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Love the world.
The Voyages of Marco Polo
(Image credit: henk.rolleman)
This is the best new euro I've played in quite a while; it might be top 10 material.
Marco Polo is an excellent mid-weight dice-placement, resource management, order fulfillment euro, themed around Marco Polo's travels to China. It has high inter-game variability and very strong asymmetric powers that may be too much for some people.
At the heart of Marco Polo is a dice-based action selection system. It's fundamentally worker placement, but with the strength of the action determined by the pips on the die or dice that are placed to perform the action.
Placement doesn't block others from using the same action, but raises the cost to do so -- in order to use an action that someone else has already used this turn, you must pay money equal to the value of the lowest die that you place to perform the action.
You're also barred from repeating most actions that you've already taken in a turn, unless you acquire black or white dice, which can be used to duplicate an action that you've already taken.
That core system is rock solid, interesting, and fun.
The available actions allow you to acquire camels or trade goods, acquire contracts (which are completed using camels and trade goods), move your dobber on the map (paying money and sometimes camels to do so), or get money.
Moving to a new city on the map allows you to place a trading post. In large cities, a trading post allows you to use the action space that's assigned to that city (based on random card distribution at the start of the game, with many more cards than can be used in a game). I love worker placement games that let you get access to exclusive or limited action spaces. Marco Polo has that in spades.
The first player to establish a trading post in a large city earns a one-time bonus. Trading posts in small cities give players some kind of income at the beginning of each round.
Money is tight! You need it for so many things.
Travel is important! But you can't neglect contracts (and vice versa).
You need camels! You need goods! you need extra dice!
As I mentioned, every player is given a special character power at the beginning of the game. These powers are strong. I'm not talking about "pay one less gold when buying blue things" level of power. It's more like: you never roll your dice -- pick their value freely when you place them. Or teleport around the board. Or don't pay any cost to use an already used action. Super powers.
The trick is to make the maximum use out of your own power, to offset the other players making maximum use of theirs.
Players are also dealt two end-game VP cards, which remain hidden. These all involve establishing trading posts in specified cities (usually inconveniently far flung). The points available from these cards vary significantly, which could be a problem if one player wins just because they got the more valuable cards.
But the game includes drafting rules for both characters and end-game VP cards. Once you've played enough to understand what's what, I strongly recommend you use the drafting rules. That should minimize concerns about the balance of superpowers and goal cards.
The game has a solid physical production, with lots of nice wooden bits and handsome board and card art. The game state is fairly easily readable, once you know how to read it.
Overall, this is a great package. Game play is taut and compelling. And the variability as to city action cards, player powers, and end game VP goal cards should make for serious replayability.
Highly recommended, with one caveat: This game induced the worst AP that I've ever experience playing a game (and I'm not at all inclined that way). I think that's somewhat inevitable: everything is very tight; it's very easy to screw up; you need to string together multiple actions in a turn to get where you need to wind up; and every opponent action has the potential of throwing you off your razor-edged plan. This seems to be getting better with greater familiarity. But I would never play this game with a person who is innately AP-prone. The fun would die.
(Image credit: imploded)
Fun, quick, social deduction game.
The players are dealt a single card each. All but one of the cards show the same location (e.g., they all show a police station). The one non-matching card simply says "spy."
Players then ask each others question. The players who know the location are trying to uncover the spy. The spy is trying to figure out the common location before being discovered.
Out of that simple set up emerges a great deal of clever canniness. Questions need to be framed just so, to elicit subtly confirming responses from non-spies, while leaving spies without any guidance on what to say. Answers to questions also need to be very carefully framed. Give just enough information to let your fellow non-spies know that you're on their side, without revealing anything that would help the spy figure out where you are.
That's pretty much it. But with a decent group it works brilliantly.
And it is so stressful and fun to be the spy. In a recent game as the spy, three or four people were questioned before me, and I gleaned just enough information to narrow things down to half a dozen locations. When it was my turn to answer a question, I was able to give an answer that palpably fit all of the locations that I had in mind. My answer fit well enough that suspicion swung away from me and I was able to sneak through for a win (by strongly endorsing another player's accusation of a non-spy who had consistently been too vague).
Deep Sea Adventure
(Image credit: kazk)
An adorably small push your luck filler, similar in feel to Incan Gold.
