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== Skip | == Skip == | ||
* When a player gives a clue that could have been given by one of the skipped players, it means '''the skipped players have a better move than to give the clue that was used to skip'''. | * When a player gives a clue that could have been given by one of the skipped players, it means '''the skipped players have a better move than to give the clue that was used to skip'''. |
Revision as of 07:46, 11 February 2024
Refer to Game Help Definitions
Thinking
- Check visible cards, including played and discarded to determine the focus and the meaning of a clue.
- e.g. you are given a 2 clue. You see was played and the secondred2is in another hand. Therefore the clue means "2s which are not red".red2
- e.g. you are given a 4 clue that marks only your chop. You see no 4s have been discarded and no 4s on the chop of the players next to you. Therefore the clue means "this 4 is playable".
- e.g. you are given a 2 clue. You see
Cluing
- Don't mark trash cards (a.k.a. "good touch" rule).
- Save unique cards as the first priority.
- Look ahead for unique cards on chop. Sometimes more than one player must help to save consecutive unique cards.
- With few clue tokens, work out which players need them.
- Consider how the receiver can interpret your clue.
Discarding
- Trust your teammates to manage your cards.
- When there is nothing urgent to clue, don't be afraid to discard! Discarding is often the best move for the team.
Playing
- When multiple cards are marked, determine the focused card. Each clue only has one focused card.
- Logically playable cards are marked at the earliest opportunity, so the leftmost card is assumed to be the focus of play clues (where no other cards are known to be playable).
Triggering the final round
- Sometimes a specific player should draw the last card to maximise the score.
- Giving empty clues (e.g. "you have no red card") can help to manage which player draws last card.
Last card example
card1
red5
yellow5
green3
blue4
white5
Bob 🡲 Cathy 🡲
- Alice and Bob both give empty clues e.g. "to Cathy: you have no white card".
- Cathy plays and draws the last card.green4
- Alice discards, Bob plays and Cathy playsblue5.green5
Skip
- When a player gives a clue that could have been given by one of the skipped players, it means the skipped players have a better move than to give the clue that was used to skip.
- Skipping should be avoided unless there is a good reason.
A bad skip / steal
- Alice skips Bob to clue Cathy red.
red
yellow3
green3
blue3
white3
Alice 🡲 Bob 🡲 Cathy 🡲
- If Alice discarded instead, Bob would have clued Alice red to finesse andred1.red2
Potential reasons for skipping players:
- Clue-giver is locked i.e. all cards are marked without any immediate plays.
- Gain tempo to play e.g. skipped player(s) all have playable cards.
- Gain tempo to clue e.g. skipped player(s) must give a fix clue.
- Avoid a bad clue e.g. mark cards with good touch.
- Ensure a good clue e.g. mark cards with good touch.
- Cause a discard e.g. of a playable card so that its copy can be marked with good touch, or of trash.
- Avoid a discard e.g. a double discard, or of nice-to-have (non-unique) cards.
A good skip example 1
red1
yellow1
green1
blue1
white1
Bob 🡲 Cathy 🡲
- Alice skips Bob to give Cathy a blue clue so that a duplicate is not marked.white2
A good skip example 2
red1
yellow1
green1
blue1
white1
Bob 🡲 Cathy 🡲
- Alice skips Bob to give Cathy a blue clue because Bob has let let reach chop and does not want to mark it because he might hold a copy.blue2
Additional interpretation
An additional finesse convention is that skipped player(s) cannot discard.
- i.e. Alice can clue Cathy only if Bob has a play or should give another clue.
- If a skipped player has no marked playable cards and no good clue to give, they can blind play their newest, unmarked card.
- A clue-giver who causes unmarked play(s) purely from a skip is responsible for any misinterpretation.
Example 1: unambiguous skip play
- Alice skips Bob to give Cathy a 1 clue.
red
yellow
green
blue
white
Bob 🡲 Cathy 🡲
- Bob has no clue to give and no known play, so he blind plays his newest unmarked card.
- does not connect to 1, so Cathy interprets Bob's move as a skip play and playsyellow1.red1
Example 2: bluff
- Alice to Cathy: this card is red.
red1
yellow1
green1
blue
white
Bob 🡲 Cathy 🡲
- Cathy now knows her marked card is playable.red3
- Bob does not see the connecting , so assumes he has to play it now.red2
- Bob does not have a marked card that could be , so Bob blind plays his newest unmarked card.red2
- successfully plays and the bluff is revealed.blue1
- Before Bob played, Cathy thought her marked card was .red2
- After Bob plays, Cathy knows her marked card is any valuable red (,red3orred4).red5
Example 3: lie
Alice skips Bob to give Cathy a 3 clue.
red2
yellow
green
blue
white
Bob 🡲 Cathy 🡲
- Bob has no clue to give and no known play, so he blind plays his newest unmarked card.
