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Nissan 240SX. stiffer than

Posted in Uncategorized by admin on the November 30th, 2007

The Nissan 240SX was a car introduced to the North American market by Nissan in 1989 and sold there until 1998. It replaced the 200SX (RWD) in 1989. The 240SX was equipped with a 2.4-litre inline 4 engine (KA24E from 1989–1990 and KA24DE from 1991–1998). Two distinct generations of the 240SX, the S13 (1989-1994) and the S14 (1995-1998), were produced from the Nissan S platform. The 240SX is closely related to other S vehicles: the Japanese-market Silvia and 180SX and the European/Australian-market 200SX.


First generation / S13 (1989-1994)

The first generation of the 240SX can be divided into two distinct variants: Zenki (”early period” in Japanese and commonly known as “pignose” to US 240sx enthusiasts) and Chūki (translated to “middle period” in Japanese). Each of these variants came in two distinct styles: hatchback (base and SE) and coupe (base, SE, and XE). The coupe was closely related to the Japanese-market Silvia. It differed, however, in that it featured the same front bodywork as the Japanese-market Nissan 180SX, instead of the front bodywork found on the Japanese-market S13 Silvia. The hatchback (commonly confused with a fastback) was closely related to the Japanese-market 180SX. The two styles share the same chassis, and with few exceptions, most components and features are identical. Notably, Nissan marketing and documentation almost exclusively used the term “fastback” in relation to the hatchback model. However, due to differences of the hinge location, the car is technically not a true fastback, though it is frequently mistaken for such.

The Zenki (前期, lit. preceding period) was sold under model years 1989 through 1990. It was powered by a 140 hp (105 kW) 2.4-litre SOHC KA24E engine with 3 valves per cylinder instead of the 1.8-litre DOHC CA18 (offered in Japan and Europe during these years), with no turbocharged engine available in the United States. Four-wheel disc brakes were standard, with antilock brakes as an option on the SE. Both models were offered with either a 4-speed automatic or 5-speed manual transmission. Coupes offered a Head-Up Display showing a digital speedometer as part of the optional Power Convenience Group.

The Chūki (中期, lit. middle period) was available from model years 1991 to 1994. This gave the car an overhaul that included mostly minor body modifications and an upgrade to the engine. The Zenki front bumper was replaced by a smoother, more modern-looking bumper, and a new (LE) hatchback trim package was added that included leather interior. The SOHC KA24E was replaced by a new DOHC KA24DE with 4 valves per cylinder that produced 15 more hp, for a total output of 155 hp (116 kW). An optional sports package including a limited slip differential and Nissan’s HICAS four wheel steering was added to the hatchback. In 1992, a convertible body style was added to the lineup. It was exclusive to North America and was partially assembled in Japan, with final assembly taking place in the California facilities of American Specialty Cars (ASC).

For the 1994 model year, the only available car was a Special Edition of the Convertible body style with a 4-speed automatic transmission.

The S13 was known for its sharp steering/handling (thanks to front MacPherson struts and a rear multilink suspension) and relatively light weight (2700 lb) but was regarded in the automotive press as being underpowered. The Nissan KA24E engine, while durable, was a heavy, iron-block unit that produced meager power for its size, with only slight improvement when upgraded to the DOHC version. This engine is the main difference between North America’s 240SX and world-market Silvia/180SX. The other differences are standard 180sx VLSD vs. USDM HICAS only VLSD, available digital climate control in Japan versus mechanical slider control in North American cars, and automatic restraint seatbelts versus manual seatbelts in Japan. The Canadian model also had daytime running lights located in what was the lower vent holes for the North American version.


Second generation / S14 (1995-1998)

The second generation of the 240SX can be divided into two distinct variants, Zenki and Kouki.

The 240SX was redesigned with the S14 Silvia body in spring 1994 as an early 1995 model. The hatchback and convertible were eliminated, leaving only the coupe. The wheelbase of the car grew 2 inches, while the overall length of the vehicle was slightly shorter than the S13. The curb weight of the vehicle went up about 23 pounds from the S13 with the SE at 2753 lb (1249 kg). Aside from adding dual air bags and removing the pop-up headlights, the S14 was almost the same car as the S13 mechanically, with the main differences being cosmetic. The chassis was changed slightly sporting a stiffer frame and a slightly wider wheelbase with higher rear strut mounts.

