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Oware

Oware is a traditional two-player board game originating in , particularly among the of , and belonging to the ancient family of pit-and-pebble games. It is the national game of . It is played on a wooden board featuring two parallel rows of six pits each, with optional larger storage pits at either end for captured seeds, and uses 48 counters—typically seeds, stones, or beans—initially placed four per pit. The objective is to capture the most counters from the opponent by sowing them counterclockwise around the board and strategically taking those that land in opponent's pits containing exactly two or three counters, with the game concluding when one player secures 25 or more seeds or when no further moves are possible. The family, to which Oware belongs, has roots tracing to ancient counting practices in regions like and , with archaeological evidence including stone carvings from temples in , , and before 1400 BCE, evolving into a social and strategic pastime across . The name "Oware," meaning "he/she marries" in the Akan language, stems from an legend recounting a who played the game so long during his that it symbolized marital commitment. It spread globally through African migrations and the transatlantic slave trade, becoming prominent in the during the era of , where it served as a covert space for male social bonding and resistance against colonial oppression in places like . Culturally, Oware transcends mere entertainment, fostering community gatherings, teaching and foresight to children, and played by Asante and , while modern variants and tournaments in , the , and preserve its legacy as a symbol of African heritage and intellectual skill.

Overview

Description and Classification

Oware is a two-player that involves and capturing seeds on a board composed of pits, recognized as one of the most widespread variants within the family of traditional board games. games, often termed pit-and-pebble or count-and-capture games, encompass over 300 regional versions across and beyond, with Oware classified as a two-row game distinguished by its "free sowing" mechanics, where seeds are distributed counterclockwise without mandatory restrictions found in some other variants. The term "Oware" originates from the Akan language of the in , where it derives from "owari" or "warri," meaning "being married" or "he/she marries," a name tied to legends associating the game with marital harmony and social bonding. The standard board for Oware consists of 12 pits arranged in two parallel rows of six pits each, with players positioned opposite one another and each controlling the row nearest to them; captured seeds are typically set aside rather than placed in dedicated central stores, which may appear on more elaborate boards but are not part of the initial configuration.

Cultural and Global Significance

Oware holds a prominent place in West African cultures, particularly among the of and Côte d'Ivoire, where it serves as a cherished pastime for individuals of all ages. Known locally as a game that fosters social interaction and community bonding, it is often played during gatherings, festivals, and daily leisure, encouraging conversation, respect for elders, and the transmission of cultural values across generations. In , Oware is regarded as the national game and has historically been associated with royalty, such as the kings of the Asante and , underscoring its role in reinforcing social hierarchies and communal harmony. The game's global reach expanded significantly through the transatlantic slave trade and colonial exchanges, with evidence of its introduction to dating back to the 17th century. This dissemination led to its adoption in various forms across continents, notably in the , where it thrives today under names like , and in , where it is played as Wari or Adji Boto among communities descended from enslaved Africans. In modern times, Oware's popularity persists through digital adaptations, including mobile apps such as Oware Master and Oware on , which allow players worldwide to engage with the game online, preserving its strategic essence while broadening accessibility. Beyond recreation, Oware demonstrates substantial educational value, particularly in teaching , , and patience in school settings. In Ghanaian classrooms, it is integrated into curricula to illustrate concepts like patterns, , and probability, aligning with ethnomathematical approaches that connect cultural practices to formal learning. Similarly, in and diaspora communities, such as , the game is used to develop , including foresight and , making it a tool for holistic without relying on abstract exercises alone.

Components and Setup

Board Design

The standard Oware board features two parallel rows of six pits each, totaling twelve pits, arranged so that the rows face each other across a narrow space. This layout facilitates the and capturing mechanics central to the game. Captured are set aside by players, often in optional larger storage pits at either end of the board. Traditional Oware boards are commonly carved from wood or stone, often by artisans in West African regions like , and may include symbolic engravings or decorative motifs reflecting cultural significance. Each pit is designed as a shallow depression capable of holding multiple s; theoretically, a single pit can accommodate up to 48 seeds, equivalent to the total number used in , though practical limits depend on and board construction. Games begin with four seeds placed in each of the twelve pits. Players position themselves opposite one another at the board, with each controlling the row of pits nearest to them; however, during , seeds are distributed starting from a chosen pit in the player's own row and continuing anticlockwise, potentially entering the opponent's row, which serves as the "home" territory for capturing purposes. In contemporary adaptations, boards may be constructed from for durability and portability, or implemented as interfaces on apps and devices to simulate traditional play.

