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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.
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.
This could be a Generation discard instead, so next player has one token to clue, if the clue is urgent.


==== Positional Discard ====
==== Positional Discard ====

Revision as of 11:08, 17 July 2026

Definitions and Terminology

Basic
Definition Examples
Convention Agreed set of clue, play, and discard interpretations.
Strategy Plan to achieve the highest score.
Marked A card touched by a clue.
Focus The target card of a clue.
Play clue Clue that marks a focused card to play.
Playable A card that can be marked by a play clue.
Trash A card that can never be played successfully.
Bomb A play that causes a misfire.
Draw The newest card in a hand.
Chop The oldest, unmarked card in a hand.
Unique The last remaining card of its rank and color (that can be played successfully at some point).
Save A number clue that marks a chop card to prevent discard.
Prompt A play clue that causes connecting marked card(s) to play.
Example
cards in the deckred2yellow5green1blue3white4multicolorblack powder

card back,with a clue,card back,with a clue,card back,with a clue,card back,with a clue, Alice 🡲 blue5,with a blue 5clue,yellow4,with a yellow 4clue,red3,with a red 3clue,white5,with a white 5clue, Bob 🡲 white2,with a white 2clue,white4,with a white 4clue,yellow1,with a yellow 1clue,red4,with a red 4clue, Cathy 🡲

Alice to Cathy: "This card is red."

cards in the deckred2yellow5green1blue3white4multicolorblack powder card back,with a clue,card back,with a clue,card back,with a clue,card back,with a clue, Alice 🡲 blue5,with a blue 5clue,yellow4,with a yellow 4clue,red3,with a red 3clue,white5,with a white 5clue, Bob 🡲 white2,with a white 2clue,white4,with a white 4clue,yellow1,with a yellow 1clue,red4,with a red 4clue, Cathy 🡲

Cathy now knows her marked card is the next playable in the sequence ⇨ red4,with a red 4clue,, because red3,with a red 3clue, is already marked. Bob now knows his marked red card is red3,with a red 3clue, and he must play it now.
Self prompt example
cards in the deckredyellowgreenbluewhitemulticolorblack powder

card back,with a clue,card back,with a clue,card back,with a clue,card back,with a clue,card back1,with a 1clue, Alice 🡲 white4,with a white 4clue,yellow4,with a yellow 4clue,green4,with a green 4clue,green4,with a green 4clue,red2,with a red 2clue, Bob 🡲

Bob to Alice: "This card is red ⇨ red1,with a red 1clue,"

Alice to Bob: "This card is red ⇨ red2,with a red 2clue,"
Intermediate
Definition Examples
Good Touch Principle All marked cards will eventually be played.
Splash Additional new color or rank information of cards that are not the focus.
Splash correction example
cards in the deckred3yellow2green2blue2white2multicolorblack powder

red4,with a red 4clue,red3,with a red 3clue,white3,with a white 3clue,blue3,with a blue 3clue,blue5,with a blue 5clue, Bob 🡲

Alice to Bob: "These 2 cards are red."

cards in the deckred3yellow2green2blue2white2multicolorblack powder red4,with a red 4clue,red3,with a red 3clue,white3,with a white 3clue,blue3,with a blue 3clue,blue5,with a blue 5clue, Bob 🡲

This marks red4,with a red 4clue, as playable and splashes red3,with a red 3clue, so that Bob knows it is trash.
Locked A hand with all cards marked without any plays.
Reclue A repeated clue that causes marked card(s) to play.
Fix clue Follow-up clue required to change the focus of a play clue (and prevent a misfire).
Discard clue Clue that marks trash card(s) to be discarded (to prevent a misfire or unwanted discard).
Stall clue A clue given to avoid discarding.
Finesse A play clue that causes connecting unmarked card(s) to play.
Bluff A play clue that causes a non-connecting unmarked card to play.
Bluff
cards in the deckredyellowgreenbluewhitemulticolorblack powder

white1,with a white 1clue,red5,with a red 5clue,blue3,with a blue 3clue,white1,with a white 1clue, Bob 🡲 red5,with a red 5clue,red2,with a red 2clue,blue2,with a blue 2clue,green2,with a green 2clue, Cathy 🡲

Alice to Cathy: "This card is blue."