From 1995 to 1996 the 240SX (S14b) is considered the Zenki model. The base model had 4 lug 15-inch wheels, a softer suspension, and no rear sway bar. SE and LE models came equipped with 16-inch, 5-lug alloy wheels, a stiffer suspension versus the base model, and a rear sway bar all standard on the SE. The LE was equipped with leather seats, keyless entry, an antitheft system, and a CD player. Antilock brakes and a limited-slip differential came as an optional package to the SE model. JDM and USDM S14b (b = before) both had plastic housing lights while the European version had glass.

From 1997 to 1998 the 240SX is considered the Kouki/kōki (後期, lit. latter period) or S14a model. The change mainly included updated bodywork - aggressive projector headlights; a new front bumper, hood, and fenders; and revised taillights and center panel. Side skirts were now standard on the SE and LE trim level. The 1998 marked the end of production for the Nissan 240SX, with no further variations of the S platform released in America.

Every 240SX was built in Kyūshū, Japan. The last 240SX rolled off the assembly line on July 23, 1998.


Aftermarket Tuning

Automatic models featured Nissan’s “DUET-EA” system, an electronic link between the engine control module (ECM) and the transmission designed to facilitate smoother, more controlled shifts. Many users have been known to circumvent this system however in favor of a more “sports car” feeling to the ride, similar to that of an aggressively shifted manual transmission.

As the cars have aged, Japanese I-4 SR20DET, I-4 CA18DET, I-6 RB series, and V-6 VQ35DE engine swaps have become an increasingly popular 240SX modification. At the same time, a large community has developed of owners turbocharging the 2.4-litre KA engines. The stout stock rear end and accommodating engine bay has even lead to rarer, more drastic engine swaps, such as the V-8 General Motors LS series.

It is also popular for owners to import body parts from the Japanese-market S13 Silvia and install them onto their S13s (to make a Sileighty out of the hatchback and Silvia clone for the coupe and convertible) or the 1996-1998 Kouki 180SX Type X and install them on their S13s. Owners of 1995-96 240SXs often change the exterior to the S14a Kouki look. Since the three modern S-chassis cars (S13, S14, and S15) have similar widths, there are aftermarket conversion kits that allow buyers to add the front clip of one generation to be attached to another generation S-car. These conversions include the S13.4 (S13 chassis with S14 front end) S13.5 (S13 chassis with S15 Silvia front end), and S14.5 (S14 chassis with S15 Silvia front end). Other swaps have been recorded such as a 240Z front end on a S13, an S14 with S13 (pop-up headlights) front end (S14.3), and a S13 with R32-chassis Skyline front end.


Production Numbers In the United States

All Models (including convertibles):

1989 - 68118

1990 - 60582

1991 - 34534

1992 - 27033

1993 - 21471

1994 - 1391

1995 - 25114

1996 - 7334

1997 - 3655

1998 - 2178

Total cars produced from 1989 to 1998: 251410

Convertibles only:

1992 - 2327

1993 - 4602

1994 - 1391

Total convertibles produced from 1992 to 1994: 8320

Production numbers total those acquired by American Specialty Cars.


See also

  • Nissan Silvia
  • Nissan 180SX

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Upcard. Liberty Playing Card

Posted in Uncategorized by admin on the November 30th, 2007

An upcard is a playing card that is dealt face up. A number of card games incorporate upcards:

  • In stud poker, a card dealt face up to a player that other players can see;
  • In blackjack, the card the dealer deals to themself for all the players to see;
  • In the rummy family, the card on top of the stock pile which is turned face up.

Depending on the rules, a card that is accidentally dealt face up or otherwise revealed may become an upcard, or may be discarded, or may invalidate the entire hand.


See also

  • Community card


References

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Nestor (solitaire). cards

Posted in Uncategorized by admin on the November 30th, 2007

Nestor is a solitaire card game where the object is the removal of pairs.

Cards are dealt into eight columns of six cards. They are dealt in such a way that no two cards in the same column have the same rank. If it is about to be the case, the card about to dealt is placed at the bottom of the deck and a new one is dealt as long as its rank doesn’t match with any of the cards already in that column.

Once the eight columns are dealt, the four remaining cards are placed either face-up or face-down in a row above or below the columns. These four cards will be the reserve.

