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ReactorZero emphasizes simplicity and clarity. It's powerful yet also one of the simplest convention systems.
No knowledge of Reactor 1.0, Referential Sieve, or H-group is required.
We first cover stable and reactive clues in 3-player games then discuss general conventions, 4/5-player games, and variants.
Later we include convention proposals/discussions (and a potential "learning path").
ReactorZero has only two types of clues: stable and reactive.
Every clue given to the next player is stable.
We name the player whose turn it is Alice and the subsequent players Bob, Cathy, Donald, Emily.
ReactorZero uses the following terminology and principle to describe properties of cards.
Properties of cards (click to open)
- Empathy: for simplicity, empathy consists of all combinations of ranks and colors visible on the card by pressing spacebar.
- Playable cards: cards that can play immediately on the stacks.
- Trash cards: cards that cannot become playable in the future.
- Same-hand dupe: a card whose second copy appears in the same hand.
- Different-hand dupe: a card whose second copy appears in someone else hand.
- Full-empathy card: a card whose empathy is reduced to only one card and contain only crosses derived from cards in the discard pile or in the stacks.
- Visible card: a card is visible by a player if it appears in someone's else hand, in the discard pile or in the stacks or if it has full empathy.
- Playable-by-empathy: card's empathy only contains playable cards
- Playable-by-good-touch: card's empathy only contains playable cards and trash cards.
- Playable-by-signal: known to be playable by being conventionally called to play. Such card is play-signaled.
- Discardable-by-signal: known to be discardable by being conventionally called to discard. Such card is discard-signaled.
Locality principle (click to open)
For stable clues, cards visibles by both Alice and Bob are taken into account to determine the status of cards in Bob's hand (playable-by-empathy, playable-by-good-touch, trash, same-hand dupe).
Play reveal: Any stable clue that touches a card and makes it become playable-by-empathy tells Bob that he may play that card. No further meaning. If multiples cards are play-revealed and could be the same card, only the leftmost card is called to play.
Otherwise, the meaning of a stable clue depends on the clue type:
| Clue type |
Meaning |
| Color (touching new cards) |
Play leftmost newly-touched card |
| Rank (touching new cards) |
In order of priority, - Playable rank: If the leftmost newly-touched card is playable-by-good-touch, play it.
- Lock: If the clue touched the rightmost unclued card (the pohc), the recipient is locked.
- Trash reveal: If the clue reveals a trash card or a same-hand dupe, discard it.
- Discard: Discard the first unclued card to the right of the leftmost newly-touched card
|
| Reclue with rank or color (touching no new cards) |
Play leftmost touched card |
A locked player must not discard any non-trash card until they receive a safe action.
An unlocked player without a known or signaled action (play or discard) may discard their leftmost unclued card (their chop) instead of giving a clue.
If a card that was called to play is not immediately playable, the clue has no meaning beyond the information it provided to the hand (stall).
Every clue not given to the next player is reactive. (All of Alice's clues to anyone not Bob are reactive.)
For a reactive clue, the clue recipient is called the receiver; every player whose turn is after the clue-giver up to the recipient is called a (the) reactor.
The clue gets an action from the reactor(s) followed by an action from the receiver. When Bob takes that action, we say that Bob "reacts" to the reactive clue.
The type of action (discard or play) in both hands is determined by the type of clue:
| Clue type |
Meaning |
| color |
odd number of plays from the reactor and the receiver (1 discard + 1 play, or 1 play + 1 discard) |
| rank |
even number of plays from the reactor and the receiver (2 plays, or rarely 2 discards) |
The value of a reactive rank clue is the numerical value of the rank clue. For example, if the clue were a rank 3 clue, the clue value is 3. If the clue were a rank 2 clue, the clue value is 2.
The value of a reactive color clue is red = 1, yellow = 2, green = 3, blue = 4, purple = 5. With additional colors, colors should be assigned missing values. If no colors are missing, start back from 1.
There are also preferred number for other colors: orange = 2.
The actions (play or discard) will come from one of Bob's slots and one of Cathy's slots, respecting the equation
Clue value = Bob's slot + Cathy's slot (modulo 5)
How does Bob determine their action? (click to open)
- Determine the prioritized action in Cathy's hand.
- Find Bob's slot that satisfies the equation.
- Find if Bob should play or discard depending on the type of clue (color/rank).