Seeds and Initial Configuration

In Oware, the playing pieces are known as seeds and consist of 48 small, identical objects distributed across the board at the start of the game. These seeds are traditionally made from materials such as small stones, beans, or cowrie shells, which are readily available and durable for play. The initial configuration involves placing exactly four seeds into each of the 12 pits on the board, resulting in a total of 48 seeds and creating a perfectly symmetrical setup across the two rows of six pits. This standardized arrangement ensures fair play without any randomization, as both players begin with identical access to the seeds on their respective sides. Players do not own individual pits outright; instead, each controls the sowing actions from the six pits on their side of the board, fostering a shared yet territorially divided playing field. In some variations or modern adaptations, alternative materials like marbles may be used for the seeds to enhance visibility during play.

Core Rules

Objective and Turn Sequence

The primary objective of Oware is for a player to capture the most seeds from the opponent's side of the board, with a total of 48 seeds in play at the start. To achieve an outright victory, a player must capture at least 25 seeds, as this exceeds the possible maximum for the opponent; if both players capture exactly 24 seeds each, the game ends in a . Players alternate turns, with the first player determined by mutual agreement or a coin toss, and the winner of the previous game typically starting the next. On a player's turn, they select one non-empty pit from their own row of six pits and lift all the seeds contained within it, then them one by one into subsequent pits in a counterclockwise direction around the board, beginning with the next pit to the right of the chosen one. Although sowing begins in the player's own row, if the number of seeds is sufficient, they may continue into the opponent's row and even lap back around the board multiple times; the opponent's turn does not begin until the current player's sowing action is fully completed, ensuring uninterrupted play. Oware games typically last between 10 and 20 minutes, depending on player experience and strategic depth.

Sowing Mechanics

In Oware, a player's turn begins by selecting one of the six pits on their side of the board that contains at least one seed. All seeds from the chosen pit are lifted and fully emptied from it, leaving the pit vacant. The process then involves distributing these one at a time into subsequent in a counterclockwise direction, starting from the immediately adjacent to the emptied one on the player's side. This distribution continues sequentially around the board, placing one in each consecutive —regardless of whether it is empty or occupied—potentially crossing into the opponent's row and completing full laps if the number of exceeds the remaining in the row. Players are prohibited from selecting or sowing from any of the opponent's six pits, restricting actions solely to their own side of the board. The sown remain in their respective pits after distribution, with the process concluding once all lifted have been placed.

Capturing Principles

In Oware, capturing is a core mechanic triggered at the end of a player's sowing turn, specifically when the final is placed into one of the opponent's six pits. If that pit contains exactly two or three after the placement, the capturing player removes all from it. This condition arises when the pit originally held one or two before the final was sown into it. Captured seeds are immediately removed from the board and transferred to the capturing player's personal store, where they are tallied as points toward victory; they do not return to play. Multiple captures may occur in a single turn if, following the initial capture, the opponent's immediately preceding the landing —in the counterclockwise direction of —also contains exactly two or three seeds. The player then captures from that pit as well, continuing sequentially backward along the opponent's row until reaching a pit with fewer than two or more than three seeds, or the end of the row. Captures are restricted exclusively to the opponent's pits; if the final seed lands in one of the player's own pits and results in two or three seeds there, no capture is made. Similarly, no capture occurs if the final seed lands in an empty opponent's pit (resulting in one seed) or in an opponent's pit already holding three or more seeds (resulting in four or more). An additional restriction prohibits capturing all remaining seeds from the opponent's side in one move: if a sowing would empty the opponent's entire row through captures, the placement proceeds normally, but no seeds are removed.

