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Subject: Dual-purpose part cards: "and" or "or" rss

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Kevin B. Smith
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Based on an example in the rules, we played that part cards that showed 2 symbols could be used as either of them, not both. So you would always need 4 cards to build a vehicle, regardless of how many of them showed 2 symbols. I didn't see that mentioned explicitly in the rules.

Did we get it right?
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Robert
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After reading the rules a bit more closely, I think that we goofed in our game. In the explanation for Motor Pool on page 4, it says that you trade in "a number of" Part cards to build a vehicle. It then goes on to say, with emphasis, that "all new vehicles cost 4 different parts." The lack of specificity in the first statement, when combined with the emphasis in the second statement, appears to mean that each of the parts on the double cards actually represents a separate usable part. Based on this, a vehicle could be built using anywhere from 2 to 4 cards. This would explain the fact that the double Parts cards actually cost quadruple the price of the single ones.

If we had interpreted the rule this way (as opposed to an "or" situation), our game would have played much more quickly and, who knows, possibly resulted in a different outcome.


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Kevin B. Smith
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My evidence to the contrary lies in the example:
Quote:
Example: Tom wants to build an Airplane. He has four cards: a wingnut, a bolt, a plug, and a dual card with a gear and plug on it. That’s four different parts, so that’s enough to build the Airplane. The extra plug doesn’t matter. Tom returns the Parts cards to supply and pays $7 ($4 for the dual card and $1 for the three singleton cards).

If the dual card counted for both a gear AND a plug, then he would only need to add the wingnut and bolt cards, for a total cost of $6.
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Robert
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True. But, perhaps that was just a poor example. Think of how much more quickly the game would have played if we had used the dual cards as two separate parts. It would have been much more in line with the listed play time (especially the one shown here on BGG) without significantly changing the experience. In addition, we would not have almost run out of parts cards by the end of the game.
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Kevin B. Smith
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rfeldster wrote:
True. But, perhaps that was just a poor example. Think of how much more quickly the game would have played if we had used the dual cards as two separate parts. It would have been much more in line with the listed play time (especially the one shown here on BGG) without significantly changing the experience. In addition, we would not have almost run out of parts cards by the end of the game.

Very true. I eagerly await the official answer.
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Mike Young
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The dual cards are AND cards. You may use them as both parts shown. The cost in dollars to build the vehicle is the sum of the costs on the upper right hand corner of the cards used to build the vehicle. That’s $1 for a single part card and $4 for a dual part card.

Example: Tom wants to build an Airplane. He has four cards: a wingnut, a bolt, a plug, and a dual card with a gear and plug on it. That’s four different parts, so that’s enough to build the Airplane. The extra plug doesn’t matter (but if he didn't have a plug card, he could use the dual card for both parts). Tom returns the Parts cards to supply and pays $7 ($4 for the dual card and $1 for the three singleton cards). He adds the Airplane to his supply. He can place it next turn as long as he has a supply of Jet Fuel.

This was taken from the rulebook, with extra parenthetical remarks from me. Were Tom smarter, he wouldn't have used that plug card and saved himself a dollar.

Sorry the rules weren't clear.
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Kevin B. Smith
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Ok. That certainly explains why our game went so long. I'll have to play again with the correct rules.
 
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