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COUNTING NUMBERS 1-100
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Some Arctic Dinos Lived in Herds
By Sid Perkins
Just as interesting, however, is how this was discovered. Scientists didnāt look at a single fossil bone.
Instead, they analyzed a large number of preserved footprints on a mountainside located toward the
southern end of central Alaska.
Anthony Fiorillo works at the Perot Museum of Nature and Science in Dallas, Texas. As a vertebrate
paleontologist, he studies the fossils of creatures with backbones. In 2007, he was part of a research
team exploring Denali National Park. āWe rounded the corner and there they were,ā he recalls.
Thousands of footprints had been preserved in stone. āIt was amazing.ā
Dinosaurs died out more than 65 million years ago (not
counting birds, their modern-day relatives). So, itās a bit
surprising that scientists know so much about these
ancient creatures. Now, a new study reveals that a certain
type of duckbilled dinosaur lived in the Arctic year-round.
These animals also traveled in herds that included many
age groups, they find. The creatures even appear to have
gone through a āteenage growth spurt.ā
Those tracks pepper a steep patch of exposed rock about twice as
long as a football field and up to 60 meters (roughly 200 feet) wide.
They sit at least 160 kilometers (100 miles) north of the Gulf of Alaska.
Between 69 million and 72 million years ago, that now-rocky material
was muddy sediment on a floodplain near a seacoast, Fiorillo explains.
The hadrosaurs walked across the squishy mud. Later, the footprints
they left turned to stone.
Previous studies suggested adult duckbills took care of their young,
says Fiorillo. The new evidence that these dinosaurs truly traveled in
herds with multiple age groups confirms that parents cared for their
young well beyond the time they left the nest, his team concludes. The
researchers published their findings June 30 in Geology.
Ā© Science News for Students
Thousands of tracks cover this
rocky mountainside in Alaskaās
Denali National Park. They
provide a wealth of information
about the size, age and lifestyle
of certain dinosaurs.
COURTESY OF PEROT MUSEUM OF
NATURE AND SCIENCE
EVIDENCE FOR HERDS O F DINOSAURS
Small meat-eating dinosaurs called theropods had left behind a few of the tracks that Fiorilloās team
found in Denali. Birds had left some others. But the vast majority came from creatures called
hadrosaurs. These large plant-eating duckbilled dinosaurs had been quite common during the
Cretaceous Period. That helps explain one of their nicknames: ācattle of the Cretaceous.ā
For the new study, the researchers focused only on the hadrosaur tracks. More than half of the
footprints were preserved so well that they had clear impressions of the skin on the dinosaursā feet.
Most tracks had a similar level of preservation. That suggests all were probably left within a short
period. Other fossils in the nearby rocks, including insect burrows, suggest these hadrosaurs had left
their footprints during the summer. These are trace fossils ā evidence of ancient life other than a
preserved carcass or bone.
At the time these dinosaurs lived, Fiorillio says, the average temperature in the warmest months was
between 10° and 12° Celsius (50° and 54° Fahrenheit). Thatās about what conditions are like today
along the border between Canada and the lower 48 U.S. states, he notes.
The team measured a large sample of the duckbillsā footprints. They fell into four distinct size ranges.
The largest tracks, presumably made by adults, measured about 64 centimeters (25 inches) across. The
smallest tracks, 8 centimeters (3 inches) wide, were likely left by young duckbills. They would have
been no more than a year old. Tracks of two other size groups were probably made by juveniles and
near-adults.
These data suggest the community of hadrosaurs included four different age groups.
Ā© Science News for Students
A hadrosaur footprint made
roughly 70 million years ago. For
scale, the long blue bar at right is
10 centimeters long; each small
blue or white bar measures 1
centimeter.
COURTESY OF PEROT MUSEUM OF NATURE
AND SCIENCE
Ā© Science News for Students
THESE DINOSAURS DIDNāT MIGRATE
About 84 percent of the tracks sampled for the new study had been left by older hadrosaurs ā adults or
near-adults. Roughly 13 percent came from the youngest members of the herd. And a mere 3 percent
came from herd members considered to be juveniles, says Fiorillo. The rarity of tracks by these tweens
suggests that the young of this species had a rapid growth spurt. If true, they would have spent relatively
little time at this vulnerable size ā and therefore left very few tracks.
