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 Hottest PDF, English from Better Games
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4 Daggers Against the Darkness

4 Daggers Against the Darkness


This is an adventure flow for playing Zen Fantasy Two-Page Roleplay. It’s a fast but complete adventure to get you right to play. The adventure works solo or handles a group of characters. It need not be said the Ref should tailor as desired, so we won’t say it. Use this with our game or your other favorite roleplay game. Zen Fantasy is a two-page set of rules to run Theater...   [click here for more]
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A Galaxy Primer for Era Ten

A Galaxy Primer for Era Ten


Need to Know Basis If you buy this booklet, you want to know more about Era Ten, so you don’t look stupid. You might suspect your Ref is cheating you. You could even think it would be fun to Referee your friends in an adventure in deep space. Being a space marine is groovy. Being galactic delvers seems like a rollicking time set to space shanties. Eye roll, anyone? This material is laid out in an...   [click here for more]
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Arabian Sea Tales

Arabian Sea Tales


High spirited adventures on the seas or along the caravan routes of a fantasy world where all magic has turned into magical ginns. Advancement of levels with a fate condition. Free-Style Role-Play™ Advantage phase and Responsive phase combat system. Q&D for ship combat and emergencies, crossing deserts and raids. Complete rules as published inside Space Gamer magazine in 1993. Includes the scenario,...   [click here for more]
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Bajillion Ways to Die

Bajillion Ways to Die


Roleplay Time Traveling distilled to a perfect form. A two-page set of rules to run Theater of the Mind Time Travel manipulation of History with simplicity and balance. The excitement builds with the interaction. Great for Arbor Day or as one-off event. Grab from our website a FREE Excel macro driven Time Twister to generate Jonbar Hinges and cascade the changes initiated by the player characters....   [click here for more]
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Battle Born, Original

Battle Born, Original


Original Battle Born introduces the concept of Free-Style Role-Play™, a building block system of game mechanics that allow the Referee to create his own Sci-Fi role-play game. Action takes place a millennium in Earth’s future. Nine intervening eras of history are outlined to show how the Tetra-League got to the latest crisis. Era Ten postulates mankind at a most desperate state. Following...   [click here for more]
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Blade of the Baron

Blade of the Baron


This is a city-wide adventure compatible with Zen Fantasy Two-Page Roleplay. It’s a fast but complete adventure to get you right to play. The adventure works solo or handles a group of characters. It need not be said the Ref should tailor as desired, so we won’t say it. Use this with our game or your other favorite roleplay game. Zen Fantasy is a two-page set of rules to run Theater of...   [click here for more]
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Chronicles of the Outlands

Chronicles of the Outlands


The game is fantasy role-play with Cutlass style mechanics of event driven combat. Chronicles of the Outlands is set in a river rich land east of the Western Barons. The players are heroic characters without class distinction, proto Vikings, exploring and adventuring in a broad continental land bordered by seas. Magic works. All the characters will slowly improve a magical sword and train a magical...   [click here for more]
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Conrad's Fantasy

Conrad's Fantasy


Fantasy Free-Style Role-Play™, where every character is a magic and sword wielding hero. Play with a neutral Ref, sometimes running his own player character. Advancement of levels with Ignoble system of nine tasks. Advantage phase and Responsive phase combat system. Free-style magic of breaking the laws of the universe and often suffering the consequences. Quick & Dirty combat events for dragon...   [click here for more]
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Conrad’s Fantasy Next Millennium

Conrad’s Fantasy Next Millennium


During an age of inspired fury, following the fall of the last arcane emperor, yet before a twisted deal forged by goblins brings gunpowder to the barons, heroic warriors wander – north, south, east and west – to discover nothing but adventure. These are the tales of the one later heralded as the True King. Dragon Magazine #179 said of the original: “Considering how many new role-playing games...   [click here for more]
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Conrad’s Next Omnibus

Conrad’s Next Omnibus


Contains the following booklets: Conrad’s Fantasy Next Millennium High Fantasy Autoplayer Six Adapted Adventures: Den Thieves, Twisted Fae, Defile Sub-God, Break Chalice, Insane Loner and Tower Zaire Conrad’s Fantasy Next Millennium has no Stats, no equipment lists, no armor, no spell lists. You don’t need them. Each character is defined by a small number of Skills. Every character...   [click here for more]
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Crimson Cutlass Omnibus

