Tricky clue types you should know
Here are a few types of clues you should know. They are often interpreted as a finesse, while they do have another more basic purpose.
The best way to practice and get familiar with these basics is to play many games where finesses are forbidden. After this, you will be shielded for finesses.
The indirect clue
This is where you have 2 clued cards that share a feature (say 3) and receive a clue that targets only one of them which clearly is not playable. Why would your teammate waste a useless clue? Because he's telling you you should play the other card.
Have you ever played a game where the (close-to-)bottom card of the deck was a 2 and this ruined your game and score? Of course you have. Maybe you have played dozens of them and didn't pay attention. Saving 2s early in the game is a good thing. Since these 2s will be saved on chop, you shouldn't assume they are playable and your teammates shouldn't assume they are being finessed.
There are three 1s of each colour, so even if these 2s occupy slots in your hand, you probably won't be holding them for long. Plus, getting the 2 played early in a colour might get the 3 and 4 played quite easily as well and relief your team from having to painfully hold the last living 3 and 4 in this colour for 75% of the game.
Personally, I've pushed this so far I now also tend to save 3s when the matching 1s are in play.
However, since this trick is only a potential points- and time-saver, it must not take priority over saving 5s and other real danger cards, i.e. you shouldn't save 2s if a player is already holding on to too many vital cards and the situation is complicated.
Saving with colour
When you need to clue a card on chop to save it, it is best to give the most discriminating clue, which is often colour.
Example: the discard contains R4 R3, Y4, B1 B2 B4.
Only B1 and Y1 are in play.
I have Y4 on chop. If this is my only 4 and my only yellow, you should rather clue it as yellow than as 4. If you clue 4, I can't know if it is red, yellow or blue. With yellow, things are clearer.
Giving a clue that is obviously a save clue, on a card that is not on chop, so that the clued player saves this card and the cards closer than it to chop.
Why? Best practice is not to save cards until they are in danger, i.e. on chop.
Example: no 5s are playable.
Player A > has no clue tokens left. Discards.
Player B > has 1 clue token. Gives a 5 clue to player C --> x x 5 x
Player C > thinks "why would player B not let this 5 reach chop and save it later? If my #2 and #3 cards (in red) must be saved, he could have discarded, let me discard too, and next turn they would give me two clues in a row. Oh wait, no. They are all great players, so it must be something else. It must be that my two present chop cards are dangerous and they couldn't tell me otherwise.
A clue means that the clued cards are [that], but also that the other cards are [not that]. Sometimes, you can give a clue only to give negative information about the cards the clue doesn't target (especially cards he already has a clue on).
Example: W1 R2 Y2 B2 G2 are in play. I have been holding a card clued as 3 for some time. You clue me about one white card. I know my 3 is not white, so I can play it.
Now, when you see a one of these tricks in action, you'll know it doesn't have to mean finesse.
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