āWhatās really neat is how many small tracks there are,ā notes Anthony Martin. An ichnologist ā or
expert in trace fossils ā he works at Emory University in Atlanta, Ga.
Other scientists had analyzed fossil bones from duckbills. These studies had hinted that the equivalent of
adolescent hadrosaurs would have experienced growth spurts. But the new findings are āthe best
evidence that Iāve seen,ā says Eric Snively. Heās a vertebrate paleontologist at the University of Wisconsin-
La Crosse. āThis is a great study,ā he adds, āand further evidence that juvenile hadrosaurs grew up in an
eye-blink.ā
Also previously, researchers had proposed that Arctic dinosaurs migrated farther south for the winter.
Thatās because even if the region was much warmer than it is today, nights in the high Arctic would have
been 24 hours long. So, with no sunshine for several months, Alaska would have had long periods of very
bleak, chilly weather.
But finding juveniles in the herd
strongly suggests that these
dinosaurs remained in the Arctic all
year. Thatās because adolescents and
preadolescents wouldnāt have had
the strength or stamina to make
those long treks, Fiorillo maintains.
Field work is often harsh. Paleontologists studying the dinosaur
footprints here on an Alaskan mountainside sometimes worked
in cold and fog.
COURTESY OF PEROT MUSEUM OF NATURE AND SCIENCE
Ā© Science News for Students
The presence of very young dinosaurs might have been expected, he notes: If this were a nesting region,
the babies would have hatched sometime just before summer. And remember, thatās when these tracks
were left. But that wouldnāt explain the juveniles, he says.
The teamās findings āsuggest that these dinosaurs were overwintering in Alaska somehow,ā says Snively.
At the time, the average temperature in the region remained above freezing even during the winter, he
notes. But, he adds, āthis study raises interesting issues about how the dinosaurs could live in the region
when it was pretty dark for several months at a time.ā
Figure 18-11 represents the amount of energy stored as organic material in each trophic level in an ecosystem. The pyramid shape of the diagram indicates the low percentage of energy transfer from one level to the next. On average, 10 percent of the total energy consumed in one trophic level is incor- porated into the organisms in the next. Why is the percentage of energy transfer so low? One reason is that some of the organisms in a trophic level escape being eaten. They eventually die and become food for decomposers, but the energy contained in their bodies does not pass to a higher trophic level. Even when an organism is eaten, some of the molecules in its body will be in a form that the consumer cannot break down and use. For example, a cougar cannot extract energy from the antlers, hooves, and hair of a deer. Also, the energy used by prey for cellu- lar respiration cannot be used by predators to synthesize new bio- mass. Finally, no transformation or transfer of energy is 100 percent efficient. Every time energy is transformed, such as during the reactions of metabolism, some energy is lost as heat. Limitations of Trophic Levels The low rate of energy transfer between trophic levels explains why ecosystems rarely contain more than a few trophic levels. Because only about 10 percent of the energy available at one trophic level is transferred to the next trophic level, there is not enough energy in the top trophic level to support more levels. Organisms at the lowest trophic level are usually much more abundant than organisms at the highest level. In Africa, for exam- ple, you will see about 1,000 zebras, gazelles, and other herbivores for every lion or leopard you see, and there are far more grasses and shrubs than there are herbivores. Higher trophic levels con- tain less energy, so, they can support fewer individuals.A population is a group of organisms that belong to the same species and live in a particular place at the same time. All of the bass living in a pond during a certain period of time make up a pop- ulation because they are isolated in the pond and do not interact with bass living in other ponds. The boundaries of a population may be imposed by a feature of the environment, such as a lake shore, or they can be arbitrarily chosen to simplify a study of the population. The humans shown in Figure 19-1 are part of the pop- ulation of a city. The properties of populations differ from those of individuals. An individual may be born, it may reproduce, or it may die. A population study focuses on a population as a wholeāhow many individuals are born, how many die, and so on. Population Size A populationās size is the number of individuals that the population contains. Size is a fundamental and important population property but can be difficult to