Players are deep sea divers, exploring for treasures to bring back to the communal submarine. Each turn, players consume air from the common pool -- one unit of air per treasure that player is carrying. Dice get rolled and you either move forward, or abandon your explorations for the round and retreat to the sub. Movement is impaired by how much loot you're carrying.
All of that creates an interesting group dynamic. So long as nobody picks up a treasure, no air is consumed and all can go deeper into the sea (where the best treasure is), but once people start grabbing stuff the clock starts ticking. And players can defect and be dickish -- once you're pretty sure you'll make it back safely, pick stuff up to increase the rate of air consumption, making it harder on your opponents.
The dice keep it from being calculable.
Just enough to think about; doesn't outstay its welcome. Does what a filler needs to do. Fun.
Omen: A Reign of War
(Image credit: robrob)
Beautiful two-player card game, in the same general lineage as Battle Line.
Players are paying gold to play cards into one of three contested cities. The cards represent soldiers (high strength, one-time special power when played), oracles (weak strength, but special powers that trigger every turn), or beasts (very high strength, can either be played to a city or discarded to trigger a strong one-off special power).
If a specified number of cards are in a city, a "war" is resolved (based on the combined strength of units on each side). The winner gets the top face down "reward" card for that city, and players discard most of their cards from the city (loser keeps two, winner keeps one).
There are a lot of other clever little wrinkles, which make for some very interesting decisions.
The graphic design is top notch, with clear readable card information and unique evocative art on each card.
The only downside for my wife and I is that the game consistently produced snowball effects. One player would get a resource edge and then you'd have a runaway leader. With more experience, we could probably mitigate that through better play. But we're probably not going to make that effort. It wasn't much fun to be on the losing side of this game.
On a more general point, I'm wondering if two-player head-to-head card games just aren't to my taste. If you really like that kind of thing, this might be a great game for you.
(Image credit: punkin312)
Fairly simple stock market game, with not quite enough control for my taste.
This was a perfectly serviceable stock market game, where players acquire (or sell) shares in various companies, while the share value of those companies fluctuate (based largely on hidden information, with each player having some exclusive knowledge of part of the upcoming changes).
The system for acquiring shares is based on an Amun-Re (Cyclades) style auction (which I tend to like) with the auctioned lots being constructed by the players through card play. Some of the cards are played face down. So again, hidden information with limited player knowledge of what's been hidden.
I liked it well enough, but felt like there was a touch too much luck for my tastes. In my one play, information that I couldn't see tended to strengthen other players' positions in a way that I couldn't foresee or control. I suppose I could have aped other players' choices more, in an effort to hedge against changes that they were able to foresee. But if everyone did that, it would be a pretty bland experience.
Good design, but not for me.
(Image credit: punkin312)
Fun with gravity.
Players take turns putting differently shaped objects on little shelves projecting out of the inside of a hoop. As the center of gravity shifts, the hoop rolls. Try not to have things fall off the shelves on your turn.
That's pretty much it. I'm glad to have played it, but it wasn't as good as Riff Raff or Bandu (in that balancing-odd-objects niche).
Nations: The Dice Game
(Image credit: earthvssoup)
Light dice-based engine building game with way too strong a luck effect (at least with two-players).
Roll your dice. Then take turns using them to pay for tiles from a center market. Some tiles are "wonders" which require an extra action (and stone) to "build" into your tableau. Tiles may give you extra dice (which you can immediately use) or "chits" that have some one-per-round value. If you've got a re-roll chit you can use it to re-roll any of your unused dice.
After buying tiles there's a contest for most books (VP reward), a target for food (VP reward), a contest for most swords (determines turn order), and then a target for swords (VP reward).
Repeat four times.
I was unsure whether to get this game, because I read several comments that the game was flat and uninteresting, with not enough narrative to engage. I didn't have that problem. I thought it was engaging enough as a light engine builder. And getting to use your acquired dice immediately is fun.
I didn't like the game for a different reason. The luck dependence is way too strong, at least with two players (I haven't tried it with more).
My wife and I played three games back to back (it's quick!) and we saw repeated instances where a streak of bad rolling created a structural disadvantage that couldn't be overcome (at least that we could see).
The game repeatedly produced frustration (and not the good kind).
