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Eldritch Horror

Eldritch Horror is a for one to eight players, published by in 2013 and designed by Corey Konieczka. In it, players take on the roles of globetrotting investigators inspired by H.P. Lovecraft's cosmic , working together to prevent the awakening of ancient, otherworldly entities called Ancient Ones by solving a series of three mysteries, battling monsters, and managing escalating global threats driven by a doom track. The game emphasizes exploration across a , random encounters, through assets and spells, and high replayability through variable setups, with playtimes typically ranging from two to four hours. Set in the 1920s, the theme draws directly from Lovecraft's , featuring elements like incomprehensible elder gods, sanity-shattering revelations, and perilous journeys by train or ship, evolving from the earlier into a more expansive, international adventure. Core components include a double-sided board depicting locations from to the , twelve unique investigator sheets with customizable skills and backstories, over 300 cards for encounters, spells, assets, and Mythos events, plastic miniatures for investigators and monsters, and tokens for clues, conditions, and travel. The game supports adjustable difficulty levels via preliminary, standard, and final Mythos decks, allowing players to scale the terror from novice to expert play. Since its release, Eldritch Horror has received critical acclaim in the board gaming community, holding an average rating of 7.7 out of 10 on based on 38,428 user votes as of November 2025, praised for its immersive storytelling, strategic depth, and thematic fidelity to . It has spawned eight expansions, including Forsaken Lore, Mountains of Madness, Strange Remnants, Under the Pyramids, Signs of , The Dreamlands, Cities in Ruin, and , which add new investigators, Ancient Ones, side boards, and mechanics like personal stories and heralds to further diversify campaigns. In October 2025, announced a digital adaptation by Digital, set for release in 2026, which aims to faithfully recreate the tabletop experience with modern interface enhancements for online and mobile play.

Development

Design Process

The design of Eldritch Horror drew primary inspiration from H.P. Lovecraft's , adapting its themes of cosmic horror and existential dread into a format, while building upon mechanics from ' earlier title Arkham Horror (second edition) by Richard Launius and Kevin Wilson. Unlike the localized setting of Arkham, , in Arkham Horror, the designers shifted focus to a global scale, enabling investigators to travel worldwide in pursuit of otherworldly threats. This concept was pitched by founder Christian T. Petersen in September 2012, tasking lead designer Corey Konieczka with creating a "world-spanning Lovecraftian adventure." Konieczka began early prototyping in October 2012, incorporating familiar elements such as encounter cards and skill tests directly from Arkham Horror to evoke its narrative depth while addressing its complexities. Development progressed iteratively over approximately 14 months, culminating in the game's release in November 2013. In January 2013, developer Nikki Valens joined the team, contributing significant simplifications to streamline gameplay; for instance, she replaced cumbersome physical money tokens with an resource track, questioning the need for additional token types in a global context and reducing setup and maintenance burdens. Later, in April 2013, Tim Uren assisted with content writing, playtesting, and integrating subtle hints for future expansions, such as encoded references to the embedded in the core rulebook. Key innovations emphasized replayability and tension, including the Doom track, which advances toward an Ancient One's awakening based on card draws, replacing more rigid upkeep rules with randomized, escalating threats to heighten unpredictability. Modular encounter decks further enhanced variability, allowing players to draw from categorized subsets (e.g., , , or sea) for diverse, story-driven interactions that promote emergent narratives without overwhelming preparation. These elements, refined through team collaboration, balanced accessibility with the genre's inherent dread, ensuring the game's core loop felt both epic and personal.

Release and Publication

Eldritch Horror was published by and released in November 2013. The game carried a manufacturer's suggested retail price (MSRP) of $59.95. The core set arrived in a large square box measuring approximately 29.7 x 29.7 x 7.4 cm, designed to house its expansive components, including a foldable world map board, over 300 cards, 250 tokens, and investigator sheets. This packaging supported the game's global scale, allowing space for the numerous elements central to its Lovecraftian narrative. Pre-release announcements began with an official reveal on August 2, 2013, positioning the title as a of and inspired by H.P. Lovecraft's mythos and the series. Marketing highlighted the epic scope of investigators traveling worldwide to avert an Ancient One's awakening, with designer Konieczka emphasizing streamlined mechanics for broader accessibility in interviews and demos. Previews were showcased at 2013 from August 15–18, where attendees experienced early playthroughs at Fantasy Flight's booth #819. Distribution focused on hobby game stores and online retailers, aligning with ' standard model for specialty board games. An initial in the rulebook—a hidden code teasing the expansion—added intrigue to the launch, foreshadowing the game's expandable nature.

