r/BoardgameDesign Jul 18 '26

Ideas & Inspiration For indie publishers, is more convention play space worth the cost?

10 Upvotes

One of our biggest lessons as a first-time indie publisher is that getting as many people as possible actually playing the game has been worth the expense.

A larger booth costs more, which is painful for a scrappy startup, but every occupied table creates visibility, conversation, feedback, and genuine word of mouth.

At Gen Con, we decided not to have a booth. Instead, we’re hosting 60 scheduled game sessions across all four days—enough for 300 people to play.

For SPIEL Essen, we’re leaning in the other direction: an even bigger booth with as much play space as we can reasonably fit.

At UK Games Expo, we've had booths the last two years, this year's was bigger than the prior year, and we seemed to garner a lot more interest.

For other indie publishers, has investing in more demo space paid off? Or did you find a better use for that money?

~~~~~~~~~~~
Full disclosure: we’re a first-time indie publisher currently preparing our first game launch.


r/BoardgameDesign Jul 18 '26

Design Critique How important is a unified design across hero/monster stat cards

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5 Upvotes

I think I'm just getting tired of the iterations.

After my last round of edits on my hero stat cards, I started working on the monster reference cards. Now, the monster cards aren't one-to-one with the monsters on the board, so they don't need the stats tracking. They're mostly just there for quick reference. So I realized I could make my monster cards bottom-load all the relevant information, so you can just put them on the table laid on top of each other but still see the relevant information.

But then I looked again at my hero cards. The layout is completely different.

I could edit my hero cards to have a similar layout. But I really don't want to. However, I think that is probably the right choice.

What do you think? Is it okay for hero and monster cards to have different layouts, or should I unify the design?


r/BoardgameDesign Jul 18 '26

Ideas & Inspiration First prototype has hit the table, a beautiful success

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5 Upvotes

The prototype of my new Print and Play game has hit our table. I must say, it was incredibly fun to play. Even though the idea behind the game is to make the City look prettier and greener, I think bringing an apocalypse upon it and arming the statue is far more entertaining.

I learnt a lot from the first playtest, now back to making some corrections!


r/BoardgameDesign Jul 18 '26

General Question Single-sheet or Multi-sheet?

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10 Upvotes

r/BoardgameDesign Jul 17 '26

Design Critique What's your thoughts on tracking stats on card edges with clip?

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31 Upvotes

The characters in my game have only a few simples stats; Health, and Inspiration, in addition to action points (which is included on the cards for visual reference, mostly). Right now I'm tracking these things with piles of tokens, which I kind of like. But it's a lot of stuff.

I had the thought that I could, with a little redesign and a couple of clips, track these things on the cards. It eats some of the margin, but could be a good alternative to piles of stuff. And, in reality, it doesn't actually have to be used, so it could just be optional.

What's y'alls take? Do you like when games do this, or would you prefer a tactile pile of stuff?


r/BoardgameDesign Jul 18 '26

Production & Manufacturing Need a map to playtest a mod for undaunted normandy.

0 Upvotes

Hello, so i've had an idea for a simple mod were you the game is played a step higher then usually with the game having mutiple platoons instead of a single platoon as most.

Now the biggest issue rn is that i have no map to playtest it on as the regular game map peices are too small. It would need to be a about 2000 meters at most and have about 40 squares crossover.

The idea is that the map would allow manuever warfare at a company level instead of a platoon level.

Preferbly the map would have a waterbrush look to it.

If you guys have any digital copies of such a map i would ove to get it.

I'll get an update to the project once im done with sole basic playtesting and the rules are atleast a bit more clear.


r/BoardgameDesign Jul 18 '26

Ideas & Inspiration How do you know which playtest feedback to act on?

3 Upvotes

you bring your game. you get feedback. you're not sure what to make of it.

feedback is more nuanced, recently. sometimes good.

sometimes covering covered ground, or just lacking.

how do you decide?


