# Team Agreements in 2p Ref Sieve Here, we document the agreements between different teams within 2P [Referential Sieve](https://hackmd.io/@timotree3/ref_sieve). ## Table of Contents Players/teams are listed alphabetically. | Players | Fafrd | Hallmark | PurpleJoe | Sodium | |:---------:|:----------------------------:|:---------------------------------------:|:-----------------------------------------:| ------ | | Fafrd | - | - | - | - | | Hallmark | [Fafmark](#Fafrd-/-Hallmark) | - | - | - | | PurpleJoe | | | - | - | | Sodium | [Nafrd](#Fafrd-/-Sodium) | [CA Exports](#Hallmark-/-Sodium) | [PurpleJodium](#PurpleJoe-/-Sodium) | - | ## Fafrd / Hallmark We have a few critical, base convention **special agreements**. First, our common aggreements are: - [Rank Trash Promise](#Rank-Trash-Promise) - [Negative Fill-Ins](#Negative-Fill-Ins) Next, the changes to base convention interpretation: #### Information Over Truth 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. #### Slot 1 Interpretation Preference Basically, the opposite of quasiloaded ptd. If it looks, talks, and walks like a slot 1 signal, it's a slot 1 play! #### Loaded Fill-Ins with Delayed or LPC Component 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: #### New Suit PTD Revokes 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%) #### Rainbow 1s Color Promise Color to get rainbow 1s should match one of the 1s or be the greatest available lie. #### Pink Discard Targeting 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. #### 5 Truth Value is 2 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. ## Fafrd / Sodium **All standard agreements.** We also use the following common agreements: - [Pre-Prompt Bluffs](#Pre-Prompt-Bluffs) #### Revoking PTD If we revoke PTD with a color referential play clue, then at least one of the following holds: - The revoked PTD is newly-critical this round. - The revoked PTD is newly-playable (possibly delayed) this round. - The card told to play is newly-playable this round. #### Unknown Free Choice Contract 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. ## Hallmark / Sodium **All standard agreements.** We use the following common agreements: - [PTD Contract](#PTD-Safety-Contract) - [Quasiloaded PTD](#Quasiloaded-PTD) - [Pre-Prompt Bluffs](#Pre-Prompt-Bluffs) #### 1s Contract 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. #### Committed PTD for Pink Discard Clues Pink discard clues do not revoke PTD, even if they touch it. #### Priority Safety Playing an apparently suboptimal known card signals to your teammate that their hand contains at least two safe actions. #### On By Request Only - Contagious PTD - Right-Referential Loaded Trash Push ## PurpleJoe / Sodium ### No Variant #### 1s Order: H-Group 1s should play in the following order: - Chop - Fresh - Right-to-Left Playing out of order may trigger something. This replaces the [standard 1s order](#1s-Order:-Left-to-Right). #### No Prompts Assume finesse/bluff over prompt unless good touch requires a prompt, or there is other strong context to suggest prompt. #### RTP Extension We extend the [Rank Trash Promise](#Rank-Trash-Promise) to include all rank clues touching only leftmost unclued. #### Locked Hand Sacrifice Timing 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. ### Rainbow-fives Color bluffs only focusing 5s promise the color of the rightmost unknown 5. ### Clue Starved 6s #### Saving Cards 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. #### Revoking PTD If PTD is revoked, it is globally expected to be newly-critical or or newly-playable (possibly delayed). # Encyclopedia of Shared Agreements ## Starting hand ### 1s Order: Left-to-Right 1s should play left to right. Playing out of order may trigger something. **This is a standard agreement.** ### 1s Order Chop Moves 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.** ### 1s Order Loaded Discards 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** ### Starting Hand Stalls 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.** ## Special Signals ### Right Referential Rank Loaded Play Clues Rank clues while loaded work like color play clues except targeting to the right. **This is a standard agreement.** ### Prompts 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.** ### Bluffs ### Rank Trash Promise A rank direct play clue touching only slot 1 gives PTD to the newest unclued card. I (sodium) think **this is a standard agreement**. ### Pre-Prompt Bluffs 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**. ### Negative Fill-Ins 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. ### No-information Double Bluffs ### No-information 2 plays ## Permission to Discard ### Hard PTD 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: - Alice touches the PTD. - Alice tells Bob to bomb a card. - Alice sends a lock signal (contextual). - Alice tells Bob to discard another card (may or may not be possible, depending on other agreements). **This is a standard agreement**. ### PTD Safety Contract At 2+ clues, the first turn a card gets PTD, it is globally expected to not be either of the following: - Critical - Unduplicated in hand and immediately playable At ≤1.5 clues, it is is simply expected to not be critical. ### Loaded PTD Rank clues given to a player with PTD touching a new card are loaded. ### Quasiloaded PTD 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**. ### Minimal DDA If we revoke PTD with a rank clue touching PTD, it is (quasi)loaded unless the revoked PTD could be newly-critical. ## Stalling Situations ### Unlock Promise When a player is locked, their teammate playing a known card over discarding PTD provides an unlock signal to the rightmost possible connector. ### Locked Hand State PTD ### 8cs PTD ## Elimination Notes ### 1s Elimination Notes We write elimination notes for 1s given PTD when they were good (2+ clues). Used by: all teams. ### 2s Elimination Notes In ≤5 suit, we write elimination notes for discarded good 2s. ### Playable Elimination Notes ### Revealed Knowledge Elimination Notes ## Free Choice ### 0cs Extra Discards 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. ## Variants ### Pink #### Pink 1s order We play right to left and turn off 1s order free choice. #### Pink Starting Hand Stalls #### Pink Promise (weak) #### Pink Discard Clues #### Positional Clues ### Rainbow #### Rainbow Promise (weak) #### Expected Rainbow Fill-ins ### Brown #### Brownferential Color Play Clues #### Permanent Chop Moves #### No-info Chop Moves ### White #### No-infos ### Null ### Rainbow-Ones #### Starting hand 1s A color clue given at the start of the game promises that all touched cards are 1s. ## Hats [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