From de913d7a772823a00ee6bfd833b83dd93a656e7e Mon Sep 17 00:00:00 2001
From: gw12346 <48463539+gw12346@users.noreply.github.com>
Date: Fri, 15 Nov 2024 20:11:49 -0500
Subject: [PATCH 1/9] Update level-12.mdx
This PR is for @Zamiell, discussion at https://discord.com/channels/140016142600241152/1299174627653718026/1306578329842880583.
---
docs/level-12.mdx | 129 ++++++++++++++++++++++++----------------------
1 file changed, 67 insertions(+), 62 deletions(-)
diff --git a/docs/level-12.mdx b/docs/level-12.mdx
index e48ce5109c..038dc83fbf 100644
--- a/docs/level-12.mdx
+++ b/docs/level-12.mdx
@@ -15,6 +15,73 @@ import CluingOnes1 from "./level-12/cluing-ones-1.yml";
import CluingOnes2 from "./level-12/cluing-ones-2.yml";
import CluingOnes3 from "./level-12/cluing-ones-3.yml";
+## General Principles
+
+### Context
+
+- If you are reading this section, you are presumably a more-experienced Hanabi player who has the fundamentals down. So, now is a good time to clear up a potential misconception that you may have about our conventions.
+- Up until now, you may have the impression that the group has a lot of conventions, and that if you just memorize all of the conventions, you will become a really good Hanabi player. Or, you may have the impression that the conventions are like laws and that you must always follow them. Neither of these things are true.
+- _Context_ is defined as all of the meta-information about the game state. In intermediate and expert games, when determining what a clue means, players must **always** take into account the full context of the game. This means that figuring out what a clue means is never truly as easy as following one of the flowcharts listed on the website.
+- When writing the strategy documentation, it would be distracting to constantly write the word "probably" and to constantly write "this may not apply in all situations" all over the place. For advanced players, this is obvious - Hanabi is complicated enough such that every convention is meant to be broken if the particular situation demands it.
+- Thus, players need to read the reference documentation with **a grain of salt**, especially when it says the word "always". Even though this website outlines the "correct" thing to do in a lot of situations, these are not strict rules. Rather, they are intended to show the "default" or "common" case. Memorizing the default cases is really helpful, for intermediate and advanced players alike. But players have to always remember to keep their brain fully engaged on the particular situation.
+
+### Cluing 1's in the Early Game
+
+- As outlined in the [level 3 strategy section](level-3.mdx#tempo), Hanabi is about balancing _Efficiency_ and _Tempo_.
+- As outlined in the [level 6 strategy section](level-6.mdx#the-value-of-one-away-from-playable-cards), _one-away-from-playable_ cards are valuable.
+- So, players have to balance _Efficiency_, _Tempo_, and "locking in" a touch on _one-away-from-playable_ cards.
+- In the _Early Game_, it is very common for players to give a number 1 clue when they see a hand that has two or more 1's in it. And this type of clue is normally pretty good. But because of the previous considerations, sometimes it would be better to get the 1's with several color clues instead.
+
+#### Example 1
+
+- Players should not just consider how good their individual clue is - they should also consider how their teammates can **build** on top of their clue.
+ - Or might it be better to play and let someone else give the exact same clue?
+- For example, in a 3-player game:
+ - It is the first turn and nothing is played on the stacks.
+ - Bob's hand is as follows, from newest to oldest: `green 4, red 1, red 3, blue 2, blue 1`
+ - Alice would like to get the red 1 and the blue 1 played from Bob's hand. (No-one else has a red 1 or a blue 1.) Should Alice clue number 1, red, or blue?
+ - If Alice clues number 1, it would be a 2-for-1 clue. But then the team will probably spend a clue getting the blue 2. This will result in an efficiency of 3-for-2. And the red 3 will probably end up being discarded. Bad.
+ - If Alice clues blue, it would be a 2-for-1 clue. But then the team will no longer be able to give a red clue, because it would be _Chop-Focused_ on the red 3. So they would have to clue number 1, which would result in an efficiency of 3-for-2. Bad.
+ - Thus, Alice should clue red first, and then clue blue later, resulting in an efficiency of 4-for-2.
+
+
+
+#### Example 2
+
+- When players make the choice between cluing number 1 or cluing color, the cards in other people's hands should also be considered.
+- For example, in a 4-player game:
+ - It is the first turn and nothing is played on the stacks.
