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Bob 🡲
Cathy 🡲
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Alice 🡲
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Refer to '''[https://en.doc.boardgamearena.com/Gamehelphanabi#Definitions 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 {{Hr|2}} was played and the second {{Hr|2}} is in another hand. Therefore the clue means "'''2'''s which are not red". | |||
** e.g. you are given a '''4''' clue that marks only your chop. You see no '''4'''s have been discarded and no '''4'''s 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 {{Hclue}}, 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. | |||
{{infoBox |maxWidth=650 | |||
|title=Last card example | |||
|body='''{{HDeck|1}}''' {{Hr|5}} {{Hy|5}} {{Hg|3}} {{Hb|4}} {{Hw|5}} | |||
{{cardholder|{{Hr|3}}{{Hy|1}}{{Hg|1}}{{Hb|5|n=|c=}} |Bob 🡲}} | |||
{{cardholder|{{Hg|2}}{{Hr|1}}{{Hg|4|n=|c=}}{{Hg|5|n=|c=}} |Cathy 🡲}} | |||
* Alice and Bob both give empty clues ''e.g. "to Cathy: you have no white card"''. | |||
* Cathy plays {{Hg|4}} and draws the last card. | |||
* Alice discards, Bob plays {{Hb|5}} and Cathy plays {{Hg|5}}. | |||
}} | |||
== 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. | |||
{{infoBox |maxWidth=650 | |||
|title=A bad skip / steal | |||
|body=​ | |||
* Alice skips Bob to clue Cathy red. | |||
{{Hr}} {{Hy|3}} {{Hg|3}} {{Hb|3}} {{Hw|3}} | |||
{{cardholder|{{Hr|2}}{{Hy|1}}{{Hw|1}}{{Hb|3}} |Alice 🡲}} | |||
{{cardholder|{{Hb|1}}{{Hy|5}}{{Hw|5}}{{Hb|4}} |Bob 🡲}} | |||
{{cardholder|{{Hr|1|c=}}{{Hw|4}}{{Hw|4}}{{Hw|3}} |Cathy 🡲}} | |||
* If Alice discarded instead, Bob would have clued Alice red to finesse {{Hr|1}} and {{Hr|2}}. | |||
}} | |||
''' | 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.'' | |||
{{infoBoxes |maxWidth=650 | |||
|title1=A good skip example 1 | |||
|body1={{Hr|1}} {{Hy|1}} {{Hg|1}} {{Hb|1}} {{Hw|1}} | |||
{{cardholder|{{Hw|1}}{{Hy|2|n=}}{{Hw|2|n=}}{{Hr|2|n=}} |Bob 🡲}} | |||
{{cardholder|{{Hw|2}}{{Hr|1}}{{Hb|2}}{{Hg|1}} |Cathy 🡲}} | |||
* Alice skips Bob to give Cathy a blue clue so that a duplicate {{Hw|2}} is not marked. | |||
== | |title2=A good skip example 2 | ||
|body2={{Hr|1}} {{Hy|1}} {{Hg|1}} {{Hb|1}} {{Hw|1}} | |||
{{cardholder|{{Hw|1}}{{Hy|2|n=}}{{Hw|2|n=}}{{Hr|2|n=}} |Bob 🡲}} | |||
{{cardholder|{{Hy|4}}{{Hw|2}}{{Hr|1}}{{Hb|2}} |Cathy 🡲}} | |||
* Alice skips Bob to give Cathy a blue clue because Bob has let let {{Hb|2}} 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. | |||
{{infoBoxes3 |maxWidth=650 | |||
|title1=Example 1: unambiguous skip play | |||
|body1=​ | |||
* Alice skips Bob to give Cathy a '''1''' clue. | |||
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}} | |||
{{cardholder|{{Hy|1}}{{Hy|2}}{{Hw|2}}{{Hr|2}} |Bob 🡲}} | |||
{{cardholder|{{Hw|2}}{{Hr|1|n=}}{{Hb|2}}{{Hr|4}} |Cathy 🡲}} | |||
1 | * Bob has no clue to give and no known play, so he '''blind plays his newest unmarked card'''. | ||
