text:
More openness and honesty?
Emma Wray
Medical Negligence Solicitors
An article in The I reveals how the Nursing and Midwifery Council (NMC) apparently spent almost a quarter of a million pounds redacting information about patient safety campaigner Mr James Titcombe.
Mr Titcombe's son Joshua died from a treatable infection in 2008 and his father fought for an investigation into his death and subsequently became a committed patient safety campaigner. His activities clearly concerned the NMC who appear to have been monitoring information gathered about his speaking engagements and social media use for 'internal purposes'.
When Mr Titcombe asked what information the NMC held on him the NMC reportedly instructed law firm Fieldfisher to assist with his request, finally sending him some heavily redacted internal documents. A subsequent Freedom of Information request revealed the costs of dealing with this request was just under £240,000.
Whilst NMC registrants may be staggered by the costs of this exercise, the real question is what exactly the NMC were saying about Mr Titcombe that required such heavy redactions.
Mr Titcombe is quoted as saying "This is the latest in a long running pattern of behaviour in which the NMC seems to be going to extraordinary lengths to defend the indefensible rather than adopting an open and honest approach to learn from the past".


HCT Germany, Boomsday's first HCT Tour Stop, has concluded. The Boomsday takeaways for the current meta implications are important. A lot of deck archetypes from the meta leading into Boomsday are still very strong. Some older archetypes have made a comeback with the aid of new cards. Entirely new archetypes have shown up thanks to the new Magnetic mechanic and other crazy cards from Boomsday.
French organization Gamersorigin's player "Trec" won the event with an interesting new form of Odd Warrior in his lineup, alongside some old reliable decks aided by new cards.
Trec hoisting his HCT Germany trophy.
A relatively new player to the Hearthstone competitive world, Trec makes the French Hearthstone scene proud with his performance at HCT Germany. He's competed in a handful of Tour Stops before, but has failed to make any high placing finishes. In achieving his victory, he took down fellow Frenchman Maxime "Kalàxz" Thierry, who has also been playing pretty well in 2018.
Unfortunately, Trec's Odd Warrior was banned in the final by Kalaxz, so we weren't going to see how the new card inclusions would perform in the deck. Trec banned the Malygos Druid of Kalaxz because Druid is just so strong of an archetype.
In the end, Trec was running three decks of the last meta with slight improvements with a handful of Boomsday cards.
Heal Zoolock, Shudderwock Shaman and Token Druid are decks that are just really strong in many matchups. Trec saw no reason to stray from their success and it worked out well for him. Kalaxz got a little experimental with his version of the new Tempo Mage and the deck failed to find a win for him.
Trec took the final set 3-1 and gained 15 HCT points alongside $5,000. With the additional points, Trec will definitely look to qualify for a Seasonal Championship and later a World Championship spot.
The first new card in all kinds of decks is Giggling Inventor. The card is very diverse in its uses. It produces three minions that can stick to the board to set up a good Fungalmancer turn. The two Annoy-o-Trons save you a lot of health by absorbing four hits from minions. Some players have made comparisons to Sludge Belcher, another five mana taunt card, but Inventor is a card that can be put in aggressive decks unlike Belcher.
Giggling Inventor is a great card for protecting life total.
Malygos Druid players have to this point enjoyed using Flobbidinous Floop. The card is another one with versatile capabilities. Most importantly, it acts like as an extra Malygos for burst damage. Players can go Malygos plus two Moonfires, have their Malygos be killed, then play the Floop-Malygos and finish an opponent with Swipe. Floop can also be used as an additional Arcane Tyrant or Lich King.
Warlocks have found their combo deck counter with the card Demonic Project. The ability to transform a Shudderwock or Malygos gives the slower Warlocks a lot better chance to win those matchups. In other matchups, it could ruin a tempo play transforming a Fungalmancer or some other swing turn card.
Tempo Mage has taken on a new form with Spell Damage Tempo. Celestial Emissary and Cosmic Anomaly give Mage a lot of additional Spell Damage for its missiles and the new card Unexpected Results. It still uses Aluneth to have good hand refill, but combines with the new Stargazer Luna for more draw potential.
Tons of Spell Damage cards keep this Tempo Mage rolling.
Priest has seen two new decks appear at HCT Germany. Both decks are OTKs in different forms, Mecha'thun Priest and Topsy Turvy Priest. The Mecha'thun Priest deck has lots of AOE removal, healing, and card draw in order to achieve the conditions for winning with Mecha'thun. Loic "Dizdemon" Poulain made top eight with this deck in his lineup.
The Topsy Priest has also been named APM priest as a lot of cards have to be played within a one turn timer limit in order to win the game. The combo combines Radiant Elemental, Test Subject, Divine Spirit, Vivid Nightmare, Topsy Turvy, and the unexpected Stonetusk Boar to create multiple giant charging boars for a true OTK.
The last notable archetype is the revival of Control Warrior. There were three different decklists to be brought to HCT Germany. There was an Odd version, and a more mech oriented version with Dr. Boom, Mad Genius. The Dr. Boom version aims to use the Rush capability of mechs after using the hero card in order to take over board in the late game. The odd version combines the four armor gain per hero power with new cards that bolster the consistency of the deck.
Images courtesy of TakeTV's twitch channel and twitter.


Skateboarding competition where competitors skate for cash and prizes. There will be live music, a food truck, give aways, tons of local sponsors, graffiti artist and a pro skater as MC for the event. The competition is for beginners, intermediate and advanced skaters. There is also a video competition available to the first five that sign up.


The 80% survival rate for childhood cancer touted by governments and high profile cancer charities feels like a lie to childhood cancer survivors and their families and Rachel's story tells why. This happens more often than not. The more I hear of medical issues most [as in 98% of] survivors face I feel a twinge of gratefulness that Bronwyn's only issue is a heart transplant. If the only price she has to pay for cancer is an operation then she will be fine. Logically I know my optimism is naive. The majority of side effects from childhood cancer, called late effects for a reason, happen years later.
Rachel had a few good years before her effects took hold. We have to be thankful for every year, every day, of "good" that we have.
This is why better treatments are needed. Since Rachel's treatment hardly anything has changed in childhood cancer treatment. Rachel tells the story of so many survivors. This is not the future I want for my child, for your child, for ANY child.
This entry was posted in awareness, childhood cancer survivor and tagged cancer, cardiomyopathy, chemo, childhood cancer, childhood cancer awareness, hospital, pediatric cancer, thetruth365 by GoldenCancerMom. Bookmark the permalink.


Kenite, member of a tribe of itinerant metalsmiths related to the Midianites and the Israelites who plied their trade while traveling in the region of the Arabah (the desert rift valley extending from the Sea of Galilee to the Gulf of Aqaba) from at least the 13th century to the 9th century bc. The Kenites' name was derived from Cain, whose descendants they were believed to be. The Kenites are mentioned several times in the Old Testament.
The father-in-law of Moses, Jethro, was a Kenite, and as priest-leader of the tribe he led in the worship of Yahweh, whom Moses later revealed to the Hebrews as their own God whom they had forgotten. In the period of the judges (12th–11th century bc), it was a Kenite woman, Jael, who killed the general of Israel's enemies, the Canaanites.
Settling among the Israelites, Amalekites, and Canaanites, the Kenites apparently became absorbed into the tribe of Judah. Conservative groups of Kenites retained their nomadic way of life and beliefs and practices, however, and one such group, the Rechabites (2 Kings), fought alongside the rebel and future king of Israel, Jehu (reigned c. 842–c. 815), against the Omri dynasty and the worshipers of the Canaanite god Baal.


A successful event needs more than just a good budget. Event planners and managers are experienced and prepared to tackle the challenges and difficulties that inevitably come during the event planning process. It is easy to skip the important steps but they will reflect on your event. Many people think that event planning is all about calling few people and deciding date, time, and place. In reality, a successful event requires much deeper efforts from your side.
Here are some useful tips that an event company in Singapore considers to make every event a success.
Start Early: Begin planning for your event as early as possible. If the event is big, then you should begin your planning at least 4-6 months in advance. Otherwise, for smaller events, one month may be sufficient. To keep all the plans on track, it is advisable to ensure that all the vendors' related work is completed in advance. By starting everything earlier, you can keep the unwanted problems away. If your plan fails mid-way, you will have sufficient time to go to your back up plans.
Assign Responsibilities: Event planning includes numerous complex activities. To make all those tasks easier, you can divide the work into small sections and assign it to other team members. For instance, decoration part has various aspects. You can divide the stage decoration, entrance decoration, etc. and assign the work to different team members based on their expertise. As every member solely handles their section, there are higher chances that you will get amazing results and the best part is that there will be no confusion. By availing the different activities of team building in Singapore in advance, you can make your team members ready to face every challenge in a better way.
Backup Plan: It is the most important aspect that you should consider to make each event a success. Although you have planned everything in advance, issues may arise right just before the beginning of the event. In that situation, a backup plan is all you need. With a backup plan, you can have the alternatives by your side to deal with those uninvited problems.


