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348 lines
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348 lines
21 KiB
Plaintext
Episode: 2571
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Title: HPR2571: Kill Dr. Lucky
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Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr2571/hpr2571.mp3
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Transcribed: 2025-10-19 05:54:47
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---
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This is HPR Episode 2,571 entitled Kill Dr. Lucky and is part of the series Table Top Gaming.
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It is hosted by Klaatu and is about 19 minutes long and Karima Clean Flag.
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The summer is Klaatu Reviews Abroad Game.
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This episode of HPR is brought to you by an honest host.com.
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Get 15% discount on all shared hosting with the offer code HPR15.
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That's HPR15.
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Get your web hosting that's honest and fair at An Honesthost.com.
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Hey there everyone, this is Platyue.
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You're listening to Hacker Public Radio.
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Get ready for another board game review.
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This time around I want to talk about clue or clue due.
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Except I'm not going to talk about either of those two things.
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But if you've ever, if you grew up in, certainly in America.
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If you grew up in America, then you know clue.
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And if you grew up elsewhere, you may or may not know.
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I don't really have a good measure of how popular it is outside of America.
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But you might know something called clue due or clue dough.
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I'm not really sure how you're supposed to say it.
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But you know the game, right?
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There was a movie made out of it too, really hilarious movie.
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There's a board, it's a board, and it's the layout of a mansion.
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And someone has killed the host, Mr. Body.
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And no one knows who's killed the host of the dinner party or whatever.
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And so you have to go around to each room and you collect a clue.
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And really when I say you collect a clue, you basically play Go Fish.
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You sort of make this accusation.
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You say I think Miss Scarlet did it in the billiard room with the candlestick.
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Or I think there's actually a mechanic.
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That's how we always played it as kids.
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We would always just accuse people left and right.
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I think the actual game rules if you read them as an adult.
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It's a big risk with accusing people falsely.
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And so to actually, to gather clues, you sort of, you propose something.
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And there's a secret thing where you sort of each player kind of,
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if they have the card that you've said that you've mentioned,
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they have to show it to you, but they can't show it to anyone else.
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It's pretty clunky to be honest.
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Like I gotta be honest, it feels clunky.
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Even if you're not looking at it from sort of like,
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oh, a game design perspective or whatever, it's pretty clunky.
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Because you have to make sure that you're showing people things very secretly.
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So you're sharing cards.
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And if anyone else sees that card, then the game mechanic has just been broken.
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Because now more than one person has obtained a free clue.
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Or someone has obtained a free clue.
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And if you falsely accuse someone, if I recall correctly,
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you're just out of the game.
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You have to sit out the rest of the game.
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So if you do that too soon, then you can go wash dishes because nobody else,
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you're no longer in the game and you're not going to have any fun.
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So it's a pretty clunky game in retrospect.
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And as kids, even, I don't, I mean, it was definitely better than monopoly.
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But it wasn't the greatest game ever.
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And it always seemed like there needed to be something else.
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And now there is.
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And it's called, who killed Dr. Lucky?
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Who killed Dr. Lucky is a really entertaining board game
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that takes the idea of clue, or Cludo, and flips it on its head,
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in which the board is quite similar to Clu, a layout of a mansion.
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And you all assemble at a house at this mansion that is represented by the board.
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And rather than trying to figure out who killed Dr. Lucky, your host for the evening,
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you are each trying to kill Dr. Lucky.
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So throughout the game, you're moving your pieces around the board
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for the opportunity to be in a room alone with Dr. Lucky out of sight of any of the other players
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and you attempt to murder him.
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Unfortunately, Dr. Lucky, as his name suggests, is just, he has uncanny luck
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and he's really difficult to kill.
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So the way that this manifests itself is that you choose a player at the beginning of the game,
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choose a character.
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And they are, you know, strikingly similar to the Clu characters.
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There's no Miss Scarlet, but maybe there's a Miss Redmond or something.
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You know, everyone sort of has, it's the same motif.
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It is very consciously Clu turned on its head.
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So you pick a character.
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They're all the same.
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It doesn't really matter who you pick.
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And you all start in a room on the board somewhere.
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And Dr. Lucky, as I recall, starts somewhere else.
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Now, nobody plays Dr. Lucky. Dr. Lucky is the game.
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So you're just like, for instance, pandemic.
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You're actually playing largely against a game mechanic rather than against each other.
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Although you really are playing against each other because the winning condition is that
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whoever kills Dr. Lucky wins.
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So I guess you're not, there's nothing like pandemic.
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You're not playing against a mechanic.
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But that is what controls Dr. Lucky is the game.
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He's automatically controlled by the game.
