Saturday, October 31, 2015

Systems Saturday - Neuronphaser's "What You Need" Posts

Over on neuronphaser's blog, Tim Bannock has a series of posts this month regarding what one needs for the various editions of D&D down through the years.  Checking out the odd years, start with "Advanced Dungeons & Dragons 1E: What You Need" here.


Also, have a look at "Dungeons & Dragons 3E: What You Need" here.


Finally, round it off with "Dungeons & Dragons 5E: What You Need" here.


A look under the hood of various Games, Rules and Systems.
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Friday, October 30, 2015

Tabletopper Friday - Roll for the Galaxy (2014)

Due to my buddy Tom becoming enamored with it when he saw it at the Gaming Hoopla, I've recently been introduced to Roll for the Galaxy (2014).  I knew this was an offshoot of Race for the Galaxy (2007) though I had never played that, so I didn't know just what to expect.  I had been told that it had some similar dice mechanics to Tiny Epic Galaxies (2015), so I figured I would enjoy it.  I was not disappointed in the least.


The description from Board Game Geek is as follows:
Roll for the Galaxy is a dice game of building space empires for 2–5 players. Your dice represent your populace, whom you direct to develop new technologies, settle worlds, and ship goods. The player who best manages his workers and builds the most prosperous empire wins!
This dice version of Race for the Galaxy takes players on a new journey through the Galaxy, but with the feel of the original game.

I took to this game very quickly and played it multiple times right out of the gate.  It's a game that requires regular adjustments to strategy during the game but is not often a matter of luck, despite both dice rolling and card drawing mechanics.  The production values are high and the components are more than solid.  There is an element of trust in this game, in that you roll dice behind a player screen and assign them to a small turn mat, so be sure you're playing with friends.  It's a two to five player game and I've have had a game with two players, one with five, and several with three, so I think I can say with some confidence that it plays well at all levels (though BGG suggest it is best with three players).  I will definitely be playing this one again and again.

Mostly about card games and board games,
unless they have a decidedly wargamey feel.
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Thursday, October 29, 2015

Nostalgia Thursday - Greyhawk, Warhammer, & Rare Boardgames

Over on greyhawkgrognard.blogspot.com, recently posted a familiar essay "On Settings" here.


Also, on abc.net.au, they explain "Fantasy role-playing game Warhammer offers kids a challenge not found online" here.


Finally, on geekandsundry.com, they suggest "Ten Rare Board Games to Snap Up the Second You Can" here.


Focusing on the roots of current tabletop gaming
with an eye toward the last century and before.
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Wednesday, October 28, 2015

Wargaming Wednesday - Mega Civilization (2015)

I dove into playing Civilization (1980) from Avalon Hill since it first came out and try to play each and every year at least once, and have even added an annual event to close Gary Con.  You can imagine that I am certainly curious about the new Mega Civilization (2015)  being produced by 999 Games and Pegasus Spiele.  It expands the player range from the original 2-7 to 5-18.  Playing the old game with less than five players was always disappointing to me, so I can understand that impetus to set a higher low threshold.  However, I can barely imagine an eight or nine player game, let alone a game in double digits or as high as eighteen!  They've added some new cards and made some adjustments to the game but you'll want to check out the video below and rules book for more information.  Since I haven't played and have just begun to explore this new version, I'm not going to editorialize much in this blog post.


