How to play Poop Wars
Learn the rules to the board game Poop Wars quickly and concisely - This video has no distractions, just the rules.
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RULES:
The object of the game is to be the last one with your piece on the board when all the other players are flushed. Shuffle the toilet cards and lucky cards together, then place them in a 6 by 6 square so the open toilets and lucky cards are faceup. Place the sewage swirl in the center of the square. Shuffle the actions cards and deal one to each player. Players look at their own action card but keep it hidden from others. Each player picks a poop personality and takes its 3 matching pieces. Beginning with the youngest player and proceeding clockwise, each player places 1 of their pieces at a time on any empty open toilet space until all their pieces are placed. Pieces may not share spaces nor be placed on lucky cards.
Once all the pieces have been placed, then the player who pooped last goes first and play proceeds clockwise. On your turn, roll the die then move any one of your pieces exactly that number of spaces in either direction around the cards. You may not change directions mid move and you may not move a piece that is in the sewage swirl. If you land on an open toilet space that has another player’s piece on it, then your opponent’s piece gets flushed to the center sewage swirl. Multiple pieces may share a lucky card without being flushed to the sewage swirl.
If you roll the flush icon, then flip one unoccupied toilet card over. You can flip an open toilet to a flushed toilet or a flushed toilet to an open toilet. You may never flip over a lucky card. If you land on a flushed toilet, then your piece is immediately flushed into the sewage swirl in the center.
There are 3 Lucky Cards. If you land on the “surf back up” card, take one of your pieces from the center and place it on any unoccupied open toilet. If you have no pieces in the sewage swirl, or if there are no unoccupied open toilets, then do nothing.
When you land on “turd toss”, then move one piece from any player, including yourself, to any unoccupied open toilet space. If you land on “lucky roll”, then say a number 1 through 5 out loud then roll the die. If you rolled the called number, perform a “surf back up”. If you roll the flush icon, then flip a toilet card.
After you roll and move, and complete any actions, your turn ends and the next player goes. Each player has an action card they can use once per game. After playing your action card, it is removed from the game and may not be used again. The actions are as follows:
“Surf back up.” On your turn, instead of rolling, perform a “surf back up”.
“Out of order”. On your turn, instead of rolling, flip any one of your own pieces so it is facedown. That piece remains facedown until your next turn and cannot be moved by any player, and that space may not be flipped. At the start of your next turn, flip the piece faceup.
“Naaaaah”. When another player tries to perform an action against you, like a turd toss or a flush, play this card to negate that action and protect your piece. This includes protecting your piece if another player moves to your space, in that case, their piece returns to its starting space and their turn ends without them moving. Playing this card, does not count as your turn.
There are 3 “secret surf” flushed toilet cards. Whenever you flip a secret surf card, perform a “surf back up”. Secret surf cards can be activated multiple times in a game each time they are flipped; however, once flipped, a secret surf acts like a regular flushed toilet for any piece that lands on it.
When all your pieces are in the center, you are not eliminated from the game, but instead keep playing. On your turn you may either play an action card or perform a “lucky roll” to see if you can rescue a piece or roll a flush icon. Once all but one player’s pieces are in the center, then the game ends and that player is the winner.
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The Worst How to Play video
Learn how not to teach someone the rules to tic tac toe.
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How to play Lifetime Lineup
Learn the rules to the board game Lifetime Lineup quickly and concisely - This video has no distractions, just the rules.
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https://buy.triplesgames.com/LifetimeLineup
0:00 Intro
0:06 Game 1: Remember When
1:58 Game 2: It's About Time
2:56 Game 3: Memory Lane
RULES:
There are 3 different ways to play. Game 1: Remember when. The object of the game is to be the first player to get rid of all the cards in your pile by correctly placing them in chronological order in the timeline. Each player takes 1 blank gold “Your Lifetime” card and personalizes it with their information and the correct year. Put all the rest of the “Your lifetime” cards aside, they will not be used. If all the “Your lifetime” cards are filled in already, then pick one at random to use. Each player places their personalized “Your Lifetime” card date side up in the center of the table, forming a central timeline, arranging the dates in chronological order. The far left is the oldest and the far right is the most recent. Cards with duplicate years must be adjacent to each other, but the specific order between them doesn’t matter.
Shuffle the Historical Event cards, date side down, and deal 7 cards to each player. Each player keeps these cards, date side down, in a single pile on the table in front of them. Place the remaining Historical Event cards, date side down to the side as a draw deck. The oldest player goes first, then play proceeds clockwise.
On your turn, place the top card of your deck, without looking at the date side, anywhere on the timeline, including in between previously played cards, based on where you think the card fits chronologically. After you place the card, flip it over and see if the date is correct. If the date is correct, then your turn ends and the next player goes. If it is incorrect, then the card is discarded to the bottom of the historical event deck and a new card is drawn and added to the bottom of your personal pile. Then your turn ends, and the next player goes.
Continue playing until one player has successfully played all their cards, then that player is the winner.
Game 2: It’s about time. The object of the game is to win the most rounds by correctly placing cards in their chronological order. Put the “Your Lifetime” cards to the side. They will not be used in this game. Shuffle the historical event deck, date side down, and deal 3 cards to each player, or 4 cards for more challenging game. Players may not look at the date side of their cards. Players simultaneously rearrange their cards in chronological order from left to right. Once all the players have finished, everyone flips over their cards to reveal the dates. Players with dates in the correct order score 1 point, which is recorded on a scorepad. Set all the cards used for the round aside then play another round. Repeat this process until all the cards have been played. Then the player with the most points wins. If there is a tie, then shuffle the cards and the tied players continue playing until there is a winner.
