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STRATEGIST STRATEGIST THE THE noth Wins Sudoku Build S n Sports The Midnight Cran ate Game In The Field Priso

The Strategist -- Spring 2010

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A magazine about strategy.

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Page 1: The Strategist -- Spring 2010

STRATEGISTSTRATEGISTTHETHE

Why Wesnoth Wins Sudoku Build Season

The Strategy In Sports The Midnight Crank

The Pirate Game In The Field Prisoners With Hats

Page 2: The Strategist -- Spring 2010

Table of Contents

Commentary, p05

Features, p14

Other, p21

Is There a Method?

The Decline of Strategy

Why Wesnoth Wins

Strategy in Sports?

Build Season

Sparring in LifePLUS: The Midnight Crank

Magic: the Evaluation

Tick Tock

KJumpingCube and Fear-Based Gaming

Time Spent on Homework

In the Field

Tic Tac Toe

Puzzle Time, p31

The Pirate Game

Prisoners with Hats

Sudoku

General

Table of Contents

Meet the Strategists

Letter from the Editors

02 May 2010 // The Strategist

Page 3: The Strategist -- Spring 2010

Thank you for reading The Strategist! We have put our blood, sweat and tears into this, and the fact that this is reaching you is makes us feel that all the time we spent on it was worthwhile, a success.

There are plenty of magazines out there which touch on gaming, or technology, or politics, or economics, or anything which could conceivably involve strategy. But none of them will focus specifically on it, none of them will go outright and say it.

But they should! The concept strategy in itself is worth writing about; it’s not just the strategy of something, strategy is something. There should be something that exists precisely to describe strategy, something whose purpose is to talk about it. Not as an attribute of something else, but as a full-blown topic.

So that’s what we’ve tried to do with The Strategist. Hopefully you enjoy it.

--The Strategists

P.S. We didn’t give you the Letter From the Editors yet, so here it is:

Letter From the Strategists

S

Confused? See inside back for a translation.

03May 2010 // The Strategist

Page 4: The Strategist -- Spring 2010

04 May 2010 // The Strategist

Meet the Stragegists

Micah L

Micah L is an avid player of a multitude of games, including Magic: the Gathering, Battle for Wesnoth, and Bang!. He is 14 years old, and goes to the Liberal Arts and Science Academy (or LASA). He prefers games that require thought to games like Halo.

Micah Lupa

Blah blah blah blah blah blah. Blah, blah blah blah blah. Blah? Blah. Blah blah blah blah blah blah. Blah, blah blah blah blah.

Blah? Blah. Blah blah blah blah blah blah. Blah, blah blah blah blah. Blah? Blah. Blah blah blah blah blah blah. Blah, blah blah

blah blah. Blah? Blah.

Micah Lupa

Blah blah blah blah blah blah. Blah, blah blah blah blah. Blah? Blah. Blah blah blah blah blah blah. Blah, blah blah blah blah. Blah? Blah. Blah blah blah blah blah blah. Blah, blah blah blah blah. Blah? Blah. Blah blah blah blah blah blah. Blah, blah blah blah blah. Blah? Blah.

Micah Lupa

Blah blah blah blah blah blah. Blah, blah blah blah blah. Blah? Blah. Blah blah blah blah blah blah. Blah, blah blah blah blah.

Blah? Blah. Blah blah blah blah blah blah. Blah, blah blah blah blah. Blah? Blah. Blah blah blah blah blah blah. Blah, blah blah

blah blah. Blah? Blah.

Zach K

Zach K is a 15 year old boy who attends LASA with mixed feelings. He could be known as a band geek, as he plays French Horn in the LBJ Bands. Zach enjoys doing a wide variety of things in his free time, like

playing video games, playing sports, and anything else that happens to come up.

Roberto H

Roberto H is a freshman at LASA High School. He plays various strategy games such as Settlers of Catan, Risk, Tide of Iron, Axis and Allies, and Bang!. He has a love for board games. He is also

practices Taekwondo and hopes to get his black belt this summer.

Allan S

Allan S, 14, is a freshman at LASA. Although he enjoys writing and designing for The Strategist, he primarily occupies himself with the extracurriculars he is involved in: Quiz Bowl, Science Olympiad, and Robotics. He is a complete nerd, but not necessarily a geek.

Page 5: The Strategist -- Spring 2010

Dynamite blows up; a man goes down reaching for the

saloon. His opponent shakes his head. These men exist

in the world of Bang! A world created by cards. A card

game, and with all card games there are rules. Everyone

obeys the rules, till now. One group rises above the

others to create a new version of the rules, a version

that they see as more perfect.

The new version of the rules of Bang! was created by

Juan Hass. He and his friends created them to try and

bring a fair balance to the whole game, and make it so

that the game wouldn’t get unbalanced. Unbalanced

as in one person won’t completely dominant and leave

the others in the dust. The main problem with that is

that some people feel the official rules are better. That

Is There a Method? THE VARIATIONS ON RULES FOR THE POPULAR ITALIAN CARD GAME BANG!

by Roberto H.

MAY 2010 // The Strategist 05

Commentary

Page 6: The Strategist -- Spring 2010

A player flipping a card for dynamite. The normal layout for a single-character game.

The Strategist \\ 2010 May06

Different types of cards used in the game.The Bang! Bullet (2nd Version, 4th edition)

Page 7: The Strategist -- Spring 2010

is mainly a matter of opinion, same as the people

who believe that the Hass version is better. The fact

is that the Hass version actually follows the official

rules pretty close, the only thing that veers off the

path is little things (i.e. a flaw in a character card that

confuses players).

No one wants chaos. That’s why the Hass version is

there, so that the chaos is restrained. Chaos can never

fully be disposed of, but the atmosphere provided

at LASA happens to influence it a little more than

normal. People will jump at any opportunity to

push themselves into better positions. This is

especially true in the case of games. The competitive

atmosphere can get out of hand. The Hass version

just happens to put a limit

on this chaos, and provide

an equal opportunity for all

players.