Components

Board and Map

The game board in Eldritch Horror features a large, foldable that serves as the central playing surface, depicting a stylized representation of Earth during the era. This map includes numerous key locations such as cities like , , , and , as well as remote wilderness areas such as the and uninhabited islands, alongside expansive sea regions and otherworldly spaces. The design emphasizes a global scale, allowing investigators to traverse continents and oceans in pursuit of cosmic threats inspired by H.P. Lovecraft's mythos. Visually, the map adopts a yellowed, aged aesthetic reminiscent of posters and adventure illustrations, infusing the 1920s setting with an undercurrent of Lovecraftian dread through subtle eerie motifs like shadowy voids and anomalous geometries. Functionally, the board is divided into distinct spaces: urban centers marked by iconic landmarks for city encounters, numbered wilderness and zones (ranging from 1 to 21) for expedition and events, and pathways delineated by red lines for train routes and blue lines for ship , facilitating investigator movement across the globe. Prominent tracks along the board's edges include the Doom Track, a linear scale from 0 to 21 that measures the encroaching awakening of the , and the circular Omen Track, which features symbolic icons used to trigger gate advancements and Mythos events. Gate spaces on the represent rifts in where otherworldly portals can , often advancing the Doom Track when aligned with the Omen symbol, while encounter locations host dynamic interactions tied to unfolding Mythos narratives. In the base game, the is single-sided for standard play, though expansions introduce alternate configurations to vary the global layout. The base game also includes 4 Ancient One sheets, each describing an , its abilities, and associated Mysteries, as well as 4 six-sided dice for resolving tests.

Tokens, Cards, and Sheets

sheets serve as the primary character records for players in Eldritch Horror, with the base game including 12 double-sided sheets, each representing a unique investigator such as Amanda Sharpe or Harvey Walters. These sheets detail the investigator's backstory, starting possessions (e.g., a Shotgun for Joe Diamond), skill values in categories like , , , and Strength, as well as tracks for (starting at 7-11 depending on the character) and (starting at 7-10). Focused possessions slots allow tracking of items, allies, and conditions, while ability descriptions outline special actions or bonuses, such as Lily Chen's ability to gain a card more easily. Monster tokens represent eldritch threats, comprising 43 cardboard tokens in the base game: 34 standard (with stats for , damage, and on their reverse sides (health and are on the front)) and 9 monsters (distinguished by red backing and unique, higher-threat abilities). These tokens include movement values (0-3 spaces) and toughness levels, placed during Mythos phases to spawn horrors like the or . Accompanying condition markers, such as delayed (halting movement) or focused (targeting specific investigators), are smaller tokens that attach to monsters to denote effects. The game's card components form a core of narrative and mechanical drivers, with over 300 cards in the base set divided into distinct types. Asset cards (40 total) depict gear, allies, or services like the .45 Automatic or Dr. Armitage, each with influence costs, asset values (0-4), and effects for combat or utility. Spell cards (20) enable mystical actions, such as Find Gate with costs in lore and sanity, featuring arcane artwork and hidden reverse details for secrecy. Condition cards (36) track afflictions or boons like or Blessed, impacting stats with ongoing effects revealed on their backs. Mythos cards (51, color-coded green for easy, yellow for average, and blue for hard) introduce global events, omens, and recursions tied to the active . Encounter decks include 122 location-specific cards for expeditions and city events, plus specialized decks like 24 Other World cards for other-dimensional challenges and Research decks for advancing Mysteries. Tokens beyond monsters facilitate and events, including 36 tokens (small, circular pieces) that on locations to represent discoveries, briefly used in resolutions like gaining advantages on tests. Gate tokens (9) mark rifts with color-coded symbols linking to Other World regions, monsters until closed. tokens encompass 78 and markers (valued at 1 or 3 points, in or thick for durability), 56 money tokens ($1 or $5 denominations), 30 supplies tokens for travel discounts, and 20 tokens as a generic doom counter. Travel tickets (20) and improvement tokens (30) further support mobility and upgrades. Component quality in Eldritch Horror emphasizes thematic , with cards printed on sturdy, linen-textured approximately 300gsm thick to withstand repeated , though some players note minor wear on edges after extensive play. Investigator and monster standees use punchboard with bases for upright display, lacking full miniatures in the base game but praised for detailed, evocative artwork that enhances the atmosphere. Tokens are die-cut , generally durable but occasionally criticized for thinness in high-wear pieces like clues.

