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jeudi 23 mai 2019
Product Review Potpourri
In today's blog entry I will review three inexpensive products for your retro gaming consoles. If you are interested in getting HDMI-only consoles to play on a CRT, splitting HDMI signals for capturing and playing without copy protection and a name-brand NES to Famicom converter, read on.
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Games Designer And UCLan Alumni, Steven Thornton In MCV Interview.
Lead games designer at 'Sperasoft' Steven Thornton, who worked on Assassin's Creed Odyssey, Rainbow Six Siege and over ten Lego games, explains how QA is still a route to games design and what he looks for in applicants.
See the interview with Steven at the following link:
Steven has extensive experience in Games Design having worked as Games Director and Lead Level Designer at TTFusion in Wilmslow, prior to moving to his current role as Lead Games Designer at Sperasoft in Russia.
We're very proud of Steven's achievements as we're pleased to say that Steven completed both his MA and BA at Uclan Games Design with First class distinction.
Steven has extensive experience in Games Design having worked as Games Director and Lead Level Designer at TTFusion in Wilmslow, prior to moving to his current role as Lead Games Designer at Sperasoft in Russia.
We're very proud of Steven's achievements as we're pleased to say that Steven completed both his MA and BA at Uclan Games Design with First class distinction.
"Working with Steven was a pleasure from day 1,
one of those rare students who not only immersed
themselves in their work but challenged me, and
always brought positive energy to the group.
Steve's questioning nature and drive to develop
his skills will always be one of his key attributes.
His on-going input to our post graduate students
is highly valued and a rare resource.
He has a significant knowledge of games and
he draws on this in order to generate innovative
ideas around all aspects of his work."
- Quote from Steven
Battle Of Albuera 1811 - Set Up
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The latest Battle to grace the table here at Yarkshire Gamer is a bit of a Napoleonic Peninsula classic, the Battle of Albuera. Not one of the "main" battles, more of a sideshow and one without the "main man" the future Duke of Wellington present, however it is one of the more balanced engagements of the conflict. There are only so many games the French can handle stumbling up a hill only to get blasted to pieces by a well hidden British Line !
It's also the first outing for what I hope will become our new staple Napoleonic rules, I have been searching for years for a set I am happy with, in fact ever since the mid 90s when my Atari ST gave up the ghost halfway through a game of the computer moderated "Hard Pounding" rules. Tried loads and everything failed.
Having played other rules in the General de Brigade series (British Grenadier and Die Kriegskunst) I have gave them a go and to be fair I quite enjoyed them, they just missed that something. Thankfully I knew that, that something was National Characteristics.
Now I know they are old skool etc etc but they are what I like in a game, so effectively I have chucked GdB up in the air and mixed in some Bruce Quarrie style National Stats as the pages came down. This is the first playtest of that Masala ! They seem to be working so a blog post in the very near future will supply the recipe. Any way I seem to have been side tracked, back to the game.
Historical Background
The battle occurred on the 16th May 1811 and is often quoted as being one of the bloodiest battles of the Peninsula War. The Action included troops from the French, British, Portuguese and Spanish Armies and although heavily outnumbered the French made up for the lack of men in quality.
Marshal Soult had left a strong Garrison at Badajoz however with Massena withdrawing from Portugal, Wellington sent a strong force to recapture the fort. They drove the French from the area and began the siege of that town.
Soult rapidly put together a new French force and marched towards Badajoz to relieve the siege, however his Intel was poor as he was met en route by the Spanish Army of Blake and the Anglo Portuguese Corps of Beresford near to the village of Albuera.
Set Up
We are gaming on our usual 12 x 6 table with 15mm figures from a number of makers using my GdeB / Quarrie mash up rules. Orders of Battle are based around 20 men to 1 figure, some units have been amalgamated. For those looking closely at the Photos some units are substitutes for example I have used some Italian Infantry to represent French.
Above is a video of our table set up showing terrain layout etc. We have set up with the French just about to start their attack.
French Orbat - C in C Soult
I have included basic start points, watch the video if you are unsure.