Crimson Cutlass Omnibus


Adventure as a gentlemen pirate in the Era of Exploration and Reformation. This is the definitive edition of one of the most innovative RPGs written. Originally three volumes, now including the recently written Book Four: Campaigns, and new adventure material exclusively for this Omnibus. Five books, all in a single source. Characters, combat, missions, encounters, down-time, campaigns, and back...   [click here for more]
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Czar for a Day

Czar for a Day


This is an adventure flow for playing Zen Fantasy Two-Page Roleplay. It’s a fast but complete adventure to get you right to play. The adventure works solo or handles a group of characters. It need not be said the Ref should tailor as desired, so we won’t say it. Use this with our game or your other favorite roleplay game.   Zen Fantasy is a two-page set of rules to run...   [click here for more]
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Demon Hunters 1705

Demon Hunters 1705


Massachusetts Bay Company 1693, Cotton Mather publishes “Wonders of the Invisible World,” in which he contends that witchcraft and demons were real; further these covens threaten mankind. He was mocked and celebrated. Decide for yourself. This ruleset is magnificent. Written in a divine fury, I should put it into a chest and bury it for a future gaming generation. Fugging golden tablet!...   [click here for more]
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Designing Comic Book Scenarios

Designing Comic Book Scenarios


Designing Comic book Scenarios aids the Referee in creating an adventure. Inside find mission and encounter generation, Digressions tables for when groups get split involuntarily, and an assortment of Quick & Dirty tables to flesh out most situations. This is a grand worth of ideas. Complete rules as published at LA conventions in 1991. Have fun. Thanks to everyone who still loves and remembers...   [click here for more]
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Designing Fantasy Scenarios

Designing Fantasy Scenarios


Designing Fantasy Scenarios aids the Referee in creating an adventure. Inside find detailed mission generation using a Tarot deck. Much to ponder. When we debuted this at GenCon in 1990, I was asked by the buyer for Windmill distribution “what makes us better?” I told her we’re selling role-play without the Referee. I actually thought we’d put the module makers out of business. I guess some...   [click here for more]
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Designing Sci-Fi Scenarios

Designing Sci-Fi Scenarios


Designing Sci-Fi Scenarios offers mission generation for adventures in a science fiction theme. Very light on space opera, these postulate earth and the resulting technology that gets us to the stars a millennium from now in Era Ten. Endless missions can be quickly generated by flipping a regular 54 (with Jokers) card deck. With a Better Games’ system, the Ref is never without an adventure. Also...   [click here for more]
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Designing Underworlds

Designing Underworlds


Designing Underworlds Sometimes what you really need is time. Time is too precious to waste on Writer’s Block. Designing Underworlds is a wealth of good ideas to revive stale play. You can’t go wrong buying obstacles, turmoil and magic relic lists for a few bucks. Here’s a catalog of GM ideas, from which to piece together your next masterpiece. This booklet is paint, pigment, brushes,...   [click here for more]
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Divine Mercenaries

Divine Mercenaries


Roleplay Time Traveling Guardians distilled to a perfect form. A two-page set of rules to run Theater of the Mind character agents protecting the historic timeline with simplicity and balance. The excitement builds with the interaction. Great for a detour from your atypical Dungeon Crawl. Grab from our website a FREE Excel macro driven Time Twister to generate Jonbar Hinges and cascade the changes...   [click here for more]
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Dungeon Puzzle

Dungeon Puzzle


Party like it’s 1974! Roleplay heroes entering the underworld, where survival is more often found by showing restraint. But where’s the fun in that? How do like it (for treasure and Mobs)? More, more, more. Set of rules to run dungeon crawl classic roleplay. Players balance HPs, Mana (for spells) and Talents. Level and gain more. Adventure and collect magic items for more, more. Loot your fallen...   [click here for more]
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Encounters Fantasy Scenarios

