Full manual text

Snow White, The Little Mermaid,
Cinderella, and many other
fairy-tale Princesses celebrate
over a 5-day-long party.

The Prince Charmings, who
have not been invited, attempt
to infiltrate the ball to propose to
these young women. As a free
and independent Princess,
you want to avoid marriage
proposals from these Princes.

Who will manage to stay
single after the party?

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Components

12 Queen Cards (1 to 12)
12 Fairy Cards (1 to 12)

12 Pet Cards (1 to 12,
including the Frog, number 8)
12 Prince Cards (1 to 12)

1 Scorepad

30
Once Upon a Time
01
Masquerade Ball
except the player
plays their cards
face down.
Rebel PRINCESS
Rebel
PRINCESS
26 Tarot Round Cards (a to z)

Snow White
48
Rebel
PRINCESS
12 Princess Cards

Rebel PRINCESS
NAMES
ROUND 1
ROUND 2
SUBTOTAL
ROUND 3
SUBTOTAL
ROUND 4
SUBTOTAL
ROUND 5
TOTAL
THE PLAYER WITH LOWEST SUBTOTAL LEADS THE NEXT ROUND.
TIES ARE BROKEN BY THE PLAYER CLOSEST TO THE LEFT OF THE PREVIOUS LEADING PLAYER.
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Setup

1 Choose a Princess. Shuffle the Princess cards and give 2
to each player. Each player chooses 1 of their 2 Princess
cards, places it in front of them face down and returns
their extra Princess to the box. Players then reveal their
Princesses simultaneously. Each Princess has a unique
power for the entire game (see "Princess Cards", p. 23).

2 Attend the party. Prepare the deck with cards of the
4 suits: Fairies, Pets, Princes, & Queens.
Depending on the number of players, the composition of
the deck will be different.

For 3 players,
remove 1s, 11s, and
12s from the deck.

For 4 or 5 players,
remove 11s and 12s
from the deck.

For 6 players, use
all suited cards.

3 Once the deck is prepared, choose a player at random to
shuffle the cards and deal all of them equally among the
players, face down.

The player to the left of the dealer will start the game.

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4 Organize the party. Choose 5 Round cards (see "Round Cards",
p. 14), and place them in a row, face down. You can choose and
arrange the 5 Round cards as you want or do it randomly. We
recommend that Round cards with a black hourglass (and
darker card backs) should only be played for the final round.
Note: If this is your first game, we recommend starting with Round
cards a, b, c, d, and e.

4a Optional Shortened Play: If players feel the standard 5 rounds
is too long, we suggest playing only 3 rounds instead. Round
cards with a black hourglass (and darker card backs) should
only be played for the final round.

5 Scoring: Place the Scorepad and a pencil to the side for scoring.

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Sequence of Play

A game of Rebel Princess is divided into 5 rounds. At the beginning
of each round, flip the corresponding Round card face up and read
its effect. Each Round card triggers an effect that makes each round
unique from the others.

Then, as indicated on the Round card, give a number of cards from
your hand to the player on your left or on your right or both.
The exchange is simultaneous. You aren't allowed to see which cards
you have received before giving yours!

f
01
Single Fairy
Won Fairy cards are
-1 proposal each.

s
2
5
3
20
Odds and Evens
Players must follow odd or
even from the led card.

u
10
The Princess Always
Rings Twice
All players play a 2nd card in
player order after their first
card. The sum of cards in the
led suit wins the trick.

Pass 1 card
to the Left

Pass 2 cards
to the Right

Pass 1 card in
Each Direction

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Play begins. The starting player leads the first trick (see "Playing a
Trick," p. 8). Play until you have no cards in your hand.

When all cards have been played, the round is over, and you score
the marriage proposals you've obtained (see "Scoring Marriage
Proposals," p.11).

