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Dominion: Nocturne Previews / Dominion: Nocturne Text Spoiler
« on: November 16, 2017, 07:48:51 am »
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Bard
Types: Action, Fate
Cost: $4
+$2. Receive a Boon.

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Blessed Village
Types: Action, Fate
Cost: $4
+1 Card, +2 Actions.
When you gain this, take a Boon. Receive it now or at the start of your next turn.

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Cemetery
Types: Victory
Cost: $4
2VP
When you gain this, trash up to 4 cards from your hand.

Heirloom: Haunted Mirror
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Haunted Mirror
Types: Treasure, Heirloom
Cost: $0
$1.
When you trash this, you may discard an Action card, to gain a Ghost from its pile.

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Changeling
Types: Night
Cost: $3
Trash this. Gain a copy of a card you have in play.
In games using this, when you gain a card costing $3 or more, you may exchange it for a Changeling.

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Cobbler
Types: Night, Duration
Cost: $5
At the start of your next turn, gain a card to hand costing up to $4.

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Conclave
Types: Action
Cost: $4
+$2. You may play an Action card from your hand that you don't have a copy of in play. If you do, +1 Action.

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Crypt
Types: Night, Duration
Cost: $5
Set aside any number of Treasures you have in play, face down (under this). While any remain, at the start of each of your turns, put one of them into your hand.

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Cursed Village
Types: Action, Doom
Cost: $5
+2 Actions. Draw until you have 6 cards in hand.
When you gain this, receive a Hex.

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Den of Sin
Types: Night, Duration
Cost: $5
At the start of your next turn: +2 Cards.
This is gained to your hand (instead of your discard pile).

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Devil's Workshop
Types: Night
Cost: $4
If the number of cards youíve gained this turn is:
2+, gain an Imp from its pile;
1, gain a card costing up to $4;
0, gain a Gold.

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Druid
Types: Action, Fate
Cost: $2
+1 Buy. Receive one of the set-aside Boons (leaving it there).
Setup: Set aside the top 3 Boons face up.

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Exorcist
Types: Night
Cost: $4
Trash a card from your hand. Gain a cheaper Spirit from one of the Spirit piles.

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Faithful Hound
Types: Action, Reaction
Cost: $2
+2 Cards.
When you discard this other than during Clean-up, you may set it aside, and put it into your hand at end of turn.

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Fool
Types: Action, Fate
Cost: $3
If you arenít the player with Lost in the Woods, take it, take 3 Boons, and receive the Boons in any order.

Heirloom: Lucky Coin
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Lost in the Woods
Types: State
At the start of your turn, you may discard a card to receive a Boon.
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Lucky Coin
Types: Treasure, Heirloom
Cost: $4
$1. When you play this, gain a Silver.

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Ghost Town
Types: Night, Duration
Cost: $3
At the start of your next turn, +1 Card and +1 Action.
This is gained to your hand (instead of your discard pile).

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Guardian
Types: Night, Duration
Cost: $2
Until your next turn, when another player plays an Attack card, it doesnít affect you. At the start of your next turn, +$1.
This is gained to your hand (instead of your discard pile).

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Idol
Types: Treasure, Attack, Fate
Cost: $5
$2. When you play this, if you then have an odd number of Idols in play, receive a Boon; if an even number, each other player gains a Curse

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Leprechaun
Types: Action, Doom
Cost: $3
Gain a Gold. If you have exactly 7 cards in play, gain a Wish from its pile. Otherwise, receive a Hex.

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Monastery
Types: Night
Cost: $2
For each card youíve gained this turn, you may trash a card from your hand or a Copper you have in play.

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Necromancer
Types: Action
Cost: $4
Play a face up, non-Duration Action card from the trash, leaving it there and turning it face down for the turn.
Setup: Put the 3 Zombies into the trash.
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Zombie Apprentice
Types: Action, Zombie
Cost: $3
You may trash an Action card from your hand for +3 Cards and +1 Action.
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Zombie Mason
Types: Action, Zombie
Cost: $3
Trash the top card of your deck. You may gain a card costing up to $1 more than it.
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Zombie Spy
Types: Action, Zombie
Cost: $3
+1 Card, +1 Action. Look at the top card of your deck. Discard it or put it back.

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Night Watchman
Types: Night
Cost: $3
Look at the top 5 cards of your deck, discard any number, and put the rest back in any order.
This is gained to your hand (instead of your discard pile).