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Calendar of Opening Times
Free Return Visit
Daily Show Times
Directions – How To Get Here
Red Panda Retreat
VIP Experiences
Minibus Safari Tours
Safari Drive-Through
Adventure Theme Park
Virtual Reality Ride
Land of the Living Dinosaurs
African Village
Boj Giggly Park
Coach Trips & Excursions
Whether you prefer a restaurant-style family meal or to eat on the go, we have a great range of food & drink options to suit everyone.
DINO DINER
Dino Diner is an immersive and enchanting eating experience for dinosaur lovers and families alike. A brand new menu features a range of mouth-watering options, from lighter bites to 'big eats' – there is something for both carnivores and herbivores. It also offers gluten free options.
The menu is complimented with a range of freshly ground coffees, refillable soft drinks and delicious desserts.
BURGER CO.
Take the weight off and try something tasty in our African-themed restaurant, located in the Adventure Theme Park.
A few of our popular meals include our 6oz Burger, Grilled Chicken Sandwich and Chicken & Mango Salad. Little Burgers and half cuts for children make it perfect for the whole family.
LOST CITY FOOD COURT
Here you will find 'Chicken & Pizza', offering chicken meals as well as ever popular Chicago Town pizzas served as an excellent value family meal deal.
The Sweet Shop is perfect for Pick 'N' Mix and confectionery gifts and 'Pancake & Waffle' serves indulgent ice-cream and pancake sundaes, milkshakes and freshly made doughnuts.
ADVENTURE FOOD COURT
Located within our Adventure Theme Park, this food court is home of our 1, 2, 3 value meal deals, . Choose from a base of Jacket Potato, Basmati Rice or Criss Cross Fries with one of our delicious toppings and finish your meal with a drink from our hot and cold drinks menu. Hot Dogs and portions of sweet potato fries also available. A great selection of meals for those on a Gluten free, Vegetarian and Vegan diets.
REFRESHMENT KIOSKS
We have positioned a number of refreshments kiosks throughout the Park for your convenience, offering both hot and cold drinks, ice-creams, iced slush drinks and other fun confectionery items.
Free Return Ticket FAQ
West Midland Safari Park. Bewdley, Worcs, DY12 1LF.
Copyright © WMSP 2022
• We're currently building our giraffe a brand-new home on Safari, so they may not be visible at certain times during the day. We apologise for any inconvenience caused.
• Penguin Cove will be closed from Monday 17th January 2022 until further notice as we make some essential home improvements to the exhibit.
• Our Adventure Theme Park is now closed for our Winter Season, and will reopen on 19th February 2022.
Please read our latest Covid-19 safety measures using the button below.
General information about West Midland Safari Park along with an assortment of logos can be found in our Press Pack.
Click on the link to download the Summer Press Pack (information valid until 7th November 2021).
DOWNLOAD THE WMSP PRESS PACK
WEST MIDLAND SAFARI PARK ANNOUNCES HISTORIC BIRTH OF THEIR FIRST EVER INDIAN RHINO CALF
West Midland Safari Park are thrilled to announce the birth of their first Indian rhinoceros calf. Arriving on Tuesday 8th September at 2:29pm, the male calf. is the first Indian rhino to be born on site in the Park's forty-seven-year history.
Deputy Head Keeper of Ungulates, Shelley Tudor, said "We are absolutely delighted and have been waiting a long time for this moment. After holding this species of rhino for over ten years, this is our first calf to be born at the Park."
"We acquired Seto and Rap as youngsters and have been able to watch them grow and mature over time; which makes it even more momentous to see them produce their own calf. He is a very special addition to the Asian rhino House, and we look forward to watching him develop, and maybe go on to produce his own little rhinos in the future!"
The rhino calf's parents, eleven-year-old Seto and twelve-year-old Rap, can often be spotted by guests at the Asiatic section of the drive-through Safari, near to the state-of-the-art Indian rhino House built at the Park in 2009. Both Seto and her calf are bonding well together in a private area where keepers can observe them at a safe distance as they settle in.
Also known as the Greater One Horned rhinoceros, Indian rhinos are placid animals who are often recognised for their armoured and prehistoric appearance. The new arrival is not currently available for viewing, but he will eventually join his family at the Wild Asia section of the reserve where guests will be able to spot him roaming the plains and having lots of fun, likely covered in mud!
The Park is home to two types of rhinos – six Southern White rhinos and three Asian rhinos. Both species face threats in the wild such as poaching and habitat loss and are classed as 'near threatened' (white rhino) and 'vulnerable' (Asian rhino), by the International Union for the Conservation of Nature.
The calf is currently un-named, but the Park can reveal it will begin with the letter 'I' mirroring the naming of all other animals born on-site in 2020. It's clear to see already that he will have a lasting impact on West Midland Safari Park, in supporting their efforts in raising awareness of the vital preservation of this fantastic species.
Sign up to our email list to be the first to hear when bookings go live and receive news of all the latest Safari Lodges developments.
Sign up to our Safari Lodges Mailing List

redpajama_set_name: RedPajamaCommonCrawl


text:
Leuronychus is een geslacht van hooiwagens uit de familie Sclerosomatidae.
De wetenschappelijke naam Leuronychus is voor het eerst geldig gepubliceerd door Banks in 1900.

Soorten
Leuronychus omvat de volgende 2 soorten:
 Leuronychus fulviventris
 Leuronychus pacificus

Sclerosomatidae

redpajama_set_name: RedPajamaWikipedia


text:
Q: create a gradle base android project offline I want to create a gradle base android project in JetBrains IntelliJ IDEA 14.0.2 .
i have gradle 2.2 in my computer and use it for my java project but when i create a gradle base android project , it start to download gradle 2.1 and when i disconnect internet give me error

Error:Distribution download cancelled. Using distribution from 'https://services.gradle.org/distributions/gradle-2.1-all.zip'.

how can i set my local gradle 2.2 for this project??
sorry for my bad english

A: In the file [name of your project]\gradle\wrapper\gradle-wrapper.properties change
distributionUrl=https\://services.gradle.org/distributions/gradle-2.2.1-all.zip

to
distributionUrl=[the location of your downloaded gradle file]

I hope it works.

redpajama_set_name: RedPajamaStackExchange


text:
Die Liste der Biografien führt alle Personen auf, die in der deutschsprachigen Wikipedia einen Artikel haben. Dieses ist eine Teilliste mit 5 Einträgen von Personen, deren Namen mit den Buchstaben "Vanb" beginnt.

Vanb

Vanbe
 Vanberg, Viktor (* 1943), deutscher Ökonom, Hochschullehrer

Vanbi
 Vanbiesbrouck, John (* 1963), US-amerikanischer Eishockeytorwart
 Vanbilsen, Kenneth (* 1990), belgischer Radrennfahrer

Vanbr
 Vanbrugh, John († 1726), englischer Barock-Architekt und Dramatiker

Vanbu
 Vanbuel, Albert (* 1940), belgischer Ordensgeistlicher, emeritierter Bischof von Kaga-Bandoro