Bang! has simple goals. If you’re an

Outlaw, take out the Sheriff. If you’re the

Sheriff, take out the Outlaws. If you’re the

Deputy, protect and help the Sheriff. If you’re

the Renegade, take out the Deputy and

Outlaws, THEN the Sheriff. While that might

seem simple, the cards add a twist. The twist

lies in the character cards. The character cards

provide different “abilities” that lie outside the

rules, providing a different game-flow, and in

there is where the strategy is. Depending on the

characters, one must think about what they have

in their hand, what their character allows them

to do, and what the other players characters

and fields hold. The game has transformed

from a simple strange goal to a complex system

in which what one person does has affects on

the others. The fact is that when the a game

gets this complex problems are bound to arise.

The Hass version transforms these problems

into decisions that the designated referee must

make. These decisions just get incorporated into

the game flow and direct the flow. For example,

say a dynamite card was to blow up on a player.

That player loses three bullets (bullets represent

life). Now depending on the version of rules,

that player can do two things. Take it and lose,

or if playing with another

version, one can play a Beer

to save himself.

The Hass version was

created to provide fair game-play and the

official rules are definite, but flexible. The Hass

version just ties into the rules, almost like an

extension. Why someone would argue with the

rules doesn’t make sense except when one looks

at the people who play. All the players who

play at LASA want to WIN. Therefore they are

willing to twist the rules, sometimes even break

them to achieve that goal, to have success. That

is the main reason behind all these arguments,

discussions, violence, to win.

“The Hass version ties into the rules, like an extension.”

2010 MAy // The Strategist 07

Roberto H. is an avid player of Bang! and enjoys writing for the Strategist.

Page 8: The Strategist -- Spring 2010

STRATEGY IN SPORTS?

BY ZACH K.

Dashing out of the huge pileup of bodies, the star player goes for the gold. Aiming for the less guarded left side of the field, he makes a run for it. Touchdown! This is a typical football game, but is there more to it than sheer athletic skill? The answer is yes.

On every team, there is the guy who is so much better than everybody else. He is the one who is seen doing all of the scoring, and he also happens to be the fastest runner and the biggest player. Everybody loves him because he is the best, but its not all that superficial. While being strong is definitely a key to playing a sport, so much more is involved.

The strategy is in the sports. Every sport. Not every game has the same amount of strategic options, but all athletes can improve their plays. The athletes who play in the Olympics have not only trained their muscles, but they have also trained their fluency of playing the sport.

With a team sport, a lot of different options come in. In sports like basketball, hockey, and football, a good formation and action plan must be created so that it can get past the defense of the other team. In each offensive or defensive turn, or play, there is a different strategy, though, so constant thinking is always required. The best football team is the smartest because of the fact that they pick the best plays to avoid getting pummeled and humiliated. For example, a really stupid play in a game between the Washington Redskins and the New York Giants on December 21, 2009. The Redskins started off in a punt formation, but tried to “trick” the Giants when all of the Redskins, except for the quarterback, moved to the extreme left side of the field. The

THE COACH MAKES THE PLAY

MAY 2010 // THE STRATEGIST08

THE BEST OF THE BEST MAY BE STRONG, BUT THERE IS SOMETHING ELSE THAT LIES WITHIN. . .

Page 9: The Strategist -- Spring 2010

9

BY ZACH K.

quarterback then threw a lob pass towards the mass of players from both teams, and the Giants intercepted it and ran to the halfway mark. When a team doesn’t have any methods for strategy, they can easily be taken advantage of by the other team.

A huge factor in sports is efficiency. It is best to accomplish the most with the least possible energy. Think about the sport of track. The runners need to maximize the distance covered with each step. They wouldn’t be able to get much done if they ran 1 meter with 20 steps, because their legs can’t move fast enough to balance the decrease in distance per step. A Harvard study showed that the fastest runners hit the ground with more force than slower runners who have around the same leg movement speed and feet placement. The fastest runners use their energy on this kind of strategy to go the faster. In the sport of tennis, the most efficient way to win a point is to hit the ball with such force, spin, and angle so that it remains untouched by the opponent. If the ball was hit straight forward from the middle of the court for the whole game, nothing much would get done, as the only thing any of the players would have to worry about is hitting the ball over the net.

It is true that no average person can just get up and play for a professional football team. Most everybody that plays sports at the professional level has an amazing physical talent, because it is estimated that around 1 in 5000 high school athletes grow up to play his or her sport at the professional level. Micheal Phelps is a great example of how physical gifts can allow one to be a great athlete. With an arm-span of 80 whole inches, Micheal is no joke. He can use those giant arms to get great leverage to push water with ease. Those gigantic appendages also give him the ability to touch the wall faster, as his arms give him a much farther reach than most swimmers. But with great power comes great responsibility. Over the years during his swimming career, Micheal has kept on learning how to swim faster, and now, he has a total of 8 Olympic gold medals. To physically build oneself, one can only spend so much time in the water before turning into a fish-man, but new strategies can also be practiced until

09

“ I ’M GOING TO HAVE TO PICK MY

SHOTS AND PLAY GREAT TENNIS .”

-ANDRE AGASSI

perfect form and placement are developed. Micheal has shown that he has pioneered and settled both sides of the spectrum.

Anyone can become what they want to become with a lot of time and effort. Professionals usually spend around 40 hours of the week preparing for competitions so that they can develop stronger muscles and better strategies. If that time was equally distributed to every day of the week, that pro trains almost 6 hours every day. That’s almost the equivalent of a school day’s worth of intensive and strenuous training. Because of this, its not all about raw talent and strength.

Another, more distant but still relevant form of strategy used in sports is nutrition. It has been scientifically proven, that eating the correct amounts of vitamins, fats, carbs, and proteins will give the body more energy. Eating different diets to prepare for different events allows oneself to prepare for the nutritional requirements. Carbohydrates provide 40 to 50 percent of the bodies energy requirements in sports, according to Colorado State University, and compared to other energy providing molecules, carbohydrates require less oxygen to process. Because of this fact, an athlete would want to consume more carbs in proportion to protein and fat, because it would conserve oxygen and provide a high energy boost. It is for that reason that athletes need to take into consideration these kinds of facts so that they can maximize the performance.

Making the best plays, practicing techniques that improve efficiency and eating an optimal diet are examples of how heavily strategy is built into sports. Strategy, along with physical skill come together to allow an athlete to be the best that they can be.

So, the next time you watch the guy who is better-than-everybody-else play, you know that he is not just made of muscle.

