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https://en.wikipedia.org/wiki/Medley_swimming

 

In individual medley events, the swimmer covers the four swimming styles in the following order: butterfly, backstroke, breaststroke and freestyle.

In medley relay events, swimmers will cover the four swimming styles in the following order: backstroke, breaststroke, butterfly and freestyle.

Each section must be finished in accordance with the rule which applies to the style concerned.

http://www.feelforthewater.com/2014/09/clearing-up-confusion-about-front.html

 

You might have heard of something called Front Quadrant Swimming which has to do with the timing of your freestyle stroke. It's widely recognised as being an efficient way to swim and something that you should use in your own stroke technique but there's a lot of confusion about what it actually means:

If you drew two lines, one through the swimmer's head and one at water level you would create four quadrants:

Front quadrant swimming simply means that there is always one of your hands in one of the front quadrants (1 and 2) at any one point in time. Or, put even more simply, when your hands pass above and below the water, that should happen in front of your head, not behind it.

http://matureadage3125.wikidot.com/blog:4

 

There are four basic swimming stokes: crawl (also known as freestyle), backstroke, breaststroke, and butterfly.

Swimming Stroke # 1 – The Crawl, or Freestyle

The technique involved in this swimming stroke is pretty simple. You float on your belly in the water, and propel yourself by rotating your arms in a windmill motion, and kick your legs in a fluttering motion. The hardest part of this swimming technique is the coordination of the breathing while performing the strokes, since the face remains in the water almost all the time.

Swimming Stroke # 2 – The Backstroke

The backstroke is akin to the crawl, except that you float on your back in the water. The arms are moved in a similar alternating windmill motion, and the legs a kicked in a similarly fluttering motion. The two basic techniques of a correct backstroke are: One, that the arms are moved with equal force, or else you will find yourself swimming off towards one side; Two, that the body should be rolled from one side to the other, so that the arms extend to their utmost reach, to propel you by catching enough water.

Swimming Stroke # 3 – The Breaststroke

This swimming technique involves a pattern wherein the body bobs upwards and downwards as you propel yourself forward in the water. The breaststroke is a difficult swimming technique, and should not be chosen if you are just beginning to learn swimming. Basically, this swimming stroke involves pulling your arms through the water, as you bob up and breathe, and then kicking with your legs as you bob down and glide forward. The arm pulling and the leg kicking are done alternatively.

Swimming Stroke # 4 – The Butterfly Stroke

Similar to the breaststroke, the butterfly is also a difficult swimming technique, and not advocated for beginning learners, since it involves a fair amount of strength as well as precise timing. While performing this stroke, the legs should be moved together akin to the movements of a dolphin’s tail, the arms should also be moved together, pushing the water downwards and then backwards, while the torso moves forward in an undulating manner.

The fourth is always different

https://en.wikipedia.org/wiki/Synchronised_swimming

The first Olympic demonstration was at the 1952 Olympic Games, where the Helsinki officials welcomed Kay Curtis and lit a torch in her honor. Curtis died in 1980, but synchronised swimming did not become an official Olympic sport until the 1984 Summer Olympic Games.[8] It was not until 1968 that synchronised swimming became officially recognized by FINA as the fourth water sport next to swimming, platform diving and water polo.

https://en.wikipedia.org/wiki/Rubik%27s_Revenge

 

The Rubik's Revenge (also known as the Master Cube) is a 4×4×4 version of Rubik's Cube. It was released in 1981. Invented by Péter Sebestény, the Rubik's Revenge was nearly called the Sebestény Cube until a somewhat last-minute decision changed the puzzle's name to attract fans of the original Rubik's Cube.[1] Unlike the original puzzle (and the 5×5×5 cube), it has no fixed facets: the centre facets (four per face) are free to move to different positions.

 

Methods for solving the 3×3×3 cube work for the edges and corners of the 4×4×4 cube, as long as one has correctly identified the relative positions of the colours — since the centre facets can no longer be used for identification.

https://en.wikipedia.org/wiki/Rubik%27s_Cube

 

Made of quadrants

 

Originally the rubiks cube was a two by two cube (the quadrant)

Rubik's Cube is a 3-D combination puzzle invented in 1974[1][2] by Hungarian sculptor and professor of architecture Ernő Rubik. Originally called the Magic Cube,[3] the puzzle was licensed by Rubik to be sold by Ideal Toy Corp. in 1980[4] via businessman Tibor Laczi and Seven Towns founder Tom Kremer,[5] and won the German Game of the Year special award for Best Puzzle that year. As of January 2009, 350 million cubes had been sold worldwide[6][7] making it the world's top-selling puzzle game.[8][9] It is widely considered to be the world's best-selling toy.[10]

In a classic Rubik's Cube, each of the six faces is covered by nine stickers, each of one of six solid colours: white, red, blue, orange, green, and yellow. In currently sold models, white is opposite yellow, blue is opposite green, and orange is opposite red, and the red, white and blue are arranged in that order in a clockwise arrangement.[11] On early cubes, the position of the colours varied from cube to cube.[12] An internal pivot mechanism enables each face to turn independently, thus mixing up the colours. For the puzzle to be solved, each face must be returned to have only one colour. Similar puzzles have now been produced with various numbers of sides, dimensions, and stickers, not all of them by Rubik.

In March 1970, Larry Nichols invented a 2×2×2 "Puzzle with Pieces Rotatable in Groups" and filed a Canadian patent application for it. Nichols's cube was held together with magnets. Nichols was granted U.S. Patent 3,655,201 on April 11, 1972, two years before Rubik invented his Cube.

On April 9, 1970, Frank Fox applied to patent his "Spherical 3×3×3". He received his UK patent (1344259) on January 16, 1974.[13]

It is made of quadrants

https://en.wikipedia.org/wiki/Sudoku

Alphabetical variations have emerged, sometimes called Wordoku; there is no functional difference in the puzzle unless the letters spell something. Some variants, such as in the TV Guide, include a word reading along a main diagonal, row, or column once solved; determining the word in advance can be viewed as a solving aid. A Wordoku might contain words other than the main word.
"Quadratum latinum" is a Sudoku variation with Latin numbers (I, II, III, IV, ..., IX) proposed by Hebdomada aenigmatum, a monthly magazine of Latin puzzles and crosswords. Like the "Wordoku", the "Quadratum latinum" presents no functional difference with a normal Sudoku but adds the visual difficulty of using Latin numbers.

Made of quadrants

 

https://en.wikipedia.org/wiki/Killer_sudoku

 

Killer sudoku (also killer su doku, sumdoku, sum doku, sumoku, addoku, or samunamupure) is a puzzle that combines elements of sudoku and kakuro. Despite the name, the simpler killer sudokus can be easier to solve than regular sudokus, depending on the solver's skill at mental arithmetic; the hardest ones, however, can take hours to crack.

Made of quadrants

 

https://en.wikipedia.org/wiki/Crossword#Crossnumbers

 

A crossnumber (also known as a cross-figure) is the numerical analogy of a crossword, in which the solutions to the clues are numbers instead of words. Clues are usually arithmetical expressions, but can also be general knowledge clues to which the answer is a number or year. There are also numerical fill-in crosswords.

The Daily Mail Weekend magazine used to feature crossnumbers under the misnomer Number Word. This kind of puzzle should not be confused with a different puzzle that the Daily Mail refers to as Cross Number.

four by four is the squares of the quadrant model

 

https://en.wikipedia.org/wiki/Crossword

 

One of the smallest crosswords in general distribution is a 4×4 crossword compiled daily by John Wilmes, distributed online by USA Today as "QuickCross" and by Universal Uclick as "PlayFour."

A four by four grid is the quadrant model

Like

16 is the squares of the quadrant model

 

Chess was originally called "four parts of the army", coming from India's four divisions of its army.

There are 16 pawns in a chess set and each player in a chess game starts with sixteen pieces

http://wine.themerex.net/curabitur-auctor-adipiscing/

https://en.wikipedia.org/wiki/Wine_tasting

Wine tasting is a huge thing for a lot of people

There are four recognized stages to wine tasting:

appearance

"in glass" the aroma of the wine

"in mouth" sensations

"finish" (aftertaste)

 

The results of the four recognized stages to wine tasting: appearance, “in glass” the aroma of the wine, “in mouth” sensations, “finish” (aftertaste) – are combined in order to establish the following properties of a wine: complexity and character, potential (suitability for aging or drinking), possible faults.

https://en.wikipedia.org/wiki/Russian_four_square

 

Russian four square was started in the Soviet Union. Russian four square is a variation of the Russian game Квадрат (square).

Each square that was divided is a position for the players:

1st: Peasants square 2nd: Duke's square 3rd: Prince's square 4th: King's square

https://en.wikipedia.org/wiki/File:Kvadrat.gif

 

Quadrant

https://en.wikipedia.org/wiki/List_of_Pokémon_characters

 

In Pokémon X and Y, the Battle Maison is introduced as a new system where the bosses are the sister Battle Chatelaines (バトルシャトレーヌ Batoru Shatorēnu). Each serves as a leader of a different type of battle style and are faced after winning a series of battles against other trainers in succession.

Nita (Lanuit (ラニュイ Ranyui)) is the Battle Chatelaine for Single Battles.

Evelyn (Lesoir (ルスワール Rusuwāru)) is the Battle Chatelaine for Double Battles.

Dana (Lajournée (ラジュルネ Rajurune)) is the Battle Chatelaine for Triple Battles.

Morgan (Lematin (ルミタン Rumitan)) is the Battle Chatelaine for Rotation Battles.

When challenging the Multi Battle system, the sisters pair up amongst each other.

https://en.wikipedia.org/wiki/List_of_Pokémon_characters

 

Go-Rock Squad[edit]

Go-Rock Squad (GoGo Gang (スナッチ団 GoGo-dan)) is a villainous team in Pokémon Ranger. Their plot consists of replacing the rangers and becoming the new heroes of Fiore. The Squad begins this by stealing a Capture Stylus from Professor Hastings. Reverse engineering the design, the Go Rock Squad mass-produces a great many styluses. Following this, the Squad captures a multitude of Pokémon for their own use. In the endgame of their plans, Gordor attempts to summon legendary Pokémon Entei, Raikou, and Suicune, who would terrorize the land with their power. In theory the Squad would then stop the legendaries with the Pokémon they already had, but the Squad broke up after the Rangers foiled the plot.

 

Gordor (ラゴウ (Ragō)): The Go Rock Squad's leader. Gordor was the mastermind of the Squad. A former professor, Gordor was jealous of Hastings receiving all the attention for projects they both contributed to, so Gordor went Rogue.

The Go-Rock Quads (Four GoGo Siblings (ゴーゴー4兄弟)) are Gordor's four children, and were the admins of the Squad as well as a musical quartet. They consist of:

Tiffany, who played the violin.

Garrett, who played the electric guitar.

Billy, the leader of the Quads, who also played an electric guitar.

Clyde, who played the bongos.

16 is the squares of the quadrant model

https://en.wikipedia.org/wiki/Formation_skydiving

https://en.wikipedia.org/wiki/File:Skydiving_4_way.jpg

 

Formation skydiving is a skydiving event where multiple skydivers attach themselves to one another by grabbing each other's limbs or by the use of "grippers" on their jumpsuit while free falling through the sky. The goal of this skydiving program is to build a formation of multiple divers arranged in a geometric pattern.

 

Formation skydiving can be further divided into several sub-categories, so named for the number of members in a team:

 

4-way sequential

4-way vertical sequential (VFS, Vertical Formation Skydiving)

8-way sequential

16-way sequential

10-way speed

Large formations (Big-ways)

https://en.wikipedia.org/wiki/Vertical_formation_skydiving

There is only one category of official VFS competition, that being VFS 4-way, which is part of the United States Parachute Association Skydiving Nationals. The first official VFS 4-Way US Nationals Competition was held on October 27, 2006, in Eloy, Arizona. Nine teams (45 skydivers) competed.

 

VFS 4-way has been adopted as an addition to future FAI world competitions (as VFS 4-way), the first being the FAI World Cup in Eloy, AZ, in October 2008.

here it describes that all japanese stories even novels follow the four part structure

http://www.manga-audition.com/the-four-part-construction-k…/

http://blog.tewaters.com/…/on-narrative-structure-kishotenk…

The FOUR Part construction “Ki-Sho-Ten-Ketsu” – Japanese Manga 101 #049
Posted on 26/08/2016Sayuri KimizukaPosted in Japanese Manga 101

Today, we will talk about one subject, that great manga god Tezuka Osamu, as well as senseis like Tsukasa Hojo and Tetsuo Hara sensei,
ALL been telling over and over and over again.

 

 

jm101_49_01

 

 

While this is known as THE MOST BASIC thinking in Japanese manga creation,
but many of you outside Japan may never heard about it.
If this is the first time you heard this, then please do pay close attention!

The secret art:
MANGA is “Ki-Sho-Ten-Ketsu” 
– “Introduction / Development / Turn / Conclusion”

 

 

jm101_49_03

 

 

In Japan, not only Manga, but any story or novels are constructed in 4 parts.
Pretty much everything here is written, drawn or presented this way!

 

Internationally, “Three-act structure” is more widely adapted in education and production.
For example, any English teacher would tell you to write using,
the basic paragraph structure.

Topic sentence
Supporting sentence 
Concluding sentence

 

 

jm101_49_04

 

 

In film making, “Three-Act-Structure” is widely known as the standard:
Set-up
Confrontation
Resolution

The “Three-Act-Structure” is widely regarded as the standard,
Used in comic, TV Drama, Documentary or even computer games.
So why do the Japanese Love “Ki-Sho-Ten-Ketsu”, the FOUR part structure ?
We believe it’s all thanks to a Chinese Poet, whose works became a national hit,
influencing many poets and novelist in Japan, around fourteen hundred years ago.
Spring Dawn by Meng Haoran

In Spring one sleeps, unaware of dawn;
everywhere one hears crowing birds.
In the night came the sound of wind and rain;
who knows how many flowers fell?

 


jm101_49_05
This, is a very famous poem “Spring Dawn”, by Meng Haoran.
What does each of the 4 lines in poem tell us?

<Meaning>
I slept too much this lovely spring morning, the sun’s already up.
From everywhere I hear the birds, chirping happily
Last night, I heard loud sound of wind and rain,
I hope the flowers are okay, but who knows how many flower petals had fallen?
This 4 line poem, is the classic example 4 part structure, “Ki-Sho-Ten-Ketsu”.
1, Introduction
2, Development
3, Twist
4, Conclusion

Introduction – The intro
Development – Develop further on the intro
Turn – Look at the event, from a completely different point of view
Conclusion – Bring both points of view, to a unified ending

 

 

jm101_49_06
To be frank, this 4 part structure is a bit, illogical.
Often doesn’t make instant sense especially compared to the three part structure.
And “being illogical” is often treated as bad, or perhaps a little immature.

BUT! The Japanese readers as well as the creators absolutely LOVE this 4 parts structure.
Japanese Manga creators use “Ki-Sho-Ten-Ketsu”
– NOT ONLY in story writing, but ALSO, how they layout the PANELS on each and every page.
Sound interesting, doesn’t it?

We’ll talk more about this mysterious 4 parts structure “Ki-Sho-Ten-Ketsu” next week.
Stay tuned!

I'm a paragraph. Click here to add your own text and edit me. It's easy.

https://en.wikipedia.org/wiki/Abhinaya

 

Abhinaya (Sanskrit abhi- 'towards' + nii- 'leading/guide') is the art of expression in Indian aesthetics. More accurately it means "leading an audience towards" the experience (bhava) of a sentiment (rasa). The concept, derived from Bharata Muni's Natya Shastra, is used as an integral part of all Indian classical dance styles.

Types of Abhinaya are four in number according to the natya shastra and they are: Angika abhinaya, Vanchika abhinaya, Aharya abhinaya and sattvika abhinaya

The Natya Shastra (Sanskrit: नाट्य शास्त्र, Nāṭyaśāstra) is an ancient Indian treatise on the performing arts,

Angika Abhinaya

This relates to body movement. How the thing is to be expressed is portrayed by movement of the anga or limbs which include facial expressions. Abhinaya has different schools with the expressions ranging from the grotesque to the understated, from the crude to the refined. Angika abhinaya forms either Padartha abhinaya or Vaakyartha abhinaya. Padartha Abhinaya is when the artiste delineates each word of the lyrics with gestures and expressions. Vaakyartha abhinaya is where the dancer acts out an entire stanza or a sentence.

Vachika Abhinaya

This is regarding how relates to how expression is carried out through speech. It is used more overtly in drama. In music also this is employed. Traces of it are preserved in dance forms of Kuchipudi and Melattur style of Bharatanatyam where the dancers often mouth the words of the songs to support Padartha abhinaya. There are some art forms in Kerala that still has on stage art forms: Koodiyattam, Nangyar Kooothu, Ottan, Seetangan & Parayan.

Sattvika Abhinaya Aharya Abhinaya

The costumes and physical decorations of the actors and the theatre are other means of representation of the play. The decoration of the stage theatre which include lights and accessories related to the scene enhances the rasa between the audience and artists comes under this category.

This abhinaya is very prominent in kathakali where there are different dress and makeup for different characters.

Sattvika Abhinaya

Sattvika Abhinaya is confused with facial expressions that belong to angika Abhinaya. This Abhinaya is the mental message, emotion or image communicated to the spectators through eyes. The dancer has to bring their own authentic experiences that would capture the attention of the audience.

I'm a paragraph. Click here to add your own text and edit me. It's easy.

I'm a paragraph. Click here to add your own text and edit me. It's easy.

Normally pool has 16 balls. 16 is the squares of the quadrant model.
https://en.wikipedia.org/wiki/Four-ball_billiards
Four-ball billiards (often abbreviated to simply four-ball, and sometimes spelled 4-ball or fourball) is a carom billiards game, played on a pocketless table with four billiard balls, usually two red and two white, one of the latter with a spot to distinguish it (in some sets, one of the white balls is yellow instead of spotted). Each player is assigned one of the white (or yellow) balls as a cue ball. A point is scored when a shooter's cue ball caroms on any two other balls in the same shot (with the opponent's cue ball serving as an object ball, along with the reds, for the shooter). Two points are scored when the shooter caroms on each of the three object balls in a single shot.[1] A carom on only one ball results in no points, and ends the shooter's inning.
A variant of four-ball is the East Asian game yotsudama (四つ球?, Japanese for 'four balls'), or sagu (사구, Korean for 'four balls').

https://en.wikipedia.org/wiki/Equestrian_vaulting

Equestrians
Basic Seat An astride position (the vaulter sits on the horse as a rider would), with the arms held to the side and the hands raised to ear level. Hands should be held with closed fingers and palms facing downward, with the fingers arching slightly upward. Legs are wrapped around the horse's barrel, soles facing rearward, with toes down and feet arched. Vaulter holds this position for four full strides.
Flag From the astride position, the vaulter hops to his or her knees and extends the right leg straight out behind, holding it slightly above his or her head so the leg is parallel to the horse's spine. The other leg should have pressure distributed through the shin and foot, most weight should be on the back of the ankle, to avoid digging the knee into the horse's back. The left arm is then stretched straight forward, at a height nearly that of the right leg. The hand should be held as it is in basic seat (palm down, fingers together). The right foot should be arched and the sole should face skyward. This movement should be held for four full strides after the arm and leg are raised.
Mill From the astride position, the vaulter brings the right leg over the horse's neck. The grips must be ungrasped and retaken as the leg is brought over. The left leg is then brought in a full arc over the croup, again with a change of grips, before the right leg follows it, and the left leg moves over the neck to complete the full turn of the vaulter. The vaulter performs each leg movement in four strides each, completing the Mill movement in sixteen full strides. During the leg passes, the legs should be held perfectly straight, with the toes pointed. When the legs are on the same side of the horse, they should be pressed together.
Stand The vaulter moves from the astride position onto the shins and immediately onto both feet, and releases the grips. The vaulter then straightens up with both knees bent, the buttocks tucked forward, and the hands held as they are in basic seat. The vaulter must hold the position for four full strides. [1

https://en.wikipedia.org/wiki/Pocket_Cube

 

2x2 is a quadrant.

The Pocket Cube (also known as the Mini Cube or the Ice Cube) is the 2×2×2 equivalent of a Rubik's Cube. The cube consists of 8 pieces, all corners.

https://en.wikipedia.org/wiki/Pyramorphix

 

This is a tetrahedron- tetra means four

 

The Pyramorphix (/ˌpɪrəˈmɔːrfɪks/, often misspelt Pyramorphinx) is a tetrahedral puzzle similar to the Rubik's Cube. It has a total of 8 movable pieces to rearrange, compared to the 20 of the Rubik's Cube. Though it looks like a simpler version of the Pyraminx, it is an edge-turning puzzle with the mechanism identical to that of the Pocket Cube.

 

Contents [hide]

1 Description

2 Number of combinations

3 Master Pyramorphix

3.1 Solutions

3.2 Number of combinations

4 See also

5 References

6 External links

Description[edit]

At first glance, the Pyramorphix appears to be a trivial puzzle. It resembles the Pyraminx, and its appearance would suggest that only the four corners could be rotated. In fact, the puzzle is a specially shaped 2×2×2 cube, if the tetrahedron is considered to be demicube. Four of the cube's corners are reshaped into pyramids and the other four are reshaped into triangles. The result of this is a puzzle that changes shape as it is turned.

 

The original name for the Pyramorphix was "The Junior Pyraminx." This was altered to reflect the "Shape Changing" aspect of the puzzle which makes it appear less like the 2x2x2 Rubik Cube. "Junior" also made it sound less desirable to an adult customer. The only remaining reference to the name "Junior Pyraminx" is on Uwe Mèffert's website-based solution which still has the title "jpmsol.html".[1][2]

 

The purpose of the puzzle is to scramble the colors and the shape, and then restore it to its original state of being a tetrahedron with one color per face.

 

Number of combinations[edit]

The puzzle is available either with stickers or plastic tiles on the faces. Both have a ribbed appearance, giving a visible orientation to the flat pieces. This results in 3,674,160 combinations, the same as the 2×2×2 cube.

 

However, if there were no means of identifying the orientation of those pieces, the number of combinations would be reduced. There would be 8! ways to arrange the pieces, divided by 24 to account for the lack of center pieces, and there would be 34 ways to rotate the four pyramidal pieces.

 

8

!

×

3

4

24

=

136080

{\frac {8!\times 3^{4}}{24}}=136080

The Pyramorphix can be rotated around three axes by multiples of 90°. The corners cannot rotate individually as on the Pyraminx. The Pyramorphix rotates in a way that changes the position of center pieces not only with other center pieces but also with corner pieces, leading to a variety of shapes.

 

Master Pyramorphix[edit]

 

The Master Pyramorphix

 

The Master Pyramorphix, color-scrambled

 

The Master Pyramorphix, color- and shape- scrambled

 

The Master Pyramorphix, partially solved

 

The Master Pyramorphix, with maximal face-piece flip, equivalent to the "superflip" configuration of the 3x3x3 Rubik's Cube

The Master Pyramorphix is a more complex variant of the Pyramorphix. Although it is officially called the Master Pyramorphix, most people refer to it as the "Mastermorphix". Like the Pyramorphix, it is an edge-turning tetrahedral puzzle capable of changing shape as it is twisted, leading to a large variety of irregular shapes. Several different variants have been made, including flat-faced custom-built puzzles by puzzle fans and Uwe Mèffert's commercially produced pillowed variant (pictured), sold through his puzzle shop, Meffert's.

 

The puzzle consists of 4 corner pieces, 4 face centers, 6 edge pieces, and 12 non-center face pieces. Being an edge-turning puzzle, the edge pieces only rotate in place, while the rest of the pieces can be permuted. The face centers and corner pieces are interchangeable because they are both corners although they are shaped differently, and the non-center face pieces may be flipped, leading to a wide variety of exotic shapes as the puzzle is twisted. If only 180° turns are made, it is possible to scramble only the colors while retaining the puzzle's tetrahedral shape. When 90° and 180° turns are made this puzzle can "shape shift″.

 

In spite of superficial similarities, the only way that this puzzle is related to the Pyraminx is that they are both "twisty puzzzles"; the Pyraminx is a face-turning puzzle. On the Mastermorphix the corner pieces are non-trivial; they cannot be simply rotated in place to the right orientation.

 

Solutions[edit]

Despite its appearance, the puzzle is in fact equivalent to a shape modification of the original 3x3x3 Rubik's Cube. Its 4 corner pieces on the corners and 4 corner pieces on the face centers together are equivalent to the 8 corner pieces of the Rubik's Cube, its 6 edge pieces are equivalent to the face centers of the Rubik's Cube, and its non-center face pieces are equivalent to the edge pieces of the Rubik's Cube. Thus, the same methods used to solve the Rubik's Cube may be used to solve the Master Pyramorphix, with a few minor differences: the center pieces are sensitive to orientation because they have two colors, unlike the usual coloring scheme used for the Rubik's Cube, and the face centers are not sensitive to orientation (however when in the "wrong" orientation parity errors may occur). In effect, it behaves as a Rubik's Cube with a non-standard coloring scheme where center piece orientation matters, and the orientation of 4 of the 8 corner pieces do not, technically, matter.

 

Unlike the Square One, another shape-changing puzzle, the most straightforward solutions of the Master Pyramorphix do not involve first restoring the tetrahedral shape of the puzzle and then restoring the colors; most of the algorithms carried over from the 3x3x3 Rubik's Cube translate to shape-changing permutations of the Master Pyramorphix. Some methods, such as the equivalent of Phillip Marshal's "Ultimate Solution", show a gradual progression in shape as the solution progresses; first the non-center face pieces are put into place, resulting in a partial restoration of the tetrahedral shape except at the face centers and corners, and then the complete restoration of tetrahedral shape as the face centers and corners are solved.

 

Number of combinations[edit]

There are four corners and four face centers. These may be interchanged with each other in 8! different ways. There are 37 ways for these pieces to be oriented, since the orientation of the last piece depends on the preceding seven, and the texture of the stickers makes the face center orientation visible. There are twelve non-central face pieces. These can be flipped in 211 ways and there are 12!/2 ways to arrange them. The three pieces of a given color are distinguishable due to the texture of the stickers. There are six edge pieces which are fixed in position relative to one another, each of which has four possible orientations. If the puzzle is solved apart from these pieces, the number of edge twists will always be even, making 46/2 possibilities for these pieces.

 

8

!

×

3

7

×

12

!

×

2

9

×

4

6

8.86

×

10

22

{8!\times 3^{7}\times 12!\times 2^{9}\times 4^{6}}\approx 8.86\times 10^{{22}}

The full number is 88 580 102 706 155 225 088 000.

 

However, if the stickers were smooth the number of combinations would be reduced. There would be 34 ways for the corners to be oriented, but the face centers would not have visible orientations. The three non-central face pieces of a given color would be indistinguishable. Since there are six ways to arrange the three pieces of the same color and there are four colors, there would be 211×12!/64 possibilities for these pieces.

 

8

!

×

3

4

×

12

!

×

2

10

×

4

6

6

4

5.06

×

10

18

{\frac {8!\times 3^{4}\times 12!\times 2^{{10}}\times 4^{6}}{6^{4}}}\approx 5.06\times 10^{{18}}

The full number is 5 062 877 383 753 728 000.

https://en.wikipedia.org/wiki/Diving

 

In competitive diving, during the flight of the dive, one of four positions is assumed:

straight – with no bend at the knees or hips (the hardest of the four)

pike – with knees straight but a tight bend at the hips (the median in difficulty of the four.) The open pike is a variant where the arms are reached to the side, and the legs are brought straight out with a bend in the hips.

tuck – body folded up in a tight ball, hands holding the shins and toes pointed (the easiest of the four.)

free – indicates a twisting dive, and a combination of other positions. In the transition between two positions the diver may for example bend their legs or curve at the waist, and points will not be deducted for doing so.

These positions are referred to by the letters A, B, C and D respectively.

The team in possession of the football has a limited number of downs (four downs in American football)

https://en.wikipedia.org/wiki/Quadrupel

 

A quadrupel is beer intended to be stronger than a tripel, so the alcohol by volume is 10% or more. Beyond that, there is little agreement on the status of Quadrupel as a style.[1] Beer writer Tim Webb notes that similar beers are also called Grand Cru in Belgium.[2]

Quadrupel is the brand name of a strong seasonal beer La Trappe Quadrupel brewed by De Koningshoeven Brewery in the Netherlands, one of the five Trappist brewing abbeys not in Belgium (the others are the Engelszell Abbey in Austria, St. Joseph's Abbey in the United States, Tre Fontane Abbey in Italy, and Zundert from Maria Toevlucht Abbey in the Netherlands).

https://en.wikipedia.org/wiki/Fillomino

 

Fillomino (フィルオミノ) is a type of logic puzzle published by many publishers. Other published titles for the puzzle include Allied Occupation.

Fillomino is played on a rectangular grid with no standard size; the internal grid lines are often dotted. (When published as Allied Occupation in the World Puzzle Championship, the cells of the grid are circular, but this is purely an aesthetic concern.) Some cells of the grid start containing numbers, referred to as "givens". The goal is to divide the grid into polyominoes (by filling in their boundaries) such that each given number n in the grid is part of an n-omino and that no two polyominoes of matching size (number of cells) are orthogonally adjacent (share a side).

Unlike some of its contemporaries among puzzles, there need not be a one-to-one correspondence between givens and polyominoes in the solution; it is possible for two givens with matching number to belong to the same polyomino in the solution, and for a polyomino to have no given at all.

The game is made of quadrants

https://en.wikipedia.org/wiki/The_Four_Musketeers_(tennis)

The Four Musketeers, (French: Les Quatre Mousquetaires) after a popular 1920s film adaptation of Alexandre Dumas' classic,[1] were French tennis players who dominated the game in the second half of the 1920s and early 1930s, winning 20 Grand Slam titles and 23 Grand Slam doubles.[2][3] They also led France to six straight Davis Cup wins, 1927-32, in an era when Cup matches enjoyed a prestige similar to today's FIFA World Cup finals. At its creation in 1927, Tournoi de Roland-Garros's trophy was named the Coupe des Mousquetaires in honour of the quartet.[1]

The Musketeers were:

Jean Borotra (1898–1994) [4][5]

Jacques Brugnon (1895–1978) [6]

Henri Cochet (1901–1987) [7]

René Lacoste (1904–1996) [

https://en.wikipedia.org/wiki/List_of_poker_hands

Four of a kind, also known as quads, is a poker hand such as 9♣ 9♠ 9♦ 9♥ J♥, that contains all four cards of one rank and any other (unmatched) card. Quads with higher-ranking cards defeat lower-ranking ones. In community-card games (such as Texas Hold 'em) or games with wildcards or multiple decks it is possible for two or more players to obtain the same quad; in this instance, the unmatched card acts as a kicker, so 7♣ 7♠ 7♦ 7♥ J♥ defeats 7♣ 7♠ 7♦ 7♥ 10♣. If two hands have the same kicker, they tie and the pot is split. In some countries the term Carré is used.

 

A FULL HOUSE IS ALSO THE QUADRANT MODEL- with three that are similar and a transcendent two

https://en.wikipedia.org/wiki/Hidato

IT IS MADE OF QUADRANTS

Hidato (Hebrew: חידאתו, originating from the Hebrew word Hida = Riddle) is a logic puzzle game invented by Dr. Gyora Benedek, an Israeli mathematician. The goal of Hidato is to fill the grid with consecutive numbers that connect horizontally, vertically, or diagonally. Numbrix puzzles, created by Marilyn vos Savant, are similar to Hidato except that diagonal moves are not allowed. Jadium puzzles (formerly Snakepit puzzles), created by Jeff Marchant, are a more difficult version of Numbrix with fewer given numbers and have appeared on the Parade magazine web site regularly since 2014. The names Numbrix and Hidato are registered trademarks. Some publishers use different names for this puzzle such as Number Snake.

In Hidato, a grid of cells is given. It is usually square-shaped, like Sudoku or Kakuro, but it can also include irregular shaped grids like hearts, skulls, and so forth. It can have inner holes (like a disc), but it has to be made of only one piece.

The puzzle is made up of quadrants

https://en.wikipedia.org/wiki/Sprint_kayak

Sprint kayak is a sport held on calm water. Crews or individuals race over 200 m, 500 m, 1000 m or 5000 m with the winning boat being the first to cross the finish line. The paddler is seated, facing forward, and uses a double-bladed paddle pulling the blade through the water on alternate sides to propel the boat forward. In competition the number of paddlers within a boat is indicated by a figure besides the type of boat; K1 signifies an individual kayak race, K2 pairs, and K4 four-person crews. Kayak sprint has been in every summer olympics since it debuted at the 1936 summer olympics.[8] racing is governed by the International Canoe Federation.

https://en.wikipedia.org/wiki/Shinto

THERE ARE FOUR PRIMARY KAGURA SHINTO DANCES AND THEY FOCUS ON THE FOUR DIRECTIONS

 

Kagura is the ancient Shinto ritual dance of shamanic origin.

 

 

Miko kagura is the oldest type of kagura and is danced by women in Shinto shrines and during folk festivals. The ancient miko were shamanesses, but are now considered priestesses in the service of the Shinto Shrines. Miko kagura originally was a shamanic trance dance, but later, it became an art and was interpreted as a prayer dance. It is performed in many of the larger Shinto shrines and is characterized by slow, elegant, circular movements, by emphasis on the four directions and by the central use of torimono (objects dancers carry in their hands), especially the fan and bells.[34]

 

Ise kagura is a collective name for rituals that are based upon the yudate (boiling water rites of Shugendō origin) ritual. It includes miko dances as well as dancing of the torimono type. The kami are believed to be present in the pot of boiling water, so the dancers dip their torimono in the water and sprinkle it in the four directions and on the observers for purification and blessing.[35]

 

Izumo kagura is centered in the Sada shrine of Izumo, Shimane prefecture. It has two types: torimono ma, unmasked dances that include held objects, and shinno (sacred No), dramatic masked dances based on myths. Izumo kagura appears to be the most popular type of kagura.[35]

 

Shishi kagura also known as the Shugen-No tradition, uses the dance of a shishi (lion or mountain animal) mask as the image and presence of the deity. It includes the Ise daikagura group and the yamabushi kagura and bangaku groups of the Tohoku area (Northeastern Japan). Ise daikagura employs a large red Chinese type of lion head which can move its ears. The lion head of the yamabushi kagura schools is black and can click its teeth. Unlike other kagura types in which the kami appear only temporarily, during the shishi kagura the kami is constantly present in the shishi head mask. During the Edo period, the lion dances became showy and acrobatic losing its touch with spirituality. However, the yamabushi kagura tradition has retained its ritualistic and religious nature.[35]

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FOUR ELEMENTS B BOYING

https://en.wikipedia.org/wiki/B-boying

 

There are four primary elements that form b-boying. They include toprock, downrock, power moves, and freezes.

Toprock generally refers to any string of steps performed from a standing position. It is usually the first and foremost opening display of style, though dancers often transition from other aspects of b-boying to toprock and back. Toprock has a variety of steps which can each be varied according to the dancer's expression (i.e. aggressive, calm, excited). A great deal of freedom is allowed in the definition of toprock: as long as the dancer maintains cleanliness, form, and the b-boy attitude, theoretically anything can be toprock. Toprock can draw upon many other dance styles such as popping, locking, tap dance, Lindy hop, or house dance. Transitions from toprock to downrock and power moves are called "drops".[36]

Downrock (also known as "footwork" or "floorwork") is used to describe any movement on the floor with the hands supporting the dancer as much as the feet. Downrock includes moves such as the foundational 6-step, and its variants such as the 3-step. The most basic of downrock is done entirely on feet and hands but more complex variations can involve the knees when threading limbs through each other.

Power moves are acrobatic moves that require momentum, speed, endurance, strength, and control to execute. The breaker is generally supported by his upper body while the rest of his body creates circular momentum. Some examples are the windmill, swipe, back spin, and head spin. Some power moves are borrowed from gymnastics and martial arts. An example of a power move taken from gymnastics is the Thomas Flair which is shortened and spelled flare in b-boying.

Freezes are stylish poses that require the breaker to suspend himself or herself off the ground using upper body strength in poses such as the pike. They are used to emphasize strong beats in the music and often signal the end of a b-boy set. Freezes can be linked into chains or "stacks" where breakers go from freeze to freeze to freeze in order to hit the beats of the music which displays musicality and physical strength.

http://www.flyordie.com/fourinarow/

The simple goal of the game is to arrange four discs in a row. Horizontal, vertical, and diagonal lines are valid.

http://www.mounteverest.net/expguide/route.htm

 

FOUR CAMPS OF MT EVEREST

Camp 1, Valley of Silence

6100 m - 6400 m / 20000 - 21000 ft.

 

This is a vast, flat area of endless snow, deep crevasses and mountain walls frequently washed by avalanches. Here we set up camp 1. At night we listen to the deep, murmuring cracking sounds under our tents. It is the crevasses opening and closing deep down in the glacier beneath. You keep your fingers crossed that it won’t happen right under your tent. At least not just now, while you are in it. Pounding headaches torture you. But it is here that for the first time, just a few steps around a corner, we gain first close sight of Everest.

 

Be sure to set camp away from tiny cracks, those possibly hiding the mouths of large crevasses.

 

Climb this area clipped to the fixed ropes, since crevasses lay hidden everywhere under the snow. You could remove your crampons on this climb. Sometimes, weather can turn this usually easy part into a difficult one, due to deep snow and whiteout. Always start out in good time. Stay away from the walls, they avalanche frequently. Later in the season (end of May) this snowy area starts to turn rotten and can turn quite nasty.

 

(Climb time: 4-7 hours not acclimatized, 3-5 hours after acclimatization)

 

 

 

Camp 2

6400 m / 21000 ft.

 

After an endless, slow march through the silent valley, you reach at last a rocky patch, at the foot of the icy Lhotse wall. This marks camp 2. This place is absolutely stunning. Clouds roll in from the lower ranges of the Himalayas, up the valley and into the camp. While acclimatizing, we spend time looking for cool old climbing gear; left here by all of Everest's climbing history. This is also the last chance to get a decent, prepared meal. We eat all we are handed because soon we´ll be surviving on instants only.

 

Don’t camp too close to the Everest face, since it avalanches once in a while. Although tempted to idly hang around camp, bring yourself to take walks to the Lhotse face. It will speed acclimatization and relive altitude problems. The walks force you to breathe deeper and faster, thus saturating your body with more oxygen.

 

 

 

Camp 3, Lhotse wall

6800m - 8000 m / 22300 ft - 26300 ft.

 

Imagine sliding a fun, icy slope on a sunny winter’s day. Only this one is 1200 meter (4000 ft) high. This is not a place to play. The dangerous part is to hang on to rope of dubious strength and to change carabiners between the ropes. You might feel not too clear in your head, especially upon coming down, but it’s crucial to concentrate. One slip and you are gone, far higher up than you had intended really.

 

The camp here is a true eagle's nest, placed right out of the wall. Going to the toilet at night is a tedious task to dress and secure oneself. In addition, just to find a spot for it on this narrow platform is tricky enough. But the view is grand and by now you are well on your way to the summit.

 

The climb towards the wall is a flat walk that gets you nicely warmed up. At the wall, you will step in to the ropes and the icy incline begins immediately. After an hour or so, you will reach the "Ice bulge", an icy, bumpy part. After that, it is a pretty uneventful, steep ice climb to C3. Occasionally, you will hear a howling sound and watch rocks catapult down the wall. Blocks of ice sometimes come falling behind climbers. Watch your head, lean on your legs (not the rope) and rest on the lines only occasionally.

 

The climb will be either easy or hard, depending on weather. A dry, cold season means sheer, blue ice. Maintain your crampons sharp. Deep snow makes the climb easier, but increase the risk of avalanche.

 

After C3, you will traverse the wall towards the Yellow Band and the Black Turtle. These are rocky sections on the wall, secured by a tangle of old and new ropes. Check the ropes well and watch for rock falls from climbers above you. Another traverse takes you to the foot of the last wall to C4. This part is steep but not very high and soon you’ll put your nose above it’s edge, thus entering the land of the spirits – the Deathzone.

 

(Climbing time: 5-8 hours not acclimatized, 4-6 hours acclimatized.)

 

 

 

Camp 4, the Deathzone

8000 m / 26000 ft.

 

Camp 4 sits on a plateau resembling a moonscape. You are at the edge of the atmosphere and the sky owns a strange, dark blue color. It is surely the closest you can get to space on earth.

 

Only a small climb above camp, you look down the Tibetan plateau with it's vast brown plains, white glaciers and the other alpine giants - Kanchenjunga, Lhotse, Makalu -in the distance. It's all magic and unreal.

 

Yet, this is also the place were the media, fame and fun of BC definitely are gone. Only fear remains on everyone's face. People don’t talk a lot. Resting in your tent, feeling weak already,you try to get some sleep as night falls outside. In a couple of hours you will start to put on your gear for the final part of the adventure - the summit push.

 

The wall towards the summit is steep and dark, you are in the death zone and you can´t help thinking that within the next 48 hours, there is a very real risk that you might not live.

 

Go over your gear in daylight. Have everything neatly organized. Drink at least 3 liters of fluid or more if you can. Bring another 2 liters of hot fluid on the climb. Get your axe ready, prepare the Hot Tronics. You will feel great as long as the day is bright but lose spirit fast when night falls. The cold, scary darkness outside is anything but inviting. The wind rustle the tent canvas. You will probably not be able to sleep a wink. Take it easy. As soon as you start out on the climb you will feel much better. Fear is always worse than reality.

007 was a very popular game in Nintendo 64.

https://en.wikipedia.org/wiki/GoldenEye_007_(1997_video_game)

GoldenEye 007 is a first-person shooter video game developed by Rare and based on the 1995 James Bond film GoldenEye. It was exclusively released for the Nintendo 64 video game console in August 1997. The game features a single-player campaign in which players assume the role of British Secret Intelligence Service agent James Bond as he fights to prevent a criminal syndicate from using a satellite weapon against London to cause a global financial meltdown. The game also includes a split-screen multiplayer mode in which two, three, or four players can compete in different types of deathmatch games.

The screen was usually split into four screens, forming a quadrant image.

Diddy Kong racing was another game that was usually split into four screens as four friends would race each other

https://en.wikipedia.org/wiki/Star_Fox_Adventures
Star Fox Adventures was a later Star Fox game for Game Cube features both the established four main characters of the series—Fox, Falco Lombardi, Slippy Toad, and Peppy Hare, although Falco does not appear until near the game's end—and a host of new characters. Major additions are a quiet, mysterious blue fox named Krystal and the small dinosaur Prince Tricky, Fox's helper during the game. The entire planet is populated with dinosaurs, like the tyrannical General Scales, and other prehistoric animals such as pterosaurs and mammoths.[6]
The entire game takes place on the world of Dinosaur Planet (in later games called "Sauria") and a number of detached pieces of the planet that are suspended in orbit around it. Dinosaur Planet is ruled by the EarthWalker tribe, which resemble Triceratops, and the rival CloudRunner tribe, similar to pterosaurs and birds. The SharpClaw tribe, which are the major antagonists in Adventures, are humanoid theropods.[6]

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I'm a paragraph.

https://en.wikipedia.org/wiki/Super_Smash_Bros._Melee

Super Smash brothers is a popular video game where four people can fight each other at one time. A common component of newer video games is they allow four people to play each other or with each other at one time.

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SPACE MOUNTAIN

 

https://en.wikipedia.org/wiki/Space_Mountain

1964: Walt Disney originally planned a roller coaster for Disneyland called Space Port, which would have featured four separate tracks. However, the plan was shelved due to limited space and the death of Walt Disney.

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I'm a paragraph. Click here to add your own text and edit me. It's easy.

16 IS THE SQUARES OF THE QUADRANT MODEL

https://en.wikipedia.org/wiki/Fisher-Price#Video_games

In 1931, three of the four founders took 16 of their wooden toys to the American International Toy Fair in New York City and they quickly became a success. The first Fisher-Price toy ever sold was "Dr. Doodle" in 1931. (The same toy, in excellent condition, would be worth a considerable amount in today's collectibles market.)[2] In the early 1950s, Fisher-Price identified plastic as a material that could help the company incorporate longer-lasting decorations and brighter colors into its toys. "Buzzy Bee" was the first Fisher-Price toy to make use of plastic.[3] By the end of the 1950s, Fisher-Price manufactured 39 toys incorporating plastics.

https://en.wikipedia.org/wiki/Skee_ball

Skee ball was another very popular game played at arcades. It involved rolling a ball on a ramp where it would fly into holes.

Traditional skee ball machines like this one do not include the two additional "100 points" holes, located on the uppermost corners of the machine, on either side of the "50 points" hole.

Traditional skee ball had four scoring options. You could score 10 points by rolling the ball into the large first loop. You could get 30 by the second which was smaller. You could get 40 points by getting it in the hole above that. You get 50 points by getting it in the fourth highest hole. The fourth hole was different from the previous three because the previous three holes were encircled by the 10 point hole. The fourth square is always transcendent.

https://en.wikipedia.org/wiki/Rock–paper–scissors

 

THE FOURTH IS ALWAYS DIFFERENT

The players usually count aloud to 3, or speak the name of the game (e.g. "Rock Paper Scissors!" or "Ro Sham Bo!"), each time either raising one hand in a fist and swinging it down on the count or holding it behind. On the fourth count (saying, "Shoot!" or "Sho!"), the players change their hands into one of three gestures, which they then "throw" by extending it towards their opponent. Variations include a version where players use only three counts before throwing their gesture (thus throwing on the count of "Scissors!" or "Bo!"), or a version where they shake their hands three times before "throwing."

There are usually three choices, rock paper or scissors. But occasionally a fourth is added. The fourth is always transcendent. Sometimes a fifth is added. The fourth always points to the fifth.

Resolution and gesture diagrams for rock-paper-scissors-Spock-lizard

In the Philippines, the game is called jak-en-poy, from one of the Japanese names of the game, transliterated as jan-ken-pon. In a longer version of the game, a four-line song is sung, with hand gestures displayed at the end of each (or the final) line: "Jack-en-poy! / Hali-hali-hoy! / Sino'ng matalo, / siya'ng unggoy!" ("Jack-en-poy! / Hali-hali-hoy! / Whoever loses is the monkey!") In the former case, the person with the most wins at the end of the song, wins the game. A shorter version of the game uses the chant "Bato-bato-pick" ("Rock-rock-pick [i.e. choose]") instead.

https://en.wikipedia.org/wiki/Stratego

https://en.wikipedia.org/wiki/File:Stratego.png

MADE OF QUADRANTS

Two zones in the middle of the board, each 2×2 (QUADRANTS), cannot be entered by either player's pieces at any time. They are shown as lakes on the battlefield and serve as choke points to make frontal assaults less direct.

 

Stratego is a very competitive game and this competition has increased over the years. There are now many Stratego competitions held throughout the world. Competitive Stratego competitions are now held in all four versions of the game.

Classic Stratego

Competitions in the original game include the "Classic Stratego World Championships", the "Classic Stratego Olympiad" and several National Championships from various different countries.

Ultimate Lightning Stratego

Competitions in this version include the "Ultimate Lightning World Championships" and the "Ultimate Lightning European Championships".

Duel Stratego

Competitions in this version now include the "Stratego Duel World Championships," which were held for the first time in August 2009 (Sheffield,England).

Stratego Barrage

To force decisions in knock-out stages in tournaments, in 1992 Stratego Barrage was developed by Marc Perriëns and Roel Eefting. In this "Quick-Stratego" a setup can be made in one minute and played in 5 minutes. The eight pieces with which Barrage is played are the Flag, the Marshall, the General, 1 Bomb, 1 Miner, 2 Scouts and the Spy. Since 1992 Dutch Championships and since 2000 World Championships in Barrage have been organised. Cambodian Champion is Sor Samedy, Dutch Champion (2014) is Ruben van de Bilt, World Champion (2013) is Tim Slagboom.

Quarter is one fourth

 

https://youtu.be/FvoyoWOxy5E

SWORD DANCE DONE WITH QUADRANTS

https://www.laetusinpraesens.org/docs00s/jingpat.php

Sword dance: In some cultures, and notably in the Scottish tradition, two swords are laid out to create quadrants -- as in the table above. The dancer shifts between the quadrants in a complex sequence of movements, emphasizing one or more quadrants over the other.

16 IS THE SQUARES OF THE QUADRANT MODEL- QUADRILLE IS FOUR COUPLES- CEILI CAN HAVE 16

https://en.wikipedia.org/wiki/Irish_dance

Irish set dances are quadrilles, danced by four couples arranged in a square, while céilí dances are danced by varied formations (céilí) of two to sixteen people

 

The distinguishing characteristics of Irish set dancing is that it is danced in square sets of four couples

 

There are four soft shoe dance styles: the reel, slip jig, light jig and single jig (also referred to as hop jig). Reels have a 4

4 (or sometimes 2

4 or 2

2) time signature. Slip jigs are in 9

8 time. Light and single jigs are in 6

8 time, with different emphasis within the measure distinguishing the music. Hard shoe dances include the hornpipe in syncopated 2

4 or 4

4 time, the treble jig (also called the heavy jig or double jig) in a slow 6

8, the treble reel (hard shoe dance done to reel music) and traditional sets, which are a group of dances with set music and steps. Many traditional sets have irregular musical phrasing. There are also more advanced "non-traditional sets" done by advanced dancers. These have set music, but not steps. There are multiple traditional sets, including St. Patrick's Day, Blackbird, Job of Journeywork, Three Sea Captains, Garden of Daisies, and King of the Fairies.

The Eightsome Reel

FOUR COUPLES

http://www.scottishdance.net/ceilidh/dances.html

 

Formation: four couples arranged around a square, lady on the right of the man. Couple with their backs to the music are couple number 1, couple on their left number 2, couple opposite number 3 and couple on the right number 4 (ie numbering clockwise).

THERE ARE FOUR FOUNDATIONS AT THE TOP OF SOLITAIRE

https://en.wikipedia.org/wiki/Klondike_(solitaire)

The four foundations (light rectangles in the upper right of the figure) are built up by suit from Ace (low in this game) to King, and the tableau piles can be built down by alternate colors, and partial or complete piles can be moved if they are built down by alternate colors also. Any empty piles can be filled with a King or a pile of cards with a King. The aim of the game is to build up a stack of cards starting with two and ending with King, all of the same suit. Once this is accomplished, the goal is to move this to a foundation, where the player has previously placed the Ace of that suit. Once the player has done this, they will have "finished" that suit, the goal being to finish all suits, at which time the player would have won. There are different ways of dealing the remainder of the deck

There are four types of hands: winnable games, theoretically winnable lost games (the player made a selection that resulted in a lost game, but could not know what the correct selection was because the relevant cards were hidden), unwinnable games (there is no selection that leads to a winning result), and unplayable games.[6]

http://oracle.skilledtests.com/conversation/158104

 

Foursomes

A 469 is a four-person sexual position where two individuals engage in 69 oral sex while a third and a fourth person both position themselves on each end to penetrate the two engaged in simultaneous oral sex; similar to a 369, with the addition of a fourth person

Figure-four armlock[edit]

https://en.wikipedia.org/wiki/Professional_wrestling_holds#Reverse_figure-four_leglock

Also known as a keylock. This armlock sees the wrestler grappling the opponent's wrist with his similar hand (for example, if he uses the right arm, he would grab the opponent's right wrist), and with the opponent's wrist still clutched, the wrestler bend the opponent's arm (of the grappled wrist) it towards or behind the opponent's head (both variations are possible). Then, the wrestler passes his other free arm through the "hole" formed by the opponent's bent arm under the biceps, and then catches the opponent's grappled wrist. This would result in the opponent's arm to be shaped into a 4. As the opponent's wrist is grabbed by both opponent's hands, along with the bent arm, this applies effective pressure into the opponent. The maneuver can be executed on a standing or a downed (facing upwards) opponent. Triple H popularized this move.

 

Rope-hung figure-four armlock[edit]

The wrestler approaches an opponent lying groggy against any set of ropes, grabs one of the opponent's wrists with his similar arm. The wrestler then pins the arm with the grappled wrist against the second or top rope to the outside of the ring, and passes his other arm from under the opponent's biceps, and grapples the opponent's wrist. The whole maneuver would force the opponent's arm to be bent in the number "4" shape, applying more pressure as the arm is trapped between the second or top rope. The rope-hung figure-four armlock can be also grappled through the bottom rope, if the opponent is lying against it.

THE GAME HAS FOUR ROWS FOUR SLOTS

https://en.wikipedia.org/wiki/Mastermind_(board_game)

The game is played using:

 

a decoding board, with a shield at one end covering a row of four large holes, and twelve (or ten, or eight, or six) additional rows containing four large holes next to a set of four small holes;

code pegs of six (or more; see Variations below) different colors, with round heads, which will be placed in the large holes on the board; and

key pegs, some colored black, some white, which are flat-headed and smaller than the code pegs; they will be placed in the small holes on the board.

The two players decide in advance how many games they will play, which must be an even number. One player becomes the codemaker, the other the codebreaker. The codemaker chooses a pattern of four code pegs. Duplicates and blanks are allowed depending on player choice, so the player could even choose four code pegs of the same color or four blanks. In the instance that blanks are not elected to be a part of the game, the codebreaker may not use blanks in order to establish the final code. The chosen pattern is placed in the four holes covered by the shield, visible to the codemaker but not to the codebreaker.[3]

 

The codebreaker tries to guess the pattern, in both order and color, within twelve (or ten, or eight) turns. Each guess is made by placing a row of code pegs on the decoding board. Once placed, the codemaker provides feedback by placing from zero to four key pegs in the small holes of the row with the guess. A colored or black key peg is placed for each code peg from the guess which is correct in both color and position. A white key peg indicates the existence of a correct color code peg placed in the wrong position.[4]

FOURTH IS ALWAYS DIFFERENT

https://en.wikipedia.org/wiki/Fourth_outfielder

In baseball, a fourth outfielder is a backup outfielder, who does not have the hitting skills to regularly play in the corner outfield, but does not have the fielding skills to play center field; for these players, this often leads to playing time that has been called "erratic and unpredictable".[1] Often, fourth outfielders are outfield prospects who have not settled on one outfield position when arriving in the Major Leagues,[2] veteran players seeking additional playing time to extend their careers,[3][4] or part-time position players who double as designated hitters.[1]

CLASSICAL SUITE HAD FOUR DANCES- FOURTH DIFFERENT

https://en.wikipedia.org/wiki/Suite_(music)

Estienne du Tertre published suyttes de bransles in 1557, giving the first general use of the term "suite" 'suyttes' in music, although the usual form of the time was as pairs of dances. The first recognizable suite is Peuerl's Newe Padouan, Intrada, Dantz, and Galliarda of 1611, in which the four dances of the title appear repeatedly in ten suites. The Banchetto musicale by Johann Schein (1617) contains 20 sequences of five different dances. The first four-movement suite credited to a named composer, Sandley's Suite, was published in 1663.[4][5]

 

The "classical" suite consisted of allemande, courante, sarabande, and gigue, in that order, and developed during the 17th century in France, the gigue appearing later than the others. Johann Jakob Froberger is usually credited with establishing the classical suite through his compositions in this form, which were widely published and copied, although this was largely due to his publishers standardizing the order; Froberger's original manuscripts have many different orderings of the movements, e.g. the gigue preceding the sarabande. The publisher's standardized order was, however, highly influential especially on the works of Bach.

 

The later addition of an overture to make up an "overture-suite" was extremely popular with German composers; Telemann claimed to have written over 200 overture-suites, J. S. Bach had his four orchestral suites along with other suites, and Handel put his Water Music and Music for the Royal Fireworks in this form.

 

An example of this could be Grieg's Peer Gynt Orchestral Suites I and II, both consisting of four movements

https://en.wikipedia.org/wiki/Four_Seasons_(solitaire)

Four Seasons is a solitaire card game which is played with a deck of playing cards. It is given the more appropriate alternate names of Corner Card and Vanishing Cross because of where the foundations are placed and the arrangement of the tableau respectively.

 

First, five cards are dealt in form of a cross: three cards are placed in a row, then two cards are each placed above and below the middle of the three cards. A sixth card is dealt in the upper left corner of the cross. This card will be the base for the first of four foundations. The three cards of the same rank are placed in the other three corners of the cross to become the foundations themselves.

FOUR ROWS FIRST FOUR COLUMNS EXTRA CARD

https://en.wikipedia.org/wiki/Fourteen_Out

https://en.wikipedia.org/wiki/File:Fourteen_out_deal.svg

The cards are dealt face up into twelve columns, from left to right. The first four columns therefore receive an extra card. The exposed top cards of each column are available for play.

https://en.wikipedia.org/wiki/Muay_Thai

Muay Thai is referred to as the "Art of Eight Limbs" or the "Science of Eight Limbs", because it makes use of punches, kicks, elbows and knee strikes, thus using eight "points of contact", as opposed to "two points" (fists) in boxing and "four points" (hands and feet) used in other more regulated combat sports, such as kickboxing and savate.[5] A practitioner of muay Thai is known as a nak muay. Western practitioners are sometimes called Nak Muay Farang, meaning "foreign boxer."[8]

CROSS BLIND SPOT QUINCUNX TETRACTYS SPREADS

http://tarotsmith.net/ramblings/simple-tarot-spreads/

The most basic understandings, once realized, are often the most profound. If you are at all familiar with tarot cards, you know that the simpler spreads are generally the most practical. On this post we’ll go over five of the simplest, yet most effective tarot spreads for you to add to your repertoire.

 

Spread #1 – The Cross

The Cross Spread

 

This simple 4-card layout may be the most practical one I know. A special feature of this spread is that it can be used in conjunction with another tarot reading in case the meaning of one of the cards was unclear. To begin a Cross reading, lay out the cards as so:

 

The first card is the significator. It tells you about the general theme of the query. When this card is understood, which should be quickly, proceed with the reading.

 

The second card’s purpose is to give you an idea of what you should not do. If it looks like something you were thinking about, you are warned not to do this.

 

The image on the third, top card tells you what you should do. It is easy to know the meaning of what the second and third cards represent based on the differences between them.

 

The bottom, fourth card represents the outcome. While this spread can be a dud when it turns up an unfavorable conclusion, most of the time this spread is straight to the point.

 

Spread #2 – The Blind Spot

The Blind Spot Spread

 

The Blind Spot is a great spread to turn to if you can not think of a specific question, but you would like to do a generalized reading anyway. This spread is primarily focused on your relationship with your environment. It works on the levels of what you are conscious of in relation to what they are conscious of.

 

The first card represents what is known to everybody. These are the apparent personality traits which cannot be hidden.

 

The second card may represent some deep down awareness that could be likened to a recessive trait caught in the undercurrent of the gene pool. Neither you or they are consciously aware of this influence, but it is there. It may become more apparent as the story progresses.

 

The third card shows what you keep to yourself. It may not be a bad secret, maybe the world is just not ready for it. In a closed society, some things are better kept secret.

 

The fourth card is your blind spot. This could represent a problem area that you should pay closer attention to. The people around you know this about you, and you haven’t even come to accept it yourself. This is where the spread can really help a person expand their consciousness. It is only when we are aware of a problem that we can make the conscious effort to repair it.

 

Spread #3 – The Game Plan

The Game Plan Spread

 

Similar to the Cross spread, the Game Plan also relies on an interpretation based on the differences between two cards, this time cards #4 and #5. This layout also reveals underlying passions and how you are perceived by those around you, like in the Blind Spot.

 

The first card is laid in the middle, as the significator. The next cards are laid out clockwise around this centerpiece.

 

In this spread the second card is like the blind spot. It shows what drives you, but also says you are not fully conscious of this, maybe even totally unaware. It gives you a hint as to the source of an illusion that you reach for.

 

The third card shows what they, the people around you, think of you. You may or may not be aware of this.

 

The fourth card shows what you ought not to do. If things go down this path, the plan will most likely fall apart.

 

The fifth card shows the way to make it happen. It is suggested to follow the idea of this card in order to to move the Plan in the direction success.

 

Spread #4 – The Decision

The Decision Spread

 

For a person who makes a lot of decisions, the Decision spread might be more useful than any other method. The cards are laid out as a fork in the road dependent upon this decision. Each query should ideally be formulated as “what if I do (x)” as apposed to “what if I do not do (x).” Asking about moving in one of two different possible directions should be avoided because it tends to complicate matters, so two separate readings should be done if there are two possibilities. The upward path of three cards then shows the story of the outcome as if you were to do it. The bottom path shows the result if you should opt not to do whatever you were thinking about doing.

 

It probably does not matter which order the cards are laid out, as long as they end up in the same formation as in the above image. Begin by interpreting card #7 as the significator. Next read the top 3-1-5 sequence of cards as a story. This is the way an affirmative decision would play out. Compare this to the 4-2-6 sequential storyline

CRUCIFIX POSE IN BODY BUILDING

 

https://www.youtube.com/watch?v=avVvqiEVMTk

Quadrant

AT 1:35 SHE DOES CROSS KICKS

 

https://www.youtube.com/watch?v=tvtGVRo88FI

Quadrant

MONOPOLY HAS FORTY SPACES

https://en.wikipedia.org/wiki/Monopoly_(game)

 

The Monopoly game-board consists of forty spaces containing twenty-eight properties: (twenty-two streets (grouped into eight color groups), four railway stations and two utilities), three Chance spaces, three Community Chest spaces, a Luxury Tax space, an Income Tax space, and the four corner squares: GO, (In) Jail/Just Visiting, Free Parking, and Go to Jail.[20]

FOUR DANCES OF CHINESE OPERA

https://en.wikipedia.org/wiki/Sword_dance

Jian wu was one of four classical dances that were used in the Chinese opera. Each of these dances was very meaningful within the opera performances and they often were used for plot descriptions and characterization.[2] Sword dancing also found a use in Chinese culture through communicating with the supernatural; sword dancing was done in an effort to communicate feelings to the dead spirits that may be disrupting a household.[3]

FOUR CONICAL PIECES GAME IS AN X QUADRANT

In the game is an X, or quadrant.

Coppit is a running-fight board game created in 1927 by Otto Maier Verlag[1] which was originally called in German: Fang den Hut (or Capture The Hat in English). It was renamed and has been re-released several times, most notably by the Spear's Games company in 1964. It is a game for 2 to 6 players and is based partly on luck with a die and partly on strategy. It is similar to the game Ludo and is nominally a children's game.

The game[edit]

Each player has four conical, or hat, shaped playing pieces all of the same colour which start off in their home 'base'. The object is to move out of your base, capture, or 'cop', your opponent's pieces by landing on top of them, carry them back to your base, and 'imprison' them there. A player can have any number of pieces out of their base at any time. However, whilst you are moving back to 'base' with a captured piece other players may in turn capture your piece. The winner is the player who has a piece (or pieces) which have not been captured. There are a few squares on the board which are of a different colour to the rest; if a piece is on these squares they cannot be captured.[2]

 

 

https://en.wikipedia.org/wiki/Coppit

QUADRANT

https://en.wikipedia.org/wiki/Kakuro

 

Made of quadrants and 16 is the squares of the quadrant model

 

Kakuro or Kakkuro (Japanese: カックロ) is a kind of logic puzzle that is often referred to as a mathematical transliteration of the crossword

The canonical Kakuro puzzle is played in a grid of filled and barred cells, "black" and "white" respectively. Puzzles are usually 16×16 in size, although these dimensions can vary widely.

FOUR MAMLUK PLAYING CARDS
https://en.wikipedia.org/wiki/File:Mamluk_kanjifah_cards.png
https://en.wikipedia.org/wiki/Playing_card
By the 11th century, playing cards were spreading throughout the Asian continent and later came into Egypt.[8]:309 The oldest surviving cards in the world are four fragments found in the Keir Collection and one in the Benaki Museum. They are dated to the 12th and 13th centuries (late Fatimid, Ayyubid, and early Mamluk periods).[13]

A near complete pack of Mamluk playing cards dating to the 15th century and of similar appearance to the fragments above was discovered by Leo Aryeh Mayer in the Topkapı Palace, Istanbul, in 1939.[14] It is not a complete set and is actually composed of three different packs, probably to replace missing cards.[15] The Topkapı pack originally contained 52 cards comprising four suits: polo-sticks, coins, swords, and cups. Each suit contained ten pip cards and three court cards, called malik (king), nā'ib malik (viceroy or deputy king), and thānī nā'ib (second or under-deputy). The thānī nā'ib is a non-existent title so it may not have been in the earliest versions; without this rank, the Mamluk suits would structurally be the same as a Ganjifa suit. In fact, the word "Kanjifah" appears in Arabic on the king of swords and is still used in parts of the Middle East to describe modern playing cards. Influence from further east can explain why the Mamluks, most of whom were Central Asian Turkic Kipchaks, called their cups tuman which means myriad in Turkic, Mongolian and Jurchen languages.[16] Wilkinson postulated that the cups may have been derived from inverting the Chinese and Jurchen ideogram for myriad (万).

FOUR WALL LINE DANCE

https://www.youtube.com/watch?v=5PqVps9ArE0
Quadrant

THE ANCIENT ROMANS HAD HORSE RACING WITH FOUR TEAMS NAMED AFTER FOUR GODS AND FOUR COLORS- AND THEY RACE QUADRIGAS WHICH WERE FOUR HORSES

http://www.vroma.org/~bmcmanus/circus.html

Although most Roman charioteers (called aurigae or agitatores) began their careers as slaves, those who were successful soon accumulated enough money to buy their freedom. The four Roman racing companies or stables (factiones) were known by the racing colors worn by their charioteers; this mosaic depicts a charioteer and horse from each of the stables, Red, White, Blue, and Green. Fans became fervently attached to one of the factions, proclaiming themselves “partisans of the Blue” in the same way as people today would be “Yankee fans.” The factions encouraged this sort of loyalty by establishing what we might call “clubhouses” in Rome and later in other cities of the empire. In the later empire these groups even acquired some political influence (Junius Bassus, a consul of 331 CE, had himself portrayed driving a chariot in a mosaic; behind him are four horsemen wearing the colors of the four circus factions). In the first century CE, the Roman writer and statesman Pliny the Younger criticized this partisanship (Letters 9.6):

 

I am the more astonished that so many thousands of grown men should be possessed again and again with a childish passion to look at galloping horses, and men standing upright in their chariots. If, indeed, they were attracted by the swiftness of the horses or the skill of the men, one could account for this enthusiasm. But in fact it is a bit of cloth they favour, a bit of cloth that captivates them. And if during the running the racers were to exchange colours, their partisans would change sides, and instantly forsake the very drivers and horses whom they were just before recognizing from afar, and clamorously saluting by name. (translated by William Melmoth, H. A. Harris, Sport in Greece and Rome [Ithaca: Cornell University Press, 1972], 220-21)

 

These stables competed for the services of the best charioteers, whose popular celebrity surpassed even that of modern sports heroes, and they were depicted in many statues and monuments, like the relief shown above from Neumagen, Germany (Trier Museum). One famous charioteer of the second century CE, Gaius Appuleius Diocles, left a detailed record of his career (CIL 6.10048). He began driving for the Whites at the age of 18; after 6 years, he switched to the Greens for 3 years, and then drove 15 years for the Reds before retiring at the age of 42. He won 1,462 of the 4,257 four-horse races in which he competed, and his winnings totaled nearly 36 million sesterces. Diocles’ career was unusually long; many charioteers died quite young (Fuscus at 24, Crescens at 22, Aurelius Mollicius at 20). Charioteers wore little body protection and only a light helmet; their practice of wrapping the reins tightly around their waists so they could use their body weight to control the horses was exceedingly dangerous in the case of accidents, since they could be dragged and trampled before they could cut themselves loose. Read the epitaph for the charioteer Scorpus written by the poet Martial.

ORIGINAL FOUR FINGER BAR

https://en.wikipedia.org/wiki/Kit_Kat

The original four-finger bar was developed after a worker at Rowntree's York Factory put a suggestion in a recommendation box for a snack that "a man could take to work in his pack"

4 Square (pinball)

https://en.wikipedia.org/wiki/4_Square_(pinball)

From Wikipedia, the free encyclopedia

4 Square is a pinball machine designed by Ed Krynski and produced by Gottlieb in 1971. 4 Square is an Electro-mechanical pinball machine and there were 2,200 units produced. 4 Square features 2 flippers, 3 pop bumpers, 2 slingshots and 8 standup targets. The maximum point score displayed is only 9,999 points.[1]

16 FLAVORS

https://en.wikipedia.org/wiki/Dum_Dums_(lollipop)

Dum Dums are made in sixteen flavors with new flavors rotating into the mix every so often.[2] The Mystery Flavor is a result of the end of one batch mixing with the next batch, rather than stopping production to clean machines in between flavors.[3]


16 FLAVORS

https://en.wikipedia.org/wiki/Dum_Dums_(lollipop)

Dum Dums are made in sixteen flavors with new flavors rotating into the mix every so often.[2] The Mystery Flavor is a result of the end of one batch mixing with the next batch, rather than stopping production to clean machines in between flavors.[3]

16 BAR DANCE- 16 SQUARES QMR

http://www.scottishdance.net/ceilidh/dances.html

The Gay Gordons

 

Formation: couples around the room facing anti-clockwise, ladies on the right.

 

Music: 2/4 or 4/4 march. E.g. "Scotland the Brave", "The Gay Gordons".

 

Bars: Description

1-2: Right hands joined over lady's shoulder (man's arm behind her back) and left hands joined in front, walk forward for four steps, starting on the right foot.

3-4: Still moving in the same direction, and without letting go, pivot on the spot (so left hand is behind lady and right hand is in front) and take four steps backwards.

5-8: Repeat in the opposite direction.

9-12: Drop left hands, raise right hands above lady's head. Lady pivots on the spot. (The man may set).

13-16: Joining hands in ballroom hold, polka round the room.

THE JOKER IS FOUR IN ONE

http://hellaskafeneio.blogspot.com/2012/12/great-ancient-cults.html

In ordinary playing cards, the Joker represents the one who has nucleated the four, and integrated within each of these divisions. He wears the four colors of the 4 suits, because he is "four in one."

The design of the Pyramid, its four faces rising to a singular apex, was also a seminal symbol of the unification of the four modalities of being. Christ upon the Cross, and Pharaoh upon his cuboid throne also refer to this greatest of mysteries.

In sports[edit]

https://en.wikipedia.org/wiki/40_(number)

In association football, generally considered the number of points that a Premier League team (or, by extension, a team in any 20-team league with a standard home-and-away season) needs to avoid relegation.

In baseball, each team in Major League Baseball is allowed to have 40 players under major-league contracts at any given time (not including players on the 60-day disabled list). From September 1 to the end of the regular season, teams are allowed to expand their game-day rosters to include the entire 40-man roster.

In horse racing, the maximum permitted number of runners in the grand national is 40.

The distance run in the 40 yard dash, an important metric in American football scouting.

In tennis, the number 40 represents the third point gained in a game. A score of 40-40 (three points each) is called "deuce", at which time a player must score two consecutive points to win the game.

Beginning with the 2013 season, the number of cars that will run each race in NASCAR's second-level Nationwide Series.

FOUR TABLES

https://en.wikipedia.org/wiki/Pinball_Dreams

The game's four tables each had a theme, as do most real life pinball & Panchinko machines. The version of Pinball Dreams bundled with the Amiga 1200 had a bug which rendered most of Beat Box's advanced features non-functional.

 

"Ignition", themed around a rocket launch, planets, and space exploration. The Expert Software's Pinball 2000 port of the game renamed this table "Rocket".

"Steel Wheel", themed around steam trains and the Old West.

"Beat Box", themed around the music industry, charts, bands and tours.

"Nightmare", themed around a graveyard, ghosts, demons, nightmares and generally evil things. Unlike the other tables in the game, the name of the table in the menu did not reflect the name displayed on the table itself—"Graveyard". Some ports of the game (notably the GameTek port to the Game Boy) name this table "Graveyard" in the menu as well.

FOUR ELEMENT GROUPS OF RING ROUTINE

https://en.wikipedia.org/wiki/Rings_(gymnastics)

International level routines[edit]

A rings routine should contain at least one element from all element groups:

 

I. Kip and swing elements & swings through or to handstand

II. Strength elements and hold elements

III. Swings to strength hold elements

IV. Dismounts

FOUR CROSS EARINGS

 

https://www.youtube.com/watch?v=bOipE-KvuBQ

Quadrant

https://en.wikipedia.org/wiki/Crossword

 

A lot of people do crossword puzzles. I know my Dad did every morning

A crossword is a word puzzle that normally takes the form of a square or a rectangular grid of white and black shaded squares. The goal is to fill the white squares with letters, forming words or phrases, by solving clues which lead to the answers. In languages that are written left-to-right, the answer words and phrases are placed in the grid from left to right and from top to bottom. The shaded squares are used to separate the words or phrases.

Crossword puzzles are made of quadrants

Matisse is known for painting squares. Squares are quadrants

 

https://en.wikipedia.org/wiki/Henri_Matisse

 

Matisse was known in his later life for spearheading art that was extremely simple. One of his later paintings was simply squares, like the squares of the quadrant model of reality. The quadrant model itself is extremely simple. Just think, 16 squares, four quadrants, but it can explain all of reality, and it is not just that it can explain all of reality, it does. The last olympic logo had four parts to it, inspired by Matisse's later cut out works. In some of Matisses' later works he merely cut out squares of different colors. At the end of Matisse's life he became religious. His whole life he was an atheist but he had surgery and at the end of his life he made a sort of cathedral where he tried to represent color in its purest form just through light, and he has an image of Jesus in the Cathedral and a cross.

I'm a paragraph. Click here to add your own text and edit me. It's easy.

I'm a paragraph. Click here to add your own text and edit me. It's easy.

I'm a paragraph. Click here to add your own text and edit me. It's easy.

https://en.wikipedia.org/wiki/Four_square

 

Four square, also known as handball, downball, squareball, blockball, boxball, champ or king's square, is a ball game played among four players on a square court divided into quadrants. It is a popular game at elementary schools with little required equipment, almost no setup, and short rounds of play that can be ended at any time.

Four square is usually played with a rubber playground ball, on a square court with four maximum players. The objectives of four square are to eliminate other players to achieve the highest rank.

https://en.wikipedia.org/wiki/List_of_Pokémon_characters#Members_of_the_Elite_Four

Members of the Elite Four[edit]

"Elite Four" redirects here. For the video game, see Elite 4.

The Elite Four (四天王 Shitennō, lit. "Four Heavenly Kings") is an order of exceptionally skilled Pokémon trainers consisting of four member trainers of ascending rank. Like the Gym Leaders, they also specialize on a type of Pokémon but are far stronger. Most different regions possess their own organizations. The player must first defeat them all so that they may gain the right to challenge the 'Pokémon Champion'. The player must obtain all eight badges from each respective region's gym leaders.

Kanto Elite Four[edit]

The Kanto Elite Four act as the Elite Four in the original series of Pokémon games consisting of Pokémon Red, Blue, Green, and Yellow versions as well as in Pokémon FireRed and LeafGreen versions which act as remakes of the original games. Within the timeline of the game series they are eventually also given the status as the 'Johto Elite Four', as Johto shares its Pokémon league with Kanto. Specifically, this Elite Four is located on the Indigo Plateau, shared by both Kanto and Johto.

  • Lorelei (Kanna (カンナ)): Lorelei is a specialist of Ice-type Pokémon. She is originally from the Sevii Islands and she collects Pokémon Dolls. She appears in the Orange Islands series of the anime, where she is known as Prima in the English version. She is a villain in Pokémon Adventures, who attempts to take over the world with the other Elite Four. She later allies with Red and Blue to save her home.

  • Bruno (Shiba (シバ)): Bruno is an expert on Fighting-types, and a friend and training partner of Brawly. He constantly trains his own body along with his Pokémon, and he wishes to fight the best trainers in the world, which is why he is part of the group. He regularly trains on the Sevii Islands and utilizes the spa for his Pokémon. He appears in the first episode of the anime as a combatant on television, and he later meets Ash when he seeks out Bruno to learn of his "secret" to become a great trainer. Bruno is an unwilling villain in Pokémon Adventures, where he is forced by Agatha to fight for her. He later forms the Johto Elite Four with Will, Karen, and Koga. Bruno attaches his Poké Balls to the ends of a set of nunchaku, and unleashes his Pokémon at high speeds to give him an advantage.

  • Agatha (Kikuko (キクコ)): Agatha is an elderly woman who specializes in Ghost-type Pokémon. In the anime, she appears in the episode "The Scheme Team" where she is acting Gym Leader for the Viridian City Gym, defeating Ash in a battle. She is one the main antagonists of the Yellow chapter of Pokémon Adventures, along with Lance. She attempts to destroy most of humanity from their base on Cerise Island. She controls Bruno against his will by utilizing the mind-controlling powers of her ghost Pokémon, and she is a former rival of Professor Oak, though their relationship eventually grew very bitter when he decided to pursue his own research career rather than stick with their group, which according to Oak, was only interested in finding new ways to control Pokémon, which the professor found unethical.

  • Lance (Wataru (ワタル)): Lance, known as one of the best Pokémon trainers in the world, specializes in dragon Pokémon. He is Clair's cousin, having previously trained with her in Blackthorn City. He helps the protagonist in the second generation games in the fight against Team Rocket. He appears in the anime, where he helps Ash's group defeat Team Rocket, catching a red Gyarados that is part of their experiments, and later helps to stop the battle between Groudon and Kyogre. He is the main antagonist of the Yellow chapter of Pokémon Adventures who wishes to destroy humanity due to all of the pollution and their hurting of Pokémon. He later becomes an ally of Silver, who he sends on various missions. He is promoted to a Pokémon League champion of the Indigo Plateau in the sequel games.

 

Johto Elite Four[edit]

The Johto Elite Four act as the Elite Four in the original series of Pokémon games consisting of Pokémon Gold, Silver, and Crystal versions as well as in Pokémon HeartGold and SoulSilver versions which act as remakes of the original games. Within the timeline of the games series, they become the successors of the Kanto Elite Four. Only Bruno from the previous games returns, while the others are replaced by new ones.

  • Will (Itsuki (イツキ)): Will is a Psychic-type specialist, who wears formal clothes and a mask. In the Pokémon Adventures manga, he was kidnapped by the Mask of Ice as a child and raised to be his servant. He is initially one of the leaders of Neo Team Rocket, but he eventually goes on to form the new Elite Four with Karen, Koga, and Bruno. He takes over Lorelei's place.

  • Koga, Fuchsia City Gym Leader in the Kanto-based versions of the games, is promoted to the Elite Four in Johto-based versions.

  • Bruno, member of the Elite Four in the Kanto-based games, retains his membership in the Elite Four in the Johto-based editions.

  • Karen (Karin (カリン)): Karen is a Dark-type specialist; she likes Dark-types because she finds their wild and tough nature appealing. In the Pokémon Adventures manga, she was kidnapped as a child and raised by Mask of Ice to be his servant. Like Will, she is initially a leader of Neo Team Rocket until she joins the others to form the new Elite Four. She takes over Agatha's place.

Hoenn Elite Four[edit]

The Hoenn Elite Four act as the Elite Four in the original series of Pokémon games consisting of Pokémon Ruby, Sapphire, Emerald, Omega Ruby, and Alpha Sapphire.

  • Sidney (Kagetsu (カゲツ)): Dark-type specialist, who believes that the dark-side is beautiful, and that "might is right." He is always upbeat, and congratulates those who defeat him.

  • Phoebe (Fuyō (フヨウ)): is a Ghost-type specialist, whose grandparents are responsible for guarding the Blue, Red, and Green Orbs at Mt. Pyre. She takes control of Regice, together with Glacia, in the Pokémon Adventures manga.

  • Glacia (Prim (プリム Purimu)): Ice-type specialist, who came to Hoenn while looking for a warmer climate that, as she claims, help her Pokémon grow strong.

  • Drake (Genji (ゲンジ)): Dragon-type specialist. He battles Ash in the anime, and he wins overwhelmingly due to Ash's overconfidence.

Sinnoh Elite Four[edit]

  • Aaron (Ryō (リョウ)): Aaron uses Bug Pokémon, calling them beautiful and perfect. He appears in the anime preparing for a championship battle against Cynthia. When he meets Ash, who tells him about his experience with Cynthia, Aaron tells Ash about how he abandoned his Wurmple during his youth. He does his best to train and understand Bug-types out of regret for his mistake. He is later shown to have lost his match.

  • Bertha (Kikuno (キクノ)): Bertha is an elderly Ground-type specialist. She appears in the anime along with Cynthia.

  • Flint (Ōba (オーバ)): Flint is a Fire-type specialist, who meets the protagonist in Sunyshore City. He is a friend of Volkner and he has a younger brother named Buck. Flint's also seen on TV battling Cynthia in the final episode of Pokémon Diamond and Pearl.

  • Lucian (Goyō (ゴヨウ)): Lucian is a Psychic-type trainer, who is an avid reader. He battles with Dawn in the anime, and he is shown on television battling Cynthia.

Unova Elite Four[edit]

  • Shauntal (Shikimi (シキミ)): Shauntal is a Ghost-Type Pokémon Trainer. Her hobby is writing books. She can also be seen at Cynthia's holiday home in Undella Town on occasion. According to one of her stories, she once battled Volkner.

  • Grimsley (Gīma (ギーマ)): Grimsley is a Dark-Type Pokémon Trainer. The son of a distinguished family that fell into ruin, he has since become an expert gambler.

  • Caitlin (Cattleya (カトレア Katorea)): Caitlin is a Psychic-Type Pokémon Trainer; she is described as having psychic powers which she had trouble controlling in the past due to her explosive temper. She travels to the region of Unova to learn how to control them and become a better trainer. She previously appeared in the Generation IV games' Battle Frontier and was in charge of running the Battle Castle but was unable to battle, with her valet taking that responsibility in her place.

  • Marshal (Renbu (レンブ)): Marshal is a Fighting-Type Pokémon Trainer. He is one of Alder's apprentices.

Kalos Elite Four[edit]

  • Malva (Pachira (パキラ Pakira)): Malva is a Fire-Type Pokémon Trainer. A hot-headed news reporter and a self-proclaimed star of the Holo Caster, she is also a former member of Team Flare and expresses animosity towards the player for the team's defeat. Looker later blackmails her into helping the player stop Xerosic's plans.

  • Siebold (Zumi (ズミ)): Siebold is a Water-Type Pokémon Trainer. He is a chef, whose customers notably include Valerie and Grant, and compares the art of cooking to the art of Pokémon battles.

  • Wikstrom (Gampi (ガンピ Ganpi)): Wikstrom is a Steel-Type Pokémon Trainer. He wears a suit of armor and is eager to battle challengers.

  • Drasna (Dracaena (ドラセナ Dorasena)): Drasna is a Dragon-Type Pokémon Trainer, inspired to train Dragon-types after her grandparents from Sinnoh told her about the region's mythology surrounding Dialga and Palkia. She is just happy to battle and enjoys it when trainers and their Pokémon like each other.

Alola Elite Four[edit]

  • Hala: Due to his position as Kahuna of Melemele Island, Hala, was invited by Kukui to become one of the Elite Four. He focuses on Fighting-type Pokémon.

  • Olivia: Due to her position as Kahuna of Akala Island, Olivia, was invited by Kukui to become one of the Elite Four. She focuses on Rock-type Pokémon.

  • Acerola: As she had completed the Island Challenge and become a Trial Captain, Acerola was invited to be one of the Elite Four. She focuses on Ghost-type Pokémon.

  • Kahili: A friend of Kukui and known as one of the most pre-eminent golfers on Alola, Kahili was invited to be one of the Elite Four. She focuses on Flying-type Pokémon.

https://en.wikipedia.org/wiki/Tetromino

A tetromino is a geometric shape composed of four squares, connected orthogonally. This, like dominoes and pentominoes, is a particular type of polyomino. The corresponding polycube, called a tetracube, is a geometric shape composed of four cubes connected orthogonally.
A popular use of tetrominoes is in the video game Tetris, where they have been called Tetriminos (spelled with an "i" as opposed to the "o" in "tetromino") since 2001.
Tetris is one of the most popular games of all time. It is no coincidence it is related to the number four.

https://en.wikipedia.org/wiki/Surfboard

 

Quad[edit]

A "Quad" four fins, typically arranged as two pairs of thrusters in wing formation, which are quick down the line but tend to lose energy through turns. The energy is lost as the board goes up the wave because the fins are now vectoring energy from the oncoming water toward the back of the board, bleeding speed.

The fourth is transcendent- fifth is questionable

 

PBA Tour major championships[edit]

The PBA Tour has four events that are considered major tournaments over the history of the organization:

 

The USBC Masters

The PBA World Championship

The Tournament of Champions

The U.S. Open

The PBA Players Championship (formerly Touring Players Championship) has been held off and on since the 1980s, and is considered fifth major tournament.

https://en.wikipedia.org/wiki/PBA_Tour

 

Don Carter is also noted for having won all four possible "majors" during his career (PBA National Championship, BPAA All-Star, World Invitational and ABC Masters), however some of these were not PBA events.

16 is the squares of the quadrant model

https://en.wikipedia.org/wiki/List_of_WWE_pay-per-view_events

This is a list of WWE pay-per-view events, detailing all professional wrestling cards promoted on pay-per-view by WWE.