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Kentucky's Biggest Bow Kills Of 2009 -- Part 2
We looked at some impressive bow kills last month. Now, here are still more of the bountiful harvest that Bluegrass State archers collected last season.
By Bill Cooper
Chris White's Boone County 19-pointer scored 187 5/8 P&Y points. Photo by Bill Cooper.
The heat and humidity of late July don't exactly make for the type of weather that conjures up thoughts of hunting big whitetails. However, last summer, during an early morning drive to work, Jessy Kegley, of Greenup was stunned to suddenly spot a giant buck standing only yards away along the roadside.
"The size of the buck's rack was amazing, and being in velvet made it appear even bigger," Kegley said. "Knowing that bow season was only a month away, my immediate goal was to find out who owned the land and attempt to acquire hunting access."
Fortunately, the landowner turned out to be a good friend of Kegley's grandmother, therefore obtaining permission to hunt was not a problem. After scouting the property in mid August, he placed trail cameras in those areas where the terrain dictated a natural funnel of deer movement.
Initially, the results were a little disappointing; during the first couple of weeks the cameras didn't record any photos of the buck. However, a few days later, which coincidentally happened to be opening weekend of bow season, the hunter received his first picture of the big deer.
"An adverse wind direction prevented me from hunting the location for a couple of days," Kegley said. "But around mid week, a slight change in weather conditions gave me a chance to finally get into the area for a morning hunt."
The hunter's stand was positioned along a woods line bordering an old bottomland field now grown up in head-high weeds and saplings. A well-used deer trail meandered through the thick vegetation, heading in the general direction of a small cornfield approximately 350 yards farther down the hollow.
"It was warm and very muggy, fairly typical for early September," Kegley noted. "Knowing that deer had been feeding in the small patch of corn, I fully expected to see some activity, but the morning passed without a single deer appearing. Nevertheless, I made plans to be back in the stand before dawn."
At daybreak the following morning, a heavy ground fog obscured much of the old field and adjacent woods line. Whitetails possess an uncanny ability to move quietly through dense cover, particularly when the thick vegetation is wet with dew. Kegley had no idea a deer was approaching his location until a buck suddenly stepped into view directly in front of the stand.
Hurley Combs, Jr. of Somerset got his non-typical while hunting in Pulaski County. Photo courtesy of Hurley Combs, Jr.
"The deer was an impressive 8-pointer, in full velvet," Kegley said. "Under different circumstances, I might have considered taking the buck, but not in this situation."
Within seconds of watching the 8-pointer disappear into the woods, the hunter spotted additional movement in the field. As he looked on, a huge set of antlers suddenly materialized above the brush and high weeds. A much larger buck moved into view, following the same approximate path as the first deer.
"The buck had lost its velvet, but the size of the rack left no doubt it was the deer I was looking for," Kegley said. "By the time I got the bow drawn, the buck had closed to 14 yards."
At the shot, the big deer whirled sideways and quickly disappeared in the thick cover. For several seconds, the hunter could hear the buck crashing through the brush and then everything was quiet.
"I felt pretty good about the shot, but because of the angle, I was a little concerned that the arrow had hit a little farther back than I wanted." Kegley said. "My plan was to wait until late afternoon before looking for the deer, however, thunderstorms began developing around noon and knowing a hard rain would eliminate any blood trail, I decided to begin the search then."
Trailing was tough through the thick ground vegetation, but after approximately 100 yards he spotted the deer lying just ahead. Unfortunately, it was not dead.
"I immediately nocked another arrow and slowly eased ahead," Kegley said. "Luckily, as the buck got to its feet and turned to run, I had an open shooting opportunity and saw the arrow's fletching disappear into the rear of the deer. The buck continued on out of sight, but from watching its movements, I didn't think it would travel very far. Even so, I decided it would be best to wait until morning rather than risk pushing the deer further and perhaps off the property."
The fact that Kegley was working the night shift that particular week was probably a fortunate coincidence, because it's doubtful he would have gotten much sleep. The following morning, the hunter drove directly to the hunt site and after a relatively short search, found the buck lying about 50 yards from where it was last sighted. In this instance, there was certainly no problem with "ground shrinkage." In fact, up close the antlers seemed even bigger than he had remembered.
From an appearance standpoint, the rack exhibits a great combination of height, width, and mass. The very symmetrical 10-point frame includes long main beams that exceed 28 inches, and an antler spread of 20 2/8 inches outside, and 17 7/8 inches inside. Additionally, there are four tines that measure between 13 03/8 and 11 7/8 inches. All eight circumference measurements tape between 4 and 5 inches.
In regard to scoring, the rack grosses 183 7/8 and nets an outstanding final score of 178 7/8. Not only does this place the buck high in the Pope and Young club record book, but it also qualifies for the Boone and Crockett Club Awards and All-Time record books. Within the state, it stands as the top bowkill ever recorded for Greenup County and ranks No. 4 on the state's all-time list of P&Y typical whitetails.
CHRIS WHITE'S 19-POINTER
In late August of 2009, while doing some early season scouting on a farm in Boone County, bowhunter Chris White got a glimpse of a huge whitetail as it exited a hayfield. His friend and hunting companion, Tim Cocco, had told him there was a big buck on the property, but until that afternoon White hadn't realized exactly how big a deer he was talking about.
"The hayfield, planted in clover and alfalfa, is l
ocated on a hilltop and completely surrounded by hardwood hillsides and hollows," White noted. Although the field was fairly large, approximately 50 acres, at one point there was a narrow bottleneck that connected two larger sections. All of our previous sightings of the buck had been near that area. I decided to position my stand in a big oak located along an old fence line that was bordering the woods near the bottleneck."
Wind direction was a critical factor in regard to the stand's location, and unfortunately, weather conditions during the first week of the season were not very favorable. White did manage two brief afternoon hunts, but saw only does and a few small antlered bucks.
"The following week, afternoon winds had shifted to a more favorable direction, so I headed back to the hayfield," White said. "Not long after getting situated in the stand, I spotted three or four deer in the hollow behind me. The group was slowly feeding up the hillside toward the field."
While continuing to watch the deer, the hunter's attention was abruptly diverted by a slight flicker of movement to his right. Glancing in that direction, he was shocked to suddenly see a huge buck jump the fence only 60 yards away. Without pausing, the big deer turned and began walking down the woods line straight toward the stand.
"I immediately grabbed my bow and stood up in the stand," White said. "I remember the wind blowing in my face and thinking how perfect everything seemed to be working out."
Continuing along the woods line in a deliberate walk, the buck quickly closed the distance to less than 20 yards. In shooting position, White came to full draw, and softly mouth-bleated to stop the deer.
"There were two small trees between the stand and the field and the deer happened to stop directly behind one of them," White said. "Even worse, the buck started getting nervous and began to step backward. I had a clear 15-yard shot at the deer's neck, which normally I wouldn't have considered. However, this wasn't just any buck and I was afraid he was about to run at any second."
Remembering the countless hours of practice shooting at much smaller targets, the hunter took a deep breath, carefully aimed, and touched the release. The arrow was right on target; after stumbling forward several yards, the big whitetail went down.
"Somehow I had managed to remain pretty calm, but once the buck was on the ground, I totally lost it," White said. "I had to sit in the stand for several minutes to calm down."
One look at the buck's rack and the hunter's comments become quite understandable. There are 19 total points, 12 of which comprise the basic typical frame. Tine length is exceptional, with seven points measuring between 11 7/8 and 8 3/8 inches. The 12-point frame grosses 176 and nets 171 6/8. After including the seven additional abnormal points, totaling 15 7/8 inches, the final non-typical P&Y score is 187 5/8. In addition to qualifying for B&C Award record book, the buck ranks as the second biggest non-typical ever arrowed in Boone County and one of the top bowkills of 2009.
HURLEY COMBS' 14-POINTER
During the 2007 season, Hurley Combs, Jr. took a giant 18-point velvet buck, scoring 205 6/8 that stands as the state's all-time top velvet bowkill. Justifiably, the deer has often been referred to as a "once in a lifetime" buck. While the bowhunter certainly understands and appreciates the reference, he has never really considered the phrase to imply that there is a limit on taking record-class whitetails.
Last fall, Combs and a number of other local hunters became regular late evening spectators near several large acreage Pulaski County bean fields. While it was not uncommon for the hunters to see a number of very impressive bucks feeding in the fields, there was one particular huge whitetail that stood out from the rest.
Prior to the season, Combs acquired permission to hunt a 20-acre block of woods that the buck often used as an entry point to the beans. However, by opening weekend of bow season the big deer had disappeared. Combs and other hunters on adjacent acreages continued to watch the area for several afternoons, but the buck remained missing. Not surprisingly, a rumor quickly began to circulate that the deer had been poached.
Never fully believing the rumor, Combs decided at the end of September to place a trail camera back at the bean field. The following week, on the hunter's birthday, the camera provided the best present of all -- new photos of the big whitetail! When additional photos were recorded the next afternoon at approximately the same time, Combs' course of action was quite predictable.
Late the following evening, the hunter was positioned in a tree stand overlooking the bean field when the buck walked to within 13 yards. His arrow placed the huge deer in two record books and 19th on the state's all time list of P&Y non-typical bucks.
The buck's 14-point rack has a basic 10-point typical frame that includes long 26 5/8-inch main beams and five tines that measure between 10 7/8 and 9 inches. After netting a typical score of 170 2/8, the four additional abnormal points, totaling 15 6/8 inches, brings the final non-typical P&Y score to 186.
Robert Cates got his 168 3/8 P&Y buck on a Henderson County hunt last season. Photo courtesy of Robert Cates.
ROBERT CATES' GIANT BUCK
During the first week of November, while assisting with the soybean harvest on a Henderson County farm, bowhunter Robert Cates experienced an amazing encounter with a huge whitetail. The combine operator, after making a couple of rounds through one section of a 150-acre field, stopped to tell Cates about a giant buck he had seen.
"I really thought he was exaggerating about the deer's size," Cates said. "So he invited me to make a round on the combine with him and see for myself. As it turned out there were three deer, a doe, a small 8-pointer, and a wide-antlered buck that was much bigger than anything I could have imagined. While bedded, the deer were completely hidden by the high beans; however, they would occasionally move several yards into a different section of the field whenever the combine got too near. Obviously, the bucks wouldn't leave because of the doe."
Around noon, during a trip to haul off a full load of beans, Cates made a quick stop to pick up his hunting gear. Later that afternoon, near sundown he decided to attempt a stalk on the bu
ck.
"Drainage ravines and other scattered pockets of brush divided the bean acreage into three or four main sections," Cates said. "The deer were last seen near a small hill, and because of the wind direction I had to make a wide circle to approach the area from the opposite side."
Following one of the swaths cut by the combine, Cates eased a short distance out into the beans and stopped. Not knowing exactly where the deer were located, his plan was, hopefully, to spot the buck and then try to slip within bow range.
"I was simply standing there, surveying the field, trying to figure out where the deer might be," Cates said. "Suddenly, only 25 yards away, the buck stood up. Luckily for me, the deer was looking off in the opposite direction toward the distant combine. There was barely time to react, much less get nervous; I quickly drew, aimed and let the arrow fly."
Cates's great trophy has an awesome appearance, with main beams that tape nearly 26 inches and an antler spread of 25 5/8 inches outside, and 23 6/8 inches inside. Additionally, four tines measure between 14 5/8 and 10 3/8 inches. After grossing 179 6/8, the deer's final typical P&Y score is 168 3/8, which also qualifies for the B&C Awards record book.
MLF Pros: What's Your Go-To Lure?
When all else fails, here's what these pros tie on.
MLF Pros: What's With the Moon?
We're told to pay attention to the lunar phases. What do bass pros think?
BPT Points Champ Edwin Evers Talks New Berkley Baits
After making the switch to Berkley products heading into the inaugural BPT season, Edwin Evers tells OSG's Lynn Burkhead why Berkley baits played such a key role in his recent angling success.
Berkley's Surge Shad
Major League Fishing pro Scott Suggs has relied on the Berkley Surge Shad lure concept for years, using similar designs to capture MLF titles and a $1 million dollar FLW Forrest Cup win. With new features in the Surge Shad, Suggs tells OSG's Lynn Burkhead that even he can find success out on the water!
10 Best Long-Range Cartridges Ever Made
David Hart - January 14, 2015
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Find and Fish Bluegill Beds Efficiently
Terry Madewell - May 22, 2019
You can catch bluegill faster with these strategies.
10 Biggest Catfish World Records of All Time
Jack Vitek - December 08, 2014
Unless you live in Antarctica, the only continent they aren't known to inhabit, there is a...


text:
package com.CMPUT301W15T02.teamtoapp.useCaseTest;

import java.util.Arrays;
import java.util.Calendar;
import java.util.Currency;
import java.util.List;

import junit.framework.TestCase;
import android.test.AndroidTestCase;

import com.CMPUT301W15T02.teamtoapp.MainManager;
import com.CMPUT301W15T02.teamtoapp.Controllers.ClaimController;
import com.CMPUT301W15T02.teamtoapp.Model.Claim;
import com.CMPUT301W15T02.teamtoapp.Model.ClaimList;
import com.CMPUT301W15T02.teamtoapp.Model.Expense;

/**
 * Tests use cases 4.X
 */

public class UseCase4Test extends AndroidTestCase {
	private static final Currency CAD = Currency.getInstance("CAD");
	private static final Currency USD = Currency.getInstance("USD");
	private static final Currency EUR = Currency.getInstance("EUR");
	private static final Currency GBP = Currency.getInstance("GBP");
	private static final Currency JPY = Currency.getInstance("JPY");
	private static final Currency CNY = Currency.getInstance("CNY");

