Champions of Midguard Rulebook Smal File

Champions of Midguard Rulebook Smal File
The Jarl of Trondheim has died.
Without strong leadership, his prosperous port has fallen into a state of catastrophe. Fearsome
creatures have sensed this weakness in Midgard and are coming in droves, driving chaos and
destruction before them. Trolls attack the town. Draugr terrorize nearby villages. Monsters strike at
travelers and merchants alike. The people are suffering and they need a champion.
In Champions of Midgard, you are a Viking Leader who seeks to gain Glory for your clan
and fill the boots of the old Jarl. Defeat the Trolls to keep the townsfolk on your side. Slay Draugr
to earn gold to fund your journeys. Kill Monsters in their lairs to gain Glory and the Favor of the
Gods. By defeating these epic creatures, you will prove yourself worthy to become the new Jarl
and be heralded as a Champion of Midgard!
The goal of the game is to have the most Glory at the end of 8 rounds.
Glory is gained primarily through fighting enemies and lost by accruing Blame for failing to
defend the town. See end game scoring for more details.
5 Viking Leader
1 Game Board
Each with a unique
special ability
8 Market Stall Tiles
4 Military /
4 Economic
20 Worker Meeples
5 of each player color
1 Round Marker
1 Start Player Marker
1 Small
Public Longship
4 Private
1 Large
Public Longship
8 Player Color Markers
8 Merchant
Ship Cards
10 Rune
18 Journey Cards
12 Destiny Cards
16 Troll Cards
36 Monster Cards
21 Draugr Cards
34 Viking Warrior Dice
20 Wood
12 Swordsmen (White Dice)
12 Spearmen (Red Dice)
10 Axemen (Black Dice)
30 Food
60 Coins
28 Blame Tokens
3 Damage Tokens
54 Favor
Blame tokens cause
Glory loss at the end
of the game
Place the game board in the middle of the table.
Place the Round Marker in the space marked Round 1.
Shuffle the Market Stall tiles and add them (face-up) to the empty spaces based on the
number of players participating. Market Stall tiles function just like other board locations
but provide different options for each game.
In a 2-player game, add 1 Military Tile and 1 Economic Tile.
In a 3-player game, add 1 Military Tile and 2 Economic Tiles.
In a 4-player game, add 2 Military Tiles and 2 Economic Tiles.
Return the remaining Market Stall Tiles to the box.
Place the Small and Large Public Longships on their corresponding spaces on the board
and the Private Longships off to the side of the board near the Shipwright’s Hut. (Private
Longships marked 3+ and 4+ should be returned to the box in games with fewer players
than indicated.)
Shuffle the Rune Cards, Destiny Cards, Merchant Ship Cards, Troll Cards, Draugr Cards,
Journey Cards, and Monster Cards and place them on their corresponding spaces on the
Place the Food, Wood, Viking Warriors (Swordsman Dice, Spearmen Dice, & Axemen
Dice), Coins, Favor tokens, and Blame tokens near the game board where all players can
access them.
The player who has most recently earned glory in battle receives the First Player Marker.
(Alternately, select a starting player at random.)
Beginning with the player to the right of the start player and proceeding counter-clockwise
each player chooses a Viking Leader Board.
Viking Leader Boards indicate what Special Ability your Leader has, as well as your maximum capacity for
Viking Warriors.
Each player takes worker meeples in their
preferred color along with starting resources
of 1 Food, 1 Wood, 1 Coin, 1 Favor token,
and 1 Swordsman Die.
Place 1 disc in your player color on the
scoreboard and the other on your player
board to indicate your color. Then place
1 worker meeple in the general supply (to
be earned by the use of the Worker Huts
location) and keep the other 3 in your
personal supply (4 in a two player game).
Any additional worker meeples should be
returned to the box.
Finally, each player receives 1 random
Destiny Card – then you are ready to begin.
The game is played over 8 rounds, during which you send workers from your clan into town to gather
weapons and supplies necessary to fend off the hordes of enemies just beyond the walls. Workers may
set the stage for your Viking Warriors to fight the Trolls who regularly attack the town, fight the Draugr who
plague the neighboring villages, or hunt the Monsters who reside on distant shores poised to strike at the
town and the ships which ensure the survival of the Nordic harbor. Most locations on the board can only
be occupied by 1 worker per round; if you want something, you had better send your worker there first!
