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== Advanced moves ==
== Advanced moves ==


=== Discard clue ===
=== Discard clue / Know Trash Clue ===


* A discard clue marks known trash cards to prevent an unwanted discard (or misfire).
* A discard clue marks known trash cards to prevent an unwanted discard (or misfire).
Line 386: Line 386:
* Bob interprets this as 'do not discard two chop cards' and discards {{Hr|2}}.
* Bob interprets this as 'do not discard two chop cards' and discards {{Hr|2}}.
}}
}}
==More About 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.
[Please review my major change to Conventions in Discussion.]
==== Save clue ====
* A (number) clue that marks a (unique) chop card¹.
* Focus is the chop card.
¹''Exception: 2 player game with 2+ consecutive saves.''
==== Play clue ====
* A clue that does not mark a (unique) chop card¹.
* Focus is the newest card.
Priority:
# Lead to plays in other hands.
# Lower rank.
==== Fix clue ====
* A follow-up clue on the same hand as an initial play clue.
* Required to change the focus (and prevent a misfire).
==== Bad clue ====
* Tell a lie ''e.g. a clue that marks {{Hr|2}} as playable without the required {{Hr|1}}.''
* Mark unknown trash or duplicate cards ''e.g. mark '''4'''s 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'')
==== Examples ====
{{infoBoxes3 |maxWidth=650 |state=collapsed
|title1=Save clue
|body1=
{{Hr|1}} {{Hy|1}} {{Hg|1}} {{Hb|1}} {{Hw}} Discarded: {{Hw|2}}
{{cardholder|{{HBack}}{{HBack}}{{HBack}}{{HBack}} |Alice 🡲}}
{{cardholder|{{Hr|2}}{{Hy|4}}{{Hr|3}}{{Hw|5}} |Bob 🡲}}
{{cardholder|{{Hr|4}}{{Hy|3}}{{Hr|4}}{{Hw|2}} |Cathy 🡲}}
* Alice to Bob: this card is a 5.
{{Hr|1}} {{Hy|1}} {{Hg|1}} {{Hb|1}} {{Hw}} Discarded: {{Hw|2}}
{{cardholder|{{HBack}}{{HBack}}{{HBack}}{{HBack}} |Alice 🡲}}
{{cardholder|{{Hr|2}}{{Hy|4}}{{Hr|3}}{{Hw|5|n=}} |Bob 🡲}}
{{cardholder|{{Hr|4}}{{Hy|3}}{{Hr|4}}{{Hw|2}} |Cathy 🡲}}
* Bob knows that there is only one 5 of each colour in the deck, so all 5s need to be marked to keep them from being discarded.
* Bob sees Cathy's oldest card is {{Hw|2}} and checks the discard pile to see if he needs to save it from being discarded. There is already a {{Hw|2}} in the discard pile and Bob knows there are only two 2s of each colour, so Cathy has the last remaining {{Hw|2}} and Bob must save it.
* Bob to Cathy: this card is a 2.
: Good job Bob.
{{Hr|1}} {{Hy|1}} {{Hg|1}} {{Hb|1}} {{Hw}} Discarded: {{Hw|2}}
{{cardholder|{{HBack}}{{HBack}}{{HBack}}{{HBack}} |Alice 🡲}}
{{cardholder|{{Hr|2}}{{Hy|4}}{{Hr|3}}{{Hw|5|n=}} |Bob 🡲}}
{{cardholder|{{Hr|4}}{{Hy|3}}{{Hr|4}}{{Hw|2|n=}} |Cathy 🡲}}
* Cathy looks at the played cards to see if 2s are all playable. The {{Hw|1}} 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 {{Hw|2}} discarded, so she interprets this number clue marking her oldest card as a save clue to prevent her from discarding it.
: Nice one Cathy.
|title2=Play clue
|body2=
{{Hr|1}} {{Hy|5}} {{Hg|1}} {{Hb|3}} {{Hw|4}}
{{cardholder|{{HBack}}{{HBack}}{{HBack}}{{HBack}} |Alice 🡲}}