 

WWE has broadcast pay-per-views since the 1980s, when its classic "Big Four" events (Royal Rumble, WrestleMania, SummerSlam, and Survivor Series) were first established. The company's PPV lineup expanded to a monthly basis in the mid-1990s, and reached its peak of sixteen shows a year in 2006 before returning to twelve in 2012. Pay-per-view shows are typically three hours in length, though budget priced events (e.g., In Your House) were shorter, and premium events such as WrestleMania can approach five hours. Since 2008, all WWE pay-per-views have been broadcast in high definition. Pay-per-view events are a significant part of the revenue stream for WWE.[1][2]

https://en.wikipedia.org/wiki/File:Fatal_4_Way_(2010).jpg

 

https://en.wikipedia.org/wiki/WWE_Fatal_4-Way

Fatal 4-Way was a professional wrestling pay-per-view (PPV) event produced by World Wrestling Entertainment (WWE), which took place on June 20, 2010, at the Nassau Veterans Memorial Coliseum in Uniondale, New York.[3] The show was based on certain matches on the card that are contested as fatal four-way matches. The event received 143,000 pay-per-view buys, down on The Bash's figure of 178,000 buys. This was the final WWE pay-per-view event to be held in Nassau Coliseum after the coliseum will have a renovation. Also, this was the first and only Fatal 4-Way event produced by WWE.

https://en.wikipedia.org/wiki/The_Four_Horsemen_(professional_wrestling)

 

The Four Horsemen was a professional wrestling stable in the National Wrestling Alliance and later World Championship Wrestling. The original group consisted of Ric Flair, Arn Anderson, Ole Anderson and Tully Blanchard. Flair and Arn Anderson have been constant members in each incarnation of the group except once following Anderson's neck injury, when Curt Hennig was given his spot in the Horsemen.

 

The original Four Horsemen (1985–1987)[edit]

The Four Horsemen formed in November 1985 with Ric Flair and his storyline cousins Ole Anderson and Arn Anderson (the latter brought in from Continental Championship Wrestling), and Tully Blanchard from Southwest Championship Wrestling, with James J. Dillon as their manager. They feuded with Dusty Rhodes (breaking his ankle and hand), Magnum TA, Barry Windham, The Rock 'n' Roll Express (breaking Ricky Morton's nose), Nikita Koloff (injuring his neck), and The Road Warriors. Animal, Hawk, Ronnie Garvin and many others fought Ric Flair for the NWA World Heavyweight Title during that time period. They usually had most of the titles in the NWA, and they often bragged about their success (in the ring and with women) in their interviews.

 

The Four Horsemen moniker was not planned from the start. Due to time constraints at a television taping, production threw together an impromptu tag team interview of Flair, the Andersons, Tully Blanchard and Dillon; all were now united after Ole Anderson returned and, along with Flair and Arn, tried to break Dusty's leg during a wrestling event at the Omni in Atlanta during the fall of 1985. It was during this interview that Arn said something to the effect of "The only time this much havoc had been wreaked by this few a number of people, you need to go all the way back to the Four Horsemen of the Apocalypse!"[6] The comparison and the name stuck. Nevertheless, Arn has said in an RF Video shoot interview that he, Flair and Blanchard were as close as anybody could be away from the ring while they were together. They lived the gimmick outside of the arena, as they took limos and jets to the cities in which they wrestled. Baby Doll was Flair's valet for a couple of months in 1986, after previously managing Tully Blanchard during 1985.

 

The Xtreme Horsemen[edit]

The Xtreme Horsemen was a professional wrestling stable in Turnbuckle Championship Wrestling, and later Major League Wrestling, and also appeared across Japan, that disbanded in 2004. The groups name was in homage to the Four Horsemen, who in the 1980s were one of professional wrestling's top draws worldwide. The group came together in Dusty Rhodes' Turnbuckle Championship Wrestling promotion, but the group later left Rhodes' promotion to join Major League Wrestling where Steve Corino and "The Enforcer" C.W. Anderson were joined by former ECW superstars Justin Credible and Simon Diamond. This incarnation was briefly managed by former Four Horsemen manager J.J. Dillon before Major League Wrestling ceased operations. Barry Windham also joined the group for a War Games match for one time only.

 

At WXW-C4's Sportsfest 2009, Steve Corino reformed the Xtreme Horsemen in the form of Corino, NYWC's Papadon, WXW-C4's A.C. Anderson, and Corino's student Alex Anthony. They are managed by Corino's personal manager, Rob Dimension.

 

As of 2016, Corino and Anderson have retained the Extreme Horsemen faction and added independent wrestler John Skyler to the group.

 

Evolution[edit]

Main article: Evolution

In 2003, rumors began circulating that Ric Flair (at the time working for the World Wrestling Entertainment) was going to reform the Four Horsemen with Triple H, Randy Orton, and Batista. This group was eventually formed, but under the name Evolution instead of the Four Horsemen, and with Triple H as the leader instead of Flair. They served much the same function as the original heel Horsemen had, dominating the titles on Raw and feuding with that brand's top faces. The group slowly died between August 2004 and October 2005. Orton was kicked out of the group after he won the World Heavyweight Championship, which Triple H coveted. In February 2005, Batista left the group after winning the Royal Rumble, in a storyline where Triple H tried to protect his title from Batista. During a Triple H hiatus, Flair turned face, and at Raw Homecoming, Triple H returned as a face, but turned heel by the end of the night, hitting Flair in the face with a sledgehammer and officially ending Evolution. At Raw 15th Anniversary, an Evolution reunion as faces took place, though then-heel Randy Orton refused to participate and instead challenged the face versions of Flair, Batista, and Triple H to a match in which he partnered with then-heel, Edge and Umaga, and at the same time reforming Rated-RKO for one night. On the March 31, 2008 episode of Raw, Flair delivered his farewell address. Afterward, Triple H brought out many current and retired superstars to thank Flair for all he has done, including Four Horsemen members, Arn Anderson, Tully Blanchard, Barry Windham, J.J. Dillon, and Dean Malenko. Also, it was the night in which Evolution got back together in the ring, except for Randy Orton (who was outside the ring). This would mark the last time both groups would be in the ring together.

 

On the April 14, 2014 episode of Raw, Triple H, Orton, and Batista reunited Evolution full-time, once again heels, to feud with The Shield. However, on the April 28, 2014 episode of Raw, Flair showed his endorsement for The Shield, effectively turning his back on his old teammates, thus not turning heel.

 

Fortune[edit]

Main article: Fortune

Fortune was a professional wrestling stable in Total Nonstop Action Wrestling, announced by Ric Flair on June 17, 2010 as a "reformed" version of the Four Horsemen. Flair had been loosely associated with A.J. Styles, Desmond Wolfe, Beer Money, Inc. (James Storm and Robert Roode) and Kazarian since April 5, 2010, and announced that each of them and anyone else who wanted to join Fortune (originally spelled Fourtune) would have to earn their place in the stable.[9] On July 11 at Victory Road, Styles and Kazarian became the first official members of Fortune by defeating Samoa Joe and Rob Terry in a tag team match.[10] On the July 29 edition of Impact!, Flair announced that James Storm and Robert Roode had earned the right to become the final two members of Fortune.[11] However, on the August 12 edition of Impact! Douglas Williams, who had helped Flair defeat his nemesis Jay Lethal the previous week, and Matt Morgan were added to Fortune as the stable assaulted EV 2.0, a stable consisting of former Extreme Championship Wrestling performers.[12] Fortune had since merged with Hulk Hogan and Eric Bischoff's Immortal stable, but turned on them months later, splitting them into two feuding factions. Ric Flair would turn on Fortune and remain associated with Immortal.

 

The Four Horsewomen[edit]

The stable was invoked by mixed martial artists Ronda Rousey, Shayna Baszler, Jessamyn Duke and Marina Shafir (Invicta Fighter), who named themselves "The Four Horsewomen" in 2013, with the blessing of Anderson and Flair.[13] After Bethe Correia defeated Duke, she held up four fingers and symbolically put one down. She did this again after beating Baszler. As Shafir is not in the UFC, these two wins set the stage for a bantamweight title fight between her and Rousey (the "Ric Flair of the Four Horsewomen") at UFC 190.[14] Rousey knocked Correia out in 34 seconds.[15]

 

The group was shown at ringside during WrestleMania 31, where Rousey was later involved in a major in-ring segment with The Rock, Triple H and Stephanie McMahon.[16]

 

The NXT wrestlers Charlotte (Ric Flair's daughter), Bayley, Becky Lynch and Sasha Banks have referred to themselves as "The Four Horsewomen", and posed in ring at NXT TakeOver: Brooklyn each with four fingers held up.[17]

https://en.wikipedia.org/wiki/The_Radicalz

 

The Radicalz (sometimes titled The Radicals) were a professional wrestling stable in the World Wrestling Federation (WWF). The members were former World Championship Wrestling (WCW) wrestlers Chris Benoit, Eddie Guerrero, Perry Saturn and Dean Malenko.[1] Terri Runnels later joined the group by proxy after becoming Saturn's on-screen girlfriend. Benoit, Malenko, and Saturn all had previously been a part of a similar small stable of younger talent while in WCW, The Revolution, which was dismantled by their defection.

 

World Wrestling Federation[edit]

The four first made their appearance on the January 31, 2000 episode of Raw Is War as audience members and backstage guests of Mick Foley. They interfered in a match consisting of Al Snow and Steve Blackman and The New Age Outlaws. While the group was sitting in the front row, Road Dogg took a cheap shot at Benoit, which prompted all four to severely beat both of The New Age Outlaws inside and out of the ring. The attack ended after Guerrero performed a frog splash on Billy Gunn and Benoit performed a diving headbutt on Dogg, with Jim Ross dubbing them The Radicalz. The four were offered a chance to "win" contracts by beating the members of D-Generation X in a series of three matches. Malenko lost to X-Pac after an illegal groin attack, while Saturn and Guerrero ended up losing against The New Age Outlaws, since Dogg had pulled the referee out of the ring when Guerrero was covering Gunn for the pin after a frog splash, thereby illegally breaking up the cover. Benoit then lost to Triple H, but not before making him tap out to the Crippler Crossface while the referee was unconscious. Soon afterwards, the four wrestlers were "given" contracts with the WWF by Triple H, in exchange for them turning on Mick Foley. The group became known as The Radicalz (sometimes spelled The Radicals in on-screen graphics), and they attained some measure of success. At first tightly knit, all four of the wrestlers in the group eventually drifted apart as all of them sought stardom as singles wrestlers in the WWF.

Started with four members- X is the quadrant

https://en.wikipedia.org/wiki/D-Generation_X

 

D-Generation X (also known as DX) was a professional wrestling stable (and later tag team) best known for their appearances in the World Wrestling Federation/Entertainment/WWE. The group originated in the midst of the WWF's "Attitude Era" in 1997 as a foil to another prominent faction, The Hart Foundation.[1]

 

After its original run with members Shawn Michaels, Hunter Hearst Helmsley (later known simply as Triple H), Chyna, and Rick Rude, the group expanded to become a mainstay of the Attitude Era with new additions like X-Pac, The New Age Outlaws (Road Dogg and Billy Gunn) and Tori until it disbanded in August 2000. After a teased reunion in 2002, DX reformed in June 2006 as the duo of Triple H and Shawn Michaels for the remainder of the year[2] and again in August 2009 until March 2010, shortly before Michaels' retirement. This incarnation was voted the greatest WWE Tag Team Champions of all time in a 2013 WWE viewer poll.[3]

https://en.wikipedia.org/wiki/The_Fabulous_Freebirds

 

The fourth is always different

 

The Fabulous Freebirds were a professional wrestling tag team that attained fame in the 1980s, performing into the 1990s. The team usually consisted of three wrestlers, although in different situations and points in its history, just two performed under the Freebirds name.

 

Main Members

Michael Hayes was the leader of the group. Nicknamed "P.S." (Purely Sexy), he was known to get the crowd going with his antics.

Terry Gordy was the powerhouse of the group. Nicknamed "Bam Bam", he loved to fight and beat his opponents down.

Buddy Roberts, nicknamed "Jack" for his love of Jack Daniel's whiskey, was the speed of the group, who would often frustrate other wrestlers into chasing him, until Hayes and/or Gordy surprised them with a move. Buddy was also acknowledged as the best ring technician of the group.

Jimmy Garvin's association with the Freebirds began in 1983, as he had often teamed with Hayes, Gordy, and Roberts in WCCW and AWA. In 1988, he teamed with Steven Dane while Hayes was injured as a watered-down version of the Freebirds, and with Hayes during a reignited WCW run between June 1989 and July 1992. He was always considered the fourth Freebird by Hayes, Gordy and Roberts, although no one really believed it until 1989, when Hayes and Garvin (nicknamed "Jam") teamed up for the NWA World Tag Team Championship tournament.

https://en.wikipedia.org/wiki/The_Diamond_Exchange

Diamond Exchange (1988–1989)- four members

Badd Company (Paul Diamond and Pat Tanaka)[5]

Col. DeBeers[5]

Curt Hennig[6]

Madusa Miceli[6]

Diamond Mine (1991–1992)- four

The Fabulous Freebirds (Michael Hayes, Jimmy Garvin, and Badstreet)

Scotty Flamingo[22]

Diamond Studd[5]

Vinnie Vegas[5]

 

 

The Diamond Exchange was a professional wrestling stable led by Diamond Dallas Page in the American Wrestling Association from 1988 to 1989. Page led a spiritual success known as The Diamond Mine in World Championship Wrestling from 1991 to 1992.

https://en.wikipedia.org/wiki/The_Dangerous_Alliance

 

The Dangerous Alliance was a heel professional wrestling stable that made a name for itself in World Championship Wrestling (WCW) in the early 1990s and the American Wrestling Association (AWA) in 1987, with Adrian Adonis, Randy Rose, and Dennis Condrey making up the AWA incarnation of the group.

 

AWA members[edit]- Four

Adrian Adonis

Dennis Condrey – he was one half of the Original Midnight Express

Paul E. Dangerously – leader and manager of the Alliance

Randy Rose – he was one half of the Original Midnight Express

https://en.wikipedia.org/wiki/Professional_wrestling_tag_team_match_types#Four-way_tag_team_elimination_match

 

Elimination tag team matches[edit]

Elimination tag team matches are the same as a normal tag team match except that a wrestler who suffers a loss is eliminated from participation. The match continues until all members of one team are eliminated. WWE uses the term "Survivor Series match" to denote an eight or ten person match held during their yearly Survivor Series pay-per-view. Lucha libre wrestling promotions use the term Torneo cibernetico (cybernetic tournament) for multi-man elimination matches. Sometimes in these matches, there can be only one winner, so after the other team has been eliminated former teammates face each other in an elimination match. A further variation is where teams of four or more are composed of tag teams, and once a member of a team is eliminated their partner is also eliminated.

 

Three-way tag team elimination match[edit]

In a three-way tag team elimination match, three teams compete as tag teams with two or more members per team. One member of two teams start. Anyone could be tagged in by anyone else and can be subject to immediate disqualification for failure to accept a tag. When a wrestler is pinned, the entire team is eliminated and the last team left of the three wins.

 

Four-way tag team elimination match[edit]

Much like in a three-way tag team elimination match (see above), a four-way tag team elimination match (also known as a Fatal 4-way tag team elimination match, and at times has also been called the Raw Bowl and the Superstars Bowl), four teams compete. Anyone could be tagged in by anyone else and can be subject to immediate disqualification for failure to accept a tag. When a wrestler is pinned, the entire team is eliminated and the last team of the four wins.

 

Tag team turmoil[edit]

Tag team turmoil is another version of an elimination tag team match. The match has a team in each of the four corners to start the match, but as each team is eliminated another team takes its place, similar to a gauntlet match. Another variation of tag team turmoil took place at SummerSlam in 1999, Night of Champions in 2010, Night of Champions Kickoff Show in 2013, and Elimination Chamber in 2017. Two teams start, when one is eliminated a new team comes to the ring until all teams have competed, the remaining team is the winner. This was used on the May 31, 2011 episode of NXT, with a team consisting of a WWE Pro and his NXT Rookie. The winning team earned 3 Redemption Points for the Rookie in this version.

 

Tables and Stables[edit]

Tables and Stables are similar to table matches, however, in an elimination styled-manner. Two teams consisting of four compete, and one wrestler can be eliminated either getting dropped by his opponent through a table, or accidentally falling by themselves. The match is a no disqualification and a no countout match.

https://en.wikipedia.org/wiki/The_West_Texas_Rednecks

 

The West Texas Rednecks was a short-lived professional wrestling stable and country music band in World Championship Wrestling (WCW) in 1999. They are famous for the recording of two songs, "Rap is Crap (I Hate Rap)" and "Good Ol' Boys."

 

The West Texas Rednecks formed in June 1999 in WCW. The group developed from four wrestlers who fit the mold of a southern gimmick and had teamed with one another in the recent months. They were to be a heel group to feud with The No Limit Soldiers led by Master P.

 

Their main feuds were with Master P's No Limit Soldiers (Swoll, 4X4, Chase and BA)

 

The group was made up of leader Curt Hennig, brothers Barry and Kendall Windham, and Bobby Duncum, Jr..

https://en.wikipedia.org/wiki/Teddy_Reade

 

Teddy Reade[1] is an American professional wrestler who is known for his short-lived stint in World Championship Wrestling. As of 2013 Reade was working on the independent circuit.[citation needed]

 

Contents [hide]

1 World Championship Wrestling

2 In wrestling

3 Championships and accomplishments

4 Personal life

5 References

6 External links

World Championship Wrestling[edit]

In 1999 Reade went under the ring 4x4 and debuted in World Championship Wrestling as a member of Master P's No Limit Soldiers along with BA, Chase Tatum, Konnan, Rey Mysterio, Jr. and Swoll.[2] They later feuded with The West Texas Rednecks due to the Rednecks hatred of rap music. After the soldiers broke up 4x4 changed his name to Cassius by joining a heel stable called Harlem Heat 2000 and acted as a bodyguard, the group consist of the leader Stevie Ray, Big T and manager J. Biggs then began feuding with Booker T. although the feud didn't last long and Harlem Heat 2000 began to split up.[3][4] Reade's presence would draw attention of the audience simply due to his enormous physical size.

https://en.wikipedia.org/wiki/New_World_Order_(professional_wrestling)

 

The fourth is always different

 

The New World Order (commonly abbreviated NWO, in logo stylized as nWo) was a professional wrestling stable that originally consisted of "Hollywood" Hulk Hogan, Kevin Nash, and Scott Hall, best known for their appearances in World Championship Wrestling (WCW) from the mid to late 1990s.[1]

 

As WCW's annual pay-per-view Fall Brawl was drawing closer, WCW was preparing for another battle against the nWo. On the September 9 episode of Nitro, the nWo tricked fans and wrestlers into thinking that Sting had joined the nWo by putting wrestler Jeff Farmer into the group as a Sting clone, complete with Sting attire and face paint. This point was furthered when Farmer, as the fake Sting, attacked Luger, who had been lured into an attack by referee Nick Patrick. This led Luger, his longtime ally and tag team partner, to publicly question Sting. At Fall Brawl, as Team WCW was being interviewed, Sting told his teammates that he had nothing to do with the attack, but Luger did not believe him. Going into the match, only three wrestlers on each side had been officially named: Hogan and The Outsiders for the nWo, with Luger, Arn Anderson, and Ric Flair for Team WCW. Sting had originally been named the fourth man for WCW, but his participation was in doubt. The fourth man for the nWo was indeed the fake Sting, who convinced everyone (including the broadcast team) that the real Sting was nWo. The real Sting showed up moments later as the last man for Team WCW and took apart the nWo by himself. After assaulting Hogan, Hall, Nash and the fake Sting, Sting left the ring and Team WCW, yelling at an apologetic looking Luger "Now do you believe me?" as he did so. Team WCW, now fighting a 4-on-3 handicap match, lost when the nWo Sting locked Luger in the Scorpion Death Lock.

Four members

 

https://en.wikipedia.org/wiki/Bullet_Club

 

The group was formed in May 2013, when Irish wrestler Prince Devitt turned on his partner Ryusuke Taguchi and came together with American wrestler Karl Anderson and Tongan wrestlers Bad Luck Fale and Tama Tonga to form a villainous stable of foreigners, which they subsequently named "Bullet Club"

 

The four members of Bullet Club wrestled their first match together on May 22, when they defeated Captain New Japan, Hiroshi Tanahashi, Manabu Nakanishi and Ryusuke Taguchi in an eight-man tag team match.

 

Tama Tonga, one of the four founding members of Bullet Club

 

https://en.wikipedia.org/wiki/File:Tama_Tonga_2015.JPG

https://en.wikipedia.org/wiki/File:Figure_four_toe_hold.jpg

 

https://en.wikipedia.org/wiki/Figure-four_(grappling_hold)

 

A figure-four is a Catch wrestling term for a joint-lock that resembles the number "4". A keylock or toe hold can be referred to as a figure-four hold, when it involves a figure-four formation with the legs or arms. If the figure-four involves grabbing the wrists with both hands, it is called a double wrist lock; known as kimura in MMA circles . A figure-four hold done with the legs around the neck and (usually) arm of an opponent is called figure-four (leg-)choke, better known as a triangle choke these days, and is a common submission in modern mixed martial arts, Submission wrestling and Brazilian jiu jitsu, and of course Catch wrestling from where it originates. The leg figure-four choke is also part of Japanese martial arts, where it is known as Sankaku-Jime.

 

The wrestling move figure 4 leg lock was made famous by WWE Hall of Famer Ric "The Nature Boy" Flair.

https://en.wikipedia.org/wiki/Four-in-hand_(carriage)

A four-in-hand is a carriage drawn by a team of four horses having the reins rigged in such a way that it can be driven by a single driver. The stagecoach and the tally-ho are usually four-in-hand coaches.

Before the four-in-hand rigging was developed, two drivers were needed to handle four horses. However, with a four-in-hand, the solo driver could handle all four horses by holding all the reins in one hand, thus the name.

The four-in-hand knot used to tie neckwear may have developed from a knot used in the rigging of the reins.

Today Four-in-hand driving is the top discipline of combined driving in sports. One of its major events is the FEI World Cup Driving series.

https://en.wikipedia.org/wiki/Cutting_(sport)

 

Cutting is a western-style equestrian competition in which a horse and rider work as a team before a judge or panel of judges to demonstrate the horse's athleticism and ability to handle cattle during a  2 1⁄2 minute performance, called a "run." Each contestant is assisted by four helpers: two are designated as turnback help to keep cattle from running off to the back of the arena, and the other two are designated as herd holders to keep the cattle bunched together and prevent potential strays from escaping into the work area. Cutting cattle are typically young steers and heifers that customarily range in size from 400 to 650 lb (180 to 290 kg). They are of Angus or Hereford lineage or possibly a mix of crossbred beef cattle with Charolais or Brahman lineage.

https://en.wikipedia.org/wiki/Chilean_rodeo

 

https://en.wikipedia.org/wiki/File:Puntaje_rodeo_chileno.svg

 

Four parts of the animals body, each accrue different numbers of points. The fourth is different.

 

Rodeo is a traditional sport in Chile. It was declared the national sport in 1962.

https://en.wikipedia.org/wiki/Gymkhana_(equestrian)

 

The fourth is different.

 

O-Mok-See or omoksee is the most common term used in the Western United States for events in the sport of pattern horse racing. Most events are run with contestants simultaneously running in 4 separate lanes (3 for small arenas), with each contestant riding in a 30 foot wide lane.

Four scoring possibilities. The fourth is different, outside of the circle around the thirty and fourty

https://en.wikipedia.org/wiki/File:Skee_Ball.JPG

https://en.wikipedia.org/wiki/Skee_ball

More traditional skee ball machines like this one do not include the two additional "100 points" holes, located on the uppermost corners of the machine, on either side of the "50 points" hole.

16 is the squares of the quadrant model

 

Many course themes recur throughout the series. Most are based on an existing area in the Mario franchise (Bowser's Castle being among the most prominent), but there are a number of courses that have not appeared elsewhere, but still belong in the Mushroom Kingdom, such as Rainbow Road.[3] Each game in the series includes at least 16 original courses

 

https://en.wikipedia.org/wiki/Mario_Kart

 

Each game's tracks are divided into four "cups", or groups in which the player has to have the highest overall placing to win. Most courses can be done in three laps. The first game to feature courses from previous games was Mario Kart: Super Circuit, which contained all of the tracks from the original Super NES game. Starting with Mario Kart DS, each entry in the series has featured 16 "nitro" (courses belonging to its own game) and 16 "retro" tracks (courses from previous Mario Kart titles), spread across four cups each with four races. In Mario Kart 8, 16 additional tracks are available across two downloadable packages

16 is the squares of the quadrant model

https://en.wikipedia.org/wiki/Mario_Kart:_Double_Dash

Again 16 courses and 16 players can play simultaneously

 

Double Dash!! supports LAN play using the Nintendo GameCube Broadband Adapter, allowing up to 16 players to compete simultaneously. There are 20 characters to select from in total, each of which with a special item, and with eleven characters being new to the series.

 

Game modes[edit]

There are four game modes in Double Dash: Grand Prix, Time Trial, Versus, and Battle. Most of the modes can be played cooperatively, while some can only be played by themselves in single-player races.

 

Grand Prix – This mode has the player race against 7 (or 6) teams, which are controlled by the computer, in a series of predetermined courses. The player can choose to race using 3 different engine size classes: 50cc, 100cc and 150cc. A fourth unlockable class, Mirror Mode, allows the player to race through a mirrored version of the tracks using the 150cc engine size.[4] Since all karts go faster when using higher engine sizes, the 4 classes serve as difficulty levels. There are 16 tracks, divided into 4 cups: Mushroom, Flower, Star and Special. A 5th cup has the player race in every track called the All-Cup Tour. The tour always starts with Luigi Circuit and ends with Rainbow Road, but the remaining tracks show up in random order. Every race is three laps long except for Baby Park and Wario Colosseum, which have 7 and 2, respectively. After all the human players cross the finish line, the positions of the computer-controlled teams are immediately locked in and they are given points based on those eight positions, ranging from 0 to 10. At the end of the cup, there will be an award ceremony for the 3 teams, where they will get a trophy ranging from bronze to gold. No matter which position they earned after each race, everyone will move on because of these new rules.

Time Trial – This single-player mode has the player to finish any of the 16 courses in the fastest time possible, with the best time being saved as a ghost, a carbon copy of the player's performance that they can race against in later runs. Each character will receive a mushroom, which can be used at any time during the run. (1P only)

Versus – In this mode, players can choose any course and race against up to 3 (or 15 with LAN) human opponents with customized rules such as changing the item frequency or the number of laps in each race. (2P-16P only)

Battle – In battle mode, the player fights against up to 3 (or up to 15 with LAN) human-controlled opponents using items scattered throughout a battle arena. There is the traditional balloon-popping battle game, in which the player must use items to pop an opponent's three balloons while defending their own. Players can also steal items from one another by speeding towards them with a mushroom or star. In Co-op battles, the player in the back of the kart can perform a slide-attack on another driver, which can also steal balloons. Additionally, two new games have been implemented: the first involves capturing a Shine Sprite and maintaining possession of it for a certain amount of time, usually starting out with 55 to 60 seconds. Each time the Shine Sprite is lost, the counter will somewhat reset the time. For instance, if a player is able to keep possession of the Shine Sprite for only 30 seconds, the counter would reset to 40 instead of 60. The other mode involves throwing Bob-ombs at each other to collect points. With two players, 3 points are needed to win, but when playing with 3 or 4, 4 points are required to win. If two or more players throw a bomb at each other in unison, no points will be awarded to anybody. In a way, it's similar to a tie. As in previous installments, the battle arenas are enclosed (the exception being Tilt-A-Kart), with a varying layout and a replenishing arsenal of items. (2P-16P only)

LAN play – Double Dash also features LAN play using the Nintendo GameCube Broadband Adapter. Up to 8 GameCube consoles can be connected, allowing for 16-player multiplayer races, with 2 players controlling each kart.[5]

https://en.wikipedia.org/wiki/Mario_Kart_DS

 

Unlike previous Mario Kart games, which featured 4 playable cups, Mario Kart DS features a total of 8 cups: Mushroom, Flower, Star, Special, Shell, Banana, Leaf and Lightning, with the latter 4 cups consisting entirely of tracks drawn from previous entries in the Mario Kart series. Each cup has four tracks for a grand total of 32.

https://en.wikipedia.org/wiki/Mario_Kart_Wii

 

16 is the squares of the quadrant model

 

Mario Kart Wii (マリオカートWii Mario Kāto Wī?) is a racing video game developed and published by Nintendo for the Wii video game console. It is the sixth installment in the Mario Kart series, and was released worldwide in April 2008.

 

Mario Kart Wii supports four different control schemes. The primary control scheme is the Wii Remote by itself, optionally used in conjunction with the plastic Wii Wheel accessory, which uses the controller's motion sensing to simulate operating a steering wheel. The other supported control schemes are the Wii Remote with the Nunchuk attachment; the Classic Controller; and the Nintendo GameCube controller.[3]

 

Mario Kart Wii features multiple game modes: Grand Prix, Time Trials, Versus, and Battle. All modes support single-player gameplay; Versus and Battle support local multiplayer for up to four players, with or without computer-controlled players.

https://en.wikipedia.org/wiki/Mario_Kart_7

 

16 is the squares of the quadrant model

 

Mario Kart 7 offers 32 different tracks, which consist of 16 tracks unique to the game and 16 "classic" tracks, remakes of tracks featured in the previous six installments.

 

Mario Kart 7 features four single-player game modes: Grand Prix, Time Trial, Balloon Battle, and Coin Runners. Some modes feature multiplayer options. In Grand Prix, the player races against seven computer-controlled opponents in one of eight different cups, each featuring four tracks. The player receives points based on his or her finishing position in each race. After all four races, there will be a trophy.

16 is the squares of the quadrant model

https://en.wikipedia.org/wiki/Mario_Kart_8

The game features 32 tracks, with an additional 16 later released as downloadable content (DLC).

The game continues the traditional gameplay of the Mario Kart series, in which characters from the Mario universe race against each other in go-karts, attempting to hinder their opponents or improve their racing performance using various tools found in item boxes. In addition, the game includes four different difficulties, which can be selected before beginning the race.

16 is the squares of the quadrant model

https://en.wikipedia.org/wiki/Pac-Man_World_Rally

Pac-Man World Rally, known in Europe as Pac-Man Rally, is a kart racing game in the Pac-Man series. It is developed by Bandai Namco Games, and released in August 2006 for the PlayStation 2, Nintendo GameCube, PlayStation Portable, and Microsoft Windows. An Xbox version of the game was cancelled, even though there is a preview of it included in Pac-Man World 3.

 

The game has 15 race tracks and a battle mode similar to other kart racing games. In addition, there are four battle arenas for multiplayer action. You will also be able to collect power-ups to attack opponents or gain an edge in the race, as well as Pac-Man's signature fruit pickups, which in Pac-Man World Rally unlock secret shortcuts. There are 16 characters for the player to choose from.

https://en.wikipedia.org/wiki/TurboGrafx-16

 

16 is the squares of the quadrant model

 

The TurboGrafx-16 Entertainment SuperSystem, known in Japan and France as the PC Engine (PCエンジン Pī Shī Enjin?), is a home video game console jointly developed by Hudson Soft and NEC Home Electronics, released in Japan on October 30, 1987, in the United States on August 29, 1989, and in France on November 22, 1989. It was the first console released in the 16-bit era, albeit still utilizing an 8-bit CPU. Originally intended to compete with the Nintendo Entertainment System (NES), it ended up competing with the Sega Genesis, and later on the Super Nintendo Entertainment System (SNES).

https://en.wikipedia.org/wiki/Fourth_generation_of_video_game_consoles

 

16 bit era. 16 squares in the quadrant model

 

Fourth generation of video game consoles

From Wikipedia, the free encyclopedia

(Redirected from History of video game consoles (fourth generation))

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In the history of computer and video games, the fourth generation (more commonly referred to as the 16-bit era) of games consoles began on October 30, 1987 with the Japanese release of NEC Home Electronics' PC Engine (known as the TurboGrafx-16 in North America). This generation saw strong console wars. Although NEC released the first fourth generation console, and was second to the Super Famicom in Japan, this era's sales were mostly dominated by the rivalry between Nintendo and Sega's consoles in North America: the Super Nintendo Entertainment System (the Super Famicom in Japan) and the Mega Drive (named the Genesis in North America due to trademark issues). Nintendo was able to capitalize on its previous success in the third generation and managed to win the largest worldwide market share in the fourth generation as well. Sega was extremely successful in this generation and began a new franchise, Sonic the Hedgehog, to compete with Nintendo's Mario series of games. Several other companies released consoles in this generation, but none of them were widely successful. Nevertheless, several other companies started to take notice of the maturing video game industry and began making plans to release consoles of their own in the future. This generation ended with the discontinuation of the Neo Geo in 2004.

 

Some features that distinguished fourth generation consoles from third generation consoles include:

 

More powerful 16-bit microprocessors

Multi-button game controllers (3 to 8 buttons)

Complex parallax scrolling, multi-layer tilemap backgrounds, with pseudo-3D scaling & rotation

Large sprites (up to 64×64 or 16×512 pixels), 80–380 sprites on screen, scalable on-the-fly, with pseudo-3D scaling & rotation

Elaborate colour, 64 to 4096 colours on screen, from palettes of 512 (9-bit) to 65,536 (16-bit) colours

Flat-shaded 3D polygon graphics

CD-ROM support via add-ons, allowing larger storage space and full motion video playback

Stereo audio, with multiple channels and digital audio playback (PCM, ADPCM, streaming CD-DA audio)

Advanced music synthesis (FM synthesis and 'wavetable' sample-based synthesis)

https://en.wikipedia.org/wiki/Four-cross

 

Four-cross (4X), also called mountain-cross, not to be confused with fourcross, is a relatively new style of mountain bike racing where four bikers race downhill on a prepared, BMX like, track, simply trying to get down first. These bikes are generally either full suspension with 3 to 4 inches of travel, or hardtails, and typically have relatively strong frames. They run a chainguide on front and gears on the back. They have slack head angles, short chainstays and low bottom brackets for good cornering and acceleration. In recent years the tracks raced on have been rougher and less like those used in BMX.

https://en.wikipedia.org/wiki/Jeet_Kune_Do

The following are principles that Lee incorporated into Jeet Kune Do.[6] Lee felt these were universal combat truths that were self-evident, and would lead to combat success if followed. Familiarity with each of the "Four ranges of combat", in particular, is thought to be instrumental in becoming a "total" martial artist.

Four ranges of combat

Punching

Kicking

Trapping

Grappling

Jeet Kune Do students train in each of the aforementioned ranges equally. According to Lee, this range of training serves to differentiate JKD from other martial arts. Lee stated that most but not all traditional martial arts systems specialize in training at one or two ranges. Lee's theories have been especially influential and substantiated in the field of mixed martial arts, as the MMA Phases of Combat are essentially the same concept as the JKD combat ranges. As a historic note, the ranges in JKD have evolved over time. Initially the ranges were categorized as short or close, medium, and long range.[3] These terms proved ambiguous and eventually evolved into their more descriptive forms, although some may still prefer the original three categories.

https://en.wikipedia.org/wiki/Four_skating

Four skating is a figure skating and roller skating discipline. Fours teams consist of two ladies and two men. The sport is similar to pair skating, with elements including overhead lifts, twist lifts, death spirals, and throw jumps, as well as the elements of single skating in unison, pairs elements in unison and unique elements that involve all four skaters. Fours is not an Olympic event and is rarely competed. It was discontinued from the Canadian Figure Skating Championships following the 1996-1997 season.

https://en.wikipedia.org/w…/Formation_(association_football)
Notice the most it goes is four rows- the "Christmas tree formation" is a tetractys-- notice how many fours there are and also one of the formations is called the magic square (magic square is an ancient word for quadrants with special numbers in them)

Common modern formations[edit]
Common modern formations

4–4–2 formation


4–3–3 formation


4–4–2 diamond formation


4–4–1–1 formation


4–3–2–1 formation


5–3–2 formation


5–3–2 Sweeper formation


3–4–3 formation


3–5–2 formation


3–6–1 formation


4–5–1 formation


4–2–3–1 formation


5–4–1 formation
The following formations are used in modern football. The formations are flexible allowing tailoring to the needs of a team, as well as to the players available. Variations of any given formation include changes in positioning of players, as well as replacement of a traditional defender by a sweeper.

4–4–2[edit]
This formation was the most common in football in the 1990s and early 2000s, so well known that it inspired the title of the magazine FourFourTwo. The midfielders are required to work hard to support both the defence and the attack: typically one of the central midfielders is expected to go upfield as often as possible to support the forward pair, while the other will play a "holding role", shielding the defence; the two wide midfield players must move up the flanks to the goal line in attacks and yet also protect the full-backs.[9][10] On the European level, the major example of a team using a 4–4–2 formation was Milan, trained by Arrigo Sacchi and later Fabio Capello, which won three European Cups, two Intercontinental Cups, and three UEFA Super Cups between 1988 and 1995.[11] Under Milan's example, it became very popular in Italy in the late 1980s and early 1990s.

More recently, commentators have noted that at the highest level, the 4–4–2 is being phased out in favour of formations such as the 4–2–3–1.[12] In 2010, none of the winners of the Spanish, English and Italian leagues, nor the Champions League, relied on the 4–4–2. Following England's elimination at the 2010 World Cup by a 4–2–3–1 Germany side, England national team coach Fabio Capello (who was notably successful with the 4–4–2 at Milan in the 1990s) was criticised for playing an "increasingly outdated" 4–4–2 formation.[13]

However, the 4–4–2 is still regarded as the best formation to protect the whole width of the field with the opposing team having to get past two banks for four and has recently had a tactical revival having recently contributed to Diego Simeone's Atlético Madrid, Carlo Ancelotti's Real Madrid and Leicester City and Watford FC in the Premier League.[14][15]

4–4–1–1[edit]
A variation of 4–4–2 with one of the strikers playing "in the hole", or as a "second striker", slightly behind their partner.[16] The second striker is generally a more creative player, the playmaker, who can drop into midfield to pick up the ball before running with it or passing to team-mates.[16] Interpretations of 4–4–1–1 can be slightly muddled, as some might say that the extent to which a forward has dropped off and separated himself from the other can be debated. The system was most prominently used during the 2009–10 season by Fulham, with midfielder Zoltán Gera playing behind forward Bobby Zamora as they upset many teams across Europe en route to the 2010 UEFA Europa League Final.

4–3–3[edit]
The 4–3–3 was a development of the 4–2–4, and was played by the Brazilian national team in the 1962 World Cup, although a 4–3–3 had also previously been used by the Uruguay national team in the 1950 and 1954 World Cups. The extra player in midfield allows a stronger defence, and the midfield could be staggered for different effects. The three midfielders normally play closely together to protect the defence, and move laterally across the field as a coordinated unit. The three forwards split across the field to spread the attack, and may be expected to mark the opposition full-backs as opposed to doubling back to assist their own full-backs, as do the wide midfielders in a 4–4–2. When used from the start of a game, this formation is widely regarded as encouraging expansive play, and should not be confused with the practice of modifying a 4–4–2 by bringing on an extra forward to replace a midfield player when behind in the latter stages of a game. This formation is suited for a short passing game and useful for ball retention.

A staggered 4–3–3 involving a defensive midfielder (usually numbered four or six) and two attacking midfielders (numbered eight and ten) was commonplace in Italy, Argentina, and Uruguay during the 1960s and 1970s. The Italian variety of 4–3–3 was simply a modification of WM, by converting one of the two wing-halves to a libero (sweeper), whereas the Argentine and Uruguayan formations were derived from 2–3–5 and retained the notional attacking centre-half. The national team that made this famous was the Dutch team of the 1974 and 1978 World Cups, even though the team won neither.

In club football, the team that brought this formation to the forefront was the famous Ajax team of the early 1970s, which won three European Cups with Johan Cruyff, and Zdeněk Zeman with Foggia in Italy during the late 1980s, where he completely revitalised the movement supporting this formation. It was also the formation with which Norwegian manager Nils Arne Eggen won 15 Norwegian league titles.

Most teams using this formation now use the specialist defensive midfielder. Recent famous examples include the Porto and Chelsea teams coached by José Mourinho, as well as the Barcelona team under Pep Guardiola. Mourinho has also been credited with bringing this formation to England in his first stint with Chelsea.

4–3–1–2[edit]
A variation of the 4–3–3 wherein a striker gives way to a central attacking midfielder. The formation focuses on the attacking midfielder moving play through the centre with the strikers on either side. It is a much narrower setup in comparison to the 4–3–3 and is usually dependent on the "1" to create chances. Examples of sides which won trophies using this formation were the 2002–03 UEFA Cup and 2003–04 UEFA Champions League winner José Mourinho's Porto side; Carlo Ancelotti's 2002–03 UEFA Champions League and 2003–04 Serie A champion Milan, and 2009–10 Premier League winner Chelsea. This formation was also adopted by Massimiliano Allegri for the 2010–11 Serie A title-winning season for Milan.

4–1–2–3[edit]
A variation of the 4–3–3 with a defensive midfielder, two central midfielders and a fluid front three.[17]

4–4–2 diamond or 4–1–2–1–2[edit]
The 4–4–2 diamond (also described as 4–1–2–1–2) staggers the midfield. The width in the team has to come from the full-backs pushing forward. The defensive midfielder is sometimes used as a deep lying playmaker. Its most famous example was Carlo Ancelotti's Milan, which won the 2003 UEFA Champions League Final and made Milan runners-up in 2005. Milan was obliged to adopt this formation so as to field talented central midfielder Andrea Pirlo, in a period when the position of offensive midfielder was occupied by Rui Costa and later Kaká.[18] This tactic was gradually abandoned by Milan after Andriy Shevchenko's departure in 2006, progressively adopting a "Christmas Tree" formation.

4–1–3–2[edit]
The 4–1–3–2 is a variation of the 4–1–2–1–2 and features a strong and talented defensive centre midfielder. This allows the remaining three midfielders to play farther forward and more aggressively, and also allows them to pass back to their defensive mid when setting up a play or recovering from a counterattack. The 4–1–3–2 gives a strong presence in the forward middle of the pitch and is considered to be an attacking formation. Opposing teams with fast wingers and strong passing abilities can try to overwhelm the 4–1–3–2 with fast attacks on the wings of the pitch before the three offensive midfielders can fall back to help their defensive line. Valeriy Lobanovskiy is one of the most famous exponents of the formation, using it with Dynamo Kyiv, winning three European trophies in the process. Another example of the 4–1–3–2 in use was the England national team at the 1966 World Cup, managed by Alf Ramsey.

4–3–2–1 (the "Christmas Tree" formation)[edit]
The 4–3–2–1, commonly described as the "Christmas Tree" formation, has another forward brought on for a midfielder to play "in the hole", so leaving two forwards slightly behind the most forward striker.

Terry Venables and Christian Gross used this formation during their time in charge of Tottenham Hotspur. Since then, the formation has lost its popularity in England.[19] It is, however, most known for being the formation Carlo Ancelotti utilised on-and-off during his time as a coach of Milan.

In this approach, the middle of the three central midfielders act as a playmaker while one of the attacking midfielders plays in a free role. However, it is also common for the three midfielders to be energetic shuttlers, providing for the individual talent of the two attacking midfielders ahead. The "Christmas Tree" formation is considered a relatively narrow formation and depends on full-backs to provide presence in wide areas. The formation is also relatively fluid. During open play, one of the side central midfielders may drift to the flank to add additional presence.

3–4–3[edit]
Using a 3–4–3, the midfielders are expected to split their time between attacking and defending. Having only three dedicated defenders means that if the opposing team breaks through the midfield, they will have a greater chance to score than with a more conventional defensive configuration, such as 4–5–1 or 4–4–2. However, the three forwards allow for a greater concentration on attack. This formation is used by more offensive-minded teams. The formation was famously used by Liverpool under Rafael Benítez during the second half of the 2005 UEFA Champions League Final to come back from a three-goal deficit.[citation needed]

3–4–1–2[edit]
3–4–1–2 is a variant of 3–5–2 where the wingers are more withdrawn in favour of one of the central midfielders being pushed further upfield into the "number 10" playmaker position. Martin O'Neill successfully used this formation during the early years of his reign as Celtic manager, noticeably taking them to the 2003 UEFA Cup Final.

4–5–1[edit]
4–5–1 is a defensive formation; however, if the two midfield wingers play a more attacking role, it can be likened to 4–3–3. The formation can be used to grind out 0–0 draws or preserve a lead, as the packing of the centre midfield makes it difficult for the opposition to build up play.[25] Because of the "closeness" of the midfield, the opposing team's forwards will often be starved of possession. Due to the lone striker, however, the centre of the midfield does have the responsibility of pushing forward as well. The defensive midfielder will often control the pace of the game.[26]

4–2–3–1[edit]
This formation is widely used by Spanish, French and German sides. While it seems defensive to the eye, it is quite a flexible formation, as both the wide players and the full-backs join the attack. In defense, this formation is similar to either the 4–5–1 or 4–4–1–1. It is used to maintain possession of the ball and stopping opponent attacks by controlling the midfield area of the field. The lone striker may be very tall and strong to hold the ball up as his midfielders and full-backs join him in attack. The striker could also be very fast. In these cases, the opponent's defense will be forced to fall back early, thereby leaving space for the offensive central midfielder. This formation is used especially when a playmaker is to be highlighted. The variations of personnel used on the flanks in this set-up include using traditional wingers, using inverted wingers or simply using wide midfielders. Different teams and managers have different interpretations of the 4–2–3–1, but one common factor among them all is the presence of the double pivot. The efficiency and the compactness that the double pivot provides makes it vital to have in the modern game. The double pivot is the usage of two holding midfielders in front of the defence.[1]

At the international level, this formation is used by the Belgian, French, Dutch and German national teams in an asymmetric shape, and often with strikers as wide midfielders or inverted wingers. The formation is also currently used by Brazil as an alternative to the 4–2–4 formation of the late 1950s to 1970. Implemented similarly to how original 4–2–4 was used back then, use of this formation in this manner is very offensive, creating a six-man attack and a six-man defence tactical layout. The front four attackers are arranged as a pair of wide forwards and a playmaker forward who play in support of a lone striker. Mário Zagallo also considers the Brazil 1970 football team he coached as pioneers of 4–2–3–1.[27]

In recent years, with full-backs having ever more increasing attacking roles, the wide players (be they deep lying forwards, inverted wingers, attacking wide midfielders) have been tasked with the defensive responsibility to track and pin down the opposition full-backs.

This formation has been very frequently used by managers all over the world in the modern game. One particularly effective use of it was Liverpool under Rafael Benítez, who deployed Javier Mascherano, Xabi Alonso and Steven Gerrard in central midfield, with Gerrard acting in a more advanced role in order to link up with Fernando Torres, who acted as the central striker. Another notable example at club level is Bayern Munich under Jupp Heynckes.

4–6–0[edit]
A highly unconventional formation, the 4–6–0 is an evolution of the 4–2–3–1 or 4–3–3 in which the centre forward is exchanged for a player who normally plays as a trequartista (that is, in the "hole"). Suggested as a possible formation for the future of football,[28] the formation sacrifices an out-and-out striker for the tactical advantage of a mobile front four attacking from a position that the opposition defenders cannot mark without being pulled out of position.[29] Because of the intelligence and pace required by the front four attackers to create and attack any space left by the opposition defenders, however, the formation requires a very skilful and well-drilled front four. Due to these demanding requirements from the attackers, and the novelty of playing without a proper goalscorer, the formation has been adopted by very few teams, and rarely consistently. As with the development of many formations, the origins and originators are uncertain, but arguably the first reference to a professional team adopting a similar formation is Anghel Iordănescu's Romania in the 1994 World Cup Round of 16, when Romania won 3–2 against Argentina.[30][31] The first team to adopt the formation systematically was Luciano Spalletti's Roma side during the 2005–06 Serie A season, mostly out of necessity as his "strikerless" formation,[32] and then notably by Alex Ferguson's Manchester United side that won the Premier League and Champions League in 2007–08.[33] The formation was unsuccessfully used by Craig Levein's Scotland against Czech Republic to widespread condemnation.[34] At Euro 2012, Spain coach Vicente del Bosque used the 4–6–0 for his side's 1–1 group stage draw against Italy and their 4–0 win versus Italy in the final of the tournament.[35]

5–4–1[edit]
This is a particularly defensive formation, with an isolated forward and a packed defence. Again, however, a couple of attacking full-backs can make this formation resemble something like a 3–6–1. One of the most famous cases of its use is the Euro 2004-winning Greek national team.

4–2–2–2 (Magic Rectangle)[edit]
Often referred to as the "Magic Rectangle" or "Magic Square",[37] this formation was used by France under Michel Hidalgo at the 1982 World Cup and Euro 1984, and later by Henri Michel at the 1986 World Cup[38] and a whole generation, for Brazil with Telê Santana, Carlos Alberto Parreira and Vanderlei Luxemburgo, by Arturo Salah and Manuel Pellegrini in Chile and Francisco Maturana in Colombia.[39] The "Magic Rectangle" is formed by combining two box-to-box midfielders with two deep-lying ("hanging") forwards across the midfield. This provides a balance in the distribution of possible moves and adds a dynamic quality to midfield play.

This formation was used by former Real Madrid manager Manuel Pellegrini and met with considerable praise.[40] Pellegrini also used this formation while with Villarreal and Málaga. The formation is closely related to a 4–2–4 previously used by Fernando Riera, Pellegrini's mentor,[41] and that can be traced back to Chile in 1962 who (may have) adopted it from the Frenchman Albert Batteux at the Stade de Reims of 50s.

This formation had been previously used at Real Madrid by Vanderlei Luxemburgo during his failed stint at the club during the latter part of the 2004–05 season and throughout the 2005–06 season. This formation has been described as being "deeply flawed"[42] and "suicidal".[43] Luxemburgo is not the only one to use this although it had been used earlier by Brazil in the early 1980s.[44][45] At first, Telê Santana, then Carlos Alberto Parreira and Vanderlei Luxemburgo proposed basing the "Magic Rectangle" on the work of the wing backs. The rectangle becomes a 3–4–3 on the attack because one of the wing backs moves downfield.[46]

In another sense, the Colombian 4–2–2–2 is closely related to the 4–4–2 diamond of Brazil, style different from the French-Chilean trend and is based on the complementation of a box-to box with 10 classic. Emphasises the triangulation, but especially in the surprise of attack. The 4–2–2–2 formation consists of the standard defensive four (right back, two centre backs, and left back), with two centre midfielders, two support strikers, and two out and out strikers.[47] Similar to the 4–6–0, the formation requires a particularly alert and mobile front four to work successfully. The formation has also been used on occasion by the Brazilian national team,[45][48][49] notably in the 1998 World Cup final.[50]

4–2–1–3[edit]

This section does not cite any sources. Please help improve this section by adding citations to reliable sources. Unsourced material may be challenged and removed. (July 2010) (Learn how and when to remove this template message)
The somewhat unconventional 4–2–1–3 formation was developed by José Mourinho during his time at Inter Milan, including in the 2010 UEFA Champions League Final. By using captain Javier Zanetti and Esteban Cambiasso in holding midfield positions, he was able to push more players to attack. Wesley Sneijder filled the attacking midfield role and the front three operated as three strikers, rather than having a striker and one player on each wing. Using this formation, Mourinho won The Treble with Inter in only his second season in charge of the club.

As the system becomes more developed and flexible, small groups can be identified to work together in more efficient ways by giving them more specific and different roles within the same lines, and numbers like 4–2–1–3, 4–1–2–3 and even 4–2–2–2 occur.

Many of the current systems have three different formations in each third, defending, middle, and attacking. The goal is to outnumber the other team in all parts of the field but to not completely wear out all the players on the team using it before the full ninety minutes are up. So the one single number is confusing as it may not actually look like a 4–2–1–3 when a team is defending or trying to gain possession. In a positive attack it may look exactly like a 4–2–1–3.

https://en.wikipedia.org/wiki/North–south_position#Kami_shiho_gatame

In combat sports, the north–south position (also known as north/south or four quarter) is a ground grappling position where one combatant is supine, with the other combatant invertedly lying prone on top, normally with his or her head over the bottom combatant's chest. The north–south position is a dominant position, where the top combatant can apply effective strikes such as knee strikes to the head, or easily transition into various grappling holds or more dominant positions. Transitioning into side control can be done by first switching into a particular hold known as ushiro-kesa-gatame (後袈裟固) or reverse scarf hold, where the chest points to the side, and the opponent's arm is controlled similarly to kesa-gatame.

All these posts are from wikipedia

https://en.wikipedia.org/wiki/Boxing_styles_and_technique

There are four basic punches in boxing: the jab, cross, hook and uppercut. Any punch other than a jab is considered a power punch. If a boxer is right-handed (orthodox), his left hand is the lead hand and his right hand is the rear hand. For a left-handed boxer or southpaw, the hand positions are reversed. For clarity, the following discussion will assume a right-handed boxer.

Jab – A quick, straight punch thrown with the lead hand from the guard position. The jab is accompanied by a small, clockwise rotation of the torso and hips, while the fist rotates 90 degrees, becoming horizontal upon impact. As the punch reaches full extension, the lead shoulder can be brought up to guard the chin. The rear hand remains next to the face to guard the jaw. After making contact with the target, the lead hand is retracted quickly to resume a guard position in front of the face.

The jab is recognized as the most important punch in a boxer's arsenal because it provides a fair amount of its own cover and it leaves the least amount of space for a counter punch from the opponent. It has the longest reach of any punch and does not require commitment or large weight transfers. Due to its relatively weak power, the jab is often used as a tool to gauge distances, probe an opponent's defenses, harass an opponent, and set up heavier, more powerful punches. A half-step may be added, moving the entire body into the punch, for additional power. Some notable boxers who have been able to develop relative power in their jabs and use it to punish or 'wear down' their opponents to some effect include Larry Holmes and Wladimir Klitschko.

Cross – A powerful, straight punch thrown with the rear hand. From the guard position, the rear hand is thrown from the chin, crossing the body and traveling towards the target in a straight line. The rear shoulder is thrust forward and finishes just touching the outside of the chin. At the same time, the lead hand is retracted and tucked against the face to protect the inside of the chin. For additional power, the torso and hips are rotated counter-clockwise as the cross is thrown. A measure of an ideally extended cross is that the shoulder of the striking arm, the knee of the front leg and the ball of the front foot are on the same vertical plane.[40]

Weight is also transferred from the rear foot to the lead foot, resulting in the rear heel turning outwards as it acts as a fulcrum for the transfer of weight. Body rotation and the sudden weight transfer is what gives the cross its power. Like the jab, a half-step forward may be added. After the cross is thrown, the hand is retracted quickly and the guard position resumed. It can be used to counter punch a jab, aiming for the opponent's head (or a counter to a cross aimed at the body) or to set up a hook. The cross is also called a "straight" or "right", especially if it does not cross the opponent's outstretched jab.

Hook – A semi-circular punch thrown with the lead hand to the side of the opponent's head. From the guard position, the elbow is drawn back with a horizontal fist (knuckles pointing forward) and the elbow bent. The rear hand is tucked firmly against the jaw to protect the chin. The torso and hips are rotated clockwise, propelling the fist through a tight, clockwise arc across the front of the body and connecting with the target.

At the same time, the lead foot pivots clockwise, turning the left heel outwards. Upon contact, the hook's circular path ends abruptly and the lead hand is pulled quickly back into the guard position. A hook may also target the lower body and this technique is sometimes called the "rip" to distinguish it from the conventional hook to the head. The hook may also be thrown with the rear hand. Notable left hookers include Joe Frazier , Roy Jones Jr. and Mike Tyson.

Ricardo Dominguez (left) throws an uppercut on Rafael Ortiz (right).[41]

Uppercut – A vertical, rising punch thrown with the rear hand. From the guard position, the torso shifts slightly to the right, the rear hand drops below the level of the opponent's chest and the knees are bent slightly. From this position, the rear hand is thrust upwards in a rising arc towards the opponent's chin or torso.

At the same time, the knees push upwards quickly and the torso and hips rotate anti-clockwise and the rear heel turns outward, mimicking the body movement of the cross. The strategic utility of the uppercut depends on its ability to "lift" the opponent's body, setting it off-balance for successive attacks. The right uppercut followed by a left hook is a deadly combination employing the uppercut to lift the opponent's chin into a vulnerable position, then the hook to knock the opponent out.

https://en.wikipedia.org/wiki/Brazilian_jiu-jitsu

 

Today there are four major branches of BJJ from Brazil: Gracie Humaita, Gracie Barra, Carlson Gracie Jiu-Jitsu and Alliance Jiu Jitsu. Each branch can trace its roots back to Mitsuyo Maeda via the Gracie family or Oswaldo Fadda.

I'm a paragraph. Click here to add your own text and edit me. It's easy.

The Battleship puzzle (sometimes called Bimaru, Solitaire Battleships or Battleship Solitaire) is a logic puzzle based on the Battleship guessing game. It and its variants have appeared in several puzzle contests, including the World Puzzle Championship,[1] and puzzle magazines, such as Games magazine.[2] It is based on quadrants

https://en.wikipedia.org/wiki/Battleship_(puzzle)

Threere are four ships. One of them is a quadrant four, one a three, one a two, and one a one square.

Solitaire Battleship was invented in Argentina by Jaime Poniachik and was first featured in 1982 in the Argentine magazine Humor & Juegos. Battleship gained more widespread popularity after its international debut at the first World Puzzle Championship in New York City in 1992. Battleship appeared in Games magazine the following year and remains a regular feature of the magazine. Variants of Battleship have emerged since the puzzle's inclusion in the first World Puzzle Championship.

Battleship is played in a grid of squares that hides ships of different sizes. Numbers alongside the grid indicate how many squares in a row or column are occupied by part of a ship.

https://en.wikipedia.org/wiki/GNOME_Mines
GNOME Mines (formerly known as Gnomine) is minesweeper clone for GNOME is licensed under the GPL as part of GNOME Games.[3] The game was written in C by Pista and it was later improved by face artwork made by tigert. The faces are written in SVG and they are used to demonstrate the state of the game.
The game is played within quadrants

http://www.hardcoregaming101.net/princesstomato/princesstomato.htm

http://www.hardcoregaming101.net/princesstomato/princesstomato-pc17.png

This game has a cult following

The story has been significantly overhauled, with a total of eight chapters versus four in the original. The first two areas are roughly the same, with a few new puzzles added in. One of the first characters you meet in both versions is an injured baby persimmion. In the computer version he just gives you some info, but in the NES version he's named Percy and joins you, acting as a squire. In other words, he essentially takes on the role of Yasu from Portopia, that being a partner who relays information, since the protagonist is silent. He has his own command and is useful for puzzles, but mostly he just loses various (unneeded) items between chapter breaks and says lots of goofy stuff.

 

Tomato crucified

https://gamegix.com/tetravex/game

TetraVex is a puzzle computer game, available for Windows and Linux systems.

TetraVex is an edge-matching puzzle. The player is presented with a grid (by default, 3x3) and nine square tiles, each with a number on each edge. The objective of the game is to place the tiles in the grid in the proper position as fast as possible. Two tiles can only be placed next to each other if the numbers on adjacent faces match.

The square tiles are divided in four reflecting the quadrant image

https://en.wikipedia.org/wiki/Country_Road_(puzzle)

 

Country Road is a logic puzzle by Nikoli.

The square grid is divided into "rooms" of various shapes; some of these rooms contain a number. The object is to draw a closed loop in the grid, entering and exiting each room once. A room with a number must have that many squares used by the loop (a room without a number may have any number of its cells used). Lastly, orthogonally adjacent unused squares must not be in different rooms.

Rooms with given numbers of cells are often a good starting point, especially if they have as many cells used as cells in that room.

Rooms that are only adjacent to two other regions must connect to those two other regions. If those two other regions connected, that would form a smaller closed loop than required, so they cannot connect with each other, and so one can mark any common borders of those rooms as "unused".

Marking in impossible places for loop segments can eventually lead to certain cells being unused, and so orthogonally adjacent cells in other regions being used.

As with many loop puzzles, a corollary of the Jordan Curve Theorem (i.e. any two closed loops must intersect an even number of times) can help determine whether a loop segment is used or not.

The game is made up of quadrants

https://en.wikipedia.org/wiki/List_of_poker_hands

Four of a kind, also known as quads, is a poker hand such as 9♣ 9♠ 9♦ 9♥ J♥, that contains all four cards of one rank and any other (unmatched) card. Quads with higher-ranking cards defeat lower-ranking ones. In community-card games (such as Texas Hold 'em) or games with wildcards or multiple decks it is possible for two or more players to obtain the same quad; in this instance, the unmatched card acts as a kicker, so 7♣ 7♠ 7♦ 7♥ J♥ defeats 7♣ 7♠ 7♦ 7♥ 10♣. If two hands have the same kicker, they tie and the pot is split. In some countries the term Carré is used.

 

A FULL HOUSE IS ALSO THE QUADRANT MODEL- with three that are similar and a transcendent two

Cats and dogs[edit] FOUR OF THEM

https://en.wikipedia.org/wiki/Non-standard_poker_hand

"Cats" (or "tigers") and "dogs" are types of no-pair hands defined by their highest and lowest cards. The remaining three cards are kickers. Dogs and cats rank above straights and below Straight Flush houses. Usually, when cats and dogs are played, they are the only unconventional hands allowed.

 

THE FOUR

 

Little dog: Seven high, two low (for example, 7-6-4-3-2). It ranks just above a straight, and below a Straight Flush House or any other cat or dog.

Big dog: Ace high, nine low (for example, A-K-J-10-9). Ranks above a straight or little dog, and below a Straight Flush House or cat.

Little cat (or little tiger): Eight high, three low. Ranks above a straight or any dog, but below a Straight Flush House or big cat.

Big cat (or big tiger): King high, eight low. It ranks just below a Straight Flush House, and above a straight or any other cat or dog.

 

Some play that dog or cat flushes beat a straight flush, under the reasoning that a plain dog or cat beats a plain straight. This makes the big cat flush the highest hand in the game.

https://en.wikipedia.org/wiki/36_Cube

https://en.wikipedia.org/wiki/File:A_36cube_solution.jpg

 

FROM THE TOP IT LOOKS LIKE QUADRANTS

The 36 Cube is a three-dimensional sudoku puzzle created by ThinkFun. The puzzle consists of a gray base that resembles a city skyline, plus 36 colored towers. The towers come in six different colors and six different heights. The goal of the puzzle is to place all the towers onto the base so as to form a level cube with each of the six colors appearing once, and only once, in each row and column. The 36 cube was invented by Dr. Derrick Niederman, a PhD. at MIT. He came up with the idea while writing a book on whole numbers, after unearthing an 18th-century mathematical hypothesis. This supposition, the 36 officer problem, requires placing six regiments of six differently ranked officers in a 6-x-6 square without having any rank or regiment in the same column. Such an arrangement would form a Graeco-Latin square. Euler conjectured there was no solution to this problem. Although Euler was correct, his conjecture was not settled until Gaston Tarry came up with an exhaustive proof in 1901.

The cube is made up of quadrants

https://en.wikipedia.org/wiki/Quadrathlon

THE FOURTH IS ALWAYS DIFFERENT

A quadrathlon (or quadriathlon, tetrathlon) is an endurance sports event composed of four individual disciplines. All four disciplines are completed in succession and the lowest overall time decides the winner.

 

The World Quadrathlon Federation defines that a quadrathlon consists of

 

Sprint Distance Middle Distance Long Distance

swimming 0.75 kilometers 1.5 km 4 km

cycling 20 km 40 km 100 km

kayaking 4 km 8 km 20 km

running 5 km 10 km 21 km

https://en.wikipedia.org/wiki/Game_Boy

The Game Boy has four operation buttons labeled "A", "B", "SELECT", and "START", as well as a directional pad (four directions quadrant)

FOUR GUNS

https://en.wikipedia.org/wiki/21-gun_salute

This cannonade salute is used in relation to Czech presidential events and for the inauguration of the Prague Castle guard. It is fired to the sound of the National Anthem. The cannons used today were modified in 1993 from decommissioned 85mm vz.52 artillery cannons with electronic firing mechanisms by the Czech Military Technical Institute of arms and ammunition in Slavičín. The ammunition used is a version of blank shells, modified for an increased acoustic effect. Shots are traditionally fired from either two or four cannons so that, in the case of a failure of one of the weapons, the others will substitute it.

 

The salute was given to the ex-president Václav Havel by an artillery battery of four cannons (each firing 21 times) from the Petřín hill on the 23 December 2011 during the commemorative service after his death.

FOURFOLD CHEER INSTEAD OF THREEOLD- FOURTH ALWAYS DIFFERENT

https://en.wikipedia.org/wiki/21-gun_salute

The Swedish Armed Forces also use a gun salute consisting of two rapid gunshots. This salute, called Svensk Lösen (Swedish signal), was fired whenever a Swedish ship would enter a harbour in order to identify the ship as Swedish, or on the field of battle to identify the Swedish troops. Sometimes a double signal was fired, i.e. four gunshots fired two and two, hence the Swedish tradition of a fourfold cheer instead of a threefold. This signal is today fired on special occasions, usually within the military.

FUOR FLIPPERS

https://en.wikipedia.org/wiki/Pinball

 

In 1947, the first mechanical flippers appeared on Gottlieb's Humpty Dumpty[28] and by the early 1950s, the familiar two-flipper configuration, with the flippers at the bottom of the playfield above the center drain, had become standard. Some machines also added a third or fourth flipper midway up the playfield.

https://en.wikipedia.org/wiki/Jian

JIAN- FOUR MAJOR CHINESE WEAPONS

 

In Chinese folklore, it is known as "The Gentleman of Weapons" and is considered one of the four major weapons, along with the Gun (staff), Qiang (spear), and the Dao (sabre).

https://en.wikipedia.org/wiki/Scottish_highland_dance

FOURSOME

Some Highland dances do derive from traditional social dances, however. An example is the Highland Reel, also known as the Foursome Reel, in which groups of four dancers alternate between solo steps facing one another and a figure-of-eight style with intertwining progressive movement. Even so, in competitions, the Highland Reel dancers are judged individually. Most Highland dances are danced solo.

HE DANCES IN A QUADRANT

https://en.wikipedia.org/wiki/Scottish_sword_dances

In Gillie Callum or "Scottish sword dance" the dancer crosses two swords on the ground in an "X" shape, dances around and within the 4 quarters of it

16 IS THE SQUARES OF THE QUADRANT MODEL

https://en.wikipedia.org/wiki/Pas_de_Basques

In Highland dance, a pas de basque is described as follows:

 

Prepare with an extension of the working foot to second aerial position low. Spring to that side, bringing the new working foot into third or fifth position on the half point. Beat, without exaggeration, the ball of the other foot in third or fifth rear, sharply extending the front foot if required to begin the next movement.

 

In the Primary level, 16 of these are performed and it is considered a dance, so this is one of the first movements a Highland dancer learns.

The Sausage Machine FOUR COUPLES- 32 BARS IS TWO 16's- 16 SQUARES QUADRANT MODEL

http://www.scottishdance.net/ceilidh/dances.html

Formation: Longwise sets of 4 couples, men on the right and ladies on the left as viewed from the band. Couples number from nearest the band.

 

Music: 32-bar 4/4 reels or 6/8 jigs.

 

Bars: Description

1-8: 1st couple cast behind their lines to below 4th couple, turn once round by the right hand, and cast back up behind their lines to original place.

9-16: 1st couple with 2nd couple, and 3rd couple with 4th couple dance right hands across in a wheel (star) and back with the left.

17-24: All join hands in a circle. 1C dance down under an arch made by 4C, then cast back up to the top, making an arch over the other dancers. Other dancers follow as appropriate. Keep hands joined throughout this movement!

25-32: 1st couple cast behind the lines to the bottom of the set (below 4th couple) and turn by the right hand to the end of the phrase

https://en.wikipedia.org/wiki/Patience_(game)

GOAL IS TO BUILD UP FOUR BLOCKS OF CARDS (SOLITAIRE)

In the most familiar, general form of Patience, the object of the game is to build up four blocks of cards going from ace to king in each suit, taking cards from the layout if they appear on the table.

CHAUPAR WAS LITERALLY A CROSS BOARD GAME AND IT HAD TETRAHEDRAL DICE- TETRA IS FOUR- HERE IS A DEPICITON OF PARAVATI AND SHIVA PLAYING THE GAME

 

https://en.wikipedia.org/wiki/Chaupar

 

Chaupar is a cross and circle board game very similar to pachisi, played in India. It is believed that both games were created around the 4th century. The board is made of wool or cloth, with wooden pawns and six cowry shells to be used to determine each player's move, although others distinguish chaupur from pachisi by the use of 3 tetrahedral (four sided) long dice.[1] The game is usually played on a table or the floor.

https://en.wikipedia.org/wiki/Quad-Ominos

Quad-Ominos is a game published by Pressman beginning in 1978. It is permanently out of production but generally available on the secondhand market. It is similar in theory to Triominoes but uses a set of four-sided square tiles. The object of the game, as with many domino-type games, is to rid one's hand of tiles by placing them all on the board.

https://en.wikipedia.org/wiki/Game

"When you strip away the genre differences and the technological complexities, all games share four defining traits: a goal, rules, a feedback system, and voluntary participation." (Jane McGonigal)[15]

16 TILES FOUR COLORS

https://en.wikipedia.org/wiki/Rummikub

Rummikub is a tile-based game for two to four players, combining elements of the card game rummy and mahjong. There are 104 number tiles in the game (valued 1 to 13 in four different colors, two copies of each) and two jokers. Players have 14 or 16 tiles initially and take turns putting down tiles from their racks into sets (groups or runs) of at least three, drawing a tile if they cannot play. In the Sabra version (the most common and popular), the first player to use all their tiles scores a positive score based on the total of the other players' hands, while the losers get negative scores. An important feature of the game is that players can work with the tiles that have already been played.

https://en.wikipedia.org/wiki/Jeu_des_petits_chevaux

Jeu des petits chevaux is a French cross and circle game, closely related to ludo.

https://en.wikipedia.org/wiki/Japanese_tea_ceremony

A typical example of a hanging scroll in a tea room might have the kanji 和敬清寂 (wa-kei-sei-jaku, lit. "harmony", "respect", "purity", and "tranquility"), expressing the four key principles of the Way of Tea.

https://en.wikipedia.org/wiki/Japanese_tea_ceremony

A typical example of a hanging scroll in a tea room might have the kanji 和敬清寂 (wa-kei-sei-jaku, lit. "harmony", "respect", "purity", and "tranquility"), expressing the four key principles of the Way of Tea.

I'm a paragraph. Click here to add your own text and

LOOKS LIKE A QUADRANT

https://en.wikipedia.org/wiki/File:Battenbergcake.jpg

https://en.wikipedia.org/wiki/Battenberg_cake

Battenberg[1] or Battenburg[2] is a light sponge cake with the pieces covered in jam. The cake is covered in marzipan and, when cut in cross section, displays a distinctive two-by-two check pattern alternately coloured pink and yellow (which also gave its name to Battenburg markings).

LOOKS LIKE A QUADRANT

https://en.wikipedia.org/wiki/File:Battenbergcake.jpg

https://en.wikipedia.org/wiki/Battenberg_cake

Battenberg[1] or Battenburg[2] is a light sponge cake with the pieces covered in jam. The cake is covered in marzipan and, when cut in cross section, displays a distinctive two-by-two check pattern alternately coloured pink and yellow (which also gave its name to Battenburg markings).

me. It's easy.

ONE TWO THREE FOUR CAKES

https://en.wikipedia.org/wiki/Cupcake

The other kind of "cup cake" referred to a cake whose ingredients were measured by volume, using a standard-sized cup, instead of being weighed. Recipes whose ingredients were measured using a standard-sized cup could also be baked in cups; however, they were more commonly baked in tins as layers or loaves. In later years, when the use of volume measurements was firmly established in home kitchens, these recipes became known as 1234 cakes or quarter cakes, so called because they are made up of four ingredients: one cup of butter, two cups of sugar, three cups of flour, and four eggs.[5][6] They are plain yellow cakes, somewhat less rich and less expensive than pound cake, due to using about half as much butter and eggs compared to pound cake. The names of these two major classes of cakes were intended to signal the method to the baker; "cup cake" uses a volume measurement, and "pound cake" uses a weight measurement.[5]

https://en.wikipedia.org/wiki/Cycle_of_abuse

The four phases of the Cycle of Abuse

THE FOUR CULTS ARE A THREE PLUS ONE

https://martinkeerns.wordpress.com/2016/01/30/if-you-ever-want-to-understand-commerce-you-must-look-at-the-law-if-you-ever-want-to-understand-the-law-you-must-look-at-religion-and-if-you-ever-want-to-understand-religion-you-must-first-understan/

Out of the four cults — Stellar, Lunar, Solar and Saturnian — the stellar cult forms the basis of many of the three later forms of worship. Even so, the rankings of importance are all similar, since each has provided what we now know today as being important parts of our entire religious systems throughout the world. We cannot know our religions of the world today without knowing of each of these four separate cults. They all provide separate and important parts of what we know today. Although they functioned separately during each time that they were exhibiting their power over the world, they work collectively today and function more as a unit, although that was never what was originally intended.

TWO STICKS QUADRANT

 

https://www.youtube.com/watch?v=Bhwo0wJnARU

Quadrant

FOUR DIMENSIONS

https://en.wikipedia.org/wiki/Rings_(gymnastics)

The measurements of the standard apparatus are specified by Fédération Internationale de Gymnastique (FIG) in its Apparatus Norms document:[2]

 

Inner diameter: 18 centimetres (7.1 in) ± 0.1 centimetres (0.039 in)[1]

Diameter of profile: 2.8 centimetres (1.1 in) ± 0.1 centimetres (0.039 in)[1]

Distance from point of attachment to lower inner side of the rings: 300 centimetres (9.8 ft) ± 1 centimetre (0.39 in)[1]

Distance between two points of attachment: 50 centimetres (1.6 ft) ± 0.5 centimetres (0.20 in)[1]

THE CROSS PULL

https://www.t-nation.com/img/photos/05-040-training/image010.jpg

https://www.t-nation.com/training/iron-cross-for-bodybuilders

For the cross pull, as with the static hold, begin with a completely contracted upper body in an inverted position with the dumbbells next to the hips. From there lower the bells out to the side and down to the cross, then return back to the starting position.

SKULL AND CROSSBONES AVRIL LAVIGNE GIRLFIREND IT STARTS THE GUY SAYING NUMBER 16

 

https://www.youtube.com/watch?v=Bg59q4puhmg

Quadrant

https://en.wikipedia.org/wiki/File:QuartoSpiel.JPG

 

https://en.wikipedia.org/wiki/Quarto_(board_game)

 

Quarto is a board game for two players invented by Swiss mathematician Blaise Müller in 1991.[1][2]

It is played on a 4×4 board. There are 16 unique pieces, each of which is either:

tall or short;

red or blue (or a different pair of colors, e.g. light- or dark-stained wood);

square or circular; and

hollow-top or solid-top.

Players take turns choosing a piece which the other player must then place on the board. A player wins by placing a piece on the board which forms a horizontal, vertical, or diagonal row of four pieces, all of which have a common attribute (all short, all circular, etc.). A variant rule included in many editions gives a second way to win by placing four matching pieces in a 2x2 square.

Quarto is distinctive in that there is only one set of common pieces, rather than a set for one player and a different set for the other. It is therefore an impartial game.

16 is the squares of the quadrant model

https://en.wikipedia.org/wiki/Score_Four

Score Four is a 3-D version of the abstract strategy game Connect Four. It was first sold under the name "Score Four" by Funtastic in 1968. Lakeside issued 4 different versions in the 1970s. Later Hasbro sold the game as "Connect Four Advanced" in the UK. .
The object of Score Four is to position four beads of the same color in a straight line on any level or any angle. As in Tic Tac Toe, Score Four strategy centers around forcing a win by making multiple threats simultaneously, while preventing the opponent from doing so.

https://en.wikipedia.org/wiki/3D_tic-tac-toe

 

3D tic-tac-toe, also known by the trade name Qubic, is an abstract strategy board game, generally for two players. It is similar in concept to traditional tic-tac-toe but is played in a cubical array of cells, usually 4x4x4. Players take turns placing their markers in blank cells in the array. The first player to achieve four of their own markers in a row wins. The winning row can be horizontal, vertical, or diagonal on a single board as in regular tic-tac-toe, or vertically in a column, or a diagonal line through four boards.

 

Pencil and paper[edit]

 

3-D Tic-Tac-Toe for the Atari 2600

Like traditional 3x3 tic-tac-toe, the game may be played with pencil and paper. A game board can easily be drawn by hand, with players using the usual "naughts and crosses" to mark their moves.

 

In the 1970s 3M Games (a division of 3M Corporation) sold a series of "Paper Games", including "3 Dimensional Tic Tac Toe". Buyers received a pad of 50 sheets with preprinted game boards.[1]

 

"Qubic"[edit]

"Qubic" is the brand name of equipment for the 4x4x4 game that was manufactured and marketed by Parker Brothers, starting in 1964.[2] It was reissued in 1972 with a more modern design. Both versions described the game as "Parker Brothers 3D Tic Tac Toe Game".

 

In the original issue the bottom level board was opaque plastic, and the upper three clear, all of simple square design. The 1972 reissue used four clear plastic boards with rounded corners. Whereas pencil and paper play almost always involves just two players, Parker Brothers' rules said that up to three players could play. The circular playing pieces resembled small poker chips in red, blue, and yellow.

 

The game is no longer manufactured.

 

Game play and analysis[edit]

The 3x3x3 version of the game cannot end in a draw, and is easily won by the first player. The following applies to the 4x4x4 version of the game.

 

There are 76 winning lines. On each of the four 4x4 boards, or horizontal planes, there are four columns, four rows, and two diagonals, accounting for 40 lines. There are 16 vertical lines, each ascending from a cell on the bottom board through the corresponding cells on the other boards. There are eight vertically-oriented planes parallel to the sides of the boards, each of these adding two more diagonals (the horizontal and vertical lines of these planes have already been counted). Finally, there are two vertically-oriented planes that include the diagonal lines of the 4x4 boards, and each of these contributes two more diagonal lines—each of these including two corners and two internal cells.

 

The 16 cells lying on these latter four lines (that is, the eight corner cells and eight internal cells) are each involved in seven winning lines; the other 48 cells (24 face cells and 24 edge cells) are each involved in four winning lines.

 

The corner cells and the internal cells are actually equivalent via an automorphism; likewise for face and edge cells. The group of automorphisms of the game contains 192 automorphisms. It is made up of combinations of the usual rotations and reflections that reorient or reflect the cube, plus two that scramble the order of cells on each line. If a line comprises cells A, B, C and D in that order, one of these exchanges inner cells for outer ones (such as B, A, D, C) for all lines of the cube, and the other exchanges cells of either the inner or the outer cells ( A, C, B, D or equivalently D, B, C, A) for all lines of the cube. Combinations of these basic automorphisms generate the entire group of 192 as shown by R. Silver in 1967.[3]

 

3D tic-tac-toe was weakly solved, meaning that the existence of a winning strategy was proven but without actually presenting such a strategy, by Eugene Mahalko in 1976.[4] He proved that in two-person play, the first player will win if there are two optimal players.

 

A more complete analysis, including the announcement of a complete first-player-win strategy, was published by Oren Patashnik in 1980.[5] Patashnik used a computer-assisted proof that consumed 1500 hours of computer time. The strategy comprised move choices for 2929 difficult "strategic" positions, plus assurances that all other positions that could arise could be easily won with a sequence entirely made up of forcing moves. It was further asserted that the strategy had been independently verified. As computer storage became cheaper and the internet made it possible, these positions and moves were made available online.[6]

 

The game was solved again by Victor Allis using proof-number search.[7]

 

A more general analysis of tic-tac-toe-like games, including Qubic, appears in Combinatorial Games: Tic-Tac-Toe Theory by József Beck.[8]

 

All of the analyses described above are for the two-player version of the game.

 

Computer implementations[edit]

Several computer programs that play the game against a human opponent have been written. The earliest used text or similar interaction: the human player would enter moves numerically (such as "4 2 3" for fourth level, second row, third column) on a console typewriter or time-sharing terminal and the program would respond similarly, as graphics displays were uncommon.

 

3-D Tic-Tac-Toe

3dtictactoe.png

Developer(s) Atari, Inc

Publisher(s) Atari Inc.

Designer(s) Carol Shaw

Platform(s) Atari 2600

Atari 8-bit family

Release date(s) 1978

William Daly Jr. wrote and described a Qubic-playing program as part of his Master's program at the Massachusetts Institute of Technology. The program was written in assembler language for the TX-0 computer. It included lookahead to 12 moves and kept a history of previous games with each opponent, modifying its strategy according to their past behavior.[9]

 

An implementation in Fortran was written by Robert K. Louden and presented, with extensive description of its design, in his book Programming the IBM 1130 and 1800. Its strategy involved looking for combinations of one or two free cells shared among two or three rows with particular contents.[10]

 

A Qubic program in a DEC dialect of BASIC appeared in 101 BASIC Computer Games by David H. Ahi.[11] Ahi said the program "showed up," author unknown, on a G.E. timesharing system in 1968.

 

Atari released a graphical version of the game for the Atari 2600 console and Atari 8-bit computers in 1978.[12][13] The program was written by Carol Shaw, who went on to greater fame as the creator of Activision's River Raid.[14] It uses the standard joystick controller. It can be played by two players against each other, or one player can play against the program on one of eight different difficulty settings.[15] The product code for the Atari game was CX-2618.[16]

 

Three-dimensional tic-tac-toe on a 4x4x4 board (optionally 3x3x3) was included in the Microsoft Windows Entertainment Pack in the 1990s under the name TicTactics. In 2010 Microsoft made the game available on its Game Room service for its Xbox 360 console.

 

A program library named Qubist, and front-end for the GTK 2 window library are a project on SourceForge.[17]

 

Similar and related games[edit]

Besides the related tic tac toe, a popular variant is a commercial product called "Score Four". In Score Four the markers are small spheres with a hole drilled all the way through. The base of the game board provides 16 vertical spikes. To make a move, a player places a sphere on one of the spikes. Thus a move can only be made in a cell wherein all of the cells below it are already occupied.

https://en.wikipedia.org/wiki/File:Gomoku-game-3.svg

 

https://en.wikipedia.org/wiki/Gomoku

 

Gomoku is an abstract strategy board game. Also called Gobang or Five in a Row, it is traditionally played with Go pieces (black and white stones) on a go board with 19x19 (15x15) intersections;[1] however, because pieces are not moved or removed from the board, gomoku may also be played as a paper and pencil game. This game is known in several countries under different names.

https://en.wikipedia.org/wiki/File:Twixtboard185132.jpg
https://en.wikipedia.org/wiki/TwixT
Twixt is played on a board comprising a 24×24 square grid of holes (minus four corner holes).

TwixT is a two-player strategy board game, an early entrant in the 1960s 3M bookshelf game series. It became one of the most popular and enduring games in the series. It is a connection game where players alternate turns placing pegs and links on a pegboard in an attempt to link their opposite sides. The rules are simple but the strategy complex, so young children can play it, but it also appeals to adults. The game has been discontinued except in Germany.

https://en.wikipedia.org/wiki/File:Crosstrack_box.jpg

https://en.wikipedia.org/wiki/Crosstrack

 

Crosstrack, the "unique track switching game", is an abstract strategy game created by Shoptaugh Games in 1994. Players place special track pieces onto an irregular octagon board, winning by being the first to create an unbroken path between two opposite sides.

 

Four-player game[edit]

Players choose one color each as well as a partner, and play as two opposing teams. Partners sit opposite each other, with play passing between teams every turn. Players have the power to rotate or relocate a team member's piece if it is already on the board, but do not have the ability to play unplayed pieces from their partners' stocks.

https://en.wikipedia.org/wiki/File:1-1-4-game-example.gif

https://en.wikipedia.org/wiki/Dots_(game)

 

https://en.wikipedia.org/wiki/File:Dots-initial-fourcrosses.png

 

Initial positions that are commonly used (from left to right): cross, double cross, four crosses (only center of the board is shown)

 

Dots (Czech: Židi, Polish: Kropki, Russian: Точки) is an abstract strategy game, played by two or more people on a sheet of squared paper. The game is superficially similar to Go, except that pieces are not taken, and the primary target of dots is capturing enemy dots by surrounding them with a continuous line of one's own dots. Once surrounded, dots are not playable.

 

Dots is played on a grid of some finite size, usually 39x32 (this is the size of the grid that is often encountered on a page of squared copybook in Russia) but arbitrary sizes can be used. Players take turns by placing a dot of their own color (usually red and blue) on empty intersections of the grid.

Example game of Dots and Boxes on a 2 square × 2 square board.

 

https://en.wikipedia.org/wiki/File:Dots-and-boxes.svg

 

Dots and Boxes is a pencil-and-paper game for two players (sometimes more). It was first published in the 19th century by Édouard Lucas, who called it la pipopipette.[1] It has gone by many other names,[2] including the game of dots,[3] boxes,[4] dot to dot grid,[5] and pigs in a pen.[6]

 

Starting with an empty grid of dots, two players take turns adding a single horizontal or vertical line between two unjoined adjacent dots. The player who completes the fourth side of a 1×1 box earns one point and takes another turn. (A point is typically recorded by placing a mark that identifies the player in the box, such as an initial). The game ends when no more lines can be placed. The winner is the player with the most points.[2][7] The board may be of any size. When short on time, a 2×2 board (a square of 9 dots) is good for beginners.[8] A 5×5 is good for experts.[9]

 

The diagram on the right shows a game being played on the 2×2 board. The second player (B) plays the mirror image of the first player's move, hoping to divide the board into two pieces and tie the game. But the first player (A) makes a sacrifice at move 7 and B accepts the sacrifice, getting one box. However, B must now add another line, and connects the center dot to the center-right dot, causing the remaining boxes to be joined together in a chain (shown at the end of move 8). With A's next move, player A gets them all and wins 3–1.

