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Restoration Games to Release New Versions of Stop Thief, Top Race and Dragonmaster

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by W. Eric Martin

In mid-2016, designer Rob Daviau and attorney/designer Justin D. Jacobson joined forces to create Restoration Games, a publisher dedicated to taking games released from the 1960s through the 1990s, updating them to match modern game design standards, and re-releasing the games on today's market.

On Dec. 7, 2016, Restoration Games announced the first three titles that have been buffed up for gamers both nostalgic and new, with these titles scheduled to debut at Gen Con 2017. The highlight, at least in my eyes, is a new version of Robert Doyle's Stop Thief, first released by Parker Brothers in 1979 when I was eleven years old, a tween in spirit if not in actuality since the word didn't exist at that time.

The gist of the game is that you are all detectives who must catch a thief, but initially you know of the thief's presence only through the sounds emitted by an included electronic device. You hear alarms go off, glass breaking, footsteps across the floor: boop, boop, boop. You roll dice to move across the game board to try to catch sight of the thief, which is determined by you indicating your location in the device and the device giving you some kind of feedback. If you catch the thief, who will keep robbing as long as possible, you collect a reward; be the first to collect enough money and you win.

I ran into Daviau playtesting the updated version of Stop Thief at BGG.CON 2016, and he showed off some features of the app that they're using in place of the electronic device. This version of the game will include new modes of play, variable suspect effects, and individual movement decks to replace the dice that you used to curse when you failed to catch the thief over and over again due to poor rolls. Yes, poor rolls — that's my excuse.


Cover of the original release and logo for the new version


When a game designer discovers a solid game system, they tend to rework it again and again to deliver twists on a familiar design or to create something better based on what they've learned. Wolfgang Kramer's Tempo— his first published design in 1974 — is one such example. In that game, players were presented with six colored columns and a matching pawn at the base of each column; players also had a hand of cards, with each card showing some of the colors and a number or symbol by each color. During the game, a player would play a card and advance all of the pawns that matched the colors on that card by the indicated number of spaces. Before play started, however, players placed secret bets on which colors they thought would reach the top of the columns first, and players won money based on how well those bets paid off.

Hardly anyone knows Tempo given that the game is more than forty years old and, shall we say, less than aesthetically appealing, but Kramer has reworked this system multiple times, starting with the release of Niki Lauda's Formel 1 in 1980. Yes, a game that used racing as a mechanism wisely became a game themed around racing. More importantly players now bid for ownership of the cars that would participate in the race. No longer were you simply moving a pawn; you became a race car driver and put your own money at stake to express confidence in how you'd do. What's more, thanks to the evolution of the game board from six separate tracks to a race track that narrowed and widened, players could use their movement points to choke out others from moving, thereby wasting movement for a race car that had ended up in someone else's hands. Good stuff! Formel 1 Nürburgring, Daytona 500, Top Race, and Detroit-Cleveland Grand Prix are all evolutions of that card-based racing system.

Restoration Games' version of the system — Downforce, a racing term that indicates a vehicle's negative lift, i.e., the force pushing it onto the ground to create better traction — has been created by Daviau going through all of the different variants over the years to create what the press release dubs "the most fun version possible". Players are also promised "component quality befitting its pedigree".




The final game in Restoration's intro trilogy is game #2 in the BGG database: G. W. D'Arcey's Dragonmaster, a trick-taking card game from 1981in which the dealer each round would declare what the contract was for that particular hand, e.g., "Dragonlords" in which you wanted to take no Dragonlords cards or "First and Last" in which you were penalized for taking those two tricks. Five different contracts existed in the game, and once you chose a contract as dealer, you couldn't choose it again when next you dealt.

Dragonmaster was based on the French game Barbu from the 1930s, and the new version titled Indulgence will be a game of "papal intrigue" set during the Italian Renaissance with twenty different contracts being included.



Reply: SeaFall:: General:: Re: [Heavy Spoiler - Game 5] [Rant] What the actual Fxxk?

