2667-2084-2657-3823 on the Wii
xbox live gamertag – scottobear
steam – scottobear
Originally published at The Scotto Grotto. You can comment here or there.
Just some off-the-cuff observations, and whatnot. Welcome, and enjoy your stay.
2667-2084-2657-3823 on the Wii
xbox live gamertag – scottobear
steam – scottobear
Originally published at The Scotto Grotto. You can comment here or there.
Some folks write what appears to be *pure* cut and paste from the advertising section of the place that they're reviewing, but there are others out there that are willing to break things down into the nitty gritty of a real review- both good and bad. That's what I'm planning on doing - Keep things honest, and well-rounded. (The official disclosure and ethics policy advises this, which also gives me reassurance.)
As I mentioned above, the business model looks to be a good one, and it seems that they will be able to keep link farmers out by filtering each journal and blog out by hand. It took them a little over three weeks from the time I applied to the time I got my approval letter. Since I got no negative response about doing paid posts every here and again, I figured that I'd give it a shot. I am a little nervous about losing visitors, but I hope that I'll get some feedback one way or another before everyone leaves town.
It looks like you get better opportunities according to page rank - the more visible you are on the 'net, the more lucrative opportunities become. It seems that most pay between $5 - $10, which doesn't seem too unreasonable, given that most of the services reviewed are websites. Of course, if someone comes directly to you via the button above... you can set your own price. I set my rate at $5 to start, which may or may not go up, depending on the demand for such stuff. If anyone like me to review something, now's the time while the price is right.
As a starting incentive, they also offer $20 to review the payperpost service itself, which is what I'm doing now. I'm still brand new to the service, and will likely return with an updated review whether they decide to pay me for the follow-up or not. I think that once I have a couple of reviews under my belt, I'll be able to give more lucid thoughts about how things work as a whole.
An added bonus is that Payperpost can either pay you via paypal, or donate to a number of charities (Current list - American Red Cross, Habitat for Humanity, and Alzheimer's Walk) directly. This may be my newest ay of continuing to do good works, or just a way to pick up a new video game, depending on how well the finances flow.
The website is very easy to maneuver, and the help files/FAQ pretty much covered any questions I had. I'm looking forward to kicking the tires, seeing some new things and getting an opportunity to dust off my writing skills.
Labels: ppp
Tic
Tac
Doh!
An Icehouse game for 2 people
Equipment: 1 stackable Icehouse stash.
Preferable not opaque.
Goal: Get three pieces of the same size in a row
in an imaginary 3 by 3 grid. (This is where the Tic Tac comes in.)
Players take turn placing the Icehouse pieces on
the table in the following manner:
Each piece must be placed in an imaginary square
next to or on top on a piece already in play. (Diagonally counts as next
to.) A piece cannot be played if it would lie outside the imaginary 3 by 3
grid. Note: Since you create the grid as you go you don't know where out
of bounds is until you have played a few pieces. For example, the first
piece you play can either be the center, corner or edge. Nobody knows
until a few more piece have been played. You can play a piece on top of
another piece in two ways. The first is playing a smaller piece on top of
a piece one size larger than another one forming a tree of pieces.
This grouping counts as ANY of the pieces that make up it. For example a
medium piece could be played on top of a large piece. This tree would now
count as either a large or medium when trying to get three in a row. A
small piece could then be played on top of the three making it count as any of
the three types. The second way to play a piece on top of another is to
nest them, larger on top of smaller ones. For example a medium could be
played on top of a small one. Later on a large could be played on top of
the nest. A nest only counts as the outermost (biggest) piece. So
a nest with a small and a medium only counts as a medium piece. A square
cannot have both a nest and a tree. Like chess once you let go of a piece
it is considered played and cannot be moved.
Players take turn putting the piece on the board
until someone gets three of the same size pieces in a row or all the pieces are
placed on the board (a tie). In the event that a person cannot make a
legal move on his turn the other player wins (I 'm not sure if this is even
possible though).
Oh, the "Doh!" comes from the fact that most of the
time you try to place pieces so that you opponent can't win. I usually end
up realizing I've screwed up a split second after I've let go of the piece and
end up yelling "Doh!"
Some thoughts on variations:
I think this might work reasonable well as a 3 or
4 person game but I haven't tried it.
If you have three stashes use one size from each
stash. This makes it easier to see the possible wins and looks pretty cool
in my opinion, especially using red, yellow and orange.
