Poker Chip Values & Colors That Real Casinos Use

best poker chip values

best poker chip values - win

Red chip poker? Upswing? Best value for beginner?

Wondering what people’s opinions here are on these sites and their courses. I’ve been going down the rabbit hole with all the free information I can get as well as a few books the past couple of weeks since taking a serious interest in improving at poker. I’ve already purchased the post flop game plan from upswing and found it interesting but the $99 sign up cost puts me off somewhat at the moment when the Red Chip vote core course runs at $5/week and seems like it has quite a good structure to learn at a decent pace of a an hour or two a day which is currently what I’m putting into reading as well a couple of hours playing micro stakes online. Any advice is much appreciated and thanks in advance.
submitted by Sinkyatlas to poker [link] [comments]

Best way to sort out and value home poker chips?

Will be 3-5 players playing just for fun, with 4 different coloured chips, each colour having 20 chips (so 80 chips in total). What is the best way to value and hand out these chips and what should the blinds start out as? Thanks :)
submitted by AisleMaxWill to poker [link] [comments]

Looking for the best value on poker chips

Hi all, just moved into a new house, and I have enough room for a poker table in the basement. I have a set of plastic chips, but I was looking to buy the nicest set of chips I could find for under 100 dollars. I'm looking for numbered, fairly heavy, and probably 1000 count. Any ideas?
submitted by travis11997 to poker [link] [comments]

AITA for causing drama?

TW: mention of nudity and bondage
My boyfriends exact words in title. So I (29F) and my SO (30M) have been together for 12yrs, have 2 kids, own a home together, basically have a life together. He has had this tight knit friend group that he basically grew up with including “Matt” (40M). Throughout the years these guys have gotten married, had kids and grew up like most people do but Matt doesn’t understand why this has to happen. Even though he has kids of his own and a partner of 17+ yrs, he thinks they should party every weekend and he has absolutely no respect for others. During the past year he has been posting the most inappropriate pictures of his girlfriend on social media for everyone to see, when I say inappropriate I mean nudity, see thru lingerie, bondage (you get the idea). I have brought this to my partners attention many times that it is very inappropriate and I’m going to unfriend him so I don’t have to see it. My SO told me that I “couldn’t” unfriend him because then he would look bad and it would raise questions so I should just scroll past it. But in my opinion I shouldn’t have to be subjected to these photos in the first place so why not remove myself from the situation. 2 days ago, he posted another picture with her ass full out and her hands bonded to her feet. There was no way around seeing it and in my opinion when you’re in a committed relationship, those images stay between the both of you, not for the world to see. I immediately went on snap chat and posted a generic post about wishing I didn’t need FB for work so I could delete it. Matt’s GF immediately snapped me back saying “haha why b/c he’s crazy lmao”. Then Matt messaged my SO asking “why would I delete FB”. Basically knowing full well these pictures bother me and trying to raise an issue. My SO (who in my opinion values how he looks to Matt more than me) started screaming at me in front of our two kids that I just love to start drama, why can’t I just keep my mouth shut and now he has to clean up my mess so he doesn’t look bad. Well after that we discussed everything and my SO still doesn’t see my point of view and ended up going to Matt’s house last night to play poker. During that time, Matt posted another inappropriate picture of his GF and his GF posted a picture on snap of poker chips knowing full well it would get under my skin. In my opinion they are doing this on purpose, so I “Unfollowed” Matt per someone’s suggestion and I want to unfriend his girlfriend on snap but by doing so, I am causing more drama for my SO according to him.
So AITA for posting that snap and creating this drama and causing more drama by unfriending these people? I feel like I’m going crazy here and I can’t wrap my head around it.
Wanted to add: Matt’s GF and I were best friends until 2020 happened, then some true colors came out and I removed myself from the friendship indirectly.
Edit: I accept that I was wrong for posting the passive aggressive snap. I thought it was generic enough that no one would take it personally considering the state of the world and constant crap we see on social media daily. But at the end of the day, I know exactly why I posted it. So thank you. Now I have so much more to think about so thank you for your unbiased views on the way my SO treats me. I appreciate all of your concern.
submitted by Throw_away87239 to AmItheAsshole [link] [comments]

Turning Random League of Legends Champions into a DnD Build (Attempting) Until I've Done all 152 (and Counting) Day 8: Twisted Fate

If I’m being completely honest, Twisted Fate is probably the hardest time I’ve had trying to figure one of these builds and probably the least confident I’ve been on one, but mama didn’t raise no bitch and I’m shooting my shot.
submitted by BestBaconatorNA to 3d6 [link] [comments]

Examining the Giants’ 2018 ‘miscalculations’ and their ongoing impact - The Athletic

Giants co-owner John Mara recently conceded what has been painfully obvious for three years.
“We definitely made some miscalculations in a number of areas in 2018,” Mara said after the Giants wrapped up the 2020 season.
Mara pinned Dave Gettleman’s 15-33 record in three seasons as general manager on those 2018 miscalculations. As a result, Mara is sticking with Gettleman for a fourth season due to greatly improved personnel moves last offseason.
Despite Mara’s clean slate, the Giants are still feeling the effects of the 2018 offseason. Every decision in roster building has a lasting impact and it has taken years to dig out from some of the misses Gettleman made in his first year on the job.
The Giants made a number of franchise-altering moves in 2018 and Mara didn’t specify which ones he viewed as miscalculations. So here’s an examination of the big moves from the 2018 offseason, why they didn’t work and how their impact has been felt in subsequent years.
• Sticking with Eli Manning
Quarterback Eli Manning was 37 years old and clearly in decline when Gettleman was hired. Manning had two years remaining on his contract, but the Giants could have cut him to create $9.8 million in cap savings while eating $12.4 million in dead money in 2018.
That was always a long shot and Gettleman made it clear that Manning was part of the plans in his introductory news conference, referencing a big game the quarterback had against the Eagles late in the 2017 season as evidence that the two-time Super Bowl MVP could still get the job done.
Would ownership have hired a general manager who advocated dumping Manning? Probably not. But Mara was adamant that there was no ownership mandate for Gettleman to make decisions geared toward one last run with Manning.
“That’s absolute nonsense,” Mara said last week.
In hindsight, cutting ties with Manning before the 2018 season would have been best for the future but it obviously would have been difficult to dump a franchise icon. But without even adding a successor in 2018, the Giants stuck with Manning again in 2019.
Cutting Manning in the 2019 offseason would have created $17 million in cap savings with just $6.2 million in dead money. The Giants, of course, took Daniel Jones with the sixth pick in the 2019 draft and he took over as the starter in Week 3 of his rookie season. Carrying Manning’s $23.2 million cap hit as a backup quarterback in 2019 was a poor use of resources.
• Signing Nate Solder
Even if there was pressure to build around Manning, Gettleman bears responsibility for the moves made with that objective in mind. Mara isn’t hands-on to the point where he dictates which specific players must be signed.
Signing left tackle Nate Solder to a four-year, $62 million contract with $34.8 million guaranteed was a gross miscalculation.
The Giants had a dire need at left tackle and Solder was the best option on the market. Anyone with a wi-fi connection knew that. But general managers don’t make seven-figure salaries for giving the biggest contracts to the biggest available names.
General managers earn their keep by evaluating all of the options and making decisions that give their team an advantage. Just look at what Solder’s former team did.
The Patriots determined Solder wasn’t worth the contract offered by the Giants despite seven solid seasons in New England. So the Patriots let Solder walk in free agency and traded a third-round pick to the 49ers for Trent Brown and a fifth-round pick. Brown counted just $1.9 million against the cap in 2018 and the Patriots didn’t miss a beat when he was plugged in at left tackle. In the process, the Patriots got a third-round compensatory pick in 2019 for Solder.
The takeaway: There’s always another option, so saying, “What else was Gettleman supposed to do?” isn’t an excuse for the Solder signing. And Gettleman had to have a Plan B at left tackle since the Giants’ top offensive line target in 2018 was guard Andrew Norwell, who signed a five-year, $66.5 million contract with the Jaguars. Once the Giants missed out on Norwell, they went all-in on Solder, which obviously hasn’t worked out.
Solder’s contract leaves the Giants in a tough spot after two disappointing seasons and an opt out for 2020. The Giants compounded the financial consequences by restructuring Solder’s contract before the 2019 season to create cap space. That move created $5 million in cap space in 2019 but added $2.5 million to the cap in the final two years of his deal.
Solder counted $5.6 million against the cap in 2020 during his opt out. He has cap hits of $16.5 million in 2021 and $18 million in 2022. The Giants can cut Solder this offseason to create $6 million in cap savings while eating $10.5 million in dead money.
The bottom line is the Solder contract was a major miscalculation and it continues to be a drain on the Giants’ finances.
• Other free agent signings
Whereas Solder was grossly overpaid, Gettleman’s other notable free agent signings in 2018 were simply poor evaluations.
Signing guard Patrick Omameh to a three-year, $15 million contract seemed reasonable. But the veteran was such a disaster that he was benched after six games and cut in Week 10 of his first season.
Linebacker Kareem Martin, who had familiarity with defensive coordinator James Bettcher from their time together in Arizona, was signed to a three-year, $15 million contract. Martin failed to make an impact in two seasons and was cut last offseason.
Giving running back Jonathan Stewart a two-year, $6.8 million contract wasn’t a big deal in terms of the cap implications. But Gettleman’s obstinate defense that the 31-year-old back hadn’t lost a step chipped away at his credibility when Stewart clearly had nothing left and was cut after one season.
In an ideal world, Omameh and Martin would have been established veteran starters on the 2020 roster. Instead, both were long gone. Misses happen in free agency. But it hurts that Gettleman signed them rather than keeping better players like Devon Kennard and Romeo Okwara, who have been far more productive with other teams since 2018.
• Trading for Ogletree
Like with the Solder signing, the Giants had a need at middle linebacker. So Gettleman took a big swing, sending 2018 fourth and sixth-round picks to the Rams for Alec Ogletree and a 2019 seventh-round pick.
It should have been a red flag that the Rams were looking to deal the 26-year-old Ogletree within a year of giving him a four-year, $42.75 million extension. Ogletree’s five interceptions in 2018 masked otherwise poor play. He struggled again in 2019 and was a cap casualty last offseason.
In all, Ogletree cost the Giants $20 million against the cap for two subpar seasons and a mid-round draft pick. Rebuilding teams shouldn’t give away draft picks and they should be cautious about adding high-priced veterans. The Giants violated both of those tenets with the Ogletree trade.
The Giants got it right at middle linebacker last offseason by signing Blake Martinez to a three-year, $30.75 million contract. If Gettleman had found a similar player in 2018, the Giants would have had better linebacker play in 2018 and 2019 plus an additional mid-round draft pick to develop.
• Trading JPP
The lone move Gettleman made during the 2018 offseason with the future in mind was trading defensive end Jason Pierre-Paul to the Buccaneers for a third-round pick. The trade came a year after former GM Jerry Reese gave Pierre-Paul a four-year, $62 million contract.
The trade left $15 million in dead money on the 2018 cap, but cleared a combined $37 million in cap charges off the books in 2019 and 2020. The Giants used the third-round pick on B.J. Hill, who had 5.5 sacks as a rookie and remains a solid rotational defensive tackle.
This trade looks worse in hindsight since Pierre-Paul has 30.5 sacks in the three seasons since the trade, which is tied for eighth-most in the NFL during that stretch. But dumping an aging player with a big contract for a draft pick wouldn’t have been a bad move if the Giants were rebuilding. The bigger problem is Gettleman’s inability to find a comparable replacement over the past three years.
• Picking Saquon
Using the No. 2 pick in the 2018 draft on running back Saquon Barkley is the decision that had the greatest impact on the franchise. The second pick is an incredibly valuable commodity that can make a seismic impact on a franchise, like when the Giants took Lawrence Taylor at No. 2 in 1981.
As Gettleman said, everyone saw him “drool all over myself” when evaluating Barkley in the pre-draft process. Barkley is supremely talented, but one of the main arguments against using a premium resource on a running back has been realized, since injuries have limited Barkley to just 31 of 48 career games.
The obvious alternative was taking a quarterback. It’s impossible to know how that would have turned out. No. 3 pick Sam Darnold has been a disappointment for the Jets, who may move on this offseason. No. 7 pick Josh Allen was a second-team All-Pro this season after a breakout Year 3 for the Bills. No. 10 pick Josh Rosen has been a complete flop and is already on his fourth team. So clearly there were a wide range of outcomes if the Giants took a quarterback instead of Barkley.
If the Giants took Allen and built a strong supporting cast around him like Buffalo has, maybe they’d be playing in the divisional round this weekend. And if they took Rosen, they’d probably already be back in the market for another quarterback.
The other option was trading back. We’ll never know if Gettleman could have received the package the Jets sent the Colts for the No. 3 pick (the No. 6 pick, two second-round picks in 2018, one second-round pick in 2019). Maybe if Gettleman had a better poker face about his commitment to Manning and infatuation with Barkley, the Jets would have been compelled to trade up to No. 2 to avoid having the Giants beat them to Darnold. But Gettleman admitted to never seriously considering offers for the pick because he was so dead set on taking Barkley.
The Colts took a three-time first-team All-Pro guard (No. 6 pick Quenton Nelson) and an excellent right tackle (No. 37 pick Braden Smith) with the first two picks from the Jets. They then traded the other second-round pick (No. 49) to the Eagles for the 52nd pick (edge rusher Kemoko Turay) and the 169th pick (running back Jordan Wilkins). They then used the 2019 second-round pick from the Jets (No. 34 overall) on cornerback Rock Ya-Sin. Turning the No. 3 pick into two stud offensive linemen, a starting cornerback, a rotational pass rusher and a backup running back is a master class in maximizing value.
Gettleman and Mara don’t view the Barkley pick as a mistake.
“I’m still happy that we have him,” Mara said last week. “I certainly expect him to be a Giant for a very long time.”
Again, we’ll never know if Gettleman could have secured the same offer or something similar to what the Colts landed for the third pick. But it’s tough to stomach how the team directly behind the Giants in the 2018 draft got so much more out of their premium pick.
• Extending Odell
Giving wide receiver Odell Beckham Jr. a five-year, $90 million extension during training camp was the last big move of the 2018 offseason. There were rumors that the Giants could trade Beckham during the 2018 offseason, but they didn’t have much of a choice regarding an extension once they kept him.
Beckham had been a good soldier throughout the 2018 offseason so they rewarded him with the monster contract. Playing hardball with the team’s best player would have made for a rough start to first-year head coach Pat Shurmur’s tenure.
The Giants clearly had regrets, as they dealt Beckham to the Browns for safety Jabrill Peppers, a first-round pick and third-round pick after the season. Ultimately, the failed marriage resulted in the Giants paying Beckham $20 million for 12 games in the 2018 season. Even if the trade is viewed as a positive for the Giants now, the financial impact of the extension was significant.
Gettleman has acknowledged multiple times that his plan to win while rebuilding was flawed.
“As I’ve already admitted, ‘18 was not a stellar year, personnel-wise,” Gettleman said last week. “We’ve learned from our mistakes.”
If only it were that easy. There are consequences for such mistakes. The Giants just went 6-10 this season and have numerous holes to fill, yet they’re only projected to have the 19th-most cap space this offseason despite the benefit of having a quarterback on his rookie contract. Decisions like keeping Manning through the end of his contract and giving Solder a megadeal have financial implications that can’t be swept under the rug.
Mara and Gettleman both view the 2019 offseason as a step in the right direction. That’s debatable. The Giants certainly feel good about the Beckham trade despite the offense’s glaring lack of a No. 1 receiver. The lone big-ticket free-agent addition of the 2019 offseason — four years, $37.5 million for 30-year-old wide receiver Golden Tate — went about as poorly as the Solder signing. The evaluation of the 2019 offseason hinges on quarterback Daniel Jones, and the jury is still out on the sixth pick in last year’s draft.
“Our processes are better,” Gettleman said. “I think this past year showed the fruits of that, both in free agency and in the draft. I really believe strongly we’ll continue in that way.”
No one can dispute that Gettleman nailed free agency last offseason, while it’s too early to judge the draft. The Giants need a similar offseason this year as they continue to dig out of the hole created by the miscalculations of 2018.
submitted by cornbread36 to G101SafeHaven [link] [comments]