measure directly. If a population is small and composed of immobile organisms, such as plants, its size can be determined simply by counting individuals. Often, though, individ- uals are too abundant, too widespread, or too mobile to be counted easily, and scientists must estimate the number of individuals in the population. Suppose that a scientist wants to know how many oak trees live in a 10 km2 patch of forest. Instead of searching the entire patch of forest and counting all the oak trees, the scientist could count the trees in a smaller section of the forest, such as a 1 km2 area. The scientist could then use this value to estimate the population of the larger area. SECTION 1 OBJECTIVES ā Describe the main properties that scientists measure when they study populations. ā Compare the three general patterns of population dispersion. ā Identify the measurements used to describe changing populations. ā Compare the three general types of survivorship curves. VOCABULARY population population density dispersion birth rate death rate life expectancy age structure survivorship curve FIGURE 19-1 A population can be widely distributed, as Earthās human population is, or confined to a small area, as species of fish in a lake are. Copyright Ā© by Holt, Rinehart and Winston. All rights reserved. 382 CHAPTER 19 If the small patch contains 25 oaks, an area 10 times larger would likely contain 10 times as many oak trees. A similar kind of sampling technique might be used to estimate the size of the pop- ulation shown in Figure 19-2. To use this kind of estimate, the sci- entist must assume that the distribution of individuals in the entire population is the same as that in the sampled group. Estimates of population size are based on many such assumptions, so all esti- mates have the potential for error. Population Density Population density measures how crowded a population is. This measurement is always expressed as the number of individuals per unit of area or volume. For example, the population density of humans in the United States is about 30 people per square kilome- ter. Table 19-1 shows the population sizes and densities of humans in several countries in 2003. These estimates are calculated for the total land area. Some areas of a country may be sparsely popu- lated, while other areas are very densely populated. Dispersion A third population property is dispersion (di-SPUHR-zhuhn). Dispersion is the spatial distribution of individuals within the popu- lation. In a clumped distribution, individuals are clustered together. In a uniform distribution, individuals are separated by a fairly con- sistent distance. In a random distribution, each individualās location is independent of the locations of other individuals in the popula- tion. Figure 19-3 illustrates the three possible patterns of dispersion. Clumped distributions often occur when resources such as food or living space are clumped. Clumped distributions may also occur because of a speciesā social behavior, such as when animals gather into herds or flocks. Uniform distributions may result from social behavior in which individuals within the same habitat stay as far away from each other as possible. For example, a bird may locate its nest so as to maximize the distance from the nests of other birds. These migrating wildebeests in East Africa are too numerous and mobile to be counted. Scientists must use sampling methods at several locations to monitor changes in the population size of the animals. FIGURE 19-2 TABLE 19-1 Population Size and Density of Some Countries Population size Population density Country (in millions) (in individuals/km2) China 1,289 135 India 1,069 325 United States 292 30 Russia 146 8 Japan 128 337 Mexico 105 54 Kenya 32 54 Australia 20 3 dispersion from the Latin dis-, meaning āout,ā and spargere, meaning āto scatterā Word Roots and Origins Copyright Ā© by Holt, Rinehart and Winston. All rights reserved. POPULATIONS 383 The social interactions of birds called gannets, which are shown in Figure 19-3b, result in a uniform distribution. Each gannet chooses a small nesting area on the coast and defends it from other gannets. In this way, each gannet tries to maximize its distance from all of its neighbors, which causes a uniform distribution of individuals. Few populations are truly randomly dispersed. Rather, they show degrees of clumping or uniformity. The dispersion pattern of a population sometimes depends on the scale at which the popu- lation is observed. The gannets shown in Figure 19-3b are uni- formly distributed on a scale of a few meters. However, if the entire island on which the gannets live is observed, the distribution appears clumped because the birds live only near the shore. POPULATION DYNAMICS All populations are dynamicāthey change in size and composition over time. To understand these changes, scientists must know more than the populationās size, density, and dispersion. One important measure is the birth rate, the number of births occur- ring in a period of time. In the United States, for example, there are about 4 million births per year. A second important measure is the death rate, or mortality rate, which is the number of deaths in a