 

The double-cross strategy: faced with position 1, a novice player would create position 2 and lose. An experienced player would create position 3 and win.

 

https://en.wikipedia.org/wiki/File:Dots-and-boxes-chains.png

 

Dots and Boxes need not be played on a rectangular grid – it can be played on a triangular grid or a hexagonal grid.[2] There is also a variant in Bolivia where it is played in a Chakana or Inca Cross grid, which adds more complications to the game.[citation needed]

 

Dots and Boxes has a dual graph form called "Strings-and-Coins". This game is played on a network of coins (vertices) joined by strings (edges). Players take turns cutting a string. When a cut leaves a coin with no strings, the player "pockets" the coin and takes another turn. The winner is the player who pockets the most coins. Strings-and-Coins can be played on an arbitrary graph.[2]

 

A variant played in Poland allows a player to claim a region of several squares as soon as its boundary is completed.[citation needed] In the Netherlands, it is called "kamertje verhuren" ("Rent-a-Room") and the outer border already has lines.[citation needed] In analyses of Dots and Boxes, starting with outer lines is called a Swedish board while the standard version is called an American board. An intermediate version with the outer left and bottom sides starting with lines is called an Icelandic board.[11]

https://en.wikipedia.org/wiki/Onyx_(game)

Onyx is a two-player abstract strategy board game invented by Larry Back in 1995. The game features a rule for performing captures, making Onyx unique among connection games.

The initial setup has four black pieces and four white pieces pre-placed (see illustration). Black moves first by placing a black piece on any empty point of the board. White follows suit.[note 1] Turns continue to alternate. A piece can be place on the midpoint of a square only if all four corners of that square are currently unoccupied. Once placed, pieces do not move. Captured pieces are immediately removed from the game.

Made of quadrants

https://en.wikipedia.org/wiki/File:QT3_animated_opening.gif

https://en.wikipedia.org/wiki/Quantum_tic-tac-toe

Quantum tic-tac-toe is a "quantum generalization" of tic-tac-toe in which the players' moves are "superpositions" of plays in the classical game. The game was invented by Allan Goff of Novatia Labs, who describes it as "a way of introducing quantum physics without mathematics", and offering "a conceptual foundation for understanding the meaning of quantum mechanics".[1]

https://en.wikipedia.org/wiki/Ultimate_tic-tac-toe

 

Ultimate tic-tac-toe also known as super tic-tac-toe or meta tic-tac-toe is a board game composed of nine tic-tac-toe boards arranged in a 3-by-3 grid.[1][2] Players take turns playing in the smaller tic-tac-toe boards until one of them wins in the larger tic-tac-toe board. Strategy in this game is much more conceptually difficult, and has proven more challenging for computers.[3]

https://en.wikipedia.org/wiki/Wild_tic-tac-toe

 

Wild tic-tac-toe is a game similar to Tic-tac-toe. However, in this game players can choose to play as X or O.[1][2] This game can also be played in its misere form where if a player creates a three-in-a-row of marks, that player loses the game.[3]

The fourth is always different

 

https://en.wikipedia.org/wiki/Tic-tac-toe_variants

3-dimensional tic-tac-toe on a 3×3×3 board. In this game, the first player has an easy win by playing in the centre if 2 people are playing.

 

One can play on a board of 4x4 squares, winning in several ways. Winning can include: 4 in a straight line, 4 in a diagonal line, 4 in a diamond, or 4 to make a square. Another variant, Qubic, is played on a 4×4×4 board; it was solved by Oren Patashnik in 1980 (the first player can force a win).[9] Higher dimensional variations are also possible.[10]

https://en.wikipedia.org/wiki/Tic-tac-toe_variants

 

Tic-tac-toe variants

From Wikipedia, the free encyclopedia

 

It has been suggested that Wild tic-tac-toe be merged into this article. (Discuss) Proposed since December 2016.

 

An complete game of Notakto, a misère variant of the game

Tic-tac-toe is an instance of an m,n,k-game, where two players alternate taking turns on an m×n board until one of them gets k in a row.[1] Harary's generalized tic-tac-toe is an even broader generalization. The game can also be generalized as a nd game.[2]

 

Many board games share the element of trying to be the first to get n-in-a-row, including Three Men's Morris, Nine Men's Morris, pente, gomoku, Qubic, Connect Four, Quarto, Gobblet, Order and Chaos, Toss Across, and Mojo.

 

Variants of tic-tac-toe date back several millennia.[3]

 

Contents [hide]

1 Historic

2 Variants in higher dimensions

3 Misère games

4 Variants with bigger boards

5 Isomorphic games

6 Other variants

7 References

Historic[edit]

An early variation of tic-tac-toe was played in the Roman Empire, around the first century BC.[4] It was called Terni Lapilli and instead of having any number of pieces, each player only had three, thus they had to move them around to empty spaces to keep playing. The game's grid markings have been found chalked all over Rome.[5] However, according to Claudia Zaslavsky's book Tic Tac Toe: And Other Three-In-A Row Games from Ancient Egypt to the Modern Computer, Tic-tac-toe could be traced back to ancient Egypt.[6][7] Another closely related ancient game is Three Men's Morris which is also played on a simple grid and requires three pieces in a row to finish.[8]

 

Variants in higher dimensions[edit]

3-dimensional tic-tac-toe on a 3×3×3 board. In this game, the first player has an easy win by playing in the centre if 2 people are playing.

 

One can play on a board of 4x4 squares, winning in several ways. Winning can include: 4 in a straight line, 4 in a diagonal line, 4 in a diamond, or 4 to make a square. Another variant, Qubic, is played on a 4×4×4 board; it was solved by Oren Patashnik in 1980 (the first player can force a win).[9] Higher dimensional variations are also possible.[10]

 

Misère games[edit]

In misère tic-tac-toe, the player wins if the opponent gets n in a row.[11][12][13][14] This game is also known as avoidance tic tac toe,[12] toe-tac-tic,[12] inverse tic tac toe,[13] or reverse tic tac toe.[14] A 3×3 game is a draw. More generally, the first player can draw or win on any board (of any dimension) whose side length is odd, by playing first in the central cell and then mirroring the opponent's moves.[10][13]

 

Notakto is a misere and impartial form of tic tac toe. This means unlike in misere tic tac toe, in Notakto, both players play as the same symbol, X.[15] It also can be played on one or multiple boards.[16]

 

Variants with bigger boards[edit]

The game Quixo is played on a 5 by 5 board of cubes with two players or teams.[17] On a player's turn, they select a blank cube or a cube with their symbol on it that is at the edge of the board. If a blank cube was selected, the cube is turned to be the player's symbol (either a X or O). The game ends when one player gets 5 in a row.[17][18][19][20]

 

Isomorphic games[edit]

There is a game that is isomorphic to tic-tac-toe, but on the surface appears completely different. It is called Pick15[21] or Number Scrabble.[22] Two players in turn say a number between one and nine. A particular number may not be repeated. The game is won by the player who has said three numbers whose sum is 15.[21][23] If all the numbers are used and no one gets three numbers that add up to 15 then the game is a draw.[21] Plotting these numbers on a 3×3 magic square shows that the game exactly corresponds with tic-tac-toe, since three numbers will be arranged in a straight line if and only if they total 15.[24]

 

eat bee less →e

air bits lip →i

soda book lot →o

s

a

b

l

t

Another isomorphic game uses a list of nine carefully chosen words, for instance "eat", "bee", "less", "air", "bits", "lip", "soda", "book", and "lot". Each player picks one word in turn and to win, a player must select three words with the same letter. The words may be plotted on a tic-tac-toe grid in such a way that a three in a row line wins.[25]

 

Numerical Tic Tac Toe is a variation invented by the mathematician Ronald Graham.[26] The numbers 1 to 9 are used in this game. The first player plays with the odd numbers, the second player plays with the even numbers. All numbers can be used only once. The player who puts down 15 points in a line wins (sum of 3 numbers).[27] This game can be generalized to a n by n board.[27]

 

Other variants[edit]

 

A complete game of Wild tic-tac-toe.

In the 1970s, there was a two player game made by Tri-ang Toys & Games called Check Lines, in which the board consisted of eleven holes arranged in a geometrical pattern of twelve straight lines each containing three of the holes. Each player had exactly five tokens and played in turn placing one token in any of the holes. The winner was the first player whose tokens were arranged in two lines of three (which by definition were intersecting lines). If neither player had won by the tenth turn, subsequent turns consisted of moving one of one's own tokens to the remaining empty hole, with the constraint that this move could only be from an adjacent hole.[28]

 

Quantum tic tac toe allows players to place a quantum superposition of numbers on the board, i.e. the players' moves are "superpositions" of plays in the original classical game. This variation was invented by Allan Goff of Novatia Labs.[29]

 

In wild tic-tac-toe, players can choose to place either X or O on each move.[7][30][31][32] It can be played as a normal game where the player who makes three in a row wins or a misere game where they would lose.[7] This game is also called your choice tic-tac-toe.[33]

 

In the game SOS, the players on each turn choose to play a "S" or an "O" in an empty square.[34] If a player creates the sequence, SOS vertically, horizontally or diagonally they get a point and also take another turn.[35] The player with the most points (SOSs) is the winner.[34][35]

 

 

A completed game of Treblecross

In Treblecross, both players play with the same symbol(a X[13] or black chip[36]). The game is played on a 1 by n board with k equal to 3.[13] The player who creates a three in a row of X's (or black chips) wins the game.[13][36]

 

In revenge n-in a row the player who creates a n-in a row wins unless the opponent can create a n-in a row in the next move where they lose.[37][13]

 

In the game random turn tic-tac-toe, a coin flip determines who's turn it is.[7]

 

In quick-tac-toe, the players can play their mark in any squares they want provided that all the marks are in the same vertical or horizontal row. The winner is the player who places the last mark.[38]

https://en.wikipedia.org/wiki/Notakto

 

Notakto is a tic-tac-toe variant, also known as neutral or impartial tic-tac-toe.[1][2] The game is a combination of the games tic-tac-toe and Nim,[1][3] played across one or several boards with both of the players playing the same piece (an "X" or cross). The game ends when all the boards contain a three-in-a-row of Xs,[4][5] at which point the player to have made the last move loses the game.[6] However, in this game, unlike in the game tic-tac-toe, there will always be a player who wins any game of Notakto.[7]

https://en.wikipedia.org/wiki/File:Renju.jpg

https://en.wikipedia.org/wiki/Renju

 

Played on quadrants.

 

Renju (Japanese: 連珠) is the professional variant of Gomoku. It was named Renju by Japanese journalist Ruikou Kuroiwa (黒岩涙香) on December 6, 1899 in a Japanese newspaper Yorozu chouhou (萬朝報). The game is played with black and white stones on a 15×15 gridded Go board.

https://en.wikipedia.org/wiki/Irensei

 

Quadrant board.

 

Irensei (Japanese: 囲連星) is an abstract strategy board game. It is traditionally played with Go pieces (black and white stones) on a Go board (19x19 intersections), but any equipment with which Go can be played is also suitable for Irensei.

Made of quadrants
https://en.wikipedia.org/wiki/Reversi

Reversi is a strategy board game for two players, played on an 8×8 uncheckered board. There are sixty-four identical game pieces called disks (often spelled "discs"), which are light on one side and dark on the other. Players take turns placing disks on the board with their assigned color facing up. During a play, any disks of the opponent's color that are in a straight line and bounded by the disk just placed and another disk of the current player's color are turned over to the current player's color.

https://en.wikipedia.org/…/File:Nintendo-TV-Game-Computer.j…
Othello was one of Nintendo's first arcade games, and was later ported to a dedicated home game console in 1980.
The historical version of Reversi starts with an empty board, and the first two moves by each player are in the four central squares of the board. The players place their disks alternately with their color facing up and no captures are made. A player may choose to not play both pieces on the same diagonal, different from the standard Othello opening. It is also possible to play variants of Reversi and Othello wherein the second player's second move may or must flip one of the opposite-colored disks (as variants closest to the normal games).

For the specific game of Othello (as technically differing from the historical Reversi), the rules state that the game begins with four disks placed in a square in the middle of the grid, two facing white side up, two pieces with the dark side up, with same-colored disks on a diagonal with each other. Convention has initial board position such that the disks with dark side up are to the north-east and south-west (from both players' perspectives), though this is only marginally meaningful to play (where opening memorization is an issue, some players may benefit from consistency on this). If the disks with dark side up are to the north-west and south-east, the board may be rotated by 90° clockwise or counterclockwise. The dark player moves first.

https://en.wikipedia.org/wiki/File:Reversi_d44.png
Quadrants

16 is the squares of the quadrant model

 

https://en.wikipedia.org/wiki/Pegity

 

Pegity is a board game similar to Gomoku and tic-tac-toe, and is intended for two to four players. Parker Brothers introduced the game in 1925,[1] and continued to produce it through the 1960s. The box includes wooden pegs in four colors and a cardboard game board divided into a 16 by 16 grid. The object of the game is for a player to place five pegs of a single color in a row, vertically, horizontally, or diagonally. Its instructions also included patterns for creating designs on the game board as an alternative to playing the game.

16 is the squares of the quadrant model- four colors

 

https://en.wikipedia.org/wiki/Pegity

 

Pegity is a board game similar to Gomoku and tic-tac-toe, and is intended for two to four players. Parker Brothers introduced the game in 1925,[1] and continued to produce it through the 1960s. The box includes wooden pegs in four colors and a cardboard game board divided into a 16 by 16 grid. The object of the game is for a player to place five pegs of a single color in a row, vertically, horizontally, or diagonally. Its instructions also included patterns for creating designs on the game board as an alternative to playing the game.

four power stones

 

quadrant board

 

https://en.wikipedia.org/wiki/Pente

 

 

Pente is a strategy board game for two or more players, created in 1977 by Gary Gabrel, a dishwasher at Hideaway Pizza, in Stillwater, Oklahoma.[1] Customers played Pente at Hideaway Pizza on checkerboard tablecloths while waiting for their orders to arrive. Thirty years later, patrons are still playing Pente at Hideaway Pizza, although now with roll-up Pente boards.[citation needed] Pente is based on the Japanese game ninuki-renju, a variant of renju or gomoku that is played on a Go board of 19x19 intersections with white and black stones. Like ninuki-renju, Pente allow captures, but Pente added a new opening rule. In the nineteenth century, gomoku was introduced to Britain where it was known as "Go Bang." (borrowed from Japanese "goban" 碁盤 meaning "go board")[2]

 

Pente is a registered trademark of Hasbro for strategy game equipment. Pente (πέντε) is the number five in Greek.

 

Hasbro ceased distribution of Pente in 1993. It later licensed the name to Winning Moves, a classic games publisher that resurrected the game in 2004. The 2004 version includes 4 extra stones, called power stones, that can be played in the Pente Plus version.

https://en.wikipedia.org/wiki/Connect_Four

Connect Four

From Wikipedia, the free encyclopedia

Connect Four

Connect 4 Board and Box.jpg

Connect 4 game board and box

Designer(s) Howard Wexler[1]

Ned Strongin[2]

Publisher(s) Milton Bradley / Hasbro

Publication date 1974

Genre(s) Abstract strategy

Players 2

Age range 6 and up

Playing time 1 - 10 minutes

Connect Four (also known as Captain's Mistress, Four Up, Plot Four, Find Four, Fourplay[citation needed], Four in a Row, Four in a Line and Gravitrips (in Soviet Union)) is a two-player connection game in which the players first choose a color and then take turns dropping colored discs from the top into a seven-column, six-row vertically suspended grid. The pieces fall straight down, occupying the next available space within the column. The objective of the game is to be the first to form a horizontal, vertical, or diagonal line of four of one's own discs. Connect Four is a solved game. The first player can always win by playing the right moves.

 

The game was first sold under the famous Connect Four trademark by Milton Bradley in February 1974.

 

Contents [hide]

1 Gameplay

2 Mathematical solution

3 Rule variations

3.1 Pop Out

3.2 Pop 10

3.3 5-in-a-Row

3.4 Power Up

4 Other versions

5 Popular culture

6 See also

7 References

8 External links

Gameplay[edit]

 

Gameplay of Connect Four

Object: Connect four of your checkers in a row while preventing your opponent from doing the same.

 

— Milton Bradley, Connect Four "Pretty Sneaky, Sis" television commercial, 1977

The animation demonstrates Connect Four gameplay where the first player begins by dropping his/her yellow disc into the center column of the game board. The two players then alternate turns dropping one of their discs at a time into an unfilled column, until the second player, with red discs, achieves four discs in a row, diagonally, and wins. If the game board fills before either player achieves four in a row, then the game is a draw.

 

Mathematical solution[edit]

Connect Four is a two-player game with "perfect information". This term describes games where one player at a time plays, players have all the information about moves that have taken place, and all moves that can take place, for a given game state. Connect Four also belongs to the classification of an adversarial, zero-sum game, since a player's advantage is an opponent's disadvantage.

 

One measure of complexity of the Connect Four game is the number of possible games board positions. For classic Connect Four played on 6 high, 7 wide grid, there are 4,531,985,219,092 positions[3] for all game boards populated with 0 to 42 pieces.

 

The game was first solved by James Dow Allen (October 1, 1988), and independently by Victor Allis (October 16, 1988).[4] Allis describes a knowledge based approach,[5] with nine strategies, as a solution for Connect Four. Allen also describes winning strategies[6][7] in his analysis of the game. At the time of the initial solutions for Connect Four, brute force analysis was not deemed feasible given the game's complexity and the computer technology available at the time.

 

Connect Four has since been solved with brute force methods beginning with John Tromp's work in compiling an 8-ply database[4][8] (Feb 4, 1995). The artificial intelligence algorithms able to strongly solve Connect Four are minimax or negamax, with optimizations that include alpha-beta pruning, move ordering, and transposition tables. The code for solving Connect Four with these methods is also the basis for the Fhourstones[9] integer performance benchmark.

 

The solved conclusion for Connect Four is first player win. With perfect play, the first player can force a win,[4][5][6] on or before the 41st move[10] (ply) by starting in the middle column. The game is a theoretical draw when the first player starts in the columns adjacent to the center. For the edges of the game board, column 1 and 2 on left (or column 7 and 6 on right), the exact move-value score for first player start is loss on the 40th move,[10] and loss on the 42nd move,[10] respectively. In other words, by starting with the four outer columns, the first player allows the second player to force a win.

 

Rule variations[edit]

There are many variations of Connect Four with differing game board sizes, board arrangements, game pieces, and/or gameplay rules. Many variations are popular with game theory and artificial intelligence research, rather than with physical game boards and gameplay by persons.

 

The most commonly used Connect Four board size is 7 columns × 6 rows. Size variations include 8×7, 9×7, 10×7, 8×8, and Infinite Connect-Four.[11] Alternate board arrangements include Cylinder-Infinite Connect-Four.[12] One board variation available as a physical game is Hasbro's Connect 4x4.

 

 

A travel version of the Milton Bradley game.

Several versions of Hasbro's Connect Four physical gameboard make it easy to remove game pieces from the bottom one at a time. Along with traditional gameplay, this feature allows for variations of the game.[13]

 

Pop Out[edit]

Pop Out starts the same as traditional gameplay, with an empty board and players alternating turns placing their own colored discs into the board. During each turn, a player can either add another disc from the top or, if one has any discs of his or her own color on the bottom row, remove (or "pop out") a disc of one's own color from the bottom. Popping a disc out from the bottom drops every disc above it down one space, changing their relationship with the rest of the board and changing the possibilities for a connection. The first player to connect four of their discs horizontally, vertically, or diagonally wins the game.

 

Pop 10[edit]

Before play begins, Pop 10 is set up differently from the traditional game. Taking turns, each player places their opponent's color discs into the slots filling up only the bottom row, then moving on to the next row until it is filled and so forth until all rows have been filled.

 

Gameplay works by players taking turns removing a disc of one's own color through the bottom of the board. If the disc that was removed was part of a four-disc connection at the time of its removal, the player sets it aside out of play and immediately takes another turn. If it was not part of a "connect four", then it must be placed back on the board through a slot at the top into any open space and the turn ends, switching to the other player. The first player to set aside ten discs of his or her color wins the game.

 

5-in-a-Row[edit]

The 5-in-a-Row variation for Connect Four is a game played on a 6 high, 9 wide, grid. Hasbro adds two additional board columns, already filled with player pieces in an alternating pattern, to the left and right sides of their standard 6 by 7 game board. The game plays similarly to the original Connect Four, except players must now get five pieces in a row to win. Notice this is still a 42-ply game, since the two new columns added to the game represent twelve game pieces already played, before the start of a game.

 

Power Up[edit]

In this variation of Connect Four, players begin a game with one or more specially marked, "Power Checkers" game pieces, which each player may choose to play once per game. When playing a piece marked with an anvil icon, for example, the player may immediately pop out all pieces below it, leaving the anvil piece at the bottom row of the game board. Other marked game pieces include one with a wall icon, allowing a player to play a second consecutive non winning turn with an unmarked piece, a "×2" icon, allowing for an unrestricted second turn with an unmarked piece, and a bomb icon, allowing a player to immediately pop out an opponent's piece.

 

Other versions[edit]

Hasbro also produce various sizes of Giant Connect Four, suitable for outdoor use. The largest is built from weather-resistant wood, and measures 120 cm in both width and height. Connect Four was released for the Microvision video game console in 1979, developed by Robert Hoffberg. It was also released for the Texas Instruments 99/4 computer the same year.

 

With the proliferation of mobile devices, Connect Four has regained popularity as a game that can be played quickly and against another person over an Internet connection.

 

In 2015 Winning Moves published Connect 4 Twist & Turn. This game variant features a game tower instead of the flat game grid. The tower has 5 rings that twist independently. Game play is similar to standard Connect 4 where players try to get 4 in a row of their own colored discs. However, with Twist & Turn, players have the choice to twist a ring after they have played a piece. It adds a subtle layer of strategy to game play.

 

Popular culture[edit]

Broadcaster and writer Stuart Maconie—while working at the NME—started a rumour that Connect 4 was invented by David Bowie, which became an urban myth.[14]

On The Hub's game show Family Game Night, there is a game under the name "Connect 4 Basketball" in which teams use colored balls.

During the second season of the History Channel competition series Top Shot, one challenge required teams to throw tomahawks at a square grid of 36 targets. The first team to hit four targets in a continuous line won the challenge.

https://en.wikipedia.org/wiki/Family_Game_Night_(TV_series)#Connect_4_Basketball

 

Connect 4 Basketball[edit]

In this variation on the vertical checkers game Connect Four, the checkers are replaced with red and yellow balls. Family members take turns in family order throwing those balls into baskets on a 7x6 board, in order to get 4 in a row in any direction.

 

In an early episode, players from both teams shot their red and yellow balls at the same time. The first team to make 4 in a row won one round; the first to win two rounds won the game.

Quadrant board

https://en.wikipedia.org/wiki/Connect6

Connect6 (Chinese: 六子棋; Pinyin: liùzǐqí; Chinese: 連六棋;Japanese: 六目並べ; Korean: 육목) introduced in 2003 by Professor I-Chen Wu at Department of Computer Science and Information Engineering, National Chiao Tung University, is a two-player strategy game similar to Gomoku.[1]

 

Two players, Black and White, alternately place two stones of their own colour, black and white respectively, on empty intersections of a Go-like board, except that Black (the first player) places one stone only for the first move. The one who gets six or more stones in a row (horizontally, vertically or diagonally) first wins the game.

It is a two dimensional double tetrahedron Merkaba

 

http://star-of-david.blogspot.com/2006/05/synonyms.html

 

Chinese checkers is a board game for two to six people. Each player tries to jump his marbles from one point of a six-pointed star shaped board to the opposite point. It is not a Chinese game – it got its name in the United States to make it sound more exotic.

https://en.wikipedia.org/wiki/Four_go_houses

 

The Go Board is featured in the cult classic Pi as the microcosm of existence

In the history of Go in Japan, the Four Go houses were the four academies of Go instituted, supported, and controlled by the state, at the beginning of the Tokugawa shogunate. At roughly the same time shogi was organised into three houses. Here "house" implies institution run on the recognised lines of the iemoto system common in all Japanese traditional arts. In particular the house head had, in three of the four cases, a name handed down: Inoue Inseki, Yasui Senkaku, Hayashi Monnyu. References to these names therefore mean to the contemporary head of house.

The four academies were the Honinbo Go house, Hayashi Go house, Inoue Go house and Yasui house. Theoretically these were on a par, and competed in the official castle games called oshirogo.

https://en.wikipedia.org/wiki/Go_(game)

 

https://en.wikipedia.org/wiki/Go_(game)

 

https://en.wikipedia.org/wiki/File:Golibs.png

 

Go (traditional Chinese: 圍棋; simplified Chinese: 围棋; pinyin: wéiqí; Japanese: 囲碁; rōmaji: igo[nb 2]; Korean: 바둑; romaja: baduk[nb 3]; literally: "encircling game") is a board game involving two players, that originated in ancient China more than 2,500 years ago. It was considered one of the four essential arts of a cultured Chinese scholar in antiquity. The earliest written reference to the game is generally recognized as the historical annal Zuo Zhuan[2][3] (c. 4th century BC).[4]

The Go Board was seen by the Japanee to be a microcosm of the cosmos.

THe game board is made up of quadrants.

Players from the four schools (Honinbo, Yasui, Inoue and Hayashi) competed in the annual castle games, played in the presence of the shogun

The four points around a piece in the Go game are called the "four liberties", until one is filled and then it becomes the three liberties and so on and so fourth.

 

The four liberties (adjacent empty points) of a single black stone (A), as White reduces those liberties by one (B, C, and D). When Black has only one liberty left (D), that stone is "in atari".[13] White may capture that stone (remove from board) with a play on its last liberty (at D-1).

Checkers is a quadrant board

 

https://en.wikipedia.org/wiki/Draughts

 

Draughts (UK /ˈdrɑːfts/) or checkers[1] (American English) is a group of strategy board games for two players which involve diagonal moves of uniform game pieces and mandatory captures by jumping over opponent pieces. Draughts developed from alquerque.[2] The name derives from the verb to draw or to move.

Checkers boards are made up of different color quadrants.

A similar game has been played for thousands of years.[3] A board resembling a draughts board was found in Ur dating from 3000 BC.[9] In the British Museum are specimens of ancient Egyptian checkerboards, found with their pieces in burial chambers, and the game was played by Queen Hatasu.[3][10] Plato mentioned a game, πεττεία or petteia, as being of Egyptian origin,[10] and Homer also mentions it.[10] The method of capture was placing two pieces on either side of the opponent's piece. It was said to have been played during the Trojan War.[11][12] The Romans played a derivation of petteia called latrunculi, or the game of the Little Soldiers.[10][13]

Alquerque board and setup

Alquerque[edit]

Main article: Alquerque

An Arabic game called Quirkat or al-qirq, with similar play to modern draughts, was played on a 5×5 board. It is mentioned in the 10th century work Kitab al-Aghani.[9] Al qirq was also the name for the game that is now called Nine Men's Morris.[14] Al qirq was brought to Spain by the Moors,[15] where it became known as Alquerque, the Spanish derivation of the Arabic name. The rules are given in the 13th century book Libro de los juegos.[9] In about 1100, probably in the south of France, the game of Alquerque was adapted using backgammon pieces on a chessboard.[16] Each piece was called a "fers", the same name as the chess queen, as the move of the two pieces was the same at the time.[citation needed]

It is a quadrant model with 16 squares

https://en.wikipedia.org/wiki/File:Alquerque_board_at_starting_position_2.svg

https://en.wikipedia.org/wiki/Draughts

An Arabic game called Quirkat or al-qirq, with similar play to modern draughts, was played on a 5×5 board. It is mentioned in the 10th century work Kitab al-Aghani.[9] Al qirq was also the name for the game that is now called Nine Men's Morris.[14] Al qirq was brought to Spain by the Moors,[15] where it became known as Alquerque, the Spanish derivation of the Arabic name. The rules are given in the 13th century book Libro de los juegos.[9] In about 1100, probably in the south of France, the game of Alquerque was adapted using backgammon pieces on a chessboard.[16] Each piece was called a "fers", the same name as the chess queen, as the move of the two pieces was the same at the time.[citation needed]

16 is the squares of the quadrant model

 

Turkish draughts (also known as Dama) is a variant of draughts (checkers) played in Turkey, Egypt, Kuwait, Lebanon, Syria, Jordan and several other locations in the Middle East.

 

On an 8×8 board, 16 men are lined up on each side, in two rows. The back rows are vacant. A traditional gameboard is mono-coloured. White moves first.

https://en.wikipedia.org/wiki/File:TurkishDraughts_(trad).png

https://en.wikipedia.org/wiki/Turkish_draughts

16 squares of quadrant model

Backgammon is one of the most popular games of all time. The game consists of four quadrants. I have watched numerous lectures of different Backgammon players talk about strategies for each of the quadrants

 

https://www.youtube.com/watch?v=NSI214-cqM8

 

Quadrant backgammon video by professional

Backgammon Rules and Instructions : The Last Quadrant in Backgammon

Quadrant

http://www.bkgm.com/gloss/pics/quadrant.gif

http://www.bkgm.com/gloss/lookup.cgi?quadrant

One quarter of the playing area on a backgammon board. The first quadrant comprises a player's points 1 to 6, the second quadrant points 7 to 12, the third quadrant points 13 to 18, and the fourth quadrant points 19 to 24.

64 dice. 64 is four 16s, four quadrant models

 

http://www.bkgm.com/rules.html

 

Backgammon is a game for two players, played on a board consisting of twenty-four narrow triangles called points. The triangles alternate in color and are grouped into four quadrants of six triangles each. The quadrants are referred to as a player's home board and outer board, and the opponent's home board and outer board. The home and outer boards are separated from each other by a ridge down the center of the board called the bar.

Figure 1. A board with the checkers in their initial position.

An alternate arrangement is the reverse of the one shown here, with the home board on the left and the outer board on the right.

The points are numbered for either player starting in that player's home board. The outermost point is the twenty-four point, which is also the opponent's one point. Each player has fifteen checkers of his own color. The initial arrangement of checkers is: two on each player's twenty-four point, five on each player's thirteen point, three on each player's eight point, and five on each player's six point.

 

Both players have their own pair of dice and a dice cup used for shaking. A doubling cube, with the numerals 2, 4, 8, 16, 32, and 64 on its faces, is used to keep track of the current stake of the game.

Chess comes from the Indian game chatarang- which means "four arms of the army"

 

http://www.houseofchess.com/chess_history_rules.php

 

The earliest evidence of chess is found in the nearby Sassanid Persia around 600, where the game came to be known by the name chatrang. Chatrang is evoked in three epic romances written in Pahlavi (Middle Persian). Chatrang was taken up by the Muslim world after the Islamic conquest of Persia (633–44), where it was then named shatranj, with the pieces largely retaining their Persian names. In Spanish "shatranj" was rendered as ajedrez ("al-shatranj"), in Portuguese as xadrez, and in Greek as ζατρίκιον (zatrikion, which comes directly from the Persian chatrang),[33] but in the rest of Europe it was replaced by versions of the Persian shāh ("king"), which was familiar as an exclamation and became the English words "check" and "chess"

The Arabic word shatranj is derived from the Sanskrit chaturanga (catuḥ: "four"; anga: "arm").

The rules of chaturanga seen in India today have enormous variation, but all involve four branches (angas) of the army: the horse, the elephant (bishop), the chariot (rook) and the foot soldier (pawn), played on an 8×8 board.

The game was played within quadrants.

https://www.chess.com/forum/view/general/chess-is-an-alien-creation-no-human-claimed-the-invention

 

Chess is believed to have originated in Eastern India, c. 280 – 550,[28] in the Gupta Empire,[29][30][31][32] where its early form in the 6th century was known as chaturaṅga (Sanskrit: चतुरङ्ग), literally four divisions [of the military] – infantry, cavalry, elephants, and chariotry, represented by the pieces that would evolve into the modern pawn, knight, bishop, and rook, respectively.

https://en.wikipedia.org/wiki/Arimaa
Arimaa is played on an 8×8 board with four trap squares

https://en.wikipedia.org/wiki/File:Arimaa_csb74.png

Played on quadrant grid

https://en.wikipedia.org/wiki/Powerlifting

A powerlifting competition takes place as follows:
Each competitor is allowed three to four attempts on each of the squat, bench press, and deadlift, depending on their standing and the organization they are lifting in. The lifter’s best valid attempt on each lift counts toward the competition total. For each weightclass, the lifter with the highest total wins. If two or more lifters achieve the same total, the lighter lifter ranks above the heavier lifter.

https://en.wikipedia.org/wiki/Finswimming

 

Finswimming is an underwater sport consisting of four techniques involving swimming with the use of fins either on the water's surface using a snorkel with either monofins or bifins (i.e. one fin for each foot) or underwater with monofin either by holding one's breath or using open circuit scuba diving equipment.

The fourth is always different

 

https://en.wikipedia.org/wiki/Surf_kayaking

 

There are a number of speciality surf kayak designs available. They are often equipped with up to four fins with a three fin thruster set up being the most common.

https://en.wikipedia.org/wiki/Butterfly_stroke

 

There are four different strokes in swim racing. Butterfly is one of them.

 

There are four styles of butterfly stroke.

Two main styles of butterfly stroke seen today are: "arm pull up simultaneous with dolphin kick" and "arm pull down simultaneous with dolphin kick".[14]

"Arm pull up simultaneous with dolphin kick": After head goes underwater, both arms go underwater but still higher than head. After first dolphin kick, pull both arms immediately with downward motion. While pulling arms, legs are relaxed, both knees and waist are slightly bent to prepare dolphin kick. After arms push water backward, pull arms up simultaneous with dolphin kick. In this style, turning point from drowning to floating is at the time of downward arm motion.

"Arm pull down simultaneous with dolphin kick": After head goes underwater, both arms go underwater until lower than head. After first dolphin kick, raise both arms with relax. While rising arms, bend both knees and waist to send body back to the surface and prepare dolphin kick. Pull both arms downward while executing dolphin kick. After this sequence, immediately push the water backward. In this style, turning point from drowning to floating is at the time of waist bend.

Two additional styles of butterfly stroke is similar with two styles above, but without "second" dolphin kick [15] in order to save energy and be more relaxed.

https://en.wikipedia.org/wiki/Wallball

 

Wallball is a type of school yard game similar to butts up, aces-kings-queens, Chinese handball, and American handball (American handball is sometimes actually referred to as wallball). The sport was played by a few schools in the San Francisco Bay Area and New York City, then began gaining much popularity, resulting in a popular worldwide sport. Wallball is now played globally with the international federation, Wall Ball International, promoting the game.[1] The game requires the ball to be hit to the floor before hitting the wall, but in other respects is similar to squash. It can be played as a singles, doubles or elimination game.

Wallball is derived from many New York City street games played by young people, often involving the Spalding hi-bounce balls created in 1949.

There are four main types of wallball: regular, teams, line-up, and random. Regular is where the players line up outside of the court on a bench (which is usually present) or standing if there is no bench, and two players enter the court. They play, and the losing player goes to the end of the line, and the next person comes up. Teams is the same as regular, except that there are four (or more, but even) players that come up (grouped in equal teams).

There are four main types of wallball: regular, teams, line-up, and random. Regular is where the players line up outside of the court on a bench (which is usually present) or standing if there is no bench, and two players enter the court. They play, and the losing player goes to the end of the line, and the next person comes up. Teams is the same as regular, except that there are four (or more, but even) players that come up (grouped in equal teams).

The game has four stages. The fourth is different

 

https://en.wikipedia.org/wiki/Donkey_Kong_(video_game)

 

Following 1980's Space Panic, Donkey Kong is one of the earliest examples of the platform game genre[10]:94[11] even prior to the term being coined; the US gaming press used climbing game for titles with platforms and ladders.[12] As the first platform game to feature jumping, Donkey Kong requires the player to jump between gaps and over obstacles or approaching enemies, setting the template for the future of the platform genre.[13] With its four unique stages, Donkey Kong was the most complex arcade game at the time of its release, and one of the first arcade games to feature multiple stages, following 1980's Phoenix and 1981's Gorf and Scramble:66[14]

 

Competitive video gamers and referees stress the game's high level of difficulty compared to other classic arcade games. Winning the game requires patience and the ability to accurately time Mario's ascent.[15]:82 In addition to presenting the goal of saving Pauline, the game also gives the player a score. Points are awarded for the following: leaping over obstacles; destroying objects with a hammer power-up; collecting items such as hats, parasols, and purses (presumably belonging to Pauline); removing rivets from platforms; and completing each stage (determined by a steadily decreasing bonus counter). The player typically receives three lives with a bonus awarded for the first 7,000 points, although this can be modified via the game's built in DIP switches. One life is lost whenever Mario touches Donkey Kong or any enemy object, falls too far through a gap or off the end of a platform, or lets the bonus counter reach zero.

 

The game is divided into four different single-screen stages. Each represents 25 meters of the structure Donkey Kong has climbed, one stage being 25 meters higher than the previous. The final stage occurs at 100 meters. Stage one involves Mario scaling a construction site made of crooked girders and ladders while jumping over or hammering barrels and oil drums tossed by Donkey Kong. Stage two involves climbing a five-story structure of conveyor belts, each of which transport cement pans. The third stage involves the player riding elevators while avoiding bouncing springs. The final stage involves Mario removing eight rivets which support Donkey Kong. Removing the final rivet causes Donkey Kong to fall and the hero to be reunited with Pauline.[16] These four stages combine to form a level.

 

Upon completion of the fourth stage, the level then increments, and the game repeats the stages with progressive difficulty. For example, Donkey Kong begins to hurl barrels faster and sometimes diagonally, and fireballs get speedier. The victory music alternates between levels 1 and 2. The 22nd level is colloquially known as the kill screen, due to an error in the game's programming that kills Mario after a few seconds, effectively ending the game.[16]

 

In January 1983, the 1982 Arcade Awards gave it the Best Single-player video game award and the Certificate of Merit as runner-up for Coin-Op Game of the Year.[39] In September 1982, Arcade Express reviewed the ColecoVision port and scored it 9 out of 10.[40] Computer and Video Games reviewed the ColecoVision port in its September 1984 issue and scored it 4 out of 4 in all four categories of Action, Graphics, Addiction and Theme.[41]

 

A complete remake of the original arcade game on the Game Boy, named Donkey Kong or Donkey Kong '94 contains levels from both the original Donkey Kong and Donkey Kong Jr. arcades. It starts with the same damsel-in-distress premise and four basic locations as the arcade game and then progresses to 97 additional puzzle-based levels. It is the first game to have built-in enhancement for the Super Game Boy accessory. The arcade version makes an appearance in Donkey Kong 64 in the Frantic Factory level.

https://www.mariowiki.com/Reznor

https://www.mariowiki.com/File:MKBBR116.png

Reznors on the rotating platforms.

https://www.mariowiki.com/File:3DS_NewMario2_2_scrn05_E3.png

A group of Reznor, as they appear in New Super Mario Bros. 2.
https://www.mariowiki.com/File:Reznor_SuperMarioKun_4.jpg
Super Mario-Kun

Super Mario World[edit]

Reznor in Super Mario World.

Reznors on the rotating platforms.
In Super Mario World, Reznor spit fireballs at the player. Mario must hit their platforms from below or shoot fireballs at them to defeat them. The player has a limited amount of time available to knock off the first Reznor and then jump to one of their platforms as the floor begins breaking away exposing the molten lava below at the start of the battle. If the player does not defeat the rest of the Reznor promptly, they will have to jump onto one of the abandoned platforms and fight from there. It is, however, possible to defeat all four without doing so.

They are the bosses of four fortresses scattered through the areas of Dinosaur Land: the Vanilla Fortress, the Forest Fortress, the Chocolate Fortress, and the Valley Fortress. The four sets of Reznor all behave the same.

New Super Mario Bros. 2[edit]

A group of Reznor, as they appear in New Super Mario Bros. 2.
After a 22-year absence, Reznor reappear in New Super Mario Bros. 2 as the game's tower bosses, and their battle theme is a cover of the Super Mario World boss battle theme. They now roar before the battle starts. Their appearance has changed slightly, with their lower jaws and belly having a lighter tone, and their heads redesigned to resemble those of triceratops. The platforms they stand on are now coin-giving Rectangular Coin Blocks, and the word "REZNOR" on the boards behind the wheel is gone. Unlike in Super Mario World, where four of them always appear on a single four-plaform wheel, Reznor appear either in groups of two or four, and their wheel setups can also vary. They don't attack as frequently as they did in their debut game, and the bridge under them doesn't collapse as quickly. After defeating half of them, the remaining Reznor roar and stomp their blocks, causing the bridge below them to collapse, much like in Super Mario World. Reznor can be defeated when Mario hits the block underneath them, hits them with six fireballs or one gold fireball, or simply touches them while under the effects of the Invincibility Leaf. If defeated by a gold fireball, they will give thirty coins each.

Level Appearances[edit]
World 1-Tower: Two Reznor on one wheel with four Rectangular Coin Blocks.
World 2-Tower: Four Reznor on one wheel with four Rectangular Coin Blocks.
World 3-Tower: Same as World 2-Tower.
World 4-Tower: Four Reznor on two wheels; two Reznor per wheel, with each wheel having four Rectangular Coin Blocks. One bridge is positioned to the left of one wheel, while another bridge is positioned to the right of the other wheel.
World 5-Tower: Four Reznor on two wheels; two Reznor per wheel, with each wheel having four Rectangular Coin Blocks. One bridge is positioned between the two wheels.
World 6-Tower: Four Reznor on one giant wheel with eight Rectangular Coin Blocks.

https://www.mariowiki.com/Super_Mario_Bros.

 

The fourth is always different

 

Super Mario Bros. is divided into eight worlds, each of them containing four levels. Mario (or, in the case of a second player, his brother Luigi) has to get to the end of the level by jumping over various gaps and avoiding the enemies on his way. Mario can use several platforms (some of them collapse when Mario lands on them), stairs in the level, as well as Jumping Boards. There are also pipes along the way, some of which Mario can enter to visit various secret coin rooms before returning to the level, a bit further ahead than when he left.

 

The fourth level of each world plays inside a castle. They are usually filled with Fire Bars and Podoboos. At the end of a castle level, Mario is confronted with a Bowser Impostor in Worlds 1 through 7 and the actual Bowser in World 8. Mario and Luigi ordinarily have no way to hurt the Bowser Impostors or the actual Bowser, and have to either use the axe to destroy the bridge, causing either the false or real one to fall into the lava, or pelt him with a number of fireballs, which produces the same result and reveals the true forms of the fakes. After defeating an impostor, Mario frees one of the seven remaining mushroom retainers from the castle, at which point they say their iconic phrase: "Thank you, Mario! But our princess is in another castle!" At the end of the castle in World 8, Mario frees the grateful Princess Toadstool and completes his adventure, having the choice to continue playing in a "new quest." In this second quest, the player gets to choose a world, and replay some levels. However, all Goombas are replaced by Buzzy Beetles, all ground enemies are also considerably faster, some platforms and Elevators are shortened in length, and the level design is slightly changed for some levels (see below at "Hard mode").

 

All of the sprites and tiles in the game have at least four color schemes, one for each setting: either brown, beige, and black, or green, yellow, and white for overworld environments, blue, cyan, and black or teal, brown, and pink for underground environments, black, gray, and yellow or gray, yellow, and white for underwater environments, black, gray, and white for castle environments, and red, yellow, and white for all four. Bowser and Bowser Impostors are exceptions, as they are found in castles while having the overworld color scheme.

https://en.wikipedia.org/wiki/Four-wheel_drive

 

Four-wheel drive, 4×4 ("four by four"), 4WD, and AWD is a form of drivetrain most commonly capable of providing power to all wheel ends of a two-axled vehicle simultaneously. It may be full-time or on-demand, and may be linked via a transfer case to provide multiple gear ranges.

A four-wheeled vehicle with power supplied to both axles may be described as "all-wheel drive". However, not all "four-wheel drive" vehicles are "all-wheel drive", as vehicles with more than two axles may also be described as "four-wheel drive" regardless of how many axles, so long as two axles (of two wheel ends apiece) are powered.[

4WD/AWD systems were developed in many different markets and used in many different vehicle platforms. There is no universally accepted set of terminology to describe the various architectures and functions.[2] The terms used by various manufactures often reflect marketing rather than engineering considerations or significant technical differences between systems.[3][4]

4×4[edit]

Four-by-four (4×4) refers to the general class of vehicles. The first figure is normally the total wheels (more precisely, axle ends, which may have multiple wheels), and the second, the number that are powered. Syntactically, 4×2 means a four-wheel vehicle that transmits engine power to only two axle-ends: the front two in front-wheel drive or the rear two in rear-wheel drive.[5] Alternatively, a 6x4 vehicle has three axles, any two of which provide power to two wheel ends each. The number of wheels may be greater than six, as on ubiquitous ten-wheel tractor units, but the designation stays the same.[1]

4WD[edit]

Four wheel drive (4WD) refers to vehicles with two or more axles providing power to four wheel ends.[1] In the North American market the term generally refers a system that is optimized for severe off-road driving situations.[6] Four-wheel drive vehicles typically have a transfer case, which locks the front and rear axles, meaning that the front and rear drive shafts will be locked together when engaged. This provides maximum torque transfer to the axle with the most traction, but can cause binding in high traction turning situations.[7]

AWD[edit]

Main article: AWD (vehicle)

All wheel drive (AWD) historically was synonymous with "four-wheel drive" on four-wheeled vehicles, and six-wheel drive on 6x6s, and so on, being used in that fashion at least as early as the 1920s.[8][9] Today in the United States the term is applied to both heavy vehicles as well as light passenger vehicles. When referring to heavy vehicles the term is increasingly applied to mean "permanent multiple-wheel drive" on 2×2, 4×4, 6×6 or 8×8 drive train systems that include a differential between the front and rear drive shafts.[10] This is often coupled with some sort of anti-slip technology, increasingly hydraulic-based, that allows differentials to spin at different speeds but still be capable of transferring torque from a wheel with poor traction to one with better. Typical AWD systems work well on all surfaces, but are not intended for all consumers.[10] When used to describe AWD systems in light passenger vehicles it describes a system that applies power to all four wheels and targeted as improving on road traction and performance, particularly in inclement conditions, rather than for off road applications.[6]

Some all wheel drive electric vehicles solve this challenge using one motor for each axle, thereby eliminating a mechanical differential between the front and rear axles. An example of this is the dual motor variant of the Tesla Model S, which on a millisecond scale can control the power distribution electronically between its two motors.[11]

IWD[edit]

Individual-wheel drive (IWD) was coined to identify those electric vehicles whereby each wheel is driven by its own individual electric motor. This system essentially has inherent characteristics that would be generally attributed to four-wheel drive systems like the distribution of the available power to the wheels. However, because of the inherent characteristics of electric motors, torque can be negative, as seen in the Rimac Concept One and SLS AMG Electric. This can have drastic effects, as in better handling in tight corners.[12]

The term IWD can refer to a vehicle with any number of wheels. For example, the mars rovers are 6-wheel IWD.

Mario Bros. (マリオブラザーズ Mario Burazāzu?) is a platform game published and developed for arcades by Nintendo in 1983. It was created by Shigeru Miyamoto. It has been featured as a minigame in the Super Mario Advance series and numerous other games. Mario Bros. has been re-released for the Wii's, Nintendo 3DS's, and Wii U's Virtual Console services in Japan, North America, Europe and Australia.

https://en.wikipedia.org/wiki/Mario_Bros.

 

There are four enemies: the Shellcreeper, which simply walks around; the Sidestepper, which requires two hits to flip over; the Fighter Fly, which moves by jumping and can only be flipped when it is touching a platform; and the Slipice, which turns platforms into slippery ice. When bumped from below, the Slipice dies immediately instead of flipping over; these enemies do not count toward the total number that must be defeated to complete a phase. All iced platforms return to normal at the start of each new phase.

The four ghosts of Pac Man- the fourth is different

 

https://en.wikipedia.org/wiki/Ghosts_(Pac-Man)

 

The Ghosts (Japanese: モンスター monsutā, "monsters"), primarily Blinky, Pinky, Inky and Clyde, are the ghosts chasing the player in the Pac-Man franchise.

 

The Ghosts (Japanese: モンスター monsutā, "monsters"), primarily Blinky, Pinky, Inky and Clyde, are the ghosts chasing the player in the Pac-Man franchise.

 

In the 2013 TV series Pac-Man and the Ghostly Adventures, the four Ghosts come from the Netherworld. Though they are ruled by Lord Betrayus, they are actually good-natured spirits and often supply Pac-Man with information about Lord Betrayus' plots, while ensuring Betrayus doesn't catch them in the act. It is also suggested that they could be reunited with their bodies and brought back to life, though their 'living' forms are unknown. There were also some Ghosts that were exclusive to the TV series like Cyclops Ghosts (a race of heavyset, horned Ghosts with one eye), Fire Ghosts (a race of orange Ghosts who can emit fire from their body), Tentacle Ghosts (a race of 4-eyed purple-black Ghosts who look similar to jellyfish), Guardian Ghosts (a race of large Ghosts who guard the Netherworld), and Aqua Ghosts (a race of light blue Ghosts with fins on their head).

 

Known ghosts[edit]

Below is the description of each Ghost.[6]

 

Color Pac Man (Original)[7] Pac-Man (English version)

Character

(Personality) Translation Nickname Translation Alternate

Character Alternate

Nickname Character

(Personality) Nickname

Red Oikake (追いかけ) Chaser Akabei (赤ベイ) Red guy Urchin Macky Shadow Blinky

Pink Machibuse (待ち伏せ) Ambusher Pinky (ピンキー) Pink guy Romp Micky Speedy Pinky

Cyan Kimagure (気まぐれ) Fickle Aosuke (青助) Blue guy Stylist Mucky Bashful Inky

Orange Otoboke (お惚け) Feigned Ignorance Guzuta (愚図た) Slow guy Crybaby Mocky Pokey Clyde

Blinky[edit]

Blinky is a red ghost who, in the original arcade game, follows behind Pac-Man. He is considered the leader of the ghosts. In the Pac-Man cartoon, Blinky (voiced by Chuck McCann) is slow-witted and cowardly with grammar problems. In Pac-Man and the Ghostly Adventures, Blinky (voiced by Ian James Corlett in the TV series and by Lucien Dodge in the video game) is the default leader of the Ghost Gang Family and tends to help the winning side.[citation needed] Blinky receives a speed boost after a number of pac-pellets have been cleared. This mode has been informally referred to as "Cruise Elroy".[6][8] He is sometimes known as Clyde, mainly in the Pac-Man World games.

 

Pinky[edit]

Pinky is a pink ghost who, in the original arcade game, positions him/herself in front of Pac-Man. In the Pac-Man cartoon, Pinky (voiced by Chuck McCann) is depicted as male dimwitted shape shifter. In recent games, and Pac-Man and the Ghostly Adventures, Pinky (voiced by Ashleigh Ball in the TV series and by Julie Kliewer in the video game and sequel) is depicted as a female with a crush on Pac-Man, which often puts her at odds with Cylindria.

 

Inky[edit]

Inky is a baby blue ghost who, in the original arcade game, has a fickle mood. He can be unpredictable. Sometimes he chases Pac-Man aggressively like Blinky; other times he jumps ahead of Pac-Man as Pinky would. He might even wander off like Clyde on occasion. In the Pac-Man cartoon, Inky (voiced by Barry Gordon) is depicted as dim and loony. In Pac-Man and the Ghostly Adventures, Inky (voiced by Lee Tockar in the TV series and by Bryce Papenbrook in the video game) is the youngest member. Though the smartest, he lacks focus most of the time. In Pac-Man, Inky likes to appear in front of Pac-Man's face.

 

Clyde[edit]

Clyde is an orange ghost who, in the original arcade game, acts stupid. He will chase after Pac-Man in Blinky's manner, but will wander off to his home corner when he gets too close. In Ms. Pac-Man, this ghost is named Sue, and in Jr. Pac-Man, this ghost is named Tim. In the animated series, Clyde (voiced by Neil Ross) is the leader of the group. In recent games and Pac-Man and the Ghostly Adventures, Clyde (voiced by Brian Drummond in the TV series and by Orion Acaba in the video game) is depicted as a large ghost who is simple, but not unintelligent and has an appetite equal to Pac-Man's. He lacks the devious natures of his brothers and sister and is considerate towards others. He is sometimes known as Blinky, mainly in the Pac-M

16 is the squares of the quadrant model

https://en.wikipedia.org/wiki/Super_Mario_All-Stars

Super Mario All-Stars, released in Japan as Super Mario Collection (Japanese: スーパーマリオコレクション Hepburn: Sūpā Mario Korekushon?) is a collection of Super Mario platforming video games developed and published by Nintendo for the Super Nintendo Entertainment System in 1993.

 

Super Mario All-Stars is a video game compilation that features complete remakes of the four Super Mario side-scrolling platform games that were originally released for the Nintendo Entertainment System and the Famicom Disk System between 1985 and 1990: Super Mario Bros., Super Mario Bros.: The Lost Levels (Super Mario Bros. 2 in Japan), Super Mario Bros. 2 (Super Mario Bros. USA in Japan), and Super Mario Bros. 3. The gameplay of each remade game is nearly identical to its original version, though some game physics as well as character and level designs are slightly modified, and some bugs, including the "Minus World" in Super Mario Bros., are fixed.

 

The four games each feature enhanced 16-bit graphics and updated soundtracks to take advantage of the Super NES hardware, including parallax scrolling.[2] All four games offer a save feature, which the original games lacked, allowing the player to save progress and resume play from the start of any previously accessed world (or in The Lost Levels, any previously accessed level). Up to four individual save files can be stored for each game. The games also allow the player to customize control configuration, allowing the "jump" and "dash" actions to be mapped to different buttons on the Super NES controller.

Tetra is four

https://en.wikipedia.org/wiki/Dr._Mario

Dr. Mario is a falling block tile-matching video game,[9] in which Mario assumes the role of a doctor, dropping two-colored medical capsules into a medicine bottle representing the playing field. This area is populated by viruses of three colors: red, yellow, and blue. In a manner and style considered similar to Tetris,[10] the player manipulates each capsule as it falls, moving it left or right and rotating it such that it is positioned alongside the viruses and any existing capsules. When four or more capsule halves or viruses of matching color are aligned in vertical or horizontal configurations, they are removed from play; any remaining capsules or capsule halves which are not supported by a virus, capsule, or the bottom of the playing field immediately below will then fall as far as needed until it lands on one, after which any new 4-in-a-row alignments created from this will be removed. The main objective is to complete levels, which is accomplished by eliminating all viruses from the playing field. A game over occurs if capsules fill up the playing field in a way that obstructs the bottle's narrow neck.[11]

https://en.wikipedia.org/wiki/Super_Mario_Bros._2

https://en.wikipedia.org/wiki/Super_Mario_Bros._2

A 16 bit game

 

Super Mario Bros. 2 is a 2D side-scrolling platform game. The objective of the game is to navigate the player's character through the dream world Subcon and defeat the main antagonist Wart.[4]:3–4 Before each stage, the player chooses one of four different protagonists to use: Mario, Luigi, Toad, and Princess Peach. All four characters can run, jump, and climb ladders or vines, but each character possesses a unique strength that causes them to be controlled differently. For example, Luigi can jump the highest; Princess Peach can jump the farthest; Toad's strength allows him to pick up items quickly. As opposed to the original Super Mario Bros., which only moved from left to right, players can move either left or right, as well as vertically in waterfall, cloud and cave levels. Unlike other Mario games, the characters cannot defeat enemies by jumping on them; but they can stand on, ride on, and jump on the enemies. Instead, the character picks up and throws objects at the enemies, or throws the enemies away, to defeat them. These objects include vegetables plucked from the ground or other enemies.[4]:13–16

https://en.wikipedia.org/wiki/Link_(The_Legend_of_Zelda)

 

In The Legend of Zelda: A Link to the Past & Four Swords (2002), set at some point before Ocarina of Time, Zelda goes to the Sanctuary of the Four Sword with her friend, Link, to check on the seal containing the evil Wind Mage, Vaati. The seal has weakened, however, and Vaati emerges, kidnaps Zelda, and defeats Link. Later, Link finds three fairies, who instruct him to draw the Four Sword. The magical Four Sword divides him into four identical Links. The first Link wears his traditional green outfit; the second, a red version; the third, blue; and the fourth, purple. The Links must cooperate to overcome obstacles, collect keys, and storm Vaati's Palace so they can rescue Zelda and seal the mage away again.[27]

https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Oracle_of_Seasons_and_Oracle_of_Ages

 

The Legend of Zelda: Oracle of Seasons and The Legend of Zelda: Oracle of Ages[a] are two action-adventure games in the Legend of Zelda series, developed by Flagship (a subsidiary of Capcom). They were released in 2001 for Nintendo's Game Boy Color handheld console and re-released on the Virtual Console for the Nintendo 3DS in 2013.

 

The central item of Oracle of Seasons is the Rod of Seasons. By standing on a stump and swinging the rod, Link can change the season and affect his surroundings.[19] For example, to cross a body of water, Link can change the season to winter and walk on the ice. Changing the season to summer causes vines to flourish, which Link can use to scale cliffs. When Link obtains the rod, he initially cannot use it.[20] In the course of the game, Link visits four towers that house the four spirits of the seasons; each tower Link visits allows him to switch to an additional season.[20]

https://en.wikipedia.org/wiki/Radio-controlled_aerobatics

Radio-controlled aerobatics is the practice of flying radio-controlled aircraft in maneuvers involving aircraft attitudes that are not used in normal flight.
Four-point roll[edit]
The four-point roll is a quick series of quarter rolls. The pilot gives four separate, but very brief aileron inputs. The first rolls the aircraft to knife-edge, the second rolls the aircraft inverted, the third rolls the aircraft to opposite knife-edge, and the final input rolls the aircraft back to upright.
Rolling circle[edit]
Control stick inputs for the rolling circle (left-turning right-rolling), showing the typical amount of elevator and rudder input as a function of rolling position.
Rolling circle is a maneuver in which an aircraft rolls continuously while turning in a circle. This is arguably one of the most difficult maneuvers to perfect, since varying pitch and yaw corrections are necessary to keep the heading level while maintaining constant roll rate and turning radius.
The standard rolling circle involves 1 roll at each quadrant of the turn, resulting in a total of 4 rolls throughout the 360° horizontal turn. The most logical method to approach the rolling circle is to think of it as 4 slow rolls with turn. The procedure below describes a left-turning right-rolling quadrant

The eight point roll is two fours and it makes a crossing infinity sign.

https://en.wikipedia.org/wiki/File:Rolling_Circle.JPG

Four quadrants

https://en.wikipedia.org/wiki/Kitesurfing

In the 1800s, George Pocock used kites of increased size to propel carts on land and ships on the water, using a four-line control system—the same system in common use today. Both carts and boats were able to turn and sail upwind

https://en.wikipedia.org/wiki/Gaelic_handball

 

In Ireland, there are four main types of handball. There is 40x20 (small court), the traditional 60x30 Softball & Hardball (big alley) and One-wall handball. One-wall handball has become very popular over the past 3 years and it is the most popular version of international handball. It is played in over 74 countries including the USA, Mexico, Ecuador, Spain, the Basque Country.

Gaelic handball (known in Ireland simply as handball;[1][2][3][4] Irish: liathróid láimhe) is a sport played in Ireland where players hit a ball with a hand or fist against a wall in such a way as to make a shot the opposition cannot return,[5] and that may be played with two (singles) or four players (doubles). The sport is similar to American handball (a related and almost identical game), Basque pelota, racquetball and squash. It is one of the four Gaelic games organised by the Gaelic Athletic Association (GAA).[6] In 2009, Irish Handball was rebranded as GAA Handball.

There are four Gaelic games

https://en.wikipedia.org/wiki/Gaelic_games

https://en.wikipedia.org/wiki/Gaelic_handball

 

Gaelic games are sports played in Ireland under the auspices of the Gaelic Athletic Association (GAA). Gaelic football and hurling are the two main games. Other games organised by the GAA include Gaelic handball and rounders.

https://en.wikipedia.org/wiki/Racketlon

 

Racketlon is a combination sport where competitors play a sequence of the four most popular racket sports: table tennis, badminton, squash, and tennis.

In a regulation game, two individuals (or two pairs in doubles) play each other in four sets, one in each sport. Each set has the same format: the serve switches every two points, with the first serve of the two in badminton, squash and tennis always being from the right, and the set finishes when one player has earned 21 points with at least a 2-point margin. The sets are played from smallest racket to largest: first table tennis, then badminton, squash, and finally tennis. The player (or pair) who has won the most points overall wins the match. If the score is tied after all four sets, the tie is broken by one extra tennis point. Other than the scoring, each point follows the respective sport's international rules.

https://en.wikipedia.org/wiki/Squash_(sport)

 

Squash is a racquet sport played by two (singles) or four players (doubles) in a four-walled court with a small, hollow rubber ball. The players must alternate in striking the ball with their racquet and hit the ball onto the playable surfaces of the four walls of the court.

Squash was invented in Harrow School out of the older game racquets around 1830 before the game spread to other schools, eventually becoming an international sport. The first courts built at this school were rather dangerous because they were near water pipes, buttresses, chimneys, and ledges. The school soon built four outside courts. Natural rubber was the material of choice for the ball. Students modified their racquets to have a smaller reach to play in these cramped conditions.

Squash balls are between 39.5 and 40.5 mm in diameter, and have a weight of 23 to 25 grams.[3] They are made with two pieces of rubber compound, glued together to form a hollow sphere and buffed to a matte finish. Different balls are provided for varying temperature and atmospheric conditions and standards of play: more experienced players use slow balls that have less bounce than those used by less experienced players (slower balls tend to "die" in court corners, rather than "standing up" to allow easier shots). Depending on its specific rubber composition, a squash ball has the property that it bounces more at higher temperatures. Squash balls must be hit dozens of times to warm them up at the beginning of a session; cold squash balls have very little bounce. Small colored dots on the ball indicate its dynamic level (bounciness), and thus the standard of play for which it is suited. The recognized speed colors indicating the degree of dynamism are:

Color Speed (of Play) Bounce Player Level

Double yellow Extra Super Slowest Very low Experienced

Yellow Super Slow Low Advanced

White Slow Low Advanced/Medium

Blue Fast Very high Beginner/Junior

Some ball manufacturers such as Dunlop use a different method of grading balls based on experience. They still have the equivalent dot rating, but are named to help choose a ball that is appropriate for one's skill level. The four different ball types are Intro (Blue dot), Progress (Red dot), Competition (single yellow dot) and Pro (double yellow dot).

The squash court is a playing surface surrounded by four walls. The court surface contains a front line separating the front and back of the court and a half court line, separating the left and right hand sides of the back portion of the court, creating three 'boxes' - the front half, the back left quarter and the back right quarter. Both the back two boxes contain smaller service boxes. All of the floor-markings on a squash court are only relevant during serves.

There are four walls to a squash court. The front wall, on which three parallel lines are marked, has the largest playing surface, whilst the back wall, which typically contains the entrance to the court, has the smallest. The out line runs along the top of the front wall, descending along the side walls to the back wall. There are no other markings on the side or back walls. Shots struck above or touching the out line, on any wall, are out. The bottom line of the front wall marks the top of the 'tin', a half metre-high metal area which if struck means that the ball is out. In this way the tin can be seen as analogous to the net in other racquet sports such as tennis. The middle line of the front wall is the service line and is only relevant during serves.

https://en.wikipedia.org/wiki/Sport_kite

 

Four-line (or "quad-line") kites are controlled with a pair of handles, each with two lines attached to the top and bottom and attached to the kite correspondingly. To control the kite, the pilot pulls on the lower line to turn the kite in that direction. Skilled use of these handles allows a quad-line kite to perform in ways that are difficult or impossible with a dual-line kite. Unique quadline maneuvers include reverse flight, axis spins, hovers, and side to side flight.

Other aspects of sport kiting include power or traction kites, which can be used to tow wheeled kite buggies (kite buggying) or surfboards (kite surfing). Power kites vary in size from "trainers" which often have dual lines and a small sail area, to large full size traction kites with four lines, designed to pull people on kite boards or vehicles.

https://en.wikipedia.org/wiki/File:Olympics_2012_Mixed_Doubles_Final.jpg

 

https://en.wikipedia.org/wiki/Badminton

https://en.wikipedia.org/…/File:Olympics_2012_Mixed_Doubles…

By 1875, returning officers had started a badminton club in Folkestone. Initially, the sport was played with sides ranging from 1–4 players but it was quickly established that games between two or four competitors worked the best.

Notice how there are four squares (a quadrant) on a badminton court, as well as ping pong and tennis.

https://en.wikipedia.org/wiki/Kitesurfing

 

In the 1800s, George Pocock used kites of increased size to propel carts on land and ships on the water, using a four-line control system—the same system in common use today. Both carts and boats were able to turn and sail upwind

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https://en.wikipedia.org/wiki/Biathlon

 

Biathlon is a winter sport that combines cross-country skiing and rifle shooting.

This sport has its origins in an exercise for Norwegian people, as an alternative training for the military. Norwegian skiing regiments organized military skiing contests in the 18th century, divided in four classes: shooting at mark while skiing at top speed, downhill race among trees, downhill race on big hills without falling, and a long race on flat ground while carrying rifle and military pack.

The competitions from 1958 to 1965 used high-power centerfire cartridges, such as the .30-06 Springfield and the 7.62×51mm NATO, before the .22 Long Rifle rimfire cartridge was standardized in 1978. The ammunition was carried in a belt worn around the competitor's waist. The sole event was the men's 20 kilometres (12 mi) individual, encompassing four separate ranges and firing distances of 100 metres (330 ft), 150 metres (490 ft), 200 metres (660 ft), and 250 metres (820 ft). The target distance was reduced to 150 metres (490 ft) with the addition of the relay in 1966. The shooting range was further reduced to 50 metres (160 ft) in 1978 with the mechanical targets making their debut at the 1980 Winter Olympics in Lake Placid

A biathlon competition consists of a race in which contestants ski around a cross-country trail system, and where the total distance is broken up by either two or four shooting rounds, half in prone position, the other half standing. Depending on the shooting performance, extra distance or time is added to the contestant's total running distance/time. The contestant with the shortest total time wins.

The 20 kilometres (12 mi) individual race (15 kilometres (9.3 mi) for women) is the oldest biathlon event; the distance is skied over five laps. The biathlete shoots four times at any shooting lane,[7] in the order of prone, standing, prone, standing, totaling 20 targets. For each missed target a fixed penalty time, usually one minute, is added to the skiing time of the biathlete. Competitors' starts are staggered, normally by 30 seconds.

In a pursuit, biathletes' starts are separated by their time differences from a previous race,[8] most commonly a sprint. The contestant crossing the finish line first is the winner. The distance is 12.5 kilometres (7.8 mi) for men and 10 kilometres (6.2 mi) for women, skied over five laps; there are four shooting bouts (two prone, two standing, in that order), and each miss means a penalty loop of 150 metres (490 ft). To prevent awkward and/or dangerous crowding of the skiing loops, and overcapacity at the shooting range, World Cup Pursuits are held with only the 60 top ranking biathletes after the preceding race. The biathletes shoot on a first-come, first-served basis at the lane corresponding to the position they arrived for all shooting bouts.

In the mass start, all biathletes start at the same time and the first across the finish line wins. In this 15 kilometres (9.3 mi) for men or 12.5 kilometres (7.8 mi) for women competition, the distance is skied over five laps; there are four bouts of shooting (two prone, two standing, in that order) with the first shooting bout being at the lane corresponding to the competitor's bib number (Bib #10 shoots at lane #10 regardless of position in race), with the rest of the shooting bouts being on a first-come, first-served basis (If a competitor arrives at the lane in fifth place, they shoot at lane 5). As in sprint and pursuit, competitors must ski one 150 metres (490 ft) penalty loop for each miss. Here again, to avoid unwanted congestion, World Cup Mass starts are held with only the 30 top ranking athletes on the start line (half that of the Pursuit as here all contestants start simultaneously).

The relay teams consist of four biathletes, who each ski 7.5 kilometres (4.7 mi) (men) or 6 kilometres (3.7 mi) (women), each leg skied over three laps, with two shooting rounds; one prone, one standing. For every round of five targets there are eight bullets available, though the last three can only be single-loaded manually one at a time from spare round holders or bullets deposited by the competitor into trays or onto the mat at the firing line. If after eight bullets there are still misses, one 150 m (490 ft) penalty loop must be taken for each missed target remaining. The first-leg participants start all at the same time, and as in cross-country skiing relays, every athlete of a team must touch the team's next-leg participant to perform a valid changeover. On the first shooting stage of the first leg, the participant must shoot in the lane corresponding to their bib number (Bib #10 shoots at lane #10 regardless of position in race), then for the remainder of the relay, the relay team shoots on a first-come, first-served basis (arrive at the range in fifth place, shoot at lane 5)

The most recent addition to the number of biathlon competition variants, the mixed relay is similar to the ordinary relay but the teams are composed of two women and two men. Legs 1 and 2 are done by the women, legs 3 and 4 by the men. The women's legs are 6 kilometres (3.7 mi) and men's legs are 7.5 kilometres (4.7 mi) as in ordinary relay competitions.

A team consists of four biathletes, but unlike the relay competition, all team members start at the same time. Two athletes must shoot in the prone shooting round, the other two in the standing round. In case of a miss, the two non-shooting biathletes must ski a penalty loop of 150 m (490 ft). The skiers must enter the shooting area together, and must also finish within 15 seconds of each other; otherwise a time penalty of one minute is added to the total time. Since 2004, this race format has been obsolete at the World Cup level.

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Merk Diezle In women's gymnastics there are four events.
In men's there are six but gymnastics is considered a woman's sport.

Like · Reply · December 27, 2016 at 3:59pm

https://en.wikipedia.org/wiki/Juggling_pattern

 

 

The fourth is different. Fifth is questionable

 

Half shower[edit]

Similar to the shower pattern, a half shower pattern (siteswap: 3[9]) is any pattern where both hands throw arcing cascade-like throws to the other hand, but the props from one hand always pass above the props from the other hand. The half shower may be performed with any number of props greater than or equal to three, and with more than four props, different versions of the half shower with varying heights of throw may be executed, even without taking into account both synchronous and asynchronous variations.

 

Half showers where hands throw at notably different heights may be executed with cascade-style inside throws; this style of half shower is popular in club juggling, where they go by the name of triple-doubles or double-singles due to the higher clubs naturally spinning a greater number of times than the lower clubs.

 

Fountain[edit]

 

4-ball fountain, siteswap: 4[10]

Main article: Fountain (juggling)

Performed using an even number of props greater than or equal to four, the fountain is a symmetrical pattern where each hand independently juggles exactly half the total number of props, i.e. each hand always throws to itself. As with the cascade, a fountain where the throws are to the outside of the catches is known as a reverse fountain (siteswap: 4[11]). A fountain where only one hand juggles is generally known as an n in one hand, where n is the number of props juggled. Unlike the cascade, fountains can be performed both synchronously (each hand throws at the same time) and asynchronously (hands throw alternately)

 

 

 

Four balls can be juggled. Not really five. Three can be juggled the best. The nature of the quadrant model is the fourth is always different and transcendent.

 

Pass juggling[edit]

 

Four-count, or "Every others": <333P|333P>

Main article: Passing (juggling)

Siteswap may also be extended to pass juggling. Simultaneous juggling: <xxx|yyy> notation means one juggler does 'xxx' while another does 'yyy'. 'p' is used to represent a passing throw. For example the Four-count, or "Every others", pattern (one of the most basic forms of passing) every fourth throw — that is, every second right-handed throw — is a passing throw, thus the pattern is <333P|333P>. One-count (<3p|3p>), two-count (<33p|33p>), three-count (<333p|333p>), four-count (<3333p|3333p>).[33]

https://en.wikipedia.org/wiki/Savate

Savate (French pronunciation: [saˈvat]), also known as boxe française, French boxing, French kickboxing or French footfighting, is a French martial art which uses the hands and feet as weapons combining elements of western boxing with graceful kicking techniques.
In competitive or competition savate which includes Assaut, Pre-Combat, and Combat types, there are only four kinds of kicks allowed along with four kinds of punches allowed:
Kicks[edit]
fouetté (literally "whip", roundhouse kick making contact with the toe—hard rubber-toed shoes are worn in practice and bouts), high (figure), medium (médian) or low (bas)
chassé (side ("chassé lateral") or front ("chassé frontal") piston-action kick, high (figure), medium (médian) or low (bas)
revers, frontal or lateral ("reverse" or hooking kick) making contact with the sole of the shoe, high (figure), medium (médian), or low (bas)
coup de pied bas ("low kick", a front or sweep kick to the shin making contact with the inner edge of the shoe, performed with a characteristic backwards lean) low only[15][16]
Punches[edit]
direct bras avant (jab, lead hand)
direct bras arrière (cross, rear hand)
crochet (hook, bent arm with either hand)
uppercut (either hand)
Savate did not begin as a sport, but as a form of self-defence and fought on the streets of Paris and Marseille. This type of savate was known as savate de rue. In addition to kicks and punches, training in savate de rue (savate defense) includes knee and elbow strikes along with locks, sweeps, throws, headbutts, and takedowns.[17][18][19][20]

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https://en.wikipedia.org/wiki/Freestyle_BMX

 

Flatland BMX occupies a position somewhat removed from the rest of freestyle BMX. People who ride in the above disciplines will generally take part in at least one of the others, but flatlanders tend to only ride flatland. They are often very dedicated and will spend several hours a day perfecting their technique.

A variety of options are commonly found on flatland bikes. The most unifying feature of flatland bikes is the use of four pegs, one on the end of each wheel axle. Flatland riders will choose to run either a front brake, a rear brake, both brakes, or no brakes at all, depending on stylistic preference.

https://en.wikipedia.org/wiki/Fourcross

 

Fourcross is a form of four-wheeled downhill mountain biking, pioneered in Canada and the United States. It has the benefit of being suitable for disabled riders. The sport each year is part of the Crankworx festival

https://en.wikipedia.org/wiki/Four-cross

Four-cross (4X), also called mountain-cross, not to be confused with fourcross, is a relatively new style of mountain bike racing where four bikers race downhill on a prepared, BMX like, track, simply trying to get down first. These bikes are generally either full suspension with 3 to 4 inches of travel, or hardtails, and typically have relatively strong frames. They run a chainguide on front and gears on the back. They have slack head angles, short chainstays and low bottom brackets for good cornering and acceleration. In recent years the tracks raced on have been rougher and less like those used in BMX.

The current world champion is Joost Wichman.

Four-cross was added to the UCI Mountain Bike World Cup and the UCI Mountain Bike & Trials World Championships in 2002, replacing dual slalom. It was removed from the World Cup following the 2011 series. A replacement world series, the 4X Pro Tour, was launched in 2012.

https://en.wikipedia.org/wiki/NASCAR_playoffs

 

Short track racing, the grassroots of NASCAR, began experimenting with ideas to help the entry-level racer. In 2001, the United Speed Alliance Racing organization, sanctioning body of the USAR Hooters Pro Cup Series, a short-track stock car touring series, devised a five-race system where the top teams in their Hooters ProCup North and Hooters ProCup South divisions would participate in a five-race playoff, the Four Champions, named for the four Hooters Racing staff members (including 1992 NASCAR Winston Cup Series champion and pilot Alan Kulwicki) killed in an April 1, 1993 plane crash in Blountville, Tennessee. The system organized the teams with starting points based on the team's performance in their division (division champions earn a bonus), and the teams would participate in a five-race playoff. The five races, added to the team's seeding points, would determine the winner. The 2001 version was four races, as one was canceled because of the September 11 terrorist attacks; however, NASCAR watched as the ProCup's Four Champions became a success and drivers from the series began looking at NASCAR rides. The idea was to give NASCAR, which was becoming in many areas the fourth-largest sport (after Major League Baseball, the NFL, the NBA and surpassing in some regions the NHL) attention during baseball's road to the World Series and the outset of the pro and college football, NHL and NBA seasons.

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Four bases

https://en.wikipedia.org/wiki/Pesäpallo

Pesäpallo (Finnish pronunciation: [pesæpɑlːo]; Swedish: boboll, both names literally meaning "nest ball", also referred to as "Finnish baseball") is a fast-moving bat-and-ball sport that is quite often referred to as the national sport of Finland and has some presence in other countries including Germany, Sweden, Switzerland, Australia, and Canada's northern Ontario (the latter two countries have significant Scandinavian populations.) The game is similar to brännboll, rounders, and lapta, as well as baseball.

The game has four bases

The Massachusetts Game was a type of amateur club baseball popular in 19th century New England. It was an organized and codified version of local games called "base" or "round ball", and related to town ball and rounders. The Massachusetts Game is remembered as a rival of the New York Game of baseball, which was based on Knickerbocker Rules. In the end, however, it was the New York style of play which was adopted as the "National Game" and was the fore-runner of modern baseball.
It also has four bases

https://en.wikipedia.org/wiki/Coxless_four

 

A coxless four is a rowing boat used in the sport of competitive rowing. It is designed for four persons who propel the boat with sweep oars.

The crew consists of four rowers, each having one oar. There are two rowers on the stroke side (rower's right hand side) and two on the bow side (rower's lefthand side). There is no cox, but the rudder is controlled by one of the crew, normally with the rudder cable attached to the toe of one of their shoes which can pivot about the ball of the foot, moving the cable left or right. The steersman may row at bow, who has the best vision when looking over their shoulder, or on straighter courses stroke may steer, since they can point the stern of the boat at some landmark at the start of the course. The equivalent boat when it is steered by a cox is referred to as a "coxed four".

Racing boats (often called "shells") are long, narrow, and broadly semi-circular in cross-section in order to reduce drag to a minimum. Originally made from wood, shells are now almost always made from a composite material (usually carbon-fibre reinforced plastic) for strength and weight advantages. Fours have a fin towards the rear, to help prevent roll and yaw and to help the rudder. The riggers are staggered alternately along the boat so that the forces apply asymmetrically to each side of the boat. If the boat is sculled by rowers each with two oars the combination is referred to as a quad scull. In a quad scull the riggers apply forces symmetrically. A sweep oared boat has to be stiffer to handle the unmatched forces, and so requires more bracing, which means it has to be heavier than an equivalent sculling boat. However most rowing clubs cannot afford to have a dedicated large hull with four seats which might be rarely used and instead generally opt for versatility in their fleet by using stronger shells which can be rigged for either as fours or quads.

"Coxless four" is one of the classes recognized by the International Rowing Federation.[1] and is an event at the Olympic Games.

In 1868, Walter Bradford Woodgate rowing a Brasenose coxed four arranged for his coxswain to jump overboard at the start of the Stewards' Challenge Cup at Henley Royal Regatta to lighten the boat. The unwanted cox narrowly escaped strangulation by the water lilies, but Woodgate and his home-made steering device triumphed by 100 yards and were promptly disqualified. This led to the adoption of Henley Regatta rules specifically prohibiting such conduct and a special prize for four-oared crews without coxswains was offered at the regatta in 1869. However in 1873 the Stewards cup was changed to a coxless four event.[2]

I'm a paragraph. Click here to add your own text and edit me. It's easy.

https://en.wikipedia.org/wiki/Line_(ice_hockey)

 

Ice hockey teams usually consist of four lines of three forwards, three pairs of defencemen, and two goaltenders.

 

In ice hockey, a line is a group of forwards that play in a group, or "shift", during a game.

 

A complete forward line consists of a left wing, a center, and a right wing, while a pair of defensemen who play together are called "partners." Typically, an NHL team dresses twelve forwards along four lines and three pairs of defensemen, though some teams elect to dress a seventh defenseman, or a thirteenth forward. In ice hockey, players are substituted "on the fly," meaning a substitution can occur even in the middle of play as long as proper protocol is followed (under typical ice hockey rules, the substituting player cannot enter the ice until the substituted player is within a short distance of the bench and not actively playing the puck); substitutions can still be made during stoppages. Usually, coordinated groups of players (called linemates) are substituted simultaneously in what are called line changes. Linemates may change throughout the game at the coach's discretion.

 

Ice hockey is one of only a handful of sports (gridiron football being one of the most prominent others) that allows for unlimited free substitution and uses a system of multiple sets of players for different situations. Because of the use of lines in hockey, ice hockey rosters have relatively large rosters compared to the number of players on the ice (23 for a typical NHL team, with 20 active on game day and six on the ice at any given time). Only gridiron football has a larger relative roster size (the NFL has 53 players, 46 active on gameday, 11 on the field).

 

Types of line[edit]

The first line is usually composed of the best offensive players on the team. Teams heavily rely on this line, which generates the bulk of the team's scoring. These players often see the highest number of minutes among forwards in a game and are usually part of the team's starting lineup.

The second line is generally composed of second-tier offensive players, and helps by adding supplementary offense to that generated by the first line while contributing more two-way play than the offensively-focused scoring line. Higher end (typically first line) players may be put on the second line to spread scoring across the lineup, making a team more difficult for opponents to defend against. This frequently happens when a team has two high-end players who play the same position.

The third line is often called the checking line, and is generally made up of more defensively oriented forwards and grinders. This line is often played against an opponent's first or second lines in an effort to reduce their scoring, and physically wear them down. The third line adds less offense than the first or second lines, but generally more than the fourth.

The fourth line is often called the "energy line," both because their shifts give other players a chance to rest, and because their physically oriented play is said to give their teammates an emotional boost. It is usually composed of journeymen with limited scoring potential, but strong physical play and, as often as possible, strong skating abilities. With the smallest amount of ice time, they tend to play in short bursts rather than pace themselves. Pests and enforcers usually play the fourth line, as do centers whose primary skill is winning faceoffs. The fourth line can be a checking line

https://en.wikipedia.org/wiki/Inline_skates

The four wheel in line skate is the most common.

Typical recreational skates use frames built out of high-grade polyurethane (plastic). Low-end department or toy store skate frames may be composed of other types of plastic. Speed skate frames are usually built out of carbon fiber or extruded aluminum (more expensive but more solid), magnesium, or even pressed aluminium, which is then folded into a frame (cheaper but less sturdy).

Carbon fiber frames are expensive but generally more flexible, making for a smoother ride at the expense of worse power transfer between the leg and the wheels. In general, carbon fiber frames weigh about 160–180 grams. Recently, high-end carbon fiber frames with a monocoque construction have been introduced. They offer the same level of stiffness as aluminum frames while weighing only around 130g. Aluminum can weigh from 170 to 240 grams. Frame length ranges from 2 wheel framed freestyle wheels (used in aggressive skating) to around 230 mm for short-framed four wheel skates (used in most inline designs), up to about 325 mm for a five-wheel racing frame.

The fourth is always transcendent

http://vinepair.com/beer-101/belgian-dubbel-tripel-quadrupel-beer-style-guide/

 

BELGIAN DUBBEL, TRIPEL & QUADRUPEL

 

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Belgian Dubbel, Tripel & Quadrupel Beer Style Guide

 

If you’ve had even a glimpse into the world of Belgian beer, you can already tell: Belgians love their beer, and they’ve spent time—centuries, in fact—perfecting it. But Belgians are also pretty liberal with their beer, meaning “styles” are a bit hard to nail down. And terms like “Trappist” and “Abbey” don’t quite help (“Trappist” actually means the beer was brewed by monks at one of 11 abbeys currently brewing; “Abbey” is a marketing term used to imply an association with an abbey, though technically it doesn’t mean one exists). But don’t be afraid of confusion—the world of Belgian beer is so rewarding, in terms of flavor and complexity, it’s worth diving into the deep end.

 

BELGIAN DUBBEL ESSENTIAL INFO

COLOR: RICH AMBER TO COPPER

ABV: 6%-9%

COMMERCIAL EXAMPLES: OMMEGANG ABBEY ALE, WESTMALLE TRAPPIST DUBBEL, CHIMAY PREMIERE (RED)

The “lowest” of the number-sounding Belgian beer names, created by Belgian monks at the Westmalle Monastery in between the late 19th and early 20th century (they brewed a stronger version of what they drank at the abbey, hence “dubbel,” or “double,” and the rest is history). Complex and fairly high alcohol, the deep color of the Dubbel doesn’t come from roasted malt but something called candi sugar (originally brewers used caramelized beet sugar), which imparts chocolate, dark fruit, and/or burnt caramel qualities. Hops flavors won’t make much of a showing beyond a trace of moderate bitterness, allowing the malt and yeast to impart more of their flavors, with Belgian yeast strains lending some peppery spiciness, fruity esters, and higher alcohol to balance out the round, ruby voluptuousness.

