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The Current Maturity and Bright Future of Worker Placement Games

Jesse Dean
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With the exception of perhaps hand management, worker placement is my favorite board game mechanic. The analysis required to determine the best series of action to take and how your opponent’s choices will impact what you can do is very appealing. Agricola was my introduction to the genre, though Stone Age was the first game of this type that I played, and I have greatly enjoyed playing a wide variety of worker placement games since then. As my preferences for length and meatiness have changed my preferences in worker placement games have similarly shifted and I have found most of the worker placement games since Agricola to be interesting only for as long as it takes to figure out how they work. Le Havre, in 2008, and Dominant Species, in 2010, are exceptions to this, but were fairly lonely until the past few months when the number of meaty worker placement options positively exploded.


Dungeon Petz, The Manhattan Project, MIL (1049), and Ora et Labora all push and prod the standards of worker placement in interesting directions, changing the standard structure of a worker placement game in unique ways while still being likely to be interesting even with in-depth play. I find it noteworthy that we got four of these games in such a short period of time considering that it almost doubles the number of total worker placements game that I like (previous examples being Agricola, Caylus, Dominant Species, Key Market, and Le Havre). I am not quite sure if there is anything specific that is causing this spate of good worker placement games, but the maturity of these designs leaves me hopeful that this is the start of a trend rather than being a unique data point.


The first, and greatest of these new designs is Ora et Labora, which followers of my blog should know that I have written extensively about in my review as well as my Best Games of the Year entry. While a lot of its excellence comes from small innovations and improvements over its cousin, Le Havre, the worker placement mechanism in of itself is very interesting and drives a lot of the tension of the game. The bonus action provided by the prior and the fact that you do not get your workers back until the beginning of a round after all three of them have been placed, results in a plethora of interesting little decisions. For example if you cut wood or peat, you get some valuable resources, but it slows down your ability to get your workers back, since taking these resources, rather than the others, does not sped up how quickly you get back the prior. It also forces you to be careful about paying other people to use their workers; it is possible to help another player as much as you are helping yourself by giving them access to your prior earlier. These are considerations you do not typically have to account for in a worker placement game, and it shows a rather refined understanding in both worker placement games and resource conversion games.


Dungeon Petz, which I have not yet decided if I am going to review, is Vlaada Chvatil’s latest attempt at a worker placement game. I like it quite a bit more than Dungeon Lords, as its rules overhead seems much more in line with the game’s overall depth. The worker placement in this game combines elements of blind bidding with the typical worker placement mechanic, where players have imps and money that they form into groups that are functionally identical to workers. These groups are revealed simultaneously, with the order of placement being based on the overall size of the groups. There is a relatively small number of locations on the board, and the value of individual spots is different enough that this leads to an interesting level of tension as the typical worker placement angst of choosing what spots to place is amplified by not knowing what the actual order of placements is going to be until after players reveal their groups. Looking also at Dungeon Lords it appears that Chvatil is most interested in making players to look more deeply into what decisions other players are likely to make in placement, forcing them to decide how to expend their worker resources in the face of potentially ambiguous player motives. I find the manner in which Chvatil implemented this to be more compelling in Dungeon Petz then it was in Dungeon Lords and hope that he has some more ideas of ways to explore this ambiguity in future releases.


Of these games I am least certain that MIL (1049) will hold up to extensive play thanks to the fact that I have only played it once, but despite this uncertainty I think its worker placement mechanic is fascinating, and worth noting. At the beginning of a round, MIL’s worker placement spots are unavailable, and can only be taken once a player starts to accumulate time tokens. Each time one of these tokens is selected it opens up a potential worker placement spot, but these spots cannot be taken without some level of sacrifice. Once you start placing your workers you are no longer able to take the actions that cause you to collect time tokens. This forces the action phase into an interesting game of chicken; the longer you wait the less likely you are to get the actions you want but the more resources you will be able to gain. While this particular worker placement mechanic is not what I consider to be the defining feature of the game, it is innovative and fun providing additional dimensions to what appears to be an already deep game.

