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An Infamous Traffic 2E vs First Edition: Rules Changes & Redesign Explained

An Infamous Traffic Second Edition vs 2016 original: London/India/China, new business cards, Qing events, solo mode, prototype rulebook and 2026 Kickstarter.

COMPARISON AT A GLANCEFirst vs Second Edition

An Infamous Traffic Second Edition vs 2016 original: London/India/China, new business cards, Qing events, solo mode, prototype rulebook and

2016 vs 2026 Prototype20 Topics

An Infamous Traffic: Second Edition is a ground-up redesign of Cole Wehrle’s 2016 historical economic game, rather than a cosmetic upgrade with a new board and nicer tokens. Both editions concern trading firms participating in the nineteenth-century opium trade in Qing China, but the redesign changes how players build businesses, where they operate, how time is represented and how historical events interrupt commercial plans.

Main differences

An Infamous Traffic Second Edition vs 2016 original: London/India/China, new business cards, Qing events, solo mode, prototype rulebook and 2026 Kickstarter.

Comparison scope

This guide compares the original edition with the published design information for Second Edition. Prototype information is identified as such; consult the original sources for changes.

What this comparison covers

An Infamous Traffic First vs Second Edition: the short answer

An Infamous Traffic: Second Edition is a ground-up redesign of Cole Wehrle’s 2016 historical economic game, rather than a cosmetic upgrade with a new board and nicer tokens. Both editions concern trading firms participating in the nineteenth-century opium trade in Qing China, but the redesign changes how players build businesses, where they operate, how time is represented and how historical events interrupt commercial plans.

The most important publicly explained differences are three operating zones—London, India and China; location-related business card systems; finite action timing; and a reworked Qing event/enforcement system involving regional risk and the Taiping Rebellion. The publisher has also announced a 1–5-player range and a solo mode by Richard Wilkins for the Second Edition. Wehrlegig’s announcement establishes the scope of the redesign; the designer’s Player Difference and Caught in the Tide of History diaries explain its mechanical motivations.

Important status note, 1 November 2026: the October Kickstarter has ended, and the publisher’s resource page links an October 6 prototype rulebook, not a final retail rulebook. Specific component counts, final action costs and balance can still change. This guide carefully distinguishes confirmed public design direction from prototypes or deductions.

For a broader introduction to the game’s theme, availability, solo mode and campaign, see our An Infamous Traffic: Second Edition main guide. This article focuses narrowly on exactly what changed between editions.

At a glance: the biggest First Edition vs Second Edition differences

Area2016 original2026 Second Edition design
RelationshipStandalone original economic game.Comprehensive rebuild of the game, not merely a new printing.
PlaceLimited emphasis on where a firm operates.London, India and China are distinct action locations.
TimeFlexible decade duration linked to player activity and credit.A more explicit finite clock makes actions and travel time matter.
Player positionsRelatively symmetric firms competing via a shared opportunity system.Businesses and region-specific cards differentiate firms and their choices.
Action accessShared opportunity/demand dice shape tile placement.Opportunity remains part of the design; geographic and card systems add differentiation.
Historical eventsConspiracy system with substantial player control.Revised event bag with forecastable change and more autonomous Qing responses.
Qing enforcementPolice disruption modeled through player-selectable opportunities.Map divided into enforcement regions with risk linked to activity.
TaipingLargely a background or possible end condition.More prominent disruptive development in the history/event model.
SoloDo not assume the 2016 game includes the new AI.Custom solo mode credited to Richard Wilkins for the new edition.
ComponentsOriginal limited-production presentation.New production, graphic treatment and a larger historical illustration program.

These are differences explicitly described or supported in publisher materials. They are not a comprehensive list of every final rule amendment. Where the publisher’s design diary describes development experiments, it may not represent a final production rule.

What is confirmed, and what remains provisional?

When comparing an old published game with an unreleased new edition, evidence matters. It is easy to mistake a prototype for the boxed retail rulebook or to repeat a Kickstarter-era number after a later balance revision.

