# Conventions for Hanabi comp
### Variant: 4 player, Throw It in a Hole (6 Suits)
*Basic Conventions*
- Hyphen-ated hard variant, as in https://hanabi.github.io/docs/variant-specific/throw-it-in-a-hole/.
- (We can still debate if we really need it to be hard variant.)
- 5s no longer have priority.
- Trash finesses are allowed since they let the exact promised card play.
## Experimental proposal
### Resync plays
- Turn on: Bluffs, 3-bluffs, 5CE, 5 pull, UTD, 4 charms
- Allowed to eject / discharge / bluff a 5. So unnecessary trash push that gets two 5s is also allowed. If nothing else happens, Bob now knows that he played a 5, so he can count how many 5s are down.
- (It might be an option to also allow 5CE etc. on 1s, but let's not do that yet.)
- If the card that plays is NOT a 5, then Cathy, Donald, or Alice are expected to play the next card of that suit, as a *Resync play*.
- This means that the rest of the team behaves as if priority is given to the follow-up card.
- If Cathy doesn't see the follow-up card, she plays it as prompt / blind play.
- If Cathy sees the follow-up card on Donald, but not on finesse position, she can give a Load Clue to let it play and show Bob which card has been played.
- Alice can also play the next card, if she happens to know she holds the follow-up.
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### Variant: 4 player, Rainbow (6 Suit), Detrimental Characters
*Basic Conventions*
Hyphen-ated easy variant (5 stalls on)
- No shadow finesses
- Any experimental stuff we want to turn on? 4 charms? Weird endgame tech?
## Conventions per detrimental character
Also see https://github.com/fpvandoorn/hanabi-scratchpad/blob/master/characters.md
### Contrarian 0-3
*Play order inverts after taking a turn; 2-turn end game*
- Order CM is on the next player that will play, not the player to the right.
- With three or four ones / trash cards, skip OCM is a possibility. Chop moves are on next players, counting in the _current_ direction, not mentally changing direction if the contrarian player is somewhere in the middle.
### Insistent 0-3
*Must continue to clue the same card(s) until one of them is played or discarded*
- Giving discharges is fine, but the clue recipient should discard the known trash as soon as possible.
- When locked, you are allowed to give overlapping clues, not the identical one. The lock is still relative to the cards touched by the original clue.
- It's possible to do 5CE / bluff if another card touched is playable. The teammate then plays the leftmost possible card as a kind of anxiety blind play unless it could be a delayed play clue through someone else giving Insistent the power to bluff and finesse with a single clue.
### Quacker
*Can only quack instead of clue*
- Loaded play clues
- Quacks on off-chop 5s that would take 2 blind plays to resolve are 5CE
- Quacks on a two-away 3 is a discharge.
- Quacks on a two-away 4 is a charm.
### Impulsive 1-1
*Must play slot 1 if it has been clued*
- Slot 1 focus overrides chop focus. So g1 x x g3 on Impulsive, if clued green only is a play clue on slot 1.
- Be careful if they have 5 on slot 1 + 4
- If really necessary because there is a blocking 5 on slot 1, color save on a 5. But try to avoid this, and save as late as possible: so if loaded with a play, color on chop is not a 5. Also, if it's very likely that impulsive has a clue to give, don't color save yet.
- If they have a 2 on slot 1 + 4, try to use the 2 in slot 4 for bluffs. Can't do color saves on non-unique 2s.
- If he has 3 clued unplayable cards, consider him locked since his slot 1 is not savable.
### Hesitant 3-2
*Cannot play cards from slot 1*
- Finesses / Bluffs on slot 2, ejections on slot 3, discharge slot 4.
- Layered finesses slot priority is 2 1 3 4
- Focus of clues:
- If the Hesitant player already has a known play, focus is as normal. (Even if this play is not for current turn, but has to wait for a prompt / layered finesse.)
- If the Hesitant player does not have a known play, the focus of the clue is *not* on slot 1, as a *Hesitant focus inversion*.
- So usually a discard should not be forced before the clued card can play. The focus can invert back to slot 1 if there is context, either that the other card was not gotten earlier, or in stalling situations etc. when some clue is forced.
- Should try not to draw cards in endgame since he would take too long to play it.
<details>
<summary>Focus inversion examples:</summary>
Example 1:
- r1 is played
- Bob's hand: x - b1 - g1 - x
- Cathy's hand: r5 - r1 - g3 - b4
- Alice clues red to Cathy. This is a play clue on slot 2
- Bob plays g1 as discharge.
Example 2:
- r1, y2 are played
- Bob's hand: x - b1 - g1 - x
- Cathy's hand: r5 - r2 - g3 - (y3)
- Alice clues red to Cathy. This is a play clue on slot 1,
because Cathy has a known y3 to play (even though r2 has lower priority than y3).
