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FAQ 8. Mah-Jongg Strategy
Q: "I need some strategies to improve my game!"
A: There are many valid strategies that can be used to play Mah-Jongg. Some
strategies apply only to particular styles of Mah-Jongg, and some strategies
apply across the board.
Beginner Strategy (all variants)
General Strategy (all NON-American variants)
Chinese/HK/Western Strategy (specifics)
Japanese Strategy (specifics)
American Mah-Jongg Strategy (specifics)
General strategy pointers for BEGINNERS studying ANY form of mah-jongg:
o Don't grab the first discard that completes one of your sets. Many beginners think they are doing good if they're making lots of melds (Chows, Pungs, Kongs) -- they don't realize that melding is an onerous duty, not a sign of success! If you watch experienced players, you will see that they do not necessarily grab the first Pung opportunity that comes along, for several reasons:
b. It narrows the opportunities for the hand you are building. (If you don't understand this now, you'll figure it out very quickly.)
o Keep a Pair. It's harder to make a pair if you have only one tile than it is to make a Pung if you have a pair. So if you have a pair, don't be too quick to claim a matching tile to form a Pung.
o Have Patience. When first learning to play, it's typical to grab every opportunity to meld a Pung or Chow. In the early stages of a game, you should instead keep in mind that there are a lot of good tiles available for drawing from the Wall - and by not melding your tiles, you don't clue everyone as to what you're doing, and you stand a chance to get a Concealed Hand.
o Be Flexible. As you build your hand, be ready to abandon your earlier thinking about how to build it as you see what kind of tiles others are discarding. If you are playing Western Mah-Jongg with restrictions on winning hands, don't be too quick to form your only Chow; there will be other chances.
o Don't Let Someone Else Win. As much as you want to go out yourself, sometimes it's wiser to keep anybody else from winning. Especially, you don't want to "feed" a high-scoring hand. If a player has melded three sets of all one suit, that's especially dangerous (you might feed a Pure or Clean hand, and have to pay a high price); thus the player announces the danger when making a third meld in one suit.
o Watch the discards and watch the number of tiles in the Wall. As it approaches the end (zero or fourteen or sixteen tiles remaining, depending on your game's rules), the tension increases - and it's more important to be careful what you discard when there are fewer tiles remaining to be drawn. If the number of tiles in the Wall is getting low, don't discard any tiles which you do not see in the discard area.
Below you will find strategies written specifically for American, Japanese, Chinese, and other forms of mah-jongg.
NOTE: American mah-jongg is completely different from all other forms. So I refer to those other forms as "un-American" as a shorthand way of saying "forms of mah-jongg other than the American variety.".
General Strategies for "Un-American" Forms of Mah-Jongg
o The "1-4-7 rule" is a good playing strategy (for all forms of Mah-Jongg except American (style similar to NMJL) in which there are no "chows"). If the player to your right discards a 4, and you don't have another of those to discard, you /might/ be all right if you discard a 1 or a 7. Remember that these number sequences are key: 1-4-7, 2-5-8, 3-6-9. Between any two numbers in these sequences there can be an incomplete chow; if a player throws one number, then that player probably does not have a chow that would be completed by that number or the number at the other end. Discarding tiles IDENTICAL to what another player discards is always good, if you can. This 1-4-7 principle also applies to any five-in-a-row pattern (assuming the hand is otherwise complete - you have two complete sets and a complete pair, waiting to go out with a five-in-a-row pattern as shown by ** in the table below).
o Try to go out waiting for multiple tiles (not just one). Imagine that you have three complete sets and two pairs. Imagine that one pair is 2 Bams, and you draw a 3 Bam from the wall -- which tile do you discard now? In this situation, many experienced players will discard a 2 Bam, keeping 2-3. A two-way incomplete chow call is better than a two-pair call.
Learn to shape the hand into calling patterns that give
you multiple chances to win, such as the following:
Highly skilled players of un-American mah-jongg (since American style alone does not use "chows")
know these patterns by heart. More complex call shapes are
mostly extensions of these. Although the American game does not use chows,
the strategy of having a multiple-tile call still applies to that game as
well.
