text:
BIBLIOGRAPHY OF BOARD GAMES
AND RELATED GAMES AND RECREATIONS
(As of 30 August 1994)
by Ralph Dumain
BOOKS, MONOGRAPHS, PAMPHLETS IN MY COLLECTION
Abbott, Robert. Abbott's New Card Games. New York: Funk & Wagnalls, 1968. 138 p.
Beasley, John D. The Mathematics of Games. Oxford; New York: Oxford University Press, 1990. viii, 169 p. (Recreations in Mathematics.) [$7.95]
Bell, R.C. Board and Table Games from Many Civilizations. Revised edition; 2 vols. bound as one. New York: Dover Publications, Inc., 1979. xxiv + 208 + XXIV plates + xviii + 155 + 28 plates.
Bell, R.C. Board and Table Games from Many Civilizations. vol. I. London: Oxford University Press, 1969. 2nd ed. xxv, 210 p., XXIV plates.
Bell, R.C. The Board Game Book. New York: Exeter Books, 1983. 160 p. [oversize]
Bell, Robbie; Cornelius, Michael. Board Games Round the World: A Resource Book for Mathematical Investigations. Cambridge; New York: Cambridge University Press, 1988. [iv], 124 p. [$9.95]
Brandreth, Gyles. The Book of Solo Games. New York: Harper & Row [Perennial Library], 1985. xiii, 223 p.
Costello, Matthew J. The Greatest Games of All Time. New York: John Wiley & Sons, Inc., 1991.
Culin, Stewart. Korean Games, With Notes on the Corresponding Games of China and Japan. New York: Dover Books, 1991. $9.95.
Falkener, Edward. Games Ancient and Oriental and How to Play Them. New York: Dover Publications, Inc., 1961. [iv], 366 p.
Goodell, John D. The World of Ki. St. Paul, MN: Riverside Research Press, 1957. 200 pp.
Grunfeld, Frederic V., et al. Games of the World: How to Make Them, How to Play Them, How They Came to Be. New York: Holt, Rinehart and Winston, 1975. 280 p. [oversize]
Hoyle's Rules of Games. Edited by Albert H. Morehead & Geoffrey Mott-Smith. 2nd rev. ed. New York: New American Library, 1983.
Koch, Karl-Heinz. Pencil and Paper Games. New York: Sterling Publishing Co., Inc., 1992. [$4.95]
Pritchard, David. Brain Games: The World's Best Games For Two. Harmondsworth, Middlesex, England: Penguin Books, 1982. 202 p.
Provenzo, Asterie Baker; Provenzo, Jr., Eugene F. Favorite Board Games You Can Make and Play. New York: Dover Books, 1990. $7.95. Republication of Play It Again: Historic Board Games You Can Make and Play (1981).
Sackson, Sid. A Gamut of Games. New York: Random House, 1969. xiii + 210 p.
Sackson, Sid. A Gamut of Games. 2nd edition. New York: Pantheon Books, 1982. xiv + 222 p.
"Salamallah the Corpulent". Medieval Games. Raymond's Quiet Press, 1982.
Schmittberger, Wayne. New Rules for Classic Games. New York: John Wiley & Sons, Inc., 1992.
Sharp, Richard; Piggott, John. The Book of Games. New York: Galahad Books, 1977. 186 p. [oversize]
Silberstang, Edwin. Playboy's Book of Games. Chicago: Playboy Press, 1972.
Solomon, Eric. Games with Pencil and Paper. New York: Dover Publications, Inc., 1993.
The Way to Play: The Illustrated Encyclopedia of the Games of the World. By the Diagram Group. New York; London: Paddington Press, Ltd., 1975. 320 p. [oversize].
CHINESE CHESS
Lau, H.T. Chinese Chess. Rutland, VT: Charles E. Tuttle Co., 1985. 248 p.
JAPANESE CHESS: SHOGI
Fairbairn, John. Shogi for Beginners. London: The Shogi Association, Ltd., 1986. v + 167 p.
Leggett, Trevor. Shogi: Japan's Game of Strategy. Rutland, VT: Charles E. Tuttle Co., 1966. 99p., Shogi pieces.
Ohara, E. Japanese Chess: The Game of Shogi. Rutland, VT: Charles E. Tuttle Co., 1954. xvii, 182 p.
CHESS VARIATIONS
Album AISE 3: 1a Olimpiade Eterodossa/1st Heterochess Olympics. Macerata: Associazione Italiana Scacchi Eterodossi, 1992. 23 pp.
Dawson, T.R. Five Classics of Fairy Chess. With a new preface and introduction by A.S.M. Dickins. New York: Dover Publications, Inc., 1973. xi, 145 p. [oversize].
Dickins, Anthony. A Guide to Fairy Chess. New York: Dover Publications, Inc., 1971. 66 p. [oversize].
Gollon, John. Chess Variations: Ancient, Regional, and Modern. Rutland, VT: Charles E. Tuttle Co., 1974. 233 p.
Gradara Ludens: 3 Festival Italiano dei Giochi, Gradara, 18-27 settembre 1992. Brochure, 25 pp.
Neue Chess: The Book. Chess Inventions and Inventors in Cincinnati. Edited by David Moeser. Cincinnati, 1991, 1992. [copy #17] To be updated periodically. ["A collection of published articles on chess variants from 1968 to the present", from the periodical J'adoube!]
Moeser, David. Supplement to "Neue Chess" compilation: installment 33 + 7A, 7B, 7C (Parkway Chess Club Bulletin 1/25/71, 9/30/71, 10/15/71)
CHESS—HISTORY
Murray, H.J.R. A Short History of Chess. With chapters by B. Goulding Brown & H. Golombek. London: Oxford University Press, 1963. [v], 138 p.
CHESS IN LITERATURE
Chess in Literature. Edited by Marcello Truzzi. New York: Avon, 1975.
Cockburn, Alexander. Idle Passion: Chess and the Dance of Death. New York: Village Voice / Simon and Schuster, 1974.
Hochberg, Burt, ed. The 64-Square Looking Glass: The Great Game of Chess in World Literature. New York: Times Books [Random House], 1993.
Bozulich, Richard. The Second Book of Go. Mountain View, CA: Ishi Press International, 1987. iv + 124 p.
Kishikawa, Shigemi. Steppingstones to Go. Rutland, VT: Charles E. Tuttle Co., 1965. 159 p.
Korschelt, O. The Theory and Practice of Go. Rutland, VT: Charles E. Tuttle Co., 1966. xiii, 269 p.
Lasker, Edward. Go and Go-moku. New York: Alfred A. Knopf, 1934. xvii + 214 p.
Lasker, Edward. Go and Go-moku. 2nd rev. ed. New York: Dover Publications, Inc., 1960. xix, 215 p.
Smith, Arthur. The Game of Go: The National Game of Japan. Rutland, VT: Charles E. Tuttle Co., 1956 [1971]. xv, 224 p.
Takagawa, Kaku. The Vital Points of Go. Japanese Go Association, 1958 [1962]. [3], 244, [5] p., photos.
Yoshio, Ishida. All About Thickness: Understanding Moyo and Influence. Translated by Stuart Dowsey. Tokyo: The Ishi Press, Inc., 1990.
GO—CURIOSITIES
Boorman, Scott A. The Protracted Same: A Wei-ch'i Interpretation of Maoist Revolutionary Strategy. New York: Oxford University Press, 1969. xiv + 242 p.
FANORONA
Chauvicourt, J. & S.; ed. & trans. by Leonard Fox.Fanorona: The National Game of Madagascar. Charleston, SC: International Fanorona Association, 1984. ix + 44p. $3.75.
Johnson, J. Robert; Clark, Mason A. The Official Guide to Winning at Kensington. New York: Tribeca Communications, Inc., 1983. 96 p. [2 copies]
Russ, Laurence. Mancala Games. Algonac, MI: Reference Publications, Inc., 1984. 111 p. (The Folk Games Series; no. 1) $14.95. ISBN 0-917256-19-0.
Ault, Leslie H. The official Mastermind Handbook. London: New English Library, 1976. [v] + 136 p.
Ault, Leslie H. The Official Mastermind Handbook. New York: New American Library [Signet], 1976.
Gunther; Noel; Hutton, Richard. Beyond Boardwalk and Park Place: The Unauthorized Guide to Making Monopoly Fun Again. Toronto; New York: Bantam Books, 1986. [viii], 109 p.
OTHELLO / REVERSI
Hasegawa, Goro; Brady, Maxine. How to Win at Othello. New York: Harvest/HBJ, 1977. 222 p.
Landau, Ted. Othello: Brief and Basic. Revised ed. Falls Church, VA: United States Othello Association, 1987. vii + 56 p.
Perfect Play Sequences for 315 Normalized Positions with 20 Empty Squares. Waynesboro, VA: U.S. Othello Association, 1990. 26 pp. [$3.00]
Stepanov, O. 100 Problems for Beginners. Leningrad, 1989. 21 p. [$3] [Othello problems]
PENTE (R)
Braunlich, Tom. Pente Strategy: An Introduction to Advanced Play. [Book I.] Stillwater, OK: Pente Games, Inc., 1980.
Braunlich, Tom. Pente Strategy: Book I. 2nd ed. Stillwater, OK: Pente Games, Inc., 1980.
Braunlich, Tom. Pente strategy: Book II. Stillwater, OK: Pente Games, Inc., 1982. 110 p. Advanced strategy and tactics.
Braunlich, Tom. Pente Strategy. New York: Warner Books, 1984.
RENJU
Sakata, Goro; Ikawa, Wataru. Five-in-a-Row Renju. Tokyo: The Ishi Press, Inc., 1981. vi + 153 p.
Brandreth, Gyles. The Scrabble Brand Puzzle Book. New York: Simon & Schuster, Inc. [Fireside], 1984.
Lawrence, Michael; Ozag, John. The Ultimate Guide to Winning Scrabble Brand Crossword Game. New York: Bantam Books, 1987. 233 p.
SCARNEY
Scarne, John. Scarney: A New Era in Skill Games. North Bergen, NJ: John Scarne Games, Inc., 1968. viii, 89 pp.
TEEKO
Scarne, John. Scarne on Teeko. New York: Crown Publishers, Inc., 1955. 256 p.
Barry, Sheila Anne. World's Best Card Games For One. Illustrated by Myron Miller. New York: Sterling Publishing Co., Inc., 1992.
Botterill, Ruth D. The New Book of Patience Games. London: W. Foulsham & Co. Ltd., 1982.
The Official Rules of Card Games. 57th ed. Racine, Wisc.: Whitman Publishing Company, 1968. 256 p.
The Official Rules of Card Games. 60th ed. Cincinnati: The United States Playing Card Company, 1974.
Parlett, David. A History of Card Games. Oxford; New York: Oxford University Press, 1991.
Parlett, David. Teach Yourself Card Games For One. Chicago: NTC Publishing Group, 1994.
Sackson, Sid. Card Games Around the World. New York: Dover Publications, Inc., 1994.
STRING FIGURES & GAMES
Abraham, A. Johnston. String Figures. Algonac, MI: Reference Publications, Inc., 1988. 154 p. (The Folk games series; no. 2)
Jayne, Caroline Furness. String Figures and How to Make Them: A Study of Cat's-Cradle in Many Lands. With an ethnological introduction by Alfred C. Haddon. New York: Dover Publications, Inc., 1962. xxiii, 407 p.
Kalter, Joanmarie. The World's Best String Games. New York: Sterling Publishing Co., Inc., 1989.
Beasley, John D. The Ins and Outs of Peg Solitaire. Oxford: Oxford University Press, 1985. xii, 275 p. (Recreations in Mathematics; no. 2). [Series editor: David Singmaster]
Rubik, Ern; Varga, Tams; Kri, Gerzson; Marx, Gyrgy; Vekerdy, Tams. Rubik's Cube Compendium. Translation edited by David Singmaster. Oxford: Oxford University Press, 1987. (Recreations in Mathematics; no. 3)
Taylor, Don; Rylands, Leanne. Cube Games: 92 Puzzles & Solutions. New York: Holt, Rinehart and Winston, 1981. [51] p.
Loyd, Sam. The 8th Book of Tan. New York: Dover Publications, Inc., 1968. viii, 52 p.
Read, Ronald C. Tangrams — 330 puzzles. New York: Dover Publications, Inc., 1965. [iii], 152 p.
MISCELLANEOUS GAMES AND PUZZLES
Abbott, Robert. Mad Mazes. Bob Adams, Inc., 1990.
Altair Design. Developed by Ensor Holiday. New York: Pantheon Books, 1972.
Bright, Greg. The Hole Maze Book: Pyrotechnical Puzzles for Persistent People. New York: Pantheon Books, 1979.
Eckler, A. Ross. Word Recreations: Games and Diversions from Word Ways. New York: Dover Publications, Inc., 1979. 135 p.
Fine, Gary Alan. Shared Fantasy: Role-Playing Games as Social Worlds. Chicago: The University of Chicago Press, 1983.
Goodfellow, Caroline. A Collector's Guide to Games and Puzzles. Secaucus, NJ: Chartwell Books, Inc., 1991.
Grupper, David; Klein, David G. The Paper Shtetl: A Complete Model of an East European Jewish Town. New York: Schocken Books, 1984. 40 p. [oversize].
Kingsley, Elizabeth S. Double-Crostics, Series Twenty. New York: Simon and Schuster, Inc., 1947. [$1]
Looney, Andrew. The Empty City [a short novel]. College Park, MD: Icehouse Games, Inc., 1991. 108 pp. [1st edition, paper] See game Icehouse.
