Referential Sieve (RS) has a property: certain cards are never on chop. This means they never get to discard for free, it will always take (part of) a clue. On the other hand, these cards do not have to be clued to be saved. The quality of these "not sieved" (ns'd) vs "sieved" (cm'd) cards (that were on chop) has a significant impact on the game in ways that the players can only minimally control. When giving loaded clues, RS players commit to not sieving the top previosly-sievable card(s) in the deck whose identity they do not yet know.
A Turbo chop system does not let any cards pass through the sieve for free forever. So, we no longer have the advantages or disadvantages of cards being let in through the sieve permanently. Compared to referential sieve, this turbo chop system has some advantages:
Turbo chop has these lateral differences:
Turbo chop has these disadvantages:
If a player's card is touched, they are to assume that it has an eventually-playable identity unique from other touched cards in their hand and known cards in their teammate's hand until either this is not possible anymore due to explicit or conventional information.
Context dependent. TBD.
When not provided any other safe actions and not locked, players are given permission to discard their chop. Their chop is the rightmost untouched card not chop-moved.
Once a card has permission to discard, that player is loaded by a discard. When a player has permission to discard or known trash, they start being able to receive information about their upcoming chop, albeit in a more limit capacity that when it is in danger.
We design our conventions with the following ideas in mind:
Any time Bob has a touched card, Alice can provide its full identity by filling in its value (clue its rank if it has color info on it or vice versa). So that Alice can always give Bob a safe action whenever he has a touched actionable card, we say that fill-in clues provide no other safe actions. This is just like in Referential Sieve.
Fill-in play clues and early fix clues chop-move one card. Fix clues preventing the card from immediately bombing do not move chop.
NB: whether early fixes chop-move ought to be dependent on the requirements of the variant and perhaps the playstyle of the team. In easier variants we are more likely to want to fix early to sync up the team, meaning we are incentivised to not think of any fix clues as early and so not chop-move.
Color clues provide play signals referring to the previously untouched card to the left of the focus (with wrapparound), biasing leftward in hand when multiple cards are newly-touched. This means slot 1 has highest referral priority and lowest focus priority. This is the same color play convention as in referential sieve
Referential play clues chop-move one card when not touching leftmost previously-untouched card in hand. If they touch the leftmost previously-untouched card in hand, they do not chop-move. This is due to the urgency principle.
Rank clues focus the rightmost newly-touched card not rightward of chop if any exist, and otherwise they focus the rightmost newly-touched card in hand.
Chop has lowest referral priorty, and seeming to refer to chop is a signal that Bob is locked: that is, he has no safe actions.
Referential discard clues chop-move all cards between the signaled card and chop if the signaled card was not-sieved. They chop-move all cards in hand if the signaled card was previously chop-moved.
When we want a card to play, but we would be bad touching to do so with a referential color play clue, very often a rank clue would by itself reveal trash.
Thus, if a rank clue reveals only trash, we think of it as an early fix of a referential play signal: the card to its left should play.
TODO: if referring left, touching one trash, and color was avaible, should a second card play after it discards? If so, what card?
When Bob is loaded, a rank clue to him is not interpreted as a discard clue. We chose for it be a play signal referring the opposite way of referential color clues work: they refer to the previously-untouched card rightward in hand, biased rightward in hand.
Rank loaded play clues do not chop-move any cards.
A clue which does not newly touch cards, fills in at least one card, and is not a fill-in play or discard clue is either a promise that one of the filled-in cards is delayed-playable (prompt, finesse, both) through playing certain other cards in hand or that just the first untouched card in hand is playable (bluff).
When interpreting a reclue:
For reclues, bluffs and prompts chop-move one card. Finesses do not chop-move. (This is somewhat suspect! Maybe bluffs are valuable enough to not chop-move. Ditto for prompts – newly-drawn cards can block them.)
Same as RS. Get two blind plays (double bluff) or one blind play and one touched card to play (no-info finesse) depending on the situation.
A no-info clues do not chop-move any cards.
A direct rank play clue to slot 1 that doesn't fill in any other info also asks slot 2 to discard. It does not chop-move(?).
If the chop card chop-moved by a signal is also a card told to play or is touched by that signal, that still counts as that signal's chop-move.
sadf | asdf | |
---|---|---|
asdf | asdf | asdf |
Generally speaking, play signals given by stalling players do not chop-move. They are urgent because the clue-giver would like to give a valuable clue. This is most relevant at the start of the game and in 8-clue states. An exception to this is giving 1s as a direct play. 1s still chop-moves the whole hand.
Rank touching slot 5 still. Maybe should be rank touching slot 1?
Same as RS
Same as RS. Maybe should look in cm'd cards, then cards from the left? Or maybe still from the right, but skipping chop? Maybe if it gets a card not touched or cm'd it should chop-move one card?