Encounters Fantasy Scenarios


Fantasy Encounters provides a method for generating adventures on the fly. The tables demonstrate how the classic wandering monster should not be generated based on time, but instead added as a series of usually escalating bad situations. Each event might build from the previous, or all could calm down as the adventure moves forward from phase to phase. Created as a companion of the Fantasy Mission...   [click here for more]
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Encounters Sci-Fi Scenarios

Encounters Sci-Fi Scenarios


Encounters Sci-Fi Scenarios offers two detailed settings: Rockin’ Down the Worm Hole Routes and Hang Ten in orbit. These simulate interstellar travel along worm hole connected systems, and the situations that follow as the player characters head planet-side. Encounters flow by flipping cards from a regular 54 (with Jokers) deck of cards. The action need never end. Created as...   [click here for more]
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Era Ten Autoplayer

Era Ten Autoplayer


This booklet creates a campaign of adventures for a squad of space marines. Playable continuously. Stop at any time; pick back up whenever desired with as many players as are available. Does anyone still game by email? You don’t have to, but these rulez can make that style gaming compelling. The mechanics ask the player heroes to wage war for the Tetra-League. The goal is to crush all who complain,...   [click here for more]
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Era Ten Fundamentals

Era Ten Fundamentals


Era Ten is Sci-Fi Free-Style Role-Play using a Quick and Dirty system; hence, no effort has been made to explain the basic mechanics of dice rolling or player interaction. This book is everything the Ref needs to run a game. There will be others in the series to help you generate ideas or fully flesh-out your campaign. This Fundamentals booklet has plenty of combat tables and some Era Ten concepts...   [click here for more]
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Era Ten Omnibus

Era Ten Omnibus


A compilation of Sci-Fi free-style role-play where events drive the action including the player character combat. The Galaxy is a wild and exciting place filled with technological wonders and amazing coincidences. Mankind is free from the burden of a short life by using Mortality Reduction Drugs (MRD), but also most humans are free from the burden of choice, tainted with the Pacification Virus. The...   [click here for more]
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Eternal Super Spy

Eternal Super Spy


Espionage and intrigue distilled to a perfect roleplay form. A two-page set of rules to run Theater of the Mind masterspy thrillers or high volume action flix with simplicity and balance. The excitement takes place during the Cold War, the War on Terrorism, or even Revolutionary War through the Victorian Era. Set your game where you’re comfortable or in an underserved era of your imagination. Spies...   [click here for more]
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Fantasy Baronial Lifestyles

Fantasy Baronial Lifestyles


Fantasy Baronial Lifestyles Written as a simulation of castle life, the materials herein are suitable for any campaign of High fantasy. For the most part, castles in fantasy adventures take the antipodal roles of both sanctuary and dungeon. They exist as set pieces, the place where the players receive their task, the contract mission of the adventure. Then on the other end, castles become the evil...   [click here for more]
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Fantasy Hex Crawl

Fantasy Hex Crawl


A snarky, irrelevantly written supplement to Fantasy OSR. Enjoy adding quests on the surface campaign with that ruleset or your other favorite rpg. The endgame of mastering a wizardly domain is dark, dark. Not for the faint of spirit nor a modern 50-first date excuse to play and preen cosplayer. Your outrage is misplaced (as always). The system works solo or with a party. Grognards...   [click here for more]
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Fantasy OSR

Fantasy OSR


Presented is a fine way to explore the underworld. The tagline reads an OSR game of Dungeons and Castles. There’s also mechanics to create that manor and wage war on your neighbors, aka feudalism with a magical twist. The system works solo or with a party. You can play Fantasy OSR as a one-off, a few levels or a complete quest to the climactic Quest Finale. Play until you get a full set...   [click here for more]
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Gargoyles of Nam

Gargoyles of Nam


At the siege of Dien Bien Phu, nuclear weapons had to be dropped to beat back the swarm of hatched lizardlings. The French withdrew, but the country of Viet Nam was split between human superpowers. The weapons of mass destruction brought an uneasy peace to global humanity but did not check the rise of new immortals hellbent on reclaiming their unrighteous place upon the surface. Viet Nam became ground...   [click here for more]
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Generating Climactic Endings for Outlands