Moscovich, Ivan. Ivan Moskovitch's Super-Games. New York: St. Martin's Press, 1984. 126 p.
Ollman, Bertell. Class Struggle Is the Name of the Game: True Confessions of a Marxist Businessman. New York: William Morrow and Company, Inc., 1983. 288 p.
Pentagames. Compiled by Pentagram (designed by David Hillman). New York: Simon & Schuster Inc. [Fireside], 1990.
Ryan, Steve. Pencil Puzzlers. New York: Sterling Publishing Co., Inc., 1992. [$4.95]
Sackson, Sid. Beyond Solitaire. New York: Pantheon Books, 1976.
Sackson, Sid. Beyond Tic Tac Toe. New York: Pantheon Books, 1975.
Sackson, Sid. Beyond Words. New York: Pantheon Books, 1977. [2-3 copies]
Sackson, Sid. Calculate!. New York: Pantheon Books, 1979.
Schlossberg, Edwin; Brockman, John. The Philosopher's Game. New York: St. Martin's Press, 1977. [vi] + 200 p.
Stern, Sydney Ladensohn; Schoenhaus, Ted. Toyland: The High-Stakes Game of the Toy Industry. Chicago: Contemporary Books, 1990.
Wakeling, Edward, comp. Lewis Carroll's Games and Puzzles. New York: Dover Publications, Inc., 1992.
MATHEMATICAL RECREATIONS
Andrews, W.S. Magic Squares and Cubes. 2nd ed., rev. & enlarged. New York: Dover Publications, Inc., 1960. viii, 419 p.
Ball, W.W. Rouse. Mathematical Recreations & Essays. Revised by H.S.M. Coxeter. 11th ed. New York: The Macmillan Company, 1939. xvi, 418 p.
Ball, W.W. Rouse. Mathematical Recreations & Essays. Revised by H.S.M. Coxeter. New York: The Macmillan Company, 1962. xvi, 418 p. [based on 11th ed. with corrections, 1960]
Beiler, Albert H. Recreations in the Theory of Numbers: The Queen of Mathematics Entertains. 2nd ed. New York: Dover Publications, Inc., 1966. [xviii], 349 p.
Brooke, Maxey. 150 puzzles in Crypt-Arithmetic. New York: Dover Publications, Inc., 1963. 72 p.
Dudeney, Henry Ernest. 536 Puzzles and Curious Problems. Edited by Martin Gardner. New York: Charles Scribner's Sons, 1967.
Dudeney, Henry Ernest. Amusements in Mathematics. New York: Dover Publications, Inc., 1958. [xii], 258 p.
Dudeney, Henry Ernest. The Canterbury Puzzles and Other Curious Problems. 4th ed. New York: Dover Publications, Inc., 1958. 255 p.
Gardner, Martin. Mathematics, Magic and Mystery. New York: Dover Publications, Inc., 1956. xii, 176 p.
Gardner, Martin. The Scientific American book of Mathematical Puzzles & Diversions. New York: Simon and Schuster, 1959. xi, 178 p.
Gardner, Martin. The 2nd Scientific American Book of Mathematical Puzzles & Diversions. New York: Simon and Schuster, 1961. 253 p.
Gardner, Martin. New Mathematical Diversions from Scientific American. New York: Simon and Schuster, 1966. 253 p.
Gardner, Martin. The Numerology of Dr. Matrix. New York: Simon and Schuster, 1967. 112 p.
Gardner, Martin. The Unexpected Hanging and Other Mathematical Diversions from Scientific American. New York: Simon and Schuster, 1969. 255 p.
Gardner, Martin. Sixth Book of Mathematical Games from Scientific American. New York: Charles Scribner's Sons, 1971. x, 262 p.
Gardner, Martin. The Incredible Dr. Matrix. New York: Charles Scribner's Sons, 1976.
Grnbaum, Branko; Shephard, G.C. Tilings and Patterns. New York: W.H. Freeman and Company, 1987.
Kraitchik, Maurice. Mathematical Recreations. 2nd rev. ed. New York: Dover Publications, Inc., 1953. 330 p.
Ley, Willy. The Borders of Mathematics. New York: Pyramid Publications, 1967. 159 p. (The Worlds of Science; no. 22)
Mott-Smith, Geoffrey. Mathematical Puzzles for Beginners and Enthusiasts. 2nd rev. ed. New York: Dover Publications, Inc., 1954. viii, 248 p.
Steinhaus, H. Mathematical Snapshots. New York; Leipzig: G.E. Stechert & Co., [n.d.] 135 p., with puzzles.
Summers, George J. New Puzzles in Logical Deduction. New York: Dover Publications, Inc., 1968. v, 121 p.
OTHER DIMENSIONS AND RELATED BOOKS ON MATHEMATICS
Abbott, Edwin A. Flatland: A Romance of Many Dimensions. Introduction by Banesh Hoffmann. 6th ed., rev. New York: Dover Publications, Inc., 1952. [xviii], 103 p.
Coxeter, H.S.M. Non-Euclidean Geometry. Toronto: The University of Toronto Press, 1942. xv, 281 p. (Mathematical Expositions; no. 2)
Dewdney, A.K. The Planiverse: Computer Contact with a Two-Dimensional World. New York: Poseidon Press, 1984. 269 p.
Hinton, Charles H. Speculations on the Fourth Dimension. Edited by Rudolf v.B. Rucker. New York: Dover Publications, Inc., 1980. xix, 204 p.
Rucker, Rudy. Infinity and the Mind: The Science and Philosophy of the Infinite. Boston: Birkhuser, 1982.
Sommerville, D.M.Y. An Introduction to the Geometry of N Dimensions. New York: Dover Publications, Inc., 1958. xvii, 196 p.
Gardner, Martin. The Flight of Peter Fromm. New York: The Noonday Press [Farrar, Straus and Giroux], 1989.
Oulipo: A Primer of Potential Literature. Translated & edited by Warren F. Motte, Jr. Lincoln: University of Nebraska Press, 1986.
Queneau, Raymond. The Blue Flowers. Translated by Barbara Wright; afterword by Vivian Kogan. New York: New Directions Publishing, 1985. [An Oulipo work]
Chessics. # 15, 16 (1983), #28 (vol. 2, winter 1986).
DC Shogi Club Newsletter, vol. III, no. 2, July 1992; vol. 3, no. 3/4, Feb. 1993.
Games. Jan. 1987, April/May 1987, Oct./Nov. 1987 - Aug./Sept. 1989 [Nov/Dec 89 1990?], Games. #104 (vol. 15, #2), August 1991, Apr. 1992, August, October 1992, February 1993, April 1993, June 1993; August 1993 [With pull-out supplement "I'm-Puzzle-Able" crossword puzzle by Henry Hook], Oct. 1993.
Games Deluxe: Oct./Nov. 1989, Dec./Jan. 1990 (#101) [last issue received]; Dec. 1991 (#106); Dec. 1993, Feb. 1994, Aug. 1994. World of Puzzles, May 1994.
Games Premium Puzzles, November 1993, premiere issue [Misplaced Feb./Mar. 1989 (#96)]
Games & Puzzles, no. 54 (November 1986), no. 79 (winter 1980).
Games Digest, vol. 2, no. 2, October 1938.
Hypothermia [a newsletter for Icehouse players], no. 8, December 1992; no. 9, May 1993 [With tournament information]; #10, Nov. 1993.
A New Classic: The Official Newsletter of the North American Federation of Abalone. Vol. 1, no. 1, October 1991. 8 p.
NOST Bulletin, #330, March/April 1992 [p. 24: mentions Dumain, Keller, etc].; #339, Sept./Oct. 1993; #340, 341, 342.
Othello Quarterly. Vol. 11, no. 3, fall 1989; vol. 11, #4, winter 1989-90; vol. 12, #1-4; vol. 13, #1, 2 (summer 1991), vol. 14, no. 4, Winter 1992-93; vol. 15, no. 1, Spring 1993; vol. 15, no. 2, Summer 1993 [last issue in subscription].
Play It! no. 3.
Schema. #1: June/July 1981, #2: Fall 1981.
Variety Puzzles and Games [PennyPress], September 1992.
The Wff 'N Proof Newsletter. Quarterly. Winter 1968 - Fall 1968; Winter, Spring, Fall 1969; Winter 1970 - Winter 1971; Spring/Summer 1971, Spring/Summer 1972. Duplicate issue: Fall 1968.
World Game Review, issues 1 - no. 12 (Jan. 1994).
PHOTOCOPIES FROM BOOKS
"Berkeley" (W.H. Peel). Reversi and Go Bang. F.A. Stokes Co., 1890. Copied p. 14-55, 64-72.
Culin, Stewart. Games of the Orient. Rutland, VT: Charles E. Tuttle Co., Inc., 1958. Copied p. 82-123 [Korean Chess, Pa-tok [Go], Kono, Merrels, dominoes].
Fiske, Willard. Chess in Iceland and in Icelandic Literature with Historical Notes on Other Table-Games. Florence: The Florentine Typographical Society, 1905. [xii], 400 p. Copied p. i-xii, 1-5, 8-191, 338-400.
Huizinga, J. Homo Ludens: A Study of the Play-Element in Culture. Boston: The Beacon Press, 1955. [x], 220 pp. Copied p. 195-203. Board & card games: p. 198-199.
Ladyman, David. The Prisoner: Roleplaying in the Village. Steve Jackson Games. 96 p., map. GURPS.
Murray, H.J.R. A History of Board Games Other Than Chess. London: Oxford University Press, 1952. Copied p. 11, 37-52 [chapter 3], 53-97 [chap. 4], 166-176.
Murray, H.J.R. History of Chess. Copied p. 20, 126-127, 131, 146-148 + unnumbered p.
Pritchard, David. Five-Minute Games, photocopy of table of contents only.
Wilkes, Charles F. Japanese Chess Shogi. Berkeley: Yamato Far Eastern Enterprises, 1950. 2nd ed. vii, 40 p. (Yamato Series; no. 1) [U.C. Berkeley library: GV 1469 .J3W5 1950]
Wilkes, Charles F. A Manual of Chinese Chess. San Francisco: the Yamato Press, 1952. v, 33 p., ads.
ARTICLES (INCLUDING PHOTOCOPIES)
Armstrong, Jenice. "Castles in the air of Legos: architect builds his dream city", The Washington Post, November 30, 1989, p. D.C. 13.
Brewster, Paul G. "Children's games as a means of memory training in primitive and near-primitive societies", Journal of Recreational Mathematics, vol. 4, no. 3, July 1971, p. 208-211.
Cross, Donald C. "Square solitaire and variations", Journal of Recreational Mathematics, vol. 1, no. 2, April 1968, p. 121-123.
Form letter from The Washington Spectator with excerpt refuting Pat Robertson's contention that feminism is invalidated by women's inability to play chess at Grand Master level.
Games and Puzzles, indexes: #1-49, #49-60.
"Marcel Duchamp and new forms of heterodox opposition" by Franklin Rosemont, p. 163-167; "Opposition and Sister Squares Are Reconciled" [excerpts — introduction, conclusion] (1932), by Marcel Duchamp, p. 168-169; in Arsenal / Surrealist Subversion [#4] edited by Franklin Rosemont; Chicago: Black Swan Press, 1989.
McCallion, John. "Give and Take", The NOST Bulletin, no. 339, Sept./Oct. 1993, p. 19-19, 29.
McCallion, John. "Give and Take (Una variante damistica di Christopher Ellis", Eteroscacco, no. 62 (vol. 16, no. 2), April 1993, p. 30-31.
Smith, Cedric A.B. "Compound games with counters", The Journal of Recreational Mathematics, p. 67-77.
Specimens of spiritual board games, from: Re, Jonathan; Philosophical tales: an essay on philosophy and literature; London: Methuen, 1987; p. 72-79.
Symmes, Patrick. "Like chess, but not so easy", Washington City Paper, August 26, 1994, p. 19‑20. On the revival of Kriegspiel.
Volapk puzzles, in The Mazy Masker, May 1888, July 1888 (vol. 2, no. 5), August 1888.
Walsh, Donna. "Modifying games for the deaf-blind." Helen Keller National Center for Deaf-Blind Youths and Adults. 2 p. Reprinted from NAT-CENT News, July 1979, pp. 9-14.
White, Paul A. "A mathematical experiment with tiles and a geoboard". 11 p. Ms.
Catalogs, bulletins, newsletters of various companies, game shops.
Cover of Japan Echo, vol. 12, no. 4, winter 1985. Caption on title page: "Shogi and chess, Eastern and Western variants of the same basic game, differ in key respects. The current stand-off in Japan-U.S. economic relations has aroused growing suspicions that in the area of trade and economic policy as well, the two countries are playing by fundamentally different rules."
Esperanto material: see my article "Games in Esperanto-Land" — some material there, plus miscellaneous word puzzles and chess problems.
Mankala poster, Museum of African Art.
Bits & Pieces.
Ishi Press. [2]
Kadon Enterprises 1993-94 Gamepuzzles catalog. Note esp. The Game of "Y".
World Wide Games.
Xanadu Leisure Ltd.
GAME RULES AND STRATEGY
3-D Chess variants [downloaded message from Hans Bodlaender, 9 Oct. 1992]: Raumschach, Dragonchess (TM); + Ultima. 23 pp.
