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Memorial Day Weekend Off Right with Hasbro Games at Home Or Away - You Won't Be Sorry!
May 27, 2010 Start Memorial Day Weekend off Right with Hasbro Games at Home or Away - You Won't Be Sorry! EAST LONGMEADOW, Mass., May 27, 2010 (BUSINESS WIRE) --According to AAA, more than 32 million travelers are expected to travel on vacation over Memorial Day weekend - a 5.4 percent increase from 2009. Whether traveling to beaches, camping grounds or U.S. attractions, Hasbro has your family fun covered! When packing, toss in some of Hasbro's newest games to keep everyone engaged and entertained on the open road, in the air, and once you've reached your final destination. "While the economy continues to be rocked by occasional waves of uncertainty, improved economic performance from one year ago should cause more Americans to take vacations this Memorial Day holiday," said Mary Yarber, Director, Program Management for AAA. "Whether traveling to see loved ones or exploring a new travel destination be sure to plan ahead for the most enjoyable vacation by taking advantage of AAA traveling planning tools and discounts on hotels, car rentals and attractions. Be sure to pack a vacation survival kit that includes activities for the whole family such as Hasbro games for enjoyable ways to pass time when traveling." A recent survey conducted by Hasbro found that American families plan to play games during time off this summer. Of those respondents planning a vacation, four in ten (41 percent) would rather have access to a closet full of board games than a big screen TV - talk about unplugged entertainment! If you don't have a game closet at your vacation destination, plan ahead and bring family games such as THE GAME OF LIFE, or CRANIUM. -
Ludopor – Platform for Creating Word Educational Games
LudoPor Word Games Creation Platform Samuel José Raposo Vieira Mira March of 2009 Acknowledgements While I have done a lot of work on this project, it would not have been possible without the help of many great people. I would like to thank my mother and my wonderful girlfriend who have encouraged me in everything I have ever done. I also owe a great amount to my thesis supervisor, Rui Prada whose advice and criticism has been critical in this project. Next I would like to thank the Ciberdúvidas community, especially Ana Martins, for having the time and will to try and experiment my prototypes. A special thanks is owed to my good friend António Leonardo and all the users that helped in this project especially the ones in the weekly meetings. 2 Abstract This thesis presents an approach for creating Word Games. We researched word games as Trivial Pursuit, Scrabble and more to establish reasons for their success. After this research we proposed a conceptual model using key concepts present in many of those games. The model defines the Game World with concepts such as the World Representation, Player, Challenges, Links, Goals and Performance Indicators. Then we created LudoPor - a prototype of a platform using some of the referred concepts. The prototype was made using an iterative design starting from paper prototypes to high fidelity prototypes using user evaluation tests to help define the right path. In this task we had the help of many users including persons of Ciberdúvidas (a Portuguese language community). Another objective of LudoPor was to create games for Ciberdúvidas that would be shown in their website. -
Free Printable Scattergories Cards
