We are so happy you have come to visit. This little mouse is so happy to see you he can't control himself. Hopefully it is noticeable that I love life. Children, animals and most (MOST) living things. I have designed this page for children's games. It may take a while to find the exact game you are looking for but it is well worth the time you spend here as there are many to choose from.

Nail Drive - Set up a 2 X 4 with nails evenly started. Have the children drive in the nail with so many wacks (say 3) wacks. Farthest in wins.

Chopstick Marble Relay - This is a relay game for the whole outpost. Younger children seem to be better at it. Have two paper bowls for each patrol. The patrol must transfer the marbles from one bowl to the other.

Fishing for Candy - Make a short fishing pole with a magnet at the end of the line. The child fishes out of a decorated brown paper bag for paper fish that has a type of candy written on the fish. The bowl contains all the different types of candy written on the fish. When he catches a fish, (without looking in the bag) he gets the candy type from the candy bowl that is written on the fish. Water Ballon War - Make up at least four teams. Divide a large circle (at least 50 feet across) into pie sections for as many teams as you have. Teams spread out evenly around the cirle and place their water balloons at least 20 feet from the edge of the "pie". When you start the war, players may only carry one water balloon into the circle at a time. Water balloons may not be thrown outside of the circle. After the water balloon is expended the players must run back to "base" to obtain another. Game is run until all balloons are used up.

Run and Catch - Children in circle. "It" throws an object up in the air. (Balloon, Ball, Feather etc) Call a number. Child must catch the object before it hits the ground. If not becomes "It" A broom handle or spinning plate can also be used. Held up on end and let go.

Cat and Mouse - Have the children form a circle and select one player to be the mouse and take his place inside the circle. Select another player to the cat. And take his place outside the circle. The object of the game is for the cat to catch the mouse. The children forming the circle can assist the mouse by letting it out or in the circle at any time, but the progress of the cat should be hindered. The introduction of another cat makes it more interesting. When a mouse is caught, he becomes the cat and then chooses another mouse from the circle.

Circle Stride - Players in a circle, feet spread apart touching foot of player on either side. "It" is in the center. Tries to roll a ball out of the circle between players feet. If successful that persons becomes "it".

Chair Slide - Players seated in a circle. "It" in the center, his chair empty. "It" shouts "Shift to the right" The person next to the empty chair shifts over and everyone else follows. "It" tries to get an empty seat. If he succeeds, the person who should have shifted to that seat becomes it. "It" may suddenly call a shift to the left, this will help in gaining a seat.

Protect the King - Have "the king" stand in the center of a 15 ft circle. Another player is the "guard" in side the circle to protect the king. Players outside the circle throw a soft ball to try and hit the king. If successful the player becomes the guard and the guard king and the former king joins the players outside the circle.

Fill the Gap - Have the players stand close together in a circle, facing the center. "It" must run around outside the circle and tag any player. Both then race around outside the circle in opposite directions. The winner is the first one to fill the gap left by the player who was tagged. Should "it" lose the race, he continues to be "it" until he beats a player to the vacant place in the circle. The runners must be warned not to collide. The palter tagged must be sure to run in the opposite direction from "It". Other wise he immediately becomes "It".

Find the leader - Players sit in a circle. "It" leaves the room and players choose a leader. "It" returns to the center of the circle and the leader slyly starts some motion such as waving his hand making faces or kicking his foot. All immediately imitate the leader. "It" keeps watchful eyes on everyone in an effort to find out who is starting the motions. When he succeeds, the leader becomes "It".

Ha Ha Ha - Players in a circle. Have the first say "ha" the second in turn says "Ha Ha" the third "Ha ha ha," and so on around the circle. The ha's must be said without laughing. Those laughing while uttering their ha, ha's are eliminated. The one staying in longest wins.

In the Pond - Chalk line a circle. Players stand outside the circle. If you order "in the pond", all are to jump back. When you call "on the bank", all should jump back. If the order "in the pond" is given when all are in, no one should move. Such orders as "on the pond" or in the bank should be ignored. Anyone making a mistake is out of the game. The remaining player wins.

Jack Sprat - Have all the players except "Jack Sprat" form pairs and stand in a circle. When Jack says "face to face," the partners face each other. When he says, "back to back" or side to side, his directions must be followed. If he says, "Jack Sprat", everyone, including himself, tries for a new partner. The one left out becomes Jack Sprat and the game continues.