Black Spy.
Delta rules. [MK]
Domain.
Doubles Chess.
Entropy [with "incorrect" rules for Vis-a-Vis].
Epaminondas, rules and strategy, from Games & Puzzles #42, p. 18-19; #48, p. 15; #43, p. 16, #36; + answers to problems.
Freez!
The Game of the Amazons by Walter Zamkauskas, translated by Michael Keller.
Give and Take by Christopher Ellis. 2 sheets of rules.
Grass (card game).
"How to play Dr. Nim". E.S.R., Inc., 1966. 23 p.
"How to play Feudal". Avalon Hill, 1976.
"Hexagonal Chess", p. 90-97. [MK]
Hexagony rules. Avalon Hill.
Jetan rules. From Princess of Mars by Edgar Rice Burroughs [edition with 3 novels], p. 353-354.
Kinesis.
Loonybird Chess rules.
Mancala (multilap version with variations)
Welcome to the NOST
Octagon.
"How to play Oh-Wah-Ree". 3M, 1966. 10 p.
Omnigon rules.
Pipeline.
Plateau, with associated correspondence.
Ploy by David Wells, p. 123-132. [MK]
Quintessence. New York: Pentagames, Inc., 1980.
Rithmomachy. from Medieval Games, p. 30-34.
Rythmo. 8. p. leaflet.
Rythmomachia. from NOST Algia, no. 309, 312.
Royal Reversi, from "Berkeley" [MK]
Rubik's Tangle.
Seti. Translated by Bruce R. Gilson. Butehorn Spiele, 1979.
"Star: a game is born", Games, September 1983, p. 51-54. [MK]
"Superstar" by Christiaan Freeling. [MK]
Think-a-Dot instructions. E.S.R. 8 p. leaflet.
Trippples, from Games & Puzzles #42, p. 18.
Twixt by David Wells, p. 92-101. [MK]
Uisge. Worked out by R. Seigers, translated by Bruce R. Gilson. Hexagames, 1988.
Unachess by Jeff Miller.
Wff 'N Proof. Game with manual by Layman E. Allen. New Haven, Conn: Autotelic Instructional Materials Publishers, 1966.
Wizard.
GAMEOGRAPHY: GAMES OWNED BY R. DUMAIN
Abalone. Galoob, 1990.
All the King's Men.
Anti-Monopoly II. Ralph Anspach, 1985.
Batalo ["A delicate balance of power"] by Scott Harmon. Boulder, CO: Harmony Games. Inc., 1991.
Batalo by Scott Harmon. 2nd ed. Boulder, CO: Harmony Games, Inc., 1993. [gift of author with letter thanking me for input on slight rules change]
Black Box.
Breakthru. 3M, 1965. Bookshelf game.
Can't Stop. Parker Brothers, 1980.
Capture! Magnetic travel game; two player. Pressman, 1990. Think games.
Centr. Centr Games Co., 1982.
Chase. TSR, 1987. Master Moves game.
Checkers. Pieces, plastic. Halsam.
Chess. Pieces, plastic. Halsam.
Chinese Chess. Magnetic. Woong Seong Co.
Chinese Chess. Plastic pieces, paper board.
Chinese Chess. Wooden pieces, paper board.
Circular Checkers. Newfoundland, NJ: Circular Checkers, Inc., 1963.
Class Struggle. Avalon Hill, 1984. Bookshelf game.
Class Struggle by Bertell Ollman. Class Struggle, Inc., 1987. [$3]
Claustrophobia.
Configurations. By Harold W. Dorwart. WFF 'N Proof, 1967.
Connections, travel version. Royal Oak, Aukland, NZ: Connections International, 1992.
Constellation.
Contigo. 3M, 1974. Bookshelf game.
Cosmos: A Game of Logic. Cosmos Games, 1984.
Crosse. TSR, 1988. Master Moves game.
Delta. Eng's I.Q. Co. Ltd., 1987.
Dioxoid. Tau-10 Games, 1982.
Dotto. Tega, 1981.
Down Fall. Racine, WI: Western Publishing Company, Inc. [Golden], 1994.
Equations. By Layman E. Allen. WFF 'N Proof, 1965.
Equations. WFF 'N Proof, 1966.
Foresight. Eng's I.Q. Co. Ltd., 1987.
Four Sight. Invicta.
Go. Charles E. Tuttle.
Inner Circle. Milton Bradley, 1981.
Input. Milton Bradley.
Interplay. Shoptaugh Games, 1984.
Kage. TSR, 1988. Master Moves game.
Kassle. DMR Games, 1985. No. 252, signed by David M. Rea. [$2]
Kensington. Forbes-Taylor, 1979.
Kwattro, Advanced / Star Game. Travel game.
L Game. By Edward de Bono. Jabo, Inc., 1968.
The Mad Magazine Game. Parker Brothers.
Mastermind. Pressman, 1981.
Mastermind. Invicta. [2nd copy]
Match 4. Hilco Corp., 1978.
Megiddo. Magnetic pocket set. Global Games, Inc., 1985.
Moneychase. Tomorrow's Games, 1978.
Multimatch I. Kadon Enterprises.
Od. Avalon Hill, 1986. [$1]
Oh-Wah-Ree. 3M, 1962. Bookshelf game.
Othello. Gabriel.
Overturn. Pressman.
Pente. Parker Brothers, 1984.
Penumbra: The Solar Eclipse Strategy Game. New York: Southold Game Corporation, 1980.
Piedestal. Waddington's, 1981.
Ploy. 3M, 1970. Bookshelf game.
Reversi. Pocket magnetic. Canadian Master Sales Ltd.
Reversi Sensory Challenger. Fidelity Electronics. [Computerized Reversi]
Roundominoes. Kadon Enterprises.
Sabotage. Lakeside Games.
Scala. Skill Games, 1986.
Score Four. Lakeside, 1971. [$0.50]
Shift Tac Toe. New York: Pressman, 1988.
Shogi. Charles E. Tuttle.
Shogi. Paper set from Leggett book.
Shuttles. Shoptaugh Games, 1984.
Stack-Ominos. Pressman, 1978.
Stak. DMR Games, 1985. No. 320, signed by David M. Rea. [$5]
Steppe. TSR, 1988. Master Moves game.
Strata 5. Milton Bradley, 1984.
Super Chess. Oakland Gardens, NY: Super Chess, Inc., 1984.
Super Master Mind. Invicta Plastics, 1975.
Tabu: The Game of Aztecs. Italy: International Team.
Tac-Tickle. By Harry D. Ruderman. WFF 'N Proof, 1965.
Think a Dot. [With 4 marbles] ESR.
TicTactics. Innovention, 1985.
Tigo. Pressman, 1986.
Traverse. Glacier Games Co., 1986.
Treckers. The Yorel Games Co., 1981.
Tri-Chess (& Chess). Trigame Enterprises Inc., 1987.
Tri-Nim. By Bruce L. & Hervey C. Hicks. WFF 'N Proof.
Tri-Ominoes. Travel game. Pressman, 1980.
Tri-Trac. Milton Bradley, 1980.
Trippples. Benassi Enterprises, Inc., 1973.
Twixt. 3M, 1962. Bookshelf game.
Void. Kadon Enterprises.
WFF 'N Proof. By Layman E. Allen. WFF 'N Proof, 1966.
UNTRANSLATED CHINESE BOARD GAMES [Plastic or wood pieces with paper boards]
Army's Chess. [same as Land Fighting Chess?]
Suliaojunqi.
Unidentified. 8 x 2 pieces.
Unidentified. 32 x 2 pieces.
EXTRA GAME BOARDS
Chessboard. Fiberboard. Brown & yellow squares.
Chessboard. Cardboard. Red & black squares.
Revolving checkerboard, wood. [$1]
The Devil's Checkerboard. By Dan Kerley, Jr. [3 copies, paper]
Go / Chinese Chess. Large, thick wood board, folds in half.
TILE & DICE GAMES [No boards]
Continuo. By Maureen Hiron. Samuel Ward Co., 1982.
Dominique. Great Games, Inc., 1980.
Dominoes. Double Six Dragon Dominoes. Halsam.
Stack. Two player version. By Jeffrey L. Strunk. Loresch Publishing Inc., 1988.
Trax. United States Playing Card Co., 1987.
MISCELLANEOUS GAMES
Icehouse, game with handbook by Andrew Looney and John Cooper. College Park, MD: Icehouse Games, Inc.
Dr. Nim. [With marbles] ESR, Inc., 1966.
Ouija. [Board with 2 tables: plastic, wood]
SPECIALTY CARD GAMES
American Myth. [54 cards] Ruth E. Pratt, 1975.
Astronomy. By Catherine E. Barry. Golden Press, 1961. Golden Card Game.
Bali. Avalon Hill, 1980. Bookshelf game.
Express: The Railroad Card Game. Mayfair Games, Inc., 1990.
Grass. Port Jeff Sta., NY: Eurogames [Euro Commerce Corp.].
Mad Magazine Card Game. Parker Brothers.
Monad. 3M, 1969.
Palabra. Kondrick, Inc., 1990.
Set. Marsha J. Falco, 1991.
The Trumpet Game. Joliet, IL: International Games, Inc., 1990.
Wizard by Ken Fisher. Toronto: Wizard Cards International Inc.
PLAYING CARD DECKS
Miniature decks — 3 together for Abbott game "Construction".
Colorado souvenir super-miniature deck.
Playtime miniature deck.
Unopened deck.
Double deck — worn, childhood.
Childhood deck.
The Cipher File. St. Croix, 1971.
Decipher III Puzzle. Decipher, Inc., 1987.
Hi-Jinx. [Tangrams variation] Kohner.
Izzi by Frank Nichols. Alexandria, VA: Binary Arts Corp.
[Jigsaw Puzzle] Metamorphosis of Narcissus by Salvador Dali. Tate Gallery Pocket Puzzle no. 6.
Logicmaster, level 1, no. 1: a puzzle of logical deduction. LogicMasters, 1984.
[Peg solitaire] Baffler no. 1. [Wood board, steel balls] Reiss Games, 1974.
[Peg solitaire] Hi-Q. Kohner.
Pyramid Puzzle. Cleveland: Four Star International Trading Company.
Pythagoras. [Tangrams] Kohner.
Rubik's Cube.
Voodoo. [Tangrams variation] Kohner.
Wood block puzzle. [(5 x 2) + 2 pieces]
CHIPS AND PIECES
Dice. 1 pair.
Chips. [2 bottles]
Miscellaneous pieces. [box]
Space & Moon Men pieces.
HOMEMADE PIECES & PUZZLES
Cipher dials from Martin Gardner. [2 cardboard dials]
Flexagons. [paper]
Match puzzle from Martin Gardner. [20 green + 20 white] [discarded]
Pentominoes. [cardboard]
Ring puzzle from Martin Gardner. [cardboard + 2 pieces wire]
Rithmomachy. [cardboard]
Royal Reversi pieces, homemade. [100 chips]
Tile puzzle from Martin Gardner.
Topological puzzle from Martin Gardner. [3 pieces rope, 2 pieces cardboard]
Triangular tile puzzle from Martin Gardner. [30 pieces, cardboard]
Tricolor tile puzzle from Martin Gardner. [12 pieces, cardboard]
Tsui Shogi pieces. [cardboard]
HOMEMADE PLAYING BOARDS [cardboard]
Fanorona.
Royal Reversi.
San-Kwo-Chi [3-sided Chinese Chess] / grid [game unknown].
Tablut / Hnefatafl [?]
Draft Dodger [Mad Magazine race game].
game from Sackson book [den/trap] / 6 x 6 grid.
race game from Sackson book.
Hexagonal tricolor board: stacking game from Kraitchik
Irregular grid [game unknown].
5 x 5 circle grid [Teeko?].
4 x 4 grid: Connecto, Hit & Run.
7 x 7 checkerboard / 5 x 5 circle grid [Teeko?].
9 x 9 grid / 10 x 10 grid.
12 x 12 grid: Tsui Shogi?
Number series boards, 2. [purpose unknown]
Peg solitaire. [tricolor for mathematical analysis]
Peg solitaire. [checkerboard pattern]
SELECTED GAMES COLLECTIVELY OWNED
Anti-Monopoly I.
Chinese Chess. [not Xiang Qi] Gabriel, 1981.
Scrabble.
Shakespeare. Avalon Hill. Bookshelf game.
COMPUTER GAMES: shareware, DOS & Windows: various board, card, and other games
Note: This is a cumulative bibliography and gameography of the Dumain collection based on the original bibliography of 19 January 1990 and gameography of 6 January 1992, with revisions and 8 supplements current to 30 August 1994. [The disk files gamebib.01b-gamebib.010 were concatenated into gameball.wpd on 23 September 1997.] This is a reordering of that material with a few omissions due to inadequate documentation. Some items may be miscategorized. My collection of games has grown substantially over the past decade, and my book collection has also grown to some extent. Most of the additional magazines are issues of Games. There is undoubtedly additional miscellaneous material to be cataloged as well. The World Wide Web and advances in computer technology have changed the documentation and availability of games dramatically in the interim. At some point I hope to compile and publish a supplement which will update this bibliography/gameography. (R. Dumain, 26 February 2004)
Bibliography & Catalog of Board Games & Related Games & Recreations:
Games Collection of Ralph Dumain:
Supplement # 1 (1994-2008)
Noteworthy Books on Board Games & Related Games & Recreations
Miscellaneous Articles & Essays on Games: Selected Bibliography
Board Games & Related Games & Recreations: Web Guide
Games in Esperanto-Land by Ralph Dumain
Esperanto Games Web Guide / Esperanto — Ludoj — Retgvidilo
Konstelacio: tabulludo: regularo / Constellation: board game: rules
Monĉaso: tabulludo: regularo / Moneychase: board game: rules
Heksa Ŝako
Leibniz & Games
Martin Gardner, Mathematical Games, & the Fourth Dimension
(web guide & bibliography)
Uploaded 26 February 2004
Previous update 30 October 2008