Free Printable Scattergories Cards Free Printable Scattergories Cards 1 / 4 2 / 4 Oct 11, 2019 — Unlike many of the popular board games, it does not rely on moving a game piece or collecting cards to progress. Scattergories is all about .... Mad Gab Rules: Learn How to Play Mad Gab Card Game How to play madgab. ... With this easy to use free editable PowerPoint template, you can add your …. Nov 16, 2017 — Thanksgiving Scattergories Free Printable. Thanksgiving Day Parade Bingo. I've also updated my Thanksgiving Day Parade Bingo cards to fit .... Apr 25, 2019 · The Printable Fun Activities For 10-Year-Olds can be downloaded only ... A free list of youth group and camp games in a searchable database. Scattergories Lists Printable Games Pinterest School. 8 Best Images Of Scattergories List 1 16 Printable. Meredith Plays Thanksgiving Printable Games. Free.. Oct 30, 2019 - Are you looking for some new Scattergories lists for your game? These FREE printable Scattergories category cards are a perfect addition to ... printable scattergories cards printable scattergories cards, free printable scattergories cards, scattergories game cards printable This free, printable Scattergories Creative Word Work Game does just that! There are all sorts of categories – inventions, classroom objects, girls names, .... Printable Scattergories Worksheet - Click this link for a printable version (opens in a new window). C $10.22. Movie titles 9. Free Card Games Math Card .... Some shower games are better than others. Scattergories is a winner! Grab the Bridal Shower Game and Free Scattergories Printable and host a great shower!. Free Printable Christmas Games for Kids-1 | Making Life Blissful. -
Keep Kids Busy and Teach Real- World Skills with Board Games
Keep Kids Busy and Teach Real- World Skills with Board Games By Diane Nancarrow, MA, CCC-SLP KCC Director of Adolescent Programs If you’re hearing “I’m bored!” from your kids on a reg- ular basis, here’s an answer that sounds the same but is so much more fun: board games! Time at home with kids is a great opportunity to dust off those old games and remember the benefits of playing them as a family. Some extra benefits: Between smartphones, tablets, gaming systems and • Scrabble’s wooden tiles give wonderful tactile other devices, kids end up playing many games by pleasure. themselves. And let’s face it: pressing buttons on a • Trouble’s plastic dome forces a child to look and device is a lot easier than laying out a board, passing listen to the dice as they change. out money, moving your token, etc. • Chutes and Ladders teaches one-to-one corre- While many electronic games engage children in new spondence as kids move their markers and count and exciting ways, and some even involve physical the boxes. movement, board games also provide important learning opportunities. Since they are rarely complet- • Candy Land teaches colors. ed in a few short minutes, they encourage sustained • Monopoly encourages cooperation when choosing attention. Players must wait for others to complete who gets which iconic token. their turns while planning their own moves. • Parcheesi, Checkers, Sorry, and Aggravation teach When you play with your children, you help prepare turn-taking, strategy building, and patience. them to play with others. They will have the chance to respond to real people, watch facial expressions, body Board games appeal to our senses and are great to language, tone of voice, and the timing of their oppo- touch, see, and hear. -
A Trivial Pursuit: Scrabbling for a Board Game Copyright Rationale
HALES_TRIVIAL PURSUIT 3/7/2013 1:15 PM A TRIVIAL PURSUIT: SCRABBLING FOR A BOARD GAME COPYRIGHT RATIONALE Kevin P. Hales* INTRODUCTION ......................................................................... 242 I:HISTORICAL LACK OF PROTECTION FOR BOARD GAMES ......... 245 II.ARGUMENTS FAVORING COPYRIGHT PROTECTION FOR BOARD GAMES ................................................................. 248 A. Board Games as Creative Works Versus Practical Ones .......................................................... 248 B. Copyright Protection for Comparable Works ......... 250 1. Plays and Similar Dramatic Works ................... 250 2. Sheet Music ......................................................... 252 3. Video games ........................................................ 254 4. Computer software. ............................................. 255 5. Sui Generis Protection for Architectural Works. .................................................................. 256 C. Substantial Similarity and the “Heart” of a Work . 257 D. Benefits of Copyright ............................................... 259 1. Incentivizing Creation of Board Games ............. 259 III.LACK OF PRESSURE FOR COPYRIGHT IN BOARD GAMES ....... 262 A. Legal Hurdles........................................................... 263 B. Board Game Industry Dynamics ............................. 264 IV.ARGUMENTS AGAINST COPYRIGHT IN BOARD GAMES .......... 265 CONCLUSION ............................................................................ 268 * J.D., 2011, University -