Generating Climactic Endings for Outlands


Generating Climactic Endings for Outlands This booklet works as part of a campaign of High Fantasy. The material has been adapted from Crimson Cutlass for free-style role-play in Chronicles of the Outlands or Your other favorite rpg. A Tarot Deck is used to generate the situations, the significant obstacles that must be passed and conquered in order to truly succeed...   [click here for more]
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Generating Quests for Outlands

Generating Quests for Outlands


Generating Quests for Outlands This is the closest thing to a Monster Manual you’ll get from Better Games. And, it isn’t much of that. Rolling combat over and over to kill larger and larger monsters is a fine way to game. But there’s so much more that should be happening between those dice rolls. This is an update of Designing Fantasy Scenarios published an ice age ago. The premise...   [click here for more]
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Generating Travel Events for Outlands

Generating Travel Events for Outlands


Generating Travel Events for Outlands This is an update of the Encounters Fantasy Scenarios published when Grunge was cool. The premise is very much the same, yet the material has been adapted for Chronicles of the Outlands. A Tarot Deck is used to generate the action from right after a quest is started, up to the climax challenges. There are also guidelines for handling events...   [click here for more]
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Gorefest, Two Thumbs Down

Gorefest, Two Thumbs Down


Shocking Roleplay of a self-inflicted graphic nature. A two-page set of rules to run Theater of the Mind grindhouse horror with simplicity and balance. Survive the longest; prove you have the strongest constitution. Try not to weep on camera or make the arthouse audience hurl. Great for twisted players that like slasher films. ...   [click here for more]
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Guardians of SOL, Era Ten Supplement

Guardians of SOL, Era Ten Supplement


Guardians of Sol are the galactic police force and executive bodyguards in Era Ten. This supplement to those campaign rules, that started with Battle Born and the adventure generation pamphlets, expands the Free-Style Role-Play™ concept away from airborne assault and into criminal investigation, ordinance disposal, contraband interdiction and secret service protection. Details the agents of...   [click here for more]
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Hallucinogenomics

Hallucinogenomics


Roleplay cyberpunk distilled to a perfect form. A two-page set of rules to run Theater of the Mind horror with simplicity and balance. The excitement builds with the interaction. Between drug fueled binges and rage, you settle into a mellow state when thievery is possible. Hack the right data and take the rest of the month off. Change history and maybe you can retire but always hunted and typically...   [click here for more]
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Hero, '31

Hero, '31


Dateline: New York City, 1931 In the midst of the Great Depression, hope is scarce. There is an election coming, but until then the local authorities seem helpless to stop a massive crime wave. Some blame poverty, others the decline of decency. Unbeknownst to the Common Joe, the city is being carved into realms by ten sinister cabals. That’s also when a group of ordinary people discover they are...   [click here for more]
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In the Company of Delvers

In the Company of Delvers


In the Company of Delvers The underworld holds miracles, the remnants of ages lost, the forgotten, the places destroyed by magic. Entire civilizations thrive and sink, banished from the surface world, layers of an onion whose core is misery. From those places of Unending Gray, the delver companies extract ancient relics and former riches. In a nutshell, delvers are not mere fellowship parties, they...   [click here for more]
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Independents of the S&R Group, Era Ten Supplement

Independents of the S&R Group, Era Ten Supplement


Independents of the S&R Group is the second supplement to Era Ten. The roles are expanded outside of the armed forces. Characters now specialize in exploration crews, salvage hunting, freelance espionage and matrix hacking. (Note, the game was using the term Matrix eight years before that popular movie; it isn’t us and we’re not them.) Describes personal gear and cybernetic implants,...   [click here for more]
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Leave No Astronaut Behind

Leave No Astronaut Behind


A distant inhospitable planet, left for dead, nursing a damaged suit back to base. Sci-Fi Roleplay with inhuman odds of reaching an evacuation site from a no-win war. A two-page set of roleplay rules to run Theater of the Mind with simplicity and balance in an episode of classic sci-fi turmoil of the Mishap Genre. Concept by Patrick Barnes as inspired by the subgenre of a high-tech man still facing...   [click here for more]
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Nightmares of Scarecrows