Godinots Brigade (in column approaching Albuera bridge)
3 x French Light Battalions 28 figures each
3 x French Line Battalions 36 figures each
1 x French Combined Grenadier Battalion 48 figures
1 x Foot Artillery
Briche Cavalry (on picket duty to the right of Godinot)
1 x Hussar Regt 20 figures
1 x Chasseur à Cheval Regt 20 figures
Brons Cavalry (enter move 1 far French left)
2 x Dragoon Regts 20 figures each
1 x Dragoon Regt 14 figures
Bouvier des Èclaits Cavalry (as Bron)
2 x Dragoon Regts 16 figures each
1 x Dragoon Regt 12 figures
Unattached Cavalry (enter turn 1 far left of French flanking attack)
Vistula Legion Lancers 28 figures
1 x Chass à Cheval 22 figures
Spanish Chasseurs 10 figures
1 x Horse Artillery
Girards Division (flanking force enter turn 1 far left of table from French lines)
2 x French Line Battalions 24 figures each
2 x French Line Battalions 20 figures each
3 x French Line Battalions 42 figures each
2 x French Line Battalions 23 figures each
1 x Foot Artillery
Gazans Division (enter behind Girard when space allows)
2 x French Light Battalions 20 figures each
3 x French Light Battalions 23 figures each
5 x French Line Battalions 20 figures each
1 x Foot Artillery
Werles Brigade (enter turn one far left of French baseline)
3 x French Light Battalions 36 figures each
3 x French Line Battalions 30 figures each
3 x French Line Battalions 27 figures each
Allied Orbat C in C Beresford
Stewart's Division (In column on hills behind Albuera)
Colevilles Brigade
1 x British Line Battalion 36 figures
3 x British Line Battalions 22 figures each
Houghton Brigade
1 x British Line Battalion 32 figures
2 x British Line Battalions 25 figures each
Abercrombie Brigade
1 x British Line Battalion 26 figures
1 x British Line Battalion 30 figures
1 x British Line Battalion 21 figures
1 detachment of Rifles 6 figures
1 x Royal Foot Artillery
1 x KGL Foot Artillery
Coles Division (marching on table behind Albuera in road column, 1 unit frontage)
Myers Brigade
2 x British Fusilier Battalions 36 figures each
1 x British Fusilier Battalion 28 figures
1 x Lt Detachment 6 figures
Harvey's Portuguese Brigade
4 x Portuguese Line Battalions 28 figures each
1 x Portuguese Light Battalion 28 figures
1 x Royal Foot Artillery
1 x KGL Foot Artillery
Altens Brigade (in Albuera)
2 x KGL Light Battalions 28 figures each
Lumleys Cavalry Brigade (in column behind Albuera)
1 x British Dragoon 20 figures
1 x British Dragoon Guards 20 figures
1 x British Light Dragoons 20 figures
Hamilton's Portuguese Brigade (in column behind Albuera to the left as viewed)
8 x Portuguese Line Battalions 30 figures each
1 x Portuguese Foot Artillery
Collins Portuguese Brigade (holding the hill to the left of Albuera)
2 x Portuguese Line Battalions 24 figures each
1 x Portuguese Light Battalion 20 figures
1 x Portuguese Foot Artillery
Otways Portuguese Cavalry Brigade (picket duty in front of Collins)
2 x Portuguese Line Cavalry 16 figures each
1 x Portuguese Line Cavalry 10 figures
Blakes Spanish Army
Lardizabal Brigade (on ridge to right of Albuera)
5 x Spanish Line Battalions 24 figures each
Ballasteros Brigade (to right of Lardizabal)
7 x Spanish Line Battalions 20 figures each
1 x Spanish Foot Artillery (4pdr)
Zayas Brigade (in reserve behind Lardizabal and Ballasteros)
1 x Spanish Guard Battalion 30 figures
6 x Spanish Line Battalions 30 figures each
Loys Spanish Cavalry Brigade (far right of Spanish Lines between ridge and baseline)
2 x Spanish Light Cavalry 20 figures each
1 x Spanish Dragoons 20 figures
Penne Villemuir Spanish Cavalry Brigade (to right of Loy)
2 x Spanish Light Cavalry 18 figures each
Special Rules
To simulate the initial confusion about the French attack all Allied Brigades start on HOLD orders, they can react to the presence of Godinots advance. However when the Spanish Cavalry spot the French flank move (on turn 1) they will detach an outsider to inform Beresford. It will take 6 moves to reach him, until that point the British and Portuguese troops must remain on HOLD orders unless directly threatened.