Game 3: Memory Lane. The object of the game is to have a good time. Pick one player to be the host. Put the “Your Lifetime” cards to the side. They will not be used in this game. The host sorts through all the historical event cards, picks one, then shows it to everyone. The host questions another player about the event on the card. The other players are free to participate in the conversation if they want. The card is then placed in the table to start the timeline. The host then picks another card and questions a different player, then adds the card to the correct spot in the timeline. During conversations, you can compare and contrast differing responses. Keep playing for as long as you like while you engage in memories together.
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Channel Trailer
How many times have you looked up a “How to play” video and found yourself skipping forward to find what you’re looking for, the actual rules to the game?
You don’t want an intro about their channel or what makes that game great. You aren’t looking for a history lesson about the significant cultural impact of the game. You don’t want to know strategies, hear rambling repetition, video plugs, nor unrelated sponsorship promotions about pool cleaners. All you want, is the rules presented in a visual way that’s easy to understand.
Subscribe to this channel and that’s what you’ll get: Short, concise, and visually rich tutorials. Learn new games quickly. And for the games you already know but are tired of constantly explaining, or maybe you’re not very good at explaining rules, these videos will help you teach other. You can focus on setting up the game while your friends are watching the video. Afterwards, you can clarify a few questions they may have and begin. Simple. Easy. Efficient.
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301
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How to play Trivial Pursuit Generations
Learn the rules to the board game Trivial Pursuit Generations quickly and concisely - This video has no distractions, just the rules.
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RULES:
The object of the game is to be the first player to win 6 wedges of different colors then answer a final personal trivia question correctly.
Layout the board. Each player takes a wedge holder and places it in the center circle on the gameboard. Each player picks one generation from this list. You don’t have to pick your generation and multiple people can pick the same generation. The generation you pick will determine the questions you will answer for the duration of the game.
The oldest player goes first, then play proceeds clockwise. On your turn roll the die and move your wedge holder that many spaces in any direction. You may not touch the same space multiple times in a single move. The center circle counts as 1 space.
If you land on any wedge space, the player to your left draws a matching-colored category card and reads the question in your corresponding generation, keeping the answer hidden. If you answer correctly, collect a matching wedge of that color and end your turn. If you already have that colored wedge, then collect nothing and take another turn. If you answer the question incorrectly, then nothing happens and your turn ends. The question card is then returned to the back of its respective deck.
If you land on the center circle or a personal space, then you pick any other player to draw a card from the personal trivia deck. If that card is blank, then that player secretly fills in their name on the question side, or the name of someone else everyone personally knows, then writes the answer on the answer side. For an easier game, they can write down 3 multiple choice answers. Once completed, or if the drawn card was already filled out, then that player reads the question as normal. If you guess the correct answer, then you receive a wedge for any color you do not already have, then your turn ends.
If you land on the roll again space, then take another turn. Once you have filled your wedge holder with 6 different colors, you must move to the center space by exact count and answer 1 final personal question correctly. If you earned your final wedge on the center space, you must leave that space before you can return to it to win.
When you land on the center space for your final question, all the other players pick a player to draw the personal question card. If you answer correctly, you win. If not, you must leave the center before you can return for another chance. The first player to collect 6 wedges of different colors then answer a final personal trivia question correctly, wins.
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New Language Announcement!
Official TSG Language Channels:
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How to play Chaturaji
Learn the rules to the board game Chaturaji quickly and concisely - This video has no distractions, just the rules.
Play Chaturaji online for free here:
https://link.triplesgames.com/Chaturaji
(As an chess.com affiliate we earn from qualifying subscriptions)
RULES:
The rules are the same as regular chess, except for these changes. For a refresher of those rules, check out this video. The object of the game is to get the most points, there is no checkmate. You earn points by capturing pieces and checking kings:
Pawns are worth 1, knights & kings are 3, and bishops & sailboat are 5.
Checking 2 enemy kings simultaneously is worth 1 point and checking 3 kings simultaneously is worth 5.
In the bottom left of the board, setup 4 red pawns on the 2nd row. On the first, from left to right, set up: Sailboat, Knight, Bishop, King. Rotate this setup 90 degrees around the board with blue, yellow, and green like so. The sailboat moves like a rook.
Red goes first then play proceeds clockwise. Pawns still move forward, in the direction away from their rear rank starting pieces, towards the far side of the board, capturing diagonally forward. Pawns may not perform their initial double step move, therefore En passant is not allowed. Pawns must promote to a rook went they reach the far side of the board.
Castling is not allowed. Kings may move to a threatened space and do not need to move out of check. Once your king is captured, your turns are skipped. All your pieces remain on the board and are considered “dead”. Dead pieces no longer move, cannot be passed through, but they can still be captured. Capturing dead pieces earns 0 points, except for Kings, which still yield 3.
The game ends when 3 kings have been captured then the player with the most points wins, even if their king had been captured. Alternatively, if you are so far ahead in points, you can claim victory and end the game, earning 3 points for every remaining king on the board. If the remaining material on the board, and the current scores, determine it is only possible for 1 player to win, then the game ends automatically.
Players are not allowed to team up or work together; or suggest moves or strategy. The player with the most points at the end, wins.
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How to play AlQuerques
Learn the rules to the board game AlQuerques quickly and concisely - This video has no distractions, just the rules.
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RULES:
The object of the game is to capture all your opponent’s pegs, or, form a position so they are unable to move. Layout the board. Each player takes 12 pegs of one color and places them in their 2 closest rows, and the 2 spots on the right of the middle row, leaving the center spot open. Pick a player to go first, then turns alternate.
On your turn, you must move 1 of your pegs along any line to an open space. Or you may jump a single opponent peg in a straight line to an open space behind it, capturing that piece and removing that piece from the board. You do not have to jump if you don’t want to. After you jump a piece and remove it from the board, if your piece now has another available jump, you can make another jump in the same turn if you want. There is no limit to the number of jumps you can chain together.
The first player to capture all their opponent’s pegs, or form a position so their opponent is unable to move, wins!