The description from Board Game Geek is as follows:
Mega Civilization, a huge version of the legendary development game Civilization, is a game of skill for 5 to 18 players covering the historical development of ancient civilizations from just after the last Ice Age to the dawn of the new era at the end of the Iron Age — a time span of almost 8,000 years. Each player leads their own civilization as it tries to expand its culture over a map board that stretches from the Mediterranean Sea to India.
Although battles and territorial strategy are important, Mega Civilization is not a wargame as you might expect when looking at the map board. Instead, the objective of play is to gain a level of overall advancement involving cultural, economic, scientific, political, civic, and religious factors. The player who most effectively balances these various goals will achieve the best scores and win.
In more detail, the objective of Mega Civilization is to acquire the highest number of victory points (VPs) by building cities and developing Civilization Advances. This will be done over various phases and turns, some of which will be performed simultaneously by the players. After each turn, a check is made for each player to move forward on the Archaeological Succession Table (A.S.T.). Each step on this timeline represents a certain period of time in history reaching from the Stone Age. Advancement there will provide even more VPs. The winner will not necessarily be the first player to reach the end of the A.S.T. or the player with the highest number of cities or Civilization Advances, although these are the key factors in determining the winner.
Each civilization begins with a single population token, and every turn each player increases their population by adding tokens to each area they occupy. These tokens can be moved over the map board by land or (using ships) by sea. As each area has a population limit, a good strategic overview will give players advantage in occupying more and more areas. If a player manages to move sufficient tokens into an area, they can build a city there. These cities generate trade cards which will eventually lead to wealth. During trade sessions, players receive not only the commodities they need to complete sets; they might also receive calamities which will remove population or cities. Specific Civilization Advances will protect the players from natural or civic calamities. The development of these Civilization Advances is symbolized by turning in sets of trading goods, as the wealthier civilizations will acquire more Civilization Advances.
As civilizations develop, it will be harder for their rulers to find the right balance between future population growth, maintaining enough support for their cities, and increasing their treasury. If they cannot manage their token population, their cities might eventually revolt during the tax collection phase. The civilizations with the strongest economy traditionally score the highest.
A game of Mega Civilization can take 10-12 hours to complete. Players can also choose to play the beginner scenario — "The First Game" — which takes only 1-2 hours. 
Another scenario — "The Short Game" — provides the same excitement as the full game, although the game starts in a later age; by doing this, games can be played in "only" 6-8 hours.

The game is only being produced in 2,000 units and will cost hundreds of dollars which is out of my range but I was sure tempted.  I hope someday that someone I know at a convention has it and runs a game so I can give it a whirl, particularly if it can be done as a full day event with the full eighteen players.  Until then, the rule book is free online here and they have a Facebook page here.  By way of unboxing and meeting the designers, Board Game Geek posted a video a few days ago on their YouTube channel.  Enjoy!



A closer examination of board and miniatures Wargaming.
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Tuesday, October 27, 2015

Terrain Tuesday - Monument Square, Medieval Maps, & Jungle Terrain

Over on fencingfrog.blogspot.com, Adam Carriere has a "Monument Square" in progress here.


Also, on medievalists.net, try your hand at a "Medieval Maps" quiz here.


Finally, on the Titan Terrain Studio YouTube channel, check out the "Completed Project - Bearded Dragon Jungle Set."  Enjoy!



For purposes here, the term Terrain is used broadly
to cover 3D and 2D maps, foam, felt, and such.
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Monday, October 26, 2015

Minis & Modeling Monday - Dracolich, Shanghai, & Giveaway

Over on gravengames.co.uk, check out the review of the White Dracolich here.


Also, on chinaww2.com, Peter Harmsen is "Modeling the Shanghai Battle" here.


Finally, on TheTerrainTutor YouTube channel, there is a video titled "4Ground Stoic Arms Review & Giveaway!"  Watch and join in the fun!



A look at prepping and painting Miniatures,
crafting buildings and paper Models,
and other non-terrain stuff for the tabletop.
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Sunday, October 25, 2015

The Sunday Miscellanea - Dungeon Run (2011)

Although I had heard of Dungeon Run (2011) before, and seen it online, I hadn't looked into it very closely and, thus, didn't know the game beyond it's name.  On Sunday at the Gaming Hoopla I got to try it out with my game designer friend Nancy.  With just a quick explanation, since this game will come naturally to RPGer, and with most of the needed information right on the cards (take some time to learn combat), we were off to the races.


