document_title: Robert F. Mager

question_text: according to mager if you do not know where you are going

text: Robert F. Mager

text: Personal life / biography[edit]

text: Robert Frank Mager was born in the summer of 1923 shortly before The Great Depression. As any other little boy, Mager had aspirations of becoming a fireman, policeman, detective, cowboy and even a rocketship pilot. Mager was picked-on in school. This was as a result of him being skipped from fourth grade to sixth grade. This made him one of the smallest in his class. To add insult to injury, in his time, being left-handed was considered a heinous act and often resulted in a sharp rap on the knuckles. Subsequently, Mager switched to writing with his right-hand.[2]

text: Music also formed part of Mager’s explorations as he jumped from one instrument to the other. At one time he played the violin, then the clarinet and even the saxophone. Eventually he found ‘his love’ the banjo, and has even been part of a banjo band. Interestingly Mager's ‘true love’ his wife, is a professional classical musician.

text: Drafted into the Army[edit]

text: In his book, Life in the Pinball Machine: Careening from There to Here, Mager makes an analogy of his life to a pinball. He likened his life as the ball and the different experiences in his lives as the pins of machine that would bump and jostle him eventually to his current research in the Instructional Design field. One such experience occurred in 1943 when Mager was drafted into the military. One of his initial responsibilities was that of a company clerk which involved him interacting with new recruits. Mager was able to observe discrepancies with performances due to lack of information.[3]

text: Today[edit]

text: Today Mager is credited with revolutionizing the performance improvement industry with his groundbreaking work, the Criterion Referenced Instruction (CRI) framework.

text: Other interests[edit]

text: Over the years, Mager has also been an accomplished unicyclist, banjo player, ventriloquist, crime novelist, tap dancer.[4]

text: Education and academic career[edit]

text: After serving in World War II, Mager completed his undergraduate studies in Psychology with minors in Philosophy and Speech at Ohio University (1948), then taught broadcasting techniques and business speech at Tyler Commercial College while studying Electronics there, and studied Radio Broadcasting at the CBS School (NYU campus, 1948). He completed graduate studies (A.B and M.A. degrees) in Psychology at Ohio University in 1950, and taught psychology there the following year, before moving on to completing his PhD in Experimental Psychology at State University of Iowa in 1954.[5] He also taught psychology at Sacramento State College in 1958-59. He served as research scientist for the Human Resources Research Office.[6]

text: Research[edit]

text: Instructional sequencing[edit]

text: In the early 1960s Mager created a small experiment to determine what instructional sequence would be logical and meaningful for adult learners and compared this to the usual instructor-led sequence of instruction. The findings he reported in On the sequencing of instructional content,[7] suggested that instruction led by the learner takes on a different sequence from that led by an instructor, it allowed them to take their own knowledge into account and resulted in a more motivated learner. Further experiments and research on this subject by Mager and his colleagues led to the concept of learner-control as a method which when introduced to technology-assisted instruction was found to improve learning performance.[8][9] This has been a key concept in self-paced multimedia courses and has influenced distance and online learning.

text: Learning objectives[edit]

text: In 1962 Preparing objectives for programmed instruction Mager pioneered a new approach to instructional design which involved establishing objectives for instruction. This made such an impact that in later editions as Preparing Instructional Objectives it became, it could be said, the manual for preparing instruction because of its clearly outlined steps on how to define objectives. It so revolutionized instructional methods in schools that a bill was passed in California that required teachers to describe what they wanted their students to achieve (i.e., behavioral outcomes) by writing these as objectives (the Stull Act, 1972).[10]

text: Goal analysis[edit]

text: Mager found that establishing objectives could easily be misused, and went further to formulate five steps that would clearly guide the process of defining solid and measurable outcomes. This resulted in the publication Goal analysis in 1972, which became a cornerstone of the CRI method and ensuing workshops.[10]

text: Criterion Referenced Instruction (CRI)[edit]

text: Mager along with Peter Pipe is well known for developing the Criterion Referenced Instruction (CRI) a framework for Instructional Design. The origins of Instructional Design dated back as early as World War II with the need for creating training programs. Mager had first hand experience with these training regimes, however, he found that they were not meeting the goals that they were set out to meet. From this phenomenon Mager, went about seeking ways to improve training delivery. These experiences led Mager to publish his work in a book later titled, Preparing Instructional Objectives: A Critical Tool in the Development of Effective Instruction.[11]

text: In his publications, Mager usually starts out with a fable. In this book the fable is about a sea-horse which went out seeking a fortune. Unfortunately, the sea horse got side-tracked by the different sea creatures he met along the way and eventually ended up being swallowed by a shark. The moral of the fable :if you're not sure where you're going, you're liable to end up some place else. Consequently, in his book, Mager speaks of the importance of knowing precisely what is needed to be achieved before embarking on any instructional design process.[12]

text: The CRI framework is based upon using objectives (instructional objectives) to drive instruction. Effective Instructional objectives should have three components:

text:
Performance - Identifies specifically what the learner should be able to do after the instruction
Condition - Identifies the conditions under which the learning is to occur
Criterion - Describes how well the learner must perform in order to be acceptable

tag: ol

text: The CRI is divided into four stages.[13]

text:
The Goal/task Analysis - The specific competencies that are needed are identified.
Performance Objectives - The criterion, this provides clear cut outcomes as well as states how they would be evaluated.
Criterion Referenced Testing - The actual evaluation that will be used to test whether or not the performance objectives were carried out to the required standard.Criterion-referenced test
Learning modules - Involves the development of the actual modules that would be used in the training/instruction.

text: This instructional framework is designed in such a way that students are expected to gain mastery in the specific modules by evaluating themselves using assessment tools built into the program.

text: Mager was influenced by the works of Robert M. Gagné and Malcolm Knowles.

text: Professional associations[edit]

text:
Mager is one of the founders of International Society for Performance Improvement (ISPI) in 1962, originally known as National Society for Programmed Instruction (NSPI), and was its president in 1965-66.[14]
Member of the Institute of Electronic and Electrical Engineers (IEEE).

text: Publications[edit]

text: Robert F. Mager is the author of over 10 books which have been translated into at least 17 languages and sold over four million copies worldwide[15] in the past five decades. His Preparing Instructional Objectives is the best-selling book ever written on the subject, and is part of the Museum of Education’s books of the century list.[16] His main publications are characterized by an easy-to-read writing style and humor, which is much unlike other academic writings in the field.

text: Mager has also written the materials for the three workshops he was responsible for, i.e., the Criterion-referenced Instruction, the Instructional Module Development, and the Training Manager workshops.[17] In latter years he has taken up fiction writing and has published 7 novels and two anthologies to date.

text: Non-fiction[edit]

text:
Beach, K.M., & Mager, R.F. (1976). Developing Vocational Instruction. London: Financial Times Prentice Hall.
Mager, R.F. (1973). Measuring Instructional Intent; Or, Got a Match?. Atlanta, GA: The Center for Effective Performance Inc.
Mager, R.F. (1983). Troubleshooting the Troubleshooting Course, Or, Debug D'Bugs. Atlanta, GA: The Center for Effective Performance Inc.
Mager, R.F. (1984). Developing Attitude Toward Learning (2nd ed.). Atlanta, GA: The Center for Effective Performance Inc.
Mager, R.F. (1986). The How to Write a Book Book. Atlanta, GA: The Center for Effective Performance Inc.
Mager, R.F., & Pipe, P. (1997). Analyzing Performance Problems: Or, You Really Oughta Wanna--How to Figure out Why People Aren't Doing What They Should Be, and What to do About It (3rd ed.). Atlanta, GA: The Center for Effective Performance Inc.
Mager, R.F. (1997). Goal Analysis: How to Clarify Your Goals So You Can Actually Achieve Them (3rd ed.). Atlanta, GA: The Center for Effective Performance Inc.
Mager, R.F. (1997). How to Turn Learners On... Without Turning Them Off: Ways to Ignite Interest in Learning (3rd ed.). Atlanta, GA: The Center for Effective Performance Inc.
Mager, R.F. (1997). Making Instruction Work: Or Skillbloomers: A Step-By-Step Guide to Designing and Developing Instruction That Works (2nd ed.). Atlanta, GA: The Center for Effective Performance Inc.
Mager, R.F. (1997). Measuring Instructional Results. (3rd ed.). Atlanta, GA: The Center for Effective Performance Inc.
Mager, R.F. (1997). Preparing Instructional Objectives: A Critical Tool in the Development of Effective Instruction (3rd ed.). Atlanta, GA: The Center for Effective Performance Inc.
Mager, R.F. (1999). What Every Manager Should Know About Training: An Insider's Guide to Getting Your Money's Worth From Training (2nd ed.). Atlanta, GA: The Center for Effective Performance Inc.
Mager, R.F. (2014). Making Schools Work. Carefree, AZ: Mager Associates, Inc.

text: Biographical chronicle[edit]

text: Mager, R.F. (2003, 2012). Life in the Pinball Machine: Careening from There to Here ... Observations from an Accidental Life in Learning and Human Performance. Carefree, AZ: Mager Associates, Inc.

text: Fiction[edit]

text: (2001) Mager’s Shorts: Stories, that is: Bedtime Stories for the Fearless Reader. (2002) Killer in our midst. (2005) Dying for jade. (2006) The reluctant miracle man. (2007) The price of a miracle: A novel. (2008) Pursuing the steamy novel. (2009) Mager’s shorts II: Quirky stories for the adventurous reader. (2010) Shen: The chronicles of Madame Woo. (2011) The bitch file.

