text:
Q: pm2 config json gives 502 Bad gateway I am using pm2 for my node server. My pm2 config json is as follows
{
    "apps": [{
        "name": "hello",
        "script": "server/app.js",
        "exec_mode": "fork",
        "env": {
            "NODE_ENV": "development",
            "PORT": 9000
        }
    }]
}

I am starting the application using: pm2 start pm2Config.json
My application is showing online but not loading. When I try to access the application, it is giving me 502 bad gateway error. But nothing is coming in the logs.
I don't know what went wrong. Please help.
Thanks in advance.

redpajama_set_name: RedPajamaStackExchange


text:
Protests in Turkey
Worldwide protests
Artistic Protests
Dance / Performance
Documentary / Film
Feminist Protests
LGBTQ Protests
Essays / Articles
Accounts of violence
Individual stories
Chomsky Special
PM Speech Transcripts
Aggrieved Animals
Gezi Forums
City Kaleyards
Inside Gezi Park
Graffities
Extra Creative Humour
Gezi Solidarity
Sound of Gezi
The Guardian: Where will it kick off next? – Paul Mason
The Gezi Park events marked a turning point in the global unrest we're living through. Though not officially a Bric country, Turkey has most of the attributes of one – high growth, a young population, a repressive state prone to corruption and arbitrary action. So after Gezi it was no surprise to see Brazil's protest movement spiral into a million people on the streets. Nor the 17 million taking part in the demonstrations that toppled Mohamed Morsi in Egypt, nor the Ukraine protests that are still under way…The networked character of modern society makes country-specific unrest predictions pointless.
A boy wears a Guy Fawkes mask in Gezi Park, Istanbul in June 2013. Photograph: Osman Orsal/Reuters
It was like a CD track skipping, or a video suddenly jerking to the next scene. I was filming on a barricade in Istanbul, carefully resetting my shot to be out of range of police firing CS gas canisters when one hit me in the forehead. The dent it made in my helmet now forms part of a cautionary PowerPoint presentation on journalists' safety training courses.
During the Gezi Park occupation perfectly ordinary middle-class people built barricades that kept Turkish police at bay for four nights. Inside the park they formed a makeshift version of the society they would like to live in. They piled up a mountain of free food, sang songs and drank beer in defiance of the conservative religious government.
By day the grass was covered with students doing their homework. By night the approach roads were filled with masked young men – the football fans swapping scarves to signal a truce in the 100-year hatred between Istanbul's clubs. When I asked what their jobs were, they whispered back: "architect, shipping clerk, software engineer".
The Gezi Park events marked a turning point in the global unrest we're living through. Though not officially a Bric country, Turkey has most of the attributes of one – high growth, a young population, a repressive state prone to corruption and arbitrary action. So after Gezi it was no surprise to see Brazil's protest movement spiral into a million people on the streets. Nor the 17 million taking part in the demonstrations that toppled Mohamed Morsi in Egypt, nor the Ukraine protests that are still under way.
These societies were supposedly the beneficiaries of globalisation and marketisation. But up close, the rising middle class felt shut out. So now "masked guy with gym membership who hates corruption" has joined the "graduate without a future" on the list of social archetypes through which we try to understand the unrest.
If you read the Economist Intelligence Unit's latest attempt to guess where it will kick off next, it becomes clear how hard this is to do with conventional thinking. For the unit it is places with high inequality, heavy corruption, economic crisis and a collapse in trust. So Nigeria (the biggest economy in Africa), Egypt and Argentina all figure high on the red list of countries where there is a "very high risk" of conflict threatening the political order, with Brazil, South Africa and China merely "high risk". Though an advance on the straight-line thinking that linked revolts simply to the post-2008 economic crisis, I still think this misses something. When people ask me where it is going to kick off next, I say: "In people's heads."
The scale of repression now, even in stable democracies, is so high that those with a grievance take much longer to trip over into action that risks arrest. Though their armed forces are increasingly wrapped up in concerns about the laws of war, there is no Geneva convention in the modern conflict between riot cops and protesters. So what looks like acquiescence is not that. What looks like social order is merely the skin on a deep disorder. China watchers are used to this concept. The Chinese internet is seething with discontent, even as everybody in public bows down to the official line. But at a more general level it is true across the developed world. In the past there was very little to fear from movements that were all ideas and little action. But we live in an information economy now. Critical ideas have a materiality to them, and repression seems to fuel critique.
Chelsea Manning and Edward Snowden have hardly been made folk heroes in the western media. But in the informal world, the world of online conversation, they are metaphors for "what happens". Challenge unlawful state surveillance, spill the beans on military atrocities in Iraq and you become a candidate for Guantánamo-style torture and mind games. In such a situation "metrics" – on poverty, inequality or trust – are hardly relevant in the prediction of unrest.
Despite this, the analyst group Gartner earlier this year, predicted "a larger-scale version of an Occupy Wall Street–type movement will begin by the end of 2014″. Gartner's analysts got closer to the reason. Information technology is reducing the labour content of goods and services "in an unprecedented way". We have doubled the ratio of labour to capital by urbanising the global south and marketising the former communist countries. But there is no clear route to high-wage, high-prosperity lifestyles for a large part of the world's population. As a result, predicts Gartner, by 2020 this will lead to "a quest for new economic models in several mature societies".
The networked character of modern society makes country-specific unrest predictions pointless. There is, in reality, one political entity that matters. Right now it is more unequal than it's ever been; its core economic model is destroyed; the consent of its citizens to be governed is eroded. It is the world.
Source: theguardian.com
This entry was posted in Essays, News, Texts and tagged Economic instability, Gezi protests, Network Society, Occupy Wall Street, Precariat, Taksim Commune on 27 December 2013 .
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redpajama_set_name: RedPajamaCommonCrawl


All will be revealed in the fifth book in James Dashner's #1 New York Times bestselling Maze Runner series. This is the story that fans all over the world have been waiting for—the story of how Thomas and WICKED built the Maze. You will not want to miss it.
Once there was a world's end. The forests burned, the lakes and rivers dried up, and the oceans swelled. Then came a plague, and fever spread across the globe. Families died, violence reigned, and man killed man.
Next came WICKED, who were looking for an answer. And then they found the perfect boy. The boy's name was Thomas, and Thomas built a maze. Now there are secrets. There are lies. And there are loyalties history could never have foreseen.
This is the story of that boy, Thomas, and how he built a maze that only he could tear down. All will be revealed.
The Fever Code is the story of how it all began. It gives us great insight into the back story of the Maze Runner characters we have grown to love. Knowing what I know now has unlocked pieces of the puzzle that I had either forgotten, or never worked out.
James Dashner has explored outstanding questions, building on the series' foundations to provide us with some answers and reveal new perspectives. The focus in The Fever Code was less on the action, escape, and survival, and more around the growth and learning of the main characters. It was about how they came to be in the maze and how they were involved in its creation and its ultimate purpose.
To stay true to the journey we've taken through the original books, I think this one should be read in the order it was written. Read the original series first, then go back to 'before' the beginning with this one. I think it's preferrable to not know what happened before the original Maze Runner books started.
If there was anything that niggles at the back of my mind, it was a minor thought that could be said for any book with large man-made settings. How did something so big get built in the aftermath of a worldwide tragedy. As with any such apocalyptic event, I'd assume that all the companies that design vast complexes, and the factories that create the building materials for them would have been desolate because all of their workers would have died. So, how did all the design, materials (cement, steel, etc.) get made, delivered, and built?
Yes, there is mention in the book of building the maze, but the scale of how many people would be needed to make it happen wasn't really explored in any great detail. I know that wasn't the main focus, Thomas was. I know I'm over thinking this, but that's just my natural inclination to find logic in things. If I put that need for logic aside, I can definitely say that I really did enjoy this book.
This is another great addition to the Maze Runner series. Knowing what is revealed in this book, I recommend it be read in the order it was written. Meaning, read the original books of the series first, then read this one. That way you can experience all of the questions, twists, and uncertainty along the way.
Click the covers below to see my reviews of the Maze Runner series.
Here is The Maze Runner movie trailer from 2014.