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Pixie
Types: Action, Fate
Cost: $2
+1 Card, +1 Action. Discard the top Boon. You may trash this to receive that Boon twice.

Heirloom: Goat
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Goat
Types: Treasure, Heirloom
Cost: $2
$1. When you play this, you may trash a card from your hand.

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Pooka
Types: Action
Cost: $5
You may trash a Treasure other than Cursed Gold from your hand. If you do, +4 Cards.

Heirloom: Cursed Gold.
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Cursed Gold
Types: Treasure, Heirloom
Cost: $4
+$3. When you play this, gain a Curse.

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Raider
Types: Night, Duration, Attack
Cost: $6
Each other player with 5 or more cards in hand discards a copy of a card you have in play (or reveals they canít). At the start of your next turn, +$3.

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Sacred Grove
Types: Action, Fate
Cost: $5
+1 Buy, +$3. Receive a Boon. If it doesn't give +$1, each other player may receive it.

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Secret Cave
Types: Action, Duration
Cost: $3
+1 Card, +1 Action. You may discard 3 cards. If you did, then at the start of your next turn: +$3.

Heirloom: Magic Lamp
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Magic Lamp
Types: Treasure, Heirloom
Cost: $0
$1.
When you play this, if there are at least 6 cards that you have exactly 1 copy of in play, trash this. If you do, gain 3 Wishes from their pile.

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Shepherd
Types: Action
Cost: $4
+1 Action. Discard any number of Victory card, revealing them. +2 Cards per card discarded.

Heirloom: Pasture
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Pasture
Types: Treasure, Victory, Heirloom
Cost: $2
$1.
Worth 1VP per Estate you have.

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Skulk
Types: Action, Attack, Doom
Cost: $4
+1 Buy. Each other player receives the next Hex.
When you gain this, gain a Gold.

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Tormentor
Types: Action, Attack, Doom
Cost: $5
+$2. If you have no other cards in play, gain an Imp from its pile. Otherwise, each other player receives the next Hex.

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Tracker
Types: Action, Fate
Cost: $2
+$1. Receive a Boon.
While this is in play, when you gain a card, you may put that card onto your deck.

Heirloom: Pouch
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Pouch
Types: Treasure, Heirloom
Cost: $2
$1, +1 Buy.

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Tragic Hero
Types: Action
Cost: $5
+3 Cards, +1 Buy. If you have 8 or more cards in hand (after drawing), trash this and gain a Treasure.

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Vampire
Types: Night, Attack, Doom
Cost: $5
Each other player receives the next Hex. Gain a card costing up to $5 other than a Vampire. Exchange this for a Bat.
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Bat
Types: Night
Cost: $2*
Trash up to 2 cards from your hand. If you trashed at least one, exchange this for a Vampire.
(This is not in the Supply)

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Werewolf
Types: Action, Night, Attack, Doom
Cost: $5
If it's your Night phase, each other player receives the next Hex. Otherwise, +3 Cards.

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Ghost
Types: Night, Duration, Spirit
Cost: $4*
Reveal cards from your deck until you reveal an Action. Discard the other cards and
set aside the Action. At the start of your next turn, play it twice.
(This is not in the Supply.)

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Imp
Types: Action, Spirit
Cost: $2*
+2 Cards. You may play an Action card from your hand that you don't have a copy of in play.
(This is not in the Supply.)

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Wish
Types: Action
Cost: $0*
+1 Action. Return this to its pile. If you did, gain a card to your hand costing up to $6.
(This is not in the Supply.)

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Will-o'-Wisp
Types: Action, Spirit
Cost: $0*
+1 Card, +1 Action. Reveal the top card of your deck. If it costs $2 or less, put it into your hand.
(This is not in the Supply.)