text: Workshops[edit]

text:
Criterion-Referenced Instruction (with Peter Pipe)
Instructional Module Development
The Training Director Workshop

text: Awards[edit]

text:
Thomas F. Gilbert Distinguished Professional Achievement Award - 1994[18]
Award for Public Service in Behavior Analysis - 2005[19]
ASTD award for distinguished contribution to human resource development[20]


document_title: Yahtzee

question_text: whats the highest score you can get in yahtzee

question_tokens: whats the highest score you can get in yahtzee

root

text: Yahtzee

text: History[edit]

text: The overall concept of Yahtzee traces its roots to a number of traditional dice games. Among these is the Puerto Rican game Generala, and the English games of Poker Dice and Cheerio. Another game, Yap, shows close similarities to Yahtzee; this game was copyrighted by Robert Cissne in 1952.

tag: p

text: The most important predecessor of Yahtzee is the dice game named "Yacht", which is an English cousin of Generala and dates back to at least 1938.[2] Wood[2] classifies Yacht, and a similar three-dice game called Crag, as sequence dice games. Yahtzee is similar to Yacht in both name and content. Although Yahtzee is clearly derived from Yacht, it differed from it in a number of significant ways:

text:
It introduced the upper section bonus.
It included the three-of-a-kind category.
In Yacht both straights are a sequence of five ("Big Straight" is 2-3-4-5-6, "Little Straight" is 1-2-3-4-5). Yahtzee introduced the sequence of four straight (the "Small Straight").
It introduced Yahtzee bonuses and the Joker rule.
There were also a number of scoring differences.

tag: ul

text: The present-day commercial Yahtzee began when toy and game entrepreneur Edwin S. Lowe filed Yahtzee as a trademark with the U.S. Patent Office on April 19, 1956. The first commercial usage of the name Yahtzee was a few weeks earlier on April 3. Lowe classified his product as a "Poker Dice Game."

text: According to Hasbro, the game was invented by an anonymous Canadian couple, who called it "The Yacht Game" because they played it on their yacht with their friends.[3] Later they asked Lowe if he would make up some sets to be given as gifts to their friends who enjoyed the game. Lowe perceived the possibility of marketing the game, and acquired the rights to the game from the couple in exchange for 1,000 gift sets. This story is expanded by Lowe in the 1973 book, A Toy is Born by Marvin Kaye. According to Lowe, the game did not initially do well commercially, since the rules and appeal were not easily conveyed in an advertisement. Eventually, he had the idea of organizing Yahtzee parties at which people could play the game and thereby gain a first-hand appreciation of it. The idea was successful, and enthusiasts quickly popularized the game through word of mouth.

text: The E.S. Lowe Company sold Yahtzee from 1956 to 1973. During Lowe's ownership, a number of changes were made to the game's packaging, contents, and appearance. Between 1956 and 1961, the game's advertising slogan was changed from "The Game That Makes You Think While Having Fun" to "The Fun Game That Makes Thinking Fun!"

text: The game and its contents were copyrighted by Lowe in 1956, 1961, 1967, and 1972. In 1973, Milton Bradley purchased the E.S. Lowe Company and assumed the rights to produce and sell Yahtzee. During Lowe's ownership over 40 million Yahtzee games were sold in America and around the globe. The game has maintained its popularity. According to current owner Hasbro, 50 million Yahtzee games are sold each year.

text: Over time, the Yahtzee logo has taken several forms. The original version of the logo was used throughout the entire period that the game was produced solely by the Lowe company. After 1973, the logo changed various times. This logo is found on the scorecards and the game box(es).

text: Rules[edit]

text: The game consists of a number of rounds. In each round, a player gets three rolls of the dice, although they can choose to end their turn after one or two rolls. After the first roll the player can save any dice they want and re-roll the other dice. This procedure is repeated after the second roll. The player has complete choice as to which dice to roll. They can re-roll a die for the third roll that was not rolled on the second roll.[4]

text: The Yahtzee scorecard contains 13 different category boxes and in each round, after the third roll, the player must choose one of these categories. The score entered in the box depends on how well the five dice match the scoring rule for the category. Details of the scoring rules for each category are given below. As an example, one of the categories is called Three of a Kind. The scoring rule for this category means that a player only scores if at least three of the five dice are the same value. The game is completed after 13 rounds by each player, with each of the 13 boxes filled. The total score is calculated by summing all thirteen boxes, together with any bonuses.[4]

text: The Yahtzee scorecard contains 13 scoring boxes divided between two sections: the upper section and the lower section.[4]

text: Upper section[edit]

text: In the upper section there are six boxes. The score in each of these boxes is determined by adding the total number of dice matching that box.

text:
Categories
Descriptions
Scores
Examples

Aces
Any combination
The sum of dice with the number 1
 scores 3

Twos
Any combination
The sum of dice with the number 2
 scores 6

Threes
Any combination
The sum of dice with the number 3
 scores 12

Fours
Any combination
The sum of dice with the number 4
 scores 8

Fives
Any combination
The sum of dice with the number 5
 scores 5

Sixes
Any combination
The sum of dice with the number 6
 scores 18

tag: table

text: If a player scores a total of 63 or more points in these six boxes, a bonus of 35 is added to the upper section score. Although 63 points corresponds to scoring exactly three-of-a-kind for each of the six boxes, a common way to get the bonus is by scoring four-of-a-kind for some numbers so that fewer of other numbers are needed. A player can earn the bonus even if they score a "0" in an upper section box.[4]

text: In order to gauge how well a player is doing in the upper section, they often refer to being "up" or "down" compared to the average of three required for each box. So that if a player scores four "sixes" they will be "6 up"; while if they then score just two "twos" they will then be only "4 up". Similarly, if a player starts with two "twos" they will be "2 down".[4]

text: Lower section[edit]

text: The lower section contains a number of poker-themed categories with specific point values:

text:
Categories
Descriptions
Scores
Examples

Three Of A Kind
At least three dice the same
Sum of all dice
 scores 17

Four Of A Kind
At least four dice the same
Sum of all dice
 scores 24

Full House
Three of one number and two of another
25
 scores 25

Small Straight
Four sequential dice
(1-2-3-4, 2-3-4-5, or 3-4-5-6)
30
 scores 30

Large Straight
Five sequential dice
(1-2-3-4-5 or 2-3-4-5-6)
40
 scores 40

Yahtzee
All five dice the same
50
 scores 50

Chance
Any combination
Sum of all dice
 scores 13

text: Some players count a Yahtzee as being a valid Full House. However the official rule is that a Full House is "three of one number and two of another".[4]

text: Small Straight and Large Straight are sometimes called by different names, either Low Straight and High Straight, Short Straight and Long Straight or Little Straight and Big Straight.[4]

text: If a category is chosen but the dice do not match the requirements of the category the player scores 0 in that category. Some combinations offer the player a choice as to which category to score them under; e.g., a full house could be scored in the Full House, the Three-Of-A-Kind, or the Chance categories. The Chance category is often used for a turn that will not score well in any other category.[4]

text: Yahtzee bonuses and Joker rules[edit]

text: A Yahtzee occurs when all five dice are the same. If a player throws a Yahtzee but the Yahtzee category has already been used, special rules apply.[4]

text: If the player throws a Yahtzee and has already filled the Yahtzee box with a score of 50, they score a Yahtzee bonus and get an extra 100 points. However, if they throw a Yahtzee and have filled the Yahtzee category with a score of 0, they do not get a Yahtzee bonus.[4]

text: In either case they then select a category, as usual. Scoring is the same as normal except that, if the Upper Section box corresponding to the Yahtzee has been used, the Full House, Small Straight and Large Straight categories can be used to score 25, 30 or 40 (respectively) even though the dice do not meet the normal requirement for those categories. In this case the Yahtzee is said to act as a "Joker".[4]

text: There are two alternative versions of the Joker rule used.[4]

text: Forced Joker rule[edit]

text: In the official rules[4] the player must act in the following way.

text:
If the corresponding Upper Section box is unused then that category must be used.
If the corresponding Upper Section box has been used already, a Lower Section box must be used. The Yahtzee acts as a Joker so that the Full House, Small Straight and Large Straight categories can be used to score 25, 30 or 40 (respectively).
If the corresponding Upper Section box and all Lower Section boxes have been used an unused Upper Section box must be used, scoring 0.

text: Free choice Joker rule[edit]

text: In the simpler, alternative version of the Joker rule[5][6] the player retains the free choice as to which category to use, but the Yahtzee can only be used as a Joker if the corresponding Upper Section box has been used. If the corresponding Upper Section box is unused the Yahtzee would score 0 if the Full House, Small Straight or Large Straight categories were chosen.[4]

text: Original Joker rule[edit]

text: The original game rules released in 1956 contain a difference from the above rules. The booklet stated that additional Yahtzees must be used as Jokers in the Lower Section and did not allow for their use in the Upper Section. This rule was changed when the game was re-copyrighted in 1961.[4]

text: The winner is the player with the highest total. The rules do not specify what happens in the event of a tie.[4]

text: Example games[edit]

text: Dice shown in black are those kept from the previous roll.

text:
Round
Roll
Dice
Keep or Category
Score

1
1

2

3

Fours
12

2
1

2

3

Full House
25

3
1

2

3

Twos
8

4
1

2

3

Chance
22

5
1

2

3

Fives
15

6
1

2

3

Aces
2

7
1

2

3

Small Straight
30

8
1

2

3

Three-Of-A-Kind
21

9
1

2

3

Threes
9

10
1

2

3

Yahtzee
0

11
1

2

3

Four-Of-A-Kind
26

12
1

2

3

Large Straight
40

13
1

2

3

Sixes
18

text: Completed score card:

text:
UPPER SECTION
SCORE

Aces
2

Twos
8

Threes
9

Fours
12

Fives
15

Sixes
18

TOTAL SCORE
64

BONUS
35

TOTAL
Upper Section
99

LOWER SECTION
SCORE

3 of a kind
21

4 of a kind
26

Full House
25

Sm. Straight
30

Lg. Straight
40

YAHTZEE
0

Chance
22

Yahztee Bonus
–

TOTAL
Lower Section
164

GRAND TOTAL
263

text: Strategies[edit]

text: A detailed discussion of the optimal strategy is beyond the scope of this article but certain aspects can be considered here.

