# 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.