Jun 10, 2009

Do Want: Settlers of Catan



The game has rapidly become popular in part because its mechanics are relatively simple, while its dynamics are quite complex.[3] The game is well suited for family play, since no one gets eliminated, and players who are behind can strive towards goals that are within their reach.

Gameplay

The players in the game represent the eponymous settlers, establishing a colony on the previously uninhabited island of Catan. The island itself is composed of hexagonal tiles ("hexes") of different land types which are laid out randomly at the beginning of each game. Numbered tokens are then placed on each of the tiles, except for one desert hex.[4]

Starting with two settlements and adjoining road sections, players build roads, settlements, and eventually cities as they settle the island. Roads are built along the edges of the hexes, and settlements at the corners; no two settlements may be built on adjacent corners. Positioning of roads and settlements allows a player to deny other players access to essential resources, and good building is one route to victory.[3]

Each turn, a roll of the two dice determines which hexes produce resources. Production of resources (clay, lumber, wool, grain, and ore) is the main random element in the game. Normally, players with settlements adjacent to those hexes receive resource cards of the appropriate type, with cities yielding more resources. However, if the dice roll is 7, the "robber" token must be moved to a different hex. This allows the player to prevent that hex from producing resources and to steal a resource card from another player.

The resource cards can be spent to build more roads or settlements, upgrade settlements to cities, and to obtain development cards for later use; or they can be stored for trade or later use. When a seven is rolled, players with eight or more stored resources lose half their stored resources, making the choice of whether to build or store resources a difficult one.

Players are allowed to trade among each other the resources they have produced, and to trade "off the island" for a hefty price. By building settlements in certain positions, players may obtain better off-island trading prices. Bad luck in the game can be mitigated by trading, and trading is the main method of player interaction in the game; astute trading is another route to victory.[3] If a player is winning, other players may refuse to trade with him or her; this allows them to catch up with the leader.
A game of giant Settlers of Catan being played at Gen Con Indy 2003. This is one of many Settlers of Catan custom extra-large boards seen during demonstrations and tournaments at Gen Con.

A player receives a victory point for each settlement built, and another for each settlement upgraded to a city. Various other achievements, such as establishing the longest road or building the largest army, grant a player additional victory points. The victor is the first player to possess ten victory points on his or her turn.

There is no combat. Players may harm each other by moving the robber, refusing to trade, cutting off building routes, taking the "longest road" and "largest army" cards, and using certain development cards. The layout of the board and restrictions on building allow for a player to be boxed in through poor play or bad luck. Also, given the random component of the board layout, it is possible for a player to gain a monopoly on a certain resource, then demand steep trade rates from the other players. Home games generally take between one and two hours to complete.

Teuber's original design was for a large game of exploration and development in a new land.[5] Between 1993 and 1995 Teuber and Kosmos refined and simplified the game into its current form. Unused mechanics from that design went on to be used in Teuber's following games, Entdecker and Löwenherz. The game's first expansion, Seafarers of Catan, adds the concept of exploration, and the combined game (sometimes known as "New Shores") is probably the closest game to Teuber's original intentions.

http://www.toysrus.com/product/index.jsp?productId=2996441

Jun 6, 2009

Thirteen terribly weird facts about women from english.pravda.ru

It is generally believed that the difference between men and women is enormous. Women and men differ in almost every imaginable aspect of human life, especially when it comes to psychology.

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A woman does not have a man’s habit to scratch her noggin when she thinks of an answer to a confusing question, for example. Women doe not like to show they are confused. They never want to ruin their hairdo with that gesture either.

Women will never understand why footballers stand in a line with their hands crossed before a penalty kick during a match. In addition, women never shudder when a male character gets kicked in the groin in a movie.

When a woman yawns she covers her mouth with the palm of her hand, not with a fist.

After taking a bath, a woman grabs a towel and makes a turban on her head from it, at least for one minute. The reasons of such a weird Oriental ritual are unknown.

A woman does not get mad when her underwear gets stuck between her buttocks. Women joyfully wear those items of torture called bikinis.

Many women worry about their looks when having sex.

Women open bottles with bottle openers.

A woman feels awkward if she does not carry anything in her hands. That is why they always carry their handbags around.

Women are absolutely indifferent to their genitals; they hardly know each other. Women do not talk to them, they do not give funny nicknames to them and they never get angry with them.

Sitting down in public transportation, women keep their legs together. That is why men often prefer to sit next to a woman because in this case they can sit spread-eagle.

If a woman finds her fly unzipped in a public place, she does not seem to care too much about it.

When a woman dresses up to go out, she puts on a blouse first. Pants come second. Men work it vice versa.

Finally, when an act of love ends, women do not feel like sleeping. They feel like talking and kissing.

Translated by Dmitry Sudakov
Pravda.ru

Jun 1, 2009

Chuck Norris Jokes Are Still Funny

Some people like to eat frogs' legs. Chuck Norris likes to eat lizard legs. Hence, snakes.

When Chuck Norris falls in water, Chuck Norris doesn't get wet. Water gets Chuck Norris.

If you Google search "Chuck Norris getting his ass kicked" you will generate zero results. It just doesn't happen.

The show Survivor had the original premise of putting people on an island with Chuck Norris. There were no survivors, and nobody is brave enough to go to the island to retrieve the footage.

Chuck Norris does not sleep. He waits.

Chuck Norris doesn't read books. He stares them down until he gets the information he wants.

There is no theory of evolution. Just a list of creatures Chuck Norris has allowed to live.

Chuck Norris is the reason why Waldo is hiding.

When Chuck Norris goes to donate blood, he declines the syringe, and instead requests a hand gun and a bucket.

Chuck Norris can lead a horse to water AND make it drink.

Chuck Norris can slam a revolving door.

There is in fact an “I” in Norris, but there is no “team”… not even close.

Chuck Norris doesn't stub his toes. He accidentally destroys chairs, bedframes, and sidewalks.

Chuck Norris proved that we are alone in the universe. We weren't before his first space expedition.

Chuck Norris has two speeds. Walk, and Kill.

Chuck Norris drives an ice cream truck covered in human skulls.

Chuck Norris is ten feet tall, weighs two-tons, breathes fire, and could eat a hammer and take a shotgun blast standing.

The Great Wall of China was originally created to keep Chuck Norris out. It failed miserably.

Most people have 23 pairs of chromosomes. Chuck Norris has 72... and they're all poisonous.

If you ask Chuck Norris what time it is, he always says, "Two seconds 'til." After you ask, "Two seconds 'til what?" he roundhouse kicks you in the face.

Chuck Norris can win a game of Connect Four in only three moves.

Chuck Norris once ate three 72 oz. steaks in one hour. He spent the first 45 minutes having sex with his waitress.

What was going through the minds of all of Chuck Norris' victims before they died? His shoe.