text: Completing a Yahtzee[edit]

text: It is important to understand the probability of completing a Yahtzee. This depends on whether a particular Yahtzee is required or any Yahtzee.

text: Specific Yahtzee[edit]

text: The probability of completing a specific Yahtzee is shown in the following table.

text:
Number of
Same Di(c)e
Before First
Roll
Before Second
Roll
Before Third
Roll

4
-
30.56%
16.67%

3
-
9.34%
2.78%

2
-
2.85%
0.46%

1
-
0.87%
0.08%

0
1.33%
0.27%
0.01%

text: Any Yahtzee[edit]

text: The probability of completing any Yahtzee is shown in the following table. The strategy is to keep any Yahtzee, four-of-a-kind, three-of-a-kind or pair that is thrown and re-roll the others. With two pairs, either can be chosen.

text:
Most Already
Rolled
Before First
Roll
Before Second
Roll
Before Third
Roll

4
-
30.56%
16.67%

3
-
9.34%
2.78%

2
-
2.91%
0.46%

1
-
1.26%
0.08%

0
4.60%
-
-

text: So if a three-of-a-kind is thrown on the first roll, the chance of completing a Yahtzee increases from 4.60% to 9.34%.

text: Final round[edit]

text: This section describes the last round strategy where there is no possibility of a Yahtzee bonus (i.e. there is a score of 0 in the Yahtzee box). These are the simplest situations to analyse, although even at this late stage the strategy may vary depending on the game situation.

text: Upper Section box[edit]

text: If the final box is in the upper section, the strategy is to keep any of the number required and re-roll the others. On average 2.11 of the number required will be gotten, scoring from 2.11 (for 1s) to 12.64 (for 6s). The distribution is as follows:

text:
Total
Probability

At least 1
93.51%

At least 2
69.88%

At least 3
35.48%

At least 4
10.44%

5
1.33%

text: Three-Of-A-Kind[edit]

text: There are slightly different strategies depending on whether a player is simply just trying to get a three-of-a-kind or if they are trying to maximize their average score. Different strategies will also be required should a specific target be needed to achieve.

text: The strategy to maximize the chance of getting a three-of-a-kind involves keeping any three-of-a-kind that is rolled. If a three-of-a-kind is rolled then after the first throw the player should keep any other 5s and 6s, while after the second throw the player should keep any other 4s, 5s, and 6s. An example is with 22225 the player keeps 2225 and throws the other 2. If a three-of-a-kind is not rolled the player should keep any pair that is rolled and re-roll the other dice, with two pairs the player should keep the higher pair, and with no pair the player should keep the highest die. Following this strategy gives a 74.32% chance of getting a three-of-a-kind.

text: This strategy does not maximize the average score since there are a few situations after the first throw, where it is better to keep other combinations. For instance after throwing 11166, keeping 11166 maximizes the chance of getting a three-of-a-kind (a guaranteed score of 15) but keeping 66 maximizes the expected average score (17.54), although it introduces a significant[quantify] chance of scoring nothing. The situations where the strategy to maximize the average score differs are all after the first throw and are as follows: keep 33, 44, 55, 66 rather than 111 (or 11155, 11166), keep 4, 5 or 6 rather than 11, keep 5 or 6 rather than 22, keep 336 rather than 33. For example, with 22456 the player should keep 6 rather than 22 and with 33456 he should keep 336 not 33.If he follows the strategy to maximize the average score he will get a three-of-a-kind 71.51% of the time and score an average of 15.19.

text: Four-Of-A-Kind[edit]

text: As with three-of-a-kind there are slightly different strategies depending on whether a player is simply trying to get a four-of-a-kind or he is trying to maximize his average score. Different strategies will also be required should he need to achieve a specific target.

text: The strategy to maximize his chance of getting a four-of-a-kind involves keeping any four-of-a-kind that he has. If he has a four-of-a-kind then after the first throw he will keep the other if it is a 5 and 6, while after the second throw he will keep it if it is a 4, 5 or 6. So that with 22223 he keeps 2222 and will throw the 3. If he does not have a four-of-a-kind, the player should keep any three-of-a-kind or pair that he has and re-roll the other dice. With two pairs he will keep the higher pair. With no pair he will keep the highest die. Following this strategy gives him a 29.08% chance of getting a four-of-a-kind.

text: As with three-of-a-kind this strategy does not maximize the average score since there are a few situations after the first throw, where it is better to keep other combinations. For instance, after throwing 11166, keeping 111 maximizes the chance of getting a four-of-a-kind but keeping 66 maximizes the expected average score (6.20 rather than 4.18). The situations where the strategy to maximize the average score differs are all after the first throw and are as follows: keep 44, 55, 66 rather than 111, keep 4, 5 or 6 rather than 11, keep 6 rather than 22. Following the strategy to maximize the average score he will get a four-of-a-kind 27.74% of the time and score an average of 5.61.

text: Full House[edit]

text: A player will keep a Yahtzee or Full House. A Yahtzee will score 25 under the Joker rule, even though it is not strictly a full house.he will keep any four-of-a-kind, three-of-a-kind or pairs that are thrown and re-roll the others. With two pairs he will keep both. On average he will succeed 36.61% of the time and score an average of 9.15.

text: Small Straight[edit]

text: The strategy is complicated by the fact that, because of the Joker rule, the player will score 30 if he gets a Yahtzee. Clearly he keeps any Small Straight or Yahtzee that he throws. After the first throw he will keep a run of 3 or 3 out of 4 (e.g. 124) if he has one. Otherwise, he will keep a 3 or 4 (or both) and a 2 or 5 if he also has a 3 or 4 (e.g. with 11245 he will keep 24 but with 11255 he will keep nothing). He will not keep just 2, 5 or 25. The only difference after the second throw is that he keeps 1111, 2222, 5555 and 6666 and will try to throw a Yahtzee unless the other die is a 3 or 4.

text: On average he will succeed 61.60% of the time and score an average of 18.48.

text: Large Straight[edit]

text: Again the strategy is complicated by the fact that, because of the Joker rule, he will score 40 if he gets a Yahtzee. Clearly he will keep any Large Straight or Yahtzee that he throws. The best strategy is also to keep a four-of-a-kind and try to throw a Yahtzee, even after the first throw.The player should not keep a three-of-a-kind. Keep a small straight or 4 out of 5 (e.g. 1235) if he has one. Otherwise he should simply keep any 2, 3, 4 or 5 (just one of each), so that with 12256 he would keep 25.

text: On average he will succeed 26.53% of the time and score an average of 10.61.

text: Yahtzee[edit]

text: A player should keep any Yahtzee, four-of-a-kind, three-of-a-kind or pair that is thrown and re-roll the others. On average he will succeed 4.60% of the time and score an average of 2.30.

text: Chance[edit]

text: To get the maximum average score the strategy is straightforward. After the first throw the player will keep any 5s and 6s. After the second throw he will keep any 4s, 5s, and 6s. On average he will score 23.33. Different strategies will be required when he needs to achieve a specific target.

text: Optimal strategy[edit]

text: The strategy for maximizing the expected score has been determined.[5] The average score when using this strategy is 254.59.[6] This average is based on calculations using the "free choice Joker rule".

text: It is important to note that the "Optimal" strategy simply maximises the average score. It does not maximise the chances of winning a game. There are two main reasons for this.

text: Firstly, the Optimal strategy takes no account of any opponents. In normal gameplay a player will adjust their strategy depending on the scores of the other player or players.

text: Secondly, the Optimal strategy tends to give undue importance to Yahtzee bonuses. It is rare for a player without a Yahtzee bonus to beat a player with one. So, in normal gameplay, a players' strategy is not significantly influenced by the value given for a Yahtzee bonus. Consider the situation where the Yahtzee bonus was worth a million rather than a hundred. It would not influence normal gameplay where the objective is to score more than the opponent. It would, however, affect the "Optimal" strategy since scoring a million would have a dramatic effect on the average score. The "Optimal" strategy would be dominated by the prospect of a Yahtzee bonus. Even with a Yahtzee bonus worth 100 the "Optimal" strategy tends to give too much importance to Yahtzee bonuses.

text: Despite these limitations the "Optimal" strategy does provide a useful guide as to the best strategy, especially in the early rounds. The "Optimal" strategy for the first round is described in the next section. After the first round, the number of different games rapidly makes detailed analysis difficult but, in the early rounds, players generally simply adapt the first round strategy based on the boxes used. For instance if a player throws 15566 in the first round they will keep 66 but if the 6s box was used in the first round and they throw 15566 in the second round they will naturally keep 55 instead.

text: The following table shows the average score obtained using the Optimal strategy and the proportion of the time that zero is scored in a particular category:[6]

text:
Category
Average
score
Zero
score

Aces
1.88
10.84%

Twos
5.28
1.80%

Threes
8.57
0.95%

Fours
12.16
0.60%

Fives
15.69
0.50%

Sixes
19.19
0.53%

Bonus
23.84
31.88%

Three-of-a-Kind
21.66
3.26%

Four-of-a-Kind
13.10
36.34%

Full House
22.59
9.63%

Small Straight
29.46
1.80%

Large Straight
32.71
18.22%

Yahtzee
16.87
66.26%

Chance
22.01
-

Yahtzee Bonus
9.58
91.76%

TOTAL
254.59
-

text: The bonus is made in 68% of games but in only 1% of games does the player get exactly 3-of-a-kind of each Upper Section category. In a further 5% of games the player gets at least 3-of-a-kind in each of these categories and 4-of-a-kind in one or more of them. In the remaining 62% of games, there is at least one category which scores a pair or less but the bonus is achieved by scoring one or more 4-of-a-kind in the Upper Section. It is possible to calculate the maximum average score with different rules. When the rules are changed so that there is no Upper Section bonus the average score drops from 254.59 to 237.84, a reduction of 16.75. This compares with an average bonus score of 23.84 and shows that changes to the strategy to improve the chance of getting the bonus are to the detriment of the other scores; the average score in the other boxes drops by 7.09.

