On the Subject of Hat Guessing
THE FAULT WITH YOU, !!!
On the module, there is a game of 5 player Hanabi in the middle of being played. At the top, the built fireworks are shown. Below them are the other 4 players’ hands along with their names (your own hand is not shown). Each hand contains 4 cards laid left-to-right. The leftmost card in each hand is slot 1, and the rightmost card in each hand is slot 4.
In Hanabi, players cooperate to create a set of 5 fireworks by playing cards in order from 1 to 5. Each player can see everyone else’s cards, but not their own. On your turn, you must either give a clue (and remove a clue token), discard a card (and gain a clue token), or play a card. The goal is to build all 5 fireworks.
A clue either tells a player about all the cards of one color in their hand or all the cards of one number in their hand. You may not give a clue that tells a player that they have no cards of a certain type, and you may not leave out cards from a clue. If a card is played out of order, it is discarded and a strike is gained instead. If 3 strikes are gained, everyone loses.
Note: For each firework, there are three cards of rank 1, one card of rank 5, and two cards of each other rank.
On the module, critical cards (cards that are the only copy that has not been discarded) are marked via an exclamation mark, and trash cards (cards which are no longer needed to build the fireworks) are marked via a gray X.
Give a valid clue under the Hat Guessing conventions in order to disarm the module.
Determining a Valid Clue
Under the Hat Guessing conventions, each clue gives an instruction to every other player. Certain instructions are only valid in certain circumstances.
Determining the instructions
You must give the instruction to each player with the highest possible priority.
- Play instruction
- Discard instruction or critical save instruction
- Clue instruction