	// US 4.01 (UC 4.1 & 4.3)
	public void testMakeExpense() {
		// Test ability to create an expense and save details of expense
		Expense expense = new Expense();
		Calendar date = Calendar.getInstance();
		String cat = "some category from a category spinner";
		String info = "textual description";
		Double amt = 50.00;
		Currency curr = Currency.getInstance("USD");

		expense.setDate(date);
		expense.setCategory(cat);
		expense.setDescription(info);
		expense.setAmount(amt);
		expense.setCurrency(curr);

		// Assert attributes of expense are saved
		assertNotNull(expense.getDate());
		assertNotNull(expense.getCategory());
		assertNotNull(expense.getDescription());
		assertNotNull(expense.getAmount());
		assertNotNull(expense.getCurrency());
	}

	// US 4.02 (UC 4.1.1 & 4.2)
	public void testCategory() {
		Expense expense = new Expense();
		// We can use spinners, but using List here for testing purposes.
		List<String> categories = Arrays.asList("air fare", "ground transport", "vehicle rental",
				"private automobile", "fuel", "parking", "registration", "accomodation",
				"meal", "supplies");

		// Pretend user chose air fare.
		String cat = categories.get(0);
		expense.setCategory(cat);
		assertEquals(categories.get(0), expense.getCategory());
	}

	// US 4.03 (UC 4.1.1 & 4.2)
	public void testCurrency() {
		Expense expense = new Expense();
		List<Currency> currenciesList = Arrays.asList(CAD, USD, EUR, GBP, JPY, CNY);
		Currency currString = currenciesList.get(3);
		expense.setCurrency(currString);

		// Check if currency has been saved
		assertEquals(GBP, expense.getCurrency());
	}

	// Add Expense (UC 4.1)
	public void testAddExpense() {
		MainManager.initializeContext(mContext);
		Claim claim = new Claim();
		Expense expense = new Expense();
		Calendar date = Calendar.getInstance();
		String cat = "some category from a category spinner";
		String info = "textual description";
		Double amt = 50.00;
		Currency curr = Currency.getInstance("USD");

		// Set expense attributes
		expense.setDate(date);
		expense.setCategory(cat);
		expense.setDescription(info);
		expense.setAmount(amt);
		expense.setCurrency(curr);

		claim.addExpense(expense);
		// Assert the expense exists in the claim
		assertTrue("Expense is not added.", claim.getExpenses().contains(expense));
	}

	// UC 4.1
	public void testControllerAddExpense() {
		MainManager.initializeContext(mContext);
		ClaimList claimList = ClaimList.getInstance();
		Claim claim = new Claim();
		claimList.addClaim(claim);
		ClaimController claimController = new ClaimController(claim.getClaimId());

		// Create new expense and add to claim controller
		Expense expense = new Expense();
		expense.setDescription("Some cool descriptuon");
		claimController.addExpense(expense);

		// Assert claim controller has the new expense added
		assertTrue("Controller adding expense", claimController.getExpenses().contains(expense));
		ClaimList.tearDownForTesting();
	}

	// US 04.04 (UC 4.1.2)
	public void testCheckCompleteFlag() {
		// Checks whether the claim is complete
		MainManager.initializeContext(mContext);
		ClaimList claimList = ClaimList.getInstance();
		Claim claim = new Claim();
		claimList.addClaim(claim);
		ClaimController claimController = new ClaimController(claim.getClaimId());

		// Nothing saved in claim, return false
		assertFalse("Claim intially incomplete", claimController.checkClaimInfoComplete());
		claimController.setClaimName("Some name");
		claimController.addDestination("some destination", "some reason", 52.0, -113.0);

		// Should now be true
		assertTrue("Claim complete after description and destination entered", claimController.checkClaimInfoComplete());
		ClaimList.tearDownForTesting();
	}
	// US 4.06 (UC 4.4)
	public void testEditExpense() {

		Expense expense = new Expense();

		String info = "textual description";
		expense.setDescription(info);
		assertEquals("Changing expense working properly",
				info, expense.getDescription());
	}

	// US 4.07 (UC 4.3)
	public void testDeleteExpense() {
		MainManager.initializeContext(mContext);

		Claim claim = new Claim();
		Expense expense = new Expense();
		Calendar date = Calendar.getInstance();
		String cat = "some category from a category spinner";
		String info = "textual description";
		Double amt = 50.00;
		Currency curr = Currency.getInstance("USD");

		expense.setDate(date);
		expense.setCategory(cat);
		expense.setDescription(info);
		expense.setAmount(amt);
		expense.setCurrency(curr);

		claim.addExpense(expense);
		assertTrue("Claim contains expense", claim.getExpenses().contains(expense));
		// Deleting expense here, check if returns false
		claim.removeExpense(expense);
		assertFalse("Expense is still there!", claim.getExpenses().contains(expense));
	}

	// UC 4.1 - UC 4.3
	public void testAddExpenseOrdering() {
		// Check if expenses are added in correct order
		MainManager.initializeContext(mContext);
		Claim claim = new Claim();
		Expense expense1 = new Expense();
		Expense expense2 = new Expense();
		expense2.setAmount(100.0);
		claim.addExpense(expense1);
		claim.addExpense(expense2);
		assertEquals("Expenses in right order?", expense1, claim.getExpenses().get(0));
		assertEquals("Expenses added in right order?", expense2, claim.getExpenses().get(1));
	}

	// UC 4.5
	public void testExpenseLocation() {
		// Check ability to set geolocation of an expense
		// via setting latitude and longitude
		Expense expense = new Expense();
		expense.setLatitude(95.2);
		expense.setLongitude(34.6);

		assertEquals(95.2, expense.getLatitude());
		assertEquals(34.6, expense.getLongitude());
	}
}

redpajama_set_name: RedPajamaGithub


Technology in GMOs, or "genetically modified organisms," casts a dark shadow over humans. Practically speaking, biotechnology companies engineer GMO-plants or -animals by combining genes from bacteria, viruses, or other plants and animals. Then the DNA from different organisms is transmitted to our food; consequently, into our biological systems. In this way, the old adage "we… Continue reading Is Genetically Modified Food a Health Risk for Humans?


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Purported OnePlus 2 w/ metal build leaks, looks like rumored 3rd gen. Motorola phones
- Jun. 29th 2015 6:20 am PT
@stephenhall_
The OnePlus 2 isn't scheduled to be unveiled for about a month, but PhoneArena has apparently come into some nice new shots of both the back and front of the device. They're a little bit blurry — what leak isn't? — but they do give us a relatively clear look at the overall build of the phone and an early peek at its software as well…
As you can see on the back, the phone — at least according to these leaks — will have an option for a wood grain back cover (which isn't surprising considering the StyleSwap options that OnePlus offered with its first phone). There also appears to be a metal build all the way around, as well as a metal ring around the camera and what might be a fingerprint scanner. To the left of this metal ring is likely a dual-tone flash.
On the front, the most interesting thing worth noticing is that the phone seems to sport bezels on the top and bottom that are definitely on the thin side. Having a screen size of somewhere in the 5.5-inch range like its predecessor, the OnePlus 2 having small bezels is pretty critical for comfort — and many would say appearance as well — when using the phone.
What I find to be interesting is that — assuming this is a legitimate leak, which it may not be — OnePlus seems to be going with a design that is strikingly similar to what we've seen rumored about the next generation of Motorola phones. Not only the Moto X 2015, but the Moto G 2015 as well have been rumored to sport the same metal ring design on the back, and in the case of the Moto X, a possible fingerprint sensor in the same place. That said, Motorola's design places the flash on this ring, not off to the side as shown in these images.
tiny Moto X 2015 leak from upleaks
We don't know that much about the OnePlus 2 for certain yet, but we'll surely be learning more as the company continues teasing and leaking information about the device over the next month or so. We know that the phone is going to have a new-and-improved version of the Snapdragon 810 on board, and a USB Type-C port. As for pricing, OnePlus has only told us that the phone will cost more than $322. The company has announced that the device will be announced on July 27th via virtual reality.
Breaking news for Android. Get the latest on apps, carriers, devices, and more!
OnePlus 2 leak


Welch's Global Ingredients Group has collaborated with Cornell University and the New York Wine & Grape Foundation on a proprietary technology which neutralizes the aroma and flavor of Welch's Concord grape juice.
The neutralized juice can be used as a base wine, blender, or as an option for wine makers looking to "reduce costs without sacrificing quality across a wide variety of wine styles," according to Welch's.
During the Eastern Winery Exposition, which took place March 19-21, 2019 in Syracuse, New York, the company showcased the technology and offered samples of the neutralized juice. It also showcased solutions made with Welch's Niagara grapes.


With only a few days of school remaining, the students at Harrowsmith Public have been busy with some very interesting special projects.
One thing I learned right off the bat is that I am not smarter than a 7th grader. Like building geodesic domes - what is that all about? Well, a geodesic dome is an almost spherical structure based on a network of struts arranged on circles that keeps getting stronger as it increases in size. A good example Is Vancouver's Science World, which is 47-meters tall and composed of 766 triangles. The grade 7 students are building them at Harrowsmith Public. Not as large, yet still impressive. Pictured sitting in the dome is Cole Sweetman, in front of the dome Melissa Gerritsen and standing left to right are Colt Asselstine, John Addison and Taylor Hughes.
Lambert_sets_recordThe challenge in building each dome was to use only the following: newspaper, tape, rulers, scissors and the knowledge of Mrs. VanNest, who monitored this science project. The goal was to see how many magazines could sit on top of each dome without the dome collapsing. The students had two periods to roll the newspapers into very tight tubes. Five periods were scheduled to build the actual domes. A few teams had trouble getting started but other groups hit the ground running. Like the all-girl team winners: Karley Heyman, Megan Ross, Lacy Evans, Harley Hyndman and Sarah Monnier. Their dome held 26 magazines.


