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How to Master Yahtzee

eduKate Secondary students reviewing open books for How Super Intelligence Works: Attention.

To master Yahtzee, learn to read the scorecard as carefully as the dice. Five matching numbers are a wonderful moment, but a strong game also contains quieter decisions: keeping useful sixes, protecting a straight, choosing where an awkward roll belongs and recognising when the upper bonus is still within reach.

This Yahtzee guide explains the classic five-dice game, including the thirteen scoring categories, the 63-point upper-section target, reroll choices and repeat-Yahtzee scoring. You will work through actual dice combinations and scorecard situations, so every suggestion has a place at the table.

Luck will always have a seat beside you. Your part is to make a sensible choice with the dice and empty boxes available now. That makes the game more interesting, and it lets you enjoy a clever decision even when the next roll has other ideas.

Contents

Know the game · Chapters 1–2
  1. Understand what a Yahtzee turn gives you
  2. Read every scoring category correctly
Make better choices · Chapters 3–4
  1. Plan the upper bonus without becoming rigid
  2. Choose rerolls from the scorecard you actually have
Handle tempting rolls · Chapters 5–6
  1. Handle straights with a clear plan
  2. Compare pairs, full houses and matching groups
Manage the scorecard · Chapters 7–8
  1. Use Chance and zeroes deliberately
  2. Apply repeat-Yahtzee and Joker rules correctly
Practise with purpose · Chapters 9–10
  1. Practise choices instead of chasing a personal best
  2. Build a calm routine for your next game

CHAPTER 1 OF 10 · Know the game

1. Understand what a Yahtzee turn gives you

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Each player has thirteen turns and a scorecard with thirteen category boxes. Begin your turn by rolling all five dice. You may stop and score immediately, or keep any dice and reroll the others. You can roll up to three times in total, then must fill one empty category. A filled box cannot be used again. These are the core turn rules in Hasbro’s Yahtzee instructions.

Your earlier decision to keep a die is not permanent. On a later roll within that turn, you may put it back with the dice you are rerolling. That flexibility matters when the second roll changes the opportunity. A first-roll plan is a starting idea, not a contract you must honour at any cost.

Think in turns and boxes

Suppose your first roll is 6, 6, 3, 2, 1. Keeping the sixes gives you a clear direction, but you have not selected the Sixes box yet. If the later dice produce a useful lower-section combination, you can choose that instead. The scoring decision is made when you finish the turn, subject to the special Joker requirements discussed later.

Do not fill a box after each individual roll. The three rolls belong to one turn and lead to one ordinary category entry. A Yahtzee bonus, when eligible, is recorded separately and still requires a category entry. Keeping those two records distinct prevents accidental extra turns or missing boxes.

Set up a game that runs smoothly

Give everyone an individual scoring column and agree on the exact edition’s rules. Keep the dice in a clear rolling area where all five can be read. Decide how you will handle a die that leaves the table or rests at an angle before it happens. Use the supplied instructions if they address it; otherwise make a simple shared agreement.

Write scores clearly and leave unused boxes genuinely blank. A zero means the category has been spent. An empty box means it remains available. A faint dash used casually as a temporary mark can create confusion several rounds later, especially when repeat Yahtzees arrive.

Know what winning asks of you

The highest final total wins after everyone completes thirteen turns. Add the upper scores, any upper bonus, the lower scores and any eligible Yahtzee bonuses. The game rewards the entire scorecard. A single memorable roll can help enormously, but the unglamorous boxes still contribute to the result.

For your first game, keep the scoring reference open and take your time. Speed is not the skill being tested. The useful early milestone is being able to name the legal scoring options before deciding which one you prefer.

CHAPTER 2 OF 10 · Know the game

2. Read every scoring category correctly

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The upper section contains Aces, Twos, Threes, Fours, Fives and Sixes. Each counts only dice showing its number. The lower section mixes fixed awards with categories that total all five dice. Confusing those two scoring methods is one of the easiest ways to lose points on paper even when you rolled exactly what you wanted.