Play is composed of removing pairs of cards with the same rank (such as two kings or two 7s). All cards in the reserve and the top card of each column are available for play. Once a pair has been removed, new cards become exposed and available for play.

The game is won once all cards are discarded.

An alternate rule in this game is after the eight columns are dealt, the reserve cards are placed as one overlapping row and the top card is the only one available for play.

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Monte Carlo (solitaire). cards.

Posted in Uncategorized by admin on the November 30th, 2007

Monte Carlo (also known as Weddings and Double and Quits) is a solitaire pair-matching card game (using a deck of 52 playing cards) where the object is to remove pairs from the tableau. Contrary to its name, it has no relation to the city with the same name nor to any casino-related game.

Game starts when 25 cards are laid out in such a way that they form a 5×5 grid (one version states that 20 cards are dealt to form a 5×4 grid). The rest of the deck are set aside for later as the reserve.

Cards that make up a pair (such as two Kings or two Sixes) are removed when they are immediately next to each other horizontally, vertically, or diagonally. Once all pairs have been removed, the cards are consolidated, i.e. moving cards to the left as if towards the upper left corner to fill any gaps left behind by the discarded pairs. New cards are then laid out from the reserve to form a fresh layout of 25 cards.

This removal of pairs, consolidation of cards, and addition of new cards continue until the reserve cards have run out. After this, removal of pairs and consolidation continues.

The game finishes when all cards have been discarded. The game also ends when it is no longer possible to remove pairs, especially on the finishing stages of the game such as “4-6-4-6.”

Although skill and luck are mostly involved in the game, strategy can sometimes play a part, such as leaving a pair alone to be used to aid freeing a separated pair (e. g. two Queens that are left alone to unlock a Q-7-Q).


Monte Carlo Thirteens

Solsuite has a second version of Monte Carlo where the aim is closer to another solitaire game, Pyramid. In a version called Monte Carlo Thirteens, instead of pairs of cards with the same rank, kings and pairs of cards with values totalling 13 are removed during game play.

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Half-back line. that the backs

Posted in Uncategorized by admin on the November 30th, 2007

In the sport of Australian rules football, the half-back line refers to the positions of the 3 players on the field that occupy the centre-half back and left and right half-back flank positions.

Half-back flankers are usually players used to run the ball out of defense, such players include Austinn Jones and Rohan Smith.

A centre-half back is a key position player, usually noted for height and strength to play on centre-half forwards. Centre-half backs include Glen Jakovich and Justin Leppitsch.

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Jirō Kawasaki. representing the

Posted in Uncategorized by admin on the November 30th, 2007

is a Japanese politician who served as Minister of Health, Labour and Welfare under Prime Minister Junichiro Koizumi.

Kawasaki was born in Shiogama, Miyagi. His father and grandfather were both politicians.

He attended Keio University and graduated with a degree in Commerce. After several years working at Matsushita, Kawasaki won a seat in the House of Representatives, representing Mie Prefecture, in 1980.

Kawasaki is a long-time rival of Hiroshi Nakai of the Democratic Party of Japan, and the two have repeatedly challenged each other for seats representing Mie in the Diet.

He served as Minister of Transportation under Keizo Obuchi, and later as Director of the Hokkaido Development Agency. On October 31, 2005, Junichiro Koizumi chose Kawasaki to head the Ministry of Health, Labor and Welfare.


Quotes

“We must regret having given him (Horie) too much credit.” Asahi Shimbun 01/25/2006

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Crimp (gambling). playing cards

Posted in Uncategorized by admin on the November 30th, 2007

In gambling terminology a crimp is a bend that has been intentionally made on the corner(s) of a playing card to facilitate identification.

A card cheat will typically bend some of the important cards during the game. Below are just several of the most popular examples.

In poker, for instance, a cheat may crimp one of the cards to mark off the exact location where he wishes his secret conspirator to cut the deck. Similarly, if the card cheat is not working with a confederate, he may bend one or more cards to force a cut upon an unsuspecting victim. In either case the deck will most likely be cut at the exact predetermined spot in the same way an old book always tends to open at the same page.

Another poker scenario (also popular in numerous other games) is to crimp some of the high-value cards during the early rounds. On subsequent rounds the cheat will be able to identify some of those cards during the deal. This enables the cheat to employ a second deal and deal some of those cards to the desired hand, or simply to identify some of the cards held by other players. In any event, the cheat has a mathematical edge over the other players.

