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Wayfarers of the South Tigris box art

Wayfarers of the South Tigris

Game ID: GID0384586
Game Info
Year
2022
Players
2-4
Age
14+
Playtime
90 min
Collection
Ratings
Mechanic profile
Percentile rank vs. all games
Vibe profile
How this game feels to play
Description

Wayfarers of the South Tigris is set during the height of the Abbasid Caliphate, circa 820 AD. As brave explorers, cartographers and astronomers, players set off from Baghdad to map the surrounding land, waterways, and heavens above. Players must carefully manage their caravan of workers and equipment, while reporting back regularly to journal their findings at the House of Wisdom. Will you succeed in impressing the Caliph, or lose your way and succumb to the wilderness?

The aim of Wayfarers of the South Tigris is to be the player with the most victory points (VP) at the game's end. Points are primarily gained by mapping the land, water, and sky. Players can also gain points from upgrading their caravans, by gaining inspiration from nobles, and by influencing the three guilds of science, trade and exploration. As they make discoveries, players will want to quickly journal their progress. The game ends once one player’s marker has reached the far right column of the journal track.

—description from the publisher

Description

Wayfarers of the South Tigris is set during the height of the Abbasid Caliphate, circa 820 AD. As brave explorers, cartographers and astronomers, players set off from Baghdad to map the surrounding land, waterways, and heavens above. Players must carefully manage their caravan of workers and equipment, while reporting back regularly to journal their findings at the House of Wisdom. Will you succeed in impressing the Caliph, or lose your way and succumb to the wilderness?

The aim of Wayfarers of the South Tigris is to be the player with the most victory points (VP) at the game's end. Points are primarily gained by mapping the land, water, and sky. Players can also gain points from upgrading their caravans, by gaining inspiration from nobles, and by influencing the three guilds of science, trade and exploration. As they make discoveries, players will want to quickly journal their progress. The game ends once one player’s marker has reached the far right column of the journal track.

—description from the publisher

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 62
This page: 12
Sentiment: pos 12 · mix 0 · neu 0 · neg 0
Mentions per page
Showing 51–62 of 62
Video aAOuAj8xdQE Foster the Meeple Playthrough at 5:12 sentiment: positive
video_pk 8610 · mention_pk 25368
Foster the Meeple - Wayfarers of the South Tigris video thumbnail
Click to watch at 5:12 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • thematic exploration
  • versatile and flexible on a desert island scenario
Cons
  • rookie performance mentioned; long-term payoff uncertain
Thematic elements
  • exploration and mapping on a newly charted world
  • desert-island exploration with map discovery
  • adventure-driven, exploratory
Comparison games
  • Cartographers
  • Cascadia
Mechanics (from transcript analysis)
  • exploration — discover new areas and resources as the map unfolds
  • tile-placement — place tiles to reveal and populate a map
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This Is A Feast for Odin
  • I want to pick a game that has infinite possibilities
  • 52 cards, 52 standard deck
  • that is a fair call that's not a cheat
  • You're spending your entire life on a desert island
  • Friday touring machine
  • Sometimes tenure is irrelevant
References (from this video)
No references stored for this video.
Video MYDzUFtL2EU The Broken Meeple Discussion at 34:06 sentiment: positive
video_pk 8243 · mention_pk 130605
The Broken Meeple - Wayfarers of the South Tigris video thumbnail
Click to watch at 34:06 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • rich theme with sheep/shepherding flavor
  • varied strategic paths (land, space, water, inspiration, Journal track)
Cons
  • potentially heavy for new players
  • setup and rules can be lengthy
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • dice-driven actions / tableau — dice actions feed a large tableau with land, water, space, and inspiration cards
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Earth I really like Earth
  • I hated Brussels 1893 before and I still hate it now boring as hell
  • spoiler alert I like the game
  • Treron is one of my friends' favorite games
  • Wayfarers of the South Tigress is up there with possibly my favorite Garfield game
  • Hegemony is a contender for game of the year at this point
  • This is the four-player game with two new players and we had tight scoring
References (from this video)
No references stored for this video.