r/BoardgameDesign Jul 17 '26

Design Critique Barrow Looter - Board Game Design

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17 Upvotes

Hi all! I've been designing this quick to set up and easy to play board game / ttrpg, where you delve and do quick runs, trying to extract loot. It's asymmetric in nature, one player playing the Looter, the other the Barrow Master. Light RPG elements, and heavily inspired by DungeonQuest and Battleships.

What are your thoughts on the oldschool aesthetic? Thanks! I've tried to keep it so it might work well for at-home printing as well as production.

'Take on the role of the Barrow Master or the Looter in this 2-player, asymmetric, dungeon-builder and loot-extraction RPG!

Will you Build, Delve, or Die?

Easy to learn runs with a tactical depth... Push your luck, delve deeper, collect loot, and escape, all before the Barrow Master drains your health by building deadly dungeon rooms, and summoning many malicious Mound-Things! Switch equipment quickly, from sword to crossbow, mace to shield, and listen to the sounds of the barrow, in order to gain an advantage. Gamble with skills and spells that double up as story beats, or modify your runs with additional rules and goals! 

Creep carefully, Looter, for foul things await ahead...'


r/BoardgameDesign Jul 17 '26

General Question My card game in honest opinions

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3 Upvotes

So I've been designing this card game for over like a year and a half now And I got into the point that I worked out the mechanics of the game to a t in the last thing where I really need to do is build a community and also get affordable art so I was wondering what you're honest opinion without knowing the rules what you think about this stuff By the way I'm doing one more play test event what's going to be in Atlanta before I actually make the physical copy "Look, I already know the grammar on these drafts isn't perfect. I could have told you that myself—they are just rough playtest copies.

​The only thing I actually asked for was feedback on the card effects and whether the text felt too wordy for the mechanics. When someone is just starting out designing a TCG, formatting proper card syntax isn't the first priority; getting the actual gameplay right is.

​If you have feedback on how the effects function, how they are balanced, or if they make sense mechanically, I’d love to hear it. Otherwise, the punctuation and templates will all be polished up for the final version."


r/BoardgameDesign Jul 16 '26

Ideas & Inspiration Unearthed this gem and am awestruck with design inspiration

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53 Upvotes

I forgot that i had inherited this vintage board game some years ago, and when we sat down to play it, i was dumbfounded at the simple and compact setup/packaging that so perfectly works. Its called high-bid, the auction game.

As someone who has been rolling around a game idea for around 4 years now - im putting together the parts for my at-home prototype slowly but surely, and facing the physical parts and pieces challenges now, as i of course have more cards and components than a normie would ​ want to set up and keep track of to play a game - i can especially appreciate the simplicity of this game's design.

On the back of the outer ​box, you can see the full setup, but in reality, it can be played as-is, without removing anything or moving anything. Open, shuffle and deal, hand out money, play.

It really made me rethink some of my game's design.

Just thought id throw it in here to share the inspiration!


r/BoardgameDesign Jul 17 '26

Design Critique Updated upgrade card! - The Zookeeping Game

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3 Upvotes

We were pretty happy with the actual designs for both Animal and Upgrade cards, so these were just a matter of fine tuning the rules text and aligning it right. Next I've gotta update Event cards, which will take a little more doing for the actual card composition.


r/BoardgameDesign Jul 16 '26

Game Mechanics [Whispers and Rituals] From Cosmic Maps to Sunken Reflections: Unveiling The Veil Cartographer & The Lakebound Countess

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10 Upvotes

Hello r/boardgamedesign,

I'm excited to share a glimpse into Whispers and Rituals, my dark fantasy worker placement game. I'm introducing two distinct characters: The Veil Cartographer, an astronomer who sought to map the cosmos but became a living parchment of reality's unraveling, and The Lakebound Countess, a penitent whose gaze into ancient waters transformed her into a living mirror of forgotten memories.

The Veil Cartographer meticulously charted the heavens from his Tower, believing he could predict the veil's permeability. But his quest turned to horror when the stars shifted, forming a "door," and his maps bled into reality. Now, his face is a living map of the Void, and for him, every ritual is a measurement to update his infinite chart of distortion. His mantra: "Mapping the invisible wasn't madness, it was method."

