Eye & Hand · Personal data
Eye & Hand privacy policy
Updated 2 November 2026
In short
Eye & Hand (العين واليد) is a free co-op stealth game for iPhone and Android by Zakaryae Ait Ouamer, an independent developer based in France, who is the controller of your personal data and responsible for this policy. The game needs no account, and the developer never sells your data for money. From version 1.3, you can buy optional cosmetic items and Remove ads in the game: Apple or Google takes the payment, and the developer never sees your payment details. Also from version 1.3, you can sign in with Apple or Google Play Games to keep your progress on any phone: only then is a copy of your progress saved with Unity. Version 1.0 shows no ads and has no analytics or tracking service of its own. From version 1.3, the game may show one ad from Google AdMob when you leave the results of a solo operation, never during play and never online, and it can send play statistics to Unity Analytics: where the law requires your consent, Google’s form asks for it, and on iPhone Apple asks you before Google may use the advertising identifier. The results screen of any operation, solo or online, can also offer an optional ad that doubles the MERIT earned: it plays only if you tap it. You can change these choices in SETTINGS > ABOUT > YOUR ONLINE DATA > ADS AND PLAY STATISTICS. Your settings and progress are saved on your device, and your nickname is shown to your friend and in the voice call when you play online with a friend. From version 1.3, FIND A PARTNER can also match you with another player who is searching: a stranger sees only a callsign the game makes, never your nickname, and voice chat between strangers stays off unless you both allow it. Solo play with the AI partner needs no online game service. At launch and before online play, the game downloads a small status file from the developer’s website, zakarya.dev, hosted by Vercel, so that the developer can pause the game or ask players to update: the game sends no identifier with it, and like any web request it carries your IP address, which Vercel processes to deliver the file and keeps in its logs for one hour. Online play uses Unity Gaming Services: an anonymous player ID, and your IP address to connect the two devices. If you leave voice chat on, Vivox streams your voice live to your partner; the game does not record it. When your device is online, Unity’s engine sends crash and error reports and basic technical telemetry with a random installation ID. Unity processes this data for the developer as a processor, under a contract that protects it, also outside the EU; from version 1.3, Google is responsible for the data its ads collect. In the game, SETTINGS > ABOUT > YOUR ONLINE DATA shows your online ID and can delete your online data. Questions and requests: contact@zakarya.dev. Policy last updated on 2 November 2026.
Who is responsible for your data?
Eye & Hand is made by Zakaryae Ait Ouamer, an independent developer based in France, who is the controller of the personal data described in this policy: the developer decides why and how it is processed and answers your requests. For any question about your data or the game, email contact@zakarya.dev. This policy covers the game only; the website zakarya.dev has its own privacy policy.
What stays on your device?
The game saves on your device your settings (language, sound, controls, haptics, voice chat on or off), your progress through the operations, the nickname you use online, the players you block (their nickname and player ID) and the last player you met online (their nickname, player ID, the room code and the time), so that you can still report them after the room. From version 1.3, it also saves your choices for ads and play statistics, including the answers you give in Google’s consent form, and the time of the last ad, so that ads stay spaced out. It also saves your experience points (XP), rank and MERIT, the items you unlocked, bought with MERIT or wear, your daily and weekly contracts, how many times today you watched the optional ad for MERIT, and the list of store items your App Store or Google Play account owns (product names only), so that your items work offline. While an online operation runs, it keeps what it needs to resume it with the same partner if the game closes (the operation, its last checkpoint, your partner’s player ID and nickname or callsign): the game offers to resume for 10 minutes, and this is deleted when the operation ends or you give it up. When you play online, your nickname and the IDs of the players you block are used as described in “What happens when you play online?”: your nickname goes to your friend’s game and is your name in the voice call, and while voice chat is on, the game gives Vivox the player IDs you block. The developer receives none of it, except what you choose to send in a report and, from version 1.3, what play statistics include if you allow them (see “Play statistics (from version 1.3)”). Deleting the game deletes it from your device. Solo play with the AI partner needs no online game service.