Pass the Bag - Form a circle with an even number of players. Every other person is on the same team. Give one beanbag to a player on one side of the circle and a second beanbag to a player on the other team on the opposite side of the circle. On signal, the bags should be passed from one team member to the next in the same direction around the circle. The first team to have its bag overtake the other wins the game.

Outpost Grand Champion - In Royal Rangers, unless a grand champion is determined, the dual contest sloses much of its value. Patrols select their Patrol Champion during the month during outpost meetings. The champions will practice against anyone who will dare challenge them, and in that way they become really skillful. During the outpost meeting, when called upon to introduce its Patrol Champion, the Patrol gives him a cheer and encouragement. The championship is completed in tournament fashion until only one remains and is pronounced Outpost Champion.. Then, if he dares, a commander volunteers to try his skill against the champ. Indian leg wrestle - Two players lie side by side on their backs with their heads in opposite directions. They hook right elbows. When the referee counts "one", they raise their right legs and touch them together. At the count "two" this is repeated. At "three" they hook their right knees and try to turn each other over. The player who does a backward somersault is the loser.

Hand Push - Have two contestants stand facing each other with their toes touching and their palms together at choulder height. In this position each should push the other's hands until one is forced to step back. The player who forces his opponent backward is the winner.

Game Roosters - Stand two players in a circle drawn about 6 ft in diameter. Each holds his left foot with his right hand behind his back., and then grips his right arm with his left hand behind his back. On signal, they hop at each other try to force the other out of the circle or out of position. When a player lets go of his foot or arm or leaves the circle, he loses the contest.

Arm lock wrestle - The contestants sit on the floor, back to back with their legs spread and arms locked at the elbows. On signal, each tries to pull his opponent over to the side so that his left arm or shoulder touches the floor.

Feather contest - The one keeping a feather in the air the longest length of times wins the contest.

Airlift - Divide the group into two equal teams. In a yard or park, mark out a large rectangular area. One end of the area is home base, the other end is the outpost, and in between is enemy territory. The job of the airlift team is to carry supplies (apples or something else small) from home base to the outpost without getting "shot down" (tagged three times) by the enemy team. The airlift team may vary one apple each or may let one or two children carry several while the others protect them as they race from home to base to the outpost. children who are tagged three times while carrying apples are out, and the enemy gets their apples. Those of the airlift team who are not carrying apples may run freely without fear of being tagged. The team that has the most apples at end of game wins.

Fishtail - Have the children line up in single file, holding each other around the waist. The first child is the fish head, the last child the tail. On signal, the head tries to catch the tail while the tail tries to avoid being caught. All must continue to hold on to each other. The longer the fish, the better.

Ducks and Cows - This is a great way to divide a group of kids into two teams. Players close their eyes while one person goes about tapping them on their shoulders and designating them either "duck" or "cow." On a given signal the players must make their animal sounds to gather into their two teams. The ducks "quack" and the cows "moo."

Alphabet Letters - The object of this game is to get into groups of four or more players. Call out a alphabet letter and have the groups, by laying on the floor, form the letter.

Hot Wheels Derby - Ask the children to bring their best and fastest Hot Wheels to the next outpost meeting. Either get ahold of some orange Hot Wheels Track or set up two long tables at a slant and have the children race their cars to the end of the table.

Wink It - Make a circle of chairs half the number of children who are going to play plus one. Half of the children sit down, and the others stand behind them. Then make one empty chair with only a child standing behind it. The children standing up behind the chairs must place their hands on the back of the chair and look down at the child sitting in their chair. The children sitting down all look at the child with the empty chair who is standing up. He them winks at one of the children sitting down, and that child must quickly try to get up and go to the "winker's" chair before being grabbed by the shoulders by the child standing up behind him. If he succeeds, then the unsuccesful "grabber" then becomes the "winker" for the next round. If he doesn't succeed, them the "winker" must try again on someone else.

Skin the Snake - Each patrol lines up single file, with about three feet between each row of patrols. Have each child spreads their legs apart and with their right hand, reach between his legs and grabs the left hand of the child behind him. The last child then lays down and the rest rest of the patrol must slowly walk backward over top of him keeping hands held together and being careful not to step on him. As the patrol makes it way backward the time will come for the next child in the rear to lay down, and the next and the next until the entire patrol has laid down. The first patrol to accomplish this wins!!