cards in the deckredyellowgreenbluewhitemulticolorblack powder white1,with a white 1clue,red5,with a red 5clue,blue3,with a blue 3clue,white1,with a white 1clue, Bob 🡲 red5,with a red 5clue,red2,with a red 2clue,blue2,with a blue 2clue,green2,with a green 2clue, Cathy 🡲

Cathy now knows her marked card blue2,with a blue 2clue, is playable. Bob does not see the connecting blue1,with a blue 1clue,, so he assumes he has to play it now. Bob does not have a marked card that could be blue1,with a blue 1clue,, so Bob blind plays his newest unmarked card. white1,with a white 1clue, successfully plays and the bluff is revealed.

Before Bob played, Cathy thought her marked card was blue1,with a blue 1clue,. After Bob plays, Cathy knows her marked card is another valuable blue card. All conventions interpret Cathy's card as a valuable, not-yet-playable blue card. Some interpretations are more stringent; they must also be a one-away-from-playable blue2,with a blue 2clue,.
Bluff seat The player directly before the player who is bluffed1.
Bottom-decked When the remaining copy of a playable card is too near the bottom of the deck to achieve a perfect score.
Early save A save clue with a known playable card in the same hand, or does not mark the chop card1 (i.e., a play clue).
Double save Two consecutive saves in the same hand.
Double discard Two consecutive players discard copies of the same chop card, resulting in a unique discard.2
Sarcastic discard Discard of a duplicate marked copy of a card in another hand.
Skip/Steal When a player gives a clue that could have been given by one of the skipped players.
Scream discard An unexpected discard to save a unique card in another hand.
Scream discard example
cards in the deckred1yellow4green2blue2white2multicolorblack powder

card back,with a clue,card back,with a clue,card back,with a clue,card back,with a clue,card back5,with a 5clue, Alice 🡲 yellow1,with a yellow 1clue,green5,with a green 5clue,blue5,with a blue 5clue,white5,with a white 5clue,red5,with a red 5clue, Bob 🡲

  • There are 0 clue tokens but Alice needs to save blue5,with a blue 5clue, and green5,with a green 5clue,.
  • Alice discards her chop + 1 = 3rd slot while she has yellow5,with a yellow 5clue, to play.
  • 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 third slot to the first slot.
  • Bob now has two unmarked unique cards saved and discards yellow1,with a yellow 1clue,.

1Bluff seat is an H-Group concept. Note that this concept is unhelpful for understanding how bluffs work since outside of H-Group, it is possible to bluff any player given the right conditions.

2A special problem, since, to each of the consecutive players, a number clue that marks their chop card does not look like a save clue (and therefore looks like a play clue).

Advanced
Definition Examples
Long finesse A finesse of three or more cards lasting more than one complete round.
Layered finesse A finesse with unrelated playable card(s) in front of the target card(s).
Scream play An unexpected chop play to save a unique card in another hand.
Clued misplay A play clue that causes a misfire to prevent a unique discard in the same hand.
Clued misplay example
cards in the deckred1yellow3green3blue3white3multicolorblack powder

blue1,with a blue 1clue,red1,with a red 1clue,blue2,with a blue 2clue,red4,with a red 4clue,red5,with a red 5clue, Bob 🡲 Discarded: red4,with a red 4clue,

  • There are no misfires.
  • Alice needs to save red5,with a red 5clue, and red4,with a red 4clue,.
  • Alice to Bob: "These 3 cards are red."

cards in the deckred1yellow3green3blue3white3multicolorblack powder blue1,with a blue 1clue,red1,with a red 1clue,blue2,with a blue 2clue,red4,with a red 4clue,red5,with a red 5clue, Bob 🡲 Discarded: red4,with a red 4clue,

  • Bob misfires red1,with a red 1clue, as red2,with a red 2clue,.
  • Bob interprets this as a clued misplay to save the remaining red cards.
Positional misplay An unexpected play that marks the same slot position in another hand to play immediately.
Positional misplay example
cards in the deckred1yellow3green3blue3white3multicolorblack powder

red1,with a red 1clue,red2,with a red 2clue,red3,with a red 3clue,red4,with a red 4clue,red5,with a red 5clue, Bob 🡲

  • There are 0 clue tokens and no misfires.
  • Alice really wants red2,with a red 2clue, to play so that Bob can play all his marked cards.
  • 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.
Gentleman's discard Discard of a playable card to play an unmarked copy in another hand.
Play refusal Instead of playing, a player clues or discards their chop.
Hesitation play After a play refusal of a playable card, another player may be able to blind play an unmarked card.
Generation discard An unexpected discard to gain 1 clue tokens intended to be used immediately by next player as they need to urgently clue or save another player card.
No early save A card marked when you already have a playable clued card is not a save clue.