CategoryRequired resultScore
Aces through SixesAny number of the named faceSum only that face.
Three of a KindAt least three matching diceSum all five dice.
Four of a KindAt least four matching diceSum all five dice.
Full HouseThree of one face and two of another25.
Small StraightFour consecutive distinct values30.
Large StraightFive consecutive distinct values40.
YahtzeeFive matching dice50 in the Yahtzee box.
ChanceAny resultSum all five dice.
Ordinary category scoring, before the special repeat-Yahtzee Joker rules in chapter eight.

Hasbro’s classic scorecard guide gives these category values. The upper section earns an additional thirty-five points when its six category scores total at least sixty-three. Three of every face would reach that threshold, but that exact distribution is not required.

Score one roll in several possible ways

Take 5, 5, 5, 2, 6. It can score fifteen in Fives, twenty-three in Three of a Kind or twenty-three in Chance, if those boxes are open. It does not qualify for Four of a Kind or Full House. You may also choose an open upper box for another face: Twos would score two, Sixes would score six and Aces would score zero.

Those are legal possibilities, not equally attractive recommendations. The purpose of listing them is to separate recognition from judgement. First establish what the dice permit; then ask what your remaining scorecard needs.

Notice duplicates in straights

The roll 2, 3, 4, 5, 5 contains four consecutive values, so it qualifies for Small Straight. The duplicate five does not spoil the run. By contrast, 1, 2, 3, 5, 6 contains no run of four consecutive values and does not qualify. Putting the dice in numerical order makes the difference much easier to see.

Keep the full house distinction clear

An ordinary full house uses two different faces, such as 4, 4, 4, 1, 1. Five matching dice are not an ordinary three-plus-two full house in the rules used here. They may receive the fixed full-house score through the Joker procedure when its conditions apply. That exception should not be used to rewrite the ordinary category.

Before writing a score, check the category name, its availability and whether it uses a fixed award or a sum. A quick three-part check is easier than correcting a whole column at the end.

CHAPTER 3 OF 10 · Make better choices

3. Plan the upper bonus without becoming rigid

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The upper bonus creates a second objective alongside your immediate score. Sixty-three upper points earns thirty-five more. The useful planning benchmark is three of each face: three Aces, six Twos points, nine Threes points, twelve Fours points, fifteen Fives points and eighteen Sixes points. Together they make sixty-three.

Treat that benchmark as a way to measure progress, not a rule requiring exactly three matching dice in every upper box. Four sixes can compensate for missing lower points. Two ones might be a manageable sacrifice. Whether either choice is worthwhile still depends on the dice, the remaining boxes and the opportunities you give up.

Use a running surplus or deficit

Suppose you score two points in Aces and six in Twos. Relative to the three-of-each benchmark, you are one point behind: Aces is one short and Twos is on target. If you later put sixteen into Fours, you gain four above that category’s twelve-point benchmark, bringing the running position to three ahead.

This simple record helps you avoid a vague feeling that the bonus is “probably fine.” It also stops one poor low-number box from looking more serious than it is. A shortfall of one point and a shortfall of twelve points are very different problems.

Calculate what the remaining boxes need

Imagine your completed upper boxes total forty-four, with Fives and Sixes still empty. You need nineteen more to reach sixty-three. Three fives and one six would provide twenty-one; two fives and two sixes would provide twenty-two. You have several possible routes, so a future decision should consider the actual remaining requirement.

Now imagine the same two open boxes but only twenty upper points already recorded. Even five fives and five sixes would add fifty-five, so the bonus is still mathematically possible, but ordinary-looking scores will not be enough. Recognising the difficulty helps you compare a bonus chase with valuable lower-section opportunities.

Know when the bonus cannot be reached

If only Aces remains and your upper total is fifty-seven, the maximum additional upper score is five. You can finish at most on sixty-two, so the thirty-five-point bonus is unavailable. You should not sacrifice another useful choice under the mistaken belief that a few ones might rescue it.

The practical calculation is straightforward: add the maximum possible score in each empty upper box to your current upper total. If that sum is below sixty-three, the bonus is impossible for that card. If it reaches sixty-three, possibility alone does not tell you whether chasing it is the best decision.