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Bad Omens
Types: Hex
Put your deck into your discard pile. Look through it and put 2 Coppers from it onto your deck (or reveal you can't).
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Delusion
Types: Hex
If you don't have Deluded or Envious, take Deluded.
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Deluded
Types: State
At the Start of your Buy phase, return this, and you can't buy Actions this turn.
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Envy
Types: Hex
If you don't have Deluded or Envious, take Envious.
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Envious
Types: State
At the start of your Buy phase, return this and Silver and Gold make $1 this turn.
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Famine
Types: Hex
Reveal the top 3 cards of your deck. Discard the Actions. Shuffle the rest into your deck.
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Fear
Types: Hex
If you have at least 5 cards in hand, discard an Action or Treasure (or reveal you can't).
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Greed
Types: Hex
Gain a Copper onto your deck.
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Haunting
Types: Hex
If you have at least 4 cards in hand, put one of them onto your deck.
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Locusts
Types: Hex
Trash the top card of your deck. If it's Copper or Estate, gain a Curse. Otherwise, gain a cheaper card that shares a type with it.
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Misery
Types: Hex
If this is your first Misery this game, take Miserable. Otherwise, flip it over to Twice Miserable
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Miserable
Types: State
-2VP.
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Twice Miserable
Types: State
-4VP.
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Plague
Types: Hex
Gain a Curse to your hand.
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Poverty
Types: Hex
Discard down to 3 cards in hand.
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War
Types: Hex
Reveal cards from your deck until revealing one costing $3 or $4. Trash it and discard the rest.

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The Earth's Gift
Type: Boon
You may discard a Treasure to gain a card costing up to $4.
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The Field's Gift
Type: Boon
+1 Action, +$1.
(Keep this until Clean-up.)
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The Flame's Gift
Type: Boon
You may trash a card from your hand.
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The Forest's Gift
Type: Boon
+1 Buy, +$1.
(Keep this until Clean-up.)
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The Moon's Gift
Type: Boon
Look through your discard pile. You may put a card from it on top of your deck.
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The Mountain's Gift
Type: Boon
Gain a Silver.
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The River's Gift
Type: Boon
+1 Card at the end of this turn.
(Keep this until Clean-up.)
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The Sky's Gift
Type: Boon
You may discard 3 cards to gain a Gold.
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The Sun's Gift
Type: Boon
Look at the top 4 cards of your deck. Discard any number of them and put the rest back in any order.
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The Swamp's Gift
Type: Boon
Gain a Will-o'-Wisp from its pile.
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The Wind's Gift
+2 Cards. Discard 2 cards.

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Dominion General Discussion / First Edition Card Scans
« on: October 07, 2016, 05:53:15 pm »
Have the scans of the first edition cards been removed from the wiki? I expected to see them in the alternate images (particularly for those with wording changes), but there seem to only be non-English language and online versions there.

I'd quite like a copy of those original scans for my personal archive if they are available.

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Variants and Fan Cards / Incidental 9-card Kingdoms
« on: February 17, 2016, 12:31:32 am »
I have a problem in a card I have designed and have been sitting on for Dominion: Greed. I am mostly sitting on it because the card relies upon Attack cards, but is not itself an Attack card (nor does any mechanism of the card ensure the inclusion of Attack cards--the card has a horizontal rule already), so there are instances when it appears in a Kingdom without Attacks that will make it completely useless.
However, the card is one of the more compelling and game-altering cards I have created, so I am loathe to simply cut it.

The particulars of the card are largely unimportant. My point is this question: Can a Kingdom card be compelling enough to justify the risk of turning some Kingdoms into 9-card Kingdoms?
What if a card like Goons read "In 50% of games using this, cards from this pile cannot be bought\gained." Would Goons still be worth having in Dominion just for how interesting Goons is? Is there a different percentage point that would make it acceptable\unacceptable (and what would that percentage be)?
Conspirator is already sometimes completely useless: Is that okay? Is there a threshold number of conditionally useless Kingdom cards that should be avoided?

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Variants and Fan Cards / Dominion: Greed (0.90a)
« on: March 21, 2015, 08:14:40 am »
Dominion: Greed is a fan expansion that has been in the making since the release of Dominion: Guilds in 2013 between myself and Lamestar, a friend of mine.
This expansion for Dominion consists of 21 Kingdom cards, with more pending testing. The set has two mechanical themes: Cards which harm the user (providing negative effects) and "in games using this" effects.

Someday I might be clever enough to write something cute, humorous, and perhaps vaguely depressing (considering its themes) about the set. Until then, this faux-meta commentary on how awful this introduction is will have to suffice. Lampshades intensify.

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Variants and Fan Cards / Cemetery: $3, Count-the-Trash Victory Card
« on: March 11, 2015, 07:00:14 pm »

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Cemetery
Types: Victory
Cost: $3
Worth 1VP for every 2 Estates in the trash (rounded down).
When you gain this, trash any number of cards from your hand.

