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Reversed

These conventions apply to any variant with a reversed suit (cards must be played as 5 --> 4 --> 3 --> 2 --> 1).

The 1 Save

  • Similar to the 5 Save, you can also do a 1 Save in order to save the reversed 1. (There is only one copy of a reversed 1.)
  • Any number 1 clue to a chop card is first and foremost respected as a 1 Save (as opposed to a Play Clue on a playable 1).
  • If a 1 Save touches more than one 1, the non-chop 1s can be played as per normal.

The Fix Clue That Re-Touches 1's

  • Normally, when 1's are re-clued with number 1 before they are all played, it means to skip over the next one because it is trash.
  • In a variant with a reversed suit, it means instead that the card is the reversed 1.
  • For example:
    • Alice clues Bob number 1 and it touches three 1's.
    • Bob plays the oldest 1. There are now two 1's left in his hand.
    • Before Bob can play the next 1, Alice clues Bob number 1 again, and all the clue does is re-touch the remaining 1's.
    • Now it is Bob's turn. Since he was going to play the 1 already without Alice doing anything, the clue must have some other meaning.
    • Thus, it must be a Fix Clue. Just like in a no variant game, Bob skips over the 1 that he was about to play and plays the other one. It successfully plays.
    • In a no variant game, Bob would know that the 1 that he skipped over would be trash and he could safely discard it on his next turn. However, since this is a reversed variant, Bob instead assumes that the skipped over 1 is exactly the reversed 1. He saves the card for later.

No Play Clues with a Number 5 Clue

  • In a no variant game, all number 5 clues in the Low Score Phase are never to be interpreted as a Play Clue. If players want to get some 5 to play, they must clue it with color.
  • This convention also applies to variants with a reversed suit. If players want to get a reversed 5 to play, they must clue it with color.
  • This means that 5 Stalls, 5's Chop Moves, and 5 Pulls will still "work" like they normally do, even in a variant with a reversed suit.
  • The exception to this rule is when playing a variant with a white reversed suit:
    • In this case, as long as the reversed white 5 is not yet played, all 5 Stalls, 5's Chop Moves, and 5 Pulls are "turned off".
    • Instead, any number 5 clue will just look like a simple Play Clue on a reversed white 5.
    • Once the reversed white 5 is played, these three conventions are turned back on.

No 2 Saves on a Reversed 2

  • It is illegal to perform a 2 Save on a reversed 2.
  • Any number 2 clue that looks like a 2 Save on a reversed 2 is instead to be treated as a Finesse. (This is because it would be the same thing as cluing the 4 of a normal suit with a number 4 clue.)

No 4 Saves

  • In a reversed suit, a 4 is equivalent to a 2. Thus, it would seem natural to save them in a manner similar to 2s.
  • However, in order to simplify things, we agree that a 4 Save would be illegal.
  • Players should try to Chop Move a reversed 4 if they can. If not, simply let it get discarded, and the team can just use the other copy.

No Order Chop Moves

  • At the beginning of the game, when you get a clue that touches multiple 1's, you are supposed to play them from right-to-left (in exactly in the same way that you would in a no variant game).
  • Players are not allowed to Order Chop Move, because they could be misplaying a reversed card.
    • The exception is when the reversed 1 is visible.

The 2 Double Bluff

  • Similar to the 4 Double Bluff, you can also use a reversed 2 to initiate a 2 Double Bluff in exactly the same way.

The 1 Double Bluff

  • Similar to the 5 Double Bluff, you can also use a reversed 1 to initiate a 1 Double Bluff in exactly the same way.

1 Color Ejection (1CE)

  • Similar to 5 Color Ejection, it is also possible to perform a 1 Color Ejection on a reversed suit.
  • 1 Color Ejection works in the exact same way that 5 Color Ejection does (e.g. players use the "two-or-more blind-plays" rule).

2 Charm

  • Similar to 4 Charm, it is also possible to perform a 2 Charm in an Up or Down variant.
  • 2 Charms works in the exact same way that 4 Charms do (e.g. players use the "three-or-more blind-plays" rule).

1's Chop Move

  • Normally, when someone gives a number 1 clue, and all the 1's are played on the stacks, it communicates a Trash Chop Move.
  • In a variant with a reversed suit, we agree that players can also perform this move by using a reversed 1, as a 1's Chop Move (which is similar to a 5's Chop Move).
  • In this situation, the player who receives the clue should Chop Move their cards to the right of the 1 and also keep the 1 as a (potential) reversed 1.
    • If they happen to see the real copy of the reversed 1 at a later point in the game, then they can discard the 1 as known-trash.
  • If there are two or more cards are touched from 1's Chop Move, the reversed 1 is promised on the right-most.

The Turnabout Ejection (for 1s)

  • Turnabout Ejections can be performed on a reversed 1 in the same way that they can on a pink 5.
  • In other words:
    • if a reversed 1 is the focus of a number 1 clue that is a Play Clue,
    • and the next player would need to blind-play two or more cards to fulfill a Finesse,
    • then they would instead interpret the clue as a Turnabout Ejection (similar to 1CE).