Skip to main content

Ejections

  • An Ejection refers to a Signal Shift blind-play in which someone plays an unrelated card from their Second Finesse Position.
    • For example, if a player's hand is completely unclued, their Second Finesse Position is slot 2.
  • Just like a Bluff, an Ejection can only be performed on the very next player.

The 5 Color Ejection

  • The 5 Color Ejection is covered at level 16.
  • This results in a Signal Shift from Play --> Save.

Trash Push Ejection

  • First, see the section on the Trash Push.
  • Normally, when known-trash is touched as the focus of the clue, and the known-trash is on chop, it communicates a Trash Push.
  • However, what if the Trash Pushed card is two-or-more-away-from-playable? This would normally be a Trash Push Double Finesse on Bob, but that is unlikely.
  • Instead, since no single play could ever prevent the Pushed card from immediately misplaying, Bob interprets the clue as an Ejection.
  • After a Trash Push Ejection, the clue receiver should Chop Move the two-or-more-away-from-playable card.

The Bad Chop Move Ejection (BCME)

  • Many moves result in one or more cards becoming Chop Moved. However, what if such a move is used when the Chop Moved card(s) are all trash? The other players can see that this move must have been done for some other reason.
  • In this situation, it should signal an Ejection on the very next player.
  • This results in a Signal Shift from Save --> Trash.
  • Any move that results in a Chop Move can be used to initiate such an Ejection.
  • Duplicated cards can be chop moved for distribution purposes and should not be considered as Chop Moving trash.
  • Bad Chop Move Ejections can be performed throughout the game. (But keep in mind that in the End-Game, a player might just be stalling.)
  • Note that sometimes, players perform Chop Moves on the other copy of currently clued cards. This can be useful for distribution purposes, meaning that everyone will have a card to play on the final round of the game. For this reason, a Bad Chop Move Ejection can only be triggered when chop moving cards that have been played already.

The Rank Choice Ejection (with a number 2 or a number 5) (RCE)

  • Typically, when a number 2 clue or a number 5 clue is performed on a chop card, it will be treated as a 2 Save or a 5 Save and the card will not play.
  • If a player performs a 2 Save or a 5 Save on a playable card and they could have easily used a normal color Play Clue, this is quite strange. They must be trying to communicate something extra.
  • In this situation, they intend for an Ejection on the very next player.
  • This results in a Signal Shift from Save --> Play.
  • For example, in a 3-player game:
    • Red 1 is played on the stacks.
    • Cathy's hand is completely unclued and is, from newest to oldest: blue 3, blue 3, blue 4, blue 4, red 2
    • Alice clues number 2 to Cathy, touching the red 2 as a 2 Save.
    • Bob sees that the obvious clue to give to Cathy was red, as it would actually get the red 2 played right now.
    • This move is so bad that it must be communicating something extra. Alice must be intending for a Rank Choice Ejection. Bob blind-plays his Second Finesse Position card and it is a blue 1 and successfully plays.
    • Cathy knows that since a number 2 clue cause Bob to blind-play his Second Finesse Position, this must be an Ejection. The only type of Ejection that matches this kind of clue is a Rank Choice Ejection, so Cathy knows that her 2 must be playable and that her 2 must be exactly the red 2. Cathy plays the red 2.
AliceClue GiverClue GiverBobBlue 1CathyBlue 3Blue 3Blue 4Blue 42Red 2r2
  • More examples of a Rank Choice Ejection can be found here.

The Trash Ejection

  • First, see the section on the Trash Double Ignition.
  • In certain situations, if a player clues a previously untouched card that is globally known as trash, it triggers a Trash Double Ignition.
  • However, what if the next player can see that a Trash Double Ignition is impossible? In this situation, if the clue-giver is not making a mistake, they instead intend for an Ejection on the very next player.

The Replay Ejection

  • First, see the section on the Replay Double Ignition.
  • Normally, if a player re-clues a card that is globally known as playable, it triggers a Replay Double Ignition.
  • However, what if the next player can see that a Replay Double Ignition is impossible? In this situation, if the clue-giver is not making a mistake, they instead intend for an Ejection on the very next player.
  • In most circumstances, Replay Ejections can not be performed by re-cluing a card in Bob's hand. This is because Bob would interpret it as a Fix Clue, meaning that the card that Bob was about to play is actually bad and that he should discard it instead of playing it.
  • Note that the Replay Ejection is "turned off" in the End-Game. (This is because players often clue playable cards as a Burn Clue.)

The Poke Ejection

  • First, see the section on the Poke Double Ignition.
  • Normally, if a player re-clues globally known-trash, it triggers a Poke Double Ignition.
  • However, what if the next player can see that a Poke Double Ignition is impossible? In this situation, if the clue-giver is not making a mistake, they instead intend for an Ejection on the very next player.