Do not want.
Gerard de Gelder
There are a lot of days with more than one game.
Especially in our holidays.
And because I have 3 [geekurl=https://boardgamegeek.com/geeklist/lists/user/GerarddeG]challenges[/geekurl] going it is also good for this site.
At least three days in a row were filled with games.
Thursday I've played Patchwork (four times), Stap op, Qwixx (2 plays), Camel (C)up. Most plays were with my third and fourth kid.
I've learned them Patchwork (one at the time off course) and we've played Qwixx together (the Mixx-version).
Also Camel (C)up was a game we played.
My youngest son always likes to 'throw' the dice in that game, so some Camels go really fast.
Yesterday my daughter returned from a few-day-visit to a friend. So she definitely wants to play a game.
And also my other kids wants to, so I had a lot of fun.
I've play Istanbul, Sushi Go!, Machi Koro (with expansions), Konijnen Hokken, Shave a sheep, Escape (twice and with expansions) and Patchwork.
Today I've played Metropolis, Port Royal, Lemming Maffia and Patchwork (twice again).
I've teached Port Royal to my youngest son and Patchwork to my eldest one.
It is always fun to teach them new games, especially when they like them.
Fri Jul 31, 2015 10:49 pm
Well, it's no Ginkgopolis...
Since I always post in the "new to me" thread. I end up writing up the blog post in order to get the formatting down. I thought this month I would post it as a blog entry too.
I am going to put a poll at the end to see if you all enjoy reading this in addition to the normal weekly post I do. If not then I won't post it again! Simple as that. I think it is an interesting way to keep track of the games I learned in the month.
Another Month gone! Still so many games learned- but never enough!
1. Seven7s: A simple card game. I bought mostly for the rainbows it provides. Only played 2 player- so I am looking to play with 4 players and see if that changes up the game play at all.
5/10 after 1 play (for trade)
2. Birds on a Wire: Cute abstract game. Not sure it is best with 2 players. We only played 1 time so I am looking to try with more than 2. Not many in my group enjoy abstract games like this though. Super cute!
5.5/10 after 1 play (owned)
3. Sheep & Thief: Wonderful Japanese game that I bought on a whim. I love the little sheep balls and the card drafting. This is a very easy game to take out and play as a filler. Easy to teach and super cute!
8/10 after many plays (owned)
4. Fun Farm: Silly easy dex games. It is more speedy response game. The animal balls are hilariously cute and lovable. Kids game that I do recommend.
5/10 after 1 play (not owned- but would play)
5. Airlines Europe: Not for me. Perhaps the next step up from Ticket To Ride. For me it was just not enough to keep me interested for the game. I was ready for it to end mid game. I know many people enjoy it. I have to say I love the mini planes. In the end it was the case of 1 and Done.
6/10 after 1 play (not owned)
My favorite image was BGG rejected of the set of photos I took for this game. Lamesauce.
6. Small City: A game I bought on a whim. I enjoy city building games and this seemed to be the perfect one. Rules are complicated if you haven't played Alban's games in the past. It is the 3rd game in a trilogy and I hadn't played the other games (or at least 1 game of Town Center doesn't count, for me). Played a few times and it is becoming clearer with each play. A bit long for my taste but I am looking forward to playing it more to discover what I can do.
7/10 after 3 plays (owned)
7. Slideways: Very fast connect 4 type game. 2 player game to slide the rows and try to connect 4 of your color. Simple game but for me is 1 and done, however.
3/10 after 1 play (not owned)
8. Carcassonne: The City: I really enjoy Carcassonne but it rarely gets played. This is a fresh take on the game but adds another whole game. It is like a game within a game. I love it. Awesome wooden bits and a different way of thinking about the tile placement and how the walls might close in and effect your game play. Very fun!
8/10 after 1 play (owned)
9. Das Zeitungsspiel: Basically the same game as Kunst Stücke but not as good. I know, I know it is all just gibberish. I have no idea how to say anything or remember these name titles. I have no idea. Dan just wanted to play to compare the two. Kunst Stücke is much better. You can have the tiles going any way you like. more freedom. There is more freedom in the scoring for this game but you can incorporate that into Kunst Stücke.
Tile laying abstract game. Very fun if you like that sort of thing!