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by atog

What really disheartening is that all the investment on exploration is useless when you can just as easily raid into a tomb. UNLIKE most other blind exploration, they gave you plenty of hints what you can expect. You can literally pick the ones that need raid instead of explore. And WHY is it a thing in the first place. Raid are already really strong (don't get me started on raiding on docks which I think is completely broken.)

actually, I do want to start on it. What do people think about the dock raiding rule?

To get an upgrade around game 5, you start with 8 gold. By 1 good (probably 2 for better efficientcy) and 2 gold for + good for upgrade. You do sail x2, buy, upgrade. At least 2 full actions and you are down to 0 gold.

To get an upgrade by raiding, you can just sail + raid. you keep all your gold. any 1 decent raid advisor with busted retired bonus can take a 4 defense dock with certainty. and you get glory for raiding (not for trading...). I get there are superior strategy but the power level being this vast a discrepancy is wrong.

Reply: SeaFall:: Rules:: Re: Game 4 Rule Question - Is this right? (spoilers)

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by ira212

Regarding glory from the spoiler topic:
[o]Glory from closing tombs (~4) is intended to subsume the glory from the endeavor, so you "only" get 4 total, not 4 + 1. As a general rule, you don't get extra glory from completing endeavors in the Captain's Log, and tombs are from the Captain's Log, so they follow this guideline. This is confirmed in the FAQ thread (https://boardgamegeek.com/thread/1606358/captains-log-unoffi...) based on an email from Rob.[/o]

Reply: SeaFall:: Variants:: Re: Small change to Make Treasure come into play more often - encourage raiding

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by Osuniev

JimZam wrote:

What about buying Treasure with the 8-gold discount?

I haven't played but seem to recall a discount for resources?

Is that not worth it?


Sometimes. It's just not so often that you'd do that, because the resources need to be in your Povince's Warehouse, and you often use them for something else.

Reply: SeaFall:: General:: Re: [Heavy Spoiler - Game 5] [Rant] What the actual Fxxk?

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by lactamaeon

The milestone you refer to in your OP is definitely a shocker when it happens. I don't know of any group that didn't have an anticlimactic feeling when it hit.

As to why Raid is allowed to be used in Tomb exploration, the rewards are good enough that locking them only into Explore-focused players would be unbalanced. (And I assume one reason for making the first successful tomb exploration a powerful milestone is to ensure that groups see just how potent the results can be and know to pursue them).

RE: raiding docks, I haven't seen any docks with a defense of 4 yet, didn't even realize it was possible. I'm definitely a fan of raiding for upgrades where possible, but the enmity and garrison make it trickier on our board. But if it's easier for your group, I would suggest getting in on that action rather than complaining :)

@Ranior - individual games are very much a race. I'm never sure what people mean when they talk about "multiple routes to victory", though. I play most games, including Seafall, very opportunistically. So far, I think I've taken every action except maybe "Buy Goods"* though, and I'm doing quite well.

*I would have been willing to buy goods for some milestones, too, except that I had put too much enmity on the close islands by the time those milestones unlocked!

Reply: SeaFall:: General:: Re: [Heavy Spoiler - Game 5] [Rant] What the actual Fxxk?

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by Becq

Sure, raid seems like a clearly superior option. If you ignore enmity.

I'm curious to see if you continue thinking raiding is clearly superior when the insets of all of the most useful islands are wallpapered with your flag.

Stronger? No, no, no. Quicker, easier, more seductive the raid side of the SeaFall is...

Thread: Indulgence:: General:: Why not just reprint Dragonmaster?

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by TIM0THY

To Restoration Games:

This is probably a fool's errand, but, if it's not too late, couldn't you guys just reprint Dragonmaster as is? The art was so cool.

Reply: SeaFall:: Rules:: Re: [SPOILER] Rule 22

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by ira212

[o]

DaviddesJ wrote:

On reading the rules again, Rule 21 doesn't say anything about replacing or returning province markers. I would now say that the colony always remains active, and the original owner's province marker remains in place. No marker from the new owner is ever used, whether available or not.
The benefit of this approach is that it also makes it clear who the previous owner of the province was. It's weird, but it's probably the least-weird option of anything.