+ - Cathy's hand is as follows, from newest to oldest: `red 1, green 4, blue 3, blue 1`
+ - Donald is holding a cluable red 2.
+ - Alice would like to get the red 1 and the blue 1 played. (No-one else has a red 1 or a blue 1.) Should she clue 1, red, or blue?
+ - Just like in the previous example, cluing number 1 means that the red 2 will have to be clued as a 1-for-1, which results in an efficiency of 3-for-2.
+ - Instead, Alice clues blue to Cathy as a 2-for-1. Next, Bob will clue red to Donald, performing the _Finesse_ as a 2-for-1. In total, this is a 4-for-2.
+
+
+
+#### Example 3
+
+- As explained in the [beginner's guide](beginner/other-general-strategy.mdx), it is almost always better to give a _Play Clue_ instead of a _Save Clue_ if a player has a playable card in their hand.
+- However, building on the theme of having teammates "build" on your clues, sometimes it is better to give a _Save Clue_ first and then a _Play Clue_ later.
+- For example, in a 3-player game:
+ - It is the first turn and nothing is played on the stacks.
+ - Cathy's hand is as follows, from newest to oldest: `blue 4, blue 4, red 3, red 1, blue 5`
+ - Alice would like to get the red 1 played. (No-one else has a red 1 in their hand.) Alice also knows that the team needs to eventually save the blue 5.
+ - If Alice clues number 1 first to get the red 1, then the team will need to give a _5 Save_ to save the blue 5, resulting in an efficiency of 2-for-2.
+ - Instead, Alice clues number 5 as a _5 Save_, which allows Bob to follow up with a red _Chop-Focus Play Clue_. This touches the red 3 as a 2-for-1, allowing for an overall efficiency of a 3-for-2.
+
+
+
+#### Other Considerations
+
+- Just in case you thought Hanabi was not difficult enough, there are some other factors to consider when finding the best clue:
+ - Does giving a color clue put a playable card on _Finesse Position_? If so, maybe a color clue is better.
+ - Does giving a number 1 clue give the player the ability to perform a useful _Order Chop Move_? If so, maybe a number 1 clue is better.
+
+### Teamwork
+
+- Sometimes you'll have multiple cards you can play right now, which is great. Playing any of them helps the team, but playing cards into other people's hands is especially good teamwork.
+
## Conventions
### Assuming Asymmetric Information
@@ -167,65 +234,3 @@ import CluingOnes3 from "./level-12/cluing-ones-3.yml";
- Note that **_Self-Finesses_ with rank always take precedence over _Focus Inversion_**, which is a specific case where _Occam's Razor_ does not apply. (_Self-Finesses_ with rank are quite common, but _Self Finesses_ with color are nonsensical.)
-
-## General Principles
-
-### Context
-
-- If you are reading this section, you are presumably a more-experienced Hanabi player who has the fundamentals down. So, now is a good time to clear up a potential misconception that you may have about our conventions.
-- Up until now, you may have the impression that the group has a lot of conventions, and that if you just memorize all of the conventions, you will become a really good Hanabi player. Or, you may have the impression that the conventions are like laws and that you must always follow them. Neither of these things are true.
-- _Context_ is defined as all of the meta-information about the game state. In intermediate and expert games, when determining what a clue means, players must **always** take into account the full context of the game. This means that figuring out what a clue means is never truly as easy as following one of the flowcharts listed on the website.
-- When writing the strategy documentation, it would be distracting to constantly write the word "probably" and to constantly write "this may not apply in all situations" all over the place. For advanced players, this is obvious - Hanabi is complicated enough such that every convention is meant to be broken if the particular situation demands it.
-- Thus, players need to read the reference documentation with **a grain of salt**, especially when it says the word "always". Even though this website outlines the "correct" thing to do in a lot of situations, these are not strict rules. Rather, they are intended to show the "default" or "common" case. Memorizing the default cases is really helpful, for intermediate and advanced players alike. But players have to always remember to keep their brain fully engaged on the particular situation.
-
-### Cluing 1's in the Early Game
-
-- As outlined in the [level 3 strategy section](level-3.mdx#tempo), Hanabi is about balancing _Efficiency_ and _Tempo_.
-- As outlined in the [level 6 strategy section](level-6.mdx#the-value-of-one-away-from-playable-cards), _one-away-from-playable_ cards are valuable.
-- So, players have to balance _Efficiency_, _Tempo_, and "locking in" a touch on _one-away-from-playable_ cards.
