I’ve been playing so much of this damn game lately (and thinking about it, and dreaming about it, and reading about it, and…) that I figured I should pimp it on here. It’s great! Here’s why:

THE FORMAT

A Game of Thrones (or AGoT) was originally a conventional CCG like Magic: The Gathering, but later became FFG’s first foray into a Living Card Game (LCG). In the LCG format, each card pack has a fixed set of cards instead of a random one, and chapter packs (as boosters are called) are released on a more-or-less monthly basis. To date, there are five series of chapter packs with six packs each, four “deluxe” boxed expansions, and the core set. Total cost (MSRP) for one of every product is $490, though you certainly don’t need one of everything and you might want more than one of some others.

The basis of the game is FFG’s favorite new term, the Core Set. It’s $40 and has four preconstructed decks of 45 cards each, the rulebook, and a cute little board and miniatures that are used when playing with more than 2 people. Like Warhammer: Invasion, you can just buy the Core Set and be done with it; unlike Warhammer, the precon decks are a little boring and you’ll quickly find yourself wanting at least a few more cards to round out the game.

Each of the four boxed expansions is a little different. Two of them – Kings of the Sea and Princes of the Sun – each add another faction to the game (Greyjoy and Martell, for you Martin fans). The other two – Kings of the Storm and Lords of the North – expand on existing factions (Baratheon and Stark, respectively).

The chapter packs are arranged into “cycles” of six packs each, with each cycle having some sort of unifying thematic and mechanical concept. For example, the Time of Ravens cycle focuses on a “seasons” mechanic, where players can make it “winter” or “summer,” which is both thematic and game-changing. For the first four cycles, the packs were 40 cards each, with some cards being 1 per pack and others being 3 per pack. The last cycle (and all others going forward) has 3 of each card for a total of 60 cards per pack.

THE MECHANICS

I’m not going to break down the entire rulebook here; as with all FFG products, it’s available on their site, along with the official FAQ. Instead, I’m going to highlight three of the mechanics that I think make the game kick ass.

All men must dieThe first is the plot deck. The plot deck is a separate deck that contains seven cards; each turn, each player chooses one of his plot cards and reveals it. Your plot card determines your income, initiative, and claim value (which determines how much damage you inflict during challenges, to be discussed later) for that turn, in addition to having some other game effect. Once a plot card is used, you cannot use it again until you have cycled through all seven of your plots (if the game lasts that long, which it often doesn’t).

Obviously, selecting your plot cards is a crucial part of deckbuilding because they need to provide enough income to play your cards, as well as have the effects that you need to further your strategy (or interfere with the opponent’s). Choosing plot cards during the game is also crucial, as timing is everything. In fact, choosing plots in a tight game is a great expression of David Sirlin’s “yomi” concept, and adds yet another fateful decision to a game that’s full of them.

The second mechanic I’ll discuss is the draw cap. Each turn, during the aptly named Draw Phase, each player draws two cards from his or her deck. Other game effects may allow a player to draw more cards, but you can never draw more than three additional cards (above the two you get in the Draw Phase). This keeps the lid on weird builds that cycle through the entire deck in a turn (as mentioned in Dragonstout’s recent Magic article) and puts the focus on tactical play and making the most of the cards in hand.

The lord and author himselfThe third mechanic that makes the game great is the Challenges phase. Challenges are the combat mechanic in the game, and the procedure is broadly similar to that of Magic (attackers vs. defenders, count up numerical strength, higher number wins, ties break to attacker). Unlike Magic, however, there are three types of challenges: military, intrigue, and power. Military challenges kill the defender’s characters. Intrigue challenges remove cards from the defender’s hand. Power challenges take power tokens from the defender’s total and add it to the attacker’s. (Accumulating power tokens – typically 15 – is the win condition in this game, but there are other ways to get them besides the power challenge.)

The challenges phase is fraught with decisions, because not every character has every icon (unlike George pictured here), and only characters with the appropriate icon can participate in that type of challenge. Additionally, defenders as well as attackers must be tapped (or knelt, as this game calls it), which means that if you play second during the turn, you may choose to take some hits in order to preserve your ability to strike back.

The diversity of challenges means that there are many ways to win. You might focus on the military challenge, killing opponents’ characters so they can’t do anything. The intrigue challenge strips the opponent of cards, which can be crippling given the aforementioned draw cap. Focus on the power challenge leads to a “rush” strategy that can result in a quick win.


OTHER COMMENTS

This game has the most airtight rules system of any I’ve played. The official FAQ breaks down the game in such lawyer-like detail that there’s virtually no room for argument during a game; in my few months playing, I’ve never seen anyone even get mildly cranky about a rules interpretation. There are a few vague spots, as is inevitable with a game like this, but none that are game-breaking.

The playerbase is exceptionally mature and friendly. No kids play this game. Everyone I’ve met playing the game – and on FFG’s forums – has been a decent guy. The douchebag factor is extremely low.

The game designer (Nate French) is very accessible. He’ll answer rules questions directly by email, and he plays regularly at the FFG Event Center.

There’s a print-and-play sample of the game on FFG’s site, and there’s also unofficial (but semi-sanctioned) online play through the OCTGN program.

I wish there was more promotion for the game. It’s hardly advertised, the league play seems largely unsupported, and there’s no new player outreach of any kind. It’s a hard game to get into, but great once you do.

If you’ve enjoyed Magic and are a fan of George R.R. Martin’s novels, you’re almost sure to like AGoT. If you don’t like his books or haven’t read them, though, you can still enjoy the game for what it is: a tightly constructed, affordable, brain-burner of a card game.

Gaming has been a hobby of mine for over twenty years. I received the red D&D box as a gift when I was about ten, and my dad bought Axis & Allies right around the same time, thus sinking the twin hooks of role playing and board gaming into me at a young age. In my teens I did my best to buy my parents out of house and home by devouring every RPG and miniature game product in sight, spending hours at the FLGS (Friendly Local Game Store, in internet parlance) playing, plotting, and idolizing the proprietor (John – who was godlike in my eyes, by simultaneously going to college, working at a game store, AND having an attractive wife who played games!).

Why my parents never cut me off is beyond me – being a spoiled only child has its advantages, I guess – and somehow my dad was able to feed the family alongside my growing habit. Naturally, though, it was mostly my mom who bought me the stuff (being both the master of coin and susceptible to my wheedling for more stuff), and this led to a shocking revelation one day when my dad took me there instead. The store had a kind of rewards program, with a punch card that got you $10 of stuff after spending $100; the cards were stored in a card file behind the register and John would keep all of your used cards stapled together, in some hall-of-shame type of deal. This was revealed when my dad went to pay for my latest purchase and John pulled my card from the file to add the punches – revealing the thick stack of already-filled cards. His eyes widened and he exclaimed, “how much has your mother spent on you in this place?” I just grinned sheepishly, knowing he could count the cards as well as I could, and he grudgingly forked over the cash. (Thanks, dad!)

At any rate, I proceeded down the parallel roads of Games Workshop hobby gaming and tabletop RPGs, eventually sinking vast amounts of my own money into the stuff. But after high school ended and my gaming friends went their separate ways for college, I found myself drifting away from the game scene. I had a hard time finding a new circle of gamers, being introverted but somehow not weird or socially awkward enough to fit in with game groups at the campus or game store – in other words, a regular guy, unable to mesh with the Asperger’s cases in the gaming population.

Some friends in college really got into Eurogames (or Euros, a genre of board games known for their abstract themes and wooden blocks), and I figured hey, I like games, let’s give this stuff a shot! I don’t remember what games they had us play (Catan was in there I’m sure, and maybe Carcassone – I didn’t do much drinking then but probably should have given his selections), but the whole time I had to make laser sound effects and pretend I was laying waste to the countryside every time I placed a wooden dude on an alpaca farm or whatever, just to keep from passing out. They laughed awkwardly and I’m sure thought I was weird, and I did too – like, hey, these are games, you used to like them, what happened?

That was ten years ago, and in the intervening years I didn’t do much gaming, mostly turning to video games instead. But recently, I figured out what bothered me about those Euros: I wanted to play games where decisions mattered, where you walked the razor-thin line between victory and defeat, life and death! Where the victor would be decided in a battle of wits and with bare bloody fists (expertly abstracted by a series of dice rolls, natch), not by using a spreadsheet to calculate the optimum path!

So, in the last six months, I’ve returned full force to the gaming hobby, buying boxes of cardboard and plastic shit left and right and geeking out on rulebooks and gaming websites nonstop. To Mrs. Melobi’s credit, she’s taking it in stride, as she has with all of my hobbies – and she actually enjoys this one! It’s great fun, but the stuff piles up fast. Hopefully we can move next year before our house sinks into the earth, because I’m pretty sure we’ve exceeded the load rating for this place, having crammed more stuff in here than I ever thought possible.

NGB contractors

Typical government contractors are rather hairy

Last week I made my first trip to the National Guard’s Professional Education Center (naturally abbreviated to PEC), in Little Rock. It was a gathering of the several states to discuss the ongoing Active Directory consolidation project that’s sweeping the nation, leaving a trail of angry sysadmins and frustrated users in its wake.

I arrived in Little Rock after dark and stepped outside the airport terminal to find the alleged shuttle bus that would take me to PEC. I saw a white-painted school bus that was labeled for the Guard’s GED Plus program (two attendees of such I sat next to on the plane, incidentally), but that clearly wasn’t what I wanted, so I waited. Before long, a woman waddled forth from the bus, with a troll-like face (complete with wart) and blonde hair trailing most of the way down her back – but cut above her ears in the most astonishing mullet I’ve ever seen. To top it off, she wore an Army PT jacket that must’ve been XXL, falling around her like a robe.

“You goin’ to PEC?,” she croaked as she walked by. “Yes ma’am,” I responded. “You can get on my bus. I’ll drop you off.”

I hopped on with the couple of other passengers and breathed in the weird combination of baby powder and stinking vinyl seats as the PT-clad troll lady steered the bus away from the terminal. She flogged that Blue Bird for all it was worth along I-30 and two billboards stood out along the way: one was just all-caps text: “GOING TO JAIL?,” with a phone number; the other was, “Hit by a Big Rig?,” and another number. Lots of people getting rear-ended by semis on their way to county, apparently.

The next day I made my way across the street to the classroom where I convened with the representatives from other states. About 30 states were in attendance – giving us quorum, as the lieutenant colonel from Guard Bureau reminded us – ranging from specialists to lieutenant colonels and everything in between. I of course managed to sit next to an evolution of That Guy, hailing from New York, who of course knew everything and was disdainful of the whole thing. At one point (in response to what, I don’t remember) he whipped out his Benchmade folder and said, grinning, “I’d rather just shank ‘em instead!” I laughed and replied, “way to live up to the New Yorker stereotype.” He took that as a compliment, elaborating that, “airport security only cares about guns…!” I left that one hanging and returned to my web surfing.

Amen

This captures the general mood pretty well

The day started placidly enough, but before long, the states were virtually in full revolt, as the NGB guys told us how our admin rights were going to be taken away (or at least, restricted). I just sat back and enjoyed the furor, since the die was cast already and my role was just to collect information and provide minor input. After all, as one of the Haradrim in service to the Dark Lord, the affairs of other tribes concern me little…

After the session on the second day, which included a strange poker-chip-bidding exercise and a rancorous discussion about how to name computers on the domain, I bailed for the airport. Naturally, black clouds loomed on the horizon and the radio blared tornado warnings for the Little Rock area. Luckily, I arrived at the airport with a few hours to spare – or so I thought, as just when I sat down to tuck in to some serious Tactics Ogre on the PSP, they announced that the terminal was being evacuated. We were herded into the basement, crammed almost shoulder-to-shoulder, which wouldn’t ordinarily bother me except that I was surrounded by smartphones, which appeared in everyone’s hands to announce to the world our impending deaths. I’ll probably get brain cancer as a result of that trip to the basement, because the radio frequency density in there must’ve been out of this world.

I was prepared for a good, long, sweaty stay in the crowded stairwell, but the thing blew over in about five minutes – just long enough to inconvenience everyone. What proved more inconvenient, though, was that the basement was outside the secured area, so every person in the terminal had to be re-screened by security. Needless to say, this caused me to be scheduled to leave too late to catch my connecting flight in Dallas. Luckily, the nice lady hooked me up with an alternate flight to Chicago and thence home, which was better than spending the night somewhere. Still, the trip (from arrival at the airport to getting home) took over eight hours, which isn’t much faster than driving.

The flight from Little Rock to Chicago was understandably quite bumpy, though not severely so – or so I thought. About twenty in the minutes into the flight, the little Asian woman behind me started barfing – and in reaction, I had to stifle hysterical laughter. I’m not sure why it was so funny – I felt bad for her – but maybe it was the stock sound effect that she was making, like “blarghghgwarghghgwarghghgh,” seemed so over-the-top as to be fake. Meanwhile, the guy next to me hastily grabbed his Bose noise-canceling headphones at the first sound of chunks being blown, while also frantically grabbing at his arm rest every time the plane hit a bump. The poor woman threw up at least six more times (including once after landing), and the flight attendants wouldn’t get up during flight because of the turbulence, so I guess she sat there with a pile of full barf bags the whole time.

In three short months, I’ll begin another mobilization. We’ve known about this one for a long time, and its approach has cast a long shadow across almost everything I’ve done for the last year. Most notable has been its effect on my purchases – most everything has been run through the deployment filter, sorted into categories of “don’t buy this, won’t need it next year” or “better buy this, will need it in the war” or “doesn’t matter either way.”

As an example, I bought a Kindle recently, which will eliminate the vast piles of books I had to deal with last time around. On the other hand, I haven’t bought anything for my drum set lately, since that falls firmly in the “won’t need it next year” bin. Hell, there are video games that I’m holding off on playing, saving them up to make sure I have a meaty backlog when the boredom of the desert comes into full effect.

The differences between this deployment and the last will be a continuing theme, and truthfully I’m sick of the comparisons already. I embarked on the last trip with a sort of wide-eyed innocence and full receptivity to any experience that came at me. Now, I’m more or less a crusty old NCO, much more experienced and capable, but also more crotchety and jaded. Instead of a grand, potentially tragic adventure at the dawn of the war in Iraq, now I’m faced with returning to the same war at its end, faced largely with drudgery and boredom. (Of course, last time was also full of drudgery and boredom, but I didn’t know that’s what awaited us – I (like most others) assumed it would be the fight of our lives.) I must improve my attitude before we go, though, because otherwise I’ll be largely miserable. The only thing that kept me going during the last trip was my willingness to roll with the punches and to just experience the damn thing, to the extent possible. I must seek to recreate that mindset.

And yet, it’ll still be a year-long disruption, a sandy time capsule into which I’ll be placed, to emerge a year later, hopefully with sanity mostly intact. Life will still go on at home, as I while away the days, hours, minutes in the desert, plotting for my inevitable return and the resumption of life in “the world.”

Ice Truckers: Army edition

Ice Truckers: Army edition

Some people think this is what Minnesota looks like all year long. They’re wrong, of course; it only looks like this for six months out of the year.

Truly, it is a Bastion of the North at our fine camp, with sub-zero temperatures and packed-snow roads that all but guarantee hilarity for soldiers shod in desert boots. The rubber used in our soles is useless below freezing, being optimized for the 160-degree heat of Iraq, as it hardens and is akin to walking on snow with plastic lunch trays attached to your feet.

Luckily, the Signal Corps trains indoors, so my ten-day stay here will be mostly warm. Not so luckily, the first day was wasted, since CECOM forgot to send an instructor for the training.

A bunch of our equipment got refurbished and sent back to us, so that naturally means retraining – it’s about a six-week process to re-field the gear and retrain all the operators. The piece I’m here to learn about – which I’m not convinced is even relevant to me or the rest of Team S6, but that’s another story – is network operations & management. All the other pieces seem to have their instructors on the ground, but not ours – despite a month’s worth of prodding by our project coordinator here. Whoops! So, CECOM is rushing a guy out here as I type (or may have already arrived, with an anal cavity freshly inspected, courtesy of TSA), along with a bunch of crap via FedEx overnight (at massive expense to the taxpayer, I’m sure).

Speaking of Team S6, I think we’re going to need a name. I’ve named third squad “Hellraisers,” and I’ve said that if I become the platoon sergeant we’ll be the “Mud Bugs,” but in the brigade headquarters, squads and platoons don’t mean anything. It’s all about the sections – so what would fit? Greased Lightning? Electric Bulls? Hell’s Bloody Welcomers? Team RCGF? (Right-Click, Get Fucked!)

Winter Dueler...

Even the Winter Duelers were no use

Our next truck will have 4 wheel drive and our next house will be in the suburbs.

Those are the two main lessons of Snowpocalypse 2010, a storm that I suppose will go down in memory like the Halloween blizzard of 1991, except that it actually happened during winter, which means it may just be subsumed into the general misery of Minnesota’s famous season.

The first lesson may seem obvious, but it’s easy to forget that while we average 45.6″ of snow a year (source: Minnesota Climatology Working Group), it is usually spread out over five months (6-9″ per month, November through March). This makes for easy driving and quick clearing by the legions of plow trucks in the state’s employ.

Snow tires on the rear-wheel drive truck have been adequate (even good) for the last 3 seasons, but these conditions proved to be too much. It didn’t help that our street didn’t see a plow until about 6:30 PM Sunday, over 24 hours after the last snow fell.

So close

So close and yet so far

Just north of our house (by one block) is another city (as pictured at right), and it was with great frustration that I saw that the side streets north of the boundary were already plowed curb-to-curb by Sunday afternoon, while south of it (just 50 feet away! at bottom of photo) snow was piled up as if on a backcountry road.

Mrs. Melobi was sick all weekend and I didn’t have anywhere to go, so I was content to stay home, but by midday Sunday the cabin fever was starting to set in. Maddeningly, I saw cars drive by that had no right to be in snow that deep, and yet seemed to be traversing the shin-deep ruts without difficulty. I knew, though, that either of our vehicles would be doomed should I dare venture out of the driveway – and I raged. It was almost as if everyone else was driving in a world with different physical laws. How else would that little Toyota Corolla be driving around in a blizzard? How did that minivan survive, when the snow between the ruts was up to the grill and the woman driving had the gas pedal to the floor, tires howling on packed snow as she plowed that snow at 5 miles per hour (with the speedo at 40 or 50)?

Maybe the difference wasn’t physics but foolhardiness – with nowhere to go and the risk so high, my mind boggled at the prospect of even making the attempt. But next time, it won’t be an issue, since we’ll be living in a suburb that plows.

Winter is coming

Saturday brought the first taste of winter, with a storm that was poo-poohed on the news Friday morning but ultimately dumped well over half a foot of snow on us. At first I was excited – I love the first snow – but later my excitement turned to rage when I managed to get the car stuck at the end of the block (just visible in the photo).

Luckily it was a quick job to get it out, and I was able to get the ol’ Human Transport Ark Eltreum back into the garage and venture out in the truck. Guess it’s time for new tires…

***

Last weekend was the Days of Ice and Fire event, hosted by Fantasy Flight Games – conveniently headquartered in Roseville. It was a three day event of geekery revolving around George R.R. Martin’s A Song of Ice and Fire series, including appearances each day by the author himself. It also was a showcase for the three games set in the world of the novels: a card game, a tactical war game, and a board game. Mrs. Melobi and I have been playing the card game and the war game, and to her great credit she came to the event with me. I’ve spent many hours in the geek world, hanging out at dimly-lit game stores with men of questionable hygiene and worse social skills, playing obscure games until all hours of the night, so the environment was familiar for me (and indeed, a bit of a homecoming as well – a topic for another post). But Melobi, while fairly well-versed in geek lore (being a huge fantasy and sci-fi

Signed by the man himself!

Signed by the man himself!

fan in her own right, combined with the education I’ve given her in anime and gaming), had never attended an event of this sortbefore. As it turned out, we both had a great time. We even got cards for the game of the author himself, and had them autographed. I’m not much for autographs, but when I saw the author card in the swag bag, getting that signed was too cool to pass up.

I started reading A Song of Ice and Fire (or ASOIAF, as it’s known on the internet) a few months ago, and it’s fantastic. It builds momentum like a freight train – slow to get started, because of the massive weight of the numerous characters and the Byzantine plotting, but becomes an unstoppable force by the end of the first book. It’s not mind-expanding, galaxy-encompassing stuff like Frank Herbert’s Dune series; nor is it a sardonic, contemporary destruction of fantasy tropes like Glen Cook’s Black Company books. Rather, it’s gritty, brutal, and amoral, a world where almost no one (even the children) is good (even the kids are killers and are brutally killed in turn). It’s packed with mind-blowing twists and bizarre gut-punches – ASOIAF is one of the very few book series that has made me put down the book and say “whoa” after reading a doozy of a passage. If you have any interest in fantasy (or just brutal shit in general), you owe it to yourself to read it – but don’t fall in love with any character, because they might end up dead or worse.

The card game is awesome too, but that’s another post.

I’m not cut out to be a columnist.

An old friend of mine is publishing what might be called a ‘zine (in the old parlance) in December, and having seen the vast pile of stuff I’ve written here, he asked me to contribute. No problem, I thought – I had about three months of lead time and I write about stuff all the time, so I figured I’d just bang out a thousand words or so and call it a day.

But as the submission deadline approached, I felt the weight of the assignment (since I viewed it as such) bearing down on me like an oppressive force. What was wrong with me? I write all the time – just pick a topic and go! No problem! I wrote in fits and starts, taking notes, trying to organize my thoughts into something at least coherent, let alone interesting, but everything ended up looking like some kind of dry research paper.

Ultimately, I cheated and decided to edit one of my previous pieces (Hail the Victorious Dead and its follow-up).

The assignment or column format just kills my writing ability, I guess. Almost all of my writing here is spontaneous, and is usually in response to an event or is telling a story. I very rarely write drafts; it’s as if the words are already in my head, and all I’m doing is transcribing them via the keyboard. (This also explains why I can’t stand writing by hand for long stretches – my writing can’t keep up with my thoughts, whereas the keyboard is an effortless translation.) Having an assignment, though, interferes with this process, because I only write when I already have something to write about. This meant that I struggled with writing in school, and for a long time thought I was terrible at it; my writing was technically capable but stilted and coming up with a topic was almost impossible.

Luckily I don’t make my living by my writing, but it does still seem shameful that a guy that’s written all this crap can’t write on command (even with three months lead time).

Waiting for a ride

Waiting for a ride

The company was waiting for flights out to training areas scattered across the back forty of Camp Ripley, a cluster of about a hundred of us with a full load of gear (less ammo). We had been there for hours, standing in the autumn breeze and cold spitting rain, complaining about the weather and wolfing down MREs in preparation for the long day ahead. A pair of Black Hawks sat on the tarmac in front of us, the rain darkening their green-brown hulls, their rotors drooping low like the wings of a hawk mantling its downed prey.

Finally, the first group loaded the birds and their engines started with a slow ascending whine. The whine grew to a roar as the rotors spun up, but instead of leaping into the air, they began to roll slowly across the asphalt. I had never seen a Black Hawk taxi like an airplane before, but that’s exactly what they were doing on a dreary Friday morning. How do they do it? A fixed-wing aircraft generates thrust parallel to the ground and so can drive around, but I didn’t think helicopters had that capability. Obviously I was wrong. Apparently they did this to avoid blowing debris in our faces as we waited our turn to ride (how considerate), and unlike in Iraq, they lifted off gently once they cleared our waiting area, floating above the trees almost dreamily instead of clawing skywards at full torque.

And the trees! Just before it was our turn to fly (I was in the last flight, naturally), the rain miraculously stopped and the clouds blew away, revealing a beautiful fall day. The camp is covered with trees and they were in full fall color, a riotous quilt of reds and golds and greens. I had the best seat in the house – the front left – as we skimmed the treetops and banked over the yellow grasslands at a smooth 120 knots. There is no better way to see fall colors than from a speeding helicopter.

Too soon, though, the ride was over – the pilots deposited us in a picturesque landing zone and we went prone in the knee-high grass as they roared away overhead, leaving us each with our fifty pounds of gear and a day of walking.

A walk in the park

A walk in the park

The rest of the weekend was largely uneventful – just long hours of walking under a heavy load. The weather was perfect, and various problems with the training meant that walking became the main training event. By the end, my shoulders were sore from the body armor and slung rifle and pack and combat lifesaver bag, but my feet were fine and I kept thinking that other people have to pay to walk around in a place like this, and I’m getting paid to do it. I saw a whole kettle of bald eagles circling overhead (eight in all), and deer and turkey and hawks and warblers, and for one stretch along the western border of camp our tracks were preceded by wolf prints, huge and improbable, following the same road we were.

ipad boxes

Your tax dollars at work

Pictured is a pile of the brown cardboard chrysalises left by 67 iPads as we helped them emerge into multitouch-capable butterflies today. Almost brings a tear to your eye…at the shocking amount of money that represents for a toilet-seat internet browser for every commander and first sergeant in the state. (More to come, mind you.)

As Twizzy said while transporting this stuff from the warehouse, “the iPads in here are worth more than the car they’re sitting in.”

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