Your account (optional, from version 1.3)
In SETTINGS > ACCOUNT you can sign in with Apple (iPhone) or Google Play Games (Android) to keep your progress on any phone. Only then does the game link your sign-in to your anonymous online ID at Unity and save a copy of your progress with Unity Cloud Save: your rank and experience points, your MERIT, the items you unlocked and wear, your challenges and contracts, and your operations’ results. On another phone, signing in with the same account brings this progress back and adds that phone’s own progress to it. With Sign in with Apple, Apple gives the game only a stable user identifier: the game does not ask for your name or email address. Purchases are not in this copy: the App Store and Google Play restore them. If you never sign in, none of this is sent. UNLINK in SETTINGS > ACCOUNT stops the saving; the copy stays until you delete it. DELETE MY ONLINE DATA, in SETTINGS > ABOUT > YOUR ONLINE DATA, deletes your online ID, the saved copy and the sign-in link at Unity and, if you used Sign in with Apple, revokes the game’s access to your Apple Account, through Unity Cloud Code, once you confirm it with Apple. The progress on your phone stays. Unity processes this copy for the developer as a processor.
Ads (from version 1.3)
Eye & Hand is free to play; from version 1.3, it offers optional in-app purchases (see “In-app purchases (from version 1.3)”). Version 1.0 shows no ads, does not read your device’s advertising identifier and does not ask to track you. From version 1.3, the game shows ads from Google AdMob:
- When an ad may show. At most one full-screen ad, when you leave the results screen of a solo operation, also to try again, with a minimum time between two ads. Never during an operation, never in FREE ROAM, and never in or just after online play. The game never waits for an ad: if none is ready, none shows. If you buy Remove ads, the game no longer shows that ad. Apart from it, the results screen of an operation, solo or online, can offer an optional ad that doubles the MERIT the operation earned, at most three times a day: it plays only if you tap it, also after Remove ads, and the MERIT is given only when Google confirms you watched it to the end. It counts as the last ad for the minimum time between two ads.
- Your choice first. At launch, the game asks Google whether the law where you are requires a choice; for this, Google uses your IP address to work out your approximate location. In the European Economic Area, the United Kingdom and Switzerland, Google’s form asks for your consent (Consent, Do not consent, Manage options), including to store and read information on your device and to personalise ads. Some US state privacy laws can count letting an ad network collect data for personalised ads as a “sale” or “sharing” of personal data: in those states, Google’s form lets you opt out of it. The form shows only on a menu, never over an operation, and the game requests no ad before Google’s consent step allows it. If you do not consent, Google can still show ads that are not personalised, chosen from the context and your approximate location.
- On iPhone. After a short message from Google, Apple asks whether the game may track you, with this text from the game: “Used to show you ads that match your interests. The game plays the same either way.” Google’s ads SDK can read your iPhone’s advertising identifier (IDFA) only if you allow it.
- What Google collects. Google’s ads SDK collects your IP address, from which Google derives an approximate location; device identifiers (the advertising identifier, on iPhone only if you allow tracking; also the identifier for vendor on iPhone and the app set ID on Android); the ads you see and tap; the game’s launches; and diagnostics such as performance data and crash logs. Google and its advertising partners use them to show and measure ads, for statistics and to prevent fraud, and to personalise ads only where you agreed.
- Google’s responsibility. Google decides how it uses this data, as an independent controller under its own privacy policy, not on the developer’s behalf: see Google’s page How Google uses information from sites or apps that use our services. Google’s EU user consent policy sets the consent the game must ask for in Europe. The developer does not receive the data Google collects, only AdMob’s overall reports and the value Google gives the game for each ad shown, which play statistics include if you allow them.
- Ad content. Ads are limited to content that Google rates for teens and older.
Play statistics (from version 1.3)
Version 1.0 sends no play statistics. From version 1.3, the game can send play statistics to Unity Analytics, a service of Unity Technologies, so that the developer knows how many people play, which operations they play and how these end, and which settings phones use, to improve the game:
- Your choice. Nothing is sent before you have had the chance to say no. Where the law asks for your consent, in the European Economic Area, the United Kingdom and Switzerland, play statistics are sent only if you consent in Google’s form to the storage of information on your device and to measurement. Elsewhere, they are on until you turn them off. SHARE PLAY STATISTICS, in SETTINGS > ABOUT > YOUR ONLINE DATA > ADS AND PLAY STATISTICS, turns them off at any time; while they are off, the game does not start Unity Analytics.