At the end of the 8th round, the player who has earned the most Glory wins the game.
Playing a Round
The steps you follow to play a complete round of Champions of Midgard are laid out in iconography
in the top right of the game board. This should serve as a handy reminder during your game and as a
refresher for subsequent plays. These steps are described below.
Round Setup
At the start of each round, board and card locations should be stocked as follows. Board locations
which need attention in this phase are blue for easy identification.
Place the top card
of the Troll Deck
face-up in the
Troll Space on the
Place 1 Monster
Card face-up
in each empty
Monster Space
on the board.
Note: the rightmost
Journey Space and
Monster Space
are only used in a
4-player game.
Place the top
2 cards of the
Draugr Deck
face-up in the
Draugr Spaces
on the board.
Reveal the top
Merchant Ship
Card, placing
it on top of
any previously
Merchant Ship
Place 1 Journey
Card face-down
in each empty
Journey Space on
the board.
Add 1 Viking
Warrior (of the
color) to each of
the Swordsmith,
Hafter, and
locations and
add 1 Food to
the Smokehouse
Place 1 Rune
Card face-up
in each empty
space next to
the Runesmith
Blue locations
receive an
additional item
each round
regardless of
whether or not
they are empty.
These goods can
build up and make
these loations more
attractive in future
Worker Placement
During the worker placement phase, players take turns placing their workers on board locations and
executing their effects. Most locations only have space for a single worker.
Beginning with the player holding the First Player Marker and proceeding
clockwise, players take turns assigning 1 worker at a time to an available
space on the board and carrying out the associated action. This process is
repeated until no player has workers remaining. Then, all players proceed
to assigning Viking Warriors.
Placing a worker in the Hafter
Board locations are color-coded in order to enable faster understanding of how to resolve each space:
Brown locations are resolved immediately. As soon as a player places a
worker meeple on a brown location, they follow the instructions for that
Blue locations are also resolved immediately. These locations are colored
differently because they will recieve special attention during each round setup
phase of the game.
Red locations are combat locations. These locations have no instant effect.
When a player places a worker on a combat location, they are reserving this
space to do combat with the associated monster in the next phase  Assign
Viking Warriors and Resolve Combat.
Note: Public Longships are unique locations in that they are both brown and
red. They have 1 effect which is resolved instantly and another effect which
is resolved in the Assign Viking Warriors and Resolve Combat phase. This is
described in detail in the location descriptions below.
Board locations have a wide variety of effects which are described in detail below. If it is your first
time playing Champions of Midgard make sure you read these effects completely in order to
better understand the iconography on the board.
Note that many locations allow you to recruit Viking Warrior Dice or collect resources. Food, Wood,
Coins, Favor, and Blame are unlimited. Viking Warrior Dice are limited by their supply and each
player may only hold 8 at a time as indicated by the longhouse printed on your Viking Leaderboard.
If taking dice would ever cause you to exceed 8 Viking Warriors, take as many as you are legally
able and return the rest to the supply. (Warriors will not come fight for you if you do not have room
for them in your longhouse!)
Worker Placement - locations
Collect all the
Viking Axemen
Dice present at
this location and
place them in your
personal supply.
Collect all the
Viking Spearmen
Dice present at
this location and
place them in your
personal supply.
Draugr Card
Spaces 1 & 2
Send Viking
Warriors hunting
for Food during
the Combat
Resolution phase.
(This space may accommodate several workers
– there is no restriction on the number of players
who may place a worker here. Favor tokens
may be used to reroll here.)
During the Assign
Viking Warriors
Phase, commit
Viking Warriors to
fight the Draugr.
Sage's House
Look at 1 facedown Journey
Card then
draw 1 Destiny
Card. Destiny
Cards provide
opportunities for end-game scoring and should
be kept secret from your opponents until the end
of the game.
Collect 1 Viking
Swordsman from
the supply and
take the First
Player Marker
from whoever presently has it. If you have the
First Player Marker already, you must pass it to
the player on your left. This is the only way the
First Player Marker moves.
Large Public
Select a Private
Longship and
pay the cost
indicated on the
card. Take that
Private Longship
from next to the board and place it beside your
Leader Board. You may place a worker on
this Private Longship in any Worker Placement
phase (including the round it was acquired) and
use it just like either the Small or Large Public
Longship. The capacities of Private Longships
and their Glory rewards vary based on cost.