Nightmares of Scarecrows


Roleplay terror distilled to a perfect form. A two-page set of rules to run Theater of the Mind horror with simplicity and balance. The excitement builds with the interaction. Great for a Halloween one-off event. ...   [click here for more]
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One Hour Roleplay

One Hour Roleplay


Run your favorite genre of roleplay on-the-fly at any time, even on a moment’s notice or to satisfy your craving for a fix. Solo or Group GM moderated. Roleplay characters in the seven major genre: Fantasy, Sci-Fi, Hero, Horror, Post Apocalyptic, Cyberpunk and Vintage Pulp. Use as an adventure generator for your other favorite roleplay system or use the mechanics described to GM your game play to...   [click here for more]
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One More Night in Panic

One More Night in Panic


Desperation distilled to a perfect roleplay form. A two-page set of rules to run Theater of the Mind post-apocalyptic survival with simplicity and balance. The excitement builds with the desperation. Welcome to the Apocalypse. Not protesting the Second Amendment now, are we? Ever get tired of computer sims, where it’s meaningless to know exactly what you want to do? No coder on earth has thought...   [click here for more]
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Outlands Omnibus

Outlands Omnibus


A compilation of fantasy free-style role-play where events drive the action including the player character combat. Chronicles of the Outlands is set in a river crossed land, the vestiges of an empire. The players are heroic characters without class distinction, Varangians, early Vikings, exploring and adventuring in a broad continental land bordered by seas. Magic works. All the characters will slowly...   [click here for more]
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Prairie Gunfighter

Prairie Gunfighter


Rugged Individualism distilled to a perfect roleplay form. A two-page set of rules to run Theater of the Mind western themed tales with simplicity and balance. Are you fast enough or clever enough to survive. Welcome to the Wild West. Frontier life is a struggle, and the characters chase the dream of riches, be that as leaders of the burgeoning towns or as downright outlaws. Play with absolute realism...   [click here for more]
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Quantum Thievery

Quantum Thievery


Roleplay Time Traveling distilled to a perfect form. A two-page set of rules to run Theater of the Mind whimsical Time Travel recovery missions of lost historic artifacts, doing so with simplicity and balance. The excitement builds with the interaction. Great for the crooks among us, especially as one-off temporal event for a lunar phase of the New Moon. Grab from our website a FREE Excel macro...   [click here for more]
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Quintessential Paladin

Quintessential Paladin


Roleplay questing distilled to a perfect form. A two-page set of rules to run Theater of the Mind chivalry with simplicity and balance. The excitement builds with the interaction. Great to test your own virtue or your significant other. ...   [click here for more]
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Rather Useful Tables for Chronicles of the Outlands

Rather Useful Tables for Chronicles of the Outlands


Rather Useful Tables for Chronicles of the Outlands This is a wholly new, sort of, set of tables that are not required but do come in handy when running Chronicles of the Outlands. As with everything in free-style role-play, use what you find useful. I use these in my own campaign quite often. The booklet includes the Digression tables alluded to in the other rulesets, a handy thing with which...   [click here for more]
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Salvage & Recovery

Salvage & Recovery


With the tagline, Experience Life as a Galactic Delver, this is the sci-fi version of fantasy underworld exploitation. Here the characters are exploring uncharted space, looking for rich resources and the remnants of past eras. Set in Era Ten, this could be the retirement life of many a space marine. Else, the loner prospector has not just space suit and will travel, but a ship the size of a city....   [click here for more]
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Satchel’s Ball Game

Satchel’s Ball Game


The tagline reads a Salute to the Negro Leagues for that was my goal. Create a fun baseball sim. I enjoy baseball. I also wanted a simple simulation. The other games I’ve seen lack fun; they are too stat driven and entertain about as poorly as a statistics exam. This booklet presents baseball fast and with good humor. You can play this as a one-off, a few innings or a complete game. Play a two out...   [click here for more]
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Solo Fantasy

Solo Fantasy


The tables presented run as a story. Sometimes you have a choice and sometimes you become a victim of fate. Live and die by what occurs. Just once being declared a Heretic (on the tables) is rather fun and worth a purchase. Multiply that by eighty-nine sections of twenty events. Now gaming is best with friends, whether in competition or cooperative. Yet solo role-play is more common than ever. Our...   [click here for more]
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