Sure, let's play sometime.
Still, elo is fine as it is. It is a rough estimation of a player skill and it does fluctuate very little as you play. It does not grow indefinitely and it does not drop a lot (maybe lost up to 200 out of 1000 some week with extremely bad luck/partners but I gained it right back too)
ChiefPointThief wrote: ↑03 August 2023, 13:03
Speaking of clues I don’t understand why the majority of the field doesn’t understand to save 5s until the flams can be utilized properly. Example both blue 4s are tossed. Why play any fives until the blue 3 is played 1st? Often times we have room in our hands and several clues so I don’t understand the urgency to play the five. People will get angry at me for doing this.
Another thing I don’t understand is why I can’t number save before the chop? If you have 2 back to back cards that need to be saved I can’t wait until the chop to clue. Then you will toss the other card that needs to be saved. And often times when I do this it is clear the chop doesn’t need to be saved because I already had opportunities to clue it. Instead of playing the possible save why not just get rid of the chop?
Disclaimer: Only talking about 2-player games. These tactics might not work in 3+ player games.
Yes, it makes sense to save 5s until you can save a card with it. Sometimes even if you don't have anything to save but you could still lose something due to double discard later. Or just to see which card might be at the end of the deck that actually needs to be put back. People who get angry, usually don't understand how it would help out in the long run.
Number clue that marks a new card and does not mark chop and that could potentially be played, is usually considered a play clue. This helps keep the game moving. Otherwise you would have to waste 2 clues every time you need something to be played. In 2-player that would mean that you are constantly running out of clues and you can't really give useful clues when you need it.
You either have to think of saving cards sooner or you have to let a card go. Or under some circumstances you can give a color clue that marks one of the savable cards and a useless card on the left of it that makes the other player bomb... and then you use the other number card that saves the other card you needed to save.