Archive for the ‘Games’ Category

There are a wide variety of playing cards. Some card decks are game specific particularly Pinochle cards, Bridge Decks, and Poker decks. Other card games are King’s Corner, Solitaire, Gin Rummy, War, Old Maid and Slap Jack.

There are various categories of games that can be played using playing cards. There are fortune telling cards such as Tarot cards, Author cards, and book cards. There are historical fact games, special interest games and a wizard card game.

There are educational card decks such as Arithmetic flash cards, Trivia fact cards, and many more. There are self help card decks such as blessing cards, affirmation cards, conversation cards, and corporate training card decks.

While it is not a game strictly speaking, building a house of cards is fun. The foundation is two card placed facing each other on the short end of the card and a card is place on either side of the two cards. As you move out you can also move up in height. Sounds easy right…NOT!!!! The slightest breath of air can tumble your card castle in seconds. The secret is to not breathe, have a window open, or anyone in the room with you. Since that isn’t possible, you need to be extremely light handed while building your card house.

Card decks have the number and the suit imprinted on the front with some kind of a design on the back. They are printed with a plain matte finish, a glossy finish or no real finishing at all. Laminated card decks are best because they will last much longer than other types of decks.

Playing cards are not just for playing cards any more. The backs of the decks are no longer just designs or pictures. People have figured out that they can use them for getting messages across or sales pitches. There is a variety of uses for the space on the back of playing cards.

Custom designs are used to personalize the cards on a variety of occasions. There are photo decks that are created for birthdays, weddings (small decks make great wedding favors), and holiday scenes. You can put a picture of your child, your pet, your parents, your spouse. You can send pictures of your new car, new home, or retirement on the cards as well.

Announcements of births, a move to a new home, or any other special event that you want to let people know about can be added to the backs of the cards. You can use your own graphics, business logos
(with written consent from your company), and geometric designs. There is no limit to what you can do.

There are various uses for custom designed playing cards. They can be used as wedding or party favors, greeting cards, and announcements of special events. They can be as advertising using company logos. They can be used in corporate training providing positive statements for employees. They can be used as business cards, as souvenirs for a family reunion or a bazaar. They can be personalized for individuals creating a unique way to give them your best wishes.

Backgammon has a very long history nevertheless, learning how to play backgammon is simple. It is a game of skill and one that, unfortunately, many younger people today are not all that familiar with. Still, familiarizing oneself with how to play backgammon doesn’t take very long. Thanks to the rise of the Internet, learning how to play backgammon is easier than ever before and the game of backgammon is enjoying a resurgence of popularity. You can play online, download backgammon games from the Internet, and play with other people or against the computer.

Most people are familiar with the games set up’ two players, one backgammon board, and each player gets 15 chips apiece. When learning how to play backgammon, you will find that the object of game is to move the chips from the board into your home board and finally into your winning pile. The first person to successfully clear the board of all their chips wins the game. The backgammon board is divided into four parts. When looking at the board from either one of the player’s sides, the quadrant of the backgammon board closest to you is your home board, moving clockwise, you will pass over the bar and see the other half of the backgammon board, which is referred to as the outer board. Moving clockwise again to the remaining quadrant of the board is your opponent’s home board. You will notice that each quadrant has 6 points. These are the spaces that you move onto. Although the spaces are alternating colors, each chip can move onto any colored points, the color of the chip and the color of the points do not have to correspond.

The game starts with the chips in the proper place. Each player has five pieces in the first point in their home board, the one closest to the bar. They moving clockwise again, each player gets three pieces on their side of the outer board. These are placed in the point not directly next to the line, but one away from it. On the other side of the outer board, on the point furthest away from the center line, each player puts five more pieces. Moving rightwards across the board, each player puts two pieces in the opposite player’s home board nearest to their “out” position.”

Each roll of the dice shows how many points a player is allowed to move their chips. For example, if you roll a five and a four, you can move your chips a grand total of nine points. You can move one chip four spaces and the other chip 5 spaces. You must use both of the rolls if it is legally possible for you to use them. The only caveat is that you cannot move a chip onto a space that is already occupied. If a player rolls doubles, they get double the moves, for example, if you get double 6’s, you can move 4 pieces 6 points instead of two pieces 6 points. If you have a single chip on a space and a chip from your opposing player lands on it, your piece gets sent back to the center bar and from there it has to start the journey from the other side of the board. The first person to get all their chips through the board and into the safe position wins.