The Manhattan Project is the last of these new games, and one that I have been playing a lot recently in preparation for a review. After reading the rules, I was interested enough in The Manhattan Project’s design to Kickstart it, and so far it has not disappointed me. At its basic level, The Manhattan Project is a pretty basic resource to VP conversion game, but the structure of the worker placement and recovery, and how the players interfere with these placements creates a fun dynamic. On a player’s turn they can place one worker on the central board and as many workers as they like on buildings on their own board or they can recover all of their workers. This could be a pretty solitaire experience, but main board actions allow for players to each other use other player’s buildings, and thus prevent that player from being able to take that action, or to attack them directly eliminating their aerial defenses before damaging buildings, making them unusable, until they are repaired. These two items help turn what would otherwise be a simple efficiency exercise into a game where constant attention to other’s action and choices is required in order to monitor the balance of power and help identify who most needs to be interfered with in order to win.

While all of these are strong designs, I consider Dungeon Petz and Ora et Labora to be the most interesting of these from a game design perspective. In each case they are the latest releases of a very experienced game designer who is apparently taking ideas that they implemented in previous designs, Agricola and Le Havre for Uwe Rosenberg and Dungeon Lords for Vlaada Chvatil, refining them and implementing them in new ways that I think are both ultimately superior to previous worker placement designs and show a greater understanding of how to effectively bring out the best in what worker placement has to offer.

As an optimist, I can’t help but think that perhaps these other designs, and Dominant Species from 2010, are signs of things to come. The last few months a very impressive one for fans of worker placement games and while it is possible that the sudden arrival of four good to great worker placement games in such a short period of time is an anomaly, I cannot help but hope that this is merely a sign of some really excellent future designs down the road.
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Subscribe sub options Fri Jan 20, 2012 9:59 pm
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Tim Seitz
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At the beginning of a round, MIL’s worker placement spots are unavailable, and can only be taken once a player starts to accumulate time tokens. Each time one of these tokens is selected it opens up a potential worker placement spot, but these spots cannot be taken without some level of sacrifice.

This is not correct. You can play to any of the locations without removing a token, it just costs more to place there. I wouldn't normally recommend that as a move, since you lose the opportunity to grow your family, produce heirs, recruit soldiers, and harvest resources.

Rules wrote:
A knight token can be placed in any empty space at no cost. If the space is occupied by a time token, the player will have to pay 1 gold to the reserve. This payment may be avoided discarding 1 privilege (see page 9).
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  • Posted Fri Jan 20, 2012 10:35 pm
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Jesse Dean
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Tim, I know. I thought that level of detail was unnecessary for my larger point though.
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  • Posted Fri Jan 20, 2012 11:23 pm
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Thank you Jesse, for a great write up. While I find worker placement games to be a bit boring, I played Dungeon Petz about 3 weeks ago at Atlanta Gamefest. I did not care for it a first, but a few days later, I found myself reflecting on the experience more and more and really liking it. I think this one especially could grow on me over time. Seems to be a little hard to find lately.
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  • Posted Sat Jan 21, 2012 3:20 am
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Jesse Dean
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Coolstuff has over 20 copies!
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  • Posted Sat Jan 21, 2012 3:30 am
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< ------ Exit Stage Left to Cool Stuff Inc. Thank yew Jesse!
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  • Edited Sat Jan 21, 2012 3:34 am
  • Posted Sat Jan 21, 2012 3:33 am
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Joseph Jobes IV
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If you don't mind me asking, what other worker placement games (besides the new ones you listed here) do you enjoy? My girlfriend really loves Stone Age and Agricola, so I'd like to expand a bit on that part of my collection.

Thanks!
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  • Posted Sat Jan 21, 2012 4:53 am
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Jesse Dean
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Joseph, do you mostly play with two? How much confrontation is she willing to deal with?
 