 

BELGIAN TRIPEL ESSENTIAL INFO

COLOR: LIGHT PALE TO DEEP GOLD, OFTEN HAZY

ABV: 7.5%-10%

COMMERCIAL EXAMPLES:UNIBROUE LA FIN DU MONDE, ALLAGASH CURIEUX BOURBON BARREL-AGED TRIPEL, CHIMAY TRIPEL (WHITE)

You might want to think of a Tripel as somehow “one higher” than a Dubbel, but alas, it doesn’t apply, because beer is weird like that. Where a Dubbel is dark, a Tripel is in the golden category, because it doesn’t use caramelized sugar and is brewed with light Pilsner malt. Popularized by that same Westmalle Monastery, the name does actually come from the practice of using three times the normal amount of malt, though that’s not some kind of mathematical requirement. The most important thing to remember about a Tripel is that it’s deceptively drinkable—they’re generally high alcohol beers with all sorts of inviting flavors (spiciness, banana, fruit, some faint residual sweetness, citrus) and a nice full mouthfeel, and almost no indication of packing a serious ABV punch. (If you like and can handle Tripels, check out Belgian Strong Pale Ale.)

 

BELGIAN QUADRUPEL ESSENTIAL INFO

COLOR: DEEP RED/BROWN TO DARK COPPERY BROWN

ABV: 10%-13%

COMMERCIAL EXAMPLES:THREE PHILOSOPHERS BELGIAN STYLE QUADRUPEL, BROUWERIJ ST. BERNARDUS ABT 12, WEYERBACHER BREWING CO. QUAD

The strongest and heaviest of the bunch, Quadrupels are actually sort of a subcategory of Belgian Strong Dark Ales. But that has more to do with the way brewery competitions categorize beer styles for brewers. Especially for beginner drinking concerns, Belgian Quadrupels can basically be considered the same as BSDAs, and the most important thing to remember when purchasing (or drinking) either is strength. These guys pack punch, with a maltier, spicy yeast profile and an alcohol range that generally (easily) breaks the double digits. Caramelized sugar and Munich malts can add to the depth, though you shouldn’t get any roasty flavors here. Think dark fruit, molasses, breadiness, peppery spice, and anything from a dry or medium sweet finish balanced out by high, high alcohol. Ame

https://en.wikipedia.org/wiki/Crucifix_position

 

The crucifix position, also known as the salaverry, is a ground grappling position that involves being perpendicularly behind the opponent, chest against back, and controlling the opponent's arms. One of the opponent's arms is controlled using the legs, and the other using the arms, hence effectively putting the opponent in a position resembling a crucifix. This position allows for elbow strikes to the head, or if the opponent is wearing a gi, it allows for a collar strangle called the crucifix choke (in Judo known as jigoku jime, 地獄絞, "hell strangle").[1] It is also possible to have the crucifix position in such a way that a crucifix neck crank can be applied.

https://en.wikipedia.org/wiki/Mount_(grappling)

 

Pinning holds in budō from the mount include tate shiho gatame (縦四方固, "horizontal four quarters hold", also called hon-tate-shiho-gatame,[1] 本縦四方固), which is similar to kata-gatame except that it is performed from the mount. The opponent's arm is pinned against his or her neck, and the head and arm are held tightly. This may result in a potent arm triangle choke. In its variations kuzure-tate-shiho-gatame (崩縦四方固, "modified horizontal four quarters hold"), the arm is not held against the neck, but rather, one of the arms may be held. The stability of these pinning holds or the mount in general, can be increased by entangling the opponents legs with the own legs, a technique known as grapevining.

Nonograms are quadrants

https://en.wikipedia.org/wiki/Nonogram

Nonograms, also known as Hanjie, Picross or Griddlers, are picture logic puzzles in which cells in a grid must be colored or left blank according to numbers at the side of the grid to reveal a hidden picture. In this puzzle type, the numbers are a form of discrete tomography that measures how many unbroken lines of filled-in squares there are in any given row or column. For example, a clue of "4 8 3" would mean there are sets of four, eight, and three filled squares, in that order, with at least one blank square between successive groups.

 

These puzzles are often black and white, describing a binary image, but they can also be colored. If colored, the number clues are also colored to indicate the color of the squares. Two differently colored numbers may or may not have a space in between them. For example, a black four followed by a red two could mean four black boxes, some empty spaces, and two red boxes, or it could simply mean four black boxes followed immediately by two red ones.

 

Nonograms have no theoretical limits on size, and are not restricted to square layouts.

Bop it extreme has a pull it twist itflick it and spin it function in four corners. Kind of reflecting the quadrant image with one in the center- a quincunx (a quadrant made of five parts)

In 1998, Hasbro copyrighted its instructions for the Bop It Extreme, describing the underlying patents as "pending." This game included the additional commands "Flick it!" (a green zigzag lever) and "Spin it!" (a red wheel) along with the original three from Bop It. The game featured 4 games modes (Vox Bop, Beat Bop, Vox Bop Solo and Beat Bop Solo), and the maximum score (reported via cypher) was increased to 250.[14][15] As with the earlier Bop It model, special victory songs were unlocked upon completion. Thus, achieving a score of 100 or greater rewards the player with an additional victory song after the announcement of the score. On reaching 150 inputs, a different special victory celebration plays, and achievement of the maximum score would trigger a yet different special victory ending. This device requires 3 AA batteries.[14]

In 2003, this model was one of the top games in the market.[16]

 

https://en.wikipedia.org/wiki/File:Bop_it_Extreme.jpg

https://en.wikipedia.org/wiki/Eternity_II_puzzle

 

Eternity is a game made of quadrants

The Eternity II puzzle, aka E2 or E II, is a puzzle competition which was released on 28 July 2007.[1] It was published by Christopher Monckton, and is marketed and copyrighted by TOMY UK Ltd. A $2 million prize was offered for the first complete solution. The competition ended at noon on 31 December 2010, with no solution being found.

The Eternity II puzzle is an edge-matching puzzle which involves placing 256 square puzzle pieces into a 16 by 16 grid, constrained by the requirement to match adjacent edges. It has been designed to be difficult to solve by brute-force computer search.

Each puzzle piece has its edges on one side marked with different shape/colour combinations (collectively called "colours" here), each of which must match precisely with its neighbouring side on each adjacent piece when the puzzle is complete. The other side of each piece is blank apart from an identifying number, and is not used in the puzzle. Thus, each piece can be used in only 4 orientations. There are 22 colours, not including the gray edges. Five of those can only be found on border and corner pieces and 17 only on so called inner pieces and the side of the border piece across from the gray colour. This puzzle differs from the first Eternity puzzle in that there is a starter piece which must be placed near the center of the board. (See PDF rulebook on official website.[2])

Two Clue Puzzles were available with the launch of the product, which, if solved, each give a piece position on the main 256-piece puzzle. Clue Puzzle 1 is 6 by 6, with 36 pieces and Clue Puzzle 2 is 12 by 6, with 72 pieces. Two further puzzles were made available in 2008. Clue Puzzle 3 is 6 by 6, with 36 pieces, and Clue Puzzle 4 is 12 by 6, with 72 pieces.

The number of possible configurations for the Eternity II puzzle, assuming all the pieces are distinct, and ignoring the fixed pieces with pre-determined positions, is 256! × 4256, roughly 1.15 × 10661. A tighter upper bound to the possible number of configurations can be achieved by taking into account the fixed piece in the center and the restrictions set on the pieces on the edge: 1 × 4! × 56! × 195! × 4195, roughly 1.115 × 10557. A further upper bound can be obtained by considering the position and orientation of the hint pieces obtained through the clue puzzles. In this case the position and orientation of five pieces is known, giving an upper bound of 4! × 56! × 191! × 4191 = 3.11 × 10545, yielding a search space 3.70 × 10115 times smaller than the first approximation.

https://en.wikipedia.org/wiki/File:Maze_Type_Number.png

https://en.wikipedia.org/wiki/File:Maze_Type_Block.png

https://en.wikipedia.org/wiki/File:Maze_Type_Arrow.png

https://en.wikipedia.org/wiki/File:Maze_Type_Standard.png

https://en.wikipedia.org/wiki/File:Maze_2008a_Edit.jpg

A maze is a path or collection of paths, typically from an entrance to a goal. The word is used to refer both to branching tour puzzles through which the solver must find a route, and to simpler non-branching ("unicursal") patterns that lead unambiguously through a convoluted layout to a goal. (The term "labyrinth" is generally synonymous, but also can connote specifically a unicursal pattern.[1]) The pathways and walls in a maze are typically fixed, but puzzles in which the walls and paths can change during the game are also categorised as mazes or tour puzzles.

A lot of mazes are made on quadrant grids

Loops and traps maze: Follow the arrows from and back to the star

Block maze: Fill in four blocks to make a road connecting the stars. No diagonals.

Number maze: Begin and end at the star. Using the number in your space, jump that number of blocks in a straight line to a new space. No diagonals

https://en.wikipedia.org/wiki/Bag_(puzzle)

 

Bag (also called Corral or Cave) is a binary-determination logic puzzle published by Nikoli.[1]

Bag is played on a rectangular grid, usually of dashed lines, in which numbers appear in some of the cells.

The object is to draw a single, continuous loop along the lines of the grid, which contains all the numbers on the grid. Additionally, each number denotes the sum of all cells visible in any orthogonal direction before line of the loop is reached. For example, a 2 cell will have one cell adjacent to it, followed by a wall of the loop. In other words, if we treat the loop as a wall, each number denotes the number of cells can be seen from the cell with the number when looking orthogonally, the cell itself included.

The easiest starting place is to find a "maximum cell"; that is, a numbered cell which if the walls are not at the maximum distance possible, the number is not satisfied. For example, in a 10x10 grid which has not started to be solved, a 19-cell is a maximum cell, since if the four walls are not at the edges of the grid, the number of cells visible wouldn't be enough. After making some progress, "minimum cells" appear, where if the walls are not at the minimum distance possible, the number is not satisfied.

Many of the solution methods for Bag are very similar to those used for Kuromasu, as the rules are also very similar. The most notable difference is the use of the loop as a part of the solution, as opposed to shaded cells.

The puzzle is madeif quadrants

https://en.wikipedia.org/wiki/Str8ts IT IS MADE UP OF QUADRANTS

Str8ts is a logic-based number-placement puzzle, invented by Jeff Widderich in 2008.[1] It is distinct from, but shares some properties and rules with Sudoku. The name is derived from the poker straight. The puzzle is published in a number of newspapers internationally,[2] in 2 book collections, and in downloadable apps. It was featured on the Canadian television show Dragons' Den on November 24, 2010.

It reflexts the quadrant image

Dr. Seuss wrote his works in TETRAMETER. This talks about QUATRAINS.

http://www.shmoop.com/cat-in-the-hat/writing-style.html

 

Whose Line Is This Anyway?

Almost everyone in this story speaks in rhyme. We're thinking of adopting that strategy at Shmoop, just to see who the one party-pooper "Mother" would be (her two lines don't rhyme).

 

It looks simple at first. The first three stanzas are classic quatrains with ABCB rhyme schemes, like this:

 

I sat there with Sally. 

We sat there, we two.

And I said, "How I wish

We had something to do!" (5-8)

 

The enjambment you see here is what makes things flow so smoothly in The Cat in the Hat.

 

True to this book's spirit of innovation, Seuss's fourth stanza is a kind-of-quatrain, but he's done something to it:

 

So all we could do was to 

Sit!

Sit!

Sit!

Sit!

And we did not like it.

Not one little bit. (13-19)

 

If the four "Sit!"s were all together on one line, we'd have our classic quatrain. But, no—the classic form is disrupted. And since Seuss was a poet (we know it), we'd say that this sudden disruption is intentional, giving us a glimpse of the boy's rebel spirit while foreshadowing the mayhem to come.

 

Although Seuss loved him some disruption, he consistently returns to the norm. In The Cat and the Hat,this relationship between innovation and tradition is always in play. In fact, in lines 89-104, we've got four perfect quatrains in a row while the Cat is at the height of his jumping frenzy. There Seuss goes, breaking from tradition even as he relies on it.

https://en.wikipedia.org/wiki/KenKen

Kenken is played within logic squares

KenKen and KenDoku are trademarked names for a style of arithmetic and logic puzzle invented in 2004 by Japanese math teacher Tetsuya Miyamoto,[1] who intended the puzzles to be an instruction-free method of training the brain.[2] The names Calcudoku and Mathdoku are sometimes used by those who don't have the rights to use the KenKen or KenDoku trademarks.[3][4]

The name derives from the Japanese word for cleverness (賢 ken, kashiko(i)?).[1]

As in sudoku, the goal of each puzzle is to fill a grid with digits –– 1 through 4 for a 4×4 grid, 1 through 5 for a 5×5, etc. –– so that no digit appears more than once in any row or any column (a Latin square). Grids range in size from 3×3 to 9×9. Additionally, KenKen grids are divided into heavily outlined groups of cells –– often called “cages” –– and the numbers in the cells of each cage must produce a certain “target” number when combined using a specified mathematical operation (either addition, subtraction, multiplication or division). For example, a linear three-cell cage specifying addition and a target number of 6 in a 4×4 puzzle must be satisfied with the digits 1, 2, and 3. Digits may be repeated within a cage, as long as they are not in the same row or column. No operation is relevant for a single-cell cage: placing the "target" in the cell is the only possibility (thus being a "free space"). The target number and operation appear in the upper left-hand corner of the cage.

In the English-language KenKen books of Will Shortz, the issue of the non-associativity of division and subtraction is addressed by restricting clues based on either of those operations to cages of only two cells in which the numbers may appear in any order. Hence if the target is 1 and the operation is - (subtraction) and the number choices are 2 and 3, possible answers are 2,3 or 3,2. Some puzzle authors have not done this and have published puzzles that use more than two cells for these operations.

https://en.wikipedia.org/wiki/Rice

There are four major categories of rice worldwide: indica, japonica, aromatic and glutinous.

https://en.wikipedia.org/wiki/Aromatic_rice

"The U.S. Rice Export Market" (PDF). USDA. Nov 2000.

"There are four types of rice traded globally: indica, japonica, aromatic, and glutinous."

Jump up ^

https://en.wikipedia.org/wiki/B-boying

 

FOUR ELEMENTS B BOYING

B-boying or breaking, also called breakdancing, is a style of street dance that originated primarily among African American and Puerto Rican youth, many former members of the Black Spades, the Young Spades, and the Baby Spades, during the mid 1970s.[1] The dance spread worldwide due to popularity in the media, especially in regions such as the United Kingdom, Canada, Japan, Germany, France, Russia, and South Korea. While diverse in the amount of variation available in the dance, b-boying consists of four kinds of movement: toprock, downrock, power moves, and freezes. B-boying is typically danced to hip-hop, funk music, and especially breakbeats, although modern trends allow for much wider varieties of music along certain ranges of tempo and beat patterns.

Although there are some generalities in the styles that exist, many dancers combine elements of different styles with their own ideas and knowledge in order to create a unique style of their own. B-boys can therefore be categorized into a broad style which generally showcases the same types of techniques.

Power: This style of b-boying is what most members of the general public associate with the term "breakdancing". Power moves comprise full-body spins and rotations that give the illusion of defying gravity. Examples of power moves include head spins, back spins, windmills, flares, air tracks/air flares, 1990s, 2000s, jackhammers, crickets, turtles, hand glides, halos, and elbow spins. Those b-boys who use "power moves" almost exclusively in their sets are referred to as "power heads".

Abstract: A very broad style of b-boying which may include the incorporation of "threading" footwork, freestyle movement to hit beats, house dance, and "circus" styles (tricks, contortion, etc.).

Blow-up: A style of b-boying which focuses on the "wow factor" of certain power moves, freezes, and circus styles. Blowups consist of performing a sequence of as many difficult trick combinations in as quick succession as possible in order to "smack" or exceed the virtuosity of the other b-boy's performance. The names of some of these moves are air baby, hollow backs, solar eclipse, and reverse air baby, among others. The main goal in blow-up style is the rapid transition through a sequence of power moves ending in a skillful freeze or "suicide". Like freezes, a suicide is used to emphasize a strong beat in the music and signal the end to a routine. While freezes draw attention to a controlled final position, suicides draw attention to the motion of falling or losing control. B-boys or b-girls will make it appear that they have lost control and fall onto their backs, stomachs, etc. The more painful the suicide appears, the more impressive it is, but breakers execute them in a way to minimize pain.

Flavor: A style that is based more on elaborate toprock, downrock, and/or freezes. This style is focused more on the beat and musicality of the song than having to rely on power moves only. B-boys who base their dance on "flavor" or style are known as "style heads".

FOUR RUFFLES AND FLOURISHES

https://en.wikipedia.org/wiki/Ruffles_and_flourishes

Ruffles are played on drums, and flourishes are played on bugles. For example, the President of the United States receives four ruffles and flourishes before "Hail to the Chief." Four ruffles and flourishes is the highest honor.[citation needed]

Cross burning[edit]- CROSS IS QUADRANT FOUR CORNERS

https://en.wikipedia.org/wiki/The_Lady_of_the_Lake_(poem)

In the third canto of the poem, a burnt cross is used to summon Clan Alpine to rise against King James. This method of rallying supporters and publicizing their attacks was adapted by the second Ku Klux Klan in 1915 after the film, The Birth of a Nation. The Ku Klux Klan used cross burning for dramatic terror as a racist tactic.

 

And while the Fiery Cross glanced, like a meteor, round.[edit]

The Chieftain killed a goat, made a cross of light wood, lit the four ends on fire, and extinguished the flames with the sacrifice of the goat's blood. The cross was carried to the first village by a messenger who spoke one word; the place to meet. The village would send a messenger with the cross to the next village and relay the same message.

 

Any man between the ages of 16 and 60 able to bear arms who failed to arrive at the appointed tryst in full battle gear met the same fate as the goat and cross - himself slain and his chattels burnt.[7]

FOUR STEPS

https://en.wikipedia.org/wiki/Box_Step

Box Step is a basic dance step named after the pattern it creates on the floor, which is that of a square or box. It is used in a number of American Style ballroom dances: rumba, waltz, bronze-level foxtrot. While it can be performed individually, it is usually done with a partner. This is the most common dance step in the waltz. In International Standard there is a similar step called Closed Change.

 

In a typical example, the leader begins with the left foot and proceeds as follows.

 

First half-box: Forward-side-together

Second half-box: Backwards-side-together

Every step is with full weight transfer. During the second and fourth step the foot is supposed to travel along two sides of the box, rather than along its diagonal.

 

Rhythm varies. For example, it is "1-2-3, 4-5-6" in waltz and "Sqq, Sqq" in rumba.

 

In other dances (and in variations) the box may start from the left or right foot, either back or forward, or even sidewise. For example, in the Quadrado figure of Samba de Gafieira the leader steps (starting with the left foot) "left-together-back, right-together-forward".

 

Contents [hide]

1 Box Step in Waltz

2 Trivia

3 See also

4 References

Box Step in Waltz[edit]

1# bring feet together 2# step forward with left foot 3# step to right side with right foot 4# bring feet together 5# step backwards with right foot 6# step to left side with left foot 7# bring feet together 8# to continue redo process from start.

 

Trivia[edit]

This dance was featured in an episode of Curious George called "School of Dance". George first saw the Renkins doing it, then he taught it to Bill, the Quints, the Man with the Yellow Hat, and at the end, Allie.[1]

16 BAR DANCE- 16 SQUARES QUADRANT MODEL

http://www.scottishdance.net/ceilidh/dances.html

The Veleta

 

Formation: couples around the room facing each other, both hands joined, ladies on the outside, men with backs to centre.

 

Music: waltzes.

 

Bars: Description

1-2 Step to the side along line of dance (man with left foot, lady with right) and swing other leg across. Step back and swing other leg across.

3-4 Step, close, step to the side along line of dance.

5-8 Repeat in the opposite direction.

9-12 Step, close, step to the side along line of dance and then back again.

13-16 Take ballroom hold and waltz along the line of dance.

http://www.scottishdance.net/ceilidh/dances.html

THERES ALSO A 64BAR VERSION WHICH IS FOUR QUADRANT MODEL 16s- 4 COUPLES

The Virginia Reel

http://www.scottishdance.net/ceilidh/dances.html

This seems actually to be a family of similar dances - probably word-of-mouth having lead to variations. One variety is:

 

Formation: Longwise sets of 4 couples, men on the right and ladies on the left as viewed from the band. Couples number from nearest the band.

 

Music: "Hoedown" reels, e.g. "Turkey in the Straw".

 

Bars: Description

1-8 All advance and retire, then turn partners RH.

9-16 All advance and retire, then turn partners LH.

17-24 All advance and retire, then turn partners BH.

25-32 All advance and retire, then dance back to back with partners (do-si-do).

33-40 1st couple join both hands and side slip down the middle and back.

41-48 1st couple, followed by 2nd, 3rd and 4th couples cast off to the bottom; 1st couple make an arch and the other three couples dance up to new positions.

Finish 2,3,4,1, ready to start again.

 

One variation has bars 33-40 expanded - slip down to the bottom (4 bars) and strip the willow back up again (12 bars), followed by the cast and arch figure on bars 49-56. Another has two advance and retires to start, followed by the three turns and do-si-do all together in 16 bars (9-24). Another is advance and retire, turn RH, turn LH, back-to-back, followed by 33-48. There is also a 64-bar version which I can't remember at the moment.

FOUR MAIN PROTAGONISTS

https://en.wikipedia.org/wiki/Killzone_(series)

The series has featured four main protagonists: Cpt/Col. Jan Templar (Killzone and Killzone: Liberation), Sgt. Tomas "Sev" Sevchenko (Killzone 2 and Killzone 3), mercenary Arran Danner (Killzone: Mercenary), and Shadow Marshal Lucas Kellan (Killzone Shadow Fall).

FOUR MAIN PROTAGONISTS

https://en.wikipedia.org/wiki/Killzone_(series)

The series has featured four main protagonists: Cpt/Col. Jan Templar (Killzone and Killzone: Liberation), Sgt. Tomas "Sev" Sevchenko (Killzone 2 and Killzone 3), mercenary Arran Danner (Killzone: Mercenary), and Shadow Marshal Lucas Kellan (Killzone Shadow Fall).

THE BOARD FOR THE GAME IS A QUADRANT

https://en.wikipedia.org/wiki/File:Aggravation_board.jpg

Wahoo is a cross and circle board game similar to Parchisi that involves moving a set number of marbles around the board, trying to get them into the safety zone. The game originated in the Appalachian hills. Most boards are used by four to six players. Wahoo has been a popular game for decades. Even today, custom-made boards proliferate on eBay and game manufacturer Parker Brothers has sold their own version of the game, under the title Aggravation, for decades.

https://en.wikipedia.org/wiki/Roller_skates

Roller skates are shoes, or bindings that fit onto shoes, that are worn to enable the wearer to roll along on wheels. The first roller skate was effectively an ice skate with wheels replacing the blade. Later the "quad" style of roller skate became more popular consisting of four wheels arranged in the same configuration as a typical car.

https://en.wikipedia.org/wiki/Sanshou

 

Jūnshì Sǎndǎ (Mandarin Chinese, Military Free Fighting): A system of unarmed combat that was designed by Chinese Elite Forces based upon their intense study of traditional martial arts such as traditional Kung Fu, Shuai Jiao, Chin Na and modern hand-to-hand fighting and combat philosophy to develop a realistic system of unarmed fighting for the Chinese military. Jùnshì Sǎndǎ employs all parts of the body as anatomical weapons to attack and counter with, by using what the Chinese consider to be the four basic martial arts techniques:

Da – Upper-Body Striking – using fists, open hands, fingers, elbows, shoulders, forearms and the head

Ti – Lower-Body Striking – including kicks, knees and stomping

Shuai – Throws – using Wrestling and Judo-like takedowns and sweeps, and

Chin-Na – Seizing – which includes jointlocks, strangulation and other submissions

Like

https://en.wikipedia.org/wiki/Squash_tennis

 

Squash tennis is an American variant of squash, but played with a ball and racquets that are closer to the equipment used for lawn tennis, and with somewhat different rules. For younger players the game offers the complexity of squash and the speed of racquetball. It also has exercise and recreational potential for older players.

Squash tennis is played in various four-walled courts. The front wall (against which the ball is served) features a telltale (usually clad in tin) at the bottom couple feet from the floor, a service line about 6 feet (1.8 m) from the floor, and an out-of-bounds line around 16 feet (4.9 m) from the floor. The back wall out line is 4.5 feet (1.4 m) from the floor. There are two required lines on the floor: a service line about 10 feet (3.0 m) from the back wall, and a center court line running at least from the front wall to the service line. Unlike a squash racquets court, there are no service boxes. There are four types of courts:

North American squash court[edit]

A North American squash court is 18.5 by 32 feet (5.6 by 9.8 m). Originally designed for the related game of squash racquets, by the early 1930s the National Squash Tennis Association (NSTA) approved play on this kind of court. The dimensions are quite similar to the official squash tennis court. The only required modifications are the addition of a 4.5-foot (1.4 m) back wall line (in N. American squash the back wall line is 6.5 feet or 2.0 metres from the floor) and the center court line on the floor. Temporary lines can easily be added with blue painter's tape. The problem today is that as the North American version of squash becomes less popular, new courts are not being built, and many old ones are being converted to other uses.

Squash tennis court[edit]

In 1910 the NSTA adopted a standard court size of 17 by 32.5 feet (5.2 by 9.9 m). Although many of these were built in the New York area, after play was authorized on a N. American squash court they began to disappear. It did not make economic sense to maintain a specialty court when a more versatile one was acceptable.

International squash court[edit]

An International squash court is 21 by 32 feet (6.4 by 9.8 m). The additional lines will need to be added. The extra width of the court makes the various multi-walled shots more difficult or impossible, so experienced players prefer to use a N. American court. However, a 21-foot (6.4 m) court is often the only one generally available, particularly outside North America.

Non-standard courts[edit]

Originally the game was played on a racquets court, then on fives courts. Before 1911 there were no standards for court size, and ones constructed specifically for squash tennis varied from each other somewhat. They were constructed at private estates and clubs. At least one of these courts survives today in a playable condition. The court at Plum Orchard was fully restored in 2008 with the tins in place and working electric lights. It was added to George Lauder Carnegie's "Plum Orchard" estate on Cumberland Island, Georgia, in the winter of 1903/04, and is now owned by the National Park Service. An exhibit on squash tennis history has recently been installed in the mansion, which is occasionally open for public tours.

https://en.wikipedia.org/wiki/File:Curlingdiagram.svg

https://en.wikipedia.org/wiki/Curling

Curling is a sport in which players slide stones on a sheet of ice towards a target area which is segmented into four concentric circles. It is related to bowls, boules and shuffleboard. Two teams, each with four players, take turns sliding heavy, polished granite stones, also called rocks, across the ice curling sheet towards the house, a circular target marked on the ice.

Not only are their four concentric circles that the players are aiming four but they are divided into quadrants.

Until four stones have been played (two from each side), stones in the free guard zone (those stones left in the area between the hog and tee lines, excluding the house) may not be removed by an opponent's stone (although they can be moved as long as they are not taken out of play). These are known as guard rocks. If the guard rocks are removed, they are replaced to where they were before the shot was thrown, and the opponent's stone is removed from play and cannot be replayed. This rule is known as the four-rock rule or the free guard zone rule (for a while in Canada, a "three-rock rule" was in place, but that rule has been replaced by the four-rock rule).

Originally, the Modified Moncton Rule was developed from a suggestion made by Russ Howard for the Moncton 100 cashspiel (with the richest prize ever awarded at the time in a tournament) in Moncton, New Brunswick, in January 1990. "Howard's Rule" (also known as the Moncton Rule), used for the tournament and based on a practice drill his team used, had the first four rocks in play unable to be removed no matter where they were at any time during the end. This method of play altered slightly and adopted as a Four-rock Free Guard Zone for international competition shortly after. Canada kept to the traditional rules until a three-rock Free Guard Zone rule was adopted, starting in the 1993-94 season. After several years of having the three-rock rule used for the Canadian championships and the winners then having to adjust to the four-rock rule in the World Championships, the Canadian Curling Association adopted the now-standard Free Guard Zone in the 2002-2003 season.

https://en.wikipedia.org/wiki/Four_corners_(game)

 

Four corners is a children's game, often played in elementary schools. The object of the game is for players to choose corners of the room and not get caught by the designated "It" player until they are the last remaining participant.

 

Gameplay[edit]

To begin, four corners (or general areas) of the room are marked from the numbers one to four. One player is designated to be "It," or the "counter." This player sits in the middle of the room and closes his or her eyes, or exits the room, and counts to ten. The remaining players choose any one of the corners and quietly go and stand in that area. When the "It" player has finished counting, he or she calls out one of the numbers. All players who had chosen that corner or area are out of the game, and they sit down. Then, "It" counts again and the remaining players move to a different corner. Unless the corner is out.

 

The last person to still be in the game wins, and usually becomes the new "It."

 

If "It" calls out a corner containing no players, she either calls out another number right away or the players rotate to a new corner, according to different versions of gameplay.

 

Canadian four corners[edit]

A very different 5-player children's game is played in Canada under the name "four corners" (also known as "king's court"). The Canadian version is played on a large square drawn in chalk, usually in a schoolyard or other similar area. Four of the children stand on one of the corners of the square, while the fifth player is designated "it" and stands in the middle of the square. The four corner players then attempt to trade places without being tagged by the player who is "it", or without vacating a corner long enough for the player who is "it" being able to stand in the vacant corner. If a corner player is tagged or stranded without a free corner to stand in, they become "it". Common strategy is to try to swap corners while the player who is "it" is chasing other players who are trying to swap corners.

FOUR MARBLES FOUR PLAYERS GAME BOARD A QUADRANT

https://en.wikipedia.org/wiki/File:Aggravation_Board.jpg

https://en.wikipedia.org/wiki/Aggravation_(board_game)

The game starts with each player's placing four marbles in his/her "base". After the order of play is determined through the rolling of the die, each player rolls a single die on each turn to determine the number of spaces to move. All marbles remain in the base until either a 1 or 6 is rolled, which entitles the player to move a marble from the base to his/her "start", the first step before entering the track. While this is considered a turn, and the move takes place in lieu of moving a marble that number of spaces, a six, if rolled, entitles a player to another turn whenever a legal move can be made.

https://en.wikipedia.org/…/File:Mondial_Ping_-_Men%27s_Sing…

https://en.wikipedia.org/wiki/Table_tennis

Table tennis, also known as ping pong, is a sport in which two or four players hit a lightweight ball back and forth across a table using a small, round bat.
The table is kind of in the shape of a quadrant.

https://en.wikipedia.org/wiki/File:Juggling_columns_es.png
https://en.wikipedia.org/wiki/Columns_(juggling)
The fourth is always different/transcendent. Three is difficult, four is trancendent.

4 ball synchronous columns: "symmetrical",[3] "asymmetrical",[4] "splits", and "pistons"[5]

https://en.wikipedia.org/wiki/File:4-ball_juggling.gif

https://en.wikipedia.org/wiki/Fountain_(juggling)

 

The fountain is a juggling pattern that is the method most often used for juggling an even number of objects. In a fountain, each hand juggles separately, and the objects are not thrown between the hands. To illustrate this, it can be seen that in the most common fountain pattern where four balls are juggled, each hand juggles two balls independently. As Crego states "In the fountain pattern, each hand throws balls straight up into the air and each ball is caught in the same hand that throws it."[3]

 

A fountain can be synchronous or asynchronous. In a synchronous fountain, both hands throw at the same time, while in an asynchronous fountain, the hands alternate throws. "The fountain pattern...can be stably performed in two ways...one can perform the fountain with different frequencies for the two hands, but that coordination is difficult because of the tendency of the limbs to synchronize."[4] The fountain is juggled in a circular fashion, distinguishing it from columns. The circular method means that the balls juggled travel in a circle like motion with the jugglers hands throwing the ball from a point close to their body centre line and catching the ball further away from their body centre line. This circle motion is called 'outside circles' and is the fountain pattern shown in the animation. This circle method can be reversed to create an 'inside circle' pattern whereby throws are from a position away from the body midline and catches are closer to the body midline. In the columns method the balls all travel vertically up and down in their own 'column', and are caught from where they are thrown.

 

Other fountain patterns[edit]

4 is the asynchronous asymmetrical fountain. (4,4) is the synchronous fountain. (4,4)(4,0) is a synchronous fountain with one ball missing (two in one, one in the other).

 

Wimpy, (4x,4x), is a crossing version of the synchronous fountain.[5]

Notice the fourth ball is different

https://en.wikipedia.org/wiki/Multiplex_(juggling)

 

The fourth is transcendent and fifth is questioanble. Five balls can be thrown but in a cascade where three are thrown at one time

 

Multiplex throws are generally grouped into four different categories: Stack, Split, Cut, and Slice.

 

https://en.wikipedia.org/wiki/File:4b-multiplex-3-Ball-Kaskade-mit-mitjonglierter-5.gif

 

4 ball multiplex, 3-ball-cascade, one "5" juggled with it: [53]3333

https://en.wikipedia.org/wiki/Pen_spinning

 

In pen spinning there are four main fundamental tricks spinners often learn first. The fundamentals do not represent all fields in pen spinning nor are they the smallest individual pen movements possible, but they are recognized as providing useful foundations for basic technique and concepts.

 

ThumbAround Normal[edit]

A ThumbAround is performed by pushing a pen using any finger (usually the middle finger if done in isolation) except the thumb to initiate the pen to spin around the thumb one time, then catching it between the thumb and a finger. Before the pen spinning community became significantly organized, the ThumbAround Normal was known by a multitude of names, including 360 Degree Normal, Forward, Normal, and ThumbSpin (now the name of a separate trick).[23][24]

 

Sonic Normal[edit]

The primary goal of a Sonic is to transfer the pen from one finger slot to another quickly. In the Sonic Normal, a pen is held in a finger slot not involving the thumb and is spun in a conic-like motion behind a finger (or fingers) to another finger slot further up the hand, making a single revolution.[25] Hideaki Kondoh is generally accredited with giving the Sonic its name, which he did because of the rapid speed at which the pen would move compared to the ThumbAround.[9]

 

Charge Normal[edit]

A Charge does not involve spinning the pen over any fingers or any body parts, rather, the pen is spun conically in a single finger slot.[26] When viewing the palm-side of the hand during the Charge Normal, the pen spins clockwise in the right hand and counterclockwise in the left hand. The Charge forms the basis for all tricks that rely on conical movement, including the Sonic. This trick is often performed by drummers using drumsticks rather than pens.

 

Fingerpass Normal[edit]

A single Pass involves rotating a pen 0.5 times from one finger slot to another. When performing the Pass Normal on the palm-side of hand, the pen goes downward. When performing a Pass Normal on the other side of the hand, the pen goes upward. A small combination of Passes involving the pen rotating fully around the hand, starting and ending in the 12 slot, is called a Fingerpass, with the Fingerpass Normal being constructed out of Pass Normals.[27] This short combo is consistently considered the hardest fundamental to master because Passes between the little finger and the ring finger are often difficult to make smooth. A Pass combo similar to a Fingerpass was performed by the character Boris Grishenko in the James Bond film GoldenEye, using only three fingers instead of the usual four.[28]

Timing and Direction[edit]

https://en.wikipedia.org/wiki/File:Poi-UnitCircle.png

https://en.wikipedia.org/wiki/File:Poi-UnitCircle.png

https://en.wikipedia.org/wiki/Poi_definitions

Split, Same, and Hybrid Timing

Fig.1-Poi Timings

Timing and Direction is a concept used by poi spinners to refer to how the props and hands move in relation to each other.[1] There are currently four major categories of timing and direction that prop movements commonly fall into. These categories are:

 

Together Time, Same Direction (also referred to as Same Time[2] and abbreviated TS[3] ): Props are spinning in the same direction and in phase with each other so that a doubling effect occurs in the audience's perception of the resulting trick.[4]

 

Together Time, Opposite Direction (also referred to as Opposites[2] and abbreviated TO[3]): Props are spinning in opposite directions and in phase with each other so that the trick they produce appears to reflect across a vertical line of symmetry.[4]

 

Split Time, Same Direction (also referred to as Split Time[2] and abbreviated SS[3]): Props are spinning in the same direction and 180 degrees out of phase with each other so that the trick they produce appears to reflect along a line of symmetry that rotates from the center of the trick.[4]

 

Split Time, Opposite Direction (abbreviated SO[3]): Props are spinning in opposite directions and 180 degrees out of phase with each other so that the trick they produce appears to reflect across a horizontal line of symmetry.[4]

https://en.wikipedia.org/wiki/Cross-country_equestrianism

 

Cross country equestrian jumping is an endurance test that forms one of the three phases of the sport of eventing; it may also be a competition in its own right, known as hunter trials or simply "cross-country", although these tend to be lower level, local competitions.

The object of the endurance test is to prove the speed, endurance and jumping ability of the true cross-country horse when he is well trained and brought to the peak of condition. At the same time, it demonstrates the rider's knowledge of pace and the use of this horse across country.

Historically, the so-called 'long format' endurance test included four phases: Phases A and C, Roads and Tracks; Phase B, the Steeplechase; and Phase D, the Cross-Country. Each phase had to be completed in a set time. Phase A of the roads and tracks was a warming-up period, usually done at a brisk trot, for the purpose of relaxing and loosening up both horse and rider. Phase A led directly to the start for Phase B, the steeplechase. This phase was ridden at a strong gallop to achieve an average speed of 24 miles per hour with six to eight jumps. At the end of the steeplechase, the horse and rider went directly into Phase C, the second roads and tracks. This phase was very important for allowing the horse to relax and recover and to get his wind back to normal. The pace is usually a quiet trot, interspersed with periods of walking and an occasional relaxed canter. Some riders also dismounted and ran next to their horse during this section of the test.

The end of Phase C brought the pair to the ten-minute Vet Box prior to starting out on Phase D, the cross-country. Here the horse had a compulsory ten-minute rest allowing a panel of judges and veterinarians to check the horse's temperature, pulse, respiration and soundness. If, in the opinion of the panel, the horse was not fit or sound enough to continue, it was withdrawn from the competition. At this time the horse was sponged down, the tack adjusted and they were prepared for the next phase. Those passing the inspection went to the start box ready for the most exciting phase of the whole endurance test.

Disobediences from the horse[edit]

First refusal or crossing tracks (circling) in front of an obstacle: 20 penalties per obstacle

2nd refusal or crossed tracks at the same obstacle: 40 additional penalties

3rd refusal or crossed tracks at the same obstacle (an "obstacle" includes all its elements): elimination

4th cumulative refusal or crossed tracks on the entire course: elimination

https://en.wikipedia.org/wiki/Disc_dog

 

The QUADRUPED was an NFL draft day competition held in April 1996 for the Jacksonville Jaguars. This competition format is older than all other disc dog competition formats other than the Ashley Whippet and the FDDO formats. Originally a halftime show for football games with four frisbee dog teams competing to be the last team standing. It turned into an open competition where many more than four teams were able to compete. Today we have The QUADRUPED Series, a group of competitions that are a points championship in the United States. The popularity has been so great within the frisbee dog world that it has spread to Europe where it has occurred in several countries.

https://en.wikipedia.org/wiki/Polo

 

In horse polo each team consists of four mounted players, which can be mixed teams of both men and women.

 

Each position assigned to a player has certain responsibilities:

 

Number One is the most offence-oriented position on the field. The Number One position generally covers the opposing team's Number Four.

Number Two has an important role in offence, either running through and scoring themselves, or passing to the Number One and getting in behind them. Defensively, they will cover the opposing team's Number Three, generally the other team's best player. Given the difficulty of this position, it is not uncommon for the best player on the team to play Number Two so long as another strong player is available to play Three.

Number Three is the tactical leader and must be a long powerful hitter to feed balls to Number Two and Number One as well as maintaining a solid defence. The best player on the team is usually the Number Three player, usually wielding the highest handicap.

Number Four is the primary defence player. They can move anywhere on the field, but they usually try to prevent scoring. The emphasis on defence by the Number Four allows the Number Three to attempt more offensive plays, since they know that they will be covered if they lose the ball.

Polo must be played right-handed

The sword and broadsword are among the four main weapons taught in the Chinese martial arts, the others being the staff and spear. The order in which these weapons is taught may vary between schools and styles, but the jian is generally taught last among the four.

 

https://en.wikipedia.org/wiki/Swordsmanship

four

https://en.wikipedia.org/wiki/Swordsmanship

The sword in ancient Egypt was known by several names, but most are variations of the words sfet, seft or nakhtui. The earliest bronze swords in the country date back 4000 years. Four types of sword are known to have been used: the ma or boomerang-sword based on the hunting stick, the kat or knife-sword, the khopesh or falchion based on the sickle, and a fourth form of straight longsword. The khopesh was used region-wide and is depicted as early as the Sixth Dynasty (3000 BC). It was thick-backed and weighted with bronze, sometimes even with gold hilts in the case of pharaohs. The blade may be edged on one or both sides, and was made from iron or blue steel. The double-edge sword had a leaf-shaped blade, and a handle which hollows away at the centre and thickens at each end. These swords are of various lengths, and were paired with shields. Middle Eastern swords became dominant throughout North Africa after the introduction of Islam, after which point swordsmanship in the region becomes that of Arabian or Middle Eastern fencing.

https://en.wikipedia.org/wiki/Silambam

16 is the squares of the quadrant model. There are 16 techniques, four of which are very important (different the fourth quadrant)

 

Silambam is a weapon-based Indian martial art from Tamil Nadu, but also traditionally practised by the Tamil community of Sri Lanka and Malaysia. It is closely related to Keralan kalaripayat and Sri Lankan angampora. It derives from the Tamil word silam meaning "hill" and the Kannada word bambu from which the English "bamboo" originates. The term silambambu referred to a particular type of bamboo from the Kurinji hills in present-day Kerala. Thus silambam was named after its primary weapon, the bamboo staff. The related term silambattam often refers specifically to stick-fighting.

Beginners are first taught footwork (kaaladi) which they must master before learning spinning techniques and patterns, and methods to change the spins without stopping the motion of the stick. There are sixteen of them among which four are very important. Footwork patterns are the key aspects of silambam. Traditionally, the masters first teach kaaladi for a long time before proceeding to unarmed combat. Training empty-handed allows the practitioner to get a feel of silambam stick movements using their bare hands, that is, fighters have a preliminary training with bare hands before going to the stick.

16 is the number of squares in the quadrant model. There are four very important patterns in the techniques, reflecting the quadrant four.

Like

https://en.wikipedia.org/wiki/Pradal_serey

 

Pradal Serey (Khmer: ប្រដាល់សេរី) or Kun Khmer (Khmer: គុណខ្មែរ) is an unarmed martial art and combat sport from Cambodia.[1] In Khmer, pradal means fighting or boxing and serey means free. Thus, pradal serey may be translated as "free fighting". The sport consists of stand up striking and clinch fighting where the objective is to knock an opponent out, force a technical knockout, or win a match by points.

Pradal Serey is most well known for its kicking technique, which generates power from hip rotation rather than snapping the leg, Pradal Serey consists of four types of strikes: punches, kicks, elbows and knee strikes.

https://en.wikipedia.org/wiki/Capoeira

 

Capoeira (/ˌkæpuːˈɛərə/; Portuguese pronunciation: [kapuˈejɾɐ]) is a Brazilian martial art that combines elements of dance,[1][2][3] acrobatics[4] and music, and is sometimes referred to as a game.

There are four basic kinds of songs in capoeira, the Ladaínha, Chula, Corrido and Quadra. The Ladaínha is a narrative solo sung only at the beginning of a roda, often by a mestre (master) or most respected capoeirista present. The solo is followed by a louvação, a call and response pattern that usually thanks God and one's master, among other things. Each call is usually repeated word-for-word by the responders. The Chula is a song where the singer part is much bigger than the chorus response, usually eight singer verses for one chorus response, but the proportion may vary. The Corrido is a song where the singer part and the chorus response are equal, normally two verses by two responses. Finally, the Quadra is a song where the same verse is repeated four times, either three singer verses followed by one chorus response, or one verse and one response.

https://en.wikipedia.org/wiki/Core_Four

 

The "Core Four" are the former New York Yankees baseball players Derek Jeter, Andy Pettitte, Jorge Posada, and Mariano Rivera. All four players were drafted or originally signed as amateurs by the Yankees in the early 1990s. They played together in the minor leagues, and made their Yankee major league debuts in 1995. Each of them was a key contributor to the Yankees' late-1990s dynasty that won four World Series championships in five years. By 2007, they were the only remaining Yankees from the franchise's dynasty of the previous decade. All four players were on the Yankees' active roster in 2009 when the team won the 2009 World Series—its fifth championship in the previous 14 years.

Three members of the Core Four—Jeter, Rivera and Posada—played together for 17 consecutive years (1995–2011), longer than any other similar group in North American professional sports.[1] Pettitte had a sojourn away from the team when he played for the Houston Astros for three seasons, before returning to the Yankees in 2007. He retired after the 2010 season,[2] reducing the group to the so-called Key Three.[3] Posada followed suit after 2011, ending his 17-year career with the Yankees.[4] Pettitte came out of retirement prior to the 2012 season and played for two more years.[5] Both Pettitte and Rivera retired after the 2013 season, and Jeter retired after the 2014 season.[6]

https://en.wikipedia.org/wiki/NASCAR_playoffs

16 is the squares of the quadrant model

 

The playoffs system was announced on January 21, 2004 as the "Chase for the Championship", and first used during the 2004 Nextel Cup season. The format used from 2004 to 2006 was modified slightly starting with the 2007 season. A major change to the qualifying criteria was instituted in 2011, along with a major change to the points system. Even more radical changes to the qualifying criteria, and to the format of the playoffs itself, were announced for the upcoming 2014 Sprint Cup Series. As of 2014, the 10-race playoff format involves 16 drivers chosen primarily on wins during the "regular season"; if fewer than 16 drivers win races during the regular season, the remaining field is filled on the basis of regular season points. These drivers compete against each other while racing in the standard field of 40 cars. The driver with the most points after the final 10 races is declared the champion.

 

On January 30, 2014, a new Chase system resembling the playoff systems used in other major league sports was announced at Media Day.[8] On July 15, NASCAR announced various design changes to identify Chase drivers in the field: on these drivers, their cars' roof numbers, front splitters and fascia, and the windshield header are colored yellow, and the Chase logo on the front quarter panel.[9]

 

Under the new system, the Chase field is expanded to 16 drivers for the 10-race Chase. The 16 drivers are chosen primarily on wins during the "regular season"; if fewer than 16 drivers win races during the regular season, the remaining field is filled on the basis of regular season points. These drivers compete against each other while racing in the standard field of 43 cars. The driver with the most points after the final 10 races is declared the champion.

 

The new playoff system means that drivers are eliminated from title contention as the Chase progresses. The bottom four of the top-16 drivers are eliminated from title contention after the third race (Dover) in what was called the "Challenger Round", reducing the size of the field by 25%. The bottom four winless drivers have their points reset based on the standard points system, while the remaining 12 Chase drivers' points are reset to 3,000 points. The new bottom four are eliminated after the sixth Chase race (Talladega) in the "Contender Round", reducing the size of the field another 33%. Those who continue have their points all reset to 4,000. Then the "Eliminator Round" involves axing 50% of the Chase grid, cutting the drivers 5th-8th in the points after the penultimate race at Phoenix, and the top four drivers have their point totals reset to 5,000 so that they are tied for the final race at Homestead-Miami for the title run. Of these four drivers, the driver with the best finish at Homestead is then the crowned series champion (these drivers do not earn bonus points for leading a lap or leading the most laps).[10] Any Chase driver who wins a race is automatically guaranteed a spot in the next round. Up to three drivers thus can advance to the next round of the Chase through race wins, regardless of their actual points position when the elimination race in that round happens. The remaining drivers advance on points. The round names were removed starting in 2016, being changed to "Round of 16", "Round of 12", "Round of 8", and "Championship Round".[11]

 

The previous championship format will be maintained for the 2017 season, but with changes. A revised regular-season points system will be adopted, splitting races into three stages. The top 10 drivers at the end of the first two stages each race will earn additional bonus points towards the championship, 10 points for the first place car down to 1 point for the 10th place car. At the end of the race, the normal championship point scheme will be used to award points to the entire field. Additionally, "playoff points" will be awarded during the regular season for winning stages, winning races, and finishing the regular season in the top 16 on the championship points standings. 1 playoff point for the winner of a stage, 5 playoff points plus an automatic birth into the round of 16 for the race winner. (unless there are more than 16 race winners in the season, then the top 16 in race wins move on). If a driver qualifies for the championship, these playoff points will be carried into their reset points totals until the final round. [12][13][14] So a driver can have less regular season points than another driver, but be seeded higher due to more wins.

 

NASCAR also stated that it intended to drop the "Chase" branding for the post-season and re-brand them as the "Playoffs" for 2017.[14]

 

The Kevin Harvick Rule – Fifth Place[edit]

The idea of NASCAR driver Kevin Harvick, drivers eliminated in each of the three rounds will be eligible to race for fifth place during the final races. Drivers eliminated in the first round will retain their Chase score (for example, a driver with one win during the season eliminated after scoring 75 points during the first round will score 2,078 points) and start the fourth race the same score after the first three races, and will accumulate points for the remainder of the season.[15]

 

Drivers eliminated in the second or third round will have their score reverted to the score at the end of the first round, then their individual race scores for the three (eliminated in the second round) or six races (eliminated in the third round), respectively, before their eliminiation will be combined with the score after the third race of the first round for the driver's total score.

 

After ten races, the drivers positions 5–16 will be determined by the total number of points accumulated in the ten races (bonus points will apply), without the points resets of the second or third rounds, added to the driver's base Chase score with bonuses added.

https://en.wikipedia.org/wiki/File:Restrictor-Plate-Rendering.png

A restrictor plate or air restrictor is a device installed at the intake of an engine to limit its power. This kind of system is occasionally used in road vehicles (e.g., motorcycles) for insurance purposes, but mainly in automobile racing, to limit top speed to provide equal level of competition, and to lower costs; insurance purposes have also factored in for motorsports.

 

 

https://en.wikipedia.org/wiki/Restrictor_plate

quadrant

https://en.wikipedia.org/wiki/Formula_4

To become an eligible FIA Formula 4 engine, the engine must meet the homologation requirements. According to the homologation requirements a FIA Formula 4 engine must last at least 10,000 km and have a maximum purchasing price of €9,500.[3] According to the FIA Formula 4 technical regulations only four cylinder engines are allowed. Both normally aspirated and turbocharged engines are permitted. The power output has been maximized at 160hp. The engine displacement is unlimited.[4] Currently four engines are homologated for use in the FIA Formula 4.[5]

https://en.wikipedia.org/wiki/Daytona_500

 

The Daytona 500 is a 500-mile-long (805 km) Monster Energy NASCAR Cup Series motor race held annually at Daytona International Speedway in Daytona Beach, Florida. It is the first of two Cup races held every year at Daytona, the second being the Coke Zero 400. It is one of the four restrictor plate races on the Cup schedule. The inaugural Daytona 500 was held in 1959 coinciding with the opening of the speedway and since 1982, it has been the season-opening race of the Cup series.[1]

16 squares quadrant model

https://en.wikipedia.org/wiki/2014_NASCAR_Sprint_Cup_Series

New Chase format[edit]

On January 30, 2014, NASCAR announced radical changes to the format for the season-ending Chase for the Sprint Cup.[64]

 

The group of drivers in the Chase will now officially be called the NASCAR Sprint Cup Chase Grid.

The number of drivers qualifying for the Chase Grid will expand from 12 to 16.

Fifteen of the 16 slots in the Chase Grid are reserved for the drivers with the most race wins over the first 26 races, provided that said drivers are in the top 30 in series points and have attempted to qualify for each race (with rare exceptions). The remaining spot is reserved for the points leader after 26 races, if that driver does not have a victory. If fewer than 16 drivers have wins in the first 26 races, the remaining Chase Grid spots are filled by winless drivers in order of season points. As in the recent past, all drivers on the Chase Grid have their driver points reset to 2,000 prior to the Chase, with a 3-point bonus for each win in the first 26 races.

The Chase will be divided into four rounds. After each of the first three rounds, the four Chase Grid drivers with the fewest season points are eliminated from the Grid and championship contention. Any driver on the Chase Grid who wins a race in the first three rounds automatically advances to the next round. Also, all drivers eliminated from the Chase have their points readjusted to the regular-season points scheme.

Challenger Round (races 27–29)

Begins with 16 drivers, each with 2,000 points plus a 3-point bonus for each win in the first 26 races.

Contender Round (races 30–32)

Begins with 12 drivers, each with 3,000 points.

Eliminator Round (races 33–35)

Begins with eight drivers, each with 4,000 points.

NASCAR Sprint Cup Championship (final race)

The last four drivers in contention for the season title start the race at 5,000 points, with the highest finisher in the race winning the Cup Series title.

https://en.wikipedia.org/wiki/Oval_track_racing

 

A typical oval track consists of two parallel straights, connected by two 180° turns. Although most ovals generally have only two radii curves, they are usually advertised and labeled as four 90° turns.

https://en.wikipedia.org/wiki/Oval_track_racing

 

Rounded-off rectangle or square One prominent, but now uncommon shape is the "rounded-off rectangle". Pursuant to its name, the track shape resembles a rectangle, with two long straights and two short straights, connected by four separate turns. The primary characteristic of a rounded-off rectangle that differentiates it from a traditional oval shape, is the presence of two "short chutes", one between turns one and two, and one between turns three and four. While most traditional ovals have two continuous 180° radii (advertised as four 90° turns), this shape actually has four distinct 90° curves. When it was first constructed, the Homestead-Miami Speedway was designed to this layout and touted as a "mini-Indy." However, at only 1.5 miles (one mile shorter than Indy), the track proved to be uncompetitive, owing largely to the sharp corners, and was soon reconfigured as a traditional oval. Indianapolis remains as the only major track to this specification. Tracks of this shape have been avoided due to grandstand sight line issues, slow corners, and dangerous impact angles. However, numerous private manufacturers' test tracks use this type of layout. The only major short track with a rectangular layout has the shape of a rounded-off square with four nearly identical straights and turns.

Flemington Speedway, a square

Indianapolis Motor Speedway

 

Ontario

Homestead (original design)

https://en.wikipedia.org/wiki/Oval_track_racing

Rounded-off trapezoid A very rare layout is a trapezoid oval course. The difference to rounded-off rectangle is the shorter back straight and longer front straight. So, the Turns 1 und 4 are tighter than the Turns 2 and 3. 

Emerson Fittipaldi Speedway
Rockingham Motor Speedway

https://en.wikipedia.org/wiki/Oval_track_racing

 

Dogleg Some oval tracks have minor variations, such as kinks or doglegs. A "dogleg" is a defined as a soft curve down one of the straights, either inward or outward, which skews the oval into a non-symmetric or non-traditional shape. While the extra curve would seemingly give the oval five turns, the dogleg is normally omitted from identification, and the ovals are still labeled with four turns.

Nazareth Speedway

 

Phoenix International Raceway

 

I-70 Speedway

https://en.wikipedia.org/wiki/Four-vertex_theorem

 

The classical four-vertex theorem states that the curvature function of a simple, closed, smooth plane curve has at least four local extrema (specifically, at least two local maxima and at least two local minima). The name of the theorem derives from the convention of calling an extreme point of the curvature function a vertex. This theorem has many generalizations, including a version for space curves where a vertex is defined as a point of vanishing torsion.

 

Contents [hide]

1 Examples

2 History

3 Proof

4 Converse

5 Application to mechanics

6 Discrete variations

7 Generalizations to space curve

8 See also

9 References

10 External links

Examples[edit]

An ellipse has exactly four vertices: two local maxima of curvature where it is crossed by the major axis of the ellipse, and two local minima of curvature where it is crossed by the minor axis. In a circle, every point is both a local maximum and a local minimum of curvature, so there are infinitely many vertices.

 

History[edit]

The four-vertex theorem was first proved for convex curves (i.e. curves with strictly positive curvature) in 1909 by Syamadas Mukhopadhyaya.[1] His proof utilizes the fact that a point on the curve is an extremum of the curvature function if and only if the osculating circle at that point has 4th-order contact with the curve (in general the osculating circle has only 3rd-order contact with the curve). The four-vertex theorem was proved in general by Adolf Kneser in 1912 using a projective argument.[2]

 

Proof[edit]

For many years the proof of the four-vertex theorem remained difficult, but a simple and conceptual proof was given by Osserman (1985), based on the idea of the minimum enclosing circle.[3] This is a circle that contains the given curve and has the smallest possible radius. If the curve includes an arc of the circle, it has infinitely many vertices. Otherwise, the curve and circle must be tangent at at least two points. At each tangency, the curvature of the curve is greater than that of the circle (else the curve would continue from the tangency outside the circle rather than inside). However, between each pair of tangencies, the curvature must decrease to less than that of the circle, for instance at a point obtained by translating the circle until it no longer contains any part of the curve between the two points of tangency and considering the last point of contact between the translated circle and the curve. Therefore, there is a local minimum of curvature between each pair of tangencies, giving two of the four vertices. There must be a local maximum of curvature between each pair of local minima, giving the other two vertices.[3][4]

 

Converse[edit]

The converse to the four-vertex theorem states that any continuous, real-valued function of the circle that has at least two local maxima and two local minima is the curvature function of a simple, closed plane curve. The converse was proved for strictly positive functions in 1971 by Herman Gluck as a special case of a general theorem on pre-assigning the curvature of n-spheres.[5] The full converse to the four-vertex theorem was proved by Björn Dahlberg shortly before his death in January 1998, and published posthumously.[6] Dahlberg's proof uses a winding number argument which is in some ways reminiscent of the standard topological proof of the Fundamental Theorem of Algebra.[7]

 

Application to mechanics[edit]

One corollary of the theorem is that a homogeneous, planar disk rolling on a horizontal surface under gravity has at least 4 balance points. A discrete version of this is that there cannot be a monostatic polygon. However, in three dimensions there do exist monostatic polyhedra, and there also exists a convex, homogeneous object with exactly 2 balance points (one stable, and the other unstable), the Gömböc.

 

 

illustration of the Four-vertex theorem at an ellipse

Discrete variations[edit]

There are several discrete versions of the four-vertex theorem, both for convex and non-convex polygons.[8] Here are some of them:

 

(Bilinski) The sequence of angles of a convex equilateral polygon has at least four extrema.

The sequence of side lengths of a convex equiangular polygon has at least four extrema.

(Musin) A circle circumscribed around three consecutive vertices of the polygon is called extremal if it contains all remaining vertices of the polygon, or has none of them in its interior. A convex polygon is generic if it has no four vertices on the same circle. Then every generic convex polygon has at least four extremal circles.

(Legendre–Cauchy) Two convex n-gons with equal corresponding side length have either zero or at least 4 sign changes in the cyclic sequence of the corresponding angle differences.

(A.D. Alexandrov) Two convex n-gons with parallel corresponding sides and equal area have either zero or at least 4 sign changes in the cyclic sequence of the corresponding side lengths differences.

Some of these variations are stronger than the other, and all of them imply the (usual) four-vertex theorem by a limit argument.

 

Generalizations to space curve[edit]

The stereographic projection from the sphere to the plane preserves critical points of geodesic curvature. Thus simple closed spherical curves have four vertices. Furthermore, on the sphere vertices of a curve correspond to points where its torsion vanishes. So for space curves a vertex is defined as a point of vanishing torsion. In 1994 V. D. Sedykh [9] showed that every simple closed space curve which lies on the boundary of a convex body has four vertices. In 2015 Mohammad Ghomi [10] generalized Sedykh's theorem to all curves which bound a locally convex disk.

Quad oval

 

https://en.wikipedia.org/wiki/Texas_Motor_Speedway

 

Texas Motor Speedway is a speedway located in the northernmost portion of the U.S. city of Fort Worth, Texas – the portion located in Denton County, Texas. The track measures 1.5 miles (2.4 km) around and is banked 20° in turns 1 and 2 and banked 24° in turns 3 and 4. Texas Motor Speedway is a quad-oval design, where the front straightaway juts outward slightly. The track layout is similar to Atlanta Motor Speedway and Charlotte Motor Speedway (formerly Lowe's Motor Speedway). The track is owned by Speedway Motorsports, Inc., the same company that owns Atlanta and Charlotte Motor Speedways, as well as the short-track Bristol Motor Speedway.

Quad oval

 

https://en.wikipedia.org/wiki/Charlotte_Motor_Speedway

 

Charlotte Motor Speedway, formerly Lowe's Motor Speedway, is a motorsports complex located in Concord, North Carolina 13 miles (21 km) from Charlotte. The complex features a 1.5 mile (2.4 km) quad oval track that hosts NASCAR racing including the prestigious Coca-Cola 600 on Memorial Day weekend, the NASCAR All-Star Race, and the Bank of America 500. The speedway was built in 1959 by Bruton Smith and is considered the home track for NASCAR with many race teams located in the Charlotte area. The track is owned and operated by Speedway Motorsports, Inc. (SMI) with Marcus G. Smith (son of Bruton Smith) as track president.

 

The 2,000 acres (810 ha) complex also features a state-of-the-art quarter mile (0.40 km) drag racing strip, ZMAX Dragway. It is the only all-concrete, four-lane drag strip in the United States and hosts NHRA events. Alongside the drag strip is a state-of-the-art clay oval that hosts dirt racing including the World of Outlaws finals among other popular racing events.

Quad oval

https://en.wikipedia.org/wiki/Calder_Park_Raceway

The Thunderdome is a purpose-built 1.8 km (1.1 mi) quad-oval speedway located on the grounds of Calder Park Raceway. It was originally known as the Goodyear Thunderdome to reflect the naming rights sponsorship bought by the Goodyear Tire & Rubber Company.

 

With its "double dogleg" front stretch and the start/finish line located on a straight section rather than the apex of a curve, the Thunderdome is technically a quad-oval in shape, though since its opening it has generally been referred to as a tri-oval. The track, modelled on a scaled down version of the famous Charlotte Motor Speedway, has 24° banking on Turns 1, 2, 3 and 4 while the front stretch is banked at 4° and the back straight at 6°.

 

Calder Park Raceway is a motor racing circuit in Melbourne, Victoria, Australia. The complex includes a dragstrip, a road circuit with several possible configurations, and the "Thunderdome", a high-speed banked oval equipped to race either clockwise (for right-hand-drive cars) or counter-clockwise (for left-hand-drive cars such as NASCAR).

Four turn

https://en.wikipedia.org/wiki/Twin_Ring_Motegi

 

Twin Ring Motegi (ツインリンクもてぎ Tsuin Rinku Motegi?) is a motorsport race track located at Motegi, Japan. Its name comes from the facility having two race tracks: a 2.493-kilometer (1.549 mi) oval and a 4.8-kilometer (2.98 mi) road course. It was built in 1997 by Honda, as part of the company's effort to bring the IndyCar Series to Japan, helping to increase their knowledge of American open-wheel racing.

The oval course is the only one of its kind in Japan, and currently is only used once a year for racing. It is a low-banked, 1.549-mile-long egg-shaped course, with turns three and four being much tighter than turns one and two. On March 28, 1998, CART held the inaugural race at Twin Ring Motegi Speedway. The race was won by Mexican driver Adrian Fernandez. CART continued racing at Twin Ring Motegi Speedway from 1998–2002. In 2003, Honda entered the Indy Racing League and the race became a part of the IRL schedule. In addition to Indycar racing, the track has also hosted a single NASCAR exhibition race in 1998.

https://en.wikipedia.org/wiki/Darlington_Raceway

 

Darlington Raceway is a race track built for NASCAR racing located near Darlington, South Carolina. It is nicknamed "The Lady in Black" and "The Track Too Tough to Tame" by many NASCAR fans and drivers and advertised as "A NASCAR Tradition." It is of a unique, somewhat egg-shaped design, an oval with the ends of very different configurations, a condition which supposedly arose from the proximity of one end of the track to a minnow pond the owner refused to relocate. This situation makes it very challenging for the crews to set up their cars' handling in a way that will be effective at both ends.

 

Turns 4

Banking Turns 1 and 2: 25°

Turns 3 and 4: 23°

Front Straight: 3°

Back Straight: 2°

https://en.wikipedia.org/wiki/Phoenix_International_Raceway

Four turn dogleg

Phoenix Raceway (PIR) is a 1 mile, low-banked tri-oval race track located in Avondale, Arizona. It is named after the nearby metropolitan area of Phoenix. The motorsport track opened in 1964 and currently hosts two NASCAR race weekends annually. Phoenix Raceway has also hosted the IndyCar Series, CART, USAC and the Rolex Sports Car Series. The raceway is currently owned and operated by International Speedway Corporation.

Phoenix Raceway was built in 1964 around the Estrella Mountains on the outskirts of Avondale, Arizona. Because of the terrain and the incorporation of a road course and drag strip, designers had to build a "dogleg" into the backstretch. The original roadcourse was 2 miles (3.2 km) in length and ran both inside and outside of the main oval track.[3] The hillsides adjacent to the track also offer a unique vantage point to watch races from. "Monument Hill", located alongside turns 3 and 4, is a favorite among race fans because of the unique view and lower ticket prices. At the top of this hill lies a USGS bench marker known as Gila and Salt River Meridian, now listed on the National Register of Historic Places. Long before Phoenix Raceway existed, this spot was the original land survey point for all of what later became the state of Arizona.[4]

Turns 4
Banking Turns 1 & 2: 10–11°
Dogleg: 10–11°
Turn 3: 8°
Turn 4: 8–9°
Backstretch: 10°, 8°
Frontstretch: 3°

In November 2010, ISC and the Avondale City Council announced plans for a $100 million long-term development for hoenix Raceway. $15 million would go towards repaving the track for the first time since 1990 and building a new media center. The plans also include a reconfiguration of the track.[6] The front stretch was widened from 52 feet to 62 feet (19 m), the pit stalls were changed from asphalt to concrete, the dogleg (between Turn 2 and Turn 3) was moved outward by 95 feet (29 m), tightening the turn radius of the dogleg from 800 feet to 500 feet (152 m). Along with the other changes, progressive banking was added to the turns: Turns 1 and 2, which had 11 degrees of banking, changed to 10 degrees on the bottom and 11 degrees on the top. Turns 3 and 4, which had 9 degrees of banking, changed to 8 degrees on the bottom and 9 on the top. Project leader Bill Braniff, Senior Director of Construction for North American Testing Corporation (NATC), a subsidiary of hoenix Raceway’s parent company International Speedway Corporation, said "All of the changes – including the adjustment of the dog-leg – will be put in place in order to present additional opportunities for drivers to race side-by-side. We’re very confident that we’ll have multi-groove racing at Phoenix from Day 1 because of the variable banking that will be implemented.”[7][8] The infield road course was also sealed off and removed from use, making Phoenix Raceway an oval-only facility.[9] The reconfiguration project was completed by mid-August 2011, and on August 29–30, five drivers tested the new track, describing the new dogleg and backstretch as a "rollercoaster" as now when they enter it dips, then rises on exit and dips down going into turn 3, due to the elevation changes. On October 4–5, several NASCAR Cup Series teams tested the oval which was open to the public. Seven–eight million dollars went towards connecting the track property to the Avondale water and sewer systems. Work began following the 2011 Subway Fresh Fit 500.[6]

https://en.wikipedia.org/wiki/Trenton_Speedway

Kidney bean shape four turn
Trenton Speedway was a racing facility located near Trenton, New Jersey at the New Jersey State Fairgrounds. Races for the United States' premier open-wheel and full-bodied racing series of the times were held at Trenton Speedway.

The first race at the Fairgrounds was held on September 24, 1900, but there was no further racing there until 1907. Regular racing began in 1912 and continued until 1941. A new 1 mile dirt oval was opened in 1946. In 1957 the track was paved. It operated in that configuration until 1968 when the track was expanded to 1.5 miles (2.41 km) and a "kidney bean" shape with a 20° right-hand dogleg on the back stretch and a wider turn 3 & 4 complex than turns 1 & 2. The track closed in 1980 and the Fairgrounds itself closed 3 years later. The former site of the speedway is now occupied by the Grounds for Sculpture, a UPS shipping facility, and the housing development known as "Hamilton Lakes".[1]

Turns 1 & 2: 10°
Dogleg: 4°
Turns 3 & 4: 15°

https://en.wikipedia.org/wiki/Bristol_Motor_Speedway

 

Four turns

 

The Bristol Motor Speedway, formerly known as Bristol International Raceway and Bristol Raceway, is a NASCAR short track venue located in Bristol, Tennessee. Constructed in 1960, it held its first NASCAR race on July 30, 1961. Despite its short length, Bristol is among the most popular tracks on the NASCAR schedule because of its distinct features, which include extraordinarily steep banking, an all concrete surface, two pit roads, and stadium-like seating. It has also been named one of the loudest NASCAR tracks.[2]

 

Another anomaly is that the short overall length means that there are two sets of pits, which also prevents a garage from being built due to limited space. Until 2002, slower starters were relegated to those on the backstretch. That year, the rules were changed to form essentially one long pit road. Thus, Bristol has unique rules about pit road — during caution, drivers who are wanting to pit must enter pit road in turn 2, drive all the way down the back stretch through the apron of turns 3 and 4 and down the front stretch, exiting pit road in turn 1. This rule eliminated the inherent disadvantage of pitting on the back stretch. During green flag pit stops, cars with pit stalls on the back stretch enter the pits in turn 2 and exit in turn 3; those with pits on the front stretch enter in turn 4 and exit in turn 1. Since the new pit rules were instituted, several drivers (most notably Jeff Gordon)[5] have made major mistakes during green flag pit stops by driving through both pit roads when only one is necessary for green flag pit stops.

 

Turns 4

Banking Turns: 26–30°

Straights: 6–10°

Lap record 0:12.742 (Brian Gerster, , 2011, Must See Racing X-treme Speed Classic)

Temporary Dirt Oval

Surface Clay

Length 0.533 mi (0.858 km)

Turns 4

Banking Turns: 22–24°

Straights: 9°

Lap record 0:13.86 (Sammy Swindell, Swindell Motorsports, 2000, World of Outlaws Sprint Car Series)

https://en.wikipedia.org/wiki/Fairgrounds_Speedway

 

Four turns

 

Fairgrounds Speedway is an independent racetrack located at the Tennessee State Fairgrounds near downtown Nashville, Tennessee. The track is the second oldest continually operating track in the United States.[1] The track held NASCAR Grand National/Winston Cup (now Monster Energy NASCAR Cup Series) races from 1958 to 1984.

 

Turns 4

Banking

Turns: 18°

Straights: 3°

Four turns

 

https://en.wikipedia.org/wiki/Lucas_Oil_Raceway_at_Indianapolis

 

Lucas Oil Raceway (formerly Indianapolis Raceway Park and O'Reilly Raceway Park at Indianapolis) is a drag racing track. The complex in Brownsburg, Indiana, also has a 0.686-mile (1.104 km) oval, 2.5-mile (4.0 km) road course. The 4,400-foot (1,300 m) drag strip is among the main drag racing venues in the world.

 

Turns 4

Banking 12°

Lap record 0:19.581 (Mark Smith, Ralt of America, 1989, Formula Super Vee[1])

https://en.wikipedia.org/wiki/Martinsville_Speedway

 

The first NASCAR sanctioned event was held on July 4, 1948. In 1951, only 4 cars were running at the finish, the fewest of any race held at the speedway. In 1960, Richard Petty became the youngest winner at Martinsville, at 22 years, 283 days; to date Petty has the most wins (15). In 1991, Harry Gant became the oldest winner at 51 years, 255 days. It was Gant's fourth win in a row, earning him the nickname Mr. September.

https://en.wikipedia.org/wiki/Old_cat

 

Old cat (also known as ol' cat or cat-ball) games were bat-and-ball, safe haven games played in North America The games were numbered according to the number of bases. The number of bases varied according to the number of players.

 

Three old cat had a triangular base layout and three strikers, while four old cat had four strikers and four bases in a square pattern. The Mills Commission, formed in 1905 to ascertain the origins of baseball, recorded many reminiscences of people playing three and four old cat in their youth. Baseball historian Harold Seymour reported that old cat games were still being played on the streets and vacant lots of Brooklyn in the 1920s.

 

Albert Spalding suggested that four old cat was the immediate ancestor of town ball, from which baseball evolved.

https://en.wikipedia.org/wiki/Ball_Four

The 1970 publication of major league pitcher Jim Bouton's tell-all chronicle Ball Four is considered a turning point in the reporting of professional sports.

Ball Four is a book written by former Major League Baseball pitcher Jim Bouton in 1970. The book is a diary of Bouton's 1969 season, spent with the Seattle Pilots (during the club's only year in existence) and then the Houston Astros following a late-season trade. In it Bouton also recounts much of his baseball career, spent mainly with the New York Yankees. Despite its controversy at the time, with baseball commissioner Bowie Kuhn's attempts to discredit it and label it as detrimental to the sport, it is considered to be one of the most important sports books ever written[1] and the only sports-themed book to make the New York Public Library's 1996 list of Books of the Century. It also is listed in Time Magazine's 100 greatest non-fiction books of all time.

https://en.wikipedia.org/wiki/Yajilin

 

Yajilin (ヤジリン) is a type of logic puzzle published by Nikoli. It has been published in English under the name Arrow Ring, such as in the 2005 U.S. qualifier for the World Puzzle Championship.

Yajilin is made up of quadrants

Yajilin is played on a rectangular grid of squares. At the beginning, cells are either indicative (containing a number and an arrow pointing "up", "down", "left," or "right") or empty. Black cells, an additional cell type, may be discovered during the solving process.

The goal is to draw a single continuous non-intersecting loop that passes through each cell that is neither black nor indicative. The loop must "enter" each cell from the centre of one of its four sides and "exit" from a different side; all turns are 90 degrees.

For each indicative cell, its number indicates the count of the black cells that lie in that row or column in the direction of its arrow. Indicative cells can never be black, and do not count as a black cell for the purpose of satisfying other indicative cells, although the loop cannot pass through them.

https://en.wikipedia.org/wiki/LITS

LITS, formerly known as Nuruomino (ヌルオミノ), is a binary determination puzzle published by Nikoli.

LITS is played on a rectangular grid, typically 10×10; the grid is divided into polyominoes, none of which have fewer than four cells. The goal is to shade in a tetromino within each pre-printed polyomino in such a way that no two matching tetrominoes are orthogonally adjacent (with rotations and reflections counting as matching), and that the shaded cells form a valid nurikabe: they are all orthogonally contiguous (form a single polyomino) and contain no 2×2 square tetrominoes as subsets.

The game is made of quadrants

FOURTH GUN- FOURTH IS DIFFERENT

https://en.wikipedia.org/wiki/21-gun_salute

In accordance with the ceremonial standard operating procedure (SOP) of the 3rd US Infantry (The Old Guard) the various gun salutes are assigned as follows: each round in a given salute is fired one at a time. The number of cannon used in a battery depends upon the intervals between each round fired. This includes, for example, a three-gun battery firing two of its guns with five-second intervals between rounds and one gun remaining at the ready in case of a misfire; such a battery would be used at an Armed Forces Full Honors Funeral, or for State Arrival Ceremony of a foreign dignitary at the Tomb of the Unknowns in Arlington National Cemetery. A four-gun battery has its first three guns firing rounds at three-second intervals, with the fourth gun (again) at the ready in case of misfire.[citation needed]

The oldest nascar race track had four turns

https://en.wikipedia.org/wiki/Martinsville_Speedway

Martinsville Speedway is an International Speedway Corporation-owned NASCAR stock car racing track located in Henry County, in Ridgeway, Virginia, just to the south of Martinsville. At 0.526 miles (847 m) in length, it is the shortest track in the Monster Energy NASCAR Cup Series. The track was also one of the first paved oval tracks in NASCAR, being built in 1947 by H. Clay Earles. It is also the only race track that has been on the NASCAR circuit from its beginning in 1948. Along with this, Martinsville is the only NASCAR oval track on the entire NASCAR track circuit to have asphalt surfaces on the straightaways, then concrete to cover the turns.

 

The track is often referred to as paper clip-shaped and is banked only 12° in the turns. The combination of long straightaways and flat, narrow turns makes hard braking going into turns and smooth acceleration exiting turns a must. The track was paved in 1955 and in 1956 it hosted its first 500 lap event. By the 1970s, a combination of high-traction slick tires and high speed were putting excessive wear on the asphalt surface. In 1976 the turns were repaved with concrete (a rare concept in the 1970s).[2] By 2004, the then 28-year-old concrete had shown significant wear. On April 18, 2004 a large chunk of concrete had become dislodged from the track's surface and caused severe damage to the body of Jeff Gordon's car. In reaction to this, the track was fully repaved with new concrete and asphalt.[3]

 

Until 1999, Martinsville was notorious for having two pit roads. The backstretch pit road was generally avoided because if a team had to pit there during a caution, any car pitting on the frontstretch had the advantage of pitting first and not having to adhere to pace car speed upon exiting their pit road. This was rectified when pit road was reconfigured to extend from the entrance of turn 3 to the exit of turn 2.[4] This move allowed for a garage to be built inside the track, and leaves Bristol as the only active NASCAR track with two pit roads.

 

Turns 4

Banking Turns 12°

Straights 0°

Lap record 18.746 seconds (Greg Sacks, , 1986, NASCAR Whelen Modified Tour)

https://en.wikipedia.org/wiki/Milwaukee_Mile

 

Four turn

 

The Milwaukee Mile is an approximately one mile-long (1.6 km) oval race track in the central United States, located on the grounds of the Wisconsin State Fair Park in West Allis, Wisconsin, a suburb west of Milwaukee. Its grandstand and bleachers seat approximately 37,000 spectators. Paved 63 years ago in 1954, it was originally a dirt track. In addition to the oval, there is a 1.8 mile (2.8 km) road circuit located on the infield.

 

Oval

Surface Asphalt

Length ~ 1.0 mi (~ 1.6 km)

Turns 4

Banking Turns – 9.25°

Straights – 2.5°

Lap record 198.2 mph, November 2, 1985 (Sam Jones, Billy Ballew Motorsports, 1964)

http://www.cross-plus-a.com/puzzles.htm

Cross+A can solve and generate many kinds of logic puzzles. The created puzzle can be saved as a graphic file (Windows Bitmap, Windows Metafile, EPS, GIF, JPEG, PNG, PDF, SVG and CorelDRAW formats are supported). Also the batch creating of puzzles is available.

 

 

 

Logic Puzzles

 

Kakuro

Hitori

Slitherlink

Link-a-Pix

Fill-a-Pix

Battleships

Hashiwokakero

Masyu

Light Up

Fillomino

Futoshiki

Kuromasu

Nurikabe

Sashikabe

Tents

KenKen

Hidato

Numbrix

Shikaku

Galaxies

Skyscrapers

Hakyuu

Grand Tour

Easy as ABC

Clouds

Yajilin

Minesweeper

Minesweeper Battleships

Heyawake

Tenner Grid

Hundred

Arrows

Mathrax

Str8ts

Linesweeper

Binairo

Walls

Dominosa

Patchwork

Knossos

Rekuto

Neighbours

Four Winds

Shakashaka

Kakurasu

Mochikoro

Seethrough

Lighthouses

Lighthouse Battleships

Tapa

Fobidoshi

Island

Dominion

Tren

No Four in a Row

Corral

Foseruzu

Sutoreto

Renban

Buraitoraito

Irasuto

Suguru

Trinudo

Creek

Gappy

Norinori

Yonmasu

Bricks

Number Chain

Kapetto

Renkatsu

Eulero

Anraikumozaiku

Kurotto

Tasukuea

Star Battle

Araf

Kabingurodo

Thermometers

Snake

Peintoeria

Irupu

Sashigane

Chocona

Different Neighbours

LITS

Nanbaboru

Crazy Paving

Yin-Yang

Nanro

Tairupeinto

Yin-Yang

Nanro

Light and Shadow

Arukone

Tetroid

Sukima

Triplets

Korekutokonekuto

Doppelblock

Furisuri

Yagit

Purenrupu

Firumatto

Nawabari

Makaro

Dosun-Fuwari

Satogaeri

Koburin

Sukrokuro

Shirokuro

Roma

Bodaburokku

Kuroshuto

Toichika

Usotatami

Pipelink

Hakoiri

Nuribou

 

 

Kakuro (also known as "Cross Sums", "Kakro") is a logic puzzle, a mathematical equivalent of crosswords. The puzzle consists of a playing area of filled and empty cells similar to a crossword puzzle. Some black cells contain a diagonal slash from top left to bottom right with numbers in them, called "the clues". A number in the top right corner relates to an "across" clue and one in the bottom left a "down" clue.

 

The object of a kakuro is to insert digits from 1 to 9 into the white cells to total the clue associated with it. However no digit can be duplicated in an entry. For example the total 6 you could have 1 and 5, 2 and 4 but not 3 and 3.

 

Kakuro

 

 

Hitori (from Japanese "Hitori ni shite kure"; literally "let me alone") is played on a grid of squares. At the beginning, each cell contains a number. The goal is to paint out some cells so that there are no duplicate numbers in any row or column, similar to the solved state of a Sudoku puzzle (except with black squares added to the grid).

 

Orthogonal connections are important as well; painted-out (black) cells cannot be connected orthogonally, and the other cells must be connected orthogonally in a single group (i.e. no two black squares can be adjacent to each other, and all un-painted squares must be connected, horizontally or vertically, to create a single shape).

 

Hitori

 

 

Slitherlink (also known as "Fences", "Loop the Loop", "Dotty Dilemma", "Sli-Lin", "Great Wall of China") is a logic puzzle. It was invented by Nikoli Puzzles in Japan.

 

Slitherlink is played on a rectangular lattice of dots. Some of the squares formed by the dots have numbers inside them. The objective is to connect horizontally and vertically adjacent dots so that the lines form a single loop with no loose ends. In addition, the number inside a square represents how many of its four sides are segments in the loop.

 

Slitherlink

 

 

Link-a-Pix (also known as "Paint by Pairs") consists of a grid, with numbers filling some squares; pairs of numbers must be located correctly and connected with a line filling a total of squares equal to that number. Squares containing '1' represent paths that are 1-square long. Paths may follow any horizontal or vertical direction. Paths are not allowed to cross other paths.

 

There is only one unique way to link all the squares in a properly-constructed puzzle. When completed, the squares that have lines are filled; the contrast with the blank squares reveals the picture.

 

Link-a-Pix

 

 

Fill-a-Pix (also known as "Mosaik", "Japanese Mosaic", "Nurie Puzzle", "Nampre Puzzle") consists of a grid with number clues scattered in various places. Each number shows how many of the nine squares - the one with the number plus the eight around it - should be filled in.

 

It is necessary to determine which squares are filled in and which should remain empty until the hidden picture is completely exposed.

 

Fill-a-Pix

 

 

Battleships (also known as "Solitaire Battleships", "Battleship Solitaire") is a logic puzzle based on the Battleships guessing game. In a square grid of 10 x 10 small squares, an armada of battleships is located. There is one battleship of 4 squares, two cruisers of 3 squares, three destroyers of 2 squares, and four submarines of 1 square. Each ship occupies a number of contiguous squares on the grid, arranged either horizontally or vertically. The boats are placed so that no boat touches any other boat, not even diagonally.

 

Ships

 

The numbers on the bottom and on the right of the grid show how many squares in the corresponding rows and columns are occupied by ships. Occasionally some squares may contain given ship or water segments as hints to help start the puzzle. The object is to discover where all ships are located.

 

Battleships

 

 

Hashiwokakero (from Japanese "Hashi o kakero"; literally "build bridges"; also known as "Hashi", "Bridges", "Chopsticks", or "Ai-Ki-Ai") is a type of logic puzzle. It is played on a rectangular grid with no standard size, although the grid itself is not usually drawn. Some cells start out with (usually encircled) numbers from 1 to 8 inclusive; these are the islands. The rest of the cells are empty.

 

The goal is to connect all of the islands into a single connected group by drawing a series of bridges between the islands. The bridges must follow certain criteria:

 

They must begin and end at distinct islands, travelling a straight line in between.

They must not cross any other bridges or islands.

They may only run orthogonally.

At most two bridges connect a pair of islands.

The number of bridges connected to each island must match the number on that island.

Hashiwokakero

 

 

Masyu (also known as "Shiroshinju Kuroshinju", "White Pearls and Black Pearls") is a type of logic puzzle. It is played on a rectangular grid of squares, some of which contain circles; each circle is either "white" (empty) or "black" (filled). The goal is to draw a single continuous non-intersecting loop that properly passes through all circled cells. The loop must "enter" each cell it passes through from the center of one of its four sides and "exit" from a different side; all turns are therefore 90 degrees.

 

The two varieties of circle have differing requirements for how the loop must pass through them:

 

White circles must be traveled straight through, but the loop must turn in the previous and/or next cell in its path.

Black circles must be turned upon, but the loop must travel straight through the next and previous cells in its path.

Masyu

 

 

Light Up (also known as "Akari", "Bijutsukan") is a logical puzzle. It is played on a rectangular grid of white and black cells. The player places light bulbs in white cells such that no two bulbs shine on each other, until the entire grid is lit up. A bulb sends rays of light horizontally and vertically, illuminating its entire row and column unless its light is blocked by a black cell. A black cell may have a number on it from 0 to 4, indicating how many bulbs must be placed adjacent to its four sides; for example, a cell with a 4 must have four bulbs around it, one on each side, and a cell with a 0 cannot have a bulb next to any of its sides. An unnumbered black cell may have any number of light bulbs adjacent to it, or none. Bulbs placed diagonally adjacent to a numbered cell do not contribute to the bulb count.

