# Contextual Conventions for 2P No Variant Hanabi # Conventions These conventions are built off of Turbo. They are part of an ongoing project to improve conventions for 2 player, no variant Hanabi. ## Level 0: Overarching principles ### Good Touch Principle We assume our cards are touched cards are good. ### Safe action principle We prioritize ensuring we can tell cards to play, but do so in ways that still allow additional efficiency at times. ## Level 1: Turbo Basics ### Chop With no known plays or trash, the default action is to discard the rightmost not-chop-moved untouched card in hand. The four rightmost cards in the starting hand starts out chop-moved. We will often refer to chop-moved cards as *cm* and to cards not chop-moved or on chop as *ns* (for *not-sieved*). ### Fill-in Clues A clue filling in the information on previously-touched card newly revealing it as playable (fill-in play) or trash (fill-in discard/fix) promises nothing else. ### Mirror Play Clues A color clue newly-touching a card tells the previously-untouched card it reflects to (accross previously-untouched cards) to play. When multiple cards are newly-touched, the reflected card leftmost in hand is the one told to play. If a mirror play clue does not touch chop, it chop-moves it. ### Referential Discard Clues A rank clue newly-touching a card tells the closest untouched card to its left to discard (with wrapparound). When multiple untouched cards could be referred to, the discard follows the following priority order: 1) Rightmost notelling the chop card to discard signals a *locked hand*: a hand that we cannot give any safe actions to. A referential discard clue chop moves all cards between from discard through the chop, passing through the hand rightward with wrapparound. Put another way, if a cm card is told to discard, all untouched cards are cm'd. If an ns card is told to discard, only the untouched cards between it through chop are cm'd. These clues are also called save clues. ### Rank Direct Play Clues A rank clue given such that all cards of that rank are (good touch) playable promises a play of these cards. Similar to H-group, the general focus priority is chop, then left-to-right. These clues typically ### Discard Interpretation Aversion A clue that appears to be a discard clue of an untouched card, but also reveals (good touch) empathy of another card being playable or trash only promises the empathy-revealed play(s)/discard(s) (and chop move). ## Level : Additional Play and Discard Signals ### Self-prompts, Self-finesses, and Self-bluffs ### No-info Unnecessary Play Clues ### Rank Loaded Play Clues A rank clue when loaded is not a referential discard clue. It is a play signal on the rightmost newly-touched card. If the card could not be playable, it is right-referential. It does not chop-move any untouched cards. ### Trash Push A rank clue given such that all cards of that rank are trash is an anti-discard play signal. It refers to the untouched card to its right. When multiple cards are referred to, it is the rightmost that recieves the play signal. ### Trash chop move Newly-clueing trash none of which is one of the 3 easiest untouched cards to have discard acts as a discard clue, and carries no trash push play meaning. If it is ever revealed to have been an unnecessary way to induce the discard, the meaning retroactively converts to a trash push. ### 4s Fill-in Discard ## Level : Permission to Discard ### Permission to Discard ### Revoked PTD ### Entrenched PTD ### Quasi-loaded rank play clues ### Double Discard Fixes ## Level : Locked Hands ### Clue Lock ### Bomb Lock ### Unlock Promise ### Locked Hand Stalls ## Level 5: 0-Clue States ### 0-clue safety promise ### 0-clue unsafe states ### 0-clue discard promises and screams ## Level : Free Choice ### Order Chop Moves ### Scream discards ### No-lock promise ### Priority ## Level : The Starting Hand ### Rank plays and Color Discards ### Starting Hand Stalls ## Level 8: Duplication Technology ## Level: Chop Exceptions ### Touched 4s ### Playable Elimination Notes? ### 8cs Permission to play? ## Level: Pretty good rank states ### The necessary unbelievable lock ### The negative fill-in clue? ### The unnecessary unbelievable lock ## Level: Context ## Level: Elimination ## Level: Endgames ### Desperation Bomb ### Opportunistic Bomb ### Elimination Discard ### 4-5 Optimization ## Level: Unbalanced quasilocks ### Early Permission to Discard ### Early Save Clue ### Scream Lock ## Level: Low-clue states