- What the game sends. When an operation starts and ends: which operation, your seat (Operator or Overwatch), solo or online, whether you host or join, the time of day and the weather, whether it started from a checkpoint, how it ended, how long it lasted, the stealth grade and the reason for a failure. Also: when FREE ROAM starts; whether hosting or joining a room worked, or why not; once per launch, the language and the graphics settings; and the ads shown and their value, as Google reports it. Also: the difficulty of each operation; each TRAINING step (done or skipped, how long it took and how many tries); each FIND A PARTNER search (the seat and operation you asked for, how it ended and how long it lasted); each challenge you meet; each purchase in the SHOP (which item, and how it ended: bought, pending, cancelled, failed, invalid or refunded); each time you tap the optional ad for MERIT and how it ended; each rank you reach; each contract you complete; each item you buy with MERIT (which item, and its MERIT price); and, in SETTINGS > ACCOUNT, whether signing in, switching to saved progress or unlinking worked (Apple or Google Play Games, and the result).
- What Unity adds. Unity Analytics adds session events (a session’s start and length, a first launch) and sends with each event a random installation ID, a device identifier (the identifier for vendor on iPhone, a hashed Android ID on Android), your online player ID if you have played online, your IP address, from which Unity derives your country, the device model, the system and its version, the system language, the game’s version, the battery level, a session ID and the time. Unity’s purchasing software in the game (Unity IAP) also sends Unity Analytics the details of each store transaction: the item, its price and currency, and the receipt from the App Store or Google Play, which Unity uses to count the game’s revenue.
- Never sent. Your nickname, room codes, other players’ IDs, your voice, anything you type, or the advertising identifier.
Unity processes play statistics for the developer as a processor (see “Who processes the data for the developer?”). The developer uses them only to understand how the game is played and to improve it, never to target ads.
In-app purchases (from version 1.3)
Version 1.0 has no in-app purchases. From version 1.3, you can buy optional items in the game’s SHOP: kits and single items that change how your characters and weapons look, never how the game plays, and Remove ads. There are no random boxes and no paid currency, and the price is the one your store shows. Payments are made through Apple’s App Store or Google Play, under their terms: the developer never sees or receives your card or payment details, your name or your address. The store tells the game which items your App Store or Google Play account owns; the game keeps that list on your device, so that your items work offline. If you allow play statistics, the game also records each purchase and how it ended, and Unity Analytics receives the store’s transaction details (see “Play statistics (from version 1.3)”). Apple and Google keep your purchase history and handle refunds under their own policies; a refunded item goes back to the standard look in the game. To get your purchases back on a new phone, use the same store account (on iPhone, tap RESTORE PURCHASES in the SHOP or in SETTINGS > ACCOUNT). MERIT, the game’s reward points, is earned by playing only: it is never sold and cannot be exchanged for money. Every purchase needs your store’s own confirmation, and the parental controls of your App Store or Google Play account apply.
What do crash reports and engine telemetry contain?
The game is built with the Unity engine and uses its Engine Diagnostics. When your device is online, solo play included, the engine sends Unity reports of crashes, freezes and errors, and basic technical telemetry: the device model, the system version, and performance and usage figures of the engine. They come with a random installation ID created for this copy of the game, never with your name or your contacts. Unity processes them as the developer’s processor and keeps them for 90 days. The developer uses them only to keep the game stable, by finding and fixing what goes wrong.
What does the game check at launch?
At launch, and again when you host or join an online room, the game downloads a small status file from the developer’s website, zakarya.dev. The file says whether the developer has paused the whole game, online play or voice chat, for example while a serious problem is fixed, and whether your version of the game is still accepted or a newer one is out, so that the game can ask you to update. The game sends no identifier with this request: no player ID, no installation ID, nothing about you. Like any web request, it carries your device’s IP address and the usual technical details of a request, such as the name and version of the app or system making it. Vercel Inc., which hosts the website, processes them to deliver the file and records them in the website’s hosting logs, which it keeps for one hour, as the website’s privacy policy describes. From version 1.3, the file can also turn ads off or set the minimum time between two ads. The game keeps the last copy of the file on your device; the file contains no personal data. It can also pause FIND A PARTNER or the SHOP, stop the optional ad for MERIT, and add words that nicknames may not contain.
What happens when you play online?
Only when you host or join a room, or search for a partner with FIND A PARTNER (from version 1.3):
- An anonymous player ID. The game signs in to Unity Authentication anonymously: Unity creates a random player ID and an installation ID for this copy of the game. You give no name, email address or phone number, and the game keeps the sign-in token on your device.