Advanced Rules

Relinquishing Turns

In Oware, the "let the opponent play" , also known as the provision against emptying the opponent's side, requires players to relinquish certain moves that would prevent the opponent from having a subsequent turn. Specifically, a player cannot execute a action if it results in all pits on the opponent's row becoming empty, as this would deny the opponent any to play with. This prohibition applies during the standard sowing process, where are distributed counterclockwise from a chosen pit on the player's own side. The primary purpose of this rule is to maintain fairness and in , preventing one from unilaterally dominating the board by capturing or distributing seeds in a way that exhausts the opponent's resources prematurely. By enforcing this, the game promotes strategic depth, encouraging players to consider the long-term implications of their moves rather than seeking immediate total clearance of the opponent's pits. This aligns with the cultural of in traditional variants, ensuring both participants remain engaged until a natural conclusion. In application, the rule is triggered only when the opponent's row is already devoid of seeds or when a proposed move would render it so, typically after captures have depleted that side. The current player must then select an alternative legal move—one that sows at least one into an opponent's to restore playability. If no such move exists among the available pits (i.e., all possible sowings would empty the opponent's side), the player has no legal turn, and the game concludes immediately, with each player claiming all remaining in their respective row. Normal alternating turns resume if a valid move is possible, preserving the standard sequence thereafter. This rule does not affect routine sowing from one's own row but intervenes solely to safeguard the opponent's opportunity to respond.

Multiple Lap Rules

In Oware, when a player sows a large number of seeds from a —typically 12 or more—the distribution continues beyond a of the 12 playing pits, entering what is known as a multiple lap or extended phase. This process follows the standard counterclockwise direction, with one seed placed in each successive pit, allowing the sowing to back into the opponent's row after completing the player's own side. A key rule during multiple laps is the perpetual skipping of the originating pit, ensuring it remains empty at the end of the turn regardless of the number of circuits completed. For instance, if 13 seeds are sown, the first 12 cover one full (skipping the start), and the 13th seed lands in the immediately following the skipped one on the second lap; this pattern repeats for additional seeds, such as the 24th or 25th, without ever placing a seed back into the empty . This mechanic prevents self-replenishment and maintains the turn's momentum. Capturing principles extend seamlessly into multiple laps, applying the standard rule where the final seed sown into an opponent's results in a capture if that pit then holds exactly two or three total. These captures can chain anticlockwise along the opponent's row if adjacent pits also meet the , but only opponent's pits are eligible, and the process halts at the row's boundary or a non-qualifying pit. This integration allows for potentially high-yield turns during extended , amplifying tactical depth without altering the core capture conditions. There is no fixed numerical limit on the number of laps, as the total seeds per pit are finite—starting at four per pit in standard setups and decreasing through play—but practical constraints arise from the board's seed economy, typically capping laps at two or three in midgame scenarios. This rule enhances , as players must anticipate how large distributions can reposition across both sides, influencing control and future captures without risking overextension. Conceptually, the path in multiple laps forms a continuous spiral around the board: starting from the chosen (skipped thereafter), it traces the player's row, crosses to the opponent's row, loops back, and repeats, visualized as an elongated counterclockwise orbit that weaves between the two semicircles of pits.

Endgame and Winning Conditions

The game of Oware concludes when one player has no legal moves available, which occurs if their row of pits is entirely empty and they cannot make a capture from the opponent's row. In this scenario, the opponent captures all remaining seeds on the board, specifically those in their own accessible pits, as the losing player's side holds none. This end trigger emphasizes the importance of preventing the opponent from emptying their row through strategic captures, often referred to as "cutting off the head." In some variants, the game ends immediately upon a player reaching 25 captures during their turn; in others, play continues until no legal moves are possible. Scoring is determined by the total number of seeds captured into each player's store during the game and any remaining seeds awarded at the end. The player who has 25 or more seeds at the end is declared the winner, while a score of 24 seeds each results in a draw. If the game reaches a point where neither player can make further progress, such as in a detected cycle of repetitive moves, players may agree to end it, with each capturing the seeds remaining in their own row; however, such draws are rare and typically arise from mutual emptying of accessible pits. This final distribution of unplayable seeds—where any leftovers in the loser's row are effectively lost, and the opponent's row seeds are secured—encourages aggressive tactics in the endgame to force the opponent into immobility and maximize captures. With a total of 48 seeds in play, achieving the winning threshold requires not only defensive control but also opportunistic to enable captures from the opponent's side.