Each player may only build 1 Private Longship.
Pay 1 Coin to the
supply then place
this longship in the
harbor adjacent
to the Distant
Shores location you wish to journey to. During
the Assign Viking Warriors phase, you will need
to load this longship with Viking Warriors and
Food to feed them. How many Viking Warriors
and how many Food you place on the ship is up
to you, but the combined total may not exceed
the ship’s capacity of 10.
Small Public
Trade Food,
Wood, and/or
Coins to the supply
in exchange for
Food, Wood,
and/or Coins at a
ratio of 1:1. Any number of trades may be made
when you activate this location.
Place this longship
in the harbor
adjacent to the
Distant Shores
location you wish
to journey to. During the Assign Viking Warriors
phase, you will need to load this longship with
Viking Warriors and Food to feed them. How
many Viking Warriors and how many Food you
place on the ship is up to you, but the combined
total may not exceed the ship’s capacity of 5.
Merchant Ship
Ship Card.
Pay 1 Coin to the
supply then collect
the Food, Wood,
or Viking Warriors
displayed on the
current Merchant
Collect all the
Food present at
this location and
place it in your
personal supply.
Pay 1 Wood to
the supply and
claim 1 Rune
Card, placing it
face-up in front
of you. You may
select either of the face-up Rune Cards, or take
a random one from the deck. Runes provide
powerful single use abilities (as printed on the
Rune Cards). In order to activate a Rune Card,
simply flip it over. Runes may be activated at any
time. Keep the card for end game scoring.
Stave Church
1 Coin = 1 Favor
3 Coins = 2 Favor
Pay X Coins to the
supply. Collect
Favor from the
supply based on
the amount of
Coins you paid.
6 Coins = 3 Favor
10 Coins = 4 Favor
No more than 4 Favor may be purchased on a
single activation of this location.
Worker Huts
Collect all the
Viking Swordsmen
Dice present at
this location and
place them in your
personal supply.
Pay 5, 4, 3, or 2
Coins and collect
your extra worker.
The worker may
be used during this
game round and
all future game rounds. The first player to use this
space pays 5, the next player pays 4 and so on.
Troll Card
During the Assign
Viking Warriors
phase, commit
Viking Warriors to
fight the Troll.
If you find
yourself unable
or unwilling
to activate
a board
location, you
must Beg. To Beg, lie a worker down on
your player board then take 1 Food and 1
Blame from the supply.
Worker Placement - Market STalls
Market Stall tiles function just like other board locations but provide different options for each
game. Market Stalls may only be activated once per placement unless otherwise indicated.
Economic Market Stall Tiles
Return 1 Food to
the supply and
collect 1 Favor.
You may repeat
this action up to 3
times with a single
Score 2 Glory.
Collect 1 Food
and 1 Wood from
the supply.
Collect 2 Coins
from the supply.
Military Market Stall Tiles
Folk Warriors
Return 1 Food to
the supply and
collect 2 Viking
Swordsmen Dice.
Return 1 Wood
to the supply and
collect 2 Viking
Spearmen Dice.
Return 2 Coins to
the supply and
collect 1 Viking
Swordsman Die
and 1 Viking
Axeman Die.
Return 1 Coin to
the supply and
collect 1 Viking
Swordsman Die
and 1 Viking
Spearman Die.
Assigning Viking Warriors
Any player who placed a worker on a Combat Location (Troll Card Location, Draugr Card
Location, or Longship(s)) now assigns their Viking Warrior Dice. Dice are assigned simultaneously.
Viking Warriors sent to
fight the Troll should be
placed on the Troll Card.
Viking Warriors sent
to fight Draugr should
be placed on the
corresponding Draugr
Longships carry Viking Warriors to distant shores to combat Monsters.
Players must assign both Food and Viking Warrior dice to the Longships
in this phase. Both Food and Viking Warrior dice count toward a ship's
capacity and players are not permitted to assign more objects to a ship
than the capacity can support.
Any Viking Warriors not assigned elsewhere are assumed to be hunting if you placed a worker
on the Hunting Grounds.