The description from Board Game Geek is as follows:
A tale of teamwork and betrayal!
The mole ogre howled out as it collapsed into a bloody pile of rent flesh and broken bone. The aging knight bent over, panting heavily, and gave his dwarven peer an approving nod. It had taken great effort between them both to slay the beast, and they had each taken their share of wounds. But in the end their cooperation had paid off and they both knew it. And then their eyes found the treasure chest sitting in the corner of the room.
They looked at each other. They looked back at the treasure... and then the real fight began.
The game where YOU are the final boss!
Dungeon Run is an exciting dash through a dungeon packed with monsters and traps. Each player controls a unique hero capable of great feats, and whose powers and abilities are upgradable and customizable throughout the game. Players can work together to overcome the perils of the dungeon, or they can betray and sabotage each other as they see fit. Because in the final room of the dungeon lurks a powerful boss with the ultimate treasure - a treasure that turns its owner into the most powerful warrior they can become! Slay the boss, steal the treasure, and then run for your life as your friends try to cut you down. In Dungeon Run only one hero can escape with the fabled Summoning Stone. Don't crawl - run!
Dungeon Run features a randomly assembled dungeon that changes each time you play, as do the monsters you face and the treasures you find. Eight different heroes each with unique options for customization further add to a wealth of game play options. Choose the vicious Tundra Orc and bash your way through everything that stands in your path. Play as the cunning Grounder Wizard and use your magic to cheat the laws of nature. Select the Guild Dwarf adventurer and lay traps to ensnare your friends. There are many paths to victory in Dungeon Run. Win by working with your friends or against them - just win!

The components are good looking and the game is fairly straightforward.  It's definitely a game that looks like it would have been ready for expansions though not much of that has happened in the four years since publication.  It's a fast, fun little game that you should not play with overly-sensitive RPGers who treasure their character more than game play.  Boardgamers who don't mind games where you screw your neighbor will have no problem with this game at all.  It's all very backstabby and timing is crucial.  But right up until the final moment of betrayal, you will definitely need the help of any other players who can be convinced to assist.  It's an interesting dilemma.


Essentially, a clearinghouse for topics on MFWARS.com
not covered elsewhere or wanting a particular focus.
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Saturday, October 24, 2015

Systems Saturday - Firefly (2013)

Late last week, we busted out Firefly (2013) with all of the expansions, courtesy of Norm's collection.  The table was well full, to say the least.  The smaller expansion add a bit more to the game, like additional ship choices and some equipment cards: Artful Dodger (2013)Breakin' Atmo (2013)Jetwash (2015), and Esmeralda (2015).  I do recommend adding all of these to your game when the base game begins to become familiar.  But you definitely need to pick up both Blue Sun (2014) and Kalidasa (2015) if you're a fan of the show and want to make the universe feel a lot more complete, not to mention expand the options for play by a ton.


The description from Board Game Geek for the base game is as follows:
Players begin with a ship, and travel from planet to planet, hiring crew, purchasing ship upgrades, and picking up cargo to deliver (jobs) all in the form of cards. Some crew and cargo are illegal, and can be confiscated if your ship is boarded by an alliance vessel. Travelling from planet to planet requires turning over "full burn" cards, one for each space moved. Most do nothing, but you can also encounter an Alliance ship, have a breakdown, or even run into Reavers. Completing jobs gets you cash. First player to complete the story goals wins.
Game description from the publisher:
In Firefly: The Game – based on the popular Firefly television series created by Joss Whedon – players captain their own Firefly-class transport ship, traveling the 'Verse with a handpicked crew of fighters, mechanics and other travelers. As a captain desperate for work, players are compelled to take on any job — so long as it pays. Double-dealing employers, heavy-handed Alliance patrols, and marauding Reavers are all in a day's work for a ship's captain at the edge of the 'Verse. Firefly: The Game is a high-end thematic tabletop boardgame from Gale Force Nine (GF9) and the first in a series of tabletop hobby board games and miniatures games from GF9 set in the Firefly Universe.

We tried our own variant based on the amount of time we had to play and found it worked well.  We used one of the in-game cards that had us put Reaver and Alliance markers on all planets in their spheres but we also set and end tie for the game, deciding we would simply sell off all of our stuff at the end adding up the totals.  The twist would be that missions will have helped during play, in that they pay off when completed, but would also add to the total in the end game, in the form of the value in the lower right of the card.  Same thing for bounties.  Everyone started with 12K credits, bought their starting ship and drives, but also got to sell those and all gear and crew at the end.  Once we were done, we figured out the the difference between first place and last was basically the value of having completed one large job, so it really was close.