 

Light Up

 

 

Fillomino (also known as "Polyominous") is a type of logic puzzle. It is played on a rectangular grid of squares. Some cells of the grid start containing numbers, referred to as "givens". The goal is to divide the grid into blocks. The block must contain the number of cells indicated by the number in the cells of the block. The block cannot touch a similarly sized block, horizontally or vertically. Cells without numbers may form blocks necessary to complete the puzzle.

 

Fillomino

 

 

Futoshiki (from Japanese, literally "not equal"; also known as "Hutoshiki", "Unequal") is a logic puzzle. The puzzle is played on a square grid, such as 9 x 9. The objective is to place the numbers 1 to 9 (or whatever the dimensions are) in each row, ensuring that each column also only contains the digits 1 to 9. Some digits may be given at the start. In addition, inequality constraints are also initially specifed between some of the squares, such that one must be higher or lower than its neighbour. These constraints must be honoured as the grid is filled out.

 

Futoshiki

 

 

Kuromasu (from Japanese "kuromasu wa doko da", literally "Where is Black Cells?"; also known as "Kurodoko") is played on a rectangular grid. Some of these cells have numbers in them. Each cell may be either black or white. The object is to determine what type each cell is.

 

The following rules determine which cells are which:

 

Each number on the board represents the number of white cells that can be seen from that cell, including itself. A cell can be seen from another cell if they are in the same row or column, and there are no black cells between them in that row or column.

Numbered cells may not be black.

No two black cells may be horizontally or vertically adjacent.

All the white cells must be connected horizontally or vertically.

Kuromasu

 

 

Nurikabe is a logic puzzle ("nurikabe" in Japanese folklore is an invisible wall that blocks roads and upon which delays in foot travel are blamed; other names for the puzzle: "Cell Structure", "Islands in the Stream"). The puzzle is played on a grid, typically rectangular with no standard size. Some cells of the grid start containing numbers.

 

The goal is to determine whether each of the cells of the grid is "black" or "white" according to the following rules:

 

All of the black cells must be connected.

Each numbered cell must be part of a white island of connected white cells.

Each island must have the same number of white cells as the number it contains (including the numbered cell).

Two islands may not be connected.

There cannot be any 2 x 2 blocks of black cells.

Nurikabe

 

 

Sashikabe combines Nurikabe puzzle with Sashigane puzzle. The goal is to blacken some cells of a grid according to the following rules:

 

All of the black cells must be connected.

There cannot be any 2 x 2 blocks of black cells.

All islands must be L-shaped and one cell wide. Two islands may not be connected.

A circle represents a cell in which an "L" must bend.

An island must have the same number of white cells as a number in a circle.

An arrow marks the end of the island's "leg"; the arrow points to the cell in which the "L" bends.

Sashikabe

 

 

Tents ("Tents and Trees") is a logic puzzle invented by Léon Balmaekers (Netherlands). The task is a grid of squares, some of them contain trees. The goal is to place tents in some of the remaining squares, in such a way that the following conditions are met:

 

There are exactly as many tents as trees.

The tents and trees can be matched up in such a way that each tent is directly adjacent (horizontally or vertically, but not diagonally) to its own tree. However, a tent may be adjacent to other trees as well as its own.

No two tents are adjacent horizontally, vertically or diagonally.

The number of tents in each row, and in each column, matches the numbers given round the sides of the grid.

Tents

 

 

KenKen (also known as "KENKEN", "KenDoku", "CalcuDoku", "Square Wisdom") is a mathematical and logical puzzle loosely similar to Sudoku. It was invented by a Japanese mathematics teacher Tetsuya Miyamoto. The objective is to fill the grid in with the digits 1 through N (where N is the number of rows or columns in the grid) such that:

 

Each row contains exactly one of each digit.

Each column contains exactly one of each digit.

Each bold-outlined group of cells (block) contains digits which achieve the specified result using the specified mathematical operation: addition (+), subtraction (-), multiplication (×), and division (÷).

Unlike Killer Sudoku, digits may repeat within a block.

KenKen

 

 

Hidato (from Hebrew: "my puzzle"; also known as "Hidoku") is a puzzle invented by Gyora Benedek, an Israeli mathematician. The goal of Hidato is to fill the grid with consecutive numbers that connect horizontally, vertically, or diagonally.

 

In every Hidato puzzle the smallest and the highest number are presented in the grid. There are more numbers on the board to help to direct the player how to start the solution and to ensure that Hidato has only a single solution.

 

Hidato

 

 

Numbrix is a type of logic puzzle. It is played on a rectangular grid of squares. Some of the cells have numbers in them. The object is to fill in the missing numbers, in sequential order, going horizontally and vertically only. Diagonal paths are not allowed.

 

Numbrix

 

 

Shikaku (also known as "Divide by Squares", "Divide by Box", "Number Area") is a logic puzzle. It is played on a rectangular grid. Some of the cells in the grid are numbered. The objective is to divide the grid into rectangular and square pieces such that each piece contains exactly one number, and that number represents the area of the rectangle.

 

Shikaku

 

 

Galaxies (also known as "Tentai Show") consists of a rectangular grid with dots. The goal is to divide the rectangle into exactly one region per dot that is two-fold rotationally symmetric around the dot.

 

Galaxies

 

 

Skyscrapers consists of a square grid. The goal is to fill in each cell with numbers from 1 to N, where N is the size of the puzzle's side. No number may appear twice in any row or column. The numbers along the edge of the puzzle indicate the number of buildings which you would see from that direction if there was a series of skyscrapers with heights equal the entries in that row or column.

 

Skyscrapers

 

 

Hakyuu (also known as "Ripple Effect", "Hakyuu Kouka", "Hakyukoka", "Seismic") is a logic puzzle published by Nikoli. The puzzle consists of a rectangular grid of any size divided into polyomino sections called "rooms". Each room must be filled with each of the numbers from 1 to the number of cells in the room. If two identical numbers appear in the same row or column, at least that many cells with other numbers must separate them.

 

Hakyuu

 

 

Grand Tour is a logic puzzle. It is a grid of points that all need to be connected by a single loop. To begin the puzzle, a few of the points are already connected to insure a unique solution.

 

Grand Tour

 

 

Easy as ABC ("ABC End View", "Last Man Standing") is a square grid, whose cells are to be filled by a range of letters (e.g. A through E), with each different letter occurring exactly once in each row and column, and the other cells remaining empty. The letters outside the grid show which letter will come across first from that direction.

 

Easy as ABC

 

 

Clouds (also known as "Rain Clouds", "Radar") is a variant of Battleship puzzle. The task is to mark certain cells of the rectangular grid as belonging to a cloud. Clouds occupy an area of rectangular shape and their width and height is at least two cells. No clouds touch each other, not even diagonally. Numbers outside the grid show the quantity of cells occupied by clouds in corresponding row or column.

 

Clouds

 

 

Yajilin (also known as "Arrow Ring", "Straight and Arrow") is a type of logic puzzle published by Nikoli. The goal is to draw a single continuous non-intersecting loop that connects the centers of the grid cells. The loop may not pass through any cells which contain arrows. The loop may only travel horizontally or vertically, and never diagonally. Any cell that does not have an arrow and which is not part of the loop must be shaded in black. Black cells do not touch each other orthogonally (they do not share a side). A cell containing a number and an arrow represents how many black cells are in the row or column pointed at by the arrow. There may be black cells that are not accounted for by the cells with arrows and numbers.

 

Yajilin

 

 

Minesweeper is well-known by the game in Microsoft Windows. The task is to place mines into empty cells in the grid. The digits in the grid represent the number of mines in the neighbouring cells, including diagonal ones.

 

Minesweeper

 

 

Minesweeper Battleships (also known as "Battlemines") combines Battleships puzzle with Minesweeper game found on many computers. The aim is to locate the position of the fleet in the grid. The ships do not touch each other, not even diagonally. A cell with a number indicates how many ship pieces are adjacent to it. Ships are not allowed on the numbered cells.

 

Minesweeper Battleships

 

 

Heyawake (from Japanese, "divided rooms") is played on a rectangular grid. The grid is divided into rectangular "rooms". Some rooms may contain a single number. These rooms must have the designated number of cells painted black. Other rooms may have zero or more cells painted black.

 

Black cells must not be orthogonally connected.

All white cells must be interconnected.

A line of connected white cells must not connect more than two rooms together.

Heyawake

 

 

Tenner Grid (also known as "From 1 to 10", "Zehnergitter", "Grid Ten") consists of a rectangular grid of width ten cells. The task is to fill in the grid so that every row contains the digits 0 through 9. In columns the numbers may be repeated. The bottom numbers give the sum of the numbers in column. The digits in contiguous cells (even diagonally contiguous cells) must be different.

 

Tenner Grid

 

 

Hundred is a square grid of 3 x 3 or 4 x 4, whose cells are to be filled by some digits. The task is to fill additional digits in required cells such that the sum of numbers in each row and each column equals to 100.

 

Hundred

 

 

Arrows is a type of logic puzzle. It is played on a rectangular grid filled with numbers. The task is to place arrows outside the grid. Every arrow can go horizontally, vertically or diagonally and points to at least one cell with a number. The numbers indicate the total number of arrows that point to them.

 

Arrows

 

 

Mathrax consists of a square grid. The goal is to fill in each cell with numbers from 1 to N, where N is the size of the puzzle's side. No number may appear twice in any row or column. Circles with additional conditions may be situated on intersections of lines inside the grid.

 

A number and a sign of mathematical operation (addition, subtraction, multiplication, division) - a number is a result of an operation execution with numbers in diagonally adjacent cells.

A letter "E" ("even") - all numbers in four cells are even.

A letter "O" ("odd") - all numbers in four cells are odd.

Mathrax

 

 

Str8ts (also known as "Straights") is a logic puzzle, invented by Jeff Widderich (Canada). It is a grid, partially divided by black cells into compartments. Each compartment, vertically or horizontally, must contain a straight - a set of consecutive numbers, but in any order (for example: 2-1-3-4). The aim is to fill all white cells with the numbers from 1 to N (where N is the size of the grid). No single number can repeat in any row or column. Clues in black cells remove that number as an option in that row and column, and are not part of any straight.

 

Str8ts

 

 

Linesweeper is played on a rectangular grid. The object is to create a single continuous non-intersecting loop that connects the centers of the grid cells. The numbered cells can't be passed through; the number in the cell means how many of the 8 surrounding cells should contain some part of the solution path. (For example, "0" means the 8 surrounding cells can't be passed through at all).

 

Linesweeper

 

 

Binairo (also known as "Binary Puzzle", "Takuzu", "Tohu wa Vohu") is played on a rectangular or square grid. The goal is to fill in the grid with digits "0" and "1" according to the following rules:

 

There are as many digits "1" as digits "0" in every row and every column (or one more for odd sized grids).

No more than two cells in a row can contain the same number.

Each row is unique, and each column is unique.

Binairo

 

 

Walls is a logic puzzle, invented by Naoki Inaba (Japan). The task is to place a horizontal or a vertical line in every blank cell. A number in a black cell indicates the total length of the segments connected to that square.

 

Walls

 

 

Dominosa (also known as "Dominosa Omnibus", "Solitaire Dominoes", "Domino Hunt") is a logic puzzle. On the board the domino numbers are shown, but the borders between dominoes are missing. The task is to restore borders between domino tiles.

 

Dominosa

 

 

Patchwork (also known as "Tatami") consists of a square grid divided into regions ("rooms"). Each room must be filled with each of the digits from 1 to the number of cells in the room. Every row and every column must contain the same amount of each digit. Same digits must not be orthogonally adjacent.

 

In some puzzles letters are used instead of digits. Cross+A can solve such puzzles also.

 

Patchwork

 

 

Knossos is a logic puzzle ("Knossos" is a palace on Crete; this palace is connected with ancient legends, such as the myth of the Labyrinth with the Minotaur). It is played on a rectangular grid. Some of the cells in the grid are numbered. The goal is to divide the grid into regions (“rooms”) such that each region contains exactly one number, and that number represents the border’s length of the rectangle.

 

Knossos

 

 

Rekuto is played on a rectangular or square grid. Some of the cells have numbers in them. The aim is to divide the grid into rectangular and square pieces such that each piece contains exactly one number, and that number represents the sum of the width and height of the rectangle.

 

Rekuto

 

 

Neighbours is played on a grid of irregular shape. Some cells of the grid contain numbers. It is necessary to divide the grid into a number of connected regions of an equal number of cells. Every region contains exactly one cell with a number (or a question mark) in it, and has as many neighbours as the number indicates. Regions are neighbours when they share a part of their border.

 

Neighbours

 

 

Four Winds is played on a rectangular or square grid with black and white cells. All black cells contain numbers. The aim is to draw a horizontal or a vertical line in each white cell. Each number represents the total number of white cells occupied by the lines from that number. Lines cannot enter other numbered black cells or intersect with other lines.

 

Four Winds

 

 

Shakashaka (also known as "Proof of Quilt") is a logic puzzle, invented by Nikoli. The task is to place one of the four isosceles right triangles in some white cells. Each triangle must occupy exactly half of its cell, but may be in one of four orientations. Every contiguous white region must be a rectangle or a square. A number in a black cell indicates how many triangles are adjacent to that cell by sides.

 

Shakashaka

 

 

Kakurasu is played on a rectangular or square grid. The goal is to color in some of the cells to satisfy the clues. The numbers across the top and down the left are the clues, and equal the row and column totals for the black squares. The numbers across the bottom and down the right are the values for each of the squares in the rows and columns (the first square in a row or column is worth 1, the second 2, the third 3, etc.).

 

Kakurasu

 

 

Mochikoro ("Mochinuri") is a logic puzzle. It consists of a grid, with numbers in some cells. The aim is to blacken some cells of a grid according to the following rules:

 

The black cells divide the grid in rectangular areas ("islands") of white cells.

No two islands may share an edge, but all of the islands must be connected to each other through their corners.

Each numbered cell must be a part of a white island. Some white areas may not include a cell with a number.

Each island must have the same number of white cells as the number it contains (including the numbered cell).

No 2 x 2 cell area within the grid can contain all black cells.

Mochikoro

 

 

Seethrough (also known as "Doors", "Open Office") is a logic puzzle, where every cell denotes a "room". The aim is to close some "doors" between rooms. Open doors allow to look into other rooms. The number in the cell indicates the total number of rooms visible in horizontal and vertical direction from that room (the room itself excluded). There can be no isolated rooms; this means that you should be able to reach all rooms by moving horizontally and vertically.

 

Seethrough

 

 

Lighthouses is played on a rectangular or square grid. It contains black cells with numbers ("lighthouses"). The number in the cell represents the number of ships lit by the lighthouse. A ship is lit if it is in the same row or column as the lighthouse, also ships behind other ships or lighthouses. Each ship is lit by at least one lighthouse. The ships are placed so that no ship touches any other ship or lighthouse, not even diagonally.

 

Lighthouses

 

 

Lighthouse Battleships combines Battleships with Lighthouses puzzle. A cell with a number is a lighthouse, and it indicates the total number of ship pieces that are in the same row or column as the lighthouse. Ships can not touch the lighthouses, not even diagonally.

 

Lighthouse Battleships

 

 

Tapa is a logic puzzle created by Serkan Yürekli (Turkey). The goal is to blacken some cells of the grid. All the black cells form one contiguous region. No 2 x 2 cell area within the grid can contain all black cells. Clue cells with numbers may not be filled in and tell the length of each consecutive black cell block in the eight surrounding cells. If there's more than one digit in a cell, the groups of black cells have to be separated by at least one white cell. Question marks can be used instead of clue numbers. Each question mark can represent any nonzero integer.

 

Tapa

 

 

Fobidoshi ("Forbidden Four") is a logic puzzle, invented by Naoki Inaba (Japan). It is played on a rectangular or square grid. Some of the cells have circles in them. The aim is to place circles into empty cells; all the circles must form an orthogonally continuous area. A line of connected circles must not contain more than 3 circles.

 

Fobidoshi

 

 

Island (also known as "Tents Island", "Airando") is a logic puzzle invented by Naoki Inaba (Japan). It consists of a grid, with numbers in some cells. The aim is to blacken some cells of a grid according to the following rules:

 

The white cells form a single island. Each numbered cell must be a part of this island.

The numbers indicate how many unnumbered white cells can be reached from that cell by moving horizontally or vertically. Numbered cells block access.

Island

 

 

Dominion is a logic puzzle created by Naoki Inaba (Japan). It consists of a grid, with letters in some cells. The aim is to blacken some cells of a grid according to the following rules:

 

The black cells must form dominoes which can touch each other diagonally.

Cells with letters are always white.

The black cells divide the grid into regions of white cells.

Cells with the same letter belong to the same white region.

White regions without a cell with a letter are not allowed.

Dominion

 

 

Tren is a logic puzzle invented by Shinichi Aoki (Japan). The Japanese name of this puzzle means "parking" (each block is a car, and a grid is a car park). The puzzle contains a grid with numbers in some cells. The goal is to locate some blocks in the grid, having the size either 1 x 2 or 1 x 3. Each number in the grid should be part of a block, indicating the amount of the possible movements of the block. Blocks can only move in the direction of their short edge.

 

Tren

 

 

No Four in a Row is played on a grid of irregular shape. Some cells of the grid contain 'X' and 'O'. The task is to fill in the grid so that four consecutive identical symbols never appear in any row, column or diagonal.

 

No Four in a Row

 

 

Corral (also known as "Bag", "Cave") is a logic puzzle invented by Nikoli. The aim is to draw a single closed loop along the grid lines that does not intersect itself. The loop goes around all numbers. The numbers in the grid indicate how many cells inside the loop can be seen horizontally and vertically from that cell, including the cell itself. Question marks can be used instead of clue numbers. Each question mark can represent any nonzero integer.

 

Corral

 

 

Foseruzu ("Four Cells") is a type of logic puzzle published by Nikoli. The goal is to divide the grid into regions of exactly four cells. The number inside a cell represents how many of its four sides are segments of region borders (including the border of the grid).

 

Foseruzu

 

 

Faibuseruzu ("Five Cells", "Solomon's Keep"): the grid needs to be divided into regions of exactly five cells.

 

Faibuseruzu

 

 

Sutoreto ("Sutoretokurosu", "Straight Cross") is a logic puzzle created by Naoki Inaba (Japan). It is played on a rectangular or square grid with black and white cells. Some white cells contain numbers. The aim is to place a number into every white cell. The numbers in a horizontal or vertical stripe of consecutive white cells must form a sequence of numbers without gaps, but in any order (for example: 2-4-1-3).

 

Sutoreto

 

 

Renban consists of a square grid divided into regions. The aim is to fill in each cell with numbers from 1 to N, where N is the size of the puzzle's side. No number may appear twice in any row, column or region. All numbers in a region must form a sequence of consecutive numbers, but in any order (for example: 5-3-4).

 

Renban

 

 

Buraitoraito ("Bright Light") is played on a rectangular or square grid. It contains black cells with numbers. The number in the cell represents how many stars can be seen from this cell. A star is visible from the black cell, if it is in the same row or column as this cell, but not behind other black cells.

 

Buraitoraito

 

 

Irasuto ("Illustration") is a logic puzzle created by Naoki Inaba (Japan). A rectangular or square grid contains white and black cells with numbers. The goal is to blacken some cells of a grid according to the following rules:

 

A number in a white cell represents the number of empty white cells that can be seen from that cell.

A number in a black cell represents the number of empty black cells that can be seen from that cell.

Irasuto

 

 

Suguru ("Number Blocks") is a logic puzzle invented by Naoki Inaba (Japan). The task consists of a rectangular or square grid divided into regions. Each region must be filled with each of the digits from 1 to the number of cells in the region. Cells with the same digits must not be orthogonally or diagonally adjacent.

 

Suguru

 

 

Trinudo is a logic puzzle. It is played on a rectangular grid. Some cells of the grid start containing numbers, referred to as "givens". The goal is to divide the grid into blocks of either one, two or three cells. Blocks of the same size must not be orthogonally adjacent. Each given number represents the size of the block to which it belongs.

 

Trinudo

 

 

Creek ("Kuriku") is played on a rectangular or square grid. Circles with digits from 0 to 4 may be situated on intersections of lines inside the grid. The digit in the circle indicates how many adjacent cells must be blackened. All the white cells must be connected horizontally or vertically.

 

Creek

 

 

Gappy is played on a square grid. The aim is to blacken some cells of a grid according to the following rules:

 

Each row and each column contains two black cells.

No black cells touch each other, not even diagonally.

Numbers outside the grid show the quantity of white cells between black cells in corresponding row or column.

Gappy

 

 

Norinori ("Dominnocuous") is a logic puzzle invented by Nikoli. A rectangular or square grid is divided into regions. The aim is to blacken some cells of a grid according to the following rules:

 

Every region contains exactly two black cells.

Each black cell must be a part of a 2 x 1 or 1 x 2 block (domino), irrespective of the region borders.

No two dominoes may share an edge. Black blocks can touch each other diagonally.

Norinori

 

 

Yonmasu ("Yonmasubunkatsu") is a logic puzzle invented by Naoki Inaba (Japan). A rectangular or square grid contains circles in some cells. The goal is to divide the grid into regions of exactly four cells. Each region contains one circle.

 

Yonmasu

 

 

Bricks consists of a square grid. The aim is to fill in each cell with numbers from 1 to N, where N is the size of the puzzle's side. No number may appear twice in any row or column. Every brick contains an odd number and an even number.

 

Bricks

 

 

Number Chain is a logic puzzle invented by Leonid Mochalov (Russia). A rectangular or square grid contains numbers from 1 to N in cells. The aim is to draw a single continuous line from the upper left corner to the lower right corner. The line includes each number from 1 to N exactly once.

 

Number Chain

 

 

Kapetto ("Settokapetto", "Set Carpets") is a logic puzzle invented by Naoki Inaba (Japan). It is played on a rectangular or square grid. Some of the cells have numbers in them. The goal is to divide the grid into rectangular blocks such that each block contains exactly one number. The number represents the amount of cells in the block. The grid may contain cells that belong to no one block.

 

Kapetto

 

 

Renkatsu is a logic puzzle created by Naoki Inaba (Japan). It is played on a rectangular or square grid filled with numbers. It is necessary to divide the grid into regions. Each region contains digits from 1 to the number of cells in the region.

 

Renkatsu

 

 

Eulero ("Graeco-Latin Square", "Euler Square") is a puzzle with letters and digits. The goal is to fill in the grid with symbols according to the following rules:

 

Each cell contains one letter and one digit.

Every row and every column contains each letter and each digit exactly once.

No two cells contain the same pair of symbols.

Eulero

 

 

Anraikumozaiku ("Unlike Mosaic") is a logic puzzle invented by Naoki Inaba (Japan). A rectangular or square grid contains circles in some cells. The goal is to divide the grid into rectangular regions. Each region contains one circle. Black cells do not belong to any region. Regions of the same size must not share an edge.

 

Anraikumozaiku

 

 

Kurotto (from Japanese, literally "black units") is a logic puzzle published by Nikoli. The task consists of a grid, with circles in some cells; a circle may have a number inside or not. The task is to blacken some cells of a grid according to the following rules:

 

Cells with circles can not be blacken.

Black cells form orthogonally contiguous areas.

A number in a circle indicates the total number of black cells in areas orthogonally neighboring the circled cell.

Cells with empty circles may have any number of black cells around them.

Kurotto

 

 

Tasukuea (from Japanese, literally "find squares") is a type of logic puzzles. It is played on a rectangular or square grid with numbers or question signs in some cells. The goal is to blacken some cells of a grid according to the following rules:

 

Cells with numbers or question signs can not be blacken.

Black cells form square areas, that must not be orthogonally adjacent.

A number in a circle indicates the total number of black cells in areas orthogonally neighboring the numbered cell.

A cell with a question sign must have at least one adjacent black cell.

All the white cells must be connected horizontally or vertically.

Tasukuea

 

 

Star Battle consists of a square grid divided into regions. The goal is to place stars into some cells in the grid so that each row, column, and region contains the same number of stars. Stars cannot be placed in adjacent cells, not even diagonally.

 

Star Battle

 

 

Araf (from Turkish, literally "purgatory"; original Japanese name - "Aidabeya") is a logic puzzle. It is played on a rectangular grid. Some of the cells in the grid are numbered. The goal is to divide the grid into regions such that each region contains exactly two numbers. Each region must have an area that is strictly between those numbers. For example, if the region contains 2 and 5, the region's area must be equal to 3 or 4.

 

Araf

 

 

Kabingurodo ("Curving Road") is a logic puzzle invented by Naoki Inaba (Japan). It consists of a grid, with circles in some cells. The aim is to blacken some cells of a grid according to the following rules:

 

Cells with circles are always white.

Black cells must not be orthogonally connected.

All the white cells must form an orthogonally continuous area.

Each path from one circle to another circle on white cells must turn at least two times.

Kabingurodo

 

 

Thermometers is a kind of logic puzzles. The grid is filled with thermometers, which are either not filled, partly filled or completely filled. The numbers on the outside indicate how many squares are filled in that row or column. Every thermometer is filled from the base (circular part), towards the top. This does not depend on the actual orientation of the thermometer.

 

Thermometers

 

 

Snake is a kind of logic puzzles. It is played on a rectangular or square grid, where two cells are marked. The task is to draw a single line ("snake") between marked cells; this line never touches itself, not even diagonally. Numbers outside the grid show how many cells must be blackened in the corresponding row or column.

 

Snake

 

 

Peintoeria ("Paint Area") is a logic puzzle published by Nikoli. The puzzle consists of a rectangular grid of any size divided into regions. The goal is to blacken some cells of a grid according to the following rules:

 

All cells of a region must have the same color.

A cell with a number indicates how many black cells are adjacent to it.

All black cells must form an orthogonally continuous area.

No 2 x 2 cell area within the grid can have the same color.

Peintoeria

 

 

Irupu ("I-Loop") is a logic puzzle invented by Naoki Inaba (Japan). A rectangular or square grid contains circles in some cells. The goal is to locate some blocks in the grid, having the size either 1 x 3 or 3 x 1. Each block contains one circle and must be orthogonally adjacent to exactly two other blocks. All block cells form one contiguous region.

 

Irupu

 

 

Sashigane (from Japanese, literally "carpenter's square"; "Ellbound") is a type of logic puzzle published by Nikoli. The goal is to divide the grid into L-shaped regions. The two "legs" of a region must be exactly one cell wide. A circle represents a cell in which an "L" must bend (the grid contains circles not for all regions). A region must have the same number of cells as a number in a circle. An arrow marks the end of the region's "leg"; the arrow points to the cell in which the "L" bends.

 

Sashigane

 

 

Chocona ("Chocolate") consists of a rectangular or square grid divided into regions. The aim is to blacken some cells of a grid according to the following rules:

 

A cell with a number indicates how many cells in the region must be blackened.

In a region without a number any number of cells may be blackened.

The black cells must form rectangles, independently of the region borders.

The black rectangles must not be orthogonally adjacent.

Chocona

 

 

Different Neighbours consists of a rectangular or square grid divided into regions. The aim is to place a number from 1 to 4 into each region so that no two regions that touch (even diagonally) share the same digit.

 

Different Neighbours

 

 

LITS ("Nuruomino") is a logic puzzle published by Nikoli. The puzzle consists of a rectangular grid of any size divided into regions. The goal is to blacken exactly four connected cells in each region, to form an L, I, T, or S tetromino.

 

Tetromino

 

The tetrominoes may be rotated or mirrored. When two tetrominoes in adjacent regions share an edge, they must not be of the same type. All tetrominoes must form an orthogonally contiguous area. The tetrominoes must not cover an area of 2 x 2 cells.

 

LITS

 

 

Nanbaboru ("Number Ball") consists of a square grid. The goal is to fill in some cells with numbers from the given range. No number may appear twice in any row or column. A cell with a circle must contain a number; a cell with a cross cannot contain a number.

 

Nanbaboru

 

 

Tairupeinto ("Tile Paint", "Crazy Pavement") consists of a rectangular or square grid divided into regions. The aim is to blacken some cells so that each region is either completely filled or completely empty. External numbers are the clues, and equal the row and column totals for the black squares.

 

Tairupeinto

 

 

Yin-Yang consists of a rectangular or square grid with white and black circles in some cells. The aim is to place a black or white circle in each empty cell so that all circles of same color are connected to each other, vertically or horizontally. Additionally, no 2 x 2 group of cells can contain circles of the same color.

 

Yin-Yang

 

 

Nanro is a logic puzzle published by Nikoli. The task consists of a rectangular or square grid divided into regions. The goal is to fill in some cells with numbers. All numbers in a region must be the same. The given number in a region denotes how many cells in this region contain a number (all regions must have at least one number). When two numbers are orthogonally adjacent across a region boundary, the numbers must be different. Numbered cells must not cover an area of size 2 x 2 or larger. All cells with numbers must be interconnected.

 

Nanro

 

 

Light and Shadow is a type of logic puzzles. The aim is to divide the grid into gray and white regions. Every region contains exactly one number. The region must have the same number of cells as the number it contains. Numbers in white cells are part of white regions; numbers in gray cells are part of gray regions. Same colored regions cannot share an edge.

 

Light and Shadow

 

 

Arukone ("Number Link") consists of a rectangular or square grid with numbers in some cells. The goal is to connect each pair of numbers with single continuous lines. The lines must neither cross nor touch each other.

 

Arukone

 

 

Tetroid is a logic puzzle invented by Naoki Inaba (Japan). A rectangular or square grid contains black cells. The aim is to divide the grid into regions of exactly four cells, to form an L, I, T, S or O tetromino.

 

Tetroid

 

Black cells do not belong to any tetromino. The tetrominoes may be rotated or mirrored. When two tetrominoes in adjacent regions share an edge, they must not be of the same type.

 

Tetroid

 

 

Sukima (from Japanese "Sukimaburokku"; literally "space between blocks") is a logic puzzle created by Naoki Inaba (Japan). A rectangular or square grid contains circles in some cells. The aim is to locate some regions in the grid, having the size of exactly three cells. Each region contains one circle. Each 2 x 2 area must contain at least one cell, that does not belong to any region. Black cells do not belong to any region.

 

Sukima

 

 

Triplets ("One or All") is a logic puzzle invented by Naoki Inaba (Japan). The task consists of a rectangular or square grid divided into regions of exactly three cells. Some cells contain figures of 3 kinds: squares, circles, triangles. The goal is to fill in each cell with figures. Each region must contain all identical or all different figures. When two figures are orthogonally adjacent across a region boundary, the figures must be different.

 

Triplets

 

 

Korekutokonekuto ("Correct Connection") is a logic puzzle created by Naoki Inaba (Japan). The task consists of white and black circles; some white circles may contain digits. The aim is to connect all white circles by horizontal and vertical lines. The lines must not cross other lines or black circles. The number of lines connected to the white circle must match the digit in that circle.

 

Korekutokonekuto

 

 

Doppelblock consists of a square grid. The goal is to blacken two cells in each row and each column. The remaining white cells must be filled with the digits from 1 to N-2, where N is the size of the puzzle's side. Each number appears once in every row and column. Numbers outside the grid show the sums of the numbers between two black cells in corresponding row or column.

 

Doppelblock

 

 

Furisuri ("Free Three") is a logic puzzle invented by Naoki Inaba (Japan). A rectangular or square grid contains circles in some cells. The goal is to locate some blocks in the grid, having the size of exactly three cells. Each block must contain one circle. It must be possible to move each block by one cell in at least one direction.

 

Furisuri

 

 

Yagit (from Japanese "Yagi to ookami"; literally "goat and wolf") is a logic puzzle published by Nikoli. The task consists of a rectangular or square grid with circles ("goats") and squares ("wolves") in some cells. The task is to divide the grid into regions. Each region must contain either goats or wolves (but not both) and must not be empty. The border lines of the regions start and end on the edges of the grid. Lines can only turn at black dots. Lines can cross each other except at black dots. Not all black dots must be used by border lines.

 

Yagit

 

 

Purenrupu ("Pure Loop") is a logic puzzle created by Naoki Inaba (Japan). A rectangular or square grid contains black cells. The aim is to draw a single loop. The loop visits all white cells exactly once. The segments of the loop run horizontally and vertically between the centers of white cells.

 

Purenrupu

 

 

Firumatto ("Fillmat") is a logic puzzle published by Nikoli. A rectangular or square grid contains digits in some cells. It is necessary to divide the grid into rectangular regions. Every region must be exactly one cell wide; the other side of the region has length from 1 to 4 cells. A cell with a number indicates the size of a region. Two regions of the same size must not be orthogonally adjacent. A grid dot must not be shared by the corners of four regions.

 

Firumatto

 

 

Nawabari ("Territory") is a logic puzzle published by Nikoli. The aim is to divide the grid into rectangular regions such that each region contains exactly one digit. The digit in the cell represents how many sides of the cell belong to the borders of the regions, including the edge of the grid.

 

Nawabari

 

 

Makaro is a logic puzzle published by Nikoli. A rectangular or square grid is divided into regions. Each region must be filled with each of the digits from 1 to the number of cells in the region. The grid may contain the black cells with arrows. The arrow points at the biggest number among the four cells around (up, under, left, right) the black cell. When two numbers are orthogonally adjacent across a region boundary, the numbers must be different.

 

Makaro

 

 

Dosun-Fuwari is a logic puzzle published by Nikoli. The task consists of a grid divided into regions. The grid may contain black cells; black cells do not belong to any region. The aim is to place one black circle and one white circle in each region according to the following rules:

 

White circles ("balloons") are light and float, so they must be placed either into the top cell of the grid or into the cell right under the black cell or under other white circle.

Black circles ("iron balls") are heavy and sink, so they must be placed either into the bottom cell of the grid or into the cell right over the black cell or over other black circle.

Dosun-Fuwari

 

 

Satogaeri (from Japanese; literally "coming home") is a logic puzzle invented by Nikoli. A rectangular or square grid is divided into regions. Some cells of the grid contains circles (empty or with numbers). The task is to move the circles vertically or horizontally, so each region contains only one circle. The numbers in the circles indicate how many cells they have to pass through. Circles without numbers may move any distance, but some of them stay put. The circles cannot cross the tracks of other circles and cannot move over other circles.

 

Satogaeri

 

 

Koburin is a logic puzzle published by Nikoli. A rectangular or square grid contains numbers in some cells. The aim is to blacken some cells and draw a single continuous non-intersecting loop that properly passes through all empty white cells. The number in the cell indicates the total number of black cells orthogonally adjacent to this cell. The grid may contain black cells not adjacent to cells with numbers. Cells with numbers must not be blacken. Two black cells must not be orthogonally adjacent.

 

Koburin

 

 

Sukrokuro combines the elements of three logic puzzles: Sudoku, Kropki Sudoku and Kakuro. It consists of a square grid with white and black cells. The goal is to fill in the white cells, one number in each, so that each column and row contains the numbers 1 through 9 exactly once. Black cells contain a diagonal slash from top left to bottom right with numbers in them, called "the clues". Such number tells the sum of numbers in consecutive cells at its right or downward. If absolute difference between two numbers in neighboring cells equals 1, then they are separated by a dot. If a dot is absent between two white cells, the difference between the numbers in these cells is more than 1.

 

Sukrokuro

 

 

Shirokuro is a logic puzzle invented by Nikoli. It contains white and black circles. The task is to connect each white circle with a black circle by a horizontal or vertical line. Lines are not allowed to cross other lines. The line between two circles may not pass through other circles.

 

Shirokuro

 

 

Roma is a logic puzzle published by Nikoli. A rectangular or square grid is divided into regions. Some cells of the grid contain black circles. The goal is to place arrows pointing in four directions in each empty cell. Each region must contain all different arrows. Starting with any cell, following the arrows from cell to cell, this path must end in the cell with the black circle.

 

Roma

 

 

Bodaburokku ("Border Block") is a logic puzzle published by Nikoli. A rectangular or square grid contains numbers in some cells. It is necessary to divide the grid into regions. Cells with the same number belong to the same region. All points where three or four lines meet are given. Every region contains at least one cell with a number.

 

Bodaburokku

 

 

Kuroshuto ("Kurochute"; from Japanese, literally "black shot") is a logic puzzle invented by Nikoli. A rectangular or square grid contains numbers in some cells. The goal is to blacken some empty cells. A cell with a number indicates that only one of the cells with such distance must be blackened. Two black cells must not be orthogonally adjacent. All of the white cells must be connected.

 

Kuroshuto

 

 

Toichika is a logic puzzle published by Nikoli. The task consists of a rectangular or square grid divided into regions. The goal is to place arrows in some cells according to the following rules:

 

Each region contains exactly one arrow.

Each two arrows are paired, they point to each other. There are no unpaired arrows.

Two regions with paired arrows must not be horizontally or vertically adjacent.

Between two paired arrows no other arrow must be placed.

Toichika

 

 

Usotatami is a logic puzzle published by Nikoli. A rectangular or square grid contains numbers in some cells. The aim is to divide the grid into rectangular regions such that each region contains exactly one number. Every region must be exactly one cell wide; the length of the other side is NOT equal to the number in this region. A grid dot must not be shared by the corners of four regions.

 

Usotatami

 

 

Pipelink consists of a rectangular or square grid. The task is to draw a single continuous loop that passes through all cells. The loop must use all given sections and may cross itself in any cell.

 

Pipelink

 

 

Hakoiri is a logic puzzle published by Nikoli. A rectangular or square grid is divided into regions. The goal is to place exactly one triangle, one square and one circle in each region. The same figures cannot be placed in adjacent cells, not even diagonally. All the figures must be connected horizontally or vertically.

 

Hakoiri

 

 

Nuribou is a logic puzzle invented by Nikoli. A rectangular or square grid contains numbers in some cells. The task is to blacken some empty cells according to the rules:

 

The black cells divide the grid in areas of white cells. Each area contains one cell with a number.

Each area must have the same number of white cells as the number it contains (including the numbered cell).

Black cells form horizontal or vertical stripes, that must not be orthogonally adjacent. Each stripe must be exactly one cell wide.

If two stripes are connected diagonally, the length of the stripes must be different.

Nuribou

 

 

 

 

 

Word Puzzles

 

Word Finder ("Word Search", "Word Seek", "Word Sleuth", "Mystery Word") consists of the grid with letters. The goal of this puzzle is to find and mark all the words hidden inside the grid. The letters in each word are orthogonally adjacent. Each letter can be used at one word only.

 

The word-list should be provided for the puzzle creating. Also the key word may be defined; this word will be formed from letters remaining in the grid.

 

Word Finder

 

 

Nine Letters is the variation of Word Finder puzzle. It consists of the grid with letters. The grid is divided on 3 x 3 subgrids. The goal is to find and mark words hidden inside each subgrid.

 

Nine Letters

 

 

Spider Web consists of circles connected by lines. Each circle contains one letter. The aim is to find and mark a key word hidden inside the net of circles.

 

Spider Web

 

 

 

 

 

Other Puzzles

 

Maze is a puzzle consisting of a complicated network of paths or passages. The aim is to find a path between two selected points. Cross+A allows to create puzzles of rectangular, square or irregular shapes.

 

Maze

Monchikoros are made of quadrants

https://en.wikipedia.org/wiki/Nurikabe_(puzzle)

https://en.wikipedia.org/wiki/File:NurikabeDoubleConnection.png

The binary determination puzzles LITS and Mochikoro, also published by Nikoli, are similar to Nurikabe and employ similar solution methods. The binary determination puzzle Atsumari is similar to Nurikabe but based upon a hexagonal tiling rather than a square tiling.

Mochikoro is a variant of the Nurikabe puzzle :

Each numbered cell belongs to a white area, the number indicates how many cells belong to the white area. Some white areas may not include a numbered cell.

All white areas must be diagonally connected.

The black cell must not cover an area of 2x2 cells or larger.

https://en.wikipedia.org/wiki/Autódromo_Miguel_E._Abed

Oval has four turns

 

Autódromo Miguel E. Abed

From Wikipedia, the free encyclopedia

Autódromo Internacional Miguel E. Abed

Miguel E. Abed logo.png

Location Amozoc, near Puebla, Mexico

Time zone UTC-6

Major events WTCC

NASCAR Corona Series

LATAM Challenge Series

24 Hours of Mexico

Jetta TDI Cup USA

Mexican Super Turismo Championship

Road course

Length 3.363 km (2.090 mi)

Turns 18

Oval

Length 2.01 km (1.25 mi)

Turns 4

The Autódromo Internacional Miguel E. Abed is a racing track located in the town of Amozoc, 30 kilometres (18.64 mi) east of the city of Puebla in the Mexican state of the same name.

https://en.wikipedia.org/wiki/Dover_International_Speedway

 

Four turns

 

Dover International Speedway (formerly Dover Downs International Speedway) is a race track in Dover, Delaware, United States. Since opening in 1969, it has held at least two NASCAR races. In addition to NASCAR, the track also hosted USAC[4] and the Verizon IndyCar Series. The track features one layout, a 1 mile (1.6 km) concrete oval, with 24° banking in the turns and 9° banking on the straights. The speedway is owned and operated by Dover Motorsports.

 

Turns 4

Banking Turns: 24°

Straights: 9°[3]

Four turn oval started as- became paperclip

 

https://en.wikipedia.org/wiki/Oval_track_racing

 

Homestead-Miami Speedway is a motor racing track located in Homestead, Florida. The track, which has several configurations, has promoted several series of racing, including NASCAR, the Verizon IndyCar Series, the Grand-Am Rolex Sports Car Series, and the Championship Cup Series.

 

The track opened as a four-turn, rectangular-oval, based on the Indianapolis Motor Speedway's layout, coincidental considering that circuit and Miami Beach were developed by Carl G. Fisher. However, due to its shorter distance, the track was not able to maintain the racing characteristics of the Indianapolis Motor Speedway. Instead, the sharp, flat turns and aprons made passing difficult and lowered overall speed. The geometry also created unfavorably severe crash angles. In 1996, track management attempted to correct the problems by widening the aprons of the turns by as much as 24 feet (7.3 m). The movie Super Speedway was shot at the speedway before the track was reconfigured to an oval. In the summer of 1997, an $8.2 million reconfiguration project changed the turns from a rectangle to a traditional, continuous turn oval.

 

In 2003, the track was reconfigured once again. The turns were changed from mostly flat to steep variable banking. In 2005, lights were installed to allow night racing for the first time. The renovations were praised by fans, and the track has produced a number of close finishes, including 2005's last-lap battle between Greg Biffle and Mark Martin.

Four turn paperclip

https://en.wikipedia.org/wiki/Autódromo_Ciudad_de_Rafaela

 

The Autódromo Ciudad de Rafaela is a motor racing circuit in Rafaela, Santa Fe, Argentina built in 1952 and paved in 1966. The venue – owned by Atlético de Rafaela – hosted the 500 Millas Argentinas race until 1971. The USAC Rafaela Indy 300 race was held at the Autódromo in 1971, won by Al Unser in a Colt-Ford Turbo. Current major race series using the circuit include TC2000, Turismo Carretera, TRV6, Formula Three Sudamericana, and the South American Super Touring Car Championship.

 

Oval

Surface Asphalt (since 1966)

Length 4.624 km (2.873 mi)

Turns 4

Road

https://en.wikipedia.org/wiki/New_Hampshire_Motor_Speedway

New Hampshire Motor Speedway is a 1.058-mile (1.703 km) oval speedway located in Loudon, New Hampshire, which has hosted NASCAR racing annually since the early 1990s, as well as the longest-running motorcycle race in North America, the Loudon Classic. Nicknamed "The Magic Mile", the speedway is often converted into a 1.6-mile (2.6 km) road course, which includes much of the oval.

 

 

In 2000, the track was the site of a pair of fatal collisions which took the lives of two promising young drivers. In May, while practicing for a Busch Series race, Adam Petty perished when his throttle stuck exiting the second turn, resulting in a full speed crash head-on in the middle of the third and fourth turns. When the NASCAR Cup Series made their first appearance of the season, a similar fate befell 1998 Rookie of the Year Kenny Irwin, Jr. For safety reasons, track owners decided to run restrictor plates on the cars during their return trip to the speedway in September 2000, making it the first track in recent history outside of Daytona and Talladega to use them. It would be the last one as well; an uneventful Dura Lube 300 won by Jeff Burton, which had no lead changes, was the result of the experiment. It was the first wire-to-wire race since the 1970s.

https://en.wikipedia.org/wiki/Corkball

 

Corkball is a "mini-baseball" game featuring a 1.6-ounce (45 g) ball, which is stitched and resembles a miniature baseball. The bat has a barrel that measures 1.5 inches (3.8 cm) in diameter. Originally played on the streets and alleys of St. Louis, Missouri as early as 1890,[1] today the game has leagues formed around the country as a result of St. Louis servicemen introducing the game to their buddies during World War II and the Korean War. It has many of the features of baseball, yet can be played in a very small area because there is no base-running.

It also has four bases.

Fold puzzles[edit]

https://en.wikipedia.org/wiki/Mechanical_puzzle

https://en.wikipedia.org/wiki/File:PuzzleFold.svg

Example of a fold puzzle, created by Vesa Timonen (2002)

 

Example of a fold puzzle, created by Vesa Timonen (2002)

The aim in this particular genre of puzzles is to fold a printed piece of paper in such a way as to obtain a target picture. In principle, Rubik's Magic could be counted in this category. A better example is shown in the picture. The task is to fold the square piece of paper so that the four squares with the numbers lie next to each other without any gaps and form a square.

FOUR COUNT- 16 SQUARES QUADRANT MODEL

https://en.wikipedia.org/wiki/Foxtrot

The eight-count figures extend across two measures of music, and utilize the rhythm slow (two counts), quick (one count), quick (one count); slow (two counts), quick (one count), quick (one count). Most of them can be further decomposed into two four-count figures, although this would break the convention that every figure begins in closed position with the man stepping on his left foot. Examples include: the forward and reverse box, the left and right box turns, the closed twinkle with promenade close ending, the fallaway twinkles (16 counts), the promenade twinkels (16 counts), and the serpentine (a/k/a progressive twinkles) with closed footwork. A few, such as the grapevine, utilize a faster rhythm consisting of four quicks. Most of these eight-counter figures resemble corresponding figures in the waltz, with the rhythm modified by extending the first step of each figure to occupy two counts. Again, many of these figures can be further embellished by underarm turns.

 

The only common syncopated figure is the chassé. It is a four-count figure with the rhythm slow (two counts) quick-and-quick (two counts), that may be inserted between a closed twinkle and its promenade close ending.

 

In the American Continuity Style, most figures are based upon four-count units with the rhythm slow (two counts), quick (one count), quick (one count) repeating in each measure. A basic dance sequence progressing around the room in a straight line might consist of an open left box turn (eight counts), an open twinkle (four counts), an open right turn (four counts), an open impetus (a/k/a hairpin) (four counts), and a continuity ending (four counts), returning to the start of the sequence. Other figures based upon the same rhythm include the serpentine (a/k/a progressive twinkles) with open footwork; the curved running steps; the outside swivel; the pivot from promenade; and the natural fallaway. Many of these figures may be executed in a variety of positions: for instance, the serpentine may be executed in closed position, open position, or shadow position, with the man facing either forwards or backwards. Many of these figures may be further embellished by underarm turns, especially when changing from one dance position to another. Variations upon this basic rhythm may employ four quick steps (quick, quick, quick, quick) as in the grapevine and the second measure of the weave, or syncopation (slow, quick-and-quick quick) as in the chassé.

 

Most figures are based upon four-count units with the rhythm slow (two counts), quick (one count), quick (one count), repeating in each measure. A basic dance sequence progressing around the room might employ a feather step (four counts), reverse turn with feather finish (eight counts), three step (four counts), natural turn (four counts) with impetus (four count) and feather finish (four count), connecting again to a reverse turn. However, rhythmic variation is used to make up for the loss of variety in figures and positions: thus, for example, the weave uses four quick steps in a single measure, while the change of direction uses a two-measure sequence of four slow steps.

 

Feather step four steps

FOUR BEATS PER MEASURE FOUR POINTS OF CONTACT

http://www.justsalsa.com/salsa/dance/steps/

Closed Position = Partner Contact

The Salsa Basic Dance Step is danced in closed, also called "European", position with the Man facing the Woman.

There are four points of Contact between the Man and the Woman.

1.) The Man takes the Woman's Right Hand with his Left Hand.

2.) The Man places his Right Hand on the Woman's back.

3.) The woman places her Left hand on the Man's shoulder.

4.) The Man and the Woman look into each others Eyes.

FOUR PAWNS FOUR COLORS

https://en.wikipedia.org/wiki/Sorry!_(game)

https://en.wikipedia.org/wiki/File:Sorry_diamond_edit.jpg

The objective is to be the first player to get all four of their colored pawns from their start space, around the board (sometimes "backwards"; see below) to their "home" space. The pawns are normally moved in a clockwise direction, but can be moved backward if directed. Movement of pawns are directed by the drawing of a card.

Four turns- 16 is the squares of the quadrant model

https://en.wikipedia.org/wiki/Thompson_Speedway_Motorsports_Park

Thompson Speedway Motorsports Park (TSMP), formerly Thompson International Speedway, is a motorsports park in Thompson, Connecticut, featuring a 5⁄8-mile (1.0 km) paved oval racetrack and a 1.7-mile (2.7 km) road racing course. Once known as the "Indianapolis of the East", it was the first asphalt-paved racing oval track in the United States and is now under the NASCAR Whelen All-American Series banner. Each year Thompson hosts one of the great fall variety events "The World Series of Auto Racing" highlighted by the International Supermodified Association and the NASCAR Whelen Modified Tour. This event frequently draws over 350 race cars in 16 separate divisions over three days.

 

Oval

Surface Asphalt

Length 5/8 mi (1 km)

Turns 4

https://en.wikipedia.org/wiki/Ontario_Motor_Speedway

 

Also there is four dominant groups for Black rights one is the NAAC{

 

Ontario Motor Speedway was a motorsport venue located in Ontario, California. It was the first and only automobile racing facility built to accommodate major races sanctioned by all of the four dominant racing sanctioning bodies: USAC (and now IndyCar Series) for open-wheel oval car races; NASCAR for a 500-mile (800 km) oval stock car races; NHRA for drag races; and FIA for Formula One road course races. Constructed in less than two years,[2] the track opened in August 1970 and was considered state of the art at the time.[3][4]

 

 

Four dominant racing sanctioning bodies

https://en.wikipedia.org/wiki/Flemington_Speedway

 

Four turns

Flemington Speedway was a motor racing circuit in Flemington, New Jersey which operated from 1915 to 2002. The track was known for being the fastest 5/8 dirt track in the United States. Later it was for hosting four NASCAR Craftsman Truck Series races and its pioneering use of foam blocks used to lessen the impact of crashes, which led to the adoption of the SAFER barrier and was America's longest-running Saturday night shorttrack until its closing.

Flemington Speedway was created as a nineteenth century fairgrounds horse track. It was a half mile, four-cornered dirt oval.

 

Rectangle Oval

Surface Asphalt

Length 0.625 mi (1.000 km)

Turns 4

Banking Semi-banked

Lap record 0:18.817 (Stacy Compton, Impact Motorsports, 1998, NASCAR Craftsman Truck Series)

A QUADRANT
https://en.wikipedia.org/wiki/Jazz_Box
Jazz Box
From Wikipedia, the free encyclopedia
Jazz box redirects here. For the guitar type known colloquially by this name, see Jazz guitar#Archtop guitars and archtop guitar.
Jazz Box or Jazz Square is a dance move seen in numerous dances of various styles: line dance, novelty dances, jazz dance, disco, hip hop, etc. The name comes from its basic footwork: its four steps form a square pattern.

Basic footwork[edit]
Jazz square 1. step forward on right 2. step across with the left 3. step to the side with the right 4. step to the side with the left

box step

Step left foot across the right foot
Step right foot back behind the left foot
Step left foot sideways parallel to the right foot
Step right foot forward in front of the left foot
Repeat all
In particular choreographies, the pattern may start from any step of the sequence and may also be mirrored, i.e., started from the right foot.

Variants of styling are endless, including various arm and body movements, Suzie Q action on steps 1, 2, skips and hops at some or all steps, etc.

The thach weave when the planes cross, making a sort of quadrant with their movment. In the Battle of Midway it was done by four planes.

https://en.wikipedia.org/wiki/File:ThachWeave.JPG

https://en.wikipedia.org/wiki/Thach_Weave

The Thach Weave (also known as a Beam Defense Position) is an aerial combat tactic developed by naval aviator John S. Thach of the United States Navy soon after the United States' entry into World War II.

Thach had heard, from a report published in the 22 September 1941 Fleet Air Tactical Unit Intelligence Bulletin, of the Japanese Mitsubishi Zero's extraordinary maneuverability and climb rate. Before even experiencing it for himself, he began to devise tactics meant to give the slower-turning American F4F Wildcat fighters a chance in combat. While based in San Diego, he would spend every evening thinking of different tactics that could overcome the Zero's maneuverability, and would then test them in flight the following day.[citation needed]

Working at night with matchsticks on the table, he eventually came up with what he called "Beam Defense Position", but which soon became known as the "Thach Weave". It was executed either by two fighter aircraft side-by-side or by two pairs of fighters flying together. When an enemy aircraft chose one fighter as his target (the "bait" fighter; his wingman being the "hook"), the two wingmen turned in towards each other. After crossing paths, and once their separation was great enough, they would then repeat the exercise, again turning in towards each other, bringing the enemy plane into the hook's sights. A correctly executed Thach Weave (assuming the bait was taken and followed) left little chance of escape to even the most maneuverable opponent.

The basic Thach Weave, executed by two wingmen.

Thach called on Ensign Edward "Butch" O'Hare, who led the second section in Thach's division, to test the idea. Thach took off with three other Wildcats in the role of defenders, Butch O'Hare meanwhile led four Wildcats in the role of attackers. The defending aircraft had their throttles wired (to restrict their performance), while the attacking aircraft had their engine power unrestricted - this simulated an attack by superior fighter aircraft.[1]

Trying a series of mock attacks, Butch found that in every instance Thach's fighters, despite their power handicap, had either ruined his attack or actually maneuvered into position to shoot back. After landing, Butch excitedly congratulated Thach: "Skipper, it really worked. I couldn't make any attack without seeing the nose of one of your airplanes pointed at me."

Thach carried out the first test of the tactic in combat during the Battle of Midway in June 1942, when a squadron of Zeroes attacked his flight of four Wildcats. Thach's wingman, Ensign R. A. M. Dibb, was attacked by a Japanese pilot and turned towards Thach, who dove under his wingman and fired at the incoming enemy aircraft's belly until its engine ignited.

The maneuver soon became standard among US Navy pilots and was adopted by USAAF pilots.

Marines flying Wildcats from Henderson Field on Guadalcanal also adopted the Thach Weave. The tactic initially confounded the Japanese Zero pilots flying out of Rabaul. Saburō Sakai, the famous Japanese ace, relates their reaction to the Thach Weave when they encountered Guadalcanal Wildcats using it:[2]

For the first time Lt. Commander Tadashi Nakajima encountered what was to become a famous double-team maneuver on the part of the enemy. Two Wildcats jumped on the commander's plane. He had no trouble in getting on the tail of an enemy fighter, but never had a chance to fire before the Grumman's team-mate roared at him from the side. Nakajima was raging when he got back to Rabaul; he had been forced to dive and run for safety.

The maneuver proved so effective that American pilots also used it during the Vietnam War, and it remains an applicable tactic as of 2013.[3]

https://www.thoughtco.com/basic-jazz-square-1007153

A jazz square is a smooth, sassy step in which a dancer completes a square with four steps.

 

Get ready...stand with feet together, arms down by the sides and knees softly bent.

 

 

02

of 05

Cross Right Foot Over Left

 

Cross over left. Photo © Tracy Wicklund

Step your right foot across your left.

 

 

03

of 05

Step Back

 

Step back. Photo © Tracy Wicklund

Step back with your left foot.

 

 

04

of 05

Step to the Side

 

Step to side. Photo © Tracy Wicklund

Step to the side with your right foot.

 

05

of 05

Step Front

 

Step front. Photo © Tracy Wicklund

Step to the front with your left leg. (Your right leg is now ready to step across the left, to begin another square.)

IT IS A QUADRANT

https://en.wikipedia.org/wiki/Pachisi

https://en.wikipedia.org/wiki/File:Pachisi-real.jpg

 

There are other well known versions of the game, chausar, chaupar, chaupur, or caupur.[2] The word caupur derives from the Sanskrit catus pada, meaning he who has four legs.[2] Parcheesi, Sorry!, and Ludo are among the many Westernized commercial versions of the game. A similar game called Parchís is popular in Spain and northern Morocco.[3] Parqués is its Colombian variant. The Jeu des petits chevaux (Game of Little Horses) is played in France, and Mensch ärgere Dich nicht is a popular German variant. It is also possible that this game led to the development of the Korean board game Yunnori, through the ancient kingdom Baekje.

 

Pachisi is a game for two, three, or four players,[4] four usually play in two teams. One team has yellow and black pieces, the other team has red and green. The team which moves all its pieces to the finish first, wins the game.

 

The board is usually embroidered on cloth. The playing area is cruciform. There is a large square in the centre, called the Charkoni, which is the starting and finishing position of the pieces. The four arms are divided into three columns of eight squares. The players' pieces are moved along these columns during play.

 

Twelve squares are specially marked as castle squares. Four of these are positioned at the end of the middle columns of each arm; the other eight are four squares inwards from the end of the outer columns on each arm. A piece may not be captured by an opponent while it lies on a castle square.

 

Four of the castle squares are placed so they are exactly 25 moves from the Charkoni. A common strategy is for returning pieces to stay on these squares, where they are safe from capture, until a 25 is thrown. The pieces can then finish the game directly. This is where the name of the game comes from.

Four turn oval

https://en.wikipedia.org/wiki/Rockingham_Motor_Speedway

Oval Circuit

Length1.479 mi (2.38 km)

Turns4

Banking3.5 – 7.9º

Lap record0:24.719 [2] ( Tony KanaanLolaFord, 2001, CART)

Handling Circuit

Surface Tarmac

Length 0.97 mi (1.56 km)

Turns 4

 

Rockingham Motor Speedway is a modern motorsport venue in the United Kingdom, that hosts corporate driving days, driver training, conferencing and exhibitions, vehicle manufacturing events, track days, testing, driving experiences and motor racing. It claims to be Europe's fastest racing circuit,[4] and was the first banked oval constructed in Britain since the closure of Brooklands in 1939.[5]

 

 

The Oval Circuit[edit]

The 1.48 mile American-style banked oval circuit is 18.3 metres wide and has a maximum bank angle of 7 degrees and comprises four very distinct corners. Rockingham's oval is unique in the UK and one of only two speedways in Europe. The oval circuit can also be converted to a road course layout for events by positioning temporary chicanes and curves both on the main area and apron of the circuit.

 

Over the weekend of 20–22 September 2001, the Champ cars came to England for the first time to contest the Rockingham 500, a round of the CART (Championship Auto Racing Teams) Fedex Championship Series. For various reasons the race distance was shortened to 300 km and victory was snatched on the exit of Turn Four of the last lap by Gil de Ferran driving the Marlboro Team Penske Honda –powered Reynard 01i at a race average speed of 153.41 mph from Kenny Bräck at the wheel the Team Rahal Lola-Ford Cosworth B1/00, and the Newman-Haas Racing Lola-Toyota B1/00 driven by Cristiano da Matta. The fastest lap, and therefore outright lap record was set by Patrick Carpentier in 25.551secs (210.59 mph) in the Player’s Forsythe Racing Reynard-Cosworth. Carpentier became for first Canadian to ever hold the outright lap record at an English circuit.[6]

https://en.wikipedia.org/wiki/Motorcycle_racing…

Categories[edit]
The FIM classifies motorcycle racing in the following four main categories.[1] Each category has several sub categories.[2]

Road racing[edit]
Main article: Road racing
Road racing is the sport of racing motorcycles on hard surfaces resembling roads, usually paved with tarmac. Races can take place either on purpose-built racing circuits or on closed public roads.

Traditional road racing[edit]

Competitors line up at the start of the 2010 Senior TT race. This form of road racing differs from others insofar as it takes the form of a Time Trial
Historically, "road racing" meant a course on closed public road. This was once commonplace but currently only a few such circuits have survived, mostly in Europe. Races take place on publics roads which have been temporarily closed to the public by legal orders from the local legislature. Two championships exist, the first is the International Road Racing Championship, the other is the Duke Road Racing Rankings. The latter accounts for the majority of road races that take place each season, with an award for the highest placed rider. Prominent road races include the Isle of Man TT, North West 200 and the Ulster Grand Prix. Ireland has many road racing circuits still in use. Other countries with road races are the Netherlands, Spain, Belgium, Germany, Great Britain, the Czech Republic, Ukraine, New Zealand and Macau.

Motorcycle Grand Prix[edit]

MotoGP racing
Main article: Grand Prix motorcycle racing
Grand Prix motorcycle racing refers to the premier category of motorcycle road racing. It is divided into three distinct classes:

Moto3: Introduced in 2012, motorcycles in this class are 250cc with single-cylinder four-stroke engines Previously it featured 125 cc two-stroke motorcycles. This class is also restricted by rider age, with an upper limit of 25 for newly signed riders and wild card entries and an absolute upper limit of 28 for all riders.
Moto2: Introduced by Dorna Sports, the commercial rights holder of the competition, in 2010 as a 600 cc four-stroke class. Prior to that season, the intermediate class was 250 cc with two-stroke engines. Moto2 races in the 2010 season allowed both engine types; from 2011 on, only the four-stroke Moto2 machines were allowed.
MotoGP: is the current term for the highest class of GP racing. The class was contested with prototype machines with varying displacement and engine type over the years. Originally contested by large displacement four stroke machines in the early years it eventually switched to 500 cc two strokes. In 2002 990 cc four-stroke bikes were allowed to compete alongside the 500 cc two strokes and then completely replaced them in 2003. 2007 saw a reduction to 800 cc four stroke engines to unsuccessfully slow things down a bit before finally settling on 1000 cc four strokes in 2012.[3]
Grand prix motorcycles are prototype machines not based on any production motorcycle.

Superbike racing[edit]

Superbike racing
Main article: Superbike racing
Superbike racing is the category of motorcycle road racing that employs modified production motorcycles. Superbike racing motorcycles must have four stroke engines of between 800 cc and 1200 cc for twins, and between 750 cc and 1000 cc for four cylinder machines. The motorcycles must maintain the same profile as their roadgoing counterparts. The overall appearance, seen from the front, rear and sides, must correspond to that of the bike homologated for use on public roads even though the mechanical elements of the machine have been modified.

Supersport racing[edit]

Supersport racing
See also: AMA Supersport Championship, British Supersport Championship, and Supersport World Championship
Supersport racing is another category of motorcycle road racing that employs modified production motorcycles. To be eligible for Supersport racing, a motorcycle must have a four-stroke engine of between 400 and 600 cc for four-cylinder machines, and between 600 and 750 cc for twins, and must satisfy the FIM homologation requirements. Supersport regulations are much tighter than Superbikes. Supersport machines must remain largely as standard, while engine tuning is possible but tightly regulated.

Endurance racing[edit]

Endurance racing
Main article: Endurance racing (motorsport)
Endurance racing is a category of motorcycle road racing which is meant to test the durability of equipment and endurance of the riders. Teams of multiple riders attempt to cover a large distance in a single event. Teams are given the ability to change riders during the race. Endurance races can be run either to cover a set distance in laps as quickly as possible, or to cover as much distance as possible over a preset amount of time. Reliability of the motorcycles used for endurance racing is paramount.

Sidecar racing[edit]

Sidecar racing
Main article: Sidecar World Championship
Sidecar racing is a category of sidecar motorcycle racing. Older sidecar road racers generally resembled solo motorcycles with a platform attached; modern racing sidecars are purpose built low and long vehicles. Sidecarcross resembles MX motorcycles with a high platform attached. In sidecar racing a rider and a passenger work together to make the machine perform optimally; the way in which the passenger shifts their weight across the sidecar is crucial to its performance around corners.

Sidecar racing has many sub-categories including:

Sidecarcross (sidecar motocross)
Sidecar trials
F1/F2 road racing
Historic (classic) road racing
Motocross[edit]

Start of a Motocross race
Main article: Motocross
Motocross (or MX) is the direct equivalent of road racing, but off road, a number of bikes racing on a closed circuit. Motocross circuits are constructed on a variety of non-tarmac surfaces such as dirt, sand, mud, grass, etc., and tend to incorporate elevation changes either natural or artificial. Advances in motorcycle technology, especially suspension, have led to the predominance of circuits with added "jumps" on which bikes can get airborne. Motocross has another noticeable difference from road racing, in that starts are done en masse, with the riders alongside each other. Up to 40 riders race into the first corner, and sometimes there is a separate award for the first rider through (see holeshot). The winner is the first rider across the finish line, generally after a given amount of time or laps or a combination.

Motocross has a plethora of classes based upon machine displacement (ranging from 50cc 2-stroke youth machines up to 250cc two-stroke and 450cc four-stroke), age of competitor, ability of competitor, sidecars, quads/ATVs, and machine age (classic for pre-1965/67, Twinshock for bikes with two shock absorbers, etc.).

Supercross[edit]
Main article: Supercross
Supercross (or SX) is simply indoor motocross. Supercross is more technical and rhythm like to riders. Typically situated in a variety of stadiums and open or closed arenas, it is notable for its numerous jumps. In North America, this has been turned into an extremely popular spectator sport, filling large baseball, soccer, and football stadiums, leading to Motocross being now termed the "outdoors". However, in Europe it is less popular sport, as the predominate focus there is on Motocross.

Supermoto[edit]

A Supermoto rider on a tarmac section
Main article: Supermoto
Supermoto is a racing category that is a crossover between road-racing and motocross. The motorcycles are mainly motocross types with road-racing tyres. The racetrack is a mixture of road and dirt courses (in different proportions) and can take place either on closed circuits or in temporary venues (such as urban locations).

The riding style on the tarmac section is noticeably different from other forms of tarmac-based racing, with a different line into corners, sliding of the back wheel around the corner, and using the leg straight out to corner (as opposed to the noticeable touching of the bent knee to the tarmac of road racers).

Enduro and cross-country[edit]
Enduro[edit]

Former World Enduro Champion Stefan Merriman
Main article: Enduro
Enduro is a form of off road motorcycle sport that primarily focuses on the endurance of the competitor. In the most traditional sense ("Time Card Enduros"), competitors complete a 10+ mile lap, of predominately off road going, often through forestry. The lap is made up of different stages, each with a target time to complete that stage in exactly, there are penalties for being early and late, thus the goal is to be exactly "on time". Some stages are deliberately "tight", others are lax allowing the competitor to recuperate. There are also a variety of special tests, on variety of terrain to further aid classification, these are speed stages where the fastest time is desired. A normal event lasts for 3 to 4 hours, although longer events are not uncommon. Some events, particularly national and world championship events take place over several days and require maintenance work to be carried out within a limited time window or while the race is running. To prevent circumvention of the maintenance restrictions, the motorcycles are kept overnight in secure storage.

There is a World Enduro Championship (WEC) that has events across Europe, with a few excursions to North America. The most significant event in the Enduro calendar is the International Six Days Enduro (formerly the International Six Days Trial), where countries enter teams of riders (i.e. Enduro's "World Cup"), as well as club teams – the event combines amateur sport with the professional level sport, it also takes place in a much more geographically dispersed range of locations.

In addition to traditional Time Card Enduros held over a long lap, a variety of other forms of sport have been taken up; notably "Short Course Enduros", a shorter (in lap length) form of Time Card Enduros Hare scrambles and "Hare and Hounds".

Hare Scramble[edit]
Main article: Hare scramble

Hare Scramble racer at Hyden, Ky
Hare scramble is the name given to a particular form of off-road motorcycle racing. Traditionally a hare scramble can vary in length and time with the contestants completing multiple laps around a marked course through wooded or other rugged natural terrain. The overall winner is the contestant who maintains the highest speed throughout the event. In Florida, Hare scrambles start the race with a staggered starting sequence. Once on the course, the object of the competitor is to complete the circuit as fast as possible. The race consists of wooded areas and/or open fields.

Cross-country rally[edit]
Main article: Rally raid
Cross-country rally events (also called Rallye Raid or simply Rallye, alternate spelling Rally) are much bigger than enduros. Typically using larger bikes than other off road sports, these events take place over many days, travelling hundreds of miles across primarily open off road terrain. The most famous example is the Dakar Rally, previously travelling from Western Europe (often Paris) to Dakar in Senegal, via the Sahara desert, taking almost two weeks. Since 2009 the Dakar Rally has been held in South America traveling through Peru, Argentina and Chile. A FIM Cross-Country Rallies World Championship also exists encompassing many events across the world, typically in desert nations. These events often run alongside "car" rallies (under the FIA).

Track racing[edit]
Main article: Track racing
Track racing is a form of motorcycle racing where teams or individuals race opponents around an oval track. There are differing variants, with each variant racing on a different surface type.

Indoor short track and TT Racing[edit]

Track racing motorcycles
Indoor races consist of either a polished concrete floor with coke syrup or other media sprayed or mopped onto the concrete for traction for the tyres of the motorcycles, or on dirt that has been moistened and hard packed, or left loose (often called a cushion). Similar to size of the Arenacross Arenas or sometimes smaller the riders must have accurate throttle control to negotiate these tight Indoor Race Tracks.

In the U.S., flat-track events are held on outdoor dirt ovals, ranging in length from one mile to half-mile, short-tracks and TTs. All are usually held outdoors, though a few short-track events have been held in indoor stadiums. A Short Track event is one involving a track of less than 1⁄2 mile in length, while a TT event can be of any length, but it must have at least one right turn and at least one jump to qualify.

In the A.M.A. Grand National Championship, mile, half-mile, short-track and TT races are part of a specific discipline labelled "Dirt track" or sometimes "Flat track" (also called Flat Track). However the AMA Sanction rule books refer to this discipline as Dirt track racing. Whether mile, half-mile, short-track or TT, traction is what defines a dirt track race. The bikes cannot use "knobbies", they must use "Class C" tires which are similar to street tires. On mile, half-mile, short-track course, the track is an oval, all turns to the left only, and only a rear brake is allowed. On the TT courses, there must be at least one right hand turn with a jump being optional, front and rear brakes are allowed, but the same "Class C" tires are required.

Although not mandated, most flat track racers wear a steel "shoe" on the left boot which is actually a fitted steel sole that straps onto the left boot. This steel shoe lets the rider slide more easily and safely on their left foot when needed as they lean the bike to the left while sliding through the corners, though riders can often perform what is known as a "feet-up slide", using throttle control, body lean and steering alone to power-slide through the turns, without sliding on their steel shoe.

Hard-packed tracks are generally referred to as "groove" tracks, loosely packed tracks are called "cushions". The composition of the track surface is usually decided by the race promoter and track preparation team, the latter using various methods and materials including combinations of clay, decomposed granite, sand, calcium (to allow the surface to retain water moisture) and other materials. An optimum "groove" track will have enough moisture to be "tacky", without being slick, and will develop what is called a "blue groove" as the motorcycle tires lay down a thin layer of tire rubber on the racing line.

A "cushion" track consists of similar materials to the groove track, but mixed in a way that allows the surface to maintain a more sandy, loose composition. While power-sliding is common on both groove and cushion tracks, a cushion track allows more power-sliding, into, through and out of the turns. Though the "Class C" tires allowed by the rules are the same for both cushion and groove tracks, riders are allowed to modify the tires by cutting some rubber off the tire grooves for improved traction, but are not allowed to add materials to the tires.

Speedway[edit]

Speedway
Main article: Motorcycle speedway
Speedway racing takes place on a flat oval track usually consisting of dirt or loosely packed shale, using bikes with a single gear and no brakes. Competitors use this surface to slide their machines sideways (powersliding or broadsliding) into the bends using the rear wheel to scrub-off speed while still providing the drive to power the bike forward and around the bend.

Grasstrack[edit]

Grass track racing
Main article: Grasstrack
Grasstrack is outdoor speedway. The track are longer (400 m+, hence it is often also referred to as Long Track at world level), often on grass (although other surfaces exist) and even feature elevation changes. Machinery is very similar to a speedway bike (still no brakes, but normally two gears, rear suspension, etc.).

Ice speedway[edit]

Ice Racing using full-rubber tyres
Main article: Ice Racing
Ice racing includes a motorcycle class which is the equivalent of Speedway on ice. Bikes race anti-clockwise around oval tracks between 260 and 425 metres in length. Metal tire spikes or screws are often allowed to improve traction. The race structure and scoring are similar to Speedway.

Board track[edit]

Board track racing
Main article: Board track racing
Board track racing was a type of track racing popular in the United States between the second and third decades of the 20th century, where competition was conducted on oval race courses with surfaces composed of wooden planks. By the early 1930s, board track racing had fallen out of favor, and into eventual obsolescence.

https://en.wikipedia.org/wiki/Paper_football

 

Paper football (also called FIKI Football, Finger football, Chinese Football, Flick Football, or Tabletop Football) refers to a table-top game, loosely based on American football, in which a sheet of paper folded into a small triangle is slid back and forth across a table top by two opponents. This game is widely practiced for fun, mostly by students in primary, middle school, and high school age in the United States and by bored employees.[1]

 

Advancing the ball[edit]

The primary activity of the game is to slide the paper football across the football field by flicking it. The legal flick or shot or throw is any method which advances the ball through flicking or hitting, but pushing the ball is disallowed. The ball is generally flicked either with the thumb and forefinger in a manner similar to shooting marbles, or another manner comfortable to the player. Striking with objects such as pencils is more rare.

 

Players have four chances (downs) to score a touchdown. They may attempt a field goal on fourth down.

 

Scoring[edit]

A team scores points by the following plays:

 

Touchdown[edit]

A touchdown (TD) is worth 6 points, as in American football. A touchdown is scored when a player advances the ball such that it comes to rest with part of the ball extending over the edge the opponent's end of the table without falling to the ground. If the ball falls to the ground it is considered a touchback. If on fourth down a player feels that they are not close enough to have a good chance at scoring a touchdown then they can attempt a field goal for 3.

Players are allowed only one chance to advance the ball over the goal line per turn (instead of the aforementioned four tries). If a player pushes the ball off of their opponent's end of the table a "strike" is awarded and their opponent gets to kick the ball back into play. After 3 strikes a player's opponent has the option of kicking a field goal for 3 points.

Tabletop football was played in Connecticut in the 1950s using an American quarter. Each player had 4 downs to advance the quarter up the field, and hang it over the edge of the table for a touchdown. If the quarter fell off the edge or the player failed to hang it within 4 downs, the opponent was given possession. The shooting player could try a field goal at any time by hanging the quarter over his own edge of the table, and "kicking" it with his index finger toward the opponents field goal "posts." The player with the highest score won the opponent's quarter. Due to the excessive noise of the quarter during play, the quarter variation was often avoided in school.

THREE V FOUR CARD SPREAD RELATIONSHIP TAROT

http://astrologybay.com/tarot-spreads-for-beginners

This is one of the simplest and easy-to-understand spreads. In this case, you have to shuffle the cards and divide the deck into three equal parts. Make sure that you are concentrating on the question while you arranging the decks. One card from each pile has to be chosen and laid on the table with the face upwards. The card on the left represents the history associated with the question. The card in the center represents the current scenario pertaining to the said topic. The card on the right represents the possible future.

 

Note: Tarot readings don't give answers in a 'Yes' or 'No' format, so you will have to concentrate on the reading to get deeper into the subject. Once you are well-versed with the meanings of all the tarot cards, interpreting them will be quite easy.

 

Four Card Spread

4 card tarot spread

In the four card tarot spread, you will have to shuffle the cards whilst focusing on the question for which you seek the answer. Continue shuffling until you are confident that you are focused. Starting from the top of the deck, choose four cards and spread them on the table, face down, from left to right. Flip the cards to reveal their face and interpret their meaning. The first card from the left represents the past, the second, the present, the third, the future, and the fourth, the answer to your query.

 

In a four card tarot spread for relationship, for instance, the first card from the left will represent how the past affects the relationship, the second, how the present affects it, the third, how the situation will be in the future, and the last card will indicate the measure to bring about a positive change. You can modify these spreads, thus helping people from various walks of life, including sportsmen, to see their performance, and actors, to see the fate of their movies.

 

Simple Cross Tarot Spread

4 card simple cross

Yet another simple four card spread is the simple cross. In this spread, you arrange the cards as shown above: first card to the left, second card to the right, third at the top, and fourth below. The third card represents your question, while the fourth card represents the answer. As for the first two cards, they represent the obstacles and chances respectively.

 

For starters, you can practice these tarot spreads, which are quite simple, and then move on to the more sophisticated spreads. With time you will become an expert at tarot reading. In fact, you will be able to create spreads of your own and interpret them. That, however, will take some time. In the meanwhile, you can practice the aforementioned simple, yet effective, spreads. As they say, practice makes a man perfect.

https://en.wikipedia.org/wiki/Rhumba

Two variations of rhumba with opposing step patterns are danced around the world. American style rumba was imported to America by band directors like Emil Coleman and Don Aspiazú between 1913 and 1935. The film Rumba, released in 1935, brought the style to the attention of the general public. American style rhumba is taught in a box step, known for its slow-quick-quick pattern danced on the 1, 3, and 4 beats of 4-beat music. International style rhumba was developed in Europe by Monsieur Pierre after he compared the established American style with contemporary Cuban dancers. International style is taught in a quick-quick-slow pattern danced on the 2, 3, and 4 beats of 4 beat music, similar in step and motion to the cha-cha-cha.[11] Both styles were canonized in 1955.

http://www.freewheelers.org/1DancingFool/polka.htm

Let me start off by saying that the Polka is not danced very often at your typical Contradance. To recognize the music, listen for a fast-paced tune with 4 counts to the measure. In the event the band does play a Polka, you probably won't find anyone dancing the basic step. Other Scandinavian dances with a more structured set of steps and turns are more popular.

Down by the Bay

by Tom Calwell

duple improper

http://www.dancingthread.ca/condance.htm

A1 - Neighbour dosido and swing

A2 - Ladies allemande right once and a half

Partner swing, end facing down in a line of four

B1 - Back up 4 steps (toward top), go forward four steps, turn alone to face up

Back up 4 steps(toward bottom), go forward four steps, bend the line to a circle

B2 - Balance the ring, partner roll away with a half sashay

Ladies chain

Note: Uses the backing-up line-of-four figure from the English country dance Dublin Bay.

BACHATA DANCE VIDEOS & INSTRUCTIONS: HOW TO DANCE BACHATA

http://www.iasorecords.com/dance/bachata-dance-videos-instructions-how-to-dance-bachata

FINDING YOUR TIMING AND BACHATA'S BASIC STEP

 

Bachata is in 4/4 time - which means there are four emphasized beats in every measure. Here are some queues to help know where you are: The low bongo usually plays on the 4th beat. The voice accents the 1st beat - often that means that vocal phrases end on the first beat rather than start on it. The bass tends to play on the 3rd, 4th, and 1st beats - but this can change. Dancers usually step on beats 1,2 and 3 - stepping in place on 4 (tap). Sometimes, people will dance on different timings. Bachata is informal, it's not a ballroom dance, so the rules defining it are not rigid. See the last video on the bottom left for a step by step breakdown of bachata's most basic footwork.

 

THE BACHATA BOX STEP

 

 

A traditional Dominican pattern of dancing bachata is the box step. The box step maintains the same basic step pattern described above, but instead of simply stepping side to side, the dancer steps in a square. The most common way of dancing the box step is to step sideways with the left foot, with the right foot follow, just as in the most basic step, and then with the 3rd right step put your foot forward. Tap with your right, side step with your right. side step with your left to bring it next to your right, then step back with your right to return to your starting position. Tap, with your left and start again. A couple following dancing together in box step have a richer interplay than straight side to side, and the box can open up into a variety of more complex variations. There are also variations of the box step that differ in timing and style. See the Adam Taub and Joan & Griselda Soriano videos to the left for examples of the bachata box step.

 

THE BACHATA TRIPLE OR 'CHA-CHA' STEP

 

 

In the Dominican Republic, the tap step is often replaced by a quick three step sequence sometimes referred to as the 'Cha-cha' step (because it is also part of basic cha-cha-cha footwork). Where you would ordinarily tap with the right foot on 4, here you instead step with your right foot on 4, followed quickly with your left foot on '4 and' , and then again with your right on 1 - leading into the second half of the pattern. The sequence of 3 cha-cha steps occur at double the speed of the ordinary steps around it. The cha-cha step can be substituted in the same way for the left tap, and can also occur in other parts of the basic bachata pattern. See the Bachata Autentica dance video to the left for an example of a couple dancing bachata with the cha-cha step.

https://en.wikipedia.org/wiki/North_Wilkesboro_Speedway

North Wilkesboro Speedway was a short track that held races in NASCAR's top three series, including 93 Winston Cup Series races. The track, a NASCAR original, operated from 1949, NASCAR's inception, until the track's closure in 1996. The speedway briefly reopened in 2010 and hosted several Stock Car Series races, including the now-defunct ASA Late Model Series, USARacing Pro Cup Series, and PASS Super Late Models, before closing again in the spring of 2011. The track is located on U.S. Route 421, about five miles east of the town of North Wilkesboro, North Carolina. It measures five-eighths of a mile and features a unique uphill backstretch and downhill frontstretch.

 

 

 

Darel Dieringer completely dominated the 1967 Gwyn Staley 400, driving for Junior Johnson. Dieringer got the pole with a lap of 21.50 seconds / 104.693 mph and lead all 400 laps. He was the first driver to run a Grand National Series race of over 250 miles while leading from start to finish. He lapped the whole field twice at one point. Dieringer took the checked flag after he ran out of gas in Turn Four of the last lap and coasted to the finish line. This was Dieringer's last Grand National victory. Cale Yarborough, driving the No. 21 Wood Brothers Ford, finished second, one lap behind Dieringer. A 20-lap qualifying race to make the field was won by Clyde Lynn.

https://en.wikipedia.org/wiki/Salem_Speedway

https://en.wikipedia.org/wiki/Salem_Speedway

 

Four turns

 

Salem Speedway is a .555 miles (0.893 km) long paved oval motor racetrack in Washington Township, Washington County, near Salem, Indiana, approximately 100 miles (160 km) south of Indianapolis. It opened in 1947. Major auto racing series that run at Salem are ARCA, USAR and USAC.

 

The track has 33° degrees of banking in the corners. The first ARCA race was 1955.

 

The qualifying record is 16.785 seconds/119.035 mph by Gary Bradberry in 1994.[1]

 

 

ARCA Lincoln Welders Truck Series Trucks at Salem, September 16, 2006

Rich Vogler[edit]

On the 21st night of July, 1990, during the Joe James / Pat O'Connor Memorial sprint car event at the Salem Speedway, which was nationally broadcast on ESPN Thunder, sprint car driver Rich Vogler sustained severe head injuries and was killed after a crash in turn 4. Vogler, who was leading the event at the time and was about to take the white flag signaling one lap to go, hit head on with the turn 4 wall, violently throwing tires, Vogler's helmet, and other pieces of Vogler's car all over the track. The race was red flagged and would never restart. Vogler, now dead at the age of 39, was declared the winner posthumously because of USAC National Sprint Car Series rules on a red flag reverting to the previous completed lap. This was his 170th win. Finishing first among the survivors was a young driver from Pittsboro, Indiana, named Jeff Gordon.

Four turns

https://en.wikipedia.org/wiki/Ontario_Motor_Speedway

Ontario Motor Speedway was a motorsport venue located in Ontario, California. It was the first and only automobile racing facility built to accommodate major races sanctioned by all of the four dominant racing sanctioning bodies: USAC (and now IndyCar Series) for open-wheel oval car races; NASCAR for a 500-mile (800 km) oval stock car races; NHRA for drag races; and FIA for Formula One road course races. Constructed in less than two years,[2] the track opened in August 1970 and was considered state of the art at the time.[3][4]

 

The property remained vacant for several years until the mid-1980s when a Hilton Hotel was built on turn 4 of the old speedway site. It was the first multiple-story building of its kind in the City of Ontario.

 

As of the mid-2000s, development on the property has increased. Over half of the old speedway property, adjacent to Interstate 10, has been developed commercially. However, a minor tribute to the racing heritage of the property can be seen in the street names of the developed area (ex: Duesenburg Drive, Ferrari Lane, and others), in much the same way that the developed area that was formerly Riverside International Raceway reflects the same heritage, with roads named after famous drivers.

 

In 2007, much of the remainder of the property became Piemonte, a mixed-use development with condominiums, business offices, and some retail stores. In the fall of 2008, the centerpiece of Piemonte opened: the Citizens Business Bank Arena, an 11,000-seat sports and entertainment venue. The arena is home to the AHL Ontario Reign, and is built in the general area of Turn 3 of the old Ontario track.

 

The Ontario Mills is located to the east, across the street from the former site of the Ontario Motor Speedway.

Four turns oval

https://en.wikipedia.org/wiki/Pikes_Peak_International_Raceway

Oval & Road Course

Surface Asphalt

Length 1.00 mi (1.61 km)

Turns 4

Banking 10°

 

Pikes Peak International Raceway (PPIR) is a racetrack in a Colorado Springs annexed area of the Fountain, Colorado, postal zone that by October 12, 1997, was "the fastest 1-mile paved oval anywhere".[2] The speedway hosted races in several series including the Indy Racing League and 2 NASCAR series (Busch and Truck) until operations were suspended 2005–08. A wide variety of amateur racing groups use PPIR for racing and training, and many NASCAR teams use PPIR for testing[citation needed] (the design is similar to the California Speedway in Fontana.)[3] PPIR Is more similar to Phoenix International Raceway than Fontana Raceway.