After turn 6 all Brigades are free to try and change orders.
So that's the set up, game report to follow soon.
The latest Battle to grace the table here at Yarkshire Gamer is a bit of a Napoleonic Peninsula classic, the Battle of Albuera. Not one of the "main" battles, more of a sideshow and one without the "main man" the future Duke of Wellington present, however it is one of the more balanced engagements of the conflict. There are only so many games the French can handle stumbling up a hill only to get blasted to pieces by a well hidden British Line !
![]() |
| British Line behind Albuera |
Having played other rules in the General de Brigade series (British Grenadier and Die Kriegskunst) I have gave them a go and to be fair I quite enjoyed them, they just missed that something. Thankfully I knew that, that something was National Characteristics.
![]() |
| Godinots Brigade advance on Albuera |
![]() |
| Albuera |
The battle occurred on the 16th May 1811 and is often quoted as being one of the bloodiest battles of the Peninsula War. The Action included troops from the French, British, Portuguese and Spanish Armies and although heavily outnumbered the French made up for the lack of men in quality.
Marshal Soult had left a strong Garrison at Badajoz however with Massena withdrawing from Portugal, Wellington sent a strong force to recapture the fort. They drove the French from the area and began the siege of that town.
![]() |
| Portuguese Line Infantry |
Set Up
We are gaming on our usual 12 x 6 table with 15mm figures from a number of makers using my GdeB / Quarrie mash up rules. Orders of Battle are based around 20 men to 1 figure, some units have been amalgamated. For those looking closely at the Photos some units are substitutes for example I have used some Italian Infantry to represent French.
Above is a video of our table set up showing terrain layout etc. We have set up with the French just about to start their attack.
French Orbat - C in C Soult
I have included basic start points, watch the video if you are unsure.
Godinots Brigade (in column approaching Albuera bridge)
3 x French Light Battalions 28 figures each
3 x French Line Battalions 36 figures each
1 x French Combined Grenadier Battalion 48 figures
1 x Foot Artillery
Briche Cavalry (on picket duty to the right of Godinot)
1 x Hussar Regt 20 figures
1 x Chasseur à Cheval Regt 20 figures
Brons Cavalry (enter move 1 far French left)
2 x Dragoon Regts 20 figures each
1 x Dragoon Regt 14 figures
Bouvier des Èclaits Cavalry (as Bron)
2 x Dragoon Regts 16 figures each
1 x Dragoon Regt 12 figures
Unattached Cavalry (enter turn 1 far left of French flanking attack)
Vistula Legion Lancers 28 figures
1 x Chass à Cheval 22 figures
Spanish Chasseurs 10 figures
1 x Horse Artillery
Girards Division (flanking force enter turn 1 far left of table from French lines)
2 x French Line Battalions 24 figures each
2 x French Line Battalions 20 figures each
3 x French Line Battalions 42 figures each
2 x French Line Battalions 23 figures each
1 x Foot Artillery
Gazans Division (enter behind Girard when space allows)
2 x French Light Battalions 20 figures each
3 x French Light Battalions 23 figures each
5 x French Line Battalions 20 figures each
1 x Foot Artillery
Werles Brigade (enter turn one far left of French baseline)
3 x French Light Battalions 36 figures each
3 x French Line Battalions 30 figures each
3 x French Line Battalions 27 figures each
Allied Orbat C in C Beresford
Stewart's Division (In column on hills behind Albuera)
Colevilles Brigade
1 x British Line Battalion 36 figures
3 x British Line Battalions 22 figures each
Houghton Brigade
1 x British Line Battalion 32 figures
2 x British Line Battalions 25 figures each
Abercrombie Brigade
1 x British Line Battalion 26 figures
1 x British Line Battalion 30 figures
1 x British Line Battalion 21 figures
1 detachment of Rifles 6 figures
1 x Royal Foot Artillery
1 x KGL Foot Artillery
Coles Division (marching on table behind Albuera in road column, 1 unit frontage)
Myers Brigade
2 x British Fusilier Battalions 36 figures each
1 x British Fusilier Battalion 28 figures
1 x Lt Detachment 6 figures
Harvey's Portuguese Brigade
4 x Portuguese Line Battalions 28 figures each
1 x Portuguese Light Battalion 28 figures
1 x Royal Foot Artillery
1 x KGL Foot Artillery
Altens Brigade (in Albuera)
2 x KGL Light Battalions 28 figures each
Lumleys Cavalry Brigade (in column behind Albuera)
1 x British Dragoon 20 figures
1 x British Dragoon Guards 20 figures
1 x British Light Dragoons 20 figures