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You are able to attempt to kill Dr. Lucky whenever your character piece,
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whenever your player piece and the Dr. Lucky player piece are in the same room together.
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And out of direct eye line of other players or rather player pieces
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because obviously everyone's looking at the board and they can all see the player pieces.
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Or yeah, the pieces.
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So if you are, for instance, let's just say that you are in the Lancaster room
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up in the right corner of the board game.
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You and Dr. Lucky are there.
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Now, if there's a player in the armory right next to that room,
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then that player can see through the door and would see you attempt the murder of Dr. Lucky
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while you're in the Lancaster room.
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So you couldn't do it then.
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You have to wait for that player to either move on or for you to move on
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and for Dr. Lucky to move on as well.
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There are other rooms with staggered doors.
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So maybe the person just adjacent to you would see you.
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But if there are two rooms over, they can't.
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They don't have a direct line of sight into your room.
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And so that's legal.
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There are other rooms where the line of sight progresses through,
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you know, two or three different rooms.
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So very difficult to kill Dr. Lucky in that room.
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But it's a really clever mechanic because the opportunity to get to Dr. Lucky
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becomes a real thing.
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I mean, you're chasing this guy across this board,
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but he's moving away from you at a steady pace.
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So then you start calculating, okay, well, I need to be,
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I need to get to the library.
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Three, you know, two turns before he gets there.
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Because I know that then my friend will go and then Dr. Lucky will go
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and then my other friend will go and then Dr. Lucky will go.
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And then it'll be my turn.
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He'll have arrived in the library.
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And ideally, no one else will be adjacent to me and I can try to kill him.
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Of course, other players may try to thwart you and position themselves
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so that they're in the armory next to the library,
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such that when he arrives in the library,
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you are thereby not able to kill him.
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You have to attack from a lot of different angles, literally.
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So that's just the movement.
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And that's governed by a standard mechanic of,
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if this is how many moves you have per turn.
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Not a lot of variation in that.
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Other than, like I say, depending on how many players you have,
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there may be inconvenient moments where people just kind of pop up into your room
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or in an adjacent room and thwart all of your plans.
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In addition to movement, though, you get some number of cards.
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When you first start the game, you get, I think,
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it's five cards in your hand automatically.
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And that's a good place to start.
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But it's a resource that you're going to use up in ways that I will describe in a moment.
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So you will need to replenish your card hand at some point.
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The only way that you can get cards is if you are in a room out of sight of anybody.
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So if Mr. Lucky can see you through a doorway or whatever,
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or if he's in the room, you cannot draw a card.
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If someone else is either in the room with you or can see you through a doorway,
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you cannot draw a card.
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If you are in a room completely out of sight of other people,
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you are able to draw a card.
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So cards are precious.
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And that's an important concept because they get used for two different things,
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two separate mechanics.
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So first of all, let's talk about killing murder.
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When you start the game, you have a basic strength of one.
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So if you're in a room alone with Dr. Lucky, you can try to kill him.
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And your base strength is one point of damage, I guess.
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So you could try to kill him with one, but more often, I think.
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Actually, I don't really know. Maybe you need a card.
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But more often, you're going to play a card.
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And one of the cards, for instance, here is it's a weapon card.
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It says so on the top.
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And it says it's a crape pan.
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So you're going to bang him over the head with a crape pan.
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On the card, it states that it is worth two points.
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And under that, it says that it is worth four points in the kitchen.
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So you've got your one strength.
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You can play this weapon card.
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If you're in the kitchen, that's an extra four.
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So now you're attacking Dr. Lucky with five points of damage.
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Let's call it.
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Now remember, you can only attack Dr. Lucky if you're out of
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the eye line of all the other player pieces.
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So the very opportunity to attack him is only there.
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If you're alone in the room with Dr. Lucky with no other player present
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and no other player in a room that they can with a line of sight
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into your current location.
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Okay, so now that you're trying to kill him,
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the other players are going to kind of play on his behalf.
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So they need to boost his luck to outweigh the damage
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that you have just attempted to deal Dr. Lucky.
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And the way that they do that is that they play cards against your card.
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This is a little bit of a clunky mechanic, at least in the addition.
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I shouldn't say mechanic.
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The mechanic is fine.
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The design is a little bit clunky in the addition that I have.
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And that's, it's simply because there's a lot going on on the cards
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that you have in your hand.
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So each card has their, the damage points in a Roman, not a Roman numo,
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an Arabic number.
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And then to represent the luck points that that card,
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that same card grants Dr. Lucky,
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it has some number of cloverleafs.
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And I think the really, really confusing thing about that is that
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most of the time the number and the cloverleafs are the same.