In casino blackjack a crossroader may crimp all the 10-value cards. this will enable the cheat to sometimes identify the dealer’s hole card (the dealer has one card face up, called the up card, and one card face down, called the hole card). In those instances the cheat(s) will know the dealer’s total and play their hand(s) accordingly.

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Labyrinth (solitaire). Card

Posted in Uncategorized by admin on the November 30th, 2007

For other uses of the word Labyrinth, see labyrinth (disambiguation)

Labyrinth is solitaire card game which uses a deck of 52 playing cards. Although the words labyrinth and maze are synonymous, this game and the solitaire game of Maze should not be confused with each other because they are different in the manner of game play and dealing. The rules of the game described below are from the book Card Games for One by Peter Arnold.

The player first takes the four Aces out of the deck and lay them down as the foundations. Then eight cards are laid in a row below these four cards.

The cards on this row can be built on the foundations up by suit up to Kings. Any gap is immediately filled by a card from the stock. Once no more moves can be made, a new row of eight cards is formed. However, once any card leaves the second row to the foundations, it is not filled; filling gaps by new cards only applies to the first row.

Only cards on the top and bottom rows are available and when a card on the bottom row is removed, the card above it is released and can be played. The same goes for a card which is below a card from the top row when that card is removed, when the player decides to fill the gap later or when the stock runs out.

As new rows are formed, chances are that there are gaps in the in-between rows except the top. These “holes” give the impression of a labyrinth, hence the name.

The dealing of new rows, putting cards to the foundations, and filling any gaps on the first row continues until the stock runs out. When the player gets stuck after this point, he can draw any card from the other rows as a last resort.

The game is won when all cards are built into the foundations.

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Little Spider. cards

Posted in Uncategorized by admin on the November 30th, 2007

Little Spider is a solitaire card game using a deck of 52 playing cards. Because of its form of game play and dealing, it should not be confused with two other solitaire games: Spider and its one-deck cousin Spiderette.

Game play is composed of two parts. At first, eight cards are dealt into two rows of four cards each, with a space in the middle for the four foundations.

At the first part of game play, two aces of one color and two kings of the other should be found and transferred to the foundations. When at least one of them is available, it is built immediately; the kings are built down to ace while the aces are built up to kings, in both cases by suit. Game play in this part is composed strictly of moving cards from the two rows to the foundations. Cards from the upper row can be placed on any of the foundations, while cards from the lower row can only be placed on the foundations directly on top of it. Once possible plays are made, eight new cards are dealt from the stock, one on each pile, empty or otherwise. Once the entire stock is dealt, the second part of game play begins.

At the second part of game play, cards from both rows can be placed on the foundations as well as around the piles at both rows, building either up or down regardless of suit at the piles. Building is also continuous as a king can be placed over an ace and vice versa.

The game is won when all cards made their way to the foundations.


External links

  • Little Spider rules

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Yukon (solitaire). cards

Posted in Uncategorized by admin on the November 30th, 2007

Yukon is a version of solitaire similar to standard Klondike solitaire, but with the following additions:

  • Groups of cards can be moved; the cards below the one to be moved do not need to be in any order, except that the starting and target cards must be built in sequence and in alternate color. For example, a group starting with a Red 3 can be moved on top a Black 4, and the cards below the Red 3 can differ.
  • There is no stock in Yukon. All cards are dealt at the beginning; however, some are face down.


See also

  • Solitaire terminology


External links

  • Play Yukon
  • World of Solitaire - Yukon Free, web based solitaire that does not require Flash nor Java
  • Yukon rules

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Companionway. A deck contains 40

Posted in Uncategorized by admin on the November 29th, 2007

In the architecture of a ship, a companion or companionway is a raised and windowed hatchway in the ship’s deck, with a ladder leading below and the hooded entrance-hatch to the main cabins. This meaning of “companion” is derived from French and Italian terms meaning “the chamber of the company,” originally the name of the storeroom for provisions on board ship. The term later broadened to its current meaning.

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Interregnum (solitaire). cards

Posted in Uncategorized by admin on the November 29th, 2007

This article is about the solitaire game. To know about interregnum, see its associated article.

Interregnum is a solitaire card game using two decks of 52 cards each. The object of this game is to build eight foundations of thirteen cards each, regardless of suit. But building the foundations is unusual compared to most foundation-building games.