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  • Posted Sat Jan 21, 2012 5:02 am
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Joseph Jobes IV
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doubtofbuddha wrote:
Joseph, do you mostly play with two? How much confrontation is she willing to deal with?


We play some two player, but normally 3-4, rarely 5-6. She is not okay with that much confrontation, really. It can be a little take that, but not that much.
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  • Posted Sat Jan 21, 2012 5:41 am
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Jimmy Okolica
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While I don't consider the game itself overly deep, I think the worker placement mechanic of Vanuatu is innovative. This is a game where the worker placement mechanic is what makes the game interesting and it's why I enjoy playing it.

While I've only played it once, 2019: The Arctic looks like it may also have an innovative worker placement mechanic. It's uses worker placement to cause countries to act in your interest (like Imperial but via worker placement). I haven't invested the time in the game yet, but it does have me curious.

Dungeon Petz snd Manhattan Project are both on my radar, although with all of the other new games I've gotten recently, I'll probably wait a while to pick either up. However, many thanks for the rave reviews of MAge Knight: TBG. It was barely on my radar, but I saw it in my FLGS for $50 and picked it up. I've played it 4 nights in a row and am loving it. Definitely in my top 3 for 2011.

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  • Posted Sat Jan 21, 2012 5:47 am
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David F
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I haven't tried these newfangled games with weird titles like Oral et Labia (sorry, that title just evokes that image every single time) and Dungeon Petz (this one just makes me feel lulz when I say it), but I've been trumpeting since its release that Dungeon Lords and, judging from your description, Dungeon Petz aren't worker placement. Getting to place a random cube/meeple/pawn on a random space that gives you a random ability doesn't automatically make it worker placement even though that's what you're doing physically.

I view Dungeon Lords' main mechanism as Simultaneous Orders instead, more akin to Shogun and RoboRally than Stone Age and Caylus
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  • Posted Sat Jan 21, 2012 7:35 am
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Jesse Dean
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jobes2007 wrote:
doubtofbuddha wrote:
Joseph, do you mostly play with two? How much confrontation is she willing to deal with?


We play some two player, but normally 3-4, rarely 5-6. She is not okay with that much confrontation, really. It can be a little take that, but not that much.


Caylus might be decent for your group then, assuming that people are not too aggressive with the Provost (action denial). Dungeon Petz might also work, particularly because of the fun theme.
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  • Posted Sat Jan 21, 2012 2:55 pm
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Jesse Dean
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selwyth wrote:
I haven't tried these newfangled games with weird titles like Oral et Labia (sorry, that title just evokes that image every single time) and Dungeon Petz (this one just makes me feel lulz when I say it), but I've been trumpeting since its release that Dungeon Lords and, judging from your description, Dungeon Petz aren't worker placement. Getting to place a random cube/meeple/pawn on a random space that gives you a random ability doesn't automatically make it worker placement even though that's what you're doing physically.

I view Dungeon Lords' main mechanism as Simultaneous Orders instead, more akin to Shogun and RoboRally than Stone Age and Caylus


Yeah, I was actually right with you on Dungeon Lords for a while, but Tim, who commented on the first item in this blog, made a pretty strong case that Dungeon Lords was in fact worker placement:

out4blood wrote:
doubtofbuddha wrote:
This is a simultaneous secret action selection game, not a worker placement game.

I disagree. There was a long post on the Carcassonne entry which got bumped down, but game design can push the boundaries of worker placement and still remain as worker placement. Like Carson City messes with the exclusive selection and Leonardo da Vinci messes with exclusive action outcome.

The only functional difference here is the timing of your decision. They are secret and simultaneous. But all else remains the same. I consider Dungeon Lords as programmed worker placement.


out4blood wrote:
JohnRayJr wrote:
Is Race for the Galaxy a worker placement game, and if not, why not?

No, and here's why I think that. Worker Placement is a sub-genre of the broader category of action selection. In Race...