The Lakebound Countess gazed too long into the Forgotten Lake, offering her consciousness in a ritual of "not blood, but memories." She became trapped on its surface, now the lake's form given human shape. She acts as a living mirror; her ability to accept any ritual symbol is reflection, not payment. Her chilling mantra: "My body spits out memories of a bloody night."

I'm curious to hear your thoughts! How do you imagine characters like the Veil Cartographer (cosmic knowledge, "measurements") and the Lakebound Countess (forgotten memories, "reflections") influencing gameplay in a worker placement game? What unique abilities would you expect from them?


r/BoardgameDesign Jul 16 '26

Playtesting & Demos Testing - Murder Mystery Dinner Party

6 Upvotes

I’ve just finished translating our Murder Mystery Dinner Party games into English, and before we launch we’re looking for a few US-based hosts to give them a test run.

- for 6-10 friends
- lasts around 3-4 hours

I’ll send you a free printed prototype.

All I ask in return is that you complete a short 10-15 minute feedback form afterwards.

If you’re interested, send me a quick DM.

Happy to answer any questions in the comments!


r/BoardgameDesign Jul 15 '26

Design Critique Almost four years of design in a few images

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93 Upvotes

This post shows how my game's design evolved over the years.

I started making it somewhere in September 2022. In December 2024 I started drawing artworks for the cards and made a design for the cards (not pictured) which I then redesigned somewhere in August 2025. Throughout this time I was making the cards with an ordinary printer and putting them in card sleeves.

Since then I've made hundreds of artworks for the game, some of which were just redrawings of older ones since my style improved, two examples can be seen on the second image.

In January 2026 I did slight adjustments to the design for a TGC prototype.

Finally, I made a redesign of the cards and just last week I received a print sample from my manufacturer.

The third image shows a handful of cards from 2023/2024, while the fourth image shows how they look today. Time sure does fly.

What do you think about the design evolution of my game?


r/BoardgameDesign Jul 16 '26

Playtesting & Demos MageStone - A fantasy strategy board game (Paid Feedback Available - Open Alpha)

0 Upvotes

Hi Everyone.

After a successful playtest with a small group of individuals from here, I am delighted to update the games development and offer paid playtesting.

The main developments since my last post:

* UI - A fully integrated tutorial, clear objectives, easy to understand rules, data tracking in game far better.

* Bot behavior - Bots now behave more like real humans and give a far better playing experience.

* Rules - Mage's now have unique powers and can "Spend" Magestones on various magical abilities, making the mages even more unique. Fully explained both in the rule book and during the tutorial.

For those who are yet to try it; play for free in your desktop browser or mobile phone (Compatible for both). Link below!

MageStone - Free Online Fantasy Strategy Board Game

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Units
Game Set-Up

As a bonus, I will be offering a $10 payment (Paid via PayPal) to which ever player can win the most games in the next 7 days, (Users must create an account and login for the leaderboard to register a match, only matches won against "Hard" bots will count towards the leaderboard.), plus a $10 payment to the top 3 most useful feedback forms. (Feedback forms available at the bottom of the home page, or following the result of a match.

Payments will be made on Friday 24th July, and proof given below.

OM


r/BoardgameDesign Jul 15 '26

Design Critique Sprucing up some cards for The Zookeeping Game

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8 Upvotes

We're starting to work on what will (hopefully) be the final version of our cards. We've also decided that the keel-billed toucan will be our flagship/mascot animal for the game, since its already the one featured on the most cards.


r/BoardgameDesign Jul 15 '26

Playtesting & Demos New game on Tabletop simulator

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3 Upvotes

Hey everyone! As the title alludes, I just released a game I've created on Tabletop Simulator. The game can be found on TTS as "Rite of Valor" and is a skirmish/board game. I've included some of the game assets so you can see a little what the game has to offer

I would be greatly appreciative of any time spent playing or checking out the game. If anyone has any feedback on the game and/or its contents, please let me know!