Counting in Spanish numbers from 1-30
MATH 1 QUARTER 1 WEEK 3 (Practice Test 3) | COUNTING NUMBERS | MATATAG
Rote counting number 1 20
THE FIDE LAWS OF CHESS. Introduction FIDE Laws of Chess cover over-the-board play. The Laws of Chess have two parts: 1. Basic Rules of Play and 2. Competitive Rules of Play. The English text is the authentic version of the Laws of Chess (which were adopted at the 93rd FIDE Congress at Chennai, India) coming into force on 1 January 2023. Preface. The Laws of Chess cannot cover all possible situations that may arise during a game, nor can they regulate all administrative questions. Where cases are not precisely regulated by an Article of the Laws, it should be possible to reach a correct decision by studying analogous situations which are regulated in the Laws. The Laws assume that arbiters have the necessary competence, sound judgement and absolute objectivity. Too detailed a rule might deprive the arbiter of his/her freedom of judgement and thus prevent him/her from finding a solution to a problem dictated by fairness, logic and special factors. FIDE appeals to all chess players and federations to accept this view. A necessary condition for a game to be rated by FIDE is that it shall be played according to the FIDE Laws of Chess. It is recommended that competitive games not rated by FIDE be played according to the FIDE Laws of Chess. Member federations may ask FIDE to give a ruling on matters relating to the Laws of Chess. BASIC RULES OF PLAY. Article 1: The Nature and Objectives of the Game of Chess 1.1 1.2 1.3 1.4 The game of chess is played between two opponents who move their pieces on a square board called a āchessboardā. The player with the light-coloured pieces (White) makes the first move, then the players move alternately, with the player with the dark-coloured pieces (Black) making the next move. A player is said to āhave the moveā when his/her opponentās move has been āmadeā. The objective of each player is to place the opponentās king āunder attackā in such a way that the opponent has no legal move. 1.4.1 The player who achieves this goal is said to have ācheckmatedā the opponentās king and to have won the game. Leaving oneās own king under attack, exposing oneās own king to attack and also ācapturingā the opponentās king is not allowed. 1.4.2 The opponent whose king has been checkmated has lost the game. 1.5 If the position is such that neither player can possibly checkmate the opponentās king, the game is drawn (see Article 5.2.2). Article 2: The Initial Position of the Pieces on the Chessboard 2.1 2.2 The chessboard is composed of an 8 x 8 grid of 64 equal squares alternately light (the āwhiteā squares) and dark (the āblackā squares). The chessboard is placed between the players in such a way that the near corner square to the right of the player is white. At the beginning of the game White has 16 light-coloured pieces (the āwhiteā pieces); Black has 16 dark-coloured pieces (the āblackā pieces). These pieces are as follows: A white king usually indicated by the symbol K A white queen Two white rooks Two white bishops Two white knights Eight white pawns A black king A black queen Two black rooks Two black bishops Two black knights Eight black pawns usually indicated by the symbol Q usually indicated by the symbol R usually indicated by the symbol B usually indicated by the symbol N usually indicated by the symbol usually indicated by the symbol K usually indicated by the symbol Q usually indicated by the symbol R usually indicated by the symbol B usually indicated by the symbol N usually indicated by the symbol Staunton Pieces p Q K B N R 9 2.3 The initial position of the pieces on the chessboard is as follows: 2.4 The eight vertical columns of squares are called āfilesā. The eight horizontal rows of squares are called āranksā. A straight line of squares of the same colour, running from one edge of the board to an adjacent edge, is called a ādiagonalā. Article 3: The Moves of the Pieces 3.1 It is not permitted to move a piece to a square occupied by a piece of the same colour. 3.1.1 If a piece moves to a square occupied by an opponentās piece the latter is captured and removed from the chessboard as part of the same move. 3.1.2 A piece is said to attack an opponentās piece if the piece could make a capture on that square according to Articles 3.2 to 3.8. 