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WELCOME ADVENTURERS ADVENTURERS ............. .............1 1 GAME OVER OVERVIEW............. VIEW......................... ............2 2 WHAT YOU YOU NEED NEED TO PLAY PLAY ............ ............2 2 GAME SETUP ........... ........................ .................... ....... 3 1. SELECT GAME SIZE .............. ............... 3 2. SELECT HEROES ............... ............... ... 3 3. SELECT MONSTER S .............. ............... 3 4. BUILD DUNGEON ................ ............... 5 5. BUILD TREA SURE DECK ............... ....... 5 6. BUILD LOOT DECK .............. ............... 6 7. BUILD EXPLOR EXPLORE E DECK .............. .......... 6 8. BUILD COMMA COMMAND ND DECK........... .......... 7 9. HEROES ENTER DUNGEON .............. .... 7 10. POPULATE DUNGEON ........................ 7 11. TIME T IME TO EXPLOR E .............. ............... 7
THE DUNGEON DUNGEON ............ ......................... ................ ... 8 ROLLING ROLL ING DICE ............. .......................... ................ ... 9 STARS .................................................... 9 HEARTS .................................................. 9 POTIONS ................................................ 9 ATTRIBUT E STARS STAR S .............. ................ ..... 9 MONSTER ATT RIBUTE RIBUTES S ............... ............ 10 BONUS DICE & STARS ............................10 REROLLS ...............................................10
PLAYING THE GA GAME ME ............ ....................1 ........11 1 HERO TURN ............... ................ ............ 11 CONSUL TURN .............. ................ ......... 11 VICTORY .............. ............... .................. 11 POWER-UP .............. ................. .............. 12
HERO ACTIVA ACT IVATION TION .................... ................. ... 14 14 UPKEEP .................................................14 ®
MOVEMENT POI NTS .............. ................ . 14 ACTIONS POI NTS ................ ............... .... 14 BASIC ACTIONS ...... ................ .............. 17 POTIONS ...............................................18 WR ATH ............... ............... .................. 19 EXPLORE CA RDS ......... ................... .................... ................19 ......19 BACKPACK ...........................................19 DUNGEON KEYS ....................................19
MONSTER GANGS ............ ...................... .......... 20 SOLO MONSTER .....................................20 GANGS ..................................................20
MONSTER ACTIVA ACTIVATION TION ............ .............. .. 22 COMMANDS ............... ............................ ............... 24 SPAWN .................................................24 MOVE .............. ................ ................. ...24 UNIQUE ...............................................25 FIGHT ..................................................27
EX AMPLE OF PLA EXAMPLE PLAY Y ............. ..................... ........ 28 YOU HAVE DIED DIED .............. ........................ .......... 32 ADVANCED ADV ANCED RULES RULES ............ ...................... .......... 33 ABILITIE S ............... ................ .............. 33 ABILITIES AFFINITY AFFINI TY...............................................34 ...............................................34 AREA AR EA EFFECTS ...... ................ ............... ..34 BOO BOOT Y ............... ............... ............36 CONTROL EFFECTS .................................37 CREEPS ..................................................38 PETS............... ................ ............... ........38 RULE PRIORIT Y ................ ............... .......39 SHAPESHIFT ...........................................39 STATUS EFFECTS ............... ............... .......39 TILE EFFEC TS ........................ ................ 4 0 TR APS ............... ................. ............... ... 40 Soda Pop Miniatures™ LLC, Garden City, ID 83714 ©2015 Soda Pop Miniatures™ LLC, All Rig hts Reserved. ©2015 Published by Ninja Division Publishing™ LLC, Garden City, ID 83714. Super Dungeon® and Forgotten King™ are trademarks of Soda Pop Miniatures™ LLC. Designed in the USA Made in China Tird Printing
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Te book you hold in your hands is the rulebook
Arcade Mode is a ully cooperative dungeon dungeon
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Te Dark Consul has created spawning points throughout the dungeon that will create hordes o monsters to ravage Crystalia. Te Heroes must journey through the dungeon and destroy all o the spawning points in order to summon and deeat the dreaded dungeon boss. Te Consul, powered by the Command Deck, will attempt to destroy all o the Heroes beore beore they succeed. succeed .
