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With three the biggest win is 1,500 credits, with four this grows to 2,000 and with five you can win up to 2,500 credits. The Treasure Feature can be won during regular play and on the free games.


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Zenimax hat 20 Gildenleister zum ESO Guild Summit eingeladen. Bei diesem Treffen zwischen Spielern und Entwicklern wurde viel über den aktuellen Stand des Spiels und dessen Zukunft gesprochen. Auf diesem „Gipfeltreffen“ gab es zudem Unmengen an Informationen zu kommenden Inhalten für The Elder Scrolls Online.
ESO Guild Summit 2014 – Zusammenfassung
Ein großer Kritikpunkt von vielen Spielern war das Kampfsystem. Dieses soll für jede Waffe einzigartiger, besser erkennbar werden. Deswegen arbeiten die Entwickler jetzt an neuen Animationen. Bei Nahkampfangriffen soll es zwischen den Schwüngen eine natürlich wirkende Pause geben, die unterschiedlichen Stäbe sollen jeweils einzigartige Animationen bekommen.
Auch das Crafting-System in ESO soll ein wenig verbessert werden. So könnte es spezielle Crafting-Quests geben bei denen man Gegenstände herstellt und dann schlussendlich jemanden überbringt. Eine tolle Sache ist bereits bekannt, bald dürfen Spieler auch Dwemer-Rüstungen herstellen.
Folgend findet Ihr in Stichpunkten eine kurze und darunter eine ausführliche Zusammenfassung vom ESO Guild Summit 2014.
- Das Veteranen-System wird abgeschafft und durch das Champion-System ersetzt. Hier wird der Spieler in passive Talentbäume bis zu 2100 Punkte verteilen können. Für einen Punkt wird man rund eine Stunde benötigen.
- Die Kaiserstadt wird eine große PvE-Zone in der Mitte von Cyrodiil. Hier kämpfen die drei Fraktionen um die Vorherrschaft. Die Kaiserstadt erscheint allerdings noch nicht mit dem kommenden Update 5.
- Verliese werden attraktiver für Spieler, so werdet Ihr hier tägliche Quests und Belohnungen erhalten bzw. abschließen können.
- Raids sollen in Zukunft einen Hard-Mode bekommen, wodurch die Herausforderung noch größer wird. Aber auch weitere Solo-Szenarien sind geplant.
- Auch die Welt soll interessanter und interaktiver werden.
- Weitere Sachen sind bereits geplant, so zum Beispiel das Zauberweben, das Giftmischen und Pferde-Rennen.
Zenimax on ESO Guild Summit 2014 (Quelle)
Greetings TF community, I’m writing from Baltimore, Maryland outside the ZeniMax offices where their first ever “guild summit” will be getting underway in just a couple hours. As revealed on the most recent episode of ESO Live, the studio has graciously invited the leadership of roughly 20 guilds and online communities to visit them for two days of presentations and round-table discussions about the current state of the game as well as the ambitious plans for future expansion that are already underway. The next 48 hours are certain to be interesting and fortunately for the community there is no NDA or press embargo associated with this event.
I’ll be updating this post periodically over the course of the weekend to share the most interesting details, whether they are big announcements or simply developer insights into current issues. Be sure to keep an eye on this page for updates!
Day One Schedule:
- Combat Responsiveness
- Crafting and Collections
- Champion System
Our first presentation for the day was led by Jared Carr, ESO art director and various members of the art and animation team. They focused on highlighting both the current state of game animations as well as future enhancements that are already underway. The presenters emphasized their work on improving the general combat experience, animation, and flow of combat.
The team highlighted their goals to improve the recognizability of character and weapon silhouettes, enhance the visual information that players have about what happening with their character’s actions, smoothing animation flow, and clearly communicating attack windows. The team has developed new and much improved weapon attack animations that flow much more smoothly during combat. The video showcased the following:
- clear, but natural pauses indicating next attack opportunity
- feel of weight behind swings
- visual point of “resistance” on impact
- dual wield looks the most improved of the three melee choices
- flow of staff attacks and channels, unique stances and animation variations for each staff type
- lightning based heavy attack looks cool, obvious when you don’t have a target
- there’s still work to do on improving flow with mixing in abilities
Particle Effects and Weapon Swap Timing
- These systems were recently added to the live game, but still room for improvement.
- Particle culling is currently prioritized by range slider, but possibility of culling on alternative criteria like effect type priority.
Combat Animation Questions:
Regarding the performance impact of new graphical and particle behaviors:
Some ZOS designers shared a few performance enhancement suggestions: close your patcher while playing, disable hardware acceleration in open web browsers, make sure to update video drivers, disable any addons to verify the lag/crashes occur in the base client.
The role of animation canceling:
Animation and attack priority is currently driven by gameplay mechanics, and animation design is created to support the gameplay features. Animation cancelling with macro usage is “cheating”, but the way that attacks currently interact is intended, but will hopefully be improved in the future.
The role of blocking and block priority, the current meta of permanently blocking while using abilities:
Blocking is the most important and/or significant action that players can take in-combat, but currently the prioritization system and the way that blocking interacts with ability usage is something that ZeniMax are looking into improving soon.
Feedback and cues while using 1st person perspective:
ZOS is working to greatly improve the information presented to players while in first person perspective to make this view more feasible to use.
Potential relaxation of API restrictions for player feedback:
There are a lot of considerations involved in loosening the API, because the biggest priority is to prevent their potential exploitation by malicious addons or third party programs. ZOS is working on identifying the biggest deficiencies of the default UI and considering alternative ways to improve them.
Possibility of increasing the bass in combat audio, particularly to indicate heavier hits or more significant sources of damage. Currently ESO is very “treble” compared to other action-combat games:
They will get the audio guys on it.
The systems team, lead by Phil Draven discussed some of the upcoming changes to game systems, which largely involve world interactivity, player activities, and guilds.
- Crafting tutorials will be much more helpful and informative for new crafters.
- Crafting writs are crafting quests to create resources and deliver them to a location in need throughout the world. Rewards from these quests will feed back into your tradeskill, by granting inspiration, craft materials, and a new item, survey reports. These reports are similar to treasure maps and point towards resource caches that contain private are high-yield versions of the normal nodes.
- New crafting style Dwemer coming very soon. The Dwemer style will now be learned in chapters (epic drop) as well as in much more rare complete books (legendary drop). These styles will be obtained from Dwemer ruins.
- The materials to make Dwemer equipment will come from salvaging Dwemer constructs and then refining the raw scraps.
- 9-trait item set, “The Twice Born Star” coming in Update 5. The crafting station is in Upper Craglorn
- (2 piece) Increased Health
- (3 piece) Increased Stamina
- (4 piece) Increased Magicka
- (5 piece) Allows the player to activate two Mundus Stone boons simultaneously. (devs confirmed Divines bonus works for both buffs)
- New crafting style Xivkyn, aka “Imperial Daedric” associated with the Imperial City coming further in the future.
- Converting the existing system including ingredients and recipes to a system that works more intelligently with the objects that exist within the world. Instead of getting drippings from a crate, you might get flour from a sack of flour, or grain from a bushel of wheat.
- Reducing the number of ingredient items by 50%, less inventory strain.
- No more alliance specific ingredients or recipes.
- Recipes will drop based on zone, not character level.
- All ingredients are level-agnostic.
- Add VR10 recipes.
- Easier to know where to get the type of ingredients you need to make recipes. If you need apples, you can go loot a basket of apples.
- Ingredient types: meats, fruit, vegetables, additives, alcohol, tea, and tonics. Each ingredient type will come from a clearly defined and predictable source.
- Recipes being revamped, once the change goes live you will still know all your recipes, but they may change name. Recipes will stay the same quality, but may change slightly in level.
- Players are able to scale dungeons
- Dungeon pledges (dailies) through the undaunted guild which give bronze, silver, or gold chest keys which are awarded depending on how effectively the player completed the pledge. Higher tier chests have higher tier possible rewards.
- For example, for non-veteran dungeons: a bronze pledge would involve killing the 3 main bosses of each dungeon, but an optional step involves killing all the mini-bosses or optional bosses. For veteran pledges, getting the gold tier key might involve completing the challenge in a certain time limit, or under certain restrictions.
- Pledges can be done for non-veteran and veteran versions, so players can do pledges of each variety every day.
- Adding systems to offload vanity pets, costumes, mounts, and trinkets out of physical inventory space to allow players to enjoy the use of collectibles without hogging their inventory space.
- The new collections interface allows you to manage collectible trinkets, costumes, vanity pets, and mounts all from the same interface. The dev team showed a UI mockup which looked really nice.
Brand New Systems
- Adding glass armor and weapons, ZOS not saying whether it will exist as a style or a material type.
- Spellcrafting, Poisonmaking, Jewelrycrafting
- Mount Racing
- Continued effort in populating the world (which the devs jokingly term “Clickyville”) with further opportunities for player interaction.
- The provisioning revamp integrates cleanly with the goals of world interactivity to make things more intelligent and natural. There will be over 80 types of provisioner clickables which will give ingredients.
- Addition of soul gem and money pile clickables.
- Provisioner clickables now make sense, no more aged meat out of a bag of green beans.
- New dye colors including Sigil Orange.
Systems Design Questions
Possibility of scaling players to dungeon rather than scaling dungeons themselves.
The short answer is that scaling works a lot more effectively when it comes to scaling the power of enemies than scaling the power of players.
Possible incorporation of more vibrant yellow, red, and orange dye colors.
Dyes have to be consistent with the color pallette of the game, and should be drawn from colors that appear on NPCs throughout the game.
The possibility of a better “preview” system that more accurately represents how the dye will look on your character for achievements you have not unlocked yet.
During the design phase of the dye system, this was a need that the devs wanted to address, but part of this unpredictability of colors is due to how different material types render the same color in slightly different ways. A true preview system is on the wishlist to do, but doesn’t have a firm schedule yet.
Possibility of players being able to move items within the world?
It’s something they are considering and discussing internally, but no plans to do that anytime soon. If they did do it, it would probably be changes that are only rendered client side that don’t propagate to other players.
Ability to design shields?
They recognize that it’s a hole in the current system, but it’s something they hope to add into the dye system in the future once development time becomes available to do it.
The potential for “lottery drops” in terms of collectibles or crafting materials:
The devs want there to be more predictable methods for players to earn or obtain what they are trying to acquire, so they didn’t sound very positive about the potential for ultra-rare world drops in this context.
Potential for adding Nirncrux to Cyrodiil crafting nodes as a way to both make that component more accessible as well as improve the mechanical risk/reward structure of harvesting in Cyrodiil.
The issue has definitely come up, but Nirncrux is thematically tied to the story of Upper Craglorn. The devs hope to come up with some other means of improving the systems of harvesting crafting materials in Cyrodiil.
Resolving the conflict between costumes and guild tabards:
Conversations are underway internally regarding the best way to resolve this when the new collectibles system gets implemented.
The feasibility of both food and drink buffs simultaneously.
This is an issue that gameplay is looking into, but there are concerns about the balance implications of using both. The concern that very few people use drinks is certainly valid and one that the crafting team hopes to solve.
Using caught fish in provisioning recipes that require fish?
Yes! New provisioning recipes which use fish in cooking will utilize fish that you catch using Fishing!
Possible achievement or better reward structure for collecting all the Mages’ Guild books?
The devs seemed surprised to hear there wasn’t one, and said they would add it to their log to put in asap!
AvA and Imperial City
Brian Wheeler is up next with the PvP team who handles content and rules in PvP zones including keeps, objectives, alliance points, etc… He would especially like to remind folks that his team does not handle abilities, items, general gameplay, or PvE related issues. He and his team follow the forums closely and has, in the past, both made changes and reverted made changes based on player feedback.
Coming up in Update 5
- Minimum rank requirement to purchase Forward Camps
- Buffs will be local to the campaign only for PvP only, they are still considering how to handle buffs for PvE
- Anti-tunneling boundaries and ways to block exploits where players wiggle through terrain objects and get underneath the world.