Of special interest is the complexity of the pure hand. If you're working on a pure hand, it can often be difficult to tell what all the tiles are that can complete the hand. For instance: 1-2-3-4-5-5-5-6-6-6-7-8-9 (5 chances); 1-2-3-4-5-5-5-5-6-6--7-8-9 (5 chances); 2-3-4-4-4-5-5-5-6-6-6-7-8 (7 chances); and of course 1-1-1-2-3-4-5-6-7-8-9-9-9 (9 chances).
o When playing styles of Mah-Jongg that include Chows (IOW, any style except
American/NMJL), keep in mind the profound difference between terminals
("ends," ones and nines) and simples ("non-ends," twos through eights). By
their very nature, terminals can be used in far fewer potential melds.
Therefore, if it is too early to form a strategy, get rid of a few
terminals, and your hand will usually take shape enough to form a strategy.
Most good players often go for an "all simples" hand or a "many terminals"
type hand -- keep an eye on your opponents' discards to try to discern which
they're doing. This will help you late in the game where you have a choice
between several potentially dangerous discards -- remember that the
terminals are usually in less demand. Most one-away hands are not waiting
for terminals.
o Develop a Poker Face (or "Poker Body Language") -- When I started out playing this game, I was told that
I looked too honest, that I didn't have a poker face. Experienced players hardly ever look up from their tiles -- much
less look up to see the expression on an opponent's face. So I think a better phrase
for what I didn't have, rather than "poker face," might be "poker body
language" -- one's posture, not only one's facial expression, can give one
away.
o Learn the three stages of a Mah-Jongg hand. I am still working on this strategy.
I've always thought of it as two stages (as can be seen by various mentions
of "early in the hand" and "late in the hand" in this FAQ). If you think of
the hand as occurring over three stages instead of two, your strategy is
moving nicely towards the upper levels. (NOTE: the Charleston would be
"stage zero" so is not included in this strategy.)
1. Opening --> DEVELOP
Opening: DEVELOP your hand by removing isolated pieces. Keep your
options open; much depends on what you draw.
The boundaries between the three games is not a mere count of discards,
of course. You have reached the middle game when your hand is "clean"
are you are thinking whether a danyao strategy is better or a pinfu
strategy is better. You have reached the endgame when you are
worrying more about discards than draws.
Here's another (more detailed) view on the three stages and how they apply
to strategies described in this FAQ:
STAGE ONE -- Opening (FIRST SIX TURNS +/-) -- DEVELOP:
Evaluate the potential of your hand. If you have a lot of pairs, plan to
try for an all-pairs hand or an all-pung hand. Determine as early as
possible what hand you think you can get. Consider whether you want to throw
away terminals or simples.
In this stage, don't take somebody else's discard unless you have a clear
plan for your hand and that discard advances the hand closer to a Win.
Be mindful of your wind and the prevailing wind. Hang onto those winds in
the early part of a hand until you can see that they're hopeless or your
hand is shaping another way.
Your wind (when it's not the round wind) may well be an "anpai" (Japanese:
"safe tile") to discard. If a pair of dragons has already been thrown, the
third and fourth are probably safe to discard (it's rare, but not unheard
of, for someone to go out waiting for a dragon pair). Keep it to use later
when it's getting dangerous.
Try to go out waiting for multiple tiles (not just one). A two-way call is
better than a one-way call. Learn to shape the hand into calling patterns
that give you multiple chances to win.
American game, or games that use jokers: Save your jokers for later in the
game. Early melding of jokers just lets others redeem them.
American game, or games with a set of required hands: After someone exposes
a pung or kong, study the card carefully and see what the player is doing.
If it is early in the game, discard tiles which you think they may be able
to use but probably can't call.
STAGE TWO -- Middle game (AFTER THE 6TH TURN +/-) -- ATTACK:
Keep a Pair. It's harder to make a pair if you have only one tile than it is
to make a Pung if you have a pair.
Be flexible. If your Stage One plan is not working, switch plans.
If you're getting close to going Out, don't let your body language give that
fact away.
Redeem a joker from someone else's hand even if you don't need it. You can
always throw it out and prevent someone else from getting it.
STAGE THREE -- Endgame (AFTER THE 12TH TURN +/-, or as the wall is down to
the last section) -- DEFEND:
If you realize you won't be able to make your targeted hand, focus on
preventing others from winning.
Especially, you don't want to "feed" a high-scoring hand. Never discard to a
third exposure, even if
you have to break up a good hand.
