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IntroductionTalisman® is a game like no other – indeed, it is no ordinary game at all but a perilous adventure in a fantastical world of magic and monsters. As play progresses a story unfolds from turn to turn: a heroic epic of brave deeds, of daring encounters, of treasures and magic, of battles fought and sometimes lost, but always a tale that challenges and enthralls!
Our story begins with a mighty wizard, now long dead, who once ruled over the land of Talisman using the power of a magical crown, forged in the Valley of Fire by spirits cruelly enslaved to arcane magic. For many centuries the wizard reigned supreme until, after a long life spent amongst his books and spells, he sensed his days were drawing to an end. He resolved to hide his crown in the most perilous part of the most dangerous region in his realm, setting around it such fearsome guardians as his most powerful spells were able to command. Once he had done so, he perished, proclaiming with his dying breath that only a champion with the strength, wisdom, and courage to take his crown would rule in his stead.
Hundreds of years have passed, and the realm, long ungoverned and unprotected, has grown ever more dangerous, becoming infested by monsters and troubled by innumerable evils. To this very day, the ancient legend draws gallant heroes to the troubled land – each seeking the Crown of Command and the kingship of the realm of Talisman. So far no one has proven worthy of the challenge. The seekers' bones lie bleached and broken upon the Plain of Peril or else cast idly aside to be gnawed by wild beasts and monsters.
In Talisman , up to four players assume the roles of hopeful characters–the would-be rulers of the land of Talisman. Each character is very different and has his own strengths, weaknesses, and special powers. To win the game you must journey to the heart of the land's most perilous region to find the Crown of Command and use its ancient magic to cast a mighty spell to subdue all your rivals.
Your travels will be hard and fraught with danger – and it is in overcoming these dangers that the challenge of the game lies. Only by gradually building up your adventurer's powers, gathering valuable allies, and winning potent magical items will you stand a chance of surviving the ultimate test that lies beyond the Portal of Power.
Talisman: Digital Edition
Object of the GameThe object of the game is to reach the Crown of Command in the centre of the board and then, by casting Command Spells, force the other characters out of the game. Characters should first adventure in the Outer and Middle Regions to build up their Strength, Craft, and lives, until they feel they are powerful enough to tackle the Inner Region. They must also first find a Talisman to permit them to enter the Valley of Fire and so reach the Crown of Command.
Talisman: Prologue
Object of the GameTalisman: Prologue is the single player player version of Talisman: Digital Edition In Talisman Prologue, you take control of ten characters on a series of challenging quests across the land. You will be scored out of three for each quest and will receive Talisman tokens as a reward. Each character is very different and has his own strengths, weaknesses, and special powers. Learn each characters' special abilities and how best to use them and you will ultimately be ready to take the Crown for yourself!
Controls - PlayStationFor PlayStation controls, please pause the game (Options) and then select Show Help from the menu.
PlayStation Control TipsTo quickly use cards, do the following -
Make sure you are viewing your Play Area at the bottom of the screen by pressing R2. The R2 button toggles between showing the cards you can use, such as Spells, and the board space descriptions.
When a card is glowing blue in the Play Area, this means that it can be used at that specific time. Swipe across the DualShock controller's Touchpad and move the cursor over the card you want to use and then push the Touchpad IN to use the card immediately.
Talisman: Digital Edition - Playstation
Keyboard Shortcuts - PC VersionEscape - Options menu
Cursor Keys - Move around the board when zoomed-in
D - Roll dice
S - Draw Spell card
C - Draw Adventure card
SPACE - Choose the top-most option on the right-hand menu (Roll Dice/Encounter/Etc.)
I/TAB - View all players' cards
V - View hidden Spell cards
Non-Keyboard ControlsMouse Wheel - Zoom in/out
Double Click - Double-clicking cards in the Play Area uses them. Double-click board spaces to move there when possible.
Control TipsQueuing Spells - You can make a Spell ready to be cast, or 'Queued' by double-clicking it in the Play Area when it is not glowing Blue. This will make the Spell cast the next time it has a valid target. This is shown by the Spell raising up slightly. Un-queue a Spell by double-clicking it again. Counterspell and Reflection cannot be queued.
Casting Spells in a local multiplayer game - Spell cards will glow blue when they can be cast. If it is not your turn, press TAB to view all cards, then hold SHIFT to pause the game, and then double-click your glowing Spell to cast it.
CharactersCharacters are the core of the experience of playing Talisman: Digital Edition. It is through a player's character that he interacts with the game board, travels to new Regions, attacks creatures, and gains Objects, Followers, and powerful Spells. Each player's character card lists his character's Strength, Craft, fate, and life values, as well as a number of special abilities.
StrengthStrength represents a character's might, stamina, and fighting ability. It is used in battle (see "Battles") and to overcome certain obstacles that may be encountered during the game.A character's Strength at any time is the character's Strength value, plus Strength counters, plus any Strength gained from Followers, Magic Objects, and Objects that may be used at that time.
A character's Strength can never drop below that character's starting Strength value.
CraftCraft represents a character's intelligence, wisdom, and magical ability. It is a character's main asset in psychic combat (see "Psychic Combat") and determines how many Spells he may have (see "Gaining Spells").
A character's Craft at any time is the character's Craft value, plus Craft counters, plus any Craft gained from Followers, Magic Objects, and Objects that may be used at that time.
A character's Craft can never drop below that character's starting Craft value.
FateFate is a measure of a character's luck and fortune. Once per die roll, a player may pay one fate token reroll one die he has just rolled under the following circumstances:
1. Rolling a die for his character's movement.
2. Rolling a die to determine his character's attack roll.
3. Rolling a die due to the instructions on a card or board space.
If a player rolls multiple dice (for example the Death space in the Inner Region), he may only pay one fate to reroll one of them.
Each character starts the game with a number of fate tokens equal to the fate value listed on his character card. Nothing untoward happens to a character who has used up all his fate, other than not being able to spend it until he gets more – as far as the universe is concerned, he is on his own.
A player may not pay fate tokens to reroll a die used to determine a creature's attack roll.
Replenishing and Gaining FateFate is usually replenished as the result of encounters from Adventure Cards and board spaces. A character may only replenish fate up to his fate value. If an encounter allows a character to gain fate, however, he may take fate tokens over and above his fate value.
GoldGold allows characters to buy Objects and pay for services.
Each character starts the game with one gold, and additional gold is usually acquired as the result of encounters.
Prices are given in gold coins (G). Thus "3G" represents three gold coins.
If a character is required to lose gold and he does not have any, then there is no effect.
LivesLives represent the character's durability. Lives are lost through battle, psychic combat, and other dangers that are encountered. Characters may replenish lost lives by healing or gaining life.
Each character starts the game with a number of lives equal to the life value listed on his character card.
Losing All LivesAny character who loses all of his lives is immediately killed. All the character's Objects, Magic Objects, Followers, and gold are placed on the space where the character was killed. All the character's Strength and Craft counters and fate tokens are returned to their stockpiles. The character's Spell Cards are placed on the Spell Card discard pile. Other cards (including the character's trophies) and counters are placed in the appropriate stock or discard piles. The character card and character figure are removed from the game.
The dead character's player may start again, on his next turn. Players may start new characters if, and only if, no character has yet reached the Crown of Command during the game. If any character has reached the Crown of Command, a player whose character is killed is out of the game.
Healing and Gaining LivesHealing can never replenish a character to more than his life value.
A character can gain lives (as opposed to heal) over and above his life value.
Special AbilitiesEach character has one or more special abilities, which are detailed on the character card.
Adventure CardsMost of the spaces on the Talisman: Digital Edition board instruct players to draw one or more Adventure Cards. When drawn, Adventure Cards are taken from the top of the Adventure deck and placed, faceup, in the space where they are encountered.
If there are any Adventure Cards already in a space a character lands in, his player draws only enough new cards to take the total to the number indicated for the space. For example, if a space instruction reads "Draw 2 Cards," but there is already one card there, then the player only draws one new card to bring the total to two cards.
Adventure Cards must be dealt with in the order determined by their encounter number.
The lowest number is tackled first, then the next lowest, and so on. In the case of a tie, the character encounters Adventure Cards in the order they were drawn.
One exception to the rule about resolving Adventure Cards in encounter number order is that Adventure Cards with instructions that result in their being placed in a space other than the one where they were drawn are dealt with first, before any other Adventure Cards are resolved. If placed elsewhere, an Adventure Card does not affect the character who drew it at that time.
Types of Adventure CardThe different types of Adventure Cards and their effects are listed below. Keep in mind that Adventure Cards must be encountered in encounter number order, so only after Events and Enemies are dealt with may the more frequently beneficial cards be encountered.
EventsThe instructions on the card must be followed. Any instructions that result in the loss of a turn by the character encountering the card ends the character's turn immediately. This counts as a missed turn for that character if there are other cards to be encountered; otherwise, he misses his next turn instead.
Enemy - Animal, Dragon or MonsterThese Enemies attack any character encountering them by battling the character. Killed Enemies of this type may be kept as trophies to be exchanged for Strength (see "Trophies"). Enemies that defeat characters remain in the space.
Enemy – SpiritThese Enemies attack any character encountering them by engaging that character in psychic combat. Killed Enemies of this type may be kept as trophies to be exchanged for Craft (see "Trophies"). Enemies that defeat characters remain in the space.
StrangersThe instructions on the card must be followed. Strangers have various effects on characters that encounter them, and some- times their reaction is based on the character's alignment.
Objects, Magic Objects and FollowersThese may be taken if all Enemies on the space have been killed or evaded (see "Objects" and "Followers")..
PlacesThe instructions on the card must be followed. Some Places require characters to roll a die to see what they encounter, while other Places reward characters each time they visit.
The Game TurnOn their game turns, characters move around the board, usually by the roll of the die but sometimes by the use of Spells or due to strange beings or places that they have discovered.
Having moved, characters can then encounter another character in the space they land on or follow the instructions on the space. The instructions are often to draw Adventure Cards. These cards depict the Objects, Enemies, and other things that the character meets in the space.
Gradually characters will become more powerful, until they feel that they are strong enough to head for the centre of the board and attempt to reach the Crown of Command.
More specifically, each player's turn consists of two parts, in this order:
1. Movement – The player rolls a die and moves his character that number of spaces around the board.
2. Encounters – Once a character has finished his move, he must encounter either the space or a character in the space where he lands.
At the end of a character's turn, play passes clockwise to the player to the left.
MovementThe game board depicting the magical land of Talisman is divided into three Regions (the Outer Region, the Middle Region, and the Inner Region). Each Region is sub-divided into spaces. Characters move around the spaces in the Region they are in and can cross between Regions as a result of encounters or card abilities.
Movement in the Outer and Middle RegionsTo move in the Outer and Middle Regions, the player rolls one die to determine how many spaces his character must move. (Certain Spells, special abilities, and other events may enable a character to move without rolling the die. These instances are detailed on the relevant cards.) The character then moves the full count of the die roll, either clockwise or counterclockwise at his discretion. Direction may not be reversed during a move except when passing between the Outer and Middle Regions (see "The Sentinel Space"). A character must always move, even if he starts the turn in a space with an Adventure Card or another character. The space where a character lands is the space where he ends his movement or the space to which he is moved to as the result of an encounter or effect.