The history of backgammon, the oldest known board game, is an interesting one that began almost 5,000 years ago in Mesopotamia. Numerous variations of the game were adopted by other cultures throughout the history of backgammon. Archaeologists continue to discover many similar games in the ruins of ancient civilizations as they explore the intriguing history of backgammon.

The actual name for backgammon comes from a Welsh term meaning “wee battle.” However, the history of backgammon reflects many different names and versions. The aristocracy and slave population of Egypt and Greece played a similar game called, “senat.” The Romans changed the number of dice from two to three and called it “bac gamen” or “back game.” From the Roman civilization, backgammon moved to Persia, where it was again played with two dice in a game called “Takhteh Nard” or “Battle on Wood.” During the time of the Crusades, the Anglo Saxon soldiers and traders played yet another version called “Tables” or “Tabula.”

Throughout the history of backgammon, the Church attempted several times to ban the game, but always failed. Cardinal Woolsey, in the 16th century, ordered all the boards burned, calling the game “the devil’s folly.” Burning the boards was useless, however, since any type of board could be drawn in dirt or sand and played with small pebbles. Dice were often handmade and were small enough to be easily concealed on a person or hidden in someone’s home. Furthermore, the English were very clever and decided to disguise the backgammon board as a folding book. Their innovative craftsmanship is still evident in the board we use today.

Edmund Hoyle, the famous writer and gamesman, documented the rules and the history of backgammon in the mid 1700’s. Colonists from England brought backgammon to their homes in America, along with chess and other board games of the times. Although the game of backgammon lost some popularity in the Victorian era, it quickly reappeared and gained strength in the 20th century. At this time, an unknown inventor devised the doubling cube, which offers players the opportunity to multiply their initial wager by the amount on the doubling cube. Of course, some strategy and experience is needed before using the doubling cube.

Tournaments, books, magazines, and clubs are now a part of the history of backgammon. The introduction of the game on the Internet has increased its popularity to an even greater extent. Backgammon is a fast-paced, challenging, and entertaining game of skill and luck.

Some companies take it easy, they enter markets with low barriers to entry, low development costs, low infrastructure problems and proven technology. And then there are companies like Audio Codes that invest millions to create new and unproven technology and products like Voice Over IP network. Ten years ago if you mentions Voice Over IP at a party, chance are nobody would know what you were talking about. While Voice Over IP is not exactly a house hold word, the millions of people using Voice Over IP use VoIP to make calls could care less.

Here’s a profile of Audiocodes – Voice Over IP Warrior…
Since its inception, AudioCodes has been a leader in the development of Voice Over IP networks since 1998. In Voice over IP terms, we are talking ancient history. From a leading provider of voice over IP solutions, AudioCodes’ products have become integral parts of systems sold by leading telecommunications and networking manufacturers. Its customers include the leading telecom and Voice Over IP equipment providers globally. from algorithms and chip development to communication boards and modules, AudioCodes provides Voice Over IP OEMs on-going product innovation to ensure a long-term relationship.

Voice Over IP – Products
AudioCodes Voice Over IP products include Packet chip processors, VoIP PCI and cPCI communication boards and VoIP media gateway modules (PMC form factor) and Analog Media Gateways (2/4/8/24 ports). These Voice Over IP products are integral to the most advanced and reliable Voice over IP and Voice over ATM platforms on the market, and have been implemented successfully by leading telecommunications and networking manufacturers worldwide. Also Voice Over IP & Telephony Communication Boards – Supporting all major industry standards and protocols. With a unified API, the boards enable quick and easy implementation of enhanced voice services.

Voice Over IP – Media Gateway Modules
AudioCodes provides the primary building blocks for Voice Over IP development and next generation equipment such as media gateways, VoIP enabled class 4/5 switches, Voice Over IP enabled conferencing bridges, IP PBXs, and Voice Over IP enabled
routers. The rich variety of Voice Over IP functions including voice compression, packetization, media processing, signaling processing and standard control protocols assures a fast time-to-market solution with reduced development risk. The modules utilize AudioCodes award-winning and field-proven TrunkPack software.

