# Definitions - *Default Action* - The 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). - *Safe Action* - A known play, known trash, or card with PTD. - An *Emergency Discard* is **not** included. Players should only take an *Emergency Discard* in an emergency. - Safe 0-clue state - A state is safe, if after Alice's *Default Action*, Bob will have - 1+ *Safe Action* and 1+ clue - **or** 2+ *Safe Actions*, including at least 1 discard - In such a state, Alice can take their *Default Action*. It doesn't have any special meaning. - Unsafe 0-clue state - Any 0-clue state not satisfying the above. # Convention If Alice gives Bob a play clue that takes the team to an unsafe 0-clue state, they promise Bob holds an *Emergency Discard*, in addition to Bob's play. The team should agree on a way to determine where this discard is. In an unsafe 0-clue state, Bob should take their *Default Action* to tell Alice their freshly-drawn card has PTD (permission to discard), and a *Secondary Action* to save Alice's freshly-drawn card. ## Fine points When Bob takes a *Secondary Discard* to save Alice's fresh card, it can happen that Alice has no *Safe Actions* remaining, only an *Emergency Discard*. Alice should consider themselves Locked, with a sacrifice of their *Emergency Discard* possible. (TODO: what about other screams? Actually this applies to screaming outside 0-clue states too, should those be locks?) ## Flex decisions - The team should agree on how to determine a player's *Emergency Discard*. - For example, the first that applies in the following list: - Known noncritical (choose the worst) - Leftmost unclued card that wasn't implied good - Clued card most likely to be noncritical - Leftmost unclued card - The team should agree on which action is a player's *Default Action*. - For example, the first that applies in the following list: - Known play of a non-5 (priority may apply) - Known play of a 5 - Discard of known trash (rightmost first as in the Ref Sieve doc) - Discard of the card given PTD outside a 0-clue state - Discard of the card most recently given PTD in a 0-clue state - Plays other than the *Primary Action* can be given a different meaning. For example, such a play indicates a *Priority Finesse* or *Bluff*, and additionally saves slot 1. - At 0 clues, intentionally choosing to bomb instead of taking a *Secondary Discard* could indicate an anxiety play of slot 1 instead of a save of slot 1. ## Future developments - Redefine unsafety for Clue Starved. The rules apply to Bob in a 0.5-clue state, but what about a 0-clue state? Bob's emergency discard is not enough to give Alice a clue. Alice might get stuck with 1 safe action and 0.5 clues, with no way to tell Bob anything.