EncountersAfter a character has finished his movement, he must either encounter the space he lands in or a character in that space. Characters can encounter a wide variety of monsters and personalities. Sometimes the encounters are friendly and aid the character with gifts. Other times the encounters are hostile and attack the character, or even turn him into a slimy Toad!
Characters only have encounters during their own turn, unless specifically instructed otherwise.
Encounters in the Middle and Outer RegionsCharacters can only have encounters in the space where they land. They may never encounter anything in the space where they start their move.
A character must choose to encounter either one character of his choice who is in the space where he lands, or the space itself.
Encountering Another CharacterAn encounter with another character always takes one of two forms. The character whose turn it is may either attack (see "Battles Between Two Characters") or use his special ability on the other character. If a character kills another character during the encounter, he may take any Objects, Followers, and gold from the killed character to add to his own. Any Objects, Followers, and gold not taken are left on the space.
If a player chooses to encounter a character instead of encountering a space, his character may not visit any Stranger or Place there, nor may any Objects, Followers, and gold be taken from the space.
Encountering a Space – Draw Cards SpacesCharacters must always follow the instructions on the space where they land if their player chooses to encounter the space instead of encountering another character. If a space instructs a player to draw cards, the cards to be drawn are always Adventure Cards, drawn from the top of the Adventure deck. If there are already any cards of any type on the space (such as Adventure, Purchase, or Spell Cards), then only enough cards to make up the given number may be drawn.
Adventure Cards must be dealt with in the order determined by their encounter number, starting with the lowest number, then the next lowest, and so on. In the case of a tie, the character encounters Adventure Cards in the order they were drawn.
After any Enemies in the space are killed (see "Resolving Battles vs. Creatures") or evaded (see "Evading"), any Stranger or Place there must be visited and any gold, Objects, and Followers may be taken.
If a character ditches Followers or Objects onto a draw cards space (see "Ditching Followers and Objects"), he may only draw enough cards to make up the given number that may be drawn. For example, a character ends his move on a Draw 1 Card space and then ditches one of his Objects. He does not draw any cards now since there is already a card on his space.
A character may ditch Followers or Objects on a space to avoid drawing more cards, but he may not take them back during the same turn. Therefore, any Followers and Objects that are left on the space become available for other characters to take if they land on that space.
Example of an EncounterThe Dwarf lands on the Hidden Valley and is instructed to draw three Adventure Cards. He draws the Imp (Event), a Bear (Enemy), and a Bag of Gold (Object). The Imp has the lowest encounter number so it must be tackled first. The Dwarf rolls a "4." The Imp has therefore teleported the Dwarf to the Ruins before he has a chance to fight the Bear and take the gold. The Bear and gold cards are left faceup in the Hidden Valley and will constitute two of the three cards for that space. The Dwarf, however, continues his turn with a new encounter in the Ruins.
Encountering a Space – Other SpacesCharacters must follow the instructions on the space if their player chooses to encounter the space instead of encountering another character. However, before they do, any Enemies in the space must first be killed (see "Resolving Battles vs. Creatures") or evaded (see "Evading"). Any Stranger or Place there must then be visited and any gold, Objects, and Followers may be taken.
AttacksAttacks are split into two types: battles and psychic combats. A battle occurs when a character is attacked by a creature whose Strength is given, and a psychic combat occurs when a character is attacked by a creature whose Craft is given. If a player decides to attack another character, they must fight a battle unless the attacker has a special ability that lets him use psychic combat instead.
BattlesBattles occur when:
1. A character encounters an Enemy – a Monster, Dragon, Animal, or any creature whose Strength is given;
2. A character decides to attack another character, unless a special ability allows him to attack by psychic combat instead.
Resolving Battles vs. CreaturesBattles against creatures are resolved in the following steps:
1. Evade
The character first declares whether he is evading or not (see "Evading"). If not, then a battle takes place.
2. Cast Spells
Any Spells that the player wishes to cast must be cast before the attack roll is made. Any effects or abilities that affect a character's Strength or Craft must be implemented before the attack roll is made.
3. Character Attack Roll
The character rolls one die, the result of which is considered the attack roll. The character's attack score is the attack roll plus the character's Strength, plus any other modifiers that may apply. Remember that only one Weapon may be used at a time (see "'Weapon' and 'Armour' keywords").
4. Creature Attack Roll
5. Compare Attack Scores
The total of the creature's attack roll and Strength is the creature's attack score. If the character's attack score is higher, the creature is killed. If the creature's attack score is higher, the character is defeated and loses one life (use of an Object, Spell, or special ability may prevent this). If the attack scores are equal the result is a stand-off. If the character is defeated or the battle ends in a stand-off, the character's turn then immediately ends.
Stand-offIn a stand-off, neither side is harmed (characters do not lose a life and creatures are not killed) and that turn immediately ends. On the character's next turn, the character leaves that space without again encountering whatever he fought, unless indicated otherwise.
More Than One EnemyIf there is more than one Enemy that attacks by Strength on a space and they have the same encounter number, they fight as one during the battle, adding their Strength together with just one attack roll to make a single, combined attack score.
Creatures and EnemiesSome cards and special abilities refer to creatures and Enemies.
An "Enemy" is any Adventure Card with the word "Enemy" in the card type box.
A "creature" is any encounter that attacks with Strength or Craft.
This may include Enemy cards and also Events, Strangers,Places, Spells, and board spaces.
Battles Between Two CharactersBattles between two characters are resolved in the following steps:
The character being attacked first has the opportunity to evade. If he chooses not to, or is not successful, then battle takes place.
2. Cast Spells
Both characters have the opportunity to cast Spells before the dice can be rolled. Any effects or abilities that affect a character's Strength or Craft must be implemented before the attack roll is made.
3. Determine Attack Rolls
Both characters then roll a die to determine their attack roll. Once both attack rolls have been made, the attacking character must choose first whether to pay fate to reroll. Once he has chosen, the defending character has the same option. No matter what the defender chooses, though, an attacking player who decided not to spend fate when he had the opportunity may not change his mind after the defender has made his own choice.
4. Compare Attack Scores
Once the option to spend fate has been addressed, the attacking character's attack score is determined as in battles against creatures and Enemies. The defender's attack score is determined the same way as the attacker's score. The character with the higher attack score wins the battle. If the scores are equal, the result is a stand-off (see "Stand-off").
5. Claim Reward
The winner may either force the loser to lose one life (which may be saved by use of an Object or Spell), or may take one Object or one gold from the loser to add to his own. If the winner kills the loser by forcing him to lose his last remaining life, the winner may take any Objects, Followers, and gold from the loser to add to his own. Any Objects, Followers, and gold not taken are left on the space. The turn then ends.
Psychic CombatPsychic Combat occurs when:
1. A character is attacked by an Enemy – Spirit or by any creature whose Craft is given.
2. A character whose special ability permits him to attack another character by psychic combat elects to do so.
Resolving Psychic CombatPsychic combat is resolved in exactly the same manner as battles (see "Battles"), except:
1. Craft is substituted for Strength.
2. No Object can prevent the loss of a life.
Character Rules
This section covers more detailed rules regarding characters, including how they gain wealth and Followers, cast Spells, increase Strength and Craft, avoid creatures, and change alignment.
ObjectsBoth Objects and Magic Objects are classed as Objects. During the game, characters usually acquire Objects as the result of encounters.
Object Carrying LimitsNo character may have more than four Objects unless he has a Mule. Any character acquiring more than four Objects must decide which to keep. The remainder are immediately placed faceup on the character's space.
Example of Carrying Too Much
"Weapon" and "Armour" keywordsSome Objects that increase a character's fighting ability have the keyword Weapon next to the text for the card's ability. A character may only use one Weapon during an attack.
Some Objects that prevent the loss of life when a character is defeated have the keyword Armour next to the text for the card's ability. A character may only use one Armour during an attack.
FollowersDuring the game, characters usually acquire Followers as the result of encounters. A character may have any number of Followers.
Losing a FollowerAny Followers that are killed (e.g., in the Chasm or the Vampire's Tower) are returned to the Adventure Card deck.
SpellsIn the magical land of Talisman, anyone can cast Spells as long as he has enough Craft. Some characters start the game with one or more Spells, and new Spells can be found by any character as he travels around the board.
Gaining SpellsAll characters may acquire and cast Spells, if their Craft is sufficient to permit this. Only those characters whose special abilities allow them to start the game with Spells do so. Otherwise, Spells are usually acquired as the result of encounters. Spells gained are taken from the top of the Spell deck.
The effect of each Spell, and when it can be cast, are detailed on the individual Spell Cards. The number of Spells that any character can have at one time is limited by the character's Craft as follows:
|Total Craft
|Maximum Number of Spells
Example of Spell Limit
A Wizard with a Craft value of 5 has Solomon's Crown (a Magic Object which adds 2 to his Craft), so his Craft is effectively 7. This allows him three Spells, which he has acquired. He lands on the Cursed Glade, where he cannot count Craft gained from Magic Objects. His Craft Drops to 5. He is now only allowed two Spells, so he must immediately discard one.
As soon as he leaves the Cursed Glade, he can count the Craft for Solomon's Crown again and may once more have three Spells, if he can acquire another.
If at any time a character has more Spells than his Craft allows, surplus Spells must immediately be placed on the Spell Card discard pile; they cannot be cast. The character's player chooses which Spells to discard. Spells cannot be discarded unless the character has more Spells than his Craft permits, however. The only other way to get rid of a Spell is to cast it!
Casting SpellsCasting Spells is always optional. Players may keep Spells for as many turns as they like before they choose to cast them. A Spell can only be cast as stated on the Spell Card. Once a spell is cast and its effect has ended, it is placed on the Spell Card discard pile.
Spells affecting characters affect them wherever they are on the board, no matter which Region. Spells affecting creatures, however, cannot affect creatures encountered in the Inner Region.
The maximum number of Spells a character may cast during his turn is equal to the number of Spells he had at the start of that turn. A character may only cast one Spell during another character's turn. This does not apply to the Command Spell, however (see "The Crown of Command").
TrophiesWhen a character kills an Enemy, he may take it as a trophy. A character may exchange trophies at the end of his turn to gain additional Strength and Craft counters.
Gaining StrengthA character gains one Strength counter for every seven points of Strength marked on the trophies he turns in. Excess Strength points of the trophies above a multiple of seven are lost.
Strength counters may also be gained as a result of encounters.
Gaining CraftA character gains one Craft counter for every seven points of Craft marked on the trophies he turns in by discarding them to the Adventure Card discard pile. Excess Craft points turned in above a multiple of seven are lost.
Craft counters may also be gained as a result of encounters.
EvadingCharacters sometimes have the option to evade creatures and other characters, such as by casting an Immobility or Invisibility Spell. The evading character cannot then affect or be affected by the character or creature in any way.
Only other characters can be evaded in the Inner Region; creatures from board spaces there cannot be evaded.
Encounters that may be evaded are:
1. Anything that attacks a character.
2. Any character attempting to attack or use a special ability.
3. Creatures that appear as a result of an Event, Place, or Stranger card (e.g., the Dragon from the Cave Adventure Card).