Confidence levelExamplesHow this article treats them
Publisher-confirmed directionComplete redesign, three zones, more asymmetry, event redesign, advertised solo mode.Discussed as substantive changes backed by developer comments.
Prototype rules in circulationOctober 6, 2026 rules PDF and print-and-play files on the publisher’s resources page.Linked as a provisional reference, not presented as a locked retail edition.
Testing historyAbandoned individual opportunity dice, markets and auctions described in design diaries.Explained as attempts the designer rejected, not as current game systems.
Editorial interpretationHow a choice to operate in India rather than China might affect pacing.Labeled as an analytical consequence, not a guaranteed victory strategy.

The official resources page currently lists a Prototype Rulebook and Print and Play for the Second Edition. That is useful if you want to inspect the state of the design during the campaign. But a prototype PDF does not prove that every example, balance figure, component count or sequence will survive unchanged to manufacture.

Readers looking for a live, final-rulebook walkthrough should return when the publisher releases the completed edition. For now, comparison of the structural design is much safer and more valuable than inventing precise final setup quantities.

What was the original An Infamous Traffic trying to do?

The first edition of An Infamous Traffic was developed in the mid-2010s and published by Hollandspiele. It is a deliberately sharp economic design centered on competing firms, overlapping interests and the possibility that everyone loses out through aggressive competition.

Its defining tension is familiar from cutthroat economic games: companies can collaborate to create a functioning route to market, then try to capture a larger share of its profits. Undercutting a competitor might benefit the individual firm, but it can also lower the return for the entire trade and make investments unsustainable.

Wehrle’s later analysis says the first edition prioritized player agency. Although Qing political events and enforcement appeared, the core loop left players substantial control over conditions and timing. The designer came to feel that this made the setting less historically persuasive than it could be. Diagnostic Difficulties and Caught in the Tide of History provide that firsthand design critique.

The original had a compact feel that some players valued. Not every streamlined abstraction was automatically a defect. The redesign was an attempt to retain direct, confrontational play while making economic geography, time and broader historical pressures matter more.

For people researching which older copy they own, the first-edition BGG entry and its original rulebook materials should be treated separately from the new 2026 prototype.

The biggest mechanical change: London, India and China

The Second Edition’s three-zone structure creates a direct connection between a company’s location and which commercial actions it can take. Wehrle’s diary describes London as a place to acquire Ships and Merchants; India as a place to obtain opium; and China as the place where acquired commercial pieces can be installed into the trading network.

In the first edition, the thematic origins and destinations of trade were less visible in the moment-to-moment choice system. The redesign forces players to think about where to be and when, instead of regarding the board solely as a shared market for economic tiles.

Original example: the missing Indian supply

Imagine your company has built useful shipping capacity but cannot obtain enough opium for its intended network. In the three-zone model, another turn in China is not enough to solve every problem: you may need to shift attention to India to acquire the relevant supply. That shift costs time and changes your opportunity to respond to competitors elsewhere.

This example illustrates the developer’s published geographic system. It does not assume a specific travel cost, card price or final-turn benefit that may vary between prototype versions.

Geographic choices are also historically meaningful. The game can represent the difference between gaining access to a supply source, acquiring maritime capacity and exploiting a market in China, rather than compressing all three stages into a mostly abstract tile transaction.

Time and initiative: why moving zones matters

The publisher’s redesign notes describe an unusual link between location and turn order. In the stated system, play proceeds across the location row from London to India to China. Traveling to another region consumes an action and affects when that player will act relative to companies remaining elsewhere.

Wehrle identified the importance of a game clock in making the geographic structure work. If changing cities were simply an unlimited administrative cost, players would have little reason to care about time. A bounded number of actions instead makes every journey an opportunity cost.

Example: two traders are working in China while a third has accumulated access to new shipping cards in London. The third firm must evaluate whether to spend actions transitioning into the active Chinese market now or use another opportunity while competitors are clustered there. Both the order of actions and the expected market congestion can matter.

This is a prototype-design explanation based on the September 2026 diary. It should not be read as the exact final turn-order chart or the number of actions available in each decade; those details belong to the latest physical rulebook or prototype reference.

The key difference for returning players is the concept of position as a resource. It is no longer only what you can afford but also where and when you can execute the business plan.

Business cards: why the players are less alike

A major design problem identified by the author was player symmetry. When every firm uses almost the same economic tools and sees the same attractive opportunities, many moves reduce to racing opponents to undercut their margins. The developer wanted different companies to have distinct reasons to cooperate, invest or leave one market for another.