text: A Yahtzee is scored in about 34% of games while a Yahtzee bonus is scored in about 8% of games. A second Yahtzee bonus occurs about 1% of the time while a third one is scored in about 0.1% of games. The average number of Yahtzees thrown in a game is 0.46.[6] This includes about 3% of games where a Yahtzee is thrown after 0 has been scored in the Yahtzee box and although it does score something, it is not scored as a Yahtzee or Yahtzee bonus.

text: In about 3.7% of games a Yahtzee is used as a Joker and scored on Full House, Small Straight or Large Straight.[6] In most of these cases the Yahtzee box has a score of 50 and so the Yahtzee also counts as a Yahtzee bonus. In about a quarter of these cases the Yahtzee box has a score 0 and so there is no Yahtzee bonus.

text: Although the average score is 254.59 the Median score is 248[6] The Mode is 266 which occurs 1.26% of the time. The 1st Percentile is 151 (i.e. 1% of scores are 151 or less) while the 99th Percentile is 473 (i.e. 99% of scores are 473 or less).

text: First round[edit]

text: The strategy for the first round described here is based on that used by the "Optimal" strategy. Sometimes there are two possible plays which are almost equally good. In these cases the simplest option is given, i.e. the one that follows the general rules.

text: Although there are 7776 different ways of throwing 5 dice, because the order of the dice is not important there are only 252 different combinations. To use the strategy described therefore requires knowing 756 different situations.

text: Second and third roll choices[edit]

text: The general principle after the first and second throws is to keep the largest number of similar dice and rethrow the rest. When a player has a full house he will keep the three-of-a-kind. When you have two pairs keep the higher pair and rethrow the other three dice. If you have a large straight, keep it. If you have a small straight, keep it and re-roll the fifth die. If all the dice are different and there is no straight, keep just the 5. There are a number of exceptions to these rules. These exceptions are different for the second and third rolls.

text: Exceptions before the second roll:

text:
with a full house containing three 1s, he will keep all the dice and put in the Full House box.
with 12344 he will keep the pair not the small straight.
with a 3456 and a pair he will keep the pair not the small straight.
with a pair of 1s he will keep, in order of preference, 345, 5, 4 or 6, not the pair of 1s.

text: So, before the second roll he will never keep two pairs, he will never keep a pair of 1s and he will never throw all the dice again.

text: Exceptions before the third roll:

text:
with a full house containing three 1s, three 2s or three 3s, he will keep all the dice and put in the Full House box.
with a pair of 1s and a pair of 2s or with a pair of 1s and a pair of 3s, he will keep both pairs.
with 11345 he will keep 345 not the pair.
with 12456 he will keep 456 not just the 5.

text: So there are specific differences compared to the second roll. Now he will keep the Full House if the three-of-a-kind is 2 or 3 and keep two pairs when they are 1 and 2 or 1 and 3.He will Keep all large and small straights.He will Normally keep a pair of 1s (although 345 is still better) and keep 456 rather than 5 when all the dice are different.

text: Category choice[edit]

text: In about 80% of games a player will either have at least a 3-of-a-kind or a straight. If he has any of the following he will put it in the appropriate Lower Section box: Yahtzee, full house, large straight, small straight. With a 4-of-a-kind or 3-of-a-kind he will put it in the appropriate Upper Section box. The only exception is that when he has a 3-of-a-kind where the sum of the dice is 25 or more he should use the 3-of-a-kind box. The 4-of-a-kind box is never used in the first round.

text: In the remaining 20% of cases he will have a poor hand: two pairs, one pair or all dice different. In these situations there is no appealing option, the choice being between using an Upper Section box and using Chance. With two pairs follow the rule for the lower of the two pairs he has. The rule depends on whether his pair (or smaller pair) is low (1, 2 or 3) or high (4, 5 or 6):

text:
with a low pair he will use the appropriate Upper Section box (1s, 2s or 3s) unless the sum of the dice is 22 or more in which case use the Chance box.
with a high pair he will use the 1s box unless the sum of the dice is 20 or more in which case use the Chance box. The only exception is that with 23446 he should use the Chance box even though it only scores 19.
with all dice different he will use the 1s box.

text: Best and worst outcome[edit]

text: The best outcome in the first round is to throw a Yahtzee and put it in the Yahtzee box. This increases the final expected score from 254.59 to 320.84.[6] Putting a Yahtzee of 6s in the 6s box results in an expected score of just 279.48. The second best outcome is to score 24 in the 6s box. This has a value of 268.23.[6] Putting 56666 in the 4-of-a-kind box has a value of 264.54.

text: The worst first roll is 11236 which has a value of 249.83.[6] After the second roll the worst position is 12356 which then has a value of 244.91. The worst third roll is 23446 which has a value of 238.96 when put in the Chance box.[6]

text: Extreme scores[edit]

text: Maximum score[edit]

text: The highest possible score is 1,575 and involves throwing 13 Yahtzees, scoring 12 Yahtzee bonuses of 100 points each, as well as 375 in the other categories.

text: The 375 is achieved by scoring five aces (5), five twos (10), five threes (15), five fours (20), five fives (25), five sixes (30), the Upper Section bonus (35), five sixes scored as Three-of-a-kind (30), five sixes scored as a Four-of-a-kind (30), a Full House (25), a Small Straight (30), a Large Straight (40), a Yahtzee (50), and five sixes scored as Chance (30). The score of 1,575 requires using the "Joker" rules for the Full House, Small Straight and Large Straight categories.

text: In order to score 1,575 the player must throw 13 successive Yahtzees. The probability of getting a Yahtzee, if that is your sole objective, is 4.60% and so the probability of a player rolling 13 Yahtzees in a row (if that was their sole objective) is 4.60% raised to the 13th power or 6982416000000000000♠4.16×10−18. The probability of scoring 1,575 (if that was your sole objective) is less than this since to score the maximum you would need at least one of each number (after the first round) to fill the Upper Section and a further three 6 Yahtzees to score 30 in the Three-of-a-kind, Four-of-a-kind and Chance categories. In about 18% of Yahtzees the player has some choice over the dice to keep. This most frequently happens when a player rolls two pairs. This means that a player can slightly increase the chance of getting a 6 Yahtzee without reducing the chance of getting a Yahtzee.

text: In normal gameplay the probability of scoring 1,575 is considerably less. Using the strategy that maximizes the average score, the probability of scoring 1,575 is 6980137999999999999♠1.38×10−20.

text: Other high scores[edit]

text: For a player following the strategy which maximises the chance of getting a Yahtzee, the probability of scoring a particular number of Yahtzees follows a binomial distribution and is shown in the following table.

text:
Yahtzees
Rolled
Probability
Chance

1 or more
45.80%
1 in 2.18

2 or more
11.81%
1 in 8.47

3 or more
1.97%
1 in 50.7

4 or more
0.210%
1 in 436

5 or more
6996182000000000000♠1.82×10−4
1 in 5,140

6 or more
6995117000000000000♠1.17×10−5
1 in 81,200

7 or more
6993566000000000000♠5.66×10−7
1 in 1,700,000

8 or more
6992204999999999999♠2.05×10−8
1 in 47,500,000

text: A player must throw at least 8 Yahtzees in order to score 1000. Throwing 8 Yahtzees will score 750 for the Yahtzee and Yahtzee bonuses. The 7 Yahtzees after the first throw will generally score highly, including the opportunity of using the Joker rule to score in, for instance, the Large Straight category. This means that a player throwing 8 Yahtzees will often be able to score 1,000.

text: In normal gameplay the probability of scoring this number of Yahtzees is considerably less. The following table shows the probability of getting certain scores using the "Optimal" strategy.

text:
Score
Probability
Chance

400 or more
3.84%
1 in 25.5

500 or more
0.719%
1 in 139

600 or more
6996896000000000000♠8.96×10−4
1 in 1,120

700 or more
6995750000000000000♠7.50×10−5
1 in 13,300

800 or more
6994436000000000000♠4.36×10−6
1 in 229,000

900 or more
6993183000000000000♠1.83×10−7
1 in 5,480,000

1000 or more
6991558000000000000♠5.58×10−9
1 in 179,000,000

text: Minimum score[edit]

text: The lowest possible score is 5. The Chance box always scores the sum of the dice, so that a minimum of 5 must be scored in that category.

text: The strategy that works to maximize the average expected score will under worst case conditions score a minimum of 12 points, but cautious play will guarantee a minimum score of 18.[8]

text: A score of 18 will be achieved if 11223 is thrown each round and then, whatever is re-thrown, getting 11223 again after the second and third throws, scoring 2 in the 1s box, 4 in the 2s box, 3 in the 3s box and 9 for the Chance category.

text: Scoring the minimum of 12, when attempting to maximise the average score, is less likely than scoring the maximum of 1,575 but is theoretically possible. Suppose that in the first two rounds 12355 after each roll. This would happen if a 12355 is thrown on the first roll and then, whatever dice are re-thrown, getting the same combination again; for instance, keeping 55, rethrowing the 123, and still get 12355. The optimal strategy will use the 1s box in the first round, scoring 1, and the 2s box in the second round, scoring 2. Now suppose that for the next 3 rounds you have 11226 after each roll. Again this is possible since you may throw 11226 on the first roll and then get the same when you re-throw some of dice. The optimal strategy will use the four-of-a-kind and Yahtzees boxes in the third and fourth rounds and then the 3s box in the fifth round, scoring 0 each time. For the last 8 rounds suppose you have 11223 after each roll. You will score 0 in all the remaining categories except Chance where you will score 9, giving a total of 12.