A look under the hood of various Games, Rules and Systems.
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Friday, October 23, 2015

Tabletopper Friday - Istanbul (2014)

Stopping out at the Gaming Hooppla last weekend, I got the chance to play a game of Istanbul (2014) along with the Istanbul: Kebab Shop Mini Expansion (2014) with Tom Wham.  There was a small crowd at the Hoopla on Friday evening and I stopped out again on Sunday to about the same, though I was told they were hopping (for a mini-Hoopla) on Saturday.  It's a fun event and I hope I can make it to the full Gaming Hoopla in the spring up in Milwaukee.  One of the things I like about Istanbul, it's always a tight game.  I like the addition of the Kebab Shop and the options it adds to play.


The description from Board Game Geek is as follows:
There's hustle and bustle at Istanbul's grand bazaar as merchants and their assistants rush through the narrow alleys in their attempt to be more successful than their competitors. Everything must be well organized: wheelbarrows must be filled with goods at the warehouses, then swiftly transported by the assistants to various destinations. Your goal? Be the first merchant to collect a certain number of rubies.
In Istanbul, you lead a group of one merchant and four assistants through 16 locations in the bazaar. At each such location, you can carry out a specific action. The challenge, though, is that to take an action, you must move your merchant and an assistant there, then leave the assistant behind (to handle all the details while you focus on larger matters). If you want to use that assistant again later, your merchant must return to that location to pick him up. Thus, you must plan ahead carefully to avoid being left with no assistants and thus unable to do anything...
In more detail, on a turn you move your merchant and his retinue of assistants one or two steps through the bazaar, either leave an assistant at that location or collect an assistant left earlier, then perform the action. If you meet other merchants or certain individuals at the location, you might be able to take a small extra action. Possible actions include:
  • Paying to increase your wheelbarrow capacity, which starts the game with a capacity of only two for each good.
  • Filling your wheelbarrow with a specified good to its limit.
  • Acquiring a special ability, and the earlier you come, the easier they are to collect.
  • Buying rubies or trading goods for rubies.
  • Selling special combinations of goods to make the money you need to do everything else.
When a merchant has collected five rubies in his wheelbarrow, players complete that round, then the game ends. If this player is the only one who's reached this goal, he wins immediately; otherwise ties are broken by money in hand.

The description of the expansion is as follows:
An official expansion for the game Istanbul, published in the European games magazine Spielbox, issue 3/14.
The Kebab Shop replaces the Fountain from the original game. 
For placing the Kebab Shop, the same rules as for the Fountain apply. As an alternative, you may pay 2 lira to move your family member from any free space (although not from the police station) to perform an action at another space of your choice.
The Kebab Shop has to be placed as one of the inner spaces of the bazaar.
Note: this expansion is produced on card stock rather than the thick cardboard used for the original game tiles.

I don't think I used the Kebab Shop as much as I could have.  There was chance to have my Family Member go on a market run for me that might have saved a couple steps off my game.  In Istanbul, a couple of steps can make all the difference.
Mostly about card games and board games,
unless they have a decidedly wargamey feel.
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Thursday, October 22, 2015

Nostalgia Thursday - M. A. R. Barker (1929 – 2012)

Like many folks who are gamers of a certain age, I first learned of M. A. R. Barker via Empire of the Petal Throne (1975), a roleplaying game published by TSR not long after the early success of Dungeons & Dragons.  My own DM for D&D, which we started playing from the get-go, had dibs on a lot of published RPGing materials but wasn't interested in EotPT, so I grabbed a copy myself.  I think I was too young at the time to appreciate the great depth of the system but lifted some ideas for D&D games that I ran when our regular DM was taking breaks from time to time.


