$10.00
GMT P500 for December 2010
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Welcome to the December 2010 edition of the GMT P500 update list.

Subscribe today: http://www.boardgamegeek.com/thread/419612

BGG.Con has come and gone, C&C Napoleonics is shipping, and more good games are coming out of GMT. Life is good.

It's hard to believe 2010 is almost at an end! So many good games, so little time, but this has been one of the best gaming years for me in a very long time.

I wish everyone a Merry Christmas, and hope that Santa leaves you all with a GMT game under the tree.


Thanks to everyone for their continued kinds words of support of this monthly geeklist and also for your helpful suggestions.

If you do have any comments or suggestions, please do send me a geekmail message or post in the comments section.

New this month: Two new P500 items
Battles for Moscow
Commands & Colors: Ancients - the Spartans

Making the cut:
Pax Baltica!
Commands & Colors: Napoleonics - The Spanish Army
Bloody April, 1917: War Over Arras, France
Combat Commander: Resistance!

Rising Stars
Greatest proportional change
45.28% Commands & Colors: Napoleonics - The Spanish Army
36.36% Panzer
29.76% Panzer Expansion #1: The Shape of Battle - The Eastern Front

Greatest volume change
+672 Combat Commander: Resistance! (NEW)
+163 Commands & Colors: Napoleonics - The Spanish Army
+143 Space Empires

Shipping/charging this month
December 10th :
Spanish Civil War

December 20-30th :
Barbarossa: Crimea

(Tentative) Production Outlook:

January, 2011:
Sekigahara
Fighting Formations

February, 2011:
Case Yellow
C3i Issue #25 (GMT'll add this to the P500 list in December)

March, 2011:
Combat Commander BP: New Guinea
No Retreat: The Russian Front

April, 2011:
1989
Infidel

May, 2011:
Crown of Roses
Space Empires

June, 2011:
Bomber Command (GMT says: tentative, but we would really like to print this together with Nightfighter)
Nightfighter
Sun of York

Other comments direct from GMT: Nothing major to report, but do note that the two new P500 items will be updated soon.

This space used to have the other "P500" lists for GMT reprints, MMP, Columbia, etc, but these other lists have become more sporadic of late for a variety of legitimate reasons, so for the moment I'm discontinuing posting/updating them here. I urge those who are interested in those other lists to subscribe to them where available.
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26. Board Game: Space Empires: 4X [Average Rating:7.57 Overall Rank:327]
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Current Preorders: 707 (+143)

First announced: October 2010

Current Status: Made the cut!

Preorder Price (List Price): $44 ($65)

Comments: Another stellar month of growth is rewarded with a production slot.

Game Link: http://www.gmtgames.com/p-317-space-empires.aspx



Game Information: Space Empires is a game in the finest tradition of 4X space games - eXplore, eXpand, eXploit, and eXterminate. Make no mistake. All four "X's" are included in this game. This is a wargame where the purpose of building your empire is not to feel good about your achievement, but to destroy your enemies and burn their colonies.

One difficulty in games of this genre is that they are often either overly simplistic or tediously detailed. Space Empires has been almost 20 years in the making and, during that time, many elegant solutions have been developed to keep the theme rich without a lot of rules. The game includes carriers and fighters, mines, cloaking, a very large technology tree, fifteen ship classes from scout to dreadnaught, merchant shipping, colonization, mining, terraforming, bases, shipyards, black holes, warp points, and non-player aliens, yet the rules are short and intuitive and the game can be finished on one sitting. This is NOT a game that is hard to get into. The playtest rules are only 6 pages long for the basic game and increase to 10 pages in length when all the advanced rules, optional rules, and scenarios are included.

Exploration is easy (well, easy for you, it is actually dangerous for your ships) and fun and reveals different terrain (such as asteroids and nebulas) which affect your movement and your combat. The map is printed on both sides to make set up easier. One side is used for the 2 player game and the other side for the 3-4 player game.
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27. Board Game: Crown of Roses [Average Rating:6.77 Overall Rank:3309]
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Current Preorders: 714 (+2)

First announced: June 2008

Current Status: Made the cut.