-- In the _Early Game_, it is very common for players to give a number 1 clue when they see a hand that has two or more 1's in it. And this type of clue is normally pretty good. But because of the previous considerations, sometimes it would be better to get the 1's with several color clues instead.
-
-#### Example 1
-
-- Players should not just consider how good their individual clue is - they should also consider how their teammates can **build** on top of their clue.
-- For example, in a 3-player game:
- - It is the first turn and nothing is played on the stacks.
- - Bob's hand is as follows, from newest to oldest: `green 4, red 1, red 3, blue 2, blue 1`
- - Alice would like to get the red 1 and the blue 1 played from Bob's hand. (No-one else has a red 1 or a blue 1.) Should Alice clue number 1, red, or blue?
- - If Alice clues number 1, it would be a 2-for-1 clue. But then the team will probably spend a clue getting the blue 2. This will result in an efficiency of 3-for-2. And the red 3 will probably end up being discarded. Bad.
- - If Alice clues blue, it would be a 2-for-1 clue. But then the team will no longer be able to give a red clue, because it would be _Chop-Focused_ on the red 3. So they would have to clue number 1, which would result in an efficiency of 3-for-2. Bad.
- - Thus, Alice should clue red first, and then clue blue later, resulting in an efficiency of 4-for-2.
-
-
-
-#### Example 2
-
-- When players make the choice between cluing number 1 or cluing color, the cards in other people's hands should also be considered.
-- For example, in a 4-player game:
- - It is the first turn and nothing is played on the stacks.
- - Cathy's hand is as follows, from newest to oldest: `red 1, green 4, blue 3, blue 1`
- - Donald is holding a cluable red 2.
- - Alice would like to get the red 1 and the blue 1 played. (No-one else has a red 1 or a blue 1.) Should she clue 1, red, or blue?
- - Just like in the previous example, cluing number 1 means that the red 2 will have to be clued as a 1-for-1, which results in an efficiency of 3-for-2.
- - Instead, Alice clues blue to Cathy as a 2-for-1. Next, Bob will clue red to Donald, performing the _Finesse_ as a 2-for-1. In total, this is a 4-for-2.
-
-
-
-#### Example 3
-
-- As explained in the [beginner's guide](beginner/other-general-strategy.mdx), it is almost always better to give a _Play Clue_ instead of a _Save Clue_ if a player has a playable card in their hand.
-- However, building on the theme of having teammates "build" on your clues, sometimes it is better to give a _Save Clue_ first and then a _Play Clue_ later.
-- For example, in a 3-player game:
- - It is the first turn and nothing is played on the stacks.
- - Cathy's hand is as follows, from newest to oldest: `blue 4, blue 4, red 3, red 1, blue 5`
- - Alice would like to get the red 1 played. (No-one else has a red 1 in their hand.) Alice also knows that the team needs to eventually save the blue 5.
- - If Alice clues number 1 first to get the red 1, then the team will need to give a _5 Save_ to save the blue 5, resulting in an efficiency of 2-for-2.
- - Instead, Alice clues number 5 as a _5 Save_, which allows Bob to follow up with a red _Chop-Focus Play Clue_. This touches the red 3 as a 2-for-1, allowing for an overall efficiency of a 3-for-2.
-
-
-
-#### Other Considerations
-
-- Just in case you thought Hanabi was not difficult enough, there are some other factors to consider when finding the best clue:
- - Does giving a color clue put a playable card on _Finesse Position_? If so, maybe a color clue is better.
- - Does giving a number 1 clue give the player the ability to perform a useful _Order Chop Move_? If so, maybe a number 1 clue is better.
From cd155677e1883882ef92588fbcec6e99bac9c3ba Mon Sep 17 00:00:00 2001
From: gw12346 <48463539+gw12346@users.noreply.github.com>
Date: Fri, 15 Nov 2024 20:49:00 -0500
Subject: [PATCH 2/9] Update level-12.mdx
---
docs/level-12.mdx | 1 +
1 file changed, 1 insertion(+)
diff --git a/docs/level-12.mdx b/docs/level-12.mdx
index 038dc83fbf..8d6c8ea331 100644
--- a/docs/level-12.mdx
+++ b/docs/level-12.mdx
@@ -81,6 +81,7 @@ import CluingOnes3 from "./level-12/cluing-ones-3.yml";
### Teamwork
- Sometimes you'll have multiple cards you can play right now, which is great. Playing any of them helps the team, but playing cards into other people's hands is especially good teamwork.