Some enemies have combat restrictions:
If an enemy has a “no swords/axes/spears”symbol on it, players are not permitted to assign that
type of Viking Warrior to fight that enemy. Viking Warriors of any type may travel on a longship
to face an enemy but Warriors of the prohibited type are destroyed by the enemy before the first
round of combat. They do not participate and are discarded to the general supply without ever
being rolled.
It is permitted that a player assigns no dice to a combat location.
After all players have finished Assigning Viking Warriors proceed to Combat Resolution.
Occasionally a player may find it advantageous to wait to assign their Viking Warrior dice until after
their opponents have done so. In such a case, any player may request that this phase is resolved in turn
order begininng with the start player and proceeding clockwise.
Combat Resolution
The Combat Resolution phase is resolved in the following order:
First, any players who placed a worker on the Hunting Grounds roll all of their dice not
assigned elsewhere and collect Food equal to the number of hits rolled. A maximum of 6
Food may be collected from hunting — even if a player rolls more than 6 hits.
Next, if a player has assigned Viking Warriors to fight the Troll, they participate in combat
against the Troll until either the Troll or the player has been defeated.
BLAME: If no player kills the Troll, each player takes a Blame token from the
supply during round clean-up. Blame causes loss of Glory at game end. If
any player kills the Troll, the player who killed the Troll discards one of their
Blame tokens (if they have any) and selects another player to take 1 Blame
token from the supply. (The townsfolk have fickle attitudes about those who
protect them and those who fail to.)
Then, beginning with the left Draugr and proceeding to the right Draugr, players who have
sent Viking Warriors to fight Draugr now resolve combat against them. If no player has
assigned Viking Warriors to the Draugr Card(s), proceed to the next step.
Finally, beginning with the leftmost distant shore location and proceeding to the rightmost
distant shore location, players resolve their journeys and then combat the Monsters by
following the steps below. If no player assigned a longship to a particular location, simply
skip that location and move on to the next one.
A. Reveal the Journey Card and resolve its effect (described in detail in the appendix
at the end of the rules). Any loses indicated by the card must come from the Warriors
and Food on the Longship. If a Longship has been assigned to a distant shore
location, the Journey Card is revealed and discarded even if the player ended up
assigning no Warriors to the Longship.
B. Feed your Viking Warriors. You must have enough Food in the longship to feed all
your Viking Warriors. The 2 locations closest to the left edge of the board are closer to
the port and therefore require less Food for the shorter journey (1 Food feeds 2 Viking
Warriors). The 2 locations closest to the right of the board are further from the port and
require more Food (1 Food feeds 1 Viking Warrior). This is depicted on the board for
your reference. If there is not enough Food to feed all Viking Warriors, unfed Warriors
starve and are returned to the general supply. All Food sent on a journey is returned
to the supply, even if there is more than the Vikings require.
Note: In earlier editions, these locations were reversed.
C. Combat the Monster!
Details of combat
Combat against Trolls, Draugr, Krakens, and Monsters (referred to
collectively as enemies) is resolved in the same way. Enemies have
an Attack Value and a Defense Value. In order to defeat an enemy,
a player must deal damage equal to or greater than the enemy’s
Defense Value (referred to as lethal damage).
Attack Value
Defense Value
Combat takes place in a series of rounds which consist of the player rolling their Viking Warrior
dice in an attempt to deal damage to the enemy and then taking damage from the enemy
by discarding their Viking Warriors. A player’s damage and an enemy’s damage are dealt
simultaneously so even if a player deals lethal damage to an enemy, they still take damage from
that enemy. Combat ends at the end of a round in which at least one of the following is true:
The enemy has taken lethal damage.
All committed Viking Warrior dice have been defeated.
Follow these steps in order to resolve a round of combat:
Attack with all of your Viking Warriors by rolling the
dice you have committed to fight the enemy.
(Optional) Discard 1 Favor token to reroll some or
all of the dice just rolled. This step may be repeated if
you have, and wish to spend, multiple Favor tokens.
For each Weapon Result rolled, place a Damage
token on the enemy’s card. (Some dice faces show 2
weapons and count as 2 hits.)
Discard Viking Warrior dice equal to the Attack Value
of the enemy. Reduce these losses by 1 for each
Shield Result rolled.
