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The Artifact Guide
There are a lot of reasons to be excited about Valve's upcoming digital card game Artifact. Valve as a studio has had an insane hit rate when it comes to high quality titles, but has been on a bit of a hiatus in terms of actually releasing games. Artifact is looking to be their first release in about 5 years, and is in a genre that they have never worked in: trading card games. Not only is it exciting that Valve is building a game for a different genre, bringing their no-holds-barred approach to strategic depth, but they are also partnering with Richard Garfield, the creator of the first trading card game, and prolific game designer! Everyone is anxious to see what comes out when you mix these elements of greatness together.
As of right now Artifact is still in an exclusive closed beta, with a less exclusive beta coming in October, and full release November 28th. Although the game is still under NDA, there has been a lot of information and gameplay footage released, which has allowed the community to piece together many of the game's mechanics and rules. My objective in this article is to aggregate all that information, connect-the-dots on how things work, and begin to keep a living document to be updated as more information is released.
With that out of the way, let's (tower) dive in!
The Artifact Board
Let's cover the big-picture. I am going to run through this fairly quickly, so if you read any of this and think, "Huh, what does that mean? How does that work?" a lot of those will be answered below.
Artifact is a card game based in the DOTA 2 world. Games are played between two players, each with a deck with at least 40 cards, as well as three towers, each with 40 health. The objective of the game is to kill 2 of your opponent's towers, or kill one tower and the 80 health "Ancient" that spawns after a tower dies. These towers are placed in separate lanes, each of which acts like a different game board. Each player has five chosen heroes, three of which start in play (one in each lane). These hero cards are based off DOTA 2 characters, and will generally have similar abilities to their MOBA counterparts, such as burly stats, powerful spells, or tactically useful abilities. Each hero is assigned to one of four factions: red, blue, black and green.
Units in Artifact have three "stats": attack, armor, and health. Attack and health work exactly how you would expect, but armor is not typically a stat used in card games. Armor blocks damage from enemies, where each incoming damage is reduced by the armor value. For example, Axe has 2 armor, meaning if he was hit by a unit with 3 attack he would only take 1 damage. It is actually possible for characters to have negative armor, which means that damage dealt would be magnified; which is potentially quite powerful. If a hero with -2 armor was hit by a 3 attack enemy then 5 damage would be dealt. It has also been confirmed that it is possible for Towers to gain armor as well.
Players start with five cards each, and draw two cards every turn. There is no "mulligan" or "redraw" system. Mana is tracked separately in each lane, and the game starts with each player having access to 3 mana in each lane. Every round involves both players taking turns using cards until both players decide to stop, at which point combat happens. When you kill units you gain gold, which can be spent at the very end of every round to pimp out your heroes with equipment, or purchase consumables like potions.
Artifact uses a mana and health system similar to Hearthstone rather than Magic. Assuming normal gameplay, the mana in each lane will scale by 1 each round, without investing resource cards like "lands". Damage on units is not reset between turns, as like Magic. These are obviously fundamentally important elements to the rules engine, and have a big impact on the game mechanics. Unlike either Magic or Hearthstone, Artifact uses what could be called a "collision combat" system, rather than the direct attack used in Hearthstone, or the attacker/blocker system seen in Magic. I will give more details on what we know about combat in the "Combat" section.
Each side has five hero cards, which are publicly shared at the start of each game. You must play five different Heroes (there are some exceptions to this with "basic" heroes), but they can be all the same color, or any mix of colors that you like. At the start of the game three Heroes are chosen from each side to be placed randomly in each of the three lanes, along with three "melee creep" units. One point of terminology to mention: the word "unit" means either creeps or heroes. "Creep" refers to non-hero units, and the term "melee creep" specifies the 2/0/4 dudes that spawn every round. At one level, heroes are like the units/minions/creatures you will see in any card game - bashing into one-other, and eventually killing the opponent. On another level, heroes in Artifact are way more important. In many respects, heroes are the defining feature of Artifact, and will be instrumental in determining the strategy of your deck, and the way the game plays out.
The first important role that your heroes play (other than combat) is allowing you to play your spells. In order to cast a red spell you need to have a red hero in your lane, while black spells require having a black hero, etc. This means that if you lose all your heroes in a lane then you can't play any spells! There are no multi-color heroes or spells in the game at present. While there are some cross-lane and global spells, managing the heroes in each lane will be one of the most important elements of effective strategy.
Clearly allowing you to cast spells is important, but heroes do even more than that! Each hero shuffles in three cards into your deck at the start of the game, which are referred to as "signature cards" or "premiere cards". Each of these cards is unique to the hero, meaning the only way to get Legion Commander's signature card in your deck is to play Legion Commander as a hero. These 15 cards (5x3) are counted as part of your 40 card deck minimum, meaning a sizable chunk of what your deck "does" is locked in by the five heroes that you choose. Some signature cards are among the best in the game, while others are basically trash.
Heroes let you cast spells, battle, and determine a major chunk of your deck, but they also often come with some sick abilities. Zeus loves chucking lightning bolts, so his ability helps spread around the damage of your blue spells. Phantom Assassin is all about cutting down enemy heroes, so she gets an attack bonus when she is hitting one. There are a wide range of abilities that can be found on different heroes, and are often an important aspect of their utility.
So heroes participate in combat, let you play spells, put cards in your deck, and have sweet abilities; what else could they possibly do? Well, I still have not mentioned their most important function – playing dress-up! Each hero has 3 equipment slots that allow you to properly accessorize each member of your team, so you can make the appropriate fashion statement to your opponent. Valve knows how much players love cosmetics, so they decided to integrate this as a core mechanic of the game. I am very excited to show off my skills in the hero-skin metagame.
Joking aside, equipment slots are about buffing your hero (and don't have an aesthetic impact on the game, unfortunately). Each hero can hold a weapon, a piece of armor, and an accessory. These items buff the base stats of the hero and can also give bonus abilities. It should be noted that these items stay attached to a hero after they die, so unlike pump effects from other games, items are not setting up for "2-for-1s" in the same way auras or buff spells do in Magic or Hearthstone. There are some "equipment destruction" effects in the game, meaning you can get punished for investing heavily in fancy items. Most items are purchased in the shop, and I will talk more about buying items when we get to the "shop" section. Items also cost 0 mana to play, which is quite powerful. Equipment is also neutral, meaning any equipment can be used on any hero, and can even be used if your heroes are stunned/silenced.
At the start of every turn (after the first one) you get to place one of your heroes in a lane of your choice. Heroes that died earlier in the game can be placed, though there is a 1-turn cooldown for most heroes before they can be redeployed. There is at least one hero, Rix, that has "rapid deployment" which allows him to be redeployed the turn after he is killed. As I mentioned above, equipment for your heroes is permanent, but some buff effects from spells are also permanent! Any effect that says "modify" is stays with your hero through death, while anything that simply says "give" is until end of turn. For example, Bristleback has the ability that each time a hero he is blocking dies, he gets a +2 armor modification. These bonuses stack, and persist even through death. On this subject, it was said that heroes do not "level up", meaning the primary axis for scaling heroes in the game is going to be equipment.
As you can see heroes do a lot, and are the most important pieces in the game. I know that my head is already full of ideas around what would make cool heroes, but we will need to wait and see what we actually get. According to Valve we should expect about 44 heroes in the first set. At this point, between official releases and leaks, we have identified almost all the heroes we expect to be in the game at release, though we don't have all the information quite yet.
3 Lanes
Artifact is based on DOTA 2 right? Well, we gotta have 3 lanes! While there is a "left" "middle" and "right" lane, there doesn't seem to be any differences between the lanes. It is probably best to not think of heroes as being "mid-lane heroes" or whatever, since lanes do not have distinguishing features. This is especially important given that most decks will probably not play all 4 colors of hero, meaning that your team composition will often not have a hero that actually fit the traditional roles you would expect in a MOBA. It should also be noted that each player sees a mirror of what the opponent sees, meaning that my "left lane" is also my opponents "left lane" even though this would be impossible at a real-world table.
I suppose I should clarify that lanes don't have any distinguishing features *at the beginning of the game*. There are a number of improvement cards which you connect to one of your lanes. Some examples include Assault Ladders, which gives your units extra attack when damaging a tower. There is another improvement that gives your tower additional armor. Like other cards, improvements. You can also play an attachment to any lane assuming you have the correct hero type in the lane you are playing it from. For example, watch this gameplay clip. The opponent plays Trebuchet – a black attachment – from their right lane into the left lane, even though the left lane has no black hero.
I mentioned a number of times that playing colored cards requires a hero of that color, but what happens if you want to cast a blue spell in the left lane and both your blue heroes are placed in the middle and right lane? Some spells can hit one or more lanes other than the one you are casting the spell from, such as Pick Off. Another approach to repositioning a hero is to have it die and then replay it in an upcoming deployment step. This approach isn't ideal, since it typically relies on your enemies to cooperate, and feeds them gold. It is also possible to reposition by using items like the Town Portal Scroll, which returns your hero to the deployment zone. You can also use equipment like Blink Dagger, which let you move a hero another lane. While it isn't shown in the picture, it gives your hero the ability "Active: move hero to another lane", which can be activated once every two turns.
Obviously choosing which lane a hero is deployed matters a lot, but even positioning within a lane matters. I will be talking more about combat below, but positioning is going to be extremely important for dictating the outcome of combat, as it will play an important role in deciding whether your heroes hit a creep, a hero or a tower. There are also heroes like Lycan that boost the stats of his neighbors. This is unlike games such as Magic and Eternal, where the positioning on the battlefield is meaningless, and can be rearranged arbitrarily.
Get ready to farm some 2/4s!
Heroes are clearly the most important units on the board, but they are not the only ones. "Creeps" are units that are summoned to the board to do battle, and while they are typically smaller than heroes, they are also an important part of the action. The most common creep in the game appears to be a 2/0/4. At the start of the game 3 of these generic dorks are placed on each side of the board. The placement is typically random, meaning it is possible to have all three creeps in one lane, spread out 1 in each lane, or a 2-1-0 split.
New creeps also spawn every round, with 2 new 2/0/4 creeps being placed randomly at the start of every turn past the first. You get to see in which lane creeps are going to be placed before committing your hero during the deployment phase, which is obviously useful tactical information. While you get to see in what lane the creeps will spawn, you don't get to see in what arrangement they are going to show up. For example, if you are placing 1 creep and a hero in one of the lanes that already has one creep, you don't get to choose if your hero is deployed on the left, right or in the centre. If you spend a moment to think about this, you will quickly realize the dizzying number of possible arrangements even with just a few units in a lane. The exact configuration of the creeps and heroes is going to be very important for the outcome of combat, and while players have some limited control over deployment, it is largely subject to the gods of RNG. You also get to see where your opponent's creeps will spawn as you choose the lane for your own heroes (though you and you opponent choose which lane your heroes will spawn at the same time).
There are some unit cards you will have access to outside of your heroes and the melee creeps that spawn every turn. "Creeps" is a generic term that includes both generic melee creeps, and the creeps that you play from your hand. You cannot play equipment on creeps, but that doesn't mean there is no way to augment them! We have already seen a load of cards and abilities that buff creeps in a variety of ways, such as Act of Defiance, Mist of Avernus, or Vhoul Martyr.
One interesting feature of creep cards you deploy from your hand, is you actually get much more control of where they show up in the lane! There are some rules on where things can and cannot be placed, but you get to choose between all valid location. This offers quite a lot of flexibility to utilize your resources optimally.
4 Colors
Artifact has 4 colors: red, blue, green and black. It may seem like blasphemy that Richard Garfield opted for 4 colors rather than 5, but I trust the man. These colors do not overlap entirely with their MTG counterparts in terms of identity, so let's run through them.
Red: color of tanks and aggression. Their heroes tend to be shorter on abilities, but long on stats. Some of the stand-out examples include Axe, Legion Commander, and Bristleback.
Black: faction of assassination and greed. These heroes are great at choosing a target and taking it down, whether it is an enemy hero or a tower. Some iconic black heroes include Phantom Assassin, Lich, and Sorla Khan
Green: faction of defence and support. If you want to buff your team, or stall out the game, or throw down massive beasts, then green is the faction for you. Enchantress, Lycan, and Omniknight show off this game plan very clearly.
Blue: faction of magic and disruption. While their heroes may not pack the biggest punch, their spells are their strength, allowing you to control the late game. Zeus and Earthshaker fit into this. They also have some tools to "go wide", such as Prellex and Meepo.
If you care about how this compares with Magic's color pie, there are a few differences I would note. First, white is the color that is missing, with a lot of the traditional white abilities moved into green. In exchange, green had to pass some of it's "biggest dudes" features into red, which in turn passed off its strength with direct damage spells to blue. Blue also pick up much of the "go wide with small creatures" characteristic from white. Black seems to be pretty similar mechanically, which makes a lot of sense given the connection to death, greed, and evil. Still, there are lots of abilities that haven't yet been defined to fall under a specific color, so there is a lot of space left to explore.
Deciding the composition of your heroes is likely going to be quite the challenge for deckbuilding. If all your heroes are the same color than you will almost always be able to cast the spells you want, and will never get yourself in a position where you don't have the right color of hero. On the flip side, decks with only one color of hero might have certain weaknesses. For example, a mono-red deck may be great and fielding a bunch of beefy heroes, but you will be vulnerable to a deck that packs a ton of removal. Furthermore, you might have to dig deeper into the hero pool to fill out your roster, meaning that your 5th hero will be a lot worse than the first. Alternatively, a deck with 3 or more colors will struggle with playing all the cards they want when they want, but will have access to a wider range of powerful cards. A 3+ color deck will also have a much deeper hero pool, and while there may be less synergy between the different members of your team, you can pack your deck with the best cards available. Reports from the beta suggest that two color decks with a 3/2 split are the most popular.
Parts of a Turn
The structure of turns in Artifact is probably quite different from what many players will be used to. If I had to describe it, it seems like a combination of Magic and Gwent, and seems to be designed to both limit the influence of first-mover/second-mover advantage, while creating a very active pacing to the game. You start every turn in the left lane, then move to the middle, and finally the right lane. In each of these lanes you have an "action phase" where both players take turns playing cards until both decide to stop, at which point combat happens. Once you are finished in the right lane you then move to the shopping phase and the deployment phase, and then the next turn starts. You can see a summary of this in this flow chart:
Let's first talk about how the "action phase" works. Basically, priority passes back-and-forth between the two players in a given lane until they both decide they don't want to play any more cards, at which point combat happens and we move to the next board or the round ends. I am going to cover how combat works in the next section, so ignore that for now. Let's go through some simple examples to show how this system works in practice.
Player 1 – Pass
Player 2 – Pass
-Left combat happens-
Player 1 – Pass
Player 2 – Plays a creep
Player 1 – Pass
Player 2 – Pass
-Middle combat happens-
Player 1 – Play item
Player 2 – Pass
Player 1 – Activates ability on item
Player 2 – Plays a spell
Player 1 – Play and improvement
Player 2 – Pass
Player 1 – Pass
-Right combat happens-
-Shopping phase-
-Deployment phase-
This is a pretty simple breakdown, but there are actually a lot of complicated rules implications. Let's compare this to some games you might be familiar with. First off, if you are used to games like Hearthstone, this is going to be a really big change. No longer can you play out your entire turn without needing to plan around what your opponent is doing. You also don't get to take any actions after combat happens, so play patterns like healing your minion after it bashes into your opponent's minion before passing the turn is not possible.
If you are coming from Magic, or games with similar rule-sets to Magic, this probably looks somewhat familiar to you. Imagine that both players were taking "their turn" simultaneously. Both players untap and draw at the same time, and from that point they just pass priority back and forth until they both want to move to combat. As of right now there is no way to react to cards "on the stack", so instants are not a thing. One of the biggest differences you will notice is that there is no second main phase - you will just move on to the next lane after combat.
Anyone who has played Gwent probably grasps this system pretty quickly. For anyone who doesn't know anything about Gwent, each round consists of players taking turns playing cards until both decide to pass. Once one person decides to pass the other player can continue playing cards until they feel like stopping. One major difference is that in Artifact you always get a chance to respond to what your opponent does last. Passing means "I don't have anything I want to do right now" not "I'm not going to do anything else this round."