- In this convention, does not connect to 3, so Cathy interprets as a bluff and her 3 is not playable.yellow1
- This is a lie because is playable.red3
- Instead, Alice should have discarded and allowed Bob to clue Cathy so that she knows her is playable.red3
2 Player strategy
Basic
- Marked cards are not discarded.
- Unique cards are saved.
- Saves are given as late as possible.
- Play clue focus is the leftmost card.
- All known playable cards are played before discarding (including 5s with flamboyants).
- Marked trash cards are corrected.
Intermediate
- Playable first copies are clued.
- Playable cards marked with both colour and number will play first.
- Last 1clue tokens is only used to mark a unique or playable chop.
- Off-chop saves for consecutive unique cards.
- Double discards can be avoided with a stall clue.
- empty clue
- splash that marks no new cards
- Cards are played in clued order.
- Plays that lead to other plays are prioritised.
- Lower ranked cards are prioritised.
- Unique cards are splashed.
- Black Powder: is only marked on chop unless all other 1s (orblack powder1) are already played.black powder2
Advanced
- Number clues that mark a non-unique chop are play clues.
- e.g. with no 3s discarded, play the left 3.
- Black Powder: 5s are marked with a playable on chop. In a following turn the 5 to the left ofblack powder5is marked with colour to playblack powder5.black powder5
- Before playing, a connecting card on chop can be marked.
- Flamboyants: consider not locking a hand with a 5 save.
- Avalanche: any card can be multicolor.
- i.e. wait for negative multicolor on a before playing asred5.red5
- i.e. wait for negative multicolor on a
- Scream discard = save the chop card (and move chop one slot to the left).
- 1-away from playable cards are splashed.
- Trash cards are discarded before being splashed.
- Already-marked trash cards are splashed.
- An early game 4 may be discarded.
- Black Powder: avoid discarding after an early game or 5 save.black powder1
- To allow consecutive and colour 5 saves.black powder1
- To allow consecutive
Early game
- At least 3clue tokens are used before the first discard.
- Black Powder: is marked first if it is the leftmost 5.black powder5
- 2s are marked next.
- Black Powder: is marked if there are no other 4s.black powder4
- Black Powder:
- 1s are marked next.
- With multiple marked unknown 1s in your hand, consider first playing your 1s or marking 1s individually with colour.
Alternative strategy
- Any card may be saved, including non-unique cards.
- Cards marked with a number are only splashed with colour:
- If a previously unmarked card is playable.
- As a stall clue.
Clued misplay example
red1
yellow3
green3
blue3
white3
Bob 🡲
Discarded:red4
- There are no misfires.
- Alice needs to save andred5.red4
- Alice to Bob: these 3 cards are red.
red1
yellow3
green3
blue3
white3
Bob 🡲
Discarded:red4
- Bob misfires asred1.red2
- Bob interprets this as a clued misplay to save the remaining red cards.
Scream discard example
red1
yellow4
green2
blue2
white2
Alice 🡲 Bob 🡲
- There are 0clue tokens but Alice needs to save andblue5.green5
- Alice discards her chop + 1 = 3rd slot while she has to play.yellow5
- Bob expected Alice to play their known playable card.
- Bob knows Alice could have discarded her chop to save his chop.
- Bob interprets Alice's move as moving his chop two places from his 3rd slot to 1st slot.
- Bob now has two unmarked unique cards saved and discards .yellow1
Positional misplay example
red1
yellow3
green3
blue3
white3
Bob 🡲
- There are 0clue tokens and no misfires.
- Alice really wants to play so that Bob can play all his marked cards.red2
- Alice blind plays her second slot and causes a misfire.
- Bob interprets this as a clue for him to play the same position in his hand.
Splash correction example
red3
yellow2
green2
blue2
white2
Bob 🡲
- Alice to Bob: these 2 cards are red.
red3
yellow2
green2
blue2
white2
Bob 🡲
- This marks as playable and splashesred4so that Bob knows it is trash.red3
Self prompt example
red
yellow
green
blue
white
Alice 🡲 Bob 🡲
- Bob to Alice: this card is red ⇨ red1
- Alice to Bob: this card is red ⇨ red2
Advanced moves
Discard clue
- A discard clue marks known trash cards to prevent an unwanted discard (or misfire).
Discard clue example
red1
yellow1
green1
blue1
white1
Bob 🡲
Discarded:yellow3
white4
- andyellow3need to be saved.white4
- If Alice gives a 3 clue, might be discarded.white4
- Alice gives a 1 clue so that Bob discards andred1before his chop card.white1
Play refusal
- Instead of playing, a player clues or discards their chop.