After 2 years, I've finally launched Deadly Desserts! You guys have been an awesome help and I'd love to give back to this community. I tested with over 150 people before launching. Here is a post detailing my process prototyping, testing, and iterating the game.

After 2 years, I've finally launched Deadly Desserts! You guys have been an awesome help and I'd love to give back to this community. I tested with over 150 people before launching. Here is a post detailing my process prototyping, testing, and iterating the game.
Deadly Desserts game
Hey everyone, several days ago I posted asking whether people would find value in my detailed process developing and testing Deadly Desserts and it seems like there’s some appetite. I’ve found this community incredibly valuable and would like to give back by hopefully helping some of you.
I’ll be focusing on game design as that’s this subreddit’s focus. Just one point on publishing as it relates to design: if you plan on launching on the website that rhymes with TrickFarter (trying to get past auto-mod), your game design should ideally be expandable so that you can offer meaningful campaign exclusives.

Background
Around 2 years ago, some friends introduced me to Hearts, a classic card game. It seemed pretty basic during my first playthroughs. After playing more and adding my own rules, I loved how strategic this simple game was. Surprisingly, Hearts had been around 100+ years, yet very few people I knew had played it. I wanted to play Hearts with more people, but they kept losing interest. The problems I ran into were people being turned off by playing cards and the new player experience being unwelcoming. I wanted to fix these problems so that I could play this game more. Here are some of the biggest problems and how I solved them:
  • Turned off by playing cards - solved with food-themed cards and game
  • Memorizing card point values - solved by printing points on cards and having table on player aides
  • Adding points on paper and not knowing how many someone else has - solved with food-themed health tokens
  • Limited to 3-4 players - solved:
    • 2 players - created new mechanic of playing 2 cards each, 1 at a time
    • 5 players - used 60-card decks to normalize hand size and game pacing
    • 6-10 players - added a 2nd deck and cancellation rules
  • Additional cards to double effects, scoring changes, and other changes related more to strategy and game pacing

Feedback loop
When I first started, I approached game development as a linear process. I realize now that it’s a continuous loop. The three steps I continuously cycled through are:
  • Testing - playing with people and measuring success of changes
  • Synthesizing - analyzing testing feedback and deciding changes for next iteration
  • Iterating - implementing changes based on feedback

Testing
I tested with 150+ people before launching Deadly Desserts. Although the entire game development process is a continuous loop, I took a fairly linear approach as to who I tested with. I’d loosely recommend you use the following playtester order. I didn’t strictly follow this recipe because sometimes the opportunity presented itself to test with certain people.
Myself
I’d say 50% of implemented feedback came from self-testing. I genuinely had a blast with it, too. Here are the main reasons I recommend starting with self-testing:
  • Fastest feedback cycle and iterations
  • Catch low-hanging fruit changes before using valuable testing time
  • The game needs to be fun for me before it’s fun for anyone else
As an example, I tested a 5-player game myself. I used a typical 52-card deck, removed 2 cards, and dealt 10 cards to each player. I felt annoyed when a player started with no cards of a certain suit (e.g. no hearts in starting hand). I also didn’t like the pacing, as I was used to 13-card hands. I did math and found that 12 card hands (60-card deck) decreased the probability of no cards of a certain suit from 16% to 8%. This was a problem I didn’t have to spend valuable playtests to figure it out.
Another example, I wanted to figure out how to play with 6+ people and found this bgg thread. It adds a 2nd deck and a new rule in which copies cancel one another out. I tested it and was simmering with how fun the cancellation mechanic was. It created a new strategy where I could lead a hand with an undesirable card, hoping the other person with said card would play theirs and cancel both of ours out. I tested out different hand sizes myself, so I could focus playtests on more impactful gameplay attributes.
The best part of self-testing is you’ll always be available during a pandemic!

Board game developers
I started testing at board game dev meetups after fixing what I could through self-testing. I recommend testing with board game devs 2nd because:
  • Board game devs exposed to many mechanics and will have great feedback
  • Useful and fun learning opportunity from people who have launched board games
  • Learn how to give and receive valuable feedback before testing with others
My first tests didn’t yield much feedback and I couldn’t figure out why. When testing another dev’s game, I noticed he received much more feedback than I do. Whenever I or the testers (other game devs) gave feedback, the game dev simply wrote it down. I wondered why he didn’t respond to any of our comments and finally realized that feedback isn’t meant to yield rebuttals. During my own playtests, I kept on responding to feedback, trying to explain things. Other people saw this and likely were dissuaded from contributing. I learned that feedback is feedback - don’t refute or comment on it, just write it down and ask for clarification if necessary.
I remember during a particular playtest, me and other testers glazed a game dev with a wide variety of feedback. He felt overwhelmed and wasn’t sure how to proceed. A tester asked what he changed from the previous iteration. The game dev said that in his previous iteration, all players met their win conditions at similar time-frames, despite all of the decisions made to get there. Essentially, he didn’t want the game to be as luck-based. Providing valuable feedback was much easier when focusing on a particular goal. Here’s what I learned:
  • The best way to learn how to receive valuable feedback is to learn how to give valuable feedback
  • Define goals for playtests, primarily how well the new iteration’s changes produce the intended outcome
  • Testers won’t know what I’m testing for unless I tell them
I tried to test others’ games before asking them to test mine. I also noticed that people tried much harder to provide valuable feedback to me after I had to them. It’s in your best interest, and is more life-fulfilling, to help others before asking for help.
The meetup I used to go to is currently frozen, but hopefully there are virtual meetups out there. You can also try a gaming simulator. This subreddit is also a great place to find other board game devs!

Friends and family
Here’s why I recommend testing with friends and family 3rd:
  • Start testing game’s entertainment value with a broader audience (game devs are more hardcore)
  • Loved ones are much more collaborative than strangers
  • Fine tune game before testing with strangers
I conducted my first blind test with family, where I asked them to read the instructions themselves and play while I quietly observed. I noticed their feedback was more focused on making the game fun, whereas game devs' focused on competitiveness.
Once when visiting my parents, my mom wanted to play Deadly Desserts and I told her that I hadn’t figured out 2-player rules. Since she’s the best mom ever, she spent several hours with me experimenting with different ideas, until we came up with the 2-player variant that’s in the current game. Thanks mom!

Strangers
This was the most important test group because these are the people I would eventually want to buy my game. They didn’t know me and didn’t have sympathy from being a fellow game dev. They had no reason to care about my feelings and consequently gave critically honest feedback.
One of my biggest challenges throughout this project was finding playtesters. I didn’t want to pay and didn’t have a big following. Here were my main sources for testing with strangers:
  • Sat outside high-traffic areas (e.g. Peet’s Coffee) and offered free cupcakes or cookies to playtest
  • Board game cafes
  • Other board game devs’ game nights
Other game devs said they tested with dozens a day at board game conventions. I didn’t try it because I thought Deadly Desserts would be too light for a convention, but in hindsight it’s worth a try before writing off. Either way, your game is hopefully light enough to do what I did outside of coffee shops, or heavy enough to test at board game conventions. Both of which are sadly not too feasible during a pandemic.

Synthesizing
My general approach to synthesizing feedback was:
  1. Filter feedback for which problems need to be solved
  2. Solve problems
  3. Self-test before iterating game
I found it imperative define my game’s value proposition. One of my biggest challenges was figuring out how to sift through feedback. I pushed the game in many different directions by addressing every comment. Without a value proposition, I had no structure to decide which changes to implement and how to measure success of said changes.
Board games differ from other businesses in that they provide entertainment, rather than solve problems. Consequently, it’s not as obvious as to how to measure progress for a board game.
  • Let’s say we’re trying to solve the problem of water bottles not keeping water cold
  • Our value proposition, the reason why people would buy our bottle, is fluid staying cold
  • This can easily be measured by comparing water temperature in our bottle vs Bottle X after a certain time period
  • Let’s say a customer thinks the bottle isn’t stylish and we find a stylish material that reduces insulation by 25%
  • Since we have a clearly defined value proposition, it’s obvious that this feedback would diminish it’s intended value
One of the most common pieces of feedback I received was people wanting more complexity. I spent a lot of time going back and forth between complicating and simplifying the game. After enough noodling around, I remembered that I originally sought out to be able to play my version of Hearts with more people. After defining my value proposition, I stopped bouncing around and was able to push the game in a certain direction.

Iterating
Team
In the past, I had launched a product that I had paid a contractor to develop. I had many issues with deadlines and quality because the contractor wasn’t tied to the product how I was. It also wasn’t as fun because the relationship felt too professional. For Deadly Desserts, I wanted teammates instead of contractors. I recruited a designer and animator as equity partners. Working with teammates is boat loads more fun than working with a contractor.
Implementing
I spent a ton of time theorizing how much fun certain changes may or may not be. I made progress faster by iterating and testing quickly, rather than spending too much time planning.
Prototyping
I tried not to spend capital unless I needed to, both financially and temporally. My first prototype was index cards and poker chips. Once the card designs were more finalized, I used Print & Play to create more legit-looking prototypes. Get creative and spend only on what you need. In my case, card design was a huge value proposition, so I wanted to test it. Over time, I also improved at not asking my teammates to create something until I had it finalized in my head and self-tested.

End
Thanks for reading and hope this helps someone. At the end of the day, don’t forget that you’re creating something that brings fun to peoples’ lives. Have fun yourself and enjoy the process. Here’s Deadly Desserts if you’re interested in checking it out. Feel free to ask me anything. I’m also happy to test a few games for people.
tl;dr: define a value proposition, test, synthesize, iterate, nice
submitted by DeadlyDesserts to tabletopgamedesign [link] [comments]

I abandoned VR as an early user. I came back to try the Quest 2 and HOLY S#*!, I'm completely blown away by the experience. If you are on the fence, BUY ONE. VR is ready in 2020.

This is a long post but I wanted to give my full impressions on the experience with details in case anyone is interested in the thoughts of a brand new user to the Quest.
TL;DR: Tried Gear VR in 2015 but was put off by screen door effect, motion sickness, lack of degrees of freedom, lack of games and experiences. Considered Tethered VR but was put off by the barriers to entry and the expensive hardware needed. Now in 2020 saw the Quest 2 with the $299 price tag and no extra hardware or tether needed. Picked one up all those early problems have been SOLVED and VR is now ready for mass adoption . It's a true enjoyable experience and IMO is a great tool to spend time with friends in family in a virtual way in todays environment.