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How to play Past & Present Pairs
Learn the rules to the board game Past & Present Pairs quickly and concisely - This video has no distractions, just the rules.
Don't own the game? Buy it here:
https://buy.triplesgames.com/PastPresentPairs
0:00 Intro
0:05 Game 1: Matchy Matchy
0:48 Game 2: Lone Stocking
1:51 Game 3: Tall Tales
RULES:
There are 3 different ways to play. Game 1: Matchy Matchy. The object of the game is to be the first player to get the most matching pairs. Remove the lone stocking card as it will not be used. Shuffle the deck and deal the cards, facedown, in a 5 by 6 grid. The oldest player goes first then play proceeds clockwise. On your turn, flip over any 2 cards faceup so all the players can see them. If it is a match, then collect the cards to a pile in front of you and take another turn. If it isn’t a match, then return the cards facedown and end your turn and the next player goes. Once all the cards have been collected, the game ends, and the player with the most cards wins!
Game 2: Lone Stocking. The object of the game is to be the first player to discard all the cards in your hand and not be left with the lone stocking. Add the lone stocking card to the deck and shuffle it. Deal out all the cards to the players one at a time. Players look at their own cards but keep them hidden from others. Some players may have more cards than others.
Every player now places all their matching pairs faceup on the table in front of them. Then the oldest player goes first and play proceeds clockwise. On your turn, fan out your cards facedown to the player to your left. That player then secretly pulls one card and adds it to their hand. If they now have a match in their hand, they can discard it in front of them. Then, your turn ends, and the next player goes. Repeat this process and when someone runs out of cards, then their turns are skipped. Once all the cards have been matched and the lone stocking card is left, then the game ends and the player with the lone stocking card loses and everyone else wins.
Game 3: Tall Tales. The object of the game is to be the first player to score 5 points by guessing whether other players’ stories are true or false. Remove the stocking card and shuffle the deck and deal 2 cards to each player. Place the remainder of the deck facedown in the center of the table. The oldest player goes first, then play proceeds counterclockwise. On your turn choose 1 of the 2 cards in your hand and play it faceup in front of you for everyone to see.
Now, tell a story about the card. The story can be true or false. It can be short, simple, dull, or exciting, but it should be inspired by the card. Once you finished telling your story, every other players now needs to guess whether they think that story was true or false. Each player states their guess then you reveal if it was true or false. Each player who guessed correctly receives 1 point, which is recorded on a scorepad. Discard your card and draw a new one from the deck, your turn is now over and the next player goes. Continue playing until 1 player has 5 points, then that player is the winner.
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How to play The Game of Life Generations
Learn the rules to the board game The Game of Life Generations quickly and concisely - This video has no distractions, just the rules.
Don't own the game? Buy it here:
amazon.com - https://amzn.to/3sbcb3Z
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RULES:
The object of the game is to have the most cash at the end. Lay out the board and attach the spinner. Shuffle each of the 8 decks separately, then place them facedown on the table. Each player picks a generation and takes the matching generation card, car, and spin to win token. Each player places an orange people peg in their car then places it on start. Players must arrange themselves in this turn order, clockwise, based on their generation: Greatest, baby boomer, gen x, millennial, gen z. Give each player 200 thousand dollars. Pick a player to be the banker who manages the game’s money, which they keep separate from their own.
The Greatest generation goes first, then play proceeds clockwise. At the start of your very first turn, you must pick a direction to go. If you pick the college path, take two 50-thousand-dollar loan certificates. If you pick career, then draw the top 2 career cards and pick one to keep, placing the other at the bottom of the deck, unless you are the Gen Z player, take a Life Opportunity Card instead and keep it facedown in front of you so the “Delay Life” side is faceup.
On your turn, spin the spinner, then move the number of spaces spun along the path toward retirement. If you pass a payday space, collect your salary from the bank. If you land on a payday space, then collect an additional 100 thousand bonus. If you are the Gen Z player, and have the “delay life” side in front of you, then, every time you pass a payday space, collect 10 thousand from every other player who has a college career card in front of them, then collect money from the bank until the total collected is 60 thousand. If you land on a payday space, flip your life opportunity card face up and collect the new salary listed on it, as well as the additional 100 thousand bonus. Then the Life Opportunity Card remains on the Career side.
When you land on one of following spaces, perform these actions. Action space. Draw an action card and perform the action as indicated by your generation, then keep the card. It’s worth money at the end of the game. Spin to win. All players choose a different number on the spin to win wheel and place their token on it. You get to place the extra silver token. Then, spin the spinner until it lands on a number that a player is on, then that player collects 200 thousand from the bank.
Baby, friend, and pet: add the indicated number of orange people, purple friends, or green pets to your vehicle. If you run out of space, collect any extra in front of you, they are worth money at the end of the game. House. You can choose to buy a house, sell a house, or do nothing. To buy, take the top 2 cards from the house deck and pick one. Pay its price to the bank and place the card faceup in front of you. Return the other card to the bottom of the deck. You are allowed to own multiple houses. To sell a house, spin the spinner and collect money from the bank based on what you spun as indicated on the card, then place the sold house at the bottom of the deck.
Generation space: perform your unique action at the top of your generation card. Certain generations have access to unique cards. Boomers receive Coupon cards that can be used on action cards to increase the amount of money earned or decrease the amount of money needed to pay. Gen X uses Pay Bump cards to permanently increase their salary, even if they change careers. Millennials use Side Hustle cards to force other players to pay them money.
Stop spaces require you to stop moving, even if you have more moves remaining. Refer to the corresponding section of your generation profile card for what to do next. If the stop action is multiple choice, match the colored arrow on the card to the one on the board to know which direction to travel and which action to take.
If at any time you don’t have enough money to pay for something, then you must take out a loan in increments of 50 thousand. Take the money and loan certificates from the bank. To pay off a 50-thousand-dollar loan, you must pay 60 thousand to the bank anytime during your turn.