rom spawning points. Fortunately Fortu nately or the Heroes, each spawning point only has a finite fi nite amount o power and every spawn will drain d rain its energy. Te Heroes must attempt to hasten the spawning point’s destruction with all their skill and strength. When each spawning point is destroyed a powerul mini-boss will spawn. One by one the Heroes will seek to deeat them and earn loot, treasure, and valuablee princess valuabl princess coins. coins. Once Once the last last spawning spawning point point is destroyed the dungeon boss will spawn and an epic battle or the ate o Crystalia will commence.
Over the course o a game the Heroes and Consul take turns activating models. As monsters are destroyed the Consul will w ill spawn reinorcements reinorcements
3-5 Dungeon Tiles with Tile Eff Effect ect Card Cardss
Arc ade Mode Arcade Rulebook
Trap Templates Templat es
Princess Wound Wrath Skull Potion Coin Tokens Tokens Tokens Tokens Tokens
Super Dungeon Explore Dice
Start Game Effect Marker Tokens
Dungeon Key Tokens
Modelss (with Model (wit h arc ade game g ame car cards): ds):
Status Effect Tokens 3-5 Heroes
1 Dungeon Boss
2-4 MiniBosses
3-5 Spawning Points All mons ter terss li ste d under und er “Spawning Pool.”
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1. SELECT GAME SIZE Arcade Mode is designed or 1 - 5 players. Each player will assume a ssume control one or more Heroes. Heroes.
Heroes
3
4
5
Dungeon Tiles
3
4
5
Treasure Ches Chests ts
3
4
5
Spawning Points 3
4
5
2
2-3
2-4
Dungeon Boss
1
1
1
Wrath Tokens
5
7
9
Mini-Bos Mini -Bosses* ses*
*In larger games players may select more than two mini-bosses i they have the models available in their collection. Shannon, Greg, and Evan are going to play a three Hero game. All o them will play as Heroes.
2. SELECT HEROES Te players select which Heroes they want wa nt to play. play. Te selected Heroes are reerred to as a party. A party consists o 3 - 5 Heroes and their game cards. Players can each control a single sing le Hero or multiple Heroes. Each player controls every aspect o their own Hero: deciding attacks, movem movement, ent, and who may drink their powerul potion. I duplicate Heroes are
When selecting your Heroes try to build a balanced party. A good mix o offense types, healing ability, and potion effects will help ensure success.
Shannon, Greg and Evan are playing the Heroes. Shannon chooses the Questing Knight, Greg chooses the Tundervale Huntress, and Evan chooses Princess Emerald.
3. SELECT SELECT MONSTERS Monsters bash, burninate, and at tempt to destroy the Heroes. Te monsters chosen are cal led the spawning pool. All the players should decide on which monsters they would like to play against together together.. Every combination o monsters provides their own unique challenge, and players are encouraged to try different combinations combinations rom game to game. Select one dungeon boss. Each dungeon boss comes with a game card, six u nique treasure cards, and twelve unique explore cards. Select mini-bosses. A minimum o two minibosses must be chosen, but additionals may be selected (up (up to the max imum) i they are available in the t he players’ players’ collection. Each mini-boss comes
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Select spawning point models. Each spawning point model’s model’s game card lists l ists the t ype and number o monsters that are added to t he spawning pool.
Players may choose one spawning point model or every Hero in the game. Some spawning points only come in pairs o two. Tese are called paired spawning points. Paired spawning points count as two choices. When one is selected, the matching second spawning point listed on the card ca rd must be selected as well. Te monsters added to the spawning pool listed on the paired spawning points’ card is or both spawning points combined. Select creeps. Creeps are minor monsters that are only spawned by drawing explore cards. Players must choose at least six creeps to add to t heir spawning pool. However, there is no upper limit to the number o creeps players can add to their spawning pool. Players may even include every creep in their collection i they want more variety!