ONCE THE ROUND HAS ENDED:

1. Shuffle the suited cards and deal them all again.
2. Refresh exhausted Princesses by turning them face up.
3. Flip the current Round card face down. Reveal the next Round
card and read aloud its effects.
4. The player with the lowest total score starts the new round. Ties
are broken starting with the tied player to the left of the player
who started the last round.

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Playing the Game

PLAYING A TRICK

Each player, beginning with the starting player and proceeding
clockwise, must play one card face up. This is known as a trick.

Queen Cards Prince Cards Fairy Cards Pet Cards

The suit of the first card played is referred to as the led suit and the
other players must follow it (i.e., they must play a card of the same
suit 👑 🗡️ 🧚 🐾 if they have one). A player who cannot follow the led
suit may play any card of a different suit; this is called being "void" in a
suit. Once a face up card is played by a player, the trick has begun.

Once each player has played a card to the trick,
the player with the highest card of the led suit
wins the trick. The winner of the trick collects the
cards in that trick and puts them face down in
front of themself. These face down cards may no
longer be viewed by any player before the end of
the round. The player who won the trick becomes
the starting player for the next one.

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WARNING!

The Princes are not invited to the party. Therefore, at first, you cannot
start a trick with a card from the Prince suit. Once a player who is
"void" of a suit plays a Prince (this rule does not take the Frog into
account as he is not of the Prince suit), the Princes have snuck into
the party. From now on, the players are allowed to lead tricks with
the Prince suit until the end of that round. In the event that a starting
player only has Prince cards in their hand, they would be allowed to
start a trick with one of them.

REBEL OF THE BALL

If a player wins *all* of the Princes and the Frog, they are declared
the "Rebel of the Ball" and receive (only) -10 proposals for that round
(ignoring the standard proposals gained from Princes and Frogs).

For Example: With 6 players playing with a "Once Upon A Time"
Round card, if one player were to acquire all 12 Prince suited cards
and the Frog, their score would be -10 for the round and not +17.

Regardless of which round is being played, a player who becomes
Rebel of the Ball always receives -10 proposals, even if that player has
other cards that would otherwise add or subtract proposals from that
player. Any other special round scoring proposals for other players are
still in place. It is easier to become the Rebel of the Ball with some
rounds more than others!

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USING THE POWER OF A PRINCESS

Once per round, a player may use their
Princess's power if they wish (see
"Princess Cards", p. 23). To do so, read
it out loud and flip your Princess card
face down (your Princess's power is then
considered exhausted). That power will
be refreshed at the end of the round.

If more than one player wishes to use
their Princess's power, the powers are
used in the order in which the players
declare they wish to use the power. If
more than one player wishes to use
their power at the same time, powers are
activated completely for those players in
order starting from the left of the leading
player and going clockwise.

If your Princess power would "undo"
another player's Princess power, it may
not be used during this trick (see the list
of Princess powers on p. 23 for details).

Note: In your first round(s), you may ignore the
Princesses' powers in order to learn the basics of
the game.

Thumbelina

Ignorance is Bliss
You may play any card but
the Frog or a Prince and do not
have to follow suit.

Rebel
PRINCESS

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SCORING MARRIAGE PROPOSALS

Once all the players have played their cards and the round is over, it's
time to count the proposals. Players turn over all face down cards in
front of themselves. Each Prince counts as 1 proposal ♔. Additionally,
the Pets suit 🐾 contains the Frog (number 8). He is very dangerous,
because he is actually a bewitched Prince. The player who has the Frog
at the end of a round receives 5 proposals ♔♔♔♔♔.

All the cards that add proposals have 💎 below
their number. Once you have tallied how many
proposals each player has accumulated,
record them on the scorepad.

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1st Kevin 2nd Jay 3rd Renée
6th Ryan 5th Ted 4th Antonia

Example of a trick: In a 6-player game, Kevin plays the 3 of Queens. The
led suit is Queens and everyone must play a card of that suit, if they have
any. Jay plays next, with the 7 of Queens. Renée is next but has no Queens,
so she's "void" and plays the 12 of Princes.