When you reach the retirement space, your turns are skipped until all the other players join you. Cash bonuses are given to players based on the finishing order: with 400 thousand to the first player, down to 100 thousand for the 4th player. Once everyone has finished, players must pay off their loans, sell their houses, cash in their Action cards and pegs, and add up their wealth.
Each player collects 100 thousand for every action card they have. Millennials and gen z collect 100 thousand for every orange people peg they have, 100 thousand for every green pet peg they have...
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How to play Scrabble Bingo
Learn the rules to the board game Scrabble Bingo quickly and concisely - This video has no distractions, just the rules.
Don't own the game? Buy it here:
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RULES:
The object of the game is to be the first player to complete a 4-letter word horizontally or vertically. Give each player a random bingo card, which they then pick a side to use. Put all the tiles in the bag and mix them up. The oldest player goes first, then play proceeds clockwise. On your turn randomly draw 1 tile from the bag for each player playing and place the tiles face up in the center of the table for everyone to see. Then, starting with you and proceeding clockwise, each player takes 1 tile from the middle that matches a letter on their card, and adds it to that spot on their board. If they don’t have a match, then they are skipped. Blank tiles are wilds that can represent any letter.
Once all the players have either taken a tile or been skipped the round is over. Return any unused tiles back to the bag and mix them up. Pass the bag to the next player and the process repeats until one player has completed a word, then that player yells “bingo” and wins.
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How to play Scrabble Pass
Learn the rules to the board game Scrabble Pass quickly and concisely - This video has no distractions, just the rules.
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(As an Amazon Affiliate, I earn from qualifying purchases)
RULES:
The object of the game is to score the most points by spelling a word each round. Give each player a scrabble pass card and tile rack. Use the side with the 5 rows for a standard game or flip it over for a shorter game. Put all the tiles in the bag and mix them up. Place the timer in the middle of the table.
Each letter tile has a value as indicated by its number. Blank tiles have no value but can be used as any single letter. When played, you must declare its letter and you cannot change its letter later.
There are no turns, all play happens simultaneously. At the start of each round, each player draws 7 random tiles and adds them to their rack. Next, once everyone is ready, all players pass their racks to the player to their left. Now, each player must form one word that is 2 to 5 letters long with the tiles passed to them.
The first letter of a word must start in the far-left space on any empty row. The first player to complete a word yells “Lock!” and flips the timer. All the other players now have until the time runs out to form their word and place it. Once you form your word on the card, you may not change it. When the time ends, tiles may no longer be played. Return all the remaining tiles in all the players’ racks to the bag, then points are scored.
The player who completed a word first and yelled “Lock”, receives 5 bonus points. Everyone scores points based on the combined value of all the letters in the word they formed that round. If you covered a premium square, then you will receive bonus points. The Premium letter bonus only applies to the letter on top of it, while the premium word bonus applies to the total value of the word. Apply bonuses to premium letters before premium words. Blanks on premium word squares still activate the bonus. If you created a word with all 5 letters, then you receive a bonus 5 points after the word has scored. Record the scores on a score pad.
You are allowed to use any word in the official Scrabble dictionary, or any agreed upon dictionary of your choice. Players may only consult a dictionary during a challenge. Illegal words that are not allowed, are: any word that is misspelled, made up words, proper nouns and proper names, foreign words, abbreviations, acronyms, freestanding prefixes and suffixes, hyphenated words, and words with apostrophes.
If you think someone’s word is illegal, you may challenge them and look up their word in the dictionary. If the word is illegal, then the illegal word is returned to the bag and it scores no points. If the word is legal, then the challenger returns their word to the bag instead and they don’t score that round. If the player who “locked” their word first played illegally, then they do not receive the bonus 5 points.
The player with the most points after 5 rounds, or 3 rounds in the shorter game, wins!
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How to play Scrabble (2023 rules)
Learn the rules to the board game Scrabble quickly and concisely - This video has no distractions, just the rules.
Don't own the game? Buy it here:
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(As an Amazon Affiliate, I earn from qualifying purchases)
RULES:
The object of the game is to score the most points when the game ends. The game ends once 1 player has emptied their rack of all letters when the bag is empty, or if all the players pass twice in successive turns.
Lay out the board and give each player a tile rack. Mix up all the tiles in the bag and each player takes 1 tile. The player whose tile is closest to the letter “A” goes first. If it is a tie, try again. A Blank tile beats any letter. Return the tiles to the bag, then beginning with the starting player and proceeding clockwise, each player secretly draws 7 random tiles and adds them to their rack. Tiles should remain hidden from your opponents.
Each letter tile has a value as indicated by its number. Blank tiles have no value but can be used as any single letter. When played, you must declare its letter and you cannot change its letter later. The total quantity of each letter is printed on the board.
After each player has their starting tiles, the game begins. On your turn, you must form 1 new word on the board, or discard and draw new letters, or skip your turn. The very first word of the game must be at least 2 letters long and cover the center start square. After that, you must form words on the board that are horizontally or vertically connected to a previously formed word. Words always read from left to right and top to bottom, never backwards, upwards, or diagonally.
All placed letter tiles must be adjacent to each other in a straight line and be a part of the same word, you cannot place letters in multiple locations across the board in a single turn. You are allowed to create multiple words, by placing tiles adjacent to multiple words already in play. If you do, then all touching letters must form complete words. If even one word is incomplete, but the rest are good, you may not play there.
You may have any number of duplicate words on the board. After you place your word, you then score points based on the combined value of all the letters in all the new words you formed that turn. At least 1 letter needs to be added to a word for it to be considered a new word. Letters that are a part of 2 different words will be scored twice, once in each word.
If you covered a premium square, then that word will score bonus points. The Premium letter bonus only applies to the letter on top of it, while the premium word bonus applies to the total value of the word. Apply bonuses to premium letters first, before applying premium word bonuses. Blanks on premium word squares still activate the bonus. You can only score premium bonuses the turn you place a tile on that bonus. If you make a new word from an existing word that already had bonuses from a previous play, then you do not score those bonuses.
