Glossary
This is a glossary of common terms that have specific meaning in the H-Group convention framework.
| Term | Definition | Reference |
|---|---|---|
| Bluff | A 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 Notes | Written 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 |
| Charm | A special move where the next player blind-plays their Fourth Finesse Position. | Level 23 - Charms |
| Chop | The rightmost unclued card in a player's hand. | Level 1 - Chop |
| Chop Move | A 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 |
| Clued | A 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.) | |
| Context | All 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 |
| Discharge | A special move where the next player blind-plays their Third Finesse Position. | Level 16 - Discharges |
| Double Discard Situation | A situation where the previous player discarded or misplayed a card and the current player could discard the other copy. | Level 9 - Double Discard Situations |
| Dupe | A 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 Game | The 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 |
| Efficiency | A 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 |
| Ejection | A special move where the next player plays their Second Finesse Position. | Level 16 - Ejections |
| Elimination Notes | If 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-Game | The period towards the end of a game when strategy shifts from Efficiency to Tempo. | Level 8 - The End-Game |
| Finesse | A 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 Position | The leftmost unclued card in a player's hand. | Level 1 - Finesse Position |
| Focus | The 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 Principle | A core principle stating that clues are only given to cards that will eventually be played. | Level 1 - Good Touch Principle |
| Locked Hand | A 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 Principle | A core principle stating that all clues must get at least one previously unclued card played or saved. | Level 1 - Minimum Clue Value Principle |
| Play Clue | A clue that tells a player to play a card. | Beginner's Guide - Play Clues |
| Playable | A property of a card. A Playable card can be the focus of a Play Clue. | Level 1 - The Definition of Playable |
| Prompt | A move that causes a player to play a clued card earlier than they otherwise would have. | Level 1 - The Prompt |
| Save Clue | A clue that tells a player to save a critical or important card for later. | Beginner's Guide - Save Clues |
| Save Principle | A core principle stating that the team must not let each other discard critical or important cards. | Level 1 - Save Principle |
| Stalling Situation | A situation where a player may not have any normal Play Clues or Save Clues to give. | Level 9 - Stalling Situations |
| Tempo | The speed at which cards are played. Must be balanced with Efficiency. | Level 3 - Tempo |
| Tempo Clue | A 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 |
| Touched | A property of a card. See the definition for Clued. | |
| Trash | A 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 |