- Connecting the two of you. The room, its code and the game’s traffic between the two devices (positions, actions, the seats you chose, your nickname) pass through Unity’s Multiplayer Sessions and Relay servers. Your friend never sees your IP address; Unity’s servers necessarily do, to carry the traffic. The game also measures the delay to Unity’s regions to pick the closest one, and Unity may derive an approximate location from your IP address for this.
- Voice chat, if you leave it on. What your microphone picks up is streamed live to your friend through Vivox’s servers, with your nickname as your name in the call. The game does not record or store your voice, and Vivox handles it only to pass it on. Vivox encrypts the call’s signalling but not the voice stream itself. You can mute yourself at any time, turn voice chat off in Settings or refuse the microphone in your phone’s settings: the game works without it. With a partner found through FIND A PARTNER, your callsign is your name in the call, and voice runs only if you both allowed it.
- Safety in rooms. A room made with a code is private: a friend joins it only with the code you share. From version 1.3, FIND A PARTNER can also match you with another player who is searching at the same time: while you search, your room is listed at Unity with your anonymous player ID, your region and the seat and operation you asked for, never your name. A stranger sees only a callsign the game makes (for example FALCON 27), never your nickname, and your device shows and keeps them under their callsign too, also in your block list and in a report. Voice chat between strangers stays off unless you both turn on VOICE WITH STRANGERS (SETTINGS > VOICE CHAT); without voice, quick signals (GO, WAIT, COVER ME…) let you work together and carry no personal data. A player you block is never matched with you again. Before your first online room or search, the game asks you to accept its community rules. In a room you can mute your partner, block a player or leave at any time. For blocking and reporting, your partner’s game receives your nickname and anonymous player ID and can keep them on their device; while voice chat is on, the game also gives Vivox the player IDs you block, so that you and a blocked player cannot hear each other. You can report a player to the developer by email (contact@zakarya.dev): the email the game prepares contains the date and time, the room code, the player’s nickname and player ID and the game’s version, and you add what happened. If a player broke the rules, the developer can disable the anonymous online account named in the report.
- Service data. Unity’s software in the game also sends Unity technical information about its own services, such as errors and the performance of the connection, so that Unity can run and secure them.
Unity Technologies provides these services as the developer’s processor (see “Who processes the data for the developer?”). The developer uses this data only to provide the online features, not for advertising or tracking. Version 1.0 never combines it with anything else; from version 1.3, if you allow play statistics, they carry your player ID too (see “Play statistics (from version 1.3)”).
Who processes the data for the developer?
The developer runs no servers. Unity Technologies provides Unity Authentication, Multiplayer Sessions and Relay, Vivox, Engine Diagnostics and, from version 1.3, Unity Analytics and, only if you sign in, Unity Cloud Save and Unity Cloud Code, and processes the data of these services described above for the developer as a processor, under Unity’s Data Processing Addendum. That agreement binds Unity, and the sub-processors it uses, to keep the data secure with appropriate technical and organisational measures and to protect it at least as well as this policy describes.
Vercel Inc. hosts the developer’s website, zakarya.dev, and so delivers the status file the game downloads. It records each request in the website’s hosting logs, kept for one hour, and processes them under its privacy notice, as for the website.
From version 1.3, Google provides the ads (Google AdMob) and the consent form (its User Messaging Platform). Google is not the developer’s processor: it uses the data its ads collect as an independent controller, under its privacy policy (Google Ireland Limited for people in the European Economic Area and Switzerland, Google LLC elsewhere). From version 1.3, purchases are made through Apple’s App Store or Google Play: Apple and Google process your payment as independent controllers, under their own terms and privacy policies, and the developer receives only the store’s confirmation of what your account owns and its sales reports. If you sign in to keep your progress, Apple (Sign in with Apple) or Google (Google Play Games) confirms your sign-in to the game under its own terms and privacy policy: the game receives only an identifier for your account, never your name or email address.
Unity also uses some technical data about its own services to run and secure them. For that use, Unity is itself the controller, as described in the Unity Privacy Policy and its Game Player and App User Privacy Policy. The emails you send to the developer are handled as the website’s privacy policy describes, including by its mailbox provider.