THE STRATEGIST \\ 2010 MAY

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TheDeclineof Thinking

WHAT PLACE DOES STRATEGY HAVE IN THE WORLD OF THE NON-GAME?

text and art by Allan S

Take a look through a game store. Browse through the aisles upon aisles of games

they have, in all sorts of varieties from all over the world. Card games, board games, video games, you name it. They might also have those weird games, like Pictionary or Taboo, which don’t quite fit into any of those categories. All of these games will have different sorts of mechanics -- from aiming and shooting to rolling dice or throwing things at people. And over there, in one tiny corner, behind a fake wall and two sets of dusted shelves, you might find the two or three games which take thought and strategy. The rest of the store is stocked with non-games: the latest and shiniest developments in wasting away your time, deluding you into believing you’re actually playing something, and crowding out the real games.

A real game, as opposed to a movie or the lottery (both of which cost less than many modern “games”), has gameplay. You make decisions, which affect the rest of the way the game goes. This is the basic attribute of all games, and you can dilute it all you want -- but if you don’t have that in a game, it’s not a game. And while it may seem that every so-called game would have such a simple thing as this, surprisingly, a lot of them don’t.

We’ve all played them in some fashion; they’re everywhere. For a big-name example, Spore. In Spore, your gameplay choice is twofold: either you run around murdering all your neighbors in order to subjugate them and earn points, or you sing and dance at all your neighbors in order to subjugate them and earn points. It’s even simpler at the start, and the distinction gets a little more complicated in the last stage (at which point it becomes a sandbox game, where the lack of consequences is even more staggering), but for most of the game, that’s all you can do. Be a meanie or a hippie. And it ends up exactly the same

anyway, but with different colors and special effects.

I’m talking about Halo, the ultimate in waving around wildly and shooting things for no good reason (OK, sure, the plot has an excuse. But you’re shooting things because it’s fun.) I happen to be most familiar with video games, and they’re the worst of the bunch, but a lot of basic “games” are like this too -- I’m talking about ERS, where it’s a matter of having a fast hand and absolutely no fear of getting flattened, or War, where you don’t even pretend to make decisions -- it’s entirely luck. None of these are really games; to call them that is insulting to the word “game”.

But it’s true -- we continue to play them. No matter what they are, they’re fun. If the game tells a good enough story, or the world is enthralling enough, I will enjoy immersing myself in it, because it’s a good movie. The basic interactivity is just a patch-on to the movie, another gimmick to draw you in. The designers barely try to cover it up; in the Harry Potter games, you’re practically a bystander to the action. Second Life is blatant about the fact -- it’s not even advertised as a game, but as a world to enjoy.

Or perhaps it’s not the world or the story, but the simple fun of shooting things, or flying a plane, or whatever it is this particular game is letting you pretend to do. This is the appeal behind shooter games, and also a lot of the older games as well. It’s fun to jump on those mushrooms. It’s fun to smash those whatever-they-are with a crowbar. Screw the ridiculously contrived plot, I’m enjoying this! Which is perfectly fine -- don’t get me wrong, I’m not saying you should feel bad for enjoying these things, God knows I certainly don’t -- but remember, they’re not real games. And they’re getting in the way of the games that are.

For a quick example, look at Wikipedia’s top 10 PC games of all time. The top three are The Sims, The Sims 2, and World of Warcraft. There’s no strategy in the Sims games, there are no ways to win. Only ways to not go bankrupt; and nobody plays for that. That’s why there are cheat codes in there to give you money, so you can play it the way you’re intended to -- by acting out the lives of these people, and pretending to live in an extravagant house. Or perhaps you’re more detached, and play it by pretending to be God. Either way, it’s a role-playing game, where the fun is in the doing. And the World of Warcraft is exactly what it says on the tin: explore this fascinating world of the Warcraft games. Indeed, the only “strategy game” (as what used to be a “game” has come to be called) on the list of the top 10 is Starcraft.

Game players have come to expect this, so gradually, they’ve adjusted their idea of what “game” means. And because gamers expect stunning graphics instead of stunning gameplay, the gaming companies deliver on that expectation -- it just gets worse and worse, in a vicious cycle. I realize I’m complaining about semantics here, but semantics is occasionally important! Is it right that most games on the market are simply not games, and that to find a truly astounding game like Wesnoth or KJumpingCube (see “Jumping Cubes and Fear-Based Gaming”, p24), I have to look into the open source games?! (Not to rag on open source here -- it’s wonderful that they’ve produced great games -- but it’d be nice if the professional companies did too.)

So be aware of this the next time you’re playing a “game”, the next time you . Ask yourself, simply: Why are you playing this? Why do you find this fun? Is it because you like escaping into being in this world, or going through these motions? Is it because it tells a gripping story, or has beautiful graphics and design? Or is it because it truly has strong decision-making opportunities, withrepercussions and consequences, that you have to think about in order to win?

If the answer is that last one, consider yourself lucky. And hold on to that game.

Allan S is a writer for The Strategist. He spends his free time thinking about things everybody else finds boring.

10 MAY 2010 // The Strategist

Page 11: The Strategist -- Spring 2010
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Why Wesnoth Wins

Obviously the massive army you command in the computer game the Battle for Wesnoth must assure your victory over the small but well trained army of your opponent. Unfortunately your huge army has depleted your gold supplies and is preventing you from getting any more troops. Then one by one your troops are eliminated and your vil-lages captured. All of a sudden you find yourself in the same position as your opponent was but without any units at all. How did this hap-pen?the Battle for Wesnoth, a computer game that is usable on Windows, Linux, and Macintoshes, it is a strategy game that functions on a hexagram-based board. Each hex has a terrain type and each side has a leader. The leader is most useful inside of the keep (your base), and if you have the leader inside of the keep then you can recruit units. You must pay a recruitment cost for each unit you deploy and you must also provide an upkeep for that unit. these costs are paid in gold which is obtained by capturing villages. Once captured, a village is yours until captured again so you need not worry. As units fight, they