----
So I've always been fascinated by the idea of Virtual Reality even as a kid. The idea of escaping into another world and living out all the things my imagination could generate really appealed to me. Back in the 90's I even owned a Nintendo Virtual Boy. I happily played 3D tennis and Tetris thinking the future was now. Fast forward to the early 2010's when the Oculus Rift developer kit was first available. I thought it was really cool but with all the various barriers to entry and being a non consumer product I avoided it.
Then 2015 hit and the Gear VR was announced. For $99 I could be "in VR" with my already existing smartphone, totally wireless with no high end PC needed. I had to try it. My initial experience was one of amazement. Watching netflix on that virtual couch, talking to others online, or watching 360 video experiences was just awesome. I shared it with every friend and family member I could and we played dreadhalls, the manor, etc for some jump scare fun. However, I am very prone to motion sickness so something always felt "off" to me and I could never use it for more than 20 minutes without feeling ill. On top of that the screen door effect was very distracting and having to use a bluetooth gaming controller really effected the experience for me without any sort of hand presence.
I put down the gear VR in 2016 and never went back. It just wasn't polished enough for me or "ready" for what I wanted VR to be. Over the years I followed VR and saw the developments in tracking, controllers, and screen resolution. Now we are talking! However, you still needed a high end gaming PC and the experience was tethered. So I stayed away. Then the quest hit. THIS is what I was waiting for, but I figured the games would be limited and you can't play PC VR titles, so I stayed away still.
When the Quest 2 was announced and I saw the specs and found out you could play PC titles from Steam wired OR wirelessly, on top of being only $299, I knew this was the time to take action. I picked one up from Best Buy a few weeks ago. My first reaction when loading it up coming from an S6 with Gear VR was that the screen door effect was GONE. Wow! This is how imagined the future of VR would look. Everything was super clear and sharp. Next, the in VR software and overall experience was super polished and felt like what a next gen product should be. Even just setting up the guardian system really impressed me by how cool it was and how well it worked, as that was an issue for me with the Gear VR that was solved by the quest.
Once that was done and after briefly changing some settings, I loaded up the first steps tutorial. When I first saw my hands in VR and started playing with the objects on the table, I have to admit as a 35 year old man I was absolutely giddy with excitement. Something I haven't felt in YEARS since I was a kid. Next I loaded up the dancing robot and it was just the coolest little experience dancing with him and playing around. I could swear that robot was right in front of me it looked so damn good. On top of all that the "6 degrees of freedom" with the ability to walk around and actually lean in to look at things was a total game changer. I felt like I was really IN VR and fully immersed with a real presence in the virtual world.
Before I knew it, an hour had gone by and I had ZERO motion sickness. Something I could never do with the Gear VR. I think it has to do with the refresh rate and the fact that all my head motion is fully tracked. It really does fool my brain into thinking what I am seeing is real and my brain is happy and no sickness.
It's been a few weeks since and I have been using it daily for hours. I've since tried many difference experiences and games. The highlight for me has to be Beat Saber. Wow. I've never played a more fun or immersive game in my life. With a good pair of Bose noise canceling headphones it's just the most amazing experience slashing those boxes to your favorite music. Also love Super Hot and Pistol Whip, those games me me feel like I'm in the future I imagined as a kid in the 90's more than anything I've done. I really makes you feel like you are Neo in the matrix or an unstoppable action hero like John Wick. They are a great workout on top of everything. If you are new to oculus or getting a Quest, these 3 are must haves. You will thank me later.
Then we have the social experiences. I lost track of the hours I've spent playing poker or blackjack with strangers, throwing my chips at people, smoking virtual cigars and chatting about life. It's a true escape from the stress of daily life. I also enjoy watching movies with others on "BigScreen" and tossing tomato's at the screen or just hanging out.
Then I learned about SideQuest and the first thing I did was turn on 90hz mode, WOW. This made a massive difference in how smooth and fluid most games were. When it ran well, it added to the realism by a huge factor. An example being the in game menus in BigScreen when they move its so fluid its like they are floating and moving in real life. For me personally, refresh rate is the biggest factor in my immersion into VR and to avoid motion sickness. 90hz on beat saber is way better and on top of that I installed a bunch of custom songs and that turned the experience from an awesome one to an unforgettable one. Then I got virtual desktop and WOW. Being able to WIRELESSLY play Steam VR games (like The Lab, highly recommended) with no noticeable latency is insane to me and being able to control my computer from VR. Worth every penny of the $20.
In summary, I'm super excited where VR is going from here, but right now in 2020 we have a device that solves all the early VR problems and puts it all in a polished consumer product that is FULLY WIRELESS and requires no outside hardware all for a low price $299. I cannot recommend or praise the Quest 2 enough. If you are thinking about buying one or as a gift for a friend or loved one, do it and you will thank me later. This product has added true value to my life and now I will be an ambassador to all my friends and family and show them what the Quest 2 can do, especially in todays environment where staying connected to the people in our lives without physically being there is a factor, this is the product we need right now.
submitted by Lawncareguy85 to OculusQuest [link] [comments]

Am I crazy or does Chicago have the best offer for James Harden and a reason to do it?

Two years ago we had the pleasure of watching one of the worst stretches of basketball for one of the NBA’s most lucrative and storied franchises come to an end. Ownership played the long game; their front office made a mixed bag of good and bad decisions on draft day, in free agency, and in the trade market. They watched the league market correct their respective front offices for trying to reach around or shortcut their way to playoff basketball leading to the decision to blow it up and focus on their youth. Their brass sold their fan base on watching a nucleus of young talent with distinct but interlocking skills grow together and learn how to play consistently winning basketball. The fans watched promising homegrown talent leave the team and then make all star game(s) for other teams but continue to be moved after those same all star appearances with fans faithful to those specific players carrying the hope that they found their home by now. Regardless, the question is now in front of Chicago’s front office as it was in front of the Lakers’ front office 2 years prior. A top 5 player isn’t on the market every day. We have a promising young core, but do we compromise it to put ourselves on this superstar’s timetable?
The 2 situations are not identical and I don’t want to act as though they are, but the question is the question. Chicago is quietly sitting at the poker table with a good amount of chips: young promising players at all 5 positions(Coby White, LaVine, Patrick Williams, Lauri, WCJ), and no one expects you to trade all 5 by any means. But what could/would a Chicago package for Harden look like?

Hypothetical offer:

Houston Gets: Zach LaVine, Lauri Markkanen, Cristiano Felicio, unprotected firsts in 2022 & 2024, the better of CHI or HOU’s 1st round draft picks for 2021, 2023, 2025, and a top-10 protected pick in 2027
Chicago gets: James Harden, Bruno Caboclo, the worst of either CHI or HOU’s first round draft picks in 2021, 2023, and 2025
1.) Zach LaVine, undoubtedly would have to be in the deal. The 2 best players in this deal play the same position, have mostly the same strengths and weaknesses (different ways of specifically expressing them, but at the end of the day mark a good amount of the same stats offensively), but are on either side of 30. Zach LaVine I’d say is one of the 10-15 best scorers in the NBA. He’s raised his scoring averages each of his first 6 years in the league, flies through the air in transition, and all the tape you watch of him makes you want to believe he’s an all-star caliber guy, but there’s one glaring reality holding him back from that echelon of the NBA. He’s entering his 7th season and he has yet to play .500 basketball or appear in the playoffs. The talent is unquestionable, the athleticism eye popping, but his negatives are unavoidable.
2.) Lauri Markkanen was once one of the NBA’s 10 most envied prospects. With length, range, touch, athleticism, and European heritage the Dirk comparisons were inevitable and unfair from the beginning but still tantalizing nonetheless. Athleticism and shooting are always at premiums in this league and Markkanen possesses both. With a spotty Games Played log and a lack of trust in his body on display at times in his third season his trade value is murky and for all anyone knows he could end up like Rubio, a young euro prospect dripping with potential never getting to fully realize it due to injury. However one of the best things for the rehabilitation of Rubio’s career and perception was ultimately making his way to a better team with better coaching, getting to display his consistency for a playoff team, and just getting to be a guy instead of the guy.
3.) Cristiano Felicio is only in the deal realistically to serve as filler to get CHI in range to take on Harden’s contract, but with the dearth of bigs on Houston’s roster it’s not unheard of for Felicio to get run as an 11th man if Boogie and/or Wood find themselves in foul trouble.
Why the Rockets do it: Houston has built a brand over the last decade and a half as one of the West’s most consistently quality franchises. One franchise has made the NBA playoffs every season since the 2012-13 season and that franchise is the Houston Rockets. While it can be argued it’s exclusively attributable to their defining superstar James Harden and his uncanny durability, once upon a time before Harden donned a Houston uniform the McGrady-less (and eventually Yao-less) rockets took the eventual champion Lakers to 7 games before exiting that series as they ran out of gas against Kobe, Pau, Odom, and co. And they did it with a lovable cast of misfit toys like Chuck Hayes, Carl Landry, Shane Battier, Aaron Brooks, Metta World Peace, and Kyle Lowry. The Rockets as much as they led the way for the league’s recent love affair with analytics also sport a track record that speaks to the appeal of being consistently competitive. They didn’t need to tank for McGrady, they didn’t need to tank for Harden, and transitioning into a team with a mix of veterans with chips on their shoulders (John Wall, DeMarcus Cousins), young guys hungry to win (LaVine, Lauri, Christian Wood), and 3nD role players could be a lot more manageable and lovable group for first time head coach Stephen Silas. This package is also the most comprehensive out there for Harden right now. An AD or Holiday level return doesn’t seem to be materializing in the market right now, and the 2 media front runners for Harden (Philly and Brooklyn) don’t have a package with both a high level player and ancillary assets to make up the difference between the hypothetical 50-60 cents and the dollar that is Harden.
Why Chicago does it: First things first, the team that gets the best player typically wins a trade, and a trade without Wendell Carter Jr. or Coby White is also a win for the front office. A franchise with the youngest MVP ever, the GOAT, and the team that developed current NBA sweetheart Jimmy Butler is in their worst performance as a franchise since Jay Williams’ career was cut short. Harden on his own is a top-7 offense and a 45 win team, but some of the complementary pieces not in the trade offer could add up to be some of the best tailored supporting cast of Harden’s career. Coby White shows more promise as a heat check and off ball guard than the lead ball handler of an nba offense. With a season average of less than 3 assists his rookie year juxtaposed against 43% 3 point shooter and presence as a big-bodied guard, White poses a very interesting offensive (and defensive as a switchable perimeter defender) fit next to Harden. Wendell Carter and the other wings that Chicago has should be able to fill in the gaps on defense.
Personal opinion:
It’s ballsy of Chicago because if Harden doesn’t like how Chicago handles him when they get him he’s currently only able to be kept under contract for another 2 years, but if Harden has patience it could be a very savvy move into an easier path to a title. The floor of a Harden Bulls team would be the 4-6 seed in the East, and Harden would have to give up the least as a player going to Chicago versus Philly or Brooklyn. The championship conversation label wouldn’t immediately be there like it would going to Philly or to Brooklyn, but there would be a lot of young pieces around Harden that could be used in a second move in the subsequent offseason to bring a second top 10 guy next to Harden. The ceiling of this Bulls core is very difficult to pinpoint, but it’s hard not to see shades of the Lakers’ core before they signed lebron where as a group it’s hard to see them consistently winning games without a proven leader and top-10 guy in the nba.
For Houston it seems as though the market is either just a star level player and maybe a pick (Philly) and a lot of ancillary players and multiple picks (Brooklyn). For a player better than AD it is a frustrating and unenviable position for a front office to not be able to extrapolate the same value out of Harden, and I give them kudos for playing the trade offer patiently. However it’s on everyone’s mind that Harden wants out of Houston so they are on the clock to move him before he walks especially considering he turned down the extension he is currently eligible for. It’s lemonade-from-lemons time for the new Houston front office.
I’d like to hear other opinions or other potential destinations if anyone else has any other ideas or dark horse destinations for Harden.
submitted by THEDumbasscus to nbadiscussion [link] [comments]

Comeback Opportunities will determine the game’s long-term survival: Here’s how we do it.

Comeback Opportunities will determine the game’s long-term survival: Here’s how we do it.
THE COMEBACK FACTOR: AN INTRODUCTION
There’s no question that one of the most exciting and exhilarating things that can occur in any game is pulling off an absolutely epic comeback. This is true no matter the game or the sport. Just the simple fact of knowing that a comeback is possible is enough to keep both players and spectators captivated and engaged throughout the entire duration of a game no matter what the deficit might be.
Comebacks are responsible for some of the most powerful emotions that someone can experience in a game, whether you're on the winning end or the losing end. And that's what people remember the most about games – not necessarily what happened, but how it made them feel.
Making sure that the comeback element is present is going to be IMPERATIVE for Frost Giant to not only implement, but absolutely NAIL if they plan on creating a game that stands the ultimate test of time.
What I aim to do is to explain the importance of the Comeback Factor, show the Comeback Factor’s relation to RTS and its history, and then propose game elements in terms of economy and unit balance that can ensure that comebacks play a pivotal role in Frost Giant’s mission to create the next great RTS!