+- When you have multiple cards you can play right now, it is usually correct to play a card, instead of cluing.
## Conventions
From 523f1c934a88be9c23cf169a6409c77624ff5e83 Mon Sep 17 00:00:00 2001
From: gw12346 <48463539+gw12346@users.noreply.github.com>
Date: Fri, 15 Nov 2024 21:03:10 -0500
Subject: [PATCH 3/9] Update level-12.mdx
---
docs/level-12.mdx | 3 ++-
1 file changed, 2 insertions(+), 1 deletion(-)
diff --git a/docs/level-12.mdx b/docs/level-12.mdx
index 8d6c8ea331..c6dd6412fc 100644
--- a/docs/level-12.mdx
+++ b/docs/level-12.mdx
@@ -78,9 +78,10 @@ import CluingOnes3 from "./level-12/cluing-ones-3.yml";
- Does giving a color clue put a playable card on _Finesse Position_? If so, maybe a color clue is better.
- Does giving a number 1 clue give the player the ability to perform a useful _Order Chop Move_? If so, maybe a number 1 clue is better.
-### Teamwork
+### Holding Multiple Immediately Playable Cards
- Sometimes you'll have multiple cards you can play right now, which is great. Playing any of them helps the team, but playing cards into other people's hands is especially good teamwork.
+ - At [level 25](level-25.mdx), playing cards into other people's hands is mandatory.
- When you have multiple cards you can play right now, it is usually correct to play a card, instead of cluing.
## Conventions
From 4d165c1eb911bb88c74833ce193b4c6d6b3ab6a8 Mon Sep 17 00:00:00 2001
From: "autofix-ci[bot]" <114827586+autofix-ci[bot]@users.noreply.github.com>
Date: Sat, 16 Nov 2024 02:04:08 +0000
Subject: [PATCH 4/9] chore: format with Prettier
---
docs/level-12.mdx | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/docs/level-12.mdx b/docs/level-12.mdx
index c6dd6412fc..0b5b6a1683 100644
--- a/docs/level-12.mdx
+++ b/docs/level-12.mdx
@@ -81,7 +81,7 @@ import CluingOnes3 from "./level-12/cluing-ones-3.yml";
### Holding Multiple Immediately Playable Cards
- Sometimes you'll have multiple cards you can play right now, which is great. Playing any of them helps the team, but playing cards into other people's hands is especially good teamwork.
- - At [level 25](level-25.mdx), playing cards into other people's hands is mandatory.
+ - At [level 25](level-25.mdx), playing cards into other people's hands is mandatory.
- When you have multiple cards you can play right now, it is usually correct to play a card, instead of cluing.
## Conventions
From 3a34745f125acad306ab86dd1f999258345ff5c1 Mon Sep 17 00:00:00 2001
From: gw12346 <48463539+gw12346@users.noreply.github.com>
Date: Sat, 16 Nov 2024 13:07:25 -0500
Subject: [PATCH 5/9] Update level-12.mdx
---
docs/level-12.mdx | 7 ++++---
1 file changed, 4 insertions(+), 3 deletions(-)
diff --git a/docs/level-12.mdx b/docs/level-12.mdx
index 0b5b6a1683..a7c193beb6 100644
--- a/docs/level-12.mdx
+++ b/docs/level-12.mdx
@@ -78,11 +78,12 @@ import CluingOnes3 from "./level-12/cluing-ones-3.yml";
- Does giving a color clue put a playable card on _Finesse Position_? If so, maybe a color clue is better.
- Does giving a number 1 clue give the player the ability to perform a useful _Order Chop Move_? If so, maybe a number 1 clue is better.
-### Holding Multiple Immediately Playable Cards
+### Holding Immediately Playable Cards
-- Sometimes you'll have multiple cards you can play right now, which is great. Playing any of them helps the team, but playing cards into other people's hands is especially good teamwork.
+- When you hold an immediately playable card, it is often correct to play instead of cluing.
+- When you have multiple immediately playable cards, it is almost always correct to play instead of cluing.
+- Playing a card into somebody else's hand is especially good teamwork, but you are free to play any card you like.
- At [level 25](level-25.mdx), playing cards into other people's hands is mandatory.
-- When you have multiple cards you can play right now, it is usually correct to play a card, instead of cluing.