There are a few points worth clarifying. For example, how do you know who goes first in each lane? The last player to pass always goes second in the next lane. In practice, this typically means the last player to take an action in a lane always goes second in the next lane (there are some exceptions to this). In the example above Player 1 goes first in all three lanes. That is not a mistake - this is actually how it works. Until Player 1 actually does something, they are going to continue go first. Now, in this example, Player 2 would go first at the start of the next turn, but the point still stands that you may be able to set up first mover advantage at key junctures depending on your priorities.
Another point that is worth reiterating is that you get 2 cards at the start of each turn, not each lane. This means that if you are playing even one card per lane you are likely going to empty your hand really quickly. Also, as I mentioned above, the mana on each lane is separate, and you start with 3 mana in each lane. This might feel a little weird to Magic and Hearthstone players, since you basically start the game on turn 3. This is probably for the purpose of balancing aggressively-stated heroes, as giving them multiple turns to just farm creeps and beat up towers could have been over-powered.
Finally we get to talk about combat! Artifact uses a very different combat system then what you might be used to if you are coming from Magic or Hearthstone (or similar games). It actually has the most similarities to Solforge from the games I have played. To describe it simply, units will attack targets directly in front of them, diagonally left, or diagonally right. If there is nothing in any of these positions your unit will attack straight forward and hit the enemy tower. Let's work through some simple board states to see how things work.
First up, I have a Sorla Khan, and my opponent's side is totally empty, so she is going to bop the tower if combat happens now. This may seem very obvious, but it should be noted that this happens even if she was just deployed. Unlike Magic, Hearthstone, Solforge, and any other combat-centric card game I am aware of, all of Artifact's units will fully participate in combat the turn they show up. It is like all the units have haste/charge! This really emphasizes the power of overstated heroes like Axe being able to just show up and farm kills. Anyway, back to our example, Sorla Khan will smack the tower for healthy chunk of damage.
Next up, we see a simple lane set-up where Sorla Khan is facing a single creep on the opponent's side. If the creep is directly ahead of Sorla Khan she will hit the creep instead of the tower 100% of the time. Obviously in this case the creep will die and deal 2 damage to the Sorla Khan, keeping the tower safe.
Things get a bit more complicated when units are places diagonally from one another. In the case below there is a creep to the left and to the right of Sorla Khan. She technically has 3 valid targets to attack here: the left creep, the right creep or the tower. In this case, she will choose her target randomly. If she chooses one of the creeps then that creep will counterattack her. Likewise, if one of these creeps selects Sorla Khan as their target, she will counter attack them. Neither player gets direct control of this process, and will be sorted automatically by the game. It should be noted that while you don't get to choose, the game does show you which unit is attacking where, which will help make decisions. There are also a lot of cards that help manage combat.
Targeting is very important in combat, and players don't get full control of how combat will play out. While you can always see who is going to attack what before combat happens, it is possible to interrupt this by various means. Take this example; my Sorla Khan is going to kill the bajesus out of this Zeus, but our opponent was lucky enough to spawn a creep right in front of Sorla Khan. Now her attention is pulled to this creep, so instead of killing the hero like you wanted, she hits this dorky 2/0/4 instead. From what I understand, units will prioritize attacking a unit directly in front of them over a unit to the side. Zeus still has his attention turned on your hero though, and he is still going to hit her for 3. It should also be noted that the damage here is only one direction. Zeus hits Sorla Khan, but Sorla Khan does not hit Zeus. This is very different from games like Hearthstone where any number of units that hit the opponent's minion will all take damage.
I said above that units default to attacking directly ahead of them right? Well, there are ways to redirect the attacks to other units. For example, lets take the action of "taunting". When a unit taunts it means that all enemies that are able to attack it will attack it. This can be used strategically like is shown in the situations below. At first, it looks like Axe is going to maul my Sorla Khan, but then I use a taunt effect on my creep, which turns Axe's attention away from my hero. There are other ways to control who is attacking what, such as moving units around within a lane, or using effects that redirect the attacks of the units on the board.
Anyone who plays MOBAs will know that "crowd-control" is an important part of the game. Stunning, freezing, or otherwise disabling your opponents at the correct moment will have a major impact on the outcome of a combat. In Artifact, it seems like these have been grouped together under the heading "disable". Units that are disabled cannot deal damage in combat, but will still get hit by whoever is hitting them. This is unlike what you see in games like Hearthstone, where a frozen unit cannot attack, but will still deal damage if an enemy minion attacks it. You can see in the following example that my Sorla Khan is saved from certain death when I disable my opponent's Axe. He is still taking a boatload of damage from my hero, so hopeful I can disable him again next turn and set up a clean kill.
Note: "stun" is a thing in Artifact, but it just means "disable + silence".
Lastly, let's talk momentarily about the re-arrangement that can happen after combat. If combat works out such that one of the "tracks" is empty then the two sides squeeze together to seal the gap. In this clip the two creeps second from the right kill each other, meaning that entire "track" is empty, causing the Zeus (blue hero) to move over closer to the Bristleback (the red hero).
I should probably emphasize that I have deduced these rules from the few gameplay videos we have such as this video. Valve has not spoken officially about the details of the rules. If you spot any errors please let me know, as I want to keep this guide as accurate as possible.
The Shop
At the end of the turn you get to the shopping phase, where you can spend gold to buy fancy stuff. Before we get into how the shop works, lets talk about how gold collection works. Every time an enemy creep dies you get 1 gold, and every time an enemy hero dies you get 5 gold (there is some word that heroes with items can give more than 5 gold, but we don't really have enough information on that). Anything that kills units gives the same amount of gold, meaning that last hits and denies are not important, so shooting your own hero to deny gold for your opponent is a bad idea. Killing towers gives no gold. Black has access to gold-related cards, such as Iron Fog Goldmine, which gives 3 gold per turn, and Payday which doubles your current gold. Still, the primary way to gain gold appears to be killing enemy units.
The shopping phase starts right after combat in the right lane, and before the deployment step (you don't get to see where the creeps are spawning while you are shopping). Your little helpful imp will open up the shop for you, and you will be presented with a screen that looks like this (I added the colored boxes):
It is actually easiest to work from right to left, so let's start there. The right item is always going to be one of 4 possible consumable items, which can be seen below. Consumables should be good at maintaining tempo advantage because of their immediate impact on the game, but in order to develop lasting advantages over the game I expect value-focused decks are going to avoid spending gold on consumables. It should also be noted that while the consumable items available to both players are the same, the card that is offered to each player will not necessarily be the same during each shopping phase. It is determined randomly for each player. Also, you do not deplete the contents of the consumable slot, meaning if you buy a Town Portal Scroll on turn 1 you could easily be offered it again on turn 2.
The middle slot offers items from your "item deck". The item deck is a minimum of 9 cards chosen from your collection, but it has no maximum. It can be made up of equipment and consumables of your choice. Unlike the other two slots, you can buy as many items from this slot as you have money for. This would be particularly useful for any deck that tries to generate tons of gold through cards like Payday, since it allows you to just drop a giant wad of cash all at once.
The final slot is the "Secret Shop" slot. This offers you a random item from the game every round, meaning you have a chance to buy literally anything! Sometimes you will pull the perfect item for a specific situation, and other times they will only offer a stupid trinket when you are looking for a game winning weapon. Players probably won't be buying Secret Shop items often until the mid-to-late game, after you have already bought up the best equipment from your item deck. If you somehow find yourself with a fat stack of cash where you might want to buy multiple Secret Shop items you will not be able to do that, as you are limited to only one-per-round. Like I said with consumables: both players should be randomly offered items from the same pool of possible Secret Shop items, but the items offered to player 1 should have no impact on the items offered player 2. If player 1 buys "Giant Sword of Ass-Kicking" it doesn't block player 2 from being offered another "Giant Sword of Ass-Kicking" later in the game.
While this overview is useful as a starting place, there are obviously still a lot of questions about how the store works. Let's review some details before moving on to the next section. First, you can't sell items back to the shop, and you can't upgrade items either. There might be some exceptions or special conditions for certain items, but as of right now it seems like you cannot get any gold value on your equipment after you equip it. You also cannot pass on used equipment to a different hero either. These changes are a big departure from what you might expect if you are coming from a MOBA or RPG background. I mentioned this above, but all items are neutral (do not require a hero of a specific color) and also costs 0 mana to play.
"Pay-2-Play" Economy
Artifact has a unique approach to the in-game economy. Let's summarize the information we have:
Accounts will cost $20 each. This gives you 2 starter decks of 54 cards each and 10 packs of cards.
Each pack contains 12 cards, and at least one "rare", which is the highest rarity. They cost $2 each to purchase.
The economy is primarily fueled by a market where you buy and sell cards with real money. Unlike other digital games like Hearthstone there is no dust/crafting system. Instead you have an in-game marked that lets you trade for what you want.
There are certainly a couple details that need to be fleshed out, such as the rarity distribution in packs and the transaction costs within the market, but this should give you a pretty good idea of how the economy functions. Once the pleb beta hits we will have a better idea how much the game actually costs to play.
Odds and Ends
There are a few topics I wanted to hit on that don't really warrant an independent section, so I am going to just blast through a few subjects here.
One of the most common questions people have about card games is around the randomness involved. I personally blame Hearthstone's Ragnaros, Yogg Saron and Babbling Book for having traumatized a whole generation of card gamers with their obnoxious RNG. First off, every card game is going to have some level of randomness. You are drawing cards off a friggin' deck, so obviously you are not signing up for chess. Outside of that, it seems like there are a lot of low-impact random events. The configuration of units in the lane, how the targets for combat are chosen, and the items that show up in the shop, etc. Having a lot of low-stakes random events means that games play out differently, but it isn't like most games are won-and-lost on a coin flip. It sounds like there are relatively few cards with high-impact RNG effects. If you want to learn more about the game design philosophy around randomness in games you should check out this article about Dr. Garfield's approach to game design. Ultimately, from what we have seen so far, the use of RNG in Artifact seems fairly healthy, and will not be as game warping as you see in Hearthstone.
Valve has made some bold plans around which game modes will be available on release. First, there will be some kind of in-client custom tournament system on release according to Valve. That is exceptionally wicked, and although these are probably going to be very simple tournaments at the very start, but this suggests that they are very serious about building an e-sports scene from day 1. They have also promised a tournament for early 2019 with a $1,000,000 prize for first place, which is…. wild.
Beyond that, they have also said they want to implement a limited mode too, including draft and sealed. If you don't know what "limited" is, it means you are forced to build a deck from a smaller set of cards, usually containing a lot of lower power-level cards. This is a game mode that tests your ability to build decks on the fly, and improvise with sub-optimal tools.
While I was skeptical at first that Valve would be able to announce all these plans, but everything we have heard so far indicates that they are 100% committed to make all this happen. Valve has the money and the manpower to do what they want, and they seem to have decided to make Artifact a big deal..
You.... don't apparently? It was suggested in some sources that used spells get shuffled back into your deck. This seems strange to me, as I'm worried that games could kinda just go on forever, so I have a lot of questions about what does and does not cycle back into your deck. I'm going to trust the game designers that they know what they are doing and 60-minute games don't become common. I am also a little sceptical of this reporting, so we will see what happens.
In DOTA 2, and other MOBAs, equipment is not managed in a way that might seem unintuitive to people who are mainly familiar with RPGs. Items are not really equipped to specific "slots" on your character, such that weapons need to be in "weapon slot" to be active. It is possible, for example, to use multiple weapons at once in DOTA 2. This is not true in Artifact, where it seems like the slots are bound to specific equipment types. Each hero will be limited to one weapon, one armor, and one accessory slot.
Valve has said that Artifact is going to be a game that avoids putting limits on its players. No maximum hand size. No maximum board size. No maximum deck size. This is a quite the divergence from a lot of other digital games, which tend to have hard caps on most things. Obviously limits like board space and hand size don't come up every game, and having a large deck can be a liability, but it is interesting to know that Artifact is aiming for a "limitless" approach. With that said, there are a few limits that do exists, such as 3 copies of a single card, and your deck cannot be less than 40 cards (including the 15 hero-specific cards).
There are a lot of combo players out there who are always curious to know if they will have a chance to "go off" in new card games. Is Valve comfortable with letting combos exist in their game? We have no official comment on this yet, but if I had to guess based on the mechanics of the game as we understand them right now, I think it is probably quite possible, given what we know about the game mechanics.
The 3-lane system keep the power-level of certain kinds of combos in check. Imagine there is some combo deck that throws an infinitely large fireball at the opponent's tower. Even if this combo is assembled, it might only be able to kill 1 tower, which is obviously a good start, but doesn't just win the game since 2 towers need to go down to actually win.
Combos that require 2 or more types of heroes to pull off are going to be inherently difficult to execute. By splitting up combo pieces into different colors this already offers an important constraint to just pulling off 1 turn kills. Also, even spell-based combos require you to keep your heroes in play, since an opponent's removal spell on an important hero will break up a lot of combos.
The turn structure also seems to be built where loops are fairly easy to technically execute. In a game like Hearthstone, players have a hard cap on how long their turn is, so any combo needs to be played out from start to finish within a fairly limited window. In Artifact, as long as you keep playing cards the turn continues.
I mentioned above that some reports claim that cards are shuffled back into the deck. This needs to be confirmed still, but if true it actually sets up the potential for abuse. Imagine that you draw your entire deck. Then, you play a card that gives extra mana (a ritual effect, or something like Preparation in Hearthstone) plus a draw spell that gives additional value (like draw 2, put a 1/0/1 creep in play). You could easily just cycle through these an arbitrary number of times once you have drawn your entire deck. Obviously this is not trivial to accomplish, but it seems like a possibility.
DOTA 2 Stuff We May/May Not See
As we get to the end here, I wanted to summarize some stuff from DOTA 2 that may or may not be in Artifact. DOTA has over a decade of "stuff" that could be in the game, so we are obviously not going to see everyone's favorite hero, item or ability in the initial release. This is also clearly a different genre of game, so not everything that works in a MOBA is going to translate into a TCG. Still, we can run through some "DOTA stuff" that may or may not be in the game.
I mentioned this above, but last hits/denies is not a thing in Artifact. If an enemy unit dies you get the gold, no matter who ends up killing it.
Levelling up has also been confirmed to not be in Artifact. Equipment and modify effects do improve your heroes over the course of a game, but that is obviously not the same.
Recipes and upgrading items is not part of Artifact, neither is selling items. Artifact is going to be cutting out a lot of the complexity of building items that you see in DOTA 2, which means that most of the time you are just buying exactly what it looks like you are buying.
Silence is an effect found in DOTA that has been translated over to Artifact. This "turns off" a hero's ability to help cast spells, or activate abilities. This means Artifact's silence is much different than silence that is found in Hearthstone or Eternal. Purge is an effect that more closely follows what you would expect from silence if you are coming from a Hearthstone or Eternal background, as it removes enemy effects from a given unit. You can see an example of Purge on Aphotic Shield.
As of right now there does not appear to be a "buyback" mechanic. I wouldn't be surprised if there was some way to do this, like consumables that give your hero rapid deployment or something.
Neutral objectives do not appear to be a part of the game. You can't farm neutral camps or siege Roshan as a way to get ahead. I wouldn't be surprised if they were involved in the game in some manner, but they are not a fixture like in DOTA 2. Personally, I would be totally shocked if "Aegis of the Immortals" was not involved in some way. Still, at present we have seen no evidence that they are part of the game.
It seems that stealth is not part of the game at present. No word on whether it will be part of future expansions, but it seems like a possible inclusion.
We have not yet seen any sign that runes are a component of the game.
I don't believe there is any distinction between ranged and melee units, or between magic, physical and true damage. There are several sources of "piercing damage", which means it ignores armor. This might be used on some effects that are supposed to represent magic or true damage.
Wrap Up!
I hope you this has helped organize some of the information about Artifact, and helped you get hyped for the game! There is a lot really cool stuff they are doing in terms of game design, and I am really anxious to see where they take the game moving forward. As I said, I plan to make updates to this guide as more information comes out. If there are any inaccuracies you found in the article, or other thoughts you wanted to share, please let me know by messaging me over discord (Neon#3989) or Twitter! Be sure to check out some of my content around card game economics and game design if you have a chance!