Gameplay

Setup and Objective

Eldritch Horror is a set in the , where players assume the roles of globetrotting investigators confronting cosmic horrors inspired by H.P. Lovecraft's mythos, with the overarching narrative of averting an apocalyptic awakening of ancient entities that threaten humanity. The game supports 1 to 8 players, though it is recommended for 1 to 4 players to maintain balance and pacing, with typical playtime ranging from 180 to 240 minutes depending on player count and experience. To begin setup, players first select one from the provided sheets—such as or , each with unique abilities, starting Doom track value, and mystery conditions—then place the game board in the center of the table and organize components including tokens for gates, clues, monsters, and conditions. Next, each player chooses an sheet, assigns starting possessions, health, and sanity values, and places their investigator token on a starting location; decks for encounters, mythos, and other elements are shuffled, initial gates and clues are spawned according to the player reference card, monsters are placed randomly off-board in the monster cup, and the Doom track is set to the starting value indicated on the chosen sheet (for example, 15 for ). The core objective is for the investigators to solve three Mysteries associated with the selected , with the first drawn during setup and additional ones drawn upon solving the previous, involving gathering clues, completing specific tasks such as closing or acquiring assets, and fulfilling or conditions to prevent the Ancient One's awakening and it away permanently. If the Doom track reaches zero before the Mysteries are resolved, the Ancient One awakens. Investigators must then solve the Final Mystery on the back of the Ancient One sheet, in addition to the three regular Mysteries, to win . The game continues until all required Mysteries are solved or a lose condition is met. Investigators lose if all are defeated (devoured by taking excessive damage or ), a game-ending Mythos effect occurs, or the Mythos deck is depleted without victory.

Turn Structure

The game of Eldritch Horror is structured around sequential rounds, each consisting of three main phases: the Action Phase, the Encounter Phase, and the Mythos Phase. These phases advance the game's narrative and mechanics in a flow, with s taking turns starting from the Lead Investigator and proceeding around the table. After the Mythos Phase concludes, the Lead Investigator may pass to the next player, and a new round begins, tracked by the Omen marker's position on the game's board. During the Action Phase, each performs up to two s, selected from a set of standard options or component-specific abilities, with no repeatable by the same in a single round. The allows an to move to an adjacent on the board, costing one , while spending a or Ship enables additional movement along the corresponding path, potentially extending the journey within the same . The recovers one Health and one , provided no Monsters occupy the 's . Trading items such as Assets, Spells, Clues, or s with another in the same requires one , as does Preparing for to gain one while in a . Acquiring Assets involves testing in a to draw from the reserve, limited to cards valued at or below the test's successes, and cannot be performed if Monsters are present. Component s, such as those printed on sheets or possessions, can also be taken once per round per item. In the Encounter Phase, each resolves one , prioritizing Combat Encounters against any Monsters in their space before selecting a Location Encounter (drawing from the deck matching their space or the General deck) or a token-specific encounter such as a (leading to the Other World), , , or Defeated Investigator. Skill tests may occur during these encounters to determine outcomes, as detailed in the game's resolution mechanics. The Mythos Phase escalates the game's peril, beginning with the Lead Investigator drawing and resolving the top card from the Mythos deck in a fixed order of effects. This includes advancing the Omen track clockwise, which simultaneously advances the Doom track by one for each Gate matching the new Omen symbol, spawning Gates and Monsters as indicated, placing Clues, Rumors, and Eldritch tokens, and resolving any Event instructions before discarding the card. Ongoing Mythos cards remain in play until their conditions are met. A key sub-step is the Reckoning resolution, which triggers all effects marked with the Reckoning symbol (@) on Monsters (including Cultists), the Ancient One, possessions, Conditions, and Ongoing cards, often involving maintenance costs for Spells or advancements for threats.