Oh no! A Prince has snuck into the party! Antonia is also void in Queens
and plays the 9 of Fairies. Ted also has no Queens and uses this chance to
play the 8 of Pets, which is the Frog! Finally, Ryan, who still has Queens,
must follow suit and plays the 4 of Queens.

Jay wins the trick, since, although there are higher values, he has the highest
value of the led suit. He takes all the cards from the trick. At the end of the
round, this trick will count as 6 marriage proposals, 1 from the Prince (12 of
Princes)... and 5 from the Frog (8 of Pets)!

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Jay then starts the next trick with the 10 of Pets.
After winning so many proposals, he contemplates
the possibility of becoming the Rebel of the Ball by
winning all the remaining proposals.

**END OF THE GAME**

When all 5 rounds have been
played, the party is over! It's
time to see which Princesses will
get married and who will rebel.
**The player with the fewest**
**proposals is the winner and**
**will rebel against the unwanted**
**marriages!**

Ties are broken in favor of the
player who has scored zero (or
fewer) proposals in the most
rounds. If the players are still
tied, play another round of
Rebel Princess using a random
black hourglass ⧗ Round
card to determine the winner
(which might not be one of the
previously-tied winners)!

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ROUND CARDS

n
20
Late for a Very
Important Date

The last 3 cards in a player's
hand are kept and scored
as won trick cards.

b
10
Late to the Ball

After exchanging cards,
place 1 card face down to
be played in the last trick.

Rebel
PRINCESS

Rebel
PRINCESS

Rebel
PRINCESS

Now you know the basics of the game. However, each round is
governed by a different Round card that imposes special rules which
take precedence over the basic rules.

Note: The hierarchy of rules go: Princess
powers, Round card effects, then basic rules.

1 How many cards you must pass to neighboring players at the
beginning of each round and in which direction.

Example: This symbol on the "Arranged Marriage"
card indicates that each player, before starting the
round, must simultaneously give one card to the
player on their left and another one to the player on
their right.

e
1010
Arranged Marriage

If you have no tricks
at the end of the round,
you receive 5 proposals.

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2 A description of unique changes
to the game for that round only.
Read aloud the card's text at the
beginning of each round.

3 The letter that appears in the
upper left corner of that card
indicates the complexity of the
rules for that card. You may choose
the 5 Round cards you want for your
games, or select them at random.

4 Cards with a dark card back (and
a black hourglass X on their front)
are recommended for the last
round(s), as they can cause a twist
in the game that makes the ending
more exciting!

3 u
The Prince Always
Rings Twice

All players play a 2nd card in
player order after their first
card. The sum of cards in the
led suit wins the trick.

2
4

20
Dancing Queens

Pairs of Queens and Princes
with the same rank score
3 proposals while pairs of
differing ranks score
2 proposals.

Rebel
PRINCESS

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a. Once Upon a Time. This round has no special rules.
b. Late to the Ball. After exchanging cards, but before
the first trick, each player places a card from their hand
face down in front of them. Players should place this
card underneath their Princess card so as not to confuse
it with other cards. That card will be played in the last
trick of the round, following the normal rules. Sleeping
Beauty and Scheherazade may not use their powers on the last
card of this round.
c. Magic Beans. Each player (including the leading
player) can only play the highest or lowest card of the led
suit or of another suit if they are void.
d. Three Times a Lady. Each "3" card is worth -3
proposals. The Prince "3" is worth -2 proposals. In this
round, you can score a negative number of proposals.
e. Arranged Marriage. If you have no tricks at the end
of the round, you receive 5 proposals in addition to any
other proposals taken this round.
f. Royal Decree. The highest card in the Queens suit
will always win the trick (Queens are "trump"). If there
is more than 1 Queens card, the Queens card with the
highest value wins.
g. Always the Bridesmaid. The second highest card of
the led suit wins the trick. If all players are void, the lead
player wins the trick.