 

Short Oval

Surface Asphalt

Length 0.25 mi (0.40 km)

Turns 4

D shaped oval four turns

https://en.wikipedia.org/wiki/Auto_Club_Speedway

D-shaped oval

Surface Asphalt

Length 2.0 mi (3.22 km)

Turns 4

Banking Turns: 14°

Frontstretch: 11°

Backstretch: 3°

Lap record 241.428 miles per hour (Gil de Ferran, Penske Racing, October 28, 2000, CART)

 

Auto Club Speedway, formerly California Speedway,[3] is a two-mile (3 km), low-banked, D-shaped oval superspeedway in Fontana, California which has hosted NASCAR racing annually since 1997. It is also used for open wheel racing events. The racetrack is located near the former locations of Ontario Motor Speedway and Riverside International Raceway. The track is owned and operated by International Speedway Corporation and is the only track owned by ISC to have naming rights sold. The speedway is served by the nearby Interstate 10 and Interstate 15 freeways as well as a Metrolink station located behind the backstretch.

Four turn oval

Oval

Surface Asphalt

Length 2 mi (3.2 km)

Turns 4

https://en.wikipedia.org/wiki/Texas_World_Speedway

Texas World Speedway was built in 1969 and is one of only seven superspeedways of two miles (3 km) or greater in the United States used for racing, the others being Indianapolis, Daytona, Pocono, Talladega, Auto Club, and Michigan (there are several tracks of similar size used for vehicle testing). TWS is located on approximately 600 acres (2.4 km²) on State Highway 6 in College Station, Texas. There is a 2-mile (3 km) oval, and several road course configurations. The full oval configuration is closely related to that of Michigan and is often considered the latter's sister track, featuring steeper banking, at 22 degrees in the turns, 12 degrees at the start/finish line, and only 2 degrees along the backstretch,[1] compared to Michigan's respective 18, 12, and 5 degrees. The last major race occurred at the track in 1981. The track is still used by amateur racing clubs such as the SCCA, NASA, Porsche Club of America, Corinthian Vintage Auto Racing, CMRA, driving schools and car clubs, as well as hosting music concerts and the like.

4 BY 4 is 16 THE SQUARES OF THE QUADRANT MODEL

https://en.wikipedia.org/wiki/Connect_4x4

Connect 4x4 (spoken as Connect Four by Four) is a three-dimensional-thinking strategy game first released in 2009 by Milton Bradley. The goal of the game is identical to that of its similarly named predecessor, Connect Four. Players take turns placing game pieces in the grid-like, vertically suspended playing field until one player has four of his or her color lined up horizontally, vertically, or diagonally. Unlike its predecessor, Connect 4x4 uses a double grid, two different types of game pieces, and can be played by up to four people at once.

https://en.wikipedia.org/wiki/Autódromo_Internacional_Nelson_Piquet

 

The Autódromo Internacional Nelson Piquet (Nelson Piquet International Autodrome), also known as Jacarepaguá after the neighbourhood in which it was located, was a motorsport circuit in Rio de Janeiro, Brazil. Opened in 1977, it hosted the Formula One Brazilian Grand Prix on ten occasions, and was also used for CART, motorcycle racing and stock car racing. In 2012, it was demolished to make way for facilities to be used in the 2016 Summer Olympics.

 

Emerson Fittipaldi Speedway (1996–2005)

Surface Asphalt

Length 3 km (1.864 mi)

Turns 4

Lap record 38.565 (Brazil Christian Fittipaldi, Newman-Haas, 1999, Cart FedEx Championship Series)

In baseball there are four infielders. a first baseman positioned several steps to the left of first base, a second baseman to the right of second base, a shortstop to the left of second base, and a third baseman to the right of third base.

https://en.wikipedia.org/wiki/Fourth_out

 

In baseball, the fourth out is a legal out made by the defense after three outs in a half-inning already have been made. According to the rules, the third out does not cause the ball to become dead; if the fielders make a subsequent out that prevents a run from scoring, this out will supersede the apparent third out, thus becoming the recorded third out.[1] For statistical purposes, the apparent third out is "undone" and the fourth out's result is recorded instead. With the advent of video replay appeals, a new rationale for making extra out(s) has emerged - insurance against a prior out being undone on appeal. These fourth out situations are not the same as four strikeouts in an inning.

 

Contents [hide]

1 When runs score

2 Examples

2.1 Example: An appeal force out

2.2 Example: A non-appeal out

2.3 Example: A quick fourth out

2.4 Example: A missed fourth out allows a run to score

2.5 Example: A successful fourth out squelches a threat

3 References

When runs score[edit]

The motivation for making a fourth out is to nullify a scored run, by either putting out the runner who had scored (on appeal, if the player failed to tag up after a catch) or putting out an additional runner who is forced to advance.

 

No run may score on an inning-ending play in which the third out is a force out or on the batter before he reaches first base. Put in other words, force outs count before runs are scored. It is common that a runner reaches home plate a moment before the third out is made by force out. Such a case is routine; the runner doesn't score but is counted as left on base.

 

It is also common that the third out might come on a non-force tag out after another runner reaches home plate. By extension of these two rules, the "fourth out" covers the case where the third out is not a force out, but a subsequent out is. Since the force out counts before the run scores, it must also count before the third out.

 

Examples[edit]

Apparently there are no known MLB examples of a fourth out changing places with a prior out and thereby cancelling a run. The situations where a fourth out may be recognized are exceedingly rare, but some hypothetical examples, and two real examples where the fourth out rule did come into play, are noted below:

 

Example: An appeal force out[edit]

Suppose three runners are on base with two outs, and the batter hits the ball within the field of play for an apparent hit. Two important facts are required:

 

The ball has not become dead (i.e., a home run, ground-rule double, umpire interference, or fan interference).

The ball is not caught before hitting the ground.

All three runners cross home plate safely, but the runner who was at first misses second base while rounding the bases. After the runner from first has come around to score, the batter is then thrown out trying to stretch a bases-clearing double into a triple. The apparent play is that 3 runners have scored on an apparent double, with the batter out advancing.

 

RULING: The fielders have a viable appeal play at second base. If the defensive team is alert enough and understand the rules regarding fourth outs, the defensive team may make a live ball appeal that the runner who was initially at first base missed second base. If such an appeal is made, the runner from first base is out on a force out, because he failed to touch his force base (second base). As a result.

 

The force out, according to the rules of baseball, means that the batter is credited with a fielder's choice and not a base hit.

Since no run may score on a play where the final out of a half-inning is a force out, the inning is over and no run counts. All three apparent runs come off the board.

The scoring is as follows: Batter grounds into fielder's choice, runner at first out at second (for failing to touch second), 3 runners left on base.

This rule merely places the occurrence of the force out before any tag play when it ends the inning.

 

Example: A non-appeal out[edit]

Suppose there are runners on second and third base with two outs, and the batter hits a ground ball to third base. The runner from third scores, but the runner from second base is tagged out for the third out. Since the runner from third reached home plate before the third out was recorded, and the third out was not a force out or on the batter-runner before reaching first base, we seem to have three outs and a run scored. However, suppose that the batter-runner fell down on his way to first base and was injured, unable to walk (or that, having seen the runner tagged out, turned around and headed for the dugout before reaching first base). Then suppose that the fielders throw to first or tag the batter out. Since no run can score if the last out is made on the batter before he reaches first base, this fourth out prevents a run from scoring. Thus the runner from third is marked as left on base and his apparent run does not count; the runner from second is also left on base and his out is nullified; the batter-runner is out, which now becomes the actual third out.[citation needed]

 

Example: A quick fourth out[edit]

There are runners at first and third with two outs. The runners are attempting to steal on the pitch. The batter grounds to the shortstop. The runner from third base reaches home; then, the shortstop tags the runner who has rounded second (third out). The shortstop then throws to first base, which beats the batter-runner for the fourth out. The fourth out is on the batter before he reaches first base, so it replaces the apparent third out and nullifies the run.[citation needed]

 

Example: A missed fourth out allows a run to score[edit]

On April 12, 2009, in the top of the second inning in a game between the Los Angeles Dodgers and the Arizona Diamondbacks, the Dodgers scored a run because the Diamondbacks failed to record a fourth out. With one out and Juan Pierre on second base and Andre Ethier on third base, Dodgers pitcher Randy Wolf hit a line drive that was caught by Diamondbacks pitcher Dan Haren. Both Pierre and Ethier broke on contact without tagging up from their respective bases, and Haren, noticing this, threw the ball to Diamondbacks second baseman Felipe Lopez, who tagged out Pierre, but not until after Ethier crossed home plate. Upon tagging out Pierre, the Diamondbacks left the field, thinking that the inning was over and the run did not count. However, because Lopez tagged out Pierre rather than stepping on the second base bag to double off Pierre, the play was treated as a rundown and time play, rather than a force play, which would have ended the inning and canceled Ethier's crossing of home plate. After all of the Diamondbacks players had left fair territory, Dodgers bench coach Bob Schaefer informed manager Joe Torre of what was then Rule 7.10 (now Rule 5.09(c))[2] regarding fourth outs, and Torre went to home plate umpire Larry Vanover to alert him of the rule and situation. Vanover then discussed the situation with crew chief Charlie Reliford, and Dodgers were awarded the run before the bottom of the second inning began.[3] Since all of the Diamondbacks players had left fair territory, nobody could appeal that Ethier had not tagged up. If the Diamondbacks had launched an appeal play at third base before leaving the field, Ethier's failure to tag from third base would have become the actual third out of the inning and the run would not have scored, and this out would have taken precedence because it would have erased the run.[4]

 

Example: A successful fourth out squelches a threat[edit]

On April 18, 2014, in the bottom of the second inning of a game between the New York Mets and the Atlanta Braves, the Braves squelched an incipient Mets offensive threat by recording an "insurance" fourth out that anticipated a potential video replay appeal by Mets manager Terry Collins. With two out and Lucas Duda on at first base, Mets catcher Travis d'Arnaud grounded softly to the right side and, attempting to beat the throw by Braves second baseman Dan Uggla to first baseman Freddie Freeman, was ruled out on an extremely close play at first base. With three outs recorded, however, Freeman spotted Duda, who was originally on first, attempting to reach third and threw the ball across the diamond to third baseman Chris Johnson, who successfully tagged Duda out before he could reach third base. Moments later, Collins, who had emerged from the dugout to appeal the out at first (replays shown to the television audience revealed that d'Arnaud was actually safe at first and that Collins could have won this appeal) was forced to retreat back to the dugout without challenging when he realized that by Freeman and Johnson's recording of a fourth out on Duda, the Braves had rendered his potential appeal meaningless.[5]

https://en.wikipedia.org/wiki/Michigan_International_Speedway

 

In 1999, the speedway was purchased by International Speedway Corporation (ISC) and in 2000 the track was renamed to its original name of Michigan International Speedway. In 2000 10,800 seats were added via a turn 3 grandstand bringing the speedway to its current capacity. In 2004-2005 the largest renovation project in the history of the facility was ready for race fans when it opened its doors for the race weekend. The AAA Motorsports Fan Plaza—a reconfiguration of over 26 acres (110,000 m2) behind the main grandstand—provided race fans a new and improved area to relax and enjoy sponsor displays, merchandise, and concessions during breaks of on-track activity. A new, three-story viewing tower housing the Champions Club presented by AAA and 16 new corporate suites also awaited VIP guests, while a state-of-the-art press box and an expansive race operations facility high above the two-mile (3.2 km) oval welcomed the media and race officials.[3] Michigan was repaved prior to the 2012 season. This marks the first time since 1995 that the oval was resurfaced, along with 1967, 1975, and 1986. Also new for 2012 was the addition of a new 20-space trackside luxury campsite to be known as APEX. Situated in turn 3, each site will offer a 20-by-55-foot (6.1 by 16.8 m) area, with water and electric hookups, a picnic table and grill. Besides front-row seating for the racing action, the APEX area will offer personalized service to its guests, including a concierge to address any of their needs during race weekend. To accommodate these new campsites, the remaining silver grandstands in turns 3 and 4 were removed.[4]

https://en.wikipedia.org/wiki/944_Cup

 

Chapters[edit]

Racing under the 944 Cup rule set is possible in four different chapters and a National runoff event each year. The following are the only currently recognized official chapters of the 944 Cup National Series:

 

North

South

Midwest

Canada

Four turns D Shaped Oval

https://en.wikipedia.org/wiki/Richmond_International_Raceway

D-shaped oval (1988-present)

Surface Asphalt

Length 0.75 mi (1.21 km)

Turns 4

Banking 14° in turns

8° on frontstretch

2° on backstretch

Lap record 0:15.3197 seconds (176.244 mph) (Sam Hornish Jr., Team Penske, 2005, IndyCar)

Website www.rir.com

 

 

Richmond International Raceway (RIR) is a 0.75 miles (1.21 km), D-shaped, asphalt race track located just outside Richmond, Virginia in Henrico County. It hosts the Monster Energy NASCAR Cup Series and NASCAR Xfinity Series. Known as "America's premier short track", it formerly hosted a NASCAR Camping World Truck Series race, an IndyCar Series race, and two USAC sprint car races.

16 is the squares of the quadrant model

https://en.wikipedia.org/wiki/Equestrian_vaulting

From the astride position, the vaulter brings the right leg over the horse's neck. The grips must be ungrasped and retaken as the leg is brought over. The left leg is then brought in a full arc over the croup, again with a change of grips, before the right leg follows it, and the left leg moves over the neck to complete the full turn of the vaulter. The vaulter performs each leg movement in four strides each, completing the Mill movement in sixteen full strides. During the leg passes, the legs should be held perfectly straight, with the toes pointed. When the legs are on the same side of the horse, they should be pressed together.

The 16 strides are the 16 squares of the quadrant model

https://en.wikipedia.org/wiki/Brasenose_College_Boat_Club

Invention of the coxless four[edit]

In a cause celebre, Walter Bradford Woodgate introduced the coxless four to the United Kingdom in 1868, when he got his Brasenose cox, Frederic Weatherly (later a well-known lawyer and writer of the song "Danny Boy"), to jump overboard at the start of the Steward's Cup at Henley Royal Regatta. While Weatherley narrowly escaped strangulation by the water lilies, Woodgate and his home-made steering device triumphed by 100 yards and were promptly disqualified.

 

A special Prize for four-oared crews without coxswains was offered at the regatta in 1869 when it was won by the Oxford Radleian Club and when Stewards’ became a coxless race in 1873, Woodgate "won his moral victory," the Rowing Almanack later recalled. “Nothing but defeating a railway in an action at law could have given him so much pleasure.”[18]

 

Brasenose and "Childe of Hale Boat Club" went on to record legitimate victories in the event.

 

Two years later, Woodgate founded Vincent's Club as "an elite social club of the picked hundred of the University, selected for all round qualities; social, physical a

https://en.wikipedia.org/wiki/Brännboll

 

Brännboll is a form of baseball in Norway with four bases. There is no pitcher as the hitter throws the ball in the air and then hits it.

 

Generic penalty system (Several varieties exist)

 

First time – warning.

Second time – 5 penalty points.

Third time – 10 penalty points.

Fourth time – disqualification, the opponent wins.

In a television series that followed Bobby Knight, Knight in one of the episodes said "the basketball court looks like a cross, with the free throw line as the cross"

https://en.wikipedia.org/wiki/British_baseball

 

Scoring system – In British baseball a player scores a run for every base he/she reaches after hitting the ball. He or she will not subsequently score when moving around the bases on another player's hit. The equivalent of a home run scores four runs. As in cricket a bonus run can be awarded for excessively-wide deliveries. In North American baseball, a player scores a run only on a successful circuit of all four bases, whether on his own or another player's hit, or by other means such as a walk or stolen base.

https://en.wikipedia.org/wiki/Bat_and_trap

 

Bat and trap is an English bat-and-ball pub game. It is still played in Kent, and occasionally in Brighton. By the late 20th century it was usually only played on Good Friday in Brighton, on the park called The Level, which has an adjacent pub called The Bat and Ball, whose sign depicts the game. Brighton & Hove City Council plans to start a Bat and Trap club based at The Level in 2013, as part of the Activities Plan associated with a £2.2m Heritage Lottery Fund and Big Lottery Fund-funded restoration of the park. www.brighton-hove.gov.uk/thelevel

In the American rules of bat and trap, there are several differences in the equipment and game mechanics as well as the layout of the pitch. Each team is limited to 4 players. The trap is 6 inches by 6 inches, and it has a yellow background with a black "X" mark across the front. The posts are 1-2 feet high. There are two additional lines, one of which extends across the field at a right angle 10 yards in front of the trap; this line is the "foul line". Balls put into play must not touch the ground prior to hitting this line or the batter is called out. In addition, there is an additional line 5 yards behind the posts; this line is known as the "back line", and fair hit balls that cross the line, either before touching a fielder or after, or on the ground or in the air but below the imaginary line demarcating the fair zone, score 4 runs for the batting side. This is known as a "four", and the fielding team does not have the opportunity to roll out the batter following a four. Since the posts are only 1-2 feet, the top of the fair hit zone is demarcated by an imaginary line running from the top of the tallest fielding player's head. Batted balls that travel above this imaginary line are automatically out.

https://en.wikipedia.org/wiki/Shuffleboard

https://en.wikipedia.org/wiki/File:Shuffleboard.svg

 

Four rows of shuffleboard (the fourth is different)- four light disks four dark disks played with

 

16 is the squares of the quadrant model

 

In deck or floor shuffleboard, players use a cue (cue-stick), to push their colored disks, down a court (a flat floor of concrete, wood or other hard material, marked with lines denoting scoring zones), attempting to place their disks within a marked scoring area at the far end of the court. The disks themselves are of two contrasting colors (usually yellow and black), each color belonging to a player or team. The scoring diagram is divided by lines, into six scoring zones, with the following values: 10, 8, 8, 7, 7, 10-off. (See Court Description below for details.) After 8 disks (four per team, taking alternating shots) have been played from one end of the court (a frame), the final score values of disks for each player (or team) in the scoring zones is assessed: If a disk is completely within a scoring zone without touching (overlapping) any part of the border-line of the zone, it is good and that zone value is added to the correct player's score for the frame, and then to the player's total points. Both players good disks are added to their respective scores (As opposed to being subtracted to give only one player a net score for a frame.) Players (or teams of two players, one at each end) take turns going first during a game, so that the advantageous last shot of a frame (the hammer) also alternates between players. The winner of the game may be the first to reach any total decided upon, or may be the higher score after playing a certain number of frames (e.g. 8, 12 or 16). There is also the 'first to 75-points' game. Ties are broken by playing extra frames (two for singles, four for doubles). [2]

 

Disks: Modern floor shuffleboard is played with 8 round, hard, durable 6 inch diameter plastic disks - New disks are about 1" in thickness, weighing 15 ounces. There should be four (4) discs of a light color, usually yellow, and four of a dark color, usually black. These eight (8) discs comprise a set. (Other colored combinations may be used, but black and yellow will be used here.) One player or team uses the yellow disks, the other player or team, the black disks. Cue-Sticks: Each player uses a cue (cue-stick) to push their disks down the court to the opposite end. The cue length is six feet, three inches (6'3") or less, with hard plastic feet on the end (metal would damage the court surface). Scoreboard: There are two basic types (1) - Resort Type uses two sliders that can move up and down a numbered scale, like a thermometer, with values running from zero at the bottom to 75 at the top (First to 75 points is a common shuffleboard game). Each team used their own slider to record their total score. The advantages of the Resort-type include simplicity, durable and weather proof, needs no other items such as chalk or eraser. The disadvantage is that scoring mistakes are impossible to determine, and a frames played cannot be tracked unless a separate recording method (e.g. pen and paper) is used.(2)- Blackboard (Whiteboard) Type is ruled with four or eight horizontal lines and each teams total score is written after each frame, yellow on the left and black on the right. When all the lines have been filled with scores the top lines are erased and scores are again written from the top. The advantage of the blackboard type is that mistakes in adding and recording the score are easier to spot, because previous scores should always be seen. As well, it is easy to keep track of frames played using small numbers written down the scoreboard. (Note that in western USA and western Canada, scoreboards (blackboards) run from side-to-side, but the principal is the same.)[3]

https://en.wikipedia.org/wiki/Table_shuffleboard#Sjoelen

Four rows of triangle

 

Players take turns sliding, or "shuffling," the weights to the opposite end of the board, trying to score points, bump opposing pucks off the board, or protect their own pucks from bump-offs. Points are scored by getting a weight to stop in one of the numbered scoring areas. A weight has to completely cross the zone line to count as a full score (if a weight is partially in zone 2 and 3 the weight's score is 2). A weight that's hanging partially over the edge at the end of the table in the 3-point area, called a "hanger" (or sometimes a "shipper"), usually receives an extra point (count as 4). If a puck hangs off the end corner, it receives no additional scoring points other than being a 4 for hanging over the back edge of the board.

 

The objective of the game is to slide, by hand, all four of one's weights alternately against those of an opponent, so that they reach the highest scoring area without falling off the end of the board into the alley. Furthermore, a player's weight(s) must be farther down the board than his opponent's weight(s), in order to be in scoring position. This may be achieved either by knocking off the opponent's weight(s), or by outdistancing them. Horse collar, the most common form of the game, is played to either 15 or, more typically, 21. Below is an image of the weights on the board. Only the weights in front score.[1]

https://en.wikipedia.org/wiki/Penny_football

 

Fourth is always different

 

Penny football (also coin football, sporting coin, spoin, table football, tabletop football,[1] or shove ha'penny football[2]) is a coin game played upon a table top. The aim of the game is for a player to score more goals with the pennies ("Spucks") than their opponent.[3] An electronic version of the game has also been produced.[4] The game has been in existence since at least 1959.[5]

 

There is another variation of the game in which players use four coins, the fourth coin representing a goalkeeper. Again, the opposing player puts out his index and pinky finger, but also puts the fourth coin under his index finger. The coin acts as a "goalkeeper", and may be used to block shots. He then sticks out his pinky finger of his other hand and places it right next to the other hand. The two hands should be touching. If the player blocks the shot with his index finger, the shot counts as a goal.

https://en.wikipedia.org/wiki/Trivia

The fourth is always different/transcendent. In ancient times the quadrivium (four) was seen as advanced, whereas the trivium (three) was seen as elementary

The trivia (singular trivium) are three lower Artes Liberales, i.e. grammar, logic, and rhetoric. These were the topics of basic education, foundational to the quadrivia of higher education, and hence the material of basic education and an important building block for all undergraduates.

The ancient Romans used the word triviae to describe where one road split or forked into two roads. Triviae was formed from tri (three) and viae (roads) – literally meaning "three roads", and in transferred use "a public place" and hence the meaning "commonplace."[2]

The pertaining adjective is triviālis. The adjective trivial was adopted in Early Modern English, while the noun trivium only appears in learned usage from the 19th century, in reference to the Artes Liberales and the plural trivia in the sense of "trivialities, trifles" only in the 20th century.[citation needed]

The Latin adjective triviālis in Classical Latin besides its literal meaning could have the meaning "appropriate to the street corner, commonplace, vulgar." In late Latin, it could also simply mean "triple." In medieval Latin, it came to refer to the lower division of the Artes Liberales, namely grammar, rhetoric, and logic. (The other four Liberal Arts were the quadrivium, namely arithmetic, geometry, music, and astronomy, which were more challenging.) Hence, trivial in this sense would have meant "of interest only to an undergraduate."[citation needed]

The fourth is always different/transcendent. In ancient times the quadrivium (four) was seen as advanced, whereas the trivium (three) was seen as elementary

https://en.wikipedia.org/wiki/Darts

Modern darts have four parts: The points, the barrels, the shafts and the flights.[15] The steel points come in 2 common lengths, 32mm and 41mm and are sometimes knurled or coated to improve grip. Others are designed to retract slightly on impact to lessen the chance of bouncing out.[16]

The image is a cross/quaddrant- throw four

https://en.wikipedia.org/wiki/File:Garden_Quoits.jpg

https://en.wikipedia.org/wiki/Quoits

 

Indoor or table quoits[edit]

 

A game of indoor quoits, being played in the Forest of Dean

Exclusively a pub game, this variant is predominantly played in mid and south Wales and in England along its border with Wales.

 

Matches are played by two teams (usually the host pub versus another pub) and typically consist of four games of singles, followed by three games of doubles. Players take it in turns to pitch four rubber rings across a distance of around 8½ feet onto a raised quoits board. The board consists of a central pin or spike and two recessed sections: an inner circular section called the dish and a circular outer section.

 

Five points are awarded for a quoit landing cleanly over the pin, two points for a quoit landing cleanly in the dish, and one point for a quoit landing cleanly on the outer circular section of the board. The scoreboard consists of numbers running from 1 to 10, 11 or 12, and the object of the game is to score each of these numbers separately using four or fewer quoits, the first side to achieve this being the winner.

 

Deck quoits[edit]

See also: Deck tennis

Deck quoits is a variant which is popular on cruise ships. The quoits are invariably made of rope, so as to avoid damaging the ship's deck, but there are no universally agreed standards or rules - partly because of the game's informal nature and partly because the game has to adapt to the shape and area of each particular ship it is played upon.

 

Players take it in turn to throw three or four hoops at a target which usually, though not always, consists of concentric circles marked on the deck. The centre point is called the jack. Occasionally this may take the form of a raised wooden peg, but more usually it is marked on the surface in the same way that the concentric circles are.

 

Slate-board quoits[edit]

This is a popular outdoor variation played principally in and around Pennsylvania, USA (specifically the 'Slate Belt' which is in the Lehigh Valley). This game uses two one-pound rubber quoits per player, which are pitched at a short metal pin mounted on a heavy 24x24x1 inch slab of slate. The common pronunciation of quoits in the Slate Belt region is (qwaits).

 

Players take turns throwing a quoit at the pin. The quoit nearest the pin gets one point. If one player has two quoits nearer the pin than either of his opponent's quoits, he gets two points. A quoit that encircles the pin (called a ringer) gets three points. If all four quoits are ringers, the player who threw the last ringer gets three points only; otherwise, the first player to make 21 points wins the game. For two or four players.

 

Garden quoits or hoopla[edit]

 

Typical set of garden quoits

This version of the game exists largely as a form of recreation, or as a game of skill found typically at fairgrounds and village fetes.

 

There are no leagues or universally accepted standards of play and players normally agree upon the rules before play commences.

 

Garden quoit and hoopla sets can be purchased in shops and usually involve players taking it in turns to throw rope or wooden hoops over one or more spikes.

 

The fairground version typically involves a person paying the stallholder for the opportunity to throw one or more wooden hoops over a prize, which if done successfully, they can keep. Generally speaking, the odds of winning are normally heavily weighted in favour of the stallholder unless the cost of play is higher than the value of the prize.

https://en.wikipedia.org/wiki/Horseshoes

 

Horseshoes is an outdoor game played between two people (or two teams of two people) using four horseshoes and two throwing targets (stakes) set in a sandbox area. The game is played by the players alternating turns tossing horseshoes at stakes in the ground, which are traditionally placed 40 feet (12 m) apart. Modern games use a more stylized U-shaped bar, about twice the size of an actual horseshoe.

https://en.wikipedia.org/wiki/Washer_pitching

 

16 is the squares of the quadrant model

 

In the Central Illinois Washers variant, the game uses wooden boxes with 2 × 4 sides (15 inches outside / 12 inches inside). The boxes have plywood bottoms ( 1⁄2- 3⁄4 innc thick – 15 inches × 15 inches square) and are lined with carpet - (12 inch × 12 inch – thickness optional, short/medium is preferable). A 4-inch PVC pipe is cut to a height that is level with the top of the side boards. The boxes are placed 30 ft apart (front of Box 1 to front of Box 2) on level ground, preferably going North and South to avoid sunlight distraction for one side/player.

 

Four steel or brass washers are used, having (2 1⁄2-inch outer diameter and 1-inch inside diameter and approximately  1⁄8-inch thickness. Two small opposing holes are drilled in two of the four washers for team designation.

 

Players throw the washers in attempt to get in, on or near to the box or in the pipe. When throwing, the player may stride forward of the front of the box or remain entirely in back of the box, but at least one foot must remain behind the front of the box. (The front is the side facing the opponent.) In other words, players may stand next to the box and stride past it with one foot. In the traditional four-player game, players throw two washers each, throwing both before the opponent throws their two. A player may throw both washers at once, but this may decrease accuracy. The style of throw is dependent only upon player preference, and the scoring team throws first in the next round.

 

Players earn one point for a washer landing within one foot of the box, or leaning next to the box, or under the box. Two points are scored if a washer rests lying on the top edge of the box. Three points are scored for washers landing inside the box, but not in the pipe, and five points when the washer lands inside the pipe.

 

Only one team/player scores per round, as illustrated in the following scenarios:

 

Player 1 throws both washers five feet away from the box while Player 2 throws one in the box and one 10 inches from the box. Player 2 scores 4 (3 + 1).

Player 1 throws one away and one within 5 inches of the box. Player 2 throws one away and one in the pipe. Even though Player 1 has a valid 1-pt. throw, his washer is cancelled out by Player 2's throw in the pipe. Player 2 scores 5.

Player 1 throws one in the box and one within 10 inches of the box. Player 2 throws both within 5 inches of the box. Player 2 cancelled out Player 1's 1-pt. throw, but is still outside of Player 1's box throw. Because player 1 was in the box, it cancelled out both of player 2's close throws. Player 1 scores 3.

If each team throws a washer under the box or both throw a leaner, they cancel each other out and neither scores. If one team throws a washer under the box and the other team throws a leaner, the team under the box scores (under beats leaner). However, any throw in the box or pipe cancels ALL opposing washers outside the box, whether they are within 12 inches, leaning, or under the box.

 

After all 4 washers have been thrown, points are tallied. It is possible for a washer to knock another washer into a better OR worse position during play. If one washer should move, shift or alter another washer during a throw, the final resting places of both washers are noted and scores tallied accordingly. Because washers can hit each other during play and affect their final position, do not move any washers until all are thrown.

 

In Illinois, the traditional four-player game, with two teams of two players, is played to 21 points. Three-player games, with three teams of one player, play to 31 points. Two-player games play to 51 points.

 

Note: All end scores must be reached exactly. If a player scores too many points in a round, they must subtract that round's point value from their score previous to the round and continue play. Example: In a 4-player game to 21 points, Team 1 has 19 points, but throws one in the box. Team 1 loses 3 points, going back to 16 points, and the next round begins. All scoring washers in the round are counted toward the negative score, not just the throw that exceeded the limit. Example: Team 1 has 16 points, then throws one in the box for an interim 3 points, but then throws the second in the box as well for a total of 6 points. Adding that 6 points to the beginning score of 16 exceeds the 21-pt goal, so the team deducts 6 points from 16 and starts the next round with 10 points.

 

 

 

In Connecticut, there is yet another variation of the game. The backyard game of Washers in Connecticut is played with the Fender Washer. The game is played with two teams, consisting of two players per team, four players total.

https://en.wikipedia.org/wiki/Kubb

There are four types of kubb that you knock over.

The alleged Viking origin of the game has led some players and kubb fans to nickname the game “Viking chess”.

 

There are typically twenty-three game pieces used in kubb- and four types:[3]

 

Ten kubbs, rectangular wooden blocks 15 cm tall and 7 cm square on the end.

One king, a larger wooden piece 30 cm tall and 9 cm square on the end, sometimes adorned with a crown design on the top.

Six batons, 30 cm long and 4.4 cm in diameter.

Six field marking pins, four to designate the corners of the pitch, and two to mark the centreline.

The four types of wooden pieces in "Viking Chess" (allegedly the game comes from the Vikings)

KUBB (KUBBSPEL) CONSTRUCTION PLANS
http://www.missouriscenicrivers.com/baton.jpg

http://www.missouriscenicrivers.com/king.jpg
Make A Kubb Set


King Kubbs Batons - Dowels
Buy these here! Markers
1 10 6 4
4x4x16 in. 3x3x8 in. 1.75"x12" 0.5x12 in.

Buy a "hardwood" Kubb set instead - Click Here!

 

Pictured in the table above are the four types of wooden pieces you will need to play Kubb. Kubb is played with one king, ten kubbs, six throwing batons ( dowels ) and four markers. 

 

Some Tips, Before You Get Started
Use a hard wood. The kubbs and batons ( dowels ) get knocked around a lot.
Use sandpaper to smooth the edges. This will help prevent splinters.
Coat the pieces with enamel to help ensure long term usage.
Paint can make your new kubb set more attractive and fun.
A burlap or cloth bag is perfect for transporting your new kubb set to a picnic or BBQ.
The King
The King is 4x4x16 inches. 4x4 is a standard size for wood and can be found at most hardware stores. The King in the picture above has a "crown" on it. Here is a simpler version of cuts for the Kubb King. 

You can go as simple or elegant as you wish with this part. The easiest thing to do is angle your table saw blade at 45°, set your sliding stop so the edge of the blade cuts down the center of the 3-1/2" square end of the piece, then cut. This step can also be dangerous as well so use caution. Be sure to maintain a strong hold on the wood as well as keeping it firmly against the saw bed and sliding stop as you guide it over the blade. Rotate the Kung 90° about its long axis, make the pass again, repeat two more times and a simple crown will have been formed.

The Kubbs
The Kubbs are 3x3x8 inches. There is nothing complicated about them at all. 3x3 is also a standard size for wood.

The Throwing Batons ( dowels )
The batons are 1.75 inches in diameter and 12 inches long. The wood for these can be a bit harder to come by. Some large hardware stores carry this type of rounded wood. If you are having problems finding the right size, you might also try furniture factories. The legs of stools are often just about the right shape and size. If you've lost your tossing dowel or are making a Kubb set yourself and need inexpensive dowels, then you can now buy them individually. 


The Markers
The markers are just sticks of wood that you will be driving into the ground. Their exact shape and size does not really matter. You can probaly just make them from the wood you have left over from making the other pieces. You might also try metal wire with a small red flag or reflector on top. You can usually find these at Wal-mart in the home and garden section.

Round off all the edges of your parts to reduce the possibility of slivers and enhance their appearance. Sand them with consecutively higher grit sand paper until reaching 220-grit. Finish your parts by staining them the color(s) of your choice.

https://en.wikipedia.org/wiki/Kickball

 

Kickball is a playground game and league game, similar to baseball, invented in the United States in the first half of the 20th century.

The game has four bases like baseball.

https://en.wikipedia.org/wiki/Cornhole

 

Equipment and court layout[edit]

Cornhole matches are played with two sets of bags, two platforms and two to four players.[1]

 

There are four bags to a set. Each set should be identifiable from the other; different colors work well. The American Cornhole Organization Official Cornhole Rules call for double-seamed fabric bags measuring 6 by 6 inches (150 by 150 mm) and weighing 15 to 16 ounces (430 to 450 g)[1] Bags should be filled with dried corn kernels. The final weight of the bag may vary due to the material of the bag itself.

 

Gameplay[edit]

 

Cornhole being played during a pre-game tailgate at Texas A&M University–Commerce

Cornhole matches are broken down into innings or frames of play.[1] During each frame, every player throws four bags. A player may deliver the bag from either the left or right pitcher's box, but, in any one inning, all bags must be delivered from the same pitcher's box. It is possible that both players can throw from the same pitcher's box. Also, the player gets a three-foot box to throw in. Each player must deliver the bag within twenty seconds. The time starts when the player steps onto the pitcher's box with the intention of pitching. The player who scored in the preceding inning pitches first in the next inning. If neither pitcher scores, the contestant or team who pitched last in the preceding inning pitches first in the next inning. Note: No foot can land past the front of the board until the corn bag leaves the hand, otherwise the point does not count. At the end of the round there is a 10-second window to allow beans to fall within the bag, possibly allowing additional points.

 

 

A typical cornhole board, with two colors of bag

Cornhole can be played as either doubles or singles. In doubles play, four players split into two teams. One member from each team pitches from one cornhole platform and the other members pitch from the other. The first side of players alternate pitching bags until both players have thrown all four of their bags, then the players pitching from the opposing cornhole board continue to alternate in the same manner until all four of their bags are delivered and the inning or frame is completed. In singles play, two players play against each other. Delivery is handled in the same manner as doubles play. Both contestants pitch from the same cornhole platform and alternate their pitches until all of their bags have been pitched, completing the inning or frame.[

 

Cornucopia: Achieved when a player throws all four bags into the hole in one inning.

GRAND BAG, Four Bagger Jumanji, double deuce, Cornholio, Catorce Four Bagger or Four Pack: Four cornholes by a single player in a single round.[6]

Trip Dip: When a single player cornholes 3 out of the 4 bags in a single round.

There are four scoring options- like the four levels in shuffleboard
https://en.wikipedia.org/wiki/File:SholfTailgate2.jpg
https://en.wikipedia.org/wiki/Sholf
The fourth is different

Come in packs of four

https://en.wikipedia.org/wiki/File:Jarts_Canada.jpg

 

https://en.wikipedia.org/wiki/Lawn_darts

 

Lawn darts (also known as Javelin darts, jarts or yard darts) is a lawn game for two players or teams. A lawn dart set usually includes four large darts. The game play and objective are similar to both horseshoes and darts. The darts are similar to the ancient Roman plumbata. They are typically 12 inches (30 cm) long with a weighted metal or plastic tip on one end and three plastic fins on a rod at the other end. The darts are intended to be tossed underhand toward a horizontal ground target, where the weighted end hits first and sticks into the ground. The target is typically a plastic ring, and landing anywhere within the ring scores a point.

https://en.wikipedia.org/wiki/Bowls

 

After each competitor has delivered all of their bowls (four each in singles and pairs, three each in triples, and two bowls each in fours), the distance of the closest bowls to the jack is determined (the jack may have been displaced) and points, called "shots", are awarded for each bowl which a competitor has closer than the opponent's nearest to the jack. For instance, if a competitor has bowled two bowls closer to the jack than their opponent's nearest, they are awarded two shots. The exercise is then repeated for the next end, a game of bowls typically being of twenty-one ends.

 

Scoring systems vary from competition to competition. Games can be decided when:

 

a player in a singles game reaches a specified target number of shots (usually 21 or 25).

a team (pair, triple or four) has the higher score after a specified number of ends.

Games to a specified number of ends may also be drawn. The draw may stand, or the opponents may be required to play an extra end to decide the winner. These provisions are always published beforehand in the event's Conditions of Play.

 

In the Laws of the Sport of Bowls[3] the winner in a singles game is the first player to score 21 shots. In all other disciplines (pairs, triples, fours) the winner is the team who has scored the most shots after 21/25 ends of play. Often local tournaments will play shorter games (often 10 or 12 ends). Some competitions use a "set" scoring system, with the first to seven points awarded a set in a best-or-three or best-of-five set match. As well as singles competition, there can be two (pairs), three (triples) and four-player (fours) teams. In these, teams bowl alternately, with each player within a team bowling all their bowls, then handing over to the next player. The team captain or "skip" always plays last and is instrumental in directing his team's shots and tactics. The current method of scoring in the professional tour (World Bowls Tour) is sets. Each set consists of nine ends and the player with the most shots at the end of a set wins the set. If the score is tied the set is halved. If a player wins two sets, or gets a win and a tie, that player wins the game. If each player wins a set, or both sets end tied, there is a 3-end tiebreaker to determine a winner.

 

Bowls have symbols unique to the set of four for identification. The side of the bowl with a larger symbol within a circle indicates the side away from the bias. That side with a smaller symbol within a smaller circle is the bias side toward which the bowl will turn. It is not uncommon for players to deliver a "wrong bias" shot from time to time and see their carefully aimed bowl crossing neighbouring rinks rather than heading towards their jack.

 

Singles, triples and fours and Australian pairs are some ways the game can be played. In singles, two people play against each other and the first to reach 21, 25 or 31 shots (as decided by the controlling body) is the winner. In one variation of singles play, each player uses two bowls only and the game is played over 21 ends. A player concedes the game before the 21st end if the score difference is such that it is impossible to draw equal or win within the 21 ends. If the score is equal after 21 ends, an extra end is played to decide the winner. An additional scoring method is set play. This comprises two sets over nine ends. Should a player win a set each, they then play a further 3 ends that will decide the winner.

 

Pairs allows both people on a team to play Skip and Lead. The lead throws two bowls, the skip delivers two, then the lead delivers his remaining two, the skip then delivers his remaining two bowls. Each end, the leads and skips switch positions. This is played over 21 ends or sets play. Triples is with three players while Fours is with four players in each team and is played over 21 ends.

 

Another pairs variation is 242 pairs (also known as Australian Pairs). In the first end of the game the A players lead off with 2 bowls each, then the B players play 4 bowls each, before the A players complete the end with their final 2 bowls. The A players act as lead and skip in the same end. In the second end the roles are reversed with the A players being in the middle. This alternating pattern continues through the game which is typically over 15 ends.

https://en.wikipedia.org/wiki/Origins_of_baseball

 

Rounders[edit]

Main article: Rounders

The British game most similar to baseball, and most mentioned as its ancestor or nearest relation, is rounders. Like baseball, the object is to strike a pitched ball with a baton or paddle and then run a circuit of four bases. While the game in many respects is quite different from modern baseball, it preserves a number of features which were characteristic of "town ball", the earlier form of American baseball.

The court has four squares like a quadrant

https://en.wikipedia.org/wiki/Pickleball

https://en.wikipedia.org/wiki/File:Pickleballcourt.PNG

Pickleball is a racquet sport that combines elements of badminton, tennis, and table tennis.[1] Two, three, or four players use solid paddles made of wood or composite materials to hit a perforated polymer ball, similar to a wiffle ball, over a net. The sport shares features of other racquet sports, the dimensions and layout of a badminton court, and a net and rules similar to tennis, with a few modifications. Pickleball was invented in the mid 1960s as a children's backyard pastime but quickly became popular among adults as a fun game for players of all levels.

https://en.wikipedia.org/wiki/Powered_paragliding

 

Lightweight carts or "trikes" (called "quads" if they have four wheels) can be mounted on powered paragliders for those who prefer not to, or are unable to, foot launch. Some are permanent units.

https://en.wikipedia.org/wiki/Oină

 

Oină (Romanian pronunciation: [ˈoj.nə]) is a Romanian traditional sport, similar in many ways to baseball and lapta.

The attacking side player that has commenced a run will have to cross the following four lines in order:

the start line (the left side of the batting line)

the arrival line (the left side of the back line)

the return line (the right side of the back line)

the escape line (the right side of the batting line)

Like

https://en.wikipedia.org/wiki/Quidditch_(sport)

 

Since its inception, quidditch has sought gender equality on the pitch.[54] One of the most important requirements within the sport is its 'four maximum' rule:

Each match begins with six of the starting players (excluding the seekers) along the starting line within their keeper zone with brooms on the ground and the four balls lined in the centre of the pitch. The head referee then calls "brooms up!" at which players run to gain possession of the balls.[25] After brooms up is called, the seekers must not interfere with other positions, and wait near the pitch until the end of the seeker floor, usually 18 minutes. The snitch goes on the field at 17 minutes, and the seekers are released at 18 minutes.[26]

 

 

A quidditch game allows each team to have a maximum of four players, not including the seeker, who identify as the same gender in active play on the field at the same time. The gender that a player identifies with is considered to be that player’s gender, which may or may not correspond with that person’s sex. This is commonly referred to as the "four maximum" rule.

USQ accepts those who don’t identify within the binary gender system and acknowledges that not all of our players identify as male or female. USQ welcomes people of all identities and genders into our league.

— US Quidditch, Four Maximum Rule

 

Four Positions in quidditch[edit]

Chasers are responsible for passing the quaffle and scoring points by throwing the quaffle through one of the opponent's goals for 10 points. When a bludger hits a chaser in possession of the quaffle, they must drop the quaffle, remove the broom from between their legs, and touch their own hoops to rejoin play. Chasers not in possession of the quaffle must perform the same knockout procedure when hit by a bludger, but do not have a ball to drop. Chasers may enter into physical contact with opposing chasers or keepers. There are three chasers on the field for each team, identified by a white headband.

Keepers can be likened to goalies in other sports, and must try to block attempts to score by the opposing team's chasers. The keeper is invulnerable to bludgers as well as having indisputable possession of the quaffle when within their team's keeper zone, an area around the team's hoops. Once outside of the keeper zone, the keeper may serve as a fourth chaser. Keepers may enter into physical contact with opposing keepers or chasers. There is one keeper on the field for each team, identified by a green headband.

Beaters attempt to hit the opposing team's players with bludgers and attempt to block the bludgers from hitting their team's players. Beaters are subject to the same knockout procedure as chasers or keepers when hit with a bludger, but unlike chasers and keepers, they may attempt to catch a bludger thrown at them. If they succeed in catching a bludger, they are not knocked out, and the beater who threw the bludger may remain in play. As there are three bludgers for the four beaters on the pitch, the fourth, bludger-less beater puts pressure on the team in control of both bludgers (often called "bludger control" or "bludger supremacy"). Beaters may enter into physical contact only with other beaters. Two beaters on a team may be in play at a time, identified by black headbands.

Seekers attempt to catch the snitch. They may not contact the snitch, but are permitted to contact the other seeker. Seekers are released after 18 minutes of game time. There is one seeker on the field for each team, identified by a gold or yellow headband.

Four bases
https://en.wikipedia.org/wiki/Rounders
Rounders (Irish: cluiche corr) is a bat-and-ball game played between two teams. Rounders is a striking and fielding team game that involves hitting a small, hard, leather-cased ball with a rounded end wooden, plastic or metal bat. The players score by running around the four bases on the field.[1][2] The game is popular among Irish and British school children.
The ball circumference must be between 180 millimetres (7.1 in) and 200 millimetres (7.9 in) and the bat no more than 460 millimetres (18 in) in length and 170 millimetres (6.7 in) in diameter. Rounders England place a weight-limit of 370 grams (13 oz) on the bat. The bases are laid out in a manner similar to a baseball diamond, except that batters run to a separate fourth base, at right-angles to third base and the batsman's base.[12] Each base is marked with poles, which must be able to support themselves and stand at a minimum of 1 metre (3 ft 3 in).

If a ball is delivered well, batters must try to hit the ball and must run regardless of whether the ball is hit. If the ball is hit into the backward area, the batter may not pass first post until the ball is returned to the forward area. A batter that hits a no-ball may not be caught out or stumped at the first post. Batters may run on 'no-balls' but do not have to. Each batter, except the last in each inning, is entitled to receive one good ball: the last batter is entitled to receive three good balls unless he or she is caught out.

One rounder is gained if the player hits the ball, then reaches the fourth post and touches it before the next ball is bowled and is not caught out and hit by the ball. A half rounder is gained if: the player reaches the fourth post having missed the ball; the player reaches the second post having hit the ball; if a batter is obstructed by a fielder whilst running; or if the same batter has two consecutive no balls.

https://en.wikipedia.org/wiki/Sipa…
Sipa (lit. kick or to kick) is the Philippines' traditional native sport which predates Spanish rule. The game is related to Sepak Takraw. Similar games include Footbag net, Footvolley, Bossaball and Jianzi.
It can be one on one two on two three on three or four on four.

Simplified play (one on one, two on two, three on three, or four on four)[edit]
A set of rules determines penalty points (such as the ball bouncing twice on the ground). The two teams play against each other until a set number of penalty points is reached by one of the teams.

There is also a court version in which a rectangle is marked in grids. Grids denote zones, and dictate where players stand, and how points are allotted based on where the ball lands in the court.

This game requires much coordination.

The four different color feathers look like a quadrant

 

Jianzi (Chinese: 毽子), tī jianzi (踢毽子), tī jian (踢毽) or jianqiú (毽球), also known by other names,[which?] is a traditional Chinese national sport in which players aim to keep a heavily weighted shuttlecock in the air by using their bodies, apart from the hands, unlike in similar games peteca and indiaca. The primary source of jianzi sport is a Chinese ancient game called cuju of the Han dynasty 2000 years ago. Jianzi's competitive sport types are played on a badminton court using inner or outside lines in different types of jianzi's competitive sports, respectively. it can be played also artistically, among a circle of players in a street or park, with the objective to keep the shuttle 'up' and show off skills. In Vietnam, it is known as đá cầu and is the national sport. In the Philippines, it is known as sipa and was also the national sport until it was replaced by arnis in December 2009.[1] In recent years, the game has gained a formal following in Europe, the United States, and elsewhere.

 

https://en.wikipedia.org/wiki/Jianzi

The shuttlecock, called a jianzi in the Chinese game and also known in English as a 'Chinese hacky sack' or 'kinja', typically has four feathers fixed into a rubber sole or plastic discs. Some handmade jianzis make use of a washer or a coin with a hole in the center.

The official featherball used in the sport of shuttlecock consists of four equal-length goose or duck feathers conjoint at a rubber or plastic base. It weighs approximately 15-25 grams. The total length is 15 to 21 cm. The feathers vary in color, usually dyed red, yellow, blue and/or green. However, in competitions a white featherball is preferred. The Official Jianzi for Competitions The shuttlecock used in Chinese JJJ games weighs 24-25 grams. The height from the bottom of rubber base to top of the shuttlecock is 14–15 cm, the width between tops of two opposite feathers is 14–15 cm.

 

Other names[edit]

Israel - נוצה or נוצ

United States - Chinese hacky sack or kikbo[7] or KickShuttle

Hungary - lábtoll-labda

Canada - kikup

Vietnam - đá cầu

Malaysia - sepak bulu ayam

Singapore (and SE Asia) - chapteh or capteh or chatek

Japan - kebane (蹴羽根)

Korea - jegichagi or jeigi (to most Koreans known as sports only for children)

Indonesia - bola bulu tangkis or sepak kenchi

Philippines - larong sipa

Macau - chiquia

India - poona (forerunner of badminton) (unknown to most Indians)

Greece - podopterisi

France - plumfoot or pili

Poland - zośka

Germany - Federfußball

The Netherlands - "voetpluim" or "voet pluim" or "jianzi"

Cambodia - sey

México - gallito

Sweden - spunky or adde-boll

UK - featherdisk

Ireland - kickum[9]

Mongolia - teveg - тэвэг

Central Asia - Lian-ga (ru:Лянга)

Russia (CIS) - Zoska (ru:Зоска)

https://en.wikipedia.org/wiki/Cuju

Cuju, or Tsu' Chu,[1] is an ancient Chinese ball game, Cantonese "chuk-ko".

 

Painting of four people playing

https://en.wikipedia.org/wiki/File:One_Hundred_Children_in_the_Long_Spring.jpg

One Hundred Children in the Long Spring (长春百子图), a painting by Chinese artist Su Hanchen (苏汉臣, active 1130–1160s AD), Song Dynasty

https://en.wikipedia.org/wiki/Eight_(rowing)

An eight is a rowing boat used in the sport of competitive rowing. It is designed for eight rowers, who propel the boat with sweep oars, and is steered by a coxswain, or "cox".

Each of the eight rowers has one oar. There are four rowers on the stroke side (rower's right hand side) and four on the bow side (rower's lefthand side).

https://en.wikipedia.org/wiki/Rowing_at_the_Summer_Olympics

The Olympic Games are held every four years, where only select boat classes are raced (14 in total):

 

Men: quad scull, double scull, single scull, eight, coxless four, and coxless pair

Lightweight Men: coxless four and double scull

Women: quad scull, double scull, single scull, eight, and coxless pair

Lightweight Women: double scull

https://en.wikipedia.org/wiki/Rowing_at_the_1912_Summer_Olympics_–_Men%27s_coxed_four,_inriggers

The men's coxed fours with inriggers, also referred to as the coxed four with jugriggers, was a rowing event held as part of the Rowing at the 1912 Summer Olympics programme. It was the only appearance of the restricted event. The competition was held on Wednesday, July 17, 1912 and on Thursday, July 18, 1912.

https://en.wikipedia.org/wiki/Regatta

 

The Athlone Yacht Club Regatta on Lough Ree, Ireland, in the notice of race of 1835 included:

4 August: A silver cup value 15gns. for gentlemen's four oared gigs (not more than 30'-0" on keel) to be won 3 years in succession. No race unless 3 start. Also: A prize will be pulled for in four oared cots. No race unless 3 start.

5 August: A prize will be pulled for in 2 oared boats. A prize will be pulled for in four oared cots.

6 August: A silver cup value 15gns. for gentlemen's four oared gigs - open to gigs from any part of Ireland. A prize for four oared cots.[3]

The event now takes place between the bridges in Athlone or at Killinure.

https://en.wikipedia.org/wiki/Field_archery

 

The World Archery Federation, commonly known as WA and formerly as FITA (Fédération Internationale de Tir à l'Arc), defines a suite of rounds based on a 24-target course.

 

Four target face sizes are specified: 80 cm; 60 cm; 40 cm and 20 cm. Six target faces of each size are used on the course. For each target face size there are upper and lower distance limits for the various divisions of archer. Target faces have four black outer rings and a yellow spot, each with an equal width. The yellow spot is subdivided into two rings. The black rings score 1 point for the outermost to 4 points for the innermost. A hit in the outer yellow scores 5 points. A hit in the inner yellow scores 6 points. Before April 2008, the innermost yellow ring counted as an X (the number of Xs was used for tie-breaks) but only scored 5 points.

 

Field rounds are at 'even' distances up to 80 yards (although some of the shortest are measured in feet), using targets with a black inner ring, two white middle rings and two black outer rings. Four face sizes are used for the various distances. A score of five points is awarded for shots which hit the centre spot, four for the white inner ring, and three for the outer black ring.

https://en.wikipedia.org/wiki/File:Court_plan.png

https://en.wikipedia.org/wiki/Slamball

 

SlamBall is a form of basketball played with four trampolines in front of each net and boards around the court edge. The name SlamBall is the trademark of SlamBall, LLC.

 

Each team has four players on the court at any one time.

The spring floor lies adjacent to two sets of four trampoline or spring bed 'quads' which dominate each end of the court. Each trampoline surface measures 7 ft by 14 ft (2.1 m by 4.2 m.) The shock absorbent panels pair with the competition bed trampolines to create a unique playing surface that both launches players to inhuman heights and cushions their landing upon returning to the floor. Specifically engineered pads are designed to cover the frame rails and their tapered design allows for maximum safety for on-court play. This entire playing surface will be surrounded with an 8 ft (2.4 m) Plexiglass wall much like in a hockey rink. Players wear protective cups and special equipment to protect various areas of the body. This consists of knee and elbow pads, and an optional SlamBall-specific helmet.

https://www.wikiwand.com/en/Popinjay_(sport)

The object of popinjay is to knock artificial birds off their perches. The perches are cross-pieces on top of a 90-foot (27 m) mast. The "cock" (the largest bird) is set on the top cross piece. Four smaller "hens" are set on the next crosspiece down. Two dozen or so "chicks" (the smallest birds) are set on the lower cross pieces. (GNAS, 2006 - rule 1000)

https://en.wikipedia.org/wiki/Tennis

 

Tennis is played by millions of recreational players and is also a popular worldwide spectator sport. The four Grand Slam tournaments (also referred to as the "Majors") are especially popular: the Australian Open played on hard courts, the French Open played on red clay courts, Wimbledon played on grass courts, and the US Open played also on hard courts.

Wimbledon, the US Open, the French Open, and the Australian Open (dating to 1905) became and have remained the most prestigious events in tennis.[17][24] Together these four events are called the Majors or Slams (a term borrowed from bridge rather than baseball)

https://en.wikipedia.org/wiki/Tennis

 

A tennis game is based on four points

 

A game consists of a sequence of points played with the same player serving. A game is won by the first player to have won at least four points in total and at least two points more than the opponent. The running score of each game is described in a manner peculiar to tennis: scores from zero to three points are described as "love", "fifteen", "thirty", and "forty", respectively. If at least three points have been scored by each player, making the player's scores equal at forty apiece, the score is not called out as "forty-forty", but rather as "deuce". If at least three points have been scored by each side and a player has one more point than his opponent, the score of the game is "advantage" for the player in the lead. During informal games, "advantage" can also be called "ad in" or "van in" when the serving player is ahead, and "ad out" or "van out" when the receiving player is ahead

https://en.wikipedia.org/wiki/Quad_scull

Quad scull

From Wikipedia, the free encyclopedia

 

Quad scull Germany 1982: Martin Winter (front), Uwe Heppner (second), Uwe Mund (third), and Karl-Heinz Bußert (last)

A quad scull, or quadruple scull in full, is a rowing boat used in the sport of competitive rowing. It is designed for four persons who propel the boat by sculling with two oars, one in each hand

 

Racing boats (often called "shells") are long, narrow, and broadly semi-circular in cross-section in order to reduce drag. They usually have a fin towards the rear, to help prevent roll and yaw. Originally made from wood, shells are now almost always made from a composite material (usually carbon-fiber reinforced plastic) for strength and weight advantages. The riggers in sculling apply the forces symmetrically to each side of the boat. Quad sculls is one of the classes recognized by the International Rowing Federation and the Olympics.[1] FISA rules specify minimum weights for each class of boat so that no individual will gain a great advantage from the use of expensive materials or technology.

 

When there are four rowers in a boat, each with only one sweep oar and rowing on opposite sides, the combination is referred to as a "coxed four" or "coxless four" depending on whether the boat has a cox. In sweep oared racing the rigging means the forces are staggered alternately along the boat. The symmetrical forces in sculling make the boat more efficient and so the quadruple scull is faster than the coxless four.[2] *Update Required*

 

A 'quad' is different to a 'four' in that a 'quad', or quadruple scull, is composed of four rowers each with two blades, sculling. A 'four' is made up of four rowers each with one oar in hand, sweeping.

four positions

 

The sport consists of four positions: midfield, attack, defense and goalie. In field lacrosse, attackmen are solely offensive players (except on the "ride", when the opposition tries to bring the ball upfield and attackmen must stop them), defensemen or defenders are solely defensive players (except when bringing up the ball, which is called a "clear"), the goalie is the last line of defense, directly defending the goal, and midfielders or "middies" can go anywhere on the field and play offense and defense, although in higher levels of lacrosse there are specialized offensive and defensive middies. Long stick middies only play defense and come off of the field on offense.

 

 

Field lacrosse[edit]

Diagram of a men's college lacrosse field

There are ten players in each team: three attackmen, three midfielders, three defensemen, and one goalie.

Each player carries a lacrosse stick (or crosse). A "short crosse" (or "short stick") measures between 40 in (1.0 m) and 42 in (1.1 m) long (head and shaft together) and is typically used by attackers or midfielders. A maximum of four players on the field per team may carry a "long crosse" (sometimes called "long pole", "long stick" or "d-pole") which is 52 in (1.3 m) to 72 in (1.8 m) long; typically used by defenders or midfielders.

 

The NLL games consist of four fifteen-minute quarters compared with three periods of twenty minutes each (similar to ice hockey) in CLA games (multiple 15-minute OT periods for tied games, until whoever scores first). NLL players may use only sticks with hollow shafts, while CLA permits solid wooden sticks.:[35][36]

 

Begun in 1968, world championships began as a four-team invitational tournament sponsored by the International Lacrosse Federation. Until 1986, lacrosse world championships had been contested only by the US, Canada, England, and Australia. Scotland and Wales had teams competing in the women's edition. They are now held for lacrosse at senior men, senior women, under 19 men and under 19 women levels.

 

With the expansion of the game internationally, the 2006 Men's World Championship was contested by 21 countries and the Iroquois Nationals, representing the Six Nations of the Iroquois Confederacy. They are the only Native American/First Nations team to compete internationally. The 2009 Women's World Cup was competed for by 16 nations.

 

In 2003, the first World Indoor Lacrosse Championship was contested by six nations at four sites in Ontario. Canada won the championship in a final game against the Iroquois Nationals, 21–4. The 2007 WILC was held in Halifax from May 14–20, and also won by Canada. Competition included the Iroquois Nationals and teams from Australia, Canada, Czech Republic, England, Ireland, Scotland, and the United States.

 

https://en.wikipedia.org/wiki/Lacrosse

"League announces expansion of rosters to 19 and addition of fourth long pole for 2009". Inside Lacrosse. October 22, 2008. Retrieved October 24, 2008.

Jump up ^

https://en.wikipedia.org/wiki/Coxed_four

 

A coxed four is a rowing boat used in the sport of competitive rowing. It is designed for four persons who propel the boat with sweep oars and is steered by a coxswain.

The crew consists of four rowers, each having one oar, and a cox. There are two rowers on the stroke side (rower's right hand side) and two on the bow side (rower's lefthand side). The cox steers the boat using a rudder and may be seated at the stern of the boat where there is a view of the crew or in the bow (known as a bowloader). With a bowloader, amplification is needed to communicate with the crew which is sitting behind, but the cox has a better view of the course and the weight distribution may help the boat go faster. When there is no cox, the boat is referred to as a "coxless four".

Racing boats (often called "shells") are long, narrow, and broadly semi-circular in cross-section in order to reduce drag to a minimum. Originally made from wood, shells are now almost always made from a composite material (usually carbon-fibre reinforced plastic) for strength and weight advantages. Fours have a fin towards the rear, to help prevent roll and yaw and to help the rudder. The riggers are staggered alternately along the boat so that the forces apply asymmetrically to each side of the boat. If the boat is sculled by rowers each with two oars the combination is referred to as a quad scull. In a quad scull the riggers apply forces symmetrically. A sweep oared boat has to be stiffer to handle the unmatched forces, and so requires more bracing, which means it has to be heavier than an equivalent sculling boat. However most rowing clubs cannot afford to have a dedicated large hull with four seats which might be rarely used and instead generally opt for versatility in their fleet by using stronger shells which can be rigged for either as fours or quads.

"Coxed four" is one of the classes recognized by the International Rowing Federation. It was one of the original events in the Olympics but was dropped in 1992.[1]

https://en.wikipedia.org/wiki/Gondola

 

The fourth is always different

 

During their heyday as a means of public transports, teams of four men would share ownership of a gondola — three oarsmen (gondoliers) and a fourth person, primarily shore based and responsible for the booking and administration of the gondola (Il Rosso Riserva).

https://en.wikipedia.org/wiki/Sandolo

 

Four types of boats used in Venice

 

Space in the sandolo is limited, with enough room for one oarsman, aft, two passengers on the main seat, and two more passengers sitting on small stools towards the bow.[7] The traditional use of the sandolo is for recreation and racing, and it is considered one of the four principal types of boat used in and around Venice.[8] Rather less stable than a gondola, it has a rocking motion all of its own.[9]

http://www.venipedia.org/wiki/index.php?title=Traditional_Boats

Four traditional boats of Venice

 

In early Venice, traditional boats were used as a means of both personal and public transportation. The most common and well-known human transport boats are the sandolo, mascareta, puparin, and gondola. Today motorized boats have replaced many of these human powered boats, and only the gondola remains as a tourist attraction.

https://en.wikipedia.org/wiki/Face-off

 

A common formation, especially at centre ice, is for a skater to take the face-off, with the wings lateral to the centre on either side, and the skater, usually a defenseman, behind the player handling the face-off, one toward each side. This is not mandatory, however, and other formations are seen—especially where the face-off is in one of the four corner face-off spots.

https://en.wikipedia.org/wiki/National_Hockey_League

At its inception, the NHL had four teams—all in Canada, thus the adjective "National" in the league's name

https://en.wikipedia.org/wiki/Pyraminx

Tetrahedron- tetra means four- it is actually a tetractys with the first line with four dots and ten dots in all. The Pythagoreans worshipped the tetractys as the ultimate symbol

 

Pyraminx

From Wikipedia, the free encyclopedia

 

Pyraminx in its solved state

The Pyraminx (/ˈpɪrəmɪŋks/) is a regular tetrahedron puzzle in the style of Rubik's Cube. It was made and patented by Uwe Mèffert after the original 3 layered Rubik's Cube by Erno Rubik, and introduced by Tomy Toys of Japan (then the 3rd largest toy company in the world) in 1981.[1]

 

Contents [hide]

1 Description

2 Optimal solutions

3 Records

4 Methods

5 Variations

6 See also

7 References

8 External links

Description[edit]

 

Pyraminx in the middle of a twist

The Pyraminx was first conceived by Mèffert in 1970. He did nothing with his design until 1981 when he first brought it to Hong Kong for production. Uwe is fond of saying had it not been for Erno Rubik's invention of the cube, his Pyraminx would have never been produced.[citation needed]

 

The Pyraminx is a puzzle in the shape of a regular tetrahedron, divided into 4 axial pieces, 6 edge pieces, and 4 trivial tips. It can be twisted along its cuts to permute its pieces. The axial pieces are octahedral in shape, although this is not immediately obvious, and can only rotate around the axis they are attached to. The 6 edge pieces can be freely permuted. The trivial tips are so called because they can be twisted independently of all other pieces, making them trivial to place in solved position. Meffert also produces a similar puzzle called the Tetraminx, which is the same as the Pyraminx except that the trivial tips are removed, turning the puzzle into a truncated tetrahedron.

 

 

Scrambled Pyraminx

The purpose of the Pyraminx is to scramble the colors, and then restore them to their original configuration.

 

The 4 trivial tips can be easily rotated to line up with the axial piece which they are respectively attached to; and the axial pieces are also easily rotated so that their colors line up with each other. This leaves only the 6 edge pieces as a real challenge to the puzzle. They can be solved by repeatedly applying two 4-twist sequences, which are mirror-image versions of each other. These sequences permute 3 edge pieces at a time, and change their orientation differently, so that a combination of both sequences is sufficient to solve the puzzle. However, more efficient solutions (requiring a smaller total number of twists) are generally available (see below).

 

The twist of any axial piece is independent of the other three, as is the case with the tips. The six edges can be placed in 6!/2 positions and flipped in 25 ways, accounting for parity. Multiplying this by the 38 factor for the axial pieces gives 75,582,720 possible positions. However, setting the trivial tips to the right positions reduces the possibilities to 933,120, which is also the number of possible patterns on the Tetraminx. Setting the axial pieces as well reduces the figure to only 11,520, making this a rather simple puzzle to solve.

 

Optimal solutions[edit]

The maximum number of twists required to solve the Pyraminx is 11. There are 933,120 different positions (disregarding rotation of the trivial tips), a number that is sufficiently small to allow a computer search for optimal solutions. The table below summarizes the result of such a search, stating the number p of positions that require n twists to solve the Pyraminx:

 

n 0 1 2 3 4 5 6 7 8 9 10 11

p 1 8 48 288 1728 9896 51808 220111 480467 166276 2457 32

Records[edit]

 

Solving pyraminx in a competition. Andreas Pung at Estonian Open 2011.

The current world record for a single solve of the Pyraminx stands at 1.32 seconds, set by Drew Brads at the Lexington Fall 2015. He also holds the fastest average of 5 (with the fastest and slowest solve disregarded) with 2.14 seconds at US Nationals 2016.[2][3]

 

Methods[edit]

There are many methods for solving a Pyraminx. They can be split up into two groups.

 

1) V first- In these methods, two or three edges, and not a side, is solved first, and a set of algorithms, also called LL algs (last layer algs), are given to solve the remaining puzzle.

 

2) Top first methods- In these methods a block on the top, which is three edges around a corner, is solved first and the remaining is solved using a set of algorithms.

 

Common V first methods-

 

a) Layer by Layer - In this method a face with all edges oriented in the right spot (a.k.a. a layer) is solved and then the remaining puzzle is solved using 5 algorithms particularly for this method.

 

b) L4E- L4E or last 4 edges is very similar to Layer by Layer. The only difference is that TWO edges are solved around three Centers, and the rest is done by a set of algorithms.

 

c) Intuitive L4E- A method similar to the L4E, as the name suggests, in which lots of visualization is required. The set of algorithms mentioned in the previous method are not memorized. Instead, cubers intuitively solve each case by anticipating the movement of pieces. This is the most advanced V first method.

 

Common top first methods-

 

a) One Flip- This method uses two edges around one centre solved and the third edge flipped. There are a total of six cases after this step, for which algorithms are memorized and executed. The third step involves using a common set of algorithms for ALL top first methods, also called Keyhole last layer, which involves 5 algorithms, four of them being the mirrors of each other.

 

b) Keyhole- This method uses two edges in the right place around one centre, and the third edge does not match any color of the edge i.e. it is not in the right place OR flipped. The centers of the fourth color are then solved USING the non oriented edge (a.k.a. keyhole). The last step is solved using Keyhole last layer algs.

 

c) OKA- In this method, One edge is oriented around two edges in the wrong place, but one of the edges that is in the wrong place belongs to the block itself. The last edge is found on the bottom layer and a very simple algorithm is executed to get it in the right place, followed by keyhole last layer algs.

 

Some other common top first methods are WO and Nutella.

 

Professional Pyraminxers like Drew Brads usually learn all methods, and while observing a case, decide which method best suits that case.

 

Variations[edit]

 

A solved Tetraminx.

There are several variations of the puzzle. The simplest, Tetraminx, is equivalent to the (3x) Pyraminx but without the tips (see photo). There also exists "higher-order" versions, such as the 4x Master Pyraminx (see photos) and the 5x Professor's Pyraminx.

 

 

A scrambled Master Pyraminx

 

A solved Master Pyraminx

The Master Pyraminx has 4 layers and 16 triangles-per-face (compared to 3 layers and 9 triangles-per-face of the original). This version has about 2.17225 × 1017 combinations.[4][5] The Master Pyraminx has

 

4 "tips" (same as the original Pyraminx)

4 "middle axials" (same as the original Pyraminx)

4 "centers" (similar to Rubik's Cube, none in the original Pyraminx)

6 "inner edges" (similar to Rubik's Cube, none in the original Pyraminx)

12 "outer edges" (2-times more than the 6 of the original Pyraminx)

In summary, the Master Pyraminx has 30 "manipulable" pieces. However, like the original, 8 of the pieces (the tips and middle axials) are fixed in position (relative to each other) and can only be rotated in place. Also, the 4 centers are fixed in position and can only rotate (like the Rubik's Cube). So there are only 18 (30-8-4) "truly movable" pieces; since this is 10% less than the 20 "truly movable" pieces of the Rubik's Cube, it should be no surprise that the Master Pyraminx has about 200-times fewer combinations than a Rubik's Cube (about 4.3252 × 1019[6]).

https://en.wikipedia.org/wiki/Pitch_(baseball)

The fastball is the most common pitch in baseball, and most pitchers have some form of a fastball in their arsenal. Most pitchers throw four-seam fastballs. It is basically a pitch thrown very fast, generally as hard as a given pitcher can throw while maintaining control.

https://en.wikipedia.org/wiki/H-back

An H-back is an offensive position in American football. The H-back lines up similarly to a tight end, but is "set back" from the line of scrimmage, and is thus counted as one of the four "backs" in the offensive formation. The H-back, while similar in name, should not be confused with "halfback" or "running back", which are used to denote a separate, primary ball-carrying backfield position. The position was made notable in the National Football League (NFL) by the Washington Redskins under head coach Joe Gibbs, who ran a two tight end system. The position was named F-back when used later in Norv Turner's offensive system. The position is similar to that of a slotback.

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https://en.wikipedia.org/wiki/Association_football_positions#Player_styles

Flat back four

In 1958, the Brazil national team won their first of five World Cups to date thanks to the "flat back four" system they had developed to counter the Hungarians' M–U. Two centre-backs would mark the inside-forwards' runs from deep, while the wider full-backs would not only cut out the threat of the opposing wingers but also provide width on the counter-attack. The relative lack of numbers in the middle of the park meant a creative presence was required, and for the Brazilians, that presence was provided in the form of their dazzling midfielder Didi. Also in Mario Zagallo they had a left winger years ahead of his time, proficient at funnelling back and helping out the midfield when the team lost possession.

 

4–3–3 formation

By 1962, the Brazilian 4–2–4 formation evolved into an asymmetrical 4–3–3, with Mario Zagallo now playing as a left wide midfielder instead of a left defensive outside forward/winger.

 

Italian Catenaccio system

The advent of the Italian "Catenaccio" (bolt) system came soon after, and was a more defensive variation on the Brazilians' 4–2–4 system. Two forwards were withdrawn to leave just two up front, and an extra midfielder was added to bolster the midfield. However, the major tactical innovation with this formation was the floating sweeper, often referred to in Italian as a "libero", or "free man". While the four main defenders would have the task of strict man-marking the opposition forwards, the libero would act as a sponge, mopping up any attacks that might happen to get through the tight defence. Franz Beckenbauer of Bayern Munich gave the position a more attacking role and played a major part as captain of the West Germany national side that won the World Cup in 1974 and came third in 1970.

 

4–4–2 formation

Meanwhile, in the United Kingdom the 4–4–2 formation rose to prominence in the 1960s. The English also developed a tactical formation that looked like a 4–4–2 (more accurately 4–1–3–2) but switched to 4–2–4 or 4–3–3 depending on how they attacked. The flat back four that had become so popular remained intact, but the midfield was a free-flowing unit with players given license to attack as the scenario saw fit. In defence, using the 1966 World Cup side as an example, Martin Peters, Bobby Charlton and Alan Ball would all stay back to counter the opposition attack. However, in attack they had two options: Peters and Ball could charge forward, creating problems for the opposition out wide with their pace and crossing ability, creating either a 4–2–4 formation or a 3–3–4 formation when one of the full-backs pushed forward; or Charlton could burst through the middle of the strike partnership of Roger Hunt and Geoff Hurst and overload the centre of the opposition defence in a 4–3–3, providing either an extra man in the box or an effective long-shot alternative. The unsung hero of Alf Ramsey's England side was Nobby Stiles, who was the midfield linchpin, whom the team relied on in defence when Charlton surged forward in support of the strikers.

 

4–4–2 variation

The last major tactical evolution occurred in the late 1980s/early 1990s, when the Milan side played with a variation on the 4–4–2 formation. This formation relied extensively on the four defenders' ability to work as a unit in order to spring the offside trap on slower attackers, as well as the stamina of the midfielders who would be expected to pressure the opposition as soon as they gained possession of the ball. In attack, the team would play short passes within the midfield, using their crisp passing and dynamic movement to open up holes in the defence and create attacking opportunities.

 

4–2–3–1 formation

The 2010 World Cup confirmed a general shift toward a broadly counter-attacking, reactive 4–2–3–1 formation by the tournament's more successful teams.[67] Indeed, of the four semi-finalists in that tournament, all but Uruguay employed some variation of this tactic. This shape tends to utilise fluid movement between the four wing players, with full-backs expected to provide plenty of support to the wingers in front of them. Following the World Cup, most of the world's major leagues[clarification needed] have seen this tactic being used by an increasing number of teams.[cita

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https://en.wikipedia.org/wiki/Glossary_of_association_football_terms#O

Referee: the official who presides over a match, with the help of assistant referees and the fourth official.[209]

https://en.wikipedia.org/wiki/Boxing_styles_and_technique

 

Boxing styles[edit]

There are four generally accepted boxing styles that are used to define fighters. These are the swarmer, out-boxer, slugger, and boxer-puncher. Many boxers do not always fit into these categories, and it's not uncommon for a fighter to change their style over a period of time.

 

Swarmer[edit]

 

Julio Cesar Chavez (Swarmer)

The swarmer (in-fighter, crowder) is a fighter who attempts to overwhelm his opponent by applying constant pressure - taking away an opponent's spacing and timing. Swarmers tend to have a very good bob and weave, good power, a good chin, and a tremendous punch output (resulting in a great need for stamina and conditioning). Boxers who use the swarmer style tend to have shorter careers than boxers of other styles. Sustaining the adequate amount of training required to execute this style is nearly impossible throughout an entire career, so most swarmers can only maintain it for a relatively brief period of time. This inevitably leads to the gradual degradation of the sheer ability to perform the style, leaving him open to increasing amounts of punishment. This style favors closing inside an opponent, overwhelming them with intensity and flurries of hooks and uppercuts. They tend to be fast on their feet which can make them difficult to evade for a slower fighter; or are great at cutting the ring with precise footwork. They also tend to have a good "chin" because this style usually involves being hit with many jabs before they can maneuver inside where they are more effective.[2] Many swarmers are often either shorter fighters or fighters with shorter reaches, especially in the heavier classes, that have to get in close to be effective. Tommy Burns was the shortest Heavyweight champion at 5'7, while Rocky Marciano had the shortest reach at 67-68 inches. One exception is Jack Dempsey, who was nearly 6'1 with a 77-inch reach. Famous swarmers include Henry Armstrong, Carmen Basilio, Nigel Benn, Melio Bettina,[3] Tommy Burns, Joe Calzaghe, Julio Cesar Chavez, Steve Collins, Jack Dempsey, Joe Frazier, Kid Gavilan, Gennady Golovkin, Harry Greb, Emile Griffith, Fighting Harada, Ricky Hatton, Jake LaMotta, Rocky Marciano, Sam McVey, Sailor Tom Sharkey, Román González, Battling Nelson, Bobo Olson, Floyd Patterson, Mike Tyson, Aaron Pryor, Micky Ward, Roberto Duran and Mickey Walker.[4][5]

 

Out-boxer[edit]

 

Muhammad Ali (out-boxer)

The out-boxer (out-fighter, boxer) is the opposite of the swarmer. The out-boxer seeks to maintain a gap from their opponent and fight with faster, longer range punches. Out-boxers are known for being extremely quick on their feet, which often makes up for a lack of power. Since they rely on the weaker jabs and straights (as opposed to hooks and uppercuts), they tend to win by points decisions rather than by knockout, although some out-boxers can be aggressive and effective punchers.[2] Out-boxers such as Benny Leonard, Gene Tunney, Muhammad Ali, and Larry Holmes have many notable knockouts, but usually preferred to wear down their opponents and outclass them rather than just knock them out. Out-boxers also cross over frequently with counter-punch and/or swarming techniques, such as Naseem Hamed, who used his speed on his feet to avoid injury and his precision and power to carve his opponents down. Notable out-boxers include Muhammad Ali, Wilfred Benitez, Jack Blackburn, Cecilia Brækhus, Ezzard Charles, Kid Chocolate, Billy Conn, James J. Corbett, George Dixon, Chris Eubank, Tiger Flowers, Mike Gibbons, Tommy Gibbons, Holly Holm, Larry Holmes, Harold Johnson, Wladimir Klitschko, Jack Johnson, Junior Jones, Zab Judah, Herol Graham, Erislandy Lara, Benny Leonard, Tommy Loughran, Joey Maxim, Floyd Mayweather Jr., Philadelphia Jack O'Brien, Ken Overlin, Willie Pep, Maxie Rosenbloom, Barney Ross, Michael Spinks, Gene Tunney, Jersey Joe Walcott, and Pernell Whitaker.[5] The fictional character Apollo Creed is considered an out-boxer.

 

Slugger[edit]

 

George Foreman (Slugger)

If the out-boxer represents everything classy about boxing, the slugger (brawler, puncher) often stands for everything that's brutal in the sport. A lot of sluggers tend to lack finesse in the ring, but make up for it in raw power, often able to knock almost any opponent out with a single punch. This ability makes them exciting to watch, and their fights unpredictable. Most sluggers lack mobility in the ring and may have difficulty pursuing fighters who are fast on their feet. They usually throw harder, slower punches than swarmers or out-boxers and tend to ignore combination punching. Sluggers often throw predictable punching patterns (single punches with obvious leads) which can leave them open for counterpunching.[2] Sluggers can also be fast and unpredictable fighters, such as the case with Terry McGovern, Stanley Ketchel, and Rocky Graziano. While normally considered the most crude boxers, Bob Fitzsimmons was considered by many boxing historians to be highly scientific in his slugging techniques. Because of their similar brawling tactics, swarmers and sluggers are often confused with each other, and some fighters may fit into either category. Famous sluggers include Max Baer, Paul Berlenbach, Riddick Bowe, Rubin Carter, Gerry Cooney, Bob Fitzsimmons, George Foreman, Sonny Liston, Bob Foster,[6] Gene Fullmer, Ceferino Garcia, Arturo Gatti, Wilfredo Gomez, Rocky Graziano, Al Hostak, James J. Jeffries, Ingemar Johansson, Stanley Ketchel, Vitali Klitschko, Ron Lyle, Terry McGovern, Freddie Mills, Eddie Mustafa Muhammad, Ruben Olivares, Ricardo Mayorga, Ruslan Provodnikov, Earnie Shavers, John L. Sullivan, Joe Walcott, Vonda Ward, and Ann Wolfe.[5] Fictional characters Rocky Balboa and Clubber Lang are considered to be sluggers.

 

Boxer-puncher[edit]

 

Marvin Hagler (Boxer-Puncher)

The fourth style is the "boxer-puncher". He possesses many of the qualities of the out-boxer; hand speed, often an outstanding jab, combination and/or counter-punching skills, better defense and accuracy than a slugger, while possessing slugger type power. The Boxer-Puncher may also be more willing to fight in an aggressive swarmer-style than an out-boxer. In general the boxer-puncher lacks the mobility and defensive expertise of the pure boxer (exceptions include the Sugar Rays, Freddie Steele, and Joe Gans). Boxer-punchers usually do well against out-boxers, especially if they can match their speed and mobility. They also tend to match up well against swarmers, because the extra power often discourages the swarmer's aggression. Their only downfall are the big sluggers because once again, it only takes one punch and the lights are out. This would depend on the boxer-puncher's defense, chin, and mobility. They make for interesting fights and throw a sense of the unknown into some. Where a boxer-puncher is matched up against an out-boxer, the fight is great because depending on the style the boxer-puncher tries to use in the fight.[7] Boxer-punchers can be hard to categorize since they can be closer in style to a slugger, swarmer, or an out-boxer. Notable boxer-punchers include Laila Ali, Alexis Arguello, Marco Antonio Barrera, Tony Canzoneri,[8] Marcel Cerdan, Oscar De La Hoya, Roberto Duran, Joe Gans, Marvin Hagler, Thomas Hearns, Bernard Hopkins, Evander Holyfield, Eder Jofre, Roy Jones, Jr., Sam Langford, Sugar Ray Leonard, Lennox Lewis, Ricardo Lopez, Vasyl Lomachenko, Joe Louis, Christy Martin, Carlos Monzon, Archie Moore, Erik Morales, Jose Napoles, Manny Pacquiao, Sugar Ray Robinson, Luis Manuel Rodríguez,[9] Sandy Saddler, Carlos Zarate Serna, Freddie Steele,[10] James Toney, Felix Trinidad, Ike Williams, Jimmy Wilde, and Tony Zale .[5][11]

https://en.wikipedia.org/wiki/Light_Up_(puzzle)

Light Up (Japanese:美術館 bijutsukan), also called Akari, is a binary-determination logic puzzle published by Nikoli. As of 2011, three books consisting entirely of Light Up puzzles have been published by Nikoli.

Light Up is played on a rectangular grid of white and black cells. The player places light bulbs in white cells such that no two bulbs shine on each other, until the entire grid is lit up. A bulb sends rays of light horizontally and vertically, illuminating its entire row and column unless its light is blocked by a black cell. A black cell may have a number on it from 0 to 4, indicating how many bulbs must be placed adjacent to its four sides; for example, a cell with a 4 must have four bulbs around it, one on each side, and a cell with a 0 cannot have a bulb next to any of its sides. An unnumbered black cell may have any number of light bulbs adjacent to it, or none. Bulbs placed diagonally adjacent to a numbered cell do not contribute to the bulb count.

The game is made of quadrants

A typical starting point in the solution of a Light Up puzzle is to find a black cell with a 4, or a cell with a smaller number that is blocked on one or more sides (for example, a 3 against a wall or a 2 in a corner) and therefore has only one configuration of surrounding bulbs. After this step, other numbered cells may be illuminated on one or more sides, narrowing down the possible bulb configurations around them, and in some cases making only one configuration possible.

Another common technique is to look for a cell that is not yet lit, and determine if there is only one possible cell in which a bulb can be placed to light it up.

When it is unclear where to place a bulb, one may also place dots in white cells that cannot have bulbs, such as around a 0 or in places where a bulb would create a contradiction. For example, a light bulb placed diagonally adjacent to a 3 will block two of its surrounding cells, making it impossible to have three bulbs around it; therefore, the diagonal cells around a 3 can never have lights in them and can be always dotted. Similarly, one may put dots in places where a bulb would "trap" another unlit cell, making it impossible to light it up without breaking the rules.

More advanced techniques tend to focus on different combinations of clues. Two 3s that are one space apart, for example, with nothing between them or to the other two sides of the cell in between, must have a lightbulb in that space, and the two spaces next to the two threes, on the line joining them. If not, then one would have two lightbulbs illuminating each other. Also, from this deduction, the remaining four cells surrounding the threes must contain two lightbulbs. Note that as the four spaces are arranged in two rows with nothing in between, one must have one lightbulb to each row, so one can mark all other spaces in those rows as empty.

Another fairly common pattern is a 1 diagonally adjacent to a 2, with one of the spaces next to the 2 but not adjacent to the 1 either empty or walled off. At most one lightbulb can be placed in the two cells common to the two clues, so the last lightbulb must go in the last space around the 2. Now, it is known that there is exactly one lightbulb in those cells, so the other cells next to the 1 must both be empty.

https://en.wikipedia.org/wiki/Numberlink

Numberlink is a type of logic puzzle involving finding paths to connect numbers in a grid.