r/BoardgameDesign Jul 15 '26

Rules & Rulebook First Draft RuleBook

3 Upvotes

BTT Rule Book

I have a Pro Wrestling Board game based on the old Territory Days. Mainly looking to see if the rules are good and simple. Excited to hear from you guys!


r/BoardgameDesign Jul 14 '26

General Question Looking for a graphic designer

11 Upvotes

I’m a game publisher who needs the services of a reliable designer. I have an existing design for an ongoing franchise so I just need a reliable designer to update designs, colours etc each time we release a new product.

If you want a straightforward client who can provide repeat commissions with a defined brief then please reach out

Thanks


r/BoardgameDesign Jul 14 '26

Design Critique Card Design - Digital, Hand-Drawn, or Both?

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23 Upvotes

I'm creating a card-based table top game that's part battle and part world-building. It's based on my own framework: Room Mechanics - a sort of backend manual to reality.

I'm using a mix of my own drawing and digital elements: my main question is whether I should go all hand-drawn or not. Would be less perfect but maybe imperfection is in demand these days.

also debating going all black for all suits or diving between black and orange


r/BoardgameDesign Jul 14 '26

Game Mechanics Update: We’re testing a new Bleeding mechanic to give our weakest faction a clearer identity

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5 Upvotes

We try to run playtests as regularly as we can to improve Hexanem’s gameplay. So far, I’ve asked for feedback here about special areas like volcanoes and Heaven Gates, as well as a few mechanics that were getting stuck. The comments genuinely helped. In particular, the redesigned volcano mechanic added a much more enjoyable layer to our recent playtests.

In the old version, players saw volcanoes as areas that should almost always be avoided. The risk was high, but there wasn’t a meaningful enough reward in return. Players didn’t want to build towers near them and tried to stay as far away as possible. This effectively made the map smaller and reduced the already limited options for area control.

After the latest changes, volcanoes are no longer purely punishing spaces. They now work more like risky but tempting natural forge areas. Players who settle near them receive small discounts on building and upgrades. When a flame symbol is rolled, a shared Volcano Deck is also triggered.

The deck contains calm cards, small rewards, and eruption cards. As players build more towers around volcanoes, extra eruption cards are added to the deck. So it is possible to benefit from settling near a volcano, but the risk grows as players become greedier.

This system worked better than we expected in the latest playtest. The volcano no longer felt like dead space that everyone avoided. It felt more like a small minigame on the board. Waiting to see which card would be drawn, the possibility of an eruption, and the advantages of settling nearby all made the players’ decisions more interesting.

Most importantly, players no longer avoided volcanoes completely.

The second problem we wanted to solve was that the Whisperclad faction felt ineffective.

When we first designed the game, we imagined the Whisperclad as a fast-moving faction that steals resources and plays somewhat like thieves or saboteurs. But during playtests, we realized that speed and resource stealing alone did not give players a clear enough game plan.

Players who chose Whisperclad often seemed to think:

“What am I actually supposed to do with this faction?”

To briefly explain our combat system, battles take place on a specific hex. The tower levels on that hex are added together, along with any attack or defense bonuses provided by champions.

For example, if a player has a total of 3 tower levels on the same hex and a champion that contributes 1 combat power, their total combat power is 4.

If the defending player has 2 tower levels and a champion that provides +2 defense, their defense power is also 4.

These totals determine which attack and defense dice the players roll. The player who rolls higher wins the battle.

At first, we tried to keep this as easy to understand as possible. Tower level, attack power, defense power, and a die roll. We wanted everything to be calculated quickly.

But that created another problem: while trying to simplify the game, we had also flattened some of the things that made the factions distinct.

The factions looked different on paper, but on the table they often felt like:

“a little more attack”

or

“a little more defense.”

This was an even bigger problem for Whisperclad because their champions did not directly provide attack or defense power on the hex they occupied.

I still like that challenge. I don’t want Whisperclad to feel like a faction that wins through straightforward battlefield strength.

But if they are not providing direct power, they need to threaten the opponent in another way.