Learning Board Game Rules from an Instruction Manual Chad Mills A
Learning Board Game Rules from an Instruction Manual Chad Mills A thesis submitted in partial fulfillment of the requirements for the degree of Master of Science University of Washington 2013 Committee: Gina-Anne Levow Fei Xia Program Authorized to Offer Degree: Linguistics – Computational Linguistics ©Copyright 2013 Chad Mills University of Washington Abstract Learning Board Game Rules from an Instruction Manual Chad Mills Chair of the Supervisory Committee: Professor Gina-Anne Levow Department of Linguistics Board game rulebooks offer a convenient scenario for extracting a systematic logical structure from a passage of text since the mechanisms by which board game pieces interact must be fully specified in the rulebook and outside world knowledge is irrelevant to gameplay. A representation was proposed for representing a game’s rules with a tree structure of logically-connected rules, and this problem was shown to be one of a generalized class of problems in mapping text to a hierarchical, logical structure. Then a keyword-based entity- and relation-extraction system was proposed for mapping rulebook text into the corresponding logical representation, which achieved an f-measure of 11% with a high recall but very low precision, due in part to many statements in the rulebook offering strategic advice or elaboration and causing spurious rules to be proposed based on keyword matches. The keyword-based approach was compared to a machine learning approach, and the former dominated with nearly twenty times better precision at the same level of recall. This was due to the large number of rule classes to extract and the relatively small data set given this is a new problem area and all data had to be manually annotated. -
ARCHITECTS of INTELLIGENCE for Xiaoxiao, Elaine, Colin, and Tristan ARCHITECTS of INTELLIGENCE
MARTIN FORD ARCHITECTS OF INTELLIGENCE For Xiaoxiao, Elaine, Colin, and Tristan ARCHITECTS OF INTELLIGENCE THE TRUTH ABOUT AI FROM THE PEOPLE BUILDING IT MARTIN FORD ARCHITECTS OF INTELLIGENCE Copyright © 2018 Packt Publishing All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews. Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing or its dealers and distributors, will be held liable for any damages caused or alleged to have been caused directly or indirectly by this book. Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information. Acquisition Editors: Ben Renow-Clarke Project Editor: Radhika Atitkar Content Development Editor: Alex Sorrentino Proofreader: Safis Editing Presentation Designer: Sandip Tadge Cover Designer: Clare Bowyer Production Editor: Amit Ramadas Marketing Manager: Rajveer Samra Editorial Director: Dominic Shakeshaft First published: November 2018 Production reference: 2201118 Published by Packt Publishing Ltd. Livery Place 35 Livery Street Birmingham B3 2PB, UK ISBN 978-1-78913-151-2 www.packt.com Contents Introduction ........................................................................ 1 A Brief Introduction to the Vocabulary of Artificial Intelligence .......10 How AI Systems Learn ........................................................11 Yoshua Bengio .....................................................................17 Stuart J. -
Brian Munroe Clerk of Courts Bucks County
