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Specific Conventions for Duck

These conventions apply to the "Duck" variants.


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 Save Clue is given to two cards, and then the cards are re-touched, it is a Double Tempo Clue and both the cards should play from left to right, even if one of the cards was on chop.
  • In Duck, the older card should play first in exactly the same way as the Brown Inversion convention described above.

Chop Saves

  • All clues to chop are treated as Save Clues.

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 Duck Bluff (on a 5)

  • Normally, you cannot perform a Bluff in Duck variants, because there is no way for the clue to not match the card that is blind-playing.
  • However, the one exception to this is if a 5 blind-plays. Then, the clue receiver can know that it is a Bluff (because there is no card that matches at 5).
  • In this situation, the clue receiver would mark their touched card as either a one-away card (as a normal Bluff) or a 3 (as a 3 Bluff).

The Duck Double Bluff

  • 3 Bluffs are "turned off" in this variant, for obvious reasons.
  • This means that players can use the Double Bluff convention much more often by giving Play Clues to two-away from playable 3's. After seeing two unrelated blind-plays occur, the receiver of the clue will know that their card is two-away from playable. (This takes precedence over more complicated things, like Layered Finesses.)
    • Note that it is also possible to Double Bluff by cluing two-away 4's and two-away 5's, but that can be done in any variant.
  • Double Half-Bluffs are explicitly outlawed. In other words, the first blind-play from a Double Bluff must be completely unrelated to the card that was clued.

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 left-most 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 Bluff

  • 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 Bluff 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 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. Cathy knows that because of the 1's Promise, Bob will misplay the red 3 when it gets to his turn.
    • Cathy blind-plays her Finesse Position as red 2.

5 Ejection

  • 5 Color Ejection is turned on in Duck variants, as you would expect.
  • Additionally, players can also perform 5 Number Ejection and it will generally work in the exact same way.
  • Thus, players should keep in mind that clues that cause Ejection might have been either a color clue or a number clue.

4 Charm

  • Charm is defined as a move that makes a player play their Fourth Finesse Position.
  • Similar to 5 Ejection, if a player gives a Play Clue to an unplayable 4 that would require two or more blind-plays in order to fulfill the Finesse, then a Finesse is unlikely.
  • Players agree that this communicates a Charm.
  • Similar to 5 Ejection, 4 Charm can be initiated with either a color clue or a number clue.

The Double Play Bluff

  • Normally, when a playable card is clued again, it is interpreted as an Double Play Ejection on the very next player.
  • However, in the Duck variants, it instead means to play slot 1 as a Known Bluff.