Variations

Grand Slam Variants

Grand Slam variants of Oware modify the treatment of a "" move, defined as a single turn that captures all seeds from the opponent's row, typically 24 seeds across six . This contrasts with standard Oware rules, where such moves are prohibited to prevent one player from being unable to respond, ensuring equitable play. In these variants, the grand slam emphasizes high-scoring chain captures, where sowing ends in an opponent's pit with 2 or 3 seeds, triggering captures of all qualifying consecutive pits (those holding exactly 2 or 3 seeds), potentially emptying the entire row. A common variant, followed by the World Oware Federation in tournaments, permits moves but nullifies the capture, leaving all seeds in place to allow continued play. Another approach, seen in certain traditions including some Ghanaian styles, allows the grand slam only if it secures an outright by capturing over 24 seeds total, ending immediately without further turns. In the related Cape Verdean variant Ouril, grand slams are permitted under the condition that the performing player takes an extra turn afterward, but must sow in a way that leaves at least one legal move for the opponent. These rules differ fundamentally from core Oware capturing principles, where standard captures of 2 or 3 seeds per pit do not grant extra turns, only alternating play. The potential for grand slams introduces strategic risk, as players may pursue aggressive sowing to chain multiple captures—landing in successive 2- or 3-seed pits—for bonus opportunities like extra turns or instant wins, though it risks nullification or forfeiture if disallowed. This encourages bold positioning of seeds to bait large hauls, heightening the game's excitement in competitive settings.

Regional and Modern Adaptations

In , among the , the game known as Ayò (also called Ayo Olopon) represents a regional adaptation of Oware, typically played on a board with 12 pits arranged in two rows of six, starting with four in each pit. proceeds counterclockwise, with players distributing from their own side and capturing opponent's pits containing two or three when the last sown seed lands there. In the , particularly in countries like , the variant called Wari (or ) incorporates dedicated stores at each end of the board for holding captured , differing from standard Oware where captures are often removed from play. The board setup mirrors Oware with 48 distributed four per , but captures occur when the last sown lands in an opponent's containing exactly two or three , potentially chaining backward along the opponent's row if adjacent also meet the condition. is anticlockwise, and ends when one player secures more than 24 or when no legal moves remain. Modern adaptations of Oware include standardized tournament rules used in international competitions, such as those at the , which specify a 4-seed starting configuration per pit on a 2x6 board, counterclockwise , and captures limited to opponent's pits with two or three seeds. Digital versions of Oware have proliferated since the through mobile applications, featuring opponents for single-player practice to hone strategies like multi-pit attacks and endgame positioning. These apps, such as Oware Master, allow solo play against adjustable difficulty levels, enabling users to simulate matches and experiment with moves without a human partner. Educational adaptations integrate Oware into mathematics curricula via approaches, where the game illustrates concepts like counting, , and —such as triangular numbers formed by seed distributions—while connecting students to cultural heritage. Programs targeting children aged 6-12 use Oware play to foster analytical thinking and self-directed problem-solving in community settings.

History

African Origins

Oware, a member of the mancala family of board games, traces its roots to , where it emerged among the Akan-speaking peoples of present-day and Côte d'Ivoire. Scholarly analyses position Oware as a traditional Akan game deeply embedded in the cultural fabric of these communities, reflecting principles of strategy, resource distribution, and social interaction that align with Akan values such as communal sharing and strategic foresight. While the precise origins of games like Oware remain debated due to limited archaeological corroboration, evidence indicates their presence in from at least the 6th–7th centuries , with boards excavated in providing possible early examples of the genre. Claims of much earlier precursors, such as graffiti on monuments dating to around 1400 BCE, have been widely debunked as misidentifications of other games or unrelated markings, lacking supporting textual or artifactual context from ancient records. The game's development is closely tied to Akan ethnic groups, particularly the and related subgroups, who refined Oware as a tool for intellectual and social engagement in pre-colonial societies. Oware remained a distinctly West tradition, evolving within Akan polities. In Akan communities, Oware boards were often crafted from wood or , sometimes elaborately decorated to symbolize cultural motifs, and played during communal gatherings to foster and mathematical reasoning—skills essential for daily decision-making in , , and . Pre-colonial Akan society integrated Oware into various facets of life, serving as an educational instrument to teach , , and foresight while promoting values like and reciprocity through rules that prevent total domination of an opponent. The name "Oware" derives from the language spoken by the Akan, literally translating to "he/she marries," stemming from a traditional recounting how a game between a man and woman led to their union, underscoring the game's role in facilitating social bonds.