AlignmentA character's alignment shows his personality. A good character is polite and law-abiding, an evil character is a black-hearted villain, and a neutral character falls somewhere between these two extremes. Alignment may change during the game as the result of encounters or by the use of a special ability.
Changing AlignmentNo character, including the Druid, may change Alignment more than once in any turn.
If a character who changes alignment has any cards not per- mitted by a new alignment (such as the Holy Grail or Runes- word), those cards must immediately be ditched in the space he occupies.
Golden RulesThe following rules are Talisman's "Golden Rules," which supersede all others.
Special Ability vs. RulesIn any instance where a special ability or effect is at a variance with the basic rules, the special ability or effect always overrides the rules.
Can vs. CannotIn any instance where a card's effect indicates that a character cannot perform an action or use an ability (such as casting a Spell or using an Object), the character cannot do so. In other words, the forbidding effects of cards override other abilities and effects. For example, if a card indicates that no Weapons can be used when fighting a certain creature, the Warrior may not use any Weapons, despite his ability that allows him to use two Weapons at the same time.
Natural vs. Modified RollIf an effect or special ability refers to a die result, only the number appearing on the die is considered, not the modified result obtained by adding bonuses or subtracting penalties. For example, the Troll's special ability allows him to regenerate whenever he rolls a "6" for his move. During the Troll's turn, he rolls a "4" for his move. He also uses a card that allows him to add 2 to his movement roll for a total of 6. However, the Troll may not regenerate this turn since the actual die result is a "4" instead of a "6."
Other RulesThis section covers rules that may occur as a result of encounters or moving between different Regions.
ToadsA Toad has Strength 1 and Craft 1, which are not modified by Strength and Craft counters accumulated prior to transformation. Although a Toad can gain and lose Strength and Craft, these modifications disappear when the Toad turns back into the original character. At that point, the character's pre transformation Strength and Craft counters are once again used and resume their effects.
A Toad does not roll the die for movement, but must move only one space per turn.
Toads can neither gain nor cast Spells, but a character's Spell Cards are not lost upon transformation into a Toad. They simply cannot be used until the character reverts back to his original form.
A Toad's lives are those of the original character. Thus, any lives lost or gained by the Toad affect the status of the original character.
Toads have encounters when landing on a space like any other character. A Toad has no special abilities. Those of the original character cannot be used while the character is a Toad.
If a character is already a Toad and is turned into a Toad again, the character remains a Toad for three more turns starting from the second transformation.
Losing A TurnAny instructions that result in the loss of a turn by the character encountering them ends the character's turn immediately. This counts as a missed turn for that character if there are other cards to be encountered; otherwise, he misses his next turn instead.
Having and Using CardsCharacters are considered to have anything in their possession, such as Objects, gold, fate, Followers, and Spells.
When a character implements the ability of a card's text box, he is considered to be using the card. Using cards is optional, and a character may always choose when to use a card he has. For example, the Cross allows a character to automatically destroy Spirits without resorting to psychic combat. The character may choose not to use the Cross and may attack a given Spirit instead.
Characters may have cards that they are not permitted to use, unless a given card specifically states otherwise.
Ditching Followers and ObjectsA character may ditch any of his Followers or Objects at any time by leaving them faceup in the space he occupies. If a character ditches any Followers or Objects, he cannot take them back during the same turn.
Talisman and Purchase CardsWhenever a character is given or buys a Talisman or Purchase Card, the appropriate Talisman or Purchase Card should be taken.
Talisman and Purchase Cards are treated in all respects like Adventure Cards, except that instead of being placed on a discard pile when not needed, they are instead returned to their appropriate deck and are available to other characters once more. Should there be no Talisman or Purchase Cards left of a particular item, then that item is not available at that time.
Talisman and Purchase Cards may be ditched, like other Follower and Object Cards.
Gaining TalismansThere are two ways characters can acquire Talismans. First, they can be gained as encounters drawn from the Adventure deck. Second, they can be acquired by undertaking a quest assigned at the Warlock's Cave.
Warlock's CaveA character who lands on the Warlock's Cave may choose to accept a quest, or not, as he wishes. If a character chooses to accept a quest, he must roll randomly to determine what it will be, as instructed on the space.
A character may not go on more than one quest at a time. If a character has already completed a quest and lands on the Warlock's Cave again, he may choose to go on another quest but must roll a die to randomly determine which quest he is assigned as normal.
A character must attempt to complete his quest immediately if he is able to do so. In addition, the Warlock will prevent any character who has accepted a quest from opening the Portal of Power until he has first completed his quest.
The Outer and Middle Regions
Crossing Between the Outer and Middle RegionsThe Storm River, which separates the Outer Region from the Middle Region, can be crossed by using the bridge that connects the Sentinel space (in the Outer Region) to the Hills space opposite (in the Middle Region).
The Storm River can also be crossed using a Raft, or as the result of an encounter.
The Sentinel SpaceA character may cross the Sentinel Bridge in either direction if the die roll for his move is sufficient to carry him across it and into the Region on the opposite side.
The Sentinel attacks a character every time he attempts to cross the Sentinel bridge from the Outer Region to enter the Middle Region.
A character defeating or evading the Sentinel must continue his move by entering the Middle Region and continuing to move in either direction to the full value of his movement roll. A character defeated by the Sentinel loses one life (which may be saved by use of an Object or Spell), and his turn ends immediately in the Sentinel space. A character in a stand-off with the Sentinel does not lose a life, but his turn still ends immediately in the Sentinel space.
The Sentinel does not attack characters passing through the Sentinel space while moving in the Outer Region, characters crossing back from the Middle Region to the Outer Region, or characters that end their movement on the Sentinel space.
When crossing from one Region to another, a character may change the direction of his move upon entering the new Region.
RaftsAny character wishing to cross the Storm River using a Raft must either build one or acquire one as the result of an encounter.
Any character in a Woods or Forest space at the start of his turn who has an Axe may declare that he is building a Raft for that move.
Any character acquiring a Raft may cross the river at the start of his next turn. The character may cross the river to any space of his choice directly opposite the one he is in. This is his move for that turn; he does not roll the die to determine his movement.
A Raft can never be left behind or taken along to be used on a future turn.
The Middle and Inner Regions
Crossing Between the Middle and Inner RegionsThe Portal of Power connects the Portal of Power space to the Plain of Peril space.
The Portal of PowerThe Inner Region can only be entered by passing through the Portal of Power, which must be opened before it can be traversed. A character can only try to open the Portal if his move is sufficient to carry him beyond it. A character must attempt to open the Portal each time he passes through it; previous passage is no guarantee of future passage.
A character attempting to open the Portal follows the instructions on the Portal of Power space. If successful, the character's turn ends on the Plain of Peril. If unsuccessful, the character's turn ends immediately on the Portal of Power space.
A character wishing to pass through the Portal of Power from the Inner Region to the Middle Region does not need to open it. He simply moves from the Plain of Peril to the Portal of Power space. Doing so counts as his entire move for that turn.
Movement in the Inner RegionThe die is not rolled for movement in the Inner Region. Instead, a character can move only one space per turn there.
The encounter instructions on each space in the Inner Region must be completed before a character can move on toward the Crown of Command.
Turning BackA character in the Inner Region may decide at any time to turn back and move back towards the Plain of Peril. A character who has turned back still only moves one space per turn, but ignores the instructions on all of the spaces on his return to the Plain of Peril. Once a character has declared his intention to turn back, he cannot change his mind and he must go all the way back to the Plain of Peril. Once there, however, the character is free to do whatever he likes, including heading back toward the Crown of Command or leaving the Inner Region through the Portal of Power.
Encounters In the Inner RegionA character does not draw Adventure Cards in the Inner Region. Instead, the encounter is detailed in the instructions for the space. The instructions must be followed, unless the character is turning back.
None of the creatures in the Inner Region can be affected by any Spell, nor may they be evaded.
Encountering a Character in the Inner RegionIn the Inner Region, a character may only encounter another character on the Plain of Peril, the Valley of Fire, and the Crown of Command.
Encounters with other characters on the Plain of Peril and the Valley of Fire are treated exactly as encounters between characters in the Outer and Middle Regions.
Encounters with other characters on the Crown of Command are also treated as encounters in the Outer and Inner Regions, except characters must encounter each other.
Encountering a Space in the Inner RegionThe following is additional explanation about many of the spaces in the Inner region.
The Crypt is in ruins and a character needs Strength to shift the rubble to discover the various exit tunnels. A character must roll three dice upon entering the space and the results are totaled. The character's Strength is subtracted from this total and the result indicates where the character will emerge from the Crypt. The character is immediately moved to the indicated space. This counts as the character's move. A character who emerges on the Crypt itself may move away on their next turn.
Craft is needed to find the route through the labyrinthine Mines. The instructions are as those for the Crypt (see above) except that the character's Craft (instead of Strength) is subtracted from the total of the die rolls.
Werewolf DenTwo dice are rolled for the Werewolf's Strength each time a character lands on the space. This is the Werewolf that attacks that character until he escapes.
Example: The Dwarf lands on the Werewolf Den and rolls two dice to determine the Werewolf's Strength. He rolls a "3" and a "5" which brings the Werewolf's Strength to 8. The Dwarf then battles the Werewolf. The Werewolf rolls a "5", which brings the Werewolf's attack score to 13 (8 Strength plus an attack roll of "5"). The Dwarf rolls for battle and gets an attack score of 10 which means he is defeated and loses a life. On the Dwarf's next turn, he decides to attack the Werewolf again instead of turning back.
The Werewolf battles with the same Strength of 8 but this time gets a "1" for his attack roll, which brings the Werewolf's attack score to 9 (8 Strength plus an attack roll of "1"). If the Dwarf can get an attack score of 10 or more he will defeat the Werewolf and may move on next turn.
A die is rolled each time a character lands on the Pits space. This is the number of Pit Fiends that attack the character. The character fights the Pit Fiends one at a time, in succession, until the character is either defeated or defeats all of the Pit Fiends, whereupon that turn ends. If a character is defeated, he must then continue to fight the remaining Pit Fiends next turn or turn back. A character can move on the turn following that in which the last of the character's allotted Pit Fiends was defeated.
The Crown of Command
The last space on the board is the Crown of Command. It can only be reached from the Valley of Fire space, which can only be entered by characters that have a Talisman. If a character does not have a Talisman, then he must turn back.
When a character is on the Crown of Command space, a character does not move but remains there instead. Characters on the Crown of Command cannot turn back.
If there is already another character on the Crown of Command space when a character lands on it, the character there must be encountered. Once two (or more) characters are on the Crown, those characters' turns consist only of encountering one of the other characters. A character who is alone on the Crown of Command space on his turn must cast one Command Spell at all other characters. To do so, the caster rolls one die. If a "1," "2," or "3" is rolled, the Spell has no effect. On a "4," "5," or "6," all of the other characters lose one life. If a character is killed by the Command Spell, that player loses the game and may not start another character.
Once any character has reached the Crown of Command, any character that gets killed is out of the game. Note that this rule stays in effect for the rest of the game, even if a character leaves the Crown of Command.


