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MJC Media Guide
2021 MEDIA GUIDE 2021 PIMLICO/LAUREL MEDIA GUIDE Table of Contents Staff Directory & Bios . 2-4 Maryland Jockey Club History . 5-22 2020 In Review . 23-27 Trainers . 28-54 Jockeys . 55-74 Graded Stakes Races . 75-92 Maryland Million . 91-92 Credits Racing Dates Editor LAUREL PARK . January 1 - March 21 David Joseph LAUREL PARK . April 8 - May 2 Phil Janack PIMLICO . May 6 - May 31 LAUREL PARK . .. June 4 - August 22 Contributors Clayton Beck LAUREL PARK . .. September 10 - December 31 Photographs Jim McCue Special Events Jim Duley BLACK-EYED SUSAN DAY . Friday, May 14, 2021 Matt Ryb PREAKNESS DAY . Saturday, May 15, 2021 (Cover photo) MARYLAND MILLION DAY . Saturday, October 23, 2021 Racing dates are subject to change . Media Relations Contacts 301-725-0400 Statistics and charts provided by Equibase and The Daily David Joseph, x5461 Racing Form . Copyright © 2017 Vice President of Communications/Media reproduced with permission of copyright owners . Dave Rodman, Track Announcer x5530 Keith Feustle, Handicapper x5541 Jim McCue, Track Photographer x5529 Mission Statement The Maryland Jockey Club is dedicated to presenting the great sport of Thoroughbred racing as the centerpiece of a high-quality entertainment experience providing fun and excitement in an inviting and friendly atmosphere for people of all ages . 1 THE MARYLAND JOCKEY CLUB Laurel Racing Assoc. Inc. • P.O. Box 130 •Laurel, Maryland 20725 301-725-0400 • www.laurelpark.com EXECUTIVE OFFICIALS STATE OF MARYLAND Sal Sinatra President and General Manager Lawrence J. Hogan, Jr., Governor Douglas J. Illig Senior Vice President and Chief Financial Officer Tim Luzius Senior Vice President and Assistant General Manager Boyd K. -
Table of Contents
TABLE OF CONTENTS System Requirements . 3 Installation . 3. Introduction . 5 Signing In . 6 HOYLE® PLAYER SERVICES Making a Face . 8 Starting a Game . 11 Placing a Bet . .11 Bankrolls, Credit Cards, Loans . 12 HOYLE® ROYAL SUITE . 13. HOYLE® PLAYER REWARDS . 14. Trophy Case . 15 Customizing HOYLE® CASINO GAMES Environment . 15. Themes . 16. Playing Cards . 17. Playing Games in Full Screen . 17 Setting Game Rules and Options . 17 Changing Player Setting . 18 Talking Face Creator . 19 HOYLE® Computer Players . 19. Tournament Play . 22. Short cut Keys . 23 Viewing Bet Results and Statistics . 23 Game Help . 24 Quitting the Games . 25 Blackjack . 25. Blackjack Variations . 36. Video Blackjack . 42 1 HOYLE® Card Games 2009 Bridge . 44. SYSTEM REQUIREMENTS Canasta . 50. Windows® XP (Home & Pro) SP3/Vista SP1¹, Catch The Ten . 57 Pentium® IV 2 .4 GHz processor or faster, Crazy Eights . 58. 512 MB (1 GB RAM for Vista), Cribbage . 60. 1024x768 16 bit color display, Euchre . 63 64MB VRAM (Intel GMA chipsets supported), 3 GB Hard Disk Space, Gin Rummy . 66. DVD-ROM drive, Hearts . 69. 33 .6 Kbps modem or faster and internet service provider Knockout Whist . 70 account required for internet access . Broadband internet service Memory Match . 71. recommended .² Minnesota Whist . 73. Macintosh® Old Maid . 74. OS X 10 .4 .10-10 .5 .4 Pinochle . 75. Intel Core Solo processor or better, Pitch . 81 1 .5 GHz or higher processor, Poker . 84. 512 MB RAM, 64MB VRAM (Intel GMA chipsets supported), Video Poker . 86 3 GB hard drive space, President . 96 DVD-ROM drive, Rummy 500 . 97. 33 .6 Kbps modem or faster and internet service provider Skat . -
The Gaming Table, Its Votaries and Victims Volume #2