{{cardholder|{{Hr|2}}{{Hy|4}}{{Hr|3}}{{Hw|5|n=}} |Bob 🡲}}
{{cardholder|{{Hw|4}}{{Hy|1}}{{Hr|4}}{{Hr|3}} |Cathy 🡲}}
* Alice to Bob: these 2 cards are red.
{{Hr|1}} {{Hy|5}} {{Hg|1}} {{Hb|3}} {{Hw|4}}
{{cardholder|{{HBack}}{{HBack}}{{HBack}}{{HBack}} |Alice 🡲}}
{{cardholder|{{Hr|2|c=}}{{Hy|4}}{{Hr|3|c=}}{{Hw|5|n=}} |Bob 🡲}}
{{cardholder|{{Hw|4}}{{Hy|1}}{{Hr|4}}{{Hr|3}} |Cathy 🡲}}
* Bob now knows his newest card is the next playable in the sequence ({{Hr|2}}), and the other marked card is {{Hr|3}}, {{Hr|4}} or {{Hr|5}} (because every marked card will be playable at some point).
|title3=Fix clue
|body3=
{{Hr|2}} {{Hy|5}} {{Hg|5}} {{Hb|5}} {{Hw|5}}
{{cardholder|{{Hw|1}}{{Hw|1}}{{Hw|2}}{{Hr|4}} |Bob 🡲}}
{{cardholder|{{Hy|4}}{{Hr|5}}{{Hr|3}}{{Hw|3}} |Cathy 🡲}}
* Cathy's {{Hr|3}} must play next.
* The focus of a 3 clue on its own will be {{Hw|3}} and the focus of a red  clue will be {{Hr|5}}.
* Alice to Cathy: these 2 cards are red.
{{Hr|2}} {{Hy|5}} {{Hg|5}} {{Hb|5}} {{Hw|5}}
{{cardholder|{{Hw|1}}{{Hw|1}}{{Hw|2}}{{Hr|4}} |Bob 🡲}}
{{cardholder|{{Hy|4}}{{Hr|5|c=}}{{Hr|3|c=}}{{Hw|3}} |Cathy 🡲}}
* Bob to Cathy: these 2 cards are 3s - this fix clue changes the focus from {{Hr|5}} to {{Hr|3}} (now visible).
{{Hr|2}} {{Hy|5}} {{Hg|5}} {{Hb|5}} {{Hw|5}}
{{cardholder|{{Hw|1}}{{Hw|1}}{{Hw|2}}{{Hr|4}} |Bob 🡲}}
{{cardholder|{{Hy|4}}{{Hr|5|c=}}{{Hr|3|n=|c=}}{{Hw|3|n=}} |Cathy 🡲}}
}}
{{infoBoxes3 |maxWidth=650 |state=collapsed
|title1=Prompt
|body1=
{{Hr|2}} {{Hy|5}} {{Hg|1}} {{Hb|3}} {{Hw|4}}
{{cardholder|{{HBack}}{{HBack}}{{HBack}}{{HBack}} |Alice 🡲}}
{{cardholder|{{Hb|5}}{{Hy|4}}{{Hr|3|c=}}{{Hw|5|n=}} |Bob 🡲}}
{{cardholder|{{Hw|2}}{{Hw|4}}{{Hy|1}}{{Hr|4}} |Cathy 🡲}}
* Alice to Cathy: this card is red.
{{Hr|2}} {{Hy|5}} {{Hg|1}} {{Hb|3}} {{Hw|4}}
{{cardholder|{{HBack}}{{HBack}}{{HBack}}{{HBack}} |Alice 🡲}}
{{cardholder|{{Hb|5}}{{Hy|4}}{{Hr|3|c=}}{{Hw|5|n=}} |Bob 🡲}}
{{cardholder|{{Hw|2}}{{Hw|4}}{{Hy|1}}{{Hr|4|c=}} |Cathy 🡲}}
* Cathy now knows her marked card is the next playable in the sequence ⇨ {{Hr|4}}, because {{Hr|3}} is already marked.
* Bob now knows his marked red card is {{Hr|3}} and he must play it now.
|title2=Finesse
|body2=
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}
{{cardholder|{{Hb|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} |Bob 🡲}}
{{cardholder|{{Hr|5}}{{Hr|2}}{{Hb|2}}{{Hg|2}} |Cathy 🡲}}
* Alice to Cathy: this card is blue.
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}
{{cardholder|{{Hb|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} |Bob 🡲}}
{{cardholder|{{Hr|5}}{{Hr|2}}{{Hb|2|c=}}{{Hg|2}} |Cathy 🡲}}
* Cathy now knows her marked card {{Hb|2}} is playable.
* Bob knows that Cathy will bomb her {{Hb|2}} as {{Hb|1}} unless a {{Hb|1}} is played first.
* Bob does not see the connecting {{Hb|1}}, so assumes he has to play it now.
* Bob does not have a marked card that could be {{Hb|1}}, so Bob '''blind plays his newest unmarked card'''.
* {{Hb|1}} successfully plays.
|title3=Reversed finesse
|body3=
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}