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SCA is an international architectural design studio focused on innovation, creativity and curiosity.
Our projects travel around the world and go beyond standard solutions to refine and develop new typologies. From urban masterplan to interior design, we want to have a positive impact on the world and on the people in it.
We are a continuously growing team of forward-thinking people who are ambitious and passionate. In SCA, teamwork is an essential value such as curiosity and the skill to find innovative solutions. For this reason, we are always looking for motivated and detailed oriented people, able to work within a team environment and to contribute with creativity and confidence to the success of every design.
Work collaboratively + sharing ideas = more knowledge, more originality, more creation, better solutions.
open vacancies
Interior DESIGNER
SCA are seeking a talented Interior Designer Architect
Required Skills and Qualifications:
Please send your portfolio and cv max 2 MB to firstname.lastname@example.com
We have a fantastic opportunity for a Graphic Designer to join our International Team of architects, researchers and designers and to assist the architecture and interior design team in the coordination and production of marketing material, as well as working with other members of the team to produce graphics for project use.
The successful candidate will be ambitious and willing to take on work outside of their normal remit. Excellent English spoken and written knowledge is required.
This role will be based in our Rome office.
Key responsibilities include:
Working with marketing team and architecture and interior design group to create original and technological materials:
Essential experience/skills:
The candidate will be able to demonstrate experience of below:
Personal attributes
The successful applicant has to be in line with our values. She/He has to be open minded and have teamwork skills being an effective team member.
Remuneration package:
salary determined by experience and qualifications