Video -4zfQnrCHzU The Cardboard Herald Review at 0:00 sentiment: positive
video_pk 7562 · mention_pk 22466
The Cardboard Herald - Wayfarers of the South Tigris video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Strong sense of forward progression and escalating power as you advance on the map
  • Cohesive integration of dice, cards, and worker actions that feel interdependent
  • Multiple paths to scoring and a high ceiling for strategic play
  • Dynamic balance between efficiency and pace that creates tension and urgency
  • Robust replayability thanks to diverse card types and caravan upgrades
Cons
  • Dizzying visual symbol language can be off-putting to new players
  • High barrier to entry due to dense iconography and complex setup
  • Occasional risk of stagnation if players miss optimal routes or get locked into a suboptimal path
Thematic elements
  • Resource optimization, exploration, and tableau-driven progression with a strong emphasis on dice manipulation and societal advancement.
  • An ancient Mesopotamian-inspired landscape along the South Tigris river, featuring caravans, guilds, and a map-based progression mechanic.
  • Euro-engineering with thematic flavor via symbols and card types; emergent narrative through player decisions rather than a linear story.
Comparison games
  • Paladins of the West Kingdom
  • Raiders of Sibia
Mechanics (from transcript analysis)
  • card-driven progression — Land, water, sky, and villager cards feed into the central map progression and scoring opportunities.
  • Deck Manipulation — Faces of dice can be upgraded with Caravan tiles and are strategically managed to access more potent actions and resources.
  • dice manipulation — Faces of dice can be upgraded with Caravan tiles and are strategically managed to access more potent actions and resources.
  • End-game track and scoring — Advancement on the central track ends the game; scoring is achieved through cards, caravan tiles, and guild influence.
  • Non-player meeple system — A separate meeple system exists that provides alternative actions around the board, enabling flexible play styles.
  • Reclaim as Action — Resting to refresh dice interacts with timing to optimize movement on the central track and unlock additional actions.
  • Resource Management — Resources are gathered and spent to fuel actions, buy cards, and complete goals while balancing rest and carryover.
  • Tableau Building — Cards form a personal tableau that unlocks abilities, resources, and end-game objectives as the game progresses.
  • Turn economy and rest timing — Resting to refresh dice interacts with timing to optimize movement on the central track and unlock additional actions.
  • Worker Placement — On each turn, players place a die on action spaces to gain resources, upgrade dice via Caravan tiles, or trigger effects.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Wayfarers of the South Tigris is a game of symbols, lots of symbols, but in spite of what may at first appear to be some vast pictographic nightmare, the real thing is that it all starts to make some sense.
  • I absolutely love the sense of progression
  • the Unison of it flows so wonderfully together that it never feels like you have an abundance of too much
  • cohesiveness is something that I always look for and respect in a game
  • if you're able to put up with a visual Smorgasbord that is the play Space when you set up this game...
References (from this video)
No references stored for this video.
Video IV4eY8jWJvY Foster the Meeple Top List at 27:34 sentiment: positive
video_pk 7460 · mention_pk 113327
Foster the Meeple - Wayfarers of the South Tigris video thumbnail
Click to watch at 27:34 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • beautiful art and world-building
  • strong sense of exploration and choice
  • deep strategic options for a 2022 release
Cons
  • can be heavy for new players
  • rules could be dense without a good teach
Thematic elements
  • Pilots and cartographers explore skies and regions
  • Bag-building, exploration in a mythic Mesopotamian-like setting
  • Epic, expansive exploration with multiple scoring paths
Comparison games
  • Paladins of the West Kingdom series
  • Cartographers
Mechanics (from transcript analysis)
  • asymmetry and tiered paths — different routes to victory depending on chosen strategy
  • bag-building — drafting actions/tiles from a bag to place on your tableau
  • route/track-based scoring — multiple scoring tracks with synergies
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Wonderland's War is not only one of my favorite games of 2022. Definitely one of my favorite games of all time.