text:
Internet Explorer 10 finally released for Windows 7
Almost, but not quite, identical to the Windows 8 version.
by Peter Bright - Feb 26 2013, 6:00am PST
Four months after Microsoft released Internet Explorer 10 with and for Windows 8, Redmond has finally released a version of the company's newest
browser for Windows 7 users in 95 other languages too. More than 700 million people now have access to the company's most up-to-date browser.
The new browser will be available as an optional update immediately. Anyone with the release preview installed will have it sent as an "important" update.
That's significant because Windows Update will, in its default configuration, install it silently and automatically. Over the coming months, Microsoft will
classify Internet Explorer 10 as "important" in more and more markets to ensure it is installed automatically as widely as possible.
This marks a significant change from Microsoft's past practices. Traditionally, the company has released new browsers only as optional updates, and further, as interactive updates that required clicking through a EULA before installation actually took place. In late 2011, the company changed this policy, converting Internet Explorer 9 to an automatic ("important") update.
Internet Explorer 10 on Windows 7 will be near-identical to its Windows 8 counterpart. This includes features such as support for the Pointer Events touch API and hardware acceleration using Direct2D and DirectWrite. To that end, installing Internet Explorer 10 on Windows 7 requires the installation of a platform update that brings Windows 7's version of these APIs in line with Windows 8.
The controversial Do Not Track feature intended to reduce the ability of companies to track user behavior online will also be enabled by
default.
There will be one important difference between the versions, however. Internet Explorer 10 on Windows 8 includes an embedded version of Flash that
gets its updates from Windows Update, rather than through Adobe's installer. On Windows 7, Flash will not be embedded. Instead, it will use the same ActiveX
plugin as Internet Explorer 9 did. Updates will have to be installed using Adobe's updater, not Microsoft's.