This 4-H zippered padfolio will help you walk into any presentation with extra confidence knowing you're ready.
Zippered cover with a pen loop and pockets inside.
Includes refillable 30 ruled page notepad.


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Grand Cinemas has consistently strived to set the industry standard and succeeded, the proof evident in the steady proliferation of theatres. In July 2007, GC launched at ABC Mall Achrafieh. Implementing its mission to invest in west Beirut, the company went on to re-inaugurate Verdun's Grand Concorde in 2008, in the same year also taking the brand north, with Enfeh's Grand Las Salinas. 2008 and 2009 were an exciting time to be part of the Grand Cinemas experience with the introduction of three of cinema's most advanced services: E/TICKET, E/KIOSK and DIGITAL 3D.
Following the opening of Grand Saida, The Spot, in February 2011, June 2012 marked the launch of Grand Cinemas ABC Dbayeh, the jewel in the GC crown, the fifth multiplex in Lebanon in less than five years, and home of the region's very first VIP theatre - Grand Class. Also in 2012, Grand Cinemas took its first steps into the Kuwaiti market with the inauguration of a state-of-the-art multiplex in Kuwait's highest tower, Al Hamra Luxury Center. In 2013, in addition to Grand's introduction of the region's very first cinema-dedicated mobile application, Selim Ramia & Co partnered with Al Taher for Cinemas and Eagle Films to launch the largest cinema complex in the Levant at Jordan's Taj Mall. This was followed in July 2015 with the opening of GC's second multiplex in Kuwait at the Gate Mall.
The year 2017 marked not only Grand Cinemas' 10th anniversary in Lebanon, but also the launch of its newest flagship location in the heart of Beirut at ABC Verdun, boasting the country's first MX4D experience. Join us as we re-write the rules of entertainment!
At Grand Cinemas, we care deeply about our community. As such, we take pride in our efforts to engage in public initiatives, promote awareness for important causes, and share our resources for the betterment of our society. An initiative that is near and dear to our hearts was launched in April 2016 in collaboration with SESOBEL. Rolling out the red carpet for all children with autism, Grand Cinemas ABC Dbayeh will host a special movie screening on every third Thursday of the month featuring the latest releases in a sensory-friendly environment of adequate lighting and reduced volume throughout the show. In addition, Grand Cinemas has pledged all profits of the special screenings to the autism program at SESOBEL. To reach out to us about your causes and events, please contact carly@srndco.com.
SELIM RAMIA & Co
Selim Ramia & Co was established in 2007, a total provider of movie entertainment services offering Levant investors, exhibitors and viewers a new standard in the cinema experience. Thanks to an aggressive growth plan, forward-thinking management and an eye for strategic locations and acquisitions by Selim Ramia, co-founder of Gulf Film LLC Group, SR&Co is the fastest growing company in market share acquisition in Lebanon, Jordan and Kuwait. SR&Co sees a future of great promise, determined in our mission to grow the regional market, develop business in new territories, and lead the next phase in the evolution of the Middle East film entertainment industry. www.srndco.com
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Cydney has spent over twenty years working alongside visionaries, technologists and customers, bridging IP, expertise and best practices as part of her tenure with industry leading high tech companies like Cray Research Inc. and Sun Microsystems Inc. Cydney has spent over twenty years working alongside visionaries, technologists and customers, bridging IP, expertise and best practices as part of her tenure with industry leading high tech companies like Cray Research Inc. and Sun Microsystems Inc.
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Mohamed Nabeel is a research scientist in the Cyber Security Group at Qatar Computing Research Institute. He has over 15 years of experience in research and development in the field of information security. Prior to the current position, he worked several years in the database security team at Oracle America Inc. as a senior development engineer where he contributed to improve the security controls of Oracle database system and authored patents. He has a PhD in information security and applied cryptography from Purdue University, USA. He has made many research contributions in the field of information security and database systems. He is also a believer of open source software and currently a committer of Apache Software Foundation. Previously, he was a committer of PHP PECL project.
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It doesn't always have to be big to be better. Good things can also come in small packages, like the all-new Chevrolet Sonic. It's surprisingly spacious and roomy; you can fit in more than you'd think. Its small size makes parking in tight spaces a lot easier. Its vibrant colors will add fun and excitement to your ride. Take a look at the wide selection of this small yet efficient car at Terry Labonte Chevrolet in Greensboro. We are happy to schedule a test drive for you. Drop by our showroom today!