gain experience and will become more powerful units, but as a trade off will cost an additional gold for upkeep.the Battle for Wesnoth is a good strategy game. That is open source allowing anyone to be able to make changes to it but only administra-tors can modify the underlying mechanics of the game. It has many community made campaigns ranging in difficulty from impos-sible to lose to 99% impossible. One downside of playing Battle for Wesnoth is that it does not have real time strategy or 3-D graphics like many of the “good” games in today’s society (I’m looking at you Halo) it still has superior game play (as opposed to Halo: Shoot stuff, Move, repeat). The multitude of campaigns in Battle for Wesnoth will allow you to continue playing for at least 100 hours not to men-tion the untold replay value and up to 6 player multiplayer good-ness. Battle for Wesnoth is a good strategy game due to the multitude of variables wile still being simple enough to not risk mess ups.The huge amount of replay value comes from the fact that any cam-paign has multiple choices that af-

fect it ranging from small like what units to recruit to large like wheth-er to take a sea rout or a land route. Then once you have finished that campaign you move on to the next one that will take a large quantity of your life and improve it greatly then when you go back to the first campaign you will have forgotten all about it.I believe that the Battle for Wesnoth is one of the best games I have ever played and as such I believe that anyone how can ply it should. One of the reasons I think it is such a great game is that it has amazing replay value and, and so no two games are the same. The replay value comes from the multitude of campaigns that take days to beat and then you can go back and play them again. The multiplayer games are hard to dominate, because each unit has upsides and downsides, and as such, as long as there are more than two players you should lose as many troops as you kill. this prevents one player from getting

By Micah L.

May 2010 // The Strategist12

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Micah L is an avid player of many games and as such has devolped a vast knowledge of game strategy.

Screenshot of Battle for Wesnoth

out of hand with the best units, and all will eventually be fair.

Battle for Wesnoth has some of the best story lines I have ever seen and the best game play I have ever experienced, therefore I believe that Battle for Wesnoth is one of the best strategy games I have ever played, and as such, I would recommend it to anyone who enjoys strategy games.

The Strategist \\ May 2010 13

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14 May 2010 // The Strategist

Build SeasonSTUDENTS IN ROBOTICS ARE GEARING UP FOR A GAME OF SKILL AND INGENUITY, TRYING TO ONE-UP EACH OTHER’S DESIGNS.

by Allan Sphotos by Allan S

It’s a normal day in Mr. Bertucci’s room. About 15 students are staring at their computers, armed only with their sketches, trying to recreate their ideas on the screen. One or two are checking some details on

a website, and in the far corner, a group is looking over at a rough picture, penciled out in a rush the previous English class. Nearby, at tables, Rishi B. and Kate S. are discussing the possible ideas for a mechanical arm, and how to lift one with a pneumatic cylinder. Eventually, both of them will need to figure something out -- every student in the room will. Because in the next 2 weeks, they will need to have their ideas finalized. And a month and a half after that, their ideas will be tested, competitively, against each other. If their idea fails, they fail. This is Robotics, and the difficult task in front of them is only the last and hardest of a series of challenges that they have been bombarded with for the past year.

At the Liberal Arts and Science Academy, this is hardly new. Year after year, students sign up for Robotics, in which they receive four to six challenges across the span of the year-long course, and spend six to nine weeks building devices to accomplish them. They must sketch, CAD, write up, build, and finally operate a robot for each one, learning skills ranging from the physical (e.g. electrical soldering and using a lathe), to the more abstract, like working under time pressure and designing within material constraints.

This challenge is the culmination of the class: a competitive robot game, which pits the students against each other in the struggle to win. No matter how well-designed and elegantly built their robots are, if the students cannot play the game effectively and beat their peers, their final exam grade (a direct result of their performance in the tournament) will reflect it.

The game in question is fairly simple (see right): A Roomba moves around a field with a bucket on it, and robots must collect balls and score them in the bucket to score points. The robot that scores more of its color balls (robots are assigned to be either red or yellow) wins , and a special green ball, released in the last 30 seconds of the game, counts as five balls for whoever scores it. However, what makes the game difficult is the limitations placed on the students:

• Robots may not exceed a 12” by 12” by 12” cube at the start of operation (though after the game has started, they may extend beyond these bounds), nor weigh more than 22.5 pounds.

• Robots may not use more than 6 Joules of non-electrical energy, and can only get their electrical energy through a special “umbilical cord” which is used to control the robot.

Features

Page 15: The Strategist -- Spring 2010

The Strategist \\ 2010 May 15

Above: the Robotics game field.

This is a sample robot, on the starting ramp. It has

two treads and, although most robots have arms to manipulate balls, this is left out.

The field is a standard carpet, making driving fairly

easy. Robots are not allowed to leave the field, however, significantly, game pieces are.

The bowling ball, called “Mongo” in the rules, is

mostly there as an obstacle. In previous years, Mongo was mounted on a thin PVC pipe: if a robot touched the pipe, Mongo would crush them. But this year it’s too dangerous for the Roombas.

The main game pieces are the balls, red and

yellow. They start in their rack, alternating colors. Red balls count only for the red player, yellow for the yellow.

The object of the game is to score balls in the

Roomba’s bucket. Only the final position counts, however, and taking opposing balls out of the bucket isn’t specifically forbidden (so it’s allowed).

Players must control their robots using these joysticks;

no custom inputs can be used, due to the nature of the umbilical cord (Piece I).

The electronics box is inaccessible to players, but

it is very important - it manages the joystick inputs and controls the pneumatic pipe, sending everything to the umbilical.

The bonus Roomba is activated 30 seconds before

the end of the game, and is untouchable before then. If the bonus ball is in the bucket at the end, it’s worth 5 points for whomever scored it.

The umbilical cord carries control information to the

robot, as well as pneumatic pressure. Robots are not allowed to damage the umbilical cord, and so clever students have found ways to surround opposing robots with it.

A

C

E

F

B

D G

H

I

A

C

E

F

B

D

G

H

I

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16 May 2010 // The Strategist

...and so on. Furthermore, the mechanical parts granted to the students (such as motors, pneumatic cylinders, etc.) are assigned in a lottery-style system, and so some students end up with better parts than others. However, says Arami R. (one of the students in the class), “If you’re a good engineer, you can make a good robot with what you have.” This idea is the central concept behind the entire class; to work under severe constraints and requirements, and to come up with clever solutions despite them.

One such idea, thought of by Juan H., involves the umbilical cord extending from the back of the robot, which players are not allowed to damage. “You can use your umbilical cord almost as a wall, like in FLTron,” he says. “From what I’ve seen, most people can’t drive over an umbilical cord.” Juan is also planning to use the umbilical to wrap around the Roomba, and prevent it from moving while he unloads balls into its bucket.

