How to play
Fireworks is a collaborative, turn-based card game that you play with 1-4 other players on the internet. In Fireworks everyone can see the cards in your hand except for you, and you have to rely on hints from others plays to understand which cards are which.
Objective
The goal of the game is build stacks of cards of the same color, with ascending cards: the blue 1 must be played before the blue 2, which must be played before the blue 3, etc. When the game is over, your score is the number of cards successfully played. A perfect score of 25 is possible, but challenging. Try to get as high a score as possible, and after you master the basics, check out the Advanced Game Modes if you're to up the challenge!
Game board
In the deck, there are five colors of cards (blue, red, white, green, and yellow). In each color, there are three 1’s, two 2’s, two 3’s, two 4’s, and one 5. During the game you will be building only one pile of each color.
Turns
Each player starts with a hand of 5 cards (in a 2- or 3-player game) or 4 cards (in a 4- or 5-player game), turned to face away from them. A player is randomly chosen to go first, and then play continues clockwise after each turn.
On their turn, a player can do one of three actions: hint, play, or discard.
1. Give a hint to another player
A player can choose to tell another player some information about their cards. To do this, the player chooses the other player, taps one of their cards, and chooses whether to tell the player about that card’s color or number.
The catch is that when you tell a player about a card’s number or color, you have to tell that player about all of their cards of their color or number. For example, if a player is holding three green cards, you can’t point out an individual green card - you must tell them that all three of those cards are green.
When you use a hint, you lose a hint credit . You start the game with 8 hint credits, and gain one back every time a player discards a card. You can’t ever have more than 8 hint credits, though you can still discard cards at that point. If there are 0 hint credits remaining, you cannot give a hint to another player.
When you receive a hint about your cards, it may tell you more information than just the actual information conveyed in the hint. The time when a player chooses to give you a hint, the particular hint they chose to give, and any hints they chose not to give can all hold hidden meaning…
2. Play a card
A player can tap a card from their hand and choose to play it onto the table. That card is valid to play if its number is 1 more than the last card played of that color. For example, if the last blue card played was a blue 2, then the only blue card that can be played is the blue 3. 1’s can only be played before any other card of that color has been played.
The player doesn’t need to know the color of a card to play it. For example, a player may choose to play a 2 without knowing which color it is and which pile it will end up on. As long as the last card played of that color was a 1, it’s a valid play.
If a player attempts to play a card that is not valid to play, one of the three bombs explodes! If all three bombs explode, the game is over.
3. Discard a card
A player can tap a card from their hand and choose to discard it. This generates a hint credit that can be used to hint other players about their cards.
If a player plays or discards a card during their turn, they end their turn by picking up another card from the deck.
Game end
Play continues until one of three things happens:
- All three bombs have exploded
- There are no playable cards remaining
- The last card is drawn from the deck
In the first two cases, the game is over immediately. In the third case, each player is allowed to take one more turn after the final card has been drawn. The last turn will be taken by the player who had taken the final card in their previous turn.
Your final score is the number of cards successfully played. A perfect game is 25!
Advanced Game Modes
Already a master of the game and up for more of a challenge? There are a few ways to make the standard game more difficult, so try out different game modes to challenge yourself and your friends. In each of the game modes listed below, a perfect score is now 30 instead of 25!
1. Rainbows
Add a 6th full suit of rainbow cards to the deck. Rainbow cards behave exactly the same as other cards.
2. Limited rainbows
The rules are the same as Rainbow mode, but there's only one of each number of rainbow card in the deck. Be careful not to discard any of your rainbow cards!
3. Wildcards
In this variation, you cannot identify rainbow cards directly. Instead, rainbow cards act as wildcards with respect to color. When you give a hint about any color to a teammate holding a rainbow card, their rainbow card will also be identified as that color. You'll have to later hint them a different color so they can be sure about the color of their rainbow card.
You now have to be even more careful when you've been given color hints, because you may be surprised by the actual color of your card when you play!
4. Limited wildcards
Similar to the Limited rainbows mode, there are only 5 rainbow cards in the deck, one for each number. Each rainbow card is treated as a wildcard, making this the most difficult variant of the game.
Fireworks is an open-source implementation of Hanabi, a card game by Antoine Bauza released in 2010.
Source code for both the game client and server can be found on GitHub. Bugs and feature requests should be filed against the client unless you're sure it's more appropriate for the server.
Client version: unknown Server version: unknown