Brian Munroe Clerk of Courts Bucks County The Docket March/April 2021 Unclaimed Bail A bail bond allows a defendant to be released from incarceration with conditions and a promise to return for court appearances. Bail is determined by a Magisterial District Judge or a Common Pleas Judge. Bail can be posted by the defendant on their own behalf, by a surety or bail bondsman. If a surety or bail bondsman post the bail, it is their responsibility to ensure the accused appears for their court appointments. During this process bail can be revoked or adjusted. Failure to appear can result in the full amount of the bail to be forfeited to the county. If the offender appears in court and the case has been concluded, the bail will be returned, minus a fee. After a case has been completed, our office is required to wait 30 days before the TYPES OF BAIL refund process can begin. We send a letter to the appropriate person, asking how they would like their refund directed. Collected bail money can be applied directly to court ROR– Released on costs or returned. The office will attempt to reach out three times to the current recognizance. No payment but address on file. If a defendant does not change their address with the Clerk of Courts signs a bond assuring future office, or does not authorize distribution of the refund, the money will remain in appearances. escrow. Over the last four decades a significant amount of bail has been unclaimed even though this money still belongs to the defendant or surety. -
INSTITUTION Congress of the US, Washington, DC. House Committee
DOCUMENT RESUME ED 303 136 IR 013 589 TITLE Commercialization of Children's Television. Hearings on H.R. 3288, H.R. 3966, and H.R. 4125: Bills To Require the FCC To Reinstate Restrictions on Advertising during Children's Television, To Enforce the Obligation of Broadcasters To Meet the Educational Needs of the Child Audience, and for Other Purposes, before the Subcommittee on Telecommunications and Finance of the Committee on Energy and Commerce, House of Representatives, One Hundredth Congress (September 15, 1987 and March 17, 1988). INSTITUTION Congress of the U.S., Washington, DC. House Committee on Energy and Commerce. PUB DATE 88 NOTE 354p.; Serial No. 100-93. Portions contain small print. AVAILABLE FROM Superintendent of Documents, Congressional Sales Office, U.S. Government Printing Office, Washington, DC 20402. PUB TYPE Legal/Legislative/Regulatory Materials (090) -- Viewpoints (120) -- Reports - Evaluative/Feasibility (142) EDRS PRICE MFO1 /PC15 Plus Postage. DESCRIPTORS *Advertising; *Childrens Television; *Commercial Television; *Federal Legislation; Hearings; Policy Formation; *Programing (Broadcast); *Television Commercials; Television Research; Toys IDENTIFIERS Congress 100th; Federal Communications Commission ABSTRACT This report provides transcripts of two hearings held 6 months apart before a subcommittee of the House of Representatives on three bills which would require the Federal Communications Commission to reinstate restrictions on advertising on children's television programs. The texts of the bills under consideration, H.R. 3288, H.R. 3966, and H.R. 4125 are also provided. Testimony and statements were presented by:(1) Representative Terry L. Bruce of Illinois; (2) Peggy Charren, Action for Children's Television; (3) Robert Chase, National Education Association; (4) John Claster, Claster Television; (5) William Dietz, Tufts New England Medical Center; (6) Wallace Jorgenson, National Association of Broadcasters; (7) Dale L. -
Games & Puzzles Magazine (Series 1 1972
1 GAMES & PUZZLES MAGAZINE (SERIES 1 1972-1981) INDEX Preliminary Notes [DIP] Diplomacy - Don Turnbull 1-10 [DIP] Diplomacy - Alan Calhamer 37-48 G&P included many series, and where a game [DRA] Draughts - 'Will o' the Wisp' 19-30 reference relates to a series, a code in square brackets [FAN] Fantasy Games - 'Warlock' 79-81 is added. [FIG] Figures (Mathematics) - Many authors 19-71 The table below lists the series in alphabetical order [FO] Forum (Reader's letters) 1-81 [GV] Gamesview (Game reviews) 6-81 with the code shown in the left hand column. [GGW] Great Games of the World - David Patrick 6-12 Principal authors are listed together with the first and [GO] Go - Francis Roads 1-12 last issue numbers. Small breaks in publication of a [GO] Go - John Tilley 13-24 series are not noted. Not all codes are required in the [GO] Go - Stuart Dowsey 31-43 body of the index. [GO] Go, annotated game - Francis Roads 69-74 Book reviews were