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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. -
Marvel Universe by Hasbro
Brian's Toys MARVEL Buy List Hasbro/ToyBiz Name Quantity Item Buy List Line Manufacturer Year Released Wave UPC you have TOTAL Notes Number Price to sell Last Updated: April 13, 2015 Questions/Concerns/Other Full Name: Address: Delivery Address: W730 State Road 35 Phone: Fountain City, WI 54629 Tel: 608.687.7572 ext: 3 E-mail: Referred By (please fill in) Fax: 608.687.7573 Email: [email protected] Guidelines for Brian’s Toys will require a list of your items if you are interested in receiving a price quote on your collection. It is very important that we Note: Buylist prices on this sheet may change after 30 days have an accurate description of your items so that we can give you an accurate price quote. By following the below format, you will help Selling Your Collection ensure an accurate quote for your collection. As an alternative to this excel form, we have a webapp available for http://buylist.brianstoys.com/lines/Marvel/toys . STEP 1 Please note: Yellow fields are user editable. You are capable of adding contact information above and quantities/notes below. Before we can confirm your quote, we will need to know what items you have to sell. The below list is by Marvel category. Search for each of your items and enter the quantity you want to sell in column I (see red arrow). (A hint for quick searching, press Ctrl + F to bring up excel's search box) The green total column will adjust the total as you enter in your quantities. -
Alternate History – Alternate Memory: Counterfactual Literature in the Context of German Normalization
ALTERNATE HISTORY – ALTERNATE MEMORY: COUNTERFACTUAL LITERATURE IN THE CONTEXT OF GERMAN NORMALIZATION by GUIDO SCHENKEL M.A., Freie Universität Berlin, 2006 A THESIS SUBMITTED IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF DOCTOR OF PHILOSOPHY in THE FACULTY OF GRADUATE STUDIES (German Studies) THE UNIVERSITY OF BRITISH COLUMBIA (Vancouver) April 2012 © Guido Schenkel, 2012 ABSTRACT This dissertation examines a variety of Alternate Histories of the Third Reich from the perspective of memory theory. The term ‘Alternate History’ describes a genre of literature that presents fictional accounts of historical developments which deviate from the known course of hi story. These allohistorical narratives are inherently presentist, meaning that their central question of “What If?” can harness the repertoire of collective memory in order to act as both a reflection of and a commentary on contemporary social and political conditions. Moreover, Alternate Histories can act as a form of counter-memory insofar as the counterfactual mode can be used to highlight marginalized historical events. This study investigates a specific manifestation of this process. Contrasted with American and British examples, the primary focus is the analysis of the discursive functions of German-language counterfactual literature in the context of German normalization. The category of normalization connects a variety of commemorative trends in postwar Germany aimed at overcoming the legacy of National Socialism and re-formulating a positive German national identity. The central hypothesis is that Alternate Histories can perform a unique task in this particular discursive setting. In the context of German normalization, counterfactual stories of the history of the Third Reich are capable of functioning as alternate memories, meaning that they effectively replace the memory of real events with fantasies that are better suited to serve as exculpatory narratives for the German collective. -
Hasbro Closes Acquisition of Saban Properties' Power Rangers And
Hasbro Closes Acquisition of Saban Properties’ Power Rangers and other Entertainment Assets June 12, 2018 PAWTUCKET, R.I.--(BUSINESS WIRE)--Jun. 12, 2018-- Hasbro, Inc. (NASDAQ: HAS) today announced it has closed the previously announced acquisition of Saban Properties’ Power Rangers and other Entertainment Assets. The transaction was funded through a combination of cash and stock valued at $522 million. “Power Rangers will benefit from execution across Hasbro’s Brand Blueprint and distribution through our omni-channel retail relationships globally,” said Brian Goldner, Hasbro’s chairman and chief executive officer. “Informed by engaging, multi-screen entertainment, a robust and innovative product line and consumer products opportunities all built on the brand’s strong heritage of teamwork and inclusivity, we see a tremendous future for Power Rangers as part of Hasbro’s brand portfolio.” Hasbro previously paid Saban Brands$22.25 million pursuant to the Power Rangers master toy license agreement, announced by the parties in February of 2018, that was scheduled to begin in 2019. Those amounts were credited against the purchase price. Upon closing, Hasbro paid $131.23 million in cash (including a $1.48 million working capital purchase price adjustment) and $25 million was placed into an escrow account. An additional $75 million will be paid on January 3, 2019. These payments are being funded by cash on the Company’s balance sheet. In addition, the Company issued 3,074,190 shares of Hasbro common stock to Saban Properties, valued at $270 million. The transaction, including intangible amortization expense, is not expected to have a material impact on Hasbro’s 2018 results of operations. -
Words Should Be Fun: Scrabble As a Tool for Language Preservation in Tuvan and Other Local Languages1
