These conventions apply to the "Deceptive-Fives" variants.
Deceptive 5 Saves
- Any color clue to a chop card is first and foremost to be treated as a Save Clue on a 5.
Deceptive Loaded Play Clues
- Loaded Play Clues are turned on but only apply to the color clues focusing on Chop.
Rank Save Promise
- The rank of a Chop-Focus number clue must match the number of the card. In other words, players are not allowed to use a rank clue to touch a 5 if it is on chop.
Deceptive-Five Number Ejection
- If a player breaks the Rank Save Promise, they must be intending to send an additional message.
- In this situation, the intent is to have the next player Eject. When this happens, the clue receiver should mark their card as a 5.
- For example, in a 3-player game:
- It is the first turn of the game and nothing is played on the stacks.
- Alice gives a number 3 clue, touching a green 5 in Cathy's hand.
- If Bob blind-plays his Finesse Position, then Cathy would mark her card as a 3, which would be bad.
- Instead, Bob blind-plays his Second Finesse Position as a Deceptive-Five Number Ejection. It is a yellow 1 and it successfully plays.
- Cathy knows that an Ejection happened. The only Ejection that matches this sequence of events is a Deceptive-Five Number Ejection, so she marks her 3 as a 5.
The Ambiguous Deceptive-Five Tempo Clue
- The Ambiguous Tempo Clue convention applies, and we agree that:
- a color Tempo Clue should focus the right-most card.
- an odd or even Tempo Clue should focus the left most card.