Any questions or comments can be emailed to
BrianSchultze@yahoo.com
Labels: icehouse
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1 stash of Icehouse pieces | http://wunderland.com/icehouse/ |
1 Volcano board   [5x5 grid board w/ 1" squares] | http://wunderland.com/icehouse/VolcanoBoard.html |
Labels: icehouse
Labels: icehouse
Alheimur an href="http://www.wunderland.com/icehouse/Icehouse.html"> Icehouse space exploration game by Glenn Overby |
For two to eight players, using one stackable Icehouse stash per player. Also, three ordinary dice and one deck of Aquarius cards (another Looney Labs game) are needed. Only the 40 Element cards from the Aquarius deck will be used. Overview Each player starts out with a world of their own, and three colonists on it. Players grow the civilization on their world, eventually developing spaceports and ships to expand to other worlds. (Sometimes this means fights over the same real estate.) The object of play is to develop an interplanetary empire which is widespread, supported by a fleet of ships, and rich in all five classic elements: air, earth, fire, water, and ether. Glossary Pyramids on a world:
Pyramids off-world:
Worlds (built with Aquarius cards):
Off-world zones (used only by ships):
Setup Deal out the 40 cards into eight face-down piles of five cards each. Each player receives one pile. Unless eight are playing, one pile will be designated as a neutral pile. Extra piles are set aside, out of play. Players each build a world, using their pile of five cards and the World-Building rules which follow. A neutral world is also built from the neutral pile, by consensus. If no consensus can be reached concerning two or more legal card placements for the neutral world, decide by lot. Each player then places a colonist on each of three territories of their world. The youngest player will then take the first turn. Other players take turns in order of increasing age. World-Building
If this world belongs to a player, and it is impossible to build a spaceport on it (no territory is adjacent to four or more others), turn the orbit card face up, and replace one card now in the world with the orbit card, following the usual rules. (The replaced card is turned face-down as the new orbit card.) If the world is still not playable, the player must take one of the extra piles to build a different world, and set these cards aside out of play. Should no extra piles be available for this, gather up all cards and re-deal. The Turn Cycle There are four parts to each player's turn: Expansion, Survival, Movement, and Fleet Battle. Expansion Take one action on each world where the current player has pyramids. The two possible actions are Expand (place a pyramid) or Civilize (change a pyramid's size).
Survival Check each world where the current player has pyramids, to see what pyramids survive. All pyramids on the world are checked, regardless of ownership. Colonists survive or die based on how much support or pressure they get from their neighbors.
Knock over all unhappy colonists. Leave them in their territories as they are dying, not yet dead. (They don't become invaders; knocking them over is a convenience for checking.) They count as present while evaluating their neighbors on this round. Do not remove dying colonists until all pyramids on the world have been evaluated. After a pyramid dies and is removed, their former neighbors may be left with too few neighbors, but they will not die before the next Survival check on this world. Invaders survive or die based on off-world support.
Once every pyramid on a world is checked, remove all dying pyramids simultaneously. Remember that only worlds where the current player has pyramids are checked! Last Round: If the current player has 13 or more pyramids in play after all Survival checks, the Last Round begins. Finish the turn. Each player, including the current player, then gets one more turn, after which the game ends. Movement The current player may move all, some, or none of their pyramids in the following strict order.
Fleet Battle In any orbit where the current player and one or more other players have ships, fleet battle takes place. (Fleet battles never take place in Space, which is too vast.) The current player determines the order in which the various worlds have their battles. At each fleet battle site, the following steps take place.
