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Running an effective meeting
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Assistive technology: Helps people of determination with tasks which they find difficult to do. Albirt lin: is an archaeologist and he uses a prosthetic leg. Stephen Hawking: was a famous scientist, he made use of speech synthesizer. There are many types of assistive technology such as: 1. Screen magnification software. (Enlarges everything on computer) (For people who have low vision problem) 2. Hearing aids. (Models can now be connected to mobile) (For people who have hearing problems) 3. Alternate communication software. (Turn text to speech and speech to text) (For people who have speech & language disabilities) 4. Sporting tools. such as: - Paraclimbing tools - Footballs that make a noise. - A hand-bike that has 3 wheels. - Running blades.
Look out! You ... (fall) off the chair! are going to fall (prediction) It's so warm in my room now. I ... (open) the window. will open (unplanned decision) Shall I ........ (open ) the window? open (suggestion) I can't come to you with on Sunday because my parents ... (come) to stay with me. are coming (arrangement) On Monday ..... (play) football. I'm playing (play) We.............(see) that heavy bags for you. shall lift (offer) Don't be lazy, you .. (enter) the gym without sports shoes. won't enter (prediction) I promise, I ... (not tell) you parents! won't tell (promise) I think Susy ... (become) an architect one day, because she is really good at maths and drawing. will become (prediction) I promise I ... (be) there. will be (promise) I .... go running in the morning! will (spontaneous decision) Bank workers .............. (call) the police. are going to call (prediction) I ... help you with the shopping. will (offer) She ......... (dance) on a disco tonight. is going to dance (prediction) Lisa ........... (see) a sea this evening. is going to see (plan) I hope I ....my homework by 5 o'clock. will do (prediction) I promise I .......... (call). will call (promise) A-We don't have any bread. B- I know. I __________________ get some from the shop. a) am going to b) will will A: I'm really cold. B: I __________________ turn the heating on. a) am going to b) will will A: Are you going to John's party tonight? B: Yes. Are you going too? I __________________ give you a lift. a) am going to b) will will A: Why do you need to borrow my suitcase? B: I __________________ visit my mother in Scotland next month. a) am going to b) will am going to A: What are your plans after you leave university? B: I __________________ work in a hospital in Africa. I leave on the 28th. a) am going to b) will am going to (The phone rings) A: I __________________ get it! a) am going to b) will will A: Are you ready to order? B: I can't decide ... Okay, I __________________ have pasta, please. a) am going to b) will will A: Are you busy tonight? Would you like to have coffee? B: Sorry. I __________________ go to the library. I've been planning to study all day. a) am going to b) will am going to A: Why are you carrying a hammer? B: I __________________ put up some pictures. a) am going to b) will am going to
Astonishing Animals Our planet is full of weird and wonderful creatures. Meet three of them ā animals with surprising bodies, habits and abilities. The animal that canāt be true When in 1798 zoologists in Britain first saw the skin of an Australian platypus and a drawing of the animal, they were sure it was a hoax. A creature like that could not exist. Why not? First, it has fur, like cats or dogs, but also a flat bill like a duck, and a big thick tail like a beaver. Secondly, it lays eggs and looks after them like a bird, but when the young come out of the eggs, the mother feeds them with her milk. On top of everything, the platypus has a poisonous sting ā like a snake! It cannot kill a human, but itās very painful. Champion Runner You probably know the cheetah is the fastest runner among animals. It can run up to 100 kilometres per hour. But after some 200 metres, it needs to lie down and rest. The pronghorn, which lives in the prairies of North America, can run a few kilometres at ninety kilometres per hour, and fifteen kilometres at sixty-five kilometres per hour. Its whole body ā heart, lungs, legs ā is a perfect machine for long-distance running. But why? It doesnāt need to run this fast now, but 18,000 years ago there were cheetahs in America. The pronghorn probably evolved to escape them. This beautiful animal is not well-known in Europe, but in America it is a symbol of the prairie life. You can see it in the emblem of the province of Alberta, Canada. Aliens in the ocean An octopus has no fixed shape or colour. In danger, it will change both. It can become like its surroundings and difficult to see. Or it can look like a dangerous animal, such as a sea snake, and scare an attacker away. Octopuses are also intelligent. Their brains are large in proportion to their body size. They can use tools and solve problems: for example, open bottles to get food, or use clever strategies to escape from an aquarium. It seems they are unhappy in a zoo or lab. But they are so different from humans that it is difficult for us to understand their intelligence. In fact, it is a bit like meeting intelligent aliens.