King of Chocolate - Tell the children that during the week you met the king of the chocolate kingdom and he has given you x (number of groups you intend to run) bars of chocolate, but they have to be eaten following the etiquette of the chocolate kingdom. First, they have to throw a six on the die then they have to dress for dinner (put together a set of clothes which can be put on over everyday clothes. I usually use a large pullover, a pair of wooly socks, a pair of overtrousers, a balaclava, a pair of gloves). When they are properly dressed they can dine by eating an unopened bar of chocolate with a knife and fork. However, if, in the time they are getting ready to dine, someone else throws a six they have to defer to this person and hand over the clothes so that he may dine.

Ping Pong Blow - What you need: a soda straw for every child, a roll of masking tape and two ping pong balls. Object: Each child has a square on the table and his job is the keep the ball from going off the edge of the table by blowing his lungs out forcing the ball back to the other teams side. Prep: Line up two folding tables (more or less depending on the size of your patrols) length wise, with each team (patrol) on each side of the tables. mask off the tables length wise down the middle then in thirds or fourths so you have formed individual playing areas for each child. Each children stands in his spot armed with his straw. NO hands allowed and NO blocking the edge of the table, The leader then drops the ball in different areas of the table so everyone gets to "face off". Tips: don't put Billy the blow whale across from jimmy the French fry, try to match up "blowing abilities" fairly. Make sure the children stick to their square only, they can help by blowing but they can't jump over to help.

Full Hands Relay - Here's what you need 10 identical items, 1 for each team. The object is to load down the children with so much stuff that they can hardly walk. Some suggested items: Again 1 of each; Roller skate, broom, basketball, tennis racquet, baseball, paint bucket, plastic cup, large rock, plastic 2, liter bottle, milk jug, teddy bear, etc. etc. etc. You want things that are really bulky but not terribly heavy for the little children. Two patrols line up in an open area. At the whistle the first child runs down to the their pile of junk and grabs one item then runs back to the next guy. He has to hand off the first item to the next guy, then that children runs down and grabs another item then runs back and offloads his two items to the next child. And so on until all 10 items cross the finish line. If an item gets dropped it goes back into the pile. Depending on the age group you can make suggestions. i.e.. put you bigger children last so he can carry more, put the paint bucket over your arm and the small ball in the bucket etc. This really spurs excitement and creativity to see the team work together and "how" they plan their strategy. Also make sure you can carry all the items first, then take into consideration the stature of a child, before you expect a little one to carry the load.

Paper Throw - Divide the room in half with a ape line. Make 2 teams and put one team on each side of the room. Crumple up a lot of newspaper or paper and divide that evenly amongst the children. Put on a time limit, 2-3 minutes, and have the children throw as much paper on the other side of the line as possible. Encourage them to keep throwing. At the end of the time limit, stop all throwing, and count up the amount of crumpled paper on each side. The team with the smallest amount of paper on their side is the winner.

Hookarm Tag - Divide your group into pairs, and have all but one pair make a large circle. Have each pair hook arms together side by side. The two that are not in the circle are the tagger and the taggee. The tagger chasers the taggee around and through the circle until the taggee joins up with one of the pairs by hooking into either side of the pairs arms. The person who is on the other side of the pair is then "it" and they must release their hook and run away. If the tagger tags the taggee, their roles reverse.

Crab Fight - First make a circle on the ground, or floor, about 8-10 feet in diameter. In our gym we used the jump ball circles for basketball already in place. Then have as many of the children from each patrol (in even numbers of course) that can fit into the circle get inside. Of course they have to enter as crabs. They become crabs by squatting down and grasping their ankles from behind. To be crabs they must stay in this position at all times. The object is to bump into the crabs from the other team and either knock them out of the circle or cause them to cease being crabs by causing them to let go of their ankles. In the crab position even the biggest and toughest of these children can't manage to inflict any real damage on one another. A person is eliminated from the game when they cease to be a crab, by either falling over and losing their grip on their ankles or by standing up, even if they maintain their grip (watch for this and make sure you explain about this upfront). They are also eliminated when they are bumped from the circle. The patrol that is the last to still have crabs left in the circle is declared the winner. Variations include allowing head-to-head matchups with each patrol selecting a champion to represent them. When you have more than two patrols you should have all of the "champions" in the circle at once.