Some students see the game as more of a direct battle, as the only precondition for victory is scoring more points than your opponent. “I just plan on disabling their movement device, and scoring one ball,” Ben S. says. “It’ll pretty much be a personal smashing vendetta.” He must be careful to avoid breaking his enemy robot’s electric parts, though, as those must be returned unharmed at the end of the semester.

Both of these ideas are heavily dependent on the way the driver

drives, and less so on the way the robot does. “Everybody has the same drive train”, Juan says. “It’s not about robot design. It’s about driving.” But on the other end of the spectrum, some students are building their robots with extra features. Michael F. is building a circular robot to make it harder to pin against a wall, and Kate S. has a special arm with threaded rods and hinges for manipulability. Phillip S., in a counter to Juan’s strategy, is building his robot with treads specifically so he can drive over the umbilical cord. Every student has a different view of how the game is best played.

And at the end of the semester? Some will win, some will lose -- but everybody will have learned something. Hamsini S., whose design suffers because she doesn’t know “whether a particular part will be hard to build”, will have seen with her own eyes what can be built and what can’t. Mr. Bertucci firmly believes in the principle of learning by experience.

“If you come in with absolutely no knowledge of robotics, you’re screwed,” Arami R. says. But you will leave with skills and techniques that will last for a lifetime. And that’s partially the point; as Rishi B. put it, “most of us don’t know what the hell we’re doing, so it’s excellent”.

Scott F.’s robot design, without motors. Note the arm style and the low chassis.

Allan S is a writer for The Strategist. He wishes he was taking Robotics.

Sample robot, built by the Robotics teacher Mr. Bertucci. Although it does not have an arm, the wheels and tread are similar to what students build themselves. Note the umbilical plug on the right.

Page 17: The Strategist -- Spring 2010

The Strategist \\ May 2010 17

Magic: the Evaluation

by Micah L.

Two men are across from each other each intently staring at each other. These people have blood pressure and heart rates comparable with athletes that were exercising. Are these people athletes? No. Exercising? No. Rather than physically working these men are playing a game, the pressure from this game is causing all of these symptoms the games is Magic. Magic is a Collectable trading card game created

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18 May 2010 // The Strategist

by Richard Garfield; this means that you buy a set amount of cards (in this case a pack of 15 cards) from a set (an assortment of cards). You then can exchange cards (the trading part of trading card game) and eventually cards will go out of print causing the collectable part of collectable trading card game. This allows players to customize their decks to an unlimited amount allowing for unlimited variation. “Magic is commercialized by Wizards of the coast and they have large scale tournaments all over the world monitored by the DCI (Duelist Convocation International or the people who judge Magic tournaments).

“If you end up on top you get quite a bit of money and even if you get into the top eight you still get quite a bit of money” says avid Magic player Peter Hunt.

Magic tournaments go all over the world and each year they have 5 large scale tournaments per year 2 in the Us 2 in other areas but mostly Europe and oriental countries the fifth one is a cruise around the world that is comprised of the winners of the other four which is comprised of the winners of smaller tournaments called grand prix’s which are open entry, however there are smaller tournaments that are run by private organizations the largest of which is called Channel Fireball after the iconic combo from proto-Magic. The most common tournaments are hosted by individual game stores e.g. Pat’s games and Dragons Lair.

One of the advantages of magic is that with the nearly unlimited amount of cards and combinations you will never run out of ideas or if you do you will be tweak to change your deck an unlimited amount of times.

“I really like being able to change what I’m doing it’s sort of a creative outlet” says Peter

Being able to change you deck quickly is an in valuable asset to the game and gives it an advantage over most card games but what gives it an advantage over other trading card games is the amount of work that the developers put

into it, the developers of Magic test a set for one year before it is released trying to remove any large issues and in the modern era of Magic (eighth edition and newer) they have had exactly 4 large blunders, 3 of which were due to not understanding what they were doing. As such Magic is one of the most tested games on the market. However a game with that much work put into it does not come for free. Luckily the price of getting into non-competitive magic is relatively for just 12$ you can acquire one prebuilt deck and a free pack (prices based on Pats Games prices). Magic contrary to the appearance from the outside is rather simple and easy to learn in context of a game with thousands of cards

“Magic’s learning curve is a little strange because the game is customizable you can start out with just a limited understanding of some basic rules about turns and play a pretty fun game at that point” Peter muses on how hard it is to learn Magic

However if you are going to play competitive magic and try to with the large cash prizes the you will have to learn more

of the counter intuitive rules in Magic( however those have been mostly eliminated since the recent rules overhaul)“If you want to get really competitive and play professional magic there are some pretty expansive [rules] about the game” says Peter

Magic is an expansive game as Kelly Digges once said in Opening the door (an article on Magic)

“Now imagine all those doors (metaphor for the parts of magic) opening at once. You look past the exits of your cozy little room and see not one or two other rooms, but hundreds, thousands, an infinity of doors and books and shelves twisting away impossibly in every direction, staircases up and down and long hallways branching off. And not all of the other rooms are cozy, either. Some of the further ones are downright strange, with objects and shapes and colors you’ve never seen before. Everything blurs to a distant vanishing point, and you get vertigo as your brain tries to make sense of the chaos. Yeah, that’s kind of what learning to play Magic is like.”

“I really like being able to change what I’m doing; it’s sort of a creative outlet.”

Page 19: The Strategist -- Spring 2010

Sparring In LifeHOW SPARRING HAS AFFECTED AND CHANGED PEO-PLE INTO BECOMING THE PEOPLE THEY ARE TODAY

As a little girl, Cathy Chapaty never liked to visit her Aunt’s house, there her “country boy” cousins would hit and beat her till she would crawl up on the front porch and wait for

the door to open.

Many years later, she finds herself sparring and BOOM she gets hit and starts to crumble, almost becoming that little girl urled up on the front porch. Instead she shakes her head and jumps back into the fray.

This is but one way that sparring in martial arts has affected peo-ple. Sparring changes people physically, mentally, and emotion-ally.