The center start square is a double word bonus. If you create a word using all 7 letters on your rack in a single turn, then that is called a “bingo”, and you receive a bonus 50 points after the word has scored. After you place your tiles, record your score on a score pad, then draw back up to 7 tiles and the next player goes.
You are allowed to use any word in the official Scrabble dictionary, or any agreed upon dictionary of your choice. Players may only consult a dictionary during a challenge. Illegal words that are not allowed, are: any word that is misspelled, made up words, proper nouns and proper names, foreign words, abbreviations, acronyms, freestanding prefixes and suffixes, hyphenated words, and words with apostrophes.
If you think someone’s word is illegal, you may challenge that word before the next player starts their turn. Look up their word in the dictionary. If the word is illegal, then the illegal word is returned to that player’s rack, and no points are scored and their turn ends. If the word is legal, then the word remains and points are scored, but the challenger loses their next turn.
If you are unable to play a word, or choose not to, you may trade in tiles for new ones from the bag. Place all the tiles you wish to trade facedown on the table, then draw the same number of tiles from the bag, then return the facedown tiles to the bag and end your turn. If you want, you may also choose to skip your turn without playing or discarding.
Keep playing until the bag runs out of tiles, then play continues without players replenishing their racks. Then the first player to play all the tiles in their rack ends the game. Or if all the players pass two times consecutively, then the game ends. Either way, players now subtract points from their score based on all their remaining tiles left in their rack. If a player had played all their tiles, they add the sum of all the other players’ unplayed tiles to their score. Then the player...
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How to play Fidchell (aka Gwyddbwyll)
Learn the rules to the board game Fidchell (aka Gwyddbwyll) quickly and concisely - This video has no distractions, just the rules.
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RULES:
The object of the game is to be the first player to connect the center circle to the outer edge of the board though a continues chain of adjacent pawns. Layout the board and each player takes a set of 27 matching colored pawns. Pick a player to go first, then turns alternate.
On your turn, you must place one of your pawns on any empty intersection of lines on the board. If you sandwich one of your opponent’s pawns between two of your own in a continuous line with no gaps in between, then you get to remove their pawn from the board and take another turn. Captured pawns are removed from the game and may not be re-placed on future turns. You may capture again on your bonus turn, and continue to gain successive extra turns. If you capture multiple pieces in one move, you only gain 1 extra turn. You may not capture through the center.
You may safely place a piece sandwiched in between two enemy pieces without it being captured. Once you have placed all your pawns, then your movement phase begins.
On your turn, move 1 piece in a single direction following 1 line through vacant intersections as far as you like or until you run into an obstacle. You may not move through or into obstacles or through the center. You capture pieces by creating sandwiches in the same way as before, gaining an extra turn for each one. There is one new feature, the center of the board acts as half the sandwich for either player when capturing pawns in the innermost ring.
The first player to connect the center circle to the outer edge of the board through a continuous chain of adjacent pawns, wins.
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How to play Qawale
Learn the rules to the board game Qawale quickly and concisely - This video has no distractions, just the rules.
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RULES:
The object of the game is be the first player to get a four in a row horizontally, vertically, or diagonally. Layout the board and stack 2 tan colored pebbles in each corner. Give each player 8 pebbles of one color. Pick a player to go first, then turns alternate. On your turn, you must place one of your pebbles on an existing pebble on the board, you may not place your pebble on an empty space.
Now, pick up the entire stack of pebbles and place the bottom pebble on any orthogonally adjacent space, then again with the next bottom pebble, until your top pebble has been placed. You may not move diagonally. You may not backtrack to the space you just moved from, however, you are allowed to circle back around and place a pebble on a space you already were on that turn. Placed pebbles always go on top of the stack they are added to.
After you place a pebble and move, then your turn ends and the next player goes. Continue playing until 1 player has a 4 in a row horizontally, vertically, or diagonally. Then that player wins. A stack of 4 pebbles of the same color on top of each other does not count as a 4 in a row. If both players have a 4 in a row at the same time, or if both players run out of pebbles without a 4 in a row, then the game ends in a draw.
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How to play Uno Blitzo
Learn the rules to the board game Uno Blitzo quickly and concisely - This video has no distractions, just the rules.
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RULES:
The object of the game is win 4 rounds. The object of each round is to be the first player to “turn out” all your card lights. Lay out the game unit and turn it on. Select the number of players by pressing the corresponding lit up number, then select the game level. Level 1 is a slow speed with no penalties. Level 2 is a slow speed with penalties. Level 3 is fast speed with no penalties. Level 4 is fast speed with penalties and random “instant uno” sounds.
Press the center button to hear the instant uno sound. Then press it again to begin play. Each player will begin the hand with all four uno card buttons illuminated. One of the player lights will light up, indicating whose turn it is. On your turn, listen to the audio command then play the correct card or pass to the right or left. There are 2 yellow command buttons on the sides. When the unit says “skip” “reverse” or “draw” you must use the command buttons. Skip must be played in the correct direction of play and it skips the next player. If play is going clockwise, you will press the left button. If it is going counterclockwise, you will press the right button. If the unit says “reverse”, then you must press the command button for the opposite direction and the direction of play will reverse. If it says draw, then you can press either button to target the next player, and that player will light up 1 to 3 of their cards, or 0 if they are already lit.
If you can’t make a play in time, or if you can’t make a play, or choose not to play, or make the wrong play; your turn will be skipped and the next player will need to play. If playing with penalties, then a card will illumine. If you play the correct card, then the card light will turn off. If the unit makes the instant uno sound, then the first player to press the middle button will receive the bonus of getting all but one of their lights turned off.