This means you save a card only the lastest time possible, when the player has no clued card to play.

Conventions

Finesse

Players assume:

  • Every marked card will be playable at some point.
  • The oldest, unmarked (chop) card is safe to discard.
  • Cards known to be trash are discarded in priority e.g. cards marked blue when the blue stack is completed.
  • Play clues may also include the newest, unmarked cards in every hand.
Finesse
cards in the deckredyellowgreenbluewhitemulticolorblack powder

blue1,with a blue 1clue,red5,with a red 5clue,blue3,with a blue 3clue,white1,with a white 1clue, Bob 🡲 red5,with a red 5clue,red2,with a red 2clue,blue2,with a blue 2clue,green2,with a green 2clue, Cathy 🡲

Alice to Cathy: "This card is blue."

cards in the deckredyellowgreenbluewhitemulticolorblack powder blue1,with a blue 1clue,red5,with a red 5clue,blue3,with a blue 3clue,white1,with a white 1clue, Bob 🡲 red5,with a red 5clue,red2,with a red 2clue,blue2,with a blue 2clue,green2,with a green 2clue, Cathy 🡲

Cathy now knows her marked card blue2,with a blue 2clue, is playable. Bob knows that Cathy will bomb her blue2,with a blue 2clue, as blue1,with a blue 1clue, unless a blue1,with a blue 1clue, is played first. Bob does not see the connecting blue1,with a blue 1clue,, so assumes he has to play it now. Bob does not have a marked card that could be blue1,with a blue 1clue,, so Bob blind plays his newest unmarked card. blue1,with a blue 1clue, successfully plays.
Reversed Finesse
cards in the deckredyellowgreenbluewhitemulticolorblack powder

red5,with a red 5clue,red2,with a red 2clue,blue2,with a blue 2clue,green2,with a green 2clue, Bob 🡲 blue1,with a blue 1clue,red5,with a red 5clue,blue3,with a blue 3clue,white1,with a white 1clue, Cathy 🡲

Alice to Bob: "This card is blue."

cards in the deckredyellowgreenbluewhitemulticolorblack powder red5,with a red 5clue,red2,with a red 2clue,blue2,with a blue 2clue,green2,with a green 2clue, Bob 🡲 blue1,with a blue 1clue,red5,with a red 5clue,blue3,with a blue 3clue,white1,with a white 1clue, Cathy 🡲

Bob now knows his marked blue2,with a blue 2clue, is playable. Bob sees the newest, unmarked card in Cathy's hand is of the same color and playable now. Bob assumes it is a finesse with the players in reversed order and his blue card is blue2,with a blue 2clue,.
Long Finesse

Alice to Bob: "This card is a 4."

cards in the deckred1yellow1green1bluewhitemulticolorblack powder white1,with a white 1clue,white2,with a white 2clue,white4,with a white 4clue,green1,with a green 1clue, Bob 🡲 white3,with a white 3clue,blue1,with a blue 1clue,green1,with a green 1clue,yellow1,with a yellow 1clue, 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. white1,with a white 1clue, successfully plays. Cathy sees that Bob has white2,with a white 2clue, in front of white4,with a white 4clue, but white3,with a white 3clue, is missing, so Cathy knows she must play white3,with a white 3clue, at the correct moment. Cathy discards. Alice discards. Bob blind plays his 2nd slot white2,with a white 2clue,.

cards in the deckred1yellow1green1bluewhite2multicolorblack powder blue5,with a blue 5clue,yellow1,with a yellow 1clue,white4,with a white 4clue,green1,with a green 1clue, Bob 🡲 yellow2,with a yellow 2clue,white3,with a white 3clue,blue1,with a blue 1clue,green1,with a green 1clue, Cathy 🡲

Cathy blind plays her 2nd slot white3,with a white 3clue,. Alice discards. Bob plays the marked white4,with a white 4clue,.