Know what's safe to discard. The "1-4-7 rule" is a good playing strategy
(for all forms of Mah-Jongg except American/NMJL in which there are no "chows").
If the player to your right discards a 4, and you don't have another of
those to discard, you /might/ be all right if you discard a 1 or a 7.
Discarding tiles IDENTICAL to what another player discards is always good,
if you can.
Watch the discards and don't discard any tiles which you do not see in the
discard area.
Throw away your jokers if you don't have anything safe to throw, and you
know you're not going to win.
From the Mah-Jongg Q&A Bulletin Board...
>Name = lee
Hi Lee,
As you noted, for the pung you can claim from anyone. But prior to the hand being complete, you can only chow from one of the three other players. So the seeming advantage of eight possibilities has to be divided by three. 8/3=2.66. So the odds of making the chow are still higher than the pung (2.66 being more than 2). Also, consider that the suit tiles outnumber the honor tiles by more than 3 to 1. It's basic strategy to go for chows rather than pungs. If you haven't read FAQ 8, why not have a look? Click the link above left.
>Name = tabstop
Hello, um, "tabstop" --
>...you've both ignored actually drawing the tile your own self.
Well, Lee's question wasn't about drawing the tile yourself, so I didn't discuss drawing the tile yourself. He or she specifically asked about claiming, so I answered the question that was asked.
>The way I think of it is, in every set of four tiles from the wall, two of them you can use for a chow (the one from your upper house, and the one you pick yourself)
You lost me there.
>...but all of them can be claimed for a pung.
But you have to be holding two of them first, so there are only two left. Regardless of whether someone throws it or you pick it, there are only two tiles out of the total 144 (disregarding for the moment how many are in others' hands, how many dead tiles are on the floor, and whether or not the last 14 in the wall will be played or not) that can make a pung.
>So the proper multiplier is 1/2, not 1/3.
I'm still lost, sorry!
>Of course, the conclusion that chows are easier to come by is certainly true, but it looks more like 2:1, I think.
If we consider that any one of four players (including yourself) might provide you one of the two pung tiles, or any one of two players (including yourself) might provide you one of the eight chow tiles prior to being ready for mah-jongg, let's see (I'm not a math dude)...
So yeah, 4 tiles is twice as good as two tiles, so it's twice as easy to make the chow as the pung. So it's 4:2 (2:1) rather than 2.66:2. Does my math agree with yours now?
Lee and I both already acknowledged that the "for mah-jongg" call is a different case. His or her question was specifically about the pre-ready call (as a call and not without consideration of self-pick).
>(Speaking personally, I don't think that if I had 223 and had to throw one and wait for the last set, that I would ever throw the 3 unless I could see pungs of 1 and 4, or was trying for the double for all pungs.)
Absolutely. If the rest of the hand is complete (three sets and a pair), and you have 223, it's best strategy to discard a 2 for a double-ended chow call rather than the 3 for a "back-to-back" (two-pair) call.
1. Go for the high-scoring combinations (pure, clean, and if applicable,
special hands). You only need a few high-scoring hands to win the game.
2. Be flexible. If one plan is not working, switch plans.
3. Be careful of what you discard later in the game. Even if there is no
penalty for throwing the winning tile, your secondary goal should still be
to
prevent others from winning.
4. Don't be too quick to chow or pung. Even if chicken hands are OK you
stand a better chance of getting a good score if you keep your hand
concealed.
Laying your tiles down (melding) lets people see what you're doing, too.
5. Watch the discards and try to figure out what other players are
holding. Remember that other players can do that too.
6. Be mindful of your wind and the prevailing wind. Hang onto those winds
in the early part of a hand until you can see that they're hopeless or your
hand is shaping another way.
7. If you're using flowers and playing for minimum fan scores, watch your
flowers. If you have the right flowers, you can go out with an otherwise
chicken hand if necessary.
8. Watch the flowers and the seasons. Be aware if it's possible for
anyone to get a bouquet (all 4 Flowers, or all 4 Seasons). It might affect
your plan.
9. Don't let Kong opportunities sway you from your targeted hand. My first
draft of the FAQ said that Kongs were good things (because they let you get
an extra draw from the wall) but it was kindly pointed out: "Kongs are
especially worthless, since they do not contribute to your hand (except in
variants where they earn extra value, or if you Win, or if you are trying
for the All Kongs special hand that some variants recognize)."