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DALLAS, TX - MARCH 02: Democratic presidential candidate former Vice President Joe Biden speaks during a campaign event on March 2, 2020 in Dallas, Texas. Biden continues to campaign before the upcoming Super Tuesday Democratic presidential primaries (Image: Getty)
Biden Blasts Trump: He's 'Turned This Country Into A Battlefield'
by Katherine HugginsJune 4, 2020, 3:11 pmJune 4, 2020, 3:11 pmJune 4, 2020, 3:11 pmDaily Digest, Homepage Slider, News, News Feed >
Presumptive Democratic nominee Joe Biden criticized President Donald Trump's response to the nationwide protests demanding racial justice in his first formal speech since the coronavirus pandemic began in mid-March.
"Donald Trump has turned this country into a battlefield riven by old resentments and fresh fears," Biden said. "Is this who we are? Is this who we want to be? Is this what we want to pass on to our children and our grandchildren? Fear, anger, finger pointing, rather than the pursuit of happiness? Incompetence and anxiety, self-absorption, selfishness?"
The former Vice President has been a vocal supporter of protesters who took to the streets after George Floyd was killed by a Minneapolis police officer who kneeled on Floyd's neck for nearly nine minutes.
Biden said the country needs "leadership that can recognize pain and deep grief of communities that have had a knee on their neck for a long time."
At the same time, he condemned the looting and violence that has taken place alongside many of these protests. Several demonstrators have emphasized that those looters are not a part of the protest.
"There's no place for violence, no place for looting, or destroying property, or burning churches or destroying businesses," Biden said. "Nor is it acceptable for our police, sworn to protect and serve all people, to escalate tension, resort to excessive violence. We need to distinguish between legitimate peaceful protests and opportunistic violent destruction."
Trump, on the other hand, has attributed the violence to Antifa, a broad term for left-wing activists who identify as anti-fascist. He has also called demonstrators "thugs," and threatened that "when the looting starts, the shooting starts."
In the midst of peaceful protests near the White House, Trump posed for a photo-op of him holding a bible in front of a church. Demonstrators claim they were teargassed to clear the path for Trump.
"The president held up the Bible at St. John's Church yesterday," Biden, a practicing Catholic, lambasted. "I just wish he opened it once in awhile instead of brandishing it. If he opened it, he could have learned something. That we're all called to love one another as we love ourselves."
Biden urged Americans upset by the continuing systemic racism not to "let our rage consume us."
"We're a nation enraged," he said. "But we cannot let our rage consume us. We're a nation that's exhausted, but we will not allow our exhaustion to defeat us."
CORONAVIRUS FAQ: WIKI OF MOST FREQUENTLY ASKED QUESTIONS
Donald Trump George Floyd Joe Biden Protest
Article by Katherine Huggins


At the end of 2018, WHO HIV & Hepatitis had some important news to announce, two of these we would like to bring to your attention.
World hepatitis Day 2018 "Finding the missing millions"
This year Lisbon was the scene (March 2018, Lisbon, Portugal) to discuss hepatitis Vaccine Shortage and Update on hepatitis B treatment.
at this very moment we are in Hanoi (July 2018, Hanoi, Vietnam): to review Prevention and control of hepatitis B with combined vaccines, and timely birth dose vaccination in Asian countries.
And later this year we will meet with Russian experts to take stock of the way Russia is controlling, managing and preventing viral hepatitis (October, 2018; Moscow, Russia).
Read more about World hepatitis Day 2018 "Finding the missing millions"
In collaboration with VHPB and other leading experts in the field, the Hepatitis B&C Public Policy Association has developed concrete policy recommendations and actions to be taken at national level to implement the Elimination Manifesto and to contribute to the elimination of HCV by 2030.
News - Pediatric Vaccines and Vaccinations. A European Textbook.
This book aims to provide information on the current vaccines that are used in childhood immunizations programs in Europe and the principles which underlie them. The textbook is destined to "vaccinologists" and European and other pediatricians and practitioners who deal with vaccines and vaccinations and will hopefully be used in the curriculum.
Read more about News - Pediatric Vaccines and Vaccinations. A European Textbook.
WHO published the first Action plan for the health sector response to viral hepatitis in the WHO European Region (2017). The action plan adapts the Global Health Sector Strategy on Viral Hepatitis, 2016–2021 to the context of the European Region. The document addresses all five hepatitis viruses, but its major focus is on hepatitis B and C, given the high public health burden they represent in the Region.
The members of the Executive Board of the World Hepatitis Alliance (WHA) have written an open letter to the Cochrane Collaboration in which they raise doubts about the recent Cochrane review of direct-acting antivirals (DAAs) for the treatment of hepatitis C. The WHA points to the unsound methodology leading to unreliable conclusions.
EASL, the European Association for the Study of the Liver, one of the leading associations of liver specialists, raises serious concerns after the recent publication of a Cochrane Group systematic review entitled "Direct acting antivirals for chronic hepatitis C" by Jakobsen et al. After reviewing 138 clinical trials, including 25,232 participants.
To encourage people to feel empowered, personally connected and understand their role in elimination, this year, the ELIMINATE HEPATITIS theme is brought to life through the #ShowYourFace campaign.


text:
Roci sedimentare

după geneză (origine)

după locul de depozitare /  Structură

Roci metamorfice

nach dem Protolith (Ausgangsgestein) / nach der Genese

Roci magmatice (vulcanice)

după locul de formare

Vezi și
 Listă de roci
 Listă de minerale

Roci
 Listă

redpajama_set_name: RedPajamaWikipedia


The Senate adjourned Thursday night without resolving the fate of a House-passed funding bill, extending the drama about a possible government shutdown until the last possible day.
Government funding will expire after 11:59 p.m. on Friday and Senate leaders will only have 13 hours to negotiate a solution after Senate Majority Leader Mitch McConnell Addison (Mitch) Mitchell McConnellThe Hill's Morning Report - Will Joe Biden's unifying strategy work? Dems charge ahead on immigration Biden and Bernie set for clash MORE (R-Ky.) adjourned the Senate without a deciding vote.
Democrats say they have the votes to block debate on the four-week government spending measure, which would extend funding for the Children's Health Insurance Program (CHIP) for six years and address other priorities.
Democrats are objecting to the measure because it does not address the fate of immigrants who came to the country as children and now face deportation because President Trump Donald John TrumpDemocrats' CNN town halls exposed an extreme agenda Buttigieg says he doubts Sanders can win general election Post-Mueller, Trump has a good story to tell for 2020 MORE rescinded the Deferred Action for Childhood Arrivals (DACA) program in September.
Senate Democratic Leader Charles Schumer Charles (Chuck) Ellis SchumerMJ Hegar announces Texas Senate bid Hillicon Valley: House Dems subpoena full Mueller report | DOJ pushes back at 'premature' subpoena | Dems reject offer to view report with fewer redactions | Trump camp runs Facebook ads about Mueller report | Uber gets B for self-driving cars Dem legal analyst says media 'overplayed' hand in Mueller coverage MORE (N.Y.) called on his colleagues to hold a crucial procedural vote at 10 p.m. Thursday so Democrats could quickly kill the House-passed measure and begin a new negotiation.
But McConnell declined to allow quick action and pushed to consider the matter only hours before government funding expires, seeking to put more pressure on Democrats to vote to advance the measure.
A number of vulnerable Senate Democrats facing tough reelections this year in states won by Trump have said they don't want the government to shut down.
If they vote against the four-week House-passed spending stopgap, there will be very little time to come up with an alternative bill to keep federal agencies open.
The spending stopgap needs 60 votes to overcome a Senate filibuster.


Pearson, Simon & Warshaw, LLP has filed a lawsuit on behalf of Gage's Fertilizer & Grain, Inc. alleging that the major suppliers of potash, including Potash Corporation of Saskatchewan, Mosaic Company, Agrium Inc., JSC Uralkali, JSC Silvinit, International Potash Company and Belarusian Potash Company, conspired to fix, raise, maintain and stabilize the price of potash sold in the United States from 2003 to the present. The complaint, filed in federal court in the Northern District of Illinois on September 11, 2008, alleges that the defendants, who control approximately 70% of the potash market, violated federal antitrust law and seeks certification of a class of direct purchasers of potash, damages in an amount to be determined and injunctive relief.
On June 27, 2012, the United States Court of the Appeals for the Seventh Circuit, sitting en banc, issued an opinionaffirming the District Court's denial of defendants' motion to dismiss the complaint. Pearson, Simon & Warshaw, LLP partner Bruce L. Simon successfully presented oral argument to the Court of Appeals which lead to this favorable result for the plaintiffs and putative class.
On June 6, 2003, the Court granted preliminary approval to a $10 million settlement with defendants JSC Uralkali and JSC Silvinit.
On January 30, 2013 the Court granted preliminary approval of a $80 million settlement with the remaining defendants Agrium, Inc., Agrium U.S., Inc., The Mosaic Company, n/k/a MOS Holdings, Inc. and Mosaic Crop Nutrition, LLC, Potash Corporation of Saskatchewan Inc. and PCS Sales (USA) Inc. A fairness hearing has been set for June 12, 2013. At that time the Court will decide whether the settlements should be approved.
For more information about the settlements, to obtain court documents, or register online, please visit the settlement website, http://www.potashantitrust-classaction.com.


The loss of collagen and elastin is a natural part of the ageing process. Unfortunately for us, these protein fibres are also essential ingredients for the plumpness, firmness, elasticity – and therefore, youthfulness – of our skin.
Elastin and collagen reduction, plus the natural loss of facial fat that happens as we age, lead to the depletion of facial volume in the cheeks, brow and lips, resulting in an aged appearance. If you're wondering "is there a treatment near me that can help improve facial volume?", read on.
What causes a reduction in facial volume?
The Victorian Laser & Skin Clinic offers cosmetic injections as a fast and effective way to combat the dullness and fine lines associated with facial volume loss. We use dermal fillers, which work to plump up, tighten and hydrate the skin, thereby improving the appearance of sagging contours, lines and wrinkles.
Dermal fillers are a safe treatment, producing impressively natural-looking results that contribute to a fuller, fresher and more youthful appearance.
Common volume loss treatment areas include the cheeks, under the eyes and the lips – however, we are able to treat any area of the face.