SPORTS & THE COMEBACK FACTOR
To emphasize just how important the comeback element is, let’s just take a look at the top 25 sports in the world and their estimated global following:
  1. Soccer / Association Football (4 billion estimated followers)
  2. Cricket (2.5 billion)
  3. Basketball (2.2 billion)
  4. Ice Hockey, Field Hockey (2 billion)
  5. Tennis (1 billion)
  6. Volleyball (900 million)
  7. Table tennis (875 million)
  8. Baseball (500 million)
  9. American Football, Rugby (475 million) -----------------------
  10. Golf (450 million)
  11. Motorsports
  12. Boxing
  13. MMA
  14. Athletics
  15. Cycling
  16. Badminton
  17. Swimming
  18. Snooker / Billiards
  19. Gymnastics
  20. Shooting
  21. Handball
  22. Wrestling
  23. Skiing
  24. Horse Racing
  25. Bowling
Take a look at the top 9 sports on this list. You know what element they share? The Comeback Factor!
If you are a fan of any of the top 9 sports on this list, I am positive that you have multiple memories burned into your brain of absolutely incredible (or heartbreaking) comeback games, and you’re probably replaying some of those memories in your head right now as you read this. Comebacks create memories that stick with us forever, both for better and for worse (if you’re on the losing end), and these memories are what keep us wanting more and keep us coming back.
But it’s not even the comebacks themselves that create this phenomenon. It’s the fact that we know in the back of our minds that even if the team we’re cheering on gets soul-crushingly behind in a game or even gets ridiculously far ahead, a game is never over until it’s over. That’s because in all of the games at the top of this list, at any given moment the players have the power and the ability to completely turn things around, take control of the game, and have a direct impact on your opponent’s failure or success. In these games, even if your opponent gets a decisive lead – and even if he keeps up the exact same level of performance – you still have the opportunity to either step up your game and go above and beyond your opponent's level, you can drastically change up your approach to totally disrupt your opponent’s gameplay, or you can also take a series of high risks that might result in a complete change of momentum in the game.
This isn’t the case for nearly all the sports at the bottom.
In golf, if you get significantly behind halfway through a match and your opponent is scoring birdies on every hole, what are you going to do? Rack up consecutive hole-in-ones? Not gonna happen.
In bowling, if you get significantly behind in the first few frames and your opponent keeps bowling strikes, what are you gonna do? Bowl even bigger strikes? Keep dreaming.
In racing sports, if your opponent is a lap ahead and they’ve been consistently maintaining the same speed throughout the race, what are you going to do? Hope you roll a blue shell on your next power up? Ha!
The only way that a possible comeback can occur in nearly all of the sports at the bottom of this list is if your opponent just happens to make a disastrous blunder (like missing a pivotal shot in billiards) or suffers an unforeseeable misfortune (like pulling a muscle in swimming or clipping another bike in cycling).
Having to be 100% dependent on your opponent making mistakes or suffering a misfortune in order to win is simply NOT FUN. There’s nothing exciting or exhilarating about it at all!
The interesting thing about RTS games is that they share elements with sports on both the top and the bottom of this list. RTS games have both the direct offensive and defensive aspects of the top 9 sports (attacking your opponent, defending your base) and they also share the same indirect, passive aspects of most of the sports at the bottom of the list (building your army, growing your economy, developing your tech). The challenge to ensuring that comebacks are possible will be finding a happy balance between the two.
But before we get more into RTS, let’s briefly take a look at two other games that have stood the test of time due to their Comeback Factor: Chess and No-Limit Tournament Poker.

CHESS & POKER
RTS games often get compared to Chess and No-Limit Tournament Poker due to their emphasis on preparation, coming up with a game plan, executing different strategies, reading your opponent, adjusting to your opponent, and taking risks. But there are also many elements in Chess and No-Limit Tournament Poker that allow ample opportunity to pull off a comeback, and because of these comeback elements, Chess and No-Limit Tournament Poker are games that will more than likely live on forever.
In Chess, if you’re behind in material, it is very possible to still win if you can coordinate your pieces, give yourself a positional advantage, and execute different tactics to either checkmate your opponent, trap your opponent’s majominor pieces, or promote your pawns. Even if these options aren’t readily available, it’s still possible to cleverly weasel your way out of defeat and force a stalemate. Yes, at the very highest of levels of Super Grandmaster (top 30 players in the world) these comeback possibilities are extremely rare and very blundemiscalculation-dependent since Super GMs nearly always play perfect chess (which is a big reason I feel that chess will never gain mainstream spectator popularity despite having been such a popular game for centuries). But for players of all different levels ranging from just the casual player to even players at the Grandmaster level, the opportunity for a comeback is almost always present and happens in games all the time. In chess, you can also even intentionally give your opponent a material advantage in exchange for a positional or tactical advantage, and these tend to make for the most interesting games in chess! These kind of sacrifices happen regularly at all different levels of chess, including the Super GM level.
In No-Limit Tournament Poker, there is a common term that every poker player knows: “Chip and a chair.” For those who aren’t familiar with NLTP, “chip and a chair” basically means that as long as you have a single chip and a seat at the table, there is still a chance that you can actually comeback and win an entire tournament. This element alone is exactly why so many players are attracted to NLTP, because just like in the top sports mentioned above, a game is never over until it’s actually over. But even before you’re down to your last chip, if your chip stack is dwindling and you’re starting to lose hope, you can decide to risk your entire stack and go all-in and take a shot at a doubling up and giving yourself new life. Not only is this kind of risk taking a possibility, but it’s also REQUIRED if you actually wish to have any kind of long-term success. And on the other end of the spectrum, even if you are the dominant chip leader and have triple the amount of chips as the next biggest chip stack in the tournament, you can go from Hero to Zero and get knocked out of the tournament in just a matter of a few hands if you get unlucky or take a number of unnecessary risks. This dramatic level of constant uncertainty is undoubtedly the element that keeps people playing and also why people will always enjoy watching streams and broadcasts of No-Limit Tournament Poker.
But it’s also very important to keep in mind the difference between No-Limit and Limit Tournament Poker. While both games definitely require a lot of skill and understanding of the game, Limit Tournament Poker almost completely lacks the Comeback Factor. If you are ever down to your last chip in LTP, there is literally close to a 0.00% chance for any sort of eventual comeback. And on the other end of the spectrum, if you’re way ahead of the rest of the field in LTP it’s basically guaranteed that you are going to be there for a long, long time and will have an almost definite chance of placing high in the tournament – of course, that is unless you recklessly make a long series of blunders or get really unlucky back-to-back-to-back-to-back-to-back. There’s nothing exciting about any of that. This is why Limit Tournament Poker isn’t popular at all whatsoever. There actually was a brief period of time when LTP was relatively popular during the Poker Boom of 2003, but after the player population really got a good grasp of the game, that popularity fizzled out pretty quickly, because the game is redundant and simply isn’t exciting or interesting.
We want to create No-Limit Poker, not Limit.
(Note: I am not saying that all of these sports/games are perfect by any means and I believe that there are actually some game balance issues in nearly all of them, but that’s a subject for another time.)
So how can we use all this information and implement the Comeback Factor into the next great RTS?
Before we get into what we can do, it’s very important for us to first take a good look at the economic systems of three of the most successful RTS games of all-time: Brood War, StarCraft II, and yes… WarCraft III.

THE OVERLOOKED INNOVATION OF WARCRAFT III
Now, I have to give credit where credit is due. WarCraft III put forth an honest effort to TRY to get this comeback element right, and while I don't believe that they were successful in really accomplishing it, I do think that it would be a mistake to overlook the innovation that WarCraft III actually did manage to bring to the table.
While developing WarCraft III, Blizzard was well aware that a big reason for Brood War’s success was because even if your opponent got a significant lead, players could still stay in the game and perhaps eventually pull off some sort of a comeback. While the comeback element was definitely present in Brood War, it still wasn’t nearly at the degree of any of the sports/games discussed earlier. Blizzard aimed to change that in WarCraft III by implementing upkeep with the goal of encouraging engagement and aggression while also allowing players who get behind to have a higher flow of income than their opponent so that they can build themselves up and get back into the game more quickly.
For those who are uninitiated on upkeep or just need a reminder, upkeep is basically a tax bracket based on active food supply that essentially punishes you for building an army beyond certain points of supply. The three different levels of upkeep are:
- No Upkeep (0-50 Food: 100% income)
- Low Upkeep (51-80 Food: 70% income)
- High Upkeep (81-100 Food: 40% income)
Unfortunately, the implementation of upkeep made the game very unenjoyable for a large percentage of the RTS player base and you can still find WarCraft III players – both loyal fans and players trying to give War3 another shot – complaining about upkeep to this very day! The different levels of upkeep are so punishing that it discourages players from even building up an army much larger than their opponent’s, as their economies would suffer dramatically and it would give their opponent a significant and completely game-changing economic advantage. As a result, at the top levels of play, you basically never see players go above 80 supply and they are even hesitant to even go above 50 supply until they feel the time is right.
So how on Earth are you supposed to have a comeback when the game is systematically designed to prevent players from even getting ahead?
https://preview.redd.it/xdatdlb7x9x51.png?width=292&format=png&auto=webp&s=4d60b32bc0e7bda9560319a1ecbbe414ee35356f
With all that said, it would be extremely shortsighted for us to only look at the flaws of upkeep without acknowledging what it actually did accomplish. The number one thing that the idea of upkeep got right is that it was successful in encouraging aggression. When a player approaches the maximum threshold in an upkeep bracket (50/80 supply), it’s almost immediately necessary for them to attack their opponent in order to either gain an advantage or keep any advantage that they already have – which ultimately also puts that advantage at risk – and there’s really only a small window of time to be able to do that, because if you don’t, your opponent can quickly and easily equalize. When a player is forced to put his advantage at risk, in theory it should create a perfect opportunity for a possible comeback. However, since the possibility of gaining a significant advantage at all is basically non-existent in the first place due to upkeep, the theory doesn’t really perform well in actual practice in terms of an RTS game. This causes the game to place a much higher emphasis on gaining an advantage through hero development rather than unit, economy, and tech development which are basically the three main elements of all RTS games. And in WarCraft III, once a player’s heroes become significantly more powerful than their opponent’s, the possibility of a comeback is nearly completely lost as there is no opportunity to set back any progress that a hero has already made in leveling.
Now what Blizzard seemed to have possibly overlooked when developing WarCraft III was that Brood War already had a form of upkeep innately implemented into the game that they may not have even realized they already had!

UPKEEP, BROOD WAR, AND WORKER VALUES
Brood War has an economic system that is extremely unique and very different from any game that has ever been made and this system is a huge reason why comebacks are more possible in BW than other RTS games. To further explain this point, it’s important to first compare its economic system to WarCraft III and StarCraft II.
In WarCraft III, each worker holds the same amount of value and this value remains the same throughout the entire course of the game unless it’s affected by upkeep, in which case every worker’s value is affected all at once. In terms of income, each base only allows a maximum of 5 workers to mine gold at a time. If workers that are mining are killed, all the races have a pretty easy time immediately replacing them with very little impact on the economy. Of course, it’s slightly more difficult for Undead, but you can still replace Acolytes relatively quickly without much of an economic effect since you only need 5 for 100% mining efficiency.
In StarCraft II, the first two workers per mineral patch all hold exactly the same value. The amount of minerals that 16 workers can mine per minute is roughly double the amount of minerals that 8 workers can mine per minute on a base that has 8 mineral patches (ever so slightly less than double actually, but not significantly enough where “double” isn’t fair to say in terms of game balance). After 16 and up to 24 workers, each additional worker adds value approximately 40-45% of the income value as each of the first 16. After 24 workers (or 3 workers per mineral patch) there is practically no value at all in having any additional workers. This is why expanding in StarCraft II is so incredibly beneficial and has such a high reward. As a result, expanding is always done as early as possible in nearly every single top-level game, because the value that you get from your first 16 workers at every base is just so ridiculously high.
In Brood War, mining works very similarly to StarCraft II except for one MAJOR difference. The rate of minerals mined per minute IS NOT doubled when you have 16 workers mining as opposed to 8 on eight mineral patches. In fact, all the workers between worker 9 and worker 16 only have about 55-60% of the income value as the first 8 workers, then workers 17-24 only have roughly 35-40% of the income value as the first 8 workers. Like StarCraft II, additional workers after the 24th worker have practically no value. These elements of mining are a big reason why Zerg players in BW can equalize their rate of income with other races despite having a lower worker count because their workers tend to be distributed among more mineral patches at more bases.
So what does all this mean in relation to all 3 games?
In WarCraft III, it means that it’s basically impossible to have a major long-term impact on your opponent’s economy unless you take out an entire base.
In StarCraft II, it means that killing just a handful of workers can be a total economic disaster for a player. For example, if you and your opponent both have 16 workers mining and you kill half of your opponent’s workers, you now effectively have an income rate TWICE that of your opponent.
In Brood War, it means that the effect of killing your opponent’s workers isn’t nearly as punishing, because if you kill half of their 16 workers in Brood War, you have only given yourself a 55-60% economic income advantage, which gives your opponent much more of an opportunity to get back into the game!
“But what if I lose ALL of my workers in BW and SC2?”
This is just ridiculously more punishing in SC2 than in BW because now you have to make 16 workers to equalize your opponent’s economic advantage instead of just having to make 8 to at least somewhat get back into the game.
These reasons are also why Drone kills in Brood War are often considered way more valuable than Probe or SCV kills, however this is compensated by Zerg’s ability to be able to produce many workers at once. If Zerg didn’t have this compensation, then killing Drones in BW would be just as punishing as killing Probes or SCVs in StarCraft II.
Because of the economic comeback elements that Brood War somewhat possesses, it's far more difficult for both players and spectators to ever really have a clear idea exactly who is going to win until the game is all but over, and I believe this plays a huge role in why an ASL quarter-finals match can still attract nearly a quarter-million live viewers 22 years after Brood War's release.
So how can we take what we know about the economy of these games and implement them into the Comeback Factor moving forward?