For conquering an inactive province, what happens? I suggest: It's still inactive, and you can activate it the next winter (and I guess in this case, you must simply remember who the previous owner was, so you know where to move the enmity). Note that conquering an inactive province is allowed, but raiding an inactive province is not.

Also, inactive provinces definitely don't give any benefit at all (no harvest, no build site, etc.) The card is face down and there aren't any fields or build sites...

Finally, I think we will play such that the conqueror of Ker places the 4 + 2 enmity stickers (but nothing else). Yes, it can be recaptured that same year.

Any open question is whether a province token should be placed on Isle of Patmos once you've conquered Ker. The colony is clearly active (and costs nothing to activate), but do you need to place a province token there to show that it's active? My inclination is yes, put a province token there.[/o]

Reply: SeaFall:: Rules:: Re: Smuggler and full holds

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by Becq

razordaze wrote:

(Box 1 spoiler)
[o]No, everything after the first four is paid with gold, and has to be bought from a different island than the one the Thug shook down. With +2 Buy upgrade, it's 6 goods for $6.

Easy to do first turn (after your hold's big enough) for a turn 2 colony, and then it's slim pickings for everyone else.[/o]

[o]Definitely nice. But the advantage to the Smuggler is that you don't even need to increase your hold size, and Thug and Smuggler could be a great combination. First use the Thug to "acquire" four goods, packing them into your tiny two-space holds. Then use the Smuggler on the following turn to buy up to four more goods (money permitting) and pack them into space you never realized you had. You probably have to do this at different islands, of course, thanks to the Thug's winning personality, but you end up with more goods than you need without increasing your hold at all... Perhaps a ship upgrade or structure or two on the following turn(s)?[/o]

Reply: SeaFall:: General:: Re: [Heavy Spoiler - Game 5] [Rant] What the actual Fxxk?

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by Ranior

atog wrote:


actually, I do want to start on it. What do people think about the dock raiding rule?

I'll admit that I keep taking advantage of this route too. I do suspect this really depends upon your group's game board for how powerful it is. We too have a docs on a defense 4 non-dangerous site that is close the everyone's home harbors. I think it's actually only 3 spaces so basically anyone can sail and raid that site right away. We also have several other easy docks with defense of 5 and 6 on islands with 0 or 1 for the garrison. So our docks are relatively easy to get quick glory and upgrades out of.

Still, it doesn't actually seem quite too powerful to me, mostly because it doesn't really help with any of the milestones right now. If there was a milestone for having 4 ship upgrades, then I'd be concerned, but frankly right now I've been using a dock raiding strategy and am not winning with it as others keep managing some milestones before me, including the tomb raider in our group who just shot to a massive lead and really soured me to the game right now. Both of my opponents have now beat me on the last several milestones and games, so even though I am getting some decent game beginning bonuses, with their upgraded fields and leaders, my bonuses effectively just keep me equal, not giving me a real head start at all.

Anyhow, I guess my point is I'm not so sure raiding docks is too powerful. It's certainly a good action. But at least in my group the explorers are still doing better by getting those big bursts of glory from exploring those skull sites, messing with tombs, and finding new islands as well as beating me to several recent milestones.

lactamaeon wrote:



@Ranior - individual games are very much a race. I'm never sure what people mean when they talk about "multiple routes to victory", though. I play most games, including Seafall, very opportunistically. So far, I think I've taken every action except maybe "Buy Goods"* though, and I'm doing quite well.


So for Seafall, the only way to win consistently is to race for the milestones. That may mean you want to take some build actions, may mean you want to take some explore actions, but ultimately the strategy seems to be all about racing your friends to meet a specific objective. To me this is problematic as in some games if the "race" is to go explore an island, I am behind because I have spent some time permanently upgrading my sail and raid values, not my explore. When the colony building rules came onto the scene, my holds had not been upgraded yet so it took me some time to get to where I could build a colony. The merchant in our group had already upgraded their hold and so has been able to start hitting some of the milestones that require having colonies.