When you get down to the last 2 cards in your hand. On your next turn you must call uno by pressing the center button instead of playing the correct card. Then the game unit will play the correct one for you. If you press the card instead of the center, then another player can catch you by pressing the center button before the next player takes their turn and you will be penalized.
The first player to successfully turn out all their lights, wins.
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How to play Monopoly Secret Vault
Learn the rules to the board game Monopoly Secret Vault quickly and concisely - This video has no distractions, just the rules. For a refresher of the original rules of Monopoly, check out this video: https://youtu.be/IPYH4dnhdHg
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RULES:
The rules are the same as regular monopoly except for these changes. Paper money has been replaced with money chips and each player starts the game with 3000 money divided as seen. Community chest has been removed. During setup, place the vault on in the center of the board and close the lid and press the reset button 3 times. Put 1 key, 1 hotel, and four 100 money into it through the hole.
On your turn, if you roll the vault icon then, unless you are in jail, you get to immediately make an attempt to open the vault. If you land on a guess for free space, pay to guess, free parking, or you draw a chance card tells you, after following the rules on the card or space you can make one attempt to open the vault. To make an attempt, rotate the top yellow part of the vault clockwise to any number then press the red button. If the vault opens then you get to take everything that is inside and the banker refills the vault with 1 key, 1 hotel, and 400 money from the bank, closes the lid then presses the reset button 3 times. If you guess the vault number incorrectly, then nothing happens.
There are 4 locked properties on the board. When you land on them you may not purchase them. When you collect a key from the vault, immediately place it on a locked property and take that property title for free. That property is now unlocked and treated like a normal property.
When you pass go, collect 400 money from the bank, then place 100 money from the bank into the vault. Income tax and luxury tax payments go to the vault. The cost to get out of jail is 100 money and it is paid to the vault.
There are no houses, only hotels. Hotels may not be purchased from the bank, only earned from the vault or traded with another player. Keep collected hotels in front of you. You may place hotels on a complete color set you own. You do not need to place hotels evenly. You may not place more than 2 hotels on a property, and you may not sell hotels back to the bank. You may remove a hotel on a property during your turn and place it in front of you. You may not trade properties with hotels on them, you must first remove the hotel.
The game ends once all the properties are owned, including the locked properties. Then all players collect rent for each property they own at their current rent levels. Do not collect any money for unused hotels. Everyone adds up their cash and the player with the most money wins.
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How to play Uno Chess
Learn the rules to Uno Chess quickly and concisely - This video has no distractions, just the rules. For a refresher of the original rules of Chess, check out this video: https://youtu.be/iPXcfS0UDlI
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RULES:
The rules are the same as regular chess except for these changes. For a refresher of those rules, check out this video. The object of the game is to capture your opponent’s king, there is no check or checkmate.
Get an Uno deck and remove all the 9s, 0s, and all the action and wild cards except for 1 reverse and draw 2 in each color, and all the regular wilds. Shuffle the deck and deal 7 cards to each player, then place the deck face down next to the board as a draw deck. Flip over the top card to start a discard pile, if it is an action card, ignore the action. Players look at their own cards but keep them hidden from their opponent.
Pick a player to go first, then turns alternate. On your turn, you must play 1 card from your hand to the top of the discard pile that matches that card’s color, number, or symbol. If the top card is a wild, you can play any card on it. You may also play a wild onto any card. When you play a number card, move any corresponding chess piece as indicated by the number played.
Numbers are referenced the same as standard chess board notation with “A” = 1 ascending to “H” = 8. The piece to be moved, must be starting the turn on the same row or column as the number played. The card can reference any one of your pieces starting in the corresponding row or column. For example, if white played a 2, that would be this row and column allowing white to move any one of these pieces.
The chosen piece then performs a standard chess move. After you play a card, you then draw a new card from the deck and end your turn. If you are unable to play a card, or all your plays reference no pieces you can move, then you discard 1 card from your hand and end your turn, without moving a piece. The discarded card is the new top card in the discard that matched. You must play a matching card to the discard if you can, even if you don't want to. At the end of your turn you draw 1 card. If the draw deck runs out of cards, shuffle all but the top card of the discard into a new draw deck.
If you play a wild, you may move one of your pieces that is anywhere on the board. If you play a reverse, then you undo your opponent’s last chess move. You are allowed to undo the capture of any piece, including losing your king. If you play a draw 2, then you do not move a piece. Instead, draw 2 cards then discard any 2 cards from your hand. You may pick which card is on top. The discarded numbers do not allow you to move pieces and discarded actions are not activated. Then end your turn. That top card is the new card that must be matched to.
Kings may move to a threatened space. To castle, you must play a card that targets your king, and you may castle through threats. En passant is allowed like normal.
If you are down to your last piece, you must say “uno” before the end of your turn. If you don’t, and your opponent catches you, then you instantly lose the game. Otherwise, the first player to capture their opponent’s king, without it being reversed, wins. If both players each play 3 cards in a row and no chess piece on the board moves, then the game ends in a draw.
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How to play Monopoly Scrabble
Learn the rules to the board game Monopoly Scrabble quickly and concisely - This video has no distractions, just the rules. For a refresher of the original rules of Scrabble, check out this video: https://youtu.be/K1KgvZwwJqo
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RULES:
The object of the game is to have the most wealth at the end. Layout the board and each player takes a token a places it on go. Give each player a tile rack mix up the tiles in the bag, then each player secretly draws 7 tiles to their rack, keeping them hidden from others. Give each player one 500 and five 100 bills. Place 1 500 bill under free parking. Give the bank a tile rack with 7 random tiles that are visible to all the players. Shuffle the chance and community chest decks and place them face down on the table.
Each player draws a tile from the bag and the player with the letter closest to “A” goes first, then play proceeds clockwise. If there is a tie, try again. A blank tile beats every letter. On your turn you must play a word like you would in normal scrabble to the center board then move your token clockwise based on the value of the word, or words, scored. For a refresher of the normal rules of scrabble, check out this video.