- The next player must consider if the play refusal is waiting for a potential reverse or if there are unique card(s) to save.
Positional Discard
- In the endgame when you can see all remaining playable cards, you can use a positional discard to communicate the slot position in another hand.
- Typically used with 0clue tokens or where trash cards make it awkward to clue the target.
Positional discard example
red5
yellow5
green4
blue5
white5
Bob 🡲
- Alice discards slot 1
- Bob plays slot 1 ⇨ green5
Long finesse
Long finesse example
- Alice to Bob: this card is a 4.
red1
yellow1
green1
blue
white
Bob 🡲 Cathy 🡲
- Bob has been given a play clue and does not see a playable card in any hand, so Bob blind plays his draw card.
- successfully plays.white1
- Cathy sees that Bob has in front ofwhite2butwhite4is missing, so Cathy knows she must playwhite3at the correct moment.white3
- Cathy discards, Alice discards and Bob blind plays his 2nd slot .white2
red1
yellow1
green1
blue
white2
Bob 🡲 Cathy 🡲
- Cathy blind plays her 2nd slot .white3
- Alice discards and Bob plays the marked .white4
Layered finesse
Layered finesse example
- Alice to Bob: these 2 cards are blue.
red1
yellow1
green1
blue
white4
Bob 🡲 Cathy 🡲
- Bob sees a playable in Cathy's hand, layered behind other playable cardsblue1andred2.yellow2
- Bob discards and Cathy blind plays for .blue1successfully plays.red2
- Cathy knows this cannot be a bluff because Bob would not discard unless he sees a playable in Cathy's hand.blue1
- So Cathy knows she is promised and keeps playing each slot from left to right until herblue1is played.blue1
Trash bluff
Trash bluff example
- Alice to Cathy: this card is a 1.
red1
yellow1
green1
blue1
white
Bob 🡲 Cathy 🡲
- Bob must act now to prevent a misfire of .red1
- Bob blind plays .blue2
- Cathy knows Bob would not blind play for a playable 1, so Cathy now knows that her 1 is trash and this was a trash bluff.
Finesse bluff
- If the following two players both have a playable finesse position, you may be able to perform a finesse bluff.
- The first blind play connects to the target.
- The second blind play does not connect to the target.
Finesse bluff example
- Alice to Donald: this card is white.
red
yellow
green
blue
white
Bob 🡲 Cathy 🡲 Donald 🡲
- Bob blind plays .white1
- Donald now thinks his white card is .white2
- Cathy must act now to prevent a misfire of .white3
- Cathy blind plays .red1
- With two blind plays, Donald now knows his white is and this was a finesse bluff.white3
Double bluff
- If the following two players both have a playable finesse position, you may be able to perform a double bluff.
Double bluff example
- Alice can bluff Bob's with a blue clue to Donald.white1
- Instead: Alice to Donald: this card is a 2.
red
yellow
green
blue
white
Bob 🡲 Cathy 🡲 Donald 🡲
- Bob blind plays white1
- Without colour, Donald thinks his 2 is .white2
- Cathy must act now to prevent a misfire of .blue2
- Cathy blind plays .red1
- With two blind plays, Donald now knows his 2 is not orwhite2and this was a double bluff.red2
Promise bluff
This move only applies to 1-away-from-playable bluff interpretations.
- Promise bluffs give more information than regular bluffs, as they promise the necessary connecting cards to make the clued bluff target 1-away-from-playable. These connecting cards must be either marked or unmarked in finesse position.
Promise bluff example
- Alice to Cathy: this card is white.
red1
yellow1
green1
blue1
white1
Bob 🡲 Cathy 🡲
- Bob must act now to prevent a misfire of .white4
- Bob blind plays and the bluff is revealed.blue2
- Cathy sees Bob's was in finesse position behindwhite3, so now knows that her marked card is eitherblue2orwhite4.white3
- Bob knows that for the bluff target to be a valid 1-away-from playable, he is also promised in his slot 2.white3
Empty clue double save
- With not enough clue tokens or turns to save consecutive unique cards, an empty clue can save two chop cards.
Double save example
red2
yellow1
green2
blue2
white1
Alice 🡲 Bob 🡲
Discarded:yellow3
green4
- andyellow3need to be saved.green4
- If Alice gives a 3 clue, might be discarded.green4
- A 2 clue will cause a misfire of .blue2
- Alice gives an empty clue (e.g. 1 or 5 or white).
- Bob knows that if Alice did not play her , this empty clue must mean something.white2
- Bob does not have a playable card and knows Alice could have saved his chop card with this clue token.
- Bob interprets this as 'do not discard two chop cards' and discards .red2