Vol. 4 (2010), pp. 213-230 http://nflrc.hawaii.edu/ldc/ http://hdl.handle.net/10125/4480 Words should be fun: Scrabble as a tool for language preservation in Tuvan and other local languages1 Vitaly Voinov The University of Texas at Arlington One small but practical way of empowering speakers of an endangered language to maintain their language’s vitality amidst a climate of rapid globalization is to introduce a mother-tongue version of the popular word game Scrabble into their society. This paper examines how versions of Scrabble have been developed and used for this purpose in various endangered or non-prestige languages, with a focus on the Tuvan language of south Siberia, for which the author designed a Tuvan version of the game. Playing Scrab- ble in their mother tongue offers several benefits to speakers of an endangered language: it presents a communal approach to group literacy, promotes the use of a standardized orthography, creates new opportunities for intergenerational transmission of the language, expands its domains of usage, and may heighten the language’s external and internal prestige. Besides demonstrating the benefits of Scrabble, the paper also offers practical suggestions concerning both linguistic factors (e.g., choice of letters to be included, cal- culation of letter frequencies, dictionary availability) and non-linguistic factors (board de- sign, manufacturing, legal issues, etc.) relevant to producing Scrabble in other languages for the purpose of revitalization. 1. INTRODUCTION.2 The past several decades have seen globalization penetrating even the most remote corners of the world, bringing with them popular American exports such as Coca-Cola and Hollywood movies. -
Scrabble Word List 2016
Scrabble Word List 2016 2 – LETTER WORDS AA: n pl. –S rough, cindery lava EX: n pl. EXES the letter X AB: n pl. –S an abdominal muscle FA: n pl. –S the fourth tone of the diatonic AD: n pl. –S an advertisement musical scale AE: adj one FE: n –FES a Hebrew letter AG: adj pertaining to agriculture FY: an expression of disgust – Can be AH: interj – used to express delight, relief, extended with “S” or contempt GI: a judo or karate costume AI: n pl. –S a three-toed sloth GO: v WENT, GONE, GOING, GOES to move AL: n pl. –S an East Indian tree along AM: present 1st person sing. of BE GU: a simple violin used in Shetland (also AN: indefinite article – used before words GJU, GUE) beginning with a vowel HA: n pl. –S a sound of surprise AR: n pl. –S the letter R HE: n pl. –S a male person AS: adv to the same degree HI: interj – used as a greeting AT: prep in the position of HM: interj – used to express thoughtful AW: interj – used to express protest, disgust, consideration or disbelief HO: interj – used to express surprise AX: v –ED, -ING, -ES to work on with an ax (a ID: n pl. –S a part of the psyche type of cutting tool) IF: n pl. –S a possibility AY: n pl. –S aye IN: v INNED, INNING, INS to harvest BA: n pl. –S the eternal soul in Egyptian IO: a cry of joy mythology IS: v present 3rd person sing. -
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 -
8 CHAPTER 2 THEORETICAL FRAMEWORK in Order to Discuss
CHAPTER 2 THEORETICAL FRAMEWORK In order to discuss and analyse the research, this chapter provides several essential theories needed about Scrabble, Zyzzyva, and Morphology. 2.1 SCRABBLE This section will introduce more about Scrabble to give readers deeper view and insight. Furthermore, this section will be discussing the history of Scrabble, explaining the game details, and finally elaborating the rules of playing the game. 2.1.1 The History of Scrabble Alfred Mosher Butts, an out-of-work architect from Poughkeepsie, New York, invented Scrabble during the Great Depression. Butts divided games into three categories: number games (dice and bingo), move games (chess and checkers), and word games (anagrams). He enjoyed anagrams and crosswords a lot that he created a game with both feature and named it LEXIKO, the game was later called CRISS CROSS WORDS (National Scrabble Association, 2012). 8 9 Figure 2.1 Alfred Mosher Butts Originally, the game was played by forming words using letter tiles and placing them on a crossword-concept board, the length of the word determined the score. After Burr studied the letter occurrence on the front page of the New York Times, the point of each letter tile was valued based on the frequency of the letters appeared in that newspaper (Halpern & Wai, 2007). 10 Figure 2.2 Criss Cross Words,an early version of Scrabble game Butts’ invention has been rejected by several established game manufactures until he met James Brunot, a game-loving entrepreneur who liked the concept and the idea of the game. They both finally made some refinements on the rules and the name SCRABBLE was created. -
Questions These Questions Are in a Specific Order. 1. What Is Scrabble