Layered Finesse

Players assume the same as above, but finessed cards can be layered behind other unrelated, but playable cards.

Layered finesse
  • Alice to Bob: these 2 cards are blue.

cards in the deckred1yellow1green1bluewhite4multicolorblack powder blue2,with a blue 2clue,blue5,with a blue 5clue,yellow1,with a yellow 1clue,green1,with a green 1clue, Bob 🡲 red2,with a red 2clue,yellow2,with a yellow 2clue,blue1,with a blue 1clue,green1,with a green 1clue, Cathy 🡲

Bob sees a playable blue1,with a blue 1clue, in Cathy's hand, layered behind other playable cards red2,with a red 2clue, and yellow2,with a yellow 2clue,. Bob discards and Cathy blind plays for blue1,with a blue 1clue,. red2,with a red 2clue, successfully plays. Cathy knows this cannot be a bluff because Bob would not discard unless he sees a playable blue1,with a blue 1clue, in Cathy's hand. So Cathy knows she is promised blue1,with a blue 1clue, and keeps playing each slot from left to right until her blue1,with a blue 1clue, is played.

Save Clue

  • A (number) clue that marks a (unique) chop card. (Exception: 2-player game with 2+ consecutive saves.)
  • Focus is the chop card.
Example
cards in the deckred1yellow1green1blue1whitemulticolorblack powder Discarded: white2,with a white 2clue,

card back,with a clue,card back,with a clue,card back,with a clue,card back,with a clue, Alice 🡲 red2,with a red 2clue,yellow4,with a yellow 4clue,red3,with a red 3clue,white5,with a white 5clue, Bob 🡲 red4,with a red 4clue,yellow3,with a yellow 3clue,red4,with a red 4clue,white2,with a white 2clue, Cathy 🡲

Alice to Bob: "This card is a 5."

cards in the deckred1yellow1green1blue1whitemulticolorblack powder Discarded: white2,with a white 2clue, card back,with a clue,card back,with a clue,card back,with a clue,card back,with a clue, Alice 🡲 red2,with a red 2clue,yellow4,with a yellow 4clue,red3,with a red 3clue,white5,with a white 5clue, Bob 🡲 red4,with a red 4clue,yellow3,with a yellow 3clue,red4,with a red 4clue,white2,with a white 2clue, Cathy 🡲

Bob knows that there is only one 5 of each color in the deck, so all 5s need to be marked to keep them from being discarded. Bob sees Cathy's oldest card is white2,with a white 2clue, and checks the discard pile to see if he needs to save it from being discarded. There is already a white2,with a white 2clue, in the discard pile and Bob knows there are only two 2s of each color, so Cathy has the last remaining white2,with a white 2clue, and Bob must save it.

Bob to Cathy: "This card is a 2."

Good job, Bob.

cards in the deckred1yellow1green1blue1whitemulticolorblack powder Discarded: white2,with a white 2clue, card back,with a clue,card back,with a clue,card back,with a clue,card back,with a clue, Alice 🡲 red2,with a red 2clue,yellow4,with a yellow 4clue,red3,with a red 3clue,white5,with a white 5clue, Bob 🡲 red4,with a red 4clue,yellow3,with a yellow 3clue,red4,with a red 4clue,white2,with a white 2clue, Cathy 🡲

Cathy looks at the played cards to see if 2s are all playable. The white1,with a white 1clue, has not been played yet, so she cannot be sure it is playable yet. Next, Cathy looks at the discard pile to see if there is a 2 in the discard pile. There is a white2,with a white 2clue, discarded, so she interprets this number clue marking her oldest card as a save clue to prevent her from discarding it. Nice one, Cathy.

Play Clue

  • A clue that does not mark a (unique) chop card. (Exception: 2-player game with 2+ consecutive saves.)
  • Focus is the newest card.