To fire a ship, name a target for the ship, and roll a number of dice equal to the firing ship's pip-count. A transport may not be a target if that player also has a fighter present. A transport scores a hit for each 6 rolled. A fighter shooting at a fighter scores a hit for each 5 or 6 rolled. A fighter shooting at a transport scores a hit for each 4, 5, or 6 rolled. Hit ships immediately roll defensive dice equal to their pip-count. Each 6 rolled cancels one hit. Any hits not cancelled reduce the size of the hit ship by one size per hit. If the proper size pyramid is not available in the player's stash, reduce the hit ship by another size. A ship reduced below one pip is destroyed. A transport which is reduced to the point where it is too small to carry any marine now on it also removes the marine. After each world's battle is resolved, take up another world until all battles are resolved. When all fleet battles are finished, it becomes the next player's turn. Scoring After the Last Round has ended, each player receives six scores: Air, Earth, Fire, Water, Ether, and Progress. Each element score is the score of the highest-scoring region of that element occupied by the player. If the player occupies no territories of an element, that element score is 0.5. The Progress score is 1 point per ship, plus 3 points per world on which the player has pyramids. A region's score equals the pip-count of your largest pyramid in that region, multiplied by the number of tiles in the region. Two or more players may score for the same region, and these scores may differ. Multiply the highest element score, the lowest element score, and the Progress score together. Add the other three scores to this product to get a player's final total. The player with the most points wins. Version 1.1 |
Chrystal Sanders. All rights reserved. "Valid HTML 4.0!" border="0"> "http://www.anybrowser.org/campaign/">width="88" height="31" alt="Viewable With Any Browser Campaign" border="0"> |
Labels: icehouse
Martian Greenhouse a solitaire Icehouse game by Becca Stallings |
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Labels: icehouse
BANGKOK, Thailand - Thai police officers who break rules will be forced to wear hot pink armbands featuring "Hello Kitty," the Japanese icon of cute, as a mark of shame, a senior officer said Monday.
Police officers caught littering, parking in a prohibited area, or arriving late — among other misdemeanors — will be forced to stay in the division office and wear the armband all day, said Police Col. Pongpat Chayaphan. The officers won't wear the armband in public.
The striking armband features Hello Kitty sitting atop two hearts.
"Simple warnings no longer work. This new twist is expected to make them feel guilt and shame and prevent them from repeating the offense, no matter how minor," said Pongpat, acting chief of the Crime Suppression Division in Bangkok.
"(Hello) Kitty is a cute icon for young girls. It's not something macho police officers want covering their biceps," Pongpat said.
He said police caught breaking the law will be subject the same fines and penalties as any other members of the public.
"We want to make sure that we do not condone small offenses," Pongpat said, adding that the CSD believed that getting tough on petty misdemeanors would lead to fewer cases of more serious offenses including abuse of power and mistreatment of the public by police officers.
via uncert
- "Turning Heat Into Electricity Through Sound": pretty much what it sounds like. A group in Utah has made a gadget where thermal gradients drive air currents that produce sound waves, which are turned into electrical signals by piezoelectric transducers.
- "All-Optical Magnetic Recording: a Dutch group has written information onto a magnetic material using polarized light rather than the usual magnetic heads (like in a hard disk). This could potentially allow faster disk writing on smaller scales than can be done with magnets. Just think how small your next iPod could be...
Ah, I'll miss you, Cap'n Kangaroo. I got an extra-long dose of your show growing up, with a younger brother who was into "picture pages" starring Bill Cosby and his trusty pencil "Mortimer Ichabod Marker", complete with follow-along workbook. I liked the old regime of Grandfather Clock, Dancing Bear, Mr. Moose and Mr. Bunny Rabbit (who I thought was a girl, despite the Mister... those Granny glasses convinced me at a young, young age.)
Some people adopt the role of a professional victim. In doing so, they become self-centered, devoid of empathy, abusive, and exploitative. In other words, they become narcissists. The role of "professional victims" - ones whose existence and very identity is defined solely and entirely by their victimhood - is well researched. It doesn't make for a nice reading.
Mildly chilly today (was feeling like 40 this morning. I had a cat under the covers.) I wonder if temperature has an effect on kids going missing, considering Mona's good fortune last night.
I can only imagine that's it's snowy-snowy in points North today. Hopefully, folks are staying safe.
Sarmad talks about how the US Army is rebuilding schools and what that means to Iraqi children and their nation. His English is a little rough, but it's from the heart, and it lets us know that despite the carping of the liberal press, we continue to do good work in Iraq. It isn't all about bombings and body count.-via
Found while searching for the proper spelling / origin of Murgatroyd.
"I do not know whether in those days there was only one Constable for each Township, appointed by the King or whether there was a small body of men holding office. Judging by the fact that the Constable for Midgley had the same name as the Berewick I imagine that there was indeed only one and therefore that our oldest known ancestor was the 'King's man' for the Township and consequently a powerful figure. Moor-gate-royd lies near Warley, Halifax. The secluded mansion, formerly known as "Murgateroyde" now called "Hollins", is built upon the demesne granted to the Earl of Warren by William the Norman, and is, from its families and the historic incidents connected with it, one of the most interesting of houses."
or....