- Oil pot adjustments, they are aware of the ways that pots are currently used and adjustments will be made to enforce a minimum pour distance or some other control.
- Elder Scroll bonus changes
- Population imbalance adjustments
- Crashes both client and server-side
- Spirit of the game “antics”, spies, trolls, guesting issues
The city is basically just a PvE zone with PvP.
- The sewers – super large public dungeon
- Districts – contain capture locations with PvE events
- Difficulty is tuned for 1-2 players at high level
- Each campaign has their own Imperial City
- All 3 sides will potentially have access at the same time.
- Access is gated by controlling your 6 home keeps – making defending and home security more important.
- The population cap is shared between Cyrodiil and the Imperial City, so as one side floods into the city, their power in Cyrodiil itself will wane allowing other alliances to retake less defended objectives.
What’s Inside the City?
- Districts: Temple, Elven Gardens, Market, Arena
- New armor sets + the new Xivkyn crafting style
- 6 new 8 hour Buffs from the Divines – these are similar to Mundus Stone buffs, but temporary. They are AoE beneficial, so if you have a buff it will affect all your nearby allies as well.
- Lots of enemies to kill, get money, exp, loot.
- White Gold Tower itself will not be initially accessible.
At this point, Brian showed a live gameplay demo running through some of the areas of the sewers and the city itself. Sewer respawn point is a “safe zone”, you drop off a ledge into the water below to join the action. Anchor pinions in city districts have 3 sigils which control it. Deactivating a pinion Sigil involves a brief sojourn into Coldharbour to defeat some of Molag Bal’s minions. Each of the pinion Sigils have a beam indicating their current control status, to capture the entire district your alliance needs to control all 3 Sigils. When the anchor control switches from Molag Bal to one of the player alliances the anchor is replaced with a small war-camp belonging to the controlling alliance, and players are able to respawn in the controlled district on a “safe” elevated platform.
The arena district contains a wave-event similar to Dragonstar Arena, but with certain alternative mechanics because it is a public and PvP-open event. Rewards from the arena event are awarded to the group that earns the kill on the final boss, so PvP can certainly play a role in earning these rewards.
Can resources be made more strategically valuable?
They have discussed this internally in terms of having the resources have a bigger impact on the strength of the keeps that they are associated with.
Will Emperorship ever be a reflection of true “leadership” rather than pure rankings?
This was discussed pre-launch, but the best call for launch ended up being to go with the leaderboard based option.
Separating siege items in Cyrodiil from the potion/food quickslot menu?
Brian will bring it up with the UI folks.
Possibility of increasing the radius of defense ticks?
This varies on a keep-by-keep basis based on where the resources are next to them. The areas would need to be “re-painted” which could be problematic if the larger areas collide with the defense areas of the resource nodes.
Forward Camps, their role in Cyrodiil, how they are being changed?
They are nerfing them first, and possibly removing them later.
Alliance Point progression and their role in character development. How will AvA contribute to character depth, additional skills, gear in the future.
Basically, there are no plans currently to expand the role of AP and AvA progression.
What is the incentive to owning all the Imperial City districts, are there large end bosses of the districts or in the sewers?
There’s not a huge incentive to owning the IC districts at the moment other than having access to the respawn point. They are looking into options of how to better reward the alliance that controls each district. Access to crafting set stations and other amenities might be access gated.
Player motivation for participating in the Imperial City vs. Cyrodiil proper? What rewards are there for players? What about alliance ranks after 24?
They are looking into expanding the alliance skill lines to include additional abilities as well as possible alliance rank dependent tiers of gear, but there is some concern that this approach would be too elitist favoring hardcore PvPers too much.
Will they add new ways to level up quickly to PvP?
XP has been tweaked up for player kills to 4x monster kills, the daily kill quest was changed because of the way players were gaming the system. All of the experience you can gain within the Imperial City is set to a high multiplier.
Do siege weapons work in the IC/Sewers?
No, these are for mainland Cyrodiil only.
Exploitation, emperor farming, lag, disconnects, and crashes in Cyrodiil have frustrated a lot of players into quitting the game. How are you working to address these issues and handle them quickly as they emerge in the future?
A lot of time when we (ZOS) see those behaviors they try to take private (not public) action to correct them. Hopefully improved channels of communication with player groups can help identify these problems faster in the future.
Possibility of dynamic population locks to try to keep the three sides more even?
They have talked about doing some stuff like that but no plans are currently in place.
Improving the single-player PvP experience, ganking supply lines, checking out quest hubs, dungeons, etc.. How do you plan to address this, and how do you see the Imperial City affecting this.
There aren’t any specific plans to add single-player only content at this time, but hopefully they can address that player group in the future.
Champion System and Future Veteran Experience
At this point Paul Sage took over assisted by Maria Aliprando to discuss the future roll of veteran systems and advancement with the new Champion System.
The Champion System
We can’t just put the Champion System on top of the current advancement system. -Paul Sage
ZOS has to balance making players stronger with providing an ample challenge to players. This means a complete re-balance of game and ability mechanics is necessary. Current granularity of stats does not fit well with the addition of small percentage bonuses. Adding a 1% bonus on top of a base level of 40 isn’t meaningful to the player. Simply adding points to soft-capped abilities would be bad.
Benefits of the Current Systems
- Helps to prevent “bad builds”
- Freedom of how to play – allows players to go over limits
Problems with the Current System
- Trade-offs are not pronounced
- Too easy to hit soft caps
- Balance is harder
- All your character’s stats, attributes, and damage values will be multiplied by 10 (for example, a Health of 2,500 would become a Health of 25,000). This will allow small percentage bonuses to realize a visible impact on your character’s stat lines.
- Soft caps are being removed entirely.
- Impose some limits – for example, Armor (Physical resistance) caps out at 50% mitigation. On live right now, this would equate to roughly 3,000 armor.
- Each source of benefit to a certain stat has it’s own caps. For example, buffs, equipment, traits, and more will each have their own independent maxima to contributing towards the overall limit.
- Once these changes are in place, the numbers in abilities, items, enchantments, weapons, etc… will all need to be changed.
- Compute rate limits (DPS and damage prevention)
- Adjust NPC and monster stats and abilities
What does this mean?
- You’ll have to make commitments to be the best in a particular area.
- More varied builds, better interdependence between builds.
- Some abilities will have to change, i.e. armor buffs won’t stack
- Itemization will be much more important.
- The dynamics of combat will change, particularly at max-level.
System Rebalance Questions
How will the de-composition of stat caps vary by class which have access to different ranges of buff abilities?
The composition of the cap composition will not change by class, so it will not be possible for everyone to max out everything. Certain classes may have a slight advantage at reaching the theoretical maximum in certain areas.
When might we see this?
“When it’s ready”. It’s too hard to put a firm date on this right now given the scope of these changes.
How will more casual players react to the scope of these changes?
We hope that the way these changes are constructed will make character construction feel more meaningful and significant, so some things will be different, for example light armor wearers will probably feel a bit more squishy in the new system, but by the same token heavy armor will feel more significant. The changes are making trade-offs more meaningful.
What kind of challenges will this system involve for educating players on where their stats are coming from and helping them understand how the new system works without having to show them a PowerPoint presentation?
The reality is that most players don’t really care too much, and they simply trust that their stats are adding naturally. This will actually be a fairly natural system since the caps in place prevent you from ever getting “too much” of a certain stat.
Maria Aliprando took over diving into the details of the champion system, a new account-wide system that allows your characters to evolve and progress past level 50. You spend champion points in nine constellations. All characters on your account get the benefits you have earned, but your points can be spent on a per-character basis.
- Champion experience is earned through regular XP, so it’s very transparent and the system makes sense.
- Earned veteran ranks will convert into champion XP, but there will be a maximum on the amount that will be allowed to convert.
- All characters on your account get the benefits you have earned.
- You will be able to respec your choices regarding how you spend the champion points.
- Update 5 will reduce the passive stat boosts from veteran ranks, but grant attribute and skill points for the player to choose how to spend.
The champion system will be introduced, and at first both the Champion and Veteran systems will co-exist for a short time, with the ultimate goal of replacing Veteran entirely. In update 5, Veteran Ranks will be converted from VP to XP, so experience points will be the currency for character advancement throughout.
You will spend your champion points in any of 9 constellations:
- Health (Warrior, Lord, and Lady)
- Magicka (Mage, Ritual, and Atronach)
- Stamina (Tower, Lover, and Thief)
Each time you spend a champion point, the constellation “rotates” and you must spend your next champion point in a tree belonging to the next type. This doesn’t force you into a particular gameplay style, however, as there are nodes relevant to every possible playstyle in each of the three constellation branches.
Each constellation has certain passive bonuses that you will unlock once you have invested a threshold number of points into that constellation. For example, putting 10+ points into the Atronach constellation gives you an additional bonus named “Merchant’s Favor”. If you spend 100 points in The Lord constellation you earn Last Stand, which grants increased ultimate when you fall below 20% Health. There are special passive unlocks at 10, 20, 30, 50, and 100 point investments.
The bonuses themselves are minor in isolation, but collectively will make a significant difference to your character. For example, Stout in the Warrior tree reduces the duration which the player is stunned.
Each individual Champion bonus can have up to 700 champion points applied to it:
We envision it will take you about an hour to earn a champion point – Paul Sage
A big concern of the champion system is to prevent it from creating a huge separation between players who have earned a lot of champion points and those who have not, both in terms of power and in terms of potential.
- Champion points are more meaningful in the beginning of the system – the value of each champion point degrades as you invest further into a specific skill. For example, the first point you spend in Light Armor gives you a +1.0% bonus to armor, but the 40th point only gives you +0.1%.
- This encourages players to diversify their points towards the beginning of earning Champion points.
- This prevents players who come late to the system from being irrecoverably far behind veteran players.
- There is a new system, called Enlightenment, which boosts the experience earned towards a champion point. Your account accumulates Enlightenment as long as you have a level 50 character. This prevents there from being a penalty from playing low-level alts. Your level 50 main will earn Enlightment during that time. Additionally, this will help out players who don’t have as many hours per day to play ESO. Taking time away from doing XP granting activities to craft, roleplay, or just hang out won’t penalize you too much because you will earn Enlightenment during that time helping you get your next champion points more quickly. Seems like it functions similarly to “rested XP” in other games.
Champion System Questions
How do you plan to handle content gating using the new system and how players will know which tier of endgame content is appropriate for them?
The details of this are still being brainstormed, but some ideas that might happen include some sort of “champion rating”, increased character levels, or some other sort of indication to the player as to what they should be working on.
With this paradigm shift to a more horizontal based progression system, what are the implications for Cadwell’s gold/silver as well as the vertical progression structure which currently exists in veteran dungeons and trials?
We (ZOS) are leaning heavily towards getting rid of the barrier between gold/silver content and giving the player the choice at 50 to tackle that content in any order they choose. As for veteran dungeons, these will be able to be scaled to your party’s desired level. In terms of trails, we’ll be sticking with a vertical progression model in terms of trial difficulty and itemization, but trying to keep an easier on-ramp for players wanting to get started.
What is your stance on the visibility of champion levels, do you want a character’s champion progress to be public knowledge?
We’re playing with different sets of iconography to represent a character’s Champion achievement visually within the UI. There’s a lot of potential also for Champion Ratings as a composite statistic based both on their champion rating as well as the attribute levels of an enemy.