initially included under [MAN] Mancala - Ian Lenox-Smith 26-29 Gamesview, but under Bookview later. To distinguish [MW] Miniature Warfare - John Tunstill 1-6 book reviews from game reviews all are coded as [BV]. [OTC] On the Cards - David Parlett 29-73 [PG] Parade Ground (Wargames) - Nicky Palmer 51-81 References to the Forum series (Reader's letters - [PB] Pieces and Bits - Gyles Brandreth 1-19 Code [FO]) are restricted to letters judged to [PEN] Pentominoes - David Parlett 9-17 contribute relevant information. [PLA] Platform - Authors named in Index 64-71 Where index entries refer consecutively to a particular [PR] Playroom 43-81 game the code is given just once at the end of the [POK] Poker - Henry Fleming 6-12 issue numbers which are not separated by spaces. -
30 Minutes Aggravation 2-6 Players Ages 6+ Playing Time
7 Wonders 2-7 players Ages 10+ Playing Time: 30 minutes Aggravation 2-6 players Ages 6+ Playing Time: 45 minutes Agricola 1-5 players Ages 12+ Playing Time: 30 minutes–1.5hours Apples to Apples 4-10 players Ages 10+ Playing Time: 30 minutes Apples to Apples Junior 4-8 players Ages 9+ Playing Time: 30 minutes Arkham Horror 1-8 players Ages 12+ Playing Time: 2-4 hours Axis & Allies Europe 2-4 players Ages 12+ Playing Time: 3.5 hours Axis & Allies 2-5 players Ages 12+ Playing Time: 3 hours Backgammon 2 players Ages 8+ Playing Time: 30 minutes BANG! 4-7 players Ages 8+ Playing Time: 20-40 minutes Battle Cry 2 players Ages 10+ Playing Time: 45 minutes Battleship 2 players Ages 8+ Playing Time: 30 minutes Battlestar Galactica 3-6 players Ages 8+ Playing Time: 2-3 hours Betrayal at House on the Hill 3-6 players Ages 12+ Playing Time: 1 hour Blokus 2-4 players Ages 5+ Playing Time: 20 minutes Bohnanza 2-7 players Ages 13+ Playing Time: 45 minutes Boss Monster 2-4 players Ages 13+ Playing Time: 20 minutes Candy Land 2-4 players Ages 3+ Playing Time: 30 minutes Carcassonne 2-5 players Ages 8+ Playing Time: 30-40 minutes Caverna: The Cave Farmers 1-7 players Ages 12+ Playing Time: 30 minutes-3.5 hours Checkers 2 players Ages 6+ Playing Time: 30 minutes Chess 2 players Ages 6+ Playing Time: 1 hour Chutes & Ladders 2-6 players Ages 3+ Playing Time: 30 minutes Clue 3-6 players Ages 8+ Playing Time: 45 minutes Clumsy Thief 2-6 players Ages 8+ Playing Time: 15 minutes Concept 4-12 players Ages 10+ Playing Time: 40 minutes Connect 4 2 players Ages 6+ -
The Story of Cluedo & Clue a “Contemporary” Game for Over 60 Years
The story of Cluedo & Clue A “Contemporary” Game for over 60 Years by Bruce Whitehill The Metro, a free London newspaper, regularly carried a puzzle column called “Enigma.” In 2005, they ran this “What-game-am-I?” riddle: Here’s a game that’s lots of fun, Involving rope, a pipe, a gun, A spanner, knife and candlestick. Accuse a friend and make it stick. The answer was the name of a game that, considering the puzzle’s inclusion in a well- known newspaper, was still very much a part of British popular culture after more than 50 years: “Cluedo,” first published in 1949 in the UK. The game was also published under license to Parker Brothers in the United States the same year, 1949. There it is was known as: Clue What’s in a name? • Cluedo = Clue + Ludo" Ludo is a classic British game -- " a simplified Game of India • Ludo is not played in the U.S. " Instead, Americans play Parcheesi." But “Cluecheesi” doesn’t quite work." So we just stuck with “Clue” I grew up (in New York) playing Clue, and like most other Americans, considered it to be one of America’s classic games. Only decades later did I learn its origin was across the ocean, in Great Britain. Let me take you back to England, 1944. With the Blitz -- the bombing -- and the country emersed in a world war, the people were subject to many hardships, including blackouts and rationing. A forty-one-year-old factory worker in Birmingham was disheartened because the crimp on social activities in England meant he was unable to play his favorite parlor game, called “Murder.” “Murder” was a live-action party game where guests tried to uncover the person in the room who had been secretly assigned the role of murderer.