Example:
- Cathy's slot 1 is immediately playable.
- The clue has value 4 then Bob's slot is 3 since 3+1=4.
(If Cathy's slot is larger than the clue value, add 5 to the clue value).
- It is a rank clue (even number of plays): Bob plays since Cathy must play.
The 5 in "modulo 5" corresponds to the number of cards in each hand.
In order for Bob to know which action he should take, Alice and Bob need to agree on which action Cathy should take. This is achieved by the following targeting priority.
Targeting priority in Cathy's hand:
- Play leftmost playable card
- Play leftmost one-away card as a Bob-Cathy finesse
- Discard leftmost trash or same-hand dupe
- Discard leftmost different-hand dupe
- Discard rightmost slot as a lock signal
The status of cards (playable, one-away, trash) is determined before the clue is given.
Clarifications (click to open)
- Playable card: a playable card is defined to be immediately playable on the stacks
- Finesse: only possible with rank clues as they require two plays.
- Different-hand dupe: a different-hand dupe can only be targeted if an other copy is visible to Alice and all the reactors positioned before the hand containing the dupe.
- Discard rightmost slot as a lock signal: this discard signal is ignored by the reciever and the reciever is locked.
Re-targeting (click to open)
If the clue does not work (makes an unplayable card play or a critical card discard), the target is moved to the next possible target in the priority list. To compute the next possible target, consider what card would be prioritized if the impossible targets are ignored.
Sacrifice re-targeting: If the clue would lock the reciever but makes the reactor play an unplayable card or discard a critical card, target a card to sacrifice using the sacrifice priority describe in the 4-player section described under Inbetween Sacrifice.
This section applies at all player counts.
¶ Plays and discards
A play-signaled card is a card that is called to play by a stable or reactive clue.
Play signals are not generally erased if the play-signaled card might have been duped. If it is deducible (by considering all the possibilities this card could have been when it was signaled) that the play-signaled card has been duped, the player marks that card as trash.
Fixing play signals (click to open)
Play-signaled cards that were actually duped can be fixed by:
- A reactive discard signal to the play-signaled card.
- A stable discard signal to the play-signaled card.
- A stable clue touching the signaled card to reduce the possibilities this card could have been to only trash cards. In that case, the stable meaning of the clue should be ignored. In the unlikely case the reduced possibilites do not contain any playable or trash cards, that person is now effectively locked.
A player may play their playable-by-empathy and playable-by-signal cards in any order. However, if some could have been duped, they should play the one that could not have been duplicated first.
A player with multiple trash/discard-signaled cards typically discards them from left to right. In the endgame, if a player does not discard from left to the right, the clue might be interpreted as a positional discard. In any other situation, a player may choose to discard another trash/discard-signaled card than the leftmost one, for example to keep a omni trash card.
If no cards have discard signals, they can discard their leftmost unclued card ("chop").
Discard notes can be revoked by a lock (stable or reactive). All discard signals in the player's hand are erased.
Discard of non-trash cards without discard signals do not have any special meaning beyond giving a clue back to the team.
A card that is playable-by-good-touch is not expected to play on its own unless absolutely necessary to get maximum score.
Hard information is any information that comes from the empathy of the cards.
Soft information also includes pink promise and the possible identities of a play-signaled card (without taking into account targeting priority inferences).
The meaning of a clue can only be overriden by hard information.
It is not expected that players deduce any information beyond soft information. These extra deductions form contextual information (targeting priority, elimination notes, not given clues, card saved, ...). Players should in general refrain from taking any action (play/discard) from contextual information.
It is Alice's job to save Bob's chop. Alice assumes that Bob might discard their chop (if Bob does not have a safe action) even if there is a critical card on Cathy's chop.
The endgame starts when the pace is strictly less than the number of players.
(At pace 0, everyone must play a card on the last round to achieve the maximum score; at pace x, x players don't have to.)
Positional discards are only possible in endgame and get the last possible player to play the matching slot. A card gotten by positional discard is not considered play-signaled.
A positional discard is not always possible, e.g. if it would look identical to discarding chop. Assume generally that Alice is discarding her leftmost locally known trash over a positional discard.
The players should try their best to avoid lines that do not get the maximum score. Reactive clues that lose on the spot should be reinterpreted to satisfy that condition. Playing a card from context might also be necessary.