The Gaming Table, Its Votaries and Victims Volume #2 Andrew Steinmetz ******The Project Gutenberg Etext of Andrew Steinmetz's******** *********The Gaming Table: Its Votaries and Victims*********** Volume #2 #2 in our series by Andrew Steinmetz Copyright laws are changing all over the world, be sure to check the copyright laws for your country before posting these files!! Please take a look at the important information in this header. We encourage you to keep this file on your own disk, keeping an electronic path open for the next readers. Do not remove this. **Welcome To The World of Free Plain Vanilla Electronic Texts** **Etexts Readable By Both Humans and By Computers, Since 1971** *These Etexts Prepared By Hundreds of Volunteers and Donations* Information on contacting Project Gutenberg to get Etexts, and further information is included below. We need your donations. The Gaming Table, Its Votaries and Victims Volume #2 by Andrew Steinmetz May, 1996 [Etext #531] ******The Project Gutenberg Etext of Andrew Steinmetz's******** *********The Gaming Table: Its Votaries and Victims*********** *****This file should be named tgamt210.txt or tgamt210.zip****** Corrected EDITIONS of our etexts get a new NUMBER, tgamt211.txt. VERSIONS based on separate sources get new LETTER, tgamt210a.txt We are now trying to release all our books one month in advance of the official release dates, for time for better editing. Please note: neither this list nor its contents are final till midnight of the last day of the month of any such announcement. The official release date of all Project Gutenberg Etexts is at Midnight, Central Time, of the last day of the stated month. -
Enter the Cube by Nicholas and Daniel Dobkin January 2002 to December 2004
Enter the Cube by Nicholas and Daniel Dobkin January 2002 to December 2004 Table of Contents: Chapter 1: Playtime, Paytime ..............................................................................................................................................1 Chapter 2: Not in Kansas Any More....................................................................................................................................6 Chapter 3: A Quiz in Time Saves Six................................................................................................................................18 Chapter 4: Peach Pitstop....................................................................................................................................................22 Chapter 5: Copter, Copter, Overhead, I Choose Fourside for my Bed...........................................................................35 Chapter 6: EZ Phone Home ..............................................................................................................................................47 Chapter 7: Ghost Busted....................................................................................................................................................58 Chapter 8: Pipe Dreams......................................................................................................................................................75 Chapter 9: Victual Reality................................................................................................................................................102 -
Search in the Patience Game 'Black Hole'
1 Search in the Patience Game ‘Black Hole’ Ian P. Gent a, Chris Jefferson b, Tom Kelsey a, InˆesLynce c, Ian Miguel a, Peter Nightingale a, Barbara M. Smith d and S. Armagan Tarim d a School of Computer Science, University of St Andrews, KY16 9SX, UK E-mail: {ipg,tom,ianm,pn}@dcs.st-and.ac.uk b Computing Laboratory, University of Oxford, UK E-mail:Chris.Jeff[email protected] c IST/INESC-ID, Technical University of Lisbon, Portugal E-mail:[email protected] d Cork Constraint Computation Centre, University College Cork, Ireland E-mail: {b.smith,at}@4c.ucc.ie We present an evaluation of different AI search paradigms applied to a natural planning problem. The problem we investigate is a particular card game for one player called Black Hole. For paradigms such as SAT and Constraint Programming, the game has the particular advantage that all solutions are the same length. We show that a general