6/10 after 1 play (not owned)
Kunst Stücke 7/10 after 1 play (not owned - would play again.)
10. Eminent Domain: Deck-builder game. Space. No direct conflict in the main game (I haven't tried expansions, so I don't know about those). I was a bit underwhelmed with this game. I was told I HAVE TO play with the expansions for the full effect. I suppose I should seek out the expansions. I enjoyed my 1 play. I don't think it will get played a whole lot if I am being honest.
6.5/10 after 1 play (owned)
11. Bucket King 3D: Not really a dex game. More bluffing and screw over your neighbor type. So cute and awesome quality buckets. I would certainly play this again- probably won't own it.
6/10 after 1 play (not owned)
12. Traders of Carthage:Nice card game. Overstayed its welcome with the 1 play. I didn't find it to be all that special. I suppose there are other cards/ set collection games I would rather play in half the time like Coloretto or such. I would certainly play again.
6.5/10 after 1 play (not owned)
13. The Lord of the Rings Dice Building Game: I got this game in Nov just because I love LOTR soooo much! I wasn't ever a fan of Quarriors!, but I didn't hate it. I can see the appeal of the LOTR though. That makes sense. It is semi- co-op so the game did go over well here on BGG. A lot of missed reviews. Ron and I only partially played through 1 games. I know there was a rules update which we played with and seemed to have no problems. I really need to play through the full game to give a report though. I look forward to playing again though.
Soft rating of
7/10 after half a play (we were sort of playing 1 rule wrong so we didn't end up progressing like we should have)
14. Dungeon Twister: The Card Game: 2 player card tableau puzzle type game. We just played the basic game which didn't seem to offer much in terms of puzzling goals. I was told to try again with a harder level and there is actual combat in those. Ron was very unimpressed. I liked it more than he did. I would give it another shot. Unlikely to see another play, however.
6/10 after 1 play. (owned- for trade)
15. Dawn of the Dice: No BGG entry last I looked. Couldn't end fast enough even for a 5 minute game. I don't like zombie anything. Dice game with no "real" choices. Pass. 1 and done.
1/10 after 1 play. (not owned)
16. Road to the Palace: Wonderful Japanese card game. Designer of Pecunia which I love too. I really enjoyed this little game. It is tricky. You have to watch everything that is happening cause you don't want to help your opponents with the moves you make. Very clever game.
8/10 after 1 play. (no owned but want to own)
17. Broom Service: Perhaps my favorite from the month. No wonder why it was winner for whatever awards. It is a wonderful game. Easy to teach and learn. Fun for any group. I really enjoyed it. The hand management is interesting with trying to outsmart the other players. It is very difficult. I compare that to Glass Road. Clever game.
8/10 after 1 play with 5 players. (not owned- might look into owning)
18. Guns & Steel: Short-ish card civ game. Cards are always the same- wonders might be different. As far as I can see not much replay value here. I thought it overstayed its welcomed. Seemed to favor the military and that was that. I could be wrong, but I don't have a desire to go find out. probably 1 and done. I won't seek it out to play.
5/10 after 1 play (not owned)
19. Stockpile: Surprising game I hadn't heard about. KS that Riley picked up and brought over. I found it very pleasant and very enjoyable. Some risk taking and guesstimating. I am actually much better at Stock games than I would normally think. Easy to teach and play and very fast! Very enjoyable. I look forward to playing again!
7/10 after 1 player with 3p. I want to try with 5. (not owned)
20. Biblios Dice: Maybe not so new to me cause I have played (and own) Scripts and Scribes: The Dice Game. It is essentially the same thing with a few tweaks, but same basic outcome. New art and bigger production value than the first. Simple dice drafting game. I enjoy the game. I will see no need to own this game when I have the first one. Seemed to be longer than I remembered. I was happy when it ended.
6/10 after the 1 play (not owned)
21. Viceroy: New GenCon release KS. Has a lot of mechanics I like in a game. Bidding, card tableau building, beautiful artwork with bold colors. very enjoyable even at the 2 player count. I look forward to playing with more than 2. Easy game to teach and play. Fast and fun. What more could I ask for!