Cards are targeted as if there would be more turns to play. If a hand has less than the maximal amount of cards, the slot numbers are counted from left to right starting at slot 1.
-
A reactor bombs or discards a critical card: The next player must ignore the reaction and proceed as if they were locked for that turn. The entire reaction chain is off including the reactor and the reactor should not try to correct their mistake by reacting later.
-
The receiver bombs: Assume generally that it was related, the targeted card is not considered signaled.
-
A player discards with at least one play-signaled card: Use your best judgement, and in doubt, signal that card again.
The receiver can delay their action by giving a clue or by playing a different card. In this case, the targeted card in the receiver's hand is signaled.
A reactor can only delay their action by giving a clue. If that happens,
- the signal to later players in the reaction chain is lost,
- the reactor's card mark their locally signaled card, and is expected to react to the clue later.
When a player delays playing a card, remember/mark all playable possibilities for that card (without taking into account targeting priority inferences). This information should be used later to determine if the card is still playable, became known trash or needs a fix.
This section is only applicable when playing a game with special suits. For more on variants, see the variants page.
- If there are muddy cards (excluding Muddy-Rainbow-Ones), a stable red color clue that touches the rightmost unclued card is a lock.
- If there are brown cards, a stable brown color clue that touches the rightmost unclued card is a lock.
- If there are null cards (excluding Null-Ones, including Brown-Fives), stable no-info clues are also considered locks. A no-info clue is a clue that was given to Bob previously and that does not touch any new cards.
In variants including a pinkish variants (Omni, Pink, Light Pink, Chimneys, Funnels)
- A trash rank is a rank can only be trash from Alice and Bob's shared point of view.
- A trash rank clue is a rank clue touching new cards using a trash rank.
- The priority for rank clues touching new cards becomes: lock > playable/trash rank clue > trash reveal > discard.
- Pink promise for rank reclues (including stalls): the true rank of the leftmost retouched card must be used if available. This is card is called the focus of a rank reclue.
- Pink promise for locks: the true rank of the rightmost unclued card (before the clue is given) must be used if available. This is card is called the focus of a lock.
- Pink promise for playable/trash rank clues: the true rank of the leftmost newly clued card must be used if available. This is card is called the focus of a playable/trash rank clue.
- No pink promise for trash reveals.
- No pink promise for discard clues.
- No pink promise for lies: If it can be deduced from the card's global empathy that the true rank was not used, pink promise do not apply.
Pinkish special fives includes Omni-Fives, Pink-Fives, Light Pink-Fives. All pink conventions applies but with a weaker pink promise. A clue focusing a 5 must be given by a rank 4 clue. Thus a pink promised 4 might be a 5.
No special convention.
By play and discard, we always mean the action that is taken (not the end result).
To play is to drag to the stacks. To discard is to drag to the trash bin.
- A stable color clue to an orange card means to play it (it will end up in the trash). As an exception in endgame or in Dark Orange, this means to discard it (it will end up on the stacks).
- For a card to be playable-by-empathy or known trash, the player must know whether it is orange or not.
- Playable rank applies to card playable-by-good-touch even if the drag direction is unknown. To decide on which direction to drag, assume that the leftmost newly touched card is an non-orange card unless it can only be an orange card or a trash card.
- The type (color/rank) of a reactive clues specify the number of plays. (rank = even number of plays and color = odd number of plays).
- A duplicated play-signaled card is assumed to be not orange and should be discarded. In case the card is actually orange, this inferred discard-signal can be revoked by a lock.
- In Sudoku or Up or Down, the "highest" tie-breaker for sacrifices is not applied. Furthest-away is computed relative to all possible starting cards and taking the one that makes that card the least further-away before the clue was given.
- In Reversed, the tie-breaker "highest" for sacrifice is computed relative to the stack starting card.
- In Synesthesia, a reactive (color) clue is always even number of discards (i.e. generally maximum number of plays). Finesse are disabled.
- For Cow and Pig and Duck, the position of the leftmost clued slot (newly touched or re-touched) by a reactive clue is used to determine the value of that reactive clue.
- For Duck, a reactive clue always behaves like a rank reactive clue (color and rank are both even number of plays). A stable clue behaves like a rank or a color clue (to be chosen before starting the game). As an exception, if the clue touches the rightmost unclued card, it is a lock.
4p and larger games can be significantly harder than 3p games.
As in a 3-player game, Alice's clues to Bob are stable.