  • This is a cottage game this is a cottage game this is a cottage game.
  • I love bag building and I love tile placement and I love collecting honey.
  • Wonderland's War the table presence of this game is 10 out of 10.
  • Applejack is the other one that I just want to keep playing over and over and over.
References (from this video)
No references stored for this video.
Video lw7jHV5tBhE The Broken Meeple Review at 1:02 sentiment: positive
video_pk 5059 · mention_pk 15004
The Broken Meeple - Wayfarers of the South Tigris video thumbnail
Click to watch at 1:02 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Massive option density and card-driven depth
  • Consistent Garfield Games iconography and thematic coherence
  • Strong two-player and potential for solo play (with separate content) despite heavier pace
  • Clear pathways to diversify strategies through cards and journal progression
Cons
  • Long play time at higher player counts, especially with setup overhead
  • Rulebook overhead and occasional edge-case ambiguities
  • Significant luck influence from card draws and dice outcomes in some runs
Thematic elements
  • trade, exploration, and enterprise within a card-driven engine-building framework
  • Caravan-based development around the South Tigris region with land, sea, and space cards influencing a shared tableau and a journal track
  • collective tableau construction that scales with player decisions and time-based end-game triggers
Comparison games
  • Architects of the West Kingdom
  • Viscounts of the West Kingdom
  • Raiders of the North Sea
  • Explorers of the North Sea
Mechanics (from transcript analysis)
  • Card Drafting — acquire edges of the board-located cards (land, harbor, sea, space, inspiration) with various tags that drive scoring and actions
  • Card drafting / tagging — acquire edges of the board-located cards (land, harbor, sea, space, inspiration) with various tags that drive scoring and actions
  • Card tableau / panorama building — build a layered board by adding land cards, then C (harbors/sea) cards, followed by space and inspiration cards to unlock more actions
  • Dice Placement — start with dice, place workers on cards to activate actions; dice values and symbols shape available options
  • Dice placement / worker placement — start with dice, place workers on cards to activate actions; dice values and symbols shape available options
  • Journal track end-game trigger — advance a journal track marker to trigger end-game and unlock bonuses as you progress
  • Luck factor and mitigation — card draws and dice rolls introduce variability; mitigation via upgrades and guild effects
  • Tableau Building — build a layered board by adding land cards, then C (harbors/sea) cards, followed by space and inspiration cards to unlock more actions
  • Townspoke / worker tokens synergy — townsfolk provide ongoing bonuses when embedded under cards; they can boost actions or trigger effects
  • Upgrade tiles / caravan construction — acquire upgrade tiles to modify dice, unlock new actions, and assemble a caravan for enhanced capabilities
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • 60 to 90 minutes on it I don't think so, that is a bow face lie
  • Wayfarers to the South Tigris and nine out of ten it is an excellent game
  • this game is definitely one of the heavier titles they've put out
  • I really enjoyed this at two I really enjoyed as a two; at four it can be quite long
References (from this video)
No references stored for this video.