* {{Hy|1}} does not connect to '''1''', so Cathy interprets Bob's move as a skip play and plays {{Hr|1}}. | |||
2 | |title2=Example 2: bluff | ||
|body2=​ | |||
* Alice to Cathy: this card is red. | |||
3 | {{Hr|1}} {{Hy|1}} {{Hg|1}} {{Hb}} {{Hw}} | ||
{{cardholder|{{Hb|1}}{{Hy|2}}{{Hw|2}}{{Hr|2}} |Bob 🡲}} | |||
{{cardholder|{{Hy|4}}{{Hr|3|c=}}{{Hw|3}}{{Hb|2}} |Cathy 🡲}} | |||
* Cathy now knows her marked card {{Hr|3}} is playable. | |||
* Bob does not see the connecting {{Hr|2}}, so assumes he has to play it now. | |||
* Bob does not have a marked card that could be {{Hr|2}}, so Bob '''blind plays his newest unmarked card'''. | |||
* {{Hb|1}} successfully plays and the bluff is revealed. | |||
* Before Bob played, Cathy thought her marked card was {{Hr|2}}. | |||
* After Bob plays, Cathy knows her marked card is any valuable red ({{Hr|3}}, {{Hr|4}} or {{Hr|5}}). | |||
|title3=Example 3: lie | |||
|body3=​ | |||
* Alice skips Bob to give Cathy a '''3''' clue. | |||
{{Hr|2}} {{Hy}} {{Hg}} {{Hb}} {{Hw}} | |||
{{cardholder|{{Hy|1}}{{Hy|2}}{{Hw|2}}{{Hr|2}} |Bob 🡲}} | |||
{{cardholder|{{Hw|2}}{{Hr|3|n=}}{{Hb|2}}{{Hr|4}} |Cathy 🡲}} | |||
* Bob has no clue to give and no known play, so he '''blind plays his newest unmarked card'''. | |||
''' | * In this convention, {{Hy|1}} does not connect to '''3''', so Cathy interprets as a bluff and her '''3''' is not playable. | ||
* This is a lie because {{Hr|3}} is playable. | |||
* Instead, Alice should have discarded and allowed Bob to clue Cathy so that she knows her {{Hr|3}} is playable. | |||
}} | |||
== 2 Player strategy == | |||
==== <span style="color:{{r}};font:700 larger cursive;">Basic</span> ==== | |||
# 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 '''5'''s with flamboyants)''. | |||
# Marked trash cards are corrected. | |||
==== ''<span style="color:{{g}};font:700 larger cursive;">Intermediate</span>'' ==== | |||
# Playable first copies are clued. | |||
# Playable cards marked with both colour and number will play first. | |||
# Last {{Hclue|1}} 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: {{Hk|1}} is only marked on chop unless all other '''1'''s (or {{Hk|2}}) are already played. | |||
==== ''<span style="color:{{m}};font:700 larger cursive;">Advanced</span>'' ==== | |||
# Number clues that mark a non-unique chop are play clues. | |||
#* e.g. with no '''3'''s discarded, play the left '''3'''. | |||
# Black Powder: '''5'''s are marked with a playable {{Hk|5}} on chop. In a following turn the '''5''' to the left of {{Hk|5}} is marked with colour to play {{Hk|5}}. | |||
# 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 {{Hr|5}} before playing as {{Hr|5}}. | |||
# 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 {{Hk|1}} or 5 save. | |||
#* To allow consecutive {{Hk|1}} and colour 5 saves. | |||
=== Early game === | |||