Mud Runs A Messy Race. Mud runs are races where people run through mud. People have been running in mud runs for about thirty years in the United States. Races are held all over the country. Some mud runs are for people who are good at sports. Some are just for fun. All mud runs are the same in one way. People get very muddy! They Don't Make It Easy. Running through mud isn't easy. The mud sticks to your shoes and slows you down. It's hard to move forward. The people who plan mud runs know this. They use mud to make parts of the course hard. Racers need to be strong to climb over nets and walls. They need to be careful to get past parts like the balance beam. They need to get down into the mud to crawl under walls or through tunnels. They need to be brave to slide down big hills or even jump over fire! Monsters in the Mud. Some mud runs have an extra twist, such as monsters. In a zombie mud run, racers run away from people dressed as zombies. Racers can run from zombies or choose to become zombies and chase others. Which would you rather be? Run in a Costume. At many races, runners often dress up in costumes just for fun. Costumes get covered in mud, and many also get torn during the race. It's all part of the fun. Race as a Team. People run as teams in some mud runs. They push and pull each other over walls covered in mud. Mud runs are hard, and working as a team can help everyone have a good time. Running for Fun. You don't have to be great at sports to race in a mud run. Many people run just for fun. Just for Kids. Some mud runs are made for children as young as three. The children's races are shorter, but they have tricky parts, mud, and lots of adventure. You might climb a kid-sized wall. You might wiggle through a kid-sized tunnel. If you choose to run, you're in for a good time! Children sometimes have so much fun that they run the races two or three times. In a mud run, even regular people can feel like superheroes!
The story of The Resurrection of Jesus is very amazing. Resurrection: meaning Jesus rising from the dead. Jesus is alive again. Jesus proved to the people that He is the āSon of Godā. Would you like to know the amazing story? Letās read on! Jesus is Alive! After Jesus died a man named Joseph from Arimathea put Jesus in His tomb. Before Joseph left, he and some men rolled a large heavy stone in front of the tomb. Mary and Mary Magdalene made spices and oils as a sign of respect to Jesus, and went very early to the tomb on the third day to go see Jesus' body. As they were just about at the tomb the earth suddenly shook and an angel came down from heaven. He easily rolled away the stone at the entrance of the tomb and sat on top of it. The women looked at each other and rubbed their eyes, they couldn't believe what they had seen. The angel was so bright, almost as bright as lightning. His clothes were as white as snow. There had been guards watching the tomb so no one would steal Jesus' body. When they saw the angel they fell over and they couldn't move or speak because they were so afraid. Christian Living Education 2 SEIBO COLLEGE 5 Then the angel said to the women, "Do not be afraid. I know you are looking for Jesus who has died. But He isn't here; He has risen just as He said He would! Come and see for yourself, the tomb is empty." The women were confused. How could this happen? They were sure Jesus had died, and now He was alive? They looked in the tomb and the cloths Jesus was wrapped in were lying on the ground, and the tomb was empty. Then the angel spoke again, "If you want to find Jesus He's on his way to Galilee." So the women hurried away. They had been so sad that Jesus was dead and now they were so excited He was alive! They just knew they had to find Jesus, and they had to tell the disciples the good news. As they were running down the path they turned a corner, and there was Jesus. "Greetings," He said. The ladies fell at His feet and worshiped him. Then Jesus said to them, "Do not be afraid. Go and tell my disciples to come to Galilee, which is where they will see me." The disciples came to Galilee, and had heard by this time that Jesus was alive. They were sitting around talking about it, when Jesus walked into the room and said to them, "Peace be with you." The disciples immediately stopped talking. Even though they had heard Christian Living Education 2 SEIBO COLLEGE 6 He was alive, they were shocked to see Him standing there with them. Jesus said to them, "Why do you look at me like you've just seen a ghost? Why don't you believe what you're seeing? Look at the scars in my hands and feet. It is really me! Touch me and see, I am not a ghost but a real person." The disciplesā mouths were open in amazement because they still didn't know what to think. They were so full of joy, and yet it was so impossible. Jesus understood what they were thinking, so He said, "This is what I told you would happen, that everything must happen that has already been written in the Bible." Then Jesus told them, "You have seen these things that have happened, so stay in the city and soon I am going to give you what God has promised you, the Holy Spirit. Jesus had one more person to see. His name was Thomas, and he was one of the disciples that werenāt there when Jesus met with them. Thomas had also heard that Jesus was alive, but would not believe until he saw Jesus with his own eyes. A week later when Thomas finally saw Jesus, Jesus said to him, "Put your finger here; see my hands. Stop doubting and believe." But Jesus continued, "Because you have seen me, you have believed; but it is more amazing for those who don't see me, and believe anyway." Christian Living Education 2 SEIBO COLLEGE 7 Jesus is actually talking to us when He said this. If you believe in Him, without seeing Him He thinks