Celebrate the holidays with these great Christmas party game ideas.. a Christmas party with family and friends or an office party with co-workers, here's a list of games that will add some fun to your celebration. 1.. This is a great ice breaker!
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The Rockies had what should be considered a pretty good Wednesday despite giving up eight runs in the final two innings of the second game. The Rockies cruised to an easy 7-0 win in the first game and looked to be well on their way to a sweep of the Dodgers before the bullpen rudely change that. The second game ended with the Dodgers rallying for a 10-8 win.
As far as positives go, there was a lot between these two games. The offense was terrific throughout the day, the starters pithed more than well enough to win, and the bullpen actually had a good first game.
Stephen Cardullo is certainly worth mentioning as the 29 year old birthday boy had quite the day. In the first game, he hit what would be his first career home run, a solo shot to left center field. That was apparently all the momentum he needed to get his career started. In the second game, Cardullo came up with the bases loaded and hit a grand slam that barely cleared the left field fence. It was the best gift Cardullo could give to himself and about all he could do to give the Rockies what was at the time a sizable first inning lead.
Tyler Anderson in the first game of the day was absolutely terrific. He was able to shut out the Dodgers (as was the bullpen) before being removed in the seventh inning with one out. He allowed only six hits and limited any damage the Dodgers could do despite walking two. Anderson continued his dazzling rookie campaign and lowered his ERA to 3.43.
Jeff Hoffman didn’t have as great of a day as Anderson did, but it was still good. Hoffman allowed only three hits and walked three while allowing two runs to the Dodgers. Hoffman didn’t strike anyone out and he only went five innings, but that was more due to a tight limit on his pitch count. Hoffman has not had an easy matchup in his young career but he has stepped up to the pressure and done well. He will be a big part of this young Rockies rotation next year and could be just what the Rockies need.
The bullpen was good in the first game, but they more than made up for that in the second game. Matt Carasiti had another bad game, which has seemingly happened every game he has appeared in, and his time with this time is short. With September call ups are here, he probably won’t be sent down, but his time will be limited and unless he performs he may not see a role with the Rockies.
David Zalubowski AP Photo
A more surprisingly bad outing came from Adam Ottavino. After not allowing a run for all but one appearance, Ottavino allowed five and blew a save for a tough loss. He walked two and gave up three hits, one of which was a grand slam that gave the Dodgers the lead. He walked the first batter of the inning before getting two outs, but then he and the Rockies ran into trouble and the game was quickly lost.
Overall, it was a tough way to end the day, but it was still a good day for the Rockies. The loss isn’t something that anyone should be happy about, but it still gave the Rockies a series win against the Dodgers. They will now face the Diamondbacks at home and we will see whether they can beat a bad team.