## Conventions
From 2cda5eb6ba0f348a8c8cfb474fe73ba92e071d07 Mon Sep 17 00:00:00 2001
From: gw12346 <48463539+gw12346@users.noreply.github.com>
Date: Sat, 16 Nov 2024 13:09:13 -0500
Subject: [PATCH 6/9] Update level-12.mdx
---
docs/level-12.mdx | 5 ++---
1 file changed, 2 insertions(+), 3 deletions(-)
diff --git a/docs/level-12.mdx b/docs/level-12.mdx
index a7c193beb6..be8ca2f27a 100644
--- a/docs/level-12.mdx
+++ b/docs/level-12.mdx
@@ -80,9 +80,8 @@ import CluingOnes3 from "./level-12/cluing-ones-3.yml";
### Holding Immediately Playable Cards
-- When you hold an immediately playable card, it is often correct to play instead of cluing.
-- When you have multiple immediately playable cards, it is almost always correct to play instead of cluing.
-- Playing a card into somebody else's hand is especially good teamwork, but you are free to play any card you like.
+- When you hold an immediately playable card, it is often better to play instead of cluing.
+- When you have multiple immediately playable cards, it is almost always better to play instead of cluing. Playing a card into somebody else's hand is especially good teamwork, but you are free to play any card you like.
- At [level 25](level-25.mdx), playing cards into other people's hands is mandatory.
## Conventions
From 214b3fb1a5928e16fd44693f45d15e7e39a350f7 Mon Sep 17 00:00:00 2001
From: gw12346 <48463539+gw12346@users.noreply.github.com>
Date: Mon, 18 Nov 2024 08:57:29 -0500
Subject: [PATCH 7/9] Update level-12.mdx to original order
---
docs/level-12.mdx | 138 +++++++++++++++++++++++-----------------------
1 file changed, 69 insertions(+), 69 deletions(-)
diff --git a/docs/level-12.mdx b/docs/level-12.mdx
index be8ca2f27a..d8bd6f64fc 100644
--- a/docs/level-12.mdx
+++ b/docs/level-12.mdx
@@ -15,75 +15,6 @@ import CluingOnes1 from "./level-12/cluing-ones-1.yml";
import CluingOnes2 from "./level-12/cluing-ones-2.yml";
import CluingOnes3 from "./level-12/cluing-ones-3.yml";
-## General Principles
-
-### Context
-
-- If you are reading this section, you are presumably a more-experienced Hanabi player who has the fundamentals down. So, now is a good time to clear up a potential misconception that you may have about our conventions.
-- Up until now, you may have the impression that the group has a lot of conventions, and that if you just memorize all of the conventions, you will become a really good Hanabi player. Or, you may have the impression that the conventions are like laws and that you must always follow them. Neither of these things are true.
-- _Context_ is defined as all of the meta-information about the game state. In intermediate and expert games, when determining what a clue means, players must **always** take into account the full context of the game. This means that figuring out what a clue means is never truly as easy as following one of the flowcharts listed on the website.
-- When writing the strategy documentation, it would be distracting to constantly write the word "probably" and to constantly write "this may not apply in all situations" all over the place. For advanced players, this is obvious - Hanabi is complicated enough such that every convention is meant to be broken if the particular situation demands it.
-- Thus, players need to read the reference documentation with **a grain of salt**, especially when it says the word "always". Even though this website outlines the "correct" thing to do in a lot of situations, these are not strict rules. Rather, they are intended to show the "default" or "common" case. Memorizing the default cases is really helpful, for intermediate and advanced players alike. But players have to always remember to keep their brain fully engaged on the particular situation.
-
-### Cluing 1's in the Early Game
-
-- As outlined in the [level 3 strategy section](level-3.mdx#tempo), Hanabi is about balancing _Efficiency_ and _Tempo_.
-- As outlined in the [level 6 strategy section](level-6.mdx#the-value-of-one-away-from-playable-cards), _one-away-from-playable_ cards are valuable.
-- So, players have to balance _Efficiency_, _Tempo_, and "locking in" a touch on _one-away-from-playable_ cards.
-- In the _Early Game_, it is very common for players to give a number 1 clue when they see a hand that has two or more 1's in it. And this type of clue is normally pretty good. But because of the previous considerations, sometimes it would be better to get the 1's with several color clues instead.
-
-#### Example 1
-
-- Players should not just consider how good their individual clue is - they should also consider how their teammates can **build** on top of their clue.
- - Or might it be better to play and let someone else give the exact same clue?
-- For example, in a 3-player game:
- - It is the first turn and nothing is played on the stacks.