Is data transferred outside the EU?
Unity Technologies’ contracting entity is in the United States, and Unity may process the data in several countries, including the United States and the Relay region closest to the players, which can be outside the European Union. Transfers from the EU/EEA and the United Kingdom are covered by the European Commission’s Standard Contractual Clauses, with the UK Addendum, in Unity’s Data Processing Addendum. For details or a copy, email contact@zakarya.dev. Vercel Inc., which delivers the status file, is also in the United States and states in its privacy notice that it is certified under the EU‑U.S. Data Privacy Framework. From version 1.3, Google LLC, in the United States, can also receive ad data; Google states that it is certified under the EU‑U.S. Data Privacy Framework, its UK Extension and the Swiss‑U.S. Data Privacy Framework, and relies on Standard Contractual Clauses where required (Google’s privacy frameworks). Play statistics and, if you sign in, the copy of your progress go to Unity, under the safeguards above.
Which permissions does the game ask for?
- Microphone: only for voice chat with your partner, only online, and only while voice chat is on. If you refuse it, the game plays on without voice.
- Tracking (iPhone, from version 1.3): after Google’s message, Apple’s prompt asks whether the game may track you, only for Google’s ads. If you refuse, Google’s ads SDK cannot read your iPhone’s advertising identifier, and the game plays the same. You can change it at any time in the iPhone’s Settings > Privacy & Security > Tracking.
- Advertising ID (Android, from version 1.3): Google’s ads SDK declares the permission to use your phone’s advertising ID and those of Android’s ad services (Privacy Sandbox), which Android grants without asking. You can reset or delete the advertising ID at any time in your phone’s settings, under Ads.
- Version 1.0 does not use the advertising identifier and does not ask to track you. No version uses location services, the camera, your contacts or your photos.
On what legal bases?
- Providing the features you use (Article 6(1)(b) GDPR): connecting you with a friend in an online room or, from version 1.3, with another player through FIND A PARTNER; carrying voice chat when you turn it on; and, from version 1.3, delivering the items you buy, keeping them working offline and restoring them on a new phone, and, if you sign in, saving a copy of your progress and bringing it back on another phone.
- Your consent (Article 6(1)(a) GDPR), from version 1.3, where the law requires it: storing and reading information on your device for ads, personalised ads, and play statistics. You give or refuse it in Google’s form, and you can withdraw it at any time with PRIVACY CHOICES or SHARE PLAY STATISTICS; withdrawing it does not affect what was done before.
- Legitimate interest (Article 6(1)(f) GDPR): crash and error reports and the engine’s basic telemetry, to keep the game stable on players’ devices by finding and fixing crashes, freezes and errors; the technical data Unity’s services need to run securely; the status check at launch and before online play, so that the developer can pause the game, online play or voice chat when a problem requires it and ask players to update; and the handling of reports about players, up to disabling the online account of a player who broke the community rules, to keep online play safe. You can object to this processing at any time by emailing contact@zakarya.dev.
- Your right to opt out, from version 1.3, where the law does not require consent: play statistics are on until you turn off SHARE PLAY STATISTICS, and in US states whose privacy laws give you the right, Google’s form lets you opt out of the “sale” or “sharing” of your data for ads.
Is the game meant for children?
Eye & Hand contains realistic combat and is not directed at children under 13. The developer does not knowingly collect personal information from children. From version 1.3, ads are limited to content that Google rates for teens and older. If you believe a child has used online play or shared play statistics and you want something removed, email contact@zakarya.dev. From version 1.3, every purchase goes through the App Store or Google Play, where parents can require their approval (Ask to Buy on iPhone, purchase approvals on Google Play); the game waits for it. Voice chat with a stranger found through FIND A PARTNER stays off unless both players allow it. From version 1.3, the game asks once, the first time it starts, for your month and year of birth. It keeps only those, and whether you are under 16, on your device: they are never sent to us or to anyone. For a player under 16: no voice chat (the microphone is never used), no FIND A PARTNER (only rooms with a friend’s code), a question a parent answers before each purchase, on top of the store’s approval, and ads that are not personalised (Google’s ad requests are marked for a user under the age of consent, and the game shows no consent form and no tracking request). A parent can change the first three in SETTINGS > SET FOR YOUR AGE, after the same question.
How long is data kept?
