(http://www.cobiness.com/images/2ServantsQuarters4.jpg) (http://www.cobiness.com/images/2ServantsQuarters4.jpg) | (http://www.cobiness.com/images/2PaupersFeast4.jpg) (http://www.cobiness.com/images/2PaupersFeast4.jpg) | (http://www.cobiness.com/images/2Bailey5.jpg) (http://www.cobiness.com/images/2Bailey5.jpg) |
(http://www.cobiness.com/images/3Excursion3.jpg) (http://www.cobiness.com/images/3Excursion2.jpg) | (http://www.cobiness.com/images/3Villa3.jpg) (http://www.cobiness.com/images/3Villa3.jpg) | (http://www.cobiness.com/images/3Summon.jpg) (http://www.cobiness.com/images/3Summon.jpg) |
(http://www.cobiness.com/images/3WoodenBridge.jpg) (http://www.cobiness.com/images/3WoodenBridge.jpg) |
(http://www.cobiness.com/images/4LandGrab7.jpg) (http://www.cobiness.com/images/4LandGrab7.jpg) | (http://www.cobiness.com/images/4SilverVein5.jpg) (http://www.cobiness.com/images/4SilverVein4.jpg) | (http://www.cobiness.com/images/4Auction2.jpg) (http://www.cobiness.com/images/4Auction2.jpg) |
(http://www.cobiness.com/images/4FoolsChoice3.jpg) (http://www.cobiness.com/images/4FoolsChoice3.jpg) | (http://www.cobiness.com/images/4Township5.jpg) (http://www.cobiness.com/images/4Township5.jpg) | (http://www.cobiness.com/images/4Gypsy.jpg) (http://www.cobiness.com/images/4Gypsy.jpg) |
(http://www.cobiness.com/images/4Rummage.jpg) (http://www.cobiness.com/images/4Rummage.jpg) | (http://www.cobiness.com/images/4Ravage6.jpg) (http://www.cobiness.com/images/4Ravage6.jpg) | (http://www.cobiness.com/images/4Shyster6.jpg) (http://www.cobiness.com/images/4Shyster6.jpg) |
(http://www.cobiness.com/images/4Architect.jpg) (http://www.cobiness.com/images/4Architect.jpg) |
(http://www.cobiness.com/images/5ChurchBell.jpg) (http://www.cobiness.com/images/5ChurchBell.jpg) | (http://www.cobiness.com/images/5Lycanthrope3.jpg) (http://www.cobiness.com/images/5Lycanthrope3.jpg) | (http://www.cobiness.com/images/5Druid3.jpg) (http://www.cobiness.com/images/5Druid3.jpg) |
(http://www.cobiness.com/images/5Sprite5.jpg) (http://www.cobiness.com/images/5Sprite5.jpg) | (http://www.cobiness.com/images/5BlackKnight2.jpg) (http://www.cobiness.com/images/5BlackKnight2.jpg) | (http://www.cobiness.com/images/5Emporium2.jpg) (http://www.cobiness.com/images/5Emporium.jpg) |
(http://www.cobiness.com/images/5Argent.jpg) (http://www.cobiness.com/images/5Argent.jpg) |
(http://www.cobiness.com/images/6Paladin2.jpg) (http://www.cobiness.com/images/6Paladin2.jpg) |
Wooden bridge: Never less than $1? Does it mean that a Copper will cost $1 after playing a wooden bridge? Is there any reason to set the cost limit to $1 instead of $0 like elsewhere?
I believe Harem is the only Victory Card that is "worth" anything (2 coin). All other Victory cards are worth 0. I am pretty sure you mean "cost", but that is not what the wording indicates.
Or, did you mean that you only gain a Silver if you did not play any Silvers this turn? In that case, say "During your Cleanup phase, if you have no Silvers in play, gain a Silver."
Emporium probably needs a mat, to be consistent with the other actions which set cards away from play. Also, it should probably return the cards to your deck at the end of the game instead of returning them to your hand, for consistency and because there isn't really a hand at the end of the game.
Another nitpick: Excursion should probably have the +1 Card before the +1 Action, and could probably use the same type of text that Inn does for consistency, as Inn is now the only card that explicitly lets you pick cards out of your discard pile. Maybe something like,
"Look through your discard pile, reveal a Victory card from it, and put it in your hand."
