I’ve been thinking about how Black Powder changes the cluing of 1s.
Now, I’ll start by noting that I prefer to note principles that extend from how the cards interact, rather than lay down arbitrary conventions that players should memorise. I like there to be reasons behind the ways we play, and then we can use our understanding of those reasons to deduce what to do when the situation is unusual and the clues not straightforward. So, that said...
(And using “p” for the Black [P]owder cards...)
1p needs to be saved, like any other unique card. So, a clue of 1 that marks chop should be assumed to be a save (of 1p, unless you’ve somehow managed to discard two identical 1s and left the third to reach chop). At the start of the game, any other 1s touched will be playable, but if this comes a little way into the game and some 1s have been played, that may no longer be true. (Player should pay attention to context, and also be aware of the likelihood of a 1 further left being clued with colour if playable.)
If a single 1 is clued, and is off-chop, that should be a play cue. (Just because it’s not a save.)
Without Black Powder, we know that cluing multiple 1s is a powerful tool to get some efficient plays early in the game, and if they are clued and nothing contradicts, we play them out. I’m not inclined to lose that tool entirely. If a player holds duplicate 1s, we can wait until they discard the rightmost, and then clue them; and we play 1s from the right, because we know the trick of waiting to discard duplicates, and thus the rightmost is playable and gives time to give other clues to stop play of other duplicate 1s.
In a similar manner, if the 1p is held in a hand with multiple 1s, and is the rightmost of them, we can wait for it to reach chop, and then clue it, and that will tend to be the efficient play. So, if multiple off-chop 1s are clued, the rightmost should not be 1p. Play from right, as before.
If a hand has multiple 1s including the 1p, and the 1p is not on the right, you can clue them, but you need a mechanism to warn before the 1p gets played. Lacking colour, it is difficult to do this for the 1p. Thus, I would not assume a clear stop clue is available. That in turn means that cluing 1s in this situation is a bad idea. Try cluing relevant colours instead, and wait until the 1p reaches chop.
And if you need to get a particular 1 played more quickly, then you aren’t concerned with getting the most efficient play, and can just clue for play with colours instead. Usually.
When playing Avalanche of Colours (and possibly more rarely without it),
this can mean there is no clear clue to call for play of a 1. That’s okay; there are three copies of each 1. If things are that difficult, you can let it go and know that recovery is possible.
So, in short... play off-chop 1s when marked, and be aware that off-chopped 1s will probably get played, and clue appopropriately.