''' | # At least {{Hclue|3}} are used before the first discard. | ||
# Black Powder: {{Hk|5}} is marked first if it is the leftmost '''5'''. | |||
# '''2'''s are marked next. | |||
#* Black Powder: {{Hk|4}} is marked if there are no other '''4'''s. | |||
# '''1'''s are marked next. | |||
#* With multiple marked unknown '''1'''s in your hand, consider first playing your '''1'''s or marking '''1'''s 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. | |||
{{infoBoxes3 | |||
|title1=Clued misplay example | |||
|body1={{Hr|1}} {{Hy|3}} {{Hg|3}} {{Hb|3}} {{Hw|3}} | |||
{{cardholder|{{Hb|1}}{{Hr|1}}{{Hb|2}}{{Hr|4}}{{Hr|5}} |Bob 🡲}} | |||
Discarded: {{Hr|4}} | |||
* There are no misfires. | |||
* Alice needs to save {{Hr|5}} and {{Hr|4}}. | |||
* Alice to Bob: these 3 cards are red. | |||
{{Hr|1}} {{Hy|3}} {{Hg|3}} {{Hb|3}} {{Hw|3}} | |||
{{cardholder|{{Hb|1}}{{Hr|1|c=}}{{Hb|2}}{{Hr|4|c=}}{{Hr|5|c=}} |Bob 🡲}} | |||
Discarded: {{Hr|4}} | |||
* Bob misfires {{Hr|1}} as {{Hr|2}}. | |||
* Bob interprets this as a clued misplay to save the remaining red cards. | |||
|title2=Scream discard example | |||
|body2={{Hr|1}} {{Hy|4}} {{Hg|2}} {{Hb|2}} {{Hw|2}} | |||
{{cardholder|{{HBack}}{{HBack}}{{HBack}}{{HBack}}{{HBack|5|{{y}}|n=|c=}} |Alice 🡲}} | |||
{{cardholder|{{Hy|1}}{{Hg|5}}{{Hb|5}}{{Hw|5|n=}}{{Hr|5|n=}} |Bob 🡲}} | |||
* There are {{Hclue|0}} but Alice needs to save {{Hb|5}} ''and'' {{Hg|5}}. | |||
* Alice discards her chop + 1 = 3rd slot while she has {{Hy|5}} 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 {{Hy|1}}. | |||
|title3=Positional misplay example | |||
|body3={{Hr|1}} {{Hy|3}} {{Hg|3}} {{Hb|3}} {{Hw|3}} | |||
{{cardholder|{{Hr|1}}{{Hr|2}}{{Hr|3|n=|c=}}{{Hr|4|n=|c=}}{{Hr|5|n=|c=}} |Bob 🡲}} | |||
* There are {{Hclue|0}} and no misfires. | |||
* Alice really wants {{Hr|2}} 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. | |||
}} | |||
== | {{infoBoxes | ||
|title1=Splash correction example | |||
|body1={{Hr|3}} {{Hy|2}} {{Hg|2}} {{Hb|2}} {{Hw|2}} | |||
{{cardholder|{{Hr|4}}{{Hr|3|n=}}{{Hw|3|n=}}{{Hb|3|n=}}{{Hb|5|n=}} |Bob 🡲}} | |||
* Alice to Bob: these 2 cards are red. | |||
{{Hr|3}} {{Hy|2}} {{Hg|2}} {{Hb|2}} {{Hw|2}} | |||
{{cardholder|{{Hr|4|c=}}{{Hr|3|n=|c=}}{{Hw|3|n=}}{{Hb|3|n=}}{{Hb|5|n=}} |Bob 🡲}} | |||
* This marks {{Hr|4}} as playable and splashes {{Hr|3}} so that Bob knows it is trash. | |||
|title2=Self prompt example | |||
|body2={{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}} | |||
{{cardholder|{{HBack}}{{HBack}}{{HBack}}{{HBack}}{{HBack|1|{{r}}|c=}} |Alice 🡲}} | |||
{{cardholder|{{Hw|4}}{{Hy|4}}{{Hg|4}}{{Hg|4}}{{Hr|2|c=}} |Bob 🡲}} | |||
* Bob to Alice: this card is red ⇨ {{Hr|1}} | |||
* Alice to Bob: this card is red ⇨ {{Hr|2}} | |||
}} | |||
== Advanced moves == | |||
=== Discard clue === | |||
* A discard clue marks known trash cards to prevent an unwanted discard (or misfire). | |||
{{infoBox |maxWidth=650 | |||
|title=Discard clue example | |||