Just a small addendum: I stress-tested Black Knight last night and it is indeed quite beatable. A standard Silver Vein tactic, will actually kick its ass. You'll see Black Knight's value diminish in the next rankings.
In playtesting, do you keep track of the same stats as Councilroom has? Do you play both as both players? And how do you physically mock up the cards? Play with real ones but keep track of which card represents which fan card?
(http://www.cobiness.com/images/3Excursion3.jpg) | (http://www.cobiness.com/images/5BlackKnight2.jpg) |
(http://snazel.com/silver/ChurchBell.jpg) | VALUE: 1.38 +/- 0.06 We have a lot of games for this card, and we're learning that it is really too strong. Probably strong enough for 6$, because this way it can't be reached in turns 1/2, (which is when it causes the biggest swing). No game that was able to open with the Church Bell has lost so far. The card's power is it not only filters and trashes, it then tutors the best card of the draw, so it is effective early, mid, and late in the game. The earlier you get it the better. It also helps insulate from curse attacks, so it is almost never a bad play, and now when its on the board, both players grab it as soon as they can. The card is a problem and will need a revision. |
(http://snazel.com/silver/SilverVein.jpg) | VALUE: 1.38 +/- 0.1 This card is loved by both my wife and I. It is obviously the "marquee" card of the expansion, in that it provides the weirdest alt-victory, that much of the set attempts to complement. The card totally works and will always beat the player that ignores it. You can beat the card by going 3-5 on the split and then focusing on a secondary tactic, but you can't win 8-0 on it - ever. Because if your opponent gets 8, they are entirely content to farm silver until the pile depletes. They'll have several provinces along the way, because you'll often draw 4-silver. I don't yet know what to do with the card. It's fun, is well-liked and doesn't seem horribly unbalanced but it almost always warps the board. I *might* adjust it to 5 on the second-wave of testing, but really the card isn't strong at all without its companions in the expansion. This is really the overall problem with the expansion as a whole. It functions really well on its own, but when blended with other expansions, the strength of many of the cards falls flat. |
(http://snazel.com/silver/Excursion.jpg) | VALUE: 1.42 +/- 0.16 I've talked about this card a lot, so I won't comment too much further, except to say its rating is starting to lower a little (as I expected) and while it is rated high, it hasn't has as many games as other cards and I'm pretty sure the card is neither broken, nor will it remain top-3 forever (it will likely stay top-5 or 6 however, believe it or not). Still, it's a deceptively useful card, for a variety of reasons and combos with several of the cards in the expansion. |
(http://snazel.com/silver/ServantsQuarters.jpg) | VALUE: 0.54 +/- 0.25 This is the worst card so far. This card needs more testing (it hasn't had a whole lot of games), but it is not liked and when it is brought into a deck, it tends to always land on the losing side. It will need revision in the next round of testing. |
(http://snazel.com/silver/Architect.jpg) | VALUE: 0.67 +/- 0.33 This card needs more testing too, but so far has been a dog. It does three things, none of them well or particularly useful and tends to be one of those cards you regret buying. While I will test it some more, I think the card will either get a cost adjustment, or a tweak to its abilities, or both. |
(http://snazel.com/silver/Rummage.jpg) | VALUE: 0.75 +/- 0.38 This card also needs much more testing. Still, Rummage likes big, wide, stupid decks (like a full-throttle Silver Vein deck), but fails when there's density. In fact, "rummaging" from your discard pile, isn't particularly effective at all, without a discard mechanism to feed the discard pile. One card (Fool's Choice) does that nicely, but that card is terminal, so it's not an easy combo to fire. It has yet to appear on the board with "Summon", I imagine summoning for actions (which then discards all your treasures during the tutor), then playing a Rummage could be successful. |
Again, I realize this is of limited interest to other readers
(http://snazel.com/silver/SilverVein.jpg) | VALUE: 1.38 +/- 0.10 Silver Vein wasn't tested during the last 19 runs, so its rating stayed the same. The card is REALLY strong, but I am not sure it is broken. One of the reasons it is so strong, is the entire set is built to complement it. There's a "middle road" theme to Silver Lining, that rewards buying Silver, buying Duthies early and winning without a lot of Provinces. I am actually rather pleased with the theme, because it works. However, the card also illustrates the set's overall weakness, it's appeal diminishes greatly when taken outside of its own set. Many of the cards really lose their appeal when combined with other expansions. |
