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Ejections

  • An Ejection refers to a Signal Shift blind-play in which someone plays an unrelated card from their Second Finesse Position.
    • For example, if a player's hand is completely unclued, their Second Finesse Position is slot 2.
  • Just like a Bluff, an Ejection can only be performed on the very next player.

The 5 Color Ejection

  • The 5 Color Ejection is covered at level 16.
  • This results in a Signal Shift from Play --> Save.

Trash Push Ejection

  • First, see the section on the Trash Push.
  • Normally, when known-trash is touched as the focus of the clue, and the known-trash is on chop, it communicates a Trash Push.
  • However, what if the Trash Pushed card is two-or-more-away-from-playable? This would normally be a Trash Push Double Finesse on Bob, but that is unlikely.
  • Instead, since no single play could ever prevent the Pushed card from immediately misplaying, Bob interprets the clue as an Ejection.
  • After a Trash Push Ejection, the clue receiver should Chop Move the two-or-more-away-from-playable card.

The Bad Chop Move Ejection (BCME)

  • Many moves result in one or more cards becoming Chop Moved. However, what if such a move is used when the Chop Moved card(s) are all trash? The other players can see that this move must have been done for some other reason.
  • In this situation, it should signal an Ejection on the very next player.
  • This results in a Signal Shift from Save --> Trash.
  • Any move that results in a Chop Move can be used to initiate such an Ejection.
  • Duplicated cards can be chop moved for distribution purposes and should not be considered as Chop Moving trash.
  • Bad Chop Move Ejections can be performed throughout the game. (But keep in mind that in the End-Game, a player might just be stalling.)
  • Note that sometimes, players perform Chop Moves on the other copy of currently clued cards. This can be useful for distribution purposes, meaning that everyone will have a card to play on the final round of the game. For this reason, a Bad Chop Move Ejection can only be triggered when chop moving cards that have been played already.

The Bad Trash Finesse Ejection / The Bad Trash Bluff Ejection

  • Since we assume that Trash Finesses and Trash Bluffs are always unnecessary, it would be strange if a Trash Finesse resulted in a Chop Move of all trash.
  • We agree that in this situation, the reacting player should not play their First Finesse Position (like they would in a normal Trash Finesse). Instead, they should Eject, as a special form of Bad Chop Move Ejection.
  • For example, in a 3-player game:
    • Red 2 and yellow 1 are on the stacks.
    • Cathy's hand is completely unclued and is, from newest to oldest: green 2, red 3, yellow 5, yellow 1, red 2.
    • Alice clues number 1 to Cathy, which will be seen as a Play Clue on one of the unplayed 1's.
    • Bob knows that regardless of his hand layout, blind-playing from his First Finesse Position would result in Cathy Chop Moving the red 2, which is trash.
    • Since that would be a bad Chop Move, Bob knows Alice must instead be intending for a Bad Trash Finesse Ejection. Bob blind-plays his Second Finesse Position card. It is a blue 1 and successfully plays.
    • Cathy knows that her clued 1 must be trash, and that the card behind it is also now globally known trash.

The Trash Finesse Push Ejection / The Trash Bluff Push Ejection

  • First, see the sections on the Trash Push Ejection and on the Bad Trash Finesse Ejection.
  • If a player performs a Trash Finesse by touching a chop card, this will always result in a Trash Push (since Trash Finesses and Trash Bluffs are always unnecessary.
  • What if a Trash Finesse is given, but the responding player sees that the resulting pushed card could never be playable by the time it gets to their turn? In other words, what if the pushed card is two-or-more-away-from-playable?
  • In this situation, we agree that the reacting player needs to Eject (instead of playing First Finesse Position like they would in a normal Trash Finesse).
  • After a Trash Finesse Push Ejection, the clued player should Chop Move the pushed card for that. (This is similar to how 5 Pull Ejection works.)

The Rank Choice Ejection (with a number 2 or a number 5) (RCE)

  • Typically, when a number 2 clue or a number 5 clue is performed on a chop card, it will be treated as a 2 Save or a 5 Save and the card will not play.
  • If a player performs a 2 Save or a 5 Save on a playable card and they could have easily used a normal color Play Clue, this is quite strange. They must be trying to communicate something extra.
  • In this situation, they intend for an Ejection on the very next player.
  • This results in a Signal Shift from Save --> Play.
  • For example, in a 3-player game:
    • Red 1 is played on the stacks.
    • Cathy's hand is completely unclued and is, from newest to oldest: blue 3, blue 3, blue 4, blue 4, red 2
    • Alice clues number 2 to Cathy, touching the red 2 as a 2 Save.
    • Bob sees that the obvious clue to give to Cathy was red, as it would actually get the red 2 played right now.
    • This move is so bad that it must be communicating something extra. Alice must be intending for a Rank Choice Ejection. Bob blind-plays his Second Finesse Position card and it is a blue 1 and successfully plays.
    • Cathy knows that since a number 2 clue cause Bob to blind-play his Second Finesse Position, this must be an Ejection. The only type of Ejection that matches this kind of clue is a Rank Choice Ejection, so Cathy knows that her 2 must be playable and that her 2 must be exactly the red 2. Cathy plays the red 2.
AliceClue GiverClue GiverBobBlue 1CathyBlue 3Blue 3Blue 4Blue 42Red 2r2
  • More examples of a Rank Choice Ejection can be found here.

The Trash Ejection

  • First, see the section on the Trash Double Ignition.
  • In certain situations, if a player clues a previously untouched card that is globally known as trash, it triggers a Trash Double Ignition.
  • However, what if the next player can see that a Trash Double Ignition is impossible? In this situation, if the clue-giver is not making a mistake, they instead intend for an Ejection on the very next player.

The Replay Ejection

  • First, see the section on the Replay Double Ignition.
  • Normally, if a player re-clues a card that is globally known as playable, it triggers a Replay Double Ignition.
  • However, what if the next player can see that a Replay Double Ignition is impossible? In this situation, if the clue-giver is not making a mistake, they instead intend for an Ejection on the very next player.
  • In most circumstances, Replay Ejections can not be performed by re-cluing a card in Bob's hand. This is because Bob would interpret it as a Fix Clue, meaning that the card that Bob was about to play is actually bad and that he should discard it instead of playing it.
  • Note that the Replay Ejection is "turned off" in the End-Game. (This is because players often clue playable cards as a Burn Clue.)

The Poke Ejection

  • First, see the section on the Poke Double Ignition.
  • Normally, if a player re-clues globally known-trash, it triggers a Poke Double Ignition.
  • However, what if the next player can see that a Poke Double Ignition is impossible? In this situation, if the clue-giver is not making a mistake, they instead intend for an Ejection on the very next player.