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VICTORIA CROSS-THE BATTLE OF RORKES DRIFT

JANUARY 22, 1879

RORKE'S DRIFT - By Keith Rocco 1. INTRODUCTION This game is based on the Battle of Rorkes Drift, which was fought on January 22, 1879 in South Africa between approximately 100 British soldiers and 4,000 Zulu warriors. During the desperate fight, the outnumbered British soldiers held on. They were awarded 11 Victoria Crosses, Britains highest military honor for valour, more than any single engagement in British military history.

2. MAP BOARD 2.1. The board represents the terrain on which the battle was fought. The board is broken up into 2 basic areas, the defensive compound - all zones inside the compound have lettered zones (A, B, etc.), and the area outside the compound that has numbered zones (1, 2, etc.). 2.2. The British pieces must always stay inside the compound zones. The building outside the compound, in zone 18, is there for aesthetic purposes only and is not a zone. Also, the small un-lettered room, attached to zones L and I, is not a playable zone, therefore movement and fire are not allowed into, through or out of this area.

2.3. When discussed in the rules, walls are any building walls, mealie bag walls, stonewalls, or biscuit box walls. The red cross located in zone G of the compound is a zone where the British player may repair damaged units as described in the rules. 3. GAME UNITS 3.1. The pieces in the game represent the soldiers of the British and Zulu armies that fought at Rorkes Drift . Any reference in the rules to SP means strength points. These are represented on units by the number showing at the top of the unit. 3.2. There are 28 khaki labels with pictures of British soldiers and leaders that represent the British army and should be applied to the red blocks. Apply each khaki color label to one side of each red block. There are a few extra blocks and blank labels, that can be used for markers, lost blocks, etc. 3.3. The British unit types are: 3.3.1. Infantry - Units with varying SP values of 1 to 4 SP.

British Infantry at 3 SP 3.3.2. British Leaders - Named units (Chard, Bromhead, A.C. Dalton, Colour Sgt. Bourne) each with a value of 1 SP. Chard and Bromhead have special abilities during combat and movement. See section 12. A. C. Dalton and Colour Sgt. Bourne have optional special abilities, but act as 1 SP infantry in the basic game.

British Leader LT. CHARD 3.3.3. Victory Point (VP) units An injured soldier with red crosses. Each of these units is worth 1 VP to the Zulu player if eliminated. VP units do not have any SP value and can only be moved if escorted by infantry units.

VP UNIT 3.4. The British player starts all units at full strength, which is represented by turning the unit so that the largest number on the unit is at the top. British units cannot exchange SP between units. Once a British unit falls below its lowest SP it is eliminated from the game. 3.5. Units stand up with the label facing the owning player. As units incur combat losses, the unit blocks are rotated to lower values to reflect the current SP after the losses.

British 3 SP reduced to 2 SP 3.6. There are also 28 brown labels with pictures of Zulu warriors and leaders. Apply one brown label with the picture of the Zulu warrior or leader to each of the black blocks. Again, there are a few extra blocks and blank labels. 3.7. The Zulu unit types are: 3.7.1. Warriors Units with varying SP values from 1 to 10 SP.

Zulu Warrior at 10 SP 3.7.2. Zulu Leaders Named units (uThulwana, iNdlondlo, iNdluiengwe, uDloko,) each with a value of 1 SP. Zulu leaders add special movement abilities to warriors they lead. See section 13.

Zulu Leader uThulwana 3.8. The Zulu player can have any number of units on the board at one time (restricted only by the number of units in the game mix), and at any SP value per unit he desires, as long as he never has more than 90 warrior SP on the board at one time (plus 4 leaders). For example, the Zulu player could start the game with 9 warrior units at 10 SP each, totaling 90 SP (plus 4 leaders), or 5 warrior units at 10 SP each with 8 warrior units at 4 SP plus 4 warrior units at 2 SP, totaling 90 SP (plus 4 leaders). Any combination is allowed as long as the total SP in the game does not exceed 90 SP for warrior units plus the 4 leaders. The Zulu player can also freely mix and exchange SP between units in the same zone and exchange units with unused units as long as the total SP value in the zone is unchanged. 3.9. For the Zulu player, units stand up with the label facing the owning player. Combat losses for warrior units are shown by rotating the units to the proper strength value and/or changing them out with units that have the proper number of SP. Any SP lost as a result of combat are placed in the Zulu loss box on the game chart for re-entry during the next Zulu movement phase. 3.9.1. SPECIAL For warrior units (not leaders), the Zulu player may transfer, breakdown or put smaller warrior SP units together to make a larger SP unit and vice versa as long as the total SP in a zone ends up the same. THIS RULE DOES NOT APPLY TO THE BRITISH PLAYER. 4. SETUP 4.1. British - the British player starts by placing one VP unit in each of the lettered zones of the hospital. All other units may begin in any lettered zone in the compound (including the hospital) following any zone limits. This counts as the British players move on the first turn of the game.

