Duck
These conventions apply to the "Duck" variants.
Chop Saves
- All clues to chop are treated as Save Clues.
Relaxed 2 Saves
- It is optional for players to give Save Clues to 2's.
- Thus, if a 2 is discarded, players should not make any Elimination Notes for them.
Inverted Tempo Clues
- Normally, if a Tempo Clue retouches two or more cards, only the leftmost card should play.
- In Duck, only the rightmost card should play. (This is exactly the same thing as the Brown Tempo Clue Inversion convention.)
Loaded Play Clues
- Loaded Play Clues are "turned on" in Duck variants. Furthermore, Loaded Play Clues are even turned on in the Early Game.
The Loaded Finesse
- In addition to the above rule, players are also not allowed to give a Save Clue to a someone if that someone has a playable card that could be clued instead.
- If the chop card is clued in this scenario, it is instead treated a Chop-Focus Loaded Play Clue. However, the player receiving the clue will not know this, and will treat it as a normal Save Clue. Thus, a Loaded Play Clue given in this scenario must be a Loaded Finesse.
- As an exception to the rule, players are allowed to give a Save Clue if the Play Clue would violate Good Touch Principle.
The 1's Promise
- Players must use the number 1 clue to clue 1's in a player's opening hand.
- Thus, if a player gets a Play Clue that touches two cards, and then they play the leftmost card and it is a 1, they can know that the other one is for-sure a 1 and should play it on the next turn.
- If 3 or more 1's were clued with the original clue, then the play order should be from left to right.
The 1's Promise Play Lie
- Players can be tricked into playing cards by using the 1's Promise. For example, in a 3-player game:
- Alice clues Bob about two cards on slot 1 and slot 2.
- Bob plays slot 1. It is a red 1.
- Bob knows that because of the *1's Promise, the card on his slot 2 must also be a 1.
- When it gets to Bob's turn, Bob plays his slot 2, and it is a red 2 instead of a 1.
- If there are additional cards in the hand that were touched by the original clue, then once the 1's Promise Play Lie is revealed, players should stop playing those cards.
- For example, in 3-player game:
- Alice clues Bob about three cards on slot 1, slot 2, and slot 3.
- Bob plays slot 1. It is a red 1.
- Bob knows that because of the 1's Promise, the cards on his slot 2 and slot 3 must also be a 1.
- When it gets to Bob's turn, Bob plays his slot 2, and it is a red 2 instead of a 1.
- Bob knows that his slot 3 card must be a red card. However, it is not necessarily the red 3, and is equally likely to be either a red 3, a red 4, or a red 5.
The 1's Promise Play Lie Finesse
- It is also possible to Finesse other players by using the 1's Promise.
- For example, in a 3-player game:
- Alice clues Bob about two cards on slot 1 and slot 2.
- Bob plays slot 1. It is a red 1.
- Bob knows that because of the 1's Promise, the card on his slot 2 must also be a 1.
- Cathy sees that Bob was clued about a red 1 and a red 3 as a red clue. Cathy also sees that it was possible to give a "clean" number 1 clue to Bob to only get the red 1.
- Cathy knows that Bob's clue choice was quite strange: because of the 1's Promise, Bob will misplay the red 3 when it gets to his turn. Thus, this must be a Finesse.
- Cathy blind-plays her Finesse Position as red 2.
Advanced Conventions
- In Duck variants, Ejections and Discharges work quite differently. See the Specific Conventions for Variants with No Positive Clues.