Rock Grass Steel ("Mafia" Win)

For completed/abandoned Mish Mash Games.
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Rock Grass Steel ("Mafia" Win)

Post Post #0 (isolation #0) » Wed Apr 08, 2015 1:27 pm

Post by eyestott »

Image

Players:
1:McMenno
2:ZZZX
3:DeasVail
4:Thurhame
D3f3nd3r

5:KingdomAces
6:Felissan
7:Tatsuya Kaname
8:Espeonage
9:Axxle
10:Cheery Dog
11:Mykonian
12:Cephrir

How to Join: /in in this thread.

At its core, Pokemon is kind of like Rock Paper Scissors. Instead of 3 options, youve got 18 types, each having a different amount of offensive and defensive strengths and weaknesses.
Rock Grass Steel is a cross between Pokemon and Rock Paper Scissors, with a bit of diplomacy in too.

The aim of each player is to be the last man standing. This is achieved by KOing the other players.

At the start of the game, each Player is randomly given 3 of the 18 types. Each type will be given out twice, and a player will not get doubleups. For Instance, a player might get Fire, Fairy, and Ice. Each players types will not be public knowledge.




Round: Each Round will last 48 hours. During this time, players may talk to eachother in the game thread, making alliances, or what ever they want. During this time, players may PM me to make their actions. A player may change their actions however many times they want, but only their most recent set of actions will be used at the end of the 48 hours.
A players actions are:
Type choose - Choose one of your types. This will be your active type for this round.
Attack - Choose a player. You will attack them, using your active type on their active type.
Both actions are compulsory, and you may not attack yourself.

When you attack someone, the aim is to attack someone who's active type is weak to your active type.

If your attack is supereffective (eg Ghost hitting Psychic) then your target will get KO'd, meaning they will lose their active type.

If your attack has normal effectiveness (eg Ghost hitting Fire), then your target might be KOed. They will be KOed if they are attacked by either three attacks of normal effectiveness (eg A fire, a water, and a grass attacking a normal) or two attacks of the same type AND of normal effectiveness (eg two ghosts hitting a fire).

If your attack is not very effective, (eg Ghost hitting Dark), then the target will not be KOed by you.

If your attack has no effect, (eg Ghost hitting Normal), you will be KOed instead.
At the end of each round, I will reveal the following information publicly:
What types were lost this round, but not who lost these types.
At the end of each round, I will reveal the following information to each player, in private:
If they lost their active type.
If the KOed their target.
The type of their target, if they KOed their target.

private communications are allowed. If you have any questions, let me know.
this
and
this
are my colours. Don't use them.
If the game reaches a stalemate (where it is impossible for any player to KO or be KOd), then each remaining player will receive 1 more type, chosen randomly. If the game is still a stalemate, then the game will become a joint victory between the remaining players.
General site rules apply.
Last edited by eyestott on Sat May 09, 2015 5:13 pm, edited 21 times in total.
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Post Post #3 (isolation #1) » Wed Apr 08, 2015 1:59 pm

Post by eyestott »

Arent official, silly
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Post Post #5 (isolation #2) » Wed Apr 08, 2015 2:58 pm

Post by eyestott »

No, they wont, as there arent matchups for them.
Thanks for the /in.
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Post Post #7 (isolation #3) » Wed Apr 08, 2015 3:20 pm

Post by eyestott »

Wut
Woops
Ill fix that.
I just looked for a chart that included fairy
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Post Post #13 (isolation #4) » Thu Apr 09, 2015 4:13 am

Post by eyestott »

Yep.
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Post Post #16 (isolation #5) » Thu Apr 09, 2015 12:24 pm

Post by eyestott »

No, you have three "lives".
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Post Post #18 (isolation #6) » Thu Apr 09, 2015 12:52 pm

Post by eyestott »

yup.
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Post Post #20 (isolation #7) » Thu Apr 09, 2015 7:49 pm

Post by eyestott »

Yes.
You know what, ill make an example game (with fewer players). Gimme some time.
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Post Post #25 (isolation #8) » Fri Apr 10, 2015 2:10 am

Post by eyestott »

WOOOOOOOOO
WERE FULL
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Post Post #26 (isolation #9) » Fri Apr 10, 2015 2:47 am