(http://snazel.com/silver/Excursion.jpg) | VALUE: 1.38 +/- 0.12 Yes, this card still makes my leader board (although its rating slowly shrinks). It just combines so well with Black Knight, Shyster, Paladin and Silver Vein. It also helps clean your deck of Estates early (which were learning provides a huge advantage, although I guess this isn't news, but still it really opened our eyes). The card isn't broken in the least of course. It's one of those cards that has synergy with the overall set, so it is popular and tends to really help a deck win with the right Kingdom around it. |
(http://snazel.com/silver/PaupersFeast.jpg) | VALUE: 1.28 +/- 0.1 The strongest and most popular 2. So beloved that we won't touch it on the second-wave, the card is balanced and well-liked it. It turns out that a weaker Chapel is quite useful because it bumps you up a Copper and trashes itself. Is it as strong as Chapel? Heck no, but it can do the job in the early rounds. |
(http://snazel.com/silver/Summon.jpg) | VALUE: 1.28 +/- 0.1 One of the most popular cards in the set and in fact, a little broken. The card shines most when you have a single, terminal powerful attack to "summon". Every time you draw a Summon, you essentially assure you can fire the attack. And even better, you mill through a lot of your deck every time you do, helping you ensure you get that same Summon back into your hand on the next turn. It is streaky though. One of the worst results you get with it, is you tutor all your Summons and your Attack early in your deck. They go in the discard pile and now you have just cak to go through on the remaining deck, (which might take a few critical turns to get through). So as long as the Summons don't clump early, you motor along nicely. The card "feels" broken though, because you can mill through almost your entire deck, almost every turn. Consider a deck with two Summons and a Mountebank. You can almost guarantee a Montebank attack every turn (especially in the early rounds). It breezes right past those green cards too. I am unsure what to do with the card. I think a cost upgrade is necessary, but it might also need some kind of other governor. |
(http://snazel.com/silver/Emporium.jpg) | VALUE: 1.28 +/- 0.12 This card is a streaky son-of-a. When it "lucks" out and pushes two cards to the side, you begin to soar, when it "craps out" and moves two useful cards to the discard pile, you curse the thing, (especially early in a shuffle and you know may not see those cards again for a few turns). It's rating is a bit inflated because for a few games in this test cycle, it was the only +2 Action on the board, so it became a necessary enabler of strong terminals and was purchased often. It rewards greening early, it blends well with Silver Vein (it can move those Silvers and Coppers to the side, to concentrate your Silver Veins). But in general, it is a very streaky card. It's not broken, it's costed about right (believe it or not), but it can really frustrate you, or can really launch you forward. On two plays, getting four cards pushed to the side is HUGE. But if those two plays, see you discarding four cards you wanted, well you suffer greatly. Streaky cards aren't new to Dominion, but I will look at ways to help govern the "luck" of this card a bit more. |
(http://snazel.com/silver/Argent.jpg) | VALUE: 0.62 +/- 0.15 This card isn't bad at all. In fact, if it were blended with certain cards in other kingdoms, I'm quite sure its broken. But alas, it doesn't quite work in this expansion. One reason why is this expansion features nothing like Laboratory. It has village-knock offs, but that's not enough to really pull in the cards it needs. Without adequate trashing, it can't get the concentration of Silver it needs to really soar. Sure, you get that 2-Province turn sometimes (4 Silver+1 Argent) gets you 16$ and 2 buys). But in this expansion getting a hand of 4 Silver+1 Argent, isn't easy. It takes too much time. This is where beta-testing can fall down a bit, (and I want to discuss this in another post). To really test an expansion requires hundreds of games, across several expansions. You really need 3 dedicated weeks I wager. Without that capacity, a card like this will seem weaker than it is. Imagine Argent with a card Laboratory + Chapel. It wouldn't be rated that poorly with that kind of support. |