7.5/10 after 1 play. (not owned- may look to owning)
22. Walk the Dogs: Silly fun kids game. Really simple card / dog set collecting. We were being really silly. I kind of started to be immature, cause how could I not? Anyway, my image for rejected from BGG cause yeah... hahah too Hilarious! Cute game. Lots of laughs. Don't need to own but could be convinced to play again.
5/10 after 1 play
That's it for July! Not too shabby!
Total new to me games for the year so far 156.
It has been a funny ol' time, what with the passing of my cat, my family being in Poland and the "Great Bill Payer" called work just being annoying. For those reasons gaming hasn't been as frequent as usual. Blogging too, but you people aren't paying me by the blog posts and I leave the excellent Tony Boydell (Every Man Needs A Shed) and Stuart Burnham (It Beats Watching TV) to fight for the crown of best daily blog. Go subscribe. Now!
Right where was I? Oh yes board games. So whilst I have been not blogging I have actually managed to play a few games. Hurrah!
Firstly was a three player game of Belfort* with my good lady and mostly house trained son. Belfort is an area control / worker placement type of game where you are trying to build the city named in the title. Paperwork errors mean the city hired more than one contractor** so you have to fight it out over seven rounds.
I have now played Belfort with two, three, and four and I think it is best at three. Too long at four and the dummy player mechanic at two just takes the edge off the game. Still good at all player counts though and the components are some of the best I have seen in a game. Shame the box is slightly smaller than your normal 'euro' sized box.
Best bit about this particular game was the fact it was family time. Much needed for us all, especially my lad who was missing his wife and son who, at that point, had about a week left in Poland.
Stickers are my Kryptonite
Next was The Staufer Dynasty, a worker placement game with a twist on how you place workers. You need to place workers on the actually worker placement spot in the number required, three to seven, but also place a number of workers to travel from where the king currently located to the area of the board where the spot you want to use is. Also player order is variable depending on what action - supply or place - that you take. Interesting mechanics but not a brilliant game. It isn't shite - no game with meeples that look like Elvis could be - but it is just too disjointed to be fun and the theme really is a pasted on veneer. Nice variable scoring though.
I'm all shook up, uh uh.
Also played Shipyard that night and that game is excellent. Some of the components aren't the best quality but the game is good, oh so good.
It was Derby On Board's big regular end of month games night this week. I missed that, and it should be 'heavy euro' night tonight. Guess what? Well done, have a cookie - I can't make that either. Anyway I have managed to played games of Harbour*, Flip City*, Snowdonia (with added tea...mmmm) and Rococo this week.
A nice cup of hot tea...
So not a bad week for games. Mrs B really likes Rococo too as do I so all is slowly returning to normal. On that subject we have the grandson all day tomorrow so I'm going to have a busy busy day, but busy and enjoyable in that kind of way that money cannot buy. I like board games but my family is my first love.
What is it about dress making that puts people off this great game?
Until next time.
* Some Tasty Minstrel Games loving right now...
** This sounds like something local government would do but I've not seen any gnomes at work...yet
I've been trying to keep a list of my three favorite games discovered every month. I try to limit it to three, but I'll also discuss some of the other games that I played that were also new(ish) to me. Without further ado, here are my favorite three discoveries for the month of July 2015.
Let me preface this post by saying that July was a slow month for discovery. In between traveling and other activities, my gaming dropped off after the middle of the month. That said, there were a few good ones.
see the previous entry...
Baseball Highlights: 2045
As an avid fan of baseball, it was only natural that I would be drawn to Baseball Highlights: 2045 and wow did it deliver. While not terribly immersive (said by an old Strat-o-matic player), the gameplay is fast and furious. Now I've played a lot of Harry's Grand Slam in my time, but 2045 is better. So far we've only played a 3-game series, but look forward to playing once things around here calm down a bit. The box is immense and ridiculous, so I decided to transplant the components to a Japanese osenbei box approximately 75% of the size of the typical Avalon Hill Bookcase game box. Much better.
Bridgette has been on my radar for about a year and a half, but I only just took the plunge. I liked it very much, even though its connection with Bridge is somewhat specious. What I mean by that is that while the bidding is just Bridge bidding, it losses half the appeal of encoding your hand for your partner. However, there are some nice advanced bidding rules that allow you to garner some information about your opponent's hand to a similar extent that you would get from a full Bridge bidding round. That said, I've only read the advanced bidding rules and have not yet tried them out. Sadly, I suspect that I'll have a difficult time finding opponents for this gem.