version of Black Hole is NP-complete. Then we report on the application of a number of AI paradigms to the problem, namely Planning, Constraint Programming, SAT, Mixed-Integer Programming and a specialised solver. An important feature of Black Hole is the presence of symmetries which arise during the search process. We show that tackling these can improve search dramatically, as can caching states that occur during search. Our implementations as SAT, Constraint Programming and Planning problems are efficient and competitive, allowing detailed empirical evaluation of the strengths and weaknesses of each methodology. Our empirical evaluation shows that Black Hole is winnable approximately 87% of the time, and that given instances can be trivially solved, easy to solve, hard to solve and even intractable, depending on the AI methodology used to obtain solutions. -
\0-9\0 and X ... \0-9\0 Grad Nord ... \0-9\0013 ... \0-9\007 Car Chase ... \0-9\1 X 1 Kampf ... \0-9\1, 2, 3
... \0-9\0 and X ... \0-9\0 Grad Nord ... \0-9\0013 ... \0-9\007 Car Chase ... \0-9\1 x 1 Kampf ... \0-9\1, 2, 3 ... \0-9\1,000,000 ... \0-9\10 Pin ... \0-9\10... Knockout! ... \0-9\100 Meter Dash ... \0-9\100 Mile Race ... \0-9\100,000 Pyramid, The ... \0-9\1000 Miglia Volume I - 1927-1933 ... \0-9\1000 Miler ... \0-9\1000 Miler v2.0 ... \0-9\1000 Miles ... \0-9\10000 Meters ... \0-9\10-Pin Bowling ... \0-9\10th Frame_001 ... \0-9\10th Frame_002 ... \0-9\1-3-5-7 ... \0-9\14-15 Puzzle, The ... \0-9\15 Pietnastka ... \0-9\15 Solitaire ... \0-9\15-Puzzle, The ... \0-9\17 und 04 ... \0-9\17 und 4 ... \0-9\17+4_001 ... \0-9\17+4_002 ... \0-9\17+4_003 ... \0-9\17+4_004 ... \0-9\1789 ... \0-9\18 Uhren ... \0-9\180 ... \0-9\19 Part One - Boot Camp ... \0-9\1942_001 ... \0-9\1942_002 ... \0-9\1942_003 ... \0-9\1943 - One Year After ... \0-9\1943 - The Battle of Midway ... \0-9\1944 ... \0-9\1948 ... \0-9\1985 ... \0-9\1985 - The Day After ... \0-9\1991 World Cup Knockout, The ... \0-9\1994 - Ten Years After ... \0-9\1st Division Manager ... \0-9\2 Worms War ... \0-9\20 Tons ... \0-9\20.000 Meilen unter dem Meer ... \0-9\2001 ... \0-9\2010 ... \0-9\21 ... \0-9\2112 - The Battle for Planet Earth ... \0-9\221B Baker Street ... \0-9\23 Matches .. -
The Education of a Poker Player Including Where and How One Learns to Win
HERBERT O. YARDLEY The Education of a Poker Player Including where and how one learns to win Introduced by A. Alvarez The Education of a Poker Player Herbert Osborne Yardley was born in the small frontier town of Worthington, Indiana, in 1889. Following the death of his mother in 1905 he inherited $200 and, by his own admission, 'thereafter I did pretty much as I pleased'. He began frequenting a poker saloon in Washington even though he was still in high school. Class president, editor of the school paper and football captain, he was nevertheless academically average but had a flair for mathematics. He had ambitions to become a criminal lawyer but the year 1912 found him working instead as a code clerk in the State Department, a job which made full use of his mathematical skills and shrewd poker-player's mind. In 1917 America entered World War I and Yardley persuaded his bosses to let him set up a code-breaking section with a staff of 160. Officially this was called the Cipher Bureau, Military Intelligence 8; more familiarly it became known as the 'Black Chamber'. Some 200,000 messages were decoded, with Yardley himself breaking the Japanese diplomatic codes and finding himself a marked man in the Orient as a result, before the department was closed down in 1929 on the instructions of Secretary of State Henry Stimson, who remarked that 'Gentlemen do not read each other's mail'. Out of a job, Yardley set to work on The American Black Chamber, a no-holds-barred history of the organization's activities which scandalized the political and diplomatic world but became an international best-seller when published in 1931. -