You may purchase any number of letter tiles from the Bank for 100 money each. When replenishing tiles at the end of your turn, refill the banks rank before refilling your own. If you have the matching letter for a blank tile, you may pay 500 money to swap it and add it to your rack. The blank tile may be played that turn or saved for a future turn. You are allowed to pay 100 money plus 500 in take a blank tile in play to your rack and replace it with one from the bank.
If you form a word that covers a monopoly property group, then you collect that property group card from the bank or take it from its current owner. If a player lands on a property group space that another player owns, they must pay them rent as indicated on the board. If the property group is unowned, then nothing happens, and they may not purchase it.
If you land on a chance or community chest space, then draw the top card of the respective deck and do what it says, then put the card at the bottom of the deck. When you land on or pass go, collect 2 thousand money from the bank. If you land on “advance to free parking” then you move to free parking but do not pass go. When you land on free parking, collect all the money under it, then refill the space with 500 from the bank.
If you land on go to jail, then move directly to the in jail space. On your next turn you must pay 100 and continue your turn as normal. This space when you land on go to jail normally, you remain in the just visiting section and nothing happens.
If you owe money to another player or the bank and cannot pay, then you can sell property cards back to the bank for half of their value.
The game ends when all the letters from the bag have been drawn and when 1 player uses their last tile OR when all possible plays have been made. If you can’t make a play but another player can, then your turn is skipped. When the game ends each player must pay the bank 100 money for every unplayed letter in their rack. However, if one player had played all their tiles, then all the other players pay them instead. Each player then combines the sum of all their money with the value of all their properties and the player with the most wealth wins.
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How to play Sovereign Chess Arena
Learn the rules to the board game Sovereign Chess Arena quickly and concisely - This video has no distractions, just the rules. For a refresher of the original rules of Sovereign Chess, check out this video: https://youtu.be/rhq7oppTUuc
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RULES:
The rules are the same as regular Sovereign chess except for these changes. Layout the board and, using the pieces from your sovereign chess game, place the colored pieces next to their matching spaces on the board, following the arrows for the knights placements in the corners. Place pawns in front of their matching colors. Queens, bishops, and rooks may not travel more than 6 squares in a single turn. They may not check a king that is greater than 6 squares away. Pawns promote when reaching the center 2x2 area. The first player to checkmate their opponent, wins.
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How to play Minecraft Magnetic Travel Puzzle
Learn the rules to the game: Minecraft Magnetic Travel Puzzle, quickly and concisely - This video has no distractions, just the rules.
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RULES:
The object of the game is to place the correct pattern on the crafting table. Pick a puzzle and arrange the magnetic symbols on the crafting board into the correct single solution by using the clues for that puzzle. The clues are: A colored square determines the color of the item but not the shape. A Black and white symbol indicates the shape of an item but not the color. And a fully colored symbol indicates that specific items shape and color. A blank space means any item can be there but shows you the precise location of some of the clues. A negative clue appears on a darker background and shows you a pattern that you are not allowed to have in the final crafting solution. Correctly solve every puzzle to win.
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How to play Monopoly Chance
Learn the rules to the board game Monopoly Chance quickly and concisely - This video has no distractions, just the rules.
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RULES:
The object of the game is to have the longest skyline at the end. Layout the board. Give each player a reference card and matching colored token deck and skyline rack. Each player shuffles their deck and places it facedown in front of them. Shuffle the chance deck and place it near the board. Place the buildings on their matching color properties around the board. Put the gray buildings in the middle of the board. Each player rolls the die and highest goes first, then play proceeds clockwise.
On your turn roll the die. If you roll the chance icon, draw the top chance card from the deck and do what it says, then roll again. If you rolled a number, then flip over up to that many cards from the top of your deck face up one at a time in a row. You can choose to stop flipping at any time by saying “cash out”. If you flip a bankrupt card, then your turn ends immediately. Put all the cards you flipped this turn into a discard pile and your turn ends and the next player goes.
Otherwise, if you flipped any cash cards, you must place them all on properties. Each cash card must have a higher value than the value of the property or the topmost cash card already on that property. You are allowed to place on top of your own cash cards. If it is impossible to place a cash card, then discard it to your discard pile. You may not combine cash cards together to increase their value, each cash card is played individually: one at a time.
If you flipped any non-cash, non-bankrupt cards, then you save them in front of you to use this turn or a future turn. The Lucky break protects you from a flipped bankrupt card the turn it is flipped. Discard the lucky break and the bankrupt to your discard pile. Flip 2 is played on another player’s turn and forces the current player to flip two more cards. Then the flip 2 is discarded. Nope is played in response to a flip 2 played against you. That player takes back their flip 2 and cannot play it against you this turn. You then discard the nope. Nope can also be used to protect a property that you have the highest value cash card on from being played on by the current player. Then you discard the nope.
The token card can only be played on your turn after you have rolled and flipped cards. It allows you to place that card on any unoccupied corner space to gain a special effect. The effects are: Go. play 1 cash card from your draw deck, then shuffle your deck. Free parking. Place any single cash card you flipped this turn on any 1 property regardless of its value or whatever cash cards are currently there. Go to Jail. Remove any single cash card from another player from the board and put it in their discard. Just visiting. Play one cash card from your discard pile. Token cards remain on the board until the end of the round.
Once all properties on the board have at least one cash card on them, then the player who placed the last cash card finishes their turn. Now, every other player gets one final turn then the round ends. If a cash card on a property gets removed during this time so that a property is uncovered, then the round still ends.
At the end of the round, each player with the highest value top card on a property, collects 1 building from that property and adds it to their skyline rack, starting at the end farthest from the finishing mark. The placement order doesn’t matter. If any player has a pair of matching colored buildings, then they collect 1 gray building from the middle for each pair. If there aren’t enough, then priority goes to the color set with the largest buildings first, down to the smallest ones. If a property doesn’t have any buildings on it, then no player needs to play cash on it in order for the round to end.
