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ta_1138 | 1 year ago

The communication is only necessary/important if people haven't set this as a convention in the first place. I'll say that prior to ever looking at my clues: "I will give you higher numbers than what I said if you miss by more than 1. THe number I pick will always be high enough as to allow you to, with the +1 guess you get for free, make guesses on all the words I was hinting at.

There's also all kinds of not necessarily intended communicaton from the guessers in the fact that you can listen to which words they were considering and didn't pick. Nothing in the game attempt to say that you should not consider, say, whether they were going in the right or wrong direction in their guessing, but it sure can make a difference in how to approach later clues. If they were being very wrong, there might be a need to double up on words that you intended, and that your guessers missed.

In the same fashion, nothing in the game saying that I cannot listen to those guesses as a member of the other team, whether guesser or spymaster, and then change behaviors to make sure we don't hit words they considered as candidate words without very good reasons. Let them double dip on mistakes, or not make their difficult decisions easier. It's not as if the game demands that everyone that isn't currenly guessing should wear headphones to be sure they disregard what the other team says or does.

discuss

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foota|1 year ago

You can of course play however you want (and I certainly think this is clever), but imo this is likely against the spirit, and perhaps letter, of the rules.

The rule on giving clues is:

"If you are the spymaster, you are trying to think of a one-word clue that relates to some of the words your team is trying to guess. When you think you have a good clue, you say it. You also say one number, which tells your teammates how many codenames are related to your clue." (emphasis mine).

The rule states that the number should be the number of words related to the clue. There is later provisions allowing you to use zero and infinity, but outside of these carve-outs (and imo the "allowed" language is telling here, since it implies any other number not equal to the number of words is not allowed) I don't think this is legal.

pama|1 year ago

We always allow any number when we play, because part of the thinking is we cannot be sure what the spy master has in mind. Of course, the number is related to the clue but possibly also to the game history up to that point. The teammates and opponents might interpret it wrong, and that’s OK. Infinity is typically used when there is enough info in principle to finish the game and a high risk if you dont; zero is super rare. We do tend to have very aggressive bids with tenuous connections, and 4 or 5 for a clue word are used in most games. Often, they don’t all work out in a single round, but on some lucky boards or in spousal teams, they occasionally work well.

hunter2_|1 year ago

You have a valid point, to which I'll concede. The rule book gives an example (spanning pages 4-5) where a guesser uses prior clues to select a card while the count is still within the number stated by the spymaster, but I suppose an allowance for guessers to deviate in this way does not also imply that spymasters may deviate in this way. Mea culpa!

Taking this a step further, given that it's well-known that a clue is deemed invalid when it pertains to cards in certain non-definitional ways (sounds-like, number of letters, etc.), it seems extremely reasonable to call a clue followed by N invalid if it doesn't pertain to N cards in a definitional way.

hunter2_|1 year ago

Indeed, a good Codenames-playing bot should know how to do all of this, in addition to using its LLM to generate great clues.