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About Deadly Dinosaur Battle Attack City
The best wild dinosaur attack has been started in the city. The wild animals are spread around the city, attacking building and innocent civilians. Be the survival dinosaur character in the wild war attack mission and slay them all. Prove yourself that you are the real war battle character in this attack town missions. Shoot all the wild animals in this deadly dino attack city.
Let’s complete the missions of the deadly dinosaur attack war and be the survival hero. Download this action packed deadly dino war town mobile game now and save the civilians from the wild dinosaur attack. Slay all the wild animals now.
You are 1 of the many, fierce dinosaur in this wild animal attack mobile game as a dinosaur simulator who goes out in the dinosaur town simulator games. Dinosaur town simulator is a mobile game where wild dino sim is free in the city. The dinosaur has to explore the dinosaur town and hunt the crazy wild animal simulator creating problem and destruction. This dinosaur town simulation mobile game is best for your action filled heart.
This wild deadly dinosaur mobile game acts as battle ground where the dinosaur hunts for the prey. As a dinosaur simulator find yourself the animal, your prey, from the navigation tool on the screen in the simulator android games then create method to the red spot on navigation tool to find wild animal simulator. Press bite key to hurt the animal simulator, hit them and slay them with dino attack and hold biting till their health bar ends in the dinosaur town simulation games.
Kill them all and be a successful fighter dinosaur. Be careful because opponent simulator are wild animals too.
HOW TO PLAY
• Select 1 of the wild dinosaurs for the animal attack
• Start the mobile game in the jungle of the dinosaur globe then head towards the dinosaur city.
• Destroy everything on the streets like cars, streetlights etc.
• Don’t damage people
• Find the crazy animals through on screen navigator.
• Follow the animal simulator with support of the navigator on screen
• Kill crazy animals with attack button and bite them till their health bar ends.
• Win every level by killing the provided animal simulator in every level.
• 10 levels.
• 5 dinosaurs species
• Different animal simulator opponents in every level.
• Target based missions
• City structure and thrilling environment
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YUM! Brands (YUM) Taco Bell chain has a World Series promotion that was talked about all throughout the game last night.
If a player steals a base during the World Series, American's can go to Taco Bell on Oct. 30th from 2-5 pm and receive a free Taco. It is a great idea and the best part of the promotion was the constant chatter about it during the game. There was actually a hysterical exchange caught between Coco Crisp and Royce Clayton as they attempted to explain the intricacies (there aren't any) of the promotion to each other on the Boston bench. If anyone can find it on YouTube, please send it to me, it was priceless.
In a gamer that was a blowout after the 5th inning, there wasn't interesting for the announcers to talk about and they filled much of the time dreaming and chatting about taco's.
YUM is getting every pennies worth out of this one.


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Golf is one of the most exciting and maddening games to play, and it is one of the best ways to mingle with your friends and create a bigger social circle than you already have. There are many games you can enjoy playing at the best golf courses near Walhalla, SC, and these games are a simple way to match against your friends and spur up the thrill on the grounds.
The game is also known as a foursome and is played widely in North America. In this game, one of your partner players will first make a hit, after which the second player hits from where the ball ended up. You must have four golfers for this game.
If you want to enjoy the best public golf courses to the fullest, try Bingo. This game does not need four players, and the first player who makes a hit scores a point (Bingo). If the player has a ball closer to the pin when all other balls are on the green points they will get a bingo. Whoever has the most Bingos will win.
In this game, you have to divide the 18 golf holes up into 3 six golf hole matches. You may also use any type of scoring for this game. If you get defeated in one match, you can be victorious in the other 2-hole matches.
The Bottom Line
If you want to enjoy the best golf courses near Walhalla, SC, you must play these games with your friends and family to ensure you have the best time playing golf.