text: Commercial versions[edit]

text: Deluxe and collector editions[edit]

text: Deluxe edition games have been sold alongside the regular issue games since the early 1960s. They all contain components that are more luxurious than standard game parts. In recent years, a number of collector issue Yahtzees have been sold as well. Some of these collector issues have dice that replace the pips with certain symbols connected to a theme, but still correspond to the numbers one to six.

text: Travel Yahtzee[edit]

text: Since the 1970s, Travel Yahtzee has been sold in various forms as part of Milton Bradley's line of travel games.

text:
In the past, the travel form of Yahtzee was composed of the five dice contained in a special apparatus (see image at the right). "Rolling" the dice is initiated by turning the apparatus over, running it on one hand and turning the apparatus upright to see the faces of the dice. Dice to be saved for the next roll are locked by snapping the reverse of the apparatus.
Currently, a zip-up cloth deluxe folio edition is sold. It consists of the set of dice, the cup, the scorecards, and a tray for the dice to roll on, which includes a holder for the dice to be saved for the next roll. The cup has an oblong lip for easy storage.
In addition to the game folio, Hasbro also released Yahtzee to Go. It comes with a dice cup that stores the dice & contents. similar to the original Travel Yahtzee only without the apparatus. This is sold in tandem with the game folio.
There also exists a red circular travel edition, which includes the dice and scorecards, as well as a collapsible cup and detachable dice holder. The bottom half of the case acts as a dice tray. It should be noted that this one uses a different logo from the standard one (the name of the game in uppercase with an exclamation point in front of a green oval) and it is sold outside of the United States.[9]
There are also miniature versions of the game, sold in sets contained either in cups that act as keychains (by the company Basic Fun) [10] or in specially shaped pens (by the company Stylus).[11]

text: Electronic versions[edit]

text: Various Yahtzee console games have been sold over the years including an early version on the TI-99 4A computer. In 1996, the game was first released to PC and Mac users by Atari. The Ultimate Yahtzee CD-ROM game contained standard Yahtzee as well as other varieties. Later, GameHouse also released an authorized special version of the game for Windows users.

text: There are also several electronic versions of the game such as a handheld LCD version, and a cell phone version called Yahtzee Deluxe, which feature the original rules along with Duplicate and Rainbow modes, as well as independently produced versions for the Palm OS and Pocket PC and several cellphone models. The version for the Nintendo Game Boy was licensed from Hasbro and was produced by DSI Games and Black Lantern Studios Inc. It was sold in a three pack that included Life, Payday, and Yahtzee. The game has also been released for the iPod, iPod touch and the iPhone, to be purchased through the iTunes Store,[12][13] as well as Google Play. Both the iOS App and the Android App are published by Scopely. Yahtzee is available on the Xbox 360 in the Family Game Night game by Hasbro. Pogo.com released a version in 2009, and the game is also available on the Pogo Facebook site as well.

text: Related games[edit]

text: A number of related games under the Yahtzee brand have been produced. They all commonly use dice as the primary tool for gameplay, but all differ generally. The first was Triple Yahtzee, developed in 1972. The game has inspired two short-lived television game shows: 1975's Spin-Off on CBS and 1988's syndicated Yahtzee.

text: Online versions[edit]

text: There are a large number of versions of Yahtzee which can be played online or are available to download.

text: "Open Yahtzee" is a cross-platform open-source (free) version of Yahtzee for one player.[14]

text: Similar games[edit]

text: There are a large number of related games. Yatzy is one of the most popular. Yatzy rules and scoring categories are somewhat different from Yahtzee:[15]

text:
The bonus for reaching 63 or more points in the Upper Section is normally 50 points.
There are two extra boxes for the "One Pair" and "Two Pair" categories. These score the total of the pair(s) involved. For instance, 5-5-4-4-1 will score 10 points in the One Pair box and 18 in the Two Pair box. In the Two Pair category, the pairs must be different.
The Three-of-a-Kind and Four-of-a-Kind categories are scored using the total of the needed number of same-faced dice. For instance, 5-5-5-5-6 will score 20 points in Four-of-a-Kind and 15 points in Three-of-a-Kind. This scoring rule is the same as the Four-of-a-Kind scoring used in Yacht.
Full House scores the total of all dice, as in Yacht.
Small Straight and Large Straight have the same definitions as in Yacht. A Small Straight is 1-2-3-4-5 and scores 15 points (the total of the dice faces); the Large Straight is 2-3-4-5-6 and scores 20 points (again the combined value of the dice).
There are no Yahtzee bonuses or Joker rule. Yahtzees can be scored in other categories under the normal scoring rules. For example, a Yahtzee of sixes will score 12 in the One Pair box, 18 in Three-of-a-Kind, 24 in Four-of-a-Kind, 30 in Sixes or Chance and 0 in Two Pair, Full House, Small Straight and Large Straight boxes.

text: Other related games include:

text:
Balut is the name of a Danish dice game played by expatriates in many countries all over the world. The name of the game is taken from balut eggs.
Kismet has dice with multiple colors. Both numbers and colors are taken into account when scoring.
Yamb has several (usually 4) columns filled with special restrictions and MINIMAX categories with the bigger score if the higher is difference between min and max.

text: In popular culture[edit]

text:
Ben "Yahtzee" Croshaw is a British video games critic who takes his pseudonym from the game.[16]
Yahtzee has been cited as a precipitating factor in a case of domestic violence [17] and as the motive for at least one murder.[18]
The word "Yahtzee" has been used to exclaim excitement when a University of Kentucky football recruit commits to attending the school.[19]
The tennis player Andy Roddick, after winning a match in which events seemed to go his way, said, in an interview, that everything was "coming up Yahtzee".


document_title: International Day of Vesak

question_text: which country to host the 14th edition of united nations international day of vesak 2017

text: International Day of Vesak

text: International Day of Vesak is a National holiday declared by the United Nations in 1999. The proposal was tabled by Sri Lanka. [1]Vesak is an important Buddhist holiday that celebrates the birth, enlightenment, and passing of Gautama Buddha.

text: in 1999 the General Assembly officially declared the Day of Vesak as a United Nations international day, at the request then Sri Lankan foreign minister Lakshman Kadirgamar

text: United Nations international day

text:
2001 - 1st United Nations New York
2006 - 3rd Summit - Thailand
2007 - 4th Summit - Thailand
2008 - 5th Summit - Vietnam
2009 - 6th Summit - Thailand
2010 - 7th Summit - Thailand
2011 - 8th Summit - Thailand
2012 - 9th Summit - Thailand
2013 - 10th Summit - Thailand
2014 - 11th Summit - Vietnam
2015 - 12th Summit - Thailand [2]
2016 - 13th Summit - Thailand [3]
2017 - 14th Summit - Sri Lanka [4][5]

text: Thailand has hosted the event 11 times, Vietnam 2 times and Sri Lanka 1 time.


document_title: Antipodes

question_text: which country is opposite to india on globe

text: Antipodes

text: Geography[edit]

text: The antipode of any place on the Earth is the place that is diametrically opposite it, so a line drawn from the one to the other passes through the centre of the Earth and forms a true diameter.[3] For example, the antipodes of New Zealand's lower North Island lie in Spain. Most of the Earth's land surfaces have ocean at their antipodes, this being a consequence of most land being in the land hemisphere.

text: The singular antipode is a back-formation (c. 1540-50 CE) from the plural antipodes,[4] which in Greek is the plural of the singular antipous.

text: The antipode of any place on Earth is distant from it by 180° of longitude and as many degrees to the north of the equator as the original is to the south (or vice versa); in other words, the latitudes are numerically equal, but one is north and the other south.[3] The maps shown here are based on this relationship; they show a Lambert azimuthal equal-area projection of the Earth, in yellow, overlaid on which is another map, in blue, shifted horizontally by 180° of longitude and inverted about the equator with respect to latitude.

text: Noon at one place is midnight at the other (ignoring daylight saving time and irregularly shaped time zones) and, with the exception of the tropics, the longest day at one point corresponds to the shortest day at the other, and midwinter at one point coincides with midsummer at the other. Sunrise and sunset do not quite oppose each other at antipodes due to refraction of sunlight.

text: Mathematical description[edit]

text: If the geographic coordinates (latitude and longitude) of a point on the Earth's surface are (φ, θ), then the coordinates of the antipodal point are (−φ, θ ± 180°). This relation holds true whether the Earth is approximated as a perfect sphere or as a reference ellipsoid.

text: In terms of the usual way these geographic coordinates are given, this transformation can be expressed symbolically as

text: that is, for the latitude (the North/South coordinate) the magnitude of the angle remains the same but N is changed to S and vice versa, and for the longitude (the East/West coordinate) the angle is replaced by its supplementary angle while E is exchanged for W. For example, the antipode of the point in China at 37° N 119° E (a few hundred kilometres from Beijing) is the point in Argentina at 37° S 61° W (a few hundred kilometres from Buenos Aires).

text: Etymology[edit]

text: The word antipodes comes from the Greek: ἀντίποδες (antípodes),[5] plural of ἀντίπους (antipous), "with feet opposite (ours)",[6] from ἀντί (antí, “opposite”) + πούς (poús, “foot”). The Greek word is attested in Plato's dialogue Timaeus, already referring to a spherical Earth, explaining the relativity of the terms "above" and "below":

text: For if there were any solid body in equipoise at the centre of the universe, there would be nothing to draw it to this extreme rather than to that, for they are all perfectly similar; and if a person were to go round the world in a circle, he would often, when standing at the antipodes of his former position, speak of the same point as above and below; for, as I was saying just now, to speak of the whole which is in the form of a globe as having one part above and another below is not like a sensible man.

text: The term is taken up by Aristotle (De caelo 308a.20), Strabo, Plutarch and Diogenes Laertius, and was adopted into Latin as antipodes. The Latin word changed its sense from the original "under the feet, opposite side" to "those with the feet opposite", i.e. a bahuvrihi referring to hypothetical people living on the opposite side of the Earth. Medieval illustrations imagine them in some way "inverted", with their feet growing out of their heads, pointing upward.