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So for instance, here's a weapon card that deals two damage
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and grants two cloverleaf points of luck to Dr. Lucky.
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So you kind of assume that the number and the cloverleafs are always the same.
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Until finally you come across a rare, rare card that either grants no luck
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or that grants less luck than damage.
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So here's a weapon called the Duck Decoy.
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It's a wooden duck that you bash them over the head with, I guess.
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It deals two damage, but only one point of luck.
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And here's another weapon, a monkey hand, deals two damage,
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but no points of luck.
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And so that sort of establishes and confirms that the cloverleafs
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and the damage points are indeed different values.
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But you wouldn't know it just by kind of looking through maybe 50, 60, 70% of the cards.
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So that's a little bit of a clunky design.
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But anyway, so you've just, you've tried to kill Dr. Lucky with a frying pan,
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a crate pan specifically in the kitchen, plus your one strength.
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So you're dealing five damage.
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So now the other players need to chip in and collectively counter your attack
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with at least five points of luck, and possibly six.
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I'd have to look it up if I forget who wins a tie.
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But let's just assume five.
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So one player might give up their weapon card,
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which they'd really wanted to use to kill Dr. Lucky in the sitting room for four points of damage.
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But they're in a pinch, and so they have to sacrifice this card for two cloverleaves.
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And then another player may be sacrifices their movement card,
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which would have given them a free move to the white room,
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which maybe would have been perfect for their plans, but they're in a pinch.
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They have to give it up for two cloverleaves.
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And then another person has to give up their duck decoy for one cloverleaf,
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and that's five that counters your attack of five, I guess, and Dr. Lucky escapes.
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His luck has outweighed your attempt.
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Now, and yet another interesting mechanic here is...
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So first of all, let's talk about that.
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So the players have to have to sort of bid against your bid to kill Dr. Lucky.
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And I think this is brilliant, because especially if you have lots of players,
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nobody wants to give up their card, right?
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I mean, why would you? You would not want to do that.
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You would look at your card, and you'd think, oh man, this frying pan, or this duck,
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or whatever, is going to be worth... yeah, this duck is going to be worth five
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if I try to kill him in the trophy room.
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Plus my one strength, that's an attack of six.
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Like, that's perfect, that's great. I don't want to give this up.
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But if nobody else gives up a cloverleaf, then they have to, because they don't want you to win.
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It's really, really painful, and it pits the players against not only you,
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the would be killer in that moment, but each other.
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Because everyone's going to try to wait everyone else out to see how many cloverleafs people are going to bid.
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And then if you don't bid enough, then someone's just won the game.
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So it is, it's like an excruciating experience trying to, trying to guess,
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is the guy, am I right? Gonna bid two cloverleafs to help us out?
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Or does he not even have two cloverleafs to bid with?
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I mean, like, what, what can we do?
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So if you're the last person in the cycle, obviously, you're really, you're really in trouble.
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But that, I think that's a brilliant mechanic because it becomes this mini-game within the game of, of, okay,
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now we're all gonna, we're gonna gamble on how many cloverleafs we actually need to contribute until we have enough to beat this person out.
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Now, if it always stayed within that realm of five and six cloverleafs or damage points that you have to outweigh, that's fairly predictable.
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So it's a really cool little side mechanic here on top of everything else.
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That once you, if you attempt to kill Dr. Lucky and fail, you keep, whatever, you keep a card from, from the interaction as a face-down card.
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And this becomes a, I think they call it a reason card or something like a grudge card, whatever.
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And, and that becomes extra strength for your next attack.
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That becomes one more point of damage for your next attempt.
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So the next time you try to kill Dr. Lucky, you might play another weapon card of some sort.
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So here's the bad cream weapon card, which is worth four in the sitting room.
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So let's say you do, you go for it in the sitting room, why wouldn't you?
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So you try to kill him with, with this bad cream in the sitting room for four damage plus your one innate strength.
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So that's five damage.
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And then this, this grudge that you have because you failed killed, so to kill him with your crate pan.
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So that's six damage.
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Now you've just, you've got six. And of course, if you fail that one, now you've got another grudge card.
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And next time you go, you'll have that much more strength.
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And so people just collect grudge cards, obviously, for every attempt that they, that they fail.
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And, and they become stronger and stronger and stronger and more difficult to foil in the end.
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It's, it's a game full of really, really clever, really clever mechanics, I think.
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Lots of, of just sort of subtly brilliant ways of, of hitting players against either each other,
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or this make believe auto, auto piece that keeps moving around the board, foiling all of your plans.
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It's, it's, I think it's just, it's really, really strong.
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And it has lots of little incentives, you know, like, hey, you should try to kill Dr. Lucky often,
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because if you do, then you get more strength, but you're also spending cards.