{{cardholder|{{Hr|5}}{{Hr|2}}{{Hb|2}}{{Hg|2}} |Bob 🡲}}
{{cardholder|{{Hb|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} |Cathy 🡲}}
* Alice to Bob: this card is blue.
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}
{{cardholder|{{Hr|5}}{{Hr|2}}{{Hb|2|c=}}{{Hg|2}} |Bob 🡲}}
{{cardholder|{{Hb|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} |Cathy 🡲}}
* Bob now knows his marked {{Hb|2}} is playable.
* Bob sees the newest, unmarked card in Cathy's hand is of the same colour '''and''' playable now. Bob assumes it is a finesse with the players in reversed order and his blue card is {{Hb|2}}.
}}
{{infoBoxes |maxWidth=650 |state=collapsed
|title1=Bluff
|body1=
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}
{{cardholder|{{Hw|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} |Bob 🡲}}
{{cardholder|{{Hr|5}}{{Hr|2}}{{Hb|2}}{{Hg|2}} |Cathy 🡲}}
* Alice to Cathy: this card is blue.
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}
{{cardholder|{{Hw|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} |Bob 🡲}}
{{cardholder|{{Hr|5}}{{Hr|2}}{{Hb|2|c=}}{{Hg|2}} |Cathy 🡲}}
* Cathy now knows her marked card {{Hb|2}} is playable.
* Bob does not see the connecting {{Hb|1}}, so assumes he has to play it now.
* Bob does not have a marked card that could be {{Hb|1}}, so Bob '''blind plays his newest unmarked card'''.
* {{Hw|1}} successfully plays and the bluff is revealed.
* Before Bob played, Cathy thought her marked card was {{Hb|1}}.
* 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, also must be a ''1-away-from-playable'' {{Hb|2}}.
|title2=Long finesse
|body2=​
* Alice to Bob: this card is a 4.
{{Hr|1}} {{Hy|1}} {{Hg|1}} {{Hb}} {{Hw}}
{{cardholder|{{Hw|1}}{{Hw|2}}{{Hw|4|n=}}{{Hg|1}} |Bob 🡲}}
{{cardholder|{{Hw|3}}{{Hb|1}}{{Hg|1}}{{Hy|1}} |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.
* {{Hw|1}} successfully plays.
* Cathy sees that Bob has {{Hw|2}} in front of {{Hw|4}} but {{Hw|3}} is missing, so Cathy knows she must play {{Hw|3}} at the correct moment.
* Cathy discards, Alice discards and Bob blind plays his 2nd slot {{Hw|2}}.
{{Hr|1}} {{Hy|1}} {{Hg|1}} {{Hb}} {{Hw|2}}
{{cardholder|{{Hb|5}}{{Hy|1}}{{Hw|4|n=}}{{Hg|1}} |Bob 🡲}}
{{cardholder|{{Hy|2}}{{Hw|3}}{{Hb|1}}{{Hg|1}} |Cathy 🡲}}
* Cathy blind plays her 2nd slot {{Hw|3}}.
* Alice discards and Bob plays the marked {{Hw|4}}.
}}
=== Layered Finesse ===
Players assume:
* BGA Finesse convention above.
* Finessed cards can be layered behind other unrelated, but playable cards.
==== Examples ====
{{infoBox |maxWidth=650 |state=collapsed
|title=Layered finesse
|body=​
* Alice to Bob: these 2 cards are blue.
{{Hr|1}} {{Hy|1}} {{Hg|1}} {{Hb}} {{Hw|4}}
{{cardholder|{{Hb|2|c=}}{{Hb|5|c=}}{{Hy|1}}{{Hg|1}} |Bob 🡲}}
{{cardholder|{{Hr|2}}{{Hy|2}}{{Hb|1}}{{Hg|1}} |Cathy 🡲}}
* Bob sees a playable {{Hb|1}} in Cathy's hand, layered behind other playable cards {{Hr|2}} and {{Hy|2}}.
* Bob discards and Cathy blind plays for {{Hb|1}}. {{Hr|2}} successfully plays.