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Today, the Center for American Progress released a new brief, 'The Straight Facts on Women in Poverty.' The release demonstrates that "women in America are more likely to be poor than men" and underscores the disproportionate number of minority women living in poverty:
– Over half of the 37 million Americans living in poverty today are women.
– Women are poorer than men in all racial and ethnic groups.
– Over a quarter of black women and nearly a quarter of Latina women are poor.
– Only a quarter of poor adult women are single mothers. Half of all poor adult women are single with no children.
The brief recommends "a range of decent employment opportunities with a network of social services that support healthy families, such as quality health care, child care, and housing support."

subset: commoncrawl


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BOSTON — Junior point guard Scottie Reynolds furiously weaved through defenders and, with an acrobatic, one-handed leaner in the middle of the lane, sewed up a spot in Villanova history.
Shoot. Now he's part of NCAA Tournament history.
Reynolds' shot with 0.5 seconds left lifted his Wildcats to a thrilling 78-76 win against Big East rival Pittsburgh in the East Region final Saturday night, sending his team to the Final Four for the first time since its title run in 1985.
"There's so many emotions going through my head," said Reynolds, the region's most outstanding player, who was still cradling the game ball in the news conference. "It's something you think about as a youngster, advancing to the Final Four and winning the championship, and to do it with these guys on my back and the players that came before us. Everybody that played before us got us in the position to where we are now, and we take great pride in continuing the tradition."
The No. 3-seeded Wildcats (30-7) had come tantalizingly close to getting back to the national semifinals before, including in 2006 when they lost in the Elite Eight to eventual champ Florida.
Forwards Dante Cunningham, Dwayne Anderson and Shane Clark, all seniors, were freshmen on that team.
The top-seeded Panthers (31-5), who lost the one regular-season meeting between the two teams, trailed by as many as 10 in the first half but pulled ahead 67-63 and had the ball with 3:05 left thanks to the play of senior forward Sam Young and sophomore center DeJuan Blair. But Anderson came up with a steal, drew a foul on a layup and completed the three-point play.
"We needed something to get us going," Anderson said.
Pittsburgh, looking for its first Final Four trip since 1941, followed with two turnovers on its next three possessions. Anderson hit a 3-pointer, and reserve sophomore guard Corey Fisher had six points as Villanova took a 75-72 lead with 35.4 seconds left.
The Panthers, however, tied it after Villanova guard Reggie Redding made an ill-advised length-of-the-court inbounds pass that Cunningham couldn't save. That led to two free throws by senior point guard Levance Fields to tie the score with 5.5 seconds left.
Redding then hit Cunningham at midcourt on the inbounds.
"Once I saw that they left me open, it was either up the court to Dwayne and Shane or Scottie flying down the court," Cunningham said. "Scottie was just open. He's a jet. It's kind of hard to catch him with the ball."
The 6-2 Reynolds got it on the right sideline at midcourt and raced to the lane, where he found 6-6 sophomore forward Gilbert Brown the last man to beat.
"Once he got past the first wave of defenders, I was thinking, 'Don't foul,' so I tried to contest it the best I could without fouling him," Brown said. "I probably should have jumped but didn't. And he just made a tough shot."
The Wildcats burst from the bench to celebrate, but officials said there was a half-second left. Fields heaved one from well beyond midcourt. It bounded hard off the backboard.
"When the ball left Levance's hands, it was right on target to go in," Reynolds said. "And I guess a little less off of that shot and we could be in another position right now."
On the wrong side of history.


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It is an insidious muscle disease whose symptoms often begin in the mid-teens. Arm weakness and shoulder deformities are common. In some cases, it can lead to hearing loss, abnormal heartbeat and leg weakness. Some patients become severely disabled and wheelchair-bound.
It is one of the most common inherited forms of muscular dystrophy, known as FSHD—facioscapulohumeral dystrophy—named for the muscles of the face, shoulder blade and upper arm it attacks.
FSHD and other muscular dystrophies have proven to be extremely confounding for biomedical researchers, yielding so little information that the very idea of coming up with drugs to treat them has seemed like a dream. For more than two decades, researchers have known that FSHD is caused by a genetic mutation, but no one understood the mechanics of the disease and exactly what was causing the muscles to deteriorate.
Then, after several years of intensive research, a team led by Hutchinson Center neurologist and molecular geneticist Dr. Stephen Tapscott broke through the decades-long stalemate with FSHD. This year, they identified the genes and proteins that damage muscle cells, as well as the mechanisms that can cause the disease.
These discoveries open the door for developing a biomarker-based diagnostic test and future treatments for FSHD—as well as for potential new ways to treat cancer.
Tapscott's team first showed that it took two genetic changes on chromosome 4 to cause FSHD. Later, they determined that a certain protein called DUX4 —normally found in germ cells that give rise to sperm in males and egg development in females—was abnormally active in muscle cells, causing muscle mayhem.
Because the protein is not supposed to be active in mature muscle tissue, it blocks normal functions and regeneration of muscle cells, leads to muscle cell death, and likely triggers an immune response, with the body attacking its own muscle cells.
With this information in hand and newfound interest from pharmaceutical companies, Tapscott hopes that new therapies and biomarker-based diagnostic tests for FSHD patients are not far off.
"Getting here was not easy," Tapscott said. "There was not a 'eureka' moment, but rather it played out over several years of hard work that gradually revealed the answers. It has been extremely gratifying to put all the different pieces together and see a bigger picture reveal itself that could have a profound impact on patients suffering from this disease."
In addition, Tapscott's research has the potential to lead to a vaccine to treat cancer.
One of the major challenges in developing cancer vaccines is finding immune targets present in cancer cells but absent in healthy cells. DUX4, the protein Tapscott identified as the cause of FSHD, induces the expression of proteins that are targeted by the immune system in several types of cancer. Now, he and Dr. Stanley Riddell are working to determine whether they can use DUX4 to stimulate the immune system against these proteins.
"This knowledge gives us a way to manipulate the expression of these proteins, opening the door to developing a new type of vaccine capable of targeting multiple cancers," Tapscott said.