Fruit Salad - Provide enough chairs in a circle for all of the children except for one. He will be in the middle. Pick out 3 or 4 fruits (depending on how many children you have) and assign an equal number of children to represent that fruit. Have a good time doing this. Sometimes we use prunes, apricots and bananas instead of the usual apples, peaches, pears and oranges. The child in the middle yells out one of the fruits. All of the children with that name as a fruit has to jump up and find another seat. In the meantime, the child in the middle is hunting for this seat also. One children will be left without a seat. He is in the middle and he then calls the name. At times, the children can yell out fruit salad, and all of the fruits have to get up and find another seat. Hint: make sure you tell the children that they cant jump to the seat next to them.

Tail Grab - All you need to two handkerchiefs or bandanas. Object of the game: grab the "tail" from the other team, while staying linked up and while avoiding your teams "tail" from being grabbed. Line the kids up into two lines (by patrols preferably) facing each with some distance between the lines. Each kid links arms not just hands but arms to the guy next to him. Tuck a bandanna in the last children britches. It can't be too far in as so the other team can't grab it. The children with the "tail" should be on opposite ends of each other. Blow the whistle and watch um go! Caution: There is a risk of little children not understanding, unlinking their hands and making this a "free for all" Also the older children tend to get carried away and see how far they can sling the last guy around!

Yurt Circle - Grab hands in a circle and back up till it tugs tight. Spread feet to shoulder width...and count off in two's "one-two". Without bending at the waist,ask all the ones to lean forward, then ask all the two's to lean backward. Then reverse positions!

Circle Juggle - Have everyone make a circle. One person tosses a ball to a person across from them. That person tosses it to somebody else across from them, and so on and so forth until everyone has tossed the ball and it should end up back to the first person. Repeat the sequence several times, with everyone always thowing it to the same person. After a few rounds add another ball or two.

Neon Olympics - This particular game is not a game in itself, but rather a series of games, which would cover a nightly theme and can be used for a lock in for your outpost recreation etc. Games such as mini golf, basketball, frisbee throw, etc, would be played in the dark using fluorecent balls, hoops, frisbees, etc. This effect can be achieved by using fluorecent paint with a black light, or by purchasing neon/glow in the dark tubes or prefabricated neon sporting items. children should take turns playing each game and should rotate from activity to activity. It is up to you to either award prizes for the highest score in each area (ie most baskets made) or to allow the children to just have fun. This particular activity is extremely popular at Royal Ranger lockins. By far the most exciting activity is a glow in the dark obstacle course using a glow in the dark remote control vehicle. The course should be laid out on the floor and outlined with neon tubes and other tubes are taped to the remote control vehicle. Turn out the lights, crack up the engine, and you have a life size video game!

Candy Hunt - Everyone in the United States of America has participated in an easter egg hunt, but how many kids get to go on a candy hunt. This idea is simply a new variation on an old theme. Take a box with a hundred to two hundred pieces of candy (small penny candy as well as candy bars), check the area for ants, then hide the candy everywhere in the grass. The kids will then come out at night with their flashlights and try to find the candy. Whatever they find they keep.

Let's make a deal - If you have seen the old television show, then you know how this game is played. Each kid draws a number as they come in the door for the outpost meeting, and three numbers are drawn. Those three contestants come up one at a time. When they come forward they are told that just by being selected they have won what is under box one two three etc... or what is behind curtain number four, five etc. They are then asked if they would like to trade what they have won for what is in the commanders back pocket, what is written on the piece of paper inside the balloon, etc etc.. You should have some good prizes as well as some gag gifts. Another variation on this theme is to only allow those who bring a visitor to select a number. This will encourage children to bring a friend to Royal Rangers. The children get to keep what they win, whether it's a five dollar bill or a paper clip. This game is an excellent intro for a devotion about making the right choices.

Popcorn Tag - Each partocipant is given the same number of popped kernels in a small container. One child is selected to be "it". He then must try to tag the others. Each time a child is tagged, he must give the child who is "it" a piece of popcorn from his can. Once a child losses all of his kernels he then becomes "it". Don't give each participant more than 5 kernels to start with. At the beginning of each new game, make sure that they all start off again with 5 pieces. To make it more interesting, play in the dark or blindfold "it".