FRIENDLY FRIENDL Y & ENEMY Some abilities and eects reer to riendly or enemy models. When playing a Hero, any model controlled by the Consul is an enemy, while any model controlled by a ellow Hero is riendly. For the monsters, any model controlled by a Hero is an enemy, and any model controlled by the Consul is riendly. Shannon, Greg, and Evan, choose he Forgotten King as the dungeon boss , then Bashul Boris and rent rent as the two minibosses. Since three Heroes are in the party the players play ers choo choose se thre threee spawn s pawning ing poin points. ts. First, they choose the Bramble Knight, adding one Grobbit Executioner, two Frog Knights, and our Billmen to the spawning pool. For the last two spawning points they choose the Old-Growth Hollow. Te Old-Growth Hollow is a paired spawning point and uses both o their remaining choices. One Sprout (including the King Sprout shapeshif), two Wisps, two urnipheads, and six Mooks are added to the spawning pool.
1
x
1
4
x
x
x
6
x
An alternate way to choose your monsters is
1
x
1
x
2
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4. BUILD DUNGEON
Te dungeon map is built using one dungeon tile or every Hero in the party. Players choose and place the first tile. When placing each tile beyond the first, at least one o its doorways must align with another tile’s doorway. Place the tile then roll a single green dice. Rotate the tile 90° clockwise or each star rolled. I is rolled, flip the tile to the opposite side.
SQUARES Every dungeon tile has a grid o squares on it. Squares are used or movement, movement, range, and determining area effects. A model cannot can not ever move move into or through a location on a dungeon tile t hat does not have a square. Likewise, no action or ability can affect a location that does not have a square.
WALLS
OPEN SQUARES Squares that do not have a tile effect are called open squares.
Dungeons laid out in a straight line are typically easier to deeat than ones in a square or cross pattern.
5. BUILD TREASURE DECK Te base treasure deck is made up o 24 treasure cards. Some models are supplied with unique, model treasure a re indicated by the model’s portrait cards. Tese cards are on the card. Only treasure t reasure cards supplied with models or wonders being used in the t he game may be chosen. Te players choose choose six model treasure cards, ca rds, six boo booty treasure cards, and six wonder treasure cards. See Wonders below, and Boo Booty , page 36.
Walls are represented by a black line bet ween squares. Models cannot ca nnot move or draw line o sight through walls.
DOORWAYS Doorways are the areas where tiles connect. Models cannot move through doorways that are not connected to another doorway.
TILE EFFECTS Some squares have unique effects, called tile effects . Squares with tile t ile effects have a grey hatched border and an icon that represents the effects o t he square. Each tile effect is detailed on a card. See ile Effects, page 40.
Add these cards to the 24 base treasure cards to build a 42 card treasure deck.
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Tere are eight unique treasure cards to choose rom: six rom rom Te Forgotten King and one each rom rent and Boris. Te players choose: Lost Love Pendant, Posh Pajamas, Bramble Bracers, Shadow Crown, Deeproot Acorn, and Boris’s Bashul Bammer.
hey then select six wonders , all o them pets: Mr. Chompe Cho mpers, rs, Adm Admiral iral Fuz Fuzzybo zybotto ttom, m, Lord Gru, Madam Hilde, Mrs. G. Snorts, and he Colonel.
6. BUILD LOOT DECK Te base loot deck is made up o 48 loot cards. I players possess unique loot cards rom organized play events or special models, they may add these loot cards directly to the the deck, or swap them out on a one by one basis to customize the deck.
Te players have no unique loot cards or this game,, so use game u se the stand standard ard deck. de ck.