Preorder Price (List Price): $55 ($79)

Comments: So... who else is as excited about this one as me?

Game Link: http://gmtgames.com/p-234-crown-of-roses.aspx



Game Information: Crown of Roses is a 3-hour block game set during the turbulent years of the Wars of the Roses in 15th Century England. This 35-year long conflict saw the extinction of a large number of noble houses, and would eventually set the house of Tudor upon the throne.

In Crown of Roses, players take on the roles of the dynastic giants - the House of Lancaster and their Beaufort cousins, and the House of York. The four player game adds in the powerful House of Stafford, and the ever-scheming Richard Neville and his son, Richard of Warwick, the 'Kingmaker'.

Game Design: Stephen A. Cuyler
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28. Board Game: Case Yellow, 1940: The German Blitzkrieg in the West [Average Rating:7.03 Overall Rank:3370]
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Current Preorders: 723 (+25)

First announced: February 2009

Current Status: Made the cut.

Preorder Price (List Price): $38 ($55)

Comments: Now has a production slot.

Game Link: http://gmtgames.com/p-271-case-yellow.aspx



Game Information: September 1st, 1939: Germany invades Poland, setting off the Second World War. Except for minor attacks, France and Great Britain, the victors of World War One, do nothing. The Allies view the short Polish campaign of 1939 as a case of a newer, larger army winning out over an older, smaller army. Certainly the massed panzers are impressive, and need to be emulated, but the winter months see little positive activity on the Allied side. Missing the more vital lessons of the Polish campaign, the Allies are content to wait. Not only do their armies outnumber the Germans in terms of manpower, tanks and artillery, they have the advantage of operating on the defensive. Meanwhile the Germans feverishly apply the lessons they learned in Poland, and hone their operational techniques. The surprise German conquest of Norway jolts the Allies out of their lethargy. They do not have long to wait for the next blow.

May 10th, 1940: Germany unleashes its Blitzkrieg upon the western Allies. Six weeks later, the war ends in a smashing German victory. Four Allied national armies have vanished. The tiny Dutch and Belgian armies, pulverized in battle, have surrendered. Great Britain rescues most of the soldiers in the BEF, but their heavy weapons and vehicles remain on the beaches of Dunkirk. The island nation begins to re-arm, but for now is out of the fight. The proud French Army, with many regiments tracing an unbroken lineage back to the 1600s, suffers the most catastrophic defeat of modern times before France surrenders.

How did this happen? The Germans, realizing they could not win a repeat of World War One, set about reinventing the offense. Their formula included massed tank formations, an air force dedicated to close tactical support, and most importantly, a command and control system based on the use of radios. Allied tanks and soldiers were often equal or superior to their German counterparts – when given the opportunity to properly deploy and prepare. Unfortunately, such opportunities were few and far between. The Germans had securely positioned themselves inside an Allied decision making process that often took days to execute, rapidly concentrating, overwhelming defenders and then exploiting success. Certainly there were answers to every German innovation, but in six short weeks the Allies did not have the time to find them.

Case Yellow is a simple, but accurate, simulation recreating this monumental campaign. Each game turn is divided into eight action segments. Each player has four action chits. The initiative player selects the first action chit to play. The remaining seven chits are placed in an opaque cup and drawn randomly. In most cases the Germans have the initiative and go first by playing one of their four action chits. Each German chit is marked for movement or combat, and the German player chooses what his army will do (though the German player during the course of a turn must use two chits for movement and two chits for combat). At the end of movement, any panzer or motorized formation adjacent to Allied units has the option to attack. If combat is chosen, all German units adjacent to Allied units may attack if allowed by terrain.