Midnight Capture the Flag - This game is played the same as regular capture the flag except for the fact that it is played at night in a familar area, that has been thoroughly checked out ahead of time in daylight. The difference is that the two teams use glow in the dark bracelets that they are not allowed to take off and the half way mark is designated with a row of flashlights. Make sure that the kids understand that is their bracelet is taken off they are automatically taken to jail on the opposing side. Play thirty minutes then switch sides.

Hairdo Havoc - Pick several teams with two kids per team. Have them come to the front of the room. One of the children would sit in a chair and then other would become the stylist. The stylist is given a small can of hair spray, a can of mousse, and a comb and brush. He has sixty seconds to create the most outragious, wildest hairdo imaginable. Have the senior guide serve as the judge. It's a good idea to have a camera standing by, along with plenty of towels.

Gummy Towers - Children are paired off into twos. Each group is given some type of gummy/jelly candy. The "drops" work best. They are then given a box of toothpicks and are told that the have a limited amount off time to make a tall tower the group that makes the tallest tower (without it falling over) wins the game. You limit the number of gummy drops per team or make it extra interesting by substituting gummy drops with mini-marshmallows and chocolate syrup.

Crazy Hair - This game should only be played at any function where the children will have extra clothes to change into or can at least wash their hair. Pick three children and have them put on a clown nose. Pick three other children and tell them that they will now become professional hair stylists. Give each of the stylists a big bag of cotton candy. They will then have three minutes to arrange the cotton candy on the clown's head in the funniest way possible. For best possible effect use several different colors of cotton candy. You may want to go all out and give each stylist the title of clown make up artist, after which each make up artist would be given peanut butter make up, chocolate pudding, marsh mellow cream, etc. Have your senior guide pick a winner.

Blind Van Gogh - Blindfold each child, then assign him a partner who is NOT blidfolded. The child with the blindfold is given a small notepad or sheet of paper and a pen. He will then be handed an object that he can touch but not see. He can hold it for one minute but he cannot talk and cannot ask any questions about it. After one minute he hands tha object to his partner and begins to draw what he thinks it is. His partner can describe the object but can never tell exactly what it is. He may only use words like tall, round, flat, etc. Each team may have the same object or they may have a different one. The team gets only 3 minutes to complete their project. After that time, the blindfolds come off the artists and they are allowed to see the actual object. The team with the best picture wins.

Marshmallow Drop - Select several teams with 2 children per team. Give each team 10 marshmallows. One child will lay on the ground while the other team member stands on a chair above him. The child on the ground will try to catch and eat as many marshmallows as he can while the other child drops them from high up. To make this more interesting, have the children lying on the ground take their shirts off and have the "droppers" coat each marshmallow with chocolate syrup.

PVC Power - Cut several pieces of PVC pipe about 3 feet long. You can then make darts out of slick paper like that from a glossy catalog. Make them by forming the thin long sheets (about 2 sheets per page of paper) and twist them around your fingers until they form a cone shape like an ice-cream cone. Then you must stick the sharp end into the pipe and cut the paper dart off where it will barely fit into the pipe. Now you have your paper arrows. Caution; this game can only be played with children Trailblazer age and older since the arrows are sharp enough to pierce the skin. You will then provide the targets and have the children shoot at them for points, etc. Most of the arrows/darts will only be good for one shot so you will need lost of them.

Indian Face Painting - This idea works great for Buckaroos and Straight Arrows. Have a commander get with a child that will become his "canvass". The commanders will then have one minute to paint their Indian as well as they can. After the painting is done, the children compare faces, and then it is their turn to paint their commander (or dad's) faces. To add to the excitement, use black light paints and then turn the lights off and turn the black light on. The kids will go crazy! Note; make sure that the paint is water-based!!!

Wacky Relays - Divide the children into several even teams. Each child will run part of a relay race that involves all sorts of crazy stations. For starters, the first children take off running to the first station where they must brush their teeth with whipped cream. The next child runs (who is only wearing a t-shirt and shorts) runs to the next station where he must put on 10 articles of clothing (including crazy items like wigs, etc.). The next kid runs to the third station and throws 5 water balloons at a target, etc. If you have about 5 stations it should go smoothly. Regardless of what you do at each station, make sure that each one is exciting and that there is no "dead time". You may be surprised at how fast these races actually go. Needless to say, the first child to cross the finish line wins for his team...HAVE FUN!