|body={{Hr|1}} {{Hy|1}} {{Hg|1}} {{Hb|1}} {{Hw|1}} | |||
{{cardholder|{{Hw|1}}{{Hr|1}}{{Hw|4}}{{Hy|3}} |Bob 🡲}} | |||
Discarded: {{Hy|3}}{{Hw|4}} | |||
* {{Hy|3}} and {{Hw|4}} need to be saved. | |||
* If Alice gives a '''3''' clue, {{Hw|4}} might be discarded. | |||
* Alice gives a '''1''' clue so that Bob discards {{Hr|1}} and {{Hw|1}} 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 {{Hclue|0}} or where trash cards make it awkward to clue the target. | |||
{{infoBox |maxWidth=650 | |||
|title=Positional discard example | |||
|body={{Hr|5}} {{Hy|5}} {{Hg|4}} {{Hb|5}} {{Hw|5}} | |||
{{cardholder|{{Hg|5}}{{Hb|2}}{{Hr|4}}{{Hb|3}} |Bob 🡲}} | |||
* Alice discards '''slot 1''' | |||
* Bob plays '''slot 1''' ⇨ {{Hg|5}} | |||
}} | |||
=== Long finesse === | |||
{{infoBox |maxWidth=650 | |||
|title=Long finesse example | |||
|body=​ | |||
* 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 === | |||
{{infoBox |maxWidth=650 | |||
|title=Layered finesse example | |||
|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. | |||
}} | |||
=== Trash bluff === | |||
{{infoBox |maxWidth=650 | |||
|title=Trash bluff example | |||
|body=​ | |||
* Alice to Cathy: this card is a '''1'''. | |||
{{Hr|1}} {{Hy|1}} {{Hg|1}} {{Hb|1}} {{Hw}} | |||
{{cardholder|{{Hb|2}}{{Hy|4}}{{Hg|4}}{{Hr|4}} |Bob 🡲}} | |||
{{cardholder|{{Hr|1|n=}}{{Hw|2}}{{Hr|2}}{{Hy|5}} |Cathy 🡲}} | |||
* Bob must act now to prevent a misfire of {{Hr|1}}. | |||
* Bob blind plays {{Hb|2}}. | |||
* 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. | |||
{{infoBox |maxWidth=650 | |||
|title=Finesse bluff example | |||
|body=​ | |||
* Alice to Donald: this card is white. | |||
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}} | |||
{{cardholder|{{Hw|1}}{{Hy|4}}{{Hg|4}}{{Hb|4}} |Bob 🡲}} | |||
{{cardholder|{{Hr|1}}{{Hw|4}}{{Hg|4}}{{Hg|3}} |Cathy 🡲}} | |||
{{cardholder|{{Hr|4}}{{Hw|3|c=}}{{Hy|3}}{{Hb|2}} |Donald 🡲}} | |||
* Bob blind plays {{Hw|1}}. | |||
* Donald now thinks his white card is {{Hw|2}}. | |||
* Cathy must act now to prevent a misfire of {{Hw|3}}. | |||
* Cathy blind plays {{Hr|1}}. | |||
* With two blind plays, Donald now knows his white is {{Hw|3}} 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. | |||
{{infoBox |maxWidth=700 | |||
|title=Double bluff example | |||
|body=​ | |||
* Alice can bluff Bob's {{Hw|1}} with a blue clue to Donald. | |||
* '''Instead''': Alice to Donald: this card is a 2. | |||
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}} | |||
{{cardholder|{{Hw|1}}{{Hy|4}}{{Hg|4}}{{Hb|4}} |Bob 🡲}} | |||
{{cardholder|{{Hr|1}}{{Hw|4}}{{Hg|4}}{{Hg|3}} |Cathy 🡲}} | |||
{{cardholder|{{Hr|3}}{{Hw|3}}{{Hy|3}}{{Hb|2|n=}} |Donald 🡲}} | |||
* Bob blind plays {{Hw|1}} | |||
* Without colour, Donald thinks his '''2''' is {{Hw|2}}. | |||
* Cathy must act now to prevent a misfire of {{Hb|2}}. | |||
* Cathy blind plays {{Hr|1}}. | |||
