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177 lines
11 KiB
Plaintext
177 lines
11 KiB
Plaintext
Episode: 3944
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Title: HPR3944: Race for the Galaxy
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Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr3944/hpr3944.mp3
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Transcribed: 2025-10-25 17:44:19
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---
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This is Hacker Public Radio Episode 3,944 for Thursday the 14th of September 2023.
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Today's show is entitled Race for the Galaxy.
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It is hosted by Tukutura Oto and is about 16 minutes long.
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It carries a clean flag.
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The summary is Tukutura Oto explains very basics of card game called Race for the Galaxy.
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Hello and welcome to the Hacker Public Radio.
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I'm Dula Turto and today's episode is about card game called Race for the Galaxy.
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It is a card game for two four players, up to four players, two to four players.
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And it's published by Rio Grande Games.
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Your goal is to build a space in the room and the player with the most victory points
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in the end means there's also a computer version of the game which I find somewhat easier
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to play because it explains what your cards do in more detail.
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The turn sequence in the game is following.
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There's five phases, explore, develop, settle, consume and produce.
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At the beginning of each turn, every player selects in secret, one of those phases and
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the selections are revealed simultaneously at the same time.
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And only the selected phases will be played.
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And the player who made a selection of a phase tend to get a small bonus on that phase.
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And these offers are some tactics in the game.
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You can follow but other players are playing and based on that select your own phase and
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hope that the other players select another phase that you want to also play during that turn.
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So the first phase is the explore and that's basically just you draw two cards and keep one.
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You have cards in your hand and if you have a bonus on during this round or during this
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phase, you can choose to either draw five cards and keep one.
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This is good for if you know that there's a card that you would like to have.
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This is a one way of searching for that card.
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Or you can draw one additional card and keep one additional card.
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The next phase is the development phase.
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Here you play a development card on the play in front of you, pictureside upwards.
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You have to discard cards from your hand that are to cover the cost of the card.
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Every card has a cost.
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It ranges from zero to usually six.
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Some planetary cards can be nine, I think.
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So this development cards they give boosts into your in very young them might make it easier
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to trade or they might modify the cost of the planets or other development cards.
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Your bonus here in this phase is minus one to the cost.
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So if you select this phase, you can place your development card with a one point cheaper.
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So worth noting is that you don't have to play an expo or develop phase if you don't
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want to.
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If you don't have a card that you want to play, you can just skip it.
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Same with the next phase, settle.
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You can skip this if you have nothing to do or don't want to do anything.
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So in the settle place, this is where you draw your empire.
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You place a planet card in play and again discard the cards from your hand to cover the
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cost of the card.
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The exception is that there's a military planet that you have to conquer every Imperium
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has a military score that starts from the zero.
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And you can raise it by placing development cards or another planetary cards and to conquer
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the military planet, you have to have a military score equal or higher than the cost of the
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military planet.
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You don't have to discard any cards in this case.
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I have found that this is one good way of winning the game.
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You just focus solely on the military, try to build up as good military as possible and
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try to conquer as expensive planets as possible because they're worth more in the game.
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There's also cards that give you points for extra points for every military planet you
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have or extra points placed on the military score you have.
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The bonus here is that if you place the windfall planet, you produce on that one, you take
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a card and place it on top of the windfall planet as a marker.
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This represents that some planets have three resources that you can use as soon as you
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conquer them or settle them.
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The next phase is consume.
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This is one that you have to play.
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If you can consume, then you have to consume, you don't have an option.
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And here, the idea is that some of your planets have resources on them and some other cards
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allow you to trade those resources into the victory points.
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And the bonus here is that you can trade one good card, one good card for two to five
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cards that you can pick and place in your hand or you can gain twice the victory points.
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And another way to victory, you build a empire that has a decent amount of planets that
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can produce and decent amount of cards that can consume and you keep cycling the consumer
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and produce cycle.
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The next phase is the produce that I mentioned.
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Here you produce on regular planets.
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Most of the planets have a resource on them that you can produce and you just take a card
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from the take place it on that planet as a marker that there's a goods ready there.
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The bonus here is that if you have a windfall planet, you can take one.
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You can produce on one windfall planet.
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You cannot produce.
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You cannot normally produce on multiple windfall planets.
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Again, there's a cards that can modify this rule.
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And that's the turn sequence.
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You repeat this until one of the empires is 12 cards big and all if the victory points
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tokens run out either one.
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And after that, you tell you of the score.