A useful player keeps both ideas in view: the bonus can make upper points especially valuable near the threshold, and the rest of the scorecard still matters. Let the numbers guide the conversation rather than turning “always protect the upper bonus” into an inflexible command.

CHAPTER 4 OF 10 · Make better choices

4. Choose rerolls from the scorecard you actually have

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Before your second or third roll, glance at the open categories. The same dice can suggest different keeps on different scorecards. Three fours are attractive when Fours and Three of a Kind are open; they may offer much less flexibility when both have already been filled and you urgently need a straight.

A useful decision routine has three questions. What worthwhile result do I already hold? What can one more roll improve? Where can the dice go if that attempt misses? The last question is especially helpful because it makes the downside concrete without pretending that every uncertain choice should be avoided.

Keep a route and a fallback

Consider 6, 6, 6, 2, 3 with two rolls available. Holding the three sixes lets you pursue more sixes while preserving an upper score of at least eighteen if you continue holding them. Three of a Kind and Chance may also remain available. The strength of that keep comes partly from its several destinations on an open scorecard.

Late in the game, perhaps Sixes, Three of a Kind and Chance are all filled. The same keep now depends much more heavily on completing Four of a Kind or Yahtzee. That does not automatically make it wrong, but the fallback has changed. An advice slogan based only on the five dice would miss that difference.

Reconsider after the second roll

Suppose you kept a pair of threes and rerolled the other dice, producing 3, 3, 4, 5, 6. You now have a small straight using 3, 4, 5 and 6. If Small Straight is open, you can score it. If you want to pursue a large straight and keep 3, 4, 5, 6, rerolling the duplicate three needs a two to make 2–6.

You are allowed to change direction. The sensible question is whether the new opportunity is better for this scorecard, not whether you have been loyal to your first idea. Sometimes changing course is exactly what good observation looks like.

Understand what one die can do

With one roll remaining and one die rerolled, a particular needed face has a one-in-six chance under the fair-dice assumption. If two different faces would succeed, the chance is two in six. These probabilities describe the next roll only. They do not guarantee how many attempts it will take across several games.

For example, holding 2, 3, 4, 5 gives you two possible large-straight completions: one or six. Holding 1, 2, 3, 4 gives you only five. Seeing those alternatives is more useful than calling both situations “one away” and treating them as identical.

You can stop before the third roll. A usable result is already a result; the remaining roll is an option. Use it when the possible gain and the remaining scoring choices make sense, and enjoy banking a good turn when they do not.

CHAPTER 5 OF 10 · Handle tempting rolls

5. Handle straights with a clear plan

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Straights ask you to think about distinct values rather than matching groups. Arrange the dice in order and temporarily ignore duplicates. Which consecutive run is present? What specific value would extend it? This simple physical arrangement makes a crowded roll much easier to read.

For an ordinary large straight, the only complete sets are 1, 2, 3, 4, 5 and 2, 3, 4, 5, 6. The shared middle values explain why some partial runs have more possible completions than others. You do not need a large probability table to notice that a flexible centre can be useful.

A protected small straight

Suppose your dice are 2, 3, 4, 5, 5, with one roll left and both straight boxes open. Keeping 2, 3, 4, 5 and rerolling the extra five preserves the small straight regardless of the new die. A one or six completes a large straight. Any other face still leaves the original four-value run available.

This example is unusually comfortable because the lower-value result survives the attempt. If Small Straight is already filled, the same keep has a different downside: a failed large-straight attempt must be placed somewhere else. Always include that scorecard detail when comparing advice with your own game.

A run with only one completion

With 1, 2, 3, 4, 4, keeping 1, 2, 3, 4 and rerolling a four needs a five for Large Straight. A six does not bridge the missing five. The chance on one fair die is one in six, compared with two in six for the middle run. Both can be reasonable attempts; they simply have different odds.

Do not mistake a gap for a finished run

The dice 1, 2, 4, 5, 6 may look nearly consecutive when scattered across the table. They do not make a small straight because the missing three interrupts the available groups. Lay them in a line, identify the gap and decide whether you have rolls left to address it.