Post by eyestott »

In post 25, eyestott wrote:WOOOOOOOOO
WERE FULL

All type PMs have been sent out. Once 10 people have read their PMs, Round 1 will start.
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Post Post #31 (isolation #10) » Fri Apr 10, 2015 4:43 am

Post by eyestott »

Sure, you can start talking.
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Post Post #63 (isolation #11) » Fri Apr 10, 2015 1:28 pm

Post by eyestott »

The reason I said no PMs was because I believed that people would only use it, resulting in a bare thread. Would you guys be satisfied if every second round allowed private communaications?
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Post Post #65 (isolation #12) » Fri Apr 10, 2015 1:49 pm

Post by eyestott »

Well, it'll mean you get you PMs, but also that the thread won't be abandoned.
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Post Post #69 (isolation #13) » Fri Apr 10, 2015 2:17 pm

Post by eyestott »

Okay, people are in overwhelming favour of Private Communications. Ill allow them.
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Post Post #74 (isolation #14) » Fri Apr 10, 2015 4:12 pm

Post by eyestott »

Okay, I dont really know what to do.
I mean, Some of you have implied youll only play with outside comms, some of you have implied the opposite.
And yet, semi-allowing it will satisfy neither, not both.

I have a few ideas:
1: Two games, one with outside comms, one without them, each probably being either 6p (with 3 lives) or 9p (with 4 lives) or maybe 12p (with 3) if enough people want in.
2: Allow private communications on even rounds.
3: Allow each person to create one quicktopic, and let them add who they want to it.
4: Allow each person to communicate with people who share their type (giving each person 3 lines of communication)
5: Run this game as one with/without (up to a vote), let anyone who wants to replace out do so, but give them /preins to the next one, which will be their preference.
Last edited by eyestott on Fri Apr 10, 2015 4:14 pm, edited 1 time in total.
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Post Post #75 (isolation #15) » Fri Apr 10, 2015 4:13 pm

Post by eyestott »

Also, Round 1 will start once we figure this out, then we will have 48 hours till it finishes.
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Post Post #77 (isolation #16) » Fri Apr 10, 2015 4:15 pm

Post by eyestott »

You can vote for any options you think will work, not just one.
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Post Post #81 (isolation #17) » Fri Apr 10, 2015 5:15 pm

Post by eyestott »

When you vote 5, can you also say what youd prefer?
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Post Post #94 (isolation #18) » Sat Apr 11, 2015 3:18 pm

Post by eyestott »

I think the tribe has spoken in favour of 5.
Private communications will be allowed.
Anyone who wishes to replace out may, no hard feelings. You'll get a pre-in for the next game, which will not have Private Communications. I'll start round one from 12 hours ago, as it had already been decided by then.
Round 1 ends in (expired on 2015-04-13 10:00:07)
Please ensure you send in your actions before then.
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Post Post #102 (isolation #19) » Mon Apr 13, 2015 1:52 am

Post by eyestott »

In post 100, Thurhame wrote:
In post 94, eyestott wrote:Private communications will be allowed. Anyone who wishes to replace out may, no hard feelings. You'll get a pre-in for the next game, which will not have Private Communications.

If anyone wants to replace out, I'd be happy to replace in.

Great, youll be replacing D3f3nd3r at the start of round two.
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Post Post #103 (isolation #20) » Mon Apr 13, 2015 3:00 am

Post by eyestott »

Round 1 is over. Results out soon.
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Post Post #104 (isolation #21) » Mon Apr 13, 2015 3:09 am

Post by eyestott »

Types lost:
Psychic

Round 2 commences. Round 2 will end in (expired on 2015-04-15 10:09:46)
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Post Post #119 (isolation #22) » Tue Apr 14, 2015 3:41 am

Post by eyestott »

In post 118, Thurhame wrote:
@Mod:
I have a question about flips.
In post 0, eyestott wrote:At the end of each round, I will reveal the following information to each player, in private:
...
If they KOed their target.
The type of their target, if they KOed their target.