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It's basically the cards on the table, cards in the hand and the victory points that you
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earned and the player with the most points wins.
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And as you notice there is in much you can do two other players in this game.
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You're basically focusing only on your empire and trying to grow it in a way that earns
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most victory points.
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So the special rules are actually the thing that brings the salt to the game.
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These are there's lots and lots and lots of cards that have special rules.
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And you have to have them in the play to them to have an effect like you, they might allow
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you to grow extra cards, trade goods on the planet, add up your new military score, settle
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your planets for cheap.
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There's one card that you think is colorless if you just discard that card and you can
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settle any planet no matter cost with two rules.
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It cannot be a military planet and it cannot be an alien planet.
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And some cards modify your empire limit.
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You might have a limit of 14 in the game or you can produce on a windfall planet after
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discarding a card and so on and so on.
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So learning what cards are actually in the tech is one important part of the game.
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So some examples of the cards.
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There's a star number traders.
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This is a military tool planet that is worth one victory point.
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So relatively easy to conquer, not worth much but it adds one to your military and also
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if you are trading goods on any planet, you can get two additional cards.
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So the reforming report is another example, this development with cost of three that is
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worth two victory points.
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But this allows you to draw one card after placing a word or after settling a word.
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So it's a nice way of getting the cards back after settling a place.
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And it allows you to discard one rare element goods to gain one card and one victory point.
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So when you are trading rare elements on this planet, you get one victory point and you
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get extra card in your hand.
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Next works is another example, this is a development cost of one word or one victory point and
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you get to draw one card after placing a development.
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And you can also discard one card to gain one victory point during the trading phase.
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So the terraforming reports and public works are cards that work well in the beginning
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of the game.
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There's an expansion to the game of course, the gathering of storm is the first one.
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It adds goals into the game.
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I mean all expansions add extra cards but in addition to that, this one adds goals into
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the game.
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So there's things like first player to achieve some situation, condition or the player
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who has most of something triggers the goal and gives you an extra victory points.
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It also adds additional players, so you can have five players to play.
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Retail versus Imperium is the second extension.
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It adds a solo play that I haven't actually done.
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And it adds the take over mechanics.
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So if you have a strong military, you can conquer mechanics from other players Imperium.
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This is a conflicted about this rule.
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Some players think that it adds nice strategy in the game but I like the aspect of building
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your own empire without worrying what other empires are doing.
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Third one, Prink of War, even more mechanics, it's a prestige.
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So prestige counts as a victory points in the end but also you can use it to perform
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actions and this one requires the two previous expansions.
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So some actions you can perform, for example, you have to pay a prestige and then you
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can during the first phase where the x-4 phase you can actually say that I want to find
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a military planet that has a military score of at least six and then you can just go
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through the take until you find a planet that satisfies this condition.
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Alien artifacts, this is an extension that is not in the computer version of the game.
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I don't know why.
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I haven't played that also and this is incomparable with the previous expansions.
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So you, if you play with this one, you cannot use any other expansions.
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These acts are lots of new cards and in addition it adds 49 cards that represent alien
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orb that you can explore and it changes the game that now during your play you can either
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try to build a bigger empire or you can explore that mystical orb, alien orb.
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But I haven't played that I don't know much about this expansion so I cannot comment
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much about it.
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So in the end, it's a fun and quick game.
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The computer version tends to be over in a 10 minutes usually when you're playing with
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the people with real cards, it takes a little bit longer and like I said, every player
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concentrates on their own imperium, some people find this, they don't like this aspect
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but I like that aspect and cards can be really dense with information.
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With the computer version it's nice that they added an extra pop-up text that explains
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what this card does but in real cards there is no such an explanation, there's just
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symbols and you have to understand what those symbols mean and sometimes it can be pity.
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It might take a little bit time before you remember all those symbols.
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I have recorded a video of myself playing this game, there's a link to that video in
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the show notes and it's in a pay-tube and for some reason nobody can follow me outside
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of that instance, I don't know what's the reason for that.
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So if you have any questions, comments or feedback, you can contact me at Tutur.admaster.ad
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or even better you can record your own episode.
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Bye bye.
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You have been listening to Hacker Public Radio, and Hacker Public Radio does work.
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Today's show was contributed by a HBR listener like yourself.
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If you ever thought of recording a podcast, you click on our contribute link to find out
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how easy it really is.
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Hosting for HBR has been kindly provided by an honesthost.com, the Internet Archive
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and our sims.net.
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On the Sadois status, today's show is released under Creative Commons, Attribution 4.0 International
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