Priority:

  1. Lead to plays in other hands.
  2. Lower rank.
Play clue
cards in the deckred1yellow5green1blue3white4multicolorblack powder

card back,with a clue,card back,with a clue,card back,with a clue,card back,with a clue, Alice 🡲 red2,with a red 2clue,yellow4,with a yellow 4clue,red3,with a red 3clue,white5,with a white 5clue, Bob 🡲 white4,with a white 4clue,yellow1,with a yellow 1clue,red4,with a red 4clue,red3,with a red 3clue, Cathy 🡲

Alice to Bob: "These 2 cards are red."

cards in the deckred1yellow5green1blue3white4multicolorblack powder card back,with a clue,card back,with a clue,card back,with a clue,card back,with a clue, Alice 🡲 red2,with a red 2clue,yellow4,with a yellow 4clue,red3,with a red 3clue,white5,with a white 5clue, Bob 🡲 white4,with a white 4clue,yellow1,with a yellow 1clue,red4,with a red 4clue,red3,with a red 3clue, Cathy 🡲

Bob now knows his newest card is the next playable in the sequence (red2,with a red 2clue,), and the other marked card is red3,with a red 3clue,, red4,with a red 4clue,, or red5,with a red 5clue, (because every marked card will be playable at some point).

Fix Clue

  • A follow-up clue on the same hand as an initial play clue.
  • Required to change the focus (and prevent a misfire).
Fix clue
cards in the deckred2yellow5green5blue5white5multicolorblack powder

white1,with a white 1clue,white1,with a white 1clue,white2,with a white 2clue,red4,with a red 4clue, Bob 🡲 yellow4,with a yellow 4clue,red5,with a red 5clue,red3,with a red 3clue,white3,with a white 3clue, Cathy 🡲

Cathy's red3,with a red 3clue, must play next. The focus of a 3 clue on its own will be white3,with a white 3clue, and the focus of a red clue will be red5,with a red 5clue,.

Alice to Cathy: "These 2 cards are red."

cards in the deckred2yellow5green5blue5white5multicolorblack powder white1,with a white 1clue,white1,with a white 1clue,white2,with a white 2clue,red4,with a red 4clue, Bob 🡲 yellow4,with a yellow 4clue,red5,with a red 5clue,red3,with a red 3clue,white3,with a white 3clue, Cathy 🡲

Bob to Cathy: "These 2 cards are 3s". (This Fix Clue changes the focus from red5,with a red 5clue, to red3,with a red 3clue,, which is now visible.)

cards in the deckred2yellow5green5blue5white5multicolorblack powder white1,with a white 1clue,white1,with a white 1clue,white2,with a white 2clue,red4,with a red 4clue, Bob 🡲

yellow4,with a yellow 4clue,red5,with a red 5clue,red3,with a red 3clue,white3,with a white 3clue, Cathy 🡲

Bad Clue

  • Tell a lie, e.g., a clue that marks red2,with a red 2clue, as playable without the required red1,with a red 1clue,.
  • Mark unknown trash or duplicate cards, e.g., mark 4s in another hand when your hand could have a copy of that 4.

Marked Card Discard

If a non-trash marked card is discarded it means:

  • A copy of that card is already marked in someone else's hand (sarcastic discard); or
  • A copy of that card must be marked in a future save clue (use with caution); or
  • An unmarked copy of that card is playable (gentleman's discard)


Other conventions

Name Summary References
Logical Leftism No convention, just logic hanabi logic
Conventional Leftism Another name for Finesse hanabi logic Postmans
Hat-guessing Clues relate to slot position, not the cards marked H-Group Robert Kaspar H-Group empty clues
Closest Friend Clue interpretation depends on which player gave the clue H-Group
Secret convention Each player randomly selects a secret restriction Secret variant Secret hanabi restriction

For more moves, conventions, and strategies, check out:

General Strategy

Strategy for 2 Players

  • 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.

Advanced Strategy

  • Playable first copies are clued.
  • Playable cards marked with both color and number will play first.
  • Last 1 clue 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, an empty clue, or a splash that marks no new cards
  • Cards are played in clued order.
  • Plays that lead to other plays are prioritized.
  • Lower-ranked cards are prioritized.
  • Unique cards are splashed.
  • Black Powder: black powder1,with a black powder 1clue, is only marked on chop unless all other 1s (or black powder2,with a black powder 2clue,) are already played.
  • 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 black powder5,with a black powder 5clue, on chop. In a following turn, the 5 to the left of black powder5,with a black powder 5clue, is marked with color to play black powder5,with a black powder 5clue,.
  • Before playing, a connecting card on the 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 red5,with a red 5clue, before playing as red5,with a red 5clue,.
  • 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 marked 4 may be discarded.
  • Black Powder: avoid discarding after an early game black powder1,with a black powder 1clue, or 5 save to allow for consecutive black powder1,with a black powder 1clue, and color 5 saves.