redpajama_set_name: RedPajamaCommonCrawl


text:
Home | Weblogs | Forums |
Site Sponsored By: Is It SQL? - Free, simple SQL Server monitoring utility.
How to prepare SQL Server 2005 and SQL Server 2000 for changes to daylight saving time in 2007
By Bill Graziano on 5 March 2007 | Tags: General
"In August 2005, the U. S. Congress passed the Energy Policy Act. This act changes both the start date and the end date of daylight saving time (DST). When this act goes into effect in 2007, DST will start three weeks earlier and will end one week later than when it traditionally started and ended. Specifically, DST will start at 2:00 A.M. on the second Sunday in March and will end at 2:00 A.M. on the first Sunday in November." The summary is that you need to patch the operating system and Notification Services if you use it. The link has a fair amount of detail on how SQL Server deals with times.
Link: How to prepare SQL Server 2005 and SQL Server 2000 for changes to daylight saving time in 2007
Visual Studio 2005 Team Edition for Database Professionals (5 June 2006)
SQL Server/Visual Studio/BizTalk Connected Systems Developer Competition (30 May 2005)
Microsoft Developer Survey (9 December 2004)
MS Best Practices Analyzer Released (26 May 2004)
Appropriate Uses of MSDE (11 October 2002)
MSDE Information and Requirements (25 March 2002)
MDAC in Motion (26 November 2001)
Oracle vs. SQL Server - An Issue Of Complexity (10 June 2001)
Other Recent Forum Posts
SQL server MSSMS invalid column name problem (12h)
WSS_Logging_ (12h)
Parse the business rules query to Tsql (1d)
Sql query from excel via VBA (1d)
Need advice for a Big database/table selection and design (1d)
Restrict listener in high availability group (1d)
Query to get the fully present employees from a table (2d)
Currency converter us $ to Rs (3d)
Subscribe to SQLTeam.com
SQLTeam.com Articles via RSS
SQLTeam.com Weblog via RSS
© 2000-2022 SQLTeam Publishing, LLC | Privacy Policy | About


text:
Hansel & Gretel: Witch Hunters (2013) Review
Phil Brown | Jan 25, 2013
Trust me, I am the last person in the world who ever thought I would say this, but damn Hansel & Gretel: Witch Hunters is pretty entertaining. Don't get me wrong it's completely moronic and tonally inconsistent mess, but also never ever boring, surprisingly funny, unbelievably violent. This feels like the movie that Van Helsing was supposed to be: a gothic monster hunting yarn filled with buckets of gore, manic bursts humor, unrelenting action, and it's all over in less than 90 minutes.
That's just enough time to get some guilty pleasure fun out of this gloriously stupid action/horror/comedy and it mercifully ends just before tedium starts to set in. It will never be remembered as a classic, but if you're desperate for trashy fun with an edge, then surprisingly this fairy tale yarn will scratch that itch. Epic R-rated horror action movies like this aren't supposed to exist in Hollywood. There should be a system in place preventing them from being made. Let's hope it's not the last on to slip through the crack, because this brand of trash entertainment can be even better (see Abraham Lincoln: Vampire Hunter for more…no seriously, see it).The movie is completely moronic and tonally inconsistent mess, but also never ever boring, surprisingly funny, unbelievably violent.The movie is completely moronic and tonally inconsistent mess, but also never ever boring, surprisingly funny, unbelievably violent.
The movie opens with two little kids being dropped in the woods by a frightened father. It's unclear why, especially when they need wonder only a few feet to find a giant candy house. You've read the title already, so you'll know there's a witch in there. She's a big snarling rotting hag like the car-smashing old lady in Sam Raimi's Drag Me To Hell. The kids end up throwing her in the oven in a surprisingly bloody battle and then after some pretty creative woodcut opening credits that bridge the gap, we fast forward a few decades and the kids are all grown up, now hunting witches for a living. They dress in leather because that's an unspoken rule for action/horror heroes (Resident Evil, Underworld) and stumble into a town where all the children are missing. Turns out they arrived just in time for a massive child sacrificial ceremony hosted by a large coven. It's going to be a bloodbath…hey, I never said the movie wasn't dumb.
If you want a sense of the tone, the best indication is the Norwegian writer/director Tommy Wirkola's breakout hit Dead Snow. That was an Evil Dead homage in which a group of kids head out to a cabin and are besieged by an army of Nazi zombies (yes really, see it if you can). So the man has a sweet tooth for bad taste, buckets of gore, and a refusal to bore his audience. Hansel And Gretel fits that mold pretty perfectly. The witches are haggard, screaming monsters like the demons in an Evil Dead movie. They mock and squeal, never for a second feeling like human beings. The reason is simple: Wirkola plans on having his heroes slaughter the witches in wildly creative ways. Heads explode, bodies are set aflame, limbs are removed, razor wire turns high flying witches into hamburger, and all of it happens in 3D so that the entrails can fly towards the audience. This is a gorehound romp masquerading as a blockbuster. Wikola made the movie as a Norwiegan/Hollywood co-production (with the American money weirdly coming from Will Ferrell/Adam McKay's Gary Sanchez Productions), so the violence was pitched to a European audience and we should all be grateful that there was no Hollywood neutering. That would have all been two easy.
Wirkola also enjoys a whiplash tone that suits the material well. At times it's slapstick comedy, at times it's pure horror, and more often than not it's an action romp. There's definitely a bit too much going on at once for a single movie, but that approach works more often than not and ensures you'll never be bored. Wirkola can leap from shock to goofball laughs in an instant and if you don't mind those kind of genre games entertainment lies ahead for you, sir. Admittedly, he's not much of a storyteller. Hansel & Gretal is more a collection of stuff happening than a weaving narrative, but there's just enough of a throughline to make you care about the characters and hate the villains. Jeremy Renner does his usual no-nonsense badass thing and carries off the hero role fairly well. The absolutely beautiful Gemma Arterton plays Gretel the same way and even though expressionless heroism isn't her main strength, she's a major talent who pulls off the role as well as possible. On the villain side of things, Famke Janssen (Jean Grey from the X-Men movies) camps it up as the evilest of all evil witches and clearly has fun doing it, while the dependably nutty Peter Stormare ("Pancake's House" from Fargo) does his dependably nutty thing as an angry local sheriff. The rest of the cast are either witches or peasants and are there primarily to be blown up in some way.
Make no mistake, what Tommy Wirkola has made is not art. It's pure trash, but good trashIt's just that kind of movie, the one that you watch for the human explosions. Make no mistake, what Tommy Wirkola has made is not art. It's pure trash, but good trash. What he lacks in storytelling finesse, he more than makes up for in style and visceral impact. This is moviemaking as a fairground attraction and with Wirkola given Hollywood level resources he creates a big beautiful machine to deliver his high-flying gore and action to the audience. This is the sort of over-the-top gimmick movie that actually works in 3D. It's hard to get too emotionally invested in a movie while you're wearing plastic glasses and swords are popping out towards your eyes. The best course of action there is to go the fairground route and fling thrills at the audience like a mad carnival barker with a $100 million budget. If you're into this brand of blockbuster exploitation entertainment, Hasel & Gretal: Witch Hunters offers down and dirty fun that will never tax your little brain. The only downside is that the audience who would enjoy the movie the most is also the last audience who would buy tickets for a movie named after a fairy tale. Hopefully there's enough crossover for the film to at least turn a profit. It would be great for the R-rated blockbuster to return folks, so either buy a ticket or never complain about the lack of those movies again. It's an easy choice.
Trust me, I am the last person in the world who ever thought I would say this, but damn Hansel & Gretel: Witch Hunters is pretty entertaining.
↠ Doctor Strange: The Fate of Devin Grayson
↠ Newzoo To Present at Brazilian's BIG Festival
↠ Sega Pushes Back Genesis Mini Launch Date
↠ Terrible Warriors: Symbaroum, Post-Game with Mattias Johnsson Haake
↠ Flash Focus: Crysis 3
File Under: Jeremy Renner, Witch
Name: Hansel & Gretel: Witch Hunters Review Score: 6
Director(s):
Tommy Wirkola
Actor(s):
Jeremy Renner, Gemma Arterton, Famke Janssen, Pihla Viitala


September 7, 2018 in Media Releases, Roads, Travel.
June 11, 2018 in Media Releases, Travel.
June 1, 2018 in Media Releases, Roads, Travel.
May 16, 2018 in Media Releases, Roads, Travel.
March 20, 2018 in Media Releases, Travel.
December 7, 2017 in Media Releases, Travel.


text:
U.S. Department of Education Sends Mixed Messages on Bostock's Application to Transgender Students Under Title IX
by Katharine Bohrs | Oct 16, 2020 | Amicus, Courts & Judicial Interpretation, Education & Youth, LGBTQ Rights, Sex Equality
In June of this year in its Bostock v. Clayton County decision, the Supreme Court held for the first time that Title VII's prohibition on sex discrimination in employment also prohibits discrimination against an individual based on their sexual orientation or...
America's War on Black Trans Women
by Annamarie Forestiere | Sep 23, 2020 | Amicus, Congress, Criminal Justice, Executive Branch, Human Rights, Legislation, LGBTQ Rights, Policing and Law Enforcement, Poverty and Economic Justice, Racial Justice, Sex Equality
Photo by noah eleazar on Unsplash The Problem: America's Treatment of Black Trans Women Violence against Black trans women has been accurately described as "a pandemic within a pandemic." This summer, six Black trans women, all under the age of 32, were murdered in...
The COVID-19 Pandemic and the War on Women
by Annamarie Forestiere | May 1, 2020 | Amicus, Human Rights, Legislation, Reproductive Rights, Sex Equality
Photo by Luke Jones on Unsplash Since the start of the COVID-19 pandemic just a few short months ago, the entire world has been in an uproar. Globally, the virus has killed over 200,000 people, and has infected over 2.8 million. The virus has had a staggering negative...
"I'd Vote for a Woman, Just Not That Woman:" Barriers Faced by Women in Politics
by Annamarie Forestiere | Apr 29, 2020 | Amicus, Congress, Executive Branch, Legislation, Sex Equality
Photo by lucia on Unsplash The past decade has seen women making great strides in the realm of politics. During the 2016 presidential election, Hillary Clinton was the first woman in history to be nominated for President of the United States by a major political party...
Ignoring the Intersectionality of Gun Violence
by Annamarie Forestiere | Nov 26, 2019 | Amicus, Legislation, LGBTQ Rights, Policing and Law Enforcement, Poverty and Economic Justice, Racial Justice, Second Amendment, Sex Equality
Photo by Bo Harvey on Unsplash Gun Violence 101: Gun Violence is a Problem It should come as no surprise that America has a gun violence problem. The number of deaths in the United States caused by guns has been steadily rising for the last five years, and in 2019...
The Problem with Defining Tort Damages in Terms of Race and Gender
by Jesse Schwab | Nov 25, 2019 | Amicus, Legislation, Racial Justice, Sex Equality
Earlier this year, California enacted SB 41, a bill which prohibits "the estimation, measure, or calculation of past, present, or future damages for lost earnings or impaired earning capacity resulting from personal injury or wrongful death from being reduced based on...


