TLDR: Some people play 1's wrongly in black because they misunderstand the reasoning behind the play of 1's in non black games (when a 1 clue can play several ones).
Recently I have seen a lot of players insisting on a particular way of playing the black game, but when I ask why they think it should play that way the result is always a variation of "because it's convention" or something, without any reasoning behind it, even when I ask directly.
Granted every convention has axioms that ultimately are distilled to "because it's convention" but apart from these basic axioms a lot is built on top with logic, at least partially. For example: current BGA convention has 3/4 basic axioms (there might be minor ones too):
0 - Players play rationally.
1 - A clue means play left, unless:
2 - Number on chop means save.
3 - Good touch principle.
(Other conventions have different basic axioms - that is how I am using the term "convention" - to denote a set of rules that forms a language of hanabi, not as a reference to a particular rule within the language).
Let's see an example:
How can we justify finesse with those? Isn't finesse a basic axiom too?
If you see P1 clue R2 to P3 and you are P2, while the pile is empty, what to make of it?
Axiom 0 will tell you the clue must mean something, and you also know that if you do nothing the player will bomb. So there must be something we can do to prevent the bomb. Correcting the card violates axiom zero, since we are assuming a mistake. So we conclude we must have the missing link. So we check if any of our marked cards match the missing link. If they do we play it. If they don't we also need to do a little bit more thinking. If I you are P2 and have no marked cards, which slot is R1 located at?
The reasoning is that this play (the finesse) is only possible at that moment and not sooner - if it was sooner it would have been done so then. So you conclude that it was your newest card, that caused a change in game state, that allowed this play (the finesse) to happen, therefore the most likely position for the missing link to be is 1st slot. Again axiom 0 is very important. While it is just likely that the card is at slot 1, knowing others play rationally will allow you to understand that the clue giver must give you something to go by - it can't clue the finesse and let you guess the slot the missing link is in, so the most likely position (1st slot) ends up being the correct one. You can then build on top of this for more advanced plays and so on.
You can just memorize finesse means play first slot without understanding the reasoning behind it, and in virtually all cases you will be fine. However there are other cases where memorizing without understanding leads to errors.
That such case is not understanding what makes people play 1's in a row in non black games, and then try to apply that to black games.
In a non black game if you are clued 1, and your game looks like this: 1-1-1-x, you are expected to play all ones, one after another, unless someone corrects.
Now, I have seen people arguing this still applies in black games. However the reasoning presented is just because it is convention, they say. I suspect those people (including several high ELO players), are just memorizing how 1's play in non black games and trying to apply it to black games. They fail to understanding the reasoning 1's play like they do in non black games.
So let's delve deeper into how can a 1 clue can play several ones in a non black game.
Suppose 3 piles are empty and 3 have 1's played.
What is the difference between a 1 clue that marks 1-1-1-x and a 2 clue that marks 2-2-2-x?
The one clue will play all ones (unless corrected), while the 2 clue will only play the left two (the others requiring prompts of some kind, e.g. direct clues, finesses, etc.). At first glance it seems that 1's play different than other numbers, as if there is an inversion of the burden of proof: you must tell the player if a 1 is not playable, but the opposite to the player with the 2 clue . And here lies the misunderstanding a lot of people make.
1's don't play differently from 2's, or any other number when it pertains to this situation. They have the same set of rules applied to them. The difference is caused instead by game state.
What I mean is - what makes all 1's be played is the combination of the good touch principle + all non junk ones are playable. The reason is not because 1's play differently.
As such this applies to all numbers. If all non junk 2's are playable a 2 clue that marks 2-2-2-x will also play all twos. And so on for 3's, 4's and 5's.
In fact many people intrinsically apply this rule midgame, usually to play cards saved early - if I have a 3 marked and all non junk 3 are playable then I can play the 3 even without knowing its color (because of good touch I know it's not junk - and because of game state I know all 3's are playable).
What makes a 1 clue at the start of a non black game play all ones in a hand like this 1-1-1-x is not because 1's are special, it is because all piles start at zero making all ones playable.
You are now maybe starting to realize where I am arriving at.
In black games, not all 1's are playable at the start. But because people don't understand the reasoning behind why a 1 clue plays all ones in non black games, they think it must work the same. It doesn't.
In black games a one clue at the start that marks 1-x-1-x, only plays the left one, the other requiring some sort of prompt to play.
Black games are analogous to non black games where all colors of a particular number are playable except one color.
So in a non black game, where all 2's are playable except for one color, a 2 clue marking 2-x-2-x will only play the left 2.
It will only play the right two as well, if the player can see both 2's that are not playable at the moment (either in discard or other player's hand).
In the same sense, in a black game, a 1 clue at the start that marks 1-x-1-x will only play both 1's if the player can see the 1k (the only 1 not playable at the moment). And people even start to play them from the right to gain tempo on sharing that information.