Additional nonpharmacological services are offered in our Nutrition Department. Dietary counseling, food sensitivity testing and other assessment and wellness interventions are available. Nutritional services can be received as the focal point of care or can be incorporated into a holistic plan that includes other therapies.
For those who like to join with others on their wellness quest, Integrative Therapies offers group activities and classes such as Yoga for Health, The Guidepost Series (body awareness and relaxation), Trager® Mentastics and Awareness Through Movement class. Please see our calendar for dates and times.
Many of our patients are referred by their physicians for help with chronic pain problems such as headaches, low back pain, TMJ dysfunction, fibromyalgia, pelvic pain and myofascial pain syndrome. Integrative Therapies also offers services for those dealing with physical injuries, personal traumas, chronic fatigue, incontinence and a variety of other physical and emotional concerns. A referral from your doctor is typically not required to receive care at the center. However, it is often helpful for those seeking rehabilitation services to coordinate care with their treating physicians.
More information about our treatment programs is available on our Services page and under Conditions We Treat. We also invite you to give us a call (336-294- 0910) so that we can answer any questions that you may have.


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Q: Magento 2 - How do get the quantity of all products in stock I want the total quantity of all available products of all categories. I know there is ->getStockItem()->getQty() but this is only for each product and not for all products.
For now I loop the categies and count the products, but so the inactive products get also counted:
        $sum = 0;
        for($i=3; $i <= 18; $i++) {
            $categoryI = $categoryFactory->create()->load($i);
            echo $categoryI->getProductCount();
            $sum+= $categoryI->getProductCount();
            echo ' ';
        }
        echo 'Summe: ';
        echo $sum;

Is there an easy and clean way to get the sum of all active products which are in stock? Thanks

A: There is no "built in" way to do that by category. If you want to count enabled products, but only for certain categories, you can use something like this:
In your construct:
protected $_productCollectionFactory;

public function __construct(
    // ...
    \Magento\Catalog\Model\ResourceModel\Product\CollectionFactory $productCollectionFactory,
    // ...
) {
    // ...
    $this->_productCollectionFactory = $productCollectionFactory;
    // ...
}

And in your function:
$sum = 0;
for($i=3; $i <= 18; $i++) {
    $product_collection = $this->_productCollectionFactory->create();
    $product_collection ->addCategoryFilter($category);
    $product_collection ->addAttributeToFilter('status',\Magento\Catalog\Model\Product\Attribute\Source\Status::STATUS_ENABLED);
    $sum += $product_collection->count();
}

This way you have the product attribute data available, so you can work with every product individuality. For your usecase, you could totally omit the categories entirely since you want the entire product count using
$sum = 0;
$product_collection = $this->_productCollectionFactory->create();
$product_collection ->addAttributeToFilter('status',\Magento\Catalog\Model\Product\Attribute\Source\Status::STATUS_ENABLED);
$sum = $product_collection->count();


text:
Haye: Khan is bigger than Canelo, he's a natural middleweight
Clare Balding Show
Former world heavyweight champion David Haye got to grips with compatriot Amir Khan and Mexican superstar Canelo Alvarez on Monday as the pair went face-to-face in London.
Khan and Canelo went through the media formalities in what was the first leg of a three-city tour and Haye went along to judge for himself if there really is a size differential between the middleweight title rivals.
WBC belt holder Alvarez puts his belt on the line at a catchweight of 155 pounds against predominant welterweight Khan amidst plenty of debate over whether there will be a massive advantage on May 7.
"It's a great fight and I'm very excited," said Haye. "I had them both next to me, one on each side, and I grabbed both their arms just to feel if there was any real difference in size. You know what? Amir's arms were bigger and he has bigger biceps.
"I grabbed them both around the shoulders, unknowingly, and they probably just thought I was a bit touchy-feely, but Amir is bigger than Canelo. He's just bigger.
"I knew there wasn't that much difference in size, but for all those people out there saying, 'it's all about Amir coming up two weights' – they're wrong. He's coming down two weights.
"Canelo could probably come down to the welterweight limit if he really wanted to, but he doesn't have to. He's fought at his natural weight. Amir Khan, I believe, has been fighting at weight below his natural weight, which is around middleweight. Right now he's technically a light-heavyweight and he's not got any fat on him.
"People shouldn't do analyses on this fight like it's one big guy fighting a small guy. Do it on skill-for-skill and imagine it's a level playing field.
"This fight is going to be won and lost on their feet," he added.
Haye is currently gearing up for a second comeback appearance at the O2 Arena three weeks after Canelo and Khan face-off at the new T-Mobile Arena in Las Vegas and is on the lookout for a ranked opponent to follow up his victory over Mark de Mori.