In testing:
Since it can be used as a one-time Forge-a-like (in terms of trashing), it proved useful regardless of its Victory points: With a big hand it can be worth picking one up for the super fast trashing it gives. The problem it ultimately has is that players have to be tricky to be able to get enough of them for its points to be worth building up. A 3-5 or 3-4-5 Cemetery split doesn't count for much, even ignoring that it is stronger in multiplayer.

Edit: Silly me, fixed the image.

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I had been working on a fan expansion for a time. The expansion was based primarily on revealing cards from decks, which, beyond the difficulty of flavoring that intangible mechanic, got about as fiddly as you can imagine. The cards were largely complex and unwieldy and the few good ideas present weren't worth expanding into even a small set, let alone a larger one. However, some cards still live on as they divorced themselves from the admittedly weak mechanical theme. (By the by, I'm still working with the aforementioned set, but it is low priority).

This started as a card that wanted to transform into an Action from another player's deck. I played around with the idea for a while. I found digging through another player's deck was long-winded and took a lot of words to convey. Such an unreliable card needs to be cheap, but if it is effective, digging around in another player's deck slows the game down a lot. Looking at another player's hand was rather redundant because, not only could it miss entirely, but it would be played as a card that was likely going to be played just next turn which felt rather redundant. This all is, of course, assuming it is still optimal to buy other Action cards when another player can copy them with Orphans rather than simply playing a Big-Money deck.
Furthermore, I wanted it to have a consistent effect. I played with a couple of different effects (namely +2 Cards on one version, +2 Actions on another). A big problem with inconsistent cards like Tribute is that it is sometimes nonterminal, but you won't know until you play it. The fact that this could transform into a Village meant you would be left with a lot of bad feelings when you draw it "dead" with a Smithy. On an inconsistent card, you can't really stand to be so unsure to whether it is terminal or not, so +2 Cards was out. +2 Actions seemed much more promising, but then it became the case that one would often buy Orphans to get the Actions and it transforming into powerful cards was happenstance. No good there either.

When Band of Misfits came around, I took from its wording. Since then, I've tested it a bit and I ultimately have this:
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Orphans
Types: Action
Cost: $3
If this is the first Orphans you've played this turn, shuffle the Orphans deck and then reveal a card from it. Choose one: +1 Action, +1 Buy, +$1; or play this as if it were the revealed from the Orphans deck this turn and this is that card until it leaves play.

Setup: In games using this, make an Orphans deck out the randomizer of each Action in the Supply costing up to $7 other than Orphans.

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Orphans
Types: Action
Cost: $3
If this is the first Orphans you've played this turn, shuffle the Orphans deck and then reveal a card from it. Choose one: +1 Action, +1 Buy, +$1; or play this as if it were the revealed from the Orphans deck this turn and this is that card until it leaves play.
Setup: In games using this, make an Orphans deck out the randomizer of each Action in the Supply costing up to $6 other than Orphans.
Because it started using an extra deck, it really feels more like a promotional card than anything else, so I've started treating it as such. By the by, its FAQ would point out that it should be played as the top Knight if the Knights from Dark Ages are selected (and fails if the Knight pile is empty). It is somewhat wordy, but it works.

The first time you play it you pick a random Action that each Orphans can transform into. Each Orphans you play can be a vanishing Copper with a Buy (bad enough that you don't want to load up on them, good enough that you won't despair when you draw it with a better terminal), but also might transform into something better.

Revealing a card from the Orphans deck is moderately troublesome, but gets the job done fairly quickly. Most importantly, the card is fun to use, even if you'd rather have something more consistent. In a lot of Kingdoms it is a very powerful card because there are a lot of $5 or $6 cards worth playing. In other Kingdoms, it's pretty terrible since it doesn't have any good targets. Trash-for-benefits are notoriously bad for Orphans.

The construction of the Orphans deck has changed since I first started testing it. Originally, it had every Action, but the chance of whiffing totally by drawing Orphans or striking big by drawing Possession was too swingy, so I limited it to Actions costing up to $8 and removed the Orphans card from the Orphans deck. Now that has needed to change: I included $8 cards really just to catch Peddler, but, as if hitting King's Court wasn't funny enough from time to time, now you could hit Prince? No thank you.

So, in case anyone wondered what transforming cards looked like in my head before Dark Ages, this was it.

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