Voice Over IP – Future
AudioCodes Ltd. enables new Voice Over IP infrastructure by providing innovative, reliable and cost-effective Voice over Packet technology and Voice Network products to OEMs, network equipment providers and system integrators. when people look back years and years f rom now at the “Voice Over IP Wars” AudioCodes will be among the most celebrated Voice over IP Warriors of all time.

Ever have blinking lights on your inkjet or laser printer that just will not go away? Ever install a new ink cartridge in your printer and it still thinks the old one is there? Well, instead of just getting angry at the printer or hunting around for your manual, you can try one simple thing: unplug it.

This technique has a few names that all mean the same thing: cycling the printer, resetting the printer or clearing the printer’s memory. Now unplugging your printer may seem like a low-tech solution to complex problems, and in reality it is. But, for problems like blinking error lights it is the only solution and also, it is typically the first one that will be recommended to you by a technician working for HP, Lexmark, Epson etc. They will recommend it right away if you install a new cartridge and it is registering as empty. If your printer isn’t registering it full, then that means it still thinks the old cartridge is in there and the memory needs to be cleared by unplugging it.

The first thing to remember about this solution is that unplugging the printer is not the same as turning the printer off. If you have error messages or cartridge communication problems, then turning off the printer is not going to do anything. It has to be physically unplugged from the wall or the back of the printer itself (you don’t have to unplug the printer from the computer). The second and most important thing is that the printer must be unplugged for at least one minute. It takes at least one minute for all the electricity to be cut off from the printer to allow it to completely reset and clear its memory. If you just unplug it for a few seconds, when it comes back on it is going to pick up right where it left off.

While this technique will not fix every problem, it is still a very quick and easy solution to a lot of annoying printer problems and it is always the best place to start when one of those problems arises.

Most people understand the rules for Freecell, but not everyone understands Freecell PowerMoves. Understanding PowerMoves is one of the most important keys to winning Freecell, and knowing how they work will increase your chances of winning Freecell.

A Freecell powermove (also called a supermove), is simply a shortcut move. It lets you move a sequence of cards in one move, instead of doing lots of individual moves.

It isn’t a special move though.

It’s just a shortcut, to move all the cards in the sequence in one move, rather than several moves using the available freecells and empty columns.

The number of cards you can move in a supermove sequence is based on how many freecells and empty columns are available. Some freecells games implement this incorrectly, and let you move any number of cards in a sequence.

But this is wrong. If you couldn’t move the sequence using individual card moves, then you can’t move the sequence using a powermove either.

A freecell supermove uses the empty columns and freecells as efficiently as possible, to ensure you can move the maximum number of cards. To work out how many cards can be moved, the following formula is used:

(1 + number of empty freecells) * 2 ^ (number of empty columns)

This is easier to understand by looking at the following chart…

A: Empty Columns
B: Empty Freecells
C: Card Sequence Length

A – B – C
0 – 0 – 1
0 – 1 – 2
0 – 2 – 3
0 – 3 – 4
0 – 4 – 5
1 – 0 – 2
1 – 1 – 4
1 – 2 – 6
1 – 3 – 8
1 – 4 – 10
2 – 0 – 4
2 – 1 – 8
2 – 2 – 12
2 – 3 – 16
2 – 4 – 20

This assumes you are moving the sequence to a non-empty column. If you are moving into an empty column, then the column you are moving into does not count as empty column.

A freecell powermove can always be broken down into several individual moves. Suppose you have 1 empty column, and 1 empty freecell. From the chart above you can see that we can move a sequence of 4 cards. Suppose we want to move 9,8,7,6 sequence onto a 10.

The moves would proceed as follows:
- Move the 6 to the freecell (Now one empty column, no empty freecells)
- Move the 7 to the empty column (Now no empty columns, and no empty freecells)
- Move the 6 onto the 7 (Now no empty columns, and one empty freecell)
- Move the 8 to the freecell (Now no empty columns, and no empty freecells)
- Move the 9 onto the 10 (Now no empty columns, and no empty freecells)
- Move the 8 onto the 9 (Now no empty columns, and one empty freecell)
- Move the 6 to the freecell (Now no empty column, no empty freecells)
- Move the 7 onto the 8 (Now one empty column, and no empty freecell)
- Move the 6 onto the 7 (Now one empty column, and one empty freecell)

So in this example, the powermove has saved us time by allowing us to do 1 move instead of 9.

