List of Principles
Play-(or-discard)-to-save principle
In some systems like Sieve, the hand is a "holding area" for useful cards; to (temporarily) save cards, any Play Clue or a Discard Clue can be given.
The benefit is that you can keep possibly-useful cards around as long as possible, and you can always discard the worst saved card, greatly increasing discard quality.
Such a system may waste clues on constantly asking specific cards to discard. Maybe an old card in the hand was already a good discard, or maybe an
Urgency principle
Urgency principle: A clue should change meaning if it is delayed (and it was previously available).