- Chop Principle
- The "chop" is the right-most (oldest) unclued card.
- When a player needs to discard and has no known safe discards, they should discard the chop card.
- Minimum Clue Value Principle
- A given clue must either:
- indicate sufficient information for one or more previously unclued cards to be played (as a Play Clue)
- prevent the possible discard of one or more previously unclued cards that need to be saved (as a Save Clue)
- Save Principle
- Cards that meet the following criteria must not be discarded:
- only one copy remains (e.g. 5's or unplayed cards in the discard pile)
- it is a 2 and not visible elsewhere in players' hands
- it is currently playable and not visible elsewhere in players' hands
- When a card that needs to be saved is at immediate risk of being discarded, it must be indicated with a Save Clue (or a Play Clue if it happens to be playable).
- If a player receives a clue that could be either a Save Clue or a Play Clue, they must consider both possibilities. Specifically, this means that the player must hold on to the card until they know for sure.
- Good Touch Principle
- A safe discard is defined as:
- a copy of a card that has already been played
- a copy of a card that is in someone's hand and has been clued
- Safe discards should not be clued (unless there's an important reason to).
- Players should generally assume that any clued card in their hand will eventually be played.
- Play Order Principle
- When a Play Clue touches multiple cards, if it includes the chop, it's focused on the chop. (This is referred to as the Chop-Focus convention.)
- Otherwise, the clue is focused on the newest (e.g. left-most) of cards that did not have a clue "on" them already.
- The non-focused cards may or may not be playable.
- Left-Most Playable Principle
- When a player is expected to play a card (or know a card is playable) in a situation not covered by the Play Order Principle, the card to be played is the left-most of the various cards that are most likely to be it.
- Information Lock Principle
- What is indicated by a clue is determined by the known information at the time the clue is given. Subsequent clues may build upon that information, but do not override it unless a direct conflict is evident.
- Lie Principle
- Normally, players try to make their clues as clear as possible and convey the exact identity of a card.
- Rarely, players can use clues to trick other players into thinking that they have cards that they really don't.
- If this untruth resolves immediately (i.e. the very next turn), it is called a Fib. For intermediate and advanced players, Fibs are legal and expected.
- If this untruth does not resolve immediately, it is called a Lie. Lies are illegal. Players should never assume that they are Lied to.
- High Value Principle
- The highest value clue is expected. If a clue is given, it should be interpreted to be the highest value move available to that player.
- In other words, you can draw many important conclusions from the fact that a player did not do some other (potentially higher-value) move.
- Position et nom des joueurs
- Premier joueurs
- Cartes de départ
- Lire un clue
- Lire les cartes jouées
- Comprendre un play clue (juste une carte)
- Play
- Discard
- Donner un play clue
- prompts
- 5 save
- Focus
- critical save
- 2 save
- finesse (1 card)
- Multiple bots play against each other
- Play on the website
- Replay game seed with bot
- Start bot on started game
- Bot piloted review