4.2. Zulu the Zulu player begins the game by placing his units in any zones along the edge of the board. He places up to 90 SP and 4 leaders on the board in any zone or zones on the outside edge of the board. The Zulu player may place his units in more than one zone to start the game. Each Zulu leader may move two zones with any warrior units up to 10 SP. This counts as the Zulu players first move. 4.3. Maximum Units/SP Per Zone 4.3.1. ALL NON - BUILDING ZONES - any number of units/SP may be placed in a non-building zone. 4.3.2. BUILDING ZONES: 4.3.2a. HOSPITAL (zones L, M, N, & O) Each hospital zone may only contain 8 SP. 4.3.2b. STOREHOUSE (zone G with red cross emblem) Limited to 8 SP. 4.3.2c. STOREHOUSE ROOF (zone H) - the British player is the only player allowed to use this zone. He may place up to 8 SP in the storehouse roof zone at any one time. 4.3.2d. FINAL REDOUBT (zone D) Players may place up to 8 SP in the final redoubt. 5. SEQUENCE OF PLAY 5.1. The game is 16 turns, divided equally between 8 day turns and 8 night turns. Within each turn the players use the following sequence of play: 5.1.1. BRITISH MOVE - the British player adds replacements and then may move any and all units following the movement rules. 5.1.2. ZULU MOVE - the Zulu player receives replacements and then may move any and all units following the movement rules. 5.1.3. FIRE COMBAT - the British player conducts fire combat following all fire combat rules. Then the Zulu player conducts his random fire combat. All losses caused by fire combat are taken immediately. 5.1.4. MELEE COMBAT- both players conduct simultaneous melee following the rules for melee combat. Losses caused by melee combat are not taken until after both players have completed their melee attacks. 5.1.5. HOSPITAL PHASE - the Zulu player checks to see if a fire starts or spreads in the hospital according to the fire spread rules. 5.1.6. CHECK VICTORY Check if victory conditions met. 5.1.7. END TURN - If victory conditions not met, end turn and move game turn marker 1 space. 5.1.8. START NEXT TURN 6. REPLACEMENTS 6.1. British - During their movement the British player may move units into zone G (marked by the red cross). On each turn the British player has two replacement SP that can be applied to units in storehouse zone G. These replacement SP do not accumulate from turn to turn. This zone represents the effect of Surgeon Reynolds tending to fatigued and wounded British soldiers in his care during the battle. The replacement SP can only be applied to units of reduced strength. 6.2. British units that start their turn in zone G may gain a maximum of 2 strength points a turn. No unit may ever be repaired above their maximum SP. For example, three 4 SP units that are currently at 1 SP start their turn