Actions are not personal, they are global - here it's more appropriate to call it "phase selection". This is the primary reason I do not place Race in the Worker Placement category

There's only one action - so not an iterative process like Jesse asserts (I both agree and disagree with him on this one). However, this does not apply to the 2-player advanced game.

Actions are not exclusive - we can all choose the same thing (not a critical component as some games also do this, but taken together it's yet another deviation)

Finally, there's no "worker" - this is a slight nitpick since it is mostly an aesthetic quibble and largely doesn't affect gameplay (you could do Caylus without placing workers and still have the same game), but it is also the most obvious element that separates "worker" placement from non-worker placement

Among those primary differences, there is also the fact that it is secret and simultaneous selection, but I personally don't consider that a strong differentiator by itself.

Witch'S Brew is a similar game to Dungeon Lords. Normally, we would never consider it Worker Placement, but imagine if we added a board, spots for all of the actions, and workers for the players. To play, you place one of your pawns on the board as you discard your card (to represent our secret and simultaneous choice). Players who programmed that action can also choose to place there and then conflict is resolved. Unlike Carson City, where conflict is based on a die roll, here it is based on player order: last to play wins. Would we consider it worker placement then?



Dungeon Petz is even more obviously a worker placement game though, and I do not think anyone would have a problem categorizing it as such if they play it.
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  • Posted Sat Jan 21, 2012 3:04 pm
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David F
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Where can I find the original thread? It's not lumping Carcassonne in with Worker Placement, is it?

There is no semblance of Worker Placement, the turn-by-turn whittling down of a set of actions common to all players, with the actions to be resolved at a later time by a specific order (as opposed to the too-general perception of slapping Worker Placement on anything where you put cubes/meeples/pawns on a designated space on the board), in Dungeon Lords. In Dungeon Lords, you put down a set of orders, and myriad sequencing rules and bonuses for getting into the right spot interfere with how effective your actions are.

Here are my definitions:
Quote:
Simultaneous Action Selection: Choose a single action at the same time as your opponents. You are trying to guess and outguess what your opponent will play and either match or avoid it.

Simultaneous Orders: Take several consecutive actions at once in secret, and reveal them simultaneously with other players. Resolve the actions in a preset order.

Action Choice Drafting: Pick an action from a set of options available to all players, and this action becomes unavailable, more scarce, or more expensive for other players. The action is resolved immediately after you pick it.

Worker Placement: Claim/Reserve an action from a set of options available to all players, and this action becomes unavailable, more scarce, or more expensive for other players. All actions are resolved at a later time in a specific order, allowing for majority, tile-drafting elements etc and complicating valuations of each action.
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  • Posted Sun Jan 22, 2012 6:17 am
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Yeah, I think calling Dungeon Petz a worker placement game is stretching the definition a little. To me, it's an auction variant. Is the next step to call any game with an auction a worker placement game because once you've won an item in the auction you could place your worker on it to claim it, restricting other players' choices?!
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  • Posted Tue Jan 24, 2012 5:13 pm
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Scott Nelson
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woodnoggin wrote:
Yeah, I think calling Dungeon Petz a worker placement game is stretching the definition a little. To me, it's an auction variant. Is the next step to call any game with an auction a worker placement game because once you've won an item in the auction you could place your worker on it to claim it, restricting other players' choices?!


Haven't you heard of one of the best worker-placement games: Augsburg 1520 shake minus the workers for placement, of course.
 
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  • Edited Wed Jan 25, 2012 3:01 am
  • Posted Wed Jan 25, 2012 3:00 am
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woodnoggin wrote:
To me, it's an auction variant.


Ah, but most games can be spun as auction variants, so that does little to help the taxonomy.

The Auction Grand Unification Theory
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  • Posted Wed Jan 25, 2012 9:16 pm
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jasonwocky wrote:
woodnoggin wrote:
To me, it's an auction variant.


Ah, but most games can be spun as auction variants, so that does little to help the taxonomy.