text:
Category Archives: Game Review
Rummikub Game Box
When I was a little kid, around four to six years old, my grandparents would take me with their friends on big vacations to other states. One time we went to Pennsylvania, another time it was Vermont. We would tour the Liberty Bell or Ben and Jerry's Ice Cream factory during the day and then at night they would try to put my sisters and I to bed and then break out their Rummikub set.
If I were quiet enough, they would let me sneak in and watch the game. One time I asked what a smiley-faced tile was (it was a joker) which got me instantly marched back to bed. I learned quickly to keep my mouth shut about what was in my grandpa's hand.
My grandparents had a Rummikub set that looked like a padded briefcase. On the side of it was a fancy label that said Tournament Rummikub. The tiles felt fine and exotic though the boards to hold the tiles felt a little flimsy.
My grandpa is now deceased and my grandmother has dementia. The last game she remembers how to play is Rummikub, so we play it with her every chance we get. Years later, we still play with their old Tournament Rummikub set.
Several years ago I acquired a Rummikub set of my own. My son is around the same age I was when I learned how to play while watching my grandpa. My wife and I decided we would teach him how to play during our weekly family game night.
Rummikub is a tile-based game designed by Ephraim Hertzano. The set I currently have was published by Pressman in 1998. Rummikub may be played by two to four players.
My hand at the beginning of the game.
One thing I discovered rather quickly is that the rules provided with my Pressman set are in many ways different from those from my grandparent's set. I looked up Rummikub on Wikipedia and found that Hertzano authored a book entitled The Official Rummikub Book in which he provides three versions of the game: American, Sabra, and International. According to the article, the 1998 Pressman edition is the Sabra version.
To set up the game players dump all of the tiles face down in the center of the table and mix them all up. Then each player draws 14 tiles to make up their hand. The objective is to create sets of three or more tiles. A set should contain all of the same number with different colors, or be a run of numbers in sequence with the same color.
There are 106 tiles total. This includes tiles 1-13 of each color blue, black, red, and orange twice, along with two jokers. The same game can also be played with two decks of standard playing cards where two jokers are thrown out.
In order for a player to make their first play into the center of the table, they must be able to play a number of tiles that equals 30 or more points all at once. Jokers are wild tiles that may represent any other tile in the game. When played in the initial play their point value is the same as the point value of whatever tile they are replacing.
I'm out of tiles. I win!
The first initial play may only consist of tiles from the players hand and may not be played on any other player's tiles. Each turn after the initial play, a player may play on any set in the center of the table. Tile sets may be added to, split, substituted, and combined in interesting ways to eliminate tiles from the player's hand.
Most everything is fair game, though players will want to brush up on the rules to make sure a move they are making is legal. Also if you're making a complicated move, make sure you know how to back out of it if you get stuck and it doesn't work. Otherwise the other players will hate you. The 1998 Pressman rules have a good template that may be used to determine a move's legality.
The most crucial rule to remember when playing on the center tiles is that to substitute and reuse a joker, the tile it is being substituted must come from the player's own hand and not from somewhere else on the board. All tiles that have been played to the center must stay in the center. A player can't substitute for a joker and then keep that joker in their hand for a later turn.
The first player to successfully play all of their tiles into the center wins the round. In the event where no player is able to play all of their tiles, the player with the fewest and lowest scoring tiles is declared the winner of the round. Jokers remaining in a player's hand are scored as 30 points. All other tiles are scored at face value.
The final state of the game.
The winner receives a positive score for the round that is the sum total of all the points left in each other player's hand. The non-winning players must then receive a negative score equal to the number of points remaining in their hand. According to the 1998 Pressman rules, the players must agree on the number of rounds or the total number of points to play to in order to determine when the game ends. Whomever has the highest number of points at that agreed upon milestone wins the game.
The Rummikub family rules I played with growing up required 50 points for the initial play and had some heavier restrictions regarding under what conditions a set with a joker could be altered. This 1998 Pressman Sabra version feels really easy by comparison. The next time I visit my grandmother I will look at the rules they had and see if I can compare the two.
Posted in 1998, 2 Player, 2 Player Competitive, 3 Player, 3 Player Competitive, 4 Player, 4 Player Competitive, C25/S75, Ephraim Hertzano, Game Review, Pressman Toy Corporation, TBG-0002, Tile-Based, Tile-Based Game | Leave a comment
Deer in the Headlights – Card and Dice Game Review
Posted on January 12, 2019 by ElbinoBunny
Deer in the Headlights Game Box.
Deer in the Headlights is a combination card game and dice game published and released in 2014 by University Games Corporation under the Front Porch Classics brand.
Deer in the Headlights includes three proprietary dice seemingly exclusive to the game as well as two full 54-card standard playing card decks. The standard playing card decks are branded on one side with the Deer in the Headlights logo, but have the same card designs on the play side you would expect to see with any deck of playing cards purchased at the local drug store. The decks even come with two jokers even though jokers are never mentioned anywhere in the rules. It is important to discard the jokers prior to beginning play.
The Deer in the Headlights cards are standard playing cards.
Once the jokers are removed, the first round's dealer combines and shuffles both decks and then deals out all of the cards to everyone playing. The Deer in the Headlights instruction booklet states that the game may be played by two or more players. I would imagine the only limit to the number of players is the number of cards that may be dealt. The included score pad for the game contains a slot for six players, but keeping track of player scores in a notebook or using two sheets from the score pad should be trivial.
The player who manages to discard all of their cards first wins the round. At the end of the round, all other players count up their points which are then tabulated on the score sheet. Number cards are worth their number values. Jacks, queens, and kings are worth ten points, while aces are worth one point. At the end of ten rounds, the player with the lowest score wins the game.
Play begins with the dealer. They roll the dice and play their turn based on what they roll. There is zero strategy involved. Deer in the Headlights is less a game and more an exercise in probability.
There are three six-sided dice, one beige, one blue, and one red. The dice are the only part of the game that cannot be easily interchanged with another game or other rules. Even though this is the case, the one on the red die is meant to indicate an ace. The red die has the lowest point numbers: A, 2, 3, 4, 5, and a Deer with Antlers. The blue die has the middle point numbers: 6, 7, 8, 9, 10, and a Deer with Antlers. And finally the beige die has the highest point cards represented: J, Q, K, Car, Running Deer, and Deer with Antlers.
The most common rolls are for three card values such as 2, 6, and Q. When this happens and no symbols are rolled (e.g. Running Deer, Car, or Deer with Antlers) the player who rolled may discard all of the cards that match the values rolled to the center discard pile from their hand. If they are unable to play any cards from their hand from this roll, any and all opponents around the table may discard from their own hand those cards and give them to the rolling player. The second most common roll is two middle or lower point numbers and a deer with antlers such as 4, 7, and a deer with antlers. When this happens, the player may discard to the center pile all of the 4's or 7's in their hand.
Deer in the Headlights contains three dice, one blue, one beige, and one red.
A more uncommon roll is to get two numbers and a car. The car essentially indicates that any cards discarded will not go to the center pile but will instead by distributed by the current player to the other opponents around the table as they see fit. When two numbers and a running deer are rolled, the player may discard to the center pile all of the cards in their hand for the numbers shown, plus an additional wild card of their choosing. So if a 3, 8, and running deer are rolled, the player could discard all the 3's, 8's, and Kings they have in their hand if they were to so choose.
When a number, a deer with antlers, and a car are rolled, the player may discard any card that matches the number rolled, as well as any number of cards that add up to that number. So if the player rolled a six, she could discard all of her sixes and any other combination within her hand that adds up to six. Three twos, one four and two ones, and one five and one one would all count. Because the car was rolled, all of these cards discarded are distributed to any of the opposing players the current player chooses.
When a number, a deer with antlers, and a running deer are rolled, the player may discard any odd or even cards based on whether the number rolled was odd or even. So, if the player rolled a 10, she would be able to discard all of the even cards in her hand to the center pile. Face cards are not included in the odd/even count, so jacks, queens, and kings may not be discarded in this way.
If two deer with antlers are rolled with one number, the player loses a turn. If however, two deer with antlers and a car are rolled, the player who rolled may select an opponent to lose the turn for them. If two deer with antlers and a running deer are rolled, the player may discard all of any two kinds of cards they choose from their hand to the center pile.
The most tragic move of all is to roll three deer with antlers. This "freezes" the player. They must pick up all cards from the center pile and they are unable to play a full turn again until they successfully roll a set of dice with at least one deer with antlers. This can be a real rotten game changer and has the potential to make a sore loser in a hurry. It is surprising how rare it actually ever happens, however.
Dice Rolls and Corresponding 'Card Plays' sheet from Instruction Manual.
Deer in the Headlights is a good game for teaching young children how to play basic card and dice games. Its sophistication is greater than that of Go Fish and Candy Land so parents won't be as bored out of their minds playing it. It's still quite a tedious game for me to play with my six-year-old son where I have my algorithm all worked out for each and every turn while he takes forever trying to figure out how many nines he has in all of the cards strewn about his hand. Given there is no strategy involved, I really can't wait until he's graduated from this one.
Deer in the Headlights might also serve as a decent social game for people who don't like to play games. In most rounds I have played, most players were about to run out of cards at the same time which tends to provide the illusion that a player is playing "well." This also increases the possibility that a player will have a "good" round regardless of their level of gaming skill. For those who are new to and scared of more sophisticated games, this could be used as a gateway game to get them interested in something more complex as time goes on.
Posted in 2 Player, 2 Player Competitive, 2014, 3 Player, 3 Player Competitive, 4 Player, 4 Player Competitive, 5 Player, 6 Player, 7 Player, 8 Player, C100/S0, Card Game, Card Game, CRD-0011, DCE-0001, Dice Game, Dice Game, Exercise in Probability, Game Review, University Games Corporation, University Games Corporation | Leave a comment
Super Mario Bros. Power Up Card Game – Card Game Review
Posted on January 2, 2019 by ElbinoBunny
Super Mario Bros. Power Up Card Game Box
Super Mario Bros. Power Up Card Game is a card game released in 2017 by USAopoly, and licensed by Nintendo. It is designed to be played with three to eight players. Playing with two players is possible, but reduces the complexity of how the game is played making it less fun. This becomes evident as the game progresses since the objective is to be the last player standing.
Each player begins with four extra life tokens. In each round of play one or more losers are declared. These losers must discard an extra life token. When a player runs out of extra life tokens they are eliminated from the game.
The four suits of the level card deck.
There are two card decks. The level card deck is essentially a standard 52 playing card deck you would use for poker or bridge. There are four suits: land level, underground level, water level, and Bowser castle level. The suits are not actually used in the game, it's just interesting that they still decided to include them. Numbers go from one through twelve, replacing ace through queen. Kings are replaced with castle cards.
The other deck is the question block card deck. This deck consists of special items that can change the outcome of a particular round. All players begin with one question block card. In each round a dealer deals one level card to each player face down. The oldest player is first to be the dealer and the role of dealer passes clockwise around the table with each round.
Super Mario Bros. Power Up Card Game plays like a gambling game. It feels like blackjack when you look at your level card and decide what course of action you plan to take for your turn. Once the dealer has dealt a level card to each player, the player to the dealer's left examines her level card and determines whether she will hold on to her level card or trade it with the player on her left. Once this decision has been made and any trade completed, play passes around the table in a clockwise fashion until reaching the dealer. If a player receives a castle card as their level card in a round, they must reveal their card and receive an extra question block card from the top of the question block card deck. When a player has a castle card, no other players may trade with them and they automatically are free from losing an extra life token for the duration of the round.