Alice's clues to Cathy are reactive like in a 3-player game. Since each hand contains 4 cards in a 4-player game, the equation involving the clue total is changed to
Clue value = Bob's slot + Cathy's slot (modulo 4)
All clues to Donald are double reactive. They get an action from Bob (the first reactor) followed by an action from Cathy (the second reactor) followed by action from Donald (the receiver).
| Clue type |
Meaning |
| color |
odd number of plays (3 plays or rarely 1 play) |
| rank |
even number of plays (2 plays or very rarely 0 plays) |
The equation is
Clue value = Bob's slot + Cathy's slot + Donald's slot (modulo 4)
Targeting priority in Donald's hand (click to open)
- Play leftmost playable
- Play leftmost one-away card
- Play leftmost two-away card
- Discard leftmost trash or same-hand dupe
- Discard leftmost different-hand dupe
- Discard rightmost slot as a lock signal
The target in Donald's hand is fixed before determining targets in other hands.
For targeting purposes, the status of cards in Donald's hand (playable,one-away,etc) is determined before any reaction occur (see discard re-targeting). For example, as Cathy, a one-away card in Donald's hand remains a one-away card even if Bob's reaction makes it playable.
If Donald's target is an X-away card, Donald's target forces connecting targets in other hands to make Donald's finesse work. The connecting target(s) is(are) assumed to be the leftmost copy on the latest player(s).
The clue is then reduced to a reactive clue between hands with unassigned targets.
Inbetween sacrifice (click to open)
If an inbetween player (Cathy in a 4-player game, Cathy and Donald in a 5-player game) would require to be locked (no card can play and no trash/dupe can discard), target a card to sacrifice instead. Choose the furthest-away from playable. If multiple cards are furthest-away and equally far away, choose the card with the highest rank. If some of these have the same rank, choose the leftmost card. Moreover, do not sacrifice critical cards!
To compute the furthest-away from playable, look only at the distance between each potential target and their corresponding stack.
Discard re-targeting (click to open)
Re-targeting refers to changing the card you target.
A play target is a card that would be signaled to play. This includes X-away cards. A discard target is a card that would be signaled to discard.
A card in a hand H that has just been targeted by the current clue prevents targets of the same suit from being play targets in hands occuring before H. Skipping over these blocked targets does not count as re-targeting.
Do not re-target a play target for another play target to the right in any hand except Cathy's hand. If the clue does not work (makes an unplayable card play or a critical card discard) or if there are not enough plays remaining to make the target play as a finesse, try re-targeting on Cathy. If no re-targeting on Cathy make the reciever play their targeted card, change the reciever's target directly to the discard target with highest priority.
When re-targeting, preserve in priority the targets of the player that are the furthest-away from you.
Mid-way re-targeting (click to open)
In some cases, it is possible the target on Donald (or Emily in 5-player games) changes after Bob has played his cards. This happens for example if Bob thought he was playing the connecting card of a Bob-Donald finesse or if he played the same card that was targeted on Donald. In that case, Cathy must give the discard signal of highest priority to Donald (or Emily in 5-player games) as defined in the discard re-targeting convention. It is Alice's job to make sure that the clue works after mid-way re-targeting.
Trashy cards (click to open)
If a card has been signaled on a later player by the same clue, its copies in the hands occuring before it are considered trash for the purpose of that clue.
We call this type of a card a trashy card.
Trashy cards have the same priority as trash cards. Target the leftmost if a hand has both a trash card and a trashy card.
6-player games follow the same guidelines in principle.
Clues to Bob, Cathy and Donald have the same meaning as in a 4-player game.
Inbetween sacrifice, discard re-targeting, mid-way re-targeting and trashy cards from 4-player games also apply in larger games.
All clues to Emily are triple reactive. They get an action from Bob (the first reactor) followed by an action from Cathy (the second reactor) followed by action from Donald (the third reactor), followed by an action by Emily (the receiver).
| Clue type |
Meaning |
| color |
odd number of plays (3 plays or very rarely 1 play) |
| rank |
even number of plays (4 plays or rarely 2 plays or almost never 0 plays) |
Clue value = Bob's slot + Cathy's slot + Donald's slot + Emily's slot (modulo 4)
Targeting priority in Emily's hand (click to open)
- Play leftmost playable
- Play leftmost one-away card
- Play leftmost two-away card
- Play leftmost three-away card
- Discard leftmost trash or same-hand dupe
- Discard leftmost different-hand dupe
- Discard rightmost slot as a lock signal
The target in Emily's hand is fixed before determining targets in other hands.
For targeting purposes, the status of cards in Emily's hand (playable,one-away,etc) is determined before any reaction occur (see discard re-targeting). For example, as Cathy, a one-away card in Emily's hand remains a one-away card even if Bob's reaction makes it playable.
If Emily's target is an X-away card, Emily's target forces connecting targets in other hands to make Emily's finesse work. The connecting target(s) is(are) assumed to be the leftmost copy on the latest player(s).
The clue is then reduced to a reactive clue between hands with unassigned targets.
¶ Proposals and discussions
This space is reserved for optional conventions and proposals so they can be referred to before the game.
- (bluffs): Bob does not re-target if the empathy of the signaled card (as visible by Alice and Bob) contains the connecting card (i.e. known bluff over re-targeting). If Bob decides to delay, he assumes that he is not being bluffed. Other players might have to fix the identity of the delayed card. The reciever with an unplayable play-signaled should proceed as if they were locked for that turn.
- (pink playable rank lie): Bob gives a playable rank to make a pink card of a different rank play.
- (shouts): Alice discards with a playable when at 0 clues. Signal that Bob's chop is important but Bob does not chop move. If Alice had one clue or more this is considered a known mistake.
- (endgame rank reactive on Bob): A rank clue to Bob may be treated as reactive if Cathy has a play and the rank is not available in Cathy’s hand.
- (endgame rank positional): A rank clue to Bob may be a signal for Bob to play the corresponding slot if Cathy has no playable or already has a known play.
- (reactive positional play/discard)
- (early game) : No player can discard chop until the clue count reaches 5 clues. As soon as the clue counts shows 5 clues the early game is off (even if it goes back up).
- (lock start): All players starts the game in a locked state.
- (color=xy): The color totals may be changed pre-game. E.g. in a variant with two possible color clues, agreeing color=34 would mean the leftmost color has value 3 and the 2nd-leftmost, 4. Extra colors/ranks (such as rank 5 in a 4-player game) may be assigned a different meaning.
- (switch): For reactive clues the roles of rank and color are switched.
- (max rank): rank = even number of discards, color = odd number of discards.
- (max color): color = even number of discards, rank = odd number of discards.
- (no finesses): Disallow finesses.
- (max): allow re-targeting on any players to get the maximum amount of plays (if the default meaning of the clue does not get max plays). If multiple interpretation are possible re-target on the players closest to you in priority. To determine if a re-targeting would work on later players, assume no assymetric information except on the identity of the card that you are playing.
- (inbetween): playable cards on inbetween players have priority over a finesse involving you.
- (connecting): if the play target in the reciever's hand (without re-targeting) became playable (or has its distance to playability reduced), target that card over a play in your own hand.
- (gentleman/sarcastic discard): discarding a known playable card promises rightmost possible slot.
- (good touch for 1s): 1s plays on their own by good-touch from left to right. Fix 1s by giving a stable color clue just before it bombs (the clue is just a fix).
- (stable positional discards): In a variant with lots of "pink" cards such as pink-ones, a rank clues that is not a lock tells the slot corresponding to the rank of the clue to discard. Playable rank clues and rank reclues are off.
- (reciever play): Useful for Duck. Reciever always play on reactive clues and the reactor(s) determine if it could have been a rank clue then they act if it was a rank clue.
- (slot for color/rank): the value of a reactive clue is the slot number of the leftmost touched (newly or not) card.
- (ptd): Alice is not allowed to discard if Bob does not have a safe action and Bob's chop is playable or critical. Alice determines if Bob has a safe action and if Bob's chop is playable at the moment Zelda (the player before Alice) took her action. This means that if Zelda plays the same card as Bob's chop, Alice does not have PTD unless Alice can determine that Zelda knew about her card. In particular discarding at 7 clues in when Alice does not have ptd is not allowed.
- (gentleman/sarcastic discard): Discards of known cards without discard signals follow the same conventions as in Referential Sieve.
- (zscp): zero clue state promise from referential sieve.
- (referential play clues): stable color clues (touching new cards) mean play the first unclued card left of the leftmost newly-touched card, pretending the clue didn't touch slot 1; if it touched slot 1 only, play the rightmost unclued card.
- (slot 1 finesse priority): Prioritize slot 1 on the reactor's hand over leftmost on the reciever's hand.
- Direct play clues.
- No explicit stall clues.
- Every play-signaled card must be immediately playable after reaction occured.
- No distinction between obviously playable and playable.
- Leftmost target in Cathy's hand for finesses.
- No distinction between clued trash, unclued trash and known trash.
- No distinction between clued playable and unclued playable.
- Always allowed to target a card even if it is a globally known play in someone else's hand.
- No skipping loaded players and thus no reverse reactive clues.
- No special state for being locked beyond not being able to discard.
- No good-touch principle.
- No sarcastic/gentleman discard.
- No "permission to discard" convention.
- Not playable notes, not trash notes and elim notes only used if necessary to get maximum score.
Optional Learning Path (click to open)
Level 0: Play a 2-player game with the variant 4 Suits. Only stable clues are required.
Level 1: Play a 3-player game of No Variant with the simplified targeting priority in Cathy's hand: <uplay leftmost playable play leftmost one-away discard leftmost trash or same-hand dupe</u.
Level 2: Play a 3-player game of No Variant with the standard targeting priority in Cathy's hand.
Level 3: Play a 3-player game of Omni (5 Suits). Familiarize yourself with pink promise for play clues and locks and the fact that lock has precedence over playable rank in pinkish variants.
Level 4: Play a 4-player game. Learn the targeting priority in Donald's hand, how to compute finesses dependencies in Bob's hand and Cathy's hand. (If Donald has a one-away card, it is almost impossible to make Donald discard. Learn the discard re-targeting convention.) Different-hand dupes are much more common in 4-player games.
Level 5: Play a 5-player game. Learn the targeting priority in Emily's hand and continue finding dependent targets for finesses and following the discard re-targeting convention for targets in Donald's and Emily's hand.
- 2026/03/21: After an "unconventional" bluff, the reciever with an unplayable play-signaled should proceed as if they were locked for that turn.
- 2026/03/21: Define cases where midway re-targeting happens and what the middle player(s) should do.
- 2026/03/21: The meaning of all stable clues are now to be interpreted from the shared point of view of Alice and Bob.
- 2026/03/21: Allow again negative trash reveal with rank touching new cards.
- 2026/03/15: Swap priority order of locks and trash reveals to make possible to revoke discards by locking even if the clue reveals trash.
- 2026/03/15: All cards signaled in a later player's hand by the same clue including away cards, are now considered trash for the purpose of the clue.
- 2026/03/09: Trash reveals now only applies on trash cards that are newly revealed. Trash reveals must now touch the card they are revealing.
- 2026/03/08: Reactive locks, non-revokable discards except by a lock and no skipping of obviously playable.
- 2026/03/07: Prioritizing playing cards that could not have been duped.
- 2026/03/02: Reciever bombs revokes the signal given by the latest clue.
- 2026/03/02: Definition of the focus of a clue for pinkish variants. Simplified/stricter pink promise for pinkish fives. A clue focusing a 5 must be given by a rank 4 clue.
- 2026/02/18: Reciever bombing or any player discarding does not revoke play-signals in their hand anymore.
- 2026/02/07: Changes to the orange conventions. Discard-signaled or playable-by-empathy orange cards (known to be onlsignalsy orange by empathy) are obviously playable and cannot be revoked. Duplicated play-signaled cards are assumed to be not orange. Play-signaled orange cards (known to be only orange by empathy) get revoked.
- 2026/02/05: Pink promise reclue known lies are now play clues.
- 2026/01/25: Pink promise now also applies to playable rank clues when the focused card is a trash rank (called to play for play clues or locked card). Discard clues may not be given with a trash rank anymore.
- 2026/01/25: For simplicity, Orange cards are never considered obviously playable, including the ones that are playable-by-empathy.
- 2026/01/25: Drawing a new card revokes discard signals in that hand.
- 2026/01/11: An action by the reciever explainable only by a wrong interpretation of the reactive clue erases the reactive signal from that clue.
- 2026/01/11: Discarding with a play-signaled card remove play-sletignals on that player for targeting purposes. They are still expected to play on their own if the discard was not an obvious mistake.
- 2025/12/08: Unconventional moves disclaimer: bluffs, shouts, endgame rank positional.