A duplicate is not always the first die you should reroll. That choice depends on which run you intend to preserve and which other categories are open. For a beginner, write down the four values you plan to keep before touching the dice. That prevents an accidental reroll of an essential middle number.

Review the decision rather than the celebration

If a low-probability straight succeeds, enjoy it. Afterwards, still ask whether the attempt was sensible in its scorecard context. If a well-supported attempt misses, do not label it foolish solely because the needed number failed to appear. Outcomes tell you what happened; reviewing the available choices tells you how you played.

A strong straight habit is pleasantly modest: sort, name the missing value, inspect the fallback and then roll. Four small actions can remove a remarkable amount of confusion.

CHAPTER 6 OF 10 · Handle tempting rolls

6. Compare pairs, full houses and matching groups

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Matching dice create several overlapping possibilities. Three fives might contribute to Fives, Three of a Kind, Four of a Kind, Full House or Yahtzee, depending on the other dice and remaining rolls. That overlap is helpful, but it can also make an attractive label distract you from the points and flexibility you already have.

Two pairs are a decision, not a command

Take 2, 2, 5, 5, 6 with one roll remaining. If you keep both pairs and reroll the six, a two or five completes a full house. That is a two-in-six chance on the final die. If Full House is already filled, this familiar keep may no longer serve your needs; perhaps the Fives box is still important.

Keeping only the fives creates a different project with three dice to reroll. It gives up the ready-made two-pair structure in exchange for a chance at more fives and other matching combinations. Which project you prefer depends on the card. The point is to state the trade clearly rather than insisting that two pairs must always be treated one way.

A full house is already complete

With 2, 2, 2, 6, 6, an open Full House offers twenty-five points. You can stop. If you choose to break it, name what you hope to gain and where a miss can go. Rerolling the sixes to chase five twos may be exciting, but excitement alone does not explain why it is a good scorecard decision.

Sometimes the full-house box is closed and Twos is also unappealing. Then keeping a different set of dice may be reasonable. There is no obligation to preserve a combination merely because it has a name. Categories matter only if they are available and useful.

Understand two-dice attempts

Suppose you hold three fours and reroll two dice once. For a Yahtzee, both dice must be fours: one successful outcome among thirty-six equally likely ordered outcomes. For at least Four of a Kind, you need at least one four. Eleven of the thirty-six outcomes do that, including the outcome with two fours.

These are different targets. Saying “I only need another four” describes the four-of-a-kind target, not the Yahtzee target. Clear language helps you judge the actual attempt and prevents a hopeful feeling from quietly changing the probability.

Total all five dice in the kind categories

The result 4, 4, 4, 1, 6 scores nineteen in Three of a Kind, not twelve. The result 4, 4, 4, 4, 6 scores twenty-two in Four of a Kind, not sixteen. The qualifying group opens the category; the full five-dice sum provides the score.

For a practical drill, roll five dice and list every open-category destination on a spare scorecard. You will begin to see matching groups as flexible resources. That is a more useful skill than attaching yourself to the first combination name that comes to mind.

CHAPTER 7 OF 10 · Manage the scorecard

7. Use Chance and zeroes deliberately

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Chance is the most flexible ordinary category because any five dice qualify. Its flexibility gives it value beyond the points you write there. Once you use it, a future awkward roll has one fewer place to go. Keeping it open can be useful, but saving it forever is not a strategy either: the game still ends after thirteen turns.

A practical approach is to ask whether the present roll is a good use of that flexibility compared with your other open boxes. A high total that fits nowhere else may be a welcome Chance. A low total with a tolerable upper-section destination may deserve a different home. The entire card determines the trade.

Make the cost of a zero visible

A zero spends a category without adding points. Sometimes it is unavoidable; sometimes choosing one protects a more valuable opportunity. Avoid the simplistic rule that any positive score must be better. One point in an upper box that you badly need for the bonus can carry a larger future cost than zeroing a difficult lower category.

Equally, do not zero a category merely because its usual score is large and you assume it will never arrive. Check the turns remaining and the alternatives. Your decision should come from the current card rather than from frustration with the last three rolls.