7. BUILD EXPLORE DECK Te base explore deck is made up o 24 explore cards. Each dungeon boss is supplied with twelve unique explore cards that are used only when that dungeon boss is being played. Add these cards to the 24 base explore cards to build a 36 card explore deck.
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8. BUILD BUILD COMMAND COMM AND DECK Te base command deck is made up o 36 command cards.
I players possess unique command cards rom organized play events or special models, they may add these cards directly to the the deck, or swap them out on a one by one basis to customize the deck.
Each tile has a square marked where the spawning point is to be placed. Players then place a treasure chest anywhere within five squares o each spawning point. Next, every spawning point on the dungeon map spawns. Te players place each monster within two squares o the spawning point. Monsters may not be placed in a negative tile effect, or adjacent to another monster, unless it cannot be placed otherwise. Monsters may only be spawned rom a spawning point which lists them as part o its spawning pool. I a spawning point is a paired spawning point players must divide the monsters, by gang, between both spawning points as equally as possible. Gangs must be placed together. See Monste Monsterr Gangs Ga ngs, page 20-21.
Te players have no unique command cards or this game, so use the standard deck.
9. HEROES ENTER DUNGEON
Te players are using the Bramble Knight spawning point. Tey place all o the monsters within two squares, making sure none o them are adjacent to another monster.
Te players place the start marker on any square that is within our squares o a doorway that is not connected to another dungeon tile. Place all Heroes in a square on or adjacent to the start marker. Te Heroes choose one o the doorways and place the start marke r within our squares. Shannon, Evan, and Greg each place their Hero adjacent to the start marker.
SPAWNING POINT
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WALL
DOORWAY
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Heroes roll dice or almost everything they do. Tere are three di fferen fferentt colors o dice: blue, red, and green. In general, green dice are better than red dice and red dice are better than blue dice. A Hero’s game card shows the number and color o dice the Hero rolls or each attribute. In addition, Heroes may gain bonus dice rom equipment, potions, or other effects.
HEARTS Blue and green dice can roll hearts. I an offense roll wins and any or were rolled rolled a heart has popped out o the target! A Hero may immediately remove one wound token or one status effect token rom any Hero’s Hero’s game card ca rd or each heart rolled.
POTIONS Red and green dice can roll potions. I an offense roll wins and any or were rolled the target has dropped a potion! A Hero may immediately place one potion token on any Hero’s Hero’s game card c ard or each potion rolled.
I love hearts and potions poti ons,, but bu t be sure to share them with the Hero who needs them most. I’ll even share my avorite avor ite Supe r Slurpy Grape Soda!
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MONSTER ATT ATTRIBUTES RIBUTES Monsters only have attribute stars and never have dice. When making mak ing an offense roll, monsters use their Strength STR attribute. attribute. When making a deense roll, monsters use their Armor ARM attribute, even i the Hero’s Hero’s action specifies that t hat the target use an alternate attribute.
BONUS BONU S DICE & STARS STAR S During the game, models will earn bonus dice or stars rom equipment, potions, and other effects. Whenever a model earns bonus dice or stars they add these to their rolls exactly as i they were printed on the model’s card.
REROLLS
Greg is making a roll or an action that uses his Tundervale Huntress’s STR 2 1 . Te Huntress is equipped with a Dwarven Axe which gives her +1 STR .
Some abilities cause a model to reroll one or more dice. A dice may only be rerolled once. I a dice is subject to multiple rerolls rom opposing enemy and riendly eects, the eects ca ncel and no reroll is made. Greg makes an offense roll using two blue dice
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Beginning with the Heroes, the Heroes and Consul alternate turns. During a t urn models can be activated or monsters spawned. At the end o every turn is the Power-Up phase where both the Heroes and the Consul have a chance to increase the deadliness o t he game. he Heroes and Consul continue alternating turns until one side wins the ga me.
CONSUL TURN Te players perorm all aspects o the Consul urn in the order below. Tey may have one player perorm the steps or, to speed things up, have every player participate. 1. Monster Monster Activation a. Determine Disturbed Monsters.