Spread and Evolution

Oware's dissemination beyond began during the colonial era, when traders and explorers documented the game in . These records, such as those compiled in ethnographic works, highlighted Oware's role in interactions, contributing to its recognition in scholarship. Through the transatlantic slave trade from the 16th to 19th centuries, Oware was carried to the and by enslaved Africans, who preserved it as a amid . In regions like the , , and the , variants known as or Wari emerged, using similar sowing and capturing mechanics but adapted to local materials like shells or stones. Archaeological and oral histories confirm its continuity in slave communities, where it served as a subtle form of resistance and cultural retention. In the , Oware experienced a revival tied to , symbolizing cultural reclamation in post-colonial nations like , which gained in 1957. During this period, the game shifted from ritualistic uses in traditional ceremonies to a recreational and educational tool, fostering community bonds and mathematical skills. Ghanaian organizations, including emerging sports federations in the , worked to standardize rules, particularly the Abapa variant, to promote competitive play and national identity. Oware's evolution influenced modern mancala games, notably , invented in the 1940s by American William Julius Champion Jr. as a simplified, commercialized version inspired by West African sowing games like Oware. Global milestones include the first international tournament in 1997 at the in , won by Antiguan player Sakile Richards, marking Oware's entry into organized international competition. Post-2000, online platforms and apps have spurred digital communities, enabling global tournaments and rule variations while preserving its core strategies; as of 2025, events like the continue to feature Oware, with participants from diverse regions including securing medals in 2024.

Society and Culture

Traditional Roles in Communities

In traditional Akan communities of , Oware serves as a vital social instrument, facilitating interaction and bonding among participants and onlookers during casual gatherings under trees or in village courtyards, where spectators provide advice and engage in lively banter. The game is accessible to , with elders playing the adult variant known as abapa to demonstrate wisdom and , while participate in simplified versions like nam-nam, allowing intergenerational of and skills. An legend explains the origin of the name "Oware," meaning "he/she marries," stating that a man and a woman married to have more time to play the game, reflecting its ties to themes of and marital harmony. Oware has held a prominent role in royal contexts, regarded as a game of the Kings of Asante and , played on beautifully carved wooden boards that underscored authority and cultural heritage. Educationally, Oware functions as an informal tool for imparting mathematical concepts, particularly through seed counting and , as well as developing and among children in community settings. The game's core rules further embed ethical principles, mandating that players "feed" the opponent by at least one seed into their pits when possible, prohibiting moves that unnecessarily deny the adversary a turn and thereby promoting fairness and prolonged engagement.

Contemporary Play and Recognition

In contemporary times, Oware enjoys organized competitive play through international tournaments and national leagues. The Oware Society, founded in 1995, has coordinated global events since the early 2000s, including the annual World Oware Championships and participation in the starting in 1998. Notable examples include the Bagnaab Mbabone Oware Championship in , , which celebrated its 10-year anniversary in 2024, and appearances at the , where Kazakh and Ghanaian players have competed. In 2025, the first international Oware tournament was held in , , in May, organized by the Federal University of , and Oware featured in the 29th in in August. The Nations Online Oware League features teams from over 10 countries, such as , , , , , the , and , fostering international rivalries and skill development. The digital era has expanded Oware's accessibility via mobile applications and online platforms. Apps such as Oware by Artsoft GH and Oware Master by Rodolphe Boulanger allow players to engage in single-player, multiplayer, and modes, simulating traditional gameplay on smartphones. These tools have introduced the game to new audiences beyond , with online tournaments hosted on platforms like and PlayStrategy.org enabling global participation. Additionally, computational analysis has advanced training methods; research demonstrates that Oware positions can be strongly solved using algorithms, revealing optimal strategies that end in draws under perfect play, while deep Q-networks train agents for variants like Nam Nam Oware. Preservation efforts emphasize Oware's role in and cultural continuity, particularly in communities. Non-governmental organizations and educational initiatives, such as those supported by the Oware Society, promote the game in schools to teach , , and cultural heritage, with programs in countries like and the integrating it into curricula for youth development. The National Council of Teachers of Mathematics highlights Oware's value in , using it to build spatial reasoning and decision-making skills among students. These activities counter challenges like , which limits communal spaces for traditional play and shifts youth toward digital alternatives, thereby diminishing intergenerational transmission in rural African settings.