Check to see if the enemy has been dealt lethal damage:
If the enemy has received lethal damage: take the enemy
card and collect the reward indicated. Return surviving Viking
Warriors to your personal supply. In this example, the player
would score 6 Glory on the score track and gain 4 Coins from
the supply. Defeated Enemy Cards should be kept in a single
face-down pile. The number, type, and color of the enemies
defeated throughout the game need not be shared with your
If the enemy has not received lethal damage and you still have
Viking Warriors left: begin a new round of combat.
C. If the enemy has not received lethal damage and you
have no Viking Warriors left: your Viking Warriors have
been defeated and you collect no reward. Remove any
Damage tokens placed on the Monster.
All enemies provide Glory when
defeated. Additionally you collect
Wood from defeating Trolls,
Coins from defeating Draugr, and
Favor from defeating Monsters.
Take back your workers from all locations, returning Public Longships to their spaces on the
board and Private Longships to your play area.
If the Troll was not defeated, discard the Troll Card and give each player 1 Blame token.
Discard any undefeated Draugr Cards.
Discard any revealed Journey Cards.
Add 1 Coin to each undefeated Monster card. This is an additional reward for the player
who eventually defeats this Monster. Monsters may gain several Coins before they are
If this was Round 8, proceed to final scoring. Otherwise advance the Round Marker and
return to Round Setup to play another round.
Discarded Troll and Draugr cards go to the
monster discard pile in the bottom right corner of
the board.
Quick References
Remember that the game
steps are indicated on the
top right of the board for
quick reference and that a
reference card is provided
to reiterate the meaning of
the various icons used in the
Game End & Final Scoring
After the 8th Round, the game is over and players begin final scoring.
We recommend players calculate their final scores one at a time, beginning with the player
furthest behind on the Glory Track.
First, sort your defeated Monsters and Draugr by color and lay them in front of you. Then score
the following:
Destiny Cards – If you alone have satisfied the condition of a Destiny
Card in your possession, you have completely fulfilled your destiny
and score the larger Glory bonus. If you are tied for the condition you
have only partially realized your potential and score the smaller Glory
bonus. You may only score Glory for your own Destiny Cards. Fufilling
or tying for another player's Destiny Card provides you with no Glory,
it merely prevents them from gaining it. You must have at least 1 of the
required items to satisfy a Destiny Card.
Sets of Enemies (1 of each color) – The townspeople are impressed
with your ability to brave varying combat conditions! Score 5 Glory for
each complete set.
Trolls do not have a color and do not count for end game scoring.
Runes (used or unused) – Runes are symbols of power and provide
varying amounts of Glory indicated on each card.
Private Longships – Longships are status symbols and provide Glory
based on the type of longship you built.
Favor of the Gods – Each unspent Favor token is worth 2 Glory at
the end of the game.
Coins – Score 1 Glory for every 3 Coins you have remaining.
Blame — Lose Glory based on your
reputation with the townsfolk. Glory loss
is calculated according to this chart:
The player with the most Glory is declared a Champion of Midgard. They earn the
title of Jarl and are the winner of the game!
In the case of a tie, the tied player who defeated the most enemies (total cards collected, including
Trolls) wins the game. If there is still a tie, the tied players rejoice in their shared victory.
I. Journey Card Effects
III. Rune Cards
All Quiet – No Effect.
Kraken – Resolve Combat against the Kraken.
All Rune Cards are single use and contain the “flip
to activate” symbol. They may be activated at any
Defeating the Kraken grants the player 3 glory.
Surviving Warriors advance to combat the Monster. Gifts – Collect 4 resources from the general
supply. Choose any combination of Wood, Food,
Lost – Lose 2 items of your choice (2 Food, 2
and/or Coins.
Viking Warriors, or 1 of each).
Glory – Use when defeating an enemy (Troll,
No Wind – Lose 1 Food.
Draugr, Kraken, or Monster). Gain 50% more
Glory for defeating that enemy (rounded down).
Storm – Lose 1 Food or 1 Viking Warrior (your
(e.g. Use when defeating a Monster worth 13
Glory; Gain 6 additional Glory.)
Whirlpool – Lose 1 Viking Warrior.
Healing – Negate the loses suffered in a single
round of combat. If the combat continues, future
II.Viking Leaders
losses are suffered in full.