The Huawei Honor Play and the Vivo Y95 smartphone both have a very attractive body design to lure buyers. The question now is which of them did you prefer?
This post will focus on the Huawei Honor Play and Vivo Y95 comparison to help you select your phone of choice.
While Huawei Honor Play is a device built with powerful chipset, Vivo Y95 has an average hardware and its affordable.
Huawei Honor Play has a body built with Aluminium Alloy with a body dimensions of 74.3 mm x 157.9 mm x 7.5 mm and weighs 176 gram.
Vivo Y95 body on the other hand is produce from metal and plastic combination and measures 6.11 in x 2.96 in x 0.33, it weighs 163 gram.
The Vivo Y95 is available in color like Black, Blue, Red and Violet, while Huawei Honor Play is available in Starry Black and Sunset Red colors only.
These two smartphone features a notch on the front with a rear fingerprint scanner mounted at the back.
The Huawei Honor Play fratures display screen size of 6.3-inches FHD+ with screen resolution of 2340 x 1080 Pixels and 409 PPI density, while the Vivo Y95 has a screen size of 6.22 inches, resolution of 1520 x 720 Pixels and 270 PPI density.
Both smartphone comes with IPS, LCD Capacitive touchscreen, display protection and 2.5D curved glass.
Apart from the advantage of Huawei Honor Play having higher PPI density to deliver high content viewing, you will get a similar screen to body ratio for the two phones.
The Huawei Honor Play feature dual camera of 16 MP (f/2.2) and 2MP with dual LED flash at the rear, while Vivo Y95 has a dual rear camera of 13 MP (f/2.2) and 2 Map (f/2.4) with a LED flash.
The front of Huawei Honor Play has a 16 MP (f/2.0) for selfie, face Recognition, and 1080P, while the Vivo Y95 features an front camera of 20MP ( f/2.0 aperture), and Face Unlock.
The features above prove that Huawei Honor Play main camera will take better picture compared to Vivo Y95.
Huawei Honor Play is powered by Huawei HiSilicon Kirin 970 chipset and an octa-core processor that work at a speed of 2.4GHz, while the Vivo Y95 is powered by Qualcomm Snapdragon 439, have an octa-core processor that work at a speed of 1.95 GHz.
The Honor Play features ARM Mali G72 MP12 GPU with 4GB or 6GB of RAM, while the Vivo Y95 has a Qualcomm Adreno 505 GPU and 4GB of RAM.
These two smartphone has an internal memory of 64GB which is expandable and runs Android 8.1 Oreo Operating System.
The Huawei Honor Play has a nonremovable battery with capacity 3750 mAh and fast charging technology.
While the Vivo Y95 also have a nonremovable battery with capacity of 4030 mAh anf fast charging technology as well.
The Honor Play will sell at $310, while the Vivo Y95 price will start from $280.


Parents harbor a special vision for their child's everyday moments.
An attentive child listening to the teacher and excelling in the classroom.
A grinning face as their little one hands over a report card filled with high marks and glowing feedback.
An engaged athlete, focused on winning the game and supporting their teammates.
A introspective artist creating their next masterpiece.
These visions are easily disrupted by ADD and ADHD. The ability for their loved one to focus, learn, be present and engaged is hindered by the brain. And the solution that most western doctors provide is a lifetime of medication, something many parents are hesitant to do.
At Johnson Chiropractic Neurology & Nutrition, we use a combination of neurofeedback brain training and Interactive Metronome exercises to "retrain the brain" and functional medicine practices combined with dietary modification and food sensitivity reduction/elimination to help your child regain the confidence and focus they need.
ADD/ADHD has become so common almost everyone knows a family coping with this frustrating condition. Most of us only see the behavioral effects of ADD/ADHD…the lack of focus and organization, lagging social skills and the frustration that comes with it all.
Parents not only worry about how their child will make it through school, but will their condition affect the kids ability to hold down a good job, could ADD/ADHD even limit their ability to make a living and realize their full potential in life?
It's not that these kids can't focus, they can certainly pay attention to highly stimulating activities like video games and TV, but they can't stay focused when the environmental stimulation is low. They start to daydream, figet and disconnect from the situation. They often don't even know they are doing it. And, certainly they don't know how to stop it.
Because ADD/ADHD is a neurological problem affecting the nerve pathways between the cerebellum, thalamus and frontal lobe.
Medications often only brings temporary relief because they don't address the underlying cause of this brain imbalance. Dr. Melillo wrote a groundbreaking book called, "Disconnected Kids". In his book, Dr. Melillo describes what happens to the brain and how the brain becomes imbalanced (AKA Functional Disconnect Syndrome). He also talks about how functional neurology (Brain-Based Therapy) along with nutrition has brought amazing results for thousands of kids throughout the country.
Our breakthrough treatment utilizing a combination of functional neurology, functional medicine and integrative medicine focuses on re-establishing communication in the brain and balancing body chemistry. Your child will go through a 3-STEP PROCESS.
STEP 1 - A functional neurologic evaluation performed to determine if your child is a candidate for brain-based therapy. Metabolic evaluation using specialized lab work. We do not accept children younger than 7 years old. Parents and the child must be committed to the treatment protocol. We only accept up to four new children a month with ADD or ADHD so we can focus our attention of their specific needs.
STEP 2– If accepted into care, your child will receive specific brain-based therapies like Interactive Metronome™, Eyelights Therapy™, Neurofeedback, Unilateral spinal adjustments, specific dietary/supplementation directions, and other treatment deemed necessary to maximize their progress. With time-tested well researched technology we can assess the brain function using our neurofeedback system. You can learn more by clicking here.
Be sure to check out the Interactive Metronome Home (IM-Home) website!
Neurofeedback is a process of training brainwaves back into healthy patterns using modern computer technology. Alterations in brain function are often associated with musculoskeletal dysfunction. This non-invasive and drug free approach uses brain imaging technology to record brainwave activity and identify unhealthy brainwave patterns. Once irregular patterns have been identified, they can be corrected using guided audio and visual feedback. This amazing new technology has also proven itself effective over several decades in clinics nationwide with depression, anxiety, ADHD, fibromyalgia, migraines, chronic pain and a host of other disorders and Dr. Karl R.O.S. Johnson is board certified in neurofeeback through the Biofeedback Certification International Alliance. For more information and research, please visit our neurofeedback page at www.MichiganBrainHealth.com.
STEP 3 – Your child will be continually evaluated for progress toward graduation from the program.
FINALLY, once your child graduates from our program their is usually no need for further care. That's right, the results stick!
Nothing warms our hearts more than to see a conflicted and distracted child make a complete transformation and embrace a life they thought would never be possible— a life filled with focus, achievement, confidence and a joy for learning.
*Note: One of the modalities I use to help optimize brain function is neurofeedback. Basic learning theory is the backbone of EEG biofeedback, which is more well known as neurofeedback. Neurofeedback trains the brain to enhance self-regulation and helps the body to find more efficient pathways so the body is better able to manage and heal itself. We do not 'treat' conditions with neurofeedback, but assist the nervous system to make adjustments to improve function. As such, neurofeedback has been shown to be profoundly helpful for improving, remediating, or alleviating, a wide spectrum of conditions. Michigan Brain Health makes no claims that it can cure any conditions, including any conditions referenced on its website or in print materials, including ADHD, anxiety, autism, depression, traumatic brain injury, post-traumatic stress disorder, migraines, headaches, stress, sleep disorders, Alzheimer's and dementia. If you take prescription medications for any of these conditions, you should consult with your doctor before discontinuing use of such medications.


Dramatic play stations let children envision themselves in a variety of real-life and imaginary scenarios. Stations that emphasize fine motor skills foster independence as students learn to write or work with buttons, zippers, snaps and laces. Storage and furnishings need to be low enough to allow teachers to observe all children, wherever they are in the room.


By now, many of you are tired of stories from my Philly saga. Or in more specific terms, my exasperation with my family. This marks the 3rd of 4 weekends in Philly. Yes, it has happened again. Yes, I fought tooth and nail to tell them that this is getting completely out of hand.
Last night, after getting up at 5am to go to DC for work, being on my feet all day for site surveying, and then taking the train to Philly I was prepared for another weekend. I had resigned the fact that I would be missing a lot of stuff in NY but sometimes life indeed deals you lemons. I just have gotten a really sour batch of it this year. This is when I got the most sour of all. You see the whole reasoning for this trip is my grandmom's 90th birthday party. My mom was planning it so had asked when to do it. I naturally had said NOT this weekend (if for anything the amount of times in Philly AGAIN). So, fine...my word means crap. I'm used to that by now. However, apparently if you are a member of the 'Y' chromosome the same rules do not apply. How, you may ask?
My brother evidently has a bachelor party tonight and is leaving EARLY from the party. And my parents see NOTHING wrong with this. WTF?! Am I not wrong to feel like this is completely out of line? If I even bring any of this up, I get chewed out for thinking too much about my own agenda.
It makes me sad. I don't want to feel this way but they just keep pushing me. The week and a half I was on vacation was probably the happiest point in my life over the past year. This isn't just because of vacation but also the fact that I was away from the family completely. It just shouldn't feel this way.
I don't know the whole story, but my family all lives back in the midwest so I only get to see them once or twice a year. Which is a bummer becuase I haven't been around much to see my niieces and nephews grow up.
That said 3 of 4 weekends is a lot.
Whoops, sorry, forgot to sign my name, but you know who this is already.
Families are so much fun, right?
This is going to sound horribly morbid, but keep in mind that my folks are both over 80 and have been through the mill with several different cancers, heart attacks, Parkinson's, congestive kidney failure, encroaching blindness, etc: the time you give up for your family now, especially elderly relatives, will translate into regrets you won't have later on.
Is it easy? No. Is it fair? Definitely not. Is it important? Absolutely. Frustrating as they can be at times, at the end of the day family and friends are all we have.
Hope your week is better and that you have some down time in New York this week!
YEAH!!! and your bro went to see some boobies, so lighten up on him!
Thanks. Yeah it came out pretty harsh in this entry but I think a lot of this is more of my frustrations with my brother being treated differently within my family [even his wife agrees] Believe me I know my parents are important but at the same token I'm trying to draw a line between family and starting my own life. It's a tough balance right now.