Player balance: The players grow by one district per turn and are thus always equally strong.
Game balance: The game has a delicate balance between consumption and production resources. If one area grows on behalf of the others, the balance will fall and so will the players.
Card drafting: The players open and close cards to build their hands of districts and block their opponents'.
Market Trade: The players buy and sell good from the same markets, thus affecting each others' prices.
Interdependence: The players must both cooperate and compete to survice.
The first edition of Nova Suecia was also my first attempt to design a board game. I had just taken my first step into the world of "real" board games, beyond the world of family games and war games, and just began to understand the genius of designers like Reiner Knizia and Wolfgang Kramer.
Nova Suecia started with the idea of designing a "real" economic game, where the players interacted with each other in an setting full of interdependencies. This basic mechanism spawned several new mechanisms, partly in response to design challenges and partly to incorporate the theme of the picturesque but short-lived colony of Nova Suecia. The result became a mishmash of mechanisms that individually worked well but together drew attention from the core of the game.
"The players need to trade with each other. The game needs a trade phase."
"The players need goods to trade. The game needs a production phase."
"The players need production facilities. The game needs an acquisition phase."
"Will that not give a first-player advantage? They could bid for their acquisitions."
"What do the player do with the money they earn? They pay for the colony's survival to avoid a loss for all players."
"Won't a free-riding strategy, where a players doesn't pay, break the game? Not if payments have both positive and negative effects, giving paying players a chance to harm non-paying players."
"Won't the game lose tension when the players eventually have enough money both to production and taxes? Not if they have to exchange money for victory points - the more victory points they acquire, the less money do they have for investment, creating another tension."
Similar mechanisms can be found in games like Advanced Civilization (the direct trade of resources to build sets), Amun-Re, (the bidding for provinces, where the "true" value depends on your strategy), Archipelago (the semi-cooperative nature, where all players may lose but only one player may win), and Puerto Rico (the decision to switch from "money engines" to victory point engines). But in those games, the games and the mechanisms are one - the mechanism serves the purpose of the game ("what should it feel like to play the game?") and the game is built around the mechanism ("how does this mechanism bring me closer to the objective?"). The game wouldn't work without the mechanism and the mechanism wouldn't work in another game. In Nova Suecia on the other hand, no single mechanism defined the game and none of them would be missed if removed. Also, the sheer number of mechanisms prevented the full utilization of each one of them. Nova Suecia may have had breadth but certainly not depth.
So how to proceed from here? Abandon the game and start all over? Yes, that's normally the best advice when a game doesn't work, but I was emotionally attached to my first game attempt and there were some qualities that I felt I hadn't given justice to. Nevertheless, it's not until now that I feel ready to return to Nova Suecia and reengineer the game.
Let's start by identifying the core of Nova Suecia: the interdependence. The players should be faced with several necessities to run the colony but, not having enough time and resources to produce them themselves, be dependent on other players to do so. Rather than picking one or two necessities and move on to other mechanisms, I decided to stop here and identify as many different necessities as possible to allow different strategies. But where to find inspiration? In the theme of course!
The real colonists of Nova Suecia needed more colonists (particularly the lack of women was a common source of complaint), food, shelter and tools. In return, they were expected to deliver fur and tobacco to the motherland. How to turn this into game elements? Well, the colonists are simply workers that are placed at different tasks, similar to many other worker placement games. The cost is the food, which is necessary for the workers to work, while the revenue is the tobacco, that is produced by the workers. The distinction between raw material and ready goods add an extra trade step, where a player may either produce tobacco plants or buy tobacco plants and use them to produce tobacco, depending on where the margin is the best. So far, the mechanism worked like in the first edition, but I wanted to utilize it further.
Two other economic decisions to improve the profit could be to decrease the cost or increase the revenue. Timber could be used to build shelters and reduce the food cost while iron could be used to build tools and increase the production and hence the revenue. So far so good but how about fur? Already in the first edition, I had played with the idea that letting fur be better the more players that produce it (unlike the other resources, where it's best to be the only producer and control the market). The idea was implemented in the second edition by letting the production depend on the total number of fur producers. Producing fur would thus increase not only your production but potentially also that of other players. On the other hand, too much production may cause the prices to fall - just the kind of cooperation/competition balance the whole game was supposed to be about!
With all those elements, I felt that I had implemented several interesting perspectives of interdependence. Do you focus on low costs or high revenue? Do you monopolize one product or spread your risks over several resources? Do you cooperate with an opponent to increase both your revenue and if so, when do you abandon her and pull out of that market? The game had many interesting decisions so far.
The next step was to turn the actual interaction into a game mechanism: how should the players trade? Direct trade was the answer in the first edition but that's a mechanism that's prone to downtime and the increased number of tradables would make it even worse. How about indirect trade then? A game like Power Grid uses a simple but elegant market mechanism, where the number of products in a market shows the price. By letting the players buy and sell their products on similar markets, they would still be affected by each others' trade, not by paying each other directly but by the fluctuating market prices. Both this market mechanism and the previously discussed production mechanisms were aligned with the core of the game - the interdependence - and was even more more convinced that I was on the right way.
But at all markets, it's beneficial to be first, so how should the first mover be determined? In the first edition, the player paying the highest tax was also given this benefit, while Power Grid's classic catch-up mechanism gives this benefit to the player furthest behind. However, both solutions are based on games played in fairly fiddly rounds. The first edition contained rounds divided in several phases started by a setup phase and ended by a cleanup phase that added constant interruptions to the game flow. Instead, I wanted to move to an action-based game, where a player completes all her actions before handing over to the next.
But how to reconcile this with the replenishment of the markets? In the first edition, some products were added to the market and some removed from the market at the end of each round to reflect supplies and demands from the motherland. To let this happen at the end of each turn would effectively remove the market game as one player's attempt to influence the market in her favor would be followed by the other players immediately taking advantage of the lower/higher prices before it's the first player's turn again.
This was the issue that for a long time stopped my ambitions to reengineer the game until I finally got inspiration to a solution. One source of inspiration was the intriguing "plan-actions-ahead" mechnism of Mombasa, another was a famous Swedish novel covering the second and bigger wave of Swedish emigration to America: The last letter to Sweden. The colonists of Nova Suecia wrote letters home, requesting supplies (and received letter, requesting deliveries). Why not adding those letters to the game? By letting the players place their workers and influence not the current but the future market, they wouldn't plan their actions in the future but rather act according to what they plan the future to be. Do you want to sell tobacco on your next turn? Place your workers at tobacco production tasks, send "tobacco letters" and enjoy higher tobacco prices when your turn returns (no sooner, no later). Simple and elegant!
While the soul of the game, or how it should feel to play, can be expressed in visionary terms, there are no shortcuts for the body of the game, or how it should actually be played. A lot of work is required to realize a dream with a lot of agony on the way as the dream meets the reality. Post-it notes, spreadsheets and text editors are my best friends here - post-it notes to capture ideas, spreadsheets to estimate initial game stats and record game simulations and text editors to formulate draft rules and challenge them.
Let's start with the post-it notes. Most of the early game design takes place in my head and post-it notes are great for capturing those early game ideas before they are forgotten (or for realizing that the ideas are not good at all).
A crucial early decision was to come up with the actions of the game. What should the players do and in which order? The necessary actions for a market game include producing, buying and selling. In addition, The Last Letter Home needed settlement actions, to acquire productive districts, and ship actions, to demand and supply the resources.
My initial idea was to complete everything within one turn, i.e. let the players choose demands and supplies (to change the market prices), buy and sell. However, not only did this become a mathematical exercise (pick the resources that optimize the prices given what you want to buy and sell this turn) but it also removed the tension of money shortage (given that you buy and sell at a profit in each turn).
The demand/supply question was easily solved. I simply added the ship bag, from which the players randomly draw resources rather than calculating optimal resources. This added a semi-random element, as the player may control the resource distribution in the bag (similar to games like Orléans) but never be sure what to get.
The money shortage question was also easy, although I didn't see it until after some iterations. In the first version of Nova Suecia, the money shortage was accomplished by the option to "buy victory points" by building a fort. This was not very elegant and I wanted something better. A better option was to switch the buy and sell actions so that you sell previous turn's purchases and then buy for the next turn's sales. This lag between buying and selling would give a delayed surplus that would be needed to pay for increasingly higher costs (more colonists and higher production). Simulations showed that this mechanism stretched the players' resources every turn.
Incidentally, this switch made the idea of choosing your ship resources less mathematical as you could never be sure if the resources supplied by the ship one turn would be the ones you wold need the next turn. Nevertheless, I kept the ship bag for the basic game (for quicker turns and less analysis paralysis) and removed it in the advanced game (for experienced players who wish to remove all luck elements).
Other actions didn't survive the early simulations. One was the idea that you first pick districts for settlement (but don't get to settle until the other players have done so), since this gave you less control of your strategy. Another was the idea that colonists arrive in the same way like resources do, since the first player would always hire all available colonists. A third was the idea that the ship could demand fort building (worth victory points in the end) but given that money shortage was achieved, money instead of victory points could be used to determine the winner.
To maintain the balance between supplied and demanded resources (the ship supplies the two resources of grain and iron but demands the three resources of timber, fur and tobacco), I tried adding gold instead of colonists as a third resource. But why would you ever choose a resource (possible profit) instead of gold (certain profit)? Gold was initially removed but made a comeback thanks to the money shortage - by letting the gold be a loan, the players could use gold for investment but have to pay back more at the end of the game (so they'd better invest the gold wisely!).
The time was now ripe for the spreadsheet.
A game should not play like a spreadsheet but a spreadsheet is great for designing a game. All game decisions offer different paths and each of those paths has a level of success, whether it be a probability or an expected return or something else. For the decisions to remain interesting, they must be so balanced that one path is not always better than another but not so balanced that it doesn't matter which path you choose. Although spreadsheets may not tell you the exact game values (if they do, the decisions may not be interesting or the game may even be solved), they will help you assign starting values to be further refined through testing.
For The Last Letter Home, I had to design balanced resource markets so that one resource would not always be better than another. First, I needed a number of price levels high enough to give price variations but not so high that the markets become fiddly. I settled with twelve, a flexible number that can be divided with many other numbers.
Second, I needed prices for each of the twelve levels and each of the six resources. I wanted the price curves to be different so I made some steep (very low and very high prices) and some less steep (small differences between lowest and highest prices) but let the total sum be the same (all prices had a sum of 42, giving an average of 3.5).
Third, I needed to modify this average for resources that required less or more investments. In the normal case, 1 resource (grain) yields 2 resources while 2 resources (grain+iron) yields 4 resources. In the case of fur, 1 resource (grain) yields 1-4 resources, and in the case of tobacco, 3 resources (grain+2 plant) yields 2 resources and 6 resources (grain+iron+4 plant) yields 4 resources. This made it clear that the fur average should be lower and the tobacco average 3 times higher to maintain the 2:1 ratio between input and output.
Fourth (although I didn't realize this until after some initial iterations), I needed curves with diminishing returns, where a price shift at one part of the curve has less impact than a price shift at another part of the curve. Why? Say that a player enters the tobacco market. Increased tobacco prices will increase only her revenue while decreased food prices will decrease all players' costs. With no diminishing returns, a tobacco price level shift of 1 will always have the same impact as a food price level shift of 1 so player 1 will only be interested in the former, thus reducing the number of interesting decisions for her. With diminishing returns on the other hand, it may at some point be more profitable to keep the food price low than continuing to keep the tobacco price high. At what point? That's part of the interesting decision!
One conclusion could have been to have more farms and less plantations/spins/trade posts but this would have reduced the decisions. Instead, I let the farms, timber and mines produces two resources each (and adjusted the prices accordingly) while also letting trade posts be able to produce food (which was aligned with the theme, as the real colonists seldom could grow enough food themselves).
Another aspect was that timber could be expected to be in less demand towards the end of the game (as the payoff time is shorter) while iron could be expected to be in more demand (as the players get more money to invest) but this was also aligned with the theme: timber could be demanded by the ship (the ships often needed to be repaired after the journey) and iron could be supplied by the ship (the colonists often requested tools).
This balance was more difficult to calculate in the spreadsheet but it did offer a starting point for future simulations and tests. One such starting point was the lowering of the timber average to 2.5, since the price could be expected to lie on the upper market half where the average is 3-5 anyway (3+3+3+4+4+4 divided by 6). Of course, the market and the production aren't supposed to be balanced all the time - the players are supposed to act on and take advantage of imbalances, eventually restoring the balance again, just like in a real economy.
More challenging was the turn order balance. All games must assess the first (or last) mover advantage and take it into consideration. In the first version of Nova Suecia, the first mover advantage was the opportunity to receive more colonists and buy and sell first and it was rewarded to the player paying the most tax each round. For the second version, I wanted to move away from this fiddly and sometimes unfair mechanism. (Ties in tax payments were resolved through random drawing.) Many games, like Puerto Rico, use a rotating starting player so I started exploring this mechanism.
Each turn order has its own challenges; the first player can take advantage of lower costs/higher prices while the last player can take advantage of more colonists.
It's less obvious who is in the lead; there are no "complete" rounds where a leader can be identified but all players will be at different stages throughout the game.
The choice about when to end the game adds a strategic dimension; a short term player focusing on low costs will want to end the game early while a long term player will want her expensive investments to pay off first.
In theory this looked great but would it work in practice?
First, I needed to find a mechanism that would allow a variable number of turns. The very first game board showed the Delaware river (based on an authentic map), around which the historic colony was based, but since districts were bid for, the river never got any game purpose and hence was removed. What if I could return the river and let the players choose districts by moving a Swedish ship along the river? In addition, I could let the players move a Dutch ship that removes districts from play and bring the game closer to the end (i.e. when no more districts are available). This would not only let the players influence the number of turns but also let them choose which districts to get for themselves and which districts to deny their opponents. It also fit the theme - the real colony was raided by the Dutch (districts removed) and eventually captured by them (end of game). Perfect!
Second, I needed to check the range of turns. At first, I let the Dutch ship remove districts permanently and the game end when no more districts are available. Simulations gave an acceptable range of 2-10 removed districts out of the total 24 districts (or 14-22 turns). However, I later came up with the idea of allowing districts to be returned into play for more variation and added a money limit to end the game if necessary. The important thing was to give the players the option to shorten and prolong the game depending on their strategies.
Third, I needed to check and adjust the turn order balance. Would there be a first or last player advantage and if so, how should it be mitigated? For the simulation, I assumed that each colonist would cost on average 1 thaler (for feeding) and yield on average 2 thaler. I also assumed that once the game end has been triggered, each player gets to sell at on average 1 thaler less than the previous player (because of lower prices). The result surprised me - it turned out that the player would end up almost exactly the same irrespective of turn order! I guess you have to be lucky sometimes, this convinced me that there was no specific turn order advantage and that the outcome was dependent on the players themselves.
No matter how much you try to balance a game in theory, unbalances will remain that only a lot of practical testing and tuning can remove. With the first edition of the game, I made the mistake of introducing it to testers before I had done my own testing and tuning. I didn't take any shortcuts this time, although I often wanted to because this is probably the part of game design that I like the least. You run a simulation, assess the outcome, adjust a number and rerun the simulation over and over again. Spreadsheets help to keep track of all iterations and avoid repeating them with the same number combinations but this is still a daunting task.
Nevertheless, it was during this phase that I learned things like having diminishing returns on the markets and how to make the strategies equally strong. The simulations also inspired new markets like the colonist markets (different strategies have different preferences regarding the number of colonists) and the gold market (the possibility of extra funding opens up new strategies).
It was also during this phase that I realized a flaw in the simulation: the flow of new colonists wasn't enough to maintain the money shortage. It was true that in the first rounds, where going from 1 to 2 colonists meant a 100% increase and so on, but when going from 5 to 6 colonists, the money earned in the previous turn was more than enough to finance in the current turn. Would this force an "alien" mechanism after all?
No, I already had one! The gold market, meant to offer players loans in the beginning, could also be used to offer them deposits in the end. Just like the other markets, the conditions would be worse the more money that enters this market, so the players would have to find out whether the gold market or the other resource markets give the best return on investment.
Having come this far, Nova Suecia was balanced and challenging. However, the fact that a player takes ALL actions with ALL meeples in a turn did take too long. But since the underlying economic system was so stable, it was a simple matter to divide the turns into 1 action/1 colonist. The only thing that had to be added was the assembly action to take back all colonists and encourage players to acquire more colonists (to minimize the number of improductive assemble action).
No matter how great a game plays, the appearance of the game significantly impacts how it's received. Art has never and will never be a skill of mine but I don't let that stop me. There are a lot of free resources and for historical games like The Last Letter Home, you have many old paintings in the public domain at your disposal.
The early drafts of the first edition of the game used a game board based on the map drawn by Peter Lindstrom during the last years of the colony as well as game cards depicting the historical governors. However, they turned out to be redundant and were removed but I was glad to find a new use for them in the second edition as placeholders for ship movement and letters home.
For the resources, I simply relied on the excellent icons from Game-icons.net.
It's also interesting to note that I've worked more on functional art. The first edition district shows simple empty squares and circles for the resource placeholders whereas the second edition districts uses symbols to convey the functional meaning of them.
Last but certainly not least, I put some effort into the box. The front was made more colorful, with a special place for the governors, and the back was made more representative for the game with component photos and lists, including sleeve size, as well as more formal information such as a CE marking. My very first game, the ugly duckling of Nova Suecia, had finally become a beautiful swan!
Nova Suecia was my first attempt to design a board game. It built on an old game idea of mine, where the players would have to trade with each others to manufacture raw material into goods. The shorter value chain would be safe but yield less return and the longer value chain risky but yield more return. The last step in the value chain would be to sell the goods to fluctuating market prices.
This was combined with the idea that the players would act individually but face (positive or negative) outcomes together and so was the tax table born. Bidding for production facilities (districts) were introduced early, to allow the players to choose their strategies as well as removing first-player advantages, and so were manufactories (later log cabins), to allow the players to invest for long-term gains.
At that stage, I started to think of a theme and a colony seemed to fit well for the game mechanisms. The choice fell on Nova Suecia, a rather poor attempt of Sweden to become a colonial power and I started to study my theme. Grain (short value chain), plants-tobacco (middle chain) and ore-iron-metal (long chain) fit both the game and the theme. Fur (from native trade) came from the theme and was initially added as non-investment good.
Coming so far, I began to feel that grain and fur were dull. In addition, low risk may work in real life but not in a game where such a strategy only leads to a middle position whereas risk-takers ends up first or last. Instead, they were given influence on the overall game balance instead. Grain got important for colonists (to engage in the production) and fur got important for the colony (to pay taxes for common expenses). Thus all production types have a bearing on the game balance!
The final additions to the game were the "take that" mechanism in the taxation, which allowed players not only to pay taxes to promote their interests but also to damage other players' interests, and the "invest or spend" decision in the fort building, where builds get more expensive the longer the player wait.
Puerto Rico (at least my first testers did) but if anything, I tried to steer away from role selections (with the problem turn order influencing the outcome) and engines (with the problem of rich get richer). Nevertheless, the testers kept calling the colonists slaves, although the real Nova Suecia never had any.
Looking back on my first game, there are many game mechanisms applied: bidding, worker placement, investments, production, trade and common expenses. Are there too many? Nova Suecia certainly opens up for many strategies but also for the agony of decision as each action has an outcome that is not easily assessed. For the hard-core gamer willing to dwell into this intricate web of dependencies, Nova Suecia may offer a challenging gameplay, but in subsequent games I would stick to one or two game mechanisms at the time.