THE ART OF THE COMEBACK: THE ECONOMY
I’m not going to sit here and act like I’m some sort of creative genius and spitball ideas of whether or not the economy should involve mining minerals, collecting coins, soaking energy from the sun, or picking turnips. I mean, I can if you want, but that’s not what this proposal is about. This is about how to create a fair and effective economic system that finds a good and fair balance between allowing players who are behind to get back into the game while also not too harshly punishing players when they are ahead.
While there was a pretty effective form of economic income control through worker values in Brood War and a somewhat effective form of income control through upkeep in WarCraft III, I believe that both forms of control are still far too dramatic and too immediate (albeit much less immediate in BW since only one worker loses value at a time whereas all the workers lose their value at once in War3).
But there is one thing that both games taught us: Income control is necessary.
I would like to propose a simple idea that can be implemented in a variety of different ways whether it’s through gathering gold, mining minerals, or (ideally) picking turnips from a garden.
What if ONLY the first worker got 100% value from gathering resources at a single location? What if the 2nd worker got 95% value, the 3rd got 90% value, the 4th got 85%, so on and so forth...? Of course, these are arbitrary gradients that mean absolutely nothing right now and we don’t even necessarily have to use workers as our means of getting income, but the idea behind it is that if your early workers have more value and your later workers have proportionally less value but still SOME value, then you aren’t as severely behind when you just have a few workers and you also aren’t drastically punished when you have a lot of workers.
If this were implemented into any RTS it would effectively do three things:
  1. It would encourage engagement and aggression just like upkeep did in WarCraft III.
  2. It would encourage expansion and growth just like in StarCraft II.
  3. It would allow even more of an economic opportunity for a comeback than Brood War.
Q: How would it encourage aggression like in WarCraft III?
-- Because once you reach various levels of economic growth, your opponent will be able to equalize with you much more quickly unless you stop him from doing so.
Q: How would it encourage expansion and growth like in StarCraft II?
-- Because once you reach a certain level of income at one base, it becomes more beneficial to establish another base in order to gain higher value from your workers.
Q: How would it allow even more of an economic opportunity for a comeback than Brood War?
-- Because your earlier workers will have an even higher value compared to your later workers than in Brood War.
In order to give you an even better idea of how earlier workers will have a much higher value and allow for a better chance of a comeback, here are a couple of graphs so you can see it for yourself.
But so that we can compare the worker values in my proposed model to the worker values of StarCraft II and Brood War, I reduced the value of each additional worker in 4% increments rather than the 5% in my example earlier, since we will be using 24 workers to reach maximum saturation. Like I said, the actual numbers are pretty arbitrary anyway. It's the idea that I'm trying to get across. This will allow us to visually compare what it looks like going from 0% to 100% mining saturation in SC2 and BW and it shows what my model would look like in comparison.
https://preview.redd.it/yw8o6jxcx9x51.png?width=2392&format=png&auto=webp&s=81da3bd8b9a2c3d063d9bfe785a03a5f3837b5a9
This graph makes it clear why earlier workers in Brood War are far more valuable than in StarCraft II in the big scheme of things, which is why coming back after taking an economic hit is so much easier in Brood War. But as you can also see, my economic model for Frost Giant takes it a step even further, which would make it even more economically easier to recover should you take a big hit, or any degree of a hit for that matter. But at the same time, it's also not so way over-the-top that it makes it completely unfair to the player who holds the economic advantage either.
I've also included this bar graph if you wanted to take a side-by-side look at the difference of values the workers would have at each level.
https://preview.redd.it/4mpzaptex9x51.png?width=2636&format=png&auto=webp&s=36570527f2781788c5be42cd0bb552606ba4cf89
And here are the raw numbers if anyone wants to take a look and check my math for me...
https://preview.redd.it/s8ingv5hx9x51.jpg?width=435&format=pjpg&auto=webp&s=8781e32c8dd1d410b36e13ba09a6dfa6bd49f9b2
If you want to know exactly how I got these numbers, you can find the explanation HERE, because it's annoyingly tedious and it really messes up the overall flow and pacing of this proposal.
From an economic standpoint, I don’t see any downside to this if it is implemented to the primary source of income. Plus I’m just going to assume that there will be at least one additional type of secondary resource that players have to gather that could have a more stagnant and consistent gathering rate, so that can also be a way to kind of balance the flow of income between the resources.
(Edit: I wanted to avoid throwing out specific ideas, but quite a few people have commented and messaged me that this would be difficult to realistically implement. I don't see why workers wouldn't be able to extract resources from a single source that loses extraction efficiency the more workers you have on it. There are probably even far more creative/simple ways to accomplish this.)
But while implementing an economic system like this would be very effective, the Comeback Factor cannot be solely dependent on the economy. It will be very necessary to also implement other game elements to allow comebacks to be possible.

THE ART OF THE COMEBACK: UNIT & BUILDING QUALITIES
Now that we can finally push economics completely aside, there are many unit/building qualities that will be necessary in order to ensure that comebacks are possible. The main ones that come to mind are:
  1. Unit and building fragility
  2. Unit fortification advantage
  3. Units that dramatically hard-counter other units
  4. Efficient static defense
  5. Accessible and completely momentum-changing units
  6. Units that can quickly exploit different specific weaknesses
WarCraft III, StarCraft II, and Brood War all have some of these qualities to varying degrees, but it will be very important to put an emphasis on these particular unit/building qualities and make sure that they have a strong, discernible presence in order to ensure that comebacks are more of a possibility. And again, I’m not going to act like I’m some sort of creative genius, so I’m not going to try to tell some of the best professional game developers in the world how they should design their units. If you can find a way to implement turnips, cool. If not, too bad. But I do feel that these six qualities are all absolutely necessary for comebacks, nonetheless. They are mostly all self-explanatory, but I did want to elaborate a little on the importance of the first three.
1.) Unit and Base Fragility is probably the most important quality on this list. Having an opportunity to find weaknesses and deal damage to your opponent quickly can be extremely critical when trying to make a comeback, and this will only be possible if units and buildings have an exploitable level of fragility. If units and buildings are too difficult to kill, then it becomes impossible to do any kind of serious, game-changing damage to your opponent if you’re trying to equalize. It won’t matter that you snuck a covert task force into your opponent’s undefended expansion if it takes 5 minutes to kill a building. It won’t matter that you caught reinforcements on their way to join the main army if you can’t kill them before they get there. It won’t matter that you just built a direct counter to your opponent’s army if you can’t do any damage before he builds a counter to your counter. The lack of unit and building fragility in WarCraft III is also a big reason why it’s so difficult to ever rally together a comeback. In War3, if you have a bigger army than your opponent, it’s just incredibly easy to pull back weakened units to ensure they don’t die because of how long it takes to kill them. And because it takes so long to kill buildings in War3, it’s also very difficult to just run a few strategical units into a base, do some meaningful damage, and get out before your opponent’s army gets there, especially with Town Portals being a factor.
2.) Unit Fortification Advantage is a pretty big quality that I think took a hit with StarCraft II due to the implementation of unlimited unit selection and units being able to move in swarms, which led to the inevitable evolution of death balls. This made it extremely easy to get all of the units in your attacking army to all fight at once. In Brood War, it’s a lot riskier and more punishing to send your army into a fortified group of units since it’s way more difficult to keep your army close and have them all attack together. Another reason why unit fortification is stronger in Brood War is because the units and spells that work best in stationary, defensive positions (such as siege tanks, reavers, dark swarm/lurker, psionic storm) are far more powerful than those in SC2. I am by no means saying that one game’s mechanics and unit makeup are superior to the other, but it is important to acknowledge game elements that offer either more or less opportunity for a comeback.
3.) Units that Dramatically Hard-Counter Other Units will be an absolute MUST if we want to give players a good opportunity for a comeback. And I’m not talking about $1,000 worth of unit “A” will always beat $1,200 worth of unit “B” kind of counters. I’m talking about counters like $500 worth of unit “A” will embarrassingly DESTROY $2,000 worth of unit “B” kind of counters! It might not be necessary to be THAT dramatic, but you get the idea. These kind of dramatic hard-counters are definitely something that will help make it possible for a player who is behind to effectively defend or pre-empt an oncoming attack if they know what’s coming. (Edit: I'm NOT saying that every single unit should have a super hard-counter, just that dramatic hard-counters should play a clear role in the game.)
I really don’t think that I need to touch on the last three qualities at all, as the importance of those are very easy to see and understand. So in terms of units and buildings that haven’t even been invented yet, I think that’s all I got for that.

THE COMEBACK FACTOR: FINAL THOUGHTS
I really hope that I was able to help you understand the vital importance of having comeback elements in a game. And if I did, I really hope that some of the ideas that I proposed help you guys develop a game that makes comebacks possible and results in an RTS that lives on for generations.
I want to thank everyone who took the time to read this, as I always try put a lot of thought into analyzing any game that I really enjoy playing whether it’s a sport, board game, card game, or a video game. I am very passionate about balance and fairness, particularly in games of course, and I especially have a deep affection for RTS games, so even having you just read this really means a lot.
Thanks again for reading. Take care!
https://preview.redd.it/przhw77nx9x51.png?width=77&format=png&auto=webp&s=0acca35bcbaa0c9fe176ed179f629039f45f184c
submitted by Ted_E_Bear to FrostGiant [link] [comments]

A Final Guide To Poker

Introduction
Seriously? Another poker guide? Surely we already have enough that describe optimal play. Well yes, but no . As those guides will get you 95+% of the way there, my goal was mainly just for fun, but it also allows me to share a few extra simple rules to get even more out of the game. For those who just want to know the strategy and no details you can skip until the TLDR. Before I lose your attention here are the new questions that I tackle (note: natural pair means a pair formed without the use of a joker)
  1. When dealt a starting hand with both a natural pair and 4 of a particular suit, should you keep the pair (go for 2 pairs, 3 of a kind, etc.) or keep the 4 of a particular suit (go for a flush)?
  2. When dealt a starting hand with both a natural pair and 4 cards of a straight, should you keep the pair (go for 2 pairs, 3 of a kind, etc.) or keep the 4 cards (go for a straight)?
  3. How much extra value does the card counting strategy bring in the higher-lower game?
Have These Questions Really Not Been Answered Yet?
While there are excellent guides on the overall strategy (see YANFLY) , one that calculate the odds of winning poker hands (u/PinoyEvan5), and one that calculates the expected returns of playing higher-lower (u/BillsHere1), there is still no full game solution. The probability of winning poker hands only matters when we know the expected returns of playing higher-lower for various multipliers. That is for a complete solution we need to combine and expand on the previous guides.
How Do I Answer These Questions?
I wrote code to simulate the games and then played them millions of times. For anyone interested, I wrote a ten page document that explains the entire process and shows the code. If anybody wishes to implement it themselves I can send you the R Markdown file if you DM me.
Results
Preliminaries
Before we an answer any of the questions, the first thing that needs to be done is to solve the expected value of playing the higher-lower game. Following past guides, we will be playing the 2 card higher-lower for 1000 chips. The optimal strategy is as follows:
Using this strategy, and implementing it in my higher-lower game, I ran 10 million simulations and got the following results for various multipliers (+/- gives the 95% confidence interval).
Question 1
Now that we know the expected returns of various multipliers we can figure out whether keep the pair or the 4 of a suit when dealt a starting hand with both. As there are many cases, I decided to again estimate these through running millions of simulations (see the document for details). In the end (got lazy with errors, but with this many simulations and a difference that wide should not be a problem), I got the following expected values to the various strategies:
In these situations you should GO FOR THE FLUSH
Question 2
The analysis for the straight is quite similar but here we need to consider that inside straight draws on open ended draws have different odds. Fortunately, keeping the pair is better in both cases so it simplifies our overall strategy. The following shows the expected value for going for a straight when you have 4 in a row (i.e. an open ended draw), which has a higher expected return than an inside draw
The difference here is not statistically significant and quite negligible. While one should be indifferent between the two from an expected return perspective, from a human perspective it is easier to remember that you go for the pair in all such situations.
In these situations you should KEEP THE PAIR.
Question 3
Question 3 is particularly interesting. A key part about playing the higher-lower game is that cards will not show up twice - this means card counting is a viable strategy. As has been pointed out in many guides, a simple card counting strategy is as follows:
The question is how much of a gain is this card counting? If the gain is small, then the player probably cannot justify using it if it adds extra time to playing. However, if the gains are large then it might be justifiable even if it slows down your ability to play. To test this I ran 10 million simulations using this card counting strategy for the x1 multiplier situation and go the following outcome:
The results are it adds about 1.3% to your expected return. Personally, I think using it adds well more than 1.3% to my playing time so for me personally counting cards is not a viable strategy. For extra analysis, I looked into a full solution card counting strategy (one that allows for cases when picking lower is better for a 7, picking higher is better for a 9, etc.), but these cases are so rare it adds essentially nothing (0.1% gain which is non significant).
Acknowledgements
Thanks to u/Aerdra for the crucial feedback and correcting an error in my code. This has now been corrected in both the post and document.
TLDR - Summary
Provides a summary of the optimal strategy for playing poker. Contributions added in this post are in bold, while all the rest was previously known in previous guides.
Poker Phase: General Strategy
Poker Phase: Tiebreaks
Higher-Lower Phase
In higher and lower you should play until the game ends either by losing, completing round 10, or passing the cap limit by using the following strategy:
Additionally, a +/- 1 card counting strategy can be used for additional gains of 1.3%. [A benefit which for most players is too small to justify the effort of card counting]
Happy Halloween! And grinding!
submitted by XtwoX to Granblue_en [link] [comments]