Early game

  • At least 3 clue tokens are used before the first discard.
  • Black Powder: black powder5,with a black powder 5clue, is marked first if it is the leftmost 5.
  • 2's are marked next.
  • Black Powder: black powder4,with a black powder 4clue, is marked if there are no other 4s. 1s are marked next. With multiple marked unknown 1s in your hand, consider first playing your 1s or marking 1s individually with color.

Alternative Strategy

  • Any card may be saved, including non-unique cards.
  • Cards marked with a number are only splashed with color:
    • If a previously unmarked card is playable.
    • As a stall clue.

Gameplay Using Convention

Receiving Clues

  • Check visible cards, including played and discarded, to determine the focus and the meaning of a clue.
    • Example A: you are given a 2 clue. You see red2,with a red 2clue, was played and the second red2,with a red 2clue, is in another hand. Therefore the clue means "2s which are not red".
    • Example B: 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".

Giving Clues

  • Don't mark trash cards (a.k.a. "good touch" rule).
  • Save unique cards as 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 maximize the score.
  • Giving empty clues (e.g., "you have no red card") can help to manage which player draws the last card.
Last Card Example
1cards in the deckred5yellow5green3blue4white5multicolorblack powder

red3,with a red 3clue,yellow1,with a yellow 1clue,green1,with a green 1clue,blue5,with a blue 5clue, Bob 🡲 green2,with a green 2clue,red1,with a red 1clue,green4,with a green 4clue,green5,with a green 5clue, Cathy 🡲

  • Alice and Bob both give empty clues. e.g., Alice to Cathy: "You have no white card".
  • Cathy plays green4,with a green 4clue, and draws the last card.
  • Alice discards, Bob plays blue5,with a blue 5clue, and Cathy plays green5,with a green 5clue,.

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.
Example of a Bad Skip/Steal

Alice skips Bob to clue Cathy red. cards in the deckredyellow3green3blue3white3multicolorblack powder red2,with a red 2clue,yellow1,with a yellow 1clue,white1,with a white 1clue,blue3,with a blue 3clue, Alice 🡲 blue1,with a blue 1clue,yellow5,with a yellow 5clue,white5,with a white 5clue,blue4,with a blue 4clue, Bob 🡲 red1,with a red 1clue,white4,with a white 4clue,white4,with a white 4clue,white3,with a white 3clue, Cathy 🡲

If Alice discarded instead, Bob would have clued Alice red to finesse red1,with a red 1clue, and red2,with a red 2clue,.

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.
Good Skip Example A
cards in the deckred1yellow1green1blue1white1multicolorblack powder

white1,with a white 1clue,yellow2,with a yellow 2clue,white2,with a white 2clue,red2,with a red 2clue, Bob 🡲 white2,with a white 2clue,red1,with a red 1clue,blue2,with a blue 2clue,green1,with a green 1clue, Cathy 🡲

Alice skips Bob to give Cathy a blue clue so that a duplicate white2,with a white 2clue, is not marked.
Good Skip Example B
cards in the deckred1yellow1green1blue1white1multicolorblack powder

white1,with a white 1clue,yellow2,with a yellow 2clue,white2,with a white 2clue,red2,with a red 2clue, Bob 🡲 yellow4,with a yellow 4clue,white2,with a white 2clue,red1,with a red 1clue,blue2,with a blue 2clue, Cathy 🡲

Alice skips Bob to give Cathy a blue clue because Bob has let blue2,with a blue 2clue, reach chop and does not want to mark it because he might hold a copy.

Additional Information not on BGA

An additional finesse convention is that skipped player(s) cannot discard. e.g., 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.