The game starts with eight cards dealt in a row. The space below each card is a foundation and the card above the foundation is its last card. Therefore, the foundation must start with a card which is a rank higher than the card over it and is built up from there without any regard to the suits. (E. g. a 5 above a 4, a 2 above an A, an A above a K, etc.)

Below the foundations are eight tableau piles each starting with one card each. The cards on the tableau must be moved to the foundations and there should be no further manipulation within the tableau. When no more moves are possible, a card is dealt from the 88-card reserve (the leftover cards) into each pile, whether empty or having at least one card. The top card of each pile is available for play.

When a foundation has been filled to the twelfth card, the card above the foundation is placed over it as the thirteenth card, closing out the foundation and setting it aside.

The game is over when the reserve has been used up and there no possible moves left. The game is won when all eight foundations have been set aside, each with thirteen cards each.

Sometimes, the first eight cards dealt (as mentioned above) are the foundations and are built the same way as if they are the first cards. Once a foundation is filled with thirteen cards, ending with the card a rank lower than the first card, it is closed out and set aside.

Related

Credit limit. Card

Posted in Uncategorized by admin on the November 29th, 2007

A credit limit is the maximum amount of credit that a bank or other lender will extend to a debtor, or the maximum that a credit card company will allow a card holder to borrow on a single card.

Credit card companies will also allow you to change your credit limit, or limit the credit available to authorized users on the account. This is especially useful if you give your children an emergency card with, say, a low limit like $100.

Credit card limits are frequently raised when you continue paying on-time and in-full. You can usually request a credit limit increase from your card company as well.

Related

Companionway. deck

Posted in Uncategorized by admin on the November 29th, 2007

In the architecture of a ship, a companion or companionway is a raised and windowed hatchway in the ship’s deck, with a ladder leading below and the hooded entrance-hatch to the main cabins. This meaning of “companion” is derived from French and Italian terms meaning “the chamber of the company,” originally the name of the storeroom for provisions on board ship. The term later broadened to its current meaning.

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NBL (Australia) Assists per game. gambling games such

Posted in Uncategorized by admin on the November 29th, 2007

  • 1982 Cal Bruton 4.7 / 26 games
  • 1983 Phil Smyth 5.5 / 22 games
  • 1984 Gordon McLeod 8.5 / 24 games
  • 1985 Gordon McLeod 10.2 / 26 games
  • 1986 Damian Keogh 8.1 / 26 games
  • 1987 Gordon McLeod 8.5 / 26 games
  • 1988 Brendan Joyce 7.9 / 24 games
  • 1989 Andrew Gaze 7.6 / 24 games
  • 1990 Shane Heal 8.3 / 24 games
  • 1991 Butch Hays 8.7 / 26 games
  • 1992 Andre LaFleur 9.6 / 23 games
  • 1993 Andre LaFleur 9.1 / 26 games
  • 1994 Darryl McDonald 10.2 / 26 games
  • 1995 Darryl McDonald 10.3 / 26 games
  • 1996 Darryl McDonald 10.2 / 26 games
  • 1997 Darryl McDonald 8.8 / 30 games
  • 1998 Derek Rucker 7.0 / 29 games
  • 1999 Darryl McDonald 7.9 / 16 games
  • 2000 Darryl McDonald 8.2 / 28 games
  • 2001 Darryl McDonald 8.3 / 28 games
  • 2002 Shane Heal 7.5 / 29 games
  • 2003 Ricky Grace 8.0 / 27 games
  • 2004 Ricky Grace 7.3 / 23 games
  • 2005 Darnell Mee 7.6 / 31 games
  • 2006 Darryl McDonald 7.1 / 32 games
  • 2007 Brett Maher 6.6 / 27 games

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Blind Hookey. flower cards are smaller

Posted in Uncategorized by admin on the November 29th, 2007

Blind Hookey is a card game played with a full pack of cards, sometimes used for the purpose of gambling.