- - Bob's hand is as follows, from newest to oldest: `green 4, red 1, red 3, blue 2, blue 1`
- - Alice would like to get the red 1 and the blue 1 played from Bob's hand. (No-one else has a red 1 or a blue 1.) Should Alice clue number 1, red, or blue?
- - If Alice clues number 1, it would be a 2-for-1 clue. But then the team will probably spend a clue getting the blue 2. This will result in an efficiency of 3-for-2. And the red 3 will probably end up being discarded. Bad.
- - If Alice clues blue, it would be a 2-for-1 clue. But then the team will no longer be able to give a red clue, because it would be _Chop-Focused_ on the red 3. So they would have to clue number 1, which would result in an efficiency of 3-for-2. Bad.
- - Thus, Alice should clue red first, and then clue blue later, resulting in an efficiency of 4-for-2.
-
-
-
-#### Example 2
-
-- When players make the choice between cluing number 1 or cluing color, the cards in other people's hands should also be considered.
-- For example, in a 4-player game:
- - It is the first turn and nothing is played on the stacks.
- - Cathy's hand is as follows, from newest to oldest: `red 1, green 4, blue 3, blue 1`
- - Donald is holding a cluable red 2.
- - Alice would like to get the red 1 and the blue 1 played. (No-one else has a red 1 or a blue 1.) Should she clue 1, red, or blue?
- - Just like in the previous example, cluing number 1 means that the red 2 will have to be clued as a 1-for-1, which results in an efficiency of 3-for-2.
- - Instead, Alice clues blue to Cathy as a 2-for-1. Next, Bob will clue red to Donald, performing the _Finesse_ as a 2-for-1. In total, this is a 4-for-2.
-
-
-
-#### Example 3
-
-- As explained in the [beginner's guide](beginner/other-general-strategy.mdx), it is almost always better to give a _Play Clue_ instead of a _Save Clue_ if a player has a playable card in their hand.
-- However, building on the theme of having teammates "build" on your clues, sometimes it is better to give a _Save Clue_ first and then a _Play Clue_ later.
-- For example, in a 3-player game:
- - It is the first turn and nothing is played on the stacks.
- - Cathy's hand is as follows, from newest to oldest: `blue 4, blue 4, red 3, red 1, blue 5`
- - Alice would like to get the red 1 played. (No-one else has a red 1 in their hand.) Alice also knows that the team needs to eventually save the blue 5.
- - If Alice clues number 1 first to get the red 1, then the team will need to give a _5 Save_ to save the blue 5, resulting in an efficiency of 2-for-2.
- - Instead, Alice clues number 5 as a _5 Save_, which allows Bob to follow up with a red _Chop-Focus Play Clue_. This touches the red 3 as a 2-for-1, allowing for an overall efficiency of a 3-for-2.
-
-
-
-#### Other Considerations
-
-- Just in case you thought Hanabi was not difficult enough, there are some other factors to consider when finding the best clue:
- - Does giving a color clue put a playable card on _Finesse Position_? If so, maybe a color clue is better.
- - Does giving a number 1 clue give the player the ability to perform a useful _Order Chop Move_? If so, maybe a number 1 clue is better.
-
-### Holding Immediately Playable Cards
-
-- When you hold an immediately playable card, it is often better to play instead of cluing.
-- When you have multiple immediately playable cards, it is almost always better to play instead of cluing. Playing a card into somebody else's hand is especially good teamwork, but you are free to play any card you like.
- - At [level 25](level-25.mdx), playing cards into other people's hands is mandatory.
-
## Conventions
### Assuming Asymmetric Information
@@ -236,3 +167,72 @@ import CluingOnes3 from "./level-12/cluing-ones-3.yml";
- Note that **_Self-Finesses_ with rank always take precedence over _Focus Inversion_**, which is a specific case where _Occam's Razor_ does not apply. (_Self-Finesses_ with rank are quite common, but _Self Finesses_ with color are nonsensical.)
+
+## General Principles
+
+### Context
+
+- If you are reading this section, you are presumably a more-experienced Hanabi player who has the fundamentals down. So, now is a good time to clear up a potential misconception that you may have about our conventions.
+- Up until now, you may have the impression that the group has a lot of conventions, and that if you just memorize all of the conventions, you will become a really good Hanabi player. Or, you may have the impression that the conventions are like laws and that you must always follow them. Neither of these things are true.
+- _Context_ is defined as all of the meta-information about the game state. In intermediate and expert games, when determining what a clue means, players must **always** take into account the full context of the game. This means that figuring out what a clue means is never truly as easy as following one of the flowcharts listed on the website.