Sparring, to the 3rd degree black belt and martial arts instructor Cathy Chapaty, is “the ultimate application of everything that I have learned in Martial Arts. Whether I’m working on punches or kicks, sparring is the one place in which all of it comes together, sparring helps me realize that there is an end-all be-all, and yet

there is another level to ev-erything. It’s a great work-out.” To other martial artists sparring has an different meaning, for example to stu-dent Deputy Black Belt Tim S. sparring is about experi-ence, “You want to take a few hits, and give a few hits, be-cause you want to give them the same experience they give you. Basically you want to balance it out for a good experience.”

“There’s nothing that gets me more mentally and emo-tionally exhausted, lets me tap into my perseverance.” This is important to Chapaty, because say someone is in a fight, and that person gets exhausted, and doesn’t have the capacity to keep going, then that person can get hurt very badly. Going through the process of fighting al-lows people to prepare for that situation, if they were to ever get attacked, it allows to know what is going to hap-pen and be able to walk out of fight with minimal if no damage.

But that is not the only thing sparring can do for people.

Cathy Chapaty said “Now that I’m a teacher I’m in the mindset of, I’m not here for my benefit I’m here to teach people how to spar, I’m here to teach this person how to get over their emotional, physical, whatever.” Spar-ring to her represents a way to face ones problems, to help people break through their barriers. “It took me years to realize that it’s okay to feel whatever it is I’m feeling as long as I’m not angry.” To

19May 2010 // The Strategist

By Roberto H.

Page 20: The Strategist -- Spring 2010

Chapaty being angry and sparring is a good way to get hurt. “When sparring with no emotional control, you lose good thought and clear thinking.” The term blind rage comes into use here, “[blind rage] masks every-thing else that you can clearly see. When you’re in that kind of space mentally and emotionally you don’t see that you shouldn’t do that, you just do and then you really pay the consequences.” That is one of the things Chapaty always looks out for when she teaches spar-ring. “It’s a hard lesson to learn, fortunately most stu-dents have to learn it by learning it, by having actually done it, and realizing, ‘Oh I’m never going to do that again.’”

There are many, many combinations that can be used in sparring. Chapaty prefers to use a front kick to push the attacker back, and then come in with a single punch

to the chest. She likes to say, “I’m all about punching because of my size, I’ve actually got a Judo body, but I really love a good punch, that, landing a good punch, if feel that I, especially on a bigger opponent, is my fa-vorite thing to do, a nice fisted reverse punch right in the chest.” Tim S. usually uses side kicks or front kicks, but his favorite, is the running sidekick (a.k.a. flying sidekick). Although sparring is not without its hazards, both Chapaty and Tim have been lucky as far as ac-cidents on the mat go. Some of these accidents can be broken legs, concussions, and sprained ankles.

Sparring has changed and will continue to change people, just as it has with Cathy Chapaty “[Sparring is] one of my favorite things that I teach, because it’s one of the things that I have had to fight the hardest to overcome.”

The Strategist \\ May 201020

Photos by Roberto H.

Page 21: The Strategist -- Spring 2010

The Midnight Crank

FOR WHEN SOMEONE IS GRABBING YOU WITH

ONE HAND

By Roberto H.

Situation: You are being grabbed with one hand.

Step 1: Place you thumb in the soft spot between the other persons thumb and

their forefinger.

Step 2: Wrap fingers around the bottom of hand where the pinky is, maintain pressure on the soft spot with thumb

Step 3: Twist attacker’s hand till pinky is in the midnight postion (12 o’clock).

Step 4: Take other hand and surround first hand, make sure to place thumb

in soft spot, and place fingers on top of first hand fingers.

Step 5: Rotate hands until other person starts struggling.

This move should only ever be performed when someone is actually attack-ing you. If a friend grabs you, do not use this move, as it can break that persons wrist.

One should practice the moves ahead of time so that if the technique is ever needed. It has to be done quickly and catch the at-tacker off guard. Otherwise the technique will not work.

On the last move, one should only apply the pres-sure as needed. There is no need to break the persons wrist.

When or if you get a person in this situation you can ask them politely why they are doing what they are doing, or simply continue to rotate their wrist until they go to the ground, in which case it is up to you what to do next.

Art Credit: Roberto H.

21The Strategist// May 2010

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It’s probably a typical morning in Mr. Moody’s class. Moody is giving his daily current event lecture, and the students are not making a sound. Sure, this looks a lot like the productive classroom, but look a little closer and it can be seen that the students are asleep.

More than ever, students are missing out on one of the most important activities: sleep. According to the National Sleep Foundation, sleep is vital for the body, as important body and brain activities occur. When sleep is cut, though, these activities cannot be completed, and fatigue is experienced as a result. This can include drowziness or unwanted dozing-off, reduced attention span, weakness, and the list goes on. Everybody can experience different negative symptoms from sleep deprivation.

It is recommended by the National Sleep Foundation (NSF) that a teenager should get 8.5 to 9.5 hours of

sleep per night. This typically the time it takes for a teenage body to regulate itself during sleep, but everybody is different, and some need more or less. One study by the NSF found that around 75% of teens sleep less than 8.5 hours. Because of this, many teens are being subjected to the symptoms of sleep deprivation.

These days, teens are caught up with so many social, athletic, and academic interactions in their lives. Facebook, Twitter, MySpace, Email, sports, after-school robotics, etc., these common teen activities are will publicized. Believe it or not, Another huge contributor is homework. According to a study done by the University of Michigan of 2,900 students, the amount of time spent on homework has increased by 51% since 1981. Many students simply cannot find enough time to be involved in their activities, complete homework and get enough sleep, just to do it again the next day.

In any case, though, students are finding it more important than ever to manage their time efficiently so that they can get the most amount of sleep. This is especially true in the Liberal Arts and Science Academy High School of Austin, Texas where many students find themselves swamped with work.

“I generally get [homework] done pretty early,” says LASA freshman Micah L. “ I generally go to bed between 9:30, on the best of days, when I have little to no homework, and its just great, on to 10:30 on the worst of days. Although, I have been getting up at 5:15 for school.”

The amount of homework that the students receive has a lot to do with the teachers that they are assigned to and the electives that they choose. LASA also practices block-scheduling, where on A-days, a student has 4 of 8 classes, and on B-days, the other 4. The combination of these factors really make an impact on how much homework a student has each night.

Students don’t want to spend all night getting homework done, but sometimes you just have to do what you have to do.