The Auction Grand Unification Theory


Oh no: all games are the same!

I find it interesting to see how others classify games and I'm happy to now consider the possibility of Dungeon Petz as being a worker placement game. I wonder if it will have an effect on how I play it.
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  • Posted Wed Jan 25, 2012 11:20 pm
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I'm with you on 'Ora', but not so much on 'Petz' - while it's a better game than 'Lords', I don't know that it represented much of an advance otherwise.

A favourite worker placement game for me is 'Tribune' - perhaps not as heavy as you normally prefer but superby well executed.

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  • Posted Fri Jan 27, 2012 2:23 pm
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Jesse Dean
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woodnoggin wrote:
jasonwocky wrote:
woodnoggin wrote:
To me, it's an auction variant.


Ah, but most games can be spun as auction variants, so that does little to help the taxonomy.

The Auction Grand Unification Theory


Oh no: all games are the same!

I find it interesting to see how others classify games and I'm happy to now consider the possibility of Dungeon Petz as being a worker placement game. I wonder if it will have an effect on how I play it.


I agree that the allocation to determine order is an auction variant, but after that it is pure worker placement. You take turns placing your workers on exclusive spots after all, claiming the particular bonus associated with the spot as you do so. It is a step removed from a traditional worker placement, in that you have more control over the order that your workers go out (rather than it simply being around the table), but it is still a worker placement game.
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  • Posted Fri Jan 27, 2012 2:39 pm
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John Rogers
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selwyth wrote:
Here are my definitions:

Simultaneous Action Selection: Choose a single action at the same time as your opponents. You are trying to guess and outguess what your opponent will play and either match or avoid it.

Simultaneous Orders: Take several consecutive actions at once in secret, and reveal them simultaneously with other players. Resolve the actions in a preset order.

Action Choice Drafting: Pick an action from a set of options available to all players, and this action becomes unavailable, more scarce, or more expensive for other players. The action is resolved immediately after you pick it.

Worker Placement: Claim/Reserve an action from a set of options available to all players, and this action becomes unavailable, more scarce, or more expensive for other players. All actions are resolved at a later time in a specific order, allowing for majority, tile-drafting elements etc and complicating valuations of each action.


Strictly adhering to the definitions above I would say that I prefer Action Choice Drafting to the other three. A game that comes readily to mind is Kaivai wherein a player's action is resolved immediately and becomes more expensive for others to do that round.

I am not a huge fan of worker placement types as most of top-tier worker placement (Uwe Rosenberg) games feature little direct interaction. Dominant Species is my lone exception as it features multiple layers of both positive and negative interaction.
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  • Posted Fri Jan 27, 2012 2:57 pm
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Jesse Dean
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Selwyth,

By those definitions aren't games like Agricola and Le Havre not worker placement games as the action is resolved immediately?
 
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  • Posted Fri Jan 27, 2012 3:43 pm
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Jesse Dean
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selwyth wrote:
Where can I find the original thread? It's not lumping Carcassonne in with Worker Placement, is it?


Someone tried, but we shot him down.

Here is the geeklist: Pedigree of Worker Placements
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  • Posted Fri Jan 27, 2012 3:46 pm
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I am of the mind that Dungeon Lords is not worker placement. Sure, in the end, you are placing a worker, but it is a result of a different action. Take for example, monopoly. In the end, you ultimately place your worker, but no one is going to argue that its worker placement. Rather, the placing of the worker is a result of another action, rolling the dice. In Dungeon Lords, placing the worker is a result of a different action, selecting a role. Furthermore, the core of DL is in managing the selection of the roles rather than the placement of the workers.

Dungeon Petz is more of a traditional worker placement game. Your action is to place your worker (or group of workers). The blind auction mechanic is merely there to determine who gets to place their workers in what order.
 
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  • Edited Sun Mar 4, 2012 6:26 pm
  • Posted Sun Mar 4, 2012 6:20 pm
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