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The ad, which was launched this week, portrays King wearing a crown while a narrator says, "It's good to be the King."
The ad describes a tax increase package that King voted for in 1987 – his first year in a 12-year stint in the state House of Representatives – as the "largest in history."
However, 2010 tax hikes signed into law by Martinez's predecessor, Democratic Gov. Bill Richardson, during a lean state budget year were actually larger, dollar-wise, than the 1987 package proposed by then-Republican Gov. Garrey Carruthers.
King, now New Mexico's attorney general, said Friday he does not regret voting in favor of the increase on gasoline and income taxes, among others.
"Had we not raised taxes, we would have had to significantly curtail the (public) education system," King told the Journal.
The ad also targets King's votes on several legislator compensation measures, saying, "… Gary King took good care of himself. King repeatedly voted to raise his own pay. Voted to sweeten his taxpayer-funded retirement."
King said he did not recall voting to increase the size of legislative pensions, but acknowledged supporting a bill that would have given a salary to lawmakers. He said he still supports such a concept.
– By Dan Boyd, firstname.lastname@example.com
Democrats in New Mexico's congressional delegation have criticized the state Human Services Department's shakeup of the behavioral health system and asked a federal agency to keep closer tabs on the department.
Sens. Tom Udall and Martin Heinrich and Reps. Ben Ray Luján and Michelle Lujan Grisham said this week there were irregularities in HSD's suspension of Medicaid payments to 15 nonprofits, 12 of which were later replaced by Arizona firms.
They said the audit that prompted the suspensions last year was flawed, there was a lack of transparency, and the shakeup jeopardized services to some of the most vulnerable New Mexicans.
In a letter to Health and Human Services Secretary Sylvia Burwell, the Democrats said they had "serious questions" about whether HSD has an effective process to determine whether fraud allegations are credible. They called the payment suspensions "a de facto termination from the state's Medicaid program without any meaningful due process."
The Democrats urged HHS to "vigorously increase oversight" of the suspension process and its aftermath.
There was a barbed response from Republican Gov. Susana Martinez's administration.
"It's no surprise that Washington politicians don't see a problem" with improper use of Medicaid money, "but we will continue to root out waste, fraud and abuse to ensure Medicaid funds are protected for those who need it most," said HSD's Matt Kennicott.
– By Deborah Baker, email@example.com


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Israel police arrest Hamas lawmaker in East Jerusalem
Israeli police arrested a Hamas lawmaker on Monday who had been sheltering for more than a year in the International Red Cross (ICRC) offices in East Jerusalem, a police spokesman said.
Ahmad Attoun had taken shelter in the ICRC building along with another Hamas legislator and a former Hamas government minister after Israeli authorities revoked their Jerusalem residency permits.
Along with the United States and the European Union, it considers the Islamist Hamas movement a terrorist group, and acted to expel the men for being members of it.
The police spokesman and a security guard at the ICRC building said paramilitary police disguised as Palestinians had grabbed Attoun at the entrance to the offices and arrested him.
He was taken into custody a day after Palestinian President Mahmoud Abbas mentioned the men's case in a speech on his return to the occupied West Bank from the United Nations, where he applied for recognition of full Palestinian statehood.
The other two Hamas men remained inside the ICRC building.
In the speech, Abbas accused Israel of "ethnic cleansing" that included "decisions to expel elected representatives" from Jerusalem.
In a statement issued in June 2010, after Israel ordered them to leave Jerusalem, the three Hamas men wrote: "We as sons of Jerusalem have never left it before … we emphasise that we will remain here and never leave it."
Hamas, locked in a bitter rivalry with Abbas's Fatah movement, won a Palestinian legislative election in 2006. Hamas seized the Gaza Strip in 2007 after a unity government with Fatah collapsed into bloodshed.
The ICRC has said it told Israeli authorities that international humanitarian law prohibited the forcible transfer of Palestinian residents from their homes, for whatever reason.
The organisation also said it had informed the three Hamas members that ICRC premises had no special status and the ICRC could not prevent police entering the building to arrest them.
Writing by Maayan Lubell; Editing by Kevin Liffey


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Last December, Leif Ove Andsnes, Lars Anders Tomter, Measha Brueggergosman, and many more artists from the 2010 Risør Chamber Music Festival lineup visited New York for four concerts at Carnegie Hall. The 2011 festival opens today in Norway.
Our friends at Music in Motion—who supplied us with multiple high-quality performance videos from Risør 2010 to post on our website and YouTube channel—will film many of the concerts again this summer.
Two of the concerts will be broadcast in Norwegian movie theaters but for those of us who can't make it to Scandinavia, the concerts will be available to stream or download at musicinmotion.no/risor beginning July 4. Carnegie Hall subscribers who enjoyed the video concerts last summer will be able to stream the concerts free of charge. New viewers can stream or download videos for a range of prices—visit risor.musicinmotion.no from July 4 for details.
The Carnegie Hall connection with Risør continues in 2012, when former artistic director Leif Ove Andsnes returns for a solo recital on February 15—playing Haydn, Bartók, Debussy, and Chopin—and with baritone Matthias Goerne on May 1 for the same program of Mahler and Shostakovich songs they perform this week at the festival in Norway.
Related:February 15, 2012 Leif Ove Andsnes, PianoMay 1, 2012 Matthias Goerne, Baritone; Leif Ove Andsnes, Piano


text:
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Streamlight 88030 Flashlight Protac Tactical 1L with White LED and Holster - Black
Get 10% Cashback in Westside Dollars
- Description
About the Streamlight 88030 Protac Tactical Flashlight 1L with White LED and Holster – Black
Easy to carry and easy to use, the Streamlight 88030 has everything you need in an efficient tactical flashlight. This helpful tool is strong and compact enough to take anywhere. There's no need to fear damage caused by frequent use or dropping because this product is made from tough materials that are meant to last. That's a good thing for you because once you've used the Streamlight 88030 once you'll want to keep it around for as long as possible.
Not only is this product extremely durable, but it's also as efficient as tactical flashlights come. Thanks to its C4 LED light bulb the Streamlight 88030 gives 2-3 times the output of the average bulb. This means that you'll get a brighter light that shines at a greater range. Because everything about this product was made for efficiency and longevity, the C4 LED light in the Streamlight 88030 was designed to last you for up to 50,000 hours. Get the strength and reliability you need from your flashlight. With three different modes of intensity, this is a tool perfect for lighting the way in any dark area.
- Features
- C4 LED Technology, Impervious To Shock With A 50,000 Hour Lifetime
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- Anti-Roll Facecap, Removable Pocket Clip
- Length: 3.35 In. (8.51 Cm) Hood Diameter: .9 In. (2.29 Cm) Barrel Diameter: .77 In. (1.96 Cm) Weight 2.0 Ounces (57 Grams)
- IPX7 Rated Design; Waterproof To 1 Meter For 30 Minutes
- Specifications
- Part Number: 88030
- # Of Batteries: 1
- Battery Style: Non-Rechargeable
- Battery Type: CR123A Lithium
- Bulb Type: C4 LED
- Candlepower: 2250
- Length: 3.35
- Light Color: White
- Light Type: Handheld
- Lumens: 110
- Product Color: Black
- Ratings: CE
- Runtime: 14
- Warranty
Limited Lifetime Warranty
Streamlight warrants its products to be free of defect for a lifetime of use. The limited lifetime warranty excludes abuse, batteries, bulbs and chargers. Rechargeable batteries and chargers have a (1) one year warranty with proof of purchase.
Excludes Sidewinder and M-series weapons mounted lights. See product for specific warranty
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text:
I needed something for the commute home, so I just tossed a bag of this into some hot water in my travel mug and left the bag in for the trip home. This tea holds up to a long steep pretty well. I agree that the green tea flavor is weak, but the ginger and lemongrass are strong and very well balanced. I quite enjoyed it. Very soothing.
Alas, can't testify as to color or scent, since it was in a travel mug.


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Detailed Specs
- Scale 1/38
- Car Brand Bentley
- Diecast Manufacturer RMZ City
Bentley's Continental GT is a masterpiece. It is a stunning Bentley coupe model that brags classic Bentley design integrated with modern technology. The Continental GT V8 model delivers desirable performance with its twin-turbo 40 liter V8 engine. This engine is capable of producing 500 horsepower. Despite its power, this V8 improves fuel economy with its cylinder deactivation technology. Features like better heat management, weight reduction, steering assistance and other modern functions make this Bentley model a road-worthy vehicle on the road. This Bentley model was introduced during the 2013 North American International Auto Show.
Get four Bentley Continental GT V8 collectables with this RMZ City Set of 4 - Bentley Continental GT V8 1/38. They are in red, grey, white and black. Each model is strikingly similar with the luxurious Bentley model.
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text:
Is it time for a second opinion? My PS sees that I have cellulitis, multiple internal hematomas and said he hopes the incision would just split and drain. He said he did not want to "Mess with it" Gave him Ct Scan with report, said he did not need to see/read it as he knew what was going on in there. I went to ER twice with high fever, chills and big swelling. PS said it was odd for ER to give me IV antibiotics due to E coli positive culture? 6 weeks post op still tunnel and open wounds.
Why Won't My Plastic Surgeon Address my Cellulitis or Fluid Pockets?
Doctor Answers 3
Possible infection after an abdominoplasty
Your situation does seem a bit unusual. If you have an abscess then it must be opened and drained. If you have redness of your lower abdomen, pain, fever and chills then an infection is possible. You could have an abscess or collection of pus under the skin or it could be a cellulitis which is an infection in the lymphatic system of the skin. The abscess needs to be drained, cellulitis is treated with antibiotics. In any event if you have concerns seek another opinion.
Cellulitis and seromas?
I am not sure what surgery you had, but in any event if you have fevers, chills, and fluid, it sounds like it needs to be drained. Best to get second opinion.
It's time for second opinion.
Having heard only your side of the story I would be in favor of the second opinion based on the facts presented here. Fluid collections of significance their long-standing are best addressed by incision and drainage. Also there may be divide life tissue that needs to be removed.
Learn more: http://www.zubowicz.com/subpag,15-atlanta-breast-reduction.htm
You might also like...
These answers are for educational purposes and should not be relied upon as a substitute for medical advice you may receive from your physician. If you have a medical emergency, please call 911. These answers do not constitute or initiate a patient/doctor relationship.


text:
Stag Lane, Chorleywood,
Herts. WD3 5HR.
Tel: 01923 282095.
E-mail: email@example.com
Headteacher: Mrs Rebecca Roberts
Year 5 Parent Letters
Welcome to Year 5
Teacher – Mr Ryan
Teaching Assistant – Mrs Bulley, Mrs Flude and Mrs Wells
On Thursday mornings we are taught by Mrs Farrelly
Year 5 is an exciting but also very busy year, as we work very hard to ensure we have the skills we need to prepare us for our final year at Chorleywood Primary. In Year 5 we focus on Reading, Writing and Numeracy, which we try to make as interactive and exciting as possible.
In Year 5 we look at a variety of topics including Volcanoes, Earthquakes, Vikings and learning how to play the ukulele.
Typical Day
We begin the day with an open-ended Literacy activity, which is related to our Grammar focus that week. This then leads into Literacy where we look at a selection of texts and follow the "Talk for Writing" approach. Before break we spend time inferring and deducing a text in two separate reading groups.
After break we have a Numeracy lesson until lunch.
In the afternoon we take part in PE, Music, Geography, RE, ICT, PSHE and History.
For full information on our Curriculum, as well as Workshop Presentations and Cracking Times Tables, please click here
To access letters sent out in the term, please click here.