Skipped Players Cannot Discard Example

Alice skips Bob to give Cathy a 1 clue.

cards in the deckredyellowgreenbluewhitemulticolorblack powder yellow1,with a yellow 1clue,yellow2,with a yellow 2clue,white2,with a white 2clue,red2,with a red 2clue, Bob 🡲 white2,with a white 2clue,red1,with a red 1clue,blue2,with a blue 2clue,red4,with a red 4clue, Cathy 🡲

Bob has no clue to give and no known play, so he blind plays his newest unmarked card. yellow1,with a yellow 1clue, does not connect to 1, so Cathy interprets Bob's move as a skip play and plays red1,with a red 1clue,.
Skipped Players Cannot Discard (w/ bluffing) Example

Alice to Cathy: "This card is red."

cards in the deckred1yellow1green1bluewhitemulticolorblack powder blue1,with a blue 1clue,yellow2,with a yellow 2clue,white2,with a white 2clue,red2,with a red 2clue, Bob 🡲 yellow4,with a yellow 4clue,red3,with a red 3clue,white3,with a white 3clue,blue2,with a blue 2clue, Cathy 🡲

Cathy now knows her marked card red3,with a red 3clue, is playable. Bob does not see the connecting red2,with a red 2clue,, so he assumes he has to play it now. Bob does not have a marked card that could be red2,with a red 2clue,, so Bob blind plays his newest unmarked card. blue1,with a blue 1clue, successfully plays and the bluff is revealed. Before Bob played, Cathy thought her marked card was red2,with a red 2clue,. After Bob plays, Cathy knows her marked card is any valuable red (red3,with a red 3clue,, red4,with a red 4clue, or red5,with a red 5clue,).
Skipped Players Cannot Discard (w/ lying) Example

Alice skips Bob to give Cathy a 3 clue.

cards in the deckred2yellowgreenbluewhitemulticolorblack powder yellow1,with a yellow 1clue,yellow2,with a yellow 2clue,white2,with a white 2clue,red2,with a red 2clue, Bob 🡲 white2,with a white 2clue,red3,with a red 3clue,blue2,with a blue 2clue,red4,with a red 4clue, Cathy 🡲

Bob has no clue to give and no known play, so he blind plays his newest unmarked card. In this convention, yellow1,with a yellow 1clue, does not connect to 3, so Cathy interprets as a bluff and her 3 is not playable. This is a lie because red3,with a red 3clue, is playable. Instead, Alice should have discarded and allowed Bob to clue Cathy so that she knows her red3,with a red 3clue, is playable.

Advanced moves

Discard clue

A discard clue marks known trash cards to prevent an unwanted discard (or misfire).

Example
cards in the deckred1yellow1green1blue1white1multicolorblack powder

white1,with a white 1clue,red1,with a red 1clue,white4,with a white 4clue,yellow3,with a yellow 3clue, Bob 🡲 Discarded: yellow3,with a yellow 3clue,white4,with a white 4clue,

yellow3,with a yellow 3clue, and white4,with a white 4clue, need to be saved. If Alice gives a 3 clue, white4,with a white 4clue, might be discarded. Alice gives a 1 clue so that Bob discards red1,with a red 1clue, and white1,with a white 1clue, before his chop card.

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.

This could be a Generation discard instead, so next player has one token to clue, if the clue is urgent.

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 0 clue tokens or where trash cards make it awkward to clue the target.

Example
cards in the deckred5yellow5green4blue5white5multicolorblack powder

green5,with a green 5clue,blue2,with a blue 2clue,red4,with a red 4clue,blue3,with a blue 3clue, Bob 🡲

Alice discards slot 1. Bob plays slot 1green5,with a green 5clue,

Trash Bluff

Example

Alice to Cathy: "This card is a 1."

cards in the deckred1yellow1green1blue1whitemulticolorblack powder blue2,with a blue 2clue,yellow4,with a yellow 4clue,green4,with a green 4clue,red4,with a red 4clue, Bob 🡲 red1,with a red 1clue,white2,with a white 2clue,red2,with a red 2clue,yellow5,with a yellow 5clue, Cathy 🡲

Bob must act now to prevent a misfire of red1,with a red 1clue,. Bob blind plays blue2,with a blue 2clue,. 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.

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Double Bluff

If the following two players both have a playable finesse position, you may be able to perform a double bluff.

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Promise bluff

This move only applies to "one-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.

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Empty Clue Double Save

With not enough Template:Hclue or turns to save consecutive unique cards, an empty clue can save two chop cards.

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