A Poker Story

A Poker Story
Like many of you, I was a product of the Moneymaker affect. I started studying poker in 2003, and began playing online on Full Tilt. I turned $50 into $4,250 in a very short time playing MTTs, and after that I was hooked. I ended up having to withdraw my online bank roll in order to buy a car for college. I was in the process of building my bankroll again when Black Friday happened.
I suffered from anxiety and depression for years, and the thought of playing live intimidated me, i'll admit. I'm also a poor white boy from rural Ohio, and never really had the disposable income to buy into a live game anyways.
That all changed in March. I had been saving up a bit for a road trip out west, when COVID happened. I didn't see that as being a real possibility under the current political climate, so I started thinking about poker again. I started playing online, and realized that the game had changed in the 15 years I had been away. I started learning about hand ranges, and EV, ICM. All things that I was aware of before, but had never really thought about. I took a beating at first, and then started to analyze my game. Once I plugged a few leaks in my game, I started cashing in tournaments again, and often. I started building that bank roll again.
Thats it I thought. I'm going to Vegas. Since it was about the only place in the nation playing live poker. ..but damn. Thats far. So, I saw that the Borgata was opening, and I was ready to head to NJ to ..just see what would happen. I had just watched Rounders, and I was ready to throw my hat into the ring. lol
As I was scouring the internet for ANY poker rooms closer to me than Jersey, I found 'The Shark Tank Poker Club' in Columbus, Ohio. So, on a whim..i decided to head up.
I was nervous as hell going in, I admit, but I kept my poker face pretty well. I sat down at a live cash game for my very first time a last week, playing NL1/2. I played extremely tight and just sat and watched, learning the procedure. Everyone talks about how slow live poker is, but to me, i thought it was surprisingly fast (great dealers there). I struggled to follow the action at first, and folded out of turn twice. I apologized to the table, told them I was a greenhorn, and it was no issue. I got a few hands, but didn't play them well because I was not good at counting the pot yet. As the night progressed I started to catch up with what was going on around me, I just went card dead the rest of the night. At the end of my first night, I lost around $150 and chalked it up to a learning experience. I'd had a good time, and I was fine with the loss. I hadn't played my best game, and I knew it. I was ready to get back at it ASAP.
4 nights later. This past Saturday. I showed up again at the Shark Tank. This time I was ready to play my game. I bought in NL1/2 for $300 and told myself if I lost it all, I was just going to re-load and keep firing.
My 2nd hand of the night. I pick up pocket 5s. In a 3 way pot, the board came 5-6-8. I bet $100 into a $95 pot. One fold, one call. The turn is a 7. Villain goes all in, I call. He shows 10-9. I got stacked my 2nd hand of the night. I had been there 20 minutes and already i am in the hole $300. I have to admit that for a moment, I thought about leaving. I bought in for $200 and got switched tables. I sat down at the new table and bought another $100 in chips.
Over the next 5 hours I won $1,550. I was getting cards..but I was also getting value, and more importantly, action. I stayed at the table around 6 hours and eventually apologized to the table, and said that it was time for me to go. I had a 2 hour drive ahead of me and it was 2:30am. I left the table on Aces and 650BB ahead.
Obviously I had a good night, and I'm not going to expect this every weekend..but I will say that it gave me the confidence in my game I needed to keep coming back. I'm not naive enough to think that I will continue to play at 303.5/100BB but I'm definitely willing to give it a try. lol
I'm sorry to write a novel here, but if there is a moral to my story. I want it to be: take your shot. Go for it. Have confidence in your game. Don't be afraid to re-load and keep firing.
My dream is to play in the WSOP someday, but if Saturday is the highlight of my career. It was worth it.

Motivation.
submitted by jmcdanielfilms to poker [link] [comments]

iOS Wireless Poker Software

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I had my doubts when I first heard about the possibility of a login IDNPoker promotion because I'm not a big fan of these sorts of gimmicks. But the promotions motivated me to give it a shot, as I am a huge fan of their games. When I made my deposit, I was immediately gifted with 5 new chips. These chips were initially useless, but I soon saw their potential--I soon began to see how good this game is. Within a few hours I had collected enough data and had made enough money to buy me a new computer for my school work. All that's left is to play my favorite games and cash out my winnings.
The website itself looks very professional and the games are very interesting and offer a variety of challenges. They have all the classic poker games such as Texas Holdem, No Limit Texas Holdem, Draw Poker, and Full House. There is also a popular trivia game they have available called "Anansi DNS", which is an Indonesian language quiz. For players who don't like their usual poker games, there is also a progressive jackpot offered called "Mindflex." While many of the online casinos would simply force players to play their highest value games in their lobby or in the tournaments, I prefer to play the games in the privacy of my own home, where no one can hear me win or lose. This way, I am able to relax and enjoy the game.
If you are looking for a download apk of iOS android login IDNPoker, then you might be able to find it in the link at the end of this article. Just be careful when choosing a download because not all of them are legal. I know one well-known poker site that provides illegal downloads. You may also want to try downloading an older version of iOS before installing the latest and greatest. There are several other poker sites on the internet; just choose one of those that is most reliable, safe, and convenient for you.
All of that aside, one thing you should know about this idn poker login apk app terbaru is that this software program is completely legal. It has also been thoroughly tested by professionals in the field and you can be sure that it will work for everyone. The website itself provides step-by-step instructions on how to install the program. This is one of the best things about the application. You don't have to worry about anything because everything was tested by experts before.
submitted by kalijcxsw to IDNLoginPoker777 [link] [comments]

Book of Doom - “Living the Dream”