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The main goal in this presentation is to use competition in practice to re-create the pressure your players will face in a game.
Barrett presents three small-sided activities that can be used in either a defensive or offensive training session. All drills are played in a small area that will promote shooting on goal. Using on-field demonstrations, you will gain an understanding of how to execute the exercises with your team, see key coaching points and the objectives for each.
This series starts at 1v1 and eventually leads up to 3v3, and involves a lot of shots on goal. Learn how to work in a numbers up situation to create good chances to score on goal and to use quick, short touches to avoid losing the ball in the small space. Players are coached in tactical awareness depending on the numbers and ball possession.
2 v 1 to Goal
2v1 to Goal is an effective exercise for developing serving and receiving skills. Once the ball is served to the attacker, your players will learn to settle the ball quickly so they can push forward with control toward goal. They will also learn to make creative runs on and off the ball to make it difficult for their defender to contain or predict the attack. Trap aerial balls, attack with numbers and transition from attack to defend!
4 v 4 with Bumpers
Your players will almost always be within shooting range in this exercise. The bumpers in this exercise relieve pressure and provide an opportunity to make good runs off the ball. This is an excellent game for training players to frame the goal when attacking.
Put your team in position to take more quality shots and score more goals with these excellent finishing drills from Dave Barrett!
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By Brock Deskins
Drew and his friends are your quintessential nerds until one night, in an effort to create the proper ambiance for the evening’s role playing game, Drew accidentally opens a magical portal using a powerful spell from an ancient druidic tome and is pulled into another world.
It is up to his friends and older brother to cross over and rescue him from the clutches of evil. Drew’s natural tendency to fight authority soon shows his captors that they may have gotten more than they bargained for.
The unlikely heroes must learn to fight and work together in order to rescue their friend from the clutches of Lord Darkrell, an evil wizard who seeks to find a way to travel to another world to bring back weapons with which to conquer this one. In their quest to save Drew, they may just be giving it to him.
The Portal is a fun, light romp full of action and humor suitable for most readers.


Fractions are one of the most difficult concepts to grasp for students. However, when they’re introduced in a fun and engaging way, they make the process a lot easier for kids!
Fraction Games For 3rd Graders
Fortunately, there are many great fraction games for 3rd graders that can help them better understand this concept. These games also reinforce the various standards involving fractions.
1. Tic-Tac-Toe with Fractions
Tic-Tac-Toe is a game that children love, and it can be a fun way to reinforce their math skills. It can also be a good way to review the facts they have learned in grade 3.
Tic-Tac-Tee with Fractions is a great game for kids that need to practice matching visual models of fractions with their written equivalent fractions. It is a partner game, and students take turns drawing from the deck of cards with different visual representations of fractions.
The child must then match that model with the written equivalent fraction on the board. The player who gets three-in-a-row wins the game!
This is a great game to use with a number line, and it works well with magnetic rainbow fraction tiles. It is a simple activity that can be done in class, but it could also be a good resource to share with parents at home as they struggle to understand equivalent fractions.
Fishing For Equivalent Fractions is another fun game that helps children to find the equivalent fractions of two items. It is a great game for younger students, as it leaves little room for mistakes.
It can also be a good practice game for older students, as it gives them the chance to see if they have truly grasped their equivalent fractions. It is a great alternative to the game of Go Fish, and it will allow them to use their skills while having fun!
The game can be played with numbers that range from a few to several hundred. It will require a few sessions of playing it, but it is a great way to practice equivalent fractions and make sure that students are grasping the concept of finding the equivalents.
Learning equivalent fractions is important, and this is a simple way to teach them to 3rd graders. It is a great resource to have on hand for teachers, as it can be used with any type of manipulatives that students may need.
Tic-Tac-Toe with Fractions is a great addition to any math curriculum, but it can be especially helpful for teachers who want to make their lesson more interactive. It is a great tool to use for reviewing basic facts, and it can be a good addition to any chapter that deals with equivalent fractions.
2. Fishing For Equivalent Fractions – Fraction Games For 3rd Graders
Equivalent fractions are a fundamental concept in 3rd grade math that can be challenging to teach. However, if you can make it fun and engaging for your students, they are sure to understand this important concept much better.
Equivalence is a critical skill for students to learn in math, and learning this concept through games and hands-on activities is always the best way to help students learn it! Providing your students with multiple opportunities to play these fun, interactive fraction games will ensure that they are able to understand the equivalence concept and use it in their everyday life.
Fishing For Equivalent Fractions is a fun, interactive way to practice identifying equivalent fractions for your students! This game is great for 4th, 5th or 6th grade students, but can also be used to review equivalent fractions with students in higher grades.
When playing this game, you will need to print out some sets of equivalent fraction cards. Each card in the set has a fraction on one side and a model or number line on the other.
Your students will need to match up the cards with each other, then match up the models or number lines with the fractions on each card. You can either play this game in a group using the Go Fish rules or you can have a solitaire version where each player takes turns and adds up all of their cards to find out who has the highest sum.
Another great way to practice identifying equivalent fractions is by using fraction bars. These are color coded and easy for your students to read. They are also perfect for small groups and centers as well!
You can also create a similar game by using a whiteboard instead of worksheets. This can save you a ton of paper and keep your students engaged while practicing their equivalent fractions skills.
You can even make a similar game by using a variety of different objects, like Play-Doh, string, pipe cleaners, and Legos. This can also be a good option for your students who may not have all of these materials available at home, or you can ask them to make their own.
3. More/Less Domino Game – Fraction Games For 4th Grade
The More/Less Domino Game is a fun way to practice adding or subtracting tens with the help of dominoes. Students can play this game as a solo activity, but it’s also great for small groups.
To play this game, students place a domino with a number of dots on one end that is one less than the open end. Then they take turns placing a domino with the same number of dots on the opposite end. The player who places the domino with the most dots wins that round.
If students are a little older, they can play a detective game where they must match a domino with a certain number of dots on one side to a domino with the same number of spots on the other side. This is a fantastic game for spotting missing dominoes and building their knowledge of numbers, as well as their language skills.
Another great way to play this game is to have students make a matching puzzle. Print a set of free puzzles at the link below and have students fill them in with dominoes one piece at a time.
This is a great activity for those times when it’s too hot to be outside and you have some time at home or in your classroom. It’s a fast-paced game that can be played over and over again to review math skills.
Alternatively, you can have students create their own matching puzzles using the same pieces. This can be done on a piece of paper or on a white board to keep track of their results.
Finally, if you’d like to make this a physical activity, have your students perform exercises while turning over dominoes. They can do pushups, squats, jumping jacks or leg kicks while playing this game.
This is a great game to use at the beginning of the year when your class is just learning how to add and subtract with numbers. It’s also a good activity for preparing your class for the more complicated multiplication games they will be learning in third grade.
4. Oh No Fraction Man
When kids are learning about fractions, they often find it difficult to understand the concept. For this reason, teachers often look for ways to make learning fun and engaging. One of these ways is to incorporate games into their lessons.
Fractions games are an excellent way to teach students about the concept of fractions, because they break the monotony associated with formal learning and engage multiple parts of the brain. They also help reinforce the concepts by putting them in real life situations that are relevant to students’ everyday lives.
For example, if students are learning about equivalent fractions, they can use pieces of chocolate bars to illustrate this concept. By comparing the number of pieces, they can see that three friends share an equal amount of a bar.
Another way to introduce fractions to third graders is by relating the concept to their daily lives. For instance, if students are going to the market to buy fruits and vegetables, they may need to know what the weight of different foods is. This will help them understand that fractions are a part of the total weight.
If your students are having trouble understanding equivalent fractions, try playing a game like Equivalent Fraction BUMP. This free printable includes a game board and a set of cards that children can use to practice making equivalent fractions.
To play, children draw a card (the ones and halves can be found in the download), and then reduce the fraction to the simplest form possible. Once they have done this, they can move along the board to the next square that matches the fraction on their card.
When they have finished reducing the fraction, they can write the new fraction on a piece of paper. They can then compare it to the original fraction, to see how much they have changed it.
Once they have mastered this skill, they can begin practicing adding, subtracting, and multiplying fractions for themselves. This will help them better understand the concept and make it easier for them to complete other problems when they come across them in class.


