Here, we document the agreements between different teams within 2P Referential Sieve.
Players/teams are listed alphabetically.
| Players | Fafrd | Hallmark | PurpleJoe | Sodium |
|---|---|---|---|---|
| Fafrd | - | - | - | - |
| Hallmark | Fafmark | - | - | - |
| PurpleJoe | - | - | ||
| Sodium | Nafrd | CA Exports | PurpleJodium | - |
We have a few critical, base convention special agreements. First, our common aggreements are:
Next, the changes to base convention interpretation:
My understanding of our blindplay agreements is that we typically prefer greater freedom over clues that provide information to the hand rather than devote conventional space to convenient connectors. In other words, I think I would require a discussion of a particular circumstance in order to take extra action signals from a play clue (beyond those given by good touch), even when it may be a "true finesse".
The only circumstance I am confident would get more than one play (i.e., we have discussed) is also the most common: the unloaded finesse before prompt of a 2-away-from-playable. So with g1 on the board and two touched green cards in hand, cluing 4 to previously touched g4 would cause a blindplay and if the blindplay was g2, then the other touched green card would play as g3.
Basically, the opposite of quasiloaded ptd. If it looks, talks, and walks like a slot 1 signal, it's a slot 1 play!
If Fafrd gives a loaded fill-in through his own hand while occupied, then it calls for a blindplay. If Fafrd gives a loaded fill-in that also touches a previously untouched card, then it calls for a blindplay. If hallmark gives either of these clues, the only action signal is on the filled-in playable, and it means nothing more.
And finally, some variant-specific agreements are:
In Sudoku or Up or Down, a discard clue can revoke ptd instead of being a loaded play if the clue giver just played and committed to a new suit direction/starting point that they didn't know about. (I think we agreed to this? Not 100%)
Color to get rainbow 1s should match one of the 1s or be the greatest available lie.
When the oldest unclued card, which would normally be touched for a pink discard clue, has permission to discard, the expected pink discard clue touches the next oldest unclued card instead.
The truth value of 5s in any variant where there exists at least one pinkish 5 and the 5 rank clue is unavailable (e.g., Muddy-Rainbow-Fives & Omni) is the rank 2.
All standard agreements. We also use the following common agreements:
If we revoke PTD with a color referential play clue, then at least one of the following holds:
If Alice may privately know an action, and taking that action would signal Bob a play, she does not take a different one solely for the sake of discard modulation.
All standard agreements. We use the following common agreements:
At the start of the game, if we can clue multiple 1s without a fix being needed, we do not give a color play clue.
Pink discard clues do not revoke PTD, even if they touch it.
Playing an apparently suboptimal known card signals to your teammate that their hand contains at least two safe actions.
1s should play in the following order:
Playing out of order may trigger something.
This replaces the standard 1s order.
Assume finesse/bluff over prompt unless good touch requires a prompt, or there is other strong context to suggest prompt.
We extend the Rank Trash Promise to include all rank clues touching only leftmost unclued.
If a player gives a color clue immediately after a locked hand and then sacrifices the next turn, it is a referential play signal, not a color stall. If they give stalls and then eventually sacrifice, it is a single chop-move so long as that would not transfer the lock to their teammate.
Color bluffs only focusing 5s promise the color of the rightmost unknown 5.
If a referential discard clue is given to save a 3 or 4 in CS 6 suit, that card is globally expected to be critical or (possibly delayed) playable.
If PTD is revoked, it is globally expected to be newly-critical or or newly-playable (possibly delayed).
1s should play left to right. Playing out of order may trigger something. This is a standard agreement.
Playing 1s out of order chop moves slot 1, shifting the expected discard inward by as many non-chop-moved cards as were skipped in the 1s order. This is a standard agreement.
When Bob is loaded, Alice playing 1s out of order provides him a discard, counting inward as many cards as were skipped, starting from slot 1. Currently used by Fafrd / Sodium, PurpleJoe / Sodium
On each player's first turn, rank (besides 1) touching the rightmost is a stall and asks the teammate to clue in response. This is a standard agreement.
Rank clues while loaded work like color play clues except targeting to the right. This is a standard agreement.
If a reclue only requires playing already-clued cards to make a focused card playable, those cards should play from the right until the focused card plays. This is a standard agreement.
A rank direct play clue touching only slot 1 gives PTD to the newest unclued card.
I (sodium) think this is a standard agreement.
If a true finesse of a filled-in card requires at least one blind play, that blind play should occur before any cards prompt. Currently used by Fafrd / Sodium, Hallmark / Sodium.
When a clue gives negative info that makes another card playable by empathy or good touch, the clue retains its normal meaning unless that meaning is discard/lock, in which case the clue is only tempo on the not-touched card.
After a card gets permission to discard, it remains the chop until it discards. In to reset Bob's PTD, one of the following must occur:
This is a standard agreement.
At 2+ clues, the first turn a card gets PTD, it is globally expected to not be either of the following:
At ≤1.5 clues, it is is simply expected to not be critical.
Rank clues given to a player with PTD touching a new card are loaded.
A rank clue (non-fill-in/non-reclue) referring to a card newer than PTD is a referential discard clue revoking PTD. Currently used by Fafrd / Sodium, Hallmark / Sodium.
If we revoke PTD with a rank clue touching PTD, it is (quasi)loaded unless the revoked PTD could be newly-critical.
When a player is locked, their teammate playing a known card over discarding PTD provides an unlock signal to the rightmost possible connector.
We write elimination notes for 1s given PTD when they were good (2+ clues).
Used by: all teams.
In ≤5 suit, we write elimination notes for discarded good 2s.
At 0 clues, choosing to play a non-5 over discarding PTD/kt promises a discard on slot 1 if it does not already have a chop moved note.
We play right to left and turn off 1s order free choice.
A color clue given at the start of the game promises that all touched cards are 1s.
[19:18] <hallmark> when is hat supposed to start lol
[19:19] <sodiumdebt> well we're all told something different and have to interpret it to figure it out for each of us
[19:19] <Fafrd> hat is a state of mind, always present
[19:19] <sodiumdebt> we might already be wearing hats