HERO TURN
b. Determine Order o Activation.
1. Choose two Heroes to activate during the Hero urn. See Hero Activation, pages 14 - 19.
c. Perorm Upkeep
Choose first rom any Heroes that did not activate in the previous Hero urn, then choose rom the remaining Heroes. 2. Activate first Hero. 3. Activate second Hero. 4. Resolve Power-Up , pages 12 - 13.
d. Draw Command Card. e. Perorm Commands. 2. Resolve Power-Up, pages 12 - 13. 3. Play then moves to the Hero urn. Te rules or using monsters are described in detail in the ollowing sections:
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POWER-UP Power-Up Power-U p occurs afer every turn, t urn, both Hero and Consul. Tere are our ty pes o Power-Up: Power-Up: Equipment, Wonder, Mighty Monsters, and Boss Spawn. Afer a turn t urn has concluded resolve each Power-Up that is applicable in the ollowing order:
1. EQUIPMENT Drawn loot and treasure cards are called equipment. Te party may draw one card rom the Loot Deck or every elite or minion monster destroyed during the turn, up to a maximum o three cards. Te party may draw one card rom the reasure
Any Hero may be equipped during Power-up. Only
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I a Hero replaces a piece o equipmen equipmentt the old card ca rd must be discarded and a nd may not be equipped by another Hero. I the Loot Deck or reasure Deck are drawn through, reshuffle the discarded cards to reresh the deck.
2. WONDER Heroes may equip or use any wonders they have acquired. Each wonde wonderr has its own unique rules or how it unctions.
3. MIGHTY MONSTERS At the end o any turn in which a mini-boss was destroyed, the players advance the Mighty Monster chart one step. Te bonuses gained by the monsters are cumulative based on the number o mini-bosses destroyed. Once the top o the chart has been reached—stop!! Te monsters are now extra mighty reached—stop m ighty and will advance no urther. Only elite and minion monsters gain the t he benefits o the Mighty Monster Chart shown below:
4. BOSS SPAWN Te players must place one mini-boss min i-boss or each spawning point that was destroyed during the turn. Place each mini-boss so that it is occupying the t he square where the destroyed spawning point model was, on t he tile’s spawn icon. I there is no room to place the model, place it as close to the as possible. Te miniboss will activate in subsequent Consul urns. urns.
I no mini-boss is available avai lable in the spawning pool,
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A Hero’s Hero’s activation consists o multiple parts: upkeep, movement, movement, actions, and potions. Upkeep is always resolved at t he beginning o a Hero’s Hero’s activation. Afer its upkeep a Hero may spend movement movem ent points, action points, a nd drink potions in any order the player wishes. A Hero may divide spending their points bet ween movement movem ent and actions, so long as the total number o points spent o each type does not exceed t he number they possess. Most things a Hero does during their activation will earn the Hero wrath. Wrath determines which model the monsters are most likely to attack.
1 2
UPKEEP
A Hero perorms upkeep upkeep at the beginning begi nning o their activation. Resolve each upkeep step in the ollowing order:
1. End effects rom the model’s previous activation, such as potions or auras. 2. Spend Princess Coins, page 32. 3. Apply healing effects, effects, such such as ough. 4. Apply status effects, such as Poison or Fire. See Status Effects, page 39. 5. Apply all other game effects effects the model is subject subject to in the order o its player’s choice.
MOVEMENT POINTS
3 4 5
During a model’s activation it may move a number o squares up to its total number o movement points. Each adjacent square the model moves into counts as one square and uses one movement point,
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ACTION POINTS A model spends action points to perorm actions. Tere are two types o action: Red offensive offensive actions inflict a single wound i successul. Blue support support actions do not inflict i nflict wounds. Instead, they cause special effects to occur, such as inflicting status effects on enemies or helping riendly models.