Early design experiments attempted to give firms individual Opportunity dice or to auction business capabilities. These were rejected ideas, not final Second Edition rules. The eventual breakthrough came from turning economic capabilities into location-based business cards.

The diary specifically describes card systems associated with London and India, with later development also establishing a China deck. These cards can differentiate a firm’s capabilities, including shipping capacity or ongoing special powers. Consequently, two firms need not finish with identical sets of available tools.

Wehrle describes drawing or inquiring for cards as a way to create useful uncertainty. The same region can yield different networks for different companies. This is an important difference from simply placing symmetric economic tiles in the cheapest available location.

What is the cost of specializing?

Specializing in London-based business cards may improve one firm’s shipping setup, while another player invests in Indian supply connections. Yet a firm with cards spread across all three locations may need additional time traveling between them to execute its full plan. Strong individual abilities can therefore come with geographic coordination costs.

The careful way to understand this is to separate business differentiation, a confirmed core design aim, from the exact power of any one prototype card, which could still be adjusted.

What happened to Opportunity dice?

In the original system, matching Opportunity dice against demand in Chinese regions limits where companies can place tiles. The dice introduce uncertainty and steer players toward different parts of a shared market. The designer’s September diary explains that simply giving each player a private opportunity pool made the game less confrontational: firms tended to avoid each other and cultivate separate markets.

That is not the design change the Second Edition ultimately adopted. The key solution was to introduce more durable differences through business cards and position rather than make the dice the only source of asymmetry.

This matters when reading old playtest reports. You may see discussion of hidden Opportunity dice or an auction-based card market. Those were explored and discarded during development. Do not assume a video of an early prototype or a design-diary photograph accurately reflects the edition that will ship.

The general lesson for a buyer is that the redesign aims to preserve direct economic friction. It is not turning An Infamous Traffic into a multiplayer-solitaire engine builder, despite adding tableau powers and player differentiation.

Trading networks: more than simply earning the most money

Both editions revolve around firms constructing and exploiting interdependent supply chains. You want access to supply, transport and commercial connections, but other players can benefit from or disrupt the same network. Cooperation is therefore often temporary, based on incentives rather than shared victory.

The Second Edition deepens the decision space because those commercial assets sit within a geographic and card-driven structure. A ship network might be strong yet operate at the wrong time; a source of opium might be strategically useful but require a trip to India; a profitable route can be exposed to changing Qing enforcement in China.

Illustrative decision: assume two firms can benefit from expanding a shared commercial line. The first firm might invest because the line produces immediate income; the second might prefer a different route with less exposure to an enforcement event. The best choice cannot be reduced to “cooperate” or “undercut” without examining geography, events, player cards and remaining time.

That interpretation aligns with the publisher’s description of a game where firms repeatedly build and dismantle economic engines as conditions change. It is an analytical description of incentives, not a claim that any specific tile or card produces a universal return.

A more independent historical event system

In the original game, players interact with conspiracy spaces and can influence or trigger actions that represent political forces. Wehrle later criticized this as offering firms too much effective control over events beyond their historical reach. In particular, Qing enforcement and wider conflicts could become tactical instruments selected by the very traders they were meant to constrain.

The redesigned event model aims for a China that reacts to trade activity without being directly steered by trading firms. The designer’s September 28 diary describes an event bag that produces a result after rounds, plus a visible stream of upcoming events so players can anticipate some risks.

The design objective is not absolute randomness. Instead, it is uncertain but partly forecastable political pressure: firms can see that conditions are becoming more dangerous without deciding exactly which historical crisis will occur at a convenient moment.

The event bag also changes over the game’s chronology. Stability events can give way to a more active mix including taxation, regional enforcement and conflict-related disruption. Its composition is connected to how much trade has expanded and what else is happening on the map.

Verification limit: the developer’s diary discusses example bag compositions and prototype event frequencies. Those may change during balancing. This article therefore explains the mechanism and its rationale without insisting that a particular number of event tiles will appear in the final printed bag.

Why the Taiping Rebellion matters more in Second Edition

The Taiping Rebellion was a catastrophic conflict within nineteenth-century China and an important part of the historical context surrounding the later opium trade. In the first edition, the designer says the rebellion was mostly relegated to background or possible game-ending conditions.