The point is mostly that while many options are presented in Seafall, the route to victory is fairly narrow and you have to be quite opportunistic and go for what the game presents for you. You cannot really make your own path and try to excel at that to win. I can hope to raid my way to victory, but right now that just really isn't working. At best I can raid a few docks, get some gold and turn it into glory and get some pretty good scores, but even at 2 glory per turn consistently, most games end after like turn 7, so I get 14 glory at best if I can keep up that pace, which is hard purely raiding. Yet my enemies likely have gotten a milestone or two or explored an island or skull site or opened a tomb and explored it quick and have managed more glory than I.

So what should I do? Clearly I need to go race them for some of these milestones. But all the milestones available right now that are left for us pretty much involve having colonies. I am already a bit behind on this since it has taken a bit longer to upgrade my holds. Admittedly I can get the ship upgrade to that in a game, but that takes a turn or two that my enemies are already using to get the goods to make their colony since their holds have already been improved. So effectively I am already behind this race once again from decisions to not upgrade my holds when I didn't know I would want to and thought I would want some more raid. Admittedly I could try to raid my enemies to slow them down or steal their goods, but the enmity mechanic essentially assures them that they can easily just retaliate and take me down the next turn which means we got nowhere.

So some of that was just a bit of me joining the rant about the balance of this game, but I guess my point is that SeaFall very much seems to be about racing to milestones, and that race might not even be fair as some players may have an advantage from past upgrades that were made before these milestones even were presented. SeaFall presents many options between raiding and exploring to being a merchant, but these options are not balanced or equal to each other. At various points, things are much better for going a certain way.

Many other modern games however do present multiple ways to focus on winning and the routes are pretty balanced. I far prefer that type of game. I think most others do too. But SeaFall is not that, even though to me it feels like it was trying to be. Either way, I think there is significant problems with the game when it presents many options, but some of those options are better than the others, but players don't actually know that until later milestones or events show up. That means my choices aren't informed, and some players are getting rewarded for having increased their hold or explore values in comparison to raid or what not and I personally feel I am being punished for making the choices I did. And the only way forward I see to winning isn't to try to make my raid strategy work but instead give up on it right now and try to follow the only path the game has set for me which is to race for milestones that essentially require me to have some colonies that I will struggle to build as I cannot quickly buy or hold enough goods to manage such a thing, so my enemies will likely beat me to those milestones too.

Ah well. Finally, for what it is worth, I at least have avoided leaving much enmity behind in my reids since I do continue to have a lot of leftover fortune between my advisor and the Lucky appellation. I thought that would give me a nice edge with a raiding strategy but I just have not been able to translate that good set up into a win.

Reply: SeaFall:: Rules:: Re: [SPOILER] Rule 22

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by DaviddesJ

ira212 wrote:

[o]Any open question is whether a province token should be placed on Isle of Patmos once you've conquered Ker. The colony is clearly active (and costs nothing to activate), but do you need to place a province token there to show that it's active? My inclination is yes, put a province token there.[/o]


I think the opposite. Nothing says to do that.

Reply: Indulgence:: General:: Re: Why not just reprint Dragonmaster?

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by venrondua

I have to admit, that my interest in the original Dragonmaster has always been the cool art. It's really nostalgic, even if I never played the original game. Just reminds me of the general gaming time growing up.

Reply: SeaFall:: General:: Re: [Heavy Spoiler - Game 5] [Rant] What the actual Fxxk?

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by lactamaeon

Ranior wrote:


So for Seafall, the only way to win consistently is to race for the milestones.


I don't think this is really correct. I've already seen how much glory someone can get without milestones.

