+1 for both other answers, Events are the best because then Components are loosly
coupled
Also see: https://pm.dartus.fr/blog/a-complete-guide-on-shadow-dom-and-event-propagation/
Note that in the detail of a Custom Event you can send anything you want.
Event driven function execution:
So I use (psuedo code):
Elements that define a Solitaire/Freecell game:
-> game Element
  -> pile Element
    -> slot Element
      -> card element
  -> pile Element
    -> slot Element
      -> empty
When a card (dragged by the user) needs to be moved to another pile,
it sends an Event (bubbling up the DOM to the game element)
    //triggered by .dragend Event
    card.say(___FINDSLOT___, {
                                id, 
                                reply: slot => card.move(slot)
                            });    
Note: reply is a function definition
Because all piles where told to listen for ___FINDSLOT___ Events at the game element ...
   pile.on(game, ___FINDSLOT___, evt => {
                                      let foundslot = pile.free(evt.detail.id);
                                      if (foundslot.length) evt.detail.reply(foundslot[0]);
                                    });
Only the one pile matching the evt.detail.id responds:
!!! by executing the function card sent in evt.detail.reply
And getting technical: The function executes in pile scope!
(the above code is pseudo code!)
Why?!
Might seem complex;
The important part is that the pile element is NOT coupled to the .move() method in the card element.
The only coupling is the name of the Event: ___FINDSLOT___ !!!
That means card is always in control, and the same Event(Name) can be used for:
- Where can a card go to?
- What is the best location?
- Which card in the river pilemakes a Full-House?
- ...
In my E-lements code pile isn't coupled to evt.detail.id either,
CustomEvents only send functions
.say() and .on() are my custom methods (on every element) for dispatchEvent and addEventListener
I now have a handfull of E-lements that can be used to create any card game
No need for any libraries, write your own 'Message Bus'
My element.on() method is only a few lines of code wrapped around the addEventListener function, so they can easily be removed:
    $Element_addEventListener(
        name,
        func,
        options = {}
    ) {
        let BigBrotherFunc = evt => {                     // wrap every Listener function
            if (evt.detail && evt.detail.reply) {
                el.warn(`can catch ALL replies '${evt.type}' here`, evt);
            }
            func(evt);
        }
        el.addEventListener(name, BigBrotherFunc, options);
        return [name, () => el.removeEventListener(name, BigBrotherFunc)];
    },
    on(
        //!! no parameter defintions, because function uses ...arguments
    ) {
        let args = [...arguments];                                  // get arguments array
        let target = el;                                            // default target is current element
        if (args[0] instanceof HTMLElement) target = args.shift();  // if first element is another element, take it out the args array
        args[0] = ___eventName(args[0]) || args[0];                 // proces eventNR
        $Element_ListenersArray.push(target.$Element_addEventListener(...args));
    },
.say( ) is a oneliner:
    say(
        eventNR,
        detail,             //todo some default something here ??
        options = {
            detail,
            bubbles: 1,    // event bubbles UP the DOM
            composed: 1,   // !!! required so Event bubbles through the shadowDOM boundaries
        }
    ) {
        el.dispatchEvent(new CustomEvent(___eventName(eventNR) || eventNR, options));
    },