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Gruumash . wrote:
so your sort of like Mork from Ork, you get younger as you grow older+


Or is he like this song from Jimmy Buffet?


While that Jimmy Buffet song is very good, I do relate more with Mork!
And Robin Williams also played Peter Pan, the ultimate never grow up kid.


DJ-Bogie wrote:

While that Jimmy Buffet song is very good, I do relate more with Mork!

And Robin Williams also played Peter Pan, the ultimate never grow up kid.


I also enjoy Robin Williams, but since I am listening to my Jimmy Buffet playlist that song came leaping to mind.


gran rey de los mono wrote:
I also enjoy Robin Williams, but since I am listening to my Jimmy Buffet playlist that song came leaping to mind.


Grand Magus wrote:
gran rey de los mono wrote:
I also enjoy Robin Williams, but since I am listening to my Jimmy Buffet playlist that song came leaping to mind.

Liberty's Edge

 

Liberty's Edge

Also, 42.


1 person marked this as a favorite.

YAAR, crazy bird.

Liberty's Edge

CAW!!!!!!!!


Quack!

*tappy tappy tap*


Isn't there a recipe that calls for crow for a pie?


One and twenty blackbirds baked in a pie.


Benicio Del Espada wrote:
I win. Because that's what's best for everyone. Trust me. That way, we're all winners.

I win, because that's what I want. And I get what I want.

Sovereign Court

KaeYoss wrote:
I win, because that's what I want. And I get what I want.

But you can't always get what you want. Sometimes, you get what you need. And right now you need not to win.


zylphryx wrote:
KaeYoss wrote:
I win, because that's what I want. And I get what I want.
But you can't always get what you want. Sometimes, you get what you need. And right now you need not to win.

The lyrics are wrong and I win.


Until now.


& now


Now?


gran rey de los mono wrote:
Now?


Grand Magus wrote:
gran rey de los mono wrote:
Now?

Grand Lodge

Know?


TriOmegaZero wrote:
Know?

No.

Grand Lodge

Noe?


TriOmegaZero wrote:
Noe?

Doe.

Grand Lodge

Hoe.


Ho.

Grand Lodge

Hoooooooooooooooooooooo!


2d6 ⇒ (4, 4) = 8


2d6 ⇒ (2, 5) = 7

ouch.


2d6 ⇒ (3, 1) = 4

point is 4


2d6 ⇒ (1, 2) = 3

almost.


2d6 ⇒ (4, 6) = 10

ooh


2d6 ⇒ (3, 4) = 7

hm.


2d6 ⇒ (1, 1) = 2

craps


2d6 ⇒ (5, 5) = 10

this is a silly game


2d6 ⇒ (1, 3) = 4

ok.


MATE:

MATE
by G. Capelen

In Hanover, Germany, in the year 1915 a small booklet
was published entitled "Zwei neue Kriegspiele!" ("Two
New War Games!"). One was FREE CHESS, a variant of
the board game. The other was MATE. Obviously the
time was not right for two make-believe war games
while the reality of World War I occupied center
stage. So, Herr Capellen's booklet never emerged
from obscurity. Through the kindly persistence of a
bookdealer's wife I obtained a copy. (The only other
I have come across is part of the CHESS collection in
the Royal Library at The Hague, the Netherlands.)

MATE is a card game played with only 20 cards, yet
with this limited material an amazing diversity of
playing situations develop. It is almost unique
among card games being completely a game of skill.

  • Number of Players: Two.

  • The deck: From a standard deck of cards use the
    following 20:

    clubs : A 10 K Q 7
    spades : A 10 K Q 7
    hearts : A 10 K Q 7
    diamonds: A 10 K Q 7

    This is known as the "Single Mate Deck." The game,
    at the option of the players, can also be played with
    the "Double Mate Deck," which is made up from two
    ordinary decks as follows (the decks should preferably
    have the same backs):

    clubs : A 10 K 7 7
    spades : A 10 K K 7
    hearts : A 10 10 K 7
    diamonds: A A 10 K 7

    (Until the players are familiar with the game, it is
    a good idea to copy the above table on a piece of
    paper, or an index card, and keep it handy for
    reference.)