- Kong from a discard gains you nothing unless the kong has value or you go
out on the supplement tile.*
- Kong from self-pick is different. The Kong is considered concealed in
many forms of Mah-Jongg, and it does afford you an extra pick from the wall.
- Conversion of a melded Pung to a Kong is likewise not bad, but it is
subject to being Robbed.
* It also costs nothing because it is still your draw.
That is, if you have three white dragons in hand and the player before
you discards the fourth, you gain by making a kong if the kong is worth
more than the pung (which depends on the form of Mah-Jongg that you are playing).
You'll
still get to draw the same tile, and you'll have an exposed kong instead
of a concealed pung. (You do lose if exposing the kong puts you at a
disadvantage for other reasons.)
If the kong is not worth more than the pung and you aren't ready to go
out, there's no point in making this kong; you don't need to tell
everyone else at the table that you have a kong of white dragons.
10. Get more cautious as the wall gets lower and lower. Don't discard
tiles that haven't previously been discarded.
11. Another strategic reason for not claiming discards to make a meld --
making melds means you make fewer picks from the wall. If you use
Flowers/Seasons as bonus tiles, and if your Flowers/Seasons have not yet
been used up, you want to increase your chances of picking these tiles from
the wall.
12. 1. Early on, evaluate the potential of your hand. If you have a lot of
pairs, plan to try for an all-pairs hand or an all-pung hand. Consider
whether
you want to throw away terminals or simples.
2. Determine as early as possible what yaku you think you can get. Know
if you have Dora or not but don't count on it for a yaku (it isn't). Don't
forget that Reach is a yaku too.
3. Do not be too quick to jump on somebody's discard -- take it only if
you've already got a plan for what yaku you're shooting for. (See next two
for
specifics.)
4. Don't meld Chows unless you have a definite yaku plan.
5. Don't meld Pungs unless you decide Reach is out of your reach.
6. Shoot for the really really big yaku hands. Pure, Clean, All Honors,
etc. You only need one "really really big" hand to win the entire game.
Two
"just really big" hands can win the entire game too.
7. Know when to give up on your plan -- watch the discards and melds to
see if it'll be impossible to get the tiles you want.
8. As the wall decreases, wariness and caution should
increase. Late in the hand, do not discard anything that nobody else has
discarded. Even tiles discarded early in the hand can be dangerous, late in
the hand.
9. If you can't win, at least try to go tenpai -- but not at the expense of
letting somebody else win. When there are 20 or less tiles remaining, and
your hand isn't that good, consider melding like mad so you can at least be
tenpai (but watch out what you discard).
10. If your chances of winning are low (and/or if your score will be low)
shift your strategy to defense. Try to figure out what other players need
to
win, and do not discard that, even if it means having Noten.
11. Know your wind and the prevailing wind. Hang onto those tiles until
you think they can't be used or conflict with your shaping hand.
12. The 1-4-7 rule is a good playing strategy. If the player to your right
discards a 4, and you can't throw an identical tile, it might be "not too
unsafe" (^-^) for you to throw him a 1 or a 7. Remember these sequences:
1-4-7, 2-5-8, 3-6-9. ... A player pointed out to me: "[it's] only really
safe going from 4 to 1, or 6 to 9. A discarded 1 is not from 1-2-3, but
could be from 1-3-5, which is a combination worth holding for a while."
Discarding tiles IDENTICAL to what another player discards is always good,
if you can.
(I lied about there being 12 strategies)
13. Be aware of your ranking among the other players at the table. If you
are
in 3rd place, it's better to have the 2nd-place player to have to pay you
off
than the 4th-place player.
14. New one. Don't do what I do! If you're playing against real players,
think real good about whether or not your hand really is one tile away from
complete before declaring Reach. You don't want to have to pay a Chombo
penalty! Computer games may or may not allow you to make Chombo, but in
real life it's real easy to do! :o(
15. Try to go out waiting for multiple tiles (not just one). Imagine that
you have three chows and two pairs. One pair is 2-bams, and you draw a
3-bam from the wall -- which tile do you discard now? In this situation,
many experienced players will discard a two, keeping 2-3. A two-way call is
better than a one-way call. (And this example would also put you in line
for pinfu (all chows), a popular and easy yaku.)
16. Be aware of how many tiles you need to become tenpai (such tiles are
called "shanten" by Japanese players) and work to get that number (the
shanten count) increasingly lower and lower. The best way is to try to
increase the number of possible winning tiles.
17. Win. If you get a chance to declare "Ron" or "Tsumo", you'd better do
it.
18. At times it is important to ignore these strategies. You might never
make certain special yaku if you never take chances that go against the
prevailing wisdom.
1. As soon as you get the first deal, look for pairs and triples first, and
see if they suggest a particular section of the card. If not, see if any of
the singles do. If you have ones and eights and nines, you might go for the
1998 section. Look at your winds and dragons and flowers -- do they suggest
any particular section of the card? Most players don't find uses for winds
in particular, and you probably don't either, but what if other players were
to pass you winds in the Charleston? But don't spend too much time
thinking -- the others want to move on to the Charleston.
2. During the first Charleston, pass tiles that don't help you make a hand
in the section of the card you have targeted. See if the tiles that get
passed to you do help.
3. During the second Charleston you'll most likely see mostly the same tiles
you saw in the first one. So consider whether you ought to change your hand
based on the tiles that are being passed.
4. Don't be too quick to take a discard in the early part of the game. Most
likely there will be more chances later. You don't want to tip your hand
too early. Sometimes one meld will tell everybody very clearly exactly what
hand you are targeting!
5. Save your jokers for later in the game. Early melding of jokers just
lets others redeem them -- you don't want to help your opponents, now, do
you?
6. As you near the end of the hand, watch the discards -- and do not discard
any "raw tiles" (tiles that are not present among the discards) later in the
game.
7. If you realize you won't be able to make your targeted hand, focus on
preventing others from winning. Throwing away your jokers is a very safe
move when you just don't want somebody else to win.
8. Try to keep your hand concealed. Same reasoning as described for other
Mah-Jongg games, above.
9. Go for the high-scoring hands. You won't succeed most of the time, but
you only have to get a few good scores to be the big winner! Lose small and
win big.
10. This isn't so much a strategy as a "do's and don'ts" -- don't do what I
do! Mentally keep track of which jokers are available for redeeming --
don't discard a tile that could be redeemed for a joker (as a general rule,
that is -- if you're working on a singles & pairs hand, you can't use jokers
anyway). AND: don't make any melds if the hand you're working on must be
concealed!
Here's more American strategy, from Linda Fisher: 1. After someone exposes a pung or kong, study the card carefully and see
which hands are possibilities. If it is early in the game, discard tiles
which you think they may be able to use but probably can't call because
they've either used their only joker on the first exposure or haven't
collected enough tiles to make a second exposure. However, discard to a
second exposure at great risk and never discard to a third exposure, even if
you have to break up a good hand.
2. During the Charleston, pay attention to which tiles *don't* come back to
you. Try to determine (without being too obvious) which tiles the
recipient keeps.
3. If you play with the same people on a regular basis, try to determine
their playing style (i.e., are they cautious, always playing "easy" hands?
Do they take risks?)
4. Try to find one hand and stick with it. The best advice my aunt gave me
was "You can't play everything."
5. Study the card at a time when you're not playing. Knowing which way to
go on the fly can give you an advantage.
6. Redeem a joker from someone else's hand even if you don't need it. You
can always throw it out and prevent someone else from getting it.
7. Remember that the pairs are the most difficult to get since they cannot
be exposed. It's better to play a hand where the pairs are in place and you
need a kong or pung rather than the reverse.
Got a question? Ask it on the Mah-Jongg Q&A Bulletin Board! You'll get answers!
For more help with your C.O.I.R. strategy, see www.tilehog.net.
THANKS to the following folks for their contributions to this FAQ:
J. R. Fitch
Update log:
Tiles in hand Call for
2223 134
2224 34
2223344 2345
2223334 2345
2223456 14736
22234 RR 25 R
23456 147**
34567 258**
45678 369**
Steve Lin advised: "One thing you can try is to treat each discard as a tile
you need, as if you are waiting. Essentially you're waiting anyway, just
not for the 'out' tile, but a possible pung or kong. Another thing you can
do is on a real lousy hand, where you're playing safe, try to act as if
you're waiting. Remember to see/hear every discard clearly, and draw each
tile deliberately. It's always better to let people think you're waiting,
so they'll have to play conservatively. One way to disguise the tile you're
waiting for is to make sure that you spend an equal amount of time on each
drawn tile before discarding. One of the most common mistakes a beginner
makes is to study the combination before discarding a tile, and letting
everyone know what suit and approximately what number he needs. By speeding
up the combination study and slowing down the discard of useless tiles, it
should make it much harder for experts to figure out what you need."
"While you're at it, you should also try to figure out what tiles the other
players are waiting for. By doing this and verifying after each hand, you
can pick up valuable experiences. Maybe by concentrating on this, you'll
forget you're waiting, and your body language wouldn't be so obvious."
2. Middle game --> ATTACK
3. End game --> DEFEND
Middle game: ATTACK with your hand by deciding on a goal (choosing one
option), and build your hand towards that goal.
Endgame: DEFEND your game by making sure no one else wins. Your great
hand will be useless if someone else wins!
>Email = leesjunk@DONTSENDMENOSPAM.tesco.net
>Date = 30- march 2005
>Comments = Hi,
>
>I have recenty learned to play CC I think. I learnt to play in Malaysia and was told it was "Tiwan" style, but we only use 13 tiles. Anyway dont think it has any bearing.
>
>The question is which are the better statistics
>
>To collect a pung, which you can claim at any time althought there are only 2 tiles left or to collect a chow where you need a tile either side of say a 4&5, although you have 8 tiles left, assuming none are already discarded.
>
>I assume the chow if you are waiting for out, but not sure during play.
>
>And just to clarify we only play to win, no scoring involved. We are not ready for that yet
It took me a while to figure out what your question was - I'm a little slow this morning. (^_^) Here, consider this illustration.

This is such a good question I'm adding this to FAQ 8.
May the tiles be with you! - Tom
Tom Sloper
Los Angeles, CA (USA)
March 30, Year of the Rooster
>Email = tabstopNO@SPAMisp01.net
>Date = March 31
>Comments = In regards to your answer to Lee on this board, it looks like you've both ignored actually drawing the tile your own self. The way I think of it is, in every set of four tiles from the wall, two of them you can use for a chow (the one from your upper house, and the one you pick yourself), but all of them can be claimed for a pung. (I'm assuming that the tiles are just thrown, because actually trying to deal with which tiles your opponents hold can't be done in the abstract, I think--and if you actually have no information as to what your opponents hold then it doesn't matter whether they keep or throw, it's random to you.) So the proper multiplier is 1/2, not 1/3. Of course, the conclusion that chows are easier to come by is certainly true, but it looks more like 2:1, I think.
>
>Also, this is all a red herring if we're looking for out, since you can claim the last tile from anyone anyway; in that case the odds really are 4:1. (Speaking personally, I don't think that if I had 223 and had to throw one and wait for the last set, that I would ever throw the 3 unless I could see pungs of 1 and 4, or was trying for the double for all pungs.)
I'm not a mathematical kinda guy, so I may need you to explain some of your points for me. But let's take your points one at a time.
>Also, this is all a red herring if we're looking for out, since you can claim the last tile from anyone anyway; in that case the odds really are 4:1.
May the tiles be with you, "tabstop" - Tom
Tom Sloper
Los Angeles, CA (USA)
March 31, Year of the Rooster
Chinese/Hong Kong/Western Mah-Jongg Strategies
12 Strategies for Japanese Mah-Jongg
(Listed in no particular order)
American Strategy (NMJL, AMJA)
NEW!!! A regular recurring strategy column for mah-jongg players.
CLICK HERE!
Alan Kwan
ksr (Tanaka Keishiro)
David Grabiner
Wei-Hwa Huang
Steve Lin
Linda Fisher
[Your name can go in here!]
June 23, 1999 -- further differentiated "American" from other forms of Mah-Jongg
October 18, 2000 -- added header info indicating thegameguru.net home of these FAQs
December 8, 2000 -- changed FAQ URL to sloperama.com
June 25, 2001 -- Converted the FAQ to HTML format. Fixed a typo (changed "the" to "they".
Subsequent updates are logged at http://www.sloperama.com/mjfaq/log.html
This FAQ copyright 2000, 2001, 2005 by Tom Sloper. All rights reserved. Replication/reproduction by permission of the author only.
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