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h. Crystal Clear. After exchanging cards, but before
the first trick, every player chooses one of the suits in
their hand (they cannot choose a suit they are void in)
and places all cards in the suit in front of them face
down. Once all players have placed their cards in front
of them, they are turned face up simultaneously. The
round will be played with those cards in plain sight.
The revealed cards are still part of each player's hand
and can be played as usual. The cards on the table cannot be
considered as random cards, preventing The Ice Princess and
Scheherazade from using their powers on these face up cards.
If a player receives a card of that suit during the round, it is
kept hidden in the player's hand.

i. Masquerade Ball. Everyone, except the player who
leads, plays their cards face down. When everyone has
played their card, flip them face up to determine the
winner of the trick. If Snow White or Thumbelina uses her
power, she must announce it (but does not reveal the value of
the card she played). If Mulan uses her power, she does so after
all cards have been turned face up.

j. Pet's Revenge. At the end of the round, Pet cards also
score 1 proposal (and the Frog is now 6!).

k. Musical Chairs. After each trick, every player passes
a card face down from their hand to the player on their
right, simultaneously. Any "before the trick" Princess powers
happen after cards have been passed.

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1. Sisterhood. The card that is the furthest from the
starting number in the led suit wins the trick. If all
cards are void, the card value that is furthest from the
starting number wins the trick. In case of a tie, the first
highest number wins.

m. After Party. Every player divides their hand into 2
equal halves and sets 1 of the halves face down under
their Princess card. They'll first play with all the cards in
their hand, and then, place all the face down cards into
their hand to play the second half of the round. Princess
powers only affect the active hand's cards, not any face down
cards. As per the normal rules, Princess powers can only be
used once this round.

n. Late for a Very Important Date. The last 3 cards in a
player's hand are kept and scored as won trick cards.

o. Wedding Gift. Before each trick, every player places
1 card from their hand face down in a pile that will
be given to the winner of the trick. Therefore, in this
round, only half of the tricks will be played. A player
cannot achieve the Rebel of the Ball bonus when this
Round card is active. Sleeping Beauty's power is used
before cards are placed in the pile. If Alice uses her power after
winning a trick, she redistributes only the resolved face up
cards, leaving the face down "wedding gift cards" as-is. The
trick is then redone with Alice leading the trick with any of her
cards in hand; not including Princes if Princes haven't snuck
in yet. The winner of this redone trick will now receive all trick
and wedding gift cards.

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p. Haggle with the Hag. The player who won a trick may
exchange a card from their hand, which they must show,
for a card from the trick. The card they recover from the
trick cannot be the one they just played. If Mulan uses her
power and wins the trick, this player may exchange 2 cards;
1 that isn't their played card per this Round card and 1 that is
their played card per Mulan's Princess power.

q. Blind Man's Bluff. Every player divides their hand
into 2 equal halves and sets one of the halves aside face
down under their Princess card. Play the cards in your
hand first, and then, give your face down cards to the
player on your right so that they can play them. Princess
powers only affect the active hand's cards, not any face down
cards. As per the normal rules, Princess powers can only be used
once this round.

r. Poisoned Apple. During this round, if you're "void,"
you win the trick with the card you play. If more than
1 player is "void," the player with the highest number
wins. In case of ties, whoever played their card first wins
the trick.

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s. **Odds and Evens.** In addition to following the led
suit, you must play odd or even cards, matching the
card that started the trick. If unable to comply with
this rule, the established suit is still mandatory, but in
the case of being “void,” playing an odd or even card
prevails again.

If *Snow White* uses her power, the card she plays must follow
the odds and evens rule. If *The Pea Princess* uses her power,
players must follow the odds and evens rule with a card value
of 5 or less. The same would happen in case of being “void”.
If *Mulan* uses her power, she does not have to follow the odds
and evens rule. *Mulan’s* initial play must follow the odds and
evens rule but doesn’t have to follow when using her power to
replace the first card.

t. **Single Fairy.** At the end of the round, each Fairy card
you’ve won scores you -1 proposal. In this round, you
can score a negative number of proposals.