text: In this sense, Antipodes first entered English in 1398 in a translation of the 13th century De Proprietatibus Rerum by Bartholomeus Anglicus, translated by John of Trevisa:

text: Yonde in Ethiopia ben the Antipodes, men that haue theyr fete ayenst our fete.

text: (In Modern English: Yonder in Ethiopia are the Antipodes, men that have their feet against our feet.)

text: Historical significance[edit]

text: Pomponius Mela, the first Roman geographer, asserted that the earth had two habitable zones, a North and South one, but that it would be impossible to get into contact with each other because of the unbearable heat at the equator.

text: From the time of St Augustine, the Christian church was skeptical of the notion. Augustine asserted that "it is too absurd to say that some men might have set sail from this side and, traversing the immense expanse of ocean, have propagated there a race of human beings descended from that one first man."[8]

text: In the Early Middle Ages, Isidore of Seville's widely read encyclopedia presented the term "antipodes" as referring to antichthones (people who lived on the opposite side of the Earth), as well as to a geographical place; these people came to play a role in medieval discussions about the shape of the Earth.[9] In 748, in reply to a letter from Saint Boniface, Pope Zachary declared the belief "that beneath the earth there was another world and other men, another sun and moon" to be heretical. In his letter, Boniface had apparently maintained that Vergilius of Salzburg held such a belief.[10][11][12][13]

text: The antipodes being an attribute of a spherical Earth, some ancient authors used their perceived absurdity as an argument for a flat Earth.[14] However, knowledge of the spherical Earth was widespread during the Middle Ages, only occasionally disputed — the medieval dispute surrounding the antipodes mainly concerned the question whether people could live on the opposite side of the earth: since the torrid clime was considered impassable, it would have been impossible to evangelize them. This posed the problem that Christ told the apostles to evangelize all mankind; with regard to the unreachable antipodes, this would have been impossible. Christ would either have appeared a second time, in the antipodes, or left the damned irredeemable. Such an argument was forwarded by the Spanish theologian Alonso Tostado as late as the 15th century and "St. Augustine doubts" was a response to Columbus's proposal to sail westwards to the Indies.[15]

text: The author of the Norwegian book Konungs Skuggsjá, from around 1250, discusses the existence of antipodes. He notes that (if they exist) they will see the sun in the north in the middle of the day and that they will have seasons opposite those of the Northern Hemisphere.

text: The earliest surviving account by a European who had visited the Southern Hemisphere is that of Marco Polo (who, on his way home in 1292, sailed south of the Malay Peninsula). He noted that it was impossible to see the star Polaris from there.

text: The idea of dry land in the southern climes, the Terra Australis, was introduced by Ptolemy and appears on European maps as an imaginary continent from the 15th century. In spite of having been discovered relatively late by European explorers, Australia was inhabited very early in human history; the ancestors of the Indigenous Australians reached it at least 50,000 years ago.

text: Air travel between antipodes[edit]

text: There are no non-stop scheduled flights between any two antipodal locations by commercial airline service—or anything even close. There is currently no commercial aircraft capable of travelling between antipodes at full load non-stop. (The current record holder Boeing 777-200LR's maximum range is rated at 17,395 km.) There are also regulations regarding pilot's work time, so relief crewmembers would be needed.[citation needed]

text: The longest non-stop scheduled flight was the Singapore Airlines Flight 21 between Newark, New Jersey and Singapore (discontinued as of November 2013), covering 15,343 km (9,534 mi) in about 18.5 hours flight time, and this was far from a journey between nearly antipodal locations. Among flights with fuel stop and crew-change stop but still same flight number, Air New Zealand has one of the longest, Auckland–Los Angeles–London, at 19,240 km (11,960 mi) over Los Angeles (18,360 km (11,410 mi) directly).

text: A hypothetically perfect antipode flight would be Tangier Ibn Battouta Airport, Morocco (IATA: TNG) to Whangarei Aerodrome, New Zealand (IATA: WRE), whose designated locators are 10,800 nautical miles (20,001 km) apart,[16] the maximum possible distance, but their actual runways cross in projection. However, with only a length of 3599 ft, Whangarei's runway is too short to accommodate any current (as of 2015[update]) commercial jet airliner, especially one with the required range. Traveling between them would presently need at least three plane changes, e.g. Paris–Los Angeles–Auckland. Taipei and Asuncion are 19,912 km apart; Santiago and Xian are 19,897 km apart; Madrid and Auckland are 19,590 km apart; Buenos Aires and Beijing are 19,260 km apart; Johannesburg and Honolulu are 19,188 km apart; New York City and Perth are 18,700 km apart.[citation needed]

text: List of antipodes[edit]

text: Earth[edit]

text: Around 71% of the Earth's surface is covered by oceans, and seven-eighths of the Earth's land is confined to the land hemisphere, so the majority of locations on land do not have land-based antipodes.

text: The two largest human inhabited antipodal areas are located in East Asia (mainly eastern China) and South America (mainly northern Argentina and Chile). The Australian mainland is the largest landmass with its antipodes entirely in ocean, although some locations of mainland Australia and Tasmania are close to being antipodes of islands (Bermuda, Azores, Puerto Rico) in the North Atlantic Ocean. The largest landmass with antipodes entirely on land is the island of Borneo, whose antipodes are in the Amazon rainforest.

text: Cities[edit]

text: Exact or almost exact antipodes:

text:
Christchurch (New Zealand) — A Coruña (Spain)
Levin (New Zealand) - Ávila (Spain)
Hamilton (New Zealand) — Córdoba (Spain)
Hong Kong — La Quiaca (Argentina)
Lianyungang (China) — Junín (Argentina)
Madrid (Spain) — Weber (New Zealand)
Mangawhai (New Zealand) — Rock of Gibraltar (Overseas British Territory)
Masterton (New Zealand) — Segovia (Spain)
Nelson (New Zealand) — Mogadouro (Portugal)
Padang (Indonesia) — Esmeraldas (Ecuador)
Palembang (Indonesia) — Neiva (Colombia)
Pekanbaru (Indonesia) — Machachi (Ecuador)
Tauranga (New Zealand) — Jaén (Spain)
Ulan Ude (Russia) — Puerto Natales (Chile)
Wellington (capital of New Zealand) — Alaejos (Valladolid, Spain)
Whangarei (New Zealand) — Tangier (Morocco)
Wuhai (China) — Valdivia (Chile)
Wuhu (China) — Rafaela (Argentina)

text: To within 100 km, with at least one major city (population of at least 1 million):

text:
Auckland (New Zealand) — Seville and Málaga (Andalusia, Spain)
Beijing (China) — Bahía Blanca (Argentina)
Nanjing (China) — Rosario (Argentina)
Shanghai (China) — Salto (Uruguay)
Taipei (Taiwan) — Asunción (Paraguay)
Tianjin (China) — Bahía Blanca (Argentina)
Xi'an (China) — Santiago, or more precisely Rancagua or San Bernardo (Chile)

text: Taiwan (formerly called Formosa) is partly antipodal to the province of Formosa in Argentina.

text: Other major cities or capitals close to being antipodes:

text:
Rio de Janeiro (Brazil) — Tokyo (Japan); the host cities of successive Summer Olympic Games (2016 and 2020), ~1,450 km
Beijing (China) — Buenos Aires (Argentina); both cities have populations in the millions, and have been twinned since 1983, ~540 km
Shanghai (China) — Buenos Aires (Argentina); Buenos Aires is actually closer (~380 km) to the antipode of Shanghai (Salto, Uruguay) than to the antipode of Beijing (Bahía Blanca)
Tongchuan (China) — Licantén (Chile)
Bogotá (Colombia) — Jakarta (Indonesia), ~200 km
Guayaquil (Ecuador) — Medan (Indonesia), ~220 km
Phnom Penh (Cambodia) — Lima (Peru), ~220 km
Dili (Timor-Leste) — Paramaribo (Suriname), ~310 km
Irkutsk (Russia) — Punta Arenas (Chile)
Suva (Fiji) — Timbuktu (Mali)
Melbourne and Canberra (Australia) - Azores, Atlantic Ocean (Portugal)
Cherbourg (France) — Antipodes Islands (New Zealand)
Pago Pago (American Samoa) — Zinder (Niger)
Barranquilla (Colombia) — Christmas Island (Australia)
Doha (Qatar) — Pitcairn Island (Overseas British Territory)
Hué and Da Nang (Vietnam) — Arequipa (Peru)
Manila (Philippines) — Cuiabá (Brazil)
Kuala Lumpur (Malaysia) — Cuenca (Ecuador)
San Juan (Puerto Rico) — Karratha (Australia)
Limerick (Ireland) — Campbell Islands (New Zealand)
Arrecife, Lanzarote (Canary Islands) — Norfolk Island
Sharm el Sheikh (Egypt) — Rapa Iti (French Polynesia)
Bangkok (Thailand) — Lima (Peru)
Quito (Ecuador) — Singapore
Perth (Australia) — Hamilton (Bermuda)
Montevideo (Uruguay) — Gwangju (South Korea)

text: Cities and geographic features[edit]

text: Gibraltar is approximately antipodal to Te Arai Beach about 85 km north of Auckland, New Zealand. This illustrates the old yet correct saying that the sun never sets on the British Empire; the sun still does not set on the Commonwealth of Nations.

text: The northern part of New Caledonia, an overseas territory of France, is antipodal to some thinly populated desert in Mauritania, a part of the former French West Africa. Portions of Suriname, a former Dutch colony, are antipodal to Sulawesi, an Indonesian island spelled Celebes when it was part of the Netherlands East Indies. Luzon, the largest island of the Philippines, is antipodal to eastern Bolivia. As with the British Empire, the sun set neither on the French Empire, the Dutch Empire, nor the Spanish Empire at their peaks.