Who gets the KO information? For instance, suppose the type who lost was a Water. Obviously if he was only hit by an Electric then the Electric gets the KO info. But what if he was hit by more than one attack? i.e.
  • Normal, Bug, Poison
  • Normal, Normal, Bug
  • Electric, Normal, Bug
  • Electric, Normal, Normal
  • Electric, Normal
  • Normal, Bug, Poison, Fire

Only if they contributed to the KO.
1: all 3
2: All 3.
3: electric
4:all 3
5:electric
6: all but fire.
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Post Post #124 (isolation #23) » Tue Apr 14, 2015 8:16 pm

Post by eyestott »

It has come to my attention that the following rule needs clarification:
In post 0, eyestott wrote:If your attack has normal effectiveness (eg Ghost hitting Fire), then your target might be KOed. They will be KOed if they are attacked by either three attacks of normal effectiveness (eg A fire, a water, and a grass attacking a normal) or two attacks of the same type AND of normal effectiveness (eg two ghosts hitting a fire).

All three (or two) attacks must be in the same night.
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Post Post #125 (isolation #24) » Tue Apr 14, 2015 8:20 pm

Post by eyestott »

Here is how I determine what players get info from KO.
If an attack is part of one of the following combinations:
1 Supereffective
2 Normal Effectives of the same type
3 Normal Effective

then they will recieve info for the KO.
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Post Post #126 (isolation #25) » Wed Apr 15, 2015 3:17 am

Post by eyestott »

Types lost:
Ice
Ground

Round 3 ends in (expired on 2015-04-17 10:17:56)
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Post Post #129 (isolation #26) » Wed Apr 15, 2015 4:06 am

Post by eyestott »

In post 127, Thurhame wrote:
In post 125, eyestott wrote:Here is how I determine what players get info from KO.
If an attack is part of one of the following combinations:
1 Supereffective
2 Normal Effectives of the same type
3 Normal Effective

then they will recieve info for the KO.

So when looking for a #3 combo, attacks which belong to #1 don't count but attacks which belong to #2 do? That just seems weird.

True, but I cannot change the rules Midgame.
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Post Post #131 (isolation #27) » Fri Apr 17, 2015 3:29 am

Post by eyestott »

Types Lost:
Bug
Water
Dark

Round 3 ends in (expired on 2015-04-19 09:59:58).
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Post Post #132 (isolation #28) » Fri Apr 17, 2015 3:30 am

Post by eyestott »

In post 128, Thurhame wrote:One more question: Will we be told when a player is eliminated?

Yes.
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Post Post #134 (isolation #29) » Fri Apr 17, 2015 3:48 am

Post by eyestott »

In post 133, ZZZX wrote:
Q- Can someone lose more than 1 type in a turn?

No.
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Post Post #137 (isolation #30) » Sun Apr 19, 2015 3:29 am

Post by eyestott »

Types Lost:
Dragon
Dragon
:/
Round 5 will end in (expired on 2015-04-21 09:59:22)
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Post Post #139 (isolation #31) » Sun Apr 19, 2015 3:54 am

Post by eyestott »

Yeah, I will.
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Post Post #140 (isolation #32) » Tue Apr 21, 2015 3:42 am

Post by eyestott »

Types Lost:
Fire
Electric

What? There's been an elimination!
It's time to go:
McMenno!
(expired on 2015-04-23 10:00:12) till end of round 6.
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Post Post #141 (isolation #33) » Thu Apr 23, 2015 3:15 am

Post by eyestott »

Types lost:
Ghost
Fire
Rock
Grass

Round 7 will end in (expired on 2015-04-25 09:59:22)
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Post Post #144 (isolation #34) » Thu Apr 23, 2015 1:31 pm

Post by eyestott »

Types lost so far:

Psychic

Ice
Ground

Bug
Water
Dark

Dragon
Dragon

Fire
Electric

Ghost
Fire
Rock
Grass
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Post Post #146 (isolation #35) » Sat Apr 25, 2015 3:02 am

Post by eyestott »

Types lost:
Electric
Flying
Ice
Rock
Water


Cherry Dog has been Eliminated. :(
Round 8 ends in (expired on 2015-04-27 10:00:55)
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Post Post #152 (isolation #36) » Mon Apr 27, 2015 3:00 am

Post by eyestott »

Types lost:
Flying
Normal

Round 9 ends in (expired on 2015-04-29 10:01:19)