The round is now over. All the players collect all their cards and shuffle them into a new draw deck and a new round is played. Do not shuffle the chance deck in between rounds, but rather only when it runs out of cards. Play rounds until at least one player’s skyline reaches or exceeds the finishing mark, then the game ends and the player with the longest skyline wins. If there is a tie, then the tied player with the fewest buildings wins.
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How to play Minecraft Legends
Learn the rules to the video game Minecraft Legends quickly and concisely - This video has no distractions, just the rules.
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RULES:
The object of the campaign is to drive back the piglin army from the overworld. Move around with the “w” “a” “s” “d” keys and move your mouse to change where you look. Use “space” to jump and press “shift” to toggle run mode. Left click to attack with your sword.
To interact with an object in the world, go up to it and a “q” icon will appear, hold down “q” for the indicated time to interact with it. Press “tab” or “m” to open the map. You can set a marker to help you find places you want to travel by using the compass at the top of your screen. Hovering over locations or biomes in the map can give you additional information as well. Hover over a friendly village, wellhouse, or the main “Well of fate” and press space bar to fast travel to that location. Question marks on the map indicate special points of interest you may want to explore to uncover useful things that will help you in your quest.
The “z” “x” “c” “v” keys change your hotbars at the bottom of the screen. You can select a hotbar item by pressing the numbers 1-9 or by scrolling your mouse wheel. Press “r” to bring up the book menu. Hover over an object to get a detailed description of that object and you can also manage your hotbar items.
With an item in your hotbar highlighted, press and hold right click to select the item for use in the overworld. Drag the mouse around to change its location, then left click to confirm and place the item. If the item is in red, then it is in an invalid location. To gather resources, place the correct gatherer type near its matching resource. A plus number will display to show you the total amount of resources remaining to be gathered. Add more gatherers to more locations to increase the gathering speed and/or total gather amount of the resources. You are only capable of holding a certain amount of each resource as indicated in the bottom right. A maxed out resource will highlight and will need to build improvements to increase the capacity.
Prismarine can only be collected by destroying pinlin structures and opening chests. Gold can be found by destroying piglin mining structures and chests. You can also collect resources from villager chests. There are bonus chests you can find throughout the world too.
Buildings are constructed in the same way. Buildings only take a few moments to construct, unless they are under attack, then the construction speed slows down. Some buildings, like walls and ramps, require you to pick a valid start and end point for the construction. Before confirming a building, it will show you how many resources will be used should you accept. Ramps are the only building that may be built on netherrack and are useful for attacking piglin bases.
You may not place down more gatherers or use more builders than the maximum quantity you have available. You do not need to be near a gatherer or builder for them to continue to work, you can be anywhere in the world. When a gatherer or builder finishes, they instantly appear in your inventory to be used again.
Player improvements may only be constructed around the buildings in the main Well of fate area. There is limited space so you can only have as many improvements as you can fit. You can sell improvements and buildings back for their full value by standing next to it and holding F. Damaged buildings give back less resources. You also cannot collect resources greater than what you can hold so any extra will be wasted.
While near friendly mobs, press or hold “q” to rally the friendly mobs to your control. Press “e” to issue a generic attack to all your controlled mobs in the direction you are looking. You can press and hold down the control key to enter the advanced commands mode called “banner view”, which allows you to have your mobs target specific units or structures. While in banner view, you can use the number keys to select specific class types as well as the arrow keys to change the specifics of who you issue commands to.
You can build mob spawners of various types. Stand on the spawner type you want and hold down “q” to spawn that type of mob. There is a limit to the number of mobs you can summon as indicated by the flame icon in the bottom right. There is also a limit to the number of summoned mobs you can control at a single time. Friendly mobs spawning in the world do not count towards either of these limits. You can upgrade these numbers by building certain...
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How to play Uno Quatro
Learn the rules to the board game Uno Quatro quickly and concisely - This video has no distractions, just the rules.
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RULES:
The object of the game is to be the first player to match by color or number, 4 in a row horizontally, vertically, or diagonally. Layout the tray upright against the stand. Mix up the tiles in the bag and each player secretly draws 3 tiles to form their hand. Players look at their own tiles but keep them hidden from others. The youngest player goes first then play proceeds clockwise.
On your turn you place a tile from your hand at the top of a tray column and let it drop down into place. Once a tile is in play, it may be used by any player. If the tile you placed is adjacent to any other tiles, either horizontally, vertically, or diagonally; then you must match to many one of them either by color or number. You do not need to match all sides, just one.
If you are unable to play a tile from your hand, then you must discard a tile to the bag and draw a new one. If the drawn tile is playable, then you may play it. After you play or discard and draw, your turn ends and you draw back up to 3 tiles.
These symbols are for colorblind players. Some tiles have special action symbols on them. They are: Swap. After playing, swap the position of any two column trays by sliding them up and out then back into their new positions. Push. After playing, push down on that tile to pop the bottom most tile out and return it to the bag. The push tile must match at least 1 adjacent tile, if any, for this final pushed position.
If the push tile is the bottommost tile, then you do not push it out. You are allowed to play a push tile into a column that is full. Minus 2. After playing, take 2 random tiles from the next player and place them back in the bag, leaving that player with only 1 tile for their next turn. After which they will draw back up to 3.
The first player to get 4 tiles in a row either horizontally, vertically, or diagonally, wins!
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How to play Rush Hour 2
Learn the rules to the puzzle game Rush Hour 2 quickly and concisely - This video has no distractions, just the rules.
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RULES:
Rush Hour 2 is an add on pack to the original rush hour game. It adds 40 more challenge cards, ranging from intermediate to genius, as well as an additional convertible that can change the complexity of the puzzles. Some puzzle will require you to remove 2 vehicles.
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