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u. The Prince Always Rings Twice. When all the players
have played their initial card, the trick continues and
every player plays a second card, following the rules. The
led suit does not change even if the leading player plays
a different suit (if they are void in the suit they initially
led with). To find out who wins the trick, add the value
of cards from the led suit. In case of a tie, whoever has
played the highest card of the led suit wins. If only one
of the 2 cards is of the leading suit, the other card is not
taken into account. Princess powers affect both cards played
for this "double" trick. If Cinderella uses her power, the winner
of the trick is the player with the lowest sum; in case of a tie
when that power is active, whoever has played the lowest card
of the led suit wins. If The Pea Princess or Thumbelina uses
their power, it affects both cards that are played. If Alice uses
her power, she gathers all of the played cards and randomly
deals two cards back to each player.
v. Midnight Makeover. Fairies are wild and can follow
any suit. They can always be played, and you are not
"void" as long as you have some. Whoever played the
highest value (of the led suit or Fairies) wins the trick. In
case of a tie for the highest card, the player who played
first wins the trick. If a trick is started with the Fairy,
the led suit is Fairies. If Mulan uses her power, she may not
substitute a Fairy for the card she played that was a different
suit. If The Little Mermaid or Rapunzel uses her power, the
lead player must use the suit they request, even if they have
Fairies. If that player does not have the requested suit, they do
not have to play Fairies, as that suit has not yet been led.
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w. Pass the Bouquet. Each card of a new suit leads.
Example: Jay leads with Queens. If Kevin has no Queens and
plays a card from the Pets suit, now the leading suit is Pets and
the other players must play Pets, if any. The highest card of the
last suit played wins the trick.
x. Upside Down. The number 6 of each suit inverts the
hierarchy in the order of the cards for that trick. (e.g.,
12 would be the card with the lowest value and 1 the
highest.) This will only happen in a trick in which a 6 is
played, and for every 6 that appears, the hierarchy will be
reversed again. If Snow White uses her power when the card
values are inverted, her now zero value card (if it is the led suit)
will win the trick. If Mulan uses her power to include or remove
a 6, the trick hierarchy is recomputed to determine the winner of
the trick. If Cinderella uses her power, that trick's hierarchy is
reversed at its start, and each played 6 reverses it again.
y. Bathroom Break. Princes score twice as many
proposals, except for the player or players who have
accumulated the highest number of proposals prior to
that round.
z. Dancing Queens. When scoring the proposals, each
player separates the Princes and Queens they have
won in their tricks. If a Prince and a Queen match in
number, the set counts as 3 proposals. Couples that
do not match in number count as 2 proposals, and if a
Prince cannot be assigned a Queen, 1 proposal, as usual.
Solo Queens do not count as any proposals.
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PRINCESS CARDS

Princess powers can be played once per round, when the Princess card
is active (face up). Flip a Princess card face down when their power is
exhausted (used). Detailed rules for each Princess's power are below:

Alice: Cheshire's Challenge. Shuffle a trick you just won with no Frog
and deal the cards back randomly to each player's hand. If Princes
snuck in during that trick, they are able to be led from that point on.

Cinderella: Everything Changes at Midnight. Before a trick, reverse
the hierarchy of numbers, so lower numbers in the led suit will win the
trick.

The Ice Princess: Freezing. Before a trick, take 2 random cards from
any player. Give 1 card back to the player, and put the other one face
down in front of them as the card they must lead or play (which could
be a Prince, even if Princes have not yet snuck into the party). If the
player is not leading, they must play this card, even if it doesn't follow
suit (or any other condition imposed by a Princess power or Round
card). If a Prince is chosen, the Princes have snuck into the party.