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A five-year Qantas Airways plan to reduce dependence on domestic flights and business services and establish two Asian joint-venture partnerships aims to help the Australian carrier to stimulate overseas business. It will lay off 1,000 employees, defer deliveries of six Airbus A380s (and possibly some Boeing 787s), retire four Boeing 747-400s and replace two London services with British Airways code-shares beyond Bangkok and Hong Kong. Plans include a full-service operation with an unidentified Asian carrier and a low-cost carrier (LCC) partnership among its Jetstar subsidiary, Japan Airlines (JAL) and Mitsubishi.
Qantas International has lost money and market share through increased competition and high costs "with no improvement in sight," according to CEO Alan Joyce. Rescue plans include establishing regional "gateways" through the Oneworld alliance and partnership with South African Airways. (South American services will switch from Buenos Aires to Santiago, Chile.)
The Japanese joint venture will launch domestic services in late 2012 and international operations in 2013. The new Asian airline partnership will feature "a new name, a new brand, [and] new aircraft." To support the restructured operations Qantas will order at least 100 A320-series narrowbodies (including 78 A320neos) and acquire purchase rights and options covering almost 200 more.
Initially, Qantas must overcome kneejerk reaction from employees: it faced industrial action from engineers this week amid union charges that the joint ventures come at the expense of shrinking domestic operations (although opportunistic Virgin Australia moved immediately to offer work for redundant Qantas employees). Pilots also this week might elevate a previously low-profile campaign to retain job security in current wage talks with Qantas.
According to Peter Harbison, executive chairman of Singapore-based analyst Center for Asia Pacific Aviation, fares on Australia-Europe routes have averaged among the world's lowest per mile for two decades because, as he put it, when "you stop en route, another airline can compete 'over' its home hub." Since Qantas serves only two European destinations it cannot compete against the "dozen" one-stop points that Singapore Airlines serves from Australia.
"Emirates serves twice as many, all one-stop," said Harbison, who expects Qantas to expand its European reach, particularly to Amsterdam, Istanbul and Rome, through prospective Oneworld partner Malaysia Airlines. Harbison concludes that a new Qantas joint venture flying from, probably, Kuala Lumpur or Singapore could readily connect into many points in China and India now served by just seven and three Qantas services a week, respectively.


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Global Technology Company
The cloud marketplace has become increasingly competitive, with internet & tech players investing billions in an "arms race" to create massively-scaled cloud services. To continue to play in this market cloud providers need to differentiate in order to work with or compete against the hyperscale players. One form of differentiation is to provide cloud services at a sovereign level, ensuring that potentially sensitive data is kept locally. As recent legal and market developments show the potential importance of more sovereign solutions, cloud providers will need to understand how they fit into this new market landscape.
STL completed a geographic and vertical industry assessment of data sovereignty requirements globally. This involved legal analysis and interviews with 30 companies from different verticals operating in different markets across the globe. Furthermore STL analysed and sized the potential demand for sovereign cloud solutions regionally and by industry vertical.
The client gained significant insight into the addressable market for sovereign cloud solutions, allowing them to redefine their business proposition.
We used our analytical rigour to break-down the problem and develop an approach to comprehensively assess requirements globally and across different verticals in a short time-frame.


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Chloe made $2500 in sales, and just in pre-launch phase!
"I had a great pre sell launch - $2447. I'm now ready to market my Urban Goddess™ Program. I love the fact that I can just dive in and out when needed. Its very step by step & I love Mariah's enthusiasm & passion."
- Chloe Cousins, www.ChloeCousins.com


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Jordanian Court may Issue Verdict on Deported Hamas Leaders Monday
Jordan's High Court of Justice is expected Monday to issue its verdict regarding a contest filed by four exiled Hamas, deported to Qatar from the kingdom last year following a crackdown on the movement.
Lawyer for the four Islamist leaders, Saleh Armouti, told AFP Saturday that "the court may issue a verdict of annulment to the government's decision or overrule the contest."
However, the lawyer said that the Justice court might, at Monday's hearing, listen to testimonies regarding the circumstances surrounding the arrest and deportation of the Hamas top people, who hold Jordanian citizenship.
"In this case, the court will postpone the verdict," said Armouti, an Islamist himself and head of the Bar Association.
In January, the lawyer filed a motion at the High Court of Justice protesting that Jordanian authorities sent into exile Khalid Misha'l, head of Hamas Politburo, the group's spokesman Ibrahim Ghousheh, in addition to two other members: Izzat Rishiq and Sami Khater. They were charged of belonging to a foreign organization, possession of weapons and conducting illegal political activities.
Armouti said that the decision contradicts Article 9 of the country's constitution which prohibits deporting a Jordanian citizen.
AFP said that Jordan reiterated to Qatar its position that it would allow the return of the four men "in their capacity as citizens and not members of an organization." – Albawaba.com
© 2000 Al Bawaba (www.albawaba.com)


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I really felt for J. K. Rowling when she was outed as the author of this, the first in a new crime series under the pseudonym of Robert Galbraith. She could have lived off the Harry Potter novels for the rest of her life, but her first adult novel, The Casual Vacancy, showed that she was keen to keep writing. The assumption of a pseudonym showed that she wanted some objective assessment of her work. As professional critics have made clear time and again, their response to her writing is profoundly influenced by their emotions about her wealth and fame. For the most part, whenever she publishes something new the knives are out, because there's a quota for how much good press a person gets, and it's a pretty small one.
And it is hard to read anything by J. K. Rowling without Harry Potter's shadow looming over the story. My son grew up with Harry Potter; I read the first five novels out loud to him, which made me inspect Rowling's prose far closer than was probably good for either of us. I think she is a fantastic storyteller, and The Prisoner of Azkaban should rightly take a place in the pantheon of great classic childrens' books. After that, I felt she was sorely in need of a courageous editor to cut out the padding and the occasional infelicities in her prose. I had no interest in The Casual Vacancy, because I felt it would always be Rowling's own reaction to having written Harry Potter – it's no coincidence that the book is so relentlessly grim. But I was intrigued to see what she could do with crime fiction. Plotting was always one of her strongest points.
When a supermodel falls from her apartment window in a lush Mayfair residence, press and police are quick to assume that it's suicide. Lula Landry appears to be the one of the usual celebrity crowd, spoilt and narcissistic, dating a seriously messed-up actor in an on-again off-again relationship, superficial, flighty and probably neurotic. Her brother, the lawyer John Bristow, refuses to accept the verdict, and calls in private detective, Cormoran Strike, to re-open the enquiry. Strike is an intriguing and endearing gumshoe; a wounded war veteran now running to fat, who has his own relationship issues. He is the son of a famous rock musician (who he never knew) and a super-groupie, hippy mother, who dragged him and his sister around in a peripatetic, shiftless sort of existence. Cormoran is too much of an alpha male to be damaged by all of this, but he is faintly embarrassed by it. The new case represents a vital upturn in his fortunes, as he's on the verge of bankruptcy. And by sheer chance, fate does him a fine service by landing a temporary secretary on his doorstep who will turn out to be an unexpected asset.
Cormoran gradually finds a number of loose ends in the case that refuse to tie up. What was Lula Landry writing on a piece of blue paper in the back of her chauffered car that people seem so keen to insist was a shopping list (now missing)? What happened when she visited her sick mother that left her in a state of unusual distress? Why did one of the main witnesses insist she heard a man in Lula's appartment when it's obvious she could have heard nothing at all from where she was standing? And why did Lula arrange to have lunch with her gold-digging friend, Rochelle, and then only stay with her for fifteen minutes?
This was an immensely readable book, compelling, well organised and peopled with a cast of vividly-drawn, if mostly unpleasant, characters. I really enjoyed it. J. K. Rowling uses the talent she had already shown with HP for cherry-picking some of the most intriguing elements of both crime and contemporary culture and bringing them together in a satisfying way. It was a stroke of genius to give Cormoran a secretary who is secretly longing to become a detective. The relationship between Cormoran and Robin becomes one of the most gripping parts of the book, and there's no romance in it whatsoever. No, we're talking Watson to Sherlock Holmes, or perhaps more aptly, Della Street to Perry Mason. But perhaps most of all, we're talking Hermione Granger to Harry Potter. Cormoran is smart, determined and limited; he needs a female foil with insight and sensitivity to effect some last minute rescues from situations he plunges into without sufficient forethought.
As a huge, hairy ex-military policeman who's not afraid of a fight, Cormoran has shades of Jack Reacher. And Lula Landry's relationship with Evan Duffield was strongly reminiscent of Kate Moss and the awful Pete Doherty. The resolution of the case was pure Agatha Christie. But all of this added up for me, at any rate, into a fine murder mystery. It's not about to win a Nobel prize, but it certainly kept me entertained for a couple of days. It's not what she does, it's the way that she does it.