M. A. R. Barker put out quite a bit of material in his lifetime, much of it for his own setting of Tekumel through his RPG but also for wargaming.  When Gary Rudolph came out with his Missúm! (1978) wargaming rules, he worked with Barker on a six volume series or army books beginning with The Armies of Tekumel, Volume I: Tsolyanu (1978).  Barker continued working on the series on his own, at first, and then with Bob Brynaldson for the final four in the series.  Toward the end of the series run, Barker worked with Jeff Berry on the Qadardalikoi (1983) rules which could also use the series of army books and which was specifically meant to be able to conduct wargames in the world of Tekumel.


Now, The Tekumel Sourcebook has been released as a "reprint of the original Gamescience edition, with" a number of "changes and additions" that fans of the setting should really enjoy.  Check it out here.


Focusing on the roots of current tabletop gaming
with an eye toward the last century and before.
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Wednesday, October 21, 2015

Wargaming Wednesday - Battle of Agincourt

With the 600th anniversary of the Battle of Agincourt right around the corner, I thought I'd take a post sharing some suggested wargames for those who might like to commemorate the event with a simulation.  First, check out Agincourt (1978) by Jim Dunnigan and SPI here.


Also, have a look at The Battle of Agincourt (1978) by Marc W. Miller and GDW Games here.


Finally, here's a much newer game called We Happy Few: The Battle of Agincourt (2015) by Tom Russell and Tiny Battle Publishing here.


A closer examination of board and miniatures Wargaming.
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Tuesday, October 20, 2015

Terrain Tuesday - Brick Texture, Town Map, & Rickety Lift

Over on nycake.com, you can get a "Brick Texture Rolling Pin 13" x 1" long" here.


Also, on fantasticmaps.com, check out "How to Design a Town Map" here.


Finally, on theDMsCraft YouTube channel, an oldie but a goodie.  Watch the "RICKETY LIFT Dungeon Terrain for D&D & Pathfinder (DM's Craft #124)" from early this year.  Enjoy!



For purposes here, the term Terrain is used broadly
to cover 3D and 2D maps, foam, felt, and such.
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Monday, October 19, 2015

Minis & Modeling Monday - Rage of Demons, DnD Lead, & a 25 Cent Pit-Fiend

Over on ddoplayers.com, have a look at the "New Rage Of Demons Items From Gale Force 9" including some boss minis here.


Also, on dndlead.com, he's got "Minis for Sale/Trade" here.


Finally, on the Dave O'Gara YouTube channel, check out "Miniature Mash-Up Episode 41 Making a 25 Cent Pit-Fiend." Enjoy!



A look at prepping and painting Miniatures,
crafting buildings and paper Models,
and other non-terrain stuff for the tabletop.
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Sunday, October 18, 2015

The Sunday Miscellanea - 12-sided d4, Cthulhu Dragonskin, & Gorilla Epoxy

Over on ebay.com, if there are any left, you might like to pick up a 12-sided d4 here.


Also, on amazon.com, check out the "Chessex Cthulhu Dragonskin Vinyl Bookcover" here.


Finally, on gorillatough.com, if you don't already know about this super adhesive, have a look at "Gorilla Epoxy" here.


Essentially, a clearinghouse for topics on MFWARS.com
not covered elsewhere or wanting a particular focus.
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Saturday, October 17, 2015

Systems Saturday - Last Night on Earth (2007) - Mall Madness

It was just about a year ago when Norm ran us through the Mall Madness scenario using Last Night on Earth: The Zombie Game (2007) and I blogged about it here.  We were pretty pleased with ourselves at the time because the cards just seemed to keep going our way.  Not so this last Lake Geneva Games gameday because we had our hats handed to us with our brains in them!


