# Ejwu + Sodium ## 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. ## Lock Signals A scream discard is an immediate lock. We don't have agreements on a scream discard for Loaded partner. (Shout discard? Contagious discard?) ## ZCS ### ZCS Choice A player who intentionally remains in a ZCS (by playing a card) instead of exiting it (by discarding or playing a globally-known 5) gives PTD to partner's leftmost unclued card, as long as partner isn't already called to discard. ### Sacrifices We don't have any agreements on a ZCS where a player might have to sacrifice a clued card to exit the ZCS. ## Variant Specific Conventions ### Pink #### Pink Discard clues See https://hackmd.io/@hm1298/pinkdc. ### Brown #### Brown Save Reclues Rank reclue touching leftmost already-rank-touched is a save on a brown card. #### Brown Tempo Reclues Rank reclues that are not fill-ins or brown saves can be positional tempo clues of touched brown cards. Leftmost touched -> play leftmost clued possibly-brown card. Rank reclue touching Nth leftmost touched -> Nth leftmost, etc. (Ignore the card that would be a Brown Save, if applicable.) (This may need further clarification: with Muddy Rainbow and Rainbow, rank cluing the Nth rainbow card would mean playing the Nth card, which is the rainbow card itself.) ## Conventions Under Development ### Right-focused Starting Hand Stalls Rank clues in a Starting Hand state are focused on the rightmost touched, discarding to the right. (Rank to slot 5 is a discard of slot 1.) Any rank clue touching slot 1 is a Starting Hand Stall, forcing receiver to clue. ### 8 Clue Lock, 7 Clue Stalls Discarding to put partner at 8 clues locks partner for a round and chop moves them once; partner's future chop is moved once to the right. (Partner's clues are treated as though partner had a Locked Hand.) Continued discards can fully lock partner. Any rank clue to rightmost unclued at 7 clues is a 7 clue stall, giving PTD on slot 1. This includes a clue touching slot 1 itself. ### Pink Discard Stalls #### Right-focused Starting Hand Pink Discard Stalls Rank touching slot 1 and rightmost unclued in a Right-focused Starting Hand Stall leaves chop on slot 1 and hard Pink Promises last slot. A follow-up rank clue must be given to save slot 1 (with weak Pink Promise on slot 1 if the clue did not touch new cards). #### Locked Hand Pink Discard Stalls Rank touching slot 1 and rightmost unclued in a Locked Hand state is a discard of slot 1 (unless it was a playable rank?). ### Rightmost-rank for slot 1 discard during stalls: Rationale This is a very natural convention for stalling. Rank touching rightmost targeting slot 1 is already consistent with refer-right discard clues (with wraparound), and the rightmost slot is very often the best slot in Ref Sieve so we are ok with needing this type of rank clue to force a discard: the information is usually valuable. ## Discussion ### Clue meaning principles Clue meaning conventions can be evaluated on how easy it is to communicate about each card in hand: 1. How easy is it to make a card play 2. How easy is it to make a card discard 3. How easy is it to temporarily save a card 4. How easy is it to permanently save a card 5. How easy is it to touch (give info to) a card In Ref Sieve, it is easiest to make slot 1 play or discard, and it's decreasingly easy the deeper the slot. In addition, 1 (play) is synonymous with 3 (temporarily saving) each other card. 5 (touching) synergizes with 3 and 4, as the card is known to be useful. 1 (play) and 2 (discard) are synergistic, as the chance that a card is discardable is much higher if it is unplayable. For a starting hand stall, ideally: - Targeting slot 1 for a discard should be the easiest, as slot 1 is easiest to play - If touching slot 5 is preferred to discard slot 1, then it should be next easiest to discard slot 5: we don't want to be forced to touch slot 5 if it is bad. - This is in conflict with slot 2 being second easiest to play.