“I have had a few all nighters, mostly big projects that have been due.” LASA freshman Prasaad M. says.

Because LASA students are often plagued by all nighters, time management is important so that students can space out work to get it done early, to a certain extent. Some students find that procrastination suits them best.

MAY 2010 // THE STRATEGIST

Tick-Tock Students are receiving more homework than ever. Find out how some LASA students are dealing with it.

Text and Art by Zach K.

How Homework Has Increased

All Male Female Hours spent per week 1980 2002 1980 2002 1980 2002 Less than 1 17% 2 21 2 13 1 Between 1 and 3 29 21 31 24 28 19 More than 3 but less than 5 25 14 24 14 26 14 Between 5 and 10 22 26 18 26 25 26 More than 10 7 37 6 33 8 41

22

Page 23: The Strategist -- Spring 2010

“Most of my work is really boring, so I just choose not to do it,” says LASA freshman Max H., a self-proclaimed procrastinator.

Every student has their own study habits

“I think about, for like 30 minutes what my homework is, I go through every class period in my head and say, ‘Okay, I’ve got that, got that,’ and I plan how long it would probably take me,” Prasaad says.

“I mean it all depends on how I’m feeling.” he says. “I’ve found that my grade doesn’t really diminish if I work late at night, so I don’t shy away from that. But it doesn’t happen that often.”

One and a half hours of homework, for example, doesn’t sound like it should keep students up all night, but

when combined with the numerous extracurricular activities that many students participate in, the time can really escalate. Some students find it necessary to sort through all of their extra curriculars to find time for the homework.

“[Extracurricular activities] don’t really affect me, because I’ve learned to stop doing what I don’t like.” Prasaad says.

Everyone has their own opinions on the amount of homework that LASA gives, and the policies that they have on homework. Some people are fine with everything, and some could use a little less. A lot of students find that block scheduling really helps.

“I love the block scheduling, which gives you 2 days to do your homework,” he says.

Some students can agree that LASA

could make some serious changes with their policies.

“I would reduce [the homework load] by about 25%, either that or make it so that teachers space out the projects so that its not like, get project, get project, get project…” Micah asserted.

“I think that teachers should coordinate and know all the kids and what projects are due at a certain time.” Prasaad also says.

Overall, time management strategies really vary with each student because of their activities and their personalities. Obviously, the students of LASA are still surviving, with passing grades or with failing. Time management is still an extremely important skill, because students all over the country are suffering from the lack of it.

THE STRATEGIST \\ MAY 2010 23

All Male Female Hours spent per week 1980 2002 1980 2002 1980 2002 Less than 1 17% 2 21 2 13 1 Between 1 and 3 29 21 31 24 28 19 More than 3 but less than 5 25 14 24 14 26 14 Between 5 and 10 22 26 18 26 25 26 More than 10 7 37 6 33 8 41

Page 24: The Strategist -- Spring 2010

Redundancy

Paid for by the United States Department of Redundancy Department

where just one just isn’t enough

where just one just isn’t enough

where just one just isn’t enough

RedundancyRedundancyRedundancy

Page 25: The Strategist -- Spring 2010

Redundancy

Paid for by the United States Department of Redundancy Department

where just one just isn’t enough

where just one just isn’t enough

where just one just isn’t enough

RedundancyRedundancyRedundancy

Otherbegins next page

Page 26: The Strategist -- Spring 2010

26 May 2010 // The Strategist

Tic Tac Toe:A game played by children, the precursor in gaming to chess how much strategy can fit in just a 3x3 grid?

Tic Tac toe is a simple game played on a 3x3 grid where each player takes turns placing X’s or O’s on the board. this game be-comes much easier when broken down

Priority one: WinThis may seem to be a no brainer but this is supposed to be a comprehen-sive list and as such it is put in here for consistencies sake. This priority is accomplished by if you have a two in a row place the third and win the game.

Priority two: BlockThis is used to prevent your opponent from winning and as such keep yourself from loosing next turn. This priority is followed by when your opponent has a two in a row place the third and block that move.

Priority three: ForkForking is a term applied to scenarios where a player has two ways to win and as such their oppo-nent can only block off one. This is a little tricky to tech, because of the many forks available how-ever you can use this by observing the board and look-ing for areas where

TTT

IC

CAOE

XO

Go

Here

XO

XO

X Go

Here

O

XO

Go

Here

XO

By: Micah Lupa

Page 27: The Strategist -- Spring 2010

The Strategist \\ May 2010 27

Priority four: Block ForksThis is similar to priority three in both its reason and execution however rather than setting forks you are now defending against them, again this is hard to teach so it would be easier to just observe the situation and block forks that you see

Priority five: CenterIf none of the above are applicable play in the center square.

Priority five: CornerIf none of the above are applicable play in a corner square.

Priority five: SideIf none of the above are applicable play in a side square.

If you follow these rules to the let-ter than I can guarantee that you will never lose a game of Tic Tac Toe again, however this is not as good as it sounds because most of your games will end in a cat’s game.

Micah L. is a writer for the strategist and spends his free time puzzling over many things includ-ing simple strategy games.

OX

Go

Here

OX

Go

Here

Go

Here

XXGo

Here

O

O XXX O

XO

X X

O

Page 28: The Strategist -- Spring 2010

Jumping Cubesand Fear-Based Gaming

1 3

2

1 2 3

This is KJumpingCube, a free game.

The goal of KJumpingCube is to fill the board with squares of your own color.

Players take turns placing dots on either their own squares or unoccupied ones.

Here, green has placed a dot in a square to the lower-left, making it his own.

A square is considered full if it has as many dots as neighboring squares. So, for example, the two corner squares are both full with two dots each.

Here, blue has added a third dot to the upper-right corner square, but it was already full with two -- so it exploded.

An exploding square sends one dot to each of its neigh-boring squares (changing their color to match it).

28 MAY 2010 // THE STRATEGIST

Page 29: The Strategist -- Spring 2010

Jumping Cubesand Fear-Based Gaming a photo essay by Allan S

6

54

4 5 6

When an exploding square sends a dot to a full square, the full square becomes overstuffed itself, and it too explodes.

Planned well, this causes massive, game-changing chain reactions. Green is trying to do just that.

Here blue forces green’s hand, putting a stop to his plan. Either green makes a move immediately, or blue can explode the three-dot square and destroy green’s foothold.