Encounters and Resolution

Encounters in Eldritch Horror form the core of player interaction with the game's Lovecraftian world, where investigators draw and resolve cards based on their or on the board. There are several types of encounters, each tied to specific game elements. encounters occur when an is in a space marked with a on the board without other present, prompting a draw from the appropriate deck—such as city-specific decks for places like or , or the General encounter deck for less detailed locations—leading to narrative events that may grant items, conditions, or challenges. encounters are triggered by on spaces, allowing players to draw from the deck to acquire clues essential for progressing toward victory. encounters arise from , which represent rifts to other dimensions; resolving these involves drawing an Other World encounter card to navigate the rift's perils. Other World encounters are specialized challenges linked to the active , often requiring skill tests to close gates or gain rewards, with failure risking loss or monster spawns. encounters are mandatory when monsters occupy an 's space, pitting the player against eldritch foes in a structured confrontation. The resolution of encounters relies on a skill test mechanic that emphasizes risk and variability through dice rolling. To perform a test, an investigator rolls a number of equal to their value in the relevant skill—such as for arcane knowledge, for social interactions, for perception, or Will for mental fortitude—with skill values typically ranging from 1 to 3, though modifiable by possessions, conditions, or focuses that add or subtract . Each die showing a 5 or 6 counts as a , and passing a test requires at least one unless specified otherwise; tests can be designated as easy (standard) or hard, imposing a –1 die modifier to increase difficulty. Modifiers from assets like spells or allies can boost the dice pool, while negative conditions such as may impair it, creating strategic depth in investigator builds. Clues can be spent to reroll individual , offering a way to mitigate poor rolls but at the cost of limited resources. Combat encounters follow a two-step process to simulate the terror and physical threat of monsters. In the Horror step, the investigator tests Will against the monster's horror value; if the number of successes is fewer than the horror, the investigator loses Sanity equal to the difference, potentially leading to defeat if Sanity reaches zero. The Combat step then involves testing Strength or Fight against the monster's damage; successes here deal damage to the monster, which loses Health equal to the successes rolled, while any shortfall causes the investigator to lose Health accordingly. A monster is defeated when it has lost Health equal to or greater than its toughness, rewarding the investigator with a monster trophy token, which may be required for certain mysteries or provide benefits like selling for assets. Epic monsters cannot be defeated except by reducing their health equal to their toughness and often have abilities that affect multiple investigators, but Combat Encounters against them are resolved individually by each investigator using the same mechanics, heightening the stakes. Clues play a pivotal role in and overall , serving as a currency for advancing the game's mysteries while tying into and management. Gained through successful skill tests in encounters, draws, or specific rewards, clues are spent to fulfill mystery conditions—such as discarding one to place an or multiple to a permanently—directly contributing to sealing the Ancient One's awakening. They also enable rerolls during tests, crucial for overcoming hard difficulties or failures. Investigators must balance clue expenditure with maintaining and , as depletion of either leads to removal from ; encounters often inflict these losses, forcing players to prioritize survival amid clue-gathering efforts. Reckoning effects introduce timed consequences to ongoing elements during the Mythos phase, affecting conditions and assets to escalate tension. Marked by a reckoning icon on cards or tokens, these trigger when drawn or activated, compelling players to resolve immediate penalties—such as a Debt condition flipping to incur financial loss or a Reckoning on an asset like a spell forcing its discard. For monsters with reckoning, they may spawn additional threats or advance doom; conditions like Paranoia might worsen, amplifying sanity risks. These effects ensure that unresolved elements compound over rounds, pressuring investigators to address them swiftly within encounter resolutions.