text: Santa Vitória do Palmar, the most southerly town of more than 10,000 people in Brazil, is antipodal to Jeju Island, the southernmost territory of South Korea.

text: The Big Island of Hawaii is antipodal to the Okavango Delta in Botswana, with the island's largest city, Hilo, antipodal to Nxai Pan National Park.

text: Easter Island is antipodal to Desert National Park, 35 km from Jaisalmer, India.

text: Desolate Kerguelen Island is antipodal to an area of thinly inhabited plains on the border between the Canadian provinces of Alberta and Saskatchewan and the US state of Montana.

text: The Heard Island and McDonald Islands, an uninhabited Australian territory, is antipodal to an area in central Saskatchewan, including the towns of Leask and Shellbrook.

text: St. Paul Island and Amsterdam Island are antipodal to thinly populated parts of the eastern part of the US state of Colorado.

text: South Georgia Island is antipodal to the northernmost part of Sakhalin Island.

text: Lake Baikal is partially antipodal to the Straits of Magellan.

text: The Russian Antarctic research base Bellingshausen Station is antipodal to a land location in Russian Siberia.

text: Rottnest Island, off the coast of Western Australia, is approximately antipodal to Bermuda.

text: Flores Island, the westernmost island of the Azores, is nearly antipodal to Flinders Island between Tasmania and the Australian mainland.

text: Point Nemo, the point in the South Pacific Ocean most distant from any other land, is precisely opposite a desolate piece of desert in western Kazakhstan.

text: By definition, the North Pole and the South Pole are antipodes.

text: As can be seen on the purple/blue map, the Pacific Ocean is so large that it stretches halfway around the world; parts of the Pacific off the coast of Peru are antipodal to parts of the same ocean off the coast of Southeast Asia.

text: Countries[edit]

text: The following countries are opposite more than one other country. (Antarctica is considered separately from any territorial claims.)

text:
Country
No. of antipodal countries
Antipodal countries

New Zealand
12
Mainland: Spain, Portugal, Morocco, UK (Gibraltar)
Chatham Islands: France
Kermadec Islands: Algeria
Niue: Niger
Tokelau: Nigeria
Cook Islands: Chad, (Penrhyn) Central African Republic, (Mangaia) Libya, (Pukapuka) Cameroon, (Nassau) Nigeria

France
12
Mainland: New Zealand (Chatham Islands)
Southern & Antarctic Lands: Canada, United States
French Guiana: Indonesia
New Caledonia: Mauritania, Western Sahara
Wallis and Futuna: Niger
French Polynesia: Sudan, Egypt, Saudi Arabia, Eritrea, Ethiopia

Brazil
9
China, Japan, South Korea, Philippines, Malaysia, Indonesia, Brunei, Palau, Federated States of Micronesia

Indonesia
8
Ecuador, Peru, Colombia, Venezuela, Brazil, Suriname, Guyana, France (French Guiana)

Peru
7
Vietnam, Cambodia, Laos, Thailand, Malaysia, Indonesia, China

United States
7
Mainland: France (Southern & Antarctic Lands)
Hawaii: Botswana, Namibia
Alaska: Antarctica
Palmyra Atoll & Kingman Reef: DR Congo
American Samoa: Niger, Nigeria

United Kingdom
7
Falklands: China, Russia
Gibraltar: New Zealand
South Georgia and the South Sandwich Islands: Russia
Pitcairn: Saudi Arabia, UAE
Bermuda: Australia

China
6
Argentina, Chile, Uruguay, Brazil, Bolivia, UK (Falkland Islands)

Niger
5
Samoa, Tonga, United States (American Samoa), France (Wallis and Futuna), New Zealand (Niue)

Antarctica
5
Greenland, Canada, United States, Russia, Norway

Malaysia
4
Ecuador, Peru, Brazil, Colombia

Argentina
4
China, Taiwan, Mongolia, Russia

Chile
4
China, Mongolia, Russia; Easter Island: India

Kiribati
4
Phoenix Islands (Orona): Nigeria; Line Islands: DR Congo, Central African Republic, Sudan

Russia
4
Antarctica, Chile, Argentina, United Kingdom (Falklands etc.)

Australia
3
Mainland: Bermuda (UK), Portugal (Azores)
Heard Island and McDonald Islands: Canada
Christmas Island: Colombia

Ecuador
3
Malaysia, Singapore, Indonesia

Philippines
3
Brazil, Bolivia, Paraguay

Vanuatu
3
Mauritania, Senegal, (Mere Lava) Mali

Paraguay
3
Taiwan, Japan, Philippines

Mali
3
Fiji, Vanuatu, Solomon Islands

Colombia
3
Indonesia, Malaysia, Australia (Christmas Island)

Nigeria
3
New Zealand (Tokelau, Cook Ils), United States (American Samoa), Kiribati

Canada
3
Antarctica, France (Kerguelen), Australia (Heard Island and McDonald Islands)

Taiwan
2
Paraguay, Argentina

Tonga
2
Algeria, Niger

Mongolia
2
Chile, Argentina

Tuvalu
2
Ghana, (Nanumanga, Nanumea) Ivory Coast

Fiji
2
Mali; (Rotuma) Burkina Faso

Solomon Islands (Temoto)
2
Guinea, (Tikopia) Mali

Uruguay
2
China, South Korea

Bolivia
2
China, Philippines

Sudan
2
France (French Polynesia), Kiribati

Mauritania
2
France (New Caledonia), Vanuatu

Algeria
2
Tonga, New Zealand (Kermadec)

Central African Republic
2
Kiribati, New Zealand (Cook Ils)

Saudi Arabia
2
France (French Polynesia), UK (Pitcairn)

DR Congo
2
Kiribati, United States (Palmyra, Kingman Reef)

Japan
2
(Ryukyu) Brazil, Paraguay

South Korea
2
Uruguay, Brazil

Norway
2
(Svalbard) Antarctica, (Peter I Island) Russia

Portugal
2
Mainland: New Zealand
Azores: Australia (Melbourne)

text: Countries matching up with just one other country are Morocco, Spain, Chad, Libya, Cameroon (with the Cook Islands of New Zealand); Egypt, Eritrea, Ethiopia (with French Polynesia); Senegal (Vanuatu); the UAE (Pitcairn); Ghana, Ivory Coast (Tuvalu); Burkina Faso (Rotuma in Fiji); Guinea (Solomon Islands); India (Easter Island); Laos, Cambodia, Vietnam, and Thailand (all with Peru); Singapore (Ecuador); Brunei, Palau, Micronesia (all with Brazil); Venezuela and Suriname (Indonesia).

text: Of these, the larger countries which are entirely antipodal to land are the Philippines, Malaysia, Taiwan, Fiji, Vanuatu, Brunei, and Samoa. Chile was as well prior to its expansion into the Atacama with the War of the Pacific.

text: Extraterrestrial examples[edit]

text: In a number of cases on extraterrestrial bodies in the Solar System, unusual geologic features (e.g., jumbled terrain or unique volcanic constructs) are located antipodal to major impact basins. It has been hypothesized that this results from focusing of some of the seismic waves (p-waves and surface waves) produced by an impact at its antipode.[17]

text:
Caloris Basin - "Weird Terrain" (Mercury)[17]
Mare Orientale - Mare Marginis (The Moon)[17]
Mare Imbrium - Mare Ingenii (The Moon)[17]
Hellas Planitia - Alba Mons (Mars)[18][19][20]
Isidis Planitia - Noctis Labyrinthus (Mars)[18][19][20]
Kerwan - Ahuna Mons (Ceres)[21]

text: In popular culture[edit]

text: Literature[edit]

text: New Zealand writer Mark Price undertook a tour in 2005–06 of the length of New Zealand and its land antipodes in Morocco and Spain, from Kerikeri 35°13′01.4″S 173°57′46.6″E / 35.217056°S 173.962944°E / -35.217056; 173.962944 (near Larache and Lixus, Morocco 35°13′01.4″N 6°02′13.4″W / 35.217056°N 6.037056°W / 35.217056; -6.037056) to Cathedral Square, Christchurch 43°31′52.2″S 172°38′08.8″E / 43.531167°S 172.635778°E / -43.531167; 172.635778 (near Foz, Spain 43°31′52.2″N 7°21′51.2″W / 43.531167°N 7.364222°W / 43.531167; -7.364222).[22]

text: Television[edit]

text:
A gag in American animated television series was "digging all the way to China".[citation needed]
On the popular TV show Angel, the Deeper Well is a hole that goes through the world, with its entrance in the Cotswolds in England and its antipode in New Zealand.
The May 19, 2008, official Lost audio podcast gave credence to a theory that the Island (where the show is set) is located at Tunisia's antipode, in the south Pacific east of New Zealand.[citation needed]
"The Gathering", a fourth series episode of Torchwood, refers to Shanghai and Buenos Aires as being antipodes of each other. The tenth and final episode notes more precisely that they are "perfect antipodes" while acknowledging that is only accurate "give or take a hundred miles or so."
At the closing ceremonies of the Rio 2016 Olympics, they used the antipodes as a tool to invite viewers to the Tokyo 2020 Olympics. There was an image of the video game character Mario using his pipes to travel between Tokyo and Rio, arriving at the closing ceremonies.[citation needed]

text: Webcasts[edit]

text: In 2006, Ze Frank challenged viewers of his daily webcast the show with zefrank to create an "Earth sandwich" by simultaneously placing two pieces of bread at antipodal points on the Earth's surface. The challenge was successfully completed by viewers in Spain and New Zealand.[23]


document_title: Take Your Daughter to Work Day (The Office)

question_text: who played toby's daughter on the office

question_tokens: who played toby 's daughter on the office

text: Plot[edit]

text: Michael Scott (Steve Carell) is frustrated that Take Your Daughter to Work Day will force him to tone down his office antics. Toby Flenderson (Paul Lieberstein) and Stanley Hudson (Leslie David Baker) bring their daughters, Sasha (Delaney Ruth Farrell) and Melissa (Jazz Raycole) respectively, Kevin Malone (Brian Baumgartner) brings his fiancée's daughter, Abby, and Meredith Palmer (Kate Flannery) brings her son, Jake (Spencer Daniels). Pam Beesly (Jenna Fischer) is determined to befriend one child by the end of the day. She tries with Abby, who instead takes a liking to Jim. Pam watches, clearly endeared to Jim's way with kids. Sasha walks into Michael's office and plays with his toys, and after his jokes she is quite fond of him. Melissa develops a crush on Ryan Howard (B. J. Novak) and asks for his number, while Kelly Kapoor (Mindy Kaling) alerts Stanley that Ryan may be up to something. Stanley angrily reprimands a confused Ryan for his "motives", which Ryan later described as "one of the most frightening experiences" of his life.