subset: commoncrawl


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Obesity rate has been on the rise in the United States over the past decades. While life style change in diet and physical activities is recognized as the primary cause of obesity, there are other contributing factors as well. Many common drugs prescribed to millions of people each year have been clinically linked to significant weight gain as a result of undesired side effect (referred to as obesogenic effect), but the underlying pharmacological mechanisms are poorly understood. Medication-induced obesity could lead to other health risks including diabetes and cardiovascular diseases, as well as a risk of adverse effect from discontinuing the medication. The lack of understanding of how different medications can cause weight gain makes it difficult to prevent or counteract this side effect. To help address this knowledge gap, this study proposes to examine 14 drugs of known obesogenic effects for potential direct disruption of lipogenesis and lipolysis, the two opposing events in regulating adipose tissue homeostasis. The adipose tissue is composed of predominantly adipocytes (fat cells), in addition to preadipocytes (precursors of adipocytes), human mesenchymal stem cells (hMSCs) and a few other cell types including macrophages and endothelial cells. Accumulation of fat results from adipogenic differentiation of hMSCs, maturation of preadipocytes into adipocytes or continuous accumulation of fat in adipocytes, whereas loss of fat results from the breakdown of fat into glycerol and fatty acids in adipocytes. Weight gain could result from accumulation of fat or decrease in fat reduction. Specifically, the following 4 aims are proposed to examine the direct effect of selected obesogenic drugs on adipose tissue:
Aim 1, determine how each drug singularly or in combination with other treatments could affect the cell fate determination of hMSCs to become fat cells or bone cells;
Aim 2, examine how each drug singularly or in combination with other treatments could affect the differentiation of preadipocytes into adipocytes under either acute or chronic exposures. Two subtypes of preadipocytes from the same donor, intra-abdominal and subcutaneous, will be tested in order to assess potential differential response of cells from different fat depots;
Aim 3, examine the potential effect of each drug on the accumulation and lipolytic rate of fat in adipocytes under acute or chronic exposures;
And Aim 4, explore the molecular mechanisms underlying the identified in vitro obesogenic effect of drugs in the previous 3 aims. This proposed study would help to gain knowledge about the potential direct actions of known obesogenic drugs on adipose homeostasis and potentially shed new light on the molecular mechanisms underlying the regulation of adipose homeostasis. Knowledge obtained from this study will help clinical and public health professionals provide more informed care of their patients and develop treatment strategies for preventing drug associated weight gain. Furthermore, it will help establish prototypes of testing modules for predicting adipogenic toxicity of a wide range of existing drugs in the market, drugs in development, as well as environmental chemicals.
This project is aimed to provide better understanding of the mechanisms underlying some common cases of medication-induced weight gain as an undesired side effect. Findings from this proposed study will provide useful information to the clinical and public health professionals for improved care of patients who rely on these medications, enhance our understanding of the regulation of fat tissue homeostasis, and help establish in vitro testing modules for predicting potential toxicity effect of a wide range of existing and future drugs as well as environmental chemicals.
|Marquez, Maribel P; Alencastro, Frances; Madrigal, Alma et al. (2017) The Role of Cellular Proliferation in Adipogenic Differentiation of Human Adipose Tissue-Derived Mesenchymal Stem Cells. Stem Cells Dev 26:1578-1595
|Madrigal, Alma; Tan, Lun; Zhao, Yuanxiang (2017) Expression regulation and functional analysis of RGS2 and RGS4 in adipogenic and osteogenic differentiation of human mesenchymal stem cells. Biol Res 50:43
|Quang, Tara; Marquez, Maribel; Blanco, Giselle et al. (2014) Dosage and cell line dependent inhibitory effect of bFGF supplement in human pluripotent stem cell culture on inactivated human mesenchymal stem cells. PLoS One 9:e86031
|Peltz, Lindsay; Gomez, Jessica; Marquez, Maribel et al. (2012) Resveratrol exerts dosage and duration dependent effect on human mesenchymal stem cell development. PLoS One 7:e37162
|Choudhary, Samiksha; Marquez, Maribel; Alencastro, Frances et al. (2011) Herpes simplex virus type-1 (HSV-1) entry into human mesenchymal stem cells is heavily dependent on heparan sulfate. J Biomed Biotechnol 2011:264350