The world of Crucible is a sort of purgatory. Players have been brought here by the gods of this world. The players work for the benefit of the world, venturing in the wilderness to uncover the world, and also unlock portals.
Movement through the world is 1 day per hex. Every day of travel has a roll on a table.
Roll 1d100+(5 x days traveled)
>60 Encounter (possible always, guaranteed after 12 days/tiles)
>130 Hard encounter (possible after 6 days, guaranteed after 26 days)
>160 Deadly encounter (Possible after 12 guaranteed after 32 days)
At 10 check points there are portals guarded by the ethreal bosses. Once killed they open the portal for all players in this world. Checkpoints are 5, 10, 15, 20 on the left and right edges of the map. There is one at 7 and 17 on the edge of the ocean. Final boss is CR 25+.
Locations will be peppered throughout for players to explore. And all the classic baddies can be hunted and killed (Terasque, Liches, etc)
Everyone starts at level 1, in a catacombs type thing, at the end is an older man, butler like, keeps a sort of Hotel register. You check in at the end of the session then enter the world. If you die, your name is crossed off the list, If you ascend you Check out.
Portal fights are warned, You succeed you unlock the portal for the world, you fail… and you die forever.
Portal fights can be full adventures, puzzles, and always end in the challenge of the portal guardian. All portal guardians are home brewed in some way. Meant to all be deadly challenges.
When an adventurer dies their name, and a very short description on a small 3 inch Obelisk marks where they died. Something like Name, Level, purpose for being in that place (money, power, knowledge, etc…), and class one on each side. The players will see many of these. It should be made clear that this world is old, and new. There was an old world, and when the world had nothing more to offer, a new, larger world was created. On to this the old world was shattered, scattering it’s pieces across the new world, like spreading seed. Ruins that didn’t survive, temples that did. Most people left in the world do not remember the old world, and for those in Sanctuary, nothing has changed.


One can trace the origins of chess to India’s “Chaturanga” or “Ashtapada,” two Sanskrit names for the game. “Chaturanga” means “four parts,” referring to the four divisions of the army represented by the chess pieces: five foot soldiers, three cavalry, one chariot, and an elephant. “Ashtapada” means “spider,” and refers to the number of squares on the board — eight on each side, like spiders’ eight legs.
Chess had spread to Persia by 600 CE, where it was popular among the upper classes. The game was used to educate princes and noblemen in strategy, as a safe way to learn about war and tactics without actually having to fight. Via trade, chess also spread to Africa.
Around 800 CE, Buddhist missionaries from India spread chess to China. In China, the board was organized in a rectangle, 9-by-10 squares instead of 8-by-8. A river was added to the middle of the board, as well as two counselors on either side of the King, who was called the General. Apparently, the emperor was enraged that a piece in such a lowly game should be named after him, and had several players beheaded before “King” was changed to “General.” The counselors are comparable to European bishops. The Chinese also added two cannons in front of the knights.
From China, chess spread to Korea and from there to Japan, where it was called “Shogi,” the “Generals’ Game.”
With the conquest of Spain by Muslims from northern Africa, Europe was introduced to chess. In the 14th century, chess was one of the many goods, items, and ideas exchanged through war and trade during the Crusades. Trade from the Middle East to Russia and from Russia to the rest of Europe was also influential in spreading the game.


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The rules are simple. If the players answer a trivia question correctly the ball turns green as it falls randomly down the wall towards slots of varying cash amounts. These amounts are then added to the player’s prize pot. However, answer a question incorrectly and the ball turns red and will deduct the amount from the player’s totals from the slot it lands in. In the first round the players both answer the questions while in the second round they are split with one entering an isolation booth and one controlling The Wall based on if they think their partner has answered right or wrong. In the final round, the isolated player must choose between signing a contract for a set amount of money or taking a bet to see if their partner has been lucky with The Wall. Filled with a roller coaster of emotions, heart stopping moments and big wins and big losses, what The Wall gives, The Wall can take away.


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Gun Get 50 Points found a gun! Medal Stats.
Hang Of It 25 Points That's the way things work! Medal Stats.
Boss Killer 100 Points kill the Evil End Boss! Medal Stats.
SECRET MEDAL 100 Points Unlock this medal to see it's details. Medal Stats.
First Contact 5 Points touch enemy or spike... not sooo clever! Medal Stats.
First Kill 10 Points kill the first enemy! Medal Stats.
Top Floor Clear 25 Points mastered the first floor! Medal Stats.
MAX XP 100 Points maximum level experience! Medal Stats.
Total Medals Earned: 373 (From 46 different games.)
Splash Attack Rated 4.3317 Stars Splash attack NOW! Comedy - Parody Metal Gear Awesome Rated 4.3748 Stars Metal Gear is awesome is so is this movie. Comedy - Parody Gears of Awesome Rated 4.4312 Stars Gears of War is awesome and so is this movie. Comedy - Parody Left 4 Speed Rated 4.4269 Stars Left 4 Dead is sweet. Comedy - Parody
Pandemic II Rated 4.4285 Stars Pandemic II - 6.3 Billion people waiting to die. Evolve, Infect and KILL once again. Simulation - Other REPLAYING :the game: Rated 4.4317 Stars Oh god, not this again. Create/share levels and Level Playlists! Action - Other The Tickler Rated 4.2865 Stars Kill everyone and destory everything with lasers and tesla coils and your bare claws. Action - Shooter - Multidirectional Canabalt Rated 4.4326 Stars Run as far as you can. Press X, C, or Space to jump. Action - Platformer - Other


Lady Commodores defeat #12 Lady Ravens
Lady Commodores defeated the #12 Lady Ravens of San Jacinto 4-3.
Pitcher, Marissa Barnes surrendered one run on five hits over six innings, striking out three.
Cassidy Boltz and Charlotte Phillips accumulated two hits each to lead the Lady Commodores.
Makayla Peters' walk-off single during the bottom of the seventh propelled the Lady Commodores over San Jacinto for the win.
🚨HOME RUN: Allison Tryon 2nd inning


Flyff, short for Fly For Fun, is a massively multiplayer online game that has been played by gamers around the world for over a decade. One of the most interesting aspects of Flyff is its crafting system, which allows players to create their own weapons, armor, and accessories. In this beginner’s guide, we will introduce you to the basics of Flyff crafting so you can dive right in and start creating your own gear.
The first thing you need to know about Flyff crafting is that you need materials to create items. These materials can be obtained by completing quests, killing monsters, or purchasing them from other players. Some materials are common and easy to find, while others are rare and difficult to obtain.
Once you have your materials, you need to find a crafting NPC. These NPCs are scattered throughout the various cities in Flyff and are marked on the map with flyff Crafting a hammer icon. There are four types of crafting NPCs in Flyff: blacksmiths, tailors, jewelers, and alchemists. Each NPC specializes in crafting certain types of items.
To craft an item, you simply need to talk to the appropriate crafting NPC and select the item you want to create. You will then be prompted to select the materials you want to use. Once you have selected all the necessary materials, the crafting process will begin.
The crafting process takes time and requires a certain level of crafting proficiency. The higher your crafting proficiency, the faster and more efficiently you will be able to craft items. Crafting proficiency is gained by crafting items and can be increased by using crafting books, which can be purchased from crafting NPCs.
Once the crafting process is complete, you will receive the finished item. Crafting results are randomized, so you may receive a better or worse item than what you expected. The quality of the material used in crafting will affect the quality of the resulting item. Higher quality materials will produce better items.
As mentioned earlier, crafting proficiency is important in Flyff crafting. There are four different crafting proficiencies in Flyff: weapon crafting, armor crafting, accessory crafting, and alchemy. Each proficiency allows you to craft different types of items.
Weapon Crafting – Allows you to craft weapons such as swords, bows, and staffs.
Armor Crafting – Allows you to craft armor such as helmets, gloves, and boots.
Accessory Crafting – Allows you to craft accessories such as earrings, necklaces, and rings.
Alchemy – Allows you to create potions and other consumable items that can be used to enhance your character.
Flyff crafting is an interesting and rewarding aspect of the game. With the right materials, crafting proficiency, and a little luck, you can create some of the best gear in the game. Whether you want to craft weapons, armor, accessories, or potions, there is a crafting proficiency that will suit your playstyle. We hope this beginner’s guide has provided you with a good introduction to Flyff crafting and that you will enjoy exploring the crafting system for yourself. Happy crafting!