+- When writing the strategy documentation, it would be distracting to constantly write the word "probably" and to constantly write "this may not apply in all situations" all over the place. For advanced players, this is obvious - Hanabi is complicated enough such that every convention is meant to be broken if the particular situation demands it.
+- Thus, players need to read the reference documentation with **a grain of salt**, especially when it says the word "always". Even though this website outlines the "correct" thing to do in a lot of situations, these are not strict rules. Rather, they are intended to show the "default" or "common" case. Memorizing the default cases is really helpful, for intermediate and advanced players alike. But players have to always remember to keep their brain fully engaged on the particular situation.
+
+### Holding Immediately Playable Cards
+
+- When you hold an immediately playable card, it is often better to play instead of cluing.
+- When you have multiple immediately playable cards, it is almost always better to play instead of cluing. Playing a card into somebody else's hand is especially good teamwork, but you are free to play any card you like.
+ - At [level 25](level-25.mdx), playing cards into other people's hands is mandatory.
+
+### Cluing 1's in the Early Game
+
+- As outlined in the [level 3 strategy section](level-3.mdx#tempo), Hanabi is about balancing _Efficiency_ and _Tempo_.
+- As outlined in the [level 6 strategy section](level-6.mdx#the-value-of-one-away-from-playable-cards), _one-away-from-playable_ cards are valuable.
+- So, players have to balance _Efficiency_, _Tempo_, and "locking in" a touch on _one-away-from-playable_ cards.
+- In the _Early Game_, it is very common for players to give a number 1 clue when they see a hand that has two or more 1's in it. And this type of clue is normally pretty good. But because of the previous considerations, sometimes it would be better to get the 1's with several color clues instead.
+
+#### Example 1
+
+- Players should not just consider how good their individual clue is - they should also consider how their teammates can **build** on top of their clue.
+ - Or might it be better to play and let someone else give the exact same clue?
+- For example, in a 3-player game:
+ - It is the first turn and nothing is played on the stacks.
+ - Bob's hand is as follows, from newest to oldest: `green 4, red 1, red 3, blue 2, blue 1`
+ - Alice would like to get the red 1 and the blue 1 played from Bob's hand. (No-one else has a red 1 or a blue 1.) Should Alice clue number 1, red, or blue?
+ - If Alice clues number 1, it would be a 2-for-1 clue. But then the team will probably spend a clue getting the blue 2. This will result in an efficiency of 3-for-2. And the red 3 will probably end up being discarded. Bad.
+ - If Alice clues blue, it would be a 2-for-1 clue. But then the team will no longer be able to give a red clue, because it would be _Chop-Focused_ on the red 3. So they would have to clue number 1, which would result in an efficiency of 3-for-2. Bad.
+ - Thus, Alice should clue red first, and then clue blue later, resulting in an efficiency of 4-for-2.
+
+
+
+#### Example 2
+
+- When players make the choice between cluing number 1 or cluing color, the cards in other people's hands should also be considered.
+- For example, in a 4-player game:
+ - It is the first turn and nothing is played on the stacks.
+ - Cathy's hand is as follows, from newest to oldest: `red 1, green 4, blue 3, blue 1`
+ - Donald is holding a cluable red 2.
+ - Alice would like to get the red 1 and the blue 1 played. (No-one else has a red 1 or a blue 1.) Should she clue 1, red, or blue?
+ - Just like in the previous example, cluing number 1 means that the red 2 will have to be clued as a 1-for-1, which results in an efficiency of 3-for-2.
+ - Instead, Alice clues blue to Cathy as a 2-for-1. Next, Bob will clue red to Donald, performing the _Finesse_ as a 2-for-1. In total, this is a 4-for-2.
+
+
+
+#### Example 3
+
+- As explained in the [beginner's guide](beginner/other-general-strategy.mdx), it is almost always better to give a _Play Clue_ instead of a _Save Clue_ if a player has a playable card in their hand.
+- However, building on the theme of having teammates "build" on your clues, sometimes it is better to give a _Save Clue_ first and then a _Play Clue_ later.
+- For example, in a 3-player game:
+ - It is the first turn and nothing is played on the stacks.
+ - Cathy's hand is as follows, from newest to oldest: `blue 4, blue 4, red 3, red 1, blue 5`
+ - Alice would like to get the red 1 played. (No-one else has a red 1 in their hand.) Alice also knows that the team needs to eventually save the blue 5.