in zone G. During the movement portion of their turn the British player may distribute the 2 SP among the three units in any way he chooses. He could add 2 SP to one unit or add 1 SP to two units. Repaired units may move in the same turn they are repaired. 6.3. British units eliminated in combat may not be brought back or receive replacement SP. 6.4. ZULU During his movement phase, the Zulu player may return and move any units eliminated from a previous game turn. For example, if the Zulu player lost 35 SP to fire and melee combat on turn 2, all 35 SP return at the beginning of turn 3. They may be brought in on any zone(s) on the outside edge of the map board. 6.5. The Zulu player may also hold his replacements off board from turn to turn and bring them in whenever and where ever (on outer map board zones) he chooses. However, the Zulu player may never have more than 90 SP and 4 leaders in the game (on board and off board) at any time. 7. MOVEMENT 7.1. Replacements are received at the beginning of a players movement phase before movement commences and may move during the movement phase. 7.2. Diagonal movement is not allowed. For example, from zone 14 Zulu units could not move diagonally into zones 4, 7 or 19. They could move into zones 5, 6, 13, 15 and 20. 7.3. All units move one zone at a time unless with a leader. Leaders can move one or two zones and increase the movement range of infantry and warrior units. 7.4. British leaders add one additional movement factor to infantry units moving with them. Each leader may move two zones a turn with up to 4 SP, plus themselves. This does not apply to VP units (see 12.1.). 7.5. Zulu leaders add one additional movement factor to warrior units moving with them for the entire move. They may move 2 zones with up to 10 SP plus themselves. The Zulu player may not move into zones crossing walls or move into building zones with this movement bonus (see 13.1.). For example, a Zulu leader with 10 SP in zone 12 could not move into zone I with the additional movement factor because of the mealie bag wall. He could use the additional movement factor to move himself and 10 SP from zone 12 to many other zones two away such as zone 10 (by moving thru zone 11) or 14 (by moving thru zone13). 7.6. There are no terrain effects on movement in the game other than those listed for the British and Zulu leaders bonus movement. 7.7. The Zulu player may move off board with his units, but may not move back on board until the following turn. He may come in at any zone on the outer edge of the board. 7.8. Eliminated Zulu units from any previous turn are always brought back into the game the turn following their elimination following all movement rules. This does count as their movement for that turn. The Zulu player may never have more than 90 SP and 4 leaders on or off the board and in the game at any one time. 7.9. The VP units in the hospital cannot move on their own, but must be moved by a British infantry unit that starts the turn in the zone with it. It requires at least 1 British infantry SP to move each VP unit. Further, a VP unit cannot be moved by escorting infantry units until the Zulu player melees into a hospital zone or the hospital is on fire.

8. FIRE COMBAT 8.1. As in movement, THERE IS NO DIAGONAL FIRE. For example, when firing from zone K, diagonal fire would not be allowed into zones 5, 7, and 15. Also, hospital zones (L, M, N, O), the final redoubt zone (D), and storehouse zone G may not be fired into by the British or Zulu players.

8.2. BRITISH FIRE COMBAT - All British units except the VP units can fire during fire combat. There are two types of British fire combat: normal fire and volley fire. For normal fire, the British roll one die once for each SP showing at the top of the unit (for example, a British unit with a SP value of 3 would throw 3 die one time). For those units eligible for volley fire, the British roll 3 times for each SP (see rule 12.3). British units must reveal SP when firing. 8.2.1. Total all fire coming from one zone being directed to a zone. Players may have more than one zone firing at a zone. Players may also split the units fire coming from a zone and have them firing at different zones. Players may also split the fire from a unit (for example, a 4 SP unit may split his 4 rolls among 4 different zones or any number of zones up to 4). EXCEPTION: UNITS FIRING VOLLEY FIRE MAY NEVER SPLIT THEIR ROLLS AMONG DIFFERENT ZONES. 8.2.2. Check the range between the zones. Count the zone being fired at but not the zone being fired from. For example, units firing from zone P would be at a range of 3 zones on targets in zones 19 and 20; at a range of 2 zones on targets in zones 13 and 14; and at a range of 1 zone on targets in zones 4 and 5. Targets in zone 6 could not be fired at because it is diagonal from zone P. Check the number needed to hit target units. 8.2.3. Roll the number of total dice and compare to the numbers needed to hit. Immediately deduct that number of SP from the target zone. The targeted player determines which units incur the losses. 8.2.4. BRITISH RANGE AND HIT ROLLS: 3 ZONES-HIT ON 5 & 6 2 ZONES-HIT ON 4, 5 & 6 1 ZONE- HIT ON 3, 4, 5, and 6 8.3. ZULU RANDOM FIRE COMBAT After the British fire combat, the Zulu player rolls 6 dice during day turns and 4 during night for his random fire. The Zulu player may fire at any zone or zones, excluding the hospital zones (L, M, N, O), the final redoubt zone (D) or storehouse zone G. Zone ranges do not apply to the Zulu player for fire combat and he scores a hit on the British for every 6 rolled. The British player then allocates the hits among the units in the zone(s) picked by the Zulu player. 8.3.1. Special: The Zulu player die rolls hit on 5s and 6s when firing at British units located in zone J with the water cart. This was the most open area of the compound. 8.4. LINE OF SIGHT RULES: 8.4.1. Line of sight rules only apply to firing British units. The Zulu random fire combat is not affected by line of sight rules. 8.4.2. British friendly units and buildings block line of sight. The British may not fire through a zone containing friendly units. 8.4.3. British units may not fire over more than one wall section at an enemy unit. For example, units in zone P could not fire at units in zones E and F. 8.4.4. All units that fire and have a zone between themselves and the wall section they are firing over add one zone to their range when determining range and hit numbers needed. For example, a British 3 SP infantry unit in zone C firing at targets in zone 7 would normally count two zones and be rolling hit numbers of 4, 5, 6. However, because he has a zone (zone E) between himself and the wall he is firing over, he adds one zone to his range and hits on 5 and 6 only. If he were firing at a target in zone 15 he would hit only on 6.