text:
Friday November 4th's day of programming will conclude with an evening lecture-performance by Slavs and Tatars. The artist collective will be presenting 79.89.09
79.89.09 looks at two key modern moments – the Iranian Revolution of 1979 and Poland's Solidarność movement in the 1980s – as bookends to the two major geopolitical narratives of the 20th and 21st century, respectively – Communism and political Islam. Via a range of issues as disparate as the monobrow, modernity, and the Beach Boys, the lecture-performance takes a lateral look at the unlikely points of convergence in the economic, cultural, and political histories of Poland and Iran, respectively, from 17th century´s Sarmatism to the 21st c reform movement in Iran. Presented at more than 20 institutions and universities, including Sharjah Art Foundation, Columbia University and The Asia Society, the lecture is the opening salvo to Slavs and Tatars' second cycle of work and eponymous book, Friendship of Nations: Polish Shi'ite Showbiz.
Friday, November 4, 2016 – 7:00 pm to 8:00 pm PST at Department of Art & Art History, McMurtry Building, 355 Roth Way, Stanford University.
See event details and full schedule.
ART, SOCIAL SPACE AND PUBLIC DISCOURSE
Art, Social Space and Public Discourse is a three-year Stanford global initiative on art that investigates the multiple contexts that shift and define changing ideas of public space. This ongoing critical framework of conversations, newly commissioned art projects, and exploration of various cultural productions and intellectual traditions looks at recent transformations of civic life. Major support for this initiative is generously provided by the Hamid & Christina Moghadam Program in Iranian Studies.


text:
The Yawhg
The best visual novels on PC
By Hannah Dwan 2017-12-27T15:00:49Z
Whether you love anime romance or murderous thrillers, there's a visual novel for you.
Clichés dominate visual novels, but there's so much more to this genre than just steamy romance or mundane slices of Japanese students' lives. Over the past few years, more and more talented developers are creating experimental games, shorter novella-like experiences, and clever subversions of the anime tropes that started it all. Visual novels are finally cool.
Choosing where to start can be intimidating, however. If you've missed the boat up until this point and want to catch up, we've put together a list of the best visual novels on PC, from the traditional Japanese games that kickstarted the genre to the more ambitious and unique takes on the format.
It's by no means a comprehensive list of every visual novel you should play, and we heartily recommend you scour through itch.io for its hidden indie gems under the visual novel tag. But if you're looking to get started, these are the best visual novels on PC.
Developer: Key
Link: Steam page
Only released on PC in the West just a couple of years ago, Clannad is one of the most popular visual novels ever—spawning an anime, a film, manga, and even an audio drama. It tells the story of Tomoya Okazaki, a "delinquent" (Clannad's words, not mine) struggling with an existential crisis. He meets Nagisa Furukawa, another "delinquent" who he resonates with, and they begin working together to restart the school drama club, enlisting other students along the way.
Clannad is the place to go if you like the stereotypes of visual novels. It was originally released in 2004, and perfectly shows the merits of the genre even if it feels like familiar territory at this point. Where visual novels shine is in strong writing, interesting characters, and a perspective that can draw you in. Even without the bells and whistles of modern visual novels, Clannad does exactly that.
It's a story about a young man learning how making his own happiness. Tomoya's story can be seen as analogous to depression, and yet it doesn't quite fall into the trap of manic pixie dream girls, but of finding something in a life marked by tragedy. It may seem cliché, but that's not because it's unoriginal: it's because people have been copying Clannad for over a decade.
The Nonary Games/Zero Time Dilemma (the Zero Escape series)
Developer: Spike Chunsoft
If you enjoy getting your hands dirty with puzzles, the Zero Escape series is perhaps your best bet. There are three games in this series: Nine Hours, Nine Persons, Nine Doors; Virtue's Last Reward; and Zero Time Dilemma. The first two were only ported to PC in 2017 (with remastered visuals and new voice acting), as a pack called The Nonary Games, while Zero Time Dilemma stands on its own.
In each game, nine people are locked in a place by a mysterious figure using the name Zero. They're each fitted with watches that each display a number, and told that they must escape whatever place they're in by working through puzzles contained by nine doors. It all gets a bit Saw-like when people start dying in gruesome ways, such as acid showers and bombs inserted into people's stomachs.
You're not just reading the whole time, either. Point-and-click segments challenge you to solve puzzles to escape through each door. Some of these puzzles get pretty difficult as you go on, like having to decipher an unknown language made of symbols. They never feel like a cop-out, there's rarely anything as simple as having to solve a Tower of Hanoi puzzle for the umpteenth time.
Zero Escape is grim, but the story is fascinating and well told. Choices you make result in different endings, and the games play into it in a way no other visual novel really has. The way that you, the player (as opposed to you, the character), can have knowledge that characters don't, in a form of dramatic irony, is executed brilliantly when you have different timelines and endings to consider.
Ladykiller in a Bind
Developer: Love Conquers All Games
The full title of Ladykiller in a Bind is 'My Twin Brother Made Me Crossdress as Him and Now I Have to Deal with a Geeky Stalker and a Domme Beauty Who Want Me in a Bind!!' But try to forget that. As a somewhat traditionally styled visual novel, Ladykiller in a Bind is about socially manipulating a bunch of lusty teenagers. The setting is what rich kids might call a school trip and the rest of us might call a once-in-a-lifetime holiday on a cruise. You're The Beast, a lesbian who isn't shy from flirting or going back to the bedroom. The Beast has been forced by her twin brother, a manipulative asshole, to pretend to be him for mysterious reasons on this cruise where she wants to be sleeping around, but must keep up appearances so as not to arouse suspicion.
Social manipulation is the name of the game, choosing the rights words and phrases in the midst of conversation to maintain your disguise as your twin brother while also trying to get with every woman on the cruise. This mix of social manipulation and playing an asshole (who is, in herself, pretending to be even more of an asshole) is executed brilliantly, and, if you choose to, results in more than a few steamy scenes with other students.
Ladykiller in a Bind is an unquestionably adult game. Although you can turn sex scenes off and hide nudity, you get to know those characters much more intimately in what are genuinely well-written sex scenes—none of the fluff you found knocking about your aunt's bookcase.
Developer: 5pb.
Steins;Gate is a tale of time travel that explores the complicated web of cause and effect. Rintarō Okabe, a mad scientist who acts as the protagonist, has created a time machine where he can send text messages into the past. Using it, he and others begin to work towards improving the future by influencing past actions.
Twisting, branching paths are a staple of the visual novel genre—the Zero Escape series explores how it can be used to great effect too—but Steins;Gate's use of time travel gets wild. Cause and effect become tangled, the actions of the future affect the past and plunge characters into totally unforseen situations. All sorts of major things can change depending on if you just answer your phone.
The story never becomes too confusing, thankfully, and Steins;Gate makes every ending count, even the ones where you royally screwed up. Because of that, you see all the characters in a variety of ways, from their best to their worst. Afterwards, they feel fleshed out in a way that would otherwise be impossible.
It's likely that Danganronpa is at least partially responsible for the growing popularity of visual novels outside of Japan. Similarly to Zero Escape, it combines visual novel elements with puzzle solving as a group of students realize that Japan's most prestigious private school is actually a murderous battle royale of wits.
To escape, a student must murder another and then survive a courtroom trial held by their peers. Once other students begin murdering each other, as protagonist Makoto Naegi it's your job to gather clues, question suspects, present your case, and find the culprit.
The court cases aren't just a series of dialogue choices but literal shootouts. Armed with truth bullets, each of which represent a bit of evidence you've found, you can back up or refute claims from other students. If you find the murder weapon, for example, you can refute a student who says there's no weapon by shooting the text as it crosses the screen. You've got to pay attention, watching for gaps in logic and working out which piece of evidence proves you're right.
All of the writing and character designs are funny, a contrast to the grim atmosphere of a game about students murdering each other in fits of desperation, with the mysterious and antagonistic Monobear egging them on in crueler and crueler ways. It's an utterly absurd cast, but sitting them next to such a dark setting highlights how well they're all written.
Simulacra
Developer: Kaigan Games
The visual novel genre isn't quite as limiting as it may seem, and Simulacra is one of the best examples of how it doesn't quite have to fit the style you might expect. It's described as a "found phone" game, a genre that has recently become somewhat popular with games like Bury Me, My Love and A Normal Lost Phone.
You find a phone on your doorstep, which you soon discover was owned by a woman called Anna, who has gone missing. A short video which she filmed shortly before her disappearance implies something evil is afoot, with glitches and jumpcuts in the video designed to unsettle you. All of the videos and images have these subtle touches. From interface to the selfie perspective videos, the attention to detail is amazing.
Over time, you get to text her friends, go through her social media profiles, even speak to the people she was flirting with on a dating app. It's all incredibly upsetting. Simulacra will constantly push you further into the realm of voyeurism, asking how far you're willing to go into this woman's life to maybe, just maybe, save her life.
The story is only a few hours long, and there's multiple endings depending on if you succeed in your goals. You can pretend to be Anna, questioning her friends while trying to emulate what personality you can gleam from her texts, or be open, an honest voice in trying to search for Anna. Turn down the lights, turn off your phone, and settle in for a night of amateur voyeuristic detective work for this one, because it's worth that added atmosphere.
Developer: Hanako Games
While this slot could have been taken by a number of games from Hanako, Long Live The Queen is by far their most successful in every sense of the word. It puts you in control of a princess soon to be coronated and become the queen. Oh, and she's just a kid.
It sounds cute, but other people want that throne for themselves, and are willing to do anything to obtain it—including murder a 14-year-old girl. With her coronation 40 weeks away, it's your job to guide her through day-to-day life and make sure she survives.
Through the game, you'll pick her studies and control aspects of her life, molding this princess into a queen, giving her the skills to rule both with grace and bravery. Like Crusader Kings 2 or Dwarf Fortress, Love Live the Queen is a wonderful game for creating anecdotes as your run will almost certainly come to an end with a grisly but funny fate. It's not necessarily about surviving the 40 weeks as much as it is filling in the pockets of subtext with your own imagination. There's plenty of depth to it, too. As whether your live or die is not quite as simple as a random roll of the dice, and there's all sorts of stats to manage and micromanage as the weeks pass.
Developer: Sukeban Games
VA-11 Hall-A takes the perspective of a bartender in a dystopian future, giving you a unique view on life as you see people at both their best and their worst, their highs and lows.
There's a lot to the world of VA-11 Hall-A (which is further revealed in 2064: Read Only Memories, a phenomenal point-and-click game from a different developer but in the same world), but VA-11 Hall-A focuses purely on the stories of your various patrons. In Glitch City, corporations and the White Knights impose law through nanomachines and violence, a constant surveillance state where the mythologized independence of a virtual future left a long time ago.
Of course, as the bartender, you're hearing the voices of the people when they're not under surveillance. The gossip, the personal stories, the fears and dreams and desires of the people. Where Simulacra is voyeuristic, VA-11 Hall-A makes you feel privileged that these people are opening up to you over a cocktail you've made from cyberpunk alcohol.
Because of this quite candid approach to storytelling, VA-11 Hall-A isn't a singular narrative rather than a series of vignettes into the lives of dystopian dwellers. That window is impermanent, however, as each visit will always be overshadowed by the real possibility that they might never return.
Developer: Damian Sommer, Emily Carroll
Sometimes a game half fits a genre and half doesn't. The Yawhg is one such game. It's a choose-your-own-adventure for up to four local players, each of which plays a character in a town that, in six weeks, will be destroyed by the Yawhg.
The townsfolk and your characters don't know that the Yawhg is coming, but you, the player, do. Will you go about your day to day life normally? Or will you ring the bell, calling for the people of this town to flee as a prophet? Each decision can have dramatically different consequences.
The Yawhg bends the conventions of visual novels but still shares the same heart for storytelling, which is why it's on this list. You're offered scenes that act more as prompts for you and friends than paragraphs of text, with both gorgeous art and a fantastic soundtrack to act as your backdrop.
That makes The Yawhg unique here, as all of the other games push you into a persona that's already been made while The Yawhg calls you to create your own. There's 50 endings in total, and none of them are the 'true' ending, just one of many options depending on the choices you and your friends make. The situations created by the game are interesting, surprising, and leave the perfect amount of room for players to add their own spin on things. The Yawhg is a prime example of how a visual novel can do wild things, and perhaps also the place to go for a tabletop RPG-like experience.
VA-11 Hall-A: Cyberpunk Bartender Action