But that wasn’t a very good idea of blue’s...

This sort of chain reaction that happens often in KJumpingCube. First green exploded the corner.

The two squares next to it were already full, so they both exploded.

Green has probably won.

THE STRATEGIST \\ 2010 MAY 29

Page 30: The Strategist -- Spring 2010

30 MAY 2010 // THE STRATEGIST

Blue and green were building up fuses here, trying to blow up each other. But instead of building up to a conflict he might lose, blue does something interesting -- he claims the middle spot as his own and then leaves it alone.

This puts both players into an uncomfortable situation, as neither one wants to move.

However, most of KJumpingCube is not about the grand explosions per se; it’s about planning them, preventing them, et cetera.

This here is the ideal situation -- an elaborately long fuse. No matter which square goes first, adding a dot to any one of the squares here will cause it to explode, which causes the ones next to it to explode, which causes the ones beyond that to explode, and so on. In the resulting explosion, dots will be sent to all the remaining squares, and blue wins.

Page 31: The Strategist -- Spring 2010

THE STRATEGIST \\ 2010 MAY 31

If blue explodes his fuse first, then he leaves a full square right next to a green fuse. By exploding second, green can capture two extra squares; so blue will not explode his fuse.

If green explodes his fuse first, then he leaves a full square right next to a blue fuse. By exploding second, blue can capture two extra squares; so green will not explode his fuse.

So unless one of them can pull something

clever, this situation ends in a standstill. Exactly as blue wanted.

Page 32: The Strategist -- Spring 2010

32 MAY 2010 // THE STRATEGIST

Of course, there are clever things that can be done.

For example, the small fuse that blue has at the bottom of this picture. When exploded, it will gain some territory, to be sure.

But what’s notable is that it sends two dots into the currently two-dotted green square. Not only will that fill it up, it will explode outright.

Green couldn’t have fought back or stopped blue; at best, if green noticed, he would open the way for small blue gain. At worst, green doesn’t notice, and lets this happen.

In KJumpingCube, it’s all about building up defenses. Instead of attacking, you want to force your opponent into attacking. This creates a game dynamic that is versatile, unpredictable, and beyond all -- fun.

Allan S is a writer for The Strategist.

Page 33: The Strategist -- Spring 2010

ZACH K.

OutsideThe ClassroomEvery student has homework. It is a mandatory part of school that everybody had to take part in. But since all students go to different schools and have different teachers with different cirriculums, the amount of homework is not the same. But, as a student, have you ever wondered about how much everybody else has, and what they think about it? Well, you can find those facts for LASA in the table below.

1-2 Hours2-3 Hours

Over 3 Hours

Yes

No

Most of the data was received from LASA freshmen

Too Much?

Average Hours/Night

33

47%

53%

43%21%21%

16%Less than 1 Hour

LASA students and homework:

Page 34: The Strategist -- Spring 2010

A clash of swordsFlashes of muskets

Explosions rained from aboveThe bloody sands of Normandy

Everywhere conflict,Ideals upheld

Flags disheveledMaps lay out

Tiny clay figurines representingThe lives of tens of thousands of men

One mind against the otherNapoleon commanding L’Arme Grande

Julius Caesar standing with the Xth LegionGeorge Washington and the Continental Army

Robert E. Lee and the ConfederatesUlysses S. Grant with the Union

Alexander the GreatSam Houston

All these living and finding ways to winWhether the odds

Are with themOr against them

Finding ways to survive

By: Roberto H.

Art from Wikipedia

In The Field

Page 35: The Strategist -- Spring 2010

STOP

PUZZLE TIMEwith Allan S, Mical L, and Zach K

Page 36: The Strategist -- Spring 2010

So there are a bunch of pirates on a boat, and they’ve just discovered some treasure. Who gets how much?

Here’s how they decide:

1) The first pirate proposes a plan fordividing the treasure.

2) The pirates vote on the plan. If more than half of the pirates vote yea, the plan is adopted.

3) If it’s a tie, or a majority votes nay, then the first pirate is thrown overboard.

4) The rankings are adjusted, and it starts all over again.

But - the catch is: the pirates are perfectly logical, and operate under a set of priorities.

0) Obey the rules.1) Survive.2) Get as rich as possible.3) See as many people die as possible.

So suppose there are five pirates. What will the first pirate propose, and why will it pass?

OK: How about I get 100, and you all nothing?

Aye!

Nay!

Aaaah!

So... 98 for me and 1 for each of you two?

May 2010 // The Strategist36

1

2

3

4

The Pirate Game

Page 37: The Strategist -- Spring 2010

The Strategist \\ 2010 May 37

Prisoners with Hats

OK prisoners: I have a game. If you guess right, you can go free. However, if you guess wrong, you die.

Now: what color is your hat?

Five Criminals are sent to a prison, however this prison has no space left. So the warden offers a game to the criminals.

The game is the warden places a hat on each of the criminals the hat is either red or blue with the same probability of it being either. The next day the warden will ask each of the crimi-nals what color his hat is.

If he answers correct then he is set free other-wise he is killed. The next day The warden lines up all five of the prisoners so each one can see all of the prisoners in front of him and places a hat on each.

The warden then asks the prisoners from last to first what color their hat is, miraculusly none of the prisoners are killed and there was no com-munication after the hats were placed on their heads, so how did they do it?

Page 38: The Strategist -- Spring 2010

38

Easie

r

Harder

Sudoku

Page 39: The Strategist -- Spring 2010

Thank you for reading The Strategist! We have put our blood, sweat and tears into this, and the fact that this is reaching you is makes us feel that all the time we spent on it was worthwhile, a success.

There are plenty of magazines out there which touch on gaming, or technology, or politics, or economics, or anything which could conceivably involve strategy. But none of them will focus specifically on it, none of them will go outright and say it.

But they should! The concept strategy in itself is worth writing about; it’s not just the strategy of something, strategy is something. There should be something that exists precisely to describe strategy, something whose purpose is to talk about it. Not as an attribute of something else, but as a full-blown topic.

So that’s what we’ve tried to do with The Strategist. Hopefully you enjoy it.

--The Strategists

P.S. We didn’t give you the Letter From the Editors yet, so here it is:

Letter From the Strategists

S39The Strategist \\ 2010 May

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