The players, of whom there may be any number, cut for deal, the lowest having the preference. The pack is then shuffled by the player on the dealer’s right hand, and afterwards, if he so please, by the dealer himself, after which it is cut by the right-hand player. The two halves are then re-united, and the pack is passed to the player on the left of the dealer, who cuts from the top a small quantity of cards (not less than four, nor more than his due proportion of the pack). The pack is then passed to the next player, who cuts a similar portion, and so on round the circle, the cards left belonging to the dealer. No one looks at his cards, but makes his stake on pure speculation; hence the name “blind” hookey. The dealer then turns up his cards, and shows the bottom one; the other players do the same. Each player holding a higher card than that of the dealer receives the amount of his stake; all below or equal pay the dealer. This is repeated until a hand occurs in which the dealer is a loser all round, when the deal is at an end, and the next player deals.


Alternative method

The cards are shuffled and cut, before the dealer cuts them into three portions. Two of these are for the company, the third for himself. The other players place their stakes on whichever two packets they please, the rejected packet being taken by the dealer.

The stakes having been made, the cards are turned up, and the players receive or pay as the bottom cards of their packets prove to be higher or lower than that of the dealer.

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The Very Clever Pipe Game. cards

Posted in Uncategorized by admin on the November 29th, 2007

The Very Clever Pipe Game is a card game produced by Cheapass Games. It can be played by 2-4 people, or more in teams. Like other pipe games, the objective can be to create a closed circuit in pipes of your color by playing cards from your hand. When you accomplish this, you pick up the cards. Whoever has the most cards at the end wins. However, what makes this game unique (and thus, according to the maker, Very Clever) is that you can also choose to close off fields of light or dark backgrounds. If you have four players, for instance, each has a different goal: light pipes, dark pipes, light backgrounds, or dark backgrounds. With so many competing goals, the game becomes quite complicated.

There are two basic strategies to this game. Some players prefer to make small circuits of only two or three cards, and others attempt to build up their circuit to pick up many cards at a time. Either strategy can win, although the former is more safe and the latter more of a gamble. Often, the strategy players choose depends on the cards they hold in their hands. In addition, an important part of the strategy in this game is blocking opponents before they can gather cards.


External links

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Tournament (solitaire). cards

Posted in Uncategorized by admin on the November 29th, 2007

Tournament is a solitaire card game which uses two decks of playing cards shuffled together. Despite the name, the game play doesn’t seem to be related to the word tournament.

First, the cards are shuffled and dealt as two columns of four cards laid out. The player must make sure that these eight cards include either a king, an ace, or both. If neither a king nor an ace is found among these eight cards, all cards are collected and shuffled and two new columns of four cards are dealt. As long there is no king or ace among the eight cards, the shuffling and dealing continues. When at least a king or an ace are present, six columns of four cards are then dealt. At least a king or an ace must be present among the first eight cards for the game to work. The first eight cards compose the reserve (or “the kibitzers”) and the six columns of four cards form the tableau (or “the dormitzers”).

The object of the game is to free one king and one ace of each suit and built them by suit. The kings should be built down while the aces should be built up.

The top cards of each column on the tableau and all eight cards on the reserve are available.

The cards on the reserve are available to be built on the foundations, and any space it leaves behind are filled from any from the tableau. But filling spaces doesn’t have to be done immediately; it is the player’s discretion on whether to fill a gap or leave it open.

The cards on the tableau are available only to be built on the foundation or placed on a space in the reserve; they are not built on each other. In case there is a gap resulting on all cards on the column leaving it, it is immediately filled by a new set of four cards.

Furthermore, the top cards of foundations are available to be built on each other, handy when the two foundations of the same suit meet.

When the player has made all the moves one could make, four cards from the stock are deal onto each column. Then game play continues. Dealing of new cards and making of new moves continue until all cards have been played.

After the game play goes on a standstill, the player then collects all the cards on the tableau by first gathering the rightmost column and placing it on the pile to its left, and then placing this new pile to the pile on its left and so on. Then, without shuffling, six new columns of four cards each are dealt. And game play continues as before. This can be done twice in the game.

The game is won when all cards are dealt onto the foundations.


Nivernaise

La Nivernaise or just Nivernaise (also known as Napoleon’s Flank) is an older version of Tournament. It is played exactly as Tournament except the six columns of four cards each are just piles with only their top cards exposed. Here, the reserve is the “flank” while the piles are the “line.”

Related

Abernathy Independent School District. is a Texas-based company

Posted in Uncategorized by admin on the November 29th, 2007

The Abernathy Independent School District is a school district based in Abernathy, Texas (USA).


See also

  • List of school districts in Texas


External links

  • Abernathy Independent School District

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