Hamilton's Portuguese Brigade (in column behind Albuera to the left as viewed)
8 x Portuguese Line Battalions 30 figures each
1 x Portuguese Foot Artillery
Collins Portuguese Brigade (holding the hill to the left of Albuera)
2 x Portuguese Line Battalions 24 figures each
1 x Portuguese Light Battalion 20 figures
1 x Portuguese Foot Artillery
Otways Portuguese Cavalry Brigade (picket duty in front of Collins)
2 x Portuguese Line Cavalry 16 figures each
1 x Portuguese Line Cavalry 10 figures
Blakes Spanish Army
Lardizabal Brigade (on ridge to right of Albuera)
5 x Spanish Line Battalions 24 figures each
Ballasteros Brigade (to right of Lardizabal)
7 x Spanish Line Battalions 20 figures each
1 x Spanish Foot Artillery (4pdr)
Zayas Brigade (in reserve behind Lardizabal and Ballasteros)
1 x Spanish Guard Battalion 30 figures
6 x Spanish Line Battalions 30 figures each
Loys Spanish Cavalry Brigade (far right of Spanish Lines between ridge and baseline)
2 x Spanish Light Cavalry 20 figures each
1 x Spanish Dragoons 20 figures
Penne Villemuir Spanish Cavalry Brigade (to right of Loy)
2 x Spanish Light Cavalry 18 figures each
Special Rules
To simulate the initial confusion about the French attack all Allied Brigades start on HOLD orders, they can react to the presence of Godinots advance. However when the Spanish Cavalry spot the French flank move (on turn 1) they will detach an outsider to inform Beresford. It will take 6 moves to reach him, until that point the British and Portuguese troops must remain on HOLD orders unless directly threatened.
After turn 6 all Brigades are free to try and change orders.
So that's the set up, game report to follow soon.
Storium Basics: Overview
Today's article - and the next several - are going to be of a different sort than what I've done so far on this blog. Today, I'm beginning a series I'll call "Storium Basics." This series is targeted at new Storium players rather than those who already know a bit about it and want to explore it further. It is drawn from my writing for beginners' games that I have run. This series will largely be targeted at the player side of Storium, rather than the narrator side, but should help either come to a general understanding of how the system works.
If you are a new player, I hope that these articles will be helpful for you and help you get started in Storium. If you find these interesting and want to explore further, please take a look at my prior articles on this blog - I've written on quite a lot of different topics since starting up, and there will be articles that explore issues I raise here in more detail. I will try to link to articles that I feel could provide additional help as I go through these basics.
First up, let's take a look at the first question a player will want answered: What is Storium, anyway?
Storium is a play-by-post storytelling game where the players and narrator work together to tell a fun, exciting, interesting story. Narrative control is shared by means of cards: the narrator uses his cards to set up challenges that focus the story on particular characters or events, and the players play their cards to address those challenges and determine how they work out. As this happens, control of the narrative shifts from narrator, to players, and back to the narrator. They cooperate to tell an entertaining story.
Storium is not about winning or losing - it's about telling a good story. The narrator's cards are not meant to be a tactical challenge - they're meant to provide players with interesting things to write about, and provide branches for the story that could either let the heroes show off or add complications and drama to their journey. When the narrator sets up challenges, he's not trying to push the players tactically, make them figure things out, or set up a difficult situation for them. All these things may in fact be true for the characters, but for the players, the narrator's only goal is to give them the opportunity to write a fun and interesting tale and bring out aspects of their characters.
Storium is, in fact, set up to ensure that narrative rises and falls will happen. The card system is designed so that characters will have to have their strong times and their weak times. It is based around storytelling principles, and in a good story, the heroes have their moments of glory and their moments of struggle. Struggle, in writing a story, is not something to be avoided - it's something to be pursued for the sake of adding suspense and interest.