Questions Re: The Game of Scrabble Radio Interview - 14th March 2019 - 2AIRFM These questions are in a specific order. 1. What is Scrabble? 2:30 sec. 2. Who invented it? 1:40 sec 3. Why is it called Scrabble? 30 sec 4. Why play Scrabble? 1:30 sec 5. Why should I join a Scrabble Club? 2:30 sec 6. What dictionary should I use? 3:00 mins. 7. Why are there weird words in the Scrabble Dictionary? 3:00 mins 8. What should I know? 2:30 sec 9. What is a good score in Scrabble? 1 min 10. How can I improve my Scrabble score? 1 min 11. How did you get interested in Scrabble? 1 min That’s eleven questions the volume has been turned up to 11! These are some suggestions for songs to be played between breaks:- Words of love – the Beatles G.L.O.R.I.A. - Them featuring Van Morrison Words - the Bee Gees V.A.C.A.T.I.O.N. - Connie Francis Words - Neil Young D.I.V.O.R.C.E. - Tammy Wynette https://soundcloud.com/user147680538/community-interview-14th-march-2019 1. What is Scrabble? The game of Scrabble has been around since 1933 in one form or another in Western society, so I’ve always thought that everyone would have least heard of it. It wasn’t until recently that I realised there are people out there who don’t know what it is. Oddly enough, one of my relatives who is a very worldly character having run various clubs in his day, whom you would have thought was very knowledgeable brought this fact home to me, he was unaware of what it is. -
The New Order of Hitler: Virtual History, Fiction and Myth
DEBATER A EUROPA Periódico do CIEDA e do CEIS20 , em parceria com GPE e a RCE. N.13 julho/dezembro 2015 – Semestral ISSN 1647-6336 Disponível em: http://www.europe-direct-aveiro.aeva.eu/debatereuropa/ The New Order of Hitler: Virtual History, Fiction and Myth Sérgio Neto Researcher of CEIS20, University of Coimbra E-mail: [email protected] Abstract At the intersection of counterfactual Historiography and literary fantasy, the triumph of the Axis powers in World War II has been one of the main issues. The resurgence of a hypothetical IV Reich also results extensive. Similarly, cinema has not failed to go over the old question of “if”. This article intent to analyse some virtual literature and historical works of reference about the New European Order in order to discuss possible inspiration that science awoke this genre and concepts revolving around the revisionism and determinism. Keywords: New European Order; Counterfactuals; Dystopia; Historiography; Fantasy When the German army completed the conquest of Poland in September 1939 the New European Order began to take shape. The euphemistic name of that brutal military occupation was in fact more incisive than the name given to the Japanese occupied areas: Greater East Asia Co-Prosperity Sphere 1. But, the main issue was if Hitler’s projects achieved in a few years the degree of dehumanization promised by the propaganda with the so called Reich of a Thousand Years. Based on the assumptions outlined by Mein Kampf , as well as the improvisations made during the course of the war, the dreams and fantasies of world domination were analysed not only by the historiography, but widely widespread by the alternate story genre. -
View from the Trenches Avalon Hill Sold!
VIEW FROM THE TRENCHES Britain's Premier ASL Journal Issue 21 September '98 UK £2.00 US $4.00 AVALON HILL SOLD! IN THIS ISSUE HIT THE BEACHES RUNNING - Seaborne assaults for beginners SAVING PRIVATE RYAN - Spielberg's New WW2 Movie LANDING CRAFT FLOWCHART - LC damage determination made easy GOLD BEACH - UK D-Day Convention report IN THIS ISSUE PREP FIRE Hello and welcome the latest issue of View From The Trenches. PREP FIRE 2 The issue is slightly bigger than normal due to Greg Dahl’s AVALON HILL SOLD 3 excellent but rather large article and accompanying flowchart dealing with beach assaults. Four extra pages for the same price. Can’t be INCOMING 4 bad. SCOTLAND THE BRAVE 5 In keeping with the seaborne theme there is also a report on the replaying of the Monster Scenarios ‘Gold Beach’ scenario in the D-DAY AT GOLD BEACH 6 D-Day museum in June, and a review of the new Steve Spielberg WW2 movie, Saving Private Ryan. HIT THE BEACHES RUNNING! 7 I hope to be attending ASLOK this year, so I’m not sure if the “THIS IS THE CALL TO ARMS!” 9 next issue will be out at INTENSIVE FIRE yet. If not, it’ll be out soon after IF’98. THE CRUSADERS 12 While on the subject of conventions, if anyone is planning on SAVING PRIVATE RYAN 18 attending the German convention GRENADIER ’98 please get in touch with me. If we can get enough of us to go as a group, David ON THE CONVENTION TRAIL 19 Schofield may be able to organise transport for all us. -
Ages 8+ 1+ Players
AGES 8+ ® 1+ PLAYERS BRAND ® Contents: SCRABBLE BOGGLE Game with Electronic Timer Object Find as many words as you can in the 4 x 4 letter grid. To win, be the player with the highest score at the end of a 3-minute game; or be the first player to reach the designated point limit in a tournament game. Or practice by yourself to beat your personal best! How to Play Players sit around the table so that everyone can see the Boggle grid when it’s in play. Each player will need a pencil and paper (not included). To start the game, do the following: 1. Turn the lid clockwise as far as it will go, to lower the grid base. See Figure 1. Figure 1. 2. Shake the letter cubes to mix them up. If necessary, jiggle the cubes until they fall into place in the grid base. 1211A0420000 Aa SCRABBLE BOGGLE Instructions (US) 3. Now turn the lid counterclockwise as far as it will go, making sure the letter cubes are lying flat in the base. See Figure 2. The timer light in the Boggle “o” will flash on to begin the countdown! Figure 2. ® BRAND ® The timer light will flash green at first, then orange, and finally red when time is running out. 4. Now quickly place the game in the center of the play area, and all players start looking for words. Finding Words Search the assortment of letters for words of three or more letters. Words are formed from letters that adjoin in sequence horizontally, vertically or diagonally in any direction.