Are the have-nots motivated by envy of the haves, or do they just want their fair share? Conversely, are the well-to-do jealously guarding their unjustified privileges from those that ain't got, or do they just want to keep their fair share? In my latest Québécois Libre article, "The Politics of Envy and Jealousy," I explore some of the things I think we need to consider before attempting to provide an answer to such questions.


Description: With a clean DPU and the first photo of this engine!!!
Description: A few of these shots weren't too good because my companions refused to move to the other side.
Description: An eastbound stack train moves thru Aubirn Jct.
Description: Q157 westbound at NY-76 (So State St).
Description: Pan Am SEPO arrives at CPF-200 with CSX 3134 - CSX 890 for power.
Description: Q410 thunders up to Nice with an AH pair at 1319.
Description: CSX 3134 leads two other CSX locomotives on an eastbound BNSF manifest into Rochelle. The quadrant gates have been newly installed in preparation for the city's Quiet Zone.
Title: CSX 3134 Heads up a eastbound mixed freight in Fostoria Ohio.
Description: CSX train Q606 northbound on the Jesup sub. This train was over 11,000' long and had a single DPU about 2/3 of the way back.
Description: One on the move, and another one waiting on a crew change.
Description: 1 of 2 triple headers I saw on the rail fan journey.
Description: S276-03 is in South Connellsville on Track 1, working a train that stretches back into the yard.
Description: UP's QDYNL-15 (Quality Manifest Dayton, TX-North Little Rock, AR) sits in Dayton Siding.
Description: CSX 3134 and 21 wait for NB green with autoracks at Red Oak, GA on December 29, 2017.
Description: Q029 drifts down Baker Hill on a rainy sunday afternoon.


text:
You are at:Home»Current in Zionsville»Zionsville Community»Zionsville council, mayor entangled in financial dispute
Zionsville council, mayor entangled in financial dispute
By Jarred Meeks on	 December 18, 2021 Zionsville Community
During a Dec. 6 council meeting, council member Bryan Traylor accused Zionsville Mayor Emily Styron of "going around the council" to fund the town's Municipal Action Center, which is on the first floor of Town Hall.
The latest drama between the Zionsville Town Council and Zionsville Mayor Emily Styron unfolded during a Dec. 6 council meeting when council member Bryan Traylor accused Styron of "going around the council" to fund the town's Municipal Action Center.
Zionsville Mayor Emily Styron
"There's no trust there," Traylor said during the meeting of his and other council member's relationships with Styron. "(The mayor's administration) spent $204,000 out of (the Town Hall Improvement Fund) that the council didn't have transparency to, and the mayor specifically asked for an appropriation for that money. We, as a council said, no. She went instead out of this account that you guys aren't disclosing to us. It's (expletive). It's flat-out (expletive). We were very transparent. We didn't want to spend that money."
After meeting with legal counsel Dec. 14, Traylor said he and two other council members and the council's attorney, Heather Harris, were confident the mayor's administration operated outside of state statute when it drew money from the Town Hall Improvement Fund and Motor Vehicle Fund to pay for the Municipal Action Center — money Traylor said the council did not budget for or appropriate funds out of in 2021.
"Right now, it's the process of trying to figure out if she's allowed to do what she's done," Traylor said after the meeting.
But Styron believes she acted within her authority to use the money from the funds to pay for the project in a "public and transparent" way.
"Everything that we did in terms of the additional appropriation request was provided during a public meeting," Styron said after the meeting. "And all of the related expenses were reviewed and voted on by the town council in their bimonthly claims package. Every dollar that was spent on the MAC went before the council after the fact, where they reviewed the claim package, and they all voted individually. And all of the project abided by all state statutes related to public bidding.
"Due to how the fund was established, it is unappropriated. Cash available can be used for the specified purpose of the fund. That is how it was used in the past. Councilor Traylor has insisted this process has not been transparent, but this is simply not true."
During the meeting, Traylor cited concerns about how the mayor funded the town's Municipal Action Center, which opened in late October on the first floor of Town Hall. Council members raised concerns that the fund did not appear on the town's Dept. of Local Government Finance budget or non-DLGF budget.
The Dept. of Local Government Finance only reviews tax-supported funds, and the town has funds that are not reviewed by the DLGF, which are accounted for in a separate, non-DLGF budget. Council members say the Town Hall Improvement Fund is a non-DLGF fund, but it was not included in the mayor's Dec. 6 presentation of the town's 2022 non-DLGF budget. Zionsville CFO Tammy Harvard said the Town Hall Improvement Fund was not included in the non-DLGF budget because it has a balance of zero dollars. Council members accused the mayor's administration of completely exhausting the fund without their knowledge or approval to pay for the Municipal Action Center.
"Even though it didn't show up in the budget, they kept it off in this third budget, which was just random funds that they didn't put into either budget and started pulling money out of it to pay for this Town Hall renovation," Traylor said. "And the biggest thing is, I get a lot of push-back from people who say, 'Why don't you just talk to the mayor?' Well, the problem is she doesn't answer us. Getting information from this administration is next to impossible. I post things in social media, in large part, because once I do, I start getting answers from the administration. And it's sad that it has to be done that way. And when I speak up and say things that are out of line in the town council meetings, it gets her attention, and I start getting answers."
During her first year in office, Styron envisioned the center as a one-stop shop for residents and officials to conduct government business. Plans for the center were incorporated into the Town Hall reconfiguration earlier this year and was a point of contention between Styron and some town council members. The council voted 4-3 against two additional appropriations for the reconfiguration, with the majority voicing budgetary concerns and a reluctance to remodel the first floor of a building that opened less than five years ago. The additional appropriations were suggested to come out of the town's CCI and CCD funds.
Havard said during a council meeting earlier this year that the town planned to finance the reconfiguration regardless of the council's vote concerning additional appropriations. The mayor and many town officials favored the reconfiguration because it was expected to save the town money by relocating two departments into Town Hall. Town officials said the additional appropriations were primarily for furnishing and other supplementary expenditures that were not crucial to construction.
But in the past year, council members have expressed frustration with the town's switch to a new financial system, which they say impedes their ability to see town cash balances and expenditures. They said they were not able to see specifics as to how the Town Hall Improvement Fund money was spent until they reached the council's claims process, which is typically a formality at the end of council meetings when council members approve claims for vendor services already rendered. Council members say if they were to not approve claims by that point, vendors would not be paid for completed services. Traylor said it leaves council members no choice but to approve the claims.
"(At best), we'll have late fees," Traylor said. "At worst, we'll get sued. But I learned a valuable lesson there. I won't be as easy going on claims going forward because we were definitely taken advantage of, in my opinion."
The switch to a new financial system also delayed monthly financial reports to the council for most of the last year. According to Zionsville Town Council President Josh Garrett, council members didn't receive January 2021 through June 2021 financial information until September. He said that because the previous financial system was turned off in 2020, the town council could not see comprehensive financials — including total revenue, total expenses and cash balances from the second half of 2020 through June 30, 2021 — until Sept. 23.
"What we had been asking for all along was, 'Where are you coming up with this money?' But without those monthly financials, it was really hard for us to follow along," Traylor said. "We were kind of at a disadvantage there."
Harvard said the council will receive financials monthly now that the new financial system is operational. The financials the council received in September included information regarding the Town Hall Improvement Fund. Traylor said the council, because it did not have financial reports to reference, was unaware of the cash balance in the fund until Sept. 23 and did not know the fund had no budgeted expenses in 2021 when Havard told the council the mayor planned to tap the fund to pay for the project, regardless of the council's vote concerning the additional appropriations in March.
Harris confirmed the council needed more transparency from the administration.
"The role of this body is to be the fiscal oversight agent for the town, so if there is not transparency with the public body that is overseeing the funds for the town — even if you are just saying this is dedicated and can only be used for this source, or this is how these funds will be spent — there still needs to be some public accounting, given not only to the town council but to members of the general public," Harris told the council during the meeting. "And we have seen this a couple of different times, and I, as your advisor to the town council, would have a lot of discomfort in the fact that you are not seeing all of the funds, and you are not seeing all of the fund balances and you are not seeing how those dollars are spent."
Council members say future Town Hall building repairs and maintenance will now have to come from the general budget, which they say means reduced dollars for public safety and roads.
Traylor said the council is unsure what its next steps will be after meeting with legal counsel, but he expects state officials will want to investigate the matter further.
Previous ArticleCarmel in brief — December 21, 2021
Next Article Allegro development proposes for-sale townhomes, cottages west of Ruoff Music Center
Ordering begins today for free at-home COVID tests from federal government
Newcomers Club of Carmel welcomes all
Registration open for 500 Festival Volunteer Program


We produce huge gamut of Trolleys/Hand Cart wheels that find their utility in mobilizing the trolleys and other hand carts. We offer them in stainless and mild steels to serve the purpose of heavy duty load bearing capability. We provide these wheels in market leading prices.
Looking for Trolley and Hand Cart ?