There are a few things to notice in this example:
- The freecells and empty columns are used temporarily. At the end of the powermove, the number of empty freecells and columns is the same as at the start of the powermove.
- The freecells and empty columns are used as efficiently as possible. There is no way that any more cards could have been moved.
- Only the empty freecells and empty columns were used. Cards in other stacks were NOT used as temporary storage spaces.

This last point is particularly note-worthy. A supermove will only use the freecells and empty columns. It doesn’t account for any other cards in the tableau. This means you can often move a longer sequence by breaking doing the moves yourself, or doing several powermoves.

In the example above, if there had been a spare 9 in the tableau with the right color, a much longer sequence could have been moved. The 8,7,6 sequence would be moved onto the other 9 first. Then we could move another 4 cards using a normal powermove (Because we still have an empty column and freecell). So we could now move 9,10,J,Q onto a King, and then move the 8,7,6 onto the 9 again. So by breaking the sequence up into 2 moves, we are able to move a sequence of 7 instead of 4.

Being aware of this short-coming of supermoves will allow you to move longer sequences, which helps a lot in winning some of the harder freecell deals.

The other thing to be aware of with supermoves is how important empty columns are. If you look back to the chart above, you will see that empty columns are very valuable in freecell. Four empty freecells lets you move a sequence of 5 moves, while two empty freecells and two empty columns lets you move a sequence of 12! So try and empty up columns as soon as you can!

The Final Fantasy series is a superb set of games that have become an important part of video game history. Final Fantasy XI is an especially strong title. It is a terrific modern update on the series, advancing it and taking it into exciting new territory.

Final Fantasy XI is an outstanding entry in a series that is nearly twenty years old. The Final Fantasy series was created by the Japanese company Square Co. in 1987. At the time Square were in a difficult position, as they had focused on making games for the Nintendo Famicom Disk System and this format had become unpopular. The company were eager for success and saw great potential in the role-playing genre. Final Fantasy was their attempt to make a new kind of role-playing title.

Final Fantasy came out in Japan at the end of 1987. It was excellent, offering a fresh and original role-playing experience. Final Fantasy’s strength was that it had a strong narrative that ran throughout the game. This made it very compelling and helped it to capture people’s interest. It was an enormous success and launched what would become a hugely popular franchise. It would lead to Final Fantasy XI and beyond.

When Square made Final Fantasy, they looked at the role-playing genre and explored the possibilities of what it could do. Final Fantasy was innovative, and this sense of invention would become a major element of the series, continuing all the way through to Final Fantasy XI. The first sequel, Final Fantasy II, was equally creative, surprising people by coming up with a completely new plot and characters.

The Final Fantasy series flourished and a number of dazzling games followed. Final Fantasy IV was a gripping, brilliant game and became the second title in the series to be released in North America. Final Fantasy VI had an enthralling story that gave it serious emotion and depth. Final Fantasy X used voice acting and beautiful three-dimensional visuals to create its own game world. These were all strong titles and laid the way beautifully for Final Fantasy XI.

Final Fantasy XI has continued the sense of innovation that is expected of this series. A highly ambitious game, it saw the franchise move into the world of online gaming. Final Fantasy XI is a massively multi-player online role-playing game. It is also unique as it is playable on both consoles and PCs, all of which connect to the same game servers. This has made it the first cross-platform title of its kind.

There was great curiosity about Final Fantasy XI before its release in 2002. Images and previews of the game captured people’s attention. A special bonus disk was included with the release of Final Fantasy X, containing a trailer for the game. Its creator Square Enix also held beta tests for the game to gather players’ feedback and improve it. This allowed them to handle any concerns that people had and fine-tune it.

Final Fantasy XI was launched in Japan on May 16 2002 for the Sony PlayStation 2. The PC release came on November 5th. It had its PC release in North America on October 28 2003, with the European release following in September 2004. The initial Japanese launch was a complicated affair, as the game required a hard drive for the PlayStation 2 console and stocks of these were limited at first. Square Enix responded well to any issues that developed, and also released a game patch to enhance it.