Each action has a cost listed on its icon indicating how many action points the t he model must spend to perorm the action.
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R ANGE ICONS ICONS Range icons indicate the range o an action. I the action has an area effect it will not list a number range with the icon, the area effect is used instead. See Area Effects, page 34. Support Range: Only support actions possess a . I the support action does not possess a or an area effect it may only target the model using the action.
1
Scope:
vs DEX , 8 , DEX vs
Melee Range: All act ions that possess a use the model’s STR when when making an oense roll.
I the offense roll did not win, the action has ailed. No wound or other effects o the ac tion occur.
5. RESOLVE EFFECTS Some actions have special effects, such as inflicting status effects. I the offense roll wins the player then resolves the secondary effects o the action. I the ta rget model was not destroyed and has any secondary eects when targeted, those eects are then applied. I the target ta rget model was destroyed the Hero earns wrath. See Wrath, page 19. Evan spends one action point to use Emerald’s
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BASIC ACTIONS OFFENSIVE 1
Magic Attack: A model may only use Magic Attack i it has on its WILL attribute. Te model may make an offensive action using its Willpower ( WILL WILL) attribute against any enemy model within the range indicated.
1
Melee Attack: A model may only use Melee Attack i it has on its STR attribute. attr ibute. Te model may make an offensive action using its Strengt h (STR ) attribute against any enemy model within the range indicated.
1
Pick Lock:
1
Te model makes a roll using its DEX attribute. attribute. I the model rolls three or more stars draw two cards rom the reasure Deck and add them to the backpack. Removee target treasure Remov t reasure chest rom the dungeon map. I ewer than three stars are rolled the players replace the chest with one randomly chosen boo booty.
X
Run:
Beore spending spending any a ny action points, a model may chose to spend all o their action ac tion points to run. A model that runs may spend a total o twice its total number o movement movement points during its activation. act ivation.
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POTIONS Te maximum number o potions a model can carry is indicated by the Potion Quantity on their card. When a model gains a potion through a dice roll or other effect, place a potion token on their card. Potions grant the Hero a ree, single-use action. Resolve the action exactly like a normal action that costs no action points. All potions have a cost listed on its icon indicating how many potion tokens the Hero must spend to drink the potion. o drink dri nk a potion, remove remove the indicated number o
Tere are three types ty pes o potion:
SUPPORT A support potion grants the model that drank the potion a single-use support action.
OFFENSIVE An offensive potion grants the model that drank the potion a single-use offensive action.
EMERGENCY An emergency potion grants the model that drank the potion a single-use support action that may be used during the Consul urn.
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WRATH WR ATH
When a Hero activates they have a chance to incur the wrath o the dungeon’s monsters. Wrath is represented represen ted by placing wrath tokens on the Hero’s card. Te amount o wrath a Hero gains increases the likelihood the Hero will be the target o the dungeon’s monsters. Each time ti me a Hero perorms one o the ollowing actions or abilities, add t he number o wrath tokens indicated on the chart below:
HERO
WR ATH
Destroying an elite or minion monster.
+1
Some explore cards cards spawn creeps or trigger traps. Tese are described in more detail in the Advanced Rules. See Creeps, page 38 and raps, page 40. In addition, there are abilities and actions that allow more explore cards to be drawn beyond the first or each tile.
An explore card is not drawn or the tile the Heroes start the game in.
BACKPACK Te backpack is where the party stores items gained during the game that can be used by the entire party, including: princess coins, dungeon keys, wonders, and unequipped treasure or loot cards.
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Monsters are divided into two categories: Solo Monsters and Gangs.
MINION Minions are weaker monsters that a re always bonded to an elite listed on their gang card.
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Most events that occur during Monster Activation are determined by drawing a card rom the Command Deck. However, there may be game
TILE A
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Monsters do not remain disturbed. I you move ar enough away rom them they will stop
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SPAWN One disturbed spawning point, closest to the Hero
I you are using two o the same spawning points you
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