3.1.3 A piece is considered to attack a square even if this piece is constrained from moving to that square because it would then leave or place the king of its own colour under attack. 3.2 The bishop may move to any square along a diagonal on which it stands. 3.3 The rook may move to any square along the file or the rank on which it stands. 3.4 The queen may move to any square along the file, the rank or a diagonal on which it stands. 3.5 3.6 3.7 When making these moves, the bishop, rook or queen may not move over any intervening pieces. The knight may move to one of the squares nearest to that on which it stands but not on the same rank, file or diagonal. 3.7 When making these moves, the bishop, rook or queen may not move over any intervening pieces. The knight may move to one of the squares nearest to that on which it stands but not on the same rank, file or diagonal. The pawn: 3.7.1 The pawn may move forward to the square immediately in front of it on the same file, provided that this square is unoccupied, or 3.7.2 on its first move the pawn may move as in 3.7.1 or alternatively it may advance two squares along the same file, provided that both squares are unoccupied, or 3.7.3 the pawn may move to a square occupied by an opponentās piece diagonally in front of it on an adjacent file, capturing that piece. 3.7.3.1 A pawn occupying a square on the same rank as and on an adjacent file to an opponentās pawn which has just advanced two squares in one move from its original square may capture this opponentās pawn as though the latter had been moved only one square. 3.7.3.2 This capture is only legal on the move following this advance and is called an āen passantā capture. 3.7.3.3 When a player, having the move, plays a pawn to the rank furthest from its starting position, he/she must exchange that pawn as part of the same move for a new queen, rook, bishop or knight of the same colour on the intended square of arrival. This is called the square of āpromotionā. 3.7.3.4 The player's choice is not restricted to pieces that have been captured previously. 3.7.3.5 This exchange of a pawn for another piece is called promotion, and the effect of the new piece is immediate. 3.8 There are two different ways of moving the king: 3.8.1 by moving to an adjoining square. 3.8.2 by ācastlingā. This is a move of the king and either rook of the same colour along the playerās first rank, counting as a single move of the king and executed as follows: the king is transferred from its original square two squares towards the rook on its original square, then that rook is transferred to the square the king has just crossed. 3.8.2.1 The right to castle has been lost: 3.8.2.1.1 If the king has already moved, or 3.8.2.1.2 With a rook that has already moved. 3.8.2.2 Castling is prevented temporarily: 3.8.2.2.1 if the square on which the king stands, or the square which it must cross, or the square which it is to occupy, is attacked by one or more of the opponent's pieces, or 3.8.2.2.2 if there is any piece between the king and the rook with which castling is to be effected. 3.9 The king in check: 3.9.1 The king is said to be 'in check' if it is attacked by one or more of the opponent's pieces, even if such pieces are constrained from moving to the square occupied by the king because they would then leave or place their own king in check. 3.9.2 No piece can be moved that will either expose the king of the same colour to check or leave that king in check. 3.10 Legal and illegal moves; illegal positions: 3.10.1 A move is legal when all the relevant requirements of Articles 3.1 ā 3.9 have been fulfilled. 3.10.2 A move is illegal when it fails to meet the relevant requirements of Articles 3.1 ā3.9. 3.10.3 A position is illegal when it cannot have been reached by any series of legal moves. Article 4: The Act of Moving the Pieces 4.1 4.2 Each move must be played with one hand only. Adjusting the pieces or other physical contact with a piece: 4.2.1 Only the player having the move may adjust one or more pieces on their squares, provided that he/she first expresses his/her intention (for example by saying ājāadoubeā or āI adjustā). 4.2.2 Any other physical contact with a piece, except for clearly accidental contact, shall be considered to be intent. 4.3 Except as provided in Article 4.2.1, if the player having the move touches on the chessboard, with the intention of moving or capturing: 4.3.1 one or more of his/her own pieces, he/she must move the first piece touched that can be moved. 4.3.2 one or more of his/her opponentās pieces, he/she must capture the first piece touched that can be captured. 4.3.3 one or more pieces of each colour, he/she must capture the first touched opponentās piece with his/her first touched piece or, if this is illegal, move or capture the first piece touched that can be moved or captured. If it is unclear whether the playerās own piece or his/her opponentās was touched first, the playerās own piece shall be considered to have been touched before his/her opponentās. 