Two Allied chits are marked two for movement and two for combat – not both. The creaky Allied command structure will bedevil the Allied player throughout the game. Need to move? Sorry – you just drew a combat chit. Set up to attack? You drew a move chit, and only the number of motorized formations equaling the roll of a six-sided die can attack.

Zones of control reflect that the infantry of both sides still fight by the rules of World War One. Infantry units must stop when entering an enemy zone of control. Mount a one hex infantry attack against a defender hex, and you attack only the units in the defender hex. Mount a two hex (or greater) infantry attack against a defender hex, and all adjacent enemy hexes must also be attacked (large-scale infantry attacks take time to set up, and the defender has the time to integrate adjacent units into the defense plan).

Motorized units play by different rules, though the Germans with their better-trained, veteran formations do it much better than the Allies. Simply stated, any motorized unit with a Troop Quality (TQ) higher than any adjacent unit may disregard those adjacent units’ zones of control for purposes of movement, combat and retreat. Only a solid line is proof against motorized unit exploitation and envelopment, and only so long as combat does not create gaps. Additionally, motorized units only may attack a defender hex from two hexes without engaging any other adjacent defender units – the speed of motorized concentration allows the attack to go in before a traditional defensive response can be established.

The Luftwaffe is present in overwhelming strength, allowing the German player to negate the toughest defensive positions if necessary. Each Luftwaffe asset marker provides a one column shift on the combat table. Each Allied air asset marker provides the same shift, but there are far fewer Allied markers – not that the Allies had far fewer planes (they had almost as many), but the Allied air-ground coordination was so cumbersome that planes usually did not arrive in time to influence the battles being fought.
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29. Board Game: Infidel [Average Rating:7.53 Overall Rank:1824]
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Current Preorders: 732 (+37)

First announced: November 2009

Current Status: Made the cut

Preorder Price (List Price): $38 ($55)

Comments: I'm hoping to get several plays of Men of Iron in before this one comes out so I can dive right in.

Game Link: https://gmtgames.com/p-292-infidel.aspx

Complexity: Not listed
Solitaire Suitability: Not listed

Game Information: The Battles of Dorylaeum, Antioch, Ascalon, Harran, Montsigard, Arsuf

Fast playing . . . easily understandable rules . . . unusual battles . . . lots of action . . . lots of color . . . lots of cavalry … great leaders . . . lots of Fun. That’s what you get with GMT’s series on Warfare in the Middle Ages, Men of Iron. The system demonstrates why cavalry reigned supreme during the era of The Crusades with the second game in the series, Infidel.

Infidel focuses on the major battles of the early Crusades era between the Christians and the Muslims. This is a period that saw cavalry reign supreme, and pitted the European heavy cavalry – armored “knights” - system against the Eastern/Turkish light cavalry tactics.

Each game of INFIDEL includes:

* Two 22” x 32”game-maps, backprinted
* 2 sheets of counters
* Rules Booklet
* Battle Book
* Charts and Play Aids
* 2 ten-sided dice
* Two pieces of wood to make your own True Cross

Designed by RICHARD H. BERG
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30. Board Game: No Retreat! The Russian Front [Average Rating:7.86 Overall Rank:427]
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Current Preorders: 775 (+31)

First announced: March 2010

Current Status: Made the cut.

Preorder Price (List Price): $42 ($60)

Comments: Another month in double digits.

Game Link: http://gmtgames.com/p-303-no-retreat-the-russian-front-delux...



Game Information:No Retreat: The Russian Front is a new deluxe edition of the two-player Victory Point Games 2008 CSR Award Nominee wargame that retells the story of the titanic struggle between the invading armies of Nazi Germany versus Communist Russia during WW2 at a player-friendly and manageable level of scope and difficulty. This edition combines both the original game and its two extensions (Na Berlin! and No Surrender!) using deluxe components of “Twillight Struggle Deluxe Edition” quality. With only 40 Army/Front sized counters for the Tournament game, and 70 for the whole campaign, and with very low stacking, it’s a quick-playing yet realistic affair that favours the strategic and offensive-minded player.