The Alaska Railroad is a Class II railroad which extends from Seward and Whittier, in the south of the state of Alaska, in the United States, to Fairbanks, and beyond to Eielson Air Force Base and Fort Wainwright in the interior of that state.
Once you reach the Mountain House at the 1,800-foot level of Mount Roberts, step onto trails that begin in a sub-alpine ecosystem and climb another 300 feet into the true alpine. With sixty stair steps, a length of one-half mile and an elevation gain of just 150ft, the main trail will take you to open vistas, mountain valleys, snow gullies, rocky ridges and stunning views of mountains in Glacier Bay, British Columbia, the Southeast Alaskan panhandle and Admiralty Island National Monument.


Ruby and Amber's is a 70 acre farm located along the Row river in Dorena (14 mi from Cottage Grove/35 mi from Eugene). We produce high quality, high volume, vegetables and fruit on less than 5 acres of production land. We also produce grains, hay and forage mostly for our animal feed needs and for farmer consumption. Our farm is Certified Organic and Certified Biodynamic. A unique feature of our farm is the use of Draft Horsepower for tillage and cultivation. We also host interns as part of our commitment to education of the new farmer through the Internship Program with Rogue Farm Corps, and our Equine Based Farm Learning Programs.
For the size of our farm we have a large number of high tunnels, which have proven to be most efficient and profitable for our farm enterprises. We grow about 30 -40 different types of vegetables and fruit as well as forage crops. We have laying hens, pigs, and a dairy cow along with our 8 draft horses. We make all of our own compost from our animal manures and our garden debris. The majority of our produce is sold at farmers' markets and through our small CSA. A typical week on the farm involves seed sowing, transplanting, weeding, irrigation, harvesting, tillage, and markets. We also spend time feeding and caring for animals.
We have two programs for farm learning on our farm, the Internship Program (Farm Program), and the Equine Based Farm Learning Program (Horse Program). These Programs run concurrently; a student may be in one program or the other, or both. For both Programs, the student will learn by immersion in all aspects of a farmer's market and CSA orientated farm that utilizes draft horsepower. A brief description of the Farm Program and Horse Programs follows.
The Farm Program is a paid internship learning opportunity in which the participant lives and trains on our farm. The student will learn by immersion in all aspects of a farmers' market and CSA oriented farm. The student will train along side more experienced staff and individually as they develop the judgment and skill sets to handle farm tasks efficiently and properly. These tasks include: succession planting, seed sowing, transplanting, weeding and cultivation, irrigation (both over head and drip), harvesting, and marketing. The student may also help produce some of our own forage, hay, grain and other feed crops. There is ample opportunity to learn about, and apply, certified organic and biodynamic principles and practices. There may be opportunity for limited tractor training, depending on the student.
We estimate a 30 – 35 hour week, perhaps more during the very peak of the season. We intend to give the student 2 days off per week. Farming is very physical with a lot of bending and stooping. The student needs to be a very physically fit and enjoy the physical labor. We try to break up our activities to keep our bodies in good shape and avoid injury. During the HOT season on the farm we try to quit work by 2-3 PM (our site gets the hottest around 5 PM) We do have an excellent swimming hole for those hot afternoons. We take a 1-hour lunch. Having a driver's license and willingness to do a market or deliveries is a plus for the prospective student.
There is little opportunity for draft horse related work; to participate in draft horse work the participant will need to enroll in the Equine Based Farm Learning Program (Horse Program) described below. The student will have the opportunity to participate in farm animal husbandry activities such as feeding, egg and meat production, and animal care.
Experience in farming or gardening is preferred but we will take on the beginner who comes with stellar recommendations. We require a visit and 45-day trial period.
We have accommodations for the student to live on the farm. If you live on the farm, you pay for your room and 'board',which is deducted, from your paycheck, resulting in a monthly stipend. We have a fully functional communal kitchen and bathroom. Employees are responsible for cleanup and maintenance of the shared space. We try to have a communal potluck twice a week. We have 2 energetic dogs. Our current farmers are omnivorous. The details of the room, board, and stipend package will be discussed during the interview process.
Cell phone access is limited out here. We do have a booster on our barn that works fairly well with Verizon service. No smoking or drugs are allowed.
This program is a medium to long-term opportunity for the trainee to learn and develop the skills to farm using Draft Horse Power at Ruby and Amber's Farm. The Horse Program is separate from, but concurrent with the RFC Internship Program. If you would like more information about our Horse Program, you will find it here: Workhorseworkshops.com and on Facebook: search Workhorse Workshops.


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Lahaina () is the largest census-designated place (CDP) in West Maui, Maui County, Hawaii, United States and includes the Kaanapali and Kapalua beach resorts. As of the 2020 census, the CDP had a resident population of 12,702. Lahaina encompasses the coast along Hawaii Route 30 from a tunnel at the south end, through Olowalu and to the CDP of Napili-Honokowai to the north. During the tourist season, the population can swell to nearly 40,000 people.

Lahaina's popularity as a tropical getaway has made its real estate some of the most expensive in Hawaii; many houses and condominiums sell for more than $5 million.