1 How to Play Texas Holdem
- 1 - NO LIMIT HOLDEM SECRETS BY ROY ROUNDER Copyright © by Roy Rounder Communications, Inc. All Rights Reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise, without prior written permission of the publisher. Published by Roy Rounder Communications, Inc. Visit www.NoLimitHoldemSecrets.com and www.RoyRounder.com for more information. For publishing information, business inquiries, or additional comments or questions, contact [email protected]. Manufactured in the United States of America. - 2 - READ THIS FIRST Hi, my name is Roy Rounder. Of course, that’s not my REAL name. “Rounder” is actually a nickname that all my friends used to call me… gradually, it became a part of my “poker persona” and pen name. I’ve been playing Texas Holdem for as long as I can remember… BEFORE the game exploded with popularity. No limit Texas Holdem is my game of choice-- as it’s been from day one-- and that’s what this book is about. Let’s get a few things out of the way before you tackle this book… First, be a responsible gambler. Don’t get “addicted” to poker and don’t play in stakes that are too high for you. While it’s true you can make a full-time income playing Texas Holdem, don’t go betting your house payments at the tables. Gamblers Anonymous has given me permission to reproduce a simple questionnaire that will help you determine if you might have a gambling addiction. -
Drinking Games the Complete Guide Contents
Drinking Games The Complete Guide Contents 1 Overview 1 1.1 Drinking game ............................................. 1 1.1.1 History ............................................ 1 1.1.2 Types ............................................. 2 1.1.3 See also ............................................ 3 1.1.4 References .......................................... 3 1.1.5 Bibliography ......................................... 4 1.1.6 External links ......................................... 4 2 Word games 5 2.1 21 ................................................... 5 2.1.1 Rules ............................................. 5 2.1.2 Additional rules ........................................ 5 2.1.3 Example ............................................ 6 2.1.4 Variations ........................................... 6 2.1.5 See also ............................................ 6 2.2 Fuzzy Duck .............................................. 6 2.2.1 References .......................................... 6 2.3 Ibble Dibble .............................................. 7 2.3.1 Ibble Dibble .......................................... 7 2.3.2 Commercialisation ...................................... 7 2.3.3 References .......................................... 7 2.4 Never have I ever ........................................... 7 2.4.1 Rules ............................................. 7 2.4.2 In popular culture ....................................... 8 2.4.3 See also ............................................ 8 2.4.4 References ......................................... -
Poker for Dummies (Richard D. Harroch
,and a little luck, this book Moneymaker; the foreword by Chris at f/ie final table. From L FOR K A QL ¥ ¥ ¥ L o o < * <* r r World J f * uli YJ\ r er Columnist, Care r or A Reference for the Rest of Us! TM Poker FOR DUMMIES' by Richard D.Harroch and Lou Krieger Foreword by Chris Moneymaker Winner of the 2003 World Series of Poker ® WILEY Wiley Publishing, Inc. About the Authors Lou Krieger learned poker at the tender age of 7, while standing at his father’s side during the weekly Thursday night game held at the Krieger kitchen table in the blue-collar Brooklyn neighborhood where they lived. Lou played throughout high school and college and managed to keep his head above water only because the other players were so appallingly bad. But it wasn’t until his first visit to Las Vegas that he took poker seriously, buying into a low-limit Seven Card Stud game where he managed — with a good deal of luck — to break even. “ While playing stud,” he recalls, “ 1 noticed another game that looked evert more interesting. It was Texas Hold’em. “ 1 watched the Hold’em game for about 30 minutes, and sat down to play. One hour and $100 later, 1 was hooked. I didn’t mind losing. It was the first time I played, and 1 expected to lose. But I didn’t like feeling like a dummy so I bought and studied every poker book I could find.” “ I studied; I played. 