Numberlinks are made of quadrants

The player has to pair up all the matching numbers on the grid with single continuous lines (or paths). The lines cannot branch off or cross over each other, and the numbers have to fall at the end of each line (i.e., not in the middle).

It is considered that a problem is well-designed only if it has a unique solution[1] and all the cells in the grid are filled, although some Numberlink designers do not stipulate this.

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https://en.wikipedia.org/wiki/Sweet_Sixteen_(KHSAA_State_Basketball_Championship)

 

16 squares in the quadrant model

 

Sweet Sixteen (KHSAA State Basketball Championship)

From Wikipedia, the free encyclopedia

The Kentucky High School Athletic Association boys' and girls' state basketball championships are single elimination tournaments held each March featuring 16 high schools. Colloquially known as the Sweet Sixteen (the KHSAA holds a trademark on the phrase), the tournament takes place over four days at downtown Lexington's Rupp Arena for the boys and Highland Heights' BB&T Arena on the campus of Northern Kentucky University for the girls.

 

Contents [hide]

1 History of the Sweet Sixteen

2 Notable athletes who have competed in the Sweet Sixteen

2.1 Boys' (high school team/college team(s))

3 2016 Whitaker Bank KHSAA Boys' Sweet Sixteen

4 KHSAA Boys' Sweet Sixteen State Champions

4.1 Championships, by schools

5 KHSAA Girls' Sweet Sixteen State Champions

6 Schools with at least three boys' state championships

7 Schools with at least two girls' state championships

8 Notes and references

History of the Sweet Sixteen[edit]

The Kentucky High School Boys' Basketball State Tournament began in 1918. For fourteen years there were 18 regions that encompassed the tournament. Since 1932 there have only been 16 regions thus the term "Sweet Sixteen" was coined. Kentucky is one of only two states (Delaware is the other) that still play a state tournament without a class system that divides large and small schools into separate tournaments.[1]

 

The first six tournaments were held at the UK Gymnasium in Lexington. After 1923 the tournament continued in Lexington but moved to Alumni Gymnasium on the University of Kentucky's campus where it stayed from 1924 until 1944. In 1945 the tournament moved to the Louisville Gardens until 1950 when it moved back to Lexington. For five years the tournament was held at Memorial Coliseum on Kentucky's campus. In 1957 the tournament was held at the newly built Freedom Hall in Louisville. From 1957 until 1964 the tournament alternated each year between Freedom Hall and Memorial Coliseum.

 

In 1965 Freedom Hall agreed to host the tournament for fourteen consecutive years until 1978. In 1979 the opening of Rupp Arena led to the tournament's return to Lexington. Since the move to Rupp Arena in 1979 the tournament has traditionally been played in the world-famous arena. However, Freedom Hall has hosted the tournament six times since then with the last being in 1994. Since 1995 Rupp Arena has hosted the tournament each year.

Four Step Dance

http://gsndev.org/archives/webs/bces/8dances.htm

As in much Native American music, vocables are used instead of words. The Four-Step War Dance is one of the chants that does use part of the language.The dance is done similarly to the regular War Dance until the chanter tells the dancers to "oshta ha habli ha"--step four times.

IT IS A QUADRANT

https://en.wikipedia.org/wiki/Parcheesi

https://en.wikipedia.org/wiki/File:Parcheesi-board.jpg

Parcheesi is typically played with two dice, four pieces per player and a board with a track around the outside, four corner spaces and four home paths leading to a central end space. The most popular Parcheesi boards in America have 68 spaces around the edge of the board, 12 of which are darkened safe spaces. Each corner of the board contains one player's nest, or starting area.

THE LUDO BOARD DIAGRAM IS LITERALLY A QUADRANT MODEL WITH 16 SQUARES

 

https://en.wikipedia.org/wiki/File:Ludo-3.jpg

https://en.wikipedia.org/wiki/Ludo_(board_game)

 

Ludo /ˈluːdoʊ/, /ˈljuː-/ (from Latin ludo, "I play") is a board game for two to four[a] players, in which the players race their four tokens from start to finish according to die rolls. Like other cross and circle games, Ludo is derived from the Indian game Pachisi, but simpler. The game and its variants are popular in many countries and under various names.

There is 16 squares in the quadrant model
https://en.wikipedia.org/wiki/15_puzzle

The 15-puzzle (also called Gem Puzzle, Boss Puzzle, Game of Fifteen, Mystic Square and many others) is a sliding puzzle that consists of a frame of numbered square tiles in random order with one tile missing. The puzzle also exists in other sizes, particularly the smaller 8-puzzle. If the size is 3×3 tiles, the puzzle is called the 8-puzzle or 9-puzzle, and if 4×4 tiles, the puzzle is called the 15-puzzle or 16-puzzle named, respectively, for the number of tiles and the number of spaces. The object of the puzzle is to place the tiles in order by making sliding moves that use the empty space.

There is 16 squares in the quadrant model

https://en.wikipedia.org/wiki/15_puzzle

 

The 15-puzzle (also called Gem Puzzle, Boss Puzzle, Game of Fifteen, Mystic Square and many others) is a sliding puzzle that consists of a frame of numbered square tiles in random order with one tile missing. The puzzle also exists in other sizes, particularly the smaller 8-puzzle. If the size is 3×3 tiles, the puzzle is called the 8-puzzle or 9-puzzle, and if 4×4 tiles, the puzzle is called the 15-puzzle or 16-puzzle named, respectively, for the number of tiles and the number of spaces. The object of the puzzle is to place the tiles in order by making sliding moves that use the empty space.

 

 

The puzzle was "invented" by Noyes Palmer Chapman,[11] a postmaster in Canastota, New York, who is said to have shown friends, as early as 1874, a precursor puzzle consisting of 16 numbered blocks that were to be put together in rows of four, each summing to 34. Copies of the improved Fifteen Puzzle made their way to Syracuse, New York, by way of Noyes' son, Frank, and from there, via sundry connections, to Watch Hill, RI, and finally to Hartford (Connecticut), where students in the American School for the Deaf started manufacturing the puzzle and, by December 1879, selling them both locally and in Boston, Massachusetts. Shown one of these, Matthias Rice, who ran a fancy woodworking business in Boston, started manufacturing the puzzle sometime in December 1879 and convinced a "Yankee Notions" fancy goods dealer to sell them under the name of "Gem Puzzle". In late January 1880, Dr. Charles Pevey, a dentist in Worcester, Massachusetts, garnered some attention by offering a cash reward for a solution to the Fifteen Puzzle.[11]

 

The game became a craze in the U.S. in February 1880, Canada in March, Europe in April, but that craze had pretty much dissipated by July. Apparently the puzzle was not introduced to Japan until 1889.

 

Noyes Chapman had applied for a patent on his "Block Solitaire Puzzle" on February 21, 1880. However, that patent was rejected, likely because it was not sufficiently different from the August 20, 1878 "Puzzle-Blocks" patent (US 207124) granted to Ernest U. Kinsey.[11]

 

Sam Loyd[edit]

 

Sam Loyd's 1914 illustration

Sam Loyd claimed from 1891 until his death in 1911 that he invented the puzzle, for example writing in the Cyclopedia of Puzzles (published 1914): "The older inhabitants of Puzzleland will remember how in the early seventies I drove the entire world crazy over a little box of movable pieces which became known as the '14-15 Puzzle'."[12] However, Loyd had nothing to do with the invention or initial popularity of the puzzle, and in any case the craze was in 1880, not the early 1870s. Loyd's first article about the puzzle was published in 1886 and it was not until 1891 that he first claimed to have been the inventor.[11][13]

 

Some later interest was fuelled by Loyd offering a $1,000 prize for anyone who could provide a solution for achieving a particular combination specified by Loyd, namely reversing the 14 and 15.[14] This was impossible, as had been shown over a decade earlier by Johnson & Story (1879), as it required a transformation from an even to an odd combination.

 

Miscellaneous[edit]

The Minus Cube, manufactured in the USSR, is a 3D puzzle with similar operations to the 15-puzzle.

 

Bobby Fischer was an expert at solving the 15-Puzzle. He had been timed to be able to solve it within 25 seconds; Fischer demonstrated this on November 8, 1972, on The Tonight Show Starring Johnny Carson.

 

Several browser games are inspired of n-puzzle mechanic, e.g., Continuity[15] or Rooms.[16]

https://en.wikipedia.org/wiki/File:15-puzzle-loyd.svg

https://en.wikipedia.org/wiki/15_puzzle

 

Sam Loyd's unsolvable 15-puzzle, with tiles 14 and 15 exchanged. This puzzle is not solvable because moving it to the solved state would require a change of the invariant.

It is 2 by 2 quadrants

https://en.wikipedia.org/wiki/Minus_Cube

https://en.wikipedia.org/wiki/File:Minus_Cube_puzzle.jpg

The Minus Cube (Russian: «Минус-кубик») is a 3D mechanical variant of the n-puzzle which was manufactured in the Soviet Union. It consists of a bonded transparent plastic box containing seven small cubes, each glued together from two U-shape parts: one white and one coloured. The length of one side of the interior of the box is slightly more than twice the length of the side of a small cube. There is an empty space the size of one small cube inside the box and the small cubes are moveable inside the box by tilting the box causing a cube to fall into the space. The goal of the puzzle is to shuffle the cubes in such a way that on each side of the box, all of the faces of the small cubes are one color.

Rush Hour is a sliding block puzzle invented by Nob Yoshigahara in the 1970s. It was first sold in the United States in 1996. It is now being manufactured by ThinkFun (formerly Binary Arts).

 

 

The game comes with 12 cars and four trucks. 16 all together the last quadrant different. The quadrant model

https://en.wikipedia.org/wiki/Rush_Hour_(board_game)

 

The regular version comes with 40 puzzles split up into 4 different difficulties, ranging from Beginner to Expert. The deluxe edition has a black playing board, 60 new puzzles and has an extra difficulty, the Grand Master, which is harder than Expert. Puzzles falling in this difficulty range can only be sold with expansion packs of the original game. The regular version includes a travel bag. Extra puzzle card packs (in addition to the 40 or 60 cards included with the game) are also available. The deluxe edition also comes with shiny cars. In 2011, the board was changed to black like the deluxe edition; the cards was changed to new levels and to match the board change too.

 

Description[edit]

The board is a 6x6 grid with grooves in the tiles to allow cars to slide, and an exit hole which according to the puzzle cards, only the red car can escape. The game comes with 12 cars and 4 trucks, each colored differently. The cars take up 2 squares each; and the trucks take up 3.

https://en.wikipedia.org/wiki/Klotski

 

There are four quadrant squares in the game

https://en.wikipedia.org/wiki/File:HuaRongDao.jpg

The traditional Chinese wooden game Huarong Dao(華容道), where the largest block must be moved to the bottom middle location so that it can be slid over the border, without any of the other blocks being removed in this way. The game of Klotski may refer to a game with this specific layout, or to an identical game with a different tile setup.

FOUR CARD CUT

http://www.carolinaconjure.com/tarot-spreads.html

The Four-Card Cut

 

Picture

The Four-Card Cut is not a spread per se but rather a cutting of the cards into four stacks. It has been popularized by Miss Cat Yronwode on the Lucky Mojo Hoodoo Rootwork Radio Hour in the tradition of old-time readers and rootworkers. It is a very easy spread, which I personally have begun to use as my "go to" method of divination for most matters.

 

To do the four card cut, simply shuffle the cards as usual while focusing your thoughts on the question or issue at hand. When you are done, simply cut the cards in four stacks before you. They are then read beginning from left to right and in the following manner:

 

Past

Present

Future

Outcome

http://www.tapdancingresources.com/ensembles/four-step-brothers.htm

About the Four Step Brothers

 

information about career of the Four Step Brothers tap dancing quartet.

Videos of the Four Step Brothers Tap Dancing

 

- Known as "Eight Feet of Rhythem"

- Began as a teen-ge trio performing at the Cotton Club in NYC

- Begame a quartet in 1938

- First black act to perform at Radio City Music Hall in New York City

- First black act to perform at Chez Paris Club in Chicago

1938: Became a quartet (was a trio)

1960: Recieved Life Achievement Award from Dance Masters of America

1985: Braking Color Barriior award

1988: Received a star on the hollywood Walk of Fame in 1988

 

Members:

Maceo Anderson (original member, The Three Step Brothers)

Al Williams (original member, The Three Step Brothers)

Red Walker (original member, The Three Step Brothers)

Sherman Robinson (reason for new name "Four Ste4p broythers)

Prince Spencer

Slvester Johnson (replaced by Prince Spencer in 1941)

Prince Spencer (replaced Sylvester Johnson in 1941)

Edward Bozeman

 

About Prince C Spencer

- Born October 3, 1917 in Jenkinsville SC

- Joined the 4 step brothers in 1941

 

Video Clips of the Four Step Brothers

 

Film Career of the Four Step Brothers 1933 | "Barber Shop Blues" (short film) |

1943 | "Hi Buddy" |

1943 | "It Ain't Hay" |

1943 | "Rhythm of the Islands" |

1944 | "Shine on Harvest Moon" |

1944 | "Greenwich Village" |

1944 | "Carolina Blues"" |

1953 | "Here Come The Girls" |

1964 | "The Patsy" |

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FOUR CARD MORE ABSTRACT THAN THREE CARD- FIVE CARD IS QUINCUNX QUADRANT

http://www.masteringtarot.com/wp-content/uploads/2014/01/5-card-spread2.jpg

4-Card Tarot Spreads

 

Need a little more? Four card layouts are also easy enough to master without overwhelming you with cards.

 

A popular variety is the elemental spread. Deal out 4 cards, and they each represent air, earth, fire and water (in that order). The air card shows you what you need to give further thought to, the earth card represents the solid foundation of the situation, the fire card tells you what action you need to follow and the water card reflects your deeper emotions about the problem. It’s a little more abstract than the above 3-card options, but it gives you a place to stretch your imagination a bit more.

5-Card Tarot Card Spreads

 

Three and four cards can be a little limiting, so you might want to expand your layout a little to 5 cards instead. There is a bit more flexibility with five cards, so you’ll have a few variations available. One usual one is just a straight-line spread of 5 cards with the following positions:

 

5 card straight tarot spread

1. Past

2. Present

3. Influences you haven’t seen yet

4. How you should proceed

5. The final outcome of your situation

 

It’s similar to the 3-card layout, but adds in a few extra elements that can help you make your choices with guidance.

 

Another option is a Tarot spread targeted more towards relationship questions, sometimes called a T or cross spread. You deal out 5 cards like this:

5 card tarot card spreads

 

With this Tarot card spread, the cards have different meanings:

 

1. Your thoughts about the other person

2. How that other person views you

3. Something they are hoping for

4. Something they fear

5. How a relationship would proceed between you

 

This can give you some great insight into a potential relationship, as well as a peek into what your potential mate is like. That can be a handy starting point when trying to relate to them successfully.

 

These are just 2 examples of a 5-card layout. There are many other ways of looking at 5 cards, and the Tarot card spreads will continue to get more sophisticated as you add more cards.

easy.

Made of quadrants

https://en.wikipedia.org/wiki/Jeu_de_taquin

https://en.wikipedia.org/wiki/File:Jeu_de_taquin.svg

 

Example of a Jeu de taquin slide

In the mathematical field of combinatorics, jeu de taquin is a construction due to Marcel-Paul Schützenberger (1977) which defines an equivalence relation on the set of skew standard Young tableaux. A jeu de taquin slide is a transformation where the numbers in a tableau are moved around in a way similar to how the pieces in the fifteen puzzle move. Two tableaux are jeu de taquin equivalent if one can be transformed into the other via a sequence of such slides.

 

"Jeu de taquin" (literally "teasing game") is the French name for the fifteen puzzle.

It has four colors- four shapes on a quadrant grid- very famous puzzle

https://en.wikipedia.org/wiki/File:Missing_square_puzzle-AB.png

https://en.wikipedia.org/wiki/Missing_square_puzzle

 

The missing square puzzle is an optical illusion used in mathematics classes to help students reason about geometrical figures; or rather to teach them not to reason using figures, but to use only textual descriptions and the axioms of geometry. It depicts two arrangements made of similar shapes in slightly different configurations. Each apparently forms a 13×5 right-angled triangle, but one has a 1×1 hole in it.

 

A true 13×5 triangle cannot be created from the given component parts. The four figures (the yellow, red, blue and green shapes) total 32 units of area. The apparent triangles formed from the figures are 13 units wide and 5 units tall, so it appears that the area should be 

S

=

13

×

5

2

=

32.5

\textstyle {S={\frac {13\times 5}{2}}=32.5} units. However, the blue triangle has a ratio of 5:2 (=2.5), while the red triangle has the ratio 8:3 (≈2.667), so the apparent combined hypotenuse in each figure is actually bent. With the bent hypotenuse, the first figure actually occupies a combined 32 units, while the second figure occupies 33, including the "missing" square.

 

The amount of bending is approximately 1/28th of a unit (1.245364267°), which is difficult to see on the diagram of the puzzle, and was illustrated as a graphic. Note the grid point where the red and blue triangles in the lower image meet (5 squares to the right and two units up from the lower left corner of the combined figure), and compare it to the same point on the other figure; the edge is slightly under the mark in the upper image, but goes through it in the lower. Overlaying the hypotenuses from both figures results in a very thin parallelogram (represented with the four red dots) with an area of exactly one grid square, so the "missing" area.

Matsuyama's famous paradox uses four quadrilaterals in a quadrant formation

https://en.wikipedia.org/wiki/File:Missing_square_edit.gif

https://en.wikipedia.org/wiki/Missing_square_puzzle

Mitsunobu Matsuyama's "Paradox" uses four congruent quadrilaterals and a small square, which form a larger square. When the quadrilaterals are rotated about their centers they fill the space of the small square, although the total area of the figure seems unchanged. The apparent paradox is explained by the fact that the side of the new large square is a little smaller than the original one. If θ is the angle between two opposing sides in each quadrilateral, then the quotient between the two areas is given by sec2θ − 1. For θ = 5°, this is approximately 1.00765, which corresponds to a difference of about 0.8%.

ALL OF THIS IS IN MY OVER 50 QMR BOOKS

 

 

Sam Lloyd's famous paradoxical disseciton also uses four figures. at first the four figures make up 64 squares (Four quadrant model 16's- 64 is the double tetrahedron merkabah vector equilibrium what some call the geometry of existence)

 

https://en.wikipedia.org/wiki/File:Loyd64-65-dis_b.svg

 

Sam Loyd's paradoxical dissection. In the "larger" rearrangement, the gaps between the figures have a combined unit square more area than their square gaps counterparts, creating an illusion that the figures there take up more space than those in the square figure. In the "smaller" rearrangement, each quadrilateral needs to overlap the triangle by an area of half a unit for its top/bottom edge to align with a grid line.

https://en.wikipedia.org/wiki/Death_spiral_(figure_skating)

 

Death spirals can be performed in all four variants of inside/outside and forward/backward edges. The outside edge death spirals are considered more difficult than the inside edge variants. The forward outside death spiral is seen as the hardest of all.

 

Under the ISU Judging System, the death spiral is abbreviated as "Ds" in the protocol, and preceded by a capital F or B indicating the direction and lower-case i or o for the edge; the level appears as a digit following the four letters.[4] Thus the abbreviations are:

 

Edge Abbreviation

Forward Inside FiDs

Forward Outside FoDs

Backward Inside BiDs

Backward Outside BoDs

 

 

The backward outside death spiral was invented in 1928 by Charlotte Oelschlagel and Curt Neumann,[2] although it was first performed with the skaters holding both hands and the woman not fully lowered toward the ice.[citation needed] The current[vague] one-handed version was developed in the 1940s by the Canadian pair Suzanne Morrow and Wallace Diestelmeyer. The other death spiral variants were invented by Ludmila Belousova and Oleg Protopopov in the 1960s.[3] They assigned the following names to them: Cosmic spiral (backward inside), Life spiral (forward inside), and Love spiral (forward outside).

https://en.wikipedia.org/wiki/Quad_(figure_skating)

A jump harness is often employed in training quads.[76] Max Aaron stated that the smallest error may make the difference in the success of a quad attempt: "The minute your left arm is behind you, or your three-turn is too fast, if your hips don't turn in time, if your foot isn't in the right place, anything will throw you off."[76] Ross Miner stated that the quality of the ice sometimes plays a role but more on the quad salchow than the toe loop.[76] Practicing quads increases the risk of injury and wear and tear on a skater's body.[76]

 

 

 

The fourth is transcendent

 

A quad, or quadruple, is a figure skating jump with no less than four revolutions, no more than five revolutions.[1] Most quadruple jumps have exactly four revolutions; the quadruple Axel has 4½ revolutions, although no figure skater to date has completed this jump in competition. The quadruple toe loop and quadruple Salchow are the two most commonly skated in the discipline. Quadruple jumps have become increasingly common among World and Olympic level men's single skaters, to the point that not having one in a program may be considered a handicap.[2]

 

In the singles competition for men :

 

The first person to land a ratified quadruple jump in competition was Kurt Browning in 1988. He landed a quad Toe loop.

Lausanne, Switzerland - 1998 Junior Grand Prix Finals - Timothy Goebel of the United States became the first man to successfully land a quadruple Salchow and, in particular, a quad Salchow in combination.

On September 16, 2011, in the short program at the Colorado Springs Invitational, Brandon Mroz landed the first successful quad Lutz in a sanctioned competition.[3][4][5][6][7] On November 12, he landed a ratified quad Lutz at the NHK Trophy, becoming the first skater to land successfully a quad Lutz in international competition.

In April 2016, ratified at the Team Challenge Cup, Shoma Uno became the first skater to ever land a quadruple Flip at an international competition.[8]

Finally, Yuzuru Hanyu becomes the first skater in history to successfully land a quadruple Loop (also known as the "Rittberger" in Europe) in competition, at the 2016 CS Autumn Classic International.[9]

No quadruple Axel has been ratified yet.

In the singles competition for ladies, only Miki Ando has landed a ratified quadruple jump. In the pair skating competition, top skaters are executing either quad throw jumps or quad twist lifts.

https://en.wikipedia.org/wiki/Quadruple_jump_controversy

The fourth is always transcendent

 

At the 2010 Winter Olympics held in Vancouver, Canada, the final results of the men’s figure skating competition sparked what has been dubbed a quadruple jump controversy.[1][2]

 

At the heart of it lies a quadruple jump, the toughest jump there is in figure skating, done in combination with a triple toe loop, which Evgeni Plushenko of Russia landed in both his short and long programs. Evan Lysacek of the United States, however, did not include quads in either of his programs. Plushenko, who led Lysacek by half a point after the short figure skating program, was beaten out by the American in the final free skate despite performing a quadruple toe loop/triple toe loop.[3] Lysacek’s free skate was regarded as having lower difficulty but better quality than Plushenko's.[4][5]

 

Many experts of the field have offered their opinions about the results, and many members of the general public have weighed in on the controversy through online message boards, forums and social networking sites.

 

Though the argument over the quad has attracted attention mostly following the men's figure skating competition at the Vancouver Olympic Games of 2010, the controversy itself is rooted in the quad's history, and its role at major figure skating competitions, including the Winter Olympics. The jump had become so common in men's figure skating since Kurt Browning first landed it in 1988 that it came to be viewed as a deciding element in a winning program and the lack of it almost a handicap.[6]

 

Since the 1994 Olympics in Lillehammer, Norway, where Alexei Urmanov won gold without one, the quad, if landed in a competition (absent major weaknesses), made a difference between the first and lower placements. In a Sports Illustrated article dated January 19, 1998, E.M. Swift wrote that "no Olympic gold medal will ever again be won by a man who doesn't try a four-revolution jump." [7] Many, therefore, tried to make themselves competitive by including it in their skating arsenal. In the twelve years leading up to the 2010 Olympics, only two skaters won the World Figure Skating Championships without a quadruple jump. Both wins were under the new ISU judging system.

https://en.wikipedia.org/wiki/Toe_loop_jump

 

The fourth is always transcendent

 

Toe loop history[edit]

The toe loop was invented in the 1920s by Bruce Mapes, an American professional show skater.

 

Toe loops can be done as singles (one revolution is completed in the air), doubles, triples, and even quadruples. Thomas Litz was the first skater to land a triple toe loop, which he accomplished at the 1964 World Figure Skating Championships; Grzegorz Filipowski of Poland was the first skater to perform a triple-triple toe loop combination in competition, in 1980. Jozef Sabovcik of Czechoslovakia landed a quadruple toe loop at the 1986 European Championships which was recognized at the event but then ruled invalid three weeks later due to a touchdown with his free foot.[2] At the 1988 World Championships, Kurt Browning of Canada landed the first quad toe loop which has remained ratified.[1][3]

 

Today, many elite-level male skaters perform quadruple toe loops as a regular part of their repertoire, but so far no female skater has been credited with landing one successfully in competition. French skater Surya Bonaly made numerous attempts to land a quadruple toe loop in her career, but the judges deemed her attempts over-rotated triple jumps instead.[citation needed]

The wikipedia sight shows one of Panin's special figures was a quadrant (top right image)

Special figures was an event in the 1908 Summer Olympic Games. Nikolai Panin of Russia won the event.

https://en.wikipedia.org/wiki/File:Special_figures_by_Panin.png

https://upload.wikimedia.org/wikipedia/commons/1/1a/Special_figures_by_Panin.png

 

Special figures were a component of figure skating in the late 19th and early 20th centuries. Like compulsory figures, special figures involved tracing patterns on the ice with the blade of one ice skate. This required the skater to display significant balance and control while skating on one foot.

https://en.wikipedia.org/wiki/Figure_skating_at_the_1908_Summer_Olympics

At the 1908 Summer Olympics in London, four figure skating events were contested. This took place at the Prince's Skating Club, in the district of Knightsbridge. It was the first time that a type of winter sport was ever introduced in the Olympic Games, 16 years before the first Winter Olympics in Chamonix.

 

The competition took place on October 28 and 29, 1908.

 

The number of competitors was very low, with 2 events having only 3 entrants, guaranteeing a medal for participation.

 

Contents [hide]

1 Medal summary

1.1 Medalists

1.2 Medal table

2 Participating nations

3 References

Medal summary[edit]

Medalists[edit]

Event Gold Silver Bronze

Men's singles Ulrich Salchow

Sweden Richard Johansson

Sweden Per Thorén

Sweden

Men's special figures Nikolai Panin

Russian Empire Arthur Cumming

Great Britain Geoffrey Hall-Say

Great Britain

Ladies' singles Madge Syers

Great Britain Elsa Rendschmidt

Germany Dorothy Greenhough-Smith

Great Britain

Pair skating Anna Hübler

/ Heinrich Burger

Germany Phyllis Johnson

/ James H. Johnson

Great Britain Madge Syers

/ Edgar Syers

Great Britain

https://en.wikipedia.org/wiki/File:Special_figures.svg

 

Nikolai Aleksandrovich Panin-Kolomenkin (Russian: Николай Александрович Панин-Коломенкин; 8 January 1872 [O.S. 27 December 1871] – 19 January 1956) was a Russian figure skater and coach. He won the gold medal in special figures in the 1908 Summer Olympics. Panin was Russia's first Olympic champion.[1][2]

 

The third one to the bottom on the left is another sort of a fourfold special figure by Panin. The second one down on the left has two sort of quadrants in it

Figure 8 is sort of a quadrant

https://en.wikipedia.org/wiki/Compulsory_figures

 

The fourth is transcendent- the flower- four lobes---- most of the skaters did three

 

Compulsory figures or school figures were formerly an aspect of the sport of figure skating, from which the sport derives its name. Carving specific patterns or figures into the ice was the original focus of the sport. The patterns of compulsory figures all derive from the basic figure eight.

 

The Ice Skating Institute includes in its highest test level a number of figures from outside the ISU standard rulebook:

 

"Rocker Double Three" is essentially a "rocker" (ISU 20-21) with "double-three" (ISU 10-13, 28-29, 36-37) outer lobes

"Paragraph Bracket Loop," is a figure with a one full-size lobe, with a bracket turn, and one loop-size lobe, with a loop

"Loops to the Outside" has two loop-sized lobes (with the loops skated outside the lobes instead of inside) on either end of a full-sized central lobe

"The Flower," which has four loop-sized lobes (again, with the loops on the outside of the lobes) enclosed (at the 0, 90, 180, and 270 degree points) within a large outer lobe, with alternating three and bracket turns (at the 45, 135, 225, and 315 degree points).

https://en.wikipedia.org/wiki/Synchronized_skating

16 is the squares of the quadrant model

https://en.wikipedia.org/wiki/File:Haydenettes2013-01.jpg

US Figure Skating Senior Championship[edit]

Main article: U.S. Synchronized Skating Championships

The Senior team level consists of 16 skaters. Skaters must be at least 15 years old and have passed the Novice Moves in the Field test.

 

Look at how the Haydenettes form a quadrant with four of them on each corner and the fourth is different on each one (raised). They form a quadrant model and they won the competition

 

The Haydenettes, the 25-time US Synchronized Skating National Champions

"four strikeouts in an inning" (the fourth is always different)

https://en.wikipedia.org/wiki/Strikeout#More_than_three_strikeouts_in_an_inning

 

History[edit]

Early rules stated that "three balls being struck at and missed and the last one caught, is a hand-out; if not caught is considered fair, and the striker bound to run." The modern rule has changed very little. The addition of the called strike came in 1858.

 

In 1880, the rules were changed to specify that a third strike had to be caught on the fly. A later adjustment to the dropped third strike rule specified that a batter is automatically out when there are fewer than two out and a runner on first base. In 1887, the number of strikes for an out was changed to four, but it was promptly changed back to three the next season.

 

More than three strikeouts in an inning[edit]

See also: Uncaught third strike

If a third strike is not caught cleanly by the catcher, it is still recorded as a strikeout for both the pitcher and the batter, but the batter is not out but becomes a runner, and the play is still alive. (This is not true when first base is occupied and there are fewer than two outs; see Uncaught third strike.)[5] The batter-runner may occupy first base unless the defense tags him out or throws him out. Therefore, a pitcher can achieve more than three strikeouts in one standard half-inning.

 

Prior to 1960, the event occurred only eight times.[6] The first Major League player to be credited with the feat was Ed "Cannonball" Crane of the New York Giants on October 4, 1888.[7] It has occurred in Major League Baseball 76 times.[8][9] Chuck Finley accomplished the feat on May 12 and August 15, 1999, with the Anaheim Angels and again on April 16, 2000, with the Cleveland Indians. Pete Richert of the Los Angeles Dodgers is the only pitcher to do it in his MLB debut (April 12, 1962, against the Cincinnati Reds).[10] Steve Delabar struck out 4 men in the 10th inning, and recorded the win in a 3-2 victory over the Chicago White Sox on August 13, 2012, making him the first pitcher in major league history to record four strikeouts in an extra inning.[11]

 

For a list of pitchers who have achieved more than three strikeouts in an inning, including the most recent pitcher to do so, see List of Major League Baseball single-inning strikeout leaders.

 

Five strikeouts in one inning has never occurred in a regulation Major League Baseball game. It has occurred at least three times at the minor league level. Mike Schultz of the Lancaster JetHawks struck out five batters in one inning on July 16, 2004, and Garrett Bauer of the Rockford RiverHawks struck out five batters in one inning on July 1, 2008.[12]

 

Houston Astros pitcher Joe Niekro struck out five Minnesota Twins batters in the first inning of an exhibition spring training game,[13] April 7, 1976 at New Orleans. Niekro's catcher, Cliff Johnson, was charged with five passed balls in the inning.[14] Exhibition games are not recorded in official statistics.

 

In baseball, the fourth out is a legal out made by the defense after three outs in a half-inning already have been made. According to the rules, the third out does not cause the ball to become dead; if the fielders make a subsequent out that prevents a run from scoring, this out will supersede the apparent third out, thus becoming the recorded third out.[1] For statistical purposes, the apparent third out is "undone" and the fourth out's result is recorded instead. With the advent of video replay appeals, a new rationale for making extra out(s) has emerged - insurance against a prior out being undone on appeal. These fourth out situations are not the same as four strikeouts in an inning.

https://en.wikipedia.org/wiki/2009_Rugby_League_Four_Nations

The 2009 Rugby League Four Nations tournament (officially known as the Gillette Four Nations due to sponsorship[1]) was the first Rugby League Four Nations since its expansion from the Tri-Nations tournament. Played in England and France over three weeks from Friday, 23 October until Saturday, 14 November,[2] France and England competed for the first time, with Great Britain's permanent split into the home nations' national teams following the 2007 New Zealand All Golds Tour. The tournament culminated in a final between world number 1 side Australia and hosts England. After 60 minutes of highly competitive football, Australia ran away with the match, scoring a barrage of late tries to win 46-16.[3]

 

The 2009 series was the first of three Four Nations series planned before the 2013 Rugby League World Cup, with the venues rotating between Europe and the South Pacific.[4] The RLIF also stated that the next Four Nations would be held 2010.

https://en.wikipedia.org/wiki/Base_on_balls

A common nickname for the intentional walk is four-finger salute, since most managers call for an intentional walk by holding up four fingers. Outside the professional leagues, such as in high school or college baseball, the manager may simply request to the plate umpire to let the batter go to first instead of having the pitcher waste four outside pitches.

https://en.wikipedia.org/wiki/Base_on_balls

A base on balls (BB), also known as a walk, occurs in baseball when a batter receives four pitches that the umpire calls balls, and is then entitled to reach first base without the possibility of being called out. The base on balls is defined in Section 2.00 of baseball's Official Rules,[1] and further detail is given in 6.08(a).[2] It is considered a faux pas for a professional player to walk to first base; the batter-runner and any advancing runners normally jog on such a play, with Pete Rose earning his nickname "Charlie Hustle" due to him running towards first on a walk.[3][4]

https://en.wikipedia.org/wiki/Strike_zone

Strikes are desirable for the pitcher and the fielding team, as three strikes result in a strikeout of that batter. A pitch that misses the strike zone is called a ball. Balls are desirable for the batter and the batting team, as four balls allow the batter to take a base on balls.

 

In baseball a batter against whom four balls are recorded is awarded a base on balls or walk, a free advance to first base.

https://en.wikipedia.org/wiki/Fastball

A straight pitch is achieved by gripping the ball with the fingers across the wide part of the seam (called a "four-seam fastball") so that both the index and middle fingers are touching two seams perpendicularly. A sinking fastball is thrown by gripping it across the narrow part (a "two-seam fastball") so that both the index and middle fingers are along a seam. Lateral motion is achieved by holding a four-seam fastball off-center (a "cut fastball"), and sinking action with a lateral break is thrown by splitting the fingers along the seams (a "split-finger fastball").

 

Four-seam fastball[edit]

Main article: Four-seam fastball

The four-seam fastball is the most common variant of the fastball. The pitch is used often by the pitcher to get ahead in the count or when he needs to throw a strike. This type of fastball is intended to have minimal lateral movement, relying more on its velocity. It is often perceived as the fastest pitch a pitcher throws, with recorded top speeds above 100 mph. The fastest pitch recognized by MLB was on September 25, 2010, at Petco Park in San Diego by then Cincinnati Reds left-handed relief pitcher Aroldis Chapman. It was clocked at 105.1 miles per hour. [2] April 19, 2011 Chapman lit up the stadium radar gun at 106 MPH (the TV-reading had his pitch at 105 MPH, and the pitchF/X reading was actually 102.4 MPH). [3] Two general methods are used to throw a four-seam fastball. The first and most traditional way is to find the horseshoe seam area, or the area where the seams are the farthest apart. Keeping those seams parallel to the body, the pitcher places his index and middle fingers perpendicular to them with the pads on the farthest seam from him. The thumb then rests underneath the ball about in the middle of the two fingers. With this grip, the thumb will generally have no seam on which to rest.

 

Cutter[edit]

Main article: Cutter (baseball)

A cut fastball, or "cutter", is similar to a slider, but the pitcher tends to use a four-seam grip. The pitcher shifts the grip on a four-seamer (often by slightly rotating the thumb inwards and the two top fingers to the outside) to create more spin. This usually causes the pitch to shift inwards or outwards by a few inches, less than a typical slider, and often late. A cutter is effective for pitchers with a strong four-seamer since the grip and delivery look virtually identical. The unexpected motion will often fool batters into hitting the ball off-center, or missing it altogether.

 

Mariano Rivera, a relief pitcher for the New York Yankees, is known for throwing a cutter. In his prime, Rivera could deliver late motion while throwing the ball around 95 mph. Brian Wilson of the Dodgers also throws a cutter. Al Leiter rode his cutter to 162 career wins and a no-hitter. Roy Halladay of the Philadelphia Phillies also throws a cut fastball, but claims that overusing it has given him forearm trouble,[citation needed] which may have prematurely ended Halladay's 2006 season due to forearm stiffness,[citation needed] since the grip causes more stress than a standard four-seamer. Yankee Andy Pettitte is another pitcher who throws the cutter. On a June 3, 2007, game against the Red Sox, announcer Joe Morgan estimated that of Pettitte's 87 pitches, 83 of them were cutters. Jamie Moyer used a cutter that became an important pitch due to his relatively low velocity late in his career. Many other major league pitchers have added the cut fastball, as well.

https://en.wikipedia.org/wiki/Hurdling

In the 100 and 110 meter hurdle events, the fastest hurdlers use the three-step technique. This means that three large steps are taken in between all of the hurdles. In order to do this efficiently, hurdlers must take long strides and maintain their speed for the entire race. If a hurdler begins to slow down while three-stepping, they may not be able to make it through all of the hurdles and may have to switch to four-stepping or five-stepping technique. When three- or five-stepping, a hurdler will use the same lead leg for all of the hurdles. If a hurdler four-steps, they will have to switch lead legs at each hurdle.

 

There are also shuttle hurdle relay races, although they are rarely run. They are usually only found at track meets that consist entirely of relay races. In a shuttle hurdle relay, each of four hurdlers on a team runs the opposite direction from the preceding runner. The standard races correspond to the standard sprint hurdle races: 4 × 110 m for men and 4 × 100 m for women.[16] The shuttle hurdle relay has a maximum of only 4 teams, since most tracks only have 8 lanes. Two lanes will be taken up by one team. The #1 and #3 runners on the team will run in one direction down one specific lane and the #2 and #4 runners will run in the opposite direction in the other lane. The runners on each team go in sequence from 1 to 4. Instead of using batons the runners waiting for their teammate to finish must wait until their teammate gets to a certain point to begin their part of the race. There will be an official looking to see if they take off too early. If they do so then they will be disqualified, if they take off late then it will just hurt their time and chances of winning the event.

FUR PAWNS FOUR COLORS A QUADRANT

https://en.wikipedia.org/wiki/File:Parch%C3%ADs.svg

https://en.wikipedia.org/wiki/Parch%C3%ADs

Parchís is a Spanish board game of the Cross and Circle family. It is an adaptation of the Indian game Pachisi. Parchís is a Spanish board game of the Cross and Circle family. It is an adaptation of the Indian game Pachisi. Parchís was a very popular game in Spain at one point as well as in Europe[citation needed], and it is still popular specially among adults and seniors.[citation needed] Since it uses dice, Parchís is not usually regarded as an abstract strategy game like checkers or chess. It does not depend entirely on luck either, since the four pawns under a player's command demand some sort of strategy.

 

Parchís is license-free in Spain, so in stores it is just as easy to find as a deck of cards, and is usually cheaper. Although the original game allows up to four players (that is, the board counts four colors: yellow, blue, red and green), six-player versions are not hard to find (adding orange and purple, in that order), and eight-player boards can be found in big toy stores.

https://en.wikipedia.org/wiki/4_×_100_metres_relay

4 × 100 metres relay

From Wikipedia, the free encyclopedia

 

The finish at the Rio 2016 Olympics.

The 4 × 100 metres relay or sprint relay is an athletics track event run in lanes over one lap of the track with four runners completing 100 metres each. The first runners must begin in the same stagger as for the individual 400 m race. A relay baton is carried by each runner and must be passed within a 20 m changeover box (usually marked by yellow lines) which extends 10 m on either side of each 100 m mark of the race. Another line is marked 10 m further back, marking the earliest point at which the outgoing runner may begin (giving up to 10 m of acceleration before entering the passing zone).[citation needed]

 

Transferring of the baton in this race is typically blind. The outgoing runner reaches a straight arm backwards when they enter the changeover box, or when the incoming runner makes a verbal signal. The outgoing runner does not look backwards, and it is the responsibility[citation needed] of the incoming runner to thrust the baton into the outstretched hand, and not let go until the outgoing runner takes hold of it. Runners on the first and third legs typically run on the inside of the lane with the baton in their right hand, while runners on the second and fourth legs take the baton in their left. Polished handovers can compensate for a lack of basic speed to some extent, and disqualification for dropping the baton or failing to transfer it within the box is common, even at the highest level.[citation needed]

 

The 4×100 metres relay at the Summer Olympics is the shortest track relay event held at the multi-sport event. The men's relay has been present on the Olympic athletics programme since 1912 and the women's event has been continuously held since the 1928 Olympics. It is the most prestigious 4×100 m relay race at elite level.

https://en.wikipedia.org/wiki/Relay_race

Relays in swimming[edit]

 

Swimmers about to make the pass during a relay race.

A swimming relay of four swimmers usually follows this strategy: second-fastest, third-fastest, slowest, then fastest (anchor). However, it is not uncommon to see either the slowest swimmer racing in the second slot (creating an order of second-fastest, slowest, third-fastest, and then fastest), or an order from slowest to fastest (an order of slowest, third-fastest, second-fastest, fastest).[citation needed]

 

FINA rules require that a foot of the second, third or fourth swimmer must be contacting the platform while (and before) the incoming teammate is touching the wall; the starting swimmer may already be in motion, however, which saves 0.6–1.0 seconds compared to a regular start. Besides, many swimmers perform better in a relay than in an individual race owing to a team spirit atmosphere. As a result, relay times are typically 2–3 seconds faster than the sum of best times of individual swimmers.[1]

 

The three standard relays raced at the Olympics are the 4 × 100 m freestyle relay, 4 × 200 m freestyle relay and 4 × 100 m medley relay.

 

Relays in athletics[edit]

 

A final leg runner for the University of Wisconsin

In athletics, the two standard relays are the 4 × 100 metres relay and the 4 × 400 metres relay. Traditionally, the 4 × 400 m relay finals are the last event of a track meet,[citation needed] and is often met with a very enthusiastic crowd, especially if the last leg is a close race.[A] It is hard to measure exact splits in a 4 × 400 (or a 4 × 100) relay. For example, if a team ran a 3-minute 4 × 400, it does not mean every runner on the team has to run a 45-second open 400, because a person starts accelerating before he/she has the baton, therefore allowing for slightly slower overall open 400 times. A 4 × 400 relay generally starts in lanes for the first leg, including the handoff. The second leg then proceeds to run in lanes for the first 100 metres, after which point the runners are allowed to break into the first lane on the backstretch, as long as they do not interfere with other runners. A race organizer then puts the third leg runners into a line depending on the order in which they are running (with the first place closest to the inside). The faster teams pass first, while the slower teams have to slide in to the inside lanes as they come available.

 

4 × 200, 4 × 800, and 4 × 1600 relays exist as well, but they are rarer, especially at the high school level, where schools generally have only one or two competitive strong runners in such events.

 

Medley relay[edit]

Medley relay events are also occasionally held in track meets, usually consisting of teams of four runners running progressively longer distances. The distance medley relay consists of four legs run at distances of 1200, 400, 800, and 1,600 metres, in that order. The sprint medley relay usually consists of four legs run at distances of 400, 200, 200, and 800 metres, though a more uncommon variant of 200, 100, 100 and 400 metres (sometimes called a short sprint medley) also exists. See also Swedish relay.

 

 

Relays commemorative coin

In medley swimming, each swimmer uses a different stroke (in this order): backstroke, breaststroke, butterfly, and freestyle, with the added limitation that the freestyle swimmer cannot use any of the first three strokes. At competitive levels, essentially all freestyle swimmers use the front crawl. Note that this order is different from that for the individual medley, in which a single swimmer swims butterfly, backstroke, breaststroke, and freestyle in a single race, in that order.

https://en.wikipedia.org/wiki/4_×_800_metres_relay

 

The 4 × 800 meters relay is an athletics track event in which teams comprise four runners who each complete 800 meters or 2 laps on a standard 400 meter track.

https://en.wikipedia.org/wiki/4_×_200_metres_relay

4 × 200 metres relay

From Wikipedia, the free encyclopedia

The 4 × 200 metres relay is an athletics track event in which teams comprise four runners who each complete 200 metres or half a lap on a standard 400 metre track. The event is a world record eligible event, but is not a standard event at most track meets, though certain leagues regularly conduct this event as part of their program.

 

Contents [hide]

1 Description

2 World record

3 European record

4 External links

5 References

Description[edit]

There are multiple formats under which the race can be conducted. If the track is marked for a four-turn stagger format, the runners can stay in their lanes throughout the race. In such a situation, the outer lanes could appear to start 2/3 of the way through the first turn. The markings for such a special zone should be colored red, though many tracks deviate from the standard marking colors. On a conventionally marked track, the race can be run starting at the normal 400 metres (and 4x100 metres relay) start line. As a two-turn stagger, the first exchange would take place in the standard second passing zone of the 4x100 metres relay, the second pass taking place in the normal (lane one, extended) 4x400 metres relay zone. After that exchange, the runner would break into lane one and make a third exchange in lane one of the second standard 4x100 metres relay zone.

https://en.wikipedia.org/wiki/4_×_400_metres_relay

The 4 × 400 metres relay or long relay is an athletics track event in which teams consist of four runners who each complete 400 metres or one lap. It is traditionally the final event of a track meet. At top class events, the first 500 metres is run in lanes. Start lines are thus staggered over a greater distance than in an individual 400 metres race; the runners then typically move to the inside of the track.

 

Relay race runners typically carry a relay baton which they must transfer between teammates. Runners have a 20 m box (usually marked with blue lines) in which to transfer the baton. The first transfer is made within the staggered lane lines; for the second and third transfers, runners typically line up across the track despite the fact that runners are usually running in line on the inside of the track. This prevents confusion and collisions during transfer. Unlike the 4 × 100 m relay, runners in the 4 × 400 typically look back and grasp the baton from the incoming runner, due to the fatigue of the incoming runner, and the wider margins allowed by the longer distance of the race. Consequently, disqualification is rare.

https://en.wikipedia.org/wiki/Swedish_relay

 

Swedish relay

From Wikipedia, the free encyclopedia

Swedish relay is an athletics track event in which teams comprise four runners. The first runner runs 100 meters, the second one 200 m, the third one 300 m and the fourth runner 400 m, so the total length of the race is one kilometer.

 

Usually Swedish relay is run in the competitions of children and youth, but it has also been run in the DN-Galan, Super Grand Prix competition in Stockholm. It is also contested at Norwegian Championships; the most successful clubs historically being IK Tjalve, IL i BUL and IL Gular.[1][2]

 

The unofficial world record has been set by a team of four Jamaicans, Christopher Williams, Usain Bolt, Davian Clarke and Jermaine Gonzales at the DN Galan of 25 July 2006 with 1:46.59.[3][4]

 

The medley relays have been a regular part of the World Youth Championships in Athletics and were contested by continental teams at the 2010 Summer Youth Olympics were run in this format.

https://en.wikipedia.org/wiki/4_×_1500_metres_relay

The 4 x 1500 meters relay is an athletics track event in which teams comprise four runners who each complete 1500 meters or 3.75 laps on a standard 400 meter track.

https://en.wikipedia.org/wiki/Distance_medley_relay

 

The distance medley relay (DMR) is an athletic event in which four athletes compete as part of a relay. With its inclusion in the IAAF World Relays program, the IAAF announced on May 1, 2015 that the event would be an official world record event.[1]

 

Unlike most track relays, each member of the team runs a different distance. A distance medley relay is made up of a 1200 meter leg (three laps on a standard 400 meter track), a 400 meter leg (one lap), an 800 meter leg (two laps), and a 1600 meter leg (four laps) in that order. The total distance run is 4000 meters, or nearly 2.5 miles. Aside from the 400 meter segment, which is a sprint, all legs are a middle distance run. Prior to going metric, the distance medley relay consisted of a 440 yard leg, an 880 yard leg, a 1320 yard leg and a one mile leg. The total distance for the old distance medley relay was 4400 yards and the total distance for the current metric distance medley relay is 4374.45 yards - slightly over 25 yards shorter than the old race.

https://en.wikipedia.org/wiki/Sprint_medley_relay

 

The sprint medley relay (SMR) is a track and field event in which teams of four athletes compete over sprinting distances as part of a relay race. Unlike most track relays, each member of the team runs a different distance. The sprint medley is rather uncommon, run most frequently at non-championship track meets which are focused on relays. Since these are not championship events, specific criteria for the event are not in common rulebooks. This leads to localized variations.

 

Sprint medley usually consists of two shorter sprints, followed by two single longer events. Usual conduct for safety is to run the shorter events first, in lanes to allow faster moving sprinters to exchange without interference. And faster moving athletes will have a more consistent tempo to prepare a handoff than with longer sprinters who are more prone to decelerate inconsistently as they finish their leg. By running two shorter sprints, mathematically the events can be conducted over an even number of laps.

 

Contents [hide]

1 Variations

2 Conduct

2.1 1-1-2-4

2.1.1 2-1-1-4

2.2 2-2-4-8

3 See also

4 References

Variations[edit]

Common lengths of the race could be 800 meters or 1600 meters. The 800 meters variation usually would be two 100 meters legs, a 200 meters leg and a 400 meters leg. The 800 meter version is sometimes referred to as the Super Sprint Medley Relay to distinguish it from the longer version. More commonly, the 800 meters version is distinguished by abbreviated leg numbers (1-1-2-4). The events are usually not referred to by their cumulative distance as that would tend to indicate 4 legs of the same distance. The 1600 meters variation usually would be two 200 meters legs, a 400 meters leg and an 800 meters leg. It would be named numerically (2-2-4-8).[1] Some have done a 1000 meters variation, which does not fit into an even number of laps, running a 100 meters leg, a 200 meters leg, a 300 meters leg and a 400 meters leg. The (1-2-3-4) format is referred to as the Swedish relay. At some youth level meets, where the handoff is not as refined, the 400 meters leg has been conducted first. This is consistent with a related event, the Distance medley relay which starts with a longer race. At a higher level of athlete, this would put handoffs for short sprinting legs into theoretical common passing zones unless the track is specifically marked with the 4 turn stagger required to run a 4 x 200 meters relay entirely in lanes. Short sprinters moving around in a common passing zone at the last moment is a potentially chaotic situation.

 

Conduct[edit]

The descriptions below describe how to conduct the variations of the event using commonly available markings. It is assumed 4 turn staggers are not common, and even if they are marked, appropriate passing zones are not marked for the (1-1-2-4) version using either a 4 turn or 3 turn stagger. So these descriptions use a standard 2 turn stagger, causing the athletes to break to the inside following the exchange at the end of the first lap. Colors mentioned are specific only if the track is marked following rulebook recommendations. Since they are only recommendations in the rulebook, some tracks choose to paint their lines using localized color schemes.

 

1-1-2-4[edit]

The start and first two legs are conducted identical to a 4x100 meters relay, using the same passing zones, these would be colored yellow. The third leg of 200 meters would skip the third 4x100 zone and handoff at the blue 4x400 meters relay passing zone. Because the incoming leg is running 200 meters, the outgoing 400 meters leg is allowed to use the acceleration zone before the pass.[2] After receiving the baton, the final leg would break to the inside as in a 4x400 race on a 2 turn stagger.

 

2-1-1-4[edit]

Some might choose to run the 200 meter leg first, inverting the skipped zone on the first lap from the third zone to the first zone.

 

2-2-4-8[edit]

The race would start the same as a 4x100, but since the first two athletes are doing 200 meters, would skip the first and third exchange zones, only using the yellow second zone half way around the track. On an indoor 200 meter track, this would be conducted in exactly the same fashion as an outdoor 4x400, with the runners breaking to the inside following the first lap, except the athletes would be allowed to use the acceleration zone. On an outdoor track, the third runner would exchange in the standard blue 4x400 zone and would then break inside. The final exchange would also be like a 4x400 exchange, but the final runner would do an 800 meters.

https://en.wikipedia.org/wiki/Hammer_throw

The hammer throw is one of the four throwing events in regular track and field competitions, along with the discus throw, shot put and javelin

https://en.wikipedia.org/wiki/Weight_throw

For advanced male athletes, the light weight is 28 lb, or two stones (12.7 kg). The heavy weight is 56 lb, or four stone (25.4 kg).

 

The size of the weight varies with the competition class. Advanced male athletes throw a 25 kg (56 lb. or four stone) weight, female athletes throw a 12 kg (28 lb.) weight and male master class or senior athletes throw a 19 kg (42 lb). weight

https://en.wikipedia.org/wiki/Long_jump

Takeoff[edit]

 

Takeoff board

The objective of the takeoff is to create a vertical impulse through the athlete's center of gravity while maintaining balance and control.

 

This phase is one of the most technical parts of the long jump. Jumpers must be conscious to place the foot flat on the ground, because jumping off either the heels or the toes negatively affects the jump. Taking off from the board heel-first has a braking effect, which decreases velocity and strains the joints. Jumping off the toes decreases stability, putting the leg at risk of buckling or collapsing from underneath the jumper. While concentrating on foot placement, the athlete must also work to maintain proper body position, keeping the torso upright and moving the hips forward and up to achieve the maximum distance from board contact to foot release.

 

There are four main styles of takeoff: the kick style, double-arm style, sprint takeoff, and the power sprint or bounding takeoff.

 

Kick[edit]

The kick style takeoff is where the athlete actively cycles the leg before a full impulse has been directed into the board then landing into the pit. This requires great strength in the hamstrings. This causes the jumper to jump to large distances.

 

Double-arm[edit]

The double-arm style of takeoff works by moving both arms in a vertical direction as the competitor takes off. This produces a high hip height and a large vertical impulse.

 

Sprint[edit]

The sprint takeoff is the style most widely instructed by coaching staff. This is a classic single-arm action that resembles a jumper in full stride. It is an efficient takeoff style for maintaining velocity through takeoff.

 

Power sprint or bounding[edit]

The power sprint takeoff, or bounding takeoff, is one of the more common elite styles. Very similar to the sprint style, the body resembles a sprinter in full stride. However, there is one major difference. The arm that pushes back on takeoff (the arm on the side of the takeoff leg) fully extends backward, rather than remaining at a bent position. This additional extension increases the impulse at takeoff.

 

The "correct" style of takeoff will vary from athlete to athlete.

https://en.wikipedia.org/wiki/Pole_vault

Pole vaulting is a track and field event in which a person uses a long, flexible pole (which today is usually made either of fiberglass or carbon fiber) as an aid to jump over a bar. It is typically classified as one of the four major jumping events in athletics, alongside the high jump, long jump and triple jump.

https://en.wikipedia.org/wiki/Heptathlon

Women's heptathlon is the combined event for women contested in the Athletics program of the Olympics and in the IAAF World Championships in Athletics. The IAAF World Combined Events Challenge determines a yearly women's heptathlon champion. The women's outdoor heptathlon consists of the following events, with the first four contested on the first day, and the remaining three on day two:

 

100 metres hurdles

High jump

Shot put

200 metres

Long jump

Javelin throw

800 metres

https://en.wikipedia.org/wiki/Track_and_field

 

There are four jumping events in track

Long jump

Naide Gomes in the jumping phase of the event

Main article: Long jump

The long jump is one of the oldest track and field events, having its roots as one of the events within the ancient Greek pentathlon contest. The athletes would take a short run up and jump into an area of dug up earth, with the winner being the one who jumped farthest.[57] Small weights (Halteres) were held in each hand during the jump then swung back and dropped near the end to gain extra momentum and distance.[58] The modern long jump, standardised in England and the United States around 1860, bears resemblance to the ancient event although no weights are used. Athletes sprint along a length of track that leads to a jumping board and a sandpit.[59] The athletes must jump before a marked line and their achieved distance is measured from the nearest point of sand disturbed by the athlete's body.[60]

The athletics competition at the first Olympics featured a men's long jump competition and a women's competition was introduced at the 1948 Summer Olympics.[59] Professional long jumpers typically have strong acceleration and sprinting abilities. However, athletes must also have a consistent stride to allow them to take off near the board while still maintaining their maximum speed.[60][61] In addition to the traditional long jump, a standing long jump contest exists which requires that athletes leap from a static position without a run-up. A men's version of this event featured on the Olympic programme from 1900 to 1912.[62]

Triple jump[edit]

Main article: Triple jump

Similar to the long jump, the triple jump takes place on a track heading towards a sandpit. Originally, athletes would hop on the same leg twice before jumping into the pit, but this was changed to the current "hop, step and jump" pattern from 1900 onwards.[63] There is some dispute over whether the triple jump was contested in ancient Greece: while some historians claim that a contest of three jumps occurred at Ancient Games,[63] others such as Stephen G. Miller believe this is incorrect, suggesting that the belief stems from a mythologised account of Phayllus of Croton having jumped 55 ancient feet (around 16.3 m).[58][64] The Book of Leinster, a 12th-century Irish manuscript, records the existence of geal-ruith (triple jump) contests at the ancient Tailteann Games.[65]

Phillips Idowu in the phases of the triple jump

The men's triple jump competition has been ever-present at the modern Olympics, but it was not until 1993 that a women's version gained World Championship status and went on to have its first Olympic appearance three years later.[63] A men's standing triple jump event featured at the 1900 and 1904 Olympics but such competitions have since become very uncommon, although it is still used as a non-competitive exercise drill.[66]

High jump[edit]

Main article: High jump

The first recorded instances of high jumping competitions were in Scotland in the 19th century.[67] Further competitions were organised in 1840 in England and in 1865 the basic rules of the modern event were standardised there.[68] Athletes have a short run up and then take off from one foot to jump over a horizontal bar and fall back onto a cushioned landing area.[69] The men's high jump was included in the 1896 Olympics and a women's competition followed in 1928.

Jumping technique has played a significant part in the history of the event. High jumpers typically cleared the bar feet first in the late 19th century, using either the Scissors, Eastern cut-off or Western roll technique. The straddle technique became prominent in the mid-20th century, but Dick Fosbury overturned tradition by pioneering a backwards and head-first technique in the late 1960s – the Fosbury Flop – which won him the gold at the 1968 Olympics. This technique has become the overwhelming standard for the sport from the 1980s onwards.[68][70] The standing high jump was contested at the Olympics from 1900 to 1912, but is now relatively uncommon outside of its use as an exercise drill.

Pole vault[edit]

Anna Giordano Bruno releases the pole after clearing the bar

Main article: Pole vault

In terms of sport, the use of poles for vaulting distances was recorded in Fierljeppen contests in the Frisian area of Europe, and vaulting for height was seen at gymnastics competitions in Germany in the 1770s.[71] One of the earliest recorded pole vault competitions was in Cumbria, England in 1843.[72] The basic rules and technique of the event originated in the United States. The rules required that athletes do not move their hands along the pole and athletes began clearing the bar with their feet first and twisting so that the stomach faces the bar. Bamboo poles were introduced in the 20th century and a metal box in the runway for planting the pole became standard. Landing mattresses were introduced in the mid-20th century to protect the athletes who were clearing increasingly greater heights.[71]

The modern event sees athletes run down a strip of track, plant the pole in the metal box, and vault over the horizontal bar before letting go of the pole and falling backwards onto the landing mattress.[73] While earlier versions used wooden, metal or bamboo, modern poles are generally made from artificial materials such as fibreglass or carbon fibre.[74] The pole vault has been an Olympic event since 1896 for men, but it was over 100 years later that the first women's world championship competition was held at the 1997 IAAF World Indoor Championships. The first women's Olympic pole vaulting competition occurred in 2000.

https://en.wikipedia.org/wiki/Single-wing_formation

Among coaches, single-wing football denotes a formation using a long snap from center as well as a deceptive scheme that evolved from Glenn "Pop" Warner's offensive style. Traditionally, the single-wing was an offensive formation that featured a core of four backs including a tailback, a fullback, a quarterback (blocking back), and a wingback. Linemen were set "unbalanced", or simply put, there were two linemen on one side and four on the other side of the center. This was done by moving the off-side guard or tackle to the strong side. The single-wing was one of the first formations attempting to trick the defense instead of over-powering it.[5]

Four sprints
https://en.wikipedia.org/wiki/Track_and_field
Official world championship track and field events

Sprints (four)
60 m
100 m
200 m
400 m

There are four hurdle events in the olympics. They are'

 

https://en.wikipedia.org/wiki/Track_and_field

60 m hurdles

100 m hurdles

110 m hurdles

400 m hurdles

Again notice how the fourth is a lot different from the previous three.

Like

https://en.wikipedia.org/wiki/Formation_(American_football)

 

Offensive positions[edit]

Up to four players can be behind the offensive line, but one is always designated the quarterback (defined as the player who receives the ball from the center). Upon the snap of the ball, the quarterback becomes the ball carrier.

https://en.wikipedia.org/wiki/Formation_(American_football)

 

The offense may put one of the 4 backfield players in motion after the set but before the snap. The motion must be either parallel to or (if in the backfield) away from the line of scrimmage at the snap;[1] certain types of football such as arena football allow forward motion at the snap. In Canadian football, all of the players in the backfield can be in motion, in any direction, at the time of the snap, as long as they have not crossed the line of scrimmage before the snap.

The fourth is different

 

https://en.wikipedia.org/wiki/File:Pieta_Bandini_Opera_Duomo_Florence_n01.jpg

https://en.wikipedia.org/wiki/The_Deposition_(Michelangelo)

 

The Deposition (also called the Florence Pietà, the Bandini Pietà or The Lamentation over the Dead Christ) is a marble sculpture by the Italian High Renaissance master Michelangelo. The sculpture, on which Michelangelo worked between 1547 and 1555, depicts four figures: the dead body of Jesus Christ, newly taken down from the Cross, Nicodemus (or possibly Joseph of Arimathea), Mary Magdalene and the Virgin Mary. The sculpture is housed in the Museo dell'Opera del Duomo in Florence.

https://en.wikipedia.org/wiki/Stance_(American_football)

 

Stance is the position an American football player adopts when a play begins. There are three common stances used by linemen: two-point, three-point, and four-point. The stance names reference the number of points where a player's body is touching the ground while down in the stance.

The fourth is always transcendent

 

Four-point stance[edit]

The least common variation is the four-point stance. This stance is used for maximum explosion and leverage in one direction (straight ahead of the player). Offensive linemen will typically only use it if they need to force the line forward only inches. Interior defensive lineman will use it to keep this push from happening.[3]

https://www.sportsballshop.co.uk/acatalog/Rugby-Ball-Buying-Guide.html

The laws of Rugby Union state the balls must be oval in shape and made from 4 panels. For a size 5 Rugby ball, the length should be between 280mm to 300mm, the length circumference 740mm to 770mm and the width circumference is 580mm to 620mm. It may be treated to make it water resistant, making it easier to grip. The weight of the ball when new should range between 410g to 460g with an optimum ball pressure of 9.5 to 10 PSI.

https://en.wikipedia.org/wiki/Track_and_field

Vertical jumps (High Jump and Pole Vault) set a bar at a particular height. The competitor must clear the bar without knocking it off the standards that are holding the bar (flat). Three failures in a row ends the competitor's participation in the event. The competitor has the option to PASS their attempt, which can be used to strategic advantage (of course that advantage is lost if the competitor misses). A pass could be used to save energy and avoid taking a jump that would not improve their position in the standings. After all competitors have either cleared, passed or failed their attempts at a height, the bar goes up. The amount the bar goes up is predetermined before the competition, though when one competitor remains, that competitor may choose their own heights for the remaining attempts. A record is kept of each attempt by each competitor. After all competitors have taken their attempts, the one jumping the highest is the winner, and so on down the other competitors in the event. Ties are broken by first, the number of attempts taken at the highest height (fewest wins), and then if still tied, by the total number of misses in the competition as a whole. The bar does not go back to a lower height except to break a tie for first place or a qualifying position. If those critical positions are still tied after applying the tiebreakers, all tied competitors take a fourth jump at the last height. If they still miss, the bar goes down one increment where they again jump. This process continues until the tie is broken.

I'm a paragraph. Click here to add your own text and edit me. It's easy.

All the formations have fours

https://en.wikipedia.org/wiki/Linebacker

 

Formations[edit]

The number of linebackers is dependent upon the formation called for in the play; formations can call for as few as none, or as many as seven. Most defensive schemes call for three or four, and they are generally named for the number of linemen, followed by the number of linebackers (with the 46 defense being an exception). For example, the 4–3 defense has four defensive linemen and three linebackers; conversely, the 3–4 defense has three linemen and four linebackers.

 

4–3 defense[edit]

Main article: 4–3 defense

In the 4–3 defense there are four down linemen and three linebackers. The middle linebacker is designated "Mike" (or "Mac") and two outside linebackers are designated "Sam" and "Will" according to how they line up against the offensive formation. If there is a strong call, the linebacker on the strongside is called "Sam", while the linebacker on the weakside is called "Will". The outside linebacker's job is to cover the end to make sure a run doesn't escape, and to watch the pass and protect from it. The middle linebacker's job is to stop runs between the tackles and watch the entire field to see the play develop. On pass plays, the linebackers' responsibilities vary based upon whether a man or zone coverage is called. In a zone coverage, the linebackers will generally drop into hook zones across the middle of the field. However, some zones will send the outside linebackers into the flats (area directly to the left and right of the hash marks, extending 4–5 yards downfield). In a man-to-man call, the "Sam" will often cover the tight end with help from a safety over the top, while at other times, the "Sam" and "Will" will be responsible for the first man out of the backfield on their side of the center, with the "Mike" covering if a second man exits on that side of the field.

 

In the "Tampa 2" zone defense the middle linebacker is required to drop quickly into a deep middle zone pass coverage thus requiring a quick player at this position.

 

3–4 defense[edit]

Main article: 3–4 defense

 

Base 3–4 defense

In the 3–4 defense there are three linemen playing the line of scrimmage with four linebackers backing them up, typically two outside linebackers and two inside linebackers. The weak side inside linebacker is typically called the "Will," while the strong side or middle inside linebacker is called the "Mike". "Sam" is a common designation for strong outside linebacker, while the other position is usually called "Jack" and is often a hybrid DE/LB. Usually, teams that run a 3–4 defense look for college defensive ends that are too small to play the position in the pros and not quite fluid enough to play outside linebacker in a 4–3 defense as their "Jack" linebacker.

 

The idea behind the 3–4 defense is to disguise where the fourth rusher will come from. Instead of the standard four down-linemen in the 4–3, only three players are clearly attacking on nearly every play. A key for running this defense successfully is having a defensive front of three large defensive linemen who command constant double teams. In particular, the nose tackle, who plays over the offensive center, must be able to hold ground and to occupy several offensive blockers in order to allow the linebackers to make plays. The focus of the 3–4 defensive line is to occupy offensive linemen thus freeing the linebackers to tackle the running back or to rush the passer or otherwise drop into pass coverage.

 

Generally, the primary responsibilities for both outside linebackers are to stop the run and rush the quarterback in passing situations, in which they line in front of the tackles like true defensive ends. The outside linebackers in a 3–4 defense are players who are very skilled at rushing the quarterback and they would be playing defensive end in a 4–3 defense. When it comes to the inside linebackers, one is generally a run-stuffing player who is better able to handle offensive linemen and stop running backs when the offense features a running play, while the other is often a smaller, faster player who excels in pass coverage. However, the smaller or cover LB should also be able to scrape and plug running lanes decently.

 

The design concept of the 3–4 defense is to confuse the offensive line in their blocking assignments, particularly in pass blocking, and to create a more complex read for the quarterback. Many 3–4 defenses have the ability to quickly hybrid into a 4–3 on the field.

 

46 defense[edit]

Main article: 46 defense

In the 46 defense there are four linemen, three linebackers and a safety who is moved up behind the line of scrimmage. Thus, it appears as if there are 4 linebackers, but it is really 3 linebackers with one safety playing up with the other linebackers.

 

Three of the defensive linemen are over both of the offensive guards and the center, thereby making it difficult to double team any one of the three interior defensive linemen. This can also take away the ability of the offense to pull the guards on a running play, because this would leave one of the defenders unblocked, or, at best, give another lineman a very difficult block to make on one of the defenders. The safety, like the linebacker, can blitz, play man-on-man, play zone, or drop back into deep coverage like a normal safety would do. The 46 is used in heavy run situations to stop the run, when a team wants to bring lots of pressure, or merely to confuse the quarterback and offensive line.

 

4–4 defense[edit]

This defense is effective at run-stopping but is weaker than a 4–3 defense at pass coverage because it uses only three defensive backs. One of the outside linebackers is usually called into either blitz or pass coverage in order to make up for the missing DB. In the NFL and college football, this alignment is used mainly in short yardage situations or near the goal line. It is commonly used in high school football.

I'm a paragraph. Click here to add your own text and edit me. It's easy.

https://en.wikipedia.org/wiki/Aspect_ratio_(image)#4:3_standard

In motion picture formats, the physical size of the film area between the sprocket perforations determines the image's size. The universal standard (established by William Dickson and Thomas Edison in 1892) is a frame that is four perforations high. The film itself is 35 mm wide (1.38 in), but the area between the perforations is 24.89 mm×18.67 mm (0.980 in×0.735 in), leaving the de facto ratio of 4:3, or 1.33:1.[3] A 4:3 ratio mimics human eyesight visual angle of 155°h x 120°v, that is 4:3.075, almost exactly the same.

https://en.wikipedia.org/wiki/Association_football_tactics_and_skills

Beating a defence using width and depth. Astute use of the principles of width and depth led to the final goal of the 1970 World Cup, considered by many to be the best combined team effort in Cup history. Almost all the players of Brazil touched the ball in this effort that penetrated one of the tightest defences ever seen, the famous Italian catenaccio "padlock" defence. The Italians used four defenders, plus a sweeper, Pierluigi Cera, behind the "back four." They relied on a counter-attacking game, deploying three midfielders and two strikers, and closely marked opponents man to man.

https://en.wikipedia.org/wiki/FourFourTwo

 

FourFourTwo is a football magazine published by Haymarket. Issued monthly, it published its 200th edition in February 2011. It takes its name from the football formation of the same name, 4-4-2, which is considered to be a basic, trustworthy and standard formation in English football.

 

In 2008, it was announced that FourFourTwo had entered into a three-year shirt sponsorship deal with Swindon Town, which commenced in the 2008–09 season.[2]

Notice how the most it goes is four rows

Notice how the most it goes is four rows

https://en.wikipedia.org/wiki/Formation_(association_football)

 

Classic formations[edit]

2WW[edit]

The WW was a development of the WM created by the Hungarian coach Márton Bukovi who turned the 3–2–5 WM into a 2–3–2–3 by effectively turning the M "upside down".[6] The lack of an effective centre-forward in his team necessitated moving this player back to midfield to create a playmaker, with a midfielder instructed to focus on defence. This created a 2–3–1–4, which morphed into a 2–3–2–3 when the team lost possession, and was described by some as a kind of genetic link between the WM and the 4–2–4. This formation was successfully used by fellow countryman Gusztáv Sebes in the Hungary national team of the early 1950s.

 

3–3–4[edit]

The 3–3–4 formation was similar to the WW, with the notable exception of having an inside-forward (as opposed to centre-forward) deployed as a midfield schemer alongside the two wing-halves. This formation would be commonplace during the 1950s and early 1960s. One of the best exponents of the system was the Tottenham Hotspur double-winning side of 1961, which deployed a midfield of Danny Blanchflower, John White and Dave Mackay. Porto won the 2005–06 Primeira Liga using this unusual formation under manager Co Adriaanse.

 

4–2–4[edit]

 

The 4–2–4 formation

The 4–2–4 formation attempts to combine a strong attack with a strong defence, and was conceived as a reaction to WM's stiffness. It could also be considered a further development of the WW. The 4–2–4 was the first formation to be described using numbers.

 

While the initial developments leading to the 4–2–4 were devised by Márton Bukovi, the credit for creating the 4–2–4 lies with two different people: Flávio Costa, the Brazilian national coach in the early 1950s, as well as another Hungarian, Béla Guttman. These tactics seemed to be developed independently, with the Brazilians discussing these ideas while the Hungarians seemed to be putting them into motion.[6][7][8] The fully developed 4–2–4 was only "perfected" in Brazil, however, in the late 1950s.

 

Costa published his ideas, the "diagonal system", in the Brazilian newspaper O Cruzeiro, using schematics as the ones used here and, for the first time ever, the formation description by numbers as used in this article.[7] The "diagonal system" was another precursor of the 4–2–4 and was created to spur improvisation in players.

 

Guttmann himself moved to Brazil later in the 1950s to help develop these tactical ideas using the experience of Hungarian coaches.

 

The 4–2–4 formation made use of the players' increasing levels of skill and fitness, aiming to effectively use six defenders and six forwards, with the midfielders performing both tasks. The fourth defender increased the number of defensive players but mostly allowed them to be closer together, thus enabling effective cooperation among them, the point being that a stronger defence would allow an even stronger attack.

 

The relatively empty midfield relied on defenders that should now be able not only to steal the ball, but also hold it, pass it or even run with it and start an attack. So this formation required that all players, including defenders, are somehow skilful and with initiative, making it a perfect fit for the Brazilian player's mind. The 4–2–4 needed a high level of tactical awareness, as having only two midfielders could lead to defensive problems. The system was also fluid enough to allow the formation to change throughout play.

 

4–2–4 was first used with success at club level in Brazil by Palmeiras and Santos, and was used by Brazil in their wins at 1958 World Cup and 1970 World Cup, both featuring Pelé, and Mário Zagallo, the latter of which played in 1958 and coached in 1970. The formation was quickly adopted throughout the world after the Brazilian success. Under the management of Jock Stein, Celtic won the 1966–67 European Cup and reached the final of the 1969–70 European Cup using this formation.

https://en.wikipedia.org/wiki/Formation_(association_football)

Incomplete formations[edit]

When a player is sent off (i.e. after being shown a red card) or leaves the field due to an injury or other reason with no ability to be replaced with a substitute teams generally fall back to defensive formations such as 4–4–1 or 5–3–1. Only when facing a negative result will a team with ten players play in a risky attacking formation such as 4–3–2 or even 4–2–3.

https://en.wikipedia.org/wiki/Midfielder

Back four is a name for defenders in soccer

 

…we knew that Zidane, Raúl and Figo didn't track back, so we had to put a guy in front of the back four who would defend.

https://en.wikipedia.org/wiki/Defender_(association_football)

In the sport of association football, a defender is an outfield player whose primary role is to prevent the opposing team from scoring goals.

 

There are four types of defenders: centre-back, sweeper, full-back, and wing-back. The centre-back and full-back positions are essential in most modern formations. The sweeper and wing-back roles are more specialised for certain formations.

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A cross is a quadrant

https://en.wikipedia.org/wiki/Cross_(football)

 

Types of crosses[edit]

Depending on the intention and skill of the crosser, a cross can be a speculative way to create a half-chance by playing the ball into a dangerous area, or an accurate way to find a team-mate in a more central position, or something in between. In terms of tactics, the crosser can choose whether to initiate a cross from a deeper position(sacrificing angle for a quicker attack), or from a forward position (when the team-mate is more likely to be facing the goal, but may have more defenders around them). Similarly, the crosser can vary the height, speed and curl on the ball to evade defences. Attributes like pace, kicking technique and positional awareness are valuable when looking for good crossers. Similarly, good positioning, heading and volleying attributes and a physical presence allows the target of the cross to stave off defenders and react well to the cross.

 

Chipped cross[edit]

 

Wade Elliott practicing a chipped cross before the start of a match

In congested spaces inside the penalty box, the ball can be chipped above the defenders towards a teammate, typically by slicing the bottom of the ball with the insole, or striking it against the ground to make it bounce. While the chipped cross takes the ball away from nearby defenders, it sacrifices momentum and results in slower delivery, allowing the defence to respond better, or for the goalkeeper to rush out and gather or smother the ball with their hands.

 

Normally, this type of cross is implemented when the team has tall players who can win the aerial battle, or when the crosser is near the targeted team-mate, where curving the ball may be impractical.

 

Inswinging cross[edit]

In the "inswinging cross" or "inswinger" (not to be confused with the cricketing term) the player applies curl to the ball when hitting it in-field, causing it to curve towards the goal.

 

Inswinging crosses usually arise when a player who is right-footed is on the left side of the pitch (or one who is left-footed and is on the right side of the pitch) and prefers to cross with the inside of the dominant foot. Commonly seen among set-plays (where the player can orient himself to kick with his dominant foot on the opposite flank), inswingers are typically aimed at a heading level, in the hope of creating a headed deflection. The curve imparts a momentum towards the goal, with more favorable chances for deflections to result in a goal. On the other hand, the curl may also bring the ball closer to the goalkeeper, allowing them to more easily rush out and gather (or clear) the ball.

 

Outswinging cross[edit]

With "conventional" wingers (that is, wingers playing on the side of their dominant foot), this is the most commonly encountered cross. When directed infield with the insole of the dominant foot, the ball curves slightly away from the goal.

 

This is a versatile weapon, as the curve can be used to take the ball away from defences and allow the attacker to run on to the ball, or it can be used as an aerial weapon, allowing for more accurately headed shots towards goal.

 

Grounded cross[edit]

The "grounded cross" or "drilled cross" is a cross along the ground, and is one of the easiest ways to deliver the ball into the centre, especially when the attacking side is more adept technically and does not have a physical or aerial presence up front. Typical tactics may involve pacy wingers capable of cutting in and outrunning the defence, with the intention of delivering accurate crosses into the box from the goal line. Ground crosses can be riskier tactically.

 

Grounded crosses may also unintentionally arise from poor technique, when the crosser fails to get sufficient elevation from their kick.

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https://en.wikipedia.org/…/Glossary_of_association_football…
Super Hat-trick: when a player scores four goals in a single match.

https://en.wikipedia.org/wiki/Three_points_for_a_win
The fourth is always different

Three points for a win is a standard used in many sports leagues and group tournaments, especially in association football, in which three (rather than two) points are awarded to the team winning a match, with no points awarded to the losing team. If the game is drawn, each team receives one point. The system places additional value on wins with respect to draws such that teams with a higher number of wins may rank higher in tables than teams with a lower number of wins but more draws.

Some leagues have used shootout tiebreakers after drawn matches. Major League Soccer (1996–2000) used three points for a win, one point for a shootout win, no points for a shootout loss, none for a loss.[16][not in citation given] The Norwegian First Division (in 1987) and the Campeonato Brasileiro Série A and its lower divisions (in 1988) used three points for a win, two points for a shootout win, one point for a shootout loss, none for a loss.[17][18] The same system will be adopted in the group stages of the 2016–17 EFL Trophy and 2016–17 Scottish League Cup (in both cases, no extra time will be played). The Iraqi Premier League has used two different variants of this system. The first was in the 1988–89 season, where three points were awarded for a win by two or more goals (after normal or extra time), two points were awarded for a one-goal win (after normal or extra time), one point was awarded for a penalty shootout win and zero points were awarded for penalty shootout defeats or defeats after normal or extra time.[19] The second variant was used in the 1994–95 season, where three points were awarded for a one-goal or two-goal win, but four points were awarded for a win by three or more goals.[20]

In all French women's football leagues, a victory gives four points, a draw equals two points and a defeat equals one point. The origins of this system is unclear.[citation needed]

16 is the squares of the quadrant model\https://en.wikipedia.org/wiki/Playoff_format#Total_points_series_.28aggregate.29

 

Of the big four American sports leagues, only the National Football League uses this system for all rounds of its postseason. This works for the NFL because its regular seasons are much shorter (16 games) than those in the other sports

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https://en.wikipedia.org/wiki/Shaughnessy_playoff_system

The Shaughnessy playoff system is a method of determining the champion of a sports league that is not in a divisional alignment. It involves the participation of the top four teams in the league standings in a single elimination tournament.[1][2] While the first round of the playoffs involve the pairing of the first- and fourth-place teams in one contest (whether it be a single game or a series of games) and the second- and third-place teams in the other,[3] a variant of the Shaughnessy playoffs would pair the first- and third-place teams in one semifinal round and the second- and fourth-place teams in the other. In either variant, the winners of the first two games would then compete for the league championship. Some lower-level leagues use a Shaughnessy playoff for purposes of promotion to the next-higher league.

 

Another variant of the Shaughnessy system exempts a certain number of top teams from the playoffs (usually one to three teams) and instead involves the next four teams in the league standings. This variation is almost always used by a lower-level league for promotion purposes. Typically, the exempted top finishers earn automatic promotion and the playoffs determine the final promotion place.

 

Contents [hide]

1 History and usage

1.1 North America

1.2 Europe

1.3 Southern Hemisphere

1.4 Philippines

2 Example

2.1 Semi-finals

2.2 Final

3 References

History and usage[edit]

North America[edit]

The Shaughnessy playoff system was invented in 1933 by Frank Shaughnessy, the general manager of the Montreal Royals minor league baseball team of the International League. After its successful implementation by the International League, the popularity of the new postseason format spread to other leagues in other sports, including the All-America Football Conference (which used the Shaughnessy playoff system in the league's last season of existence)[4] and the minor American football league American Association, which used the format in five of its championship seasons.[5] The format has also been widely used in minor league baseball on all levels.[6]

 

In the Original Six era of the National Hockey League (1942-1967), the circuit adopted a Shaughnessy playoff system (first place vs. third place and second place vs. fourth place) in which the paired teams played in a best-four-of-seven-games series with the winners advancing to the Stanley Cup championship round.

 

Since its first season in 2013, the National Women's Soccer League has used a Shaughnessy playoff (using 1–4 and 2–3 semifinal pairings) to determine its champion.

 

In NCAA college basketball, one Division I conference uses a Shaughnessy playoff for its postseason tournaments for men and women. The Ivy League will hold its first-ever postseason tournaments for both sexes after the 2016–17 regular season; the top four teams in the regular-season conference standings will advance to a Shaughnessy tournament (also using 1–4 and 2–3 semifinal pairings) at a predetermined site. The winners will receive the Ivies' automatic berths in the NCAA men's and women's tournaments.[7]

 

Europe[edit]

More recently, the Shaughnessy playoff system has been adopted outside of North America. In English rugby union, the format is currently used to determine the winner of the Premiership,[8] and from 2012–13 through to 2016–17[9] is also used in the second-level RFU Championship to determine the team to be promoted to the Premiership.[10] The Premiership and Championship formats differ only in the number of games contested—the Premiership playoff uses one-off matches, while all matches in the Championship playoff are two-legged. The Celtic League in Ireland, Scotland and Wales, now known as Pro12, adopted a system identical to that of the Premiership starting in 2009–10, the season before that league expanded to include two teams from Italy.

 

In French rugby union, the Shaughnessy playoff is used to determine the second of two promotion spots in the second-tier Rugby Pro D2 through the 2016–17 season, though in that case the teams involved are the second- through fifth-placed teams, as the first-place team earns automatic promotion to the Top 14. This system will be abandoned for 2017–18 and beyond in favor of a six-team playoff system identical to that currently used in the Top 14, with only the Pro D2 champion earning automatic promotion and the runner-up advancing to a promotion/relegation playoff with the second-from-bottom Top 14 side.[11] Previously, the pure Shaughnessy system had been used to determine the Top 14 champion, but that league's playoffs expanded to six teams starting in 2009–10.

 

The Super League in rugby league, made up primarily of English sides with one from France, adopted a Shaughnessy playoff beginning in 2015. This follows a 22-match home-and-away league season and a single round-robin mini-league involving the top eight clubs from the home-and-away season. In addition, the second-level Championship adopted a Shaughnessy playoff for its Championship Shield, and the third-level League 1 adopted a Shaughnessy promotion playoff similar to that used by Rugby Pro D2. In the Championship, the bottom eight teams at the end of the league season enter their own single round-robin mini-league, with the top four teams at the end of that phase entering a Shaughnessy playoff for the Shield. In League 1, the top two teams at the end of the regular season play a one-off match for immediate promotion to the following season's Championship. The loser of that match then joins the third- through fifth-place teams from the league season in a Shaughnessy-style playoff for the second promotion place.

 

Some association football leagues use Shaughnessy-style playoffs for promotion purposes. Among the countries using such a system are:

 

England:

EFL Championship: Top two teams automatically promoted to the Premier League; next four teams play off for the final promotion place.

EFL League One: Top two teams automatically promoted to the Championship; next four teams play off for the final promotion place.

EFL League Two: Top three teams automatically promoted to League One; next four teams play off for the final promotion place.

National League: Champion automatically promoted to League Two; next four teams play off for the final promotion place.

National League North and National League South: Each champion automatically promoted to the National League; next four teams in each division play off for that division's second promotion place.

Spain:

Segunda División: Top two teams automatically promoted to La Liga; next four teams play off for the final promotion place. Reserve teams of La Liga clubs are barred from promotion; if any such side occupies a promotion or playoff spot, it is excluded and its place is taken by the next-best team in the standings that is not barred. The same scenario also applies if a reserve team's parent club is relegated from La Liga (with the reserve team being relegated to Segunda División B in this case).

Southern Hemisphere[edit]

In rugby union, the Shaughnessy system has been widely used throughout the SANZAAR countries of South Africa, New Zealand, Australia and Argentina.