(http://snazel.com/silver/Ravage.jpg) | VALUE: 0.8 +/- 0.3 So far decks that attempt to "feature" this attack fail. It turns out, spamming a Copper on your opponent and taking 1$ out of his hand, isn't really worth a terminal card in your deck. It's one of those cards that seems devastating, but in practice, actually falls short of a simple Militia. Also, it weakens terribly once someone has "piled". In a game where an alt-Victory card has been tapped out, discarding the victory card provides no penalty at all. I am really surprised this card is failing so badly, and think perhaps it might shine better if it has better support when cross-expansion testing begins in earnest. |
(http://snazel.com/silver/Rummage.jpg) | VALUE: 0.83 +/- 0.25 As I said before, Rummage likes big, wide, stupid decks (like a full-throttle Silver Vein deck), but fails when there's density. In fact, "rummaging" from your discard pile, isn't particularly effective at all, without a discard mechanism to feed the discard pile. One major problem is the card that help it in this expansion are also terminal. A two-terminal combination is an awful thing to make work, (even if you have Villages). Township was meant to work with it, and when this card is on the board it does okay, but on its own, the damn thing simply doesn't work as often, or as well, as you'd like. |
(http://snazel.com/silver/Shyster.jpg) | (http://snazel.com/silver/BlackKnight.jpg) | This combo has only been tested three times, but is currently undefeated. You can see why. If you draw both, you actually spawn an attack that delivers 2-curses to your opponent. The Shyster trashes the Black Knight, (which ignites a Curse), then the Black Knight trash effect lets you gain another Black Knight (which ignites another Curse). At first, I was delighted by this combination, but then realized how awful it is in a 4-player game, where essentially 6 Curses can get propagated in one play. It gets worse, in a hand of Shyster, Shyster, Black Knight, Black Knight, Paladin, you can do the following: Shyster_1 trashes Black Knight_1 (opponent gains a Curse you gain +1VP) Black Knight_1 trashes and gains a Black Knight (opponent gains a Curse) Shyster_1 discards Paladin to get +1 Action (gaining a Silver) Shyster_2 trashes Black Knight_2 (opponent gains a Curse, you gain +1VP) Black Knight_2 trashes and gains a Black Knight (opponent gains a Curse) Sure you have no cards left in your hand to play, but you just gained +2VP, while firing 4 Curses into your opponent's hand, a total a 6-point swing in one hand, but most of all, your opponent is KNEE-DEEP in Curses. Also if your opponent is attempting the same overall tactic, it really comes down to who pulls this trick off first. I guess a lot of strong curse attacks come down to who get the curse attacks earliest and most-often, but considering the NASTY potential here, this becomes even more of a problem. |
(http://snazel.com/silver/Shyster.jpg) | (http://snazel.com/silver/Excursion.jpg) | This combo is far less "broken" than the one above, you can also see its obvious synergy. Shyster/Excursion plays this weird game of trading estates for victory tokens, hoping the curses slow the opponent down enough, that it can eventually three pile Dutchies to win. It works, but it can also be beaten, and indeed the next combo I'm about to highlight loses to it, but also wins against it, and the split is slightly in Excursion/Shyster's favor, but only slightly. |
(http://snazel.com/silver/Summon.jpg) | (http://snazel.com/silver/Lycanthrope.jpg) | The purpose of "Summon" was essentially to tutor a strong attack to your hand. You can see how it would work. You put one or more Summons in your deck, (as your deck widens, you buy a Summon here and there to increase the likelihood of drawing at least 1) and you virtually ensure you can attack every turn. You essentially fire your Lycanthope almost every turn in the middle rounds. Of course, since Lycanthrope sometimes just trashes a Silver, you tend to lose the Curse war. This combo's "luck" factor comes down to three things: 1. The Summon cards are nicely spread around the deck on a reshuffle. "Clumping" can mean Summons and Lycanthrope lie dormant in the discard pile until you go through the rest of your deck. If that deck has some curses in it, this can take two or three turns, and puts you far too behind to really ever catch up. 2. The card that Lycanthrope draws is a treasure. This is what you want, because you are on your last terminal action. Drawing another Summon sucks of course at that point, and drawing a Province also sucks. Drawing a Gold usually launches you to a Province. 3. Getting "lucky" with 2 Summons is kind of nice, you guarantee a really nice mill to your attack card, then you get a Treasure on the second one and then finally one more card and +1, on your Lycanthrope play. You've probably also depleted your deck so well, that you'll likely need to reshuffle everything back after your buy. |
"You may trash the revealed card. If you do, +1 Card; otherwise, put the revealed card in your hand."