* With two blind plays, Donald now knows his '''2''' is not {{Hw|2}} or {{Hr|2}} 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. | |||
{{infoBox |maxWidth=650 | |||
|title=Promise bluff example | |||
|body=​ | |||
* Alice to Cathy: this card is white. | |||
{{Hr|1}} {{Hy|1}} {{Hg|1}} {{Hb|1}} {{Hw|1}} | |||
{{cardholder|{{Hb|2}}{{Hw|3}}{{Hg|4}}{{Hr|4}} |Bob 🡲}} | |||
{{cardholder|{{Hr|1}}{{Hw|4|c=}}{{Hr|2}}{{Hy|5}} |Cathy 🡲}} | |||
* Bob must act now to prevent a misfire of {{Hw|4}}. | |||
* Bob blind plays {{Hb|2}} and the bluff is revealed. | |||
* Cathy sees Bob's {{Hw|3}} was in finesse position behind {{Hb|2}}, so now knows that her marked card is '''either''' {{Hw|4}} or {{Hw|3}}. | |||
* Bob knows that for the bluff target to be a valid 1-away-from playable, he is also promised {{Hw|3}} in his slot 2. | |||
}} | |||
=== Empty clue double save === | |||
* With not enough {{Hclue}} or turns to save consecutive unique cards, an empty clue can save two chop cards. | |||
{{infoBox |maxWidth=650 | |||
|title=Double save example | |||
|body={{Hr|2}} {{Hy|1}} {{Hg|2}} {{Hb|2}} {{Hw|1}} | |||
{{cardholder|{{HBack}}{{HBack|2|{{w}}|n=|c=}}{{HBack}}{{HBack}} |Alice 🡲}} | |||
{{cardholder|{{Hb|2}}{{Hr|2}}{{Hg|4}}{{Hy|3}} |Bob 🡲}} | |||
Discarded: {{Hy|3}}{{Hg|4}} | |||
* {{Hy|3}} and {{Hg|4}} need to be saved. | |||
* If Alice gives a '''3''' clue, {{Hg|4}} might be discarded. | |||
* A '''2''' clue will cause a misfire of {{Hb|2}}. | |||
* Alice gives an empty clue (e.g. '''1''' or '''5''' or white). | |||
* Bob knows that if Alice did not play her {{Hw|2}}, 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 {{Hr|2}}. | |||
}} |
Latest revision as of 00:01, 27 September 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
cards in the deck1
red5
yellow5
green3
blue4
white5
red3
yellow1
green1
blue5
,with a blue5clue,green2
red1
green4
,with a green4clue,green5
,with a green5clue,- 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 🡲
Bob 🡲
Cathy 🡲
- Alice skips Bob to clue Cathy red.
red
yellow3
green3
blue3
white3
red2
yellow1
white1
blue3
blue1
yellow5
white5
blue4
red1
,with a redclue,white4
white4
white3
- 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
white1
yellow2
,with a 2clue,white2
,with a 2clue,red2
,with a 2clue,white2
red1
blue2
green1
- 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
white1
yellow2
,with a 2clue,white2
,with a 2clue,red2
,with a 2clue,yellow4
white2
red1
blue2
- 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
Bob 🡲
Cathy 🡲
- Alice skips Bob to give Cathy a 1 clue.
red
yellow
green
blue
white
yellow1
yellow2
white2
red2
white2
red1
,with a 1clue,blue2
red4
- 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
Bob 🡲
Cathy 🡲
- Alice to Cathy: this card is red.
red1
yellow1
green1
blue
white
blue1
yellow2
white2
red2
yellow4
red3
,with a redclue,white3
blue2
- 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.