Designer: Carl Paradis
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31. Board Game: Fighting Formations: Grossdeutschland Motorized Infantry Division [Average Rating:7.66 Overall Rank:722]
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Current Preorders: 800 (+15)

First announced: June 2009

Current Status: Made the cut.

Preorder Price (List Price): $59 ($85)

Comments: Richard Pardoe kindly taught this to me at BGG.Con, and I LOVED it.

Before I continue, this game is NOT Combat Commander. It's also not "just Combat Commander with tanks". It's a classic hex and counter wargame, but it has some very slick innovations. There's a set of order boxes numbered 1-10 on a track that are available for selection, and when you pick an order, you move the initiative that many points towards the opponent on a push-pull track. Initiative still on you side? Continue. On your opponents? They go. On 0? The player holding the fate card goes.

The more complex/involved orders have to be selected from on high, whereas simple things like playing an asset card, moving, and firing tends to be in the 1-3 range. The track differs depending on which side you're playing. After the first turn is complete, the order track gets refilled with 10 order markers, but they're assigned by die rolls, not a simple 1-10 ordering, so some order levels may not be available the next turn (I'll note for completeness that selecting a "5" order means you can execute the 5 order for your side, or any LOWER value order. If all that's available is a 5 order and you want to do a move, which is a 2 or 3 depending on which side you are, you can still do it, but it costs you 5 initiative)

The other thing I liked was the use of different dice types to resolve attacks. You typically roll 2d10 for shooting at another unit (say), but if you're in an adjacent hex, you roll 2d12. If you're too far away, you roll 2d8 or possibly 2d6. A nice way of making a KISS fire resolution system.

And lest anyone think that these mechanisms are a little too "gamey", let me reassure you that once the action got underway, everything save the fact I was trying desperately to advance my units along the road to capture objectives and the electric tension at the table as the melees unfolded in hexes completely eclipsed the mechanics of the game. In fact, the simple elegance of the system really made it transparent to the playing experience - I was focusing on what was happening on the board and not pausing to step out of my suspension of disbelief to figure out a CRT column shift.

I highly anticipated before BGG.Con, and do so even more now.


Game Link: http://gmtgames.com/p-279-fighting-formations-grossdeutschla...



Game Information: ighting Formations is intended to be an ongoing series of wargames covering WWII tactical combined-arms combat at the platoon and squad levels. Each game in the series will feature a distinct combat unit, highlighting battles in which that unit participated as well as its particular order of battle and fighting characteristics. The first title in the series is "Grossdeutschland Infantry Division" (FF:GD). Future titles aren't yet set in stone but could be devoted to other famous divisions (Big Red One), Corps (Afrika Korps), regiments (442nd RCT), Commando troops, Ranger battalions, etc.

GAME FLOW: In each scenario, one player will take command of elements of the featured unit while the other assumes control of the opposing forces. These two players will alternate giving orders, activating their units on the map for various military functions. Players attempt to achieve victory by moving their combat units across the game map to attack their opponent’s units and to achieve as many scenario objectives as possible. The degree to which a player succeeds or fails is measured by a scenario’s specific victory conditions—be it the destruction of enemy units, the taking of vital mapboard objectives, or the exiting of friendly units off the opponent’s map edge.

ORDERS & INITIATIVE: Each game turn is divided into ten orders, with each player performing a variable number of these orders. In each turn, the sequence of play is fluid – with orders being given by the active player and reactions being taken by both players – depending upon the relative initiative level at any given moment. Fighting Formations is also not the typical Igo-Yougo fare with a strict sequence of play. Instead, the base game engine is an impulse-type back and forth mechanic whereby the various Orders carry with them a certain cost in Initiative. The game has a “pool” of 40 Initiative that is “spent” to give orders and then to activate units for those orders. At the end of every order the player with the most Initiative is able to give the next order. In response, the opponent can also spend Initiative to conduct both Opportunity Fire (at moving units) or Reactive Fire (at firing units).