I will be V/LA from Wednesday to Sunday.
Garmr will be backup mod for this time.
For this round and next round,
Please send your actions to Garmr and myself.
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Post Post #167 (isolation #37) » Mon May 04, 2015 11:06 am

Post by eyestott »

Oh yeah, it was two rounds, not three. I'll make the deadline be 16 hours from this post.
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Post Post #169 (isolation #38) » Tue May 05, 2015 2:08 am

Post by eyestott »

Delaying this for a few hours so I don't have to stay up for it.
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Post Post #170 (isolation #39) » Tue May 05, 2015 8:40 pm

Post by eyestott »

Types Lost:
Fairy
Ground

Round 12 will end in (expired on 2015-05-08 03:40:18).
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Post Post #193 (isolation #40) » Thu May 07, 2015 1:56 am

Post by eyestott »

Remember y'all, once the game reaches a stalemate, each player will receive an extra type, chosen randomly.
However, they'll still have the same amount of lives.
Meaning, if you previously had only fire, then you get fighting, you'll have two types, but will be eliminated if you lose either of them.
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Post Post #210 (isolation #41) » Thu May 07, 2015 3:03 pm

Post by eyestott »

To include the possibility of a Social Stalemate, i will change the requirements of a stalemate:
A stalemate resolvement will happen once, and once only.
A stalemate resolvement will occur at the start of a round, if there have been no KOs in the last two rounds.
When a stalemate resolvement happens, each remaining player will be given a new random type to add to their selection.
However, they will keep the same amount of lives.
If a stalemate occurs again, all remaining players can all be winners, but i will also provide a ranking system based their KOs, taking type of KO into account.
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Post Post #219 (isolation #42) » Fri May 08, 2015 12:56 am

Post by eyestott »

Types Lost:
Poison.

Cephrir was eliminated!
Round 13 ends in (expired on 2015-05-10 07:56:10).
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Post Post #221 (isolation #43) » Sat May 09, 2015 5:12 pm

Post by eyestott »

1:McMenno - 0 12TH PLACE
10:Cheery Dog -1 11TH PLACE
6:Felissan - 1.55 10TH PLACE
5:KingdomAces - 2.08 9TH PLACE
12:Cephrir - 3.47 8TH PLACE

The remaining Survivors, in order of Score

9:Axxle - .95 7TH PLACE
7:TatsuyaKaname - 2.5 6TH PLACE
8:Espeonage - 3.33 5TH PLACE
3:DeasVail - 3.87 4TH PLACE

Now, Mykonian would have been in 4th place, with 3.42. However, He and ZZZX had an alliance that they had absolutely no intention of breaking, and managed to convince Thurhame that Myko was the other Steel. For This, I wanted to give 2nd place to Mykonian, and let ZZZX and Thurhame, the two Steels, battle out for 1st and 3rd. However, this wasnt possible, as youll see next.
In the Stalemate resolution, heres what happened:
ZZZX was given Water, and Thurhame was given Fairy. I asked them both to send in 10 rounds worth of actions.
ZZZX chose a simple pattern of Water Water Steel Water Water Steel Water Water Steel Water.
Thurhame chose all Steel.
So, no resolution of the stalemate occured. So, they both come equal 1st, with Mykonian getting 3rd.

11:Mykonian - 3.42 3RD PLACE
4:Thurhame - 2 1ST PLACE
2:ZZZX - 2.33 1ST PLACE


A full outline of all actions coming soon.
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Post Post #223 (isolation #44) » Sun May 10, 2015 12:21 am

Post by eyestott »

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Post Post #229 (isolation #45) » Sun May 10, 2015 3:32 am

Post by eyestott »

This base game has given me many ideas for future games.
I assured players that after this, I'd run a Public-Comms-Only game. This will probably be something like 12 players with 3 types, but only 2 lives.