Video RIYY44UR5qQ The Broken Meeple Top List at 12:59 sentiment: positive
video_pk 4754 · mention_pk 13903
The Broken Meeple - Wayfarers of the South Tigris video thumbnail
Click to watch at 12:59 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Heaviest Euro on list
  • Lots of meaningful choices
  • Great artwork and components
  • Rules not too complicated
  • Strong decision-making
  • Good balance between strategy and adaptation
  • Garphill Games consistency
Cons
  • Dry game without strong theme
  • Heavy rules overhead
  • Can be overwhelming with options
Thematic elements
  • Traveling merchants gaining cards and collecting resources
  • Historical Mesopotamia with Tigris River region
  • Heavy Euro with card collection and symbol matching
Comparison games
  • Arc Nova
  • Terraforming Mars
  • Pulsar 2849
  • Raiders of the North Sea
  • Architects of the West Kingdom
Mechanics (from transcript analysis)
  • Card Collection — Gaining and collecting cards with various symbols and effects
  • Choice-Heavy — Multiple strategic choices each turn with various card and worker options
  • Engine Building — Building economic engine similar to Arc Nova and Terraforming Mars
  • symbol matching — Collecting matching tags on cards to activate bonuses
  • Worker Placement — Placing workers on available spaces to take actions
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Well the heavy Euros weren't pulling their weight this year so the question is what did this is the top 10 games of 2022
  • Where's the innovation where's the new stuff where's something to really grab me
  • It was a decent year it was certainly better than 2020 and 2021
  • Only one game on my list managed to get honestly a 10 out of 10 rating in a review and even then it's kind of dropped a tiny bit since then
  • I gotta give props to games that use some kind of innovation in their games it doesn't always work but I respect the publisher for trying
  • Pure tactics through and through you cannot strategize in this game but I love these games
  • I do better at games where I have to adapt to a situation
  • Days of Wonder finally back on form
  • Frostpunk is a fantastic game
  • I've only played the physical copy of this game once and you're like hey how can it be on your list
  • These games work for me I like they even when they're heavy I feel like I can understand what they're doing
References (from this video)
No references stored for this video.
Video HaEpwtkx45A Tabletop Turtle Review at 0:17 sentiment: positive
video_pk 3819 · mention_pk 11230
Tabletop Turtle - Wayfarers of the South Tigris video thumbnail
Click to watch at 0:17 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Unique cartography-themed setting that you don’t see often in board games
  • Strong thematic integration with mechanics (exploration, astronomy, and journaling track)
  • Rich dice-placement and worker-placement fusion that supports interesting decision-making
  • High replayability due to companion cards and varied land/sea cards
  • Beautiful components and artwork; evocative theme across visuals and narrative
  • Solid engine-building feel, particularly in two-player play
  • Endgame tension from the journaling track adds meaningful decisions and pacing
Cons
  • Overwhelming number of options can cause decision fatigue
  • Interaction between players is minimal/hidden, which may disappoint players seeking heavier confrontation
  • Some players may find the companions visually unappealing or not engaging
  • Warped or awkward card quality (as a noted gripe) can detract from components
  • Expansion possibilities are discussed but not clearly defined in the base game
  • Risk of feeling like you miss actions due to the vast action space and deck variability
Thematic elements
  • cartography, exploration, and astronomy as core motifs
  • 8th Century Baghdad, with exploration across land, sea, and sky
  • companion-card layering and journaling path toward a long-term objective
Comparison games
  • Paladins of the West Kingdom
Mechanics (from transcript analysis)
  • Companion cards — Companions slide under land/sea cards to augment actions and provide extra resources
  • Dice placement and die manipulation — A dedicated dice tab allows upgrades and placement on action spaces to perform effects
  • Expansion potential — Design space discussed for expansions, including cross-player action effects
  • Indirect area control — Influence markers create competition via area control with minimal direct confrontation
  • Journal/track-driven endgame — A journaling track provides short-term objectives and ultimately ends the game when the last path space is claimed, creating tension
  • Resource Management — Balance Earthly Goods, Inspiration, and Land/Sea cards to advance toward landmarks and scoring
  • Scoring with inspiration and landmarks — Inspiration cards can boost scoring, including doubling points through specific combinations
  • Worker placement with color-coded workers — Three workers per player can be placed to activate actions around the board and on personal cards
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Tabletop Turtle recommends this game
  • the theme is crazy good
  • it's a really good like worker placement and dice placement fusion
  • no two games would ever be the same
  • there's not a ton of interaction it's definitely pretty subtle
References (from this video)
No references stored for this video.