If Cathy did not have a known play yet, the focus would have been on the r2 in slot 2.
- Bob plays b1 from slot 2 as 5CE
</details>
### Genius 0-3
*When cluing, must clue a color and then a number (uses 2 clues)*
- OLD PROPOSAL: Can use the second clue to fill in extra cards. Clue target is usual focus, on the combined cards together (except if the combined clue or context shows it's unplayable, then focus inversion)
- Or do we use the Florrat version? Or something else?
- Florrat version:
- Both clues should generally be a play clue, save clue, early save clue (on a critical known unplayable), tempo clue, or fix clue.
- Genius should generally opt for a weaker clue (touching the focus of the card twice) if the more efficient clue can be misinterpreted as a finesse.
- On the first clue of the game, this is definitely not always the case.
- The default interpretation is as follows:
- non-1 + color: play the focus of the color clue, (early) save the number cards (assuming the color clue was given first)
- 1 + color touching one of the 1s: gives tempo on the focus of the color clue (assuming 1 was given first)
- 1 + color not touching a 1: early save on cards touched by color
- The second clue is interpreted as a finesse if there is a clearly better clue available to Genius.
### Slow-Witted 0-2
*Cannot see cards in slot 1*
- Slow-Witted gives bluffs / finesses on slot 2, and ejections slot 3, etc.
- Also if rightmost three cards of next player are touched already, slow-witted can easily do OOP bluffs, chop moves, etc.
- Can't bluff slow-witted, because it might be finesse on another player.
- Exception: Trash bluffs, rank choice known bluffs, etc.
### Blind Spot 0-3
*Cannot see the cards of the next player*
- Alice the Blind Spot can bluff/eject Cathy, so Bob has to be careful not to stomp that.
- Can't bluff blind spot, since it might be finesse on player after
- Exception: Trash bluffs, rank choice known bluffs, etc.
### Indolent 0-2
*Cannot play a card if they played on the last round*
- Later in game, is allowed to gentleman's discard such that teammates fix, instead of Blaze, if that's necessary by context.
### Oblivious 1-3
*Cannot see the cards of the previous player*
- Does not have to respect double finesses if both blind plays are from the player before.
- Of course still has to respect layered, and prompts
### Fuming
*Can only clue numbers and [random color]*
### Dumbfounded 1-1
*Can only clue colors and [random number]*
- Can dumbfounded save 5s? Proposal: only when recipient not loaded.
### Inept 0-1
*Cannot give any clues that touch [random color] cards*
### Awkward 1-2
*Cannot give any clues that touch [random number]s*
### Conservative 1-2
*Can only give clues that touch a single card*
### Greedy 2-1
*Can only give clues that touch 2+ cards*
### Picky 1-0
*Can only clue odd numbers or odd colors*
### Spiteful
*Cannot clue the next player*
* If Alice is Spiteful, it is Donald that gives Bob permission to discard.
### Insolent 0-1
*Cannot clue the previous player*
### Vindictive 0-2
*Must clue if they received a clue since their last turn*
* Previous player may want to consider slot clues to get Vindictive to play.
* If someone clues vindictive, consider also adding a save / extra play, since they have to wait anyway
### Miser
*Can only clue if there are 4 or more clues available*
### Compulsive 0-2
*Can only clue if it touches the newest or oldest card in someone's hand*
### Mood Swings 1-1
*Clues given must alternate between color and number*
* Color chop clues from Mood Swings could be a save on a 2 or 5.
### Vulnerable 1-1
*Cannot receive a number 2 or number 5 clue*
- 5s and 2s are saved with color
- Color clues on possible 2s / 5s on chop should be treated as loaded play clues. Even early game (like for brown).
### Color-Blind 1-0
*Cannot receive a color clue*
### Follower 0-2
*Cannot play a card unless two cards of that same rank have already been played*
* Do not finesse Follower for a card he cannot play.
* Try to use Baton, Gentleman's, and Blaze discards whenever possible to pass the buck.
### Anxious 0-1
*Cannot discard if there is an even number of clues available (including 0)*
### Traumatized 1-0
*Cannot discard if there is an odd number of clues available*
### Wasteful 1-1
*Cannot discard if there are 2 or more clues available*
### Panicky 0-1
*After discarding, discards again if there are 4 clues or less*
* Slot 3 is also his chop.
* If Panicky's next expected discard is possibly at 4 clues or less, 5CM is off for Panicky.
### Stubborn 0-3
*Must perform a different action type than the player that came before them*
* Merely discarding protects his chop.