    In both decks the suits rank in the value as shown,
    with clubs the highest and diamonds the lowest.
    (This is the same sequence as in Bridge except that
    here clubs are placed at the top rather than at the
    bottom.) The cards rank in value as shown, with Ace
    being the highest and 7 the lowest.

  • The Play: One player, whom we will call X, is chosen
    to deal the first hand. He shuffles the cards and
    deals ten to each, in groups of five at a time.

    X, the dealer, leads any card he wishes. Y, the
    opponent, must then play a card of the same suit.
    If he has more than one card of that suit, he may
    play whichever he chooses. If he lacks a card of the
    suit led, he must play a card of the same rank (such
    as Ace on Ace, 10 on 10, etc.). The cards, as they
    are played, are kept face up in front of each player
    instead of being played to the center of the table.

    The two cards, one from each player, constitute the
    first "move" (in keeping with the fact that MATE has
    more in common with board games of skill than with
    card games, this term is used rather than "trick").
    The player who played the higher card, or the higher
    suit when rank is followed, leads for the second
    move. When playing with the Double Mate Deck is it
    possible for two identical cards to be played on a
    move. In this case the first to be played is
    considered the higher.

    Play continues in this manner until a player leads a
    card that his opponent cannot follow, either in suit
    or rank. The player leading the card has given
    "mate" to his opponent, and play stops. If all ten
    moves can be played without a mate, it is a "draw."

  • Scoring: For purposes of scoring a mate, each card is
    considered to have a value as follows:

    Ace = 11
    10 = 10
    King = 4
    Queen= 3
    7 = 7

    The value of the mating card is multiplied by the
    number of the move in which the mate is given. For
    example, if a player gives mate with a Queen in the
    first move he scores 3·1 = 3 points, while if he gives
    mate with an Ace in the tenth move, he score 11·10 =
    110 points.

    In case of a draw neither player scores.

  • Rounds and Matches: After the first game has been
    played and scored, the cards are picked up and, without
    being reshuffled, exchanged between the players. Y,
    who now has the cards X previously held, leads any
    card he wishes to start the second game. Two games
    constitute a "round" and, since each player has the
    opportunity to play each hand, the luck of the deal is
    eliminated.

    After the first round, Y gathers the cards, shuffles
    them, and deals out new hands. A second round in now
    played in a similar manner to the first. Two rounds
    constitute a "match." The player who has scored the
    greater total number of points is the winner of the
    match and the measure of his victory is the difference
    between the two total scores.

  • Foreplacing and Overmate: "Foreplacing" of cards is an
    important part of the game, but I have postponed
    introducing it until the beginner has had a chance to
    familiarize himself with the basic play. Advanced
    players can make use of foreplacing to reap the largest
    possible score from a particular hand.

    Foreplacing allows the players, at the start of each
    individual game, to remove a card from their hand, show
    it, and then place it face down before them.
    A foreplaced card does not enter into the play of that
    game. The contestant who will lead to the first move
    announces whether he wishes to foreplace a card, after
    which the opponent has a similar choice. The opponent,
    however, may not foreplace a card of the same suit or
    rank as that foreplaced by the first player.

    If a player who foreplaces a card succeeds in giving
    mate, the multiplying number of the move is increased
    by 1. Thus, in this case, a mate given in the seventh
    move with a King scores 8·4 = 32 points.

    If both players foreplace a card there will be a
    maximum of only nine moves in the game. If only one
    player foreplaces a card, and the game proceeds that
    far, the player with only nine cards uses his ninth
    played card also as his tenth. A mate given in this
    tenth move is known as an "overmate" and scores double.
    Thus, an overmate given with an Ace scores 11·11·2 =
    242 points (the maximum possible) for the player who
    foreplaced. If the other player gave mate in the tenth
    move with an Ace, the score would be 10·11·2 = 220
    points.

  • Variations: The following rules can be added to the
    basic game for a change of pace. The particular
    variation to be used must, of course, be agreed on in
    advance by the players.