Ranior wrote:

The point is mostly that while many options are presented in Seafall, the route to victory is fairly narrow and you have to be quite opportunistic and go for what the game presents for you. You cannot really make your own path and try to excel at that to win. I can hope to raid my way to victory, but right now that just really isn't working. At best I can raid a few docks, get some gold and turn it into glory and get some pretty good scores, but even at 2 glory per turn consistently, most games end after like turn 7, so I get 14 glory at best if I can keep up that pace, which is hard purely raiding. Yet my enemies likely have gotten a milestone or two or explored an island or skull site or opened a tomb and explored it quick and have managed more glory than I.


The idea that you will try to purely raid is the one that confuses me.

But if you read the OP (spoiler alert) you also know that there are some decent actions which can crop up and grant significantly higher rewards based on your raid value.

It's possible you haven't unlocked this yet, or all those possibilities have been claimed already. But there should still be ways to set up for next game.

Ranior wrote:


So some of that was just a bit of me joining the rant about the balance of this game, but I guess my point is that SeaFall very much seems to be about racing to milestones, and that race might not even be fair as some players may have an advantage from past upgrades that were made before these milestones even were presented.


I agree that Seafall is a race, but not necessarily to milestones. And I feel like I am at a similar point in the game to you and atog (maybe a bit earlier in some ways, maybe a bit later in others). And I am preparing a "strategy jam session" for the other players who have fallen pretty far behind. And there was one player I was genuinely having a hard time coming up with a strategy for next game, but I ended up finding multiples (though admittedly they depend on the fact that he is far behind me to buy an expensive upgrade early).

Ranior wrote:

SeaFall presents many options between raiding and exploring to being a merchant, but these options are not balanced or equal to each other. At various points, things are much better for going a certain way.


See, this is part of my confusion. To me, Seafall offers the option to raid, explore, AND be a merchant, and it is up to me to decide how hard to pursue each one depending on the current game state.

I do get that the hidden rules make it feel like you had to make some blind choices and got punished for it sometimes. I don't know that there is a way to avoid that entirely for legacy games. I also think that you should be able to find some stuff to do with what you have, though.

Ranior wrote:

Ah well. Finally, for what it is worth, I at least have avoided leaving much enmity behind in my reids since I do continue to have a lot of leftover fortune between my advisor and the Lucky appellation. I thought that would give me a nice edge with a raiding strategy but I just have not been able to translate that good set up into a win.


Good luck!

Reply: SeaFall:: General:: Re: [Heavy Spoiler - Game 5] [Rant] What the actual Fxxk?

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by MadRobin

Ranior wrote:


So for Seafall, the only way to win consistently is to race for the milestones.

We have had several games in our campaign so far that ended before anyone could get a milestone, or where the only person to get a milestone came in last. I think that's become more common as we've gotten farther in the campaign and there are more varieties of non-milestone points (we have opened 4 boxes).


Ranior wrote:


The point is mostly that while many options are presented in Seafall, the route to victory is fairly narrow and you have to be quite opportunistic and go for what the game presents for you. You cannot really make your own path and try to excel at that to win.
[...]
Many other modern games however do present multiple ways to focus on winning and the routes are pretty balanced.

It's odd to me to expect any arbitrary path in a game to be successful. I would argue that in most individual games of Seafall there are multiple paths to victory, and it is a race to execute your chosen path as efficiently as possible. I've found it to be one of those games where optimizing to not waste any actions is essential. But unlike in the other (non-legacy) games you reference, you only have one shot at figuring out what the possible paths to victory are. Because the requirements and opportunities of the next game will be different. It seems to me that you're trying to equate a campaign-long theme in Seafall to a particular strategy in a standard game. I don't really expect to be able to just be "the raider" or "the trader" in every game and succeed reliably. I think of Seafall as a sequence of separate asymmetric games. It is very opportunistic, but I really enjoy the challenge of solving a new optimization puzzle from a different position each game. I would get pretty bored of going into every game just thinking "well, I'm the explorer so I'm going to explore". At least in our campaign, advisors and upgrades can easily wipe out any advantage in ship specialization that another player might have.

I also happen to like the variability and the reasoning and decision-making based on inferences and incomplete information. I can understand that's not everyone's cup of tea.