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City Hall 'completely failed' Empire Avenue neighbors
October 30, 2012
People who live or have properties along Empire Avenue remain displeased with the progress made this year as City Hall-hired crews continue with a major redo of the Old Town street.
The project was expected to be finished in 2012 when the work started, but the completion has been delayed until next year. Both City Hall and the neighbors are disappointed with the work of the contractor, Condie Construction Company, claiming that the delays have mounted.
At a recent City Hall-organized open house, people along Empire Avenue expressed their dismay with the work. One of the people at the event broached the idea of compensation to the residents since the completion has been delayed.
Matt Cassel, the Park City engineer, and the staffer overseeing the work for the municipal government, said City Hall will not provide compensation to the neighbors. He said any damages collected by City Hall would be needed by the municipal government since the project will take longer than expected.
In an interview, Cassel said City Hall is unable to compensate the neighborhood.
"The city simply cannot do that," Cassel said. "They can carry it up to Council and be told 'No' by Council."
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Park City Councilman Andy Beerman, who attended the open house, agreed with the city engineer that City Hall cannot compensate the neighborhood. Beerman apologized on behalf of City Hall for the delays.
The original deadline for completion was Nov. 1 City Hall has said for weeks that the crews fell behind and cannot make up the time in 2012. Two of four stretches of Empire Avenue are expected to be complete this year while the other two will be finished in 2013, City Hall has said.
Condie Construction Company won an approximately $2.8 million deal for the work. The firm was not represented at the open house, Cassel said. It had been informed of the event, he said. Cassel said City Hall cannot attempt to tap money from a performance bond that it holds since Condie Construction Company is continuing the work and paying subcontractors.
According to Cassel, a water line and permanent road paving will not be finished on Empire Avenue between Manor Way and 9th Street. The water line and permanent paving also will not be finished on Manor Way between Empire Avenue and Lowell Avenue.
He said City Hall and Condie Construction Company are readying to stop work for the year "in a clean manner." The crews will restart in the spring. City Hall anticipates the work will last nine weeks once it restarts next year. A timeline posted on City Hall's website indicates the crews will stop working on Thursday. They will start again April 15, depending on the weather.
Cassel said it could be painful for the neighborhood if City Hall removed the firm from the project, saying it would take a new one time to prepare to take over. He said the original firm could also take legal action against the municipal government.
Approximately 10 people attended the recent open house, held at the Park City Library and Education Center. Cassel fielded questions about the progress and the contractor. Some of the people who spoke were visibly unhappy and spoke in stern voices. Several shook their heads, seeming to be in exasperation, as Cassel spoke.
Ted King, who lives on Empire Avenue and is building a house on the street, said the roadwork delays cost him a "ton of money" as he is building a house on the 1100 block of the street.
"The city failed us. The city completely failed us," he said.
Another person who lives nearby took a more conciliatory approach, saying that Empire Avenue will be improved from before once the project is finished. Gabe Jaramillo, who lives in a Woodside Avenue condominium building that borders Empire Avenue, said it has been dusty in the neighborhood. Still, he said, he looks forward to the redone road.
"They're working on it. It will be nice when it's done," Jaramillo said.


text:
- Gender: female
- Member since: September 01, 2008
- Orientation: straight
- Relationship Status: single
- Age: 30
- Location: United States
- First Language: English
- Second Language:
- Height: 5'11"
- Occupation: i drink water
- Smoke: yes
- Drink: regularly
- Body Type: average
- Hair Color: red
- Hair Length: long
- Body Hair: shaved
- Eye Color: green
Sex Questionnaire
Do you enjoy cyber-sex? i havn't done that, i think i would feel stupid if i did.
Do you use sex toys? hell yeah
Do you enjoy oral sex? and that would be another HELL YEAH!
Do you enjoy anal sex? no no no god no!
Do you enjoy porn movies? yeah i guess you could say i do
Are you interested in sex with multiple partners? well iv done it before
Do you enjoy BDSM? only if im the one holding the whip
What other types of sex are you interested in? what other sex is there that i don't know about?
What is your favorite sexual fantasy? I would have to think about that
What do you look for in a sexual partner? someone strong enough to pick my up
Who is the one person you would most like to have sex with? Myself. because i know what the hell im doing and what i want
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- virgo_girl
- straight
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text: there's a Replay store upstairs across from Banana Republic on the Macy's side. IIRC it's a british denim brand (?), been around a long time I thought Replay was Italian? As for G-Star: Great concept Over designed denim Great outerwear ruined by excessive branding Decent shirts Awful tee's Will never be as big as Diesel, concept is too constrictive for continued growth, unless they figure out how to shoe horn the concept into other themes (Western, Surf, Punk etc... ) like diesel.


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August is National Immunization Month. Rockford Area Schools is hosting a Community Flu Shot Clinic at the Rockford Community Center Thursday, Aug. 29 from 4 to 7 p.m.
This clinic is being offered through the Minnesota Visiting Nurses Agency (MVNA), which has a history of providing immunization service to communities around the Twin Cities area. MVNA will be offering either the flu shot or flu mist at this clinic and can bill your major health care insurance carrier directly. If you do not have insurance, the cost will depend on whether you receive the flu shot or flu mist.
"It is not too soon to make plans to attend our Community Flu Shot Clinic," said Rockford School District Nurse Karen Schultz, RN. "Many of the local pharmacies and clinics are also getting ready to offer flu shots. We know that getting immunized against the flu is an important first step towards wellness and decreasing medical expenses, and we want to make this health service convenient to Rockford Area residents."
The vaccine will be available for area families, beginning with ages 3 years and older. No appointment is necessary.
In addition, the Wright County Public Health Wellness on Wheels (WOW) Van will be at the BankWest parking lot in Rockford Thursday, Aug. 29 from 2 to 6 p.m. to provide students with required immunizations for school. This will be by appointment only. Call 763-682-7717 to make an appointment for this reduced -cost service. The WOW Van is a mobile health resource that provides families with information and assistance on topics such as health insurance coverage, dental health, mental health, and a variety of health screenings.
Schultz adds, "We are fortunate to have the WOW Van in our community on a monthly basis, and work alongside them as we provide health services and resources to students and families in the Rockford Area School District."


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Planning your homes rockery has many steps. Get the best tips from retaining wall contractors seattle below.
Now that you've begun making decisions about what types of stone and plants you'd like to include and the area in which you'd like to place your rockery, it's time to begin creating sketches of your design. During this stage, take measurements of the area, begin creating plans to create any grading and retaining walls, and begin gathering information on the types of materials and tools that you will need to purchase to complete the project.
Consulting a designer at this stage is strongly recommended. They will be able to provide advice and guidance on placement of the rockery, how to properly create any grading or retaining walls, as well as helping you to achieve maximum aesthetic appeal.
Additionally, there may be regulations and permits required before construction begins that you may be unaware of, but a seasoned landscaper will know about. For instance, if a rockery or retaining wall is over 4 feet in height, a civil engineer must come out to lay the plans and approve the construction. Also, there are strict regulations concerning environmentally critical area (ECA) or near an ECA, or areas that could damage or disturb adjoining properties and structures. best trampoline reviews
You can learn more about development and construction permits by visiting Seattle.gov.
Knowing When to Call a Professional:
For small rockery formations, it's easy enough to do on your own. However, for larger rockeries that require more detailed forming and structural soundness, it's important that you not overstretch your bounds. In many cases, where the rockery is large or designed in a very specific way, professionals know how to approach and go about the project in the right way, ensuring the right types of support and design necessary to result in a long-lasting, quality project.
Knowing the gist of building a rockery is helpful, but without professional expertise, it can be a risky business. Simply give us a call, here at B&D Rockeries, and we'll be able to advise you regarding the project that you're looking to complete. We'd love to help you however we can.
Enjoying Your New Rockery:
Now you can finally start getting your hands dirty! Depending upon the size of your rockery and the quantity of help you've been able to obtain from family members, the full construction may be anywhere between a few hours to a few days.
As a general rule of thumb, it is recommended to begin laying rock at the lowest point of your rockery first, and gradually moving up the grade. If you intend to have irregularly shaped patterns or outlining with larger stones, place these first. Once you are satisfied with the positioning, you can begin filling in the areas between the rocks with planting compost.
As you layer, don't forget to leave adequate space for any flowers or plants. Also, take many breaks as you work to view your rockery from various viewpoints you want to be sure that it's turning out like you'd hoped!
A rockery is a beautiful addition to a Seattle lawn. Our temperate area allows for beautiful gardens, beautiful lawns, and a wide variety of rockery styles. Once you've finished your work, sit back on your patio and relax, enjoying the sunshine, the rockery, and the beautiful fruits of your labors!


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Last Updated on 5 May 2016, Total: 1375 Blog Posts
|George Chetcuti's Blog
|Windows Networking Admin Blog
According to an assistant professor of computer science at the University of Toronto Scarborough, server environments can easily operate at warmer temperatures thus saving costs on air conditioning without endangering the health and performance of the hardware. Read more here – http://www.tomsitpro.com/articles/datacente-cooling-science_research-UTSC,1-549.html... Read More
Guest post by Mark Mulcahy, Technical Director at Waterford Technologies... Read More
Steve Jobs published a short essay named " Thoughts on Music" criticizing concepts of DRM protection for media files. You can access it here: http://www.apple.com/hotnews/thoughtsonmusic/ It is interesting to see this sudden change because previously Apple always tried to use various types of protection to restrict iPod and Apple users. I think that more people will be interested in purchasing... Read More
Thunderbird is a versatile mail client. Thunderbird reached version 18.104.22.168. You can download the new release from here: Thunderbird v.126.96.36.199 Download Link Technorati : mail, thunderbird, windows Del.icio.us : mail, thunderbird, windows Ice Rocket : mail, thunderbird, windows... Read More
'A top-secret base in Taiwan, revealed on Apple Maps. The Navy SEALs' rehearsal site for the Osama bin Laden raid, found on Bing. Once again, commercial satellites have snapped images of things that governments would rather hide from public view. And once again, those governments are finding that there's not much they can do once this sensitive imagery ends up... Read More
22 August, 2007- TOKYO--Toshiba Corp., a leading innovator in memory card solutions, today reinforced its line up of SD High Capacity (SDHC) cards with three new cards, including the worlds first 32-gigabyte (GB) memory card in this high density. Alongside the 32GB SDHC card, Toshiba also announced a 16GB SDHC card and an 8GB microSDHC card. All the new cards... Read More
Newegg.com offers new portable HD DVD drive from Toshiba, not available officially yet. It has the following specs: Model Type External HD DVD ROM Brand TOSHIBA Model PA3530U-1HD1 WRITE Speed DVD+R 4X DVD+RW 4X DVD-R 4X DVD-RW 4X CD-R 16X CD-RW 10X DVD+R DL 2.4X DVD-R DL 2X DVD-RAM 3X READ Speed DVD-ROM HD DVD read 1X speed (maximum)DVD read... Read More
IRVINE, Calif., Sept. 24, 2007 – Toshiba Storage Device Division (SDD), the industry pioneer in small form factor hard disk drives (HDDs), today announced expansion of its market-leading 1.8-inch lineup with the MKxx29GSG series which include three new high-capacity, high-performance Serial ATA HDDs for mobile PC applications, including the industry's first 250GB1 1.8-inch HDD. Toshiba's third-generation 5,400 RPM SATA 1.8... Read More


text:
Lots of it this time! That's more like it.
Where's Ollie?
Ken likes to make mazes for the dogs in the yard.
They love it.
Eli looks dirty against the white snow.
This was Christmas Day...
I told Fletch to look for Santa.
The old and wise one didn't move.
You can't fool her.
This was the totality of my Christmas decorating.
I just didn't feel like doin' it up big this year.
It was a happy and easy day.
Hope you had a good one too.
I finally made a Sugar Skull last night.
It was fun!
Free pattern on Ravelry HERE.
It needs a few tweaks. It's not perfect, but it's free!
I'm staying in to crochet the rest of the day in my 70's legwarmers.
I'm slowly working on my gray angel. Her dress is nearly done.
I'm going to finish her. I'm just taking my time and doing other things too.
Enjoy the last few days of 2016.
I am.