 

The Super Rugby competition, initially featuring teams from Australia, New Zealand and South Africa, used the Shaughnessy format throughout its history as the Super 12 and Super 14, ending in 2010. The competition's expansion to 15 teams as Super Rugby in 2011 saw the playoffs expand to six teams, with three conference champions and three "wild cards" advancing. With the addition of three more teams in 2016 (with two of the new entries in Argentina and Japan), the playoffs now involve eight teams, with four conference champions and four "wild cards". The format has been discontinued in the Super Rugby competition for the 2017 season.

 

In South Africa, the Currie Cup uses a Shaughnessy playoff to determine the champions of both of its divisions (Premier and First).

 

In New Zealand, the professional Mitre 10 Cup (formerly Air New Zealand Cup and ITM Cup) adopted the Shaughnessy format in 2009, after having used an eight-team playoff bracket in its first two seasons in 2007 and 2008. In 2011, the then-ITM Cup split into two divisions, effectively re-creating the three-division system that existed in the National Provincial Championship era. The playoffs in both the Premiership and Championship divisions use the Shaughnessy system except in World Cup years, in which only the top two teams contest a final. Since its inception in 2007, the amateur Heartland Championship has used the Shaughnessy system, implemented at the last group stage, to determine the winners of both of its trophies, the Meads and Lochore Cups.

 

Australia's National Rugby Championship, which began play in 2014, uses a Shaughnessy playoff. The country's previous attempt to establish a national league, the Australian Rugby Championship, also used a Shaughnessy playoff, but was scrapped after its only season in 2007.

 

Philippines[edit]

A modified Shaughnessy system has been used by the University Athletic Association of the Philippines for its basketball tournaments since 1993. In the semifinals with a #1 vs. #4 and #2 vs. #3 match-ups, the top two seeds possessing the twice to beat advantage, a variant of the best of three series where the higher seed has 1–0 series lead. The winners advance to the best of three finals; it has never been referred to as the "Shaughnessy system" in the country. The National Collegiate Athletic Association (NCAA) adopted it for their basketball tournaments starting in 1998. It has since been adopted to other sports by other collegiate leagues, and in the Philippine Basketball Association, since then

 

Example[edit]

As it was used in the playoffs of the 2008–09 Guinness Premiership:

 

Semi-finals[edit]

2009-05-09

15:00

Leicester Tigers 24 – 10 Bath

Try: Hipkiss 17' c

Vesty 38' c

Moody 69' c

Con: Dupuy (3/3)

Pen: Dupuy 51'

Report Try: Claassens 46' m

Hooper 57' m

Walkers Stadium, Leicester

Attendance: 18,850

2009-05-09

17:30

Harlequins 0 – 17 London Irish

Report Try: Hudson 52' c

Catt 75' c

Con: D. Armitage (2/2)

Pen: D. Armitage 43'

Twickenham Stoop, London

Attendance: 12,638

Final[edit]

2009-05-16

17:30

Leicester Tigers 10 – 9 London Irish

Try: Crane 61' c

Con: Dupuy (1/1)

Pen: Dupuy

Report Pen: D. Armitage (2)

Drop: Hewat

https://en.wikipedia.org/wiki/Playoff_format#Total_points_series_.28aggregate.29

16 is the squares of the quadrant model

 

The "stepladder", named so as the bracket resembles a step ladder is a variation of the single-elimination tournament; instead of, in a 16-team tournament, the #1 seed facing the #16 seed in the first round, the bracket is constructed as to give the higher seeded teams byes, where the #1 seed has bye up to the third round, playing the winner of game between the #8 seed the #9 vs. #16 winner. This setup is seldom used best-of-x series as this may yield long waiting times for the teams afforded the bye, while the teams that played in the earlier rounds would be spent when they reach the latter rounds.

 

The Big East Men's Basketball Tournament used this format in a 16-team, 5-round format. The PBA Tour uses the 4-player, 3-round format (sometimes a 5-player, 4 round format). The University Athletic Association of the Philippines Basketball Championship uses this format (4-teams, 3-rounds) only if there's an undefeated team, otherwise it uses a single-elimination format.

https://en.wikipedia.org/wiki/Playoff_format…
The FIFA World Cup tournament also uses knockout rounds after a group stage of 32 teams divided into 8 groups of 4 determines who advances to them.

https://en.wikipedia.org/wiki/Page_playoff_system

Page playoff system

From Wikipedia, the free encyclopedia

The Page playoff system is a playoff format used primarily in softball and curling at the championship level. Teams are seeded using a round-robin tournament and the top four play a mix of a single-elimination and double-elimination tournament to determine the winner. It is identical to a four-team McIntyre System playoff, first used by the Victorian Football League in Australia in 1931, originally called the Page–McIntyre system, after the VFL delegate, the Richmond Football Club's Secretary, Percy "Pip" Page, who had advocated its use.

 

Contents [hide]

1 History

2 Format

2.1 Round-robin

2.2 Page playoff system

2.2.1 Names of matches

2.2.2 Examples

3 Reaction

4 See also

5 References

History[edit]

The Page playoff system was used at the Australian Rugby League Championship 1954-1972.

 

The system is now used by the International Softball Federation in world championship since 1990 and the Olympic Games 1996-2008.[1]

 

Its first use in curling was by the Canadian Curling Association in the 1995 Labatt Brier,[2] the men's championship, and was adopted the next year at the 1996 Scott Tournament of Hearts, the women's championship.[3] It gained acceptance and in 2005 the World Curling Championships started using it, but it has not yet been adopted in curling at the Olympic Games.

 

The format was used in the Indian Premier League cricket tournament since 2011.[4]

 

The format has also been used in some much lower-key, internet gaming events, such as chess[5] and backgammon.[6]

 

Format[edit]

The system requires teams to be ranked in some way, as the top two teams have an advantage over the bottom two. This is usually accomplished through a round-robin tournament, which eliminates all but the top four teams.

 

Round-robin[edit]

A standard round-robin tournament is used, in which all teams play each other once. Because the number of total games increases quadratically with respect to the number of teams, scheduling too many teams will result in an unwieldy number of games, particularly when there are a limited number of playing surfaces (curling rinks usually only have four sheets). Therefore, the number of teams is usually capped at around a dozen; if this is not possible or desirable, teams may be separated into groups playing separate round-robins and either having the top teams combining for the Page playoff or playing separate ones in each group and having the winners play each other after.

 

Page playoff system[edit]

The system was invented in Australia in the early 1930s and adopted soon after by the Victorian Football League (now known as the Australian Football League). The top four teams advance to the playoffs, which are played over three rounds with one team being eliminated in each round.[citation needed]

 

The format progresses as follows:

 

In Game 1, the third- and fourth-placed teams play against each other. The loser is eliminated.

In Game 2, the first- and second-placed teams play against each other. The winner qualifies directly for the final.

In Game 3, the winner of Game 1 plays against the loser of Game 2. The loser is eliminated.

Game 4 (the final) is then played between the winners of Games 2 and 3.

This system gives the top two teams a double chance, in that they can lose their first game and still go on to win the title, producing a similar though not identical effect to a double-elimination tournament. This gives the top two teams a significant advantage over the next two, since winning the title from third or fourth place requires winning one more game than winning from first or second, and also requires defeating every other team in the playoffs. Additionally, the higher ranked team in any pairing (which, in the final, is automatically the team which won Game 2) will play as the home team to provide an additional advantage; in the case of curling teams, where teams rarely play national or international tournaments at their home rink, the advantage is that the first-placed team is given the hammer (last rock) in the first end, which is a reasonable advantage between comparably skilled teams.

 

In the 2008 World Women's Curling championship, a fifth match was added to the format: a bronze medal playoff match, which was played between the two teams which did not qualify for the final. Previously, the bronze would have automatically been awarded to the team which lost Game 3. This was also introduced at the national level at the 2011 Scotties Tournament of Hearts and the 2011 Tim Hortons Brier.

 

Names of matches[edit]

In Australia, Games 1 and 2 are known as Semi-Finals; Game 3 is called the Preliminary Final, and the final is known as the Grand Final. To distinguish between the two Semi-Finals, which are different in nature, the match between 3rd and 4th is known either as the First Semi-Final or the Minor Semi-Final; and the match between 1st and 2nd is known either as the Second Semi-Final or the Major Semi-Final.

 

In Canada, Games 1 and 2 are usually known as the Page Playoffs; Game 3 is called the Semi-Final, and the final is known by that name. However, some sources, in order to distinguish between Games 1 and 2, refer only to Game 2 as a Page Playoff while referring to Game 1 as the Quarter-Final.

 

In India, Game 1 is known as the Eliminator, Games 2 and 3 are called Qualifiers, and the final is known by that name.

 

Examples[edit]

1931 Victorian Football League playoffs

 

The first-ever use of the system was in Australia in 1931 after the Victorian Football League adopted it. The regular season ended with Geelong winning the minor premiership, followed by Richmond, Carlton and Collingwood. The finals proceeded as follows:

 

Semi-Finals Preliminary Final Grand Final

1 Geelong 10.6 (66)

2 Richmond 15.9 (99) 2 Richmond 7.6 (48)

1 Geelong 11.17 (83) 1 Geelong 9.14 (68)

3 Carlton 11.11 (77)

3 Carlton 20.10 (130)

4 Collingwood 5.12 (42)

Page playoff results from the 2004 Nokia Brier:

 

Page Playoffs Semi-Final Final

1 Nova Scotia 6

2 Alberta 10 2 Alberta 9

1 Nova Scotia 7 1 Nova Scotia 10

4 British Columbia 4

3 Newfoundland and Labrador 5

4 British Columbia 7

Page playoff, including a bronze medal match, from the 2011 Scotties Tournament of Hearts.

 

Page Playoffs Semi-Final Final

1 Saskatchewan 9

2 Canada 10 2 Canada 7

1 Saskatchewan 7 1 Saskatchewan 8

3 Ontario 5

3 Ontario 13

4 Nova Scotia 5

Bronze Medal Game

4 Nova Scotia 9

3 Ontario 7

https://plus.maths.org/content/anything-square-magic-squares-sudoku

What is a magic square?

There is an ancient Chinese legend that goes something like this. Some three thousand years ago, a great flood happened in China. In order to calm the vexed river god, the people made an offering to the river Lo, but he could not be appeased. Each time they made an offering, a turtle would appear from the river. One day a boy noticed marks on the back of the turtle that seemed to represent the numbers 1 to 9. The numbers were arranged in such a way that each line added up to 15. Hence the people understood that their offering was not the right amount.

 

Detail of a Chinese drawing

Nymph of the Lo River, an ink drawing on a handscroll, Ming dynasty, 16th century. Freer Gallery of Art

The markings on the back of the turtle were in fact a magic square. A magic square is a square grid filled with numbers, in such a way that each row, each column, and the two diagonals add up to the same number. Here's what the magic square from the Lo Shu would have looked like. It has three rows and three columns, and if you add up the numbers in any row, column or diagonal, you always get 15.

 

The Lo Shu magic square

The Lo Shu magic square

A turtle

Mathematical properties

When mathematicians talk about magic squares, they often talk about the order of the square. This is just the number of rows or columns that the magic square has. For example, a 3 by 3 magic square has three rows and three columns, so its order is 3.

 

In a typical magic square, you start with 1 and then go through the whole numbers one by one. For example, a magic square of order 3 contains all the numbers from 1 to 9, and a square of order 4 contains the numbers 1 to 16. Not surprisingly, magic squares made in this way are called normal magic squares.

 

In the Lo Shu magic square, which is a normal magic square, all the rows, all the columns and the two diagonals add up to the same number, 15. We call this number the magic constant, and there's a simple formula you can use to work out the magic constant for any normal magic square. For a magic square of order n, the magic constant is

 

M(n) = n(n2+1)/2.

 

So, for a square of order 3, we have

M(3) = 3(32+1)/2 = 15

 

It is easy to derive this formula: a magic square of order n has exactly n rows, and each row adds up to the magic constant M(n). So nM(n) is the value you get when you add up all the entries in the square. But since every number between 1 and n2 appears exactly once in the square, you know that the total number is also equal to

1+2+3+ ... + n2.

 

And, as many of you may know, this sum is equal to n2(n2+1)/2. Putting all this together, you get

nM(n) = n2(n2+1)/2,

 

so

M(n) = n(n2+1)/2.

 

It turns out that normal magic squares exist for all orders, except order 2. There's only one magic square of order 1 and it isn't particularly interesting: a single square with the number 1 inside! You can work out for yourself why the square of order 2 does not exist. Mathematicians normally regard two magic squares as being the same if you can obtain one from the other by rotation or reflection. Counted in this way, there is only one magic square of order 3, which is the Lo Shu magic square shown above. There are 880 distinct magic squares of order 4 and 275,305,224 of order 5. Nobody knows how many distinct magic squares exist of order 6, but it is estimated to be more than a million million million!

 

De La Loubere and the Siamese Method

You might now be wondering whether there is an easy way to make a magic square without resorting to guesswork. Luckily, there is. De La Loubere was the French ambassador to Siam (now Thailand) at the end of the seventeenth century. On his return to France he brought with him a method for constructing magic squares with an odd number of rows and columns, otherwise known as squares of odd order.

 

Begin by finding the middle cell in the top row of the magic square, and write the number 1 in it. Continue writing the numbers 2, 3, 4, and so on, each in the diagonally adjacent cell north-east of the previously filled one. When you reach the edge of the square, continue from the opposite edge, as if opposite edges were glued together. If you encounter a cell that is already filled, move to the cell immediately below the cell you have just filled, and continue as before.

 

When all the cells are filled, the two main diagonals and every row and column should add up to the same number, as if by magic!

 

A partial reconstruction of a 5x5 magic square

Here is a partial construction of a 5 by 5 magic square. Starting from 1, I have filled in the numbers up to 10. There is no space northeast of the 1, so I have put the 2 in the bottom row, followed by the 3. Again, because the 3 is on the edge, the 4 goes on the opposite side. The 6 should go in the cell where the 1 is, but because this cell is occupied, I put the 6 immediately below the 5 and continued up to 10. Try completing the square and then try making some of your own.

 

While this, known as the Siamese method, is probably the best known method for making magic squares, other methods do exist. The German schoolmaster Johann Faulhaber published a method similar to the Siamese method before it was discovered by De Le Loubere. Another way is the Lozenge method by John Horton Conway, a prolific British mathematician. Proving that these methods work can be done using algebra, but it's not easy!

 

Magic squares of even order

Although the Siamese method can be used to generate a magic square for any odd number, there is no simple method that works for all magic squares of even order. Fortunately, there is a nice method that we can use if the order of the square is an even number divisible by 4. (For those that are interested, the LUX method was invented by J. H. Conway to deal with even numbers that are not divisible by 4).

 

Instead of saying "numbers that are divisible by 4", mathematicians usually say "numbers of the form 4k". For example, 12 is of the form 4k, because you can replace k with 3. Using the same idea, numbers that give a remainder of 2 when you divide them by 4 can be called numbers of the form 4k + 2.

 

So start by picking the order of the square, making sure that it's of the form 4k, and number the cells 1 to (4k)2 starting at the top left and working along the rows. Then split the square up into 4 by 4 subsquares, and mark the numbers that lie on the main diagonals of each subsquare. In the example, these are the coloured numbers; the order of the square is 4, so the only 4 by 4 subsquare is the square itself.

The first stage of constructing a 4x4 magic square

Now switch the lowest marked number with the highest marked number, the second lowest marked number with the second highest marked number, and so on. Another way of saying this is that if the magic square has order n, swap the numbers that add up to n2 + 1. In this particular example, the order is 4, so we have to swap the numbers that add up to 17: 1 and 16, 4 and 13, 6 and 11, 7 and 10.

The finished 4x4 magic square

If you flip this magic square over, it is identical to the one drawn by the famous German artist, Albrecht Dürer. You can see it in the corner of his engraving Melencolia.

 

Albrecht Dürer's <i>Melancholia</i>.

Albrecht Dürer's 1514 engraving Melencolia.

The magic square appearing in <i>Melancholia</i> shown in close-up.

The magic square appearing in Melencolia shown in close-up.

Here is an example of an 8 by 8 magic square constructed using the same method. The square was split into four 4 by 4 squares, and the diagonals were coloured. The coloured numbers that add up to 65 were switched: 1 was swapped with 64, 4 was swapped with 61, and so on.

 

An 8x8 magic square constructed by the 4k method

A Knight's Tale

As any chess player will know, an order 8 magic square has the same number of cells as a chessboard. This similarity means that we can create a special type of magic square based on the moves of a chesspiece.

 

The knight is an interesting piece, because unlike the other pieces, it does not move vertically, horizontally or diagonally along a straight line. Instead, the knight moves in an L-shape as shown in the diagram. But is it possible for a knight that moves in this way to visit every square on the chessboard exactly once?

 

The moves of a knight on a chess board

The knight (K) can move in an L-shape to any of the squares marked with an X

One of the first mathematicians to investigate the knight's tour, as the problem has become known, was the great Swiss mathematician Leonhard Euler. His work inspired others to take up the challenge.

 

Using the concept of the knight's tour William Beverley managed to produce a magic square, as shown below. Cells are numbered in sequence, as the knight visits them. Although the rows and columns all add up to 260, the main diagonals do not, so strictly speaking it is a semi-magic square. In fact, a magic square based on a knight's tour is often called a magic tour, so what Beverley produced in 1848 is a semi-magic tour!

 

William Beverley's semi-magic tour

At first glance, it seems that the following magic square by Feisthamel fits the bill. The rows, columns and diagonals all sum to 260. Unfortunately, it is only a partial knight's tour, as there is a jump from 32 to 33.

 

Only a partial knight's tour.

So when is it possible to turn a knight's tour into a magic square? In 2003, Stertenbrink and Meyrignac finally solved this problem by computing every possible combination. They found 140 semi-magic tours, but no magic tours. Checkmate!

 

Latin Squares

Latin squares are the true ancestors of Sudoku. You can find examples of Latin squares in Arabic literature over 700 years old. They were discovered by Euler a few centuries later, who saw them as a new type of magic square, and it's thanks to him that we call them Latin squares.

 

Latin squares are grids filled with numbers, letters or symbols, in such a way that no number appears twice in the same row or column. The difference between a magic square and a Latin square is the number of symbols used. For example, there are 16 different numbers in a 4 by 4 magic square, but you only need 4 different numbers or letters to make a 4 by 4 Latin square.

 

A Latin square

Here's an example of a Latin square, with the numbers 1 to 4 in every row and column. If you look at the first row and the first column, you'll notice that the numbers occur in sequence: 1, 2, 3, 4. When this happens, we say that the Latin square is in standard form or normalised. Any Latin square can be turned into standard form by swapping pairs of rows and pairs of columns.

 

There is only one normalised Latin square of order 3, and there are only 4 distinct ones of order 4, but a staggering 377,597,570,964,258,816 of order 9. In 1979 J.R. Nechvatal worked out a complicated formula giving the number of distinct normalised Latin squares of any order. To this day no-one has been able to derive from this, or any other formula, how fast this number grows as the order of the square gets large.

 

If we combine the two Latin squares below, we get a new square with pairs of letters and numbers. No pair is repeated, but the grid contains every single combination. We call this new square an Euler Square or a Graeco-Latin Square, and the two squares that formed the Euler square are called mutually orthogonal.

A Latin square with numbers

+

A different Latin square with letters

= A Euler square

Latin squares and Euler squares have a wide variety of applications within and outside of mathematics, including experiment designs and organising round-robin tournaments. For instance, let's suppose that Albert the scientist wants to test four different drugs (called A, B, C and D) on four volunteers. To make it a fair test, he decides that every volunteer has to be tested with a different drug each week, but no two volunteers are allowed the same drug at the same time. Saying that each row represents a different volunteer and each column represents a different week, Albert can plan the whole experiment using a Latin square.

 

Planning an experiment using a Latin square

The Thirty-Six Officers Problem

Euler did a considerable amount of work on Latin squares, and even came up with some methods for constructing them. Euler easily found methods for constructing odd-order Graeco-Latin squares and squares for which the order is a multiple of 4, but he could not produce a Graeco-Latin square of order 6.

 

He even posed a famous problem which could only be solved by making a Graeco-Latin square of order 6. The problem of the 36 officers goes like this: is it possible to arrange six regiments, each consisting of six officers of different ranks, in such a way that no row or column contains two or more officers from the same regiment or with the same rank?

 

Euler never solved this problem. In fact, he believed that it was impossible to make a Graeco-Latin square if the order is of the form 4k + 2.

 

Just over a hundred years ago, Euler's prediction was partly proved right. A French mathematician called Gaston Tarry checked every possible combination for a 6 by 6 Euler square and showed that none existed.

 

Finally in 1960, Bose, Shrikhande and Parker managed to prove that Euler squares exist for all orders except 2 and 6. But bearing in mind that they had computers at their disposal, spare a thought for Tarry who had to do everything by hand!

 

Leonhard Euler

Leonhard Euler

Sudoku

If you catch a train in London, you'll see plenty of commuters with a pen in their hand, a newspaper on their lap and one thing on their mind — Sudoku.

 

Sudoku or Su Doku are a special type of Latin squares. They are usually 9 by 9 grids, split into 9 smaller 3 by 3 boxes. The aim of the game is to fill every cell with one of the numbers from 1 to 9, so that each number appears exactly once in each row, column and 3 by 3 box. To help you complete the puzzle, a few numbers are already given as clues.

 

The person credited with the invention of Sudoku is Howard Garns. The first puzzle appeared in the magazine Dell pencil puzzles and word games in 1979 and was called Number Place. The puzzle gained popularity in Japan during the 1980s, and was picked up in 2004 by the British newspaper The Times. Sudoku is Japanese for single number and the name is now a registered trademark of a Japanese puzzle publishing company.

 

It's difficult to tell how many distinct completed Sudoku grids there are, but mathematicians Bertram Felgenhauer and Frazer Jarvis used an exhaustive computer search to come up with the number 6,670,903,752,021,072,936,960, which was later confirmed by Ed Russell.

 

Solving Sudoku requires logical thinking and a systematic approach. Normally, sufficiently many numbers are given as clues in the initial grid — the one you start the puzzle with — to ensure that there is only one solution. The more numbers are filled in initially, the easier the puzzle becomes of course. So real Sudoku addicts probably prefer a small number of initial clues. But what is the minimal number of clues that have to be given to ensure that there is exactly one — and no more — solution? This is a good question, and one that so far mathematicians have been unable to answer, though there is good reason to believe that the number is 17.

 

And what if we turn this question around? Given an individual completed grid, how many minimal initial grids are there which have this grid as a solution? Here we mean those initial grids from which no more number can be removed without making several solutions possible. Again, mathematicians do not know the answer to this question.

 

But let's have a look at how to go about solving a Sudoku puzzle. Here's one I created to illustrate one of the basic techniques, known as scanning.

 

A Sudoku puzzle

Looking at the middle three boxes, we have a 3 in the left-hand box and one in the middle box, but we still need to put a 3 in the right-hand box. So where should it go? Well, it can't go in the top row, because there's already a 3 in that row. For the same reason, it can't go in the bottom row, which leaves the middle row. There's only one free cell in the middle row, so the 3 has to go in it.

 

The middle three boxes of the sudoku example

The middle three boxes

Now if we look at the bottom three boxes, one of the rows already has 6 numbers. I've called the empty cells A, B and C (in order from left to right), and the numbers that are missing are 3, 7 and 8. If you look at cell C, the only number that can go in it is 7. That's because the column that C lies in already contains 3 and 8.

 

Finding A and B is now pretty simple. There's already a 3 in the same column as B, so B has to be 8. That means A must be 3. Solving the rest of the puzzle is a bit trickier, but well worth the effort.

 

The bottom two rows of the Sudoku puzzle

The bottom two rows

The Sudoku craze has swept across the globe, and it shows no signs of slowing. Several variations have developed from the basic theme, such as 16 by 16 versions and multi-grid combinations (you can try a duplex difference sudoku in the Plus puzzle). But as with magic squares and Latin squares, the popularity of Sudoku will depend on whether they can continue to offer new challenges.

https://en.wikipedia.org/wiki/File:Four_Finger_Squadron.PNG

https://en.wikipedia.org/wiki/Finger-four

THE FOUR FINGER SQUADRON IS ACTUALLY 16 PLANES IN FOUR QUADRANTS

 

The "Finger-four" formation (also known as the "four finger formation"), is a flight formation used by fighter aircraft. It consists of four aircraft, and four of these formations can be combined into a squadron formation.

 

Contents [hide]

1 Description

2 History

2.1 Finnish experiment

2.2 German experience in Spain

2.3 Other operators

3 Missing man formation

4 See also

5 Footnotes

6 References

7 Further reading

Description[edit]

The formation consists of a flight of four aircraft, composed of a "lead element" and a "second element", each of two aircraft. When viewing the formation from above, the positions of the planes resemble the tips of the four fingers of a human right hand (without the thumb), giving the formation its name.

 

Four Finger Formation.png

Four Finger Squadron.PNG

The lead element is made up of the flight leader at the very front of the formation and one wingman to his rear left. The second element is made up of an additional two planes, the element leader and his wingman. The element leader is to the right and rear of the flight leader, followed by the element wingman to his right and rear.

 

Both the flight leader and element leader have offensive roles, in that they are the ones to open fire on enemy aircraft while the flight remains intact. Their wingmen have a defensive role — the flight wingman covers the rear of the second element and the element wingman covers the rear of the lead element.

 

Four of these flights can be assembled to form a squadron formation which consists of two staggered lines of fighters, one in front of the other. Each flight is usually designated by a color (i.e. Red, Blue, Yellow, and Green).

 

History[edit]

The formation was developed by several air forces independently in the 1930s. The Finnish Air Force adopted it during 1934-1935.[1] [2] Luftwaffe pilots developed the formation independently in 1938 during the Spanish Civil War, and were the first to use it in combat.

 

Finnish experiment[edit]

In the 1930s the Finnish Air Force, aware of its weakness in numbers compared to its neighbours, sought to offset the disadvantage with a radical re-think of its tactics.

 

The new tactical philosophy emphasized aggressiveness (a willingness to attack regardless of the odds) and shooting accuracy (at a time when aerobatic skill was prized by most air forces of the time). Hand-in-hand with these changes was the adoption of the pair and four formation, which made for economy and gave the flexibility the new tactics required. The aircraft in the new formations had greater vertical and horizontal separation, so they were free to scan in all directions for enemy aircraft rather than focusing on maintaining a close formation. This allowed the pilots to maintain greater situational awareness and reduce the chance of being spotted by the enemy due to the looser formation. The two pairs could split up at any time and attack on their own. Also, the pilot who spotted the enemy would become the leader of the pair or even the whole flight for the duration of the attack as he had the best situational awareness at that moment in time.

 

With no guarantee of success, the FAF adopted these changes, and was later to find the validity of this approach during the Winter War with the Soviet Union. The Finnish Air Force proved their effectiveness by achieving a 16:1 kill ratio with the finger-four during the 1939-1940 Winter War against the Soviet Air Force, which at the time used the conventional Vic formation.[2]

 

German experience in Spain[edit]

Involvement in the Spanish Civil War gave the fledgeling Luftwaffe an early experience of combat conditions; however their force there (the "Condor Legion") quickly found its main fighter aircraft, the He 51, was outclassed by the Soviet I-16 in service with the Republicans. The remedy, the new Bf 109B was effective, but in short supply; for some time only six were in the theatre, making the 3-plane Kette impractical. Flying in pairs (Rotte) or a two-pair Schwarm, and using a more open formation (made possible by radio communication between aircraft) was found to confer other benefits.

 

Most notable in its development and use in the Luftwaffe were Günther Lützow and Werner Mölders and their fellow airmen. In the German Luftwaffe the flight (German: Schwarm) was made up of two pairs (German: Rotte) of aircraft. Each Rotte was composed of a leader and a wingman. The Rottenführer (pair leader) would attack enemy aircraft, leaving his wingman to scan for threats and protect him while he engaged the enemy. In this the Germans eschewed the Finnish Air Force's more flexible approach.

 

The Luftwaffe continued the use of this formation during its assault on France, Britain and the Soviet Union, in which its effectiveness was shown to be considerably greater than the standard three-aircraft "Vic" close formation used by its opponents.[3] Later, the RAF, the United States Army Air Forces (USAAF) and Soviet Air Forces adapted to their attackers tactics and were able to use this formation themselves against the Luftwaffe.

 

Other operators[edit]

The Soviet air force units in the Spanish Civil War soon adopted the formation flying against the Germans, and in 1938 recommended its use when they returned home. However most of the Spanish veterans were swept away during Stalin's purge of the armed forces,[3] and the more conservative "Vic" remained the standard Soviet formation. The pary and zveno were not re-introduced until the post-Barbarossa reforms by Alexander Novikov in 1942-43.[4]

 

The RAF were similarly unable to radically reform their fighter tactics until the end of the Battle of Britain. The easing of the pressure and a switch to a more offensive stance led to various experiments with formations. The flying ace Douglas Bader was the first RAF pilot to try the formation, in May 1941. After some refining it became the standard formation of his Duxford Wing, and eventually spread throughout RAF.[5]

 

The United States Army Air Corps and Naval Aviation began using a concept called "Fighting Pair" from 1940–41. Japan too adopted the finger-four formation during World War II.[6][7][8]

 

Missing man formation[edit]

Main article: Missing man formation

The finger-four formation became less common after World War II. However, it is still used in the "Missing Man Formation" at pilots' funeral ceremonies. The formation performs a fly-by in level flight over the funeral, at which point the second element leader climbs vertically and departs the formation, symbolizing the departure of the person being honored.

THE SWORDS MAKE A CROSS

http://thistledancersandpipers.weebly.com/history-of-the-dances.html

BROADSWORDS: This is of military origins and was commonly taught to those in the Scottish regiments of the army. This dance is usually performed by four dancers around four highland broadswords placed to make a cross with their points in the centre. It is danced first to a slow Strathspey tempo and then speeds up into reel time for the last one or two steps.

SWASTIKA IS QUADRANT

swastika dance

 

https://www.youtube.com/watch?v=IbBia9jCnek

https://www.youtube.com/watch?v=cbz8ShI9_YI

 

A LOT OF SWASTIKAS/Quadrants

CRUCIFIX HOLD WEIGHT LIFTING

 

https://www.youtube.com/watch?v=ufbByWlvwJ0

Quadrant

CRUCIFIX HOLD- I TOOK A YOGA CLASS THING WHERE SOME OF HTE POSITIONS WERE HOLDING ARMS OUTLIKE CRUCIFIX FOR LONG TIME AND IT WAS DIFFICULT

 

https://www.youtube.com/watch?v=OU35-a8Xglw

Quadrant

Even when you lift yourself up on pullup bar it looks like crucifix once it gets to chest. Even when you're doing the bench press when the bar is at your chest it looks like a crucifix

https://en.wikipedia.org/wiki/Glossary_of_association_football_terms#O

Striker: one of the four main positions in football. Strikers are the players closest to the opposition goal, with the principal role of scoring goals. Also known as forward or attacker.[30]

16 is the squares of the quadrant model- 64 is an isotropic vector equilibirium double tetrahedron (four) Merkaba
https://en.wikipedia.org/wiki/Playoff_format…

In both the men's and women's NCAA college basketball tournaments, 64 teams are seeded into four brackets of 16 teams each. (From 2011, the men's tournament will feature a "First Four", with the four lowest-ranked conference champions and the four lowest-seeded at-large teams playing single games to enter the 64-team draw.) The #1 team plays the #16 team in each bracket, the #2 plays the #15, and so on. Theoretically, if a higher-ranked team always beats a lower-ranked team, the second game will be arranged #1 vs. #8, #2 vs. #7, etc.; the third will be arranged #1 vs. #4, #2 vs. #3; the fourth will be arranged #1 vs. #2. If for instance #9 beats #8 in the first game, the #9 will simply take the theoretical spot of #8 and play #1. Winners advance through each round, changing cities after every two rounds. The Final Four teams, one from each bracket, play each other in the last weekend, with the winner of the final two being awarded the championship.

https://en.wikipedia.org/wiki/Playoff_format#Total_points_series_.28aggregate.29

Some knockout tournaments may also include a third place playoff, a single match to decide which competitor or team will be credited with finishing third and fourth place. The teams that compete in such third place games are usually the two losing semifinalists in a particular tournament. Although these semifinalists are still in effect "eliminated" from contending for the championship, they either may be competing for a bronze medal like some tournaments in the Olympic Games or basically just to salvage some pride in a consolation match, like in the FIFA World Cup or Rugby World Cup.

 

When a playoff of this type involves the top four teams, it is sometimes known as the Shaughnessy playoff system, after Frank Shaughnessy, who first developed it for the International League of minor league baseball. Variations of the Shaughnessy system also exist, such as in the promotion playoffs held by France's Rugby Pro D2 (union) and League 1 of British rugby league. In the two aforementioned cases, the playoff involves four teams, but not the top four. The Pro D2 playoffs involve the second- through fifth-place teams at the end of the league season, as the champion earns immediate promotion to the Top 14. In League 1, the top two teams at the end of the league season contest a one-off match for promotion to the second-tier Championship; the loser of that match joins the third- through fifth-place teams from the league season in a playoff for the second promotion place.

I'm a paragraph. Click here to add your own text and edit me. It's easy.

https://en.wikipedia.org/wiki/Playoff_format#Total_points_series_.28aggregate.29

 

Four weeks

 

Super League system[edit]

From 2009 through to 2014, the Super League used a top-eight playoff system. The expansion to an eight-team bracket coincided with the league's expansion from 12 to 14 teams. Like the AFL system, the Super League system eliminated two teams in each week leading up to the Grand Final. However, it had a number of differences from the AFL system, most notably the feature known as "Club Call" (explained below).[2]

 

As in the AFL, the participants were ranked by league position in the regular season. Unlike in the AFL, the team receiving home advantage in each match leading up to the Grand Final was guaranteed the right to host the match at a ground of its choosing, either its regular home stadium or (rarely) a larger nearby alternative.

 

Week 1

Qualifying Play-Offs:

1st vs 4th

2nd vs 3rd

The winners of these matches advanced directly to Week 3, in which they received home advantage. The higher-seeded winner received Club Call immediately after Week 2. The losers had another chance in Week 2, when they were at home to the winners of the Week 1 Elimination Play-Offs.

 

Elimination Play-Offs

5th v 8th

6th v 7th

The winners of these matches advanced to Week 2, with the losers being eliminated.

 

Week 2

Preliminary Semi-Final 1: Highest-seeded QPO loser (1, 2, or 3) vs lowest-seeded EPO winner (6, 7, or 8)

Preliminary Semi-Final 2: Lowest-seeded QPO loser (2, 3, or 4) vs highest-seeded EPO winner (5, 6, or 7)

The winners of these matches advanced to Week 3 and Club Call, with the losers being eliminated.

 

Club Call

Club Call, a unique feature of the Super League system, took place on the second weekend of the playoffs, shortly after the winners of the two PSFs were known. The highest-seeded winning club from Week 1 was required to choose which of the two PSF winners they would play in Week 3.

 

Week 3

Qualifying Semi-Final 1: Highest-seeded QPO Winner v Club Call selected PSF winner

Qualifying Semi-Final 2: Second-seeded QPO Winner v Club Call non-selected PSF winner

The winners advanced to the Grand Final the following week.

 

Week 4

Super League Grand Final at Old Trafford, Manchester

Super League XX in 2015 introduced a radical change to the league system, under which the 24 clubs in Super League and the second-tier Championship are split into three groups of eight after each club has played 22 matches. The top eight clubs in Super League at that point will enter a new play-off structure, beginning with a single round-robin mini-league followed by a Shaughnessy play-off involving the top four teams.

https://en.wikipedia.org/wiki/Playoff_format…

Both have four rounds

Top six system[edit]
Main article: Top six play-offs
See also: First McIntyre final six system and Second McIntyre final six system
McIntyre next developed two slightly different systems for six-team playoffs. In each system, the #1 and #2 seeds played to determine the specific semifinal match in which they would compete, while the other four teams played knockout matches in the first week to eliminate two teams and determine the other two semifinal participants. The semifinal in which the winner of the 1–2 match competes directly determines one place in the championship final (often called a "Grand Final", especially in Australia). The other semifinal is an elimination match, with the winner advancing into a "Preliminary Final" to determine the other Grand Final place.

This system was further tweaked into the top-six system used by the Championship and League 1 of European rugby league until being abandoned from the 2015 season forward. A slightly modified version of this system was used in the A-League of Australian soccer starting in 2010 before a pure knockout format was adopted beginning in 2013.

In the modern top-six system, the first round consists of knockout matches involving #3 vs #6 and #4 vs #5, with the #1 and #2 teams receiving a bye into the next round. After those matches, the format is identical to the Page playoff system.

The A-League's former system had the top two teams participating in a two-legged match instead of the single-elimination matches that the other four teams faced. It did not affect the teams' eventual playoff paths.

Example[edit]
As used in the 2010–11 A-League:

Semi Finals Week 1 Semi Finals Week 2 Preliminary Final Grand Final
A – 19 February D – 26 February G – 13 March  
1 Central Coast Mariners 0 — Brisbane Roar (agg.) 2 Brisbane Roar (pen.) 2 (4)
2 Brisbane Roar 2 — Central Coast Mariners 2 Central Coast Mariners 2 (2)
F – 5 March  
B – 18 February Central Coast Mariners 1  
3 Adelaide United 1 Gold Coast United 0  
6 Wellington Phoenix 0 E – 27 February  
Adelaide United 2  
C – 20 February Gold Coast United 3  
4 Gold Coast United 1  
5 Melbourne Victory 0  
Top eight system[edit]
Main articles: McIntyre Final Eight System, AFL final eight system, and Super League play-offs
McIntyre's final development expanded the concept to an eight-team playoff. This expansion meant that no team received a "second chance" after the first week of the playoffs.

McIntyre Final Eight[edit]
The original McIntyre Final Eight system is notable in that it uses the regular-season league table to eliminate two teams in the first week of the playoffs. The procedure is:

Week 1
1st Qualifying Final: 4th seed vs 5th seed
2nd Qualifying Final: 3rd seed vs 6th seed
3rd Qualifying Final: 2nd seed vs 7th seed
4th Qualifying Final: 1st seed vs 8th seed
The fates of the teams in this round depend on whether they won or lost their Qualifying Final, and on their regular-season position. The four winners and the two losers that finished highest on the regular-season table advance to later rounds, with the two other losers eliminated.

Week 2
1st Semi-final:[1] 4th highest-ranked winner vs 2nd highest-ranked loser
2nd Semi-final: 3rd highest-ranked winner vs 1st highest-ranked loser
The two losing teams are eliminated, and the two winning teams progress to Week 3.

Week 3
1st Preliminary Final: Highest-seeded Qualifying Final winner vs winner of 1st Semi-final
2nd Preliminary Final: Second-highest-seeded Qualifying Final winner vs winner of 2nd Semi-final
The two losing teams are eliminated, and the two winning teams progress to the Grand Final.

Week 4
Grand Final: winner of 1st Preliminary Final vs winner of 2nd Preliminary Final
Due to perceived weaknesses of this system, the AFL adopted a modified top-eight playoff in 2000. The National Rugby League (NRL), Australia's top rugby league competition (also with a team in New Zealand), used this system from 1999 through 2011, after which it changed to the AFL system.

AFL system[edit]
The current AFL finals system breaks up the eight participants into four groups of two teams, ranked by their league position after regular-season play. Each group receives an advantage over the teams directly below it on the league table. These advantages are the so-called "double-chance", where a loss in the first week will not eliminate a team from the finals, and home ground finals. Note, however, that "home" designations are often irrelevant if a finals match involves two teams from the same state. The finals format operates as follows:

Week 1
1st Qualifying Final: 1st seed hosts 4th seed
2nd Qualifying Final: 2nd seed hosts 3rd seed
1st Elimination Final: 5th seed hosts 8th seed
2nd Elimination Final: 6th seed hosts 7th seed
The top four teams play the two Qualifying Finals. The winners get a bye through to Week 3 of the tournament to play home Preliminary Finals, while the losers play home Semi-Finals in Week 2. The bottom four teams play the two Elimination Finals, where the winners advance to Week 2 away games and the losers' seasons are over.

Week 2
1st Semi-final:[1] Loser of 1st QF hosts winner of 1st EF
2nd Semi-final: Loser of 2nd QF hosts winner of 2nd EF
Week 3
1st Preliminary Final:[1] Winner of 1st QF hosts winner of 2nd SF
2nd Preliminary Final: Winner of 2nd QF hosts winner of 1st SF
Week 4
AFL Grand Final: Winners of the two Preliminary Finals meet at the MCG.
The specific advantages gained by finishing in higher positions on the league table are as follows:

First and second — These teams receive the double-chance, and play their first two finals matches at home—their Qualifying Final, and then either a Semi-final (should they lose the QF) or Preliminary Final (should they win the QF). They must win two finals matches to reach the Grand Final.

Third and fourth — Like the top two teams, they receive the double-chance, and must win two finals matches to reach the Grand Final. However, they only get to play one finals match at home—a Semi-final if they lose their QF, or Preliminary Final if they win the QF.

Fifth and sixth — These teams do not receive a double-chance. They must win three matches to reach the Grand Final—an Elimination Final, Semi-final, and Preliminary Final. They do get to host their EF.

Seventh and eighth — These teams receive neither a double-chance nor a home finals match, and must also win three finals matches to reach the Grand Final.

The National Rugby League and Victorian Football League operate the same finals system.

16 is the squares of the quadrant model- and four rounds

https://en.wikipedia.org/wiki/Playoff_format#Total_points_series_.28aggregate.29

 

The 2014 season introduced a radically different format, although the basic points system remains identical to that in the 2011–2013 period. Under the current system, the Monster Energy field, now officially called the "Monster Energy Grid", consists of 16 drivers. These drivers are chosen primarily on the basis of race wins during the first 26 races, provided that said drivers are in the top 30 in series points and have attempted to qualify for each race (barring injuries). The points leader is assured of a place on the Grid, but only if he does not have a race win. Any remaining spots on the Grid are filled in order of driver points. The format from this point is radically different—the Chase is now divided into four rounds, with three races in each of the first three rounds and a one-race finale.

As in the 2011–2013 format, initial driver points are reset to 2,000 with a 3-point bonus for each win. All 16 Grid drivers compete to remain in the Chase for the first three Chase races, known as the "Challenger Round". After these races, the four lowest-placed drivers on the Grid are eliminated; they retain their points from the previous races and accumulate points in the remaining races based on the regular-season scoring system (this also applies to drivers eliminated at later stages). The winner of each of the first three races automatically advances to the next round of the Chase.

The next round, the "Contender Round", starts with 12 drivers, each with 3,000 points but with no win bonus. As in the Challenger Round, the winner of each race in this round advances to the next round. As in the previous round, the four drivers with the lowest points total after this round are eliminated.

The third round, the "Eliminator Round", starts with eight drivers, each with 4,000 points, again with no win bonus. As in the previous rounds, the winner of each race in this round advances to the next round. Again, the four drivers with the lowest points total after this round are eliminated.

The last race of the season starts with four drivers still in contention for the championship; each starts the race with 5,000 points. The highest finisher of the four becomes Monster Energy Cup champion.

There were 16 teams- four groups (the quadrant model)

 

https://en.wikipedia.org/wiki/2007_AFC_Asian_Cup#Group_stage

 

Group stage[edit]

Key to colours in group tables

Group winners and runners-up advance to the quarter-finals

Group A[edit]

Main article: 2007 AFC Asian Cup Group A

Team Pld W D L GF GA GD Pts

Iraq 3 1 2 0 4 2 +2 5

Australia 3 1 1 1 6 4 +2 4

Thailand 3 1 1 1 3 5 −2 4

Oman 3 0 2 1 1 3 −2 2

7 July 2007

19:30 UTC+7

Thailand 1–1 Iraq

Suksomkit Goal 6' (pen.) Report Mahmoud Goal 32'

Rajamangala Stadium, Bangkok

Attendance: 30,000

Referee: Kwon Jong-Chul (South Korea)

8 July 2007

17:15 UTC+7

Australia 1–1 Oman

Cahill Goal 90+2' Report Al-Maimani Goal 32'

Rajamangala Stadium, Bangkok

Attendance: 5,000

Referee: Eddy Maillet (Seychelles)

12 July 2007

17:15 UTC+7

Oman 0–2 Thailand

Report Thonkanya Goal 70', 78'

Rajamangala Stadium, Bangkok

Attendance: 19,000

Referee: Lee Gi-Young (South Korea)

13 July 2007

17:15 UTC+7

Iraq 3–1 Australia

Akram Goal 22'

M. Mohammed Goal 60'

Jassim Goal 86' Report Viduka Goal 47'

Rajamangala Stadium, Bangkok

Attendance: 6,000

Referee: Jasim Karim (Bahrain)

16 July 2007

19:30 UTC+7

Thailand 0–4 Australia

Report Beauchamp Goal 21'

Viduka Goal 80', 83'

Kewell Goal 90'

Rajamangala Stadium, Bangkok

Attendance: 46,000

Referee: Kwon Jong-Chul (South Korea)

16 July 2007

19:30 UTC+7

Oman 0–0 Iraq

Report

Supachalasai Stadium, Bangkok

Attendance: 500

Referee: Eddy Maillet (Seychelles)

Group B[edit]

Main article: 2007 AFC Asian Cup Group B

Team Pld W D L GF GA GD Pts

Japan 3 2 1 0 8 3 +5 7

Vietnam 3 1 1 1 4 5 −1 4

United Arab Emirates 3 1 0 2 3 6 −3 3

Qatar 3 0 2 1 3 4 −1 2

8 July 2007

19:30 UTC+7

Vietnam 2–0 United Arab Emirates

Quang Thanh Goal 64'

Công Vinh Goal 73' Report

Mỹ Đình Stadium, Hanoi

Attendance: 39,450

Referee: Talaat Najm (Lebanon)

9 July 2007

17:15 UTC+7

Japan 1–1 Qatar

Takahara Goal 61' Report Soria Goal 88'

Mỹ Đình Stadium, Hanoi

Attendance: 5,000

Referee: Matthew Breeze (Australia)

12 July 2007

19:30 UTC+7

Qatar 1–1 Vietnam

Soria Goal 79' Report Thanh Bình Goal 32'

Mỹ Đình Stadium, Hanoi

Attendance: 40,000

Referee: Masoud Moradi (Iran)

13 July 2007

20:30 UTC+7

United Arab Emirates 1–3 Japan

Al-Kass Goal 66' Report Takahara Goal 22', 27'

S. Nakamura Goal 42' (pen.)

Mỹ Đình Stadium, Hanoi

Attendance: 5,000

Referee: Satop Tongkhan (Thailand)

16 July 2007

17:15 UTC+7

Vietnam 1–4 Japan

Suzuki Goal 8' (o.g.) Report Maki Goal 12', 59'

Endō Goal 31'

S. Nakamura Goal 53'

Mỹ Đình Stadium, Hanoi

Attendance: 40,000

Referee: Matthew Breeze (Australia)

16 July 2007

17:15 UTC+7

Qatar 1–2 United Arab Emirates

Soria Goal 42' (pen.) Report Al-Kass Goal 60'

Khalil Goal 90+4'

Army Stadium, Ho Chi Minh City

Attendance: 3,000

Referee: Masoud Moradi (Iran)

Group C[edit]

Main article: 2007 AFC Asian Cup Group C

Team Pld W D L GF GA GD Pts

Iran 3 2 1 0 6 3 +3 7

Uzbekistan 3 2 0 1 9 2 +7 6

China PR 3 1 1 1 7 6 +1 4

Malaysia 3 0 0 3 1 12 −11 0

10 July 2007

20:30 UTC+8

Malaysia 1–5 China PR

Mahayuddin Goal 74' Report Han Peng Goal 15', 55'

Shao Jiayi Goal 36'

Wang Dong Goal 51', 90+3'

Bukit Jalil Stadium, Kuala Lumpur

Attendance: 21,155

Referee: Muhsen Basma (Syria)

11 July 2007

18:15 UTC+8

Iran 2–1 Uzbekistan

Hosseini Goal 55'

Kazemian Goal 78' Report Rezaei Goal 16' (o.g.)

Bukit Jalil Stadium, Kuala Lumpur

Attendance: 1,863

Referee: Saad Kamil Al-Fadhli (Kuwait)

14 July 2007

18:15 UTC+8

Uzbekistan 5–0 Malaysia

Shatskikh Goal 10', 89'

Kapadze Goal 30'

Bakayev Goal 45+2' (pen.)

Ibrahimov Goal 85' Report

Bukit Jalil Stadium, Kuala Lumpur

Attendance: 7,137

Referee: Abdulrahman Abdou (Qatar)

15 July 2007

18:15 UTC+8

China PR 2–2 Iran

Shao Jiayi Goal 7'

Mao Jianqing Goal 33' Report Zandi Goal 45+1'

Nekounam Goal 74'

Bukit Jalil Stadium, Kuala Lumpur

Attendance: 5,938

Referee: Khalil Al-Ghamdi (Saudi Arabia)

18 July 2007

20:30 UTC+8

Malaysia 0–2 Iran

Report Nekounam Goal 29' (pen.)

Teymourian Goal 77'

Bukit Jalil Stadium, Kuala Lumpur

Attendance: 4,520

Referee: Muhsen Basma (Syria)

18 July 2007

20:30 UTC+8

Uzbekistan 3–0 China PR

Shatskikh Goal 72'

Kapadze Goal 86'

Geynrikh Goal 90+4' Report

Shah Alam Stadium, Shah Alam

Attendance: 2,200

Referee: Saad Kamil Al-Fadhli (Kuwait)

Group D[edit]

Main article: 2007 AFC Asian Cup Group D

Team Pld W D L GF GA GD Pts

Saudi Arabia 3 2 1 0 7 2 +5 7

South Korea 3 1 1 1 3 3 0 4

Indonesia 3 1 0 2 3 4 −1 3

Bahrain 3 1 0 2 3 7 −4 3

10 July 2007

17:15 UTC+7

Indonesia 2–1 Bahrain

Sudarsono Goal 14'

Bambang Goal 64' Report Mahmood Goal 27'

Gelora Bung Karno Stadium, Jakarta

Attendance: 60,000

Referee: Yuichi Nishimura (Japan)

11 July 2007

19:30 UTC+7

South Korea 1–1 Saudi Arabia

Choi Sung-Kuk Goal 66' Report Y. Al-Qahtani Goal 77' (pen.)

Gelora Bung Karno Stadium, Jakarta

Attendance: 15,000

Referee: Mark Shield (Australia)

14 July 2007

19:30 UTC+7

Saudi Arabia 2–1 Indonesia

Y. Al-Qahtani Goal 12'

Al-Harthi Goal 90' Report Aiboy Goal 17'

Gelora Bung Karno Stadium, Jakarta

Attendance: 88,000

Referee: Ali Al-Badwawi (United Arab Emirates)

15 July 2007

19:30 UTC+7

Bahrain 2–1 South Korea

Isa Goal 43'

Abdul-Latif Goal 85' Report Kim Do-Heon Goal 4'

Gelora Bung Karno Stadium, Jakarta

Attendance: 9,000

Referee: Sun Baojie (China)

18 July 2007

17:15 UTC+7

Indonesia 0–1 South Korea

Report Kim Jung-Woo Goal 34'

Gelora Bung Karno Stadium, Jakarta

Attendance: 88,000

Referee: Mark Shield (Australia)

18 July 2007

17:15 UTC+7

Saudi Arabia 4–0 Bahrain

Al-Mousa Goal 18'

A. Al-Qahtani Goal 45'

Al-Jassim Goal 68', 79' Report

Gelora Sriwijaya Stadium, Palembang

Attendance: 500

Referee: Yuichi Nishimura (Japan)

https://en.wikipedia.org/wiki/2007_AFC_Asian_Cup#Group_stage

https://en.wikipedia.org/wiki/2007_AFC_Asian_Cup#Knockout_stage

 

Four groups and four stages

 

Group stage

10.1 Group A

10.2 Group B

10.3 Group C

10.4 Group D

11 Knockout stage

11.1 Quarter-finals

11.2 Semi-finals

11.3 Third place play-off

11.4 Final

Logo is a quadrant - Four nations
The 2007 AFC Asian Cup finals were held from 7 to 29 July 2007. For the first time in its history, the competition was co-hosted by four nations: Indonesia, Malaysia, Thailand and Vietnam. For the first time in the nation's history, Iraq won the continental title after it defeated Saudi Arabia 1–0 in the final. As the winner, Iraq represented the AFC in the 2009 FIFA Confederations Cup.

Mohammed Bin Hammam proposed and presented a move to have four host nations for the 2007 Asian Cup. However, he later regretted this decision and called it his "mistake", citing the financial and logistic difficulties in organising an event across four countries. He said that "It is proving very difficult for [the executive committee as they] have to have four organising committees, four media centres and there are also financial considerations." He also revealed that "[He would] definitely [not do] it [again]", if he had the choice.

With four goals, Younis Mahmoud, Naohiro Takahara and Yasser Al-Qahtani are the top scorers in the tournament. In total, 84 goals were scored by 57 different players, with two of them credited as own goals.

I'm a paragraph. Click here to add your own text and edit me. It's easy.

https://en.wikipedia.org/wiki/Kuromasu

 

Kuromasu (Japanese:黒どこ kurodoko) is a binary-determination logic puzzle published by Nikoli. As of 2005, one book consisting entirely of Kuromasu puzzles has been published by Nikoli.

Kuromasu is played on a rectangular grid. Some of these cells have numbers in them. Each cell may be either black or white. The object is to determine what type each cell is.

The following rules determine which cells are which:

Each number on the board represents the number of white cells that can be seen from that cell, including itself. A cell can be seen from another cell if they are in the same row or column, and there are no black cells between them in that row or column.

Numbered cells may not be black.

No two black cells may be horizontally or vertically adjacent.

All the white cells must be connected horizontally or vertically.

The game is made of quadrants

https://en.wikipedia.org/wiki/File:Slitherlink-diag1inner.png

https://en.wikipedia.org/wiki/Slitherlink

 

Slitherlink (also known as Fences, Takegaki, Loop the Loop, Loopy, Ouroboros, Suriza and Dotty Dilemma) is a logic puzzle developed by publisher Nikoli.

The game is composed of points in quadrant formations

Slitherlink is played on a rectangular lattice of dots. Some of the squares formed by the dots have numbers inside them. The objective is to connect horizontally and vertically adjacent dots so that the lines form a simple loop with no loose ends. In addition, the number inside a square represents how many of its four sides are segments in the loop.

Other types of planar graphs can be used in lieu of the standard grid, with varying numbers of edges per vertex or vertices per polygon. These patterns include snowflake, Penrose, Laves and Altair tilings. These add complexity by varying the number of possible paths from an intersection, and/or the number of sides to each polygon; but similar rules apply to their solution.

16 is the squares of the quadrant model- Four rounds

https://en.wikipedia.org/wiki/1994_Stanley_Cup_playoffs

 

The 1994 Stanley Cup playoffs, the championship of the National Hockey League (NHL), began after the conclusion of the 1993–94 NHL season. The sixteen teams that qualified, eight from each conference, played best-of-seven game series for conference quarterfinals, semifinals and championships; and then the conference champions played a best-of-seven series for the Stanley Cup.

https://en.wikipedia.org/wiki/Canadian_Football_League_East_Division

Interprovincial Rugby Football Union (1907–1959)[edit]

In 1907, the Hamilton Tigers and Toronto Argonauts of the ORFU joined with the QRFU's Montreal Foot Ball Club and Ottawa Rough Riders (Ottawa had been moving back and forth between the two unions over the past few years) to form an elite competition, the Interprovincial Rugby Football Union. The new competition was soon dubbed the "Big Four". Montreal won the first championship that year. In 1909 Lord Earl Grey, the Governor General of Canada, donated a trophy to be awarded to the CRU champion. The trophy, which became known as the Grey Cup, would not be won by an IRFU club until the Hamilton Tigers captured the trophy in 1913. Following the 1915 season, the competition was suspended because of the First World War, and would not fully resume until 1920.

 

From 1925 until 1953, IRFU teams would dominate Canadian football, winning 18 of the 26 Grey Cups its clubs contested in that timespan (the IRFU suspended operations from 1942 through 1944 because of World War II). During this period, the calibre of play in the IRFU was recognized as being on par with any league in North America. The Big Four attracted considerable interest in the United States and even had its games televised by the National Broadcasting Company for a time during the 1950s (in fact, these games were more widely available than their NFL counterparts). This interest would eventually decline as the National Football League gained prominence and the American Football League rose in popularity.

 

By the mid-1950s, it was clear that the IRFU was a far higher calibre competition than the ORFU (the Quebec union had faded from the scene in the early part of the century). Moreover, the Western Interprovincial Football Union had been gaining strength over the last two decades, and its level of play was almost on par with that of the IRFU. The WIFU's champion had faced the Big Four's champion in the Grey Cup final every season since 1945, and it would prove capable of winning the Grey Cup on a regular basis during this decade. Following the 1954 season, the ORFU finally stopped challenging for the Grey Cup, thus making the game a contest between the champions of the IRFU in the East and the WIFU in the West. Although it would be another four years before the amateurs were formally locked out of Grey Cup play, this marks the start of the modern era of Canadian football.

 

In 1956, the IRFU and WIFU agreed to form the Canadian Football Council. In 1958, the CFC withdrew from the CRU and renamed itself the Canadian Football League. The new league assumed control of the Grey Cup, though it had been the de facto professional championship for four years before then.

https://en.wikipedia.org/wiki/Survivor:_Panama

I PUT THIS IN ONE OF MY OVER 50 QMR BOOKS

 

16 is the squares of the quadrant model

 

Survivor: Panama — Exile Island, also known as Survivor: Exile Island and Survivor: Panama, is the twelfth season of the American CBS competitive reality television series Survivor. The season was filmed in the Pearl Islands, off the coast of Panama from October 31, 2005 through December 8, 2005 and premiered on February 2, 2006. Hosted by Jeff Probst, it consisted of the usual 39 days of gameplay with 16 competitors, the first season with 16 competitors since Survivor: Pearl Islands five seasons prior.

 

The 16 players were initially split into four tribes by sex and age: young men (Viveros), older men (La Mina), young women (Bayoneta) and older women (Casaya).[1] These four tribes were named after four islands located in the Pearl Islands. Shortly after the first Tribal Council, the Viveros and Bayoneta tribes were dissolved and a "schoolyard pick" formed two new integrated tribes using the Casaya and La Mina tribe names and camps. When there were ten contestants left, they merged into one tribe named Gitanos, the Spanish word for "gypsy." Coincidentally, a member from each of the original four tribes was represented in the final four. During the season finale on May 14, 2006, it was revealed that Aras Baskauskas was named the Sole Survivor over Danielle DiLorenzo in a 5-2 vote.

https://www.youtube.com/watch?v=-kozsuBvrW0

 

one punch is called the cross- the cross is a quadrant

https://www.youtube.com/watch?v=YfHndscfj7s

 

a quadrant diamond- Poi tutorial

https://www.math.cornell.edu/~numb3rs/kostyuk/num218.htm

Numb3rs 218: All's Fair

 

Sudoku and logistic regression. They have two things in common: both appeared in this episode of Numb3rs, and both involve some interesting math. What math? Great question! Read on and find out.

 

Squares within Squares

 

Although Sudoku first became popular in Japan, it was in fact invented by an American, Howard Garns, in 1979. The goal is to place the numbers 1 through 9 in square cells of a 9x9 board such that a Sudoku puzzle

 

Each row and column includes each digit.

Each of the smaller 3x3 squares also includes each digit.

Usually some numbers are filled in to begin with, and you must fill in the rest. Here's one courtesy of wikipedia: give it a try, it's fun! You can find more Sudoku puzzles at http://www.dailysudoku.com/. Although Sudoku is a recent phenomenon, the mathematical object on which it's based, the Latin square, is much older. As the name implies, a Latin square is a square grid, say nxn in size, such that only the first condition above is satisfied, i.e. each row and each column must have a cell with each of n different numbers or symbols.

Activity 1:

Construct a 2x2 Latin square. Ok, now construct a different 2x2 Latin square. Can you make another one, different from the first two?

Complete the following 4x4 Latin square (with digits 1, 2, 3, and 4):

Latin square

Activity 2: Notice that when you switch two rows or columns of a Latin square, you still get a Latin square. We call two Latin squares non-isomorphic if you can't get one from the other by switching (perhaps multiple) rows or columns. How many non-isomorphic 3x3 Latin squares (with entries 1, 2, and 3) are there?

One of the first seriously study the mathematics of Latin squares was the prolific 18th century mathematician Leonhard Euler (OIL-ler), who was intrigued by the following puzzle: given six different regiments that each have six officers, each of one of six different ranks, can these 36 officers be arranged in a 6x6 square so that each row and column has one officer of each rank and regiment? To make this clear, let's mark each regiment by a different color, and denote each of the six ranks by the corresponding die side (see picture below). The question then becomes, can one arrange the dice on a 6x6 board such that each row and column has a die of each color and face value?

 

die sides, colored with six colors

Activity 3: Can you solve the analogous 2x2 colored die problem? What about 3x3 and 4x4? Here's is a 5x5 solution:

5x5 Graeco-Latin square

In trying to solve the original 6x6 officers puzzle, Euler noticed that the resulting square would break up into two Latin squares, a square of colors and a square of dice in our example.

decomposition into a Graeco-Latin pair

Thus all one needs to do to solve the six regiments problem is find a pair of Latin squares which when put together satisfy Euler's requirements, i.e. when the squares are superimposed, each pair of symbols (or die values and colors) occurs exactly once in the whole square. Such pairs are called Graeco-Latin squares, for the simple reason that Euler denoted the elements of one by Latin letters and the other by Greek. After some tinkering, Euler wasn't able to find a 6x6 Graeco-Latin pair, and he conjectured that such pairs don't exist for any n=4k+2, where k is an integer bigger than 0. It wasn't until 1901 that a mathematician showed, by exhaustive enumeration of 6x6 Latin squares, that a 6x6 Graeco-Latin pair truly doesn't exist. Euler's overall conjecture, however, was shown to be false in 1959: Graeco-Latin pairs exist for all n except 2 and 6.

 

Consider the pair of Latin squares below. Are they Graeco-Latin? We make a single 4x4 square by adding the corresponding entries of the pair. The result is called a magic square. It's a square with distinct integer entries such that the sum of each row, column, and diagonal is the same, in this case 34.

 

Latin+Latin=magic

Activity 4:

What does the sum 1+2+...+n equal, in terms of n?

Every magic square of size nxn with entries from 1 to n2 has the same row/column/diagonal sum. For example, in every 4x4 magic square, that sum, called the magic sum, is 34. Construct a 3x3 magic square with entries from 1 to 9 and find its magic sum.

What is the magic sum of an nxn magic square (with entries 1 to n2), in terms of n? (Hint: use your answer to part 1.)

Activity 5*: Can you always decompose a magic square into a sum of a Graeco-Latin pair like above? Why or why not? (Hint: recall that no 6x6 Graeco-Latin pairs exist.)

In closing this exploration, here are two basic questions about magic squares which, as far as I know, still have not been answered:

Can every magic square (with possibly non-consecutive integer entries) be written as a sum of Latin squares? (The answer is no if you restrict yourself to only Graeco-Latin pairs, see activity 5 above.)

What is the number of different magic squares of size nxn and entries 1 through n2 for n>5?

Melancholia I Perhaps the most famous magic square is the one reproduced below. This 4x4 square appears in Albercht Dürer's 1514 engraving Melencolia I, to the right. What other mathematical objects can you find in Dürer's engraving? What do you think is the idea Dürer tried to convey?

Durer's square

 

One Curve Fits All

 

As you may already know, The Acme Corporation's yearly production of anvils depends heavily on the amount of iron Acme mines. Here's a data table summarizing the last decade:

table

Unfortunately, Acme's mining business is in some trouble this year, and is expected to produce only 460 tonnes of iron. Naturally, Acme's CEO wants to know how many anvils can the factory expect to produce, and you've been given the assignment of figuring this out. The first thing you decide to do is graph the points, like this.

graph of data

After some thought you come up with the following bright idea: all that's needed is a curve, based somehow on the existing data, that will show the correspondence between iron mined and anvils produced.

 

Activity 1: One possibility is to simply connect the dots in the order of increasing iron, like in the graph to the right. connected dots

What are some disadvantages of doing so?

Do you think this model will better predict interpolated points, those that fall inside the range of existing data, or extrapolated points, those that fall outside of that range?

regression line and residuals

After trying the above naive approach, you consult a book on statistics and find the method of linear regression. The essence of this method is to fit a line to the existing data points so as to minimize the squares of the vertical distances between the line and the points (see illustration to the right). Why the squares of distances and not simply the distances? Mostly out of mathematical convenience irrelevant to this discussion, details which you'll likely cover in an intermediate level statistics class.

 

An equation of a line in the plane has the form

y=a+bx

for some y-intercept a and slope b. What we would like to do is find a way to write the slope b and intercept a of our regression line in terms of the given data points (xi,yi) (in our case indexed by i=1997, 1998,...,2006). In fact, using a bit of calculus it can be shown that

b=...

and

a=ybar-bxbar

where is the average of the xi and is the average of yi. Keep in mind that while you can always fit a regression line to a set of data, the line might not tell you much if the points of your data are not "close" to being on a single line but are scattered all over; it will have no predictive power. On the other hand, in our case of anvils and iron, there's a pretty good linear fit. There's an exact way to quantify how well a regression line fits the data, but that's a story for another day (or wikipedia).

 

In this episode, Charlie proposes to find how likely someone is to commit a terrorist act based on various variables (money, fanaticism, etc.) using logistic regression. In general, logistic, as opposed to linear, regression is used when you're dealing with a binary--yes/no, pass/fail, 0/1, etc.--dependent variable (the variable you're trying to predict based available data). Here's an example that will make this clear.

 

passed/failed bar graph

Suppose you would like to know how likely a young law school graduate is to pass the bar exam based on how much time they spent studying for it. Further suppose you have the relevant data from last year's 27 exam takers, graphed on the right with pass and fail on the y-axis, and the hours spent studying on the x-axis.

 

Activity 2: You would like to know what are the chances of somebody who has studied only 110 hours of passing. lin reg

One way to approach this would be to simply do linear regression. It'll look like the picture on the right. What are some problems with this approach?

Can you think of a better way of approximating a binary dependent variable by a curve?

logistic curve

In the 1970's statisticians were mulling over question #2 above, and what they came up with is logistic regression. The idea is to approximate the data by an "S" shaped curve, called logistic curve, that looks something like the curve on the right, and is given by the following equation,

y=1/(1+e^-(a+bx)

where e is the base of the natural logarithm, and a and b are again parameters, but this time not as simple to interpret as intercept and slope in case of linear regression.

 

Activity 3:

How does the logistic curve look like when b=0? What about b>0 or b<0?

What are the asymptotes of the curve?

A good way to think about logistic regression, and a very good way to actually approximate it, is as linear regression in disguise, the disguise being the natural log function.

 

The odds of an event A, say flipping a coin and getting tails, is the probability of it happening divided by the probability of it not happening,

odds=p/(1-p)

Thus if we know the odds of an exam taker passing after studying 120 hours, we can calculate the probability of passing through simple algebra. So without any loss of information, we shift to working with the odds instead of the probability, thinking of odds as a function of events, just like we treated P.

 

Activity 4:

What is the range of values odds can take? (Remember, the range of P is from 0 to 1.)

What's the relationship between odds of an event A and the odds of event (not A)?

Let log odds(A)=log(P(A)/1-P(A)), where log is the natural logarithm function. What is the range of log odds?

What is the relationship between log odds(A) and log odds(not A)?

Suppose for some events A and B, P(A) < P(B). Is log odds (A) < log odds(B)?

odds

As you've seen in part #3 above, the log odds look much more like the continuous dependent variable we used linear regression on earlier in this section. So that's just what we'll do now: use linear regression on the log odds! From our data we can divide the range of hours studied into suitable intervals (of say 40 hours), and count the odds for each interval as (#points at 1)/(#points at 0), as on the right. We then graph the log odds, treating each of the 5 different values we got for the intervals as multiple points according to how many original data points fell into the corresponding interval.

 

log odds+regression

Finally, what we get is a regression for the log odds of the form

logodds=a+bx

as before when we did linear regression. Taking the base of the natural logarithm e to the power of both sides, we get

odds=e^(a+bx)

and solving for P, we get the equation of the logistic curve!

logistic curve equation

Thus the orange regression line to the right is mapped by the transformations above to the logistic curve approximating our original data.

 

The actual calculation of the logistic curve coefficients is done differently, usually by calculators or computers, but this procedure is simple, conceptually enlightening, and very close to the actual best-fitting logistic curve.

 

Activity 5:Using the equation for the coefficient b and intercept a of linear regression, find the equation of the regression line approximating the log odds (values of log odds are noted on top of the intervals illustration above). What is the equation of the resulting logistic curve?

four by four is quadrant 16 4X4 fountain poi

https://www.youtube.com/watch?v=xskYEOFYrjM

Crucifix is a cross

https://en.wikipedia.org/wiki/Spinal_lock

Crucifix neck crank[edit]

The crucifix neck crank is similar to the cattle catch, but involves the combatant performing the neck crank being mounted on the opponent. Both of the opponent's arms are controlled, and the opponent's head is held in the armpit. By cranking the body upwards while keeping a tight hold on the opponents arms, the opponents head is forced towards his or her chest.

Both the cattle catch and the crucifix neck crank are colloquially referred to simply as the crucifix, which often leads to confusion with the traditional crucifix position.

http://www.yogajournal.com/article/practice-section/open-arms/

Swastika is the quadrant

 

1. Eka Bhuja Swastikasana I

 

In One-Armed Swastika Pose I, your body looks like one of the crosspieces of the ancient Asian symbol of good luck.

 

To come into the pose, lie face-down with your arms stretched out perpendicular to your sides, palms down. Make sure your hands are level with your forehead rather than stretched straight out from your shoulders. On an exhalation, without moving your right arm, roll onto your right side and reach your left hand straight back toward your right one. Bend your left knee and bring the sole of your foot to the floor. Draw your spine long, extending down through your tailbone toward your feet and up through the crown of your skull, and turn your head to the left so you look up toward the ceiling. (If this neck position isn’t comfortable, experiment until you find one that is.)

 

If you already experience a strong stretch where your inner upper right arm meets your chest, pause here, breathing smoothly and evenly and allowing the stretched muscles to relax. If you’re comfortable stretching further, bend your right knee and place the sole of your right foot on the ground next to your left; then lift your right fingers up and reach your left hand back to grasp them. (It’s normal to fumble and feel disoriented at first as you reach for your right fingers.)

 

Either reach your left fingers straight down along your right ones and draw your right hand back toward your body, or for more of a stretch to your left shoulder, grasp your right palm from the thumb side to draw it back, and bend your left elbow down toward or even onto the floor.

 

Once you find an edge in your stretch, pause and breathe smoothly and evenly for 15 to 45 seconds, then gently release your hands, roll back onto your belly and chest, and straighten your legs. Pause to notice and absorb the changes in your body before performing the pose on the other side.

 

2. Eka Bhuja Swastikasana II

 

To come into One-Armed Swastika Pose II, lie face-down with your arms reaching straight up overhead and your palms on the ground, shoulder-width apart. To keep your body integrated and engaged as you enter the arm stretch, place the inner edges of your big toes together and extend energy down through your tailbone and legs and up through the crown of your head. On an inhalation, draw your elbows in toward your torso until they’re almost underneath your shoulders, and rise up into a mild Sphinx Pose.

 

As you exhale, reach your right hand across your body to the left, crossing behind your left elbow, and bring your right palm to the floor straight out to the side from your left shoulder. Gently lower your shoulders until your whole right arm is touching the ground and your chin comes to the floor in front of your upper arm, then swing your left arm down along your side and rest the back of the hand on the floor. Press your weight into your right arm to stretch the outer upper arm and shoulder. Press your left shoulder toward the floor to accentuate the stretch.

 

This position may be enough of a stretch. For a deeper one, bend your right arm at the elbow until your palm comes to the back of your neck. Then bend your left elbow to reach your left hand up your back, as in Gomukhasana, and catch your right fingertips with your left ones. Pull with your fingertips and work the clasp deeper to create more stretch on your right upper arm and shoulder.

 

It’s fine to stay in this position, but if you want to complete the swastika shape, externally rotate your right leg and draw it out to the side until it is perpendicular to your torso. Work the outer right hip away from your torso to keep the side waist long, just as you would in standing poses like Trikonasana (Triangle Pose) and Ardha Chandrasana (Half Moon Pose). Flex your foot to 90 degrees, and press out firmly through your right heel while continuing to extend out through your left toes. Try to keep your pelvis squared toward the floor.

 

When you reach your final position, remain there for 15 to 45 seconds. Imagine each inhalation bringing fresh energy throughout your body, especially to your right upper arm and shoulder, and each exhalation releasing you more deeply into the pose. Then come out of the pose and repeat it on the other side.

 

3. Eka Bhuja Padmasana

 

To come into One-Armed Lotus Pose, begin with the most basic version of the previous pose, Eka Bhuja Swastikasana: right arm crossed under the left and the left arm stretched back along your left side, palm up. Then lift your head off the floor, curl your right fingers around your thumb to form a fist, and bend your right elbow so you can swing your right wrist directly underneath your chin; the whole inner edge (thumb side) of your right forearm, wrist, and hand will come to the floor.

 

Next, use the point of your chin to press down on your wrist bones and magnify the stretch. Make sure you’re not pressing your throat into your arm, or pressing on the hand rather than the wrist. Check to see that your right upper arm is still perpendicular to your torso; there’s a tendency to draw the elbow down as you’re folding the forearm into the final position. Also, make sure you’re releasing and pressing your left shoulder toward the floor. It’s easy to unconsciously hold the left shoulder up and thus avoid some of the right arm stretch.

 

In this pose, as in Eka Pada Swastikasana II, you can either keep your toes together, extending energy down through your legs and out through the crown of your head, or draw your right leg out to the side. Whichever position you choose, remain in it for 15 to 45 seconds, allowing each breath to create more freedom in your right arm and shoulder. Then come out of the pose and practice it on the other side.

https://en.wikipedia.org/wiki/Keisuke_(puzzle)

 

Keisuke is a logic puzzle published by Nikoli.

Keisuke is played on a rectangular grid, in which some cells of the grid are shaded. Additionally, external to the grid, several numeric values are given, some denoted as horizontal, and some denoted as vertical.

The puzzle functions as a simple numeric crossword puzzle. The object is to fill in the empty cells with single digits, such that the given numeric values appear on the grid in the orientation specified.

I'm a

Wang tiles reflect the quadrant image

https://en.wikipedia.org/wiki/Wang_tile

In 1961, Wang conjectured that if a finite set of Wang tiles can tile the plane, then there exists also a periodic tiling, i.e., a tiling that is invariant under translations by vectors in a 2-dimensional lattice, like a wallpaper pattern. He also observed that this conjecture would imply the existence of an algorithm to decide whether a given finite set of Wang tiles can tile the plane.[1][2] The idea of constraining adjacent tiles to match each other occurs in the game of dominoes, so Wang tiles are also known as Wang dominoes.[3] The algorithmic problem of determining whether a tile set can tile the plane became known as the domino problem.[4]

According to Wang's student, Robert Berger,[4]

The Domino Problem deals with the class of all domino sets. It consists of deciding, for each domino set, whether or not it is solvable. We say that the Domino Problem is decidable or undecidable according to whether there exists or does not exist an algorithm which, given the specifications of an arbitrary domino set, will decide whether or not the set is solvable.

In other words, the domino problem asks whether there is an effective procedure that correctly settles the problem for all given domino sets.

In 1966, Wang's student Robert Berger solved the domino problem in the negative. He proved that no algorithm for the problem can exist, by showing how to translate any Turing machine into a set of Wang tiles that tiles the plane if and only if the Turing machine does not halt. The undecidability of the halting problem (the problem of testing whether a Turing machine eventually halts) then implies the undecidability of Wang's tiling problem.[4]

Combining Berger's undecidability result with Wang's observation shows that there must exist a finite set of Wang tiles that tiles the plane, but only aperiodically. This is similar to a Penrose tiling, or the arrangement of atoms in a quasicrystal. Although Berger's original set contained 20,426 tiles, he conjectured that smaller sets would work, including subsets of his set, and in his unpublished Ph.D. thesis, he reduced the number of tiles to 104. In later years, increasingly smaller sets were found.[5][6][7] For example, the set of 13 tiles given in the image above is an aperiodic set published by Karel Culik II in 1996.[6] It can tile the plane, but not periodically.

Wang tiles can be generalized in various ways, all of which are also undecidable in the above sense. For example, Wang cubes are equal-sized cubes with colored faces and side colors can be matched on any polygonal tessellation. Culik and Kari have demonstrated aperiodic sets of Wang cubes.[8] Winfree et al. have demonstrated the feasibility of creating molecular "tiles" made from DNA (deoxyribonucleic acid) that can act as Wang tiles.[9] Mittal et al. have shown that these tiles can also be composed of peptide nucleic acid (PNA), a stable artificial mimic of DNA.[10]

Wang tiles have recently become a popular tool for procedural synthesis of textures, heightfields, and other large and nonrepeating bidimensional data sets; a small set of precomputed or hand-made source tiles can be assembled very cheaply without too obvious repetitions and without periodicity. In this case, traditional aperiodic tilings would show their very regular structure; much less constrained sets that guarantee at least two tile choices for any two given side colors are common because tileability is easily ensured and each tile can be selected pseudorandomly.[11][12][13][14]

Wang tiles have also been used in cellular automata theory decidability proofs.[15]

In popular culture Edit

The short story Wang's Carpets, later expanded to the novel Diaspora, by Greg Egan, postulates a universe, complete with resident organisms and intelligent beings, embodied as Wang tiles implemented by patterns of complex molecules.[16]

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THIS STUFF IS IN MY OVER 50 QMR BOOKS

http://www.yogicwayoflife.com/swastikasana-the-auspicious-pose/

Swastika is quadrant

 

Swastikasana or the Auspicious Pose is an easy meditation pose for those who cannot attempt the more difficult asanas like Padmasana and Siddhasana. The India symbol of Swastika is a symbol of auspiciousness. In Swastikasana, the position of the legs resemble the symbol of the Swastika. The word Swastika comes from the Sanskrit root words – ‘Su’ meaning good, ‘Asti’ means ‘to be’ or ‘existence’ and ‘Ka’ means to make. This asana can be described as one that helps to realize the unity of existence.

 

Swastikasana is relatively easy to perform and can be used for meditative purposes and for prolonged sitting.

 

Swastikasana_Auspicious_Pose_Yoga_Asana

 

How to do Swastikasana (The Auspicious Pose)?

 

Sit on the floor with legs spread out in front of you.

Fold the left leg and place the sole of the left leg against the inner thigh of the right leg.

Bend the right leg and place the right foot in the space between the left thigh and calf muscles.

Grasp the left foot by the toes and pull it up and place it between the right calf and thigh.

The knees should firmly touch the floor.

Adjust the pose so that you feel comfortable.

Keep the body and trunk straight.

The hands can be placed on the knees in any of the classical meditation mudras like Chin mudra or Jnana mudra.

Awareness can be maintained on the breath. One may also concentrate on the tip of the nose or the eye brow center depending on the type of meditation technique.

Swastikasana should not be done by hose suffering from sciatica and sacral infections.

 

Benefits of Swastikasana (the Auspicious Pose)

 

Swatikasana is a good meditation pose for those who find it difficult to sit in more classical poses like Padmasana and Siddhasana.

Even those suffering from varicose veins and aching leg muscles can sit in Swastikasana.

Swastika is the quadrant

 

https://www.youtube.com/watch?v=Vp9-Sh-GzrI

https://en.wikipedia.org/wiki/Ripple_Effect_(puzzle)

Ripple Effect (Japanese:波及効果 Hakyuu Kouka) is a logic puzzle published by Nikoli. As of 2007, two books consisting entirely of Ripple Effect puzzles have been published by Nikoli. The second was published on October 4, 2007.

The game is made up of quadrants

Ripple Effect is played on a rectangular grid divided into polyominoes. The solver must place one positive integer into each cell of the grid - some of which may be given in advance - according to these rules:

Every polyomino must contain the consecutive integers from 1 to the quantity of cells in that polyomino inclusive.

If two identical numbers appear in the same row or column, at least that many cells with other numbers must separate them. For example, two cells both containing '1' may not be orthogonally adjacent, but must have at least one cell between them with a different number. Two cells marked '3' in the same row or column must have at least three cells with other numbers between them in that row or column, and so on.

https://en.wikipedia.org/wiki/Picture_maze

A picture maze is a maze puzzle that forms a picture when solved

Picture mazes tend to be produced on quadrant orthogonal lines

Picture mazes require no special rules or learning. The rules are very simple:

Draw a path from the entrance to exit of the puzzle, avoiding the dead ends.

Fill the squares along the path to reveal the hidden picture.

It is interesting to note that because of two rules, it is far simpler to reverse the process to solve this puzzle. Starting at a dead end, the path is filled until it reaches an intersection with three or more paths connecting to it. This process is repeated until all dead-end paths are filled, often showing the shortest path. On larger pieces, this is the only way to solve, as there are too many possible but incorrect paths, and chance of finding the correct path based on intuition, logic or simple luck is almost nonexistent.

https://en.wikipedia.org/wiki/Lucky_Charms

https://en.wikipedia.org/wiki/Lucky_Charms

NOW THERE ARE 16 MARSHMELLOWS- BECAUSE THERE HAS BEEN MADE A TWIN TO EACH OF THE EIGHT THAT IS A LITTLE DIFFERENT- STARTED AT FOUR

From the original four marshmallows, the permanent roster as of 2013 includes eight marshmallows.

https://en.wikipedia.org/wiki/Star_Fox_(video_game)
FOUR LEVELS FOUR CHARACTERS

Star Fox is one of the most popular games of all time. The first Star Fox game had four levels in which there were four characters, Fox McCloud, Peppy Hare, Slippy Toad, and Falco Lombardi trying to save the galaxy.
The first Star Fox (スターフォックス Sutā Fokkusu?), released as Starwing in Europe (to avoid confusion with an association named "StarVox" in Germany[1]), is the first game in the Star Fox series of video games, released on February 21, 1993 in Japan, on March 26, 1993 in North America, and on June 3, 1993 in Europe for the Super Famicom/Super Nintendo Entertainment System.
It was the second three-dimensional Nintendo-developed game (behind 1992's X, also developed by Nintendo EAD together with Argonaut Software) but it is Nintendo's first game to use 3D polygon graphics. It accomplished this by being the first ever game to use the Super FX graphics acceleration coprocessor powered GSU-1. The complex display of three-dimensional models with polygons was still new and uncommon in console video games, and the game was much-hyped as a result.
There are four players. In each level, Fox McCloud, is accompanied by three computer-controlled wingmen: Peppy Hare, Slippy Toad, and Falco Lombardi.
Fox McCloud, the leader of the team, is accompanied by his teammates Falco Lombardi, Peppy Hare, and Slippy Toad- a sort of Fantastic Four elite fighting team

https://www.walmart.com/ip/General-Mills-Basic-4-Cereal-16-oz/10311415

Basic 4™ Cereal with Sweet Tangy Fruit and Almonds 16 oz Box

http://www.pcrm.org/health/diets/vsk/vegetarian-starter-kit-new-four-food-groups

FOUR FOOD GROUPS

Many of us grew up with the USDA’s old Basic Four food groups, first introduced in 1956. The passage of time has seen an increase in our knowledge about the importance of fiber, the health risks of cholesterol and fats, and the disease-preventive power of many nutrients found exclusively in plant-based foods. We also have discovered that the plant kingdom provides excellent sources of the nutrients once only associated with meat and dairy products—namely, protein and calcium.

 

The USDA revised its recommendations with the Food Guide Pyramid, a plan that reduced the prominence of animal products and vegetable fats. But because regular consumption of such foods—even in lower quantities—poses serious health risks, PCRM developed the New Four Food Groups in 1991. This no-cholesterol, low-fat plan supplies all of an average adult’s daily nutritional requirements, including substantial amounts of fiber.

 

The major killers of Americans—heart disease, cancer, and stroke—have a dramatically lower incidence among people consuming primarily plant-based diets. Weight problems—a contributor to a host of health problems—can also be brought under control by following the New Four Food Group recommendations.

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THEY ARE SHAPED LIKE QUADRANTS AND FOUR COLORS

https://en.wikipedia.org/wiki/Lego_Duplo

Duplo bricks were introduced in 1969, in four colors: red, yellow, blue, and white. The following year, two more sets were added with blue and red wheel plates. In the product catalog for 1971, the sets were described as being for children from 1 to 2 years, but were still sold mixed with Lego bricks, normally designed for ages 3 to 12. In 1972, the Duplo brick with two rows of two studs was introduced.

I'm a

https://en.wikipedia.org/wiki/Goishi_Hiroi

Goishi Hiroi, also known as Hiroimono, is a binary-determination logic puzzle.

Goishi Hiroi is played on a rectangular grid in which circles appear at some of the intersections on the grid.

The object is to conceptually claim the circles from the grid, as though they were stones on a board. Starting with a stone, continue in any orthogonal direction until an unclaimed stone is reached. Repeat until all stones are claimed. Once a solution is found, number the stones in the order required to claim them all. You may not skip over unclaimed stones, although you may skip over empty spaces or claimed stones.

The game is made of quadrants

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