Strategy and Theory

Fundamental Strategies

In Oware, effective opening moves often involve playing from the edge pits—those closest to the player's —to gain control over the central board area and influence the opponent's early positioning. By from an edge pit with four seeds, a player can distribute them across multiple pits, potentially setting up future captures while maintaining flexibility in subsequent turns. This approach allows for probing the opponent's responses and aiming to leave 1 or 2 seeds in their pits, positioning for captures on the next turn when the final seed into those spots to reach exactly 2 or 3 seeds, as per the game's core capture rule. Defensive play in Oware emphasizes preventing the opponent from achieving capture setups by avoiding the exposure of vulnerable seed counts in one's own pits. Players should steer clear of leaving exactly 1 or 2 in their pits after a move, as this invites the opponent to sow into them and trigger captures by bringing the total to 2 or 3. Instead, use moves to block potential opponent captures, such as filling pits to 4 or more or emptying them strategically to force the opponent into suboptimal positions. This defensive posture, combined with lookahead planning for one or two moves, helps minimize losses while preserving turn momentum. Balancing seed distribution is crucial to sustain long-term play without prematurely emptying one's row of pits, which would relinquish turns to the opponent until can be captured and redistributed. Rather than in a single pit, players should spread them evenly across their six pits to ensure multiple move options and avoid row-emptying scenarios that end the game unfavorably. Prioritizing captures over mere accumulation aligns with this balance, as each successful capture not only scores points but also repositions for continued play, fostering a between offense and defense. A common pitfall for beginners is over-sowing, where a player sows too many seeds in a way that skips potential capture opportunities or lands in a position that allows the opponent an advantageous response, effectively relinquishing control or extra turns. This often occurs when focusing solely on immediate without considering the resulting counts, leading to preventable losses; awareness of paths and their endpoints can mitigate such errors from the outset.

Advanced Analysis and Computation

Oware, a partizan combinatorial game, is analyzed using methods from combinatorial game theory. The Sprague-Grundy theorem applies to impartial games, in which the available moves from any position are the same regardless of which player is to move, allowing each position to be assigned a Grundy number, or nimber, equivalent to the size of a Nim heap. The Grundy number of a position is defined as the minimum excludant (mex)—the smallest non-negative integer not appearing as the Grundy number of any position reachable in a single move. While full nimber computation for the entire 12-pit board is infeasible without exhaustive enumeration due to inter-pit dependencies during sowing and capturing and the partizan nature of the game, the theorem provides a theoretical foundation for evaluating impartial subpositions, such as isolated pits or small configurations. The of optimal play in Oware stems from its vast space, estimated at over $10^{11} legal positions, making naive forward search impractical. Generalizations of games like Oware to arbitrary board sizes are , as determining the winner requires exploring an exponential number of move sequences without excessive beyond the board . However, the fixed 6x2 pit configuration of standard Oware allows complete solving via , a technique that constructs value starting from terminal positions (where one player has captured 25 or more ) and propagates optimal outcomes upward. In 2004, parallel on a 200-node computational solved the Awari variant, building covering 889 billion positions—including a 178 table for configurations with up to 20 —and establishing that perfect play results in a draw, with the second player able to force equality from the initial position. Advancements in the have further refined Oware computation through single-machine solutions and integration. In 2021, the Abapa ruleset (prohibiting sowing into empty opponent pits) was strongly solved using multi-threaded brute-force enumeration on a consumer-grade computer, verifying all 827,240,309,058 positions and confirming a under perfect play, with the optimal opening move being the rightmost southern pit. This effort identified previously unknown perpetual loops in positions with 11 and seeds, requiring manual intervention to resolve cycles. databases from these analyses demonstrate that the first player cannot force a win against flawless defense, yielding a 0% win rate (or 100% draw rate) with optimal , though imperfect play often favors the first player by approximately 55-60% in data. For development, deep reinforcement learning methods akin to have been applied since 2020, with a 2021 study using deep Q-networks for self-play training on the Nam-nam variant achieving win rates exceeding 70% against traditional engines, leveraging neural networks to approximate values in unsolved subvariants and approaching superhuman performance on standard boards via database lookup. These databases, exceeding $10^{12} entries in aggregate, enable perfect play engines that outperform top players.

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