Now players that don't really understand this think that in black games 1's work differently from other numbers. They also only give clue 1 when 1k is on chop.
Here are some examples: if a hand looks like this 1b-1mc-1k-1y, and there are no other 1's in view, they will not clue 1, because they think it will prompt a play of all of them (like in non black games), with the caveat that you can't color the black one to warn the player - hence don't give that clue. They also don't do it in cases like this: x-1mc-1k-x, preferring to mark the 1 mc alone and then spend another clue for the save. They will expect you to play all 1's in a hand marked like this 1-1-1-x even if you dont see 1k. And so on.
The thing that bothers me most is that this creates a completely unnecessary ruleset just to play black, where 1's are different from other numbers, while in other games it doesn't happen. And this is contrary to the spirit of BGA convention -> built to be efficient without overhead (compared with others). the BGA convention became a victim of its own success - no overhead allows people to memorize without understanding, and then create unnecessary complexity due to the lack of understanding destroying the beauty of this convention. If you want complexity go play hyphenated or other highly developed conventions. BGA convention is supposed to have low overhead and be simple.
Ones in black games are just like any number in non black games where all colors bar one are playable. Period.
In the same sense a player will not play both 2's in a 2 clue marking 2-x-2-x if not all 2's are playable, in a black game a player can't play both 1's in a 1 clue marking 1-x-1-x (unless it sees 1k of course).
What prompted me to write this was the following case:
First turn in a black game I received a hint marking my hand like this 1-1-1-1 -> All for cards are 1. I play the left card.
But then I don't see 1k anywhere and no one prompted me to play another 1 (by finessing or marking directly), and people were not busy with other clues, they were discarding already (almost at 8 clues). So comes my second turn and there were no clues to give. I discarded 1st slot, the first card not marked, and it was 5R. They told me I should have played the 1's in a row but failed to show the reasoning behind it (in typical hanabi vitriol just told me to learn the game).
The thing is if we draw the analogous situation in a non black game it is easy to see why they are wrong:
Suppose all 2's are playable except for one color and you receive a 2 clue marking 2-2-2-2 - all cards marked with 2.
You play the left one, but don't continue playing the others until prompted (unless you see both 2's that are not playable at the moment).
But 1's in black games are exactly like this situation - a number where all colors are playable bar one (the black).
Those players failed to understand the reasoning why a 1 clue can prompt several 1's in non black games, and just memorized it. Then they tried to apply it to black games: "a one clue at the start plays all ones - thats how it goes - if you dont you play bad". It only plays all ones in non black games because all ones are playable, which does not apply in black games.
End Rant
Recently I have seen a lot of players insisting on a particular way of playing the black game, but when I ask why they think it should play that way the result is always a variation of "because it's convention" or something, without any reasoning behind it, even when I ask directly.
Granted every convention has axioms that ultimately are distilled to "because it's convention" but apart from these basic axioms a lot is built on top with logic, at least partially. For example: current BGA convention has 3/4 basic axioms (there might be minor ones too):
0 - Players play rationally.
1 - A clue means play left, unless:
2 - Number on chop means save.
3 - Good touch principle.
(Other conventions have different basic axioms - that is how I am using the term "convention" - to denote a set of rules that forms a language of hanabi, not as a reference to a particular rule within the language).
Let's see an example:
How can we justify finesse with those? Isn't finesse a basic axiom too?
If you see P1 clue R2 to P3 and you are P2, while the pile is empty, what to make of it?
Axiom 0 will tell you the clue must mean something, and you also know that if you do nothing the player will bomb. So there must be something we can do to prevent the bomb. Correcting the card violates axiom zero, since we are assuming a mistake. So we conclude we must have the missing link. So we check if any of our marked cards match the missing link. If they do we play it. If they don't we also need to do a little bit more thinking. If I you are P2 and have no marked cards, which slot is R1 located at?
The reasoning is that this play (the finesse) is only possible at that moment and not sooner - if it was sooner it would have been done so then. So you conclude that it was your newest card, that caused a change in game state, that allowed this play (the finesse) to happen, therefore the most likely position for the missing link to be is 1st slot. Again axiom 0 is very important. While it is just likely that the card is at slot 1, knowing others play rationally will allow you to understand that the clue giver must give you something to go by - it can't clue the finesse and let you guess the slot the missing link is in, so the most likely position (1st slot) ends up being the correct one. You can then build on top of this for more advanced plays and so on.
You can just memorize finesse means play first slot without understanding the reasoning behind it, and in virtually all cases you will be fine. However there are other cases where memorizing without understanding leads to errors.
That such case is not understanding what makes people play 1's in a row in non black games, and then try to apply that to black games.
In a non black game if you are clued 1, and your game looks like this: 1-1-1-x, you are expected to play all ones, one after another, unless someone corrects.
Now, I have seen people arguing this still applies in black games. However the reasoning presented is just because it is convention, they say. I suspect those people (including several high ELO players), are just memorizing how 1's play in non black games and trying to apply it to black games. They fail to understanding the reasoning 1's play like they do in non black games.