you're very special! That is exactly what faith is, believing in God even though you can't see Him. When we become Christians Jesus automatically gives us the Holy Spirit to live inside of us. The Holy Spirit makes us know when we have done something wrong. We might feel sick to our stomach, or just get a bad feeling, that is the Holy Spirit reminding us that we are doing something wrong, or that we need to stop and say sorry and ask for forgiveness for what we've done. Do you know what we celebrate during Easter Sunday? We celebrate the rising of Jesus from the dead. We celebrate because Jesus shared His new life with us. Through His rising from the dead, we are saved. We also have new life. What do you think we should do with our new life? How can we thank Jesus for sharing His new life with us? Of course, we should do good deeds. When we say good deeds, it is anything that we do that is good. It doesnāt matter how big or small as long as it is good. It would make Jesus very happy if we stop our bad ways and change for the better
Musical Texture Texture Musical texture is the element of music that analyzes musical layers in terms of number and function. The most basic texture is called monophonic. Oh mama, I'm in fear for my life from the long arm of the law. Monophonic texture has only one layer, a melody. With monophony, it doesn't matter how many instruments and or voices are present if they are all singing or playing the same thing at the same time. It also doesn't matter if the voices or instruments are on the exact same frequency, or if they are singing in octaves. An octave is the distance between two musical pitches that sound almost the same, but one is higher and one is lower. It also doesn't matter if drums are present or not. In most cases, drums, the rhythmic layer, are neither melody nor harmony, and therefore are generally not considered when determining texture type. Too much monophony can be boring, so most music has another kind of layer, harmony. When a melody is supported by a harmony, the texture is homophonic. No one may ever know the feelings inside my mind. All the lines I ever write are running out of time. One layer grabs your attention, and the other layer is just hanging out in the background. Most popular music is homophonic. Notice how there was only one instrument in the previous example, a piano, but there were two different things happening on that instrument, a melody, and a harmony. What if a piece of music has multiple independent layers happening at the same time, and you're not sure which one is the melody? This is called polyphony. Polyphony can occur if you take the same melody but start it at staggered intervals. This is called a round. āŖ The last texture is called heterophony. Heterophony is relatively rare in Western music but is very common in non-Western music. It occurs when there are two or more versions of the same melody happening at the same time. Usually, one of the melody lines has more notes than the other, a kind of musical decoration, and or a slightly different rhythmic pattern. Songs will often use a variety of textures to keep the piece interesting. Come on, I need you, I swear, at this moment, you need everything. Come on, I need you, I swear, at this moment, you need everything. Start trying to identify the musical textures in your favorite music.
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.
Soggy Stepsisters Ada and Rachel were fighting again. Ever since Ada's mom married Rachel's dad, it seemed as though they couldn't stop. "Are you going to wear that?" Ada asked, pointing to Rachel's old pants. "I know we're on vacation, but this is taking it too far." "Yes," Rachel said. "We're going outside. But if you want to break an ankle in those shoes, go ahead." Ada sighed. "I think I'll be bored to death long before that." "Dad and I come to this cabin every year," Rachel snapped. "We love it." Ada laughed. "I guess you have nothing better to do." "Great!" Rachel said. "Now we're going to hear about New York again." "Girls!" said their dad. "Stop arguing. I'll make a deal with you. Get through this morning without fighting, and you can do whatever you want this afternoon." The girls looked at each other. "All right," they said. "Let's go out in the canoe," Rachel suggested. "Ugh," Ada said and then looked at her stepdad. "I guess." Rachel showed Ada how to paddle. "We need to work together," Rachel said. "This is dumb," Ada complained. "These life jackets are hot, and they look silly." Rachel said nothing as the canoe moved slowly out into the lake. "Paddle harder, Ada," Rachel called. Ada rolled her eyes and pretended not to hear. When they made it to the middle of the lake, Ada felt a gust of wind. She looked up. Dark clouds filled the sky. Rachel said, "We'd better turn around." The wind blew harder. "Why aren't we moving?" Ada yelled. "Paddle with me," Rachel yelled back. "One... two..." Ada was wild with fear. "Help!" she screamed. She stood up and waved her arms. "Ada, no!" Rachel yelled. "Sit down!" It was too late. The canoe rocked and flipped over. "What do we do?" Ada yelled, spitting out water. "Grab the canoe," Rachel told her. "We're going to have to swim it back to shore." "Can't we climb back in?" Ada gasped. "This is safer and easier," said Rachel. "It's not far, and we have life jackets on. Let's go!" They swam. Ada was scared, but Rachel helped her. "You're doing great," Rachel said over and over. Their parents came running as they got to shore. "What happened? Are you all right?" asked their mom. We're fine-thanks to Rachel," Ada said. "I guess it's good that you come to the cabin every year." She looked at her stepsister. "Thank you." Rachel smiled as she said, "Let's go change. You can help me pick out what to wear."