* Cathy knows this cannot be a bluff because Bob would not discard unless he sees a playable {{Hb|1}} in Cathy's hand.
* So Cathy knows she is promised {{Hb|1}} and keeps playing each slot from left to right until her {{Hb|1}} is played.
}}
=== Definitions ===
<div style="columns:20rem auto;column-gap:2rem;">
==== {{text|Basic|c={{r}}|w=700|f=cursive|s=1.05}} ====
'''Convention''': Agreed set of clue, play and discard interpretations. ''e.g. a number clue that marks the chop card should be interpreted as a unique card save (if there is a unique card of that number).''
'''Strategy''': Plan to achieve the highest score. ''e.g. to mark first copies of cards.''
'''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 colour (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.
==== {{text|Intermediate|c={{g}}|w=700|f=cursive|s=1.05}} ====
'''Good Touch Principle''': All marked cards will eventually be played.
'''Splash''': Additional new colour or rank information of cards that are not the focus.
'''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 seat''': The player directly before the player who is bluffed.¹
'''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. ''A 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).''
'''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.
==== {{text|Advanced|c={{m}}|w=700|f=cursive|s=1.05}} ====
'''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.
'''Positional misplay''': An unexpected play that marks the same slot position in another hand to play immediately.
'''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 {{Hclue|1}}.
</div>¹bluff seat is an [https://hanabi.github.io/level-11/#the-bluff-seat 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.
== Other conventions ==
{|class="wikitable" style="width:auto;" border="2"
!Name
!Summary
!References
|-
|'''Logical Leftism'''
|No convention, just logic
|[http://hanabilogic.eklablog.com/basics-level-1-a117610126 hanabi logic]
|-
|'''Conventional Leftism'''
|Another name for Finesse
|[http://hanabilogic.eklablog.com/no-conventional-leftism-a117757604 hanabi logic]
[https://docs.google.com/document/d/1sz3if8-9JJDAcbvdi3MHEAv9L5ljyHHnTSEACKk5RUY/edit#heading=h.q88fl7o62h8c Postmans]
|-
|'''Hat-guessing'''
|Clues relate to slot position, not the cards marked
|[https://github.com/hanabi/hanabi.github.io/blob/main/misc/hat-guessing.md H-Group]
[https://github.com/fpvandoorn/hanabi/blob/master/doc_hat_player.md Robert Kaspar]
[https://github.com/hanabi/hanabi.github.io/blob/main/misc/empty-clues.md H-Group empty clues]
|-
|'''Closest Friend'''
|Clue interpretation depends on which player gave the clue
|[https://github.com/hanabi/hanabi.github.io/blob/main/pdf/newest-friend.pdf H-Group]
|-
|'''Secret convention'''
|Each player randomly selects a secret '''[https://perchance.org/e6dtm5lj3r restriction]'''
|[https://boardgamearena.com/forum/viewtopic.php?t=26863 Secret variant]
[https://boardgamearena.com/forum/viewtopic.php?p=71264#p71264 Secret hanabi restriction]
|}
=== More ===
=== More ===