4.4 If a player having the move: 4.4.1 touches his/her king and a rook he/she must castle on that side if it is legal to do so 4.4.2 deliberately touches a rook and then his/her king he/she is not allowed to castle on that side on that move and the situation shall be governed by Article 4.3.1. 4.4.3 intending to castle, touches the king and then a rook, but castling with this rook is illegal, the player must make another legal move with his/her king (which may include castling with the other rook). If the king has no legal move, the player is free to make any legal move. 4.4.4 promotes a pawn, the choice of the piece is finalised when the piece has touched the square of promotion. 4.5 4.6 If none of the pieces touched in accordance with Article 4.3 or Article 4.4 can be moved or captured, the player may make any legal move. The act of promotion may be performed in various ways: 4.6.1 the pawn does not have to be placed on the square of arrival. 4.6.2 removing the pawn and putting the new piece on the square of promotion may occur in any order. 4.6.3 If an opponentās piece stands on the square of promotion, it must be captured. 4.7 When, as a legal move or part of a legal move, a piece has been released on a square, it cannot be moved to another square on this move. The move is considered to have been made in the case of: 4.7.1 A capture, when the captured piece has been removed from the chessboard and the player, having placed his/her own piece on its new square, has released this capturing piece from his/her hand. 4.7.2 Castling, when the player's hand has released the rook on the square previously crossed by the king. When the player has released the king from his/her hand, the move is not yet made, but the player no longer has the right to make any move other than castling on that side, if this is legal. If castling on this side is illegal, the player must make another legal move with his/her king (which may include castling with the other rook). If the king has no legal move, the player is free to make any legal move. 4.7.3 Promotion, when the player's hand has released the new piece on the square of promotion and the pawn has been removed from the board. 4.8 4.9 A player forfeits his/her right to claim against his/her opponentās violation of Articles 4.1 ā 4.7 once the player touches a piece with the intention of moving or capturing it. 4.8. A player forfeits his/her right to claim against his/her opponentās violation of Articles 4.1 ā 4.7 .4.9. If a player is unable to move the pieces, an assistant, who shall be acceptable to the arbiter, may be provided by the player to perform this operation. Article 5: The Completion of the Game 5.1.1 The game is won by the player who has checkmated his/her opponentās king. This immediately ends the game, provided that the move producing the checkmate position was in accordance with Article 3 and Articles 4.2 ā 4.7. 5.1.2 The game is lost by the player who declares he/she resigns (this immediately ends the game), unless the position is such that the opponent cannot checkmate the playerās king by any possible series of legal moves. In this case the result of the game is a draw. 5.2.1 The game is drawn when the player to move has no legal move and his/her king is not in check. The game is said to end in āstalemateā. This immediately ends the game, provided that the move producing the stalemate position was in accordance with Article 3 and Articles 4.2 ā 4.7. 5.2.2 The game is drawn when a position has arisen in which neither player can checkmate the opponentās king with any series of legal moves. The game is said to end in a ādead positionā. This immediately ends the game, provided that the move producing the position was in accordance with Article 3 and Articles 4.2 ā 4.7. 5.2.3 The game is drawn upon agreement between the two players during the game, provided both players have made at least one move. This immediately ends the game. COMPETITIVE RULES OF PLAY Article 6: The Chessclock 6.1 āChessclockā means a clock with two time displays, connected to each other in such a way that only one of them can run at a time. āClockā in the Laws of Chess means one of the two time displays. Each time display has a āflagā. āFlag-fallā means the expiration of the allotted time for a player. 6.2 Handling the chessclock: 6.2.1 During the game each player, having made his/her move on the chessboard, shall pause his/her own clock and start his/her opponentās clock (that is to say, he/she shall press his/her clock). This ācompletesā the move. A move is also completed if: 6.2.1.1 6.2.1.2 the move ends the game (see Articles 5.1.1, 5.2.1, 5.2.2, 9.2.1, 9.6.1 and 9.6.2), or the player has made his/her next move, when his/her previous move was not completed. 