On the first turn of the game, it is not possible to discard. If there is absolutely nothing else to do, it is permissible in this situation to use a number 2 clue to save a 2 that is not on chop, but only if the other players can see that you had no other choice.
Saving Playable Cards when the Preceding Cards Are Not Promptable#
Often times, a player will have two similar clued cards in their hand with the left-most being unplayable and the right-most being playable. In this situation, the other members of the team cannot use a Prompt to "get" the cards, since the left-most would misplay.
For example, in a 3-player game:
Red 1 is played on the stacks.
Earlier on in the game, Bob was given a 2 Save clue. Now, he has a playable red 2 on his slot 5 and an unplayable blue 2 on his slot 4.
Cathy has a red 3 on her chop.
If Alice clued the red 3 in Cathy's hand, Bob would be Prompted for slot 4, and blue 2 would misplay.
In this example, Cathy's red 3 is in danger of being discarded soon, so Alice is in a rough spot. From Save Principle, Alice is expected to not let the playable red 3 get discarded. But cluing the red 3 would cause Bob to misplay the valuable blue 2.
Players in this kind of situation will generally solve it in two ways: