spressiHint *y2* now to indicate it is already playable.
Also it is likely that my 1s (partly) match the color of the 1s of my teammate. So I decided to wait until they played all 1s first.1playerframe_83947147000
spressiHint *2* instead of *white* to reinforce both 2s are playable.
Why is this more important than giving a first color mark on *m5*? Until this 5 can be played, presumably sufficient color hints will have been issued anyway. So no need to rush.1playername_83947147000
spressi[tip] If this was meant to mark *m1*, *green* or *blue* would have been hinted.
=> the marked 1 is *red* and the other 1 is *green* or *blue* (not multi)1playertablecard_84730882_item_60000
spressi[tip] left 3 must be *blue* (or playable with another card blocking color hint)1playertablecard_84730882_item_56000
spressiThis must be not playable yet, so green or multi (or playable but color hint obstructed by another card)1playertablecard_84730882_item_45000
spressi!!! Sudden danger of [blue]double discarding[/blue] *y4*!
This is why it is a good idea to give a hint when your teammate's discard move just made some card unique. This is not always feasible, however, because it might cause too much inefficiency in how hints are utilized.1playerframe_83947147000
spressiright 4 = multi or green
(yellow is on teammate's hand).
left 4 = collateral but might be also unique
(green or multi resp.)1playertablecard_84730882_item_39000
spressi[tip] Why would my teammate let me discard playable *y3*? It could have been hinted by color before and there were plenty of hints to immediately hint it when drawn. This must mean, presumably blue 3 is *yellow*!1discard_table_yellow_item_28000
spressiPlay *y3* first to free 2 cards soon: *y4* and *y5*.1playertablecard_84730882_item_56000
spressiHint playable *w3* and make clear which 5 is multi.
[tip] As you can see, *m5* is now fully specified long before it was playable and even before the first 5 has been played.1playerframe_83947147000
spressi[tip] Why [red]not[/red] hint *r5* now?
*y5* play is next.
If *r3* or *m1* will be drawn (5 cards): free save by red hint
If a *5* is drawn (3 cards): double save 5.
If *b3* or *g3*: You want to save 3 instead of 5 to lose fewer points.
If any other card will be drawn, we can still save both *r5* and *b4* after next discard.1playerframe_83947147000
spressi!!! Big problem! We drew one of the two worst cards. Good thing we waited :)
*3* hint now would be considered a play hint since there seem to be 3 cards left to chop before that 3 needs saving. Your teammate cannot assume that you cannot hint 4 yet and don't want to hint 5 due to lack of hints.
So just wait and hope for double hints to do minimum damage.1playerframe_83947147000
spressiLeft 2 must be important because otherwise your teammate would have waited with 2 hint and let you discard left 2 (right was protected by white).
If it was a play clue, it could have been done by color as soon as it was drawn
=> must be *m2* and other 2 must be true *white* (i.e. not multi)
=> discard first because we need save hints!1playertablecard_84730882_item_27000
spressi*g4*!
(or super greedy save ;) )1playertablecard_84730882_item_25000
spressiConfirmation that remaining 2 must be multi.
Otherwise a *green* or *blue* hint would have been made to mark both 2s.1discard_table_multicolor_item_32000
spressi!!! 3 unique cards on chop! Only 1 can be marked at a time...
What would you do now? Think hard first and then be surprised by the solution :)1playerframe_83947147000
spressiThis is called a [blue]bomb[/blue].
The teammate must think most left card is playable *r3* because there seems to be plenty of time to mark 3s for a save. This gives you a free save on g3 and another round to save another card for the cost of 1 error.
This is a last resort method but can be very useful.1playername_83947147000
spressi[green]Salvation[/green]!
A red hint will mark left most card as playable and also save *r5* for free (and mark 4 as red, too!).
Edit: It would have been more prudent to give blue hint to save b4 over r5 first. In case b3 will be drawn next, there is only 1 hint left to save a card, so rather dump r5 over b4.1playerframe_83947147000
spressiEverything save and comfortable :)1playerframe_83947147000
spressi[tip] My mistake here. The 2 could have been played one round earlier!
Since it should be multi, your teammate got to choose a color. This means, left card is very likely to be important (or multi... which could only be 1 or 3 so a 2 hint would be made). It could be *g2*, so you might want to play it to enable *g3* immediately.
!!! But I missed it could also be *g5* so I shouldn't have played it!1playertablecard_84730882_item_27_color000
spressiYour teammate is afraid of their 3 to be *b3*.
Reassure them with *3* because *g2* is already played.
[tip] It would have been better to clue *blue* to tell that 3 is *not blue* and also mark the 4.
[tip] Why not wait? There is little chance for a double color hint (*g5* only) since *multi* is fully specified by now and a double number clue (in case of *r3* or *b3*) hint might be misinterpreted.1playerframe_83947147000
spressiHaving played *m3* instead of *g4* might tell your teammate that they don't have *g5* on their hand.
[tip] If they draw *g5* after their next discard, you can play *g4* instead of *m4* to tell them that they just drew *g5*. Why else would you not enable a fully specified *m5* even though you already preferred *m3* over *g4* the turn before? ;)1playerframe_83947147000
spressiIf this card was not *b3*, *b2* would have been clued with a 2 clue (all other 2s can be savely discarded so this would have been the non-ambiguous option).
I was not 100% sure so I played *g4* first, which was a bad idea because I needed to enable my teammate to play *b4*.1playertablecard_84730882_item_16_color000
spressi*r3* must be played now for [green]30[/green] points because teammate has [red]3[/red] playable cards left and only [red]4[/red] more can be drawn.
[tip] Discard the card on the position of the playable card of your teammate.
This is called a [blue]positional discard[/blue].1playerframe_83947147000
spressi[tip] During the end phase of the game, try to achieve that every player has an equal number of cards that are still to play.
In this case I shouldn't play my 5 yet because my teammate still has two imortant cards left.
This makes us finish one turn earlier which might sometimes grant you extra points before the game ends!1playerframe_83947147000
spressiHope you liked this tutorial!
It was a very challenging game and not everything was played optimally but we did a very good job and deserved the 30 points :)
Bye!1archivecontrol_editmode_centercomment000
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