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Research Topic: Chronic Obstructive Pulmonary Disease (COPD)
Chronic obstructive pulmonary disease (COPD), which includes chronic bronchitis and emphysema, is a chronic lung disease that makes it hard to breathe. The disease is increasingly common, affecting more than 11 million Americans, and is the third leading cause of death in the U.S.
COPD gets progressively worse over time and can cause serious long-term disability and early death. Current treatments can slow the progress of the disease and help relieve symptoms, but there is no cure.
With COPD, the airways in your lungs become inflamed and thicken, and the tissue where oxygen is exchanged is destroyed. The flow of air in and out of your lungs decreases. When that happens, less oxygen gets into your body tissues, and it becomes harder to get rid of the waste gas carbon dioxide. As the disease gets worse, shortness of breath makes it harder to remain active.
Although the major risk factor for COPD is cigarette smoking, there are other important risk factors such as air pollution and genetics. Many questions are still unanswered about how COPD develops and progresses. The American Lung Association is funding a variety of approaches to research into the mechanisms of COPD. By gaining new insights into the disease, researchers can develop new therapies to better treat and eventually cure COPD.
Back to Meet the Research Team
Page Last Updated: December 17, 2018
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Three bowl barrows in Holme Lane Plantation, 200m south west of Squirrel's Cottages
- Heritage Category:
- Scheduled Monument
- List Entry Number:
- 1016728
- Date first listed:
- 22-Apr-1963
- Date of most recent amendment:
- 07-Jul-1999
The above map is for quick reference purposes only and may not be to scale. For a copy of the full scale map, please see the attached PDF - 1016728 .pdf
The PDF will be generated from our live systems and may take a few minutes to download depending on how busy our servers are. We apologise for this delay.
This copy shows the entry on 14-Oct-2019 at 00:20:12.
The building or site itself may lie within the boundary of more than one authority.
- County:
- Dorset
- District:
- Purbeck (District Authority)
- Parish:
- East Holme
- National Grid Reference:
Reasons for Designation
Bowl barrows, the most numerous form of round barrow, are funerary monuments
dating from the Late Neolithic period to the Late Bronze Age, with most
examples belonging to the period 2400-1500 BC. They were constructed as
earthen or rubble mounds, sometimes ditched, which covered single or multiple
burials. They occur either in isolation or grouped as cemeteries and often
acted as a focus for burials in later periods. Often superficially similar,
although differing widely in size, they exhibit regional variations in form
and a diversity of burial practices. There are over 10,000 surviving bowl
barrows recorded nationally (many more have already been destroyed), occurring
across most of lowland Britain. Often occupying prominent locations, they are
a major historic element in the modern landscape and their considerable
variation of form and longevity as a monument type provide important
information on the diversity of beliefs and social organisations amongst early
prehistoric communities. They are particularly representative of their period
and a substantial proportion of surviving examples are considered worthy of
The three bowl barrows in Holme Lane Plantation, 200m south west of Squirrel's Cottages survive well and are known from partial excavation to contain archaeological and environmental evidence relating to the monument and the landscape in which it was constructed. The group of small mounds within the vicinity of the barrows represent an unusual association which is not yet fully understood.
The monument includes three bowl barrows arranged around the crest of a knoll,
overlooking the Frome Valley to the north, and seven later mounds of unknown
The barrows each have a mound with maximum dimensions of between 12m to 15m in
diameter and between about 0.65m to 1m in height. Partial excavations by J
Austen in 1860 identified two urns and a cremation. Further investigation
conducted by Wessex Archaeology in 1991 included a contour survey and limited
trenching. The barrow mounds were found to be composed of turves, with an
upper layer of sand derived from the shallow quarry ditches surrounding the
base of the mounds. The quarry ditches varied between 1.2m to 1.9m in width.
The barrow mounds were found to overlie an old land surface which was
associated with a pollen sample dominated by heather, suggesting that the area
already formed heathland prior to the construction of the barrows.
The western barrow mound is partially overlain by a small mound on the western
side. This is part of a group of 107 such mounds noted by J Austen in 1860.
Survey by the Royal Commission on the Historic Monuments of England in 1956
identified 45 examples, set out in parallel rows; most were circular in plan
with dimensions of between 2.7m to 4.5m in diameter and between about 0.3m to
0.45m in height. Austen recorded that many examples supported larger trees
than the surrounding area and excavation of several of the mounds revealed a
composition of burnt furze.
In 1956, excavation of a mound by the Royal Commission on the Historic
Monuments of England indicated that it was composed of earth and turf piled
over an old land surface. The only find was of a stray flint scraper and no
internal structure or ditch was identified. Environmental evidence suggests a
date between the Iron Age and Medieval period, although the function of these
features is uncertain. Many of the mounds recorded in 1860 and 1956 have since
been destroyed by clay extraction. Seven mounds within the group mapped in
1956 are included in the scheduling.
MAP EXTRACT The site of the monument is shown on the attached map extract. It includes a 2 metre boundary around the archaeological features, considered to be essential for the monument's support and preservation.
The contents of this record have been generated from a legacy data system.
- Legacy System number:
- 29095
- Legacy System:
Books and journals
Historical Monuments in the County of Dorset: Volume I, (1970), 445
Historical Monuments in the County of Dorset: Volume I, (1970), 445
Historical Monuments in the County of Dorset: Volume I, (1970), 481-2
Heath est. before const. of barrow,
Heath present before const. of barrow,
Location of ditch by Wessex Arch,
Location of quarry ditch by Wessex Ar,
Mention 1956 RCHME partial excavation, RCHME, National Monuments Record,
Mention identification by Austen, RCHME, National Monuments Record,
Mention part excav. by Wessex Arch,
Mention part excavation by Austen,
RCHME, National Monuments Record,
This monument is scheduled under the Ancient Monuments and Archaeological Areas Act 1979 as amended as it appears to the Secretary of State to be of national importance. This entry is a copy, the original is held by the Department for Digital, Culture, Media and Sport.
End of official listing


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Councillor Adam Carter and the Rotherham Liberal Democrats are working hard on your behalf in Rotherham.
Our town needs a change, after being in the headlines for all the wrong reasons over the past few years.
Rotherham deserves a fresh start and a positive future.
Leading the fight to change Rotherham is local leader Dr Adam Carter, borough councillor for Brinsworth and Catcliffe ward.
We want to make our town somewhere to be proud of again, and we can change the future of our town by electing fresh new Liberal Democrat councillors to represent you.
You can contact the Liberal Democrats locally: 07490 921955 or firstname.lastname@example.com


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If it is to be it is up to me
We have just had one of those great days on the ranch working cattle that makes it all worth it. Kelli and I and our three daughters, operating off the tailgate of the pickup, worked calves through the portable corral and gave pre-weaning shots. It was one of those rare perfect days, weather and all, and so in celebratory fashion we sat down together to enjoy a big, juicy cheeseburger, fries and corn from the garden. Come to think of it, I don't remember many cattle-working days that were not followed with burgers and fries, frequently at our local steakhouse. The funny thing is that at the very same time, executives in major cities around the country are meeting in some of nation's high-end restaurants and ordering $44 dollar Prime steaks. I don't believe we are much different than any other ranching family by eating the all the beef, from ribs to ribeyes and plenty of ground beef, while the big shots eat only the most expensive.
The thing is we enjoy about days like that one are the cattle portion of the beef business and I believe that is another trait we share with other cattle owners. The problem is that unless we start to understand what it is that high end user needs to know and we learn how to get that information to them, I fear we will lose some of the value of the beef from the cattle we enjoy.
This long, drawn out story about our day does have a point. Just before we headed to the yard to work the cattle, I learned that the operating committee for the Cattlemen's Beef Board met last week in Nashville and decided not the fund the American National Cattlewomen's Beef Ambassador program. I have volunteered to work with these kids for the past five years and the progress that I have seen in each team, from the time they start until they finish, was simply unbelievable. I have also witnessed them in their element, taking on meatless agendas and the people behind them. The time spent with the program and the kids has led me to believe that it is the best investment we make with beef check-off dollars.
I fully understand that when you are attempting to allocate funds and your funds have been cut by $7 million, you must do things that you don't want to do. But the truth of the matter is that we all make choices based on our priorities each and every day. You can do anything that you have a commitment to, if you so choose. The Beef Ambassador program has been operating on $118,000 annually. To think that you could train and support five young beef producers on this meager budget and use them to make over 20 million impressions on consumers about the importance of the beef industry is just hard to even imagine and yet that is exactly what they have done.
You and I are part of the problem here. One area that saw the smallest amount of cut in the budget for 2009 was producer education. Did you know that they have once again authorized $2 million dollars to do nothing but tell cattle producers what the check-off actually does to help cattlemen? Granted, if some money wasn't spent on this education program, we would have an even bigger wreck in regard to cattlemen understanding the value of the research, development and promotion of the beef products we produce.
So here is where I circle back to where I started. I do understand the joys and rewards of sitting in the saddle and rounding up the cattle. I get that sense of satisfaction in administering animal health products to provide for the health well-being of my cattle. But at the end of the day if we are not educating our consumers, that person in the high end restaurant will not see the value in a $44 dollar piece of prime beef. More importantly, college kids will continue their trend of eliminating meat from their diets completely. Or soccer moms will choose a plant-based product for their kids because they just read in Time magazine that our consumption of beef is causing global warming.
For some reason, our industry leaders don't believe grass-roots initiatives like the Beef Ambassadors are effective at reaching our consumers and instead we need professional "agency" people. Well, I couldn't disagree more. First of all, what agency will even look at you for $118,000? None. Secondly, what happened to the old cliché of "pride of ownership"? "Local" food is all the rage and consumers are encouraged to get to know the people that produce the food they buy. Consumers now want to hear from the person who tends to the animals and protects the environment. Instead of giving them what they want and introducing them to our great stewards of natural resources and providers of great products, we have decided it is better, or maybe just easier, to let a third-party be the voice for our producers.
I believe it is time we step up and take a stand for the future of our industry, forget about the Beef Board operating committee and take this matter into our own hands. We have a group of women that have dedicated thousands of hours of effort into training the future leaders of our industry at the state, local and national level. We have a program in place that makes 20 million media impressions, 115,000 consumer impressions and 24,000 student impressions in just one year. Most of these kids are far better spokesmen and much more in-tune with consumers than the good old boys that gather for coffee every morning and cuss about the markets. It's time the Beef Ambassador program gets the support it deserves. I urge you to contact any member of the American National Cattlewomen or go to their website (www.ANCW.org) and do what you can to support this great program. Your contributions can be mailed to ANCW, PO Box 3881, Englewood CO 80155. Be sure to put Beef Ambassador in the memo. Our donations will be the best investments we can make to help preserve the future of the industry that we love.


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East Renfrewshire's SupERkids has been shortlisted for the Community Organisation Award for Disability, at the National Diversity Awards 2018.
More than 24,000 people nominated this year, with 124 nominees being recognised for their various achievements nationwide.
Community organisations and role models from across the UK will head to Liverpool on September 14 to witness the country's 2018 winners being crowned the best of British diversity.
A SupERkids spokesman said: "We are a small voluntary group of parents and carers who organise clubs and activities for our young people with additional support needs in East Renfrewshire.
"The kids are our only focus and we raise funds to provide and help them attend clubs which they choose and enjoy. We are over the moon to be shortlisted for such a prestigious national award.
"Although we are a small group, we have big ideas of how we can help each other within our community and ensure that 99 per cent of the donations we have received are spent directly on activities which support our young people".
Paul Sesay, founder and CEO of the National Diversity Awards, added: "An overwhelming amount of nominations and votes were received this year, and I know our judging panel had an incredibly difficult task of whittling down the nominees to create an outstanding shortlist.
"So many heartfelt testimonies really showcased how these people and organisations are having a profound impact on the lives of others, and I applaud them for their dedication to each specific cause.
Congratulations to all of our shortlisted nominees, it is a privilege to recognise your bravery, resilience and courage, and I amhonoured to share this with the nation."
Radio 2 presenter and Scissor Sister favourite Ana Matronic will host this year's ceremony, alongside television presenter Brian Dowling.
Ana said: "I'm delighted to be hosting the 2018 National Diversity Awards in Liverpool for the second year in a row.
"Last year's event was a true celebration of diversity across every area and nothing gives me greater pleasure than being able to be a part of this prestigious event.
"I can't wait to meet all of the nominees and winners!"
To view a full list of nominees, visit www.nationaldiversityawards.co.uk/shortlist.