What the game saves on your device is deleted with the game. The other data is kept for these periods:
- Your anonymous online account (player ID), at Unity: until it is deleted. Deleting the game does not delete it, so first use DELETE MY ONLINE DATA (SETTINGS > ABOUT > YOUR ONLINE DATA), or email your online ID. If you signed in to keep your progress (from version 1.3), the copy saved with Unity Cloud Save and the sign-in link are kept until you delete them the same way. While you search with FIND A PARTNER, your room’s listing is removed when the search ends, or shortly after if the game closes.
- Relay (IP address and player ID): 30 days.
- Vivox (identifiers and a truncated IP address): up to 30 days. Your voice is never kept.
- Crash and error reports and engine telemetry, keyed by the installation ID: 90 days.
- Play statistics (from version 1.3), at Unity: the events for 13 months, then deleted; the totals and the player profile built from them until you or the developer delete them (DELETE MY ONLINE DATA).
- Ad data (from version 1.3), at Google: as Google’s policies say; for example, Google anonymises advertising data in its server logs by removing part of the IP address after 9 months (how Google retains data).
- The status check (IP address and request details, in the website’s hosting logs at Vercel): one hour.
- Emails to the developer (questions, reports about players, requests): deleted no later than two months after receipt, as for the website.
What are your rights?
You can ask to access, rectify or erase your personal data, or to restrict its processing; you can also object to its processing and ask for its portability. The developer handles these requests, with Unity’s help as processor. In the game, SETTINGS > ABOUT > YOUR ONLINE DATA shows YOUR ONLINE ID, and DELETE MY ONLINE DATA, once you confirm, deletes your anonymous online account at once, on Unity’s servers and on your phone; what Relay, Vivox and the crash reports keep is then deleted at the end of the periods above. For any other request, or if the game says it cannot delete your data from your phone, email contact@zakarya.dev with your online ID: the game is anonymous, so the developer cannot find your data without it. Crash reports and engine telemetry carry the installation ID, not your online ID, and the game does not show the installation ID, so the developer cannot pick out yours; they are sent only while your device is online and are deleted after 90 days. You will receive a reply within one month. If you signed in to keep your progress, DELETE MY ONLINE DATA also deletes the saved copy and the sign-in link, and revokes Sign in with Apple; UNLINK, in SETTINGS > ACCOUNT, only stops the saving. Purchases belong to your App Store or Google Play account: deleting your online data does not remove them.
From version 1.3, SETTINGS > ABOUT > YOUR ONLINE DATA > ADS AND PLAY STATISTICS lets you change your choices at any time: PRIVACY CHOICES, shown where Google’s form applies, opens it again so that you can give or withdraw your consent; SHARE PLAY STATISTICS turns play statistics on or off. DELETE MY ONLINE DATA also deletes your play statistics at Unity and turns SHARE PLAY STATISTICS off; if your phone is offline, the game sends the request later. Play statistics carry the installation ID, and your online ID only if you have played online, so DELETE MY ONLINE DATA is the way to delete them. On your device, you can also refuse tracking (iPhone: Settings > Privacy & Security > Tracking) or reset or delete the advertising ID (Android: Ads, in your phone’s settings). For the data Google collects for ads, Google is the controller: its page How Google uses information from sites or apps that use our services explains how to control it.
How can you make a complaint?
If you believe your rights are not being respected, you can lodge a complaint with the competent supervisory authority, the Commission nationale de l’informatique et des libertés (CNIL) in France.
How is the data protected?
Traffic between the game and Unity’s services is encrypted in transit (TLS, and DTLS on the Relay connection), except the voice stream itself, which Vivox encodes but does not encrypt. From version 1.3, play statistics go to Unity Analytics over HTTPS, and Google’s ads SDK encrypts its traffic too (TLS). The status file is downloaded over HTTPS. What the game saves stays on your device, unless you sign in to keep your progress (from version 1.3): then a copy goes to Unity Cloud Save over HTTPS. Purchases go through the App Store or Google Play.
Changes to this policy
If this policy changes, the new version will be published at this address with a new date. This version describes the game up to version 1.3, with its ads, play statistics, FIND A PARTNER, in-app purchases and optional account, before that version is released. If the game ever starts to collect more, this page will say so before the update that does it. The version in force is dated 2 November 2026.
This policy was written in English; if the versions differ, the English version prevails.