The Book of Doom
Living the Dream
Intro
Story of a time traveller trapped in a world where everything is backwards.
I’ve possibly never had an original thought. Everything is already written. I’m just discovering. I’ve lived my life and been manipulated left right and centre.
I love everyone.
I think I’ve rarely been conscious. My friends say i day dream more than participate in thought.
I think I’ve mastered life though & people in power know & are following me.
My whole life is a lie.
The whole world is a stage.
From genocide, world war & Jesus.
I’ve lived life just letting life take me.
It feels real but none of it feels like my own.
I’m writing this in a mental hospital for my own sanity maybe this will help you if you have gone through an awakening
The population to resources is a shambles but with technology and everyone working together we could turn the world green :)
They’re going to implement change through a world war where we will have no choice but to work together.
I’ve pretty much lived life for my mother and father, followed them all my life. My next job could be at the Chatsworth house. Working for the Duke of Devonshire.
I was stressed working with my mum, she ran a catering business and my Gran has moved to Greece. Alls I did from 15-17 was play video games. Outdoors had got violent and territorial. Xbox multiplayer came out and the introverts stayed in.
I played a pc game called Visual Utopia. It was an mopg, 2D map with around 200 players. A turn based strategy game, like hunger games, chess, fort nite, RISK & C&C all in one. You landed with 50 soldiers in a unit & had to find a place to settle, find friends & create a kingdom to survive. I hated it and loved it at the same time.
At 17 I moved to Greece with intensions of staying or coming back after a summer like I did. I convinced Gay to come with me before hand, I went but he couldn’t because of his dad. He came over a month later though. Damon was on holiday there with lads from work, he’d already booked before the idea and said he’d stay when I came over. Damon stayed two months and Gay stayed 1 month. Gav came back and got a job in Livingstones. I came back five months later and my neighbour got me a job in Bar Centro working for Noah the next week. I said to my mum, give me a year I’ll be manager. I was supervisor trainee manager after six months, after a year, Noah offered me managers job and a shit salary so I turned it down. He took me on holiday, now I black out when I’m drunk and I remember nothing of the holiday but I have a memory of him threatening to kill me if the truth gets out.
I’ve spent many family holidays with my mum in Greece. Me & mum loved to travel. She also took me to Paris twice, which a fell in love with but I was most fascinated by Greece, their history & architecture. From what I heard, Greek Mafia had their hands in bit coin & some of the common folk had ancestors from Zimbabwe which when I asked them about they was shady and avoided the question, as if they we’re wondering how I knew.
Here my life pretty much begins. My parents split at the age of seven. My mum and dad worked in bars, Bradbury Club, which has been torn down now. My dad was all round handy man pretty much managing the place, my mum worked the bars.
The split was rough. Me and dad moved to a flat in Grangewood then to Brimington where my Nan lived. My dads mum.
Chapter One - Age Seven
Chapter Two - Age Eight to Fourteen
Chapter Three - Age Fifteen to Sixteen.
Chapter Four - Age Seventeen
Chapter Five - Age Eighteen to Nineteen
Chapter Six - Age Twenty
Chapter Seven - Age Twenty One
Chapter Eight - Age Twenty Two to Twenty three
Theory of everything contents
The more wisdom and philosophy we attain the more heavenly life is
Wisdom is the truth known consciously
Truth is what has consistent value
We are all connected
We are the centre of the universe
We are an accumulation of our ancestors
Consciousness is the manifestation of interactions
We are a sum total of our experiences
Free will is a form of self control
Frustration is the door to perception
Hell is the burning desire for this moment to be different. Heaven is the present moment
Gratitude is the state of mastership
Everything is a phase
Good is to do love onto another; out of love for yourself, to make one love oneself. Evil is to inflict suffering on to another; out of hate for yourself, to make one hate oneself
We attract what we fear, we become what we hate
Unconditional love does not mean unconditional behaviour
Karma is when you don’t learn your lesson the same situation repeats until you accept your mistakes & make the changes.
The universe; inner and outer, is a spiral, what goes around comes back around
Change your mind, change the world around you
Our purpose is to express ourselves in order to understand ourselves and the universe
Alls life is is a story going back in time to understand creation
We are time travellers
Knowledge is power
My dad was an all round handy man. He was a carpenter in his spare time to earn us extra cash. We loved building things together or, I loved copying him.
I met Tricky, Gay & Alan at Brimington Junior School. Me and Tricky lived on the same street. We became friends when two girls stole his shoe and I just happened to be there. We became very good friends. We loved playing with action figures & watching Dragon Ball Z. Tricky was a bit mardy, hated playing outdoors and hated PC but I loved playing Age of Empires at his. With Gay & Alan, we loved to play outdoors & have tea at each other’s houses, throughout life we have loved building things together. I joined cubs with Tricky & I went to karate with Tricky.
I also gained three step brothers from my mums side. Daniel, Mathew & Liam. My brothers always stuck up for me and I looked up to Daniel, he was awesome :) we all loved building things together, playing blind mans bluff & man hunt. We also played for our local Rugby team & was learning to box at the local boxing club. Me and Liam played in the same team at rugby, under 11’s because I was small enough to be a back and get away with it even though I was 13 :) Me and Mathew was too big for me at boxing and Liam was too small for me so I never really got a fair fight. Mathew also joined the choir at the Crooked Spire :)
My Gran was amazing to me. Now let’s get to her. :) She was a very faithful woman, adored by the church and had great piano skills. She was well respected and played piano for the church. She used to get tons of Christmas cards. I loved learning to play piano with her, well, a little. :) she used to always play classical music and we’d drink orange juice and elderflower which is still a favourite, thanks Nan :) We could never say the Lords name in vein, my dad and her friend are the one’s that got me and Tricky into cubs :)
A rough part of my life in general this was. It was rough on the streets, fighting and territorial gangs of kids. I had baby sitters from a young age. Even before the break up. After the break up. I had mark bottoms who came from my street. He was still a kid really. Probably only 15. He used to bully me and beat me up. I blocked out most of my memory but I remember being trapped under a table being hit with poles. After one night another one of the baby sitters kicked him out, I called him a ginger twat down the street then he chased me to the shops and tripped me over. Fun :)
In Boythorpe I wasn’t having much more luck at my mums either. We was just being kids, taunting shop keepers when one dragged me into the shop. They then grabbed an arm each and started beating me, lovely stuff :) The shop keepers fled the country.
So I had a rough family break up that resulted in police tearing us apart and I was being beaten left right and centre :)
By age thirteen I’d made lots of new friends and felt more comfortable. School was fun, the work was not. I’d took up ju jitsu as a hobby, I was a natural and stuck at it two years. :) I remember learning to draw in perspective, 3D in the younger years, creating a tin can alley to raise money for charity and having the dinner lady steal the earnings, lovely stuff. :) We’d play army with our imagination, we’d play pokemon cards & bulldog, the usual stuff kids we’re playing :)
I met a bunch of other more friends along the way, Ryan Turner, Luke Spyra, Damon Shaw, Daniel Stirling, Daniel Wood etc... I met Luke Spyra on the parks through Ryan Turner I met in school through girls we used to associate with. I fancied the girl that fancied Turner so I clung to Turner to learn everything I could from him. He’s still a close friend now. I met Stirling & Woody through school. I met Damon on the streets. He came from Manchester and his uncle was once the head of defence :)
I don’t remember doing any work during school because I basically didn’t do it. :) I was very lazy & unimaginative when it came to writing, I could never produce more than three lines worth of writing. I wasn’t made for school. I remember playing something maybe called the game of life where we all had to pretend to be adults and work out our expenses, what we could afford and couldn’t afford, that was fun :) I remember in nursery my favourite thing to do was build with the blocks & I built a small bird house out of wood for my nursery teacher when I left because me loved her :) 13-15 was the good life after that where we just played and paid no attention to school. I spent most of my time day dreaming not bothering other kids so I got away with doing nothing :) At 15 I said I’d get 3 GCSE’s just incase and I got myself. Maths, Science & Electronics. I had a passion for business :)
Around this age, we moved twice and my dad had met Jean, we spent some time on Somerset drive where we’d play football, be more building & fighting. Jean was wonderful to us, she studied at university, loved classical music and would help me out with my english gcse :) we loved camping holidays. Unfortunately Jean died of cancer, along side my dad’s best friend who was like an uncle to us and joined us on holidays. My Dad’s life wasn’t getting much better :(
If I wasn’t at school I was at work :) I got my first wage packet at about 9 years or younger, cleaning with my aunt for £2.50. I used to work paper rounds with my brother at eleven and at 13 I had my own paper round. At 15 I was skipping school to labour for my step father plastering :)
I learned for a while and owned a drum kit & a electric Guitar at this time. We’d also all love playing Warhammer & getting eight players linked up to two Xbox’s in my shed & having BBQ’s in the summers
I was accident prone too, by this time I had broken my arm three times & my fingers once. One time at band camp my arm actually snapped in half, I stood up and immediently snapped it back in to place after my older brother threw my over his shoulders :) Proud moment. Aha
At fifteen we we’re pressured into making life choices, internet is becoming more popular. Streets are getting rougher and Xbox bought an online console out with Halo. Things got weird. We all started playing VU. I was mardy because Xbox had taken everyone indoors. But at-least I had VU. It had took a grasp on me and I became addicted. I played along side Turner, Gav, Adam, Damon, Straw, Stirlin & Woody. This was a rare time the game got a good flow of players.
I felt like there was a strange secret kept from me. I remember at one point in my life not being able to know something because I’m ginger as a joke. I linked it to VU lol.
Everyone but me and stirlin stopped playing, Stirlin was the founder. I became obsessed. I thought it was the most simple intelligent fun game there was on offer & I still do aha.
There was a kingdom called Legacy, pretty much like our illuminati of the world, all the veterans together undefeated. Well, I was determined to defeat them aha :) I set out on my own on a lower world to them where the noobs roam, Mantrax. I found two other players and created a kingdom called Trio, The Three Musketeers. All for one, one for all was our motto :) we became legendary in three era’s on the lower world. I had gathered about 20 noobs and was leading them all, teaching them how to play at the same time. We dominated every Era. On the fourth Era we went to the top world, Fantasia, where LGC roam and we defeated them :) Each era, Armageddon is cast by the winning kingdom and we all reincarnate again.
I wrote guides on this game. I was bar shit passionate about it, I felt like I was mastering life and Visual Utopia at the same time. I’ve met from the game probably around 200 people from all around the world and been trolled by nearly all of them :D I never felt respected by LGC but I felt respected and loved by other players. They mostly loved me :)
This game took over my life and I became depressed though between 15 & 17 whilst playing I was also working.
At Fifteen I started working for a company with my mum, it was silver service, waiting on for the three masons, on a steam train & weddings at Eyam Hall where the Black Plague started.
I was also working with my step dad plastering. I was working with Daniel Straw’s step dad landscaping & mechanics. I was left to change a gear box by myself lol. I did some bricklaying with Scott, my mum’s neighbour and with Damon Shaw’s Uncle Chris a couple of times.
I was also at College part time as well as school doing a bricklaying & painting & decorating City & Guilds
By 17 came I was out of work & stuck in just college not satisfied with my earnings or the fact I failed my driving test five times so, I moved to Greece :)
At seventeen Greece was the time of my life. Bars. Booze. Boobs. Beach parties & work :) I started at a bowling alley for a Greek Australian friend of my Nans with Damon. We had accommodation right on the beach next door to Mac Donald’s. Atleast 15 units of alcohol a night for 5 months :)
It was legendary. Gav came and by then we’d been kicked out of our first apartment and had an upgrade. It had a separate kitchen and bathroom with two massive bedrooms each. When Damon and Gav left, I had one of these to myself :)
I started smoking weed with my new manager and became supervisor of a night club and hosted poker nights in my kitchen after work.
I still believe Faliraki was the best place for British workers because of the community we all had. I spent the first two weeks with my Nan by myself, once Damon arrived it was all go :)
We lived off Mac Donald’s, Subway, chips & cheese or a Gyros, one meal a day aha We spent our days adventuring the island, sun bathing and go karting :)
I got back just before my eighteenth birthday. I caught up with everyone and the drinking continue’d :) Gav loved vodka and so did Straw. I got a job in Bar Centro and Gav got a job in Livingstones. I remember we would down half a bottle of vodka each before we went out. I never drank around town until my eighteenth birthday. It was drinking at parks, houses and the streets from fifteen up until now but I could get away with drinking in Brimington pubs before I was legal :)
I continue’d playing vu throughout this and we had now all started using Skype :)
I loved my job at Bar Centro. I was getting paid for a social life. Sunday BBQ’s became a thing. Unfortunately Noah was married and sleeping with a girl that had friend zoned me, even told me she wants someone like me but not me. I learnt about the affair and this caused problems at work in the end. I was close to Laura, I never let it effect work until about twelve months in. I was taken on holiday to a fake maga reunion, at one point they was posing as night club owners to Ultra Beat and introducing me as manager as if we had a club big enough lol. I remember very little of the holiday, it’s all a blur but I remember being by a pool at one point. They sent me home at night once so they could have fun with women. I remember Nick telling me in the car if his wife found out I’m dead and he doesn’t care who my dad’s are.
A few more months of working and I’m offered salary and managers job. I was expected to work 50 hours a week, clean, manage the cellar & bar for 200 a week plus ten cash. I turned it down and I didn’t leave quick enough so they put a ban on phones then drew lines around my phone to see if I move and when I moved it they sacked me or I walked out there and then.
Lauren Whittaker joined in mid game and was sleeping with me and Nick.
I quickly got myself a job at escapade where I met Joe Mosley, Kirk Bytheway & Daniel Drew who became friends for years. I had a short fling with Hannah sellars I knew from Daniel Straws sister. Town had an awesome gang of workers, we was a little community, we often merged up with other bar workers for parties at each other’s houses. Summer peaked I became less interested in work, more interested in women & having sex. I got sacked at escapade for not taking the job seriously and spending more time dancing than working before my trial ended. I had also picked up another job at Vesuvius, a factory. So I didn’t care.
I got another job in brand new bar in town. I was also offered a job to run the bar and take a % with Gary Gee. I turned it down because Gary Gee was very Un organised and I’d have had to do all the work to turn the bar around. It was a failure. He framed me for stealing a tenner then sacked me lol.
I’m 19-20 now and round about this I met Leanne Moore :)
Leanne knew Beck who was the sister of a girl I worked worked with. I was sleeping with Beck for a month before Leanne attached herself to me, we had sex in the night clubs, neither of them we’re happy when they found out I was sleeping with them both. I saw this as a way out and a start at a fresh life. I dropped Beck for Leanne and she became my everything. I was hopelessly in love. We lasted twelve to eighteen months on and off planning life and she wanted out in the end, I spent most of my time telling her to wake up and getting stressed at all the pressure she was putting on me.
I was made redundant at Vesuvius a few months in & I started working at Dominoes as a delivery driver with Luke Spyra as manager. Leanne has been going to university at Hull and I have been spending my time working full time and partying with Leanne in Hull. We loved each other too much to be apart, we went together like two peas in a pod, we was both dreamers and hard workers, very passionate people and we both clashed and argue’d a lot.
Her dad worked at Royal Mail and we decided it would be a good idea for me to get a job there. Me and her dad we’re pretty similar, both computer geeks & fiercely competitive. They used to call me stupid together and taunt me, her mum would stick up for me. They made me feel like family and bullied me at the same time
So I applied at Royal Mail a few times & got a job at Chesterfield, the head office of Royal Mail. I knew privatisation was coming and I was warned it was the worst office in the UK. I knew although we had broke up in the end I had made it, I had a job for life, I had unlimited possibility.
Leanne was inspiring though, she had come back from university and made a promotion in two jobs before we split
Leanne wanted to rush things, get married and have babies, I wanted to take my time and she couldn’t trust me, we was looking at houses to buy and I was walking a tightrope for her trying to keep her happy. I had to get a back bone and stopped having sex her at times, she gave me a black eye at one point and we just kept falling apart.
Gavin in the mean time had setup a business called Bespoke Bartenders with Rick. I was working and partying with them. I was working 50 + hours a week. I couldn’t keep my managers at work happy and my girl happy. I cheated. We ended. My managers told me to get out more so I went and slept with three girls and realised quickly it wasn’t the answer but my ego was back and I was a now a poser :)
I’m 21 now. :)
Danny Swan came into the picture. He appeared at Gav’s once and we started drinking together. Danny Swan was the most popular in town who hung around with the rich kids & got all the girls. I couldn’t compete with them so I didn’t even try lol. I believed I was stupid and ugly. Always had trouble with women. Had issues with my hair & weight. We started drinking together every weekend, it was fun just dancing, smoking drinking and getting attention from girls.
I’ve always been constantly criticised & called stupid and ugly by friends. My step dad used to say I was gay and point at me saying look at him he’s thinking, he knows what you’re thinking, that stuck with me. Girls used to call me ugly and say it was because I was ginger. Lad mates would all call me stupid and put me down on everything I did, idea I had or what I owned, nothing was ever good enough. I have often been flabbergasted at everyone, noticed people’s insecurities stop them from being themselves. I’ve always felt like everyone expects us to prove something. I hate it.
I was being used by Danny for a good time and my car. I didn’t mind, I just found it strange his need to steal fifty p from me once. Danny rarely had a job and always wanted to go out. We started smoking weed. I was paying for most things but I didn’t mind because I was in with the popular kids.
Danny introduces me to Mat Wood, Dan Malloy & Tom Smith. May wood was a tattoo artist. Dan was the leader singer of a band & Tom had just slept with everyone in town. I knew about them all previously from Laura Dawes. They all loved making fun of me and wanted me around all the time. The single life had began. I slept with three girls and realised this wasn’t the answer. I was looking for something meaningful. I just set to live & have a good time minus the sex. I made lot’s of new friends & reunited with old friends. Life was simple until point. Everyone wanted a piece of me and wanted to know what I was doing. I’d always just yolo’ it. I’d probably met 50 new people in a year.
I was a man in demand. Me and Ricky had caught up again and he always wanted me round his. Ricky and his friends all worked and I had a lot of good to say about them. They looked to Ricky as the what would Ricky do kinda guy.
Tom Smith was depressed and I was a sucker that couldn’t say no so I was also catering to him and hanging around with him to keep him happy
I made time for everyone & everyone started getting weird around me. I started questioning everyone and everyone was calling me stupid.
I had changed & I wanted to find out what was going off.
I’m now 22 and it’s 2012 :)
Danny introduces me to Mat Wood. He was very keen to give me advice and thought I was going through an awakening. He told me to concentrate on my breath. I was very angry at this point. I wanted to know why everyone was being shady around me at the same time I was trying to gain respect from everyone. This drove me made trying to get respect.
I was having trouble at work also. They noticed I had changed. I blamed them for the break up putting pressure on me to work too much. They would punish me every time I said no. I clicked on to their methods and started making them look stupid. The managers didn’t find it funny but all I wanted was respect. One postman said at a Christmas party I was the future of Royal Mail. People knew I knew something.
A year went by with all the stress from work and friends, I’d given up, I just wanted to settle down and find a woman. I was trying to say no to everyone. I wanted control of my life.
I’m 23 now and it’s 2012.
Mat Wood and Jaydee introduce me to zeitgeist. I become obsessed with it and watch it slowly. Watch a piece, meditate on it, concentrated on my breath and let the thoughts flow.
Suddenly bam. I had awoken. I had mastered life. All the dots connected in my life from past present to future. I was petrified I was going to destroy the world and everyone was out to get me for it. I was watching the whole world spiral around me from that point onwards.
I remember when my mind eclipsed I thought I was the last point in time.
This is my theory of everything :)
The secret to philosophy is, it is true if you believe it to be true. Philosophy is like taking the tomato and making tomato sauce. Wisdom is knowing it is a tomato. By these means, philosophy keeps getting closer to the tomato. We make purée then we make slices and eventually we find our tomato, wisdom. Basically all philosophy is bull**** around what could be true. Wisdom is the result of good philosophy, which stands the time until another cycle begins. Philosophy is the love of wisdom.
So for example, we look at a chair and can see it is a chair, wisdom, philosophy, we can see it is nails and wood. :)
Wisdom is the truth known consciously. Wisdom is basically what is with the times; what the crowd can agree upon, what has consistent value. As for philosophy, we wouldn’t pick an in coherent philosophy out of the air but, someone may have an experience that gives them a philosophy that is ahead of the times. It only works if we truly believe it. :)
So basically psychosis = differently sane. :)
Their’s layers to truth but everything is built on truth. Truth can have more than one answer but a limited amount of answers. Meaning it is possible to understand the universe. :)
We are unlimited awareness but what we are materialistically is limited so, in other words. Wisdom is limited. Philosophy is unlimited.
So therefore, a plastic chair cannot be a plastic chair because that’s philosophy, the chair is plastic or a chair.
ID = Our wisdom
Ego = Our philosophy
So, we are our actions.
What we have done in our past is what creates the Angels & Demons that surround us.
Angels & Demons are also manifest by the things done onto us.
So for example we sacrifice people to summon a Demon.
This creates our karma, Karma is when we don’t learn our lesson the same situation repeats until we accept our mistakes & make the changes.
Angels and Demons can be also described as what makes up consciousness. Angels being consciousness. Demons being subconsciousness, so, until we make our demons conscious we will continue to be controlled by them from our subconscious. Preventing us from being ourselves. What we have not made conscious is our shadow.
Angels & Demons are what create our personality We can think of the ego as presence and that be all our demons playing together.
Life is about growth, holding on and letting go. We gain wisdom from angels and demons.
To create a Demon we go experience something and start a ritual*, then we simply let our Demons out to play and let them possess someone else. Talk about them, write poetry, a short story or a lesson we learned. This way they lose their power. The karma is released. * A ritual is taking the long way home around an action to create a better result, we apply method to the madness, and take small steps into creating bigger actions. Like gathering ingredients to empty our minds of all the questions and gain the power to manifest something we want :)
This is us creating the capacity to fulfil our dreams. We take the steps towards our dreams. This is creating more space inside ourself for them to happen. Whilst we are doing this; we are attracting the reality we want, by implementing our intension we create a ripple that spirals back to us. This is how our thoughts create our reality. We’re forcing the universe to conspire in our favour until we master what we are doing and gain the wisdom from the ritual. “I am” is the beginning of all wisdom, what we say after these words is what creates our reality.
We are god, Demons are our imperfections we fear being seen by the crowd, the fears that control us, this is how we attract what we fear, we become what we hate.
Demons will always stay with us, they are out to get us, Angels are their to save us. Demons give us the challenges in life, Angels give us the wisdom to get through them. Demons be like our children, frenemies, we have to give them something to look up to. We can think of Angels as our higher self, the elders.
So, we are the sins of our fathers. In this sense we are an accumulation of our ancestors. Each generation naturally practices self control and has had a sense of good and evil. Meaning, we inherit less & less Demons and we’re acquiring more & more wisdom through generations over time until we enter heaven.
In other words we have to go through hell and defeat all the demons to get to heaven.
There must be an alternate universe running backwards. One where philosophy comes first we are drawing all our energy from, the void must be a wormhole our imagination is trapped in eager to be discovered.
Wisdom = time
Philosophy = space 🙂
Dimensions:
3rd dimension = action, material world
4th dimension = thought, dream world
5th dimension = no thought, spirit world
The universe is a mirror so there would be ten dimensions, because we are in the middle of the middle looking in at the middle
They say life is better understood backwards so, the universe manifest from one point, the 1st dimension but, the universe also manifest from the higher dimensions. The higher dimensions are bigger, so, we go down the middle and we would say the 5th dimension is the centre of the universe. This is where the universe started but, this is not true. This creates dimension zero which is the egg, so, we have the 5th dimension down the middle of the spectrum which is the sperm. The 1st and the tenth, all this this creates you, a little spec, a special creation, a little miracle, a 5D, 3D hologram but, we’re not alone. We was shattered at the start. We mirror again, meaning the universe started with a twin flame in the 6th dimension. Each spec is going across distance is flat, each made of 3 points so, each spec is made up of zero, the fifth and the 3rd. Space, time & matter, creating a 3,6,9 pattern in every direction. This is the 3,6,9 method. This means everything that’s possible that could be manifest, manifest at the start of the universe with unlimited possibility 🙂
This would mean each universe is contracting or expanding. That there is only beginnings. All life is game, the universe is like a Russian doll.
This would mean we are all born at the centre of the universe. We are born with all the wisdom of the universe and life is a journey moving closer or further away from the centre of the universe as we develop, discovering wisdom or not. We are the singularity. This makes us creation & creator. :)
We all have the Ontic Sphere,
“ Deep inside the being of a human life there's a secret connection to powers and forces, the refined and raw energies of the world and the cosmos beyond it, all funneling down and inward to that secret connection and flowing through the entire ontic sphere* of the human being, bringing more reality to the reality than it had before it was fed the true foods of existence, the blending of experiences and the feelings, and from the ontic sphere spreading out to all the world, radiating like a microscopic star the rays and beams of a formative influence, making the human being more than a consumer or a parasite, but a symbiote, a producer even of the transformation flows through the topologies shaping reality everywhere. This is a good purpose for human beings, enriching the very planet and it's planes themselves, and between them, even more special the magick, the sorcery, the craft, the very tales of love and drama, the majestic other dimensions of the being of the human family. Consciousness is more than a trip, it's a vital part of our present cosmos & chaos alike. *An Ontic sphere, to the best of my understanding, is the world which you live interplaying with your psyche and it's organic expressions, creating an almost ultrafractal and transfractal appearance and relevance to life.” - written by Jerry David Rosenberger
So in theory. Each solar system is like a little universe. There are possibly little you’s running around with one leg missing. Our imagination is a portal. All the chaos happening here right now, is all the chaos happening everywhere in the universe. We could be the first to leave the planet and it’s probably already happened. Our realist us would be immortal and complete all challenges in life. All life across the universe shares the 3D 5D realm.
Everything that exists inside the mind has already happened somewhere or is about to happen. Everything is a phase. Everything is a figment of our imagination. Life is but a dream.
We could say we all share the same dream and it’s a dream within a dream. Meaning we all share the same wisdom with unlimited paths of getting there.
This means we are all connected. Meaning we all have attachments, demons. This causes frustration & frustration is the door to perception. We all desire happiness & the more wisdom & philosophy we attain the more heavenly life is. We can take these steps, (Compassion > self control > reason) on the way to attaining wisdom.
We have the question do we have free will? On one side we say everything happens for a reason. On the other side we say everything is random. If we go down the middle we say, self control is a form of free will. Yes, the universe is determined but the more awareness we have the more choice we have. The middle path is useful for philosophy. The middle path may mean going a hard right to balance a weak left.
Gratitude is the state of mastership, so, we rather ask what is this trying to teach me? instead of why me? in moments of frustration. It’s important not to play the victim.
And then there’s the eightfold path.
  1. Right understanding (Samma ditthi)
  2. Right thought (Samma sankappa)
  3. Right speech (Samma vaca)
  4. Right action (Samma kammanta)
  5. Right livelihood (Samma ajiva)
  6. Right effort (Samma vayama)
  7. Right mindfulness (Samma sati)
  8. Right concentration (Samma samadhi)
As you can see consciousness is a manifestation of interactions. Our soul is an accumulation of our ancestors, all our and Angels and Demons. We are one soul, wisdom, philosophy, we are all different souls. We came here with lessons to learn passed down through generations already so, an old soul is wise, every generation is more advanced than the next. Children are the wisest on the planet, children know they know but don’t know what they know until they are older.
So, Alls life is is a story going back in time to understand creation. We are an accumulation of the past, future and present. Souls can come from other planets as well as this as we are time travellers. We all have the ordinance of the entire universe limited by our awareness.
Everything has its place and we want everything in it’s fitting place. Good and evil can be seen as a spectrum. Intentions come into play and even the observer so, there can be a greater good and a lesser evil. When a crowd come together we all get on a level, you get what you give, for some direction I suggest:
To do love onto another is good; out of love for yourself, to make one love oneself. Evil is to inflict suffering on to another; out of hate for yourself, to make one hate oneself.
We have three forces pulling us. We all have god, we are god, wisdom. We all have our demons, our path, our philosophy and we all have our idea of perfection that haunts us.
Everything is spiralling us :)
The 5th dimension is where we are all heading. Where we are all connected at the heart and have empty minds, experiencing things like telepathy.
This would be heaven. This is where we become free spirits. This is where all our wisdom & philosophy comes from. Everthing has a spirit, all matter and thought are a manifestation of spirit.
Archons are what set the limits on our wisdom & philosophy.
The greys are the Devine perfect beings from the future that we will all metamorphosis into. They can shape shift, time travel & take hostage in our mind like a parasite. Everything get’s smaller and closer to perfection. These are what create our negative thoughts the beings preventing us from completing our challenges. They feed off of negative energy; if there’s no imperfection, they can’t exist.
if we don’t pay attention to spirits, spirits lose their power, so, we can kill death. Fear is a virus, the root of all evil.
I assume you know what to do. Our purpose is to express ourselves in order to understand ourselves and the universe. I suggest you be yourself.
This is how habits create the man. :)
We are a result of our life choices.
Knowledge is power.
Bonus:
Ten Commandments
Rule one Trust no one
Rule two Serve a brew
Rule three Dance with me
Rule four Don’t ask for more
Rule five Learn to dive
Rule six No quick fix
Rule seven Love comes second
Rule eight Always be straight
Rule nine Do not wine
Rule ten Master your zen
submitted by LoveOracles to awakened [link] [comments]