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Barry Jackson
A position-by-position look at the Dolphins' defense: camp battles, concerns, outside help available
A look at where the Dolphins' roster stands on defense after two months of free agency and the draft:
▪ The locks: Jordan Phillips, Davon Godchaux, Akeem Spence.
▪ The likely: Vincent Taylor. Would be very surprising if he doesn't make the team.
▪ Others competing for jobs: Gabe Wright (has appeared in 13 NFL games during the past three seasons — seven for Detroit, five for Cleveland and one for Miami), UCF undrafted rookie Jamiyus Pittman and UM undrafted rookie Anthony Moten.
▪ Comment: The Dolphins also plan to use William Hayes some at tackle…. Miami brought in former Cowboys starter Terrell McClain during the weekend. He left without a contract but a deal remains a possibility. He visited the 49ers on Monday...
The Dolphins decided trading with Detroit for Spence made more sense than signing a free agent such as Jonathan Hankins, Cedric Thornton and Pat Sims.... Pro Football Focus rated Spence 65th among 122 defensive tackles last season but just 75th against the run.... Spence, who started 11 games for Detroit last season, will be given a chance to compete to start, but Miami would be comfortable starting Phillips and Godchaux, too.
▪ The locks: Cameron Wake, Robert Quinn, Charles Harris, Andre Branch, William Hayes.
▪ Others competing for jobs: Cameron Malveaux (impressed the staff last season), Jonathan Woodard (former Jaguars' seventh-rounder has spent time on Atlanta's and Miami's practice squads), Fairmont State undrafted rookie Quincy Redmon, Notre Dame (Ohio) undrafted rookie Claudy Mathieu
▪ Comment: This could be Miami's best and deepest position. And don't discount the Dolphins making room to keep Malveaux if he keeps developing.
▪ The locks: Kiko Alonso, Raekwon McMillan, Jerome Baker.
▪ The likely: Stephone Anthony.
▪ Competing for jobs: Terence Garvin, Chase Allen, Mike Hull, seventh-rounder Quentin Poling, Michigan undrafted rookie Mike McCray, North Carolina undrafted rookie Cayson Collins.
▪ Comment: There's still no obvious strong-side starter on the roster in terms of a first- and second-down thumper who's better against the run than pass. But against pass-happy teams, the Dolphins could open some games with two linebackers on the field or Baker as the third. Alonso could play on the strong side in a lineup with McMillan in the middle and Baker on the weak side. …
The Dolphins want to take a long look at Anthony, who cannot be discounted as a potential starter. The team did not pick up his fifth-year option for 2019 but still could re-sign him if he plays well this year…
Allen and Garvin might have the best chance to stick among those competing for jobs, but keep in mind Hull has considerable value on special teams, and Miami wants to see what it has with its three rookie linebackers — Poling, McCray and Collins… GM Chris Grier said the defensive coaching staff will determine if T.J. McDonald will work some at linebacker…
Adding a veteran free agent isn't essential, but there are still more than 20 veterans left if the Dolphins go in that direction, with NaVorro Bowman, Connor Barwin, Brian Cushing and Sean Spence among notable names still unsigned. Some of these 20-plus players should be on the market deep into the summer.
▪ The locks: Reshad Jones, Minkah Fitzpatrick, McDonald.
▪ The likely: Walt Aikens (can also play corner; core special teams player). Would be surprising if he doesn't stick.
▪ Competing for jobs: Mo Smith, Trae Elston, Jordan Lucas.
▪ Comment: It would be surprising and disappointing if Fitzpatrick isn't an immediate starter…. The Dolphins could play some lineups with Jones, Fitzpatrick and McDonald all on the field at once…
Aikens played just 13 defensive snaps last year, and it's difficult to see that changing…. Smith played well against Oakland when the team installed a package for him and finished the year with 22 defensive snaps before an appendix issue in December ended his season…. Elston had 18 tackles and interception in 13 games for Buffalo last season, including one start, before joining Dolphins off waivers.
▪ The locks: Xavien Howard, Bobby McCain, Cordrea Tankersley.
▪ The likely: Tony Lippett, Aikens.
▪ Competing for jobs: Rookie sixth-round Cornell Armstrong, undrafted Utah State rookie Jalen Davis, second-year Torry McTyer, Tracy Howard, Taveze Calhoun and Lucas (a combo corner/safety).
▪ Comment: Lippett, off last August's Achilles injury, will need to beat out Armstrong and Davis to keep his job but also can make a case to start if he outplays Tankersley this summer. Remember, Lippett had four interceptions and was on the ascent in 2016 before last season was wiped out…
Howard, the former Miami Hurricanes cornerback, told me in December that the Dolphins were moving him to safety, though he's listed as a cornerback on the official team roster. He played 15 games and started three for Cleveland in 2016… Davis, who was highly productive at Utah State, could be this year's Mo Smith or McTyer — an undrafted rookie who earns a roster spot… Calhoun, 6-1, has appeared in one NFL game (for the Saints, in 2016).


text:
Book Recommendation
Setting the Table
I think you will like this book
I came across a book that I think you will enjoy, Setting the Table by Danny Meyer. He is the founder and owner of several restaurants in New York and made himself famous by filling unmet needs and bringing hospitality into his establishments.
I have sent a copy to all of the active members of Leadership OD.
Danny Meyer's first restaurant becomes successful and he wrestles with the decision to open a second location. Then, he fails to meet income projections and struggles to find what can do. He tries something different, and it doesn't work. So, he tries again.
Doesn't this all sound familiar?


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IT'S ALL ABOUT THE WOOL.......A selection of our gorgeous goodies here for you! EACH ITEM IS USUALLY A ONE-OFF so be careful - select once only. Contact me if you want to find out if there are more available so you won't be disappointed. CLICK THE HEADING of the item to see further details. Please email us if we can help you with your choice or there is something special you are looking for.
POSTAGE : Our Shopping Cart will charge you $14.55 to cover up to a 3kg satchel. I charge actual postage costs so any over-payment in post charges will be refunded to your account at time of shipping. e.g. if your purchase fits in a 500g satchel or you have a Tasmanian address and your parcel is under 1kg, you would be refunded the difference.
SOLD OUT 1.3 kg raw fleece staples INCLUDES POSTAGE IN AUST.
SOLD OUT 300g pack LIMITED QUANTITY AVAILABLE
ONLY A FEW LEFT Lots of new greasy fleeces for spinners and felters
Beersheba Farm selected staples.
80g 100g pack of hand dyed fleece ~ a mix of separated curls and staple cloud
SOLD OUT. MORE COMING 100g pack of selected unwashed fleece staples
SOLD Corriedale fleece dyed ready to spin or felt
SOLD OUT 2019 clip - limited quantity available PRICE INCLUDES POST WITHIN AUST.
Please phone +2 days in advance for appointments.


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Adapted from
Many of e-NABLE's designs need additional parts that are not 3D-printable. Below are some sources for hardware, cabling, and medical grade materials used in many of the designs
Raptor Hand Hardware Kit from 3DUniverse
e-NABLEr Jeremy Simon has put together a comprehensive hardware kit that includes everything necessary to assemble a Raptor Hand (except the 3D printed parts). We highly recommend this option as it is the easiest and fastest way to gather all necessary parts for a Raptor Hand.
Raptor Hand Hand Assembly Materials Kit from Matterhackers.com
Matterhackers.com has created an e-NABLE Hub on their website to help provide information on 3D printing, suggestions for 3D printers and now hand assembly kits for creating the Raptor or Raptor Reloaded e-NABLE hand designs. A portion of every sale from these kits goes back to helping maintain the enablingthefuture.org website.
Cyborg Beast Hardware Kit from 3DUniverse
e-NABLEr Jeremy Simon has put together a comprehensive hardware kit that includes everything necessary to assemble a Cyborg Beast (except the 3D printed parts). We highly recommend this option as it is the easiest and fastest way to gather all necessary parts for a Cyborg Beast.
Chicago screws
Also know as interscrews, binding screws, book screws, and menu screws.
- RS Book Binders has been identified as a source of Chicago screws for those outside the US.
- UK Pattern Book Fasteners is another European supplier of Chicago screws.
- eBay carries a variety of Chicago screws.
- Chicagoscrews.com has a large variety of Chicago screws.
- Amazon carries Chicago screws.
Elastic line
- 2mm elastic line is available from Hobby Lobby.
Tendon line
- Braided fishing line from Sears.
- Nylon lift cord from Amazon.
- Dyneema braiding fishing line from Amazon.
- Shade lift cord available from Amazon.
Orthoplastic/Foam Padding
- Sammons Preston medical grade orthoplast thermoformable plastic sheets are available on Amazon.
- Roylan Orthoplast is available from Patterson Medical.
- Firm foam padding is available from Patterson Medical.
- Sammons Preston Rolyan Aquaplast Sample Pack, typically available on Amazon, currently not available.
- Aquaplast Watercolors Splinting Material Single Sheet, Solid, Electric Blue, 1/8″ x 18″ x 24″, available on Amazon.
- AliPlast 6A, 1/8 x 24 x 29 inch sheet, White, available on Amazon.
- AliMed Multiform, 24 x 36 x 1/8 inch perforated sheet, available on Amazon.
- Aquaplast Watercolors Ped's Pac "A", available on Amazon.
- Nylon Velcro Strip is available on Amazon.
Used for securing tendon and elastic lines to the ends of the fingertips in the Cyborg Beast.
- Beader's Paradise beads from Amazon.
Protective Sleeves
- Glen sleeves are available from Express Medical Supplies.
- Roylan Stockinette small splint liners are available on Amazon.
The following are the sizes of screws used in the Cyborg Beast and Raptor Hand. Multiple sizes are listed for each screw type. The particular size needed will depend on the size of the hand being produced. These screws can be found at most hardware stores.
Tensioner screws (2×5/8in)
Tensioner screws (4×3/4in)
Tensioner screws (6×3/4in)
Tensioner screws (8×3/4in)
Raptor Palm Screw (4-40X3/8)
Raptor Palm Stop Nut (4-40)
Raptor Palm Screw (6-32X1/2)
Raptor Palm Stop Nut (6-32)
Raptor Palm screw – base of palm (4X3/8)
Raptor Palm screw – base of palm (6X1/2)
Lee Tippi Gel Grip Fingertips
Lee Tippi Gel Grip Fingertips are a popular option for improving the fingertip grip on e-NABLE Community 3D printed hand and arm designs.
They can be purchased from 3D Universe or at your local Staples, Office Max, Office Depot, Walmart or office supply stores as well as from Amazon.com.