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And we don't know when you're going to get those cards back, because there are other players on the board,
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and you can only draw if no one else sees you. So you're kind of, you kind of want to keep those cards,
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especially if that card happens to be really, really good for some specific room.
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But if you don't spend the cards, when someone fails, then you're going to have someone win the game.
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It's, it's just one of those, it's, and, and of course, the advantage to this is also, because it flips clue on its head.
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There's no, there's never an occasion where a player is out.
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You know, you don't, everyone's in solidly in the game until a player wins.
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So you never have that situation where Alice and Bob both do something stupid,
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and, and now I just have to sit out and go do dishes or something,
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while the, the remnants of the, of the, of the table get to continue playing the game until one of them finally wins.
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It's, it's very much a single winner at the end of the game.
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That is the definite end of the game when one person wins, which I think is, is a really, a much stronger design than, than something like clue,
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or half a dozen other board games.
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So the game's a lot of fun. You should definitely try it if you think, I mean, if you look,
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if you have clue on a bookshelf somewhere, or clue do, or whatever, on a bookshelf in your house, you should buy this.
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You should get, you should get a kill doctor lucky is what it's called.
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Because it's just, it's such an improvement over, over clue that you'll never, you, you will not regret it.
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One word of warning, I guess, is that the game is, well, it's first of all, so a non-warning.
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The game is not as violent as, you know, it may or may not sound to you.
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It's, it's, I would, I don't have children, so maybe I'm wrong, but I, I feel like it's pretty children friendly.
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It's, and, and maybe instead of killing him, maybe you could say another word.
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I don't know how those things work, or kids do smart for that, whatever.
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I don't think it's, you know, a lot of the, the things that you're trying to kill him with are very sort of silly,
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and they're not, you know, I don't even think there's a gun in the thing.
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It's, I could be wrong, don't, don't hold me to that, but it's, it's a pretty lighthearted sort of game.
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So it's, it's a little bit more whimsical, maybe catch, catch doctor lucky.
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You could try to catch him.
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Anyway, so it's not super violent, actually, in spite of its name, it's, it's, it's not bad.
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If your kid can handle clue, they could probably handle kill doctor lucky.
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So anyway, that was a non-warning.
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One warning, though, is that the game sort of advertises itself, at least that I've seen,
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as a, it says it's a four-player game, but that it can be played with two players.
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And that, I think, is a stretch.
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I think that the two-player mechanic, at least as outlined in the official rules.
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I haven't looked online if anyone's come up with a more clever way of doing the two-player game.
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But I, I think with two players, it becomes very difficult because what happens is you just have to introduce new, new fake players.
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So you've got, you got Dr. Lucky moving around the board as an automaton, which, I mean, that's standard.
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That's in, that's in the game no matter what.
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But then you've got these two extra players that you have to move around the board as automatons.
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And then they also have to bid against you when you try to kill doctor lucky.
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So it becomes, it becomes really complex because your man, each player, essentially, is playing two people.
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I mean, the automatons, the, the, the two extra people don't, don't try to kill Dr. Lucky.
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But, but they do, you do flip a card for them when someone tries to kill Dr. Lucky.
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So maybe there's some points given, some clover leaf luck points.
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Maybe not. Depends. That's kind of the unexpected mechanic there.
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But you have to remember to move them. And it's, and everyone's moving in a different direction.
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They, they move clockwise. Dr. Lucky is anti-clockwise.
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And you're moving whatever direction you want.
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It's, it, it becomes a lot of board management where, I mean, a game like pandemic is a lot of board management too, like a lot.
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But with, with, with kill doctor lucky, the board management isn't really, it doesn't feel like it's part of the game, right?
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You're, you're just, you're just constantly moving pieces because, because you don't have enough humans, you know?
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And it becomes a little bit of a drag.
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So I would, I would say that you really want this to be a four or more player game.
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You do not want to, to do this as a two player game, actually.
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But the rules, at least in the addition that I have say otherwise, it says that you can do it with two players.
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It's strictly speaking, you can. The fun level goes down though, just in my opinion.
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So that's it. That's kill doctor lucky. I'll put a link in the show notes.
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Or you can just, you know, look at it online. It's, it's, it's out there. It's not super expensive.
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And like I say, it's a big improvement over the, the usual sort of the, the obvious board games that everyone gets issued.
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You know, when they get, when they move in as an adult, they, they get the monopoly in the clue.
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You, you have to take that and put it on your bookshelf and let it collect dust.
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Kill doctor lucky. A lot more fun.
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We'll not collect dust. Thanks for listening. Talk to you next time.
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