6.2.2 A player must be allowed to pause his/her clock after making his/her move, even after the opponent has made his/her next move. The time between making the move on the chessboard and pressing the clock is regarded as part of the time allotted to the player. 6.2.3 A player must press his/her clock with the same hand with which he/she made his/her move. It is forbidden for a player to keep his/her finger on the clock or to āhoverā over it. 6.2.4 The players must handle the chessclock properly. It is forbidden to press it forcibly, to pick it up, to press the clock before moving or to knock it over. Improper clock handling shall be penalised in accordance with Article 12.9. 6.2.5 6.2.6 Only the player whose clock is running is allowed to adjust the pieces. If a player is unable to use the clock, an assistant, who must be acceptable to the arbiter, may be provided by the player to perform this operation. His/Her clock shall be adjusted by the arbiter in an equitable way. This adjustment of the clock shall not apply to the clock of a player with a disability. 6.3 Allotted time: 6.3.1 When using a chessclock, each player must complete a minimum number of moves or all moves in an allotted period of time including any additional amount of time added with each move. All these must be specified in advance. 6.3.2 The time saved by a player during one period is added to his/her time available for the next period, where applicable. In the time-delay mode both players receive an allotted āmain thinking timeā. Each player also receives a āfixed extra timeā with every move. The countdown of the main thinking time only commences after the fixed extra time has expired. Provided the player presses his/her clock before the expiration of the fixed extra time, the main thinking time does not change, irrespective of the proportion of the fixed extra time used. 6.4 Immediately after a flag falls, the requirements of Article 6.3.1 must be checked. 6.5 Before the start of the game the arbiter shall decide where the chessclock is placed. 6.6 At the time determined for the start of the game Whiteās clock is started.6.7. Default time: 6.7.1 The regulations of an event shall specify a default time in advance. If the default time is not specified, then it is zero. Any player who arrives at the chessboard after the default time shall lose the game unless the arbiter decides otherwise. 6.7.2 If the regulations of an event specify that the default time is not zero and if neither player is present initially, White shall lose all the time that elapses until he/she arrives, unless the regulations of an event specify, or the arbiter decides otherwise. 6.8 A flag is considered to have fallen when the arbiter observes the fact or when either player has made a valid claim to that effect. 6.9 Except where one of Articles 5.1.1, 5.1.2, 5.2.1, 5.2.2, 5.2.3 applies, if a player does not complete the prescribed number of moves in the allotted time, the game is lost by that player. However, the game is drawn if the position is such that the opponent cannot checkmate the playerās king by any possible series of legal moves. 6.10 Chessclock setting: 6.10.1 Every indication given by the chessclock is considered to be conclusive in the absence of any evident defect. A chessclock with an evident defect shall be replaced by the arbiter, who shall use his/her best judgement when determining the times to be shown on the replacement chessclock. 6.10.2 If during a game it is found that the setting of either or both clocks is incorrect, either player or the arbiter shall pause the chessclock immediately. The arbiter shall install the correct setting and adjust the times and move-counter, if necessary he/she shall use his/her best judgement when determining the clock settings. 6.11.1 If the game needs to be interrupted, the arbiter shall pause the chessclock. 6.11.2 A player may pause the chessclock only in order to seek the arbiterās assistance, for example when promotion has taken place and the piece required is not available. 6.11.3 The arbiter shall decide when the game restarts. 6.11.4 If a player pauses the chessclock in order to seek the arbiterās assistance, the arbiter shall determine whether the player had any valid reason for doing so. If the player has no valid reason for pausing the chessclock, the player shall be penalised in accordance with Article 12.9. 6.12.1 Screens, monitors, or demonstration boards showing the current position on the chessboard, the moves and the number of moves made/completed, and clocks which also show the number of moves, are allowed in the playing hall. 6.12.2 The player may not make a claim relying only on information shown in this manner.
Counting numbers
Counting Numbers to 1000