MM9 · 2026-10-21
MM9: The Same Two Action Cards Gave Different Totals
Run “add one” and “double” in both orders on a practice counter. Follow the intermediate value instead of treating the actions as interchangeable.

Two action cards lie beside a practice counter showing two. One says ADD ONE; the other says DOUBLE. The group assumes that using both must give the same result whichever comes first. It is a small assumption they can test without inventing any extra rule.
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Follow the first order
Add one to two and the counter becomes three. Double three and it becomes six. Write both intermediate values. Jumping directly from the start to the finish would hide which number the doubling action actually used.
Now start again at two. Double first to reach four, then add one to reach five. The two orders finish at six and five. Both actions were performed once, but they operated on different intermediate values. Counting the action cards alone did not describe the procedure.
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Keep this a defined exercise
If a game has several effects in a turn, its own instructions determine their order. This counter example illustrates why order can matter; it does not supply a universal scoring rule for unrelated games. The group must read the procedure actually in use.
The learner photographs the two labelled routes side by side. Each starts from two and shows every change. In a later explanation, that record is more useful than “I used both cards”. A complete action account says not only what was used, but when each instruction took effect.
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