8.4.5. Line of sight rules do not apply to British units on the storehouse roof (zone H). Also, units in the final redoubt (zone D) are not affected by line of sight rules however; they cannot fire through the storehouse zones (G and H). 8.5. During night turns the British range goes from 3 zones to 2 zones. The firepower stays the same. 8.6. FIRE COMBAT PHASE PROCEDURE: 1. BRITISH DETERMINES TARGET AND FIRING UNITS 2. CHECK LINE OF SIGHT 3. DETERMINE RANGE AND HIT NUMBERS 4. VOLLEY FIRE IF APPLICABLE 5. ROLL ONE DIE FOR EACH SP FIRING 6. APPLY LOSSES 7. THE ZULU PLAYER CONDUCTS RANDOM FIRE 8. APPLY LOSSES 9. MELEE COMBAT 9.1. Melee combat occurs between enemy units in adjacent zones following fire combat. Units SP must be revealed when melee occurs. 9.2. No diagonal melee allowed. For example, Zulu units meleeing from zone 6 may melee into zone K but could not melee into zone E or P . 9.3. Players may melee from two or more zones as long as they are adjacent to the target zone. For example, Zulu units in zones 6 and P could melee into zone K and units in zone K could melee into zones 6 and P. Units may also split their melee combat into different adjacent zones. 9.4. For melee combat the British player hits the Zulu on 5 and 6, the Zulu player scores hits for every 6 rolled. The targeted player determines which units incur the losses. 9.5. Melee is simultaneous however the Zulu player declares and completes his melee attacks first; losses are not applied until all units in a zone have meleed (keep track of losses on the loss track chart). 9.6. The British player melees at +1 on all his melee rolls when meleeing across zones with any wall section, or through any door or window (the British player hits on 4, 5 and 6 across walls and from building zones) 9.7. A maximum of 8 SP per side may melee from one zone into one building zone a turn (players can combine melee from 2 zones into an adjacent building zone: 8 SP+8 SP = 16 SP). A maximum of 8 SP may melee out of any building zone. 9.8. If a zone is vacated due to melee combat the victorious player may advance into the vacated zone. 9.9. MELEE PROCEDURE: 1. PLAYER DETERMINES TOTAL SP HE IS MELEEING INTO A ZONE 2. PLAYER THEN ROLLS ONE DIE FOR EVERY SP