The description of the game from Board Game Geek is as follows:
Last Night on Earth, The Zombie Game is a survival horror board game that pits small-town Heroes head-to-head against a horde of Zombies. A team of four heroes is chosen by one set of players, and the Zombies are controlled by 1 or 2 players. Each hero has its own special abilities. The board is modular, which changes the layout of the town and start positions of each hero. The game comes with several scenarios, which include simple survival, rescue, or escape. Differing combinations of heroes, scenarios, and board configurations offer a lot of replayability. 
A Hero deck and a Zombie deck deliver tactical bonuses to each side. Combat is resolved using 6-sided dice, modified by the weapon cards heroes may be equipped with. Many of the cards include zombie movie tropes to achieve a feel of playing out a horror movie. All the game art is photographic, enhancing the cinematic feel. The game also comes with a CD Soundtrack of original thematic music.
Each hero has its own plastic sculpted miniature. The game also has 14 zombies in two colors. Other objects and effects are represented by high-quality cardboard counters.
And the Last Night At The Mall: A Last Night On Earth/Mall Madness variant scenario can be downloaded through the link at Board Game Geek here.


If you haven't played this variant, and can get your hands on an old Mall Madness game to facilitate it, I highly recommend it.  It's still a fun game, even when you lose (perhaps more so!) but we were short on time so we kinda ran a truncated version of it.  That may have favored the zombies a bit, or so I will claim until the next time we play!


A look under the hood of various Games, Rules and Systems.
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Friday, October 16, 2015

Tabletopper Friday - PAX (2011)

Earlier this week, Kurt joined the Culver's gang to play a few card games including a Love Letter variant and High Society.  He even stuck around after the lunchtime bunch took off so we thought we'd try a game of Pax (2011).  None of the three of us playing had played before and Kurt had only looked over the rules a couple times, so we worked our way through it a bit at a time.


The description from Board Game Geek is as follows:
Enter Rome at the time of the slave uprisings under Spartacus! The escaped rebels have managed to gain influence and power. Rome is attempting to undermine the stronger armies of the slaves in order to restore "pax", or peace – but only for personal gain.
Will the Empire collapse under the strain, or will their promises to insurgents succeed in drawing them to their side?
The players play the part of the escaped slaves who try to increase their sphere of influence and undermine the Roman establishment. Using their cards, they expand their power in seven different categories. At the end of the game, each player tries to be stronger than Rome - and, of course, stronger than any opponent. Through intrigue, however, a player can join forces with Rome and thus contribute to its victory over the slave revolt.
PAX is a multi-faceted game of card management and influence in which each card requires a tricky tactical decision. With two copies of the game, up to eight players can compete for a foothold in the Roman Empire.

I enjoyed the complexity of this game and like that it is both cooperative and competitive at the same time.  That puts the leading player, as much as that can be discerned, in a position where they need to step up and keep everyone in the game.  The decision-making that takes place combined with the limited information each player has leads to some difficult choices.I'll need to play this a few more times with some players of the same or more experience than myself to fully appreciate this game but I am already keen to give it at least several more attempts.  I like the theme, art, and combination of mechanics.  Good stuff!

Mostly about card games and board games,
unless they have a decidedly wargamey feel.
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Thursday, October 15, 2015

Nostalgia Thursday - Bob Liddil (1947-2011)

I mentioned last week that I had stumbled across a copy of The Armory's "30 Sided Character and Other Tales" (1986) by Bob Liddil.  Check out a page dedicted to him on RPGGeek.com here.  It had been a while since I had heard his name so I thought I'd refresh my memory about some of his work in the RPG field.  Bob Liddil is no longer with us, sadly, but his work lives on and can be enjoyed by fans of RPGs even today.


Bob Liddil worked both in the print RPG field, producing many "generic" Medieval Fantasy supplements for RPGs, and in the early computer adventure game field.  I found an obituary for him on "Gaming After 40" (gamingafter40.blogspot.com) here.  A list of his RPG field accomplished is long but a list of offerings he published directly as the Bob Liddil Publishing Group can be found here on the Tome of Treasures website.  Aside from purchasing and attempting to resurrect the Sorcerer's Apprentice magazine, one of his most treasured publications include Griswald Grimm's Little Shop of Poisons and Potions (1988).


Also prized is the aforementioned's sequel, Apothecary on the Street of Dreams is the Little Shops of Poisons and Potions Book 2 (1990).


Focusing on the roots of current tabletop gaming
with an eye toward the last century and before.
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