text:
Follow us on:
← UPDATE: Trayvon Martin's Family Seeks Justice
High-school junior Trayvon Martin was shot and killed on Feb. 26 (Image: File)
I am outraged over this injustice. This could have been my child. This was cold blooded murder. This young man could have done great things but that opportunity was taken from him. My condolences go out to his family. I can't imagine what they are going through. My prayers are with the family.


text:
Focus on the Family
Focus on the Family Magazine
8605 Explorer Dr.
Colorado Springs, CO 80920
Emails and letters will be answered by Focus on the Family's Family Help Specialists before being forwarded to the magazine team. By writing to us, you are granting permission to reprint your comments (wholly or in part).
E-mail author submissions to: email@example.com
by Heather Trent Beers
My 5-year-old hated saving money. After he bought a toy he didn't want, just to spend his dollar, my husband and I decided we needed a new approach. We explained to Jacob that we save our money so we can help people and buy things we need or want. We had Jacob list someone he wanted to bless and something he wanted to buy, and we helped him figure out how much to save. Then he scoured his room and brought us 57 cents.
"What if I spend my money though?" he asked.
"You won't," I said.
The coins went into a plastic bowl, and we helped cover them with water. Into the freezer went the bowl. We wrote the date and amount on a card taped to the refrigerator. Every time Jacob saved money, we dropped the coins into the bowl and added more water. Then we wrote the amount on the card so he could keep track of his progress.
The day Jacob reached his goal, we set the bowl in the sink to thaw. By day's end, he had a new toy, and he had treated a friend to ice cream. The leftover dime went back into the freezer.
This article appeared in the January/February 2014 issue of Thriving Family magazine. Copyright © 2013 by Heather Trent Beers. Used by permission. ThrivingFamily.com.
Did you enjoy this article? Read more like it. Subscribe to Thriving Family, a faith-based marriage and parenting magazine!
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text:
Sebastian Vettel and Michael Schumacher swap notes ahead of this year's Australian Grand Prix in today's Caption Competition.
Between them they have nine world championships and 112 Grand Prix victories.
So what are they talking about in this picture? It's up to you to decide. Come up with the best caption you can think of and post it in the comments.
Remember to look out for a selection of the best in tomorrow's Comment of the Day in the daily round-up.
Caption Competition
- Caption Competition 137: Verstappen's army
- Caption Competition 136: Ericsson and Wehrlein
- Caption Competition 135: Stroll vs Vandoorne
- Caption Competition 134: Ricciardo in the cockpit
- Caption Competition 133: Mini Alonsos
Browse all previous Caption Competitions
Image ?�?� Daimler/Hoch Zwei


text:
Research Topics
Denise DeRoeck
Affiliation: International Vaccine Institute
Detail Information
- Will dengue vaccines be used in the public sector and if so, how? Findings from an 8-country survey of policymakers and opinion leadersDon L Douglas
DKT Janani, Reshmi Complex, P and T Colony, Kidwaipuri, Patna, India
PLoS Negl Trop Dis 7:e2127. 2013..The study took place in anticipation of the licensure of the first dengue vaccine in the next several years...
- Typhoid vaccination: the Asian experienceDenise DeRoeck
Social Science Research and Institutional Development, International Vaccine Institute, San 4 8 Bongcheon 7 Dong, Kwanak gu, Seoul 151 818, Republic of Korea
Expert Rev Vaccines 7:547-60. 2008..This review also describes recent typhoid Vi vaccine demonstration projects that were conducted in five Asian countries...
- The use of typhoid vaccines in Asia: the DOMI experienceR Leon Ochiai
International Vaccine Institute, Kwanak gu, Seoul, Korea
Clin Infect Dis 45:S34-8. 2007..The Diseases of the Most Impoverished (DOMI) Program was initiated to provide evidence to decide on the introduction of typhoid vaccines in Asian countries...
- Policymakers' views regarding the introduction of new-generation vaccines against typhoid fever, shigellosis and cholera in AsiaDenise DeRoeck
International Vaccine Institute, San 4 8 Bongcheon 7 Dong, Kwanak gu, Seoul 151 818, South Korea
Vaccine 23:2762-74. 2005....
- The importance of engaging policy-makers at the outset to guide research on and introduction of vaccines: the use of policy-maker surveysDenise DeRoeck
International Vaccine Institute, Seoul 151 600, Republic of Korea
J Health Popul Nutr 22:322-30. 2004....
- Strategy, demand, management, and costs of an international cholera vaccine stockpileBrian Maskery
International Vaccine Institute, Seoul, Republic of Korea
J Infect Dis 208:S15-22. 2013....
- Putting typhoid vaccination on the global health agendaDenise DeRoeck
International Vaccine Institute, Seoul, Korea
N Engl J Med 357:1069-71. 2007
- Policymakers' views on dengue fever/dengue haemorrhagic fever and the need for dengue vaccines in four southeast Asian countriesDenise DeRoeck
International Vaccine Institute, P O Box 14, Kwanak, 151 600 Seoul, South Korea
Vaccine 22:121-9. 2003..The results suggest favourable conditions for public and private sector markets for dengue vaccines and the need for creative financing strategies to ensure their accessibility to poor children in dengue-endemic countries...


text:
Suspension bushings.
Expand Messages
- Robert, I refuse to believe that ride qualities on any vehicle would
be noticeably altered by the chemistry of the spring bushings. I don't
have time to follow the excellent Hemmings blogs, but I greatly
respect them all. Please copy the CCOC when the bushings memo
surfaces. Thanks.
- Thank you Lou.It would appear great minds think similarly! As I explained in my mini treatise, these bushings are built to a durometer....just as rubber is built to a specified standard. The "ride" is dependent on the suspension. The purpose of the bushings is to allow the suspension to work, quite simply to "rotate". There is admittedly a certain give and take to the bushes which racers totally eliminate by use of steel rotating links to impart an exact "feel" to high performance driving.I will also post VOL II in reply of the curious and rebuttal of the disbelievers. Thank you for having teh courage to speak up on my modest attempt to "impove" the breed!Regards,
Robert Kirk
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text: I decided that while i'm biding my time to get a 351C, I might as well build up my '71 302 2V. I plan on doing a simple rebuild and want to add an Edelbrock Performer intake and cam package, plus an Edelbrock electric choke 600 cfm carb. The rebuild kit I plan on using is a Fel-Pro Sealed Power kit with forged pistons and a 9.75:1 compression ratio. Is this a good kit? Has anyone used any of their kits in the past? I was reading that the stock HP for a '71 302 was around 210, what should it be after I add the Edelbrock parts? I also plan on adding a Summit exhaust with Thrush glasspacks, plus rebuilding the tranny and tracking down a Hurst shifter. Then i'd like to add 3.73s to the rear axle, which already has a Traction-Lok, then maybe some subframe connectors and traction bars. How does this all sound for a 16 year old on a budget?


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IRONMAN Maryland
Spot a bald eagle or a white-tailed deer as you wind through one of the country's oldest colonial towns.
Spot a bald eagle or a white-tailed deer as you wind through one of the country's oldest colonial towns.
We catch up with one of the most inspiring athletes of 2016 and learn more about his 2017 aspirations.
Set your sights on IRONMAN Maryland for a chance to win the Ultimate Race Week Package.
Prepare to be surprised by this quintessential race and all the Cambridge area has to offer.
How determination and unstoppable willpower propelled the first person with dwarfism to finish a full-distance IRONMAN.
Punch your ticket in Maryland for a chance to go to the 2017 IRONMAN 70.3 World Championship.
Images from the last hour of IRONMAN Maryland.
Matthew Bach and Lauren Capone took the wins at the inaugural IRONMAN Maryland triathlon
Since inception, The IRONMAN Foundation has provided more than $30 million in charitable contributions to support global non-profit initiatives.
Five IRONMAN and IRONMAN 70.3 races are up this weekend, Jimmy Riccitello gets roasted, and more.


text: Hi, For tickets that seem to be invalid and/or don't have enough info to be useful, how long do we wait before closing them? Running into the same ones all the time is quite annoying. For example: http://projects.scipy.org/scipy/ticket/926 (14 months old, close to zero info) http://projects.scipy.org/scipy/ticket/1168 (likely invalid, no follow up) http://projects.scipy.org/scipy/ticket/1073 (same) http://projects.scipy.org/scipy/ticket/1188 (same) The ticket submitter should really get emails with comments, but I'm not sure how easy this is to do with Trac. Thanks, Ralf -------------- next part -------------- An HTML attachment was scrubbed... URL: http://mail.scipy.org/pipermail/scipy-dev/attachments/20100715/acab7641/attachment.html


text:
Has anyone used Scar Guard?
- Jessica G's
- El Paso, TX
- Last updated: 6 years ago
I am having surgery 16 September and I asked my PS if they recommend products for scars after stiches come out. The nurse said that they sell Scar Guard. I wanted to know who has used it or what has worked for you? Please let me know.