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Minimum Clue Value Principle (MCVP)

70%

No Nonsense Clues

  • Usually, players only discard when they have nothing else to do. But don't take this the wrong way.
  • Players are not allowed to just clue any card:
    • Players are only allowed to give Play Clues to actual playable cards.
    • Players are only allowed to give Save Clues to the specific cards outlined in the Save Principle section.
  • If players cannot give a legal Play Clue or Save Clue, then they must discard.

Tempo Clues

  • Furthermore, players might be tempted to clue a card again that already has a clue on it in order to make it play right now. We call this kind of clue a Tempo Clue.
  • A Tempo Clue is defined as a Play Clue that does not "get" any brand new cards.
  • Tempo Clues are quite inefficient - the team is using two clues to get one card. Since Tempo Clues are so bad, we say that players are only allowed to perform Tempo Clues in special situations, like when a player is forced to give a clue.
  • For example, in a 3-player game:
    • Alice is in a special situation where she cannot discard.
    • Bob has a 2 in his hand that was saved with a 2 Save clue earlier on in the game. He does not know what color it is, but assumes that it is either a red 2 (which is playable) or a blue 2 (which is not playable).
    • Alice clues red to Bob, "filling in" the red 2. This is a Tempo Clue because there are no new cards introduced. (Since this is so inefficient, Alice would never do this unless she was in a special stalling situation.)
    • Bob can now play the red 2.
AliceClue GiverClue GiverBobCathy

Minimum Clue Value Principle (MCVP)

  • So, if a player only has the option to give a Tempo Clue or to discard, then they must discard.
  • We formally express this concept as Minimum Clue Value Principle: all clues must get at least one previously unclued card played or saved.
  • In other words, as a group, we hold ourselves to a high standard, and we don't give inefficient clues.