History

In days of native rule Lahaina was the royal capital of Maui Loa,  ("high chief") of the island of Maui, after he ceded the royal seat of Hana to the ruler of Hawaii Island. In Lahaina, the focus of activity is along Front Street, which dates back to the 1820s.  It is lined with stores and restaurants and often packed with tourists. The Banyan Court Park features an exceptionally large banyan tree (Ficus benghalensis) planted by William Owen Smith on April 24, 1873, to commemorate the 50th anniversary of the arrival of Christian missionaries. It is also the site of the reconstructed ruins of Lahaina Fort, originally built in 1832. It is the largest Banyan Tree in the United States.

 was an ancient name of Lahaina. The Hawaiian language name  means "cruel sun", describing the sunny dry climate. Lahaina's historic district averages only  of rain per year, much of which occurs from December to February.

In 1795, before unification of the islands, the town was conquered by Kamehameha the Great. Lahaina was the capital of the Kingdom of Hawaii from 1802 to 1845. King Kamehameha III, son of Kamehameha I, preferred the town to bustling Honolulu. He built a palace complex on a  island Mokuula surrounded by a pond called Moku Hina, said to be home to Kiwahine, a spiritual protector of Maui and the Pi'ilani royal line, near the center of town.

In 1824, at the chiefs' request, Betsey Stockton started the first mission school open to the common people. It was once an important destination for the 19th-century whaling fleet, whose presence at Lahaina frequently led to conflicts with the Christian missionaries living there. On more than one occasion the conflict was so severe that it led to sailor riots and even the shelling of Lahaina by the British whaler  in 1827.

In response, Maui Governor Hoapili built the Old Lahaina Fort in 1831 to protect the town from riotous sailors.

Lahaina was the capital of the Kingdom of Hawaii from 1820 to 1845, when the capital was moved back to Honolulu. In the 19th century, Lahaina was the center of the global whaling industry, with many sailing ships anchoring at its waterfront; today pleasure craft make their home there. Lahaina's Front Street has been ranked one of the "Top Ten Greatest Streets" by the American Planning Association.

Geography
According to the United States Census Bureau, the CDP has a total area of , of which  is land and , or 16.26%, is water.

Demographics

Climate
There are many different climates in the different districts of Lahaina.  The historic district is the driest and calmest and hosts the small boat harbor.  Kaanapali is north of a wind line and has double the annual rainfall and frequent breezes. The Kapalua and Napili areas have almost four times the annual rainfall compared to the historic district of Lahaina.

Lahaina has a hot semi-arid climate (Köppen BSh) with warm temperatures year-round.

Attractions

The southern end of Front Street is home to the largest banyan tree in the United States.

Front Street is a popular attraction with stores and restaurants, as well as many historical sights such as the Bailey Museum, the Lahaina Courthouse, and the Prison.

The West Maui mountains have  valleys visible from the historic district of Lahaina. The valleys are the backdrop for "the 5 o'clock rainbow" that happens almost every day. The "L" in the West Maui mountains stands for Lahainaluna High School and has been there since 1904. In 1831 a fort was built for defense, and the reconstructed remains of its  walls and original cannons can still be seen. Also near the small boat harbor are the historic Pioneer Inn and the Baldwin House museum in the historic district of Lahaina.

Hale Pai, located at Lahainaluna High School, is the site of Hawaii's first printing press, including Hawaii's first paper currency, printed in 1843.

The Plantation Course at Kapalua hosts the PGA Tour's Sentry Tournament of Champions every January.

Carthaginian II was a museum ship moored in the harbor of this former whaling port-of-call. Built in 1920 and brought to Maui in 1973, it served as a whaling museum until 2005, and after being sunk in  of water about  offshore to create an artificial reef, now serves as a diving destination. It replaced an earlier replica of a whaler, Carthaginian, which had been converted to film scenes for the 1966 movie Hawaii.

Halloween is a major celebration in Lahaina, with crowds averaging between twenty and thirty thousand people. The evening starts off by closing Front Street to vehicles so the "Keiki Parade" of children in costumes can begin. Eventually, adults in costumes join in. Some refer to Halloween night in Lahaina as the "Mardi Gras of the Pacific". In 2008 the celebration was curtailed due to the objections of a group of cultural advisers who felt Halloween was an affront to Hawaiian culture. In the following years the event was poorly attended, as the street was not closed and no costume contest took place. In 2011, citing economic concerns, the County permitted the event to fully resume.

From November to May, whale-watching excursions are popular with tourists. The peak season for whale watching in Lahaina is January to March.
The humpback whale is by far the most common baleen species found in Hawaiian waters, although there have been rare sightings of fin, minke, Bryde's, blue, and North Pacific right whales as well.

Each November, Lahaina hosts the Maui Invitational, one of the top early-season tournaments in college basketball. The event is sponsored by Maui Jim and is held in the Lahaina Civic Center.

The Lahaina Aquatic Center hosts swim meets and water polo.

Lahaina also hosts the finish of the Vic-Maui Yacht Race, which starts in Victoria, British Columbia, Canada. This race started in the 1960s and is held every two years.

The historic district has preserved 60 historic sites within a small area and they are managed by the Lahaina Restoration.

Crime rate
The chances of becoming a victim of crime in Lahaina is 1 in 385, compared to a higher rate of 1 in 323 in the State of Hawaii as a whole.

Media references
There have been many movies that were filmed in Lahaina such as Clint Eastwood's Hereafter, in which a monster tsunami ravages Front Street.

 1961 – The Devil at 4 O'Clock starring Spencer Tracy and Frank Sinatra
 1970 – The Hawaiians (film) starring Charlton Heston
 1973 – Papillon starring Steve McQueen and Dustin Hoffman, filmed in Hana.
 1992 – Baraka, filmed at Haleakala National Park
 1993 – Jurassic Park
 1997 – Turbo: A Power Rangers Movie, filmed at Iao Valley
 2002 – Die Another Day, a 007 film, filmed at Peahi (Jaws). Features clips of famous surfers, Laird Hamilton, Dave Kalama, and Darrick Doerner.
 2003 – The Hulk, filmed on Kahakaloa
 2004 – Riding Giants, filmed at Peahi (Jaws)
 2007 – Pirates of the Caribbean: At World's End, filmed in Pukalani.
 It is also mentioned in the song "The Last Resort" by The Eagles from their 1976 album, Hotel California.

Gallery

See also

Lahaina Historic District
Lahaina Noon
Living Lahaina

References

External links

Community website
 Maui Guidebook article

Census-designated places in Maui County, Hawaii
Capitals of former nations
Beaches of Maui
Populated places on Maui
Whaling in the Hawaiian Kingdom
Populated coastal places in Hawaii


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Q: How to create an ngRx Effect that will fire after ANY action executes, and AFTER reducers? I need some functionality to be run after any/every action, but after the reducer has run and state has changed, so meta-reducers won't work here.

A: I found the answer in ActionsSubject.  The second answer in this question was exactly what I needed - how to subscribe to action success callback using ngrx and effects.
I needed a way to watch what was happening in ngRx because the library I'm developing needs to be able to be used in any javascript environment.  It might be React or Swift, or even wrapped in a NodeJs api.  I'm happy ngRx provides an easy way to monitor the actions flowing through the system - that means Angular is on the "ok list" to use our library.


If you live outside of the greater Edmonton area, call 1.888.482.4696.
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The Bullying Helpline provides a 24/7 telephone service and online chat that offers resources on bullying for parents, teachers, children, and youth. Call 1.888.456.2323 or click here to access the online chat service (online chat is operational 12p-8pm daily).
The Mental Health Help Line provides confidential, 24/7 telephone service for crisis intervention, information about mental health programs and services, referrals to other agencies, and advice about mental health concerns. Call 1.877.303.2642.
The Edmonton Distress Line is a confidential supportive listening service that is available 24/7 if you are in distress and want to talk. Distress Line Listeners are equipped to talk about any topic that is causing you distress, including relationship troubles, mental health concerns, financial troubles, abusive/violent situations, and thoughts of suicide.
SART is a team of Registered Nurses who have been specially trained in sexual assault care. Anyone 14 years old or older, of any gender, can access the SART nurses by going to any hospital in the Edmonton region and asking to see a SART nurse. These nurses provide compassionate, confidential, and non-judgmental care to anyone who has been sexually assaulted within the last 7 days. For more information call Health Link at 780.408.LINK(5465) or visit their website.
The STI Clinic offers free and confidential testing, counselling, and treatment for STIs (Sexually Transmitted Infections), HIV, and BBP (Blood Borne Pathogens). For more information call 780.342.2300 or click here.
The Edmonton Community Legal Centre provides free legal information and advice to low to moderate income people in the Edmonton area. ECLC can help with family law, landlord and tenant issues, employment, human rights, debt, small claims, immigration, and income supports. To learn more call 780.702.1725 or click here.
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The Family Centre provides workshops, therapy, family support services, interpretation, and translation services to foster healthy families in healthy communities. To learn more call 780.423.2831 or click here.
Aboriginal Counseling Services of Alberta provides services that honour the mind, body, spirit and emotions of each person that walks through their door. The team works collectively with clients by supporting the client in believing that they are the expert when it comes to their personal journey, and provides programs to achieve this goal. For more information call 780.448.0378 or click here.
The First Nations and Inuit Hope for Wellness Help Line is a 24/7 telephone service providing crisis intervention and counselling support for First Nations and Inuit persons. Support is available in Cree, English, French, Inuktitut/Inuvialuktan, and Ojibway. Call 1.855.242.3310.
Trans Lifeline is a hotline staffed by transgender people for transgender people and people who are struggling with their gender identity. This line exists to respond to whatever support needs arise. The line runs 18 hours a day every day of the week from 9AM-3AM.
Calgary Outlink provides a 24 hour peer support phone line for LGBTQ youth to call for support. This service can be reached Mondays and Thursdays from 6-10PM (MST). To access this support call toll free at 1.877.688.4765.
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