The following will run either after the Public version, or ASAP if not enough interest is gained for the Public version. It will be 12p (or more if demand is higher) with mostly the same rules as this, but with some changes.
Spoiler: RGS 2!
1: If no action is submitted, your type will be randomised, but you will attack yourself. Many of the KOs this game were just pure luck.
2: KO system has changed. To KO a type, 6 damage needs to be done to it in one turn. A supereffective attack will do 6 damage, a normal effectiveness attack will do 2, a not very effective attack will do 1, and an attack with no effect will do 0.
3: You know how in the first 3 gens, moves were physical or special depending on its type (as in all fire moves used special attack, and all normal moves used attack)? Well, thatll kinda come into effect. For the purposes of this, Fairy is included with the Special types.
Special types: Fire, Water, Grass, Electric, Ice, Dragon, Dark, Psychic, Fairy
Physical types: Normal, Fighting, Flying, Ground, Rock, Steel, Poison, Ghost, Bug
4: To balance the types so that some types arent pretty much useless, One-shot (in most circumstances) abilities have been created for each type. Each one shot is based off of a move from pokemon. Generally, the weaker types will have more useful moves than the stronger types. As an example, Bug, which is a pretty crappy type. It's move will probably be Fell Stinger. If you KO someone with Fell Stinger, your Bug gets +1 damage. For 3 turns. Fell Stinger may be used twice.


I'm also thinking of running a choose your own type game, for WIFOM.


And I've also created the rules for a 1v1 dual version of the game, which could be used as a tie breaker.

If you'd like to play any of these versions, let me know! I'm accepting pre-ins for the first and second ones at the moment, and am always willing to explain and show you a practice game of the duel!
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Post Post #233 (isolation #46) » Sun May 10, 2015 9:26 pm

Post by eyestott »

In post 232, Thurhame wrote:Exactly what I was going to suggest, except I'd keep the STAB bonus for two people attacking the same target with the same type. (So two normal attacks of the same type would still KO, and two NVE attacks of the same type would do a combined 3 damage.)

Hmm, maybe, although it might not fit with other mechanics (that ill post when i make the game thread).
In post 232, Thurhame wrote:I also have another suggestion to go along with it: allow the damage to be dealt over consecutive rounds instead of just one round. As it is, the game is practically guaranteed to end in a stalemate, forcing you to use that flip-a-coin tiebreaker method. With this addition, the game will pretty much always run to conclusion; and if it does "stalemate" it's probably a natural tie that can be left alone. As an added bonus, it provides incentive for players to rotate their types, but I think that's secondary to the stalemate prevention aspect.

Thats a good idea, though if i implemented it, each type would need more hp to start with, and would need to be informed of how much damage theyve taken.
The flip-a-coin tiebreaker thing can be avoided by doing the duel thing i suggested. Ive tested it, and its pretty good, and isnt purely luck, mainly skill in fact.
In post 232, Thurhame wrote:Final suggestion: Provide some information from flips for those people who don't have the time and stamina to constantly talk to nearly everyone the way I did. At the very least, reveal who got KO'd (a la Mafia flips). I think it would be more interesting, though, to reveal everyone's moves (a la Diplomacy or RAF), keeping only the types secret.
If you run a no-private-communication game, the above suggestion goes double.

I think that in a no PM game, revealing moves and KOs should happen. I would be willing to do that addition in a future game (after the rebalanced one)
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Post Post #235 (isolation #47) » Tue May 12, 2015 11:05 pm

Post by eyestott »

In post 234, Narninian wrote:
In post 232, Thurhame wrote:I also have another suggestion to go along with it: allow the damage to be dealt over consecutive rounds instead of just one round. As it is, the game is practically guaranteed to end in a stalemate, forcing you to use that flip-a-coin tiebreaker method. With this addition, the game will pretty much always run to conclusion; and if it does "stalemate" it's probably a natural tie that can be left alone. As an added bonus, it provides incentive for players to rotate their types, but I think that's secondary to the stalemate prevention aspect.

Thats a good idea, though if i implemented it, each type would need more hp to start with, and would need to be informed of how much damage theyve taken.
The flip-a-coin tiebreaker thing can be avoided by doing the duel thing i suggested. Ive tested it, and its pretty good, and isnt purely luck, mainly skill in fact.


Another thought along this line is a mixture of the 2 mechanics.
Let damage be consecutive, but also be healed depending on how many pokemon remain (early game it could be a 'full' heal, with fewer hitpoints heal as pokemon are eliminated, this prevents the stalemate but also keeps the game working similarly early)

Thats a good idea too. Ill probably figure out how to implement it for a game after the one i have planned, as it would make some things not work.
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Post Post #236 (isolation #48) » Thu May 14, 2015 8:15 pm

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