Video 5Kry7ELGvsw Before You Play Top List at 8:29 sentiment: positive
video_pk 3112 · mention_pk 113398
Before You Play - Wayfarers of the South Tigris video thumbnail
Click to watch at 8:29 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • deep, heavy Euro with rich engine-building
  • great with multiple players; feels expansive
  • spectacular components and design
Cons
  • quite heavy; potentially punishing for new players
  • ramping up can take time
Thematic elements
  • journeys, exploration, and cataloging
  • exploration across seas and space with journaling and trading
  • story-forward Euro with a journaling mechanic
Comparison games
  • West Kingdom Trilogy
Mechanics (from transcript analysis)
  • dice-as-market/worker resolution — dice values influence caravan actions and shared workers
  • engine-building via journaling and action panoramas — player boards create a panorama that unlocks actions; traders/workers upgrade those actions
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's basically discussing our top 10 games that were new to us in 2022
  • this is like a podcast today
  • Weather Machine ... would have made this list if it came out this year
  • it's a pure Euro for sure through and through
  • hirelings ... game changer for the two-player Root
References (from this video)
No references stored for this video.
Video 4ebbO74doX4 The Broken Meeple Top List at 3:51 sentiment: positive
video_pk 2809 · mention_pk 107654
The Broken Meeple - Wayfarers of the South Tigris video thumbnail
Click to watch at 3:51 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • 9 out of 10 for Luke
  • Really love the game
  • House rule fixes card swinginess
  • Adds tactical decision-making
  • Keeps cards rolling and game moving
Cons
  • Cards don't cycle quickly enough without house rule
  • Luck factor can be a hindrance
  • Card stagnation in multiplayer
Thematic elements
  • Card collection with tag-based scoring
  • Travel and exploration
  • Tableau building with journal progression
Comparison games
none
Mechanics (from transcript analysis)
  • Card Cycling — House rule to discard oldest card when all players have rested once
  • Card Rows — Display of cards organized in rows that players draw from
  • Carrier Pigeon/Provisioning — Ability to look at top three cards before drawing, requires specific cards to use
  • Rest Action — Players rest to get dice back and perform administrative actions
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • no game is Flawless everything can be improved there is no such thing as a flawless game
  • I don't like to say to other people like look I do it with a house rule you should use it no no no that's not the way I'm talking here
  • it's this artificial way to try and introduce humor into a game that's not how you do humor
  • everything can be improved
  • these little tweaks make it better but that's a personal thing it's always subjective when it comes to house rules
  • this is a house rule that basically is so good it needs to be in more games
  • I don't get why it has to go in sequence
  • the designer still did a lot of great stuff it's not like I'm saying Your Design sucks I'm just saying that I think your design is great because I love your game but maybe just this one little tweak
  • padding out the content by ways of grinding is annoying
  • I will actively take measures to try and convince the person teaching wingspan that it should be in the game
References (from this video)
No references stored for this video.
Video hwwwh-ePRYE Rolling Dice & Taking Names Review at 4:07 sentiment: positive
video_pk 1507 · mention_pk 92011
Rolling Dice & Taking Names - Wayfarers of the South Tigris video thumbnail
Click to watch at 4:07 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Deep, crunchy engine with layered choices
  • Two distinct action economies (dice and workers) add texture
  • Elegant integration of dice upgrades and icon placement
  • Thematic components and artwork reinforce the vibe
Cons
  • Complex rule set; may require a novice-friendly first play
  • Steep learning curve for new players unfamiliar with Shim Phillips' systems
Thematic elements
  • crunchy resource management, exploration, and race-to-end mechanics
  • Norse-adjacent exploration with tableau-building and worker dynamics
  • highly interlocking, with a strong emphasis on engine-building
Comparison games
  • Raiders of the North Sea
  • Paladins of the West Kingdom
  • Riders of the North Sea
Mechanics (from transcript analysis)
  • Card-driven worker reclamation — Buying cards returns workers and enables new activation capabilities.
