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No Play Clues with Number 5 in Early Game #1295

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2 changes: 1 addition & 1 deletion docs/level-1.mdx
Original file line number Diff line number Diff line change
Expand Up @@ -98,7 +98,7 @@ D3N --> D3NL;
- The _Early Game_ is the period of time before any player has discarded their chop card.
- Players **must** "extinguish" all of the available _Play Clues_ and _Save Clues_ on the board before ending the _Early Game_.
- As outlined in the [beginner's guide](beginner/minimum-clue-value-principle.mdx), "extinguishing" all the _Play Clues_ does **not** include giving _Tempo Clues_. _Tempo Clues_ do not meet _Minimum Clue Value Principle_, so in general, they should not be given.
- For level 9 players, there are [some additional rules](level-9.mdx#the-early-game-severity-1-stalling) about the Early Game. (Don't worry about them for now if you are only level 1.)
- There are some additional rules about the Early Game for [level 2 players](level-2.mdx#the-5-stall-cluing-off-chop-5s) and for [level 9 players](level-9.mdx#the-early-game-severity-1-stalling). Don't worry about them for now if you are only playing at level 1.

## Special Moves

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17 changes: 15 additions & 2 deletions docs/level-2.mdx
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Expand Up @@ -17,13 +17,26 @@ import WrongPrompt from "./level-2/wrong-prompt.yml";

### The 5 Stall (Cluing Off Chop 5's)

- Normally, you are only allowed to give a _Save Clue_ to a 5 if it is on chop. So if you use number 5 to clue a 5 that is **not** on chop, then it will typically look like a _Play Clue_ on that 5 (or some other advanced strategy).
- Normally, you are only allowed to give a _Save Clue_ to a 5 if it is on chop. So, if you use number 5 to clue a 5 that is **not** on chop, then it will typically look like a _Play Clue_ on that 5 (or some other advanced strategy).
- As a special exception, in the _Early Game_, you **are** allowed to clue number 5 as a _Save Clue_ to off chop 5's. Doing this is just interpreted as a "stall" clue and that you are trying to extend the _Early Game_ for a little bit longer.
- However, you are **only** allowed to do this if there is nothing else to do, meaning that all of the "normal" _Play Clues_ and _Save Clues_ have been extinguished.
- However, you are **only** allowed to do this if there is nothing else to do, meaning that you have no cards to play and that all of the "normal" _Play Clues_ and _Save Clues_ have been extinguished.
- Normally, _5 Stalls_ are only performed in the _Early Game_. However, you might see someone do a _5 Stall_ in the _Mid-Game_ if they are in a special situation where they are not allowed to discard.
- For level 9 players, there are [additional rules](level-9.mdx#the-5-stall-intermediate-section) relating to the _5 Stall_.
- For level 19 players, there is a [special interaction between _2 Saves_ and _5 Stalls_](level-19.mdx#interaction-between-2-saves--5-stalls).

#### No Number 5 Play Clues in Early Game

- Normally, if a number 5 clue is given to a 5 that is **not** on chop, it will typically look like a _Play Clue_ on that 5.
- As a special exception, **there is no such thing as a _Play Clue_ with number 5 in the _Early Game_**.
- So, if a number 5 clue is given during the _Early Game_, it is always either a [proper _5 Save_](level-1.mdx#the-5-save), a [stalling _5 Save_](level-2.mdx#the-5-stall-cluing-off-chop-5s), or some other advanced strategy.
- Remember, it is illegal for a player to give a _5 Stall_ if they have something to do, including:
- they have a card to play, or
- they still have other _Play Clues_ or _Save Clues_ to give.
- Thus, when a player **does** have something to do but they give a clue that looks like a _5 Stall_ anyway, it is always some other advanced strategy unlocked at higher levels.
- For the time being, if a player gives such a clue, it is to be treated as a known-mistake. It should **never** be interpreted as a _Play Clue_ on that 5, even if giving the clue would be nonsensical.
- Of course, the extremely rare exception is if the 5 is known by both the clue-giver and the clue-receiver to be directly playable.
- The reason for this is that illegal _Early Game 5 Stalls_ happen frequently in beginner games. Normally, we do not assume our teammate makes a mistake, so if everyone else besides the clue-giver interprets that as a _Play Clue_, it leads to bombs (which can potentially be on critical cards). We trade the rare possibility of giving _Play Clues_ with number 5 in the _Early Game_ (because the clue-giver must have "something else to do") for giving slack to illegal _5 Stalls_, which prevents bombs and improves our win rate by a lot more in the end.

### The Double Prompt / Triple Prompt / Quadruple Prompt

- Sometimes, someone can give a _Prompt_ that is prompting **two** (or more) cards with one clue, which is pretty good.
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