Fan Fare - You will need a large fan for this game as well as a bag full of large confetti, streamers, small balloons, etc. Assign a point value to each item (i.e. 5 points per balloon, 10 per piece of confetti, etc.) When the signal is given, you dump the whole contents of the bag in front of the fan which should be slightly tilted upwards. The children must then catch as many items as they can before they hit the floor. Anything that bounces is considered "dead" the minute it touches ground and cannot be caught after that. Count up the points to select a winning patrol. Rainy Day - Give each child 100 pennies and tell him that he must toss them into a cup that is at least 10 feet away from him, but he must do it 2 at a time (50 tries). At the same time, another child(s) will do the same. All the money that lands in the jar is what he wil use for his "rainy day". The children must then switch jars and try to guess without counting, how many pennies are in their opponent's jar.

Cool-Whip Snowmen - I used this one at school once and the kids went wild. Give each team (of 2 or 3 kids) a small container of chilled cool whip and some chocolate chips. They must then build a snowman with these items in 3 minutes of less. As always, they can eat their creation WITHOUT USING THEIR HANDS for a really neat eating contest. You can get real creative if you use licorice for arms, etc. Candy corn can be used for the nose.

Matchbox 500 - The children bring any 2 matchbox cars that are made of die cast metal. You can use either a pinewood derby track or the orange plastic tracks that are made for this. Make sure that they understand this is for fun and that no trophies are to be awarded. There should not be too many rules involved and they cannot add weight, etc. to the car. This type of race works best for Pioneers.

Autograph - This is another "get to know you" game. Give each patrol member a blank sheet of paper and tell them that they are an autograph seeker. They are then given the task of finding 10 people in the church that will sign their name on the sheet of paper. It cannot be someone that they already know and it cannot be a relative. They must introduce themself to each of these people and tell them what they are doing.

Cracker Town - Each patrol is given a box of graham crackers and a bottle of marshmallow cream along with some plastic knives. They have 25 minutes to try and put together a small building that will be held together by the cream. Make it more interesting by having them eat their buildings. You can get as fancy as you want by adding windows (rock candy), and any other food item that will make the house/building more interesting.

Sock It To Me - One child who is selected to be "it" takes his shocks and shoes off and rolls his socks into a ball. He must then attempt to tag another player by throwing the socks at him...the only catch is that the others are in a big circle around him and he is blindfolded. He must stay within the circle but the others can rotate around him at will. Once a player has been "socked" that player becomes "it" and must enter the circle.

Tie Tie - Use several old ties (not clip ons) and place them on the ground in a straight line. The purpose of this game is to simply reinforce a knot-tying program feature. When you give the signal, the children will try to compete against another patrol member to see who can tie all of the ties in a straight line using whatever knot you give them. For instance you might say "When the whistle blows, use square knots", etc.

Who will have this one? - This isn't exactly a game, but have you ever been in a situation when you had to pass out something to the children, and that something wasn't all equal so that each child would get a fair share. Well here is a great solution to that problem, acquired from an old sailor tradition. Have the commander who has the items to be passed out stand behind another commander. He then asks, "Who will have this one?" and the commander who is turned away from him will point to a child who then gets the item. It makes for a very nice unbiased manner in which to distribute something fairly.

Ten Rules for Games: 1) Safety comes first- there is no reason for a kid to get hurt in gaming activity...always be safe
2) Even though you may be a big kid that always wants to get in on the game, someone HAS to stay in charge at all times
3) If a kid throws a temper tantrum for any reason...that kid is ejected from the game (tell the kids this ahead of time)
4) Try to come up with games that are competitive but that EVERY kid can enjoy.
5) Eating games should be watched carefully so that no one chokes (no large pieces of anything should be used)
6) Loud music (i.e. Petra, White Heart) can enhance any game if the game involves fast action
7) If you can purchase some cheap shorts and tank tops (color coded according to your patrol) at a thrift store or discount outlet, your kids can go change in the bathrooms before any messy games and you will never get any complaints from parents about clothes that have been ruined.
8) Remember that some foods/drinks (like kool-aid) can stain carpets, clothes, etc.
9) Water balloons games usually don't last long (you fill them up for

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