A late-game comparison

Imagine Aces and Large Straight are your only empty boxes. Your final dice are 1, 1, 3, 4, 6. You cannot score a large straight. You could take two in Aces and leave the straight for the final turn, or zero Large Straight and leave Aces. To judge the choice, ask whether the upper bonus depends on Aces and how each remaining category may behave next turn.

If the upper bonus is already impossible, the two points still count, but they do not unlock thirty-five more. If precisely two Aces points would secure the bonus, the immediate entry has a very different value. The dice alone cannot settle this example without the rest of the upper total.

The Yahtzee box has an extra consequence

Entering zero in Yahtzee also removes eligibility for the additional hundred-point Yahtzee bonuses. A later five-of-a-kind still follows the applicable Joker procedure, but it does not earn that bonus when the Yahtzee box contains zero. Chapter eight separates those two ideas carefully.

This does not mean you must protect the Yahtzee box at any cost. It means the cost of sacrificing it includes more than its ordinary fifty-point possibility. A deliberate decision can still choose the sacrifice after recognising that consequence.

Keep the table atmosphere generous

Every player eventually writes an unwelcome score. Let people make their choice without a chorus of hindsight. In a practice game, discuss alternatives when invited; in an ordinary game, let the score stand. A cheerful table makes it much easier to keep thinking clearly when the dice refuse to cooperate.

CHAPTER 8 OF 10 · Manage the scorecard

8. Apply repeat-Yahtzee and Joker rules correctly

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Repeat Yahtzees cause disproportionate confusion because the bonus and the category entry are separate. This chapter follows Hasbro’s published Joker FAQ. Some printed editions describe a different lower-section priority, so agree which instructions govern your game before play.

Under this FAQ, if your Yahtzee box already contains fifty, a further Yahtzee earns a hundred-point bonus. If that box contains zero, it earns no such bonus. In either case, apply the Joker placement order: use the matching upper box if open; otherwise choose an open lower box; if neither is available, put zero in another open upper box.

For a lower-section Joker, Three of a Kind, Four of a Kind and Chance use the dice total. Full House, Small Straight and Large Straight receive their fixed awards of twenty-five, thirty and forty. A bonus does not replace the required category entry.

Example: the matching upper box is open

You have already scored fifty in Yahtzee and now roll five threes. Threes is empty. Record the hundred-point bonus and fifteen in Threes. You cannot bypass that open matching upper box simply because you would prefer forty in Large Straight under the FAQ procedure.

Example: the matching upper box is closed

Keep the same roll and existing fifty in Yahtzee, but suppose Threes has already been filled. Large Straight and Chance are open. The FAQ lets you use either open lower box: Large Straight scores forty as a Joker, while Chance scores fifteen. Your choice can consider the categories you want to leave for later.

Example: Yahtzee already contains zero

Now suppose your Yahtzee box contains zero and you roll five fours. If Fours is open, score twenty there and add no hundred-point bonus. If Fours is filled, the lower-section Joker choices apply. The absence of the bonus does not erase the Joker placement rule.

Example: no lower box remains

You roll five sixes, Sixes is filled and every lower category is filled. If Twos is your remaining upper box, it receives zero under the FAQ order. If your Yahtzee box already holds fifty, you still receive the hundred-point bonus. This unusual-looking turn becomes clear once the two records are kept separate.

What if the Yahtzee box is still empty?

You are not in the already-filled-box situation above. You can score the ordinary fifty in Yahtzee or choose another normally valid category. Do not automatically award a repeat bonus or use a five-of-a-kind as a Joker straight just because it is an impressive roll. The current state of the Yahtzee box is the first thing to inspect.

CHAPTER 9 OF 10 · Practise with purpose

9. Practise choices instead of chasing a personal best

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A personal-best score is fun, but it is a noisy measure of decision quality. One exceptional bonus roll can transform a game. To see your own progress more clearly, practise small decisions on deliberately different scorecards. You can do this alone with five dice and a few spare sheets.

Exercise one: the same dice, three cards

Use 6, 6, 6, 2, 3 as a first roll. On the first card, leave every category open. On the second, mark Sixes and Three of a Kind as filled. On the third, leave only Full House, Large Straight and Aces open. For each card, choose a keep and explain its intended scoring destination and fallback.