During redesign, Wehrle tried to give Taiping-related forces a meaningful role. An early approach put extremely powerful disruption tiles in players’ hands, effectively enabling merchants to direct a civil war. He rejected that treatment as historically inappropriate.

The later event-bag approach allows Taiping disruption to arise as a largely independent development, one connected to the game’s evolving situation rather than solely to a trader’s chosen conspiracy action. This makes the historical stakes more visible while limiting the degree to which players can exploit an enormous political catastrophe as just another controlled business move.

For players looking for historical simulation, this is a significant thematic adjustment. It changes whose agency the game is modeling: commercial actors are still decision-makers, but they cannot personally determine every political response of the Qing dynasty or rebel movement.

The exact final event cards and balance remain subject to the completed edition’s rules. The official designer diary provides the historical and design explanation without requiring speculative card-effect claims.

Qing enforcement becomes a regional risk

Another redesign goal was to make enforcement depend on where trade is taking place. The diary describes dividing the Chinese map into four enforcement regions: the Canton River Delta, the mountain hinterland, the mid-coast and the Yangtze River Valley.

In the described prototype, enforcement can target the most profitable commercial line in an affected region and disrupt dependent lines. That gives companies a reason to evaluate not only how much money a line might earn, but where it operates and how much risk is concentrated in one place.

Example: diversify or concentrate?

A hypothetical company has the opportunity to expand a highly productive network in one Chinese region. Concentrating there may increase immediate earnings, but it can also make that line prominent if regional enforcement becomes active. Operating in more than one area could reduce concentration while adding geographic coordination costs. Neither choice is automatically correct.

This is not a declaration that diversification always dominates. It explains why the Second Edition’s new spatial enforcement model matters. A player who knows which regions are at risk can plan around a warning instead of feeling that a seemingly unrelated police action has destroyed a carefully built network.

The map and enforcement design were still in refinement when the diary was published. Do not confuse a photograph of an early testing board with final retail geography or final symbols.

What changed in the treatment of history?

An Infamous Traffic is about the opium trade and imperial power, not an ordinary harmless commodity market. The publisher’s own essays frame the trade as a controversial and harmful feature of Britain’s involvement in nineteenth-century China, with profound political and social consequences.

The first edition emphasized the ruthless relationships among firms. The redesign aims to bring the wider historical consequences into play: supply chains have physical origins and destinations; Qing enforcement reacts to expanding illegal trade; and major conflicts are not mere action choices available to merchants.

This makes the game’s historical narrative more demanding without necessarily becoming a much longer simulation. Wehrle describes the Second Edition as more thoroughly researched while remaining relatively quick to teach and play.

It is useful to distinguish historical depiction from endorsement. The fact that players take the roles of firms profiting from an exploitative trade does not make their commercial objectives morally admirable. The game’s tension comes partly from that gap between player incentives and historical consequences.

For readers interested in why the designers selected this subject and how they handled it, the official announcement, design critique and historical-event diary are the primary sources.

Player count and solo: what’s different in 2026?

Wehrlegig’s announcement states that the Second Edition is intended for one to five players. The new solo mode is being designed by Richard Wilkins. That is a meaningful addition for potential buyers who want to explore the system without arranging a full economic negotiation group.

The publisher describes normal games as taking roughly 90 minutes or less in its announcement, while BoardGameGeek’s evolving listing gives a broader 1–2-hour expectation. Your group’s teaching time, familiarity with the card system and number of players can change actual duration.

Will solo feel exactly like a multiplayer trading contest? Do not assume so. Automated opposition in a negotiation-heavy economic game inevitably represents some decisions differently from real people. The producer’s announcement verifies the presence and designer of solo play, but this comparison does not invent its exact turn behavior, difficulty settings or final setup numbers.

Does the 2016 edition automatically gain solo rules? No. The Second Edition’s credited solo system is a new product feature. The 2016 rulebook should not be treated as a substitute for the modern solo rulebook, nor can one assume a ready-made solo module works with the older physical components.

October 2026 Kickstarter and production status

The Second Edition Kickstarter launched in early October and concluded on 30 October 2026. Independent campaign trackers recorded approximately $726,269 pledged by 7,877 backers against the campaign’s initial $50,000 funding target. That is campaign reporting, not a confirmed final revenue figure after surveys, cancellations, shipping or taxes.