Cat Sim is an arcade game, where you play as a katze kitty. You can pick from several different breed of kittens. There are 7 diffent houses with gardens to play and explore. You have 6 different quests that you need to pass to complete the level. There are quests such as
- caught swift stray mice ( mouse )
- scratch ginger carpets
- scratch armchairs
- mess real food
- destroy vases, that are destructible ( you can smash and crash all of them )
You can also bully people in house such as Tom K tzchen. If you interact with them they will say something. People in house are doing a lot of things, talking, eating, sleeping. You gain coins by moving or jumping on objects. Coins unlock other cats
- stunning, real, beautiful HD 3D graphics
- easy controls
Requires iOS 7.1 or later. Compatible with iPhone, iPad, and iPod touch.
Cat Sim Kitty Craft is a free software application from the Action subcategory, part of the Games & Entertainment category.
The app is currently available in English and it was last updated on 2016-03-24. The program can be installed on iOS.
Cat Sim Kitty Craft (version 1.01) has a file size of 104.12 MB and is available for download from our website.
Just click the green Download button above to start. Until now the program was downloaded 4 times.
We already checked that the download link to be safe, however for your own protection we recommend that you scan the downloaded software with your antivirus.


Tabletop Toolkit is a collection of board game tools that can help you and your friends play a variety of board games from Pictionary and Charades to Risk and D&D.
Whether you're playing Pictionary, charades, or any other game that may require some randomly generated words and phrases, the Tabletop Toolkit Word Generator
has you covered. With difficulty and category filters you can be sure you get just the right words for your game group.
Looking for a fun way to pick the start player for your game? Maybe the game you play requires a random player to be chosen. Either way, the Player Selector
provides a fun and random way to select a player in your gaming group.
It can be a real pain in the butt trying to place people into teams. The Team Picker
takes that frustration away and handles putting players on teams for you.
Lost the sand timer for your board game? No worries! The Simple Timer
game timer can count down those precious seconds for you.
Whether you've lost your game's dice or you're just plain tired of having to roll all those d20s the Tabletop Toolkit Dice Roller
lets you customize the number and value of the dice you want to randomly "roll".


Posted on: Sunday 23 Oct 2011 12:25
Welcome to Belle End Farm and its chicken grinder. Video + map download.
Posted on: Sunday 09 Oct 2011 12:05
How to build a Minecraft Piston Mob Grinder tutorial complete with interactive floor plan, video and screen shots.
Posted on: Saturday 23 Jul 2011 10:33
Minecraft Piston Lighthouse - how to build including video, screen shots and circuit diagram.
Posted on: Thursday 02 Jun 2011 21:07
Build a Wizard Tower in Minecraft using Plotz online modeller. A step by step guide with screenshots.
Posted on: Friday 15 Apr 2011 16:21
How to build a hollow sphere in Minecraft using Plotz online voxel sphere generator.
Posted on: Sunday 30 Jan 2011 15:06
A mincecraft mob grinder will gather, trap and kill mobs collecting their drops such as arrows, sulphur and string. This guide will show you step by step, complete with screenshots, how to build one.
Posted on: Sunday 16 Dec 2012 16:37
The snowman is a new model in Plotz Modeller for Minecraft and with just a few clicks you can design your own snowman and use Plotz to see how to build it layer by layer (you can even print out your design).
Posted on: Sunday 27 May 2012 08:29
How I put petrol in my diesel HDi and survived, despite the horror stories on the Net.
Posted on: Thursday 01 Sep 2011 14:15
iPad Stompbox demonstrated by Marcos Kleine of Brazilian rock bank Ultraje a Rigor
Posted on: Saturday 16 Jul 2011 12:24
My experiences of farming slime balls from slimes in Minecraft including screen shots and a few slime facts.
16 Dec 2012
Build a Giant Snowman in Minecraft
27 May 2012
I put petrol in my diesel HDi and survived
23 Oct 2011
Minecraft Chicken Grinder (Belle End Farm)
09 Oct 2011
How to Build a Minecraft Piston Mob Grinder
23 Jul 2011
Minecraft Piston Lighthouse
02 Jun 2011
Build a Minecraft Wizard Tower
15 Apr 2011
How to build a hollow sphere in Minecraft
25 Mar 2011
Package for iOS with AIR 2.6
10 Feb 2011
Create 3D Array in Actionscript 3
30 Jan 2011
How to build a Minecraft Mob Grinder
16 Jan 2011
Xbox Kinect distance from TV
05 Dec 2010
Minecraft vs Warcraft


- Age / Gender:
- n/a, Male
- Location not disclosed
- All Stats >
- Community Stats
Level 2 Blank Slate
Ranked as Civilian
Contact Info / Websites
Recent Game Medals
Together At Last 25 Points Here my heart can rest. Medal Stats.
Wolfen Grave 25 Points So much for that appetitive for destruction... Medal Stats.
Spread Some Amour 25 Points They were meant to be. Medal Stats.
Tighty whitey power 10 Points Defeat Luis' 2nd form. Medal Stats.
Black Coffin 10 Points Die before beating Luis. Medal Stats.
Rude awakening 10 Points Defeat Luis' 1st form. Medal Stats.
A Winner is You 25 Points Defeat the boss and win the game! Medal Stats.
Die 25 Points Really? That's even possible? Medal Stats.
The Secret Room 10 Points Find the Secret Room Medal Stats.
A WINNER IS YOU 25 Points Beat the game. Medal Stats.
Total Medals Earned: 23 (From 6 different games.)


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In Tillsonburg last Saturday night, February 24, the Clinton Radars regained home ice advantage with a 4-1 victory over the Thunder. The tilt was a hard-fought physical affair from the puck drop to the final buzzer in the third.
Both teams handed out bone-crushing body checks, while Radars goalie, Marc Nother, played outstanding game in net. Nother turned away 36 shots, but lost his shutout bid in the final three minutes of the game as Thunder forward, Chad Barclay beat him with a hard wrist shot.
The Radars steady forward, Zach Graham left the game after receiving a nasty hit into the boards and is listed as day to day. The Radars were led by the trio of Luke Vick, Tyler Doig and Sean Consitt in this game. Their line accumulated 7 scoring points with Doig leading the pack with three points on a goal and two assists, Consitt with two goals and Vick with a goal an assist.
The Radars took a 1-0 lead in the first on a quick goal by Luke Vick to open the scoring at 11:12. Vick tapped in a loose puck at the goal mouth when goaltender, Tommy Lee was out of position.
The Radars scored two more unanswered goals in the second. The first from Tyler Doig at 10:48 while on a power play. Doig broke in from the left wing after taking a pass from Vick to beat Lee with an accurately aimed rising wrister. At 18:09, Sean Consitt scored a beauty of a slapshot after taking a pass from Doig and Tyler Bryson.
In the third, Sean Consitt’s second goal of the night at 8:24 gave the Radars a comfortable 4-0 lead. Consitt played an excellent game and was a major factor in the overall outcome of the game. He was a threat in every aspect of the game as was his line mates, Doig and Vick. However, the Thunder weren’t done; Barclay scored at 16:57 to spoil Nother’s shut out. This game was a whole team effort, with everyone playing their part, Radar hockey at its best!
The next game for the Radars will be played in Clinton this Friday night; 8:30 start time, and Game 4 in Tillsonburg, the next night, Saturday, March 3, also an 8:30 start. GO RADARS GO!
tap here to see other videos from our team.