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Slicky D Complex
slicky d & dingobrad: Live at uc merced
#EzLivin presents a live performance, improvised and recorded at Ranch House UC Merced during Holly's b-day party featuring production by DingoBrad and vocals by Slicky D.
ADDITION TO LYSERGIA (2016) Single
Listen to the #1 experiment in hip hop, available on YouTube. Production/Vocals, Slicky D. Engineer and Executive Producer, DingoBrad. #EzLivin Records presents album art by San Francisco-based artist, Knowing Yourself is 3verything (KNY3).


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- Study Business in Sweden
- Universities in Sweden
- Facts about Sweden
- Find your study program in Sweden
About Sweden
Sweden is located on the eastern portion of the Scandinavian Peninsula. As Europe's fourth-largest country, it has a large population and a highly developed economy. It has one of the highest per capita incomes of any country in the world. Sweden is known for its beautiful mountain ranges, stunning coastline and high life expectancy for its people. The people of Sweden enjoy a universal healthcare system with a focus on natural treatments. The country is bordered by Norway, Finland and the Baltic and North Seas. The mild climate and abundant natural resources, including iron ore and timber, add to its benefits.
Business Studies in Sweden
Sweden's higher education programming is known throughout the world as one of the best. The Academic Ranking of World Universities placed three Swedish universities among the top 100 in the world. Schools use a unique educational model focused on building relationships between teachers and students, allowing student to work in groups instead of always under the direction of professors. This innovative teaching structure creates critical thinkers that are an asset to their future employers.
Students are drawn to Swedish schools because of this high quality education, the affordability of education in Sweden and the high quality of living the Swedish people enjoy. Sweden has over 600 masters programs taught in English, and these programs draw around 30,000 international students each year.
Swedish education is free for Swedish, Swiss and European Union students. Each university sets its won cost for other international students, but the average is SEK 80,000 to 140,000 a year. International students can apply for scholarships to help cover this cost. Those studying in Sweden who live in developing countries can apply for scholarships that cover tuition as well as living expenses.
Swedish universities use an academic year made up of two semesters that are 20 weeks in length. The first semester runs from August through January, followed by a second semester from January through June. Business studies can fall into one of two masters degree programs. The masterexamen is a two-year degree program offered through research universities, while the magisterexamen takes one year and is awarded through any of Sweden's universities.
Because of the innovative thinking encouraged through the Swedish university system, International students find their job opportunities are strong after graduating with a business degree. Students are welcome to stay in Sweden, or they can venture into other countries and use their new business learning to start a successful career.
Universities in Sweden
- EIT Digital Master SchoolMaster
- Hyper IslandMaster
- Karolinska InstitutetMasterHealthcare
- KTH Royal Institute of TechnologyMasterHealthcareOnline
- KTH Royal Institute of Technology - ConsortiumMaster
- Skies Airline TrainingCourses
- Stockholm School of EconomicsMasterPhDBachelor
- Stockholm University - Stockholm Business SchoolMasterMBA
- Stockholm University, Department of Computer and System Sciences (DSV)MasterOnline
- University of Dance and Circus, DOCHBachelor
Vetlanda SO
- Masterstudies
- MBAStudies
- Bachelorstudies
- Lawstudies
- PhDStudies
- AcademicCourses
- Courses in Sweden
- Certificate
- Pathway Programs
- HealthcareStudies
- StudentTests
- Masterstudies
- MBAStudies
- Bachelorstudies
- Lawstudies
- PhDStudies
- AcademicCourses
- Courses in Sweden
- Certificate
- Pathway Programs
- HealthcareStudies
- StudentTests


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Some of your favourite independent shops are staying open late on Thursday 09 November.
South Belfast's newest book store. Set on the beautiful Stranmillis Road, you'll receive a free tote if you purchase 2 books or more. Open until 8pm.
Maven will be joined by Best Buds Belfast and Jump The Hedges. They will also have 10% off smaller in-stock items for the evening too, alongside some free beers supplied by Peroni. Open until 8.30pm.
Visit city centre non-profit Studio Souk on Thursday evening for some prosecco and local nibbles. Open until 9pm.
Ulster University's recently opened art & design shop is home to the emerging talent of the universities students past and present. Open until 8pm.


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We think all members of the church should have access to a garment that solidifies their position amongst the clergy. Our servers cassock albs are available in cream and white and feature a unique capuche collar, half length zip and deep back pleat. All albs are 100% machine washable.http://www.graduationattire.co.uk/images/uploads/2018/01/26/151544/gathered5433.jpg


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Wombourne Writers
A group of unpublished and published writers who meet monthly to learn new skills and have fun.
About us:
We are a small friendly group who write in all genres. We meet at Wombourne library on the first Wednesday each month at 7.15pm. First meeting is free, afterwards membership is £1 per month.
Wednesday, June 3, 2015
Homework for June
We have been invited to supply some online content for Wombourne Online. Homework is to write a piece approx 300 words on something local or something you feel local people would be interested in.
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Nell Dixon
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We've almost reached November's new Moon, and I'm just getting around to posting some images of the full Moon I caught in London last month during my birthday weekend.
I was surprised to see the Moon in a metropolis at all, let alone so vividly. I still have no recollection of witnessing it when I lived in Toronto, Canada for quite some time, despite the fact that I often worked late, getting home to walk my dog in the wee hours of the morning.
So I felt like this was my present. The best kind, especially considering that parts of my brief Euro-trip were somewhat rough. This made up for it.
You'll likely find it silly, but eating Americanized Chinese food at an airport prior to departure, a fortune cookie announced that I'd be receiving a surprise gift soon.
And so I did.
The conditions were quite windy, and the clouds moved too rapidly. The latter meant that I could only photograph using both a shallow depth of field and a very high ISO. The latter made the images appear grainy, though I think that actually adds to their mysterious quality.
And, of course, here is the classic bulb-exposure image.


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Are you excited to win a Grand Prize worth $10,000 cash prizes, then just enter Travel Channel Ultimate Seattle Trip Sweepstakes from travelchannel.com. This is a free Travel Channel Sweepstakes where no any purchase or payment is necessary to enter or win any prizes. To join this Sweepstakes, any interested and eligible candidates need to complete entry form with your details.
Travel Channel Ultimate Seattle Trip Sweepstakes – Win $10000 Cash Prizes
Open to legal residents of the U.S., D.C. (21+ Age)
Start Date:
January 2, 2018
End Date:
February 1, 2018
You may obtain the name of the Grand Prize Winner from Website beginning on or about February 22, 2018.


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A nice puzzle game for toddlers and kids from ages 1 to 8 with lovely designed animals!
If you own an iPad 3 (with retina display), be sure to get the HD version instead!
Featuring 30 different puzzles!
You can switch from easy to normal difficulty to make the puzzles more challenging once your kid gets older.
Some puzzles feature animated animals that wiggle and make sounds, for extra fun!
- 30 puzzles with different "puzzle styles"
- Animated animals that wiggle and make sounds
- puzzles for all ages
- difficulty level to choose from
- easy to learn and control
The first SIX puzzles are FREE. The remaining puzzles can be unlocked easily via inapp-purchase! It's a one-time payment. No hidden costs, no ads, no subscriptions!
If you don't want your child to "accidentally" buy the full version, be sure to disable in-app purchases via the settings menu of your device!