Expansions

Major Expansions

The major expansions for Eldritch Horror introduce significant new thematic elements, mechanics, and components that enhance the base game's scope, allowing players to explore additional Lovecraftian horrors across varied settings and challenges. These expansions, released between 2014 and 2018 by , build upon the cooperative adventure framework by adding side boards, new investigators, Ancient Ones, encounters, and unique systems such as expeditions or campaigns, while maintaining compatibility with the core set. Forsaken Lore (April 2014) serves as the first , focusing on deepening the base game's variety without introducing a new board. It adds over 200 new cards, including more than 100 cards, 24 cards, and additional mysteries, assets, spells, and expeditions to increase replayability and narrative depth. This pack emphasizes perilous new interactions that thrust investigators into stranger perils, expanding the global mystery-solving without altering the core map. Mountains of Madness (December 2014) introduces an Antarctic-themed side board, marking the first major geographical expansion. Inspired by H.P. Lovecraft's novella, it features new investigators, monsters, and the Ithaqua, alongside expedition mechanics that simulate perilous treks across frozen wastelands. Players must trace a doomed expedition's path, facing prehistoric creatures and environmental hazards unique to the icy frontier. Strange Remnants (July 2015) shifts focus to space and alien themes, incorporating cosmic alignments and otherworldly encounters. It includes new investigators, artifacts, and the , with mechanics involving meteor strikes and ritual performances at ancient sites. The expansion adds a deck of other world encounters and emphasizes , allowing players to harness volatile powers at the risk of cosmic retribution. Under the Pyramids (December 2015) centers on , adding a side board for Nile Valley exploration and introducing travel challenges like sandstorms and tomb curses. Featuring the Abhoth and new investigators, it includes mechanics for alliances with mythical figures and side quests that test resolve against horrors. The expansion immerses players in ancient secrets and the pursuit of a dark , enhancing movement and cultural encounters. Signs of Carcosa (June 2016) revolves around and themes of creeping , without a new board but with innovative play-within-a-play elements via the performance mechanic. It adds new investigators, conditions tied to , and the Unspeakable One as an , introducing personal story agendas that evolve based on levels. This expansion heightens through escalating delusions and theatrical perils. The Dreamlands (January 2017) explores an alternate dream realm via a new side board, featuring gates to other realities and mechanics for dream travel, such as focus tokens and unique assets. It introduces Ancient Ones and Atlach-Nacha, along with new investigators, and emphasizes navigating splendid yet nightmarish landscapes to combat a sleeping madness afflicting humanity. Cities in Ruin (July 2017) incorporates events that lead to city destruction and rebuilding, adding tension through global catastrophes like earthquakes and fires. With new investigators, monsters, and the Shudde M'ell, it features disaster cards and recovery mechanics, forcing players to mitigate widespread devastation while pursuing mysteries. (February 2018), the final major expansion, adopts a campaign-style structure with linked scenarios across multiple games, pitting investigators against in a narrative arc. It includes new boards for exotic locales, persistent effects, and mechanics like ultimate gates and cultist networks, culminating in high-stakes confrontations that carry consequences across sessions. Expansions integrate seamlessly with the base game and each other by incorporating their components into shared decks and pools—such as encounter cards, investigator sheets, and tokens—following specific setup rules outlined in each expansion's rulebook to avoid balance issues. For instance, side boards can be attached to the main , and new Ancient Ones or are selected during phases.

Supplementary Content

Forsaken Lore is a small-box expansion for Eldritch Horror released in 2014 by , designed to enhance the base game's replayability by adding over 200 new cards, including additional and decks, as well as a new , Yig. This expansion focuses on deepening the core experience without introducing new board components or major rule changes, providing more varied stories and challenges for investigators facing ancient evils. It integrates seamlessly with the base game, allowing players to incorporate the new content for increased narrative depth and strategic options during encounters. Components from earlier Arkham Horror games, such as investigator and monster figures, are compatible with Eldritch Horror through shared premium miniatures released by , enabling players to integrate older content like investigators and monsters into Eldritch Horror sessions without official conversion kits. These pre-painted figures serve as direct replacements for tokens across the Files line, including Eldritch Horror, facilitating cross-game use for enhanced visual and tactical play. No dedicated conversion kit exists solely for Eldritch Horror, but the of the figures supports seamless incorporation of Arkham Horror elements. Fantasy Flight Games distributed promo packs and event-exclusive items for Eldritch Horror at conventions like , including additional investigators and cards to expand player options beyond core content. These limited-release items, often available through event participation or purchase, provided unique assets such as custom investigator sheets or encounter cards, fostering community engagement and variety in . The Eldritch Companion app, a widely used digital tool developed by independent creators, serves as a for Eldritch Horror by simulating dice rolls, tracking health and sanity, and providing quick references for encounters, though it is not an official product. This app streamlines resolution mechanics, such as counting successes on custom six-sided dice, and includes digital versions of encounter decks to reduce setup time. Similar unofficial tools, like Eldritch Roller, focus specifically on dice simulation for tests and combats. Fantasy Flight Games has issued printed play aids, errata sheets, and FAQ updates for Eldritch Horror since its 2013 release, addressing rules clarifications and component adjustments to improve balance and accessibility. The official , last majorly updated in 2017, covers frequent questions on mechanics like encounter resolution and Ancient One effects, with downloadable reference sheets for different player counts. These resources, available via the publisher's support materials, ensure ongoing compatibility with expansions and fix minor printing errors without requiring new purchases. The legacy of Eldritch Horror is supported by ' intellectual property policy, which provides guidelines for fan-created content to encourage community contributions while protecting official assets. This policy permits non-commercial fan creations, such as custom expansions or aids, provided they credit the source material, avoid monetization, and do not imply official endorsement; an updated version in further clarifies rules for digital and physical works using game brands and artwork. These guidelines have enabled a vibrant ecosystem of fan-made investigators, scenarios, and rule variants, extending the game's lifespan post-official support.