The Deck Builder's Toolkit 2015 contains a single copy of card numbers 270 and 272–284, and two copies of card number 271 Divine Verdict. Aeronaut Tinkerer has flying as long as you control an artifact. Gatherer is the Magic Card Database. The seeded booster pack will assist players in building a deck by providing a starting point in their chosen color. An additional 15 cards appear in the sample decks. (It deals damage before creatures without first strike, and it can attack and tap as soon as it comes under your control.) Whenever a creature an opponent controls dies, Altac Bloodseeker gets +2/+0 and gains first strike and haste until end of turn. For each attacking creature, its owner puts it on top or bottom of his or her library. Magic 2015 made the second major change to the card frame in Magic's history (the first being in Eighth Edition). The set was promoted at the website www.huntbiggergame.com, There are five prerelease packs, one for each color. It was released on July 18, 2014.  The set also features a new card face with a special Magic font ("Beleren"), a holofoil stamp, revamped collector info and a decreased border size. Each sample deck has several cards numbered 270 and higher that do not appear in Magic 2015 booster packs. Beginning with Magic 2010, Wizards decided to introduce new cards into the Core Set so that they could be relevant for both new players as well as veterans. , Magic 2015 is sold in booster packs, Intro packs, a fat pack, the new clash pack (which is a 2-Player Starter Set) and the M15 Deck Builder's Toolkit. In the next few weeks, your wiki will be migrated to a Fandom.com domain. 2015 Core Set / M15 - Magic the Gathering Sealed Booster Box (MTG) (36 Packs) 2015 Core Set / M15 - Magic the Gathering Sealed Booster Box (MTG) (36 Packs) Contains 36 - 2015 Core Set / M15 booster packs, 15 cards per pack Intro Decks & Packs Sold Separately Each prerelease pack comes with a oversized challenge card, Garruk the Slayer, which is a key component of Magic 2015's experience design (designed by Ethan Fleischer and Gavin Verhey). Garruk can be attacked and if his loyalty reaches 0, he loses. When Black Cat dies, target opponent discards a card at random. The other player plays as Garruk. 2015 Core Set (U) 2/1 Creature - Human Berserker. Magic: The Gathering 2015 Core Set, commonly referred to as Magic 2015 or M15 is the 16th Magic core set. Magic 2015 is strongly integrated with its digital counterpart, Duels of the Planeswalkers. Their credits appear below the usual flavor text, in smaller type. , Magic 2015 introduced a templating change to cards that set a creature's power and toughness to a specific value. Why does Magic 2015 have 269 cards instead of the usual 249?  An additional 15 cards appear in the sample decks. I pulled quite a few good cards, including Ajani Steadfast and Xenagos, God of Revels! They include classics like Serra Angel, Sengir Vampire and Mahamoti Djinn. The Magic 2015 Core Set comes with five thirty-card sample decks. See cards from the most recent sets and discover what players just like you are saying about them. Designed to complement the cards included with every new Magic Online account, the 2015 Core Set Deck Builder's Essentials adds over 125 additional common, uncommon, and rare cards to your collection. Magic 2015 comes with a clash pack which contains two bicolored decks.. The Magic logo for this set is colored black. The prerelease pack further contains 5 regular booster packs, 1 activity insert, 1 Spindown life counter and 3 Wolf tokens. Deck Builder's Toolkit (2015 Core Set Edition) "M15" w15 July 18, 2014 Box set of 285 semi-randomized cards and 4 booster packs from recent editions Deck Builder's Toolkit (Magic Origins Edition) Planeswalker symbol breaking through the horizon ORI July 17, 2015 Box set of 285 semi-randomized cards and 4 booster packs from recent editions But if Garruk's horde of Wolves drops the player to 0, then Garruk wins. Magic 2015 is strongly integrated with its digital counterpart, Duels of the Planeswalkers. Exile the top three cards of your library.Until end of turn, you may play cards exiled this way. ", Sliver creatures you control have, "This creature can't be blocked except by two or more creatures.". Learn more here. These 15 cards are legal for tournament play in any format that includes the Magic 2015 core set. The term "base power and toughness" makes it clearer that other continuous effects that modify power and toughness, such as the ones created by Titanic Growth or a +1/+1 counter, apply after the creature's power and toughness are changed. Garruk starts at 20 loyalty, and can activate one loyalty ability each turn. , Magic 2015 contains 269 cards (101 Commons, 80 Uncommons, 53 Rares, 15 Mythic Rares, 20 Basic Land). This comes with a lot of useful basic cards and a nice choice of rares for each color. , Multiple game world VIPs were invited to create cards for Magic 2015. Emblems have also received a type line, which includes the Planeswalker subtype..  The boosters featured art work from Ajani Steadfast, Jace, the Living Guildpact, Nightfire Giant, Soul of Shandalar and Nissa, Worldwaker. This player always goes first. Search for the perfect addition to your deck. Each seeded booster pack contains a premium promo card, which players may include in their tournament decks. WotC changed the default from 60 uncommons to 80 uncommons for large sets as it makes limited play better. [+1]: Until end of turn, up to one target creature gets +1/+1 and gains first strike, vigilance, and lifelink.


This year is a very special pi day with the most number of digits being possible this Saturday, March 14 at 9:26:53! (3.14 15 926 53)
To celebrate this special day, we will post classroom activities you could use on Friday to have some fun with your students too! At the bottom of each post will be a link to a pdf of the game or activity for you to use.
Today’s suggested activity:
Pi Day Activities: Duck, Duck, Goose, Shark
This is a variation of that favourite childhood game. The addition of the role of the shark allows students to recognize that three times the diameter of the circle is approximately equal to the circumference of the circle, since three is an approximation for p.
- A group of players sit in a circle, facing inward, while another player, the ‘picker’ (a.k.a. the ‘fox’), walks around tapping or pointing to each player in turn, calling each a ‘duck’ until finally picking one to be a ‘goose’ .
- Traditionally, the ‘goose’ then rises and chases and tries to tag the ‘picker’, while the ‘picker’ tries to return to and sit where the ‘goose’ had been sitting.
- The Pi Day twist is that when the ‘goose’ rises he/she must look across the diameter of the circle and call out the ‘shark’.
- The ‘goose’ and the ‘picker’ race in opposite directions around the circumference of the circle.
- The ‘shark’ must race across the diameter of the circle 3 times. Each time the ‘shark’ makes it across the diameter of the circle they touch the ground.
- There are now two empty spots and three players racing for them.
- The ‘goose’ and the ‘picker’ must each run the complete circumference before the one who did not make it back to the first empty spot can try to beat the ‘shark’ back to final empty spot.
- Whoever, is left standing without a spot, whether it is the ‘picker’, the ‘goose’ or the ‘shark’, becomes the ‘picker’ and the game begins again.