You do not need to prove a mathematically optimal answer to learn from the exercise. The immediate goal is to notice that the available boxes change the decision. If you made exactly the same choice automatically on all three cards, look again and explain why.

Exercise two: a bonus calculation

Write a plausible set of completed upper scores, then calculate the exact points needed from the remaining boxes. Also calculate their combined maximum. Label the bonus as secured, still possible or impossible. Those three states are much clearer than a general feeling of being ahead or behind.

Exercise three: protected and unprotected attempts

Use the 2, 3, 4, 5, 5 straight example with one roll left. First leave Small Straight open; then mark it filled. Notice how the same one-die attempt keeps the same chance of completing Large Straight while changing the fallback. Probability and scorecard value are related but distinct.

Practice focusWhat to recordUseful progress sign
Scoring recognitionAll legal category destinations for one rollFewer missed options or incorrect sums.
Upper bonusCurrent total, points needed and remaining maximumYou can identify impossible bonus chases.
Reroll choiceKept dice, target and fallbackYour explanation refers to open boxes.
Joker procedureExisting Yahtzee entry and matching upper-box statusBonus and category entries stay separate.
A compact practice record measures decisions you can control.

Review one turn after a game

Choose a turn that felt difficult and write the card state as well as the dice. Without the card, you have lost much of the evidence needed to review the choice. Compare one alternative keep or scoring destination and describe the trade in ordinary language.

Do not rewrite your reasoning to fit the outcome. If you chose a one-in-six attempt, its failure was always one possible result. If you misunderstood the scorecard and chased a filled category, that is a correctable error regardless of whether the next dice happened to be beautiful.

Finish practice with a normal game so the exercises remain connected to enjoyment. A useful routine should make the table feel more readable, not turn every roll into an examination.

CHAPTER 10 OF 10 · Practise with purpose

10. Build a calm routine for your next game

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Before each turn, scan the remaining boxes. After each roll, sort the dice, identify what you have and decide whether another roll improves your position enough to justify the change. Before scoring, check legality, category availability and the upper-bonus arithmetic. This modest routine covers most of the errors that make a game feel needlessly chaotic.

Do I have to roll three times?

No. You can score after the first or second roll. Keeping a completed result is a legitimate decision. The unused rolls do not carry over to your next turn, but their availability does not oblige you to disturb dice you want to score.

Can I change which dice I keep?

Yes, within the remaining rolls of the same turn. A die held after the first roll can be rerolled on the third. Make sure everyone can see which dice are being kept and which are returning to the rolling area.

Must the upper bonus contain three of each number?

No. The threshold is a total of at least sixty-three in the upper categories. The three-of-each pattern is a convenient benchmark. Surpluses in some boxes can compensate for deficits in others.

Does a large straight qualify for Small Straight?

Yes, it contains a four-value consecutive run. You might score the small category if the large one is already filled or for another scorecard reason. You still fill only one category for that turn.

Can I guarantee a Yahtzee by choosing the right keep?

No ordinary reroll strategy guarantees a five-of-a-kind on demand. You can choose sensible attempts and understand their odds, but the dice remain random. Beware of advice that turns a useful habit into a promise of a particular score or an inevitable win.

What if my app scores Joker rolls differently?

Read its rules or help page and compare them with the version your group uses. The examples in chapter eight explicitly follow Hasbro’s Joker FAQ. A different implementation should be treated as a different agreed ruleset, not as evidence that a score can be chosen freely after the roll.

What makes a good next step?

Choose one habit for your next three games: track the upper requirement, name a fallback before a final reroll, or check the Joker order calmly. For another game about timing your commitment, gin rummy offers a different kind of hand management, while cribbage rewards careful scoring in its own distinctive way.

Keep the pleasure of the roll. Mastering Yahtzee means making clearer decisions around chance, enjoying the lucky moments and giving the ordinary turns the attention they deserve. A well-managed scorecard has a quiet charm of its own.

Sources and further reading

The worked decisions are practice examples rather than claims of universally optimal play. Use your agreed edition’s rules, keep the scorecard visible and give every roll a useful question to answer.

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