ASSETS: The game has Asset cards -- including smoke, artillery, air support, man-portable support weapons and demolitions -- but is not card-driven. Each Asset will either take the place of a standard order or provide the player with some form of reactionary capability during an order.

SPECIAL RULES: FF:GD is a stand-alone game in the Fighting Formations game series. While utilizing the basic rules, FF:GD’s playbook includes specific terrain, fortification and unit special action rules in order to more accurately portray tactical warfare as experienced by the participants in Russia during this time period.

SCALE: The scale of the game is 75 meters per hex with turns representing about 5 minutes of real time.

UNITS: Units represent infantry squads, guns with their inherent crews, and individual vehicles. Platoons are also employed. Leaders are abstractly represented by Command markers, each one coordinating the actions of friendly units within a scenario-defined radius.

COMPONENTS: This first game has the following components:
* four back-printed 22˝ x 34˝ game mapsheets
* five sheets of die-cut counters
* 55 cards
* a 24-page Series Rulebook
* a 48-page Playbook
* one double-sided Track Display
* two double-sided 8.5” x 11” player aid cards
* ten dice (two each of 6-, 8-, 10-, 12-, and 20-sided)
* 10 wood cubes
* one wood pawn

Designer: Chad Jensen
Game Developers: Kai Jensen and John A Foley
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32. Board Game: The Spanish Civil War 1936-1939 [Average Rating:7.47 Overall Rank:2323]
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Current Preorders: 855 (+69)

First announced: March 2008

Current Status: Charging - shipping Dec 10th, order now!

Preorder Price (List Price): $38 ($55)

Comments: Charging/shipping soon...

Game Link: http://gmtgames.com/p-227-the-spanish-civil-war.aspx



Game Information: In July 1936, part of the Spanish Army rose in rebellion against the government of that young republic. What was expected to be no more than a short and relatively bloodless coup d’etat, degenerated instead into a fratricidal civil war that raged for almost three years. Within weeks of the outbreak of the war both sides began to receive support from abroad, in the form of military advisors, volunteers, weapons and troops from England, the USSR, France, Germany, Italy, the USA, Czechoslovakia, among many others.

After the first few months of fighting, fought out by colonial-war-style militia columns, highly mobile but having scarce firepower, both armies evolved into large armies that fought a war characterized by late World War I tactics and early WW2 weaponry. In fact, the war of 1936-1939 became both a cockpit for the struggle of ideas of the 1930s as well as a test bed for some of the tactics and weapons that would be used in 1939-1945. Many historians consider the Spanish Civil War as the first clash of the coming world war.

The Spanish Civil War is a quick playing, moderately complex operational simulation of this war. Brigade-Divisional level, monthly turns for the first phase of the war and bimonthly turns from November 1936 until the end of the war. 480 1/2" counters and 1 big hex map. One grand campaign and multiple scenarios, including some What-if? scenarios speculating with WW2 beginning in September 1938 or a hypothetical Axis invasion of Spain and Portugal in 1941-42, complete with German Panzers, the Portuguese army, or British and Free French expeditionary forces.
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33. Board Game: Won by the Sword [Average Rating:5.83 Overall Rank:8444]
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Current Preorders: 877 (-1)

First announced: -

Current Status: Made the cut.

Preorder Price (List Price): $38 ($55)

Comments: With all the positive growth numbers, did we really need someone to cancel an order?

Game Link: http://gmtgames.com/p-41-great-campaigns-of-the-thirty-years...