On the other hand, I should have little problem finding opponent's for Power Grid. While I've only gotten one play in so far, it made quite the impression. In hindsight, PG is the kind of game that I've found myself drawn to more and more: economic engine building games with simple rules and some nice tension. We played on the Japan map. Even though that might have not been ideal for the first play (it was tight), it was an easy sell to get to the table. One more point... open money every time. No question.
In the combinatorial realm, Nineteen was a fairly straight-forward Nim-like game while Atoll was a neat take on the Hex/Y family that I don't think I've come to fully appreciate yet. More plays should help me in that respect. Otherwise, July was a slow month for me in abstract discovery -- especially in light of the epic June.
One huge advantage of being a tabletop game n00b is that you can discover games that others found ages ago. For Sale was a game that I picked up on a whim to show my kids and it did not disappoint. It and Just Desserts have become favorites for my 7-year-old. On the other hand, VivaJava: The Coffee Game: The Dice Game didn't go over as well. Though I found it to be a solid entry in the Recipe-Filling Dice Games genre.
On the absolute opposite end of the complexity spectrum was ZhanGuo, a game of 10-simultaneous hand management games (kinda). More so than the game itself, the most interesting aspect of ZhanGou was that it happened with a potential regular gaming group (potential in that, it remains to be seen if they'll invite me back). While I wasn't immediately blown away by the game, I have found myself thinking about my choices days later. I think this is a good sign.
As always, there was one game that I discovered that I just didn't like and this month it was Skull, a Liar's Dice-esque bluffing game. Now I love Liar's Dice, but sadly Skull fell completely flat with me and my in-laws. Now, I'm willing to admit that perhaps we were not in the right frame of mind to like it, but I'm not terribly compelled to rush and try again. If it ever hits the table again with a different group then I'll not turn it down of course, so the final verdict is deferred.
Finally, in the statute-of-limitations category, I managed to get in a game of Titan on the iPad and a strange feeling came over me... it seemed very familiar. Indeed, it suddenly occurred to me that I had played this game as a kid, but not any published version. Instead, there was a kid that I knew who my friends and I would occasionally play D&D with who showed us a game that he had "invented" that was, in hindsight, clearly just Titan. He had his own hand-made game board on a bed-sheet (!) and piles and piles of index cards for the monsters and though I don't remember if we liked it then, I was certain that we were impressed by its thoroughness. Crazy... I wonder what that kid grew up to be?
Anyway, onward to August! (and tile-laying games)
The past week has been a roller coaster. No appointments for therapy or meds, that's this coming Monday. I've been helping a friend out as an anxiety coach. Think AA sponsor for anxiety. My high point of the past week was finding out my services are no longer required. They are far enough in their recovery that they don't need me any more.
Haven't gotten much painting done. Started more Raptors, have done a lot of bases for my troops.
I'll wrap this up with a video that cheers me up. Well, it always makes me cry, but it's a good cry, not bad.
The reason why Triassic Terror got me excited is because of the theme and components, which fills me with nostalgia. The vintage dinosaur figures are the kind that I played with as a kid. Sadly that initial interest fade quickly.
Triassic Terror is not a bad area control game that integrates well with its action selection elements. It is meaty, tense yet the rules are simple, making it easy to teach and learn. The special scoring and one time players counters does makes the different period plays a little differently but not enough. For me, the main weakness of Triassic Terror is its replayability. Essentially, Triassic Terror feels like a good but dated game, especially in consideration with its artwork.
Here is its pros and cons in my opinion, http://ttg.lifebits.me/reviews/a-review-of-triassic-terror/
Verdict: I Recommend Triassic Terror. Half Thumb Up.
Follow me at @ttg_lifebits_me on twitter.
The Official New York World's Fair Panorama Game 1964-1965
Welcome to JonGetsGames! Here is my Variety Vlog for July 2015
Support me on Patreon! http://www.patreon.com/JonGetsGames
Look below to jump to a section:
General Updates - 0:12
Excited: Discoveries - 2:33
Disappointed: Welcome to the Dungeon - 6:46
Review Revised: Abyss - 10:47
New Games! - 15:03
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Note: This video was recorded with periscope which only allows vertical video recording.
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