But I will say that I really prefer that the signals I use be deducible.
I could say exactlu the same. I like for people to be able to deduce Bk powder strategy not because they read about it on forum but from within their experience with game without a variant - thus, the variant strategy should lie on the same basic principles. In my case it is playing 1s from right and recluing 1s if we need to stop a 1 from playing. I would say your solution - playing 1s from left and assuming a chop-clued 1 is always a specific 1/70th on the deck - is the harder to figure on your own, actually.
I suspect that Ankeszu’s approach may have some benefits that may only materialise when you can be sure that your partners are using exactly the same techniques;
...all conventions need people playing accordingly, your bk powder strategy included. It would be hard to you to save 1bk or other useful cards if you have no idea what another player is going to think about your clues, or he would discard random cards.
The attitude you described in response to a) I rather use when the troubling cards are of the same number (2m 2b x 2g , and i want to make 2b 2g plays - especially as a finesses[not bluffs]).
Imagine the hand 1m 1b x 2g, and one player clues green (to make 1m play with cosave 2g, and let 1b be finessed) but the next player has nothing useful to finesse 1b with (but wants to clue 1b in this turn), and he clues blue normally. The clue receiver sees exactly the same clues as you described: green ten blue. Or blue then green (if 1m 2b x 1g). And he should choose xm 1b x 1g explanation for the clues - because? Even in your play-1s-from-left vision, for these two 1s to be played, for clued player it looks like they could be clued by 1s for the first play to be safe, regardless of what xm is. Unless there are three clues before any play at this player: g,b,1. But then it feels hardly efficient.
Travis Hall wrote: ↑19 November 2020, 09:37
Ankeszu wrote: ↑15 November 2020, 11:09
b) 1bk 1y 5r 1g - same as before; two ones play and then a reclue and 5 save. It can be discussed further if an early 5 save (if no 5bk played yet) could work as both reclue 1bk & 5save.
I’m going to dismiss the idea if the early 5 save serving as a secondary clue after discussion, because in BGA’s environment, the discussion just won’t happen.
For this, I’d start with green, and then 1s. That should serve for the coloured 1s to play, and the black 1 to save. Why? That requires walking the logic a bit.
If the hand was three playable 1s, including chop, you can just clue 1s, and let the off-chop 1s play. Then you can probably finesse out the 1g when you need it
Ank: you assume that if you clue 2g after few turns, the player with marked 1 suspected as black (and at least two unkwnown draws) would play the marked 1, not the newest card? I mean, it can happen, but I would say it is a bit too situation-specific to be sure that the player would assume 1g as marked 1 always., or clue it if you need it played quickly. But we’ve gone to the trouble of cluing it differently, so it’s not that. That means the black 1 is in the hand somewhere.
If the hand was 1 1p x 1g, we would wait for the 1p to be on chop before cluing the save. But we don’t wait, so it isn’t that.
So the only place for the 1p to be is on the far left (at the start; second from left if clued after the play of 1g). That makes the card second-from-left safe to play.
And that’s two clues for two plays and a save.
Same as within my example. What differs is the order or plays and clues.
I like how you applied logic to the situation.
However, along with your answer to my example c, it misses one quite important point:
1bk is far less common than any other 1 in the deck, thus saving it will be needed in the starting hands less often than a typical play 1s clues. You suggest to use more clues to make plays (and potential cosaves, IMO rather unclear, and that also makes not understanding additional color clues as a playclues, which also slows the plays). I suggest to use more clues to save 1bk, which is statistically more rarely needed than the play clues for playable 1s, ergo statistically this attitude would require less clues.
Travis Hall wrote: ↑19 November 2020, 11:41
Ankeszu wrote: ↑15 November 2020, 11:09
C: 1g 4r 3g 1bk - 1s clued twice immediately, and we know that the second one was playable, unless stated otherwise.
Whereas my approach would simply be to clue 1s and left the off-chop play. One clue for a play and a save.
Ank: Yup, this is the case where your attitude is better - if 1bk is really at chop. For the fairer comparison, what if it isn't (1/70 vs 18/70)? How it would approach 1bk 4r 3g 1g hand? Let the 1g be discarded? Started with green (which may be beneficial if saving 3g, but how about 4g/4m, especially if we see the other 4g/4m would need to be saved on another hand due to saves?) And if green, that makes any color clue touching already marked 1, not marking a play but marking a 1 as not black - thus slowing to clue the plays, because 2g would need additional clue to be known?
Ankeszu wrote: ↑15 November 2020, 11:09If at the same time we have a player with a hand like D: 1b 1m 1g 1y,
I’m confused by Ankeszu’s description of play for this. Given those two hands in combination, though, it seems pretty obvious that we need to clue 1 to both hands, then warn off C with green. Three clues, five plays, save 1p and 3g, and mark a safe discard.
I am confused what is confusing in my description

three clues (1 to C, green to C [which can be given as non-finesse only because all players can see 1g is nicer to be played at D than C; green clue followed by 1g discard], and ]after three plays of D*] 1 to D for 1y marking, unless it was played/marked somewhere else in between) for a save 1bk and 3g, one gentlemans discard 1g at C, four plays at D. I am not sure what is fifth play in your version...
*Notice that if C was B (the second player in the game), after first clue was 1 to B, B would himself clue 1s to D though.