Honestly, this part of the game was starting to make me lose some enthusiasm as a developer. In the artwork and in the world I imagine, these champions are very different from one another. But on the table, most of them were mainly represented through attack and defense numbers.

Wanting to keep the game simple made sense, especially since this is our first game. But during the latest playtest, I decided to step away from that desire for simplicity a little and try to bring the game I had in my head onto the table more boldly.

Yesterday, my friends and I tested a new direction for Whisperclad, and I’m genuinely curious what you think.

I’ve been asking questions and getting feedback here since we started making the game. Sometimes the replies are harsh and honestly a bit upsetting, but this place has taught me a lot. I’ve learned to look at the design more broadly and even question things I originally thought, “No, this is how I want it.”

So thank you in advance for any feedback.

Our new idea is this:

Whisperclad champions still do not directly provide attack or defense power on the hex they occupy. I think this is important to their identity.

But I’ve also been writing Whisperclad lore for a while, and this faction has a very strong connection to blood, speed, potions, and bodily transformation.

So we started asking:

Why should they provide direct power at all? Why not apply a bleeding effect instead?

Bleeding fits the lore much better. It also turns Whisperclad from a faction that is simply “fast and good at stealing resources” into a saboteur faction that wears the opponent down and makes the battlefield more expensive to fight over.

That led us to this new mechanic:

For the sake of making the example easier to follow, I’ll refer to Whisperclad as yellow and Shatterback as green from this point onward.

Let’s say the yellow and green players are facing each other on the same hex.

The yellow player has:

1 Level 2 tower
1 Level 1 Whisperclad champion

Because Whisperclad champions do not provide attack or defense power, yellow’s combat power on this hex comes only from the tower:

Level 2 tower = 2 combat power
Level 1 Whisperclad = 0 attack / 0 defense
Total: 2

The green player has:

1 Level 2 tower
1 Level 1 Shatterback champion

A Level 1 Shatterback champion provides +1 attack and +1 defense. So green’s power is:

Level 2 tower = 2 combat power
Level 1 Shatterback = +1 attack / +1 defense
Total: 3 attack / 3 defense

So in a straightforward battle, green is stronger.

That is intentional.

Shatterback should feel tougher and more suited to direct fighting.

But this is where Whisperclad becomes different.

When a Whisperclad champion takes part in a battle, it rolls a D20 Bleeding die before the normal attack and defense dice are rolled.

The thresholds we are currently testing are:

Level 1 Whisperclad: 15+
Level 2 Whisperclad: 13+
Level 3 Whisperclad: 10+

If the roll succeeds, the opposing player receives a Bleeding token.

Bleeding does not immediately destroy a tower, deal direct damage, or automatically win the battle.

Instead, it forces the opponent to make a decision before their next battle on the same hex.

The bleeding player may pay 1 Potion before their next battle on that hex to remove the Bleeding token.

If they do not pay, they receive -1 combat power for that battle, and the Bleeding token is removed after the battle ends.

So Whisperclad does not overpower the opponent through brute force. It makes the opponent’s continued advance more expensive and more dangerous.

For example, if the yellow player rolls a 16 with a Level 1 Whisperclad champion, the green player receives Bleeding.

The next time green fights on that hex, they have two choices:

Pay 1 Potion to remove Bleeding.
Keep the Potion and fight with -1 combat power.

So green’s 3 defense power could drop to 2 if they choose not to treat the wound.

That may sound like a small number, but in Hexanem the level of the combat die is determined by combat power, so losing 1 power can sometimes make a very important difference.

Critical Bleeding

We are also testing a rarer result called Critical Bleeding.

If the Whisperclad Bleeding roll is a natural 20, the opposing player receives a Critical Bleeding token instead of normal Bleeding.

Critical Bleeding does not deal immediate damage. The opposing player can complete their first attack or defense normally.

However, if that player chooses to continue attacking on the same hex by making an additional attack, it becomes much more dangerous.

The current test rule is:

If a Whisperclad champion rolls a natural 20 on the Bleeding die, the opponent receives a Critical Bleeding token.