So let's delve deeper into how can a 1 clue can play several ones in a non black game.
Suppose 3 piles are empty and 3 have 1's played.
What is the difference between a 1 clue that marks 1-1-1-x and a 2 clue that marks 2-2-2-x?
The one clue will play all ones (unless corrected), while the 2 clue will only play the left two (the others requiring prompts of some kind, e.g. direct clues, finesses, etc.). At first glance it seems that 1's play different than other numbers, as if there is an inversion of the burden of proof: you must tell the player if a 1 is not playable, but the opposite to the player with the 2 clue . And here lies the misunderstanding a lot of people make.
1's don't play differently from 2's, or any other number when it pertains to this situation. They have the same set of rules applied to them. The difference is caused instead by game state.
What I mean is - what makes all 1's be played is the combination of the good touch principle + all non junk ones are playable. The reason is not because 1's play differently.
As such this applies to all numbers. If all non junk 2's are playable a 2 clue that marks 2-2-2-x will also play all twos. And so on for 3's, 4's and 5's.
In fact many people intrinsically apply this rule midgame, usually to play cards saved early - if I have a 3 marked and all non junk 3 are playable then I can play the 3 even without knowing its color (because of good touch I know it's not junk - and because of game state I know all 3's are playable).
What makes a 1 clue at the start of a non black game play all ones in a hand like this 1-1-1-x is not because 1's are special, it is because all piles start at zero making all ones playable.
You are now maybe starting to realize where I am arriving at.
In black games, not all 1's are playable at the start. But because people don't understand the reasoning behind why a 1 clue plays all ones in non black games, they think it must work the same. It doesn't.
In black games a one clue at the start that marks 1-x-1-x, only plays the left one, the other requiring some sort of prompt to play.
Black games are analogous to non black games where all colors of a particular number are playable except one color.
So in a non black game, where all 2's are playable except for one color, a 2 clue marking 2-x-2-x will only play the left 2.
It will only play the right two as well, if the player can see both 2's that are not playable at the moment (either in discard or other player's hand).
In the same sense, in a black game, a 1 clue at the start that marks 1-x-1-x will only play both 1's if the player can see the 1k (the only 1 not playable at the moment). And people even start to play them from the right to gain tempo on sharing that information.
Now players that don't really understand this think that in black games 1's work differently from other numbers. They also only give clue 1 when 1k is on chop.
Here are some examples: if a hand looks like this 1b-1mc-1k-1y, and there are no other 1's in view, they will not clue 1, because they think it will prompt a play of all of them (like in non black games), with the caveat that you can't color the black one to warn the player - hence don't give that clue. They also don't do it in cases like this: x-1mc-1k-x, preferring to mark the 1 mc alone and then spend another clue for the save. They will expect you to play all 1's in a hand marked like this 1-1-1-x even if you dont see 1k. And so on.
The thing that bothers me most is that this creates a completely unnecessary ruleset just to play black, where 1's are different from other numbers, while in other games it doesn't happen. And this is contrary to the spirit of BGA convention -> built to be efficient without overhead (compared with others). the BGA convention became a victim of its own success - no overhead allows people to memorize without understanding, and then create unnecessary complexity due to the lack of understanding destroying the beauty of this convention. If you want complexity go play hyphenated or other highly developed conventions. BGA convention is supposed to have low overhead and be simple.
Ones in black games are just like any number in non black games where all colors bar one are playable. Period.
In the same sense a player will not play both 2's in a 2 clue marking 2-x-2-x if not all 2's are playable, in a black game a player can't play both 1's in a 1 clue marking 1-x-1-x (unless it sees 1k of course).
What prompted me to write this was the following case:
First turn in a black game I received a hint marking my hand like this 1-1-1-1 -> All for cards are 1. I play the left card.
But then I don't see 1k anywhere and no one prompted me to play another 1 (by finessing or marking directly), and people were not busy with other clues, they were discarding already (almost at 8 clues). So comes my second turn and there were no clues to give. I discarded 1st slot, the first card not marked, and it was 5R. They told me I should have played the 1's in a row but failed to show the reasoning behind it (in typical hanabi vitriol just told me to learn the game).
The thing is if we draw the analogous situation in a non black game it is easy to see why they are wrong:
Suppose all 2's are playable except for one color and you receive a 2 clue marking 2-2-2-2 - all cards marked with 2.
You play the left one, but don't continue playing the others until prompted (unless you see both 2's that are not playable at the moment).
But 1's in black games are exactly like this situation - a number where all colors are playable bar one (the black).
Those players failed to understand the reasoning why a 1 clue can prompt several 1's in non black games, and just memorized it. Then they tried to apply it to black games: "a one clue at the start plays all ones - thats how it goes - if you dont you play bad". It only plays all ones in non black games because all ones are playable, which does not apply in black games.
End Rant