Pushes & Pulls

The Trash Push Prompt & The Trash Push Finesse#

  • If a player performs a Trash Push on a one-away-from-playable card, it is a signal that someone else has the connecting card as a Prompt or a Finesse.

The Trash Pull#

  • Sometimes, towards the end of the game, there can be a playable card in the middle of someone's hand that is not cluable directly due to the presence of other blocking cards.
  • In this situation, players often resort to a Trash Push in order to "get" the card without cluing it directly. However, this will only work if the player has a trash card on their chop, which may not always be the case.
  • Another tool to "get" a card in the middle of a hand is by doing the opposite of a Trash Push - a Trash Pull.
  • If an off-chop trash card is clued, this would typically be interpreted as a Trash Chop Move. However, towards the end of the game, a Chop Move would be pointless, as there are no cards left to Chop Move. Thus, the player should know that it is a Trash Pull instead of a Trash Chop Move, and should blind-play the card to the right of the trash.
  • Just like how a 5 Pull can only be done in the Early Game, a Trash Pull can only be done towards the end of the game.
  • Since players often perform Burn clues for stalling purposes in the End-Game, care has to be taken to not confuse a normal Burn clue with a Trash Pull. This is especially true if there was nothing else obvious for the clue giver to do!
  • Trash Pulls should typically be used as a last-resort since they might be misinterpreted.

Interaction with Trash Double Ignition#

  • Trash Pulls and Trash Double Ignition are initiated in nearly the exact same way, so this can be confusing.
  • Trash Pulls take precedence over Trash Double Ignition. This means that if everyone can see that the Trash Pull was necessary to "get" a blocking card, then no-one else on the team is promised to have a playable card. (This follows from Occam's Razor.)

The 5 Double Pull (Or The Double 5 Pull)#

  • This convention only applies in the Early Game.
  • Normally, in the Early Game, it is impossible to perform a 5 Pull on a chop card, because it will instead be interpreted as an Early 5's Chop Move. In this situation, players will almost always just give a direct Chop-Focus Play Clue (and then give a 5 Save to the 5 later on).
  • However, what if a player performs an Early 5's Chop Move on a playable card instead of just giving a Chop-Focus Play Clue? They must be trying to communicate something extra.
  • In this situation, they are really trying to perform a 5 Double Pull, which pulls a card from the next player and also pulls a card from the player who received the number 5 clue. The next player should blind-play their Finesse Position card, which gives the clue receiver enough information to know that the move was really a 5 Pull after all.
  • For example, in a 4-player game:
    • It is the first turn and nothing is played on the stacks.
    • Cathy's hand is, from newest to oldest: blue 4, blue 4, blue 5, red 1
    • Alice clues number 5 to Cathy, touching a blue 5 on slot 3.
    • It is now Bob's turn. Bob sees that since there were other Play Clues for Alice to give, Cathy will interpret this as an Early 5's Chop Move.
    • Bob also knows that it is nonsensical to Chop Move a playable red 1 - Alice could have just give a red Chop-Focus Play Clue to the red 1.
    • Thus, this must be a 5 Double Pull, so Bob blind-plays his Finesse Position card. It is blue 1 and it successfully plays.
    • Cathy knows that if this was an Early 5's Chop Move, then Bob would not have blind-played anything. Since he blind-played his Finesse Position card, this must be a 5 Double Pull. Cathy blind-plays her slot 4 card (the card to the right of the clued 5).
AliceClue GiverClue GiverBobCathy5Donaldfirst turn
  • Sometimes, it can be useful to Chop Move a playable card. Something is only a 5 Double Pull if there is not some other good reason for the Chop Move. Specifically, the player might want to:
    • Avoid violating Good Touch Principle.
    • Save a Delayed Playable card that is followed by a critical card.
    • Save two important cards when there are a lot of cards to deal with and the team is low on clues.
    • Get a blind-play from Elimination when the duplicate is visible.
  • More examples of a 5 Double Pull can be found here.