On the dealer's turn, the dealer turns over her level card to reveal it to the other players. The dealer may then decide to either hold on to her level card or trade her level card with the top card on the level card deck. After this has been completed, everyone reveals their level cards by turning them over.
Any players with the same number on their level cards each receive a question block card. The player or players with the lowest level card values stand to lose at the end of the round. Beginning with the player to the left of the dealer, players may in turn decide whether they wish to play a question block card in their hand if they have one. Question block cards may be used to boost a player's own level card value or decrease the level card values of an opponent along with other special abilities. When a question block card is played on a player's level card where a previous question block card has already been played, the most recently played question block card replaces any previously played question block cards before it.
A typical Super Mario Bros. Power Up Card Game setup.
Once everyone has decided whether they wish to effect the level card values on the table with their question block cards, the player or players with the lowest level card value must remove one of their extra life tokens from the game. Play then continues into the next round until only one player is left standing.
With a little tweaking, Super Mario Bros. Power Up Card Game could be turned into a fun poker night gambling game. Given the card decks' clear similarity to standard playing card decks, I wondered if this game were a recreation of an older card game that already existed prior to repackaging it as a Nintendo licensed product. To recreate the question block cards using a standard playing card deck would be challenging, but not impossible.
The full question block card deck.
The frequency of the cards in the top row are one, middle two, and bottom three.
One thing I noticed while playing is that it is easy for players to feel stuck once level cards have been revealed when they no longer have any question block card to play. The question block card deck only contains 30 cards. If the number of cards in the question block card deck could be expanded while retaining a good probability ratio between the common cards that players expect to see and those more powerful cards that heavily influence a round, maybe the game could be tweaked to not only use two standard 52/54 card decks, but would also be more fun to play. Extra life tokens could be replaced with poker chips and a betting component could probably be added.
Super Mario Bros. Power Up Card Game is a good game for teaching young children the basic rule mechanics of typical card games. There is more skill involved in this game than most games for young children, but the ultimate outcome of playing this game is largely based on chance. While designed for young players, there may be something deeper here that could be refined and improved for those who enjoy coming up with their own house rules.
Posted in 2017, 3 Player, 3 Player Competitive, 4 Player, 4 Player Competitive, 5 Player, 6 Player, 7 Player, 8 Player, C75/S25, Card Game, Card Game, CRD-0010, Game Review, Last Player Standing, Uncategorized, USAopoly, USAopoly | Leave a comment
Set – Card Game Review
Posted on November 9, 2017 by ElbinoBunny
Set Card Game
Set is a card game developed by Marsha Falco and published by Set Enterprises, Inc. and Cannei, LLC. It was released in 1991 to understandable acclaim, as it is a clever, novel card game. Set may be played solitaire, or with any number of players provided there is enough space around the table for everyone to see what cards are in play.
There are 81 cards in the Set deck. On these cards are combinations of one, two, or three shapes in the form of a squiggle, diamond or oval. These shapes appear in one of three colors: purple, green, or red. Each card's shape is solidly filled in, unfilled, or shaded. At the game's start the deck is shuffled, and twelve cards are laid face-up in the center of the table in a 3×4 grid.
Set 3×4 grid arrangement
Once all of the cards are laid out, those who are playing examine the grid for potential sets. A set is defined as a group of three cards anywhere within the grid that all either share a similar or completely distinct characteristic for each classification of shape, shading, color, or number of items on the cards. Once a player is sure they see a set, they call out that they've found one to everyone else playing. They then pick out the three cards and all other players confirm whether a set has actually been found or not. If a set has indeed been found, the player who found the set keeps those cards and a point is added to their score. Three new cards are drawn from the deck and are used to fill in the places where the cards used to make the set were taken. If a valid set was not confirmed to be found, the player who claimed a set has their score decremented by one set. Play then continues with all players looking for the next set. Play ends and scores are tallied when the deck runs out of cards. Whoever found the most sets becomes the winner of the game.
It is important that all players understand exactly what a set is before play begins. I was mad as a hen when I was picking what I thought were sets and losing points the first time I played Set. Meanwhile my opponent was selecting out sets that I had disregarded because I thought they did not fit the description of a set.
An example of a set is shown where there are three solid green ovals, three solid green squiggles, and three solid green diamonds. These constitute a set because they are all green, there are three shapes on each card, the shapes on each card are all solid, and a distinctly different shape is displayed on each card.
This is a valid set.
An example of a group of three cards that is not a set is also shown here. While all three cards are colored purple, each card has a distinct number of shapes, and all of the shapes shown are solid, two of the cards display diamond while the final card is oval. Because not all of the cards contain diamond nor does each card contain a distinct shape, these cards do not constitute a set.
This is not a valid set.
One final example of a set is shown here. The color is different on each card: red, green, then purple. Each card contains diamonds, but each one has a different number of diamonds. The diamonds have distinct shading across all cards. The first is solid, the second shaded, and the third empty. This is a valid set.
If at any point no set is found within the grid on the table, then three additional cards are pulled from the deck and placed into the grid for a total of 15 cards. Play then continues. When the next set is discovered, no further cards are drawn in order to get the grid back down to twelve cards. Therefore, as I understand it, there should never be more than 15 cards in play at a time. In solitaire play, a player is trying to find as many sets as they can to beat their previous score. When they are unable to find a set in the twelve card grid, they may add the additional three cards, but doing so creates a one set penalty to their score. Of course, who is going to know you're cheating if you're playing alone?
Set is a fun little card game that is easy to learn how to play. Given that any number of players may play it, it is an ideal card game for party situations. It has won several game awards including the MENSA Select award. I can vouch that this is a fantastic title that belongs in any serious card gamer's collection.
Posted in 1991, 2 Player, 2 Player Competitive, 3 Player, 3 Player Competitive, 4 Player, 4 Player Competitive, 5 Player, 6 Player, 7 Player, 8 Player, C25/S75, Cannei, Card Game, Card Game, CRD-0009, Game Review, Marsha Falco, Set Enterprises, Single Player | Leave a comment
Cocoto Magic Circus – Nintendo Wii Game Review
Cocoto Magic Circus Title Screen
This is the worst game ever. I hate this game! It's so stupid! – my wife.
Cocoto Magic Circus is a light-gun mini-game shooter released for the Nintendo Wii in 2008. It was developed by Neko Entertainment and published by Conspiracy Entertainment. It follows the same classic formula of many of the light-gun mini-game shooters of the era. The game case boasts, "40 mini-games, each more original than the last!" All of the games are point and shoot with lots of similar patterns strewn throughout all of them making the advertising deceptive at best.
Cocoto Magic Circus was not a new game when it came out on the Nintendo Wii. It debuted on the Playstation 2 where it was played with the GunCon light gun. Since the Nintendo Wii was the ideal console for this type of shooter, it makes sense that Cocoto Magic Circus might be re-released for the system.
Save Fairy from the spiders before she's eaten!
The beginning cutscene handily tells the backstory without any words. Four monster-looking friends: Cocoto, Baggy, Neuro, and Shiny, according to the game manual, and their friend Fairy who is a pixie, meet a clown in the woods. He looks creepy as all get-out, but instead of running away they stick around to be friendly with him. The clown kidnaps Fairy, and the others race to help rescue her. Theoretically the objective of the game is to rescue Fairy by shooting her captors in the various mini-games. While some mini-games had us shooting bad guys to keep them away from Fairy, there was no point at the end of any mode of gameplay where Fairy ever regained her freedom that I noticed. The competing monsters would just hop up on the 1st, 2nd, and 3rd place stands at the end of the game to show how they placed in the Tournament or Duel modes.
This is air hockey… with guns. This shouldn't be a mini-game, but a full featured title.
There are three multiplayer modes: Arcade, Tournament, and Duel. In arcade mode, one or two players play simultaneously and cooperatively until they run out of lives. Lives may be replenished in periodic bonus rounds. Tournament mode is a little bit of a misnomer that actually means hot seat in the case of Cocoto Magic Circus. In tournament mode players pass around one controller and play the mini-games one player at a time competitively. Some mini-games actually lend themselves to this mode of play better, especially for players who are less experienced with aiming a wiimote. This mode allows 2, 3, or 4 players to play. Duel mode allows 2 or 4 players to play competitively and simultaneously for a set number of games.
Try not to shoot Fairy in the face. Oops, instant mini-game over.
As I alluded earlier, some of the mini-games can be rather frustrating when playing simultaneously with another player. There are a handful of mini-games where all players are aiming at the same target and they only are given one shot to hit it. If all miss, the mini-game is failed. If an opponent hits the target first, the mini-game ends and you won't get a chance to hit it as well. Then at the end of this short "mini-game," the player who hit the target is awarded a large number of points for the round and the other players receive nothing. I felt like this happened more frequently than it should have, keeping the game from being well balanced. For this reason I am not sure this game would be very high on my list for Wii games to pull out in a party setting. It seems like the kind of game that is just begging for an argument to break out. My wife argued and screamed about how unfair the game was. I couldn't understand why the ESRB rated this game for players 10+. There are no unsavory themes that I could find that a 7-year old couldn't handle. Perhaps the frustration/unfairness issues were a factor?
Cocoto Magic Circus Game Disc
Cocoto Magic Circus is a fine game for practicing accuracy with the wiimotes on the Nintendo Wii, but out of all of the similar light-gun games I have played on the Wii, this one is actually my least favorite. It's just more blah than fun. That combined with the fact that my opponent was yelling at the television the entire time we played made me want to put Cocoto Magic Circus back on the shelf for awhile.
Posted in 2 Player, 2 Player Competitive, 2 Player Cooperative, 2008, 3 Player, 3 Player Competitive, 4 Player, 4 Player Competitive, C0/S100, Conspiracy Entertainment, E10+ - Everyone 10+, Game Review, Light-Gun Shooter, Mini-Games, Neko Entertainment, Nintendo Wii Disc, Single Player, Wii, Wii-0004 | Leave a comment
Twenty-Two – Card Game Review
Twenty-Two Gameplay
I went camping this past weekend. As I mentioned in the Mexican Train domino game review I published the other week, dominoes seem like a good durable piece of gaming equipment for rough terrain and weathered environments. I took my double-twelve domino set on the camping trip and we played a few rounds of Mexican Train. It worked well. The dominoes got very dirty as you might expect, however. I would recommend keeping two sets of dominoes, one for indoor use and another for outdoor use. It also might be good to clean the outdoor dominoes from time to time.
The biggest downside to taking a double-twelve set of dominoes camping is that it significantly adds to the weight I carry on the hiking trail. I have a travel sized double-six domino set that is approximately the size and weight of a pack of playing cards. Games played with double six dominoes I feel are over too quickly and tend to leave me hungry for more, though I have begun browsing through domino game rules that use a double-six set to see if there are any exceptions that will prove me wrong.
In the meantime it seems the most logical piece of gaming equipment to take the place of the double-twelve domino set in a camping situation would be the classic deck of cards. While not as durable, standard decks of playing cards are cheap and easily replaceable. Most importantly they are very light and easy to pack.
My wife gets bored from time to time as was the case last night. When she gets bored she corners me and demands that we play a game together. When we can't agree on a game, we usually look up a new game neither of us have played. That way we have the greatest potential of being equally bad at something new. And if one of us happens to be naturally good at playing the new game, the other can chalk it up to beginner's luck without feeling taken advantage of.
Last night's new game is called Twenty-Two. It is played with a standard deck of 52 cards, four suits ace to king sans jokers. The cards are ranked such that aces are high and twos are low. All suits are equally ranked. Twenty-Two is a trick taking game sort of like Hearts, Spades or Euchre, but with a great deal of difference in objective and strategy of gameplay.
The objective for the player when playing Twenty-Two is to be the last player with a total score less than 22 points. Any number of players can play Twenty-Two. For every six players, simply add another deck of cards. So 2-6 players, play with one deck. For 6-12 players, play with two decks, and so forth. Each player is dealt seven cards by the dealer. The first dealer is chosen by everyone drawing a card from the deck, highest card is dealer, ties are redrawn.
After the cards have been dealt, the players beginning with the player to the left of the dealer, may choose to discard any number of cards up to and including their full hand and redraw that number of cards from the draw pile. If you've got good cards you don't have to do this, but this is probably the most important mechanic of Twenty-Two. If the number of cards in the deck run out before everyone has a chance to do this, the remaining players are out of luck and the first trick begins.
Right player led with three jacks. Left player won the trick with two aces and a king.
The player to the left of the dealer begins the first trick. A card or multiple cards of any one rank may be played. In one of our games three jacks were led, but it would have been illegal to begin a trick with two jacks and a queen. Play then continues clockwise with each player attempting to beat or equal the leading cards. For instance, with three jacks led a player could beat the jacks by playing three queens or two queens and a jack. The next player could beat the second player's play with three kings and so forth. If a player cannot beat the highest valued play in the trick before him, he must play his lowest cards. So if three kings are now the highest valued cards in play, he must play the three lowest cards in his hand.
Left player then leads the second trick with a queen. Right player wins this trick with a king.
As soon as everyone has made their play, the player with the highest ranked play wins the trick. That player then leads the next trick. Any number of cards of the same rank may be played to lead any trick, but the last card in everyone's hand must always be saved for the last trick. On the last trick, everyone plays their card to see who had the highest card. The player with the highest ranked card, or players in case of a tie, in the final trick lost the round of play. They keep their final card to the side as their score. If they rack up the equivalent of 22 or more points in last round cards, they are eliminated from the game. Number cards are scored at their numeric value. Face cards are worth 10 points, and aces are worth 11 points.
Right player leads third trick with two fives. Unable to beat both fives, the left player plays his two lowest cards.
The person who lost the round becomes the new dealer who deals out seven cards to each player and play continues in the next round. If there is a tie, the tied players draw for who is dealer; the player with the highest draw becomes dealer. The game continues until all but one player is eliminated from the game. The last player standing is the winner.
In the final trick, the left player has the highest card. He loses and becomes the dealer for the next round.
In playing Twenty-Two I found myself having to figure out new strategies I'm not used to in a card game. On one hand, you don't want to run out of low ranked cards in your hand so you can have the lowest card possible in the final trick. This makes the game kind of like Hearts. On the other hand, if you are not taking tricks, you're at risk of being forced to play a higher card during the final trick, which makes me want to play the game more like Spades. The need to think about these things while balancing my hand make this game really fascinating. Twenty-Two is an easy to learn and easy to teach card game that can be played in most any setting with any number of players. Because of its versatility, I would recommend this game for any setting where other games are unfeasible due to the size of the group or the difficulty of setup in the physical environment.
Posted in 2 Player, 2 Player Competitive, 3 Player, 3 Player Competitive, 4 Player, 4 Player Competitive, 5 Player, 6 Player, 7 Player, 8 Player, C75/S25, Card Game, Card Game, CRD-0008, Game Review | Leave a comment
Turnspell – Board Game Review
Turnspell Game Box
Another game we played at our most recent game night was Turnspell released by Mattel in 2016. This is a word game where 2 to 4 players are scored based on their ability to construct four letter words. Contained with the game are four, four-by-four letter boards for each player with scoring pegs and a center spinning board which contains letters chosen randomly from a pouch.
The pouch contains tiled letters with the exact same frequency and score values as Scrabble. I was actually disappointed to discover I am missing an "I" from my favorite travel Scrabble set when I tested the theory that these games use the same lettering system. Mattel, I think you may owe Hasbro an explanation, or at least a concession that they know what they are doing more when it comes to word games.
Scrabble and Turnspell tiles match up perfectly.
Letters are chosen at random and placed on the center spinning board, filling each of its four four-letter tile spaces. When we started the game we thought you were supposed to spin the spinning board to determine who started with which letters. Don't do this unless you want pick the letters up off the floor on opposite sides of the room.
Try to make the letter setup truly random so no one feels cheated in the first turn. When we started one game, one of the sides of the center spinning board was completely filled with "E" letter pieces. Given that there are rare letters that are worth more points and common letters that are quite prevalent, my friend was forced to take an "E" on his first turn while his opponents were taking "J" and "X" letters. Perhaps a mulligan system could be employed to provide a more balanced start for all players. I would suggest if a side on the spinning board is completely filled with one-point vowels, or perhaps only one-point letters (vowels or consonants) at the beginning of the game, one letter should be traded out until a higher point valued letter is drawn to take its place.
Center spinning board. Be careful when spinning.
All players play simultaneously. Each player draws a letter and places it somewhere on their player board. The player's objective is to create four-letter words on their board. Once a four-letter word is created, it is scored by counting the point value each of the letters is worth. The word's total score is added to the player's score total using the pegs on the player's board and the letters from the word are then placed back into the letter pouch.
There is a possibility for a player to use a letter to create two four-letter words at the same time. When this happens, the letter values from both words are added together and then that final sum is doubled to compute their total score for that turn. When a player reaches a score of 44, they win the game. If two players surpass a score of 44 in the same turn then the highest scoring player wins. If both players tie past 44 in the same turn, I assume they must fight to the death or the universe explodes. The rules do not specify in this final case.
Once a tile is placed on a player's board, it cannot be replaced without taking a penalty. If a player wishes to remove one tile, they may surrender five points or twice the point value of the letter to do so, whichever total is higher. If they do not have enough points in the game to take the penalty, they may not remove the tile. When a tile is removed, it is placed back into the letter pouch. It cannot be replaced on the player's board.
A player board. All she needed was a "Z" and I took it before she could get it.
The player may also remove an entire row of tiles from their player board for no penalty. If there is only one tile in the row, it may be removed with no penalty. Similar to removing the one tile, if a row is removed from a player's board it is removed to the pouch, not rearranged on the player's board. Once all players have placed a tile on their player board, the center spinning board is turned one-click clockwise so that the next set of letters is facing a new player. Then the missing letters from the previous round of play are replaced at random from the letter pouch.
Turnspell is a good word game for board gamers who are not good at word games. I never win at Scrabble. I only ever really play it because other people enjoy it. I won at Turnspell against people who enjoy Scrabble and win often at Scrabble. It felt good, but also felt like sort of a cheap thrill for me while playing with such Scrabble aficionados. This is a nice light party game that takes a lower vocabulary and less brain activity than other word games in its class.
Posted in 2 Player, 2 Player Competitive, 2016, 3 Player, 3 Player Competitive, 4 Player, 4 Player Competitive, Board Game, Board Game, BRD-0006, C50/S50, Game Review, Mattel, Mattel, Word Game | Leave a comment
Dragonwood – Card Game Review
Dragonwood Game Box
Game night was fast approaching, and it had been made my duty to bring an old game night favorite, Apples to Apples to the festivity. I had many side quests to attend to on my way. In the midst of my engagement to these side quests, I realized I had left all of my games, including Apples to Apples at my abode. Devastated by my error, I made a trip to the local merchant to examine their wares. There I found and purchased a game called Dragonwood, developed by Darren Kisgen and released by Gamewright in 2016, "a game of dice and daring."
Dragonwood may be played by 2, 3, or 4 adventurers. These adventurers are tasked with slaying all sorts of hideous beasts that seek to threaten the land. These creatures are contained in the green Dragonwood deck. The greatest of these foes are the blue and the orange dragons, the final bosses of the adventurer's journey. These cards are shuffled into the bottom half of the Dragonwood deck. Prior to this happening, a number of cards must be removed from the Dragonwood deck.
For 2 players, this number is 12 cards.
For 4 players, this number is 8 cards.
At the beginning of the adventurers' quest, the top five cards of the Dragonwood deck are drawn and placed face-up in a row in the middle of the table. There are three types of Dragonwood cards: creatures, enhancements, and events. The effects of events occur immediately when drawn. Whatever the event card says must be executed in that moment of play. If an event card is discovered in the original five card reveal, remove it and shuffle it back into the Dragonwood deck and reveal a new card. Enhancements can be used to make the adventurer's quest easier. And creatures are fodder for the fortune and glory of the adventurers.
The adventurer deck is then shuffled. Five cards from it are dealt to each player. The adventurer deck contains numbered cards 1-12 in five suits along with four joker cards with a Lucky Ladybug on them. When a Lucky Ladybug is drawn, the player discards the Lucky Ladybug and draws two more cards. A player may have no more than 9 adventurer cards in their hand. If they exceed this number, they must immediately discard to bring their total hand size back down to 9.
The adventurer cards are played and creatures are thereby slain and taken as trophies in three ways. The player may strike the creature by playing a straight of numbered cards of any color. An example might be red-9, green-10, blue-11, and green-12. The player may stomp a creature by playing cards of the same number. An example might be purple-4, blue-4, and orange-4. Or the player may scream at a creature by playing cards all of the same color. An example might be cards that are all green.
Each Dragonwood card revealed on the table has a strike, stomp, and scream value. In order to defeat the Hungry Bear I could stomp on him by playing three cards with the number 4 on them. The Hungry Bear's stomp value is 6, which is the number I have to roll in order to slay the bear and take him as a victory trophy. I receive one die for each card I play in an effort to slay the creature; in this case I would receive three dice. The dice are six-sided and have the following numbers on their faces: 1, 2, 2, 3, 3, and 4. This means with a roll of three dice, it is only slightly probable to get a 12, but impossible to roll an 18. There are six such dice which is the maximum number of cards that may be played at a time. The minimum number of cards a player may play is one. If my roll to slay the Hungry Bear is 6 or above, then I take the Hungry Bear and add him to my personal victory pile and I place the cards I used to attempt to slay him to the adventurer deck's discard pile. If my roll were less than a 6, then I must discard one card from my hand representing a "wound" from the encounter with the creature. The adventurer card discarded may be from any adventurer card in my possession, not just the cards currently in play. Enchancements are captured in the same way as creatures, but other enhancements cannot be used to aid in capturing new enhancements.
In an adventurer's turn, the player has two options: draw a card, or attempt to slay a creature or capture an enhancement. The player with the most victory points from slain creatures at the end of the game wins. The game ends when either both the orange and blue dragons have been slain, or the adventurer's deck has been fully played through then reshuffled and played through a second time.
Dragonwood deck in play, adventurer card combinations, and dice.
After the rules had been laid down, the adventurers set out on their quest to slay the wild beasts of the land, to ultimately defeat the vicious dragons threatening the safety of their peoples. Laid before us were items of mystical powers and creatures of varying strengths. A Magical Unicorn was charmed by one of my fellow adventurers to give her plus one in subduing any beast. Another fellow adventurer laid claim to a Silver Sword to give her plus two to her strikes against any creature. But me, I chose the way of the sailor, the Bucket of Spinach proved my greatest weapon dealing an extra two stomp damage to any fowl beast.
Along the way we all had our successes and failures, incrementally increasing our victory points, until at last it happened; the blue and orange dragons were revealed. They were the most majestic of creatures: powerful, colorful, graceful in their movements, and deadly. We targeted the blue dragon first, given that it was slightly weaker than the orange dragon. A few of my fellow adventurers tried their luck with the blue dragon, but all wound up wounded from their attempts. As fortune would have it, I had succeeded in obtaining a one time use enchantment, a Lightning Bolt, that would increase my chances against the dragon by 4 damage points. With the help of my trusty Bucket of Spinach, I stomped that blue dragon into the dirt to the cheers of all the people of the land.
Unfortunately for them, the adventurer deck ran out shortly thereafter for the second time. My fellow adventurers and I counted up our victory points, looked at each other, and commended ourselves for the trophies we were able to seize. We'll let the common folk contend with the Orange Dragon now that we have become rich in our fame and fortune.
Posted in 2 Player, 2 Player Competitive, 2016, 3 Player, 3 Player Competitive, 4 Player, 4 Player Competitive, C50/S50, Card Game, Card Game, CRD-0007, Darren Kisgen, Game Review, Gamewright | Leave a comment


text:
1. (Preußisches) Infanterie-Regiment war die Bezeichnung eines Regiments der Reichswehr.

Geschichte
Das Regiment wurde am 1. Januar 1921 aus den Reichswehr-Schützen-Regimentern 1, 2 und 9 des Übergangsheeres gebildet. Am 29. Mai 1922 erhielt das Regiment zusätzlich zu seinem Namen die landsmannschaftliche Bezeichnung "Preußisches".

Im Zuge der Vergrößerung der Reichswehr wurde das Regiment 1934 in der ersten Aufstellungswelle geteilt und daraus das Infanterie-Regiment Königsberg und das Infanterie-Regiment Gumbinnen gebildet.

Garnisonen
 Königsberg: Regimentsstab, I. Bataillon, 13. (MW)-Kompanie und Ausbildungs-Bataillon
 Tilsit: II. Bataillon mit Stab, 5. und 8. Kompanie
 Insterburg: II. Bataillon, 6. und 7. Kompanie
 Gumbinnen: III. Bataillon

Kommandeure

Organisation

Verbandszugehörigkeit
Das Regiment unterstand dem Infanterieführer I der 1. Division in Königsberg.

Gliederung
Das Regiment bestand neben dem Regimentsstab mit Nachrichtenstaffel aus
 I. Bataillon mit Stab und Nachrichtenstaffel, 1. bis 3. Kompanie mit jeweils drei Zügen zu jeweils drei Gruppen und 4. (MG-)Kompanie, hervorgegangen aus dem Reichswehr-Schützen-Regiment 1,
 II. Bataillon mit Stab und Nachrichtenstaffel, 5. bis 7. Kompanie und 8. (MG-)Kompanie, hervorgegangen aus dem Reichswehr-Schützen-Regiment 2,
 III. Bataillon mit Stab und Nachrichtenstaffel, 9. bis 11. Kompanie und 12. (MG-)Kompanie, hervorgegangen aus dem Reichswehr-Schützen-Regiment 9,
 13. (MW-)Kompanie,
 Ergänzungs-Bataillon, ab 23. März 1921 Ausbildungs-Bataillon mit 15. und 16. (Rekruten-)Kompanie, hervorgegangen aus dem Reichswehr-Schützen-Regiment 1.

Jedes Feld-Bataillon gliederte sich zu drei Kompanien zu je drei Offizieren und 161 Unteroffizieren und Mannschaften (3/161) sowie einer MG-Kompanie (4/126). Insgesamt bestand ein Bataillon aus 18 Offizieren und Beamten (einschließlich Sanitätsoffizieren) und 658 Mann.

Bewaffnung und Ausrüstung
Die Schützen waren mit dem Karabiner K98a ausgerüstet. Jeder Zug besaß ein leichtes Maschinengewehr MG 08/15.

In den MG-Kompanien bestanden jeweils der 1. Zug aus drei Gruppen mit drei schweren Maschinengewehren MG 08 auf Lafette, vierspännig gezogen, der 2. bis 4. Zug aus drei Gruppen mit drei schweren Maschinengewehren MG 08 auf Lafette, zweispännig gezogen.

Die schwersten Waffen des Regiments waren die Minenwerfer in der 13. Kompanie. Der 1. Zug war mit zwei mittleren Werfern 17 cm, vierspännig gezogen, ausgerüstet, der 2. und 3. Zug mit drei leichten Werfern 7,6 cm, zweispännig gefahren.

Sonstiges

Traditionsübernahme
Das Regiment übernahm 1921 die Tradition der alten Regimenter.
 1., 2. und 3. Kompanie: Grenadier-Regiment "König Friedrich Wilhelm I." (2. Ostpreußisches) Nr. 3
 4. Kompanie: Preußische Fliegertruppe
 5. und 8. Kompanie: Infanterie-Regiment "von Boyen" (5. Ostpreußisches) Nr. 41
 6. Kompanie: 8. Ostpreußisches Infanterie-Regiment Nr. 45
 7. Kompanie: Infanterie-Regiment "Graf Dönhoff" (7. Ostpreußisches) Nr. 44
 9. Kompanie: 7. Westpreußisches Infanterie-Regiment Nr. 155
 10. und 12. Kompanie: Füsilier-Regiment "Graf Roon" (Ostpreußisches) Nr. 33
 11. Kompanie: Infanterie-Regiment "Graf Kirchbach" (1. Niederschlesisches) Nr. 46
 13., 14. und 15. Kompanie: 1. Grenadier-Regiment "Kronprinz" (1. Ostpreußisches) Nr. 1
 16. Kompanie: Infanterie-Regiment "Herzog Karl von Mecklenburg-Strelitz" (6. Ostpreußisches) Nr. 43

Persönlichkeiten
Die Uniform des Regiments mit den Generalsabzeichen trug a. D. Generaloberst Wilhelm Heye.

Literatur
 Georg Tessin: Deutsche Verbände und Truppen 1918–1939. Biblio Verlag, Osnabrück 1974, ISBN 3-7648-1000-9, S. 187ff
 Edgar Graf von Matuschka: Organisation des Reichsheeres. In Handbuch zur deutschen Militärgeschichte 1648–1939. Hrsg. Militärgeschichtliches Forschungsamt, Freiburg (Breisgau), Teil VI: Reichswehr und Republik (1918–1933). Bernard & Graefe Verlag für Wehrwesen, Frankfurt am Main 1970, S. 320–322.

Einzelnachweise

Infanterieregiment 01
Militär (Königsberg)
Gegründet 1921
Aufgelöst 1934


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text:
By Federal Agency
Stimulus Grants
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CDFIs
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Home Improvement Grants
Catalog for Federal Domestic Assistance
About the Top Government Grants Site
Special Education_Preschool Grants
To provide grants to States to assist them to make available special education and related services for children with disabilities ages 3 through 5 years, and at a State's discretion, to 2 year old children with disabilities who will reach age three during the school year.
Special Education_Grants to States
Special Education-Grants for Infants and Families
Examples of Funded Projects
Federal funds are combined with State and local funds to provide a free appropriate public education to chiildren with disabilities.
This includes special education and related services.
Funds are used for salaries of teachers and other personnel, educational materials, related services -- such as speech or occupational therapy -- and other education-related needs.
Agency - Department of Education
The Department of Education ensures equal access to education and promotes educational excellence through coordination, management and accountability in Federal education programs. The Department works to supplement and complement educational efforts on all levels, encouraging increased involvement by the public, parents and students.
http://www.ed.gov/about/offices/list/osers/osep/programs.html
Selected Recipients for this Program
Recipient Amount Start Date End Date
Education, Pennsylvania Dept Of $ 14,289,103 2019-07-01 2020-09-30
Department Of Education Michigan $ 12,828,546 2019-07-01 2020-09-30
Texas Education Agency $ 24,072,498 2019-07-01 2020-09-30
Education, Illinois State Board Of $ 18,074,298 2019-07-01 2020-09-30
Education Department, New York State $ 34,601,816 2019-07-01 2020-09-30
Department Of Education Ohio $ 12,858,167 2019-07-01 2020-09-30
Maryland State Department Of Education $ 6,826,505 2019-07-01 2020-09-30
Education, California Department Of $ 39,237,787 2019-07-01 2020-09-30
Education, Florida Department Of $ 19,072,961 2019-07-01 2020-09-30
Public Instruction, North Carolina Department Of $ 11,681,108 2019-07-01 2020-09-30
Program Accomplishments
All State agencies, Puerto Rico, and the District of Columbia received funding under this program. In FY 2008, 728,700 children with disabilities ages 3 through 5 are expected to be served.
Uses and Use Restrictions
Funds are used by State education agencies: (1) to provide a free appropriate public education (FAPE) to preschool children with disabilities ages 3 through 5, and at the State's discretion, to 2-year old children with disabilities who will reach age 3 during the next school year; (2) to administer section 619; and (3) for support services, direct services, activities to meet the State's performance goals, to supplement other funds used for a Statewide coordinated service system designed to improve results for children and families, to provide early intervention services in accordance with Part C to children ages 3 through 5 who would otherwise be eligible under the Preschool Grants program, and to continue service coordination or case management for families who receive services under Part C.
People Building Stronger Communities
Obama & Biden Kick Off Inauguration By Doing Volunteer Work
2013 Florida Philanthropic Network Mentorship Program
Project Homeless Connect Event Ushers Services to Struggling Individuals and Families
Lessons Learned from a Russian Social Enterprise
United Way Presents Support Grants to Volunteer Groups
The Giving Pledge by Gates and Buffet Scores Additional Participants
Using Civic Engagement to Get Employees to Give Back
Why You Should Watch Out for This Education Startup
Social Enterprise Guide: Attracting Community Interest While Investing Into Valuable Work
Applicant Eligibility
State education agencies in the 50 States, the District of Columbia, and Puerto Rico.
Beneficiary Eligibility
Children aged 3 through 5 with disabilities, and (at the State's option) 2-year old children that will reach age 3 during the school year, that require special education and related services will benefit.
Credentials/Documentation
Costs will be determined in accordance with OMB Circular No. A-87 for State and local governments.
Aplication and Award Process
Preapplication Coordination
There is no separate application required for this program.
States are eligible to receive Preschool Grant funds if the State education agency establishes eligibility under section 612 of the IDEA and if the State makes free appropriate public education available to all children ages 3 through 5 with disabilities.
This program is eligible for coverage under E.O.
12372 "Intergovernmental Review of Federal Programs." An applicant should consult the office or official designated as the single point of contact in his or her State for more information on the process the State requires to be followed in applying for assistance, if the State has selected the program for review.
This program is excluded from coverage under OMB Circular No. A-110. States are eligible to receive funds under this program if the Secretary has approved the application and statement of assurances for that State as provided under Section 612 of Part B of the IDEA and if the State makes a free appropriate public education available to all children ages 3 through 5 year with disabilities residing in the State. Local education agencies establish eligibility for Preschool Grant funds by meeting local application requirements in section 613 of Part B of the IDEA. A single application is required for programs funded under Part B of the IDEA, including this program.
Award Procedures
Once the State application is approved, a grant award representing the total preschool grant amount for that fiscal year is forwarded to the State's department of education. A State must serve all 3 through 5- year old children with disabilities if the State wants to continue participating in this program, as well as to receive funds for children ages 3 through 5 served under the Grants to States program.
To expedite funding, the submission date is set for April 1. However, applications or amendments are accepted throughout the period of availability of Federal funds (15 months following July 1st of the fiscal year).
Individuals with Disabilities Education Act (IDEA), Part B, Section 619, as amended, 20 U.S.C. 1419.
Range of Approval/Disapproval Time
The Department shall not take any final action until the State is provided reasonable notice and an opportunity to submit written objections and opportunity for a hearing.
Assistance Considerations
Formula and Matching Requirements
Preschool Grants are awarded to States based on a statutory formula. A State first receives the amount it received under this program in federal fiscal year 1997. If the appropriation for this program in any subsequent fiscal year exceeds the amount for the preceding fiscal year, 85 percent of the excess appropriation over the fiscal year 1997 appropriation is awarded to States based on their relative populations of children aged 3 through 5, and 15 percent of the excess appropriation is awarded based on the State's relative population of all children aged 3 trough 5 living in poverty. The formula also provides several floors and ceilings regarding the amount a State can receive in a year. The Act also specifies how funds are allocated when the appropriation is less the amount provided in the prior fiscal year.
Length and Time Phasing of Assistance
Grants are issued each fiscal year. The Federal obligation period is a 15-month period from July 1 through September 30. State and local education agencies have an additional 12-month period to obligate their funds.
Post Assistance Requirements
Annual State Performance Plans (SPPs) and Annual Performance Reports (APRs) are submitted to the Department of Education from the State department of education, including information required by section 618 of the IDEA.
In accordance with the provisions of OMB Circular No A-133 (Revised, June 27, 2003), audits of States, local governments, and non-profit organization, nonfederal entities that expend financial assistance of $500,000 or more in Federal awards will have a single or program-specific audit conducted for that year. Nonfederal entities that expend less than $500,000 a year in Federal awards are exempt from Federal audit requirements for that year, except as noted in OMB Circular No. A-133.
As required by EDGAR for State administered programs (34 CFR 76.730-731). Also, all records supporting claims for Federal funds or relating to the accountability of the grantee for the expenditure of such funds must be accessible for administrative review.
Account Identification
91-0300-0-1-501.
Obigations
(Grants) FY 07 $380,751,000; FY 08 est $374,099,280; and FY 09 est $374,099,000.
Range and Average of Financial Assistance
For FY 2008, the range of awards is expected to be $240,249 to $37,840,710; the averge award is expected to be $7,194,217.
Regulations, Guidelines, and Literature
Final regulations were published in the Federal Register on August 14, 2006 at 34 CFR 300, to implement the Individuals with Disabilities Education Improvement Act of 2004. Also, a notice of proposed rulemaking was published on May 13, 2008 proprosing additional amendments.
Information Contacts
Regional or Local Office
Office of Special Education Programs, Department of Education, 400 Maryland Avenue, S.W., Washington, DC 20202. Contact: Nancy Treusch, E-mail: nancy.treusch@ed.gov. Telephone (202) 245-7553.
Criteria for Selecting Proposals
The applicants eligible to participate in the program qualify for funding based upon a approved application under section 612 of the Individuals with Disabilities Education Act and that they provide a free appropriate public education to all children with disabilities ages three through five. The criteria for approving an application appear in the regulations implementing Part B of the Individuals with Disabilities Education Act.
Top iTunesU Courses that Aim to Inspire Social Entrepreneurs
iTunes U has a variety of courses geared towards social entrepreneurship. With this app, it allows students to have customized learning experiences. Through learning that's tailored to suit every student aspiring to be a social entrepreneur, SocialEarth.org checks off the top iTunes U courses and classes that are free to take. Some have videos, others have only audio. Take your pick:
Substance Abuse Jobs
Executive Director Jobs
Social Services Jobs
Grant Scams?
Learn How to Identify and Avoid Grant Scams
More Federal Domestic Assistance Programs
Non-Discrimination and Affirmative Action by Federal Contractors and Federally Assisted Construction | Criminal and Juvenile Justice and Mental Health Collaboration Program | National Fire Plan Rural Fire Assistance | Mortgage Insurance_Hospitals | Colorado River Basin Salinity Control Program | Site Style by YAML | Grants.gov | Grants | Grants News | Sitemap | Privacy Policy
Edited by: Michael Saunders
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to or in support the cause by reaching out to the young adults. Through the use of an extensive social media, print and direct marketing campaign we intend to broadcast the event on a massive scale.
Why Sponsor The Cancer Gala?
We're pleased to make the early bird registration rate available for another two weeks. We know that many of you were out of the office for vacation (hope you are feeling well rested) and haven't had a chance to register yet; now you have until 20 August to register and pay to still be eligible for the early bird rate.
From 21 August, the standard registration rates will apply. Attendees who have registered but not paid by then will be required to pay standard registration rates.
Click here for more information on AORTIC 2015 registration fees.
Women For Cancer will host the 2015 edition of Globe-athon on Sept 6, 2015.
Globe-athon is a global movement of people all over the world working to raise awareness for, and ultimately increase early detection and prevention of gynecological cancers. Started in 2013 in Washington DC, the movement has grown into a global event with countries from all continents participating. Globeathon Kenya Chapter is Hosted by Women 4 Cancer since inception in 2013.
On Sunday the 6th September 2015, people from all over Kenya will join us as we host the Kenya Chapter of the Globe-athon 2015. Women 4 Cancer Early Detection & Treatment is the Walk Champion in Kenya. In its 3rd Year running, we are targeting 2,000 Participants from across Kenya. Join us as we represent Kenya!
Cancer Awareness Centre of Kenya (CACK) has been conducting Cancer Awareness campaigns and screening programs to sensitize the community on early detection strategy of Cancer and other related terminal diseases. This has been very successful as many people have benefited from these activities through early detection, diet interventions, physical fitness and healthy lifestyles. Over 20,000 people have benefited from these activities. This creates first level screening minimize the risks that come with cancer if not detected early.
They have organized an annual event on Saturday 24th October 2015 at the Queen of Apostles Catholic Church, Thika road opposite Safari Park. .
KENCASA will host the 2nd edition of Relay For Life on 10th/11th October 2015.
Family- friendly environment for the entire community.
The Nairobi Hospice will have the Handle Messiah concert at the Bomas of Kenya on 10th October 2015.