Square Enix adopted an interesting approach to the game, developing it and reworking it even after it had been released. The company has revised it since its launch and made it even better, adding in new areas and new content. This has enriched the Final Fantasy XI experience. There have been two expansions, Rise of the Zilart and Chains of Promathia, to complement the game. A third expansion, Treasures of Aht Urhgan, is planned for spring 2006.

Final Fantasy XI has established itself as a major presence in online gaming. It sold well, building up more than 500,000 subscribers by January 7 2004. There were almost a million game characters active within this time period. It was well received, enjoying many positive reviews from the game press. It was crucial in building up Square Enix’s PlayOnline service and more than fulfilled their hopes for the title.

Final Fantasy XI is a truly great game. It has combined the creativity and innovation that is the hallmark of Final Fantasy with a state of the art online gaming format. It is an amazing experience and has taken the series in a new direction. It will continue entertaining people for a long time to come.

The Job of the Warrior is to get relentlessly beat upon. While there are a handful of classes in World of Warcraft that have the capability to tank, the Warrior stands above them all with more talents, abilities and equipment geared for the role. In a group setting, if the warrior dies first, they died knowing they did their job to the best of their abilities. Some players are better at holding the agro from the monsters than others, but it’s a common adage that effective tanking is 10% gear, 10% talent build and 80% skill.

A large part of effective tanking is outside the hands of the warrior. One common fallacy held by the players of World of Warcraft is that if a tank loses control of a monster, he’s a bad tank. While this very well could be true, the case could actually be quite the opposite. There is a limited number of things a Warrior can do to generate threat on a creature. Assuming that the skill, talents build are in place and the gear collected, he can build a lot of threat. There is an upper limit to the threat obtainable. When a character is assigned to tank, he will not be generating the majority of his threat from dealing damage to a target. Outside of the Warrior class, dealing damage is the best way to increase threat on a monster. Over a period of time, the threat from damage caused by another character can overcome the threat generated by the tank. In such a situation, as long as the warrior was using all his abilities to their maximum effectiveness, there’s nothing else he could have done to keep the focus of the enemy. A party who knows this, and can manage their own threat makes the tanks life that much easier. At lower levels, the group tends to blame the tank if he loses control of the monster. In the end game forty man instances, the smart groups tend to blame the player who pulled the target for not managing his own threat.

Warriors are very dependant on the sort of gear they use. If the goal is to play the higher intensity raid instances, a lot of time will be spent gathering up the equipment. For a tank, there are three main things to look at while gathering gear: Stamina, Armor Rating, and Defense. Stamina gives the character ten hit points per point. That may not seem like a lot, but just like pennies in a piggy back, it starts adding up. Armor Rating lowers the incoming damage percentage. Defense ups the skill of the same name, and lowers the chance that enemies will critically hit the tank by a percentage point for every twenty five points of defense. Thankfully, World of Warcraft offers many different dungeons to crawl in order to gather equipment with all of these perks. On epic pieces of armor, players will find bonuses to blocking skill or dodge percentages, and those are nice too, but those will only come after time spent tanking. There will be a long time when the characters will be relying on uncommon and rare equipment that is much easier to obtain.

Of the 51 talent points World of Warcraft offers its players, eighteen of those should be dedicated to the protection tree. For a tank to excel at his job, it is in his best interest to send points on the talents Defiance, Toughness and Last Stand. Neither five point talent on the first tier of talents a warrior can access truly outdoes the other, one raises the chance to block with a shield, the other raises the characters natural defense. Both are good options, yet not required for optimum tanking. On the second tier, five points in Toughness gives you ten percent more armor contribution, and at the high armor ratings a warrior can achieve this talent can decrease all incoming damage by up to five percent. Also on tier two is the Improved Bloodrage talent. This two point talent is useful, but not required to tank. It is required to gain access to the tier three talent Last Stand. Last stand increases the warriors current and maximum hit points by thirty percent for twenty seconds, great for the times when that heal is coming just a second too late. Lastly, the Defiance talent raises the threat generated by the warrior by fifteen percent. Without all these talents, the warrior is not able to tank to the best of the class’s ability.