3. EVERY 5 OR 6 ROLLED BY BRITISH (+1 TO DIE IF ACROSS WALLS OR INTO OR OUT OF BUILDING ZONES), AND EVERY 6 ROLLED BY THE ZULU SCORES A HIT 4. APPLY LOSSES 5. ADVANCE IF ALLOWED 10. HOSPITAL PHASE 10.1. Beginning with the first turn of a Zulu melee attack on any hospital zone, the Zulu player rolls 1 die to determine the start and progress of fire in the hospital zones. The Zulu player rolls that turn and every turn thereafter until the hospital burns down. 10.2. On the Zulu player die roll, rolls of 2 - 6 to get the fire started. On a roll of 1 the marker does not move at all. For a roll of 2, 3, or 4 the marker is moved one spot on the fire track. On a roll of 5 it moves 2 spots and on a roll of 6 it jumps three spots. Use the Hospital Fire Track chart to record the fire progress. 10.3. The hospital is considered burned down when it reaches the 5 box on the track. 10.4. Once the hospital burns down no units of either side may move into it for the remainder of the game. Any units still in the hospital when it burns down are eliminated (Zulu units return per replacement rules). 11. VICTORY CONDITIONS 11.1. British victory conditions: Survive until the end of the game without allowing the Zulu player to obtain his victory conditions. 11.2. Zulu victory conditions: 11.2.1. The Zulu player can win one of two ways: 1. Eliminate British units until the total SP for all British units falls below 10 SP. 2. Zulu player earns 14 VPs. 11.3. Victory points are awarded for terrain held at the end of a turn by the Zulu player and VP units eliminated. Players must be in possession, or the last to move through an area to control the VP for the area. Victory points for terrain may pass back and forth between sides (the Zulu earns VPs, the British denies the Zulu VPs by preventing possession of them), except for the water cart and hospital. Once the hospital burns down, the British cannot reoccupy it. Once the Zulu player has ended a turn in possession of the water cart, the British cannot retake it (it is destroyed). 11.4. Zulu victory points are awarded as follows: 11.4.1. Hospital (zones L, M, N, &O) - Either taking control of or burning down the hospital 6VP 11.4.2. Kraal (zones A&B) Control both kraal zones at the same time 4VP 11.4.3. The Final Redoubt (zone D) 10VP 11.4.4. Water Cart (zone J) - The Zulu player receives 5VP for occupying the water cart zone at the end of a turn before dark. Once it is dark the watercart zone is worth a decreasing number of VP as shown on the bottom of each turn on the turn record chart. 11.4.5. There are 4 moveable VP units located in the hospital, initially set up with one in each of the lettered zones of the hospital. Each VP unit is worth 1 VP each to the Zulu player if eliminated. These victory points represent

the sick and wounded that were located in the hospital at the beginning of the battle. The VP units cannot move on their own but must be moved by a British infantry unit that starts the turn in the zone with it. If a British unit moves with the VP unit it can fire and melee. It requires at least 1 British infantry SP to move each VP unit. 11.4.6. Zulu VP deduction Any turn the Zulu player loses 47 SP or more he deducts 1 VP from his VP total. However, the deduction only applies if the Zulu player has earned VP, as the Zulu VP total cannot go below zero. 12. BRITISH LEADERS: CHARD AND BROMHEAD 12.1. Chard and Bromhead each count as a one SP unit. They also represent the leadership of the British units and add special features to the units that they command. Special features are: 12.2. MOVEMENT-Chard and/or Bromhead may each move one or two zones a turn with up to 4 SP each plus themselves. They, and the SP they command, may also cross interior compound walls with these two moves. This movement bonus does not apply within, into or out of the hospital zones and the movement bonus does not apply to moving VP units. However, they may use this bonus to move units (other than VP units) into or out of the storehouse (zones G & H). 12.3. VOLLEY FIRE- Chard and/or Bromhead may each conduct volley fire with up to 4 SP plus themselves. To conduct volley fire either Chard and Bromhead must start the turn with up to 4 SP each (Chard can have 4 SP and Bromhead may have 4 SP). They, and the SP grouped with them, may not move in the same turn that they plan on conducting volley fire. They may fire 3 consecutive times with each group of up to 4 strength points plus themselves at any zone containing Zulus that is not separated by a wall. For example, Chard is grouped with 4 SP in zone I, and does not move during the movement portion of the turn. During the fire combat portion of the turn he may volley fire with the group into zones J or K. He would roll 15 dice, the 4 SP plus Chard- 3 times 5 dice at any Zulus within range that is not located over a wall. The die may not be split up between zones and may not be redirected once started. 12.4. BAYONET CHARGE - Chard and/or Bromhead with up to 4 SP each can conduct a bayonet charge after melee combat into any adjacent zone, even if they have just participated in melee. The bayonet charge is a continuous melee between the British units and Zulus in the zone that continues in successive melee rounds until one side is eliminated or the British player stops the attack. The British player may advance into any compound zone vacated by the Zulu due to a bayonet charge. 12.5. If Chard or Bromhead take a hit, they are removed from the game permanently. 12.6. A. C. Dalton and Colour Sgt. Bourne may only use leadership bonus abilities in the optional rules. For the basic game they are 1 SP infantry units. 13. ZULU LEADERS 13.1. There are 4 Zulu leader units representing the leaders and battle lust of the Zulu army. Each Zulu leader counts as a 1 SP piece in combat and does not count against the 90 SP limit of the Zulu player. 13.2. They aid the Zulu player by allowing him to move 1 or 2 zones with up to 10 SP. Each Zulu leader has this bonus; so 3 leaders moving together could move 30 SP two zones. The Zulu player may not move into zones crossing walls or move into building zones with this bonus. 13.3. If eliminated the leader pieces are removed permanently from the game and are never allowed back as replacements. 13.4. The Zulu leader piece may move off the board and then on the next turn be able to move reinforcements one or two zones onto the board. This applies even on the opening move of the game.