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The Little Mermaid: Hypnotic Song. Decide which suit the player who
leads the trick has to play. If the leading player does not have that suit,
continue naming suits until they have one. The Little Mermaid may not
use her power if either The Ice Princess or Rapunzel has already activated their
power on the lead player during this trick. The Little Mermaid may not compel
the lead player to play a Prince card if the Prince suit has yet to be played unless
the lead player only has cards of the Prince suit.

Mulan: Camouflage. After the last card has been played in a trick,
swap the card you played for another of the same suit. The Frog cannot
be swapped.

The Pea Princess: Five More Minutes! Before a trick, declare that
the other players must play a number higher than 5 if they have one
(players must still follow suit if they only have lower value cards in
the led suit). If Princes haven't snuck in yet and the player who will be
playing first only has cards higher than 5 in Princes, this player may
play a 5 or lower.

???

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Pocahontas: Wilderness Guide. Before a trick, choose any player to
lead it. Pocohontas may not use her power if either The Little Mermaid or
Rapunzel has already activated their power during this trick.

Rapunzel: Royal Hair Climb. The player who has the lead must lead
a Prince, even if Princes have not yet snuck into the party. You may
choose yourself if you are leading. Activating this power does not count
as having a Prince sneak into the party, so following the activation
of this power, Princes may still not be led. If the player to lead has no
Princes, Rapunzel's power is still considered exhausted, and the player
may lead with a card of their choice. Rapunzel may not use her power
if either The Ice Princess or The Little Mermaid has already activated their
power on the lead player during this trick.

Scheherazade: Barter in the Bazaar. Before a trick, take a card at
random from any player's hand. Swap it for one of your cards (or
give it back to them). Scheherazade may not use her power on the leading
player if either The Ice Princess, The Little Mermaid or Rapunzel has already
activated their power during this trick.

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Sleeping Beauty: The Spindle of Fate. Before a trick, every player
(including Sleeping Beauty) contributes a card for Sleeping Beauty's
review (you may see which card came from which player). You will
keep one for yourself and deal out the rest of the contributed cards to
the other players. You determine which player receives which card.
Sleeping Beauty may not use her power if either The Little Mermaid, The Ice
Princess, or Rapunzel has already activated their power during this trick.

Snow White: Seven Dwarfs. Play a 7 or lower as a zero. If The Pea
Princess has used her power this trick, Snow White may play a 6 or 7 and
declare it to be a zero.

Thumbelina: Ignorance is Bliss. You may play any card except the Frog
or a Prince and do not have to follow suit when you are not leading. If
The Pea Princess has used her power this round, and the only card(s) above a
5 are in the led suit, Thumbelina may still use her power and play a different
suit than the led suit. Thumbelina may not use her power to ignore the suit
requested by The Little Mermaid or Rapunzel.

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DESIGNERS' ACKNOWLEDGEMENTS
Thanks to all those people who have made this game possible with their
patience and advice. Especially to Adrián and Julián. And to our families and
friends. Thank you.

CREDITS
Designers: Daniel Byrne, Gerardo Guerrero, Kevin Peláez, and Tirso Virgós
Developer: Ted Alspach - Bezier Games, Inc.
Artist: Alfredo Cáceres
Editor: Enric Aguilar
Graphic Design: Pau Urios
Layout: Ren Estrugo and Matt Paquette & Co.

BEZIER GAMES, INC.
CEO: Ted Alspach COO: Toni Alspach
App Development: Steven Melton and Erik Coburn
Customer Support Manager: Ryan Moore
Licensing & Program Manager: Renée Harris
Marketing Manager: Jay Bernardo
Trade Show Manager: Kevin Padula

©2024 Bezier Games, Inc.
Rebel Princess and its logo are trademarks of Zombi Paella.
Bezier Games and its logo are registered trademarks of Bezier Games, Inc.

Warning: This product contains small parts that can be swallowed and may not be
suitable for use by children under 36 months. THIS PRODUCT IS NOT A TOY.

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