Asmundr the Pious – Asmundr wishes to be
Journey – After revealing a Journey Card,
Odin’s Chosen representative in Midgard and
discard it without suffering the consequences.
has turned acquisition of Favor into a Glorious
Reveal the next Journey Card in the deck and
pursuit! His ability essentially allows Asmundr to
apply those results instead (even if they are worse).
use his Favor Tokens for free. He will always gain
the 2 Glory from them whether he spends them
Knowledge – View all face-down Journey
on rerolling or not. He may still wish to use them
Cards on the board. Do not look at the Journey
sparingly in order to either achieve a destiny or
Cards in the deck.
make it more difficult for other players to do so.
Potential – Use after rolling for a round of
Asmunder still discards Favor tokens when he uses
hunting or combat. Any dice which show a blank
them to reroll.
result are re-rolled and their new result is used
Dagrun the Destined – Dagrun has the gift
of a sage but never focused on developing it due
Reaction – Use after rolling for a round of
to all her combat training – she has not however
hunting or combat. Count shield results as single
suppressed her abilities completely. Whenever
hits. They still count as shields as well. (Swordsman
Dagrun places a worker on the Sage’s House
location she draws an extra Destiny Card allowing dice used this way count as 2-hit results for
her to more freely choose her destinies. The card
she does not select is returned to the bottom of the
Success – Reveal a Destiny Card in your
Destiny Card deck. When used in conjunction with
possession and score it immediately. Keep the card
the True Vision Rune Card, Dagrun draws 4 Destiny and score it again at game end.
Cards but still selects only 1 to keep.
True Vision – Use when activating the Sage’s
Gylfir the Seaworthy – Half merchant and
House. Draw two additional Destiny Cards. Keep
half warrior, Gylfir has connections down at the
just 1 and return the others to the bottom of the
docks. When going to the Merchant Ship location
he finds many warriors willing to fight by his side
and many merchants willing to part with some
Wealth – Double the amount of Coins currently
spare supplies to aid his cause. Whenever Gylfir
in your possession. You may not gain more than 5
places a worker at the Merchant Ship location he
Coins in this way.
takes whatever is indicated on the card without
paying the Coin required of the other leaders.
Svanhildr the Swordmaiden – Svanhildr
has specialized in a weapon generally scoffed at
by other Viking Leaders. Regarded as weaker than
the axe and less versatile than the spear, a sword in
Svanhildr’s hands can be just as deadly as either. A
result of 1-hit on a Swordsman die does 2 damage
for Svanhildr and a result of 2-hits does 3 damage.
This does gain her extra Food when hunting but
she may still not exceed the maximum of 6 in the
Hunting Grounds space – there are only so many
deer in the forest after all.
Ullr the Berserker – Ullr was trained in the
ways of the berserker and in turn teaches his
Warriors how to fight without fear, for the Glory of
their clan! During any round of combat in which
1 or more Warrior Dice shows a 2-hit result, Ullr
gains 1 Glory to be scored immediately on the
track (regardless of the final outcome of the battle).
The following variants are provided to allow you to customize your Champions of Midgard experience.
Using these variants is strictly optional and is not recommended for your first few games. We advise you
to play with the basic rules before trying one or both of the proposed alterations. Enjoy the game!
Variant #1 – Hall of Records
Variant #2 – Mistrustful Villagers
The townsfolk keep a record of each leader’s
successes in battle.
The townsfolk are skeptical of any who seek to
replace the old Jarl.
Play with all defeated enemy cards revealed in
front of the player who defeated them. This variant
allows for more strategic decisions to be made
regarding Destiny Cards.
Each player begins the game with a Blame token.
This variant tends to lead to more dynamic end
game scoring as there are generally more Blame
tokens in play.
Game Design: Ole Steiness
Development: Joshua Lobkowicz & Shane Myerscough
Art: Victor P. Corbella
Graphic Design: Andre Garcia
Rulebook Layout: Mathew Hobson & Nick Banjai
Editing: Joshua Lobkowicz, Owen Reissmann, Becky Hislop, Dawn Lobkowicz
Playtesters: Rafael Sanchez, Kyle Perryman, Brad Brooks, Josh Black, Charles Bowman, Robert Jones, Owen Reissmann, Joseph
Reissmann, Dawn Lobkowicz, Julian Seppala, Amethyst Gonka, Bailey Coleman, Ve Hermann, Jeff Fournier & C.O.R.P.S.E., J.J.
Novacek & The N.C. Triad Gamers
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