Latest revision as of 10:23, 10 September 2026

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 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".
    • 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".

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
1cards in the deck red5,with a red 5clue, yellow5,with a yellow 5clue, green3,with a green 3clue, blue4,with a blue 4clue, white5,with a white 5clue,

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. "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.
A bad skip / steal
  • Alice skips Bob to clue Cathy red.

red,with a red clue, yellow3,with a yellow 3clue, green3,with a green 3clue, blue3,with a blue 3clue, white3,with a white 3clue, 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.
A good skip example 1
red1,with a red 1clue, yellow1,with a yellow 1clue, green1,with a green 1clue, blue1,with a blue 1clue, white1,with a white 1clue,

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.
A good skip example 2
red1,with a red 1clue, yellow1,with a yellow 1clue, green1,with a green 1clue, blue1,with a blue 1clue, white1,with a white 1clue,

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 let blue2,with a blue 2clue, reach chop and does not want to mark it because he might hold a copy.

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.
Skipped players cannot discard example 1
  • Alice skips Bob to give Cathy a 1 clue.

red,with a red clue, yellow,with a yellow clue, green,with a green clue, blue,with a blue clue, white,with a white clue, 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 example 2: bluff
  • Alice to Cathy: this card is red.
  • red1,with a red 1clue, yellow1,with a yellow 1clue, green1,with a green 1clue, blue,with a blue clue, white,with a white clue, 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 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 example 3: lie i.e. don't do this
  • Alice skips Bob to give Cathy a 3 clue.
  • red2,with a red 2clue, yellow,with a yellow clue, green,with a green clue, blue,with a blue clue, white,with a white clue, 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.

    2 Player strategy

    Basic

    1. Marked cards are not discarded.
    2. Unique cards are saved.
    3. Saves are given as late as possible.
    4. Play clue focus is the leftmost card.
    5. All known playable cards are played before discarding (including 5s with flamboyants).
    6. Marked trash cards are corrected.

    Intermediate

    1. Playable first copies are clued.
    2. Playable cards marked with both colour and number will play first.
    3. Last 1 clue tokens is only used to mark a unique or playable chop.
    4. Off-chop saves for consecutive unique cards.
    5. Double discards can be avoided with a stall clue.
      • empty clue
      • splash that marks no new cards
    6. Cards are played in clued order.
    7. Plays that lead to other plays are prioritised.
    8. Lower ranked cards are prioritised.
    9. Unique cards are splashed.
    10. 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.

    Advanced

    1. Number clues that mark a non-unique chop are play clues.
      • e.g. with no 3s discarded, play the left 3.
    2. 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 colour to play black powder5,with a black powder 5clue,.
    3. Before playing, a connecting card on chop can be marked.
    4. Flamboyants: consider not locking a hand with a 5 save.
    5. 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,.
    6. Scream discard = save the chop card (and move chop one slot to the left).
    7. 1-away from playable cards are splashed.
    8. Trash cards are discarded before being splashed.
    9. Already-marked trash cards are splashed.
    10. An early game marked 4 may be discarded.
    11. 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 colour 5 saves.

    Early game

    1. At least 3 clue tokens are used before the first discard.
    2. Black Powder: black powder5,with a black powder 5clue, is marked first if it is the leftmost 5.
    3. 2s are marked next.
      • Black Powder: black powder4,with a black powder 4clue, is marked if there are no other 4s.
    4. 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

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

    Clued misplay example
    red1,with a red 1clue, yellow3,with a yellow 3clue, green3,with a green 3clue, blue3,with a blue 3clue, white3,with a white 3clue,

    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.

    red1,with a red 1clue, yellow3,with a yellow 3clue, green3,with a green 3clue, blue3,with a blue 3clue, white3,with a white 3clue, 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.
    Scream discard example
    red1,with a red 1clue, yellow4,with a yellow 4clue, green2,with a green 2clue, blue2,with a blue 2clue, 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,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 3rd slot to 1st slot.
    • Bob now has two unmarked unique cards saved and discards yellow1,with a yellow 1clue,.
    Positional misplay example
    red1,with a red 1clue, yellow3,with a yellow 3clue, green3,with a green 3clue, blue3,with a blue 3clue, white3,with a white 3clue,

    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.
    Splash correction example
    red3,with a red 3clue, yellow2,with a yellow 2clue, green2,with a green 2clue, blue2,with a blue 2clue, white2,with a white 2clue,

    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.

    red3,with a red 3clue, yellow2,with a yellow 2clue, green2,with a green 2clue, blue2,with a blue 2clue, white2,with a white 2clue, 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.
    Self prompt example
    red,with a red clue, yellow,with a yellow clue, green,with a green clue, blue,with a blue clue, white,with a white clue,

    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,

    Advanced moves

    Discard clue / Know Trash Clue

    • A discard clue marks known trash cards to prevent an unwanted discard (or misfire).
    Discard clue example
    red1,with a red 1clue, yellow1,with a yellow 1clue, green1,with a green 1clue, blue1,with a blue 1clue, white1,with a white 1clue,

    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.

