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Glossary

This is a glossary of common terms that have specific meaning in the H-Group convention framework.

TermDefinitionReference
BluffA special move where a player clues an unrelated one-away-from-playable card to get the next player to blind-play their Finesse Position.Level 11 - The Bluff
Card NotesWritten notes on cards to track information such as card identities (e.g. "r2"), Finessed cards ("f"), Chop Moved cards ("cm"), or other useful information.Level 1 - Card Notes
CharmA special move where the next player blind-plays their Fourth Finesse Position.Level 23 - Charms
ChopThe rightmost unclued card in a player's hand.Level 1 - Chop
Chop MoveA special move that indicates a player's chop card is important and should not be discarded. The Chop Moved card is treated as if it has an "invisible" clue.Level 4 - Chop Moves
CluedA property of a card. A card is considered Clued if it has been given one or more positive clues from other players. A card remains clued until it is either played or discarded. (A card being Clued is the same thing as a card being Touched.)
ContextAll of the meta-information about the game state. Players should take into account the full context when determining what a clue means.Level 12 - Context
DischargeA special move where the next player blind-plays their Third Finesse Position.Level 16 - Discharges
Double Discard SituationA situation where the previous player discarded or misplayed a card and the current player could discard the other copy.Level 9 - Double Discard Situations
DupeA property of a card. Short for Duplicate. A card is considered a Dupe if two or more copies of the card are currently Clued.
Early GameThe turns before any player has discarded their chop card. When this happens, the game transitions to the Mid-Game. Some clues change meaning after this transition.Level 1 - The Early Game
EfficiencyA statistic of a game (i.e. "we need a lot more Efficiency to win the game") or an evaluative quality of a move (i.e. "Alice's Finesse was a 2-for-1"). Must be balanced with Tempo.Level 3 - Efficiency
EjectionA special move where the next player plays their Second Finesse Position.Level 16 - Ejections
Elimination NotesIf an important card is discarded, a player who does not see the other copy will normally assume they have it in their hand and write Elimination Notes for that card.Level 18 - Elimination & Elimination Notes
End-GameThe period towards the end of a game when strategy shifts from Efficiency to Tempo.Level 8 - The End-Game
FinesseA move where a player gives a clue that causes another player to blind-play an unclued card from their Finesse Position.Level 1 - The Finesse
Finesse PositionThe leftmost unclued card in a player's hand.Level 1 - Finesse Position
FocusThe specific card that a clue is primarily communicating information about. When a clue touches multiple cards, one card is considered the focus.Beginner's Guide - Single Card Focus
Good Touch PrincipleA core principle stating that clues are only given to cards that will eventually be played.Level 1 - Good Touch Principle
Locked HandA situation where a player's hand is fully clued (and/or Chop Moved), leaving them unable to discard.Level 9 - Locked Hands
Minimum Clue Value PrincipleA core principle stating that all clues must get at least one previously unclued card played or saved.Level 1 - Minimum Clue Value Principle
Play ClueA clue that tells a player to play a card.Beginner's Guide - Play Clues
PlayableA property of a card. A Playable card can be the focus of a Play Clue.Level 1 - The Definition of Playable
PromptA move that causes a player to play a clued card earlier than they otherwise would have.Level 1 - The Prompt
Save ClueA clue that tells a player to save a critical or important card for later.Beginner's Guide - Save Clues
Save PrincipleA core principle stating that the team must not let each other discard critical or important cards.Level 1 - Save Principle
Stalling SituationA situation where a player may not have any normal Play Clues or Save Clues to give.Level 9 - Stalling Situations
TempoThe speed at which cards are played. Must be balanced with Efficiency.Level 3 - Tempo
Tempo ClueA clue that "gets" no new cards. Since they are not considered to be very good, they are only given in special situations.Level 6 - The Tempo Clue
TouchedA property of a card. See the definition for Clued.
TrashA property of a card. A card is considered Trash if it can never play on the stacks or it is a Dupe.Level 1 - The Definition of Trash