From: owner-ammf-digest@smoe.org (alt.music.moxy-fruvous digest) To: ammf-digest@smoe.org Subject: alt.music.moxy-fruvous digest V14 #4811 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 20 2020 Volume 14 : Number 4811 Today's Subjects: ----------------- Whatâs inside this email could save you $842 on auto and home insurance [] It's the ultimate solution against mosquitoes to wear anywhere! ["Fly Blo] ---------------------------------------------------------------------- Date: Wed, 19 Aug 2020 07:38:00 -0400 From: "Liberty Mutual Insurance" Subject: Whatâs inside this email could save you $842 on auto and home insurance Whatbs inside this email could save you $842 on auto and home insurance http://plansduct.buzz/nmhBvDJ4-VdKT0-X8vNXXXGe2uR01V4-SG2S6GSr7vuysAT_ http://plansduct.buzz/D6P5-xdqelIUU5fg_vALbmwV6jZn2Yr5Uxn7yTlERB6E6XDD In some games, the number of tokens a player has on the playing surface is related to his current strength in the game. In such games, it can be an important goal to capture opponent's tokens, meaning to remove them from the playing surface. Captures can be achieved in a number of ways: Moving one of one's own tokens into a space occupied by an opposing token (e.g. chess, parchisi). Jumping a token over the space occupied by an opposing token (e.g. draughts). Declaring an "attack" on an opposing token, and then determining the outcome of the attack, either in a deterministic way by the game rules (e.g. Stratego, Illuminati), or by using a randomising method (e.g. Illuminati: New World Order). Surrounding a token or region with one's own tokens in some manner (e.g. go). Playing cards or other resources that the game allows to be used to capture tokens. In some games, captured tokens are simply removed and play no further part in the game (e.g. chess). In others, captured tokens are removed but can return to play later in the game under various rules (e.g. backgammon, pachisi). Less common is the case in which the capturing player takes possession of the captured tokens and can use them himself later in the game (e.g. shogi, Reversi, Illuminati). Many video games express the capture mechanism in the form of a kill count, (sometimes referred to as "frags"), reflecting the number of opposing pawns eliminated during the game. Catch-up Some games include a mechanism designed to make progress towards victory more difficult the closer a player gets to it. The idea behind this is to allow trailing players a chance to catch up and potentially still win the game, rather than suffer an inevitable loss once they fall behind. This may be desirable in games such as racing games that have a fixed finish line. An example is from The Settlers of Catan. This game contains a neutral piece (the robber), which debilitates the resource generation of players whose territories it is near. Players occasionally get to move the robber, and frequently choose to position it where it will cause maximal disruption to the player currently winning the game. Another example, often seen in racing games, such as Chutes and Ladders is by requiring rolling or spinning the exact number needed to reach the finish line; e.g., if a player is only four spaces from the finish line then he must roll a four on the die or land on the four with the spinner. If more than four is rolled, then the turn is forfeited to the next player. ------------------------------ Date: Wed, 19 Aug 2020 06:00:19 -0400 From: "Fly Blocker" Subject: It's the ultimate solution against mosquitoes to wear anywhere! It's the ultimate solution against mosquitoes to wear anywhere! http://byeinsect.buzz/GRvjXYkTJJEFccwAKMvDgYEm20lda9BtqmPCFFlx0Ht4x_U http://byeinsect.buzz/dur_dPSUl3VnPHqnhh1eknEUI0aGe67TRTE4OIcLfrcJZI8 The line between dice and board games is not clear-cut, as dice are often used as randomization devices in board games, such as Monopoly or Risk, while serving as the central drivers of play in games such as Backgammon or Pachisi. Dice games differ from card games in that each throw of the dice is an independent event, whereas the odds of a given card being drawn is affected by all the previous cards drawn or revealed from a deck. Dice game design often centers around forming scoring combinations and managing re-rolls, either by limiting their number, as in Yahtzee, or by introducing a press-your-luck element, as in Can't Stop. Casino games See also: House edge All casino games are designed to mathematically favor the house. The house edge for a slot machine can range widely between 2 and 15 percent. Casino game design can entail the creation of an entirely new casino game, the creation of a variation on an existing casino game, or the creation of a new side bet on an existing casino game. Casino game mathematician, Michael Shackleford has noted that it is much more common for casino game designers today to make successful variations than entirely new casino games. Gambling columnist John Grochowski points to the emergence of community-style slot machines in the mid-1990s, for example, as a successful variation on an existing casino game type. Unlike the majority of other games which are designed primarily in the interest of the player, one of the central aims of casino game design is to optimize the house advantage and maximize revenue from gamblers. Successful casino game design works to provide entertainment for the player and revenue for the gambling house. To maximise player entertainment, casino games are designed with simple easy-to-learn rules that emphasize winning (i.e. whose rules enumerate many victory conditions and few loss conditions), and that provide players with a variety of different gameplay postures (e.g. card hands). Player entertainment value is also enhanced by providing gamblers with familiar gaming elements (e.g. dice and cards) in new casino games. To maximise success for the gambling house, casino games are designed to be easy for croupiers to operate and for pit managers to oversee. The two most fundamental rules of casino game design is that the games must be non-fraudable (including being as nearly as possible immune from advantage gambling), and that they must mathematically favor the house winning. Shackleford suggests that the optimum casino game design should give the house an edge of smalle ------------------------------ End of alt.music.moxy-fruvous digest V14 #4811 **********************************************