    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.
    Positional discard example
    red5,with a red 5clue, yellow5,with a yellow 5clue, green4,with a green 4clue, blue5,with a blue 5clue, white5,with a white 5clue,

    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

    Trash bluff example
    • Alice to Cathy: this card is a 1.

    red1,with a red 1clue, yellow1,with a yellow 1clue, green1,with a green 1clue, blue1,with a blue 1clue, white,with a white clue, 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.
    Finesse bluff example
    • Alice to Donald: this card is white.

    red,with a red clue, yellow,with a yellow clue, green,with a green clue, blue,with a blue clue, white,with a white clue, white1,with a white 1clue,yellow4,with a yellow 4clue,green4,with a green 4clue,blue4,with a blue 4clue, Bob 🡲 red1,with a red 1clue,white4,with a white 4clue,green4,with a green 4clue,green3,with a green 3clue, Cathy 🡲 red4,with a red 4clue,white3,with a white 3clue,yellow3,with a yellow 3clue,blue2,with a blue 2clue, Donald 🡲

    • Bob blind plays white1,with a white 1clue,.
    • Donald now thinks his white card is white2,with a white 2clue,.
    • Cathy must act now to prevent a misfire of white3,with a white 3clue,.
    • Cathy blind plays red1,with a red 1clue,.
    • With two blind plays, Donald now knows his white is white3,with a white 3clue, and this was a finesse bluff.

    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 white1,with a white 1clue, with a blue clue to Donald.
    • Instead: Alice to Donald: this card is a 2.

    red,with a red clue, yellow,with a yellow clue, green,with a green clue, blue,with a blue clue, white,with a white clue, white1,with a white 1clue,yellow4,with a yellow 4clue,green4,with a green 4clue,blue4,with a blue 4clue, Bob 🡲 red1,with a red 1clue,white4,with a white 4clue,green4,with a green 4clue,green3,with a green 3clue, Cathy 🡲 red3,with a red 3clue,white3,with a white 3clue,yellow3,with a yellow 3clue,blue2,with a blue 2clue, Donald 🡲

    • Bob blind plays white1,with a white 1clue,
    • Without colour, Donald thinks his 2 is white2,with a white 2clue,.
    • Cathy must act now to prevent a misfire of blue2,with a blue 2clue,.
    • Cathy blind plays red1,with a red 1clue,.
    • With two blind plays, Donald now knows his 2 is not white2,with a white 2clue, or red2,with a red 2clue, and this was a double bluff.

    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,with a red 1clue, yellow1,with a yellow 1clue, green1,with a green 1clue, blue1,with a blue 1clue, white1,with a white 1clue, blue2,with a blue 2clue,white3,with a white 3clue,green4,with a green 4clue,red4,with a red 4clue, Bob 🡲 red1,with a red 1clue,white4,with a white 4clue,red2,with a red 2clue,yellow5,with a yellow 5clue, Cathy 🡲

    • Bob must act now to prevent a misfire of white4,with a white 4clue,.
    • Bob blind plays blue2,with a blue 2clue, and the bluff is revealed.
    • Cathy sees Bob's white3,with a white 3clue, was in finesse position behind blue2,with a blue 2clue,, so now knows that her marked card is either white4,with a white 4clue, or white3,with a white 3clue,.
    • Bob knows that for the bluff target to be a valid 1-away-from playable, he is also promised white3,with a white 3clue, in his slot 2.

    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,with a red 2clue, yellow1,with a yellow 1clue, green2,with a green 2clue, blue2,with a blue 2clue, white1,with a white 1clue,

    card back,with a clue,card back2,with a 2clue,card back,with a clue,card back,with a clue, Alice 🡲 blue2,with a blue 2clue,red2,with a red 2clue,green4,with a green 4clue,yellow3,with a yellow 3clue, Bob 🡲 Discarded: yellow3,with a yellow 3clue,green4,with a green 4clue,

    • yellow3,with a yellow 3clue, and green4,with a green 4clue, need to be saved.
    • If Alice gives a 3 clue, green4,with a green 4clue, might be discarded.
    • A 2 clue will cause a misfire of blue2,with a blue 2clue,.
    • Alice gives an empty clue (e.g. 1 or 5 or white).
    • Bob knows that if Alice did not play her white2,with a white 2clue,, this empty clue must mean something.
    • 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,with a red 2clue,.

    More

    This tips page is brief to keep it concise. For more moves, convention and strategy check out: