+
+
Invalid object or user
diff --git a/test/xml/search?exact=1&query=Agricola&type=boardgame b/test/xml/search?exact=1&query=Agricola&type=boardgame
index bb795f4..cbf1c53 100644
--- a/test/xml/search?exact=1&query=Agricola&type=boardgame
+++ b/test/xml/search?exact=1&query=Agricola&type=boardgame
@@ -1,9 +1,11 @@
-
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diff --git a/test/xml/search?exact=1&query=Twilight Struggle&type=boardgame b/test/xml/search?exact=1&query=Twilight Struggle&type=boardgame
index c7f98ec..c649f5a 100644
--- a/test/xml/search?exact=1&query=Twilight Struggle&type=boardgame
+++ b/test/xml/search?exact=1&query=Twilight Struggle&type=boardgame
@@ -1,5 +1,7 @@
-
-
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+
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+ -
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diff --git a/test/xml/search?exact=1&query=blablablathisgamewonteverexist&type=boardgame b/test/xml/search?exact=1&query=blablablathisgamewonteverexist&type=boardgame
index 1389224..aa026fb 100644
--- a/test/xml/search?exact=1&query=blablablathisgamewonteverexist&type=boardgame
+++ b/test/xml/search?exact=1&query=blablablathisgamewonteverexist&type=boardgame
@@ -1 +1,2 @@
-
+
+
diff --git a/test/xml/search?exact=1&query=coup&type=boardgame,boardgameexpansion b/test/xml/search?exact=1&query=coup&type=boardgame,boardgameexpansion
index 5d92848..b526a65 100644
--- a/test/xml/search?exact=1&query=coup&type=boardgame,boardgameexpansion
+++ b/test/xml/search?exact=1&query=coup&type=boardgame,boardgameexpansion
@@ -1,13 +1,15 @@
-
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diff --git a/test/xml/search?exact=1&query=eclipse&type=boardgame b/test/xml/search?exact=1&query=eclipse&type=boardgame
index 98ff3fe..c6bee21 100644
--- a/test/xml/search?exact=1&query=eclipse&type=boardgame
+++ b/test/xml/search?exact=1&query=eclipse&type=boardgame
@@ -1,20 +1,22 @@
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diff --git a/test/xml/search?exact=1&query=eclipse&type=boardgame,boardgameexpansion b/test/xml/search?exact=1&query=eclipse&type=boardgame,boardgameexpansion
index 98ff3fe..c6bee21 100644
--- a/test/xml/search?exact=1&query=eclipse&type=boardgame,boardgameexpansion
+++ b/test/xml/search?exact=1&query=eclipse&type=boardgame,boardgameexpansion
@@ -1,20 +1,22 @@
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diff --git a/test/xml/search?exact=1&query=some invalid game name&type=boardgame b/test/xml/search?exact=1&query=some invalid game name&type=boardgame
index a92e901..04fbb30 100644
--- a/test/xml/search?exact=1&query=some invalid game name&type=boardgame
+++ b/test/xml/search?exact=1&query=some invalid game name&type=boardgame
@@ -1 +1,2 @@
-
+
+
diff --git a/test/xml/search?query=Agricola&type=boardgame b/test/xml/search?query=Agricola&type=boardgame
index 4c87f28..0414b79 100644
--- a/test/xml/search?query=Agricola&type=boardgame
+++ b/test/xml/search?query=Agricola&type=boardgame
@@ -1,197 +1,199 @@
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diff --git a/test/xml/search?query=scythe the rise of fenris&type=boardgame b/test/xml/search?query=scythe the rise of fenris&type=boardgame
index cad5ba9..75c729c 100644
--- a/test/xml/search?query=scythe the rise of fenris&type=boardgame
+++ b/test/xml/search?query=scythe the rise of fenris&type=boardgame
@@ -1,5 +1,7 @@
-
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+ -
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diff --git a/test/xml/thing?comments=0&historical=0&id=104163&marketplace=0&page=1&pagesize=100&ratingcomments=0&stats=1&versions=0&videos=0 b/test/xml/thing?comments=0&historical=0&id=104163&marketplace=0&page=1&pagesize=100&ratingcomments=0&stats=1&versions=0&videos=0
index 67b1ee4..f87fbea 100644
--- a/test/xml/thing?comments=0&historical=0&id=104163&marketplace=0&page=1&pagesize=100&ratingcomments=0&stats=1&versions=0&videos=0
+++ b/test/xml/thing?comments=0&historical=0&id=104163&marketplace=0&page=1&pagesize=100&ratingcomments=0&stats=1&versions=0&videos=0
@@ -1,125 +1,41 @@
-
-
- https://cf.geekdo-images.com/images/pic1180639_t.jpg
- https://cf.geekdo-images.com/images/pic1180639.jpg
-
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- Game description from the publisher: The Descent: Journeys in the Dark - Second Edition Conversion Kit includes everything you need to transfer your first edition heroes and monsters to Descent: Journeys in the Dark - Second Edition. With Second Edition-compatible cards for every monster and hero ever produced (including promotional heroes!), this convenient conversion kit is an indispensable tool. So whether you want to bring your extensive Descent collection with you on new adventures, or you've got a favorite hero that you choose every time, you're covered. The Overlord marshals his forces, intent on bringing a new darkness to the world. only you can stop him! List of Components The pack contains: 48 Hero Sheets 3 Familiar Cards 50 Monster Cards Each of these components functions identically to the corresponding components in Descent: Journeys in the Dark - Second Edition. This Conversion Kit does not feature any plastic figures; you will need to own the corresponding First Edition plastic figure or use a suitable proxy to use any of these components in your Descent: Journeys in the Dark - Second Edition game. Players should find the cards or sheets matching the plastic figures from their First Edition releases and add them to the supply of available heroes and monsters from their copy of Descent: Journeys in the Dark - Second Edition. Each of the components in this Conversion Kit is marked with a set icon corresponding to the First Edition product in which the hero or monster first appeared. (also includes promo figures) The 3 Familiar cards are associated with certain heroes (whose portraits appear on the back of the card).
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+ -
+ https://cf.geekdo-images.com/images/pic1180639_t.jpg
+ https://cf.geekdo-images.com/images/pic1180639.jpg
+
+
+
+
+
+ Game description from the publisher: The Descent: Journeys in the Dark - Second Edition Conversion Kit includes everything you need to transfer your first edition heroes and monsters to Descent: Journeys in the Dark - Second Edition. With Second Edition-compatible cards for every monster and hero ever produced (including promotional heroes!), this convenient conversion kit is an indispensable tool. So whether you want to bring your extensive Descent collection with you on new adventures, or you've got a favorite hero that you choose every time, you're covered. The Overlord marshals his forces, intent on bringing a new darkness to the world. only you can stop him! List of Components The pack contains: 48 Hero Sheets 3 Familiar Cards 50 Monster Cards Each of these components functions identically to the corresponding components in Descent: Journeys in the Dark - Second Edition. This Conversion Kit does not feature any plastic figures; you will need to own the corresponding First Edition plastic figure or use a suitable proxy to use any of these components in your Descent: Journeys in the Dark - Second Edition game. Players should find the cards or sheets matching the plastic figures from their First Edition releases and add them to the supply of available heroes and monsters from their copy of Descent: Journeys in the Dark - Second Edition. Each of the components in this Conversion Kit is marked with a set icon corresponding to the First Edition product in which the hero or monster first appeared. (also includes promo figures) The 3 Familiar cards are associated with certain heroes (whose portraits appear on the back of the card).
+
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diff --git a/test/xml/thing?comments=0&historical=0&id=11542&marketplace=0&page=1&pagesize=100&ratingcomments=0&stats=1&versions=0&videos=0 b/test/xml/thing?comments=0&historical=0&id=11542&marketplace=0&page=1&pagesize=100&ratingcomments=0&stats=1&versions=0&videos=0
index 4a143bb..796ea81 100644
--- a/test/xml/thing?comments=0&historical=0&id=11542&marketplace=0&page=1&pagesize=100&ratingcomments=0&stats=1&versions=0&videos=0
+++ b/test/xml/thing?comments=0&historical=0&id=11542&marketplace=0&page=1&pagesize=100&ratingcomments=0&stats=1&versions=0&videos=0
@@ -1,181 +1,86 @@
--
- https://cf.geekdo-images.com/images/pic1316296_t.jpg
- https://cf.geekdo-images.com/images/pic1316296.jpg
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- The Ball and Chain Game is an abstract game for two. The oblong board contains hexagonal spaced holes for the ball-shaped pieces to rest. Each player has one large Guard and five pairs of smaller Prisoner pieces. Each pair of Prisoners is connected by a metal chain: two short chains and three long. A Prisoner may move as far as the chain will allow (1 or 2 spaces) while its partner stays put. The opponent's Prisoners may be temporarily immobilized by crossing one of your chains over theirs. The Guard moves one space at a time in any hex-axial direction. If, on your turn, you are unable to move your Guard, you lose.
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+ https://cf.geekdo-images.com/images/pic1316296_t.jpg
+ https://cf.geekdo-images.com/images/pic1316296.jpg
+
+
+ The Ball and Chain Game is an abstract game for two. The oblong board contains hexagonal spaced holes for the ball-shaped pieces to rest. Each player has one large Guard and five pairs of smaller Prisoner pieces. Each pair of Prisoners is connected by a metal chain: two short chains and three long. A Prisoner may move as far as the chain will allow (1 or 2 spaces) while its partner stays put. The opponent's Prisoners may be temporarily immobilized by crossing one of your chains over theirs. The Guard moves one space at a time in any hex-axial direction. If, on your turn, you are unable to move your Guard, you lose.
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diff --git a/test/xml/thing?comments=0&historical=0&id=131357&marketplace=0&page=1&pagesize=100&ratingcomments=0&stats=1&versions=0&videos=0 b/test/xml/thing?comments=0&historical=0&id=131357&marketplace=0&page=1&pagesize=100&ratingcomments=0&stats=1&versions=0&videos=0
index ccbe913..3f31f21 100644
--- a/test/xml/thing?comments=0&historical=0&id=131357&marketplace=0&page=1&pagesize=100&ratingcomments=0&stats=1&versions=0&videos=0
+++ b/test/xml/thing?comments=0&historical=0&id=131357&marketplace=0&page=1&pagesize=100&ratingcomments=0&stats=1&versions=0&videos=0
@@ -1,547 +1,157 @@
--
- https://cf.geekdo-images.com/images/pic2016054_t.jpg
- https://cf.geekdo-images.com/images/pic2016054.jpg
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- You are head of a family in an Italian city-state, a city run by a weak and corrupt court. You need to manipulate, bluff and bribe your way to power. Your object is to destroy the influence of all the other families, forcing them into exile. Only one family will survive... In Coup, you want to be the last player with influence in the game, with influence being represented by face-down character cards in your playing area. Each player starts the game with two coins and two influence – i.e., two face-down character cards; the fifteen card deck consists of three copies of five different characters, each with a unique set of powers: Duke: Take three coins from the treasury. Block someone from taking foreign aid. Assassin: Pay three coins and try to assassinate another player's character. Contessa: Block an assassination attempt against yourself. Captain: Take two coins from another player, or block someone from stealing coins from you. Ambassador: Draw two character cards from the Court (the deck), choose which (if any) to exchange with your face-down characters, then return two. Block someone from stealing coins from you. On your turn, you can take any of the actions listed above, regardless of which characters you actually have in front of you, or you can take one of three other actions: Income: Take one coin from the treasury. Foreign aid: Take two coins from the treasury. Coup: Pay seven coins and launch a coup against an opponent, forcing that player to lose an influence. (If you have ten coins or more, you must take this action.) When you take one of the character actions – whether actively on your turn, or defensively in response to someone else's action – that character's action automatically succeeds unless an opponent challenges you. In this case, if you can't (or don't) reveal the appropriate character, you lose an influence, turning one of your characters face-up. Face-up characters cannot be used, and if both of your characters are face-up, you're out of the game. If you do have the character in question and choose to reveal it, the opponent loses an influence, then you shuffle that character into the deck and draw a new one, perhaps getting the same character again and perhaps not. The last player to still have influence – that is, a face-down character – wins the game! A new & optional character called the Inquisitor has been added (currently, the only English edition with the Inquisitor included is the Kickstarter Version from Indie Boards & Cards. Copies in stores may not be the Kickstarter versions and may only be the base game). The Inquisitor character cards may be used to replace the Ambassador cards. Inquisitor: Draw one character card from the Court deck and choose whether or not to exchange it with one of your face-down characters. OR Force an opponent to show you one of their character cards (their choice which). If you wish it, you may then force them to draw a new card from the Court deck. They then shuffle the old card into the Court deck. Block someone from stealing coins from you.
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+ -
+ https://cf.geekdo-images.com/images/pic2016054_t.jpg
+ https://cf.geekdo-images.com/images/pic2016054.jpg
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+ You are head of a family in an Italian city-state, a city run by a weak and corrupt court. You need to manipulate, bluff and bribe your way to power. Your object is to destroy the influence of all the other families, forcing them into exile. Only one family will survive... In Coup, you want to be the last player with influence in the game, with influence being represented by face-down character cards in your playing area. Each player starts the game with two coins and two influence – i.e., two face-down character cards; the fifteen card deck consists of three copies of five different characters, each with a unique set of powers: Duke: Take three coins from the treasury. Block someone from taking foreign aid. Assassin: Pay three coins and try to assassinate another player's character. Contessa: Block an assassination attempt against yourself. Captain: Take two coins from another player, or block someone from stealing coins from you. Ambassador: Draw two character cards from the Court (the deck), choose which (if any) to exchange with your face-down characters, then return two. Block someone from stealing coins from you. On your turn, you can take any of the actions listed above, regardless of which characters you actually have in front of you, or you can take one of three other actions: Income: Take one coin from the treasury. Foreign aid: Take two coins from the treasury. Coup: Pay seven coins and launch a coup against an opponent, forcing that player to lose an influence. (If you have ten coins or more, you must take this action.) When you take one of the character actions – whether actively on your turn, or defensively in response to someone else's action – that character's action automatically succeeds unless an opponent challenges you. In this case, if you can't (or don't) reveal the appropriate character, you lose an influence, turning one of your characters face-up. Face-up characters cannot be used, and if both of your characters are face-up, you're out of the game. If you do have the character in question and choose to reveal it, the opponent loses an influence, then you shuffle that character into the deck and draw a new one, perhaps getting the same character again and perhaps not. The last player to still have influence – that is, a face-down character – wins the game! A new & optional character called the Inquisitor has been added (currently, the only English edition with the Inquisitor included is the Kickstarter Version from Indie Boards & Cards. Copies in stores may not be the Kickstarter versions and may only be the base game). The Inquisitor character cards may be used to replace the Ambassador cards. Inquisitor: Draw one character card from the Court deck and choose whether or not to exchange it with one of your face-down characters. OR Force an opponent to show you one of their character cards (their choice which). If you wish it, you may then force them to draw a new card from the Court deck. They then shuffle the old card into the Court deck. Block someone from stealing coins from you.
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diff --git a/test/xml/thing?comments=0&historical=0&id=1653&marketplace=0&page=1&pagesize=100&ratingcomments=0&stats=1&versions=0&videos=0 b/test/xml/thing?comments=0&historical=0&id=1653&marketplace=0&page=1&pagesize=100&ratingcomments=0&stats=1&versions=0&videos=0
index 5ac7e93..3a3e14c 100644
--- a/test/xml/thing?comments=0&historical=0&id=1653&marketplace=0&page=1&pagesize=100&ratingcomments=0&stats=1&versions=0&videos=0
+++ b/test/xml/thing?comments=0&historical=0&id=1653&marketplace=0&page=1&pagesize=100&ratingcomments=0&stats=1&versions=0&videos=0
@@ -1,141 +1,68 @@
--
- https://cf.geekdo-images.com/images/pic160459_t.jpg
- https://cf.geekdo-images.com/images/pic160459.jpg
-
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-
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- A simple two-player game pitting the revolutionaries against the entrenched leader. Think of it as two-player Junta. The components are really flimsy (map and counters). The map is real simple, city and outlying sections, with victory locations (Radio/TV, Armoury, Capitol, etc.) scattered about. Small, but fun. Try this: You lose points for rubble-izing the city hexes...so you -have- to overrun...
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+ https://cf.geekdo-images.com/images/pic160459_t.jpg
+ https://cf.geekdo-images.com/images/pic160459.jpg
+
+ A simple two-player game pitting the revolutionaries against the entrenched leader. Think of it as two-player Junta. The components are really flimsy (map and counters). The map is real simple, city and outlying sections, with victory locations (Radio/TV, Armoury, Capitol, etc.) scattered about. Small, but fun. Try this: You lose points for rubble-izing the city hexes...so you -have- to overrun...
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diff --git a/test/xml/thing?comments=0&historical=0&id=2088&marketplace=0&page=1&pagesize=100&ratingcomments=0&stats=1&versions=0&videos=0 b/test/xml/thing?comments=0&historical=0&id=2088&marketplace=0&page=1&pagesize=100&ratingcomments=0&stats=1&versions=0&videos=0
index 672dca2..9319d68 100644
--- a/test/xml/thing?comments=0&historical=0&id=2088&marketplace=0&page=1&pagesize=100&ratingcomments=0&stats=1&versions=0&videos=0
+++ b/test/xml/thing?comments=0&historical=0&id=2088&marketplace=0&page=1&pagesize=100&ratingcomments=0&stats=1&versions=0&videos=0
@@ -1,218 +1,91 @@
--
- https://cf.geekdo-images.com/images/pic312636_t.jpg
- https://cf.geekdo-images.com/images/pic312636.jpg
-
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- Players attempt to acquire shares in the most valuable companies. Companies work to build valuable blocks of adjacent properties and see that they are booked full of tourists. Players maneuver to boost the value of companies in which they own stock. The gaming board consists of 6 columns of different colors with fields numbered from 1-20, so 120 fields. Then there are wooden bits with the corresponding colors and numbers to the columns, and chips of the different colors of the columns. Every player secretly draws the wooden bits and tries to make series of numbers in the different columns. The longer the series, the more points it will generate at the end. At each players turn, beside putting the wooden bits, they can buy the colored chips. The more colored chips of the column with the longest series you have the better are your chances of winning. Players can also change unwanted wooden bits with new ones during their turn.
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+ https://cf.geekdo-images.com/images/pic312636_t.jpg
+ https://cf.geekdo-images.com/images/pic312636.jpg
+
+
+
+ Players attempt to acquire shares in the most valuable companies. Companies work to build valuable blocks of adjacent properties and see that they are booked full of tourists. Players maneuver to boost the value of companies in which they own stock. The gaming board consists of 6 columns of different colors with fields numbered from 1-20, so 120 fields. Then there are wooden bits with the corresponding colors and numbers to the columns, and chips of the different colors of the columns. Every player secretly draws the wooden bits and tries to make series of numbers in the different columns. The longer the series, the more points it will generate at the end. At each players turn, beside putting the wooden bits, they can buy the colored chips. The more colored chips of the column with the longest series you have the better are your chances of winning. Players can also change unwanted wooden bits with new ones during their turn.
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diff --git a/test/xml/thing?comments=0&historical=0&id=23272&marketplace=0&page=1&pagesize=100&ratingcomments=0&stats=1&versions=0&videos=0 b/test/xml/thing?comments=0&historical=0&id=23272&marketplace=0&page=1&pagesize=100&ratingcomments=0&stats=1&versions=0&videos=0
index 41d87da..aab6453 100644
--- a/test/xml/thing?comments=0&historical=0&id=23272&marketplace=0&page=1&pagesize=100&ratingcomments=0&stats=1&versions=0&videos=0
+++ b/test/xml/thing?comments=0&historical=0&id=23272&marketplace=0&page=1&pagesize=100&ratingcomments=0&stats=1&versions=0&videos=0
@@ -1,125 +1,48 @@
--
- https://cf.geekdo-images.com/images/pic319267_t.jpg
- https://cf.geekdo-images.com/images/pic319267.jpg
-
-
-
-
- Eclipse is a little "push your luck" game with dice. The goal is to be the first player to "Eclipse" his scoring grid by covering it with black tiles. The active player throws the 5 dice and must set aside all dice coming up showing the black side. A decision is then made to "quit" or "go on". If the player quits, he takes the same number of tiles as black sides he has thrown and places them onto his grid. His turn ends. If he goes on, he throws the remaining (white face) dice again. If more black sides come up, he sets them aside and decides again to quit or go on. Any time a player throws the dice and no new black sides come up, his turn ends and he places nothing on his grid. If he eventually gets all black sides up, he gets to place 5 black tiles onto his grid and start a new turn. The tiles placement must obey to certain restrictive rules. It is also possible to do an attack roll of the dice. The attacking player roll one time the 5 dice and have to place all for all the black sides coming up. He places on the grid of the player of his choice and follow the same placement rules. But, of course, he will do so in a manner to mess up the grid and make it harder for him to win.
-
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+
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+
-
+ https://cf.geekdo-images.com/images/pic319267_t.jpg
+ https://cf.geekdo-images.com/images/pic319267.jpg
+
+ Eclipse is a little "push your luck" game with dice. The goal is to be the first player to "Eclipse" his scoring grid by covering it with black tiles. The active player throws the 5 dice and must set aside all dice coming up showing the black side. A decision is then made to "quit" or "go on". If the player quits, he takes the same number of tiles as black sides he has thrown and places them onto his grid. His turn ends. If he goes on, he throws the remaining (white face) dice again. If more black sides come up, he sets them aside and decides again to quit or go on. Any time a player throws the dice and no new black sides come up, his turn ends and he places nothing on his grid. If he eventually gets all black sides up, he gets to place 5 black tiles onto his grid and start a new turn. The tiles placement must obey to certain restrictive rules. It is also possible to do an attack roll of the dice. The attacking player roll one time the 5 dice and have to place all for all the black sides coming up. He places on the grid of the player of his choice and follow the same placement rules. But, of course, he will do so in a manner to mess up the grid and make it harder for him to win.
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diff --git a/test/xml/thing?comments=0&historical=0&id=242277&marketplace=0&page=1&pagesize=100&ratingcomments=0&stats=1&versions=0&videos=0 b/test/xml/thing?comments=0&historical=0&id=242277&marketplace=0&page=1&pagesize=100&ratingcomments=0&stats=1&versions=0&videos=0
index 0019f26..d8722ed 100644
--- a/test/xml/thing?comments=0&historical=0&id=242277&marketplace=0&page=1&pagesize=100&ratingcomments=0&stats=1&versions=0&videos=0
+++ b/test/xml/thing?comments=0&historical=0&id=242277&marketplace=0&page=1&pagesize=100&ratingcomments=0&stats=1&versions=0&videos=0
@@ -1,393 +1,134 @@
--
- https://cf.geekdo-images.com/GRp__UYY-wM-i2fg4Qzefw__thumb/img/qLl_YEnA_TiXfhinS8yqAARKUFY=/fit-in/200x150/filters:strip_icc()/pic3911078.jpg
- https://cf.geekdo-images.com/GRp__UYY-wM-i2fg4Qzefw__original/img/XJgcyfvPBsrxdew_vyvf96MUK6I=/0x0/filters:format(jpeg)/pic3911078.jpg
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- Empires have risen and fallen in the aftermath of the Great War, and Europa stands on the precipice of a new era. The economy is robust, morale is high, and defenses are strong. There are reports from the countryside of strange soldiers with glowing eyes, but they seem distant and harmless. Scythe: The Rise of Fenris, the conclusion to the Scythe expansion trilogy, enables two different options for any player count (1-5 if you have Scythe; 1-7 players if you have Invaders from Afar): Campaign (8 games): The story of Scythe continues and concludes with an eight-episode campaign. While the campaign includes surprises, unlocks, and persistent elements, it is fully resettable and replayable. Modular (11 modules): Instead of—or after—the campaign, the new modules in The Rise of Fenris can be used in various combinations to cater to player preferences. These modules are compatible with all Scythe expansions, and they include a fully cooperative module. While the exact nature of the episodes and modules will remain a mystery (most of these components are in 5 secret tuckboxes and on 6 punchboards), the components in this expansion include a detailed episodic guidebook, 13 plastic miniatures, 62 wooden tokens, 2 custom dice, 25 tiles, and 100+ cardboard tokens. —description from the publisher
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+ https://cf.geekdo-images.com/GRp__UYY-wM-i2fg4Qzefw__thumb/img/qLl_YEnA_TiXfhinS8yqAARKUFY=/fit-in/200x150/filters:strip_icc()/pic3911078.jpg
+ https://cf.geekdo-images.com/GRp__UYY-wM-i2fg4Qzefw__original/img/XJgcyfvPBsrxdew_vyvf96MUK6I=/0x0/filters:format(jpeg)/pic3911078.jpg
+
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+ Empires have risen and fallen in the aftermath of the Great War, and Europa stands on the precipice of a new era. The economy is robust, morale is high, and defenses are strong. There are reports from the countryside of strange soldiers with glowing eyes, but they seem distant and harmless. Scythe: The Rise of Fenris, the conclusion to the Scythe expansion trilogy, enables two different options for any player count (1-5 if you have Scythe; 1-7 players if you have Invaders from Afar): Campaign (8 games): The story of Scythe continues and concludes with an eight-episode campaign. While the campaign includes surprises, unlocks, and persistent elements, it is fully resettable and replayable. Modular (11 modules): Instead of—or after—the campaign, the new modules in The Rise of Fenris can be used in various combinations to cater to player preferences. These modules are compatible with all Scythe expansions, and they include a fully cooperative module. While the exact nature of the episodes and modules will remain a mystery (most of these components are in 5 secret tuckboxes and on 6 punchboards), the components in this expansion include a detailed episodic guidebook, 13 plastic miniatures, 62 wooden tokens, 2 custom dice, 25 tiles, and 100+ cardboard tokens. —description from the publisher
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diff --git a/test/xml/thing?comments=0&historical=0&id=31260&marketplace=0&page=1&pagesize=100&ratingcomments=0&stats=1&versions=1&videos=1 b/test/xml/thing?comments=0&historical=0&id=31260&marketplace=0&page=1&pagesize=100&ratingcomments=0&stats=1&versions=1&videos=1
index 12aa8d5..882e58c 100644
--- a/test/xml/thing?comments=0&historical=0&id=31260&marketplace=0&page=1&pagesize=100&ratingcomments=0&stats=1&versions=1&videos=1
+++ b/test/xml/thing?comments=0&historical=0&id=31260&marketplace=0&page=1&pagesize=100&ratingcomments=0&stats=1&versions=1&videos=1
@@ -1,3110 +1,733 @@
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- Description from BoardgameNews In Agricola, you're a farmer in a wooden shack with your spouse and little else. On a turn, you get to take only two actions, one for you and one for the spouse, from all the possibilities you'll find on a farm: collecting clay, wood, or stone; building fences; and so on. You might think about having kids in order to get more work accomplished, but first you need to expand your house. And what are you going to feed all the little rugrats? The game supports many levels of complexity, mainly through the use (or non-use) of two of its main types of cards, Minor Improvements and Occupations. In the beginner's version (called the Family Variant in the U.S. release), these cards are not used at all. For advanced play, the U.S. release includes three levels of both types of cards; Basic (E-deck), Interactive (I-deck), and Complex (K-deck), and the rulebook encourages players to experiment with the various decks and mixtures thereof. Aftermarket decks such as the Z-Deck and the L-Deck also exist. Agricola is a turn-based game. There are 14 game rounds occurring in 6 stages, with a Harvest at the end of each stage (after Rounds 4, 7, 9, 11, 13, and 14). Each player starts with two playing tokens (farmer and spouse) and thus can take two turns, or actions, per round. There are multiple options, and while the game progresses, you'll have more and more: first thing in a round, a new action card is flipped over. Problem: Each action can be taken by only one player each round, so it's important to do some things with high preference. Each player also starts with a hand of 7 Occupation cards (of more than 160 total) and 7 Minor Improvement cards (of more than 140 total) that he/she may use during the game if they fit in his/her strategy. Speaking of which, there are countless strategies, some depending on your card hand. Sometimes it's a good choice to stay on course, and sometimes it is better to react to your opponents' actions.
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+ Description from BoardgameNews In Agricola, you're a farmer in a wooden shack with your spouse and little else. On a turn, you get to take only two actions, one for you and one for the spouse, from all the possibilities you'll find on a farm: collecting clay, wood, or stone; building fences; and so on. You might think about having kids in order to get more work accomplished, but first you need to expand your house. And what are you going to feed all the little rugrats? The game supports many levels of complexity, mainly through the use (or non-use) of two of its main types of cards, Minor Improvements and Occupations. In the beginner's version (called the Family Variant in the U.S. release), these cards are not used at all. For advanced play, the U.S. release includes three levels of both types of cards; Basic (E-deck), Interactive (I-deck), and Complex (K-deck), and the rulebook encourages players to experiment with the various decks and mixtures thereof. Aftermarket decks such as the Z-Deck and the L-Deck also exist. Agricola is a turn-based game. There are 14 game rounds occurring in 6 stages, with a Harvest at the end of each stage (after Rounds 4, 7, 9, 11, 13, and 14). Each player starts with two playing tokens (farmer and spouse) and thus can take two turns, or actions, per round. There are multiple options, and while the game progresses, you'll have more and more: first thing in a round, a new action card is flipped over. Problem: Each action can be taken by only one player each round, so it's important to do some things with high preference. Each player also starts with a hand of 7 Occupation cards (of more than 160 total) and 7 Minor Improvement cards (of more than 140 total) that he/she may use during the game if they fit in his/her strategy. Speaking of which, there are countless strategies, some depending on your card hand. Sometimes it's a good choice to stay on course, and sometimes it is better to react to your opponents' actions.
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diff --git a/test/xml/thing?comments=0&historical=0&id=72125&marketplace=0&page=1&pagesize=100&ratingcomments=0&stats=1&versions=0&videos=0 b/test/xml/thing?comments=0&historical=0&id=72125&marketplace=0&page=1&pagesize=100&ratingcomments=0&stats=1&versions=0&videos=0
index 2617359..2218771 100644
--- a/test/xml/thing?comments=0&historical=0&id=72125&marketplace=0&page=1&pagesize=100&ratingcomments=0&stats=1&versions=0&videos=0
+++ b/test/xml/thing?comments=0&historical=0&id=72125&marketplace=0&page=1&pagesize=100&ratingcomments=0&stats=1&versions=0&videos=0
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- The galaxy has been a peaceful place for many years. After the ruthless Terran–Hegemony War (30.027–33.364), much effort has been employed by all major spacefaring species to prevent the terrifying events from repeating themselves. The Galactic Council was formed to enforce precious peace, and it has taken many courageous efforts to prevent the escalation of malicious acts. Nevertheless, tension and discord are growing among the seven major species and in the Council itself. Old alliances are shattering, and hasty diplomatic treaties are made in secrecy. A confrontation of the superpowers seems inevitable – only the outcome of the galactic conflict remains to be seen. Which faction will emerge victorious and lead the galaxy under its rule? A game of Eclipse places you in control of a vast interstellar civilization, competing for success with its rivals. You will explore new star systems, research technologies, and build spaceships with which to wage war. There are many potential paths to victory, so you need to plan your strategy according to the strengths and weaknesses of your species, while paying attention to the other civilizations' endeavors. The shadows of the great civilizations are about to eclipse the galaxy. Lead your people to victory!
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+ https://cf.geekdo-images.com/images/pic1974056_t.jpg
+ https://cf.geekdo-images.com/images/pic1974056.jpg
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+ The galaxy has been a peaceful place for many years. After the ruthless Terran–Hegemony War (30.027–33.364), much effort has been employed by all major spacefaring species to prevent the terrifying events from repeating themselves. The Galactic Council was formed to enforce precious peace, and it has taken many courageous efforts to prevent the escalation of malicious acts. Nevertheless, tension and discord are growing among the seven major species and in the Council itself. Old alliances are shattering, and hasty diplomatic treaties are made in secrecy. A confrontation of the superpowers seems inevitable – only the outcome of the galactic conflict remains to be seen. Which faction will emerge victorious and lead the galaxy under its rule? A game of Eclipse places you in control of a vast interstellar civilization, competing for success with its rivals. You will explore new star systems, research technologies, and build spaceships with which to wage war. There are many potential paths to victory, so you need to plan your strategy according to the strengths and weaknesses of your species, while paying attention to the other civilizations' endeavors. The shadows of the great civilizations are about to eclipse the galaxy. Lead your people to victory!
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diff --git a/test/xml/thing?comments=0&historical=0&id=8148&marketplace=0&page=1&pagesize=100&ratingcomments=0&stats=1&versions=0&videos=0 b/test/xml/thing?comments=0&historical=0&id=8148&marketplace=0&page=1&pagesize=100&ratingcomments=0&stats=1&versions=0&videos=0
index 734d5bc..b7fa86b 100644
--- a/test/xml/thing?comments=0&historical=0&id=8148&marketplace=0&page=1&pagesize=100&ratingcomments=0&stats=1&versions=0&videos=0
+++ b/test/xml/thing?comments=0&historical=0&id=8148&marketplace=0&page=1&pagesize=100&ratingcomments=0&stats=1&versions=0&videos=0
@@ -1,183 +1,87 @@
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- https://cf.geekdo-images.com/images/pic33770_t.jpg
- https://cf.geekdo-images.com/images/pic33770.jpg
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- Similar to Mag-Nif 's Rex but played on a staggered 3-2-3 square rather than on a triangle, this is a game of alignment constrained by the previously played pieces. Either player stacks pieces on long pegs, hoping to achieve as many lines vertically, horizontally or diagonally as possible --in three dimensions. All 24 pieces are played, then the alignments are counted: whoever achieved the most wins. Solitaire rules are also included.
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+ https://cf.geekdo-images.com/images/pic33770.jpg
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+ Similar to Mag-Nif 's Rex but played on a staggered 3-2-3 square rather than on a triangle, this is a game of alignment constrained by the previously played pieces. Either player stacks pieces on long pegs, hoping to achieve as many lines vertically, horizontally or diagonally as possible --in three dimensions. All 24 pieces are played, then the alignments are counted: whoever achieved the most wins. Solitaire rules are also included.
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diff --git a/test/xml/thing?comments=0&historical=0&id=824&marketplace=0&page=1&pagesize=100&ratingcomments=0&stats=1&versions=0&videos=0 b/test/xml/thing?comments=0&historical=0&id=824&marketplace=0&page=1&pagesize=100&ratingcomments=0&stats=1&versions=0&videos=0
index ddeb9fb..9ffda82 100644
--- a/test/xml/thing?comments=0&historical=0&id=824&marketplace=0&page=1&pagesize=100&ratingcomments=0&stats=1&versions=0&videos=0
+++ b/test/xml/thing?comments=0&historical=0&id=824&marketplace=0&page=1&pagesize=100&ratingcomments=0&stats=1&versions=0&videos=0
@@ -1,199 +1,70 @@
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- https://cf.geekdo-images.com/images/pic84788_t.jpg
- https://cf.geekdo-images.com/images/pic84788.jpg
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- Hijara ... 2-player abstract strategy board game of concentration – using placement of small stones, strategy and points accumulation. The original game was named Excel and published by American Airlines, Inc. in their in flight magazine American Way on December 24th 1985 and July 22nd 1986 – U.S.A. Excel was later published as Eclipse by Games Above Board in 1994 and included in Games Magazine 1995 Buyers Guide To Games – U.S.A. Excel/Eclipse, renamed Hijara (Arabic for small stones), was published by Great American Trading Company in 1995 and has been in Games Magazine Top 100 since 1996. The game was then published as Hijara by Sunnywood, Sterling Games in 2004 – Hong Kong. Also published as Hijara in February 2012 by Ducosim – The Netherlands. The game has been knocked off 4 times … electronic flash versions (Russia & U.S.A.) + Android (Belgium) and iPhone (India) apps. Game play: start with an empty board, end with a full board and the player who accrues the most points is the winner. The three ways to score points: 4 numbers of a kind in a row - horizontally, vertically, diagonally scores 10 points. 4 numbers in sequence in a row - horizontally, vertically, diagonally scores 15 points. 4 numbers in a square scores 20 points. Two additional optional ways to score points: 4 numbers of a kind in the 4 corner squares scores 10 points. 4 numbers in sequence in the 4 corner squares scores 15 points. You snooze, you lose - as overlooked points are forfeited. A singular game for two with only one rule - i.e. numbered squares may be filled in any order however, stones must be placed on the square [being filled] in numerical sequence of that square. FYI – contrary to ValJor's opinion and as proved to him (by playing a game), as the game is played for points, the second player cannot break Hijara.
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+ https://cf.geekdo-images.com/images/pic84788_t.jpg
+ https://cf.geekdo-images.com/images/pic84788.jpg
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+ Hijara ... 2-player abstract strategy board game of concentration – using placement of small stones, strategy and points accumulation. The original game was named Excel and published by American Airlines, Inc. in their in flight magazine American Way on December 24th 1985 and July 22nd 1986 – U.S.A. Excel was later published as Eclipse by Games Above Board in 1994 and included in Games Magazine 1995 Buyers Guide To Games – U.S.A. Excel/Eclipse, renamed Hijara (Arabic for small stones), was published by Great American Trading Company in 1995 and has been in Games Magazine Top 100 since 1996. The game was then published as Hijara by Sunnywood, Sterling Games in 2004 – Hong Kong. Also published as Hijara in February 2012 by Ducosim – The Netherlands. The game has been knocked off 4 times … electronic flash versions (Russia & U.S.A.) + Android (Belgium) and iPhone (India) apps. Game play: start with an empty board, end with a full board and the player who accrues the most points is the winner. The three ways to score points: 4 numbers of a kind in a row - horizontally, vertically, diagonally scores 10 points. 4 numbers in sequence in a row - horizontally, vertically, diagonally scores 15 points. 4 numbers in a square scores 20 points. Two additional optional ways to score points: 4 numbers of a kind in the 4 corner squares scores 10 points. 4 numbers in sequence in the 4 corner squares scores 15 points. You snooze, you lose - as overlooked points are forfeited. A singular game for two with only one rule - i.e. numbered squares may be filled in any order however, stones must be placed on the square [being filled] in numerical sequence of that square. FYI – contrary to ValJor's opinion and as proved to him (by playing a game), as the game is played for points, the second player cannot break Hijara.
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diff --git a/test/xml/thing?historical=0&id=31260,283&marketplace=0&stats=1&versions=1&videos=1 b/test/xml/thing?historical=0&id=31260,283&marketplace=0&stats=1&versions=1&videos=1
index 259e439..0b32445 100644
--- a/test/xml/thing?historical=0&id=31260,283&marketplace=0&stats=1&versions=1&videos=1
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@@ -1,3394 +1,856 @@
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- https://cf.geekdo-images.com/images/pic259085_t.jpg
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- Description from BoardgameNews In Agricola, you're a farmer in a wooden shack with your spouse and little else. On a turn, you get to take only two actions, one for you and one for the spouse, from all the possibilities you'll find on a farm: collecting clay, wood, or stone; building fences; and so on. You might think about having kids in order to get more work accomplished, but first you need to expand your house. And what are you going to feed all the little rugrats? The game supports many levels of complexity, mainly through the use (or non-use) of two of its main types of cards, Minor Improvements and Occupations. In the beginner's version (called the Family Variant in the U.S. release), these cards are not used at all. For advanced play, the U.S. release includes three levels of both types of cards; Basic (E-deck), Interactive (I-deck), and Complex (K-deck), and the rulebook encourages players to experiment with the various decks and mixtures thereof. Aftermarket decks such as the Z-Deck and the L-Deck also exist. Agricola is a turn-based game. There are 14 game rounds occurring in 6 stages, with a Harvest at the end of each stage (after Rounds 4, 7, 9, 11, 13, and 14). Each player starts with two playing tokens (farmer and spouse) and thus can take two turns, or actions, per round. There are multiple options, and while the game progresses, you'll have more and more: first thing in a round, a new action card is flipped over. Problem: Each action can be taken by only one player each round, so it's important to do some things with high preference. Each player also starts with a hand of 7 Occupation cards (of more than 160 total) and 7 Minor Improvement cards (of more than 140 total) that he/she may use during the game if they fit in his/her strategy. Speaking of which, there are countless strategies, some depending on your card hand. Sometimes it's a good choice to stay on course, and sometimes it is better to react to your opponents' actions.
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+ https://cf.geekdo-images.com/images/pic259085.jpg
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+ Description from BoardgameNews In Agricola, you're a farmer in a wooden shack with your spouse and little else. On a turn, you get to take only two actions, one for you and one for the spouse, from all the possibilities you'll find on a farm: collecting clay, wood, or stone; building fences; and so on. You might think about having kids in order to get more work accomplished, but first you need to expand your house. And what are you going to feed all the little rugrats? The game supports many levels of complexity, mainly through the use (or non-use) of two of its main types of cards, Minor Improvements and Occupations. In the beginner's version (called the Family Variant in the U.S. release), these cards are not used at all. For advanced play, the U.S. release includes three levels of both types of cards; Basic (E-deck), Interactive (I-deck), and Complex (K-deck), and the rulebook encourages players to experiment with the various decks and mixtures thereof. Aftermarket decks such as the Z-Deck and the L-Deck also exist. Agricola is a turn-based game. There are 14 game rounds occurring in 6 stages, with a Harvest at the end of each stage (after Rounds 4, 7, 9, 11, 13, and 14). Each player starts with two playing tokens (farmer and spouse) and thus can take two turns, or actions, per round. There are multiple options, and while the game progresses, you'll have more and more: first thing in a round, a new action card is flipped over. Problem: Each action can be taken by only one player each round, so it's important to do some things with high preference. Each player also starts with a hand of 7 Occupation cards (of more than 160 total) and 7 Minor Improvement cards (of more than 140 total) that he/she may use during the game if they fit in his/her strategy. Speaking of which, there are countless strategies, some depending on your card hand. Sometimes it's a good choice to stay on course, and sometimes it is better to react to your opponents' actions.
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+ Advanced Third Reich is a board wargame published originally by The Avalon Hill Game Co. The game is a rewrite of Rise and Decline of the Third Reich, and is a simulation of the European and African theaters of World War II. In 2003 GMT Games published A World at War, a substantially revamped and streamlined version of Advanced Third Reich, designed by Bruce Harper. Designed to reflect the corps scale, a turn represents three months of movement and fighting.
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- https://cf.geekdo-images.com/images/pic194375_t.jpg
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- Advanced Third Reich is a board wargame published originally by The Avalon Hill Game Co. The game is a rewrite of Rise and Decline of the Third Reich, and is a simulation of the European and African theaters of World War II. In 2003 GMT Games published A World at War, a substantially revamped and streamlined version of Advanced Third Reich, designed by Bruce Harper. Designed to reflect the corps scale, a turn represents three months of movement and fighting.
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diff --git a/test/xml/user?buddies=0&domain=boardgame&guilds=0&hot=0&name=fagentu007&top=0 b/test/xml/user?buddies=0&domain=boardgame&guilds=0&hot=0&name=fagentu007&top=0
index 9eb7d2e..a6db7c5 100644
--- a/test/xml/user?buddies=0&domain=boardgame&guilds=0&hot=0&name=fagentu007&top=0
+++ b/test/xml/user?buddies=0&domain=boardgame&guilds=0&hot=0&name=fagentu007&top=0
@@ -1,3 +1,18 @@
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diff --git a/test/xml/user?buddies=1&domain=boardgame&guilds=1&hot=1&name=Solamar&top=1 b/test/xml/user?buddies=1&domain=boardgame&guilds=1&hot=1&name=Solamar&top=1
index 9f8c755..da1f480 100644
--- a/test/xml/user?buddies=1&domain=boardgame&guilds=1&hot=1&name=Solamar&top=1
+++ b/test/xml/user?buddies=1&domain=boardgame&guilds=1&hot=1&name=Solamar&top=1
@@ -1,17 +1,163 @@
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diff --git a/test/xml/user?buddies=1&domain=boardgame&guilds=1&hot=1&name=fagentu007&top=1 b/test/xml/user?buddies=1&domain=boardgame&guilds=1&hot=1&name=fagentu007&top=1
index f66e1a6..3554ef6 100644
--- a/test/xml/user?buddies=1&domain=boardgame&guilds=1&hot=1&name=fagentu007&top=1
+++ b/test/xml/user?buddies=1&domain=boardgame&guilds=1&hot=1&name=fagentu007&top=1
@@ -1,11 +1,31 @@
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diff --git a/test/xml/user?buddies=1&domain=boardgame&guilds=1&hot=1&name=someOneThatHopefullyWontExistPlsGuysDontCreateThisUser&top=1 b/test/xml/user?buddies=1&domain=boardgame&guilds=1&hot=1&name=someOneThatHopefullyWontExistPlsGuysDontCreateThisUser&top=1
index b9944f6..9ab9b7a 100644
--- a/test/xml/user?buddies=1&domain=boardgame&guilds=1&hot=1&name=someOneThatHopefullyWontExistPlsGuysDontCreateThisUser&top=1
+++ b/test/xml/user?buddies=1&domain=boardgame&guilds=1&hot=1&name=someOneThatHopefullyWontExistPlsGuysDontCreateThisUser&top=1
@@ -1,3 +1,4 @@
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invalid Get list data