1 studied and played more. -
20 Card Games
20 CARD GAMES LIST OF CONTENTS Whist/Bridge family English Short Whist Oh Hell Hearts Poker Rummy games Rummy Canasta Piquet Five-card family Ecarté Five Hundred Bézique Auction Pinochle Banking games Pontoon Patience games Beleaguered Castle Belle Lucie (Fan) Canfield (UK: Demon) Klondike (UK: Canfield) Miss Milligan Salic Law Spider Sultan ENGLISH SHORT WHIST 4 players 1 pack (52) CARDS Standard 52-card pack, ranking AKQJT98765432. DEAL Thirteen each, one at a time and face down. The last (52nd) card is turned face up to determine a trump suit before being taken up into dealer’s hand. OBJECT Players sitting opposite each other are partners. A rubber is won by the first side to win two games. A game is won by the first side to win 5 points, which may take one or several deals. The object of play is to win a majority of the 13 tricks, i.e., seven or more. A partnership scores 1 point for every trick it takes in excess of six (6 tricks constitute a book; those in excess are called odd tricks). Points are also scored for honours, these being the AKQ and J of trumps. A side scores 4 points for holding four honours or 2 for holding any three, but these are not credited until the hands have been played out, and must therefore be remembered. PLAY The player at dealer’s left leads to the first trick. Others in turn must follow suit if possible, otherwise may trump or renounce ad lib. The trick is won by the highest card of the suit led, or by the highest trump if any are played. -
The Gaming Table: Its Votaries and Victims
THE GAMING TABLE: ITS VOTARIES AND VICTIMS, In all Times and Countries, especially in England and in France. BY ANDREW STEINMETZ, ESQ., OF THE MIDDLE TEMPLE, BARRISTER-AT-LAW; FIRST-CLASS EXTRA CERTIFICATE SCHOOL OF MUSKETRY, HYTHE; late OFFICER INSTRUCTOR MUSKETRY, THE QUEENS OWN LIGHT INFANTRY MILITIA. AUTHOR OF 'THE HISTORY OF THE JESUITS,' 'JAPAN AND HER PEOPLE,' 'THE ROMANCE OF DUELLING,' &c., &c. 'The sharp, the blackleg, and the knowing one, Livery or lace, the self-same circle, run; The same the passion, end and means the same-- Dick and his Lordship differ but in name.' IN TWO VOLUMES.--VOL. II. CONTENTS OF VOL. II. I. CHEVALIERS D'INDUSTRIE, OR POLITE SHARPERS II. PROFESSIONAL GAMESTERS AND THEIR FRAUDS III. ANECDOTES OF THE PASSIONS AND VICISSITUDES OF GAMESTERS IV. ACTROCITIES, DUELS. SUICIDES, AND EXECUTION OF GAMBLERS V. ODDITIES AND WITTICISMS OF GAMBLERS VI. THE GAMING CLUBS VII. DOINGS IN GAMING HOUSES VIII. THE DOCTRINE OF PROBABILITIES APPLIED TO GAMBLING IX. THE HISTORY OF DICE AND CARDS X. PIQUET, BASSET, FARO, HAZARD, PASSE-DIX, PUT, CROSS AND PILE, THIMBLE-RIG XI. COCK-FIGHTING XII. THE TURF, HISTORICAL, SOCIAL, MORAL XIII. FORTUNE-TELLING BY CARDS (FOR LADIES) XIV. AMUSING CARD TRICKS THE GAMING TABLE. CHAPTER I. CHEVALIERS D'INDUSTRIE, OR POLITE SHARPERS. Chevaliers d'industrie, or polite and accomplished sharpers, have always existed in every city, from the earliest times to the present. The ordinary progress of these interesting gentlemen is as follows. Their debut is often difficult, and many of them are stopped short in their career. They only succeed by means of great exertion and severe trials; but they endure everything in order to be tolerated or permitted to exercise their calling.