- 2025/11/29: Allow re-targeting over X-away targets blocked by a targeted card of the same suit on a later player within the same clue.
- 2025/11/26: New stable clue flowchart that is native and does not require login
- 2025/11/15: Change to Synesthesia convention allowing stable color clues.
- 2025/11/13: Discarding a critical card has now the same effect as a bomb for recovery purposes.
- 2025/11/09: Pink play lies are stalls (if deducible from "global" empathy).
- 2025/10/31: Pink promise conventions do not apply anymore to pinkish special-ones and special-fives. Playable rank for pinkish special-fives.
- 2025/10/29: Responsibility for remembering possibilities for a play-signaled card that was delayed.
- 2025/10/29: Add convention for bombing receiver.
- 2025/10/22: Renamed playability categories
- 2025/10/21: Change how playable rank clues work with an inverted suit.
- 2025/10/21: Change how playable rank clues work with special pinkish suits.
- 2025/10/20: Add special conventions for Inverted and Synesthesia.
- 2025/10/07: When fixing a play-signaled card with a stable clue, the meaning of the stable clue is now ignored.
- 2025/10/01: Added suggested learning path.
- 2025/09/26: Remove Maximum Play exception to Re-targeting.
- 2025/09/26: Revert to simple targeting priority in the receiver's hand. Cathy's play does not have priority over B-D finesse anymore.
- 2025/09/25: Simplify playable dupe exception: playable dupe considered playable unless it has just been played signaled in a later player's hand as part of the reactive clue.
- 2025/09/21: Change to targeting priority: playable-by-signal cards are now prioritized over X-away cards in all hands. Remove Inbetween priority.
- 2025/09/17: Add Maximum Play exception to Re-targeting.
- 2025/09/12: Define dupe and introduce different-hand dupe priority for 3-player games, to be consistent with games with more players.
- 2025/09/10: Add No Context and Best Effort sections for clarification, as well as more optional conventions
- 2025/09/07: Remove Connecting Principle and add No Finesse Re-targeting
- 2025/08/30: Update Connecting Principle
- 2025/08/25: Update Delay Convention, Inbetween Priority and Connecting Principle
- 2025/08/24: Define which cards are play-signaled.
- 2025/08/24: Play reveals that are not global do not override the meaning of a stable clue anymore. For example, a playable rank clue locally revealing a card still gets the leftmost card.
- 2025/08/23: Simplfied definition of global knownledge.
- 2025/08/22: Conventions for 5-player
- 2025/08/22: Add Cathy's playable priority levels in 4-player priority table.
- 2025/08/21: Make "play reveal" have top priority.
- 2025/08/20: Locks now have priority over playable rank (in pinkish variants)
- 2025/08/17: Use highest before leftmost as a tie-breaker for sacrifice.
- 2025/08/17: Conventions for 4-player (target playable-by-signal before finesses in Cathy's hand, different hand dupe, cathy connecting principle)
- 2025/08/14: Playable rank reformulated as good-touched rank.
- 2025/07/19: Remove different hand dupe for 4-player or more.
- 2025/07/17: Added playable rank clues.
- 2025/07/05: Different hand dupe priority for 4-player or more.
- 2025/07/05: Emily’s priority for 5-player games
- 2025/07/05: Simplified finesses in 4-player games
- 2025/07/04: Add pink promise for play clues
- 2025/07/04: Change back order of discard from left to right
- 2025/07/04: Remove queued plays (playable card must be immediately playable and can be played in any order)
- 2025/07/04: Use playable reveals as stable clues.
- 2025/07/04: Change stable discard to ref sieve style.
- 2025/07/04: Move leftmost playable-by-signal above leftmost trash in the priority list.
- 2025/07/04: Change order of discards to right to left.
- 2025/07/04: Add pink promise on locks.
- 2025/07/04: Add endgame positional discards.
- 2025/07/04: Change stable clues to direct stable clues.
- 2025/07/04: Add stable clues from referential sieve.
- 2025/07/03: Bob's delaying revokes signal to later players in the reaction.
- 2025/07/02: Document cleanup
- 2025/07/02: Remove finesses from trash-reactive targeting priority.
- 2025/07/01: Added the no good touch principle.
- 2025/07/01: Remove slot 1 exception for finesses and rules for finessable dupes.
- 2025/07/01: Initial document.