The publisher’s October 6 art-direction diary explains that the new edition needs substantially more illustration and historical-source work than the earlier production. Buried Giant/Wehrlegig involved additional art direction to handle its components and graphical clarity.

What can buyers conclude now? The crowdfunding campaign is finished, but that alone does not mean retail stock has arrived. Printing, freight, pledge-manager payments, taxes and regional delivery are separate from reaching a funding goal. The prototype rules and campaign promises should not be confused with shipped component contents.

Always consult the publisher and official campaign for confirmed final product specifications and fulfillment updates. An outdated retailer placeholder is not sufficient evidence for a delivery guarantee.

Where can I find the 2026 Second Edition rulebook?

The most reliable starting point is the official Wehrlegig Games resources page, which lists An Infamous Traffic: Second Edition — Prototype Rulebook, a Print and Play, and online implementation links.

The prototype PDF’s published file name identifies it as the 6 October 2026 rules version: An Infamous Traffic Second Edition prototype rules (PDF). This is useful for studying the campaign-era game. It is not identified by the publisher as the final retail printing.

How to read an October prototype responsibly:

  • Check that the title says Second Edition; the original game has a separate and mechanically different manual.
  • Record the date or version printed on the document before citing a specific rule.
  • Compare later publisher updates before presenting a new card name, action cost, solo procedure or component count as finalized.
  • If a strategy article uses a number from a prototype, state clearly which dated rules version that number belongs to.
  • For disputed mechanics, prefer current publisher clarifications to an older third-party summary.

The older original-edition rulebook archive is a different historical source and should not be used as instructions for the new game. This article does not purport to reproduce or independently audit every page of the prototype PDF; its comparison rests on the developer’s detailed published diaries and product announcement.

Which edition should you choose?

If you value…Likely fitWhat to verify
A historically familiar, lean original designConsider the published first edition if you already own it and enjoy its direct economic conflict.Used-copy completeness and the exact original manual.
More geographic and player-position decisionsThe Second Edition is designed around London–India–China decisions and differentiated firms.The final edition’s action and card details once released.
Historical events with more independent behaviorThe redesign focuses on Qing enforcement, instability and the Taiping Rebellion.Updated event rules and final balance.
Official modern solo playThe Second Edition announces a Richard Wilkins solo mode.The final solo booklet and any component requirements.
Immediate physical availabilityOnly buy what a trusted retailer can actually deliver.The 2026 campaign ending does not establish shipped stock.
A new production and richer graphic presentationThe Second Edition offers a major visual/production overhaul.Actual production samples and the finalized bill of materials.

This is not a claim that the 2016 edition is obsolete. Some players may prefer an older compact design or already own a complete copy. Others may value the second edition’s stronger link between location, time and historical consequence. The publisher itself describes this as a rebuild, so a person with the first edition should not assume the new purchase merely replaces components to play the same rules.

For players who like Cole Wehrle’s interactive historical design, it may also be helpful to compare John Company: Second Edition and Pax Pamir: Second Edition. The publisher suggests that An Infamous Traffic is relatively approachable, but each title represents a different political and economic story.

Three original examples of how the redesign changes decisions

1. The same commercial plan, three different locations

Under a single largely abstract shared market, acquiring a business piece and placing it can feel like variations on one sequence. In the new system, the publisher describes distinct needs in London, India and China. A firm could own shipping capacity yet need Indian supply, or have supply but require a trip to China to build the trading network. That creates geographic timing as a decision independent of the amount of money a firm has.

2. A rival that can do something you cannot

Imagine another firm has obtained a location-specific business card improving its shipping options. You do not automatically possess the same ability. You might find a different card, develop a different link in the trade chain or temporarily cooperate with that firm. The newer card model aims to make such positions persist rather than disappear as soon as everyone takes the same generic action.

3. A profitable network facing political risk

A line in China could be attractive because of its immediate revenue yet vulnerable to a forecast regional enforcement event. Maintaining another line in a different area may provide resilience, but it requires further investment or travel. The Second Edition makes it easier to connect this decision to geography and the Qing government’s response, rather than treating a historical crisis as a generic bonus controlled by another trader.

Source distinction: these examples are analytical illustrations built from confirmed design descriptions. No invented prices, turn counts, probability percentages, specific card powers or simulated outcomes are being presented as final rules.