text: Dwight Schrute (Rainn Wilson) begins to read one of his childhood horror stories to the children, but Michael enters and insists that he stop upsetting the kids. Michael decides to show the children and the office a video of him as a child (Jake Kalender) during an appearance on a kid's show, where he revealed his dream was to "get married and have 100 kids, so I can have 100 friends, and no one can say 'no' to being my friend." He retreats into his office when he realizes that he never came close to that dream. Toby talks to Michael, who decides to start online dating (with the user name "Little Kid Lover"). After being tormented by Jake all day, Dwight is finally stern with him, which quietly pleases Angela Martin (Angela Kinsey). Pam wins over Jake with the paper shredder. Jim Halpert (John Krasinski) leaves the office early to go on a date, to Pam's chagrin. Michael and Dwight end the party by singing to the children.

text: Production[edit]

text: "Take Your Daughter to Work Day" was written by Mindy Kaling, who portrayed Kelly Kapoor on the series.[2] The entry was directed by Victor Nelli Jr., making it his second directoral credit after the earlier episode "The Carpet".[3][4] The episode was one of the last installments filmed for the season. In addition, the episode took five days to film. Each day, over twelve hours was devoted to filming.[2] The episode guest stars Jazz Raycole as Melissa Hudson, Delaney Ruth Farrell as Sasha Flenderson, Spencer Daniels as Jake Palmer, and Jake Kalender as a young Michael Scott.[5]

text: Jenna Fischer noted that, due to the presence of actual children on the set, "everyone had to be on their best behavior", meaning that there was no "cursing and no dirty jokes allowed".[2] She later said that "we aren't a 'G-rated' bunch by nature."[2] Fischer later joked that "candy is one of my weaknesses", but she was able to get through the filming of the episode without eating any of it.[2] She explained that during the filming of the earlier second season episodes "Halloween" and "Valentine's Day", she had eaten a majority of the candy the crew put on her desk.[2]

text: The second season DVD contains a number of deleted scenes from this episode. Notable cut scenes include the Party Planning Committee squabbling over what food to serve, Stanley complaining that his daughter is spoiled, Dwight discovering an eraser in his coffee courtesy of Jake, Kelly complaining to Pam that "Stanley's daughter is such a slut", and Jim giving Abby an official certificate of appreciation.[6]

text: Cultural references[edit]

text: Pam notes that by putting out candy to lure in children, she is acting just like the witch in the fairy tale "Hansel and Gretel". Michael complains about having to censor himself with children around; he compares himself to Eddie Murphy in his movie Raw and notes "they" want to make him into Murphy in Daddy Day Care. Michael, Jim, Dwight get into an argument about super heroes. Michael claims that he is like Superman defending Gotham City. Both Jim and Dwight correct him, and he says that he is more like Aquaman.[7]

text: Jim and Abby discuss the book From the Mixed-Up Files of Mrs. Basil E. Frankweiler and talk whether they would want to spend a night in the Metropolitan Museum of Art or an aquarium. Sasha asks Phyllis if she is Mother Goose. Dwight later reads the short story "Die Geschichte vom Daumenlutscher" from Heinrich Hoffmann's 1845 book Struwwelpeter. Michael later refers to it as a book that Dwight's "Nazi war-criminal" grandmother read to him.[7] This starts a short discussion about Nazis. Michael argues that Dunder Mifflin is better than Office Depot with the children. He later shows them his performance on Fundle Bundle, a parody of "those crappy little local kids' shows that used to fill time on Saturday mornings before there were such things as infomercials".[7] Michael and Dwight end the party by performing Crosby, Stills, Nash & Young's "Teach Your Children".[7]

text: Reception[edit]

text: "Take Your Daughter to Work Day" originally aired on NBC on the March 16, 2006.[8] The episode received a 4.2 rating/11 percent share among adults between the ages of 18 and 49.[9] This means that it was seen by 4.2 percent of all 18- to 49-year-olds, and 11 percent of all 18- to 49-year-olds watching television at the time of the broadcast.[9] The episode was viewed by 8.8 million viewers, and retained 93 percent of its lead-in My Name is Earl audience.[9]

text: The episode received largely positive reviews from critics. Francis Rizzo III of DVD Talk called the scene where the office realizes Michael's loneliness "absolutely one of the saddest moments I've seen in recent memory" and noted that "you can't help but feel for him".[10] M. Giant of Television Without Pity gave the episode an "A".[7] Brendan Babish of DVD Verdict called the entry "another great episode" for the series and awarded it an "A–".[11] He noted that by bringing the supporting characters' kids into the office "hilarity ensues".[11] Babish applauded the lack of an arching plot, allowing "Michael's faux pas" to take center stage.[11] Michael Sciannamea of AOLTV called "Take Your Daughter to Work Day" the "best episode yet this season" and noted that "the writers will be hard-pressed to come up with a better story than this one."[12] Sciannamea called "the transformation of Michael's indifference over the kids to one of acceptance and pure enjoyment of having them around" as the "most interesting aspect of the episode".[12] He also called Dwight and Michael's sing-along near the end "the single funniest moment of the season".[12]


document_title: While You Were Sleeping (film)

question_text: where does while you were sleeping take place

text: While You Were Sleeping (film)

text: Plot[edit]

text: Lucy Eleanor Moderatz (Sandra Bullock) is a lonely fare token collector for the Chicago Transit Authority, stationed at the Randolph/Wabash station. She has a secret crush on a handsome commuter named Peter Callaghan (Peter Gallagher), although they are complete strangers. On Christmas Day, she rescues him from the oncoming Chicago "L" train after a group of muggers push him onto the tracks. He falls into a coma, and she accompanies him to the hospital, where a nurse overhears her musing aloud, "I was going to marry him." Misinterpreting her, the nurse tells his family that she is his fiancée.

text: At first she is too caught up in the panic to explain the truth. She winds up keeping the secret for a number of reasons: she is embarrassed, Peter's grandmother Elsie (Glynis Johns) has a heart condition, and Lucy quickly comes to love being a part of Peter's big, loving family. One night, thinking she is alone while visiting Peter, she confesses about her predicament. Peter's godfather, Saul (Jack Warden), overhears the truth and later confronts her, but tells her he will keep her secret, because the accident has brought the family closer.

text: With no family and few friends, Lucy becomes so captivated with the quirky Callaghans and their unconditional love for her that she cannot bring herself to hurt them by revealing that Peter does not even know her. She spends a belated Christmas with them and then meets Peter's younger brother Jack (Bill Pullman), who is supposed to take over his father's furniture business. He is suspicious of her at first, but he falls in love with her as they spend time together. They develop a close friendship and soon she falls in love with him as well.

text: After New Year's Eve, Peter wakes up. He does not know Lucy, so it is assumed that he must have amnesia. She and Peter spend time together, and Saul persuades Peter to propose to her "again"; she agrees even though she is in love with Jack. When Jack visits her the day before the wedding, she gives him a chance to change her mind, asking him if he can give her a reason not to marry Peter. He replies that he cannot, leaving her disappointed.

text: On the day of the wedding, just as the priest begins the ceremony, Lucy finally confesses everything and tells the family she loves Jack rather than Peter. At this point, Peter's real fiancée Ashley Bartlett Bacon (Ally Walker), who happens to be married herself, arrives and also demands the wedding be stopped. As the family argues, Lucy slips out unnoticed, unsure of her future.

text: Some time later, while Lucy is at work, Jack places an engagement ring in the token tray of her booth. She lets him into the booth, and with the entire Callaghan family watching, he proposes to her. In the last scenes of the film, they kiss at the end of their wedding, then leave on a CTA train for their honeymoon. She narrates that he fulfilled her dream of going to Florence, Italy, and explains that, when Peter asked when she fell in love with Jack, she replied, "it was while you were sleeping."

text: Cast[edit]

text:
Sandra Bullock as Narrator/Lucy Eleanor Moderatz
Bill Pullman as Jack Callaghan
Peter Gallagher as Peter Callaghan
Peter Boyle as Ox Callaghan
Jack Warden as Saul Tuttle
Glynis Johns as Elsie
Micole Mercurio as Midge Callaghan
Jason Bernard as Jerry Wallace
Michael Rispoli as Joe Fusco, Jr.
Ally Walker as Ashley Bartlett Bacon
Monica Keena as Mary Callaghan

text: Production[edit]

text: This section needs expansion. You can help by adding to it. (June 2017)

text: Julia Roberts was offered the role of Lucy Moderatz but turned it down.[1]

text: Reception[edit]

text: The film was a tremendous success, grossing a total of $182,057,016 worldwide against an estimated $17,000,000 budget. It made $9,288,915 on its opening weekend of April 21–23, 1995.[2] It was the thirteenth-highest grosser of 1995 in the United States.[3] Also, the film is recognized by American Film Institute in these lists:

text: 2002: AFI's 100 Years...100 Passions – Nominated[4]