What this means - what I really want to emphasize - is that challenge results are not determined by how well you play. Whether things go Strong or Weak isn't about tactical skill or anything like that: they're story choices, not successes or failures on the part of the players. The characters may be perceived to have failed sometimes, or at least to have succeeded with complications, but the players should never feel that they have. A Weak outcome is not a result of the players making a mistake - it's just where the story went, or even the result of the players deciding that yeah, going Weak sounded interesting.
Storium is about telling stories, and if you're telling a fun story with lots of twists and turns, rises and falls, that's victory for it. :-)
From a player perspective, then, I find it's best to take the mindset that I am trying to tell a story, not I am trying to beat the challenge. You will have more fun in Storium if you are enthusiastic about getting any outcome, not just Strong ones. Come to the game wanting to see your characters struggle at times, and you'll have more of a fun time.
If you take nothing else away from what I write, I hope you take this: Go with the flow and play to find out what happens next. That doesn't mean you can't sometimes aim for a particular outcome - sometimes, something will just feel better for the tale - but try to play for an interesting story, not for tactical success. You will have more fun with Storium that way, and I think in the end you'll find you've written stories you love to go back and read.
I know I have.
Storium is about stories - approach it with that mindset, and you'll find the system's power and how it becomes the most fun.
For more on the general concept of Storium, see:
If you are a new player, I hope that these articles will be helpful for you and help you get started in Storium. If you find these interesting and want to explore further, please take a look at my prior articles on this blog - I've written on quite a lot of different topics since starting up, and there will be articles that explore issues I raise here in more detail. I will try to link to articles that I feel could provide additional help as I go through these basics.
First up, let's take a look at the first question a player will want answered: What is Storium, anyway?
Storium is a play-by-post storytelling game where the players and narrator work together to tell a fun, exciting, interesting story. Narrative control is shared by means of cards: the narrator uses his cards to set up challenges that focus the story on particular characters or events, and the players play their cards to address those challenges and determine how they work out. As this happens, control of the narrative shifts from narrator, to players, and back to the narrator. They cooperate to tell an entertaining story.
Storium is not about winning or losing - it's about telling a good story. The narrator's cards are not meant to be a tactical challenge - they're meant to provide players with interesting things to write about, and provide branches for the story that could either let the heroes show off or add complications and drama to their journey. When the narrator sets up challenges, he's not trying to push the players tactically, make them figure things out, or set up a difficult situation for them. All these things may in fact be true for the characters, but for the players, the narrator's only goal is to give them the opportunity to write a fun and interesting tale and bring out aspects of their characters.
Storium is, in fact, set up to ensure that narrative rises and falls will happen. The card system is designed so that characters will have to have their strong times and their weak times. It is based around storytelling principles, and in a good story, the heroes have their moments of glory and their moments of struggle. Struggle, in writing a story, is not something to be avoided - it's something to be pursued for the sake of adding suspense and interest.
What this means - what I really want to emphasize - is that challenge results are not determined by how well you play. Whether things go Strong or Weak isn't about tactical skill or anything like that: they're story choices, not successes or failures on the part of the players. The characters may be perceived to have failed sometimes, or at least to have succeeded with complications, but the players should never feel that they have. A Weak outcome is not a result of the players making a mistake - it's just where the story went, or even the result of the players deciding that yeah, going Weak sounded interesting.
Storium is about telling stories, and if you're telling a fun story with lots of twists and turns, rises and falls, that's victory for it. :-)
From a player perspective, then, I find it's best to take the mindset that I am trying to tell a story, not I am trying to beat the challenge. You will have more fun in Storium if you are enthusiastic about getting any outcome, not just Strong ones. Come to the game wanting to see your characters struggle at times, and you'll have more of a fun time.
If you take nothing else away from what I write, I hope you take this: Go with the flow and play to find out what happens next. That doesn't mean you can't sometimes aim for a particular outcome - sometimes, something will just feel better for the tale - but try to play for an interesting story, not for tactical success. You will have more fun with Storium that way, and I think in the end you'll find you've written stories you love to go back and read.
I know I have.
Storium is about stories - approach it with that mindset, and you'll find the system's power and how it becomes the most fun.