An Infamous Traffic: Second Edition comparison FAQ

Is An Infamous Traffic Second Edition a reprint?

No. Wehrlegig calls it a ground-up rebuild with substantially revised gameplay, components and historical treatment.

What year was the first edition?

The first edition was published in 2016, originally by Hollandspiele.

Who designed An Infamous Traffic?

Cole Wehrle designed both versions.

What changed most in Second Edition?

Geographic action locations, differentiated business cards, time/initiative structure and a more independent historical-event model.

What are the three Second Edition zones?

London, India and China, with different types of commercial activity linked to each.

Is the game still about shared supply chains?

Yes. Interdependent commercial networks and competitive firm incentives remain central to the redesign.

Do both editions have the same rules?

No. The 2026 version is a substantial redesign. Do not teach it from the first-edition rulebook.

Does the 2026 version still use Opportunity dice?

The publisher’s redesign diary discusses Opportunity as part of the system and describes how the addition of geography and business cards changed player differentiation. Consult the latest prototype for the precise current dice procedure.

Are the three zones the same as the map’s enforcement regions?

No. London–India–China is the broader operating-location structure. The designer also describes four enforcement regions within China for political-risk events.

What are the four enforcement regions?

The Canton River Delta, the mountain hinterland, the mid-coast and the Yangtze River Valley, as described in the 2026 event-system diary.

Is the Taiping Rebellion modeled differently?

Yes. The designer explains that the redesign treats it as a more independent historical disruption rather than leaving it mostly in the background.

Can a player choose when Qing events occur?

The published design aim is to reduce direct player control and use an event bag with forecastable pressures. Check the dated prototype for its exact procedure.

What was the main player-asymmetry change?

Business cards associated with operating regions create different capabilities and incentives for each firm.

Is Second Edition longer than First Edition?

The publisher expects a fairly compact game of about 90 minutes or less, but exact table time varies. A direct controlled runtime comparison is not established.

How many people can play Second Edition?

One to five according to the publisher.

Who designed the solo mode?

Richard Wilkins.

Is there a solo mode for the 2016 box?

The 2026 solo mode is advertised for Second Edition. Do not assume it is compatible with the first edition’s different rules and components.

Has the 2026 Kickstarter ended?

Yes. The campaign ended on October 30, 2026.

Does crowdfunding success mean the game is already delivered?

No. A funded campaign and finished manufacturing or fulfillment are different milestones.

Is a final rulebook available?

The publisher presently labels the available Second Edition download Prototype Rulebook. Treat it as provisional until a final edition is announced.

Where can I download the prototype?

Visit Wehrlegig’s official resources page and select the Second Edition Prototype Rulebook link.

Can I use the 2016 rulebook to learn Second Edition?

No. The two rules systems are not interchangeable.

Is this a firsthand review of the new edition?

No. This is a sourced comparison of publisher-confirmed design changes, not a hands-on review or competitive analysis.

Publisher sources, status checks and editorial scope

Publisher announcement: Wehrlegig Games, Announcing An Infamous Traffic (20 July 2026) — full rebuild, game’s historical subject, one-to-five-player support, Richard Wilkins solo system and expected duration.

Designer analysis of the first edition: Diagnostic Difficulties (14 September 2026) — commercial symmetry and the problems of translating the historical period into the original game’s mechanisms.

Three-zone and business-card system: Player Difference (21 September 2026) — the London/India/China zones, location-based action timing, failed design experiments and card-based asymmetry.

Historical-event redesign: Caught in the Tide of History (28 September 2026) — event bag, regional enforcement, Qing policy and Taiping treatment.

Production and artwork: An Infamous Production (9 September 2026) and Look and Feel (6 October 2026) — design production challenges and new art direction.

Rules and campaign: Wehrlegig official resources labels the new rules a prototype; the official Kickstarter and Kicktraq history establish the October 2026 campaign. No speculative shipping date or guarantee is made.

Editorial disclosure: This is an independently written, evidence-led edition comparison and not a playtest review. Prototype rules can change; abandoned prototype systems are explicitly labeled. Original examples illustrate consequences of official design statements without claiming final card effects. No publisher art or copyrighted rulebook pages have been reproduced. Last checked 1 November 2026. See editorial policy and the main game hub.

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