Reception

Critical Response

Eldritch Horror has received generally positive critical reception for its ambitious gameplay and deep integration of H.P. Lovecraft's mythos, though reviewers have noted challenges with its complexity and duration. On , the game holds an average user rating of 7.7 out of 10, based on over 38,000 ratings as of 2025, with praise centered on its epic scope and high replayability through varied scenarios and investigator options. Professional reviews highlight the game's strengths in narrative and theme while pointing to practical drawbacks. In a Dice Tower review, Tom Vasel commended the strong narrative drive and faithful Lovecraftian elements that create a sense of global peril, but criticized the heavy setup time required for organizing components. Similarly, Shut Up & Sit Down's Quinns described the experience as highly immersive, effectively capturing the dread and cosmic horror of Lovecraft's works through its storytelling, yet found the difficulty punishing and some narrative threads disjointed, leading to occasional frustration. Critiques of expansions often emphasize their role in enhancing the base game's variety and depth. The Masks of Nyarlathotep expansion has been lauded for introducing a robust campaign mode that adds narrative continuity and strategic layers, making s feel more interconnected and thematically rich. Earlier expansions like Forsaken Lore are viewed as essential for increasing replayability by expanding decks and mysteries, addressing the base game's limited variety without overwhelming new players. The game has not won any major awards but earned nominations in the 2013 Golden Geek Awards for Best Thematic Board Game and Best Board Game Artwork & Presentation, recognizing its atmospheric design and horror integration. Common praises across reviews include the seamless thematic fusion of Lovecraftian elements, such as mechanics and ancient entities, which immerse players in a tale of inevitable doom. Criticisms frequently address the lengthy playtime, often exceeding three hours, and component overload, which can lead to table clutter and extended preparation.

Player Community and Legacy

Since its release in , Eldritch Horror has cultivated a dedicated fanbase, with players continuing to engage deeply with the game over a later, as highlighted in the official 10-year retrospective by designer Corey Konieczka. This enduring community support has been instrumental in the game's longevity, fostering discussions on strategy and custom house rules within enthusiast circles. The game's high replayability stems from its extensive randomization of encounters, mysteries, and events, enabling diverse playthroughs that sustain interest for years, including reports of ongoing sessions more than 10 years after release. Solo play adaptations are particularly popular, with the core rules accommodating 1-8 players and encouraging single-investigator or multi-character control for immersive experiences. Eldritch Horror has significantly influenced subsequent titles in ' Arkham Horror Files series, including : The Card Game (2016), by establishing core themes of global investigation against cosmic threats and mechanics like streamlined narrative emergence that carried over to later entries. In its November 2023 retrospective, credited the game's survival to a combination of eight dedicated expansions—such as Forsaken Lore (2014) and (2018)—and robust community involvement, which kept the title relevant amid evolving board game trends. In October 2025, announced a digital adaptation by Digital, set for release in 2026, further extending the game's accessibility and appeal to new and existing players. Fans have extended the game's scope through custom expansions and print-and-play aids, while organized play events like Arkham Nights provide structured community gatherings with themed kits supporting Eldritch Horror alongside other Arkham Files games. Out-of-print expansions, including Under the Pyramids (2015) and Strange Remnants (2015), remain accessible via secondary markets, ensuring collectors can complete their sets despite limited official reprints.

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