Special-Fives
These conventions apply to the "Special-Fives" variants (e.g. "Pink-Fives", "Muddy-Rainbow-Fives", etc.).
Rainbow-Fives
Color Promise
- When giving a color clue to a rainbow-five, you are expected to use the color that matches the card.
- This includes 5 Color Ejections, even if the ejection "gets" extra cards. (In other words, we value Color Promise more than efficiency.)
- There are some exceptions, which are listed below.
The Color Play Clue Lie
- First, see the section on the Pink Play Clue Lie (for pink variants).
- Similar to how the Pink Play Clue Lie violates Pink Promise, you can do a Color Play Clue Lie to violate Color Promise in the same way.
- In other words, you can break Color Promise if and only if:
- using a "wrong" color would get extra cards (e.g. a 2-for-1 instead of a 1-for-1)
- the card would play immediately or very soon
- no-one else would be confused
The Color Promise Finesse
- First, see the section on the Color Play Clue Lie.
- Usually, when Color Promise is violated, it is a Color Play Clue Lie. But what if Color Promise is violated and the clue is only a 1-for-1? The clue giver must be trying to communicate something extra.
- In this situation, the next player should blind-play their Finesse Position card as a Color Promise Finesse.
- Note that the Color Promise Finesse can only be performed if the card that is blind-played connects to the clue that was given. Otherwise, Cathy will think that a Bluff happened and will not play the clued card.
Mud Clues
- Mud Clues (from muddy rainbow variants) also apply to rainbow-fives.
Pink-Fives
Special 5 Saves for Pink-Fives
- Since 5's cannot be saved with a number 5 clue, they must be saved with a number 2 clue as a pseudo-2 Save.
- The Always Loaded Principle applies to pseudo-2 Saves.
The Pink Play Clue Lie (on 5's) (Illegal)
- First, see the section on the Pink Play Clue Lie.
- Even though it is not possible to clue number 5 in some special-fives variants, Pink Promise still applies to the rank clues given. In other words, players are not expected to account for the possibility of a playable 5 when they receive a non-5 rank clue.
- The only exception to Pink Promise is for pseudo-2 Saves.
- Subsequently, if a player lies about the identity of a 5 with a Pink Play Clue Lie, it risks losing the game, since the receiving player might perform a Gentleman's Discard (or be otherwise confused about the identity of the card in such a way that causes a cascading failure).
- For this reason, these kind of clues are only typically given as a last resort. (Color clues should be given instead in order to get a 5 to play.)
- In addition to Pink Promise applying to rank clues on playable cards, it also applies to rank clues used on trash cards. In other words, a number 1 clue that indicates either a Trash Chop Move or a play clue on a 5 would indicate the former.
The Turnabout Ejection
- First, see the section on the Turnabout Ejection, which is a pink convention.
- Turnabout Ejections can be performed on pink-fives.
No 5 Tech
- Since you cannot clue number 5 in these variants, the following conventions are "turned off":
- 5 Stall
- 5's Chop Move
- 5 Pull
- 5 Number Ejection
- 5 Number Discharge
Brown-Fives
Special 5 Saves for Brown-Fives
- Since 5's cannot be saved with a number 5 clue, they must be saved with their own color.
- Color clues to chop should be treated first and foremost as 5-saves.
- The Always Loaded Principle applies to color clues given to chop.
Omni-Fives
- All of the conventions from pink-fives also apply to omni-fives.
Mud Clues
- Mud Clues (from muddy rainbow variants) also apply to omni-fives.
Null-Fives
Null 4 Tech
- In this variant, it is not possible to clue the number 5 to take advantage of the Null conventions.
- The usual Null conventions apply, but with all number 5 clue conventions replaced with number 4 clues.
- The Loaded 5 Tech Clue instead means that when Bob is loaded and a previously unclued 4 is clued with a number 4 clue, the default conventional interpretation applies.
Muddy-Rainbow-Fives
Special 5 Saves for Muddy-Rainbow-Fives
- Since 5's cannot be saved with a number 5 clue, a red clue must be used to save them as a Muddy Rainbow Save.
- Similar to Muddy Rainbow Saves, the Always Loaded Principle applies.
- Similar to Muddy Rainbow Saves, in the special case of a variant where a one-of-each card color is available (like black), the one-of-each card color should be used instead of red.
Mud Clues
- Mud Clues (from muddy rainbow variants) also apply to muddy-rainbow-fives.
Light-Pink Fives
- All of the conventions from pink-fives also apply to light-pink-fives.
Rank Play Clues on 5s
- Pink Promise does not apply to rank clues that could represent a playable light-pink-five. (This is different from how Pink Promise works in a pink-fives variant.)
- Thus, when players receive a rank Play Clue, they have to account for the card being both the true rank and any playable light-pink-fives.
- The consequence of this is that when a 4 is down, Self Finesses will no longer work (since playing a light-pink-five would be 0 blind plays and that would be preferred due to Occam's Razor).
- For example, in a 3 player game:
- Red 1 and blue 4 are played on the stacks.
- Alice clues number 3 to Bob, touching a single card on slot 1.
- Bob knows that this must be a Play Clue. Normally, Bob would treat this as a Self-Finesse on the red 2 into the red 3. However, since blue 4 is down, Bob knows this must be a simple Play Clue on the blue 5.
Deceptive-Fives
Deceptive 5 Saves
- Any color clue to a chop card is first and foremost to be treated as a Save Clue on a 5.
Deceptive Loaded Play Clues
- Loaded Play Clues are turned on but only apply to the color clues focusing on Chop.
Rank Save Promise
- The rank of a Chop-Focus number clue must match the number of the card. In other words, players are not allowed to use a rank clue to touch a 5 if it is on chop.
Deceptive-Five Number Ejection
- If a player breaks the Rank Save Promise, they must be intending to send an additional message.
- In this situation, the intent is to have the next player Eject. When this happens, the clue receiver should mark their card as a 5.
- For example, in a 3-player game:
- It is the first turn of the game and nothing is played on the stacks.
- Alice gives a number 3 clue, touching a green 5 in Cathy's hand.
- If Bob blind-plays his Finesse Position, then Cathy would mark her card as a 3, which would be bad.
- Instead, Bob blind-plays his Second Finesse Position as a Deceptive-Five Number Ejection. It is a yellow 1 and it successfully plays.
- Cathy knows that an Ejection happened. The only Ejection that matches this sequence of events is a Deceptive-Five Number Ejection, so she marks her 3 as a 5.
The Ambiguous Deceptive-Five Tempo Clue
- The Ambiguous Tempo Clue convention applies, and we agree that:
- a color Tempo Clue should focus the rightmost card.
- an odd or even Tempo Clue should focus the left most card.