(http://snazel.com/silver/Lycanthrope.jpg) | LYCANTHROPE VALUE: 1.35 +/- 0.11 This card isn't that great, against almost every 5-attack card in the real game it probably stacks up as rather weak. But since we tested almost entirely inter-set this card stood out as a useful, bona fide attack. If it has a strength, it's that it adds that 1$, while it often takes away a Silver, and so it provides a money edge in the early rounds. Of course, it sometimes even spawns a Curse (which is even better). The damn card often took me from 8$ to 6$ in the later rounds. In the early rounds, I often watched as my opponent reach gold in the early rounds by getting +1$, +1 Card, while I had to rebuy my Silver I just lost as I went from 3$ to 5$ (which coincidentally delayed me getting my own Lycan). The rating is skewed a little high, because I ran three solo games with this against Black Knight (to test the two 5$ curse attacks against one another). Lycanthrope beat the Black Knight three straight, so it juiced the rating a little. Given the nature of the set, losing a Silver to this card is sometimes a big deal. The set caters exclusively to Province games and the set moves FAST (games often end before or at turn 18), so you must get ahead early and Lycanthrope can prevent your opponent from doing that. It helps gimp an opponent's Silver Vein deck, it works well with Druid and works very well with Summon. When I begin to assess the changes to the set, I may actually increase the power of the card slightly (despite its high rating), or I will solos with it against Witch and see how it fares (I suspect it will get clobbered). |
(http://snazel.com/silver/PaupersFeast.jpg) | PAUPER'S FEAST VALUE: 1.24 +/- 0.07 The strongest and most popular 2. So beloved that we won't touch it on the second-wave, the card is balanced and well-liked it. It turns out that a weaker Chapel is quite useful because it bumps you up a Copper and trashes itself. Is it as strong as Chapel? Heck no, but it can do the job in the early rounds. I might tweak the name and look of the card a little, a card this popular deserves the best treatment I can give it. I am VERY happy with this card. I should note the flaw in my rating system with this card. Really, this card performed better than Lycanthrope, but because it was often in the winning AND losing deck, the card didn't score as well. I adjusted for this slightly with some data fudging, but I can tell you, the card works well and can really stand quite well against a lot of real 2s in the Dominion kingdom. |
(http://snazel.com/silver/SilverVein.jpg) | SILVER VEIN VALUE: 1.24 +/- 0.08 Silver Vein is just a tad broken, the rating doesn't quite reflect this, because again, it wound up so often in both winner's and victor's hands. One thing this card commands is respect, you MUST purchase at least two or you will NOT win (assuming its an all Silver Lining game anyway). The card is just that strong. It's much stronger than a Gardens deck, because the card itself feeds you the points and the thing you feed your points with acquires more Silver Veins (and even eventually a few Provinces). In other words it often doesn't need the kind of support a Gardens needs to win. You couple that with the fact the expansion caters to this victory path and we have a bit of a problem. It's a FUN card to run. It's a FUN way to win. And it works. I just might need to governor the thing just a tad, so that it isn't so utterly commanding on a board. Right now, you can't ignore the card in an inter-set match. |
(http://snazel.com/silver/Excursion.jpg) | EXCURSION VALUE: 1.23 +/- 0.11 This card's rating continues to decline. We got fooled by own numbers a little. We ran so few games, saw the "success" factor of the card and then bought it frequently in the early rounds. In fact, the card shines when there's an alternate-victory card that does something to enable your engine. When it doesn't have that, it's a weak cantrip with a weak trashing power (that's usually useless by turn 5 or 6 once your estates are out). It's a perfectly balanced card though and has a little more utility than it appears at first glance. I call that a success and this card will stay as-is. One note however, is rink found a wording issue which I will address. The verbiage will now make sure the victory card from the discard pile is revealed before its trashed, so you are sure the card from the discard pile is the one that is trashed. |
(http://snazel.com/silver/Emporium.jpg) | EMPORIUM VALUE: 1.2 +/- 0.1 This card is a streaky son-of-a. When it "lucks" out and pushes two cards to the side, you begin to soar, when it "craps out" and moves two useful cards to the discard pile, you curse the thing, (especially early in a shuffle and you know may not see those cards again for a few turns). Actually, as we reached the end of the testing cycle, this card often stayed dead. It was one of those cards that frustrates you too much. It has too much of a luck factor. I actually expect this card's rating would diminish to a neutral 1.0 if we tested it more. We learned later, that Druid was MUCH better at doing what this card's primary purpose is. Still, sometimes +2 Actions and a +Buy is really useful combo, and when it is, you don't mind spending the 5$. |