Bob 🡲
Cathy 🡲
red2
yellow
green
blue
white
yellow1
yellow2
white2
red2
white2
red3
,with a 3clue,blue2
red4
- 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
blue1
red1
blue2
red4
red5
red4
- There are no misfires.
- Alice needs to save andred5.red4
- Alice to Bob: these 3 cards are red.
red1
yellow3
green3
blue3
white3
blue1
red1
,with a redclue,blue2
red4
,with a redclue,red5
,with a redclue,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
card back
card back
card back
card back
card back
,with a 5clue,yellow1
green5
blue5
white5
,with a 5clue,red5
,with a 5clue,- 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
red1
red2
red3
,with a red3clue,red4
,with a red4clue,red5
,with a red5clue,- 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
red4
red3
,with a 3clue,white3
,with a 3clue,blue3
,with a 3clue,blue5
,with a 5clue,- Alice to Bob: these 2 cards are red.
red3
yellow2
green2
blue2
white2
red4
,with a redclue,red3
,with a red3clue,white3
,with a 3clue,blue3
,with a 3clue,blue5
,with a 5clue,- This marks as playable and splashesred4so that Bob knows it is trash.red3
Self prompt example
red
yellow
green
blue
white
card back
card back
card back
card back
card back
,with a clue,white4
yellow4
green4
green4
red2
,with a redclue,- 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
white1
red1
white4
yellow3
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
green5
blue2
red4
blue3
- Alice discards slot 1
- Bob plays slot 1 ⇨ green5
Long finesse
Long finesse example
Bob 🡲
Cathy 🡲
Bob 🡲
Cathy 🡲
- Alice to Bob: this card is a 4.
red1
yellow1
green1
blue
white
white1
white2
white4
,with a 4clue,green1
white3
blue1
green1
yellow1
- 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
blue5
yellow1
white4
,with a 4clue,green1
yellow2
white3
blue1
green1
- Cathy blind plays her 2nd slot .white3
- Alice discards and Bob plays the marked .white4
Layered finesse
Layered finesse example
Bob 🡲
Cathy 🡲
- Alice to Bob: these 2 cards are blue.
red1
yellow1
green1
blue
white4
blue2
,with a blueclue,blue5
,with a blueclue,yellow1
green1
red2
yellow2
blue1
green1
- 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
Bob 🡲
Cathy 🡲
- Alice to Cathy: this card is a 1.
red1
yellow1
green1
blue1
white
blue2
yellow4
green4
red4
red1
,with a 1clue,white2
red2
yellow5
- 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
Bob 🡲
Cathy 🡲
Donald 🡲
- Alice to Donald: this card is white.
red
yellow
green
blue
white
white1
yellow4
green4
blue4
red1
white4
green4
green3
red4
white3
,with a whiteclue,yellow3
blue2
- 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
Bob 🡲
Cathy 🡲
Donald 🡲
- 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
white1
yellow4
green4
blue4
red1
white4
green4
green3
red3
white3
yellow3
blue2
,with a 2clue,- 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
Bob 🡲
Cathy 🡲
- Alice to Cathy: this card is white.
red1
yellow1
green1
blue1
white1
blue2
white3
green4
red4
red1
white4
,with a whiteclue,red2
yellow5
- 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
card back
card back
,with a 2clue,card back
card back
blue2
red2
green4
yellow3
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