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Update up-or-down.mdx (#1202)
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remove 4 charms
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gw12346 authored May 3, 2024
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8 changes: 2 additions & 6 deletions docs/variant-specific/up-or-down.mdx
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Expand Up @@ -14,7 +14,9 @@ These conventions apply to the "Up or Down" variants.
### Disabled Conventions

- The _2 Saves_ convention is turned off. (2's are not valuable in this variant.)
- The 2 of a dark suit should be saved like the 3 or 4 of the same suit.
- The _3 Bluffs_ convention is turned off. (3's are not valuable in this variant.) Instead, 3s can be used for _Double Bluffs_.
- The _4 Charm_ convention is turned off.
- The _5 Stall_, _5's Chop Move_, and _5 Pull_ conventions are turned off.

### 1 Color Ejection (1CE)
Expand All @@ -23,12 +25,6 @@ These conventions apply to the "Up or Down" variants.
- _1 Color Ejection_ works in the same way that _5 Color Ejection_ does (e.g. players use the "two-or-more blind-plays" rule).
- Before a _1 Color Ejection_ can be performed, the suit direction must be established. For example, if no cards are played on the stacks, then a _Play Clue_ touching a 1 would just look like a normal _Play Clue_.

### 2 Charm

- Similar to _4 Charm_, it is also possible to perform a _2 Charm_ in an _Up or Down_ variant.
- _2 Charms_ works in the same way that _4 Charms do_ (e.g. players use the "three-or-more blind-plays" rule).
- Before a _2 Charm_ can be performed, the suit direction must be established. For example, if no cards are played on the stacks, then a _Play Clue_ to a 2 would just indicate a normal _Finesse_.

### The U-Turn Finesse

- Normally, when a clued card is going to play and then someone on the team clues that card **again**, this is usually one of two different things:
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