    1. Mate with Free Move- Once during and individual
    game either player X or player Y (whoever uses
    it first) may, even though he has a card of the
    same suit as that led, answer the lead with a
    card of the same rank, announcing "Free move"
    as he does so.
    2. Mate with King's Privilege- When a King is led
    the opponent must follow with another King if
    he has one. If not, he follows with a card of
    the same suit.
    Figure Privilege is the same as King's
    Privilege except that the same rule applies to
    Queens as well as Kings.
    3. Mate with Free Move and King's (or Figure)
    Privilege- This is a combination of variation 1
    and variation 2. If the Free Move is taken in
    answer to the play of a King (or Queen), it
    allows the player to follow in suit even though
    he has another King (or Queen) which he could
    play.
    4. R variation- Play this game with a Pinochle deck.


  • sounds interesting.

    Oh, still winning....:)


    TriOmegaZero wrote:
    Hoooooooooooooooooooooo!

    You called?

    Sovereign Court

    Hacksaw Jim Duggan wrote:
    TriOmegaZero wrote:
    Hoooooooooooooooooooooo!
    You called?

    Nope.

    And I am winning! At least for now.


    that was a fleeting moment wasn't it...:)

    Sovereign Court

    curse you and your viking ways ... oh wait, I'm winning again. :)


    YAAR, pirates arr better than vikings or squids, so I be the winner.

    Sovereign Court

    YAAR! I BE A PIRATE! wrote:
    YAAR, pirates arr better than vikings or squids, so I be the winner.

    If that's true, why are you all afraid of the Kraken?


    Grand Magus wrote:

    MATE

    by G. Capelen

    In Hanover, Germany, in the year 1915 a small booklet
    was published entitled "Zwei neue Kriegspiele!" ("Two
    New War Games!"). One was FREE CHESS, a variant of
    the board game. The other was MATE. Obviously the
    time was not right for two make-believe war games
    while the reality of World War I occupied center
    stage. So, Herr Capellen's booklet never emerged
    from obscurity. Through the kindly persistence of a
    bookdealer's wife I obtained a copy. (The only other
    I have come across is part of the CHESS collection in
    the Royal Library at The Hague, the Netherlands.)

    MATE is a card game played with only 20 cards, yet
    with this limited material an amazing diversity of
    playing situations develop. It is almost unique
    among card games being completely a game of skill.

    Number of Players: Two.

    The deck: From a standard deck of cards use the
    following 20:

    clubs : A 10 K Q 7
    spades : A 10 K Q 7
    hearts : A 10 K Q 7
    diamonds: A 10 K Q 7

    This is known as the "Single Mate Deck." The game,
    at the option of the players, can also be played with
    the "Double Mate Deck," which is made up from two
    ordinary decks as follows (the decks should preferably
    have the same backs):

    clubs : A 10 K 7 7
    spades : A 10 K K 7
    hearts : A 10 10 K 7
    diamonds: A A 10 K 7

    (Until the players are familiar with the game, it is
    a good idea to copy the above table on a piece of
    paper, or an index card, and keep it handy for
    reference.)

    In both decks the suits rank in the value as shown,
    with clubs the highest and diamonds the lowest.
    (This is the same sequence as in Bridge except that
    here clubs are placed at the top rather than at the
    bottom.) The cards rank in value as shown, with Ace
    being the highest and 7 the lowest.

    The Play: One player, whom we will call X, is chosen
    to deal the first hand. He shuffles the cards and
    deals ten to each, in groups of five at a time.

    X, the dealer, leads any card he wishes. Y, the
    opponent, must then play a card of the same suit.
    If he has more than one card of that suit, he may
    play whichever he chooses. If he lacks a card of the
    suit led, he must play a card of the same rank (such
    as Ace on Ace, 10 on 10, etc.). The cards, as they
    are played, are kept face up in front of each player
    instead of being played to the center of the table.

    The two cards, one from each player, constitute the
    first "move" (in keeping with the fact that MATE has
    more in common with board games of skill than with
    card games, this term is used rather than "trick").
    The player who played the higher card, or the higher
    suit when rank is followed, leads for the second
    move. When playing with the Double Mate Deck is it
    possible for two identical cards to be played on a
    move. In this case the first to be played is
    considered the higher.