For more on the general concept of Storium, see:
mardi 2 avril 2019
Discover The White City, Capital Of Arcadia
In Oceanhorn 2: Knights of the Lost Realm, we'll take you to all the main regions of Gaia: Arcadia, Submeria and Pirta. One place you'll get to know well is The White City, and today we'll discuss its history and points of interest.
The White City is the vibrant, rich capital of Arcadia: under the strong leadership of Archimedes, blessed by his continuous scientific breakthroughs, it has prospered and blossomed. After declaring himself Grand Regent, he spent the last 20 years upgrading the pre-existing feudal structures and turning the city into a shining jewel of industrialization; an example for all Gaia to behold.
The city, built by the sea, is an old settlement dating back to the savage wars waged in the name of Sol, Nieto, and Trito. While its feudal walls are ancient, most of the fortifications are of recent build, as is the new city center, developed above Archimedes' modern masterpiece: the Grand Core.
The city is divided into three main districts. Upper Town is where the high society and officers live. Before Archimedes' arrival, the area hosted the Order for All Gods (aka the Mage Guild), whose building is now occupied by the headquarter of Genco Corporation and its automatons workforce. Genco is responsible for the production of appliances and technological artifacts, and as such, it basks in the approving gaze of the Grand Regent. Mages, instead, are banned from the city, and while magic is not explicitly ostracized, few feel comfortable coming forward as users. Upper Town also has access to the railroad, which pierces the town from both East and West.
Lower Town, the area between the Trident fortifications, begins with Genco's loading docks, through which most of the goods come in and leave the White City. The permanent market stalls are a popular attraction, both for visitors and regular citizens. A small slum has spawned not far from the market; despite the efforts of the Grand Regent, the White City cannot embrace all its children, and some less fortunate citizens are forced to seek shelter from the elements under its massive stone arches. Lower Town also used to be the religious district; now, only ruins remain, to remind everyone of the sins committed during the religious strifes of the past.
Past Lower Town, a visitor would soon arrive at the doors of the Knights' Order, the oldest building in town. The palace is one of the few that has maintained its original features, a sign of the importance that the Knights still maintain in Arcadia. The administrative district begins beyond the Order, with offices and business-related infrastructures, such as the airport and the hangars of the Living Fortresses. The entrance of the Grand Core is where the public space runs out, and the influence of Archimedes' Palace, commanding the whole town from the White City's center, becomes predominant.
Sounds like a place worth visiting? Pack your bags, this year you get to see it with your own eyes!
Far Cry 5 Free Download
Far Cry 5 Free Download
Far Cry 5 Free Download PC Game setup in single direct link for Windows. It is an amazing action and adventure game.
Far Cry 5 PC Game 2018 Overview
Far Cry comes to America in the latest installment of the award-winning franchise.Welcome to Hope County, Montana, land of the free and the brave but also home to a fanatical doomsday cult known as Eden's Gate. Stand up to cult leader Joseph Seed, and his siblings, the Heralds, to spark the fires of resistance and liberate the besieged community.
Free Hope County in solo or two-player co-op. Recruit Guns and Fangs for hire to help defeat the cult.Wreak havoc on the cult and its members but beware of the wrath of Joseph Seed and his followers.
Features of Far Cry 5
Following are the main features of Far Cry 5 that you will be able to experience after the first install on your Operating System.
- Build your character and choose your adventure in the largest customizable Far Cry game ever!
- Take control of iconic muscle cars, ATV's, planes and a lot more to engage the cult forces in epic fights.
- Enhance your gameplay with eye tracking. Tag enemies by looking at them to increase your stealth skills and help your teammates spot threats.
- Compatible with all Tobii Eye Tracking gaming devices.
- Got high resolution textures.
- Got awesome visuals.
System Requirements of Far Cry 5
Before you start Far Cry 5 Free Download make sure your PC meets minimum system requirements.
- Tested on Windows 7 64-Bit
- Operating System: Windows Vista/7/8/8.1/10
- CPU: Intel Core i5-2400 @ 3.1 GHz or AMD FX-6300 @ 3.5 GHz or equivalent
- RAM: 8GB
- Setup Size: 43.5GB
- Hard Disk Space: 50GB
Far Cry 5 Free Download
Click on the below button to start Far Cry 5. It is full and complete game. Just download and start playing it. We have provided direct link full setup of the game.
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