The gear is in place, the talent build is good, but the most important thing to tank effectively is the skill. Its not hard to tank. It just takes knowledge. Sunder Armor is the staple of every tanks retinue. It is the most efficient way to gather rage early in a fight, and it makes the enemy easier to kill by lowering its armor rating. Another ability widely used is Heroic Strike. Some tanks use these two abilities and they manage to control the monster. In a prolonged fight, this will not be enough. There are three abilities other than sunder armor that allow the tank to gain as much agro as possible. Shield block, while not an threat generating ability in itself, it guarantees a block, which in turn allows the tank to use the Revenge ability. Revenge is the lowest cost and highest threat generating ability in the game. Finally, Shield Bash, a high threat producing ability used primarily to stop a spell caster from casting can be used liberally on non-magical foes to generate high amounts of threat. Each of these abilities should be used when they are cooled down and available. Once the basics of tanking are understood, each individual player can add their own flavor to the game and improve on their own abilities.

World of Warcraft has developed an enormous following since its release in November 2004. It has built upon its initial success to become an enduring and hugely popular title. The demand for the game has been stronger than its creators might have expected, and it is now a fully-fledged social phenomenon, attracting all kinds of people to its world.

World of Warcraft has enjoyed global success and acclaim. It seemed natural that it would do well in America, where there was anticipation for a new Warcraft title. The truth though is that it has taken off everywhere it has been released. It has been a massive hit in Asia, Australia, Canada, and Europe, and has many international fans and subscribers. The game has a simple, universal appeal that transcends language barriers and geography.

One of World of Warcraft’s strengths is that it appeals to both casual gamers and more experienced players. The game has made the online multiplayer genre more accessible to people who might not normally play it. A lot of people who try the game may have regarded the genre as too complex or may not have played a role-playing game before. It is the quality of World of Warcraft and the buzz surrounding it that has drawn people’s attention towards it.

World of Warcraft has a huge following on the Internet. There is an official site that is busy and informative and contains forums for the game’s subscribers. There are many other fan sites as well. It has a keen fan base made up of a broad cross section of society. People enjoy the game for all sorts of reasons, with fans citing the gorgeous graphics, addictive gameplay and unique characters as elements they find appealing.

Although World of Warcraft has the visual style of a cartoon, it is a game that people of any age can enjoy. All age groups play it, from children to seniors. This leads to an interesting online environment, as younger players interact with older gamers. It is a real mix of people, as children and teenagers share the game’s world with twenty year olds and more mature, middle-aged players and older. It is a friendly, lively environment and tends to be good-natured and welcoming.

The World of Warcraft universe is a happy, thriving community. There is a strong social aspect to it and players can become friends with each other. The game’s world of Azeroth follows the real world’s calendar and so they mark holidays and seasonal events in the game. On New Year’s Eve in 2005 there were parties and celebrations in Azeroth that all players could attend. It is features like this that make its world much more vivid, colourful and convincing.

There is a fan convention for World of Warcraft. The game’s developer Blizzard held an event in October 2005 named BlizzCon, for fans of Warcraft and their other titles. World of Warcraft was a major part of this event, and one of the main attractions was a preview of the game’s expansion, The Burning Crusade. Some 8,000 people attended the event, which is expected to become an annual occurrence. Families went together and fans dressed up in costume as their favourite characters from the game.

World of Warcraft has caught people’s imagination and this has led to a variety of creative offshoots. One key sign of the game’s popularity is the existence of Warcraft fan fiction. Players like to write fictional stories about the characters and events of the game. Fan art is also popular. People draw and paint images inspired by the game and post them in galleries online. Blizzard run their own Fan Art Program that fans can submit their art to for display. There is great creativity and beauty there.

The broad appeal of World of Warcraft is such that it has infiltrated popular culture. The game has been used as an answer on the quiz show Jeopardy. It also has celebrity admirers. The comedian Dave Chappelle is a fan. Chappelle talked about the game during a stand-up performance in San Francisco in 2005. “You know what I’ve been playing a lot of?” the comedian reportedly asked the audience, “World of Warcraft!” He praised the game and expressed his delight with it.

World of Warcraft then is a game that has broken new ground to appeal to a great number of people in society. With more than five million subscribers, it is now the most popular online role-playing game and has grown far beyond its cult origins. Its wide appeal speaks of the brilliance of the game itself.