Complexity: Not listed
Solitaire Suitability: Not listed

Game Information: Great Campaigns of the Thirty Years War (GCo30YW) is a two-player game of operational warfare in the 17th Century. Armies maneuver on a point to point map of Southern Germany based on the road network available at the time. Each game is centered around a major battle or full campaign season. A Turn is a month divided into a variable number of impulses. Each army has a hand of Campaign Cards that control the amount of activity it may perform, the supplies it must expend, and a special action. Each impulse features one card play per army. Forces are concealed off map so players are faced with limited knowledge of the enemy. The major activities are maneuver, foraging, besieging fortifications, and an occasional battle. GCo30YW is a low-complexity game with emphasis on the players maneuvering their forces, but many decisions await. The low rules complexity allows each player, rather than being encumbered with rules, to focus on choices regarding how to manage his campaign.
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34. Board Game: Combat Commander: Battle Pack #4 – New Guinea [Average Rating:8.42 Unranked] [Average Rating:8.42 Unranked]
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Current Preorders: 898 (+77)

First announced: September 2010

Current Status: Made the cut!

Preorder Price (List Price): $16 ($25)

Comments: Made the cut in a record 22 hours. First month where new orders wasn't in triple digits. Still very impressive numbers.

Game Link: http://gmtgames.com/p-314-combat-commander-battle-pack-4-new...



Game Information: Combat Commander: Battle Pack #4 - New Guinea is the fourth themed collection of scenarios for use with the Combat Commander series of games. The theme of this fourth Battle Pack shifts to the actions in New Guinea from January 1942 through July 1944, following the major campaign phases with characteristic actions. CC -New Guinea features fourteen new scenarios printed on cardstock as well as six new maps.

Rules relevant to the characteristic fighting in the coastal jungle versus the highlands are included as needed for each scenario, without the need of an additional rule booklet. A number of unusual, creative special scenario rules cover the unique situations represented, including Air Supply, Barge Landing, Canebreak and Coastal Jungle, Emplaced M3 Tanks, Joint Allied Operations including the Papuan Infantry Battalion, Patrol Dogs, Swamp Holes and Swamp Forest.

The new maps depict specific locations in New Guinea: the beachhead at the base of Mt Vulcan across from Rabaul, the village of Oivi, a high-mountain ridge overlooking Eora Creek, a strongpoint on the Soputa-Sananada Road, the edge of the airstrip at Wau, and one of the crossings of the Driniumor River near the Afua Trail.

NOTE: CC–New Guinea is not a complete game and requires ownership of Combat Commander: Pacific to play.

Designed by John Foley

Developed by Kai Jensen

Additional scenario designs in this fourth Pack are courtesy of John Butterfield, Bryan Collars, Mark Herman, Andrew Maly and Volko Ruhnke.
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35. Board Game: Barbarossa: Crimea [Average Rating:7.87 Overall Rank:3342]
"L'état, c'est moi."
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Vancouver
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Roger's Reviews: check out my reviews page, right here on BGG!
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Caution: May contain wargame like substance
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Current Preorders: 1251 (+20)

First announced: -

Current Status: Charging - shipping Dec 20th, order now.

Preorder Price (List Price): $55 ($79)

Comments: A valiant effort to catch up to C&C Nappy before production. I'm hoping for session reports and reviews soon!

Game Link: http://gmtgames.com/p-228-barbarossa-crimea.aspx

Complexity: Not listed
Solitaire Suitability: Not listed

Game Information: GMT is proud to present Vance von Borries’ sixth epic game in his award winning series of East Front games, Barbarossa: Crimea. This is a two-player operational level game depicting the battles in the Crimean peninsula of the Soviet Union during 1941 and 1942. Beginning in mid-October 1941 and ending in January 1942, it completes the year 1941 in this series of the German invasion of the Soviet Union. And it includes 1942 scenarios of the continued fighting in Crimea until the historical fall of the great Soviet naval fortress Sevastopol in July 1942.

COMPONENTS
* Two 22 x 34 inch maps (backprinted)
* One 17 x 22 inch map
* 700 counters
* Revised Series rule book in color
* Scenario book in color
* Various player aid cards for charts and tables in color
* Set up cards for each scenario in color
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