For what it's worth, to the extent that our group has specialized (which, it sounds like, is less than some groups), the dominant specialization (source of victory points) has switched around quite a lot over the course of 7-8 games.

Reply: SeaFall:: Strategy:: Re: Later game structure issue(so slight spoiler)


Reply: Indulgence:: General:: Re: Why not just reprint Dragonmaster?

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by JustinDJacobson

This is a great question. Thank you for asking it. There are two reasons: one practical and one philosophical.

The practical answer is that it can't be done. The original was published by Milton Bradley, who (along with just about everyone else) got bought out by Hasbro. Without getting too much in the legal morass, Hasbro owns the copyright to the game, which notably includes the Bob Pepper art. They simply aren't outlicensing their back catalog. Believe me, we tried.

The philosophical answer is that Rob and I just aren't interested in doing straight reprints. Now, in this particular instance, if we could have gotten the Pepper art, we would have. We agree that it was a one of the key features of the game. But our approach in general is to look at the "soul" of a game, strip away everything else, and build a great game around it. That's why we chose our company name as we did.

So, the choice was either to do it without the Pepper art or not do it all. Well, guess what? Rob and I love Dragonmaster just as much as you all do. So, yeah, we decided to move ahead. In doing so, we knew the art had to be not just great, but unique. We looked at dozens of artists before finding Chelsea Harper, and we've spent weeks planning the composition of the cards. I don't want to spoil anything before we have something to show off, but I'm excited about it.

In any case, I understand your disappointment, but I'm confident we'll deliver a game worthy of its predecessor.

Reply: SeaFall:: Rules:: Re: [SPOILER] Rule 22

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by Osuniev

DaviddesJ wrote:

ira212 wrote:

[o]Any open question is whether a province token should be placed on Isle of Patmos once you've conquered Ker. The colony is clearly active (and costs nothing to activate), but do you need to place a province token there to show that it's active? My inclination is yes, put a province token there.[/o]


I think the opposite. Nothing says to do that.


The normal rules of a colony say it. Why would Ker be different ?

Reply: Indulgence:: General:: Re: Why not just reprint Dragonmaster?

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by ManuMan

I think Dragonmaster is just an exceedingly hard game to try this approach with. For many old games, the look of the game is a huge part of the nostalgia. For Dragonmaster, I don't know how many people are nostalgic for the game play, but they sure are nostalgic for that look.

When I heard about Restoration Games, I was pretty excited. Usually, when we go back back to something we were nostalgic about, it turns out the nostalgia was much more exciting than the thing we were nostalgic about. We remember things being better than they were. I was really excited about the idea of returning to Dragonmaster, but finding a better Dragonmaster than I remembered; a nostalgic experience that actually lives up to the nostalgia!

However, with this approach, there's no nostalgia at all. It's just another new game that can't benefit from those nostalgic feelings, because that link to my memories of the game isn't present, which makes it a much tougher sell.

Reply: SeaFall:: Rules:: Re: [SPOILER] Rule 22

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by DaviddesJ

Osuniev wrote:

The normal rules of a colony say it. Why would Ker be different ?


The normal rules for colonies say that when you activate a colony you place a province token.

The rules for Ker say it is always active. So you never activate it, so you never have to do that.

Reply: SeaFall:: General:: Re: So.. is this game "Fun" ?? (post SUSD review inquiry)

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by Osuniev

Anarchosyn wrote:

atog wrote:


As a Euro gamer myself, this game is Not fun. It has its moments for its design with the advisor system and such. But the seemingly complete random glory assignment ruins it for me. When you are competing and you are not awarded for the work you put in, it just ended up becoming a chain of feel-bad moments.


Does it tell an interesting story, at least? Can it be appreciated in that manner?


Yes. I jsut finished the campaign and loved the story to the end. HOWEVER, the story that the game itself tells (not the one you and your player will create) doesn't really take off before games 4-5, and is only really strong by game 7-8. If you don't like the game as a game, the story won't save it.
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