  • Dice-driven action economy — Dice upgrade to activate icons; dice must be placed to access certain actions.
  • End-game track and interlocking goals — Progress toward an end condition; meeting specific requirements triggers game end.
  • Tableau Building — Assemble a tableau of land, sky, and other cards to maximize scoring and actions.
  • Worker placement on cards — Place workers on cards to activate actions above them; card purchases regain workers.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I like it because it is a little bit simpler than takaido
  • it's like a successor to Decatur
  • there's power in purple
  • it's the most advanced from what I've seen options wise
  • I would definitely need to play it again next week
References (from this video)
No references stored for this video.
Video yqJiv2mrTeg BoardGameGeek Top List at 15:41 sentiment: positive
video_pk 873 · mention_pk 91119
BoardGameGeek - Wayfarers of the South Tigris video thumbnail
Click to watch at 15:41 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Sandbox feel with deep tableau and thematic exploration.
  • Tag system creates rich, varied strategies and scoring routes.
Cons
  • High complexity and long playtime may deter casual players.
Thematic elements
  • exploration, discovery, and tableau-building with themed tags
  • exploration across lands, seas, and skies
  • sandbox tableau with tag-driven bonuses
Comparison games
none
Mechanics (from transcript analysis)
  • Dice Placement — Dice are used to activate actions on different slots and card types.
  • tile/card tableau with tags — Cards carry tags (e.g., cities, vistas) that unlock bonuses and synergy when collected.
  • worker/resource management — Manage resources, ships, and other assets to fuel tableau growth.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is one of those games that kind of was an evangelism game for us for a while because it kind of came out and then like seemingly no one ever talked about it.
  • It's the epitome of like an elegant game. This game, like we said, has a lot going on, many different mechanics, many different kind of like things going on, but it just works.
  • The ramp up effect that you kind of hope to see in these tableau builders where things kind of chain together, and power up each action.
  • Ark Nova is obviously a very popular game on Board Game Geek in particular.
  • It's just a simple, smooth tableau builder drafting game. It's absolutely outstanding.
References (from this video)
No references stored for this video.
Video yn1Wad8OQ7A Peaky Boardgamer Rules Teach at 0:31 sentiment: positive
video_pk 385 · mention_pk 1164
Peaky Boardgamer - Wayfarers of the South Tigris video thumbnail
Click to watch at 0:31 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Deep, interlocking engine with multiple strategic paths
  • Strong replayability due to modular board and varied card interactions
  • Clear thematic flavor through card synergies and journaling endgame mechanics
  • Distinct endgame scoring that rewards planning across tags, space cards, and guilds
Cons
  • High initial complexity with dense iconography; a steep learning curve for beginners
  • Lengthy setup and component management can slow early plays
  • Balancing at lower player counts may feel different from higher player counts
Thematic elements
  • Exploration, trade, and city-building with dice-driven actions and card-driven economies
  • A modular, caravan-based adventure across the South Tigris region in a stylized setting
  • Abstract thematic framing supported by card synergies and board progression
Comparison games
none
Mechanics (from transcript analysis)
  • Card-type ecosystem — Five types of cards (land, water, townsfolk, space, inspiration) grant actions, bonuses, and endgame scoring possibilities
  • Dice-driven actions — Players roll action dice and place them to activate assets within a caravan, with die value affecting available bonuses
  • End-of-game journaling track — Players move on parchment-like spaces; reaching the end triggers scoring and game conclusion
  • Influence and guilds — Spend influence in Blue, Yellow, and Black guilds to trigger effects and gain strategic advantages
  • Inspiration and space card interactions — Inspiration cards attach to space cards and can double the victory points from those cards under certain conditions
  • Modular board and setup — A three-section, double-sided board setup that can be customized each game for replayability
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the game is published by Garfield games
  • five victory points for every set of four different primary tags
  • this mechanic sort of forces you to use most of your dies first before resting
References (from this video)
No references stored for this video.
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