In 1887 Gilbert & Sullivan brought the operetta - Ruddigore or "The Witch's Curse" to the Savoy Theatre on January 22nd for the first time.
One of the characters, Sir Roderic Murgatroyd, a "Bad Baronet of Ruddigore" had a generational curse on him: His ancestor Sir Rupert was cursed by a witch to "do one crime, or more, once every day, for ever" or face an agonising death.
So, basically the word "murgatroyd" has everything to do with a cursed existence, and unfortunate circumstances and situations.
Note, via
I was Ba-ad. To celebrate Mona going on call (even though I'm home, and on "Mona-call" in case she has trouble) I picked up a big honking banana bread at the Jamacian food place up the street. I don't expect it to make it past Saturday Night. Very Dense, very rich. Doesn't need the cream cheese, but it's available, just the same. I got some curried veggie patties and rice, too. Quite tasty, but a bit over my WW budget.
There's some sort of recognition that an older woman at the bus terminal gives me every day. I don't know if I remind her of someone she knows from elsewhere, or if I just strike her as a suspicious character, but she gives me the hairy eyeball first thing she sees me. The first time it happened, I looked to see if perhaps I'd spilled some toothpaste o my shirt or something, but no, she's just putting on a pickle-puss for some reason of her own. She's got a lot of smile-lines around her eyes...I'd like to see them put to use.
I see at least two different types of evangelism most mornings...the JW's at the bus stop daily, and sometimes a pair or trio of Mormon guys on bikes in ties. It's to the Mormons' credit that they always appear genuinely friendly, as opposed to the blank-looking Jehovah's Witnesses. Very rarely, there is a Hare Krishnan (Is that the proper term?) riding the bus, too they, like the LDS missionaries are quite friendly and willing to cheerfully talk with you, though they look for a handout at the end of the conversation. Talking with a nice person can make travel fun, even if you dont share the same theology.
Maybe its because the JW's have been told to stop the hard sell at the terminal, that they're now are silent, standing at every so many stops, holding copies of Awake! and Watchtower face outward in offering for people to take them. Not a word is said... and even more eerily, not a smile or acknowledgement. You could get the same results by dressing some manikins in fairly nice clothes...well, maybe not. There's less chance of someone defacing stuff with an actual human nearby.
I wonder how the folks that work at the terminal feel about people that aren't there to use the facilities in the way that they were intended. I imagine most don't care, though I suspect at least a couple must get annoyed at the extra people taking up space and blocking the flow of commuters. There are always at least three or four police officers at the terminal, so real social problems rarely happen they arrest the occasional drunk or angry pair of guys scuffling, but aside from that, it seems to be an easy gig.
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Newt's really digging his new toy.. he's taken to walking it around the apartment. I wonder how much of that behavior is instinct, and how much is learned... I've had him since he was three weeks old... I know he never learned the "death shake" from his birth-mom... but toting things around by mouth is something he's done since he was 1/16 his current mass.
At night it seemed there was a light far out to sea, and the bailiff of the estate came down to the village and said a fire was to be made on the sea wall. There was a difference of opinion about this, with men going from house to house and taking one side and another, and waking and crying from being frightened all day by voices, and hearing threats by night and quarreling. But the bailiff was firm, and wood had to be brought and a fire laid on the parish wall. By the time it was done the light at sea had begun to fade and with it there faded the voices.
The villagers stood around their fire until the mist lightened without thinning, and they went home through a frosted stillness. There were no more voices. By that night the mist lifted, that had hidden the distressed mortals or immortals, but there was nothing to be seen . . .
In the middle of that [next] night, in a close darkness, the man came from the sea. He walked in among the houses dragging a chain and calling out in his own words, that meant nothing to anyone there. He was naked, and his eyes glittered in the light that was brought towards him. He bowed himself down and the long chain rattled again. One end was at an ankle, another at a wrist, and from a middle link another length ran to a bolt that was driven into a wooden beam, but the beam had been burnt away, and that had been in the fire at sea.
He was locked into the church all night, under the tower, and in the morning came out trembling and jangling his chain, as naked as he went in, unashamed, strong, smiling and courteous. The priest came and tried a prayer on him in church Latin, but it was nothing to him. He had a different religion. When the sun came up over the sea wall he bowed himself to that and knelt, stretching out his arms, a shining dark man, expecting to be killed.