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Gamma Lyrae
|Observation data
Epoch J2000 Equinox J2000
|Right ascension
|18h 58m 56.62241s[1]
|+32° 41′ 22.4003″[1]
|Apparent magnitude (V)
|Spectral type
|U−B color index
|B−V color index
|Radial velocity (Rv)
|–21.1[4] km/s
|Proper motion (μ)
| RA: –3.09[1] mas/yr
Dec.: +1.11[1] mas/yr
|Parallax (π)
|5.26 ± 0.27[1] mas
|620 ± 30 ly
(190 ± 10 pc)
|Absolute magnitude (MV)
|Surface gravity (log g)
|4.06[6] cgs
|Metallicity [Fe/H]
|+0.15[6] dex
|Rotational velocity (v sin i)
|71–72[7] km/s
|Other designations
|Database references
Gamma Lyrae (Latinized from γ Lyrae, abbreviated Gamma Lyr, γ Lyr), formally named Sulafat /ˈsuːləfæt/,[9][10] is the second-brightest star in the northern constellation of Lyra. With an apparent visual magnitude of 3.3,[2] it is readily visible to the naked eye. Parallax measurements yield an estimated distance of 620 light-years (190 parsecs) from the Sun. At that distance, the visual magnitude of the star is diminished by an extinction factor of 0.12±0.03 due to interstellar dust.[6]
γ Lyrae (Latinised to Gamma Lyrae) is the star's Bayer designation.
It bore the traditional names Sulafat (Sulaphat), from the Arabic السلحفاة al-sulḥafāt "turtle", and Jugum,[11] from the Latin iugum "yoke". The connection with turtles is that fine harps were traditionally made of tortoiseshell. In 2016, the International Astronomical Union organized a Working Group on Star Names (WGSN)[12] to catalogue and standardize proper names for stars. The WGSN approved the name Sulafat for this star on 21 August 2016 and it is now so entered in the IAU Catalog of Star Names.[10]
In Chinese astronomy, 漸台 (Jiāntāi), meaning Clepsydra Terrace, refers to an asterism consisting of this star, Delta2 Lyrae, Beta Lyrae and Iota Lyrae.[13] Consequently, the Chinese name for Gamma Lyrae itself is 漸台三 (Jiāntāisān, English: the Third Star of Clepsydra Terrace.)
This is a giant star with a stellar classification of B9 III,[3] indicating it has exhausted the supply of hydrogen at its core and evolved away from the main sequence. The effective temperature of the outer envelope of this star is 10,080 K,[14] giving it the blue-white hue typical of a B-type star.[15] The interferometry-measured angular diameter of this star is 0.74 ± 0.10 mas,[16] which, at its estimated distance, equates to a physical radius of roughly 15 times the radius of the Sun.[17]
In 1909, Canadian astronomer Samuel A. Mitchell identified this star as a spectroscopic binary, although he was unable to split the absorption lines of the components. He found that a period of 25.6 days matched his measurements.[18] It was reported as a spectroscopic binary as recently as 2001,[19] but is now believed to be a single star[20][21] with a high rate of rotation for stars of this type.[19]
- ^ a b c d e van Leeuwen, F. (November 2007), "Validation of the new Hipparcos reduction", Astronomy and Astrophysics, 474 (2): 653–664, arXiv:0708.1752, Bibcode:2007A&A...474..653V, doi:10.1051/0004-6361:20078357
- ^ a b c d Oja, T., "UBV photometry of stars whose positions are accurately known. III", Astronomy and Astrophysics Supplement Series, 65 (2): 405–4
- ^ a b Cowley, A.; et al. (April 1969), "A study of the bright A stars. I. A catalogue of spectral classifications", Astronomical Journal, 74: 375–406, Bibcode:1969AJ.....74..375C, doi:10.1086/110819
- ^ Evans, D. S. (June 20–24, 1966), "The Revision of the General Catalogue of Radial Velocities", in Batten, Alan Henry; Heard, John Frederick (eds.), Determination of Radial Velocities and their Applications, Proceedings from IAU Symposium no. 30, University of Toronto: International Astronomical Union, Bibcode:1967IAUS...30...57E
- ^ Anderson, E.; Francis, Ch. (2012), "XHIP: An extended hipparcos compilation", Astronomy Letters, 38 (5): 331, arXiv:1108.4971, Bibcode:2012AstL...38..331A, doi:10.1134/S1063773712050015.
- ^ a b c d e f g Challouf, M.; et al. (2014), "Improving the surface brightness-color relation for early-type stars using optical interferometry⋆", Astronomy & Astrophysics, 570: A104, arXiv:1409.1351, Bibcode:2014A&A...570A.104C, doi:10.1051/0004-6361/201423772.
- ^ Royer, F.; et al. (October 2002), "Rotational velocities of A-type stars in the northern hemisphere. II. Measurement of v sin i", Astronomy and Astrophysics, 393: 897–911, arXiv:astro-ph/0205255, Bibcode:2002A&A...393..897R, doi:10.1051/0004-6361:20020943
- ^ "SULAFAT -- Star in double system", SIMBAD, Centre de Données astronomiques de Strasbourg, retrieved 2012-01-12
- ^ Kunitzsch, Paul; Smart, Tim (2006). A Dictionary of Modern star Names: A Short Guide to 254 Star Names and Their Derivations (2nd rev. ed.). Cambridge, Massachusetts: Sky Pub. ISBN 978-1-931559-44-7.
- ^ a b "IAU Catalog of Star Names". Retrieved 28 July 2016.
- ^ Allen, Richard Hinckley (1899), Star-names and their meanings, G. E. Stechert, p. 287
- ^ IAU Working Group on Star Names (WGSN), International Astronomical Union, retrieved 22 May 2016.
- ^ (in Chinese) AEEA (Activities of Exhibition and Education in Astronomy) 天文教育資訊網 2006 年 7 月 3 日
- ^ Balachandran, S.; et al. (April 1986), "The chemical composition of algol systems. III - Beta Lyrae-nucleosynthesis revealed", Monthly Notices of the Royal Astronomical Society, 219: 479–494, Bibcode:1986MNRAS.219..479B, doi:10.1093/mnras/219.3.479
- ^ "The Colour of Stars", Australia Telescope, Outreach and Education, Commonwealth Scientific and Industrial Research Organisation, December 21, 2004, archived from the original on 2012-03-18, retrieved 2012-01-16
- ^ Richichi, A.; Percheron, I.; Khristoforova, M. (February 2005), "CHARM2: An updated Catalog of High Angular Resolution Measurements", Astronomy and Astrophysics, 431: 773–777, Bibcode:2005A&A...431..773R, doi:10.1051/0004-6361:20042039
^ Lang, Kenneth R. (2006), Astrophysical formulae, Astronomy and astrophysics library, 1 (3rd ed.), Birkhäuser, ISBN 3-540-29692-1. The radius (R*) is given by:
- ^ Mitchell, S. A. (October 1909), "Seven spectroscopic binaries", Astrophysical Journal, 30: 239–242, Bibcode:1909ApJ....30..239M, doi:10.1086/141699
- ^ a b Adelman, Saul J.; et al. (June 2001), "Elemental abundance analyses with DAO spectrograms. XXV. The superficially normal B and A stars alpha Draconis, tau Herculis, gamma Lyrae, and HR 7926", Astronomy and Astrophysics, 371: 1078–1083, Bibcode:2001A&A...371.1078A, doi:10.1051/0004-6361:20010408
- ^ Roberts, Lewis C. Jr.; Turner, Nils H.; ten Brummelaar, Theo A. (February 2007), "Adaptive Optics Photometry and Astrometry of Binary Stars. II. A Multiplicity Survey of B Stars", The Astronomical Journal, 133 (2): 545–552, Bibcode:2007AJ....133..545R, CiteSeerX 10.1.1.549.4623, doi:10.1086/510335
- ^ Eggleton, P. P.; Tokovinin, A. A. (September 2008), "A catalogue of multiplicity among bright stellar systems", Monthly Notices of the Royal Astronomical Society, 389 (2): 869–879, arXiv:0806.2878, Bibcode:2008MNRAS.389..869E, doi:10.1111/j.1365-2966.2008.13596.x
External links[edit]
- Kaler, James B., "SULAFAT (Gamma Lyrae)", Stars, University of Illinois, retrieved 2012-01-12


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Kindly Care
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Meet Lourrilee
Hi! I'm Lourrilee.
Yuba City · 5 years experience
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Reno Area
Filipino (Tagalog)
Hi. My name is Lee and I live in Yuba City, CA. And I've been a caregiver for 5 years.
How did you ge
I became a caregiver because of my grandmother, who had cancer. And I have always enjoyed helping other people by providing them in whatever ways that will help them better their life. And I love seeing people smile because it simply makes me happy, and I feel like I'm doing something right in my life.
What advice would you provide to a new caregiver?
My advice to a new caregiver would be, is to be compassionate towards the elderly, and to others, and to have patience. Also, to be a dependable worker because someone is counting on you. They are depending on you. They are waiting for you. And also to enjoy the work and have fun at the same time, but be responsible too.
Who is one of your most memorable clients?
A client that I will never forget is Honey. She is such a sweet old lady. There was so much positive vibe with her. She would always smile, she always finds something to smile about. Seeing her happy makes me happy. Honey was such a sweet lady and she would always tell me, "I love you." And I would tell her, "I love you too, Grandma." She's such a sweet lady.
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Off the Beaten Path
Adventurous winemakers are continually expanding the areas
Columbia River Valley
Rocky Mountain Trench, also known as the Columbia Valley, is surrounded
by the Rocky Mountains on the east and the Bugaboos on the west.
Lillooet is located on the Fraser River, 325 km north of Vancouver. The community is one of the oldest in the province, it was a supply point for miners heading to the Cariboo gold fields when the gold rush began in 1858.
When the gold rush was at its peak, Lillooet boasted a population of 15,000 and was the second largest settlement north of San Francisco and west of Chicago. While the town site itself was small, shantytowns and tent cities such as Parsonsville, Marysville and Cayoose Flats sprawled across the river benches, filled with men desperate to find their fortune in the mud, rock and gravel of the Fraser River and its tributaries.
In 1859, the Hudson Bay Company planned to build Fort Berens on a sage brush-covered river bench across from Lillooet. The fort was intended to serve as a trading post and supply outlet for the miners flooding north through the Fraser Canyon but that did not take place.
Mamette Lake
Prince George
Is the largest city in Northern BC. Prince George is located in the Fraser-Fort George Regional District near the transition between the northern and southern portions of the Rocky Mountain Trench. The cutbanks of the Nechako River are one of Prince George's many interesting geological features
Local wild edible fruit include bunchberries, rose hips, blueberries, huckleberries, cranberries, chokecherries, strawberries, raspberries, saskatoons, currants, gooseberries, and soapberries (from which " Indian ice-cream " is made). Morel mushrooms are also native to this area.
Grand Forks
Sunshine Coast
*Creston is about 213 miles east of Osoyoos Creston does not change its clocks in the spring or fall. In the summer, Creston has the same time as Vancouver and Nelson; in the winter, Creston has the same time as Calgary and Cranbrook.
Mamette Lake is south east of Kamloops
Home | Sitemap |Wine Regions| Maps | Gallery | Contact Us | ©2019 Robert A Bell


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Pubs are places where many tall tales are told. But in this play, the stories say more about who's telling them.
What starts off as four men in a pub telling ghost stories to impress their new neighbour, a young woman from Dublin, slowly mutates with each telling to reveal what is haunting the quintet, whether it is the grief of losing a child or a lonely old bachelor's gnawing regret at what could have been with a young flame.
With no interval during the 105-minute running time, I thought I may lose focus.
But in actual fact, I found myself becoming more engaged as the play went on.
Set in rural Ireland, the thick accents and regional idioms were hard to pick up at first, and I found my mind wandering.
But with the arrival of the aforementioned neighbour Valerie and the supernatural turn the plot takes I found each ghost story more compelling than the last.
With no visual gimmicks or sound effects to distract from the delivery, apart from a subtle lighting design, this was all about the acting – and the cast stepped up to the plate.
Particularly compelling was Sean Murray as the belligerent garage owner Jack, who showed a softer side, and Natalie Radmall-Quirke handled her character's tragic backstory in a way that avoided melodrama.
My main complaint, however, was with the staging. You could tell it was a touring production: it was shoehorned into the back of the circular performance space rather than embracing the Minerva's unique shape, and black panels appeared to have been taped to the front of the stage where a pub floor should have been.
But other than that, this production is a thought-provoking insight into loneliness and loss.
Until February 3.