Target, and Toys R Us.
games but I’ve seen it in department stores and most frequently in Toys R Us. The game revolves around spelling out words with letter cards and trying to use up as many
popular game for a while. Based on moving four pieces around the board, the trick is to avoid getting your pieces knocked off by other players as you race towards the finish. While the original is probably hard to track down, the newer version of the game is available in most stores.
tense amounts of strategy and some power-up cards sprinkled in for extra fun. The game starts off with everyone at 0 victory points and 10 health. The object of the game is to gain 20 victory points all while keeping your health from dropping to 0. You can victory points by rolling the dice, paying for victory point cards, and surviving inside Tokyo where you’re more likely to be attacked.
t two additional dice rolls where you can choose to pick up and roll any of the dice you had thrown previously. After you’re done with your three rolls, you immediately “resolve the dice” by taking any necessary actions that come about from the dice you’v
ou are a target for opponents to attack you. You can only stay in Tokyo when you have 5 health, so stockpiling health and energy is important. The cards bring an additional layer to it, and while the game can take some time getting the hang of it’s a lot less complicated than it originally looks. I particularly like the strategy of the dice roll, where you have to decide what to focus on during a particular turn. Choosing between victory points, health, energy, and hurting your opponents can be the difference between progress and defeat. Artistically the game is also very appealing, with six individual monsters that all look really cool (they somehow find a way to make mecha-bunny particularly impressive) and the cards each have a unique cartoon picture that makes the game engaging to the eye. I would have liked to see each monster have their own special ability to make your choice of character more important to the overall strategy, but even without that there are plenty of different paths you can take to claim the title of King.
As mentioned in a previous post, I recently received two subscriptions from the company Tabletop Monthly with some cool board game goodies and nerdy accessories. I’ve been looking forward to diving into them for some time, and this week I’ve finally had some time to check them out in more detail. I focused on the “Hardcore” box set, with the more competitive and complex games as opposed to the “Family” subscription. Here are the items I received in this month’s box:

