From: owner-ammf-digest@smoe.org (alt.music.moxy-fruvous digest) To: ammf-digest@smoe.org Subject: alt.music.moxy-fruvous digest V14 #4760 Reply-To: ammf@fruvous.com Sender: owner-ammf-digest@smoe.org Errors-To: owner-ammf-digest@smoe.org Precedence: bulk alt.music.moxy-fruvous digest Thursday, August 13 2020 Volume 14 : Number 4760 Today's Subjects: ----------------- Millions of Women are seeking Sugar Daddies ["**Seeking Arrangement**" <*] Joe Theismann shares his experience ["**easyMedicare.com**" <**easyMedica] Your dog stop barking within days. ["Preventing Barking" Subject: Millions of Women are seeking Sugar Daddies Millions of Women are seeking Sugar Daddies http://dailyprodct.co/pIHJa4MJfdCgxIQDtzsW2od3SVXDC_tpSS6TDk5wPcx1BJQP http://dailyprodct.co/scmC0pmjYYqNqrjjOEFzeYn05Wv0hq3tZ2kTXM5wVGth0bvJ If there is a sense in which a card game can have an "official" set of rules, it is when that card game has an "official" governing body. For example, the rules of tournament bridge are governed by the World Bridge Federation, and by local bodies in various countries such as the American Contract Bridge League in the U.S., and the English Bridge Union in England. The rules of skat are governed by The International Skat Players Association and, in Germany, by the Deutscher Skatverband which publishes the Skatordnung. The rules of French tarot are governed by the FC)dC)ration FranC'aise de Tarot. The rules of Poker's variants are largely traditional, but enforced by the World Series of Poker and the World Poker Tour organizations which sponsor tournament play. Even in these cases, the rules must only be followed exactly at games sanctioned by these governing bodies; players in less formal settings are free to implement agreed-upon supplemental or substitute rules at will. Rule infractions An infraction is any action which is against the rules of the game, such as playing a card when it is not one's turn to play or the accidental exposure of a card, informally known as "bleeding." In many official sets of rules for card games, the rules specifying the penalties for various infractions occupy more pages than the rules specifying how to play correctly. This is tedious, but necessary for games that are played seriously. Players who intend to play a card game at a high level generally ensure before beginning that all agree on the penalties to be used. When playing privately, this will normally be a question of agreeing house rules. In a tournament there will probably be a tournament director who will enforce the rules when required and arbitrate in cases of doubt. If a player breaks the rules of a game deliberately, this is cheating. The rest of this section is therefore about accidental infractions, caused by ignorance, clumsiness, inattention, etc. As the same game is played repeatedly among a group of players, precedents build up about how a particular infraction of the rules should be handled. For example, "Sheila just led a card when it wasn't her turn. Last week when Jo did that, we agreed ... etc." Sets of such precedents tend to become established among groups of players, and to be regarded as part of the house rules. Sets of house rules may become formalized, as described in the previous section. Therefore, for some games, there is a "proper" way of handling infractions of the rules. But for many games, without governing bodies, there is no standard way of handling infractions. In many circumstances, there is no need for special rules dealing with what happens after an infraction. As a general principle, the person who broke a rule should not benefit by it, and the other players should not lose by it. An exception to this may be made in games with fixed partnerships, in which it may be felt that the partner(s) of the person who broke a rule should also not benefit. The penalty for an accidental infraction should be as mild as reasonable, consistent with there being no possible benefit to the person responsible. ------------------------------ Date: Thu, 13 Aug 2020 06:55:58 -0400 From: "**easyMedicare.com**" <**easyMedicare.com**@visionns.buzz> Subject: Joe Theismann shares his experience Joe Theismann shares his experience http://visionns.buzz/3mF0p5xLneNYGqgScMhFJ7UtQvN51xp5CpooShhd-xBIZjtv http://visionns.buzz/B4KMDjEWc9acXhMtdnqP0oVQ8N_OCaRCs4EenwtxV_cUZ_0G Some games, such as chess, depend completely on player skill, while many children's games such as Candy Land and Snakes and Ladders require no decisions by the players and are decided purely by luck. Two Qataris playing the traditional board game of damah, which requires both skill and luck Many games require some level of both skill and luck. A player may be hampered by bad luck in backgammon, Monopoly, Risk; but over many games a skilled player will win more often, and the elements of luck can make for more excitement, and more diverse and multifaceted strategies, as concepts such as expected value and risk management must be considered. Luck may be introduced into a game by a number of methods. The use of dice of various sorts goes back to the earliest board games. These can decide everything from how many steps a player moves their token, as in Monopoly, to how their forces fare in battle, as in Risk, or which resources a player gains, as in The Settlers of Catan. Other games such as Sorry! use a deck of special cards that, when shuffled, create randomness. Scrabble does something similar with randomly picked letters. Other games use spinners, timers of random length, or other sources of randomness. German-style board games are notable for often having less luck element than many North American board games. Another important aspect of some games is diplomacy, that is, players making deals with one another. Negotiation generally features only in games with three or more players, cooperative games being the exception. An important facet of The Settlers of Catan, for example, is convincing players to trade with you rather than with opponents. In Risk, two or more players may team up against others. Easy diplomacy involves convincing other players that someone else is winning and should therefore be teamed up against. Advanced diplomacy (e.g., in the aptly named game Diplomacy) consists of making elaborate plans together, with the possibility of betrayal. In perfect information games, such as chess, each player has complete information on the state of the game, but in other games, such as Tigris and Euphrates or Stratego, some information is hidden from players. This makes finding the best move more difficult, and may involve estimating probabilities by the opponents. ------------------------------ Date: Thu, 13 Aug 2020 06:15:28 -0400 From: "Preventing Barking" Subject: Your dog stop barking within days. Your dog stop barking within days. http://diysanctuary.co/MiP4_qc4DxRFjR5TN8OdgEh20KRKB-Hy7xK-RLjFXCb7Jzeu http://diysanctuary.co/14juhxGXFFdwwL5QodRSdi_Y7ln5w01m64x8kUXbGV6rv7GZ A dedicated field of research into gaming exists, known as game studies or ludology. While there has been a fair amount of scientific research on the psychology of older board games (e.g., chess, Go, mancala), less has been done on contemporary board games such as Monopoly, Scrabble, and Risk. Much research has been carried out on chess, in part because many tournament players are publicly ranked in national and international lists, which makes it possible to compare their levels of expertise. The works of Adriaan de Groot, William Chase, Herbert A. Simon, and Fernand Gobet have established that knowledge, more than the ability to anticipate moves, plays an essential role in chess-playing. Linearly arranged board games have been shown to improve children's spatial numerical understanding. This is because the game is similar to a number line in that they promote a linear understanding of numbers rather than the innate logarithmic one. Research studies show that board games such as Snakes and Ladders result in children showing significant improvements in aspects of basic number skills such as counting, recognizing numbers, numerical estimation and number comprehension. They also practice fine motor skills each time they grasp a game piece. Playing board games has also been tied to improving children's executive functions and help reducing risks of dementia for the elderly. Related to this is a growing academic interest in the topic of game accessibility, culminating in the development of guidelines for assessing the accessibility of modern tabletop games and the extent to which they are playable for people with disabilities. Additionally, board games can be therapeutic. Bruce Halpenny, a games inventor said when interviewed about his game, The Great Train Robbery: With crime you deal with every basic human emotion and also have enough elements to combine action with melodrama. The player's imagination is fired as they plan to rob the train. Because of the gamble they take in the early stage of the game there is a build-up of tension, which is immediately released once the train is robbed. Release of tension is therapeutic and useful in our society, because most jobs are boring and repetitiv ------------------------------ Date: Wed, 12 Aug 2020 15:12:37 -0400 From: "2-4 Inches Bigger In 5 Steps" <2-4InchesBiggerIn5Steps@makingham.today> Subject: These 3 Guys All Grew - Hear Their Stories These 3 Guys All Grew - Hear Their Stories http://makingham.today/8Q5xewuqmSFASG5ktfOGsjMJu3Pc6DAjEAVqHF_8zwQ01boY http://makingham.today/vSNGi_6juGtFDbPFKc_y68Yych5UangsXaiVU_psugkVxNMi Like weaving, knitting is a technique for producing a two-dimensional fabric made from a one-dimensional yarn or thread. In weaving, threads are always straight, running parallel either lengthwise (warp threads) or crosswise (weft threads). By contrast, the yarn in knitted fabrics follows a meandering path (a course), forming symmetric loops (also called bights) symmetrically above and below the mean path of the yarn. These meandering loops can be easily stretched in different directions giving knit fabrics much more elasticity than woven fabrics. Depending on the yarn and knitting pattern, knitted garments can stretch as much as 500%. For this reason, knitting was initially developed for garments that must be elastic or stretch in response to the wearer's motions, such as socks and hosiery. For comparison, woven garments stretch mainly along one or other of a related pair of directions that lie roughly diagonally between the warp and the weft, while contracting in the other direction of the pair (stretching and contracting with the bias), and are not very elastic, unless they are woven from stretchable material such as spandex. Knitted garments are often more form-fitting than woven garments, since their elasticity allows them to contour to the body's outline more closely; by contrast, curvature is introduced into most woven garments only with sewn darts, flares, gussets and gores, the seams of which lower the elasticity of the woven fabric still further. Extra curvature can be introduced into knitted garments without seams, as in the heel of a sock; the effect of darts, flares, etc. can be obtained with short rows or by increasing or decreasing the number of stitches. Thread used in weaving is usually much finer than the yarn used in knitting, which can give the knitted fabric more bulk and less drape than a woven fabric. If they are not secured, the loops of a knitted course will come undone when their yarn is pulled; this is known as ripping out, unravelling knitting, or humorously, frogging (because you 'rip it', this sounds like a frog croaking: 'rib-bit'). To secure a stitch, at least one new loop is passed through it. Although the new stitch is itself unsecured ("active" or "live"), it secures the stitch(es) suspended from it. A sequence of stitches in which each stitch is suspended from the next is called a wale. To secure the initial stitches of a knitted fabric, a method for casting on is used; to secure the final stitches in a wale, one uses a method of binding/casting off. During knitting, the active stitches are secured mechanically, either from individual hooks (in knitting machines) or from a knitting needle or frame in hand-knitting. ------------------------------ Date: Thu, 13 Aug 2020 05:52:58 -0400 From: "Bye Bye Barks" Subject: Ultrasound technology that reduces barking with the very first use. Ultrasound technology that reduces barking with the very first use. http://diysanctuary.co/mlXCx520FRCgWGC8dd4VGfbRVgxgXNV4Gsfwl3PuOJJVEd2V http://diysanctuary.co/jMCW1drGjR9uCsFEd7_mbPKvkjG13jwG7-vBnzgpDqM2os95 A dedicated field of research into gaming exists, known as game studies or ludology. While there has been a fair amount of scientific research on the psychology of older board games (e.g., chess, Go, mancala), less has been done on contemporary board games such as Monopoly, Scrabble, and Risk. Much research has been carried out on chess, in part because many tournament players are publicly ranked in national and international lists, which makes it possible to compare their levels of expertise. The works of Adriaan de Groot, William Chase, Herbert A. Simon, and Fernand Gobet have established that knowledge, more than the ability to anticipate moves, plays an essential role in chess-playing. Linearly arranged board games have been shown to improve children's spatial numerical understanding. This is because the game is similar to a number line in that they promote a linear understanding of numbers rather than the innate logarithmic one. Research studies show that board games such as Snakes and Ladders result in children showing significant improvements in aspects of basic number skills such as counting, recognizing numbers, numerical estimation and number comprehension. They also practice fine motor skills each time they grasp a game piece. Playing board games has also been tied to improving children's executive functions and help reducing risks of dementia for the elderly. Related to this is a growing academic interest in the topic of game accessibility, culminating in the development of guidelines for assessing the accessibility of modern tabletop games and the extent to which they are playable for people with disabilities. Additionally, board games can be therapeutic. Bruce Halpenny, a games inventor said when interviewed about his game, The Great Train Robbery: With crime you deal with every basic human emotion and also have enough elements to combine action with melodrama. The player's imagination is fired as they plan to rob the train. Because of the gamble they take in the early stage of the game there is a build-up of tension, which is immediately released once the train is robbed. Release of tension is therapeutic and useful in our society, because most jobs are boring and repetitiv ------------------------------ Date: Thu, 13 Aug 2020 07:52:25 -0400 From: "Your immune system" Subject: Use This Trick TONIGHT To END Chronic Illness And Pain Use This Trick TONIGHT To END Chronic Illness And Pain http://temports.buzz/9mV27UOmT5w0HaVaNrU1vARiOe7jTlM0fmGNvvrc_EgcTf6Z http://temports.buzz/235qkBuw_qFGl3NEfwMXmVJZnXa1OSqMEsRN6xMveq9SbOC7 Domino games are similar in many respects to card games, but the generic device is instead a set of tiles called dominoes, which traditionally each have two ends, each with a given number of dots, or "pips", and each combination of two possible end values as it appears on a tile is unique in the set. The games played with dominoes largely center around playing a domino from the player's "hand" onto the matching end of another domino, and the overall object could be to always be able to make a play, to make all open endpoints sum to a given number or multiple, or simply to play all dominoes from one's hand onto the board. Sets vary in the number of possible dots on one end, and thus of the number of combinations and pieces; the most common set historically is double-six, though in more recent times "extended" sets such as double-nine have been introduced to increase the number of dominoes available, which allows larger hands and more players in a game. Muggins, Mexican Train, and Chicken Foot are very popular domino games. Texas 42 is a domino game more similar in its play to a "trick-taking" card game. Variations of traditional dominoes abound: Triominoes are similar in theory but are triangular and thus have three values per tile. Similarly, a game known as Quad-Ominos uses four-sided tiles. Some other games use tiles in place of cards; Rummikub is a variant of the Rummy card game family that uses tiles numbered in ascending rank among four colors, very similar in makeup to a 2-deck "pack" of Anglo-American playing cards. Mahjong is another game very similar to Rummy that uses a set of tiles with card-like values and art. Lastly, some games use graphical tiles to form a board layout, on which other elements of the game are played. Settlers of Catan and Carcassonne are examples. In each, the "board" is made up of a series of tiles; in Settlers of Catan the starting layout is random but static, while in Carcassonne the game is played by "building" the board tile-by-tile. Hive, an abstract strategy game using tiles as moving pieces, has mechanical and strategic elements similar to chess, although it has no board; the pieces themselves both form the layout and can move within it. Pencil and paper games Pencil and paper games require little or no specialized equipment other than writing materials, though some such games have been commercialized as board games (Scrabble, for instance, is based on the idea of a crossword puzzle, and tic-tac-toe sets with a boxed grid and pieces are available commercially). These games vary widely, from games centering on a design being drawn such as Pictionary and "connect-the-dots" games like sprouts, to letter and word games such as Boggle and Scattergories, to solitaire and logic puzzle games such as Sudoku and crossword puzzles. ------------------------------ End of alt.music.moxy-fruvous digest V14 #4760 **********************************************