best poker chip values video

Top Ten Poker Chips 2018 - YouTube The Ultimate Poker Chip by Brybelly 2019 Poker Chip Buying Guide - YouTube 7 Best Poker Chip Sets 2018 - YouTube 6 Best Poker Chip Sets 2016 - YouTube 2020 Poker Chip Guide - YouTube

The Geoffrey Parker Poker Set: $7.5 million Ivory might not be in the best taste, but the five dice in this game do provide a nice addition to the silky-smooth cards and chips crafted in 18 karat ... The values in a money game represent the cash. The colors of the poker chip might also be different according to a casino. A casino usually tends to follow similar patterns. Casino Poker Chips . As with a lot of things in life, casino chips do expire. The expiry days of a casino chip depends on the casino owners. Many off-the-shelf poker sets also contain chip values of 10, 20, 50 and 10,000. You should usually just avoid using these values, as they only serve to make the game more confusing when making change. There is a reason you will not find 10, 20, 50 or 10,000 denomination chips in most casinos. Poker Chip Values by Colour For example, if you are assembling a set of four chip values of $1, $5, $10, and $25, the number of chips by ratio should be 4:3:2:1. For a set of 500 poker chips, for example, you should have 200, 150, 100, and 50 chips in white, red, blue and green, respectively. This brings the total number of chips starting out on the table to 360 poker chips (36 X 10 players). As mentioned, players will often rebuy (sometimes many times) and players may be allowed to buy-in for more than 100 BB’s. This means we have to consider the extra poker chips needed for the game. The starting value of the chips on the table is $2000 (10 players X $200). Poker chips are standard units for playing poker professionally, worldwide. Here’s a quick guide to poker chip values. This will apprise of how much value each colour of poker chip holds. Tournament Poker Chip Values and Colors. The poker chip values and colors assigned to tournament chips ets vary much more from casino to casino. Let’s take a look at some of the commonly-used colors for poker tournament chip sets. Note that these are the same values used by the World Series of Poker during their Main Event: Green: 25 chips Phillip Overbeck April 19, 2020 Poker Comments Off on Poker chip values – How Much Each Color Is Worth Chips used for poker are among the most iconic parts of gambling overall. One complete basic set of poker chips usually consists of red, white, blue, green, and black chips. The best way to know exactly is to check poker chip values on your chips before the tournament starts. Also, most tournament directors will include this information in their poker software and display it on the screen where you’ll see the info about blind levels, number of players, prize pool, etc. Poker Chip Values By Colors For Home Games. Usually, poker chips online comes with 5 common colors with a 300 or 500Pcs poker chip set. The common colors of the chips with the values are listed below. White - $1 Red - $5 Blue - $10 Green - $25 Black - $100. These are the most common poker chip values by colors for home games.

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Top Ten Poker Chips 2018 - YouTube

This video is my opinion. It's early 2018 and I have picked out a few poker chips that I think are worth your consideration. Please understand this list is j... Favorite Poker Chips 2017 - Top 10 - Duration: 14:02. Hobbyphilic 40,431 views. 14:02. How to Play (and Win) at Blackjack: The Expert's Guide - Duration: 14:41. Looking for some new poker chips? This might be a good place to start. Each of these chips has their own review so be sure search my channel for more reviews... CLICK FOR WIKI https://wiki.ezvid.com/best-poker-chip-sets?id=ytdesc Poker Chip Sets Reviewed In This Wiki: Cardinal Industries 200 Piece Poker Kovot 200 ... UPDATED RANKING https://wiki.ezvid.com/best-poker-chip-sets Disclaimer: These choices may be out of date. You need to go to wiki.ezvid.com to see the most... This is a quick overview of my top poker chip picks January 2019. This is my opinion, which seems to change every month. Please use this as a tool to get sta...

best poker chip values

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