    Play continues in this manner until a player leads a
    card that his opponent cannot follow, either in suit
    or rank. The player leading the card has given
    "mate" to his opponent, and play stops. If all ten
    moves can be played without a mate, it is a "draw."

    Scoring: For purposes of scoring a mate, each card is
    considered to have a value as follows:

    Ace = 11
    10 = 10
    King = 4
    Queen= 3
    7 = 7

    The value of the mating card is multiplied by the
    number of the move in which the mate is given. For
    example, if a player gives mate with a Queen in the
    first move he scores 3·1 = 3 points, while if he gives
    mate with an Ace in the tenth move, he score 11·10 =
    110 points.

    In case of a draw neither player scores.

    Rounds and Matches: After the first game has been
    played and scored, the cards are picked up and, without
    being reshuffled, exchanged between the players. Y,
    who now has the cards X previously held, leads any
    card he wishes to start the second game. Two games
    constitute a "round" and, since each player has the
    opportunity to play each hand, the luck of the deal is
    eliminated.

    After the first round, Y gathers the cards, shuffles
    them, and deals out new hands. A second round in now
    played in a similar manner to the first. Two rounds
    constitute a "match." The player who has scored the
    greater total number of points is the winner of the
    match and the measure of his victory is the difference
    between the two total scores.

    Foreplacing and Overmate: "Foreplacing" of cards is an
    important part of the game, but I have postponed
    introducing it until the beginner has had a chance to
    familiarize himself with the basic play. Advanced
    players can make use of foreplacing to reap the largest
    possible score from a particular hand.

    Foreplacing allows the players, at the start of each
    individual game, to remove a card from their hand, show
    it, and then place it face down before them.
    A foreplaced card does not enter into the play of that
    game. The contestant who will lead to the first move
    announces whether he wishes to foreplace a card, after
    which the opponent has a similar choice. The opponent,
    however, may not foreplace a card of the same suit or
    rank as that foreplaced by the first player.

    If a player who foreplaces a card succeeds in giving
    mate, the multiplying number of the move is increased
    by 1. Thus, in this case, a mate given in the seventh
    move with a King scores 8·4 = 32 points.

    If both players foreplace a card there will be a
    maximum of only nine moves in the game. If only one
    player foreplaces a card, and the game proceeds that
    far, the player with only nine cards uses his ninth
    played card also as his tenth. A mate given in this
    tenth move is known as an "overmate" and scores double.
    Thus, an overmate given with an Ace scores 11·11·2 =
    242 points (the maximum possible) for the player who
    foreplaced. If the other player gave mate in the tenth
    move with an Ace, the score would be 10·11·2 = 220
    points.

    Variations: The following rules can be added to the
    basic game for a change of pace. The particular
    variation to be used must, of course, be agreed on in
    advance by the players.

    1. Mate with Free Move- Once during and individual
    game either player X or player Y (whoever uses
    it first) may, even though he has a card of the
    same suit as that led, answer the lead with a
    card of the same rank, announcing "Free move"
    as he does so.
    2. Mate with King's Privilege- When a King is led
    the opponent must follow with another King if
    he has one. If not, he follows with a card of
    the same suit.
    Figure Privilege is the same as King's
    Privilege except that the same rule applies to
    Queens as well as Kings.
    3. Mate with Free Move and King's (or Figure)
    Privilege- This is a combination of variation 1
    and variation 2. If the Free Move is taken in
    answer to the play of a King (or Queen), it
    allows the player to follow in suit even though
    he has another King (or Queen) which he could
    play.
    4. R variation- Play this game with a Pinochle deck.

    i DON'T get it


    Tensor wrote:
    I Don't get it

    I don't either but it doesn't matter because I am winning this game, and this is the game we are playing.


    I didn't read it so I don't know if I would get it or not. But I am winning.


    zylphryx wrote:
    YAAR! I BE A PIRATE! wrote:
    YAAR, pirates arr better than vikings or squids, so I be the winner.

    If that's true, why are you all afraid of the Kraken?

    We Vikings do not fear some silly Greek squid monster. Now Ragnarok, that's different....lol

    and the Viking sneaks in and takes the lead.....winning....:)

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