ejwu

@ejwu

Joined on Aug 8, 2022

  • 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).
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  • Sodium's Score Hunt guide We use https://hackmd.io/@sodiumdebt/scorehunt as a default. Strict Toxic Play Clues Color-referential toxic play clues shift left as few slots as possible. Loaded Trash Push Trash pushes with rank while loaded refer right.
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  • Sodium's Score Hunt guide We use https://hackmd.io/@sodiumdebt/scorehunt as a default. Baton Discards Baton discards at 2+ clues when not locked give elimination notes. (Convention needs more play to see if good) ZCS ZCS Choice
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  • Permission to scream: If Bob has 1 play/discard, and Alice has 1 play or discard, Alice should give a play clue or save Bob's chop if it's important. If this is not done, Bob receives PTD on their chop. If a play clue is given that could have been given even after Alice plays and Bob discards, Bob chop moves as an Occupied Play Clue chop move. If Bob has 1 play/discard, and Alice has 1 play + 1 discard, Alice should shout at Bob's chop if it's important. If this is not done, Bob receives PTD on their chop. 0 clue states: If Alice gives Bob a play clue going to 0 clues, Bob is promised an extra discard on chop, if they do not already have a discard.
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  • Default ActionThe action that we expect Alice to take, if nothing is special in Bob's hand. The team should agree on which action is the Default Action. Secondary Action or Secondary Discard Action other than a Default Action, that must be a discard. The action that Alice can take to save Bob's newest card Emergency Discard An extra discard given in an unsafe 0-clue state, by convention. This discard might not be ideal; an Emergency Discard is weaker than PTD (permission to discard).
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  • 7-from-8 stalls After Alice gives an 8-clue stall to Bob, Bob is allowed to give a 7-from-8 stall to Alice. Rationale We don't want to get into a pattern where Alice is forced to clue Bob at 8 clues, and Bob discards. This would concentrate the good cards in Bob's hand and make it more likely that Bob eventually becomes locked. Further ideas If Alice's clue to Bob was a gapped rank clue touching rightmost, this is treated like a Starting Hand Stall. Bob must give a 7-from-8 stall, and Bob's next discard if Alice does nothing is slot 1. No stall after 1's OCMs
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  • Zero Clue State (ZCS)When the team has 0 clues. Safe Action A known play, known discard, or card with permission to discard (PTD). This does not include Emergency Actions, to be clear. Emergency Action or Emergency Discard A discard promised to be safe in a Zero Clue State. (It could be a lie if players need to risk the game, so it might not be perfectly safe.) This action must give the team a clue. Players should try to avoid taking an Emergency Action if possible.
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  • Played 2p and been in a situation where one player has way too many plays? That player just keeps on saving their partner, wasting time! 1's OCMs feel super good for this reason. What if this was taken to its logical extreme? Did your partner just discard when they already have 4 clued cards? Wouldn't it be nice if you could lock them just by discarding? Then they would have the maximum number of clues to use! Definitions Notes that can go on a card cm: Chop moved. PTD: Permission to discard. This system can put PTD notes onto cards. We assume hard PTD (for now). Terms
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  • Rationale Taking the team to a 0-clue state promises a safe action for the next player. In 2p, we promise 2 different safe actions for the next player. This allows a signal to be given to the player with the now-unsafe chop in all cases. If this is not done, the team will get caught in a stalling loop, as the player with the unsafe chop cannot discard and will never be able to obtain more information, as their partner is forced to take their single safe action each turn. Specification When Alice enters/perpetuates(*) a 0-clue state while she holds no card with PTD, Alice promises Bob that they have 2 (or more) safe actions to take. Bob chooses his action using the following priority list: play a playable cardIf choosing between a card that plays into Alice's hand and another card, play the other card
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