14. OPTIONAL RULES 14.1. FIRE and MELEE CHARTS Fire and melee charts are included in the game for players that prefer that method of combat resolution. Players may choose to use a combination of charts and die rolls (for example, the British player may use dice for fire and charts for melee). However, each phase of combat should use one or the other method (for example, it would not be proper for the British player to allocate some of his firepower during the fire phase with dice and some with the fire chart). A Zulu random fire chart is not necessary as it only involves 4 to 6 dice rolled per turn. 14.2. SOLITAIRE PLAY - The game plays well using the regular rules and playing both sides to the best of your ability. For an alternative, players can use the following solitaire play rules: 14.2.1. British side sets up and plays the game as normal. The Zulu side rolls dice to determine where his units come onto the board and to alter random fire. 14.2.2. To start the game, the Zulu side rolls one die. Zulu side takes the following actions based on the number rolled: 1 Entire force enters the game from zone 18. 2 - Entire force enters the game from zone 19. 3 - Entire force enters the game from zone 20. 4 Entire force enters the game from zone 21. 5 Entire force enters the game from zone 17. 6 Split the force into two parts, players choice on size. Roll the die again for each part and apply die rolls of 1-5 based on the location above for the entry of that part of the force. Rolls of 6 must be re-rolled. 14.2.3. For Zulu replacements, hold off board until 30 or more SP are accumulated. Roll the die using the above chart to determine entry point. 14.2.4. Also, double the die rolls for the Zulu fire combat (12 per day and 8 at night) during solitaire play to add a surprise factor and challenge for the British side. 14.2.5. Players should also experiment with their own variations of the solitaire rules. 14.3. BRITISH ADVANTAGE: For more experienced Zulu players the following optional rules may be added to aid the British player: 14.3.1. The A.C. Dalton and Colour Sgt. Bourne units may act as leaders for movement purposes. Therefore they are each allowed to move 4 SP plus themselves 2 zones. 14.3.2. Colour Sgt. Bourne Bayonet Charge The Colour Sgt. Bourne unit may conduct a bayonet charge with up to 4 SP after melee combat into any adjacent zone, even if they have just participated in melee. 14.3.3. Increase the number of VPs needed by the Zulu player to win the game. Generally 1 to 3 VPs can make it very difficult for the Zulu player. 14.3.4. Eliminate the VP conditions for the Zulu player to win. 14.4. ZULU ADVANTAGE: For more experienced British players the following optional rules may be added to aid the Zulu player:

14.4.1. Increase the Zulu SP in the game by 10 (totaling 100 SP). Players may want to experiment with the optimal number of SP to aid the Zulu player. Generally, an additional 5 to 10 SP can be significant. 14.4.2. Increase the number of SP each Zulu leader may move with to 15 SP plus themselves. 14.4.3. Increase the Zulu firepower to 10 dice for daylight and 6 for night. 14.5. ALTERNATE VICTORY CONDITIONS For the British, the key victory condition was survival. Therefore, players may chose to determine victory levels based on the number of British units to survive. In these victory conditions, at game end use the following levels: British Victory: Survive with 28 or more SP. Zulu Marginal Victory: 27 to 19 British SP survive. Zulu Tactical Victory: 18 to 10 British SP survive. Zulu Decisive Victory: 9 or less British SP survive.

GAME CREDITS:
Game Design: Grant Wylie Mike Wylie Art and Graphics: Keith Rocco Sean Cooke Contributors: Matt Burchfield Kevin Wylie Clifton Balance Bill Griffith Special thanks to our wives for all their help and support. For further information on our games, please visit us at: www.worthingtongames.com

WORTHINGTON GAMES, LLC. P. O. BOX 62725 VIRGININA BEACH, VA 23466-2725 COPYRIGHT 2004, WORTHINGTON GAMES, LLC.

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