+ - If Alice clues number 1 first to get the red 1, then the team will need to give a _5 Save_ to save the blue 5, resulting in an efficiency of 2-for-2.
+ - Instead, Alice clues number 5 as a _5 Save_, which allows Bob to follow up with a red _Chop-Focus Play Clue_. This touches the red 3 as a 2-for-1, allowing for an overall efficiency of a 3-for-2.
+
+
+
+#### Other Considerations
+
+- Just in case you thought Hanabi was not difficult enough, there are some other factors to consider when finding the best clue:
+ - Does giving a color clue put a playable card on _Finesse Position_? If so, maybe a color clue is better.
+ - Does giving a number 1 clue give the player the ability to perform a useful _Order Chop Move_? If so, maybe a number 1 clue is better.
From 5cd3704ae2510170bac33aa6c56e561f564426b7 Mon Sep 17 00:00:00 2001
From: James <5511220+Zamiell@users.noreply.github.com>
Date: Mon, 18 Nov 2024 15:10:01 -0500
Subject: [PATCH 8/9] Update level-12.mdx
---
docs/level-12.mdx | 1 -
1 file changed, 1 deletion(-)
diff --git a/docs/level-12.mdx b/docs/level-12.mdx
index d8bd6f64fc..f2053815b0 100644
--- a/docs/level-12.mdx
+++ b/docs/level-12.mdx
@@ -194,7 +194,6 @@ import CluingOnes3 from "./level-12/cluing-ones-3.yml";
#### Example 1
- Players should not just consider how good their individual clue is - they should also consider how their teammates can **build** on top of their clue.
- - Or might it be better to play and let someone else give the exact same clue?
- For example, in a 3-player game:
- It is the first turn and nothing is played on the stacks.
- Bob's hand is as follows, from newest to oldest: `green 4, red 1, red 3, blue 2, blue 1`
From 1ef8c5bf91f9836f331ce5b920cd3ff97cd03c99 Mon Sep 17 00:00:00 2001
From: James <5511220+Zamiell@users.noreply.github.com>
Date: Mon, 18 Nov 2024 15:26:26 -0500
Subject: [PATCH 9/9] Update level-12.mdx
---
docs/level-12.mdx | 14 +++++++++-----
1 file changed, 9 insertions(+), 5 deletions(-)
diff --git a/docs/level-12.mdx b/docs/level-12.mdx
index f2053815b0..7d3b4961eb 100644
--- a/docs/level-12.mdx
+++ b/docs/level-12.mdx
@@ -178,11 +178,15 @@ import CluingOnes3 from "./level-12/cluing-ones-3.yml";
- When writing the strategy documentation, it would be distracting to constantly write the word "probably" and to constantly write "this may not apply in all situations" all over the place. For advanced players, this is obvious - Hanabi is complicated enough such that every convention is meant to be broken if the particular situation demands it.
- Thus, players need to read the reference documentation with **a grain of salt**, especially when it says the word "always". Even though this website outlines the "correct" thing to do in a lot of situations, these are not strict rules. Rather, they are intended to show the "default" or "common" case. Memorizing the default cases is really helpful, for intermediate and advanced players alike. But players have to always remember to keep their brain fully engaged on the particular situation.
-### Holding Immediately Playable Cards
-
-- When you hold an immediately playable card, it is often better to play instead of cluing.
-- When you have multiple immediately playable cards, it is almost always better to play instead of cluing. Playing a card into somebody else's hand is especially good teamwork, but you are free to play any card you like.
- - At [level 25](level-25.mdx), playing cards into other people's hands is mandatory.
+### Choosing Between Playable Cards
+
+- Typically, players will only have one card to play at a time. In this case, unless there is some really good clue to give, there are no decisions to be made - they just play their one playable card.
+- What if a player has two or more playable cards to play? Which card should they play first?
+- If one of the cards leads into a teammate's hand, then they should play that one, because that would be good teamwork. Otherwise, they can play any card that they want.
+- However, if a player does not play their cards in a certain order, nothing special happens. In other words:
+ - When **you** have multiple cards to play, try to think about which card would be best using common sense. And then play that one.
+ - When **other** people have multiple cards to play, try to predict which one they will play. But if they play an unexpected card, do not read into it too much. They are either making a small mistake or they have a plan that is not yet visible to you.
+- For level 25 players, you must play cards in a [very specific order](level-25.mdx).
### Cluing 1's in the Early Game