(http://snazel.com/silver/Architect.jpg) | VALUE: 0.6 +/- 0.15 This card sucks. We hated it by the end of the test-run and it stayed dead on the board more often than any other card during the last 20 games. It will get a SERIOUS overhaul in the next version. |
(http://snazel.com/silver/Ravage.jpg) | VALUE: 0.77 +/- 0.23 This card is actually pretty bad. It's not as bad as the rating suggests though. The story of this card, is my wife hates attack cards. She liked this one though, because it had a constructive element (she could possibly gain the discarded card). Also her favorite attack is Militia, and this seemed similar to her. Actually, I wager Militia kicks this card's ass one-on-one (something I need to test), because in fact, spamming Copper now and then doesn't really hurt (especially when certain other victory conditions are present in this set). The thing is though, my wife doesn't attack aggressively. In other words, attack cards complement her overall engine, but they are never the focus of the deck. So she does not actively work to spam the attack as much as possible. I expect a very aggressive attack with this card might yield better results. Still, usually get to spam a copper into your opponent's discard pile, or you get a lousy silver in your discard pile. In the end, that's simply not that exciting, nor does it really focus you onto a victory path. |
(http://snazel.com/silver/ServantsQuarters.jpg) | VALUE: 0.77 +/- 0.14 Just an AWFUL card, that doesn't get you anywhere. My poor wife tried to make this card work for in several games (she likes having a defense in any game where there's attacks), but really reaction cards can't compete with attacks and this particular reaction card, sucks. This will get a serious face lift in the revision. |
(http://snazel.com/silver/Druid.jpg) | (http://snazel.com/silver/Argent.jpg) | This actually is three-card combo. The combo also needs Pauper's Feast to really shine. It takes about 9 turns to get it going. You Pauper your junk a little, and buy a few Druids and an Argent and two Silver. Then you are off to the races. The Druids give you cards and actions, and then the next turn they help you put your land away. I had 7 Provinces by turn 15 with this combination and best of all, my deck was still really tight, because most of those Provinces were off to the side. Is the combo broken? A little, but I don't consider it deleterious. Still, I would say other than Church Bell (which we banned), Argent has the most danger of being really broken. Also, having a lot of Druids in your deck is a stupendous boost. When you start your turn with three of them on the Duration stack, that means you get +3 Cards and +3 Actions before you've even played a card. You couple that fact those same Druids are keeping your deck lean and mean, it's very, very strong. |
(http://snazel.com/silver/Sprite.jpg) | (http://snazel.com/silver/SilverVein.jpg) | Sprite is a really dumb, but terribly addictive and fun card. It shines when you have lots of green. It wants to be green, it rewards you with cards and actions (and more Sprites). The thing I really like about Sprite from a design stand point is her allure is temporary. She WILL go away, she will almost pile-out in any game and the engine you build around her will eventually crumble. She's a time bomb, albeit one whose spamming victory points along the way. With Silver Vein, she can discard a Silver Vein in a hand that is close a Province, or she can discard the Province, to help you draw the Silver Veins you need. The two are compatible and this was a pretty common victory path in some of our games. |
(http://snazel.com/silver/Auction.jpg) | (http://snazel.com/silver/BlackKnight.jpg) | Auction is weird. It LOOKS cool. Actually, it doesn't even enable a Silver Vein strategy as well as Druid does (although it is still a great support for Silver Vein tactics). But with Black Knight it can be quite delightful. You essentially trash the Black Knight, spread a Curse, gain a Silver and another Black Knight. The silvers eventually assure you can rush the Black Knights even more and when they run out, the Auction turns Black Knights into Dutchies. It's not a lethal combo, but you can rush Black Knight and Dutchy really quickly this way, you're only challenge is to find a third pile to deplete to win before your opponent hops on the Province-train. One solution is Auction itself, (which you can just Auction into Silver), but an even better solution is Land Grab, which also adds to the speed at which you deplete Black Knight (and spread curses). We're pretty pleased with how complementary many of the cards are, and how it can produce alternate means of winning. I've only highlighted a few of the combinations in these reports. |