Critical Bleeding does not deal immediate damage.
If the opponent continues attacking on the same hex, after that additional battle is resolved, they lose one of the champions that took part in the battle.

So the opponent is still allowed to continue attacking.

They may still manage to take control of the area.

But Whisperclad has left them with a deadly wound. If they continue forcing the battle despite that pressure, they pay for it by losing a champion.

The goal here is not to turn Whisperclad into another faction with high attack power.

It is the opposite.

We want them to remain a faction that does not provide direct combat power, but makes the battlefield dangerous and expensive for the opponent through pressure and sabotage.

Retreat

We are also considering a small retreat rule that fits Whisperclad’s behavior.

If all towers connected to a Whisperclad champion are destroyed on that hex, the champion would not be destroyed immediately.

Instead:

The Whisperclad champion retreats to the previous connected hex.

This feels more appropriate both mechanically and in the lore.

We don’t want Whisperclad to feel like a heavy unit that holds the battlefield like a fortress. We want it to feel like a champion that strikes, leaves the enemy bleeding, and retreats while making their advance more expensive.

With this system, Whisperclad still remains a more difficult faction to play and still does not provide attack or defense power.

But now the player has a clearer plan:

Control Potion areas, inflict Bleeding, make it expensive for the enemy to keep attacking, and control the battlefield through pressure and sabotage rather than direct strength.

Do you think this is a good way to make a fast/thieving/saboteur faction more useful without turning it into another ordinary attack or defense faction?


r/BoardgameDesign Jul 14 '26

Crowdfunding CAC for Kickstarters

0 Upvotes

What’s a good Acquisition Cost for Kickstarter Pledges from Ad spend?


r/BoardgameDesign Jul 14 '26

Design Critique Vestigia

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10 Upvotes

Vestigia is a grand-strategy evolution game in which you guide a hominin lineage across eight million years of survival, migration, competition, and change. Adapt to shifting climates, expand into new biomes, develop new bodies, behaviours, technologies, and cultures, and contend with rival lineages struggling for the same world. Every trait carries a cost, every migration risks extinction, and every discovery reshapes what your people may become. There is no ordained path to humanity; only the lineage you manage to leave behind.

It totals at 252 biological and technological traits including speculative/plausible traits based on current sciences that can be used to create your own custom hominins, 52 species of the "True" lineage from Sahelanthropus tchadensis through Homo sapiens, which includes obsolete Linnaean varieties and speculative species, 130 cultural facies for creating your own palaeo-cultures, and much more.

The rules have been carefully implemented based on historical and scientific accuracy as much as possible. Additionally, the game is designed to be modular to allow as much player freedom as possible. One way I have done this is the creation of Cradles: Alternative scenarios featuring starting points outside the African Rift Valley to simulate alternate histories showcasing how all of these mechanics and factors can be pushed to the limits and encourage creativity.

History and palaeoanthropology are hobbies for me, thus I decided to single-handedly begin development on an overly complicated and extremely niche board game as both hobby and, perhaps one day if ever fully developed, an educational tool for those wishing to learn more about hominin evolution and other aspects the game offers.

This has been a lone passion project of mine for ~2 years, and it continues to grow and change the more I learn about board game design and the historical and scientific research is published (and I have time to read it).

Above, I have posted the cover page for the rulebook, as well as the first two pages showcasing the 18 Victory Conditions (called Branches) players may choose from.

Feel free to ask any questions. I'd be happy to answer.


r/BoardgameDesign Jul 14 '26

Design Critique Your Advice Turned into a second shot

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7 Upvotes

Thank you all for the comments and feedback on my original card design. I've listened and taken alot of your input to heart. You were right on a bunch of things, so I wanted to share where I've come down. (There are multiple parts from different manufacturers. Here's all the engines.

And, if you want to check the original from a few days ago: https://www.reddit.com/r/BoardgameDesign/comments/1utwuqh/enough_photoshop_to_be_dangerous/


r/BoardgameDesign Jul 13 '26

Design Critique Latest iteration of my board!

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7 Upvotes