ATF Cleaner is a freeware utility designed to clean the user's computer of unnecessary files which build up over time. It was created by the owner/webmaster/administrator of .
The program cleans out the cache of your computer along with many other hidden locations where junk builds up and can affect the speed of your computer. These include the computer's temporary Windows and internet files, cookies, browser history, Recycle Bin, and Java cache.
It also has the options to clean out various space-consuming files that originate from the browsers Firefox and Opera.
According to the program's creator, "its simplicity is part of its charm."
Mechstar Dynamics is a fictional company in the Gunmech universe. The company is the manufacturer of the popular F-46 Strike Mech and a prime military contractor to the Terran Alliance Defense-Force (TAD-F).
Mechstar Dynamics serves military, civilian and commercial clients by specializing in aerospace combat systems and utilitarian mechachine technologies. Headquartered in Moderna, Mars, Mechstar Dynamics employs almost 56,000 personnel systemwide and is principally engaged in the development, production and integration of combat and utilitarian mechachines and integrated systems.
Primary manufacturing facilities for the Advanced Strike Mech reside in Arizona's Greater Phoenix Area.
Mechstar Dynamics serves military, civilian and commercial clients by specializing in aerospace combat systems and utilitarian mechachine technologies. Headquartered in Moderna, Mars, Mechstar Dynamics employs almost 56,000 personnel systemwide and is principally engaged in the development, production and integration of combat and utilitarian mechachines and integrated systems.
Primary manufacturing facilities for the Advanced Strike Mech reside in Arizona's Greater Phoenix Area.
Doofer is a variation of rummy for two to five players, originating in Ireland and Malta.
Overview
It is played with one standard deck of cards, not including jokers.
Each player is dealt eight cards. During each hand, the object is to complete meld sets and get rid of as many cards as possible. When one player gets rid of all of their cards, the cards remaining in the rest of the players hands score penalty points. There are fourteen rounds starting and ending with Aces wild, in-between progressing with 2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q and K wild.
Rules
Melds
As in most rummy games, melds consist of either sets of equal cards, or runs of consecutive cards. Wild cards may be substituted for any number of cards in a set or run. In a run, a "normal" use of a card must separate any wild cards used. Hence *-4-* is allowed but *-*-5 not. A player using wildcards must declare what they represent if it is not clear.
Sets
A set consists of cards of equal rank – for example three or four queens. Five of a kind (i.e. using wildcards) is not permitted.
Runs
A run consists of cards of the same suit in sequence, such as 2-3-4-5 of hearts. Aces can be high (J-Q-K-A), low (A-2-3-4) and both (K-A-2-3)
Wild cards
Wild card progress through the fourteen rounds starting with ace low through 2, 3 etc. to ace high. Once played they can be replaced at any time with the card which they represent and re-used.
Gameplay
The player to the left of the dealer begins, and the turn to play continues clockwise. A turn consists of drawing, melding/adding to others' melds and discarding. There are no initial melding restrictions - a player may add to other melds before playing their own.
Drawing
There are two options:
#If you do not want the discard pile, take a face down card from the top of the undealt stock cards.
#If you want the discard pile, you must take the whole pile. The current cards making up the discard pile may be inspected by any player at any time.
Melding
Once you have drawn, you may place your meld set down if you are able. On subsequent turns, players may add to existing melds, either their own or other players' melds.
Discarding
The final part of each player's turn is to discard one card from their hand face up onto the discard pile.
The objective is to meld or discard all of one's cards, and the play continues until one player manages to “go out” by getting rid of all the cards from their hand. You must always end your turn by discarding.
Empty stack
If the undealt cards are finished, the discard stack is placed face down in its place and play resumes.
Scoring
As soon as a player goes out, the hand is scored. The player who went out counts nothing for this hand. The opponents count the total value of the cards remaining in their hand. The value of the individual cards is a follows:
* Each 2, 3,4,5,6,7,8,9,10 (Face Value)
* Each 10,J,Q,K (10 points)
* Each ace (1 point)
* Each wildcard (15 points)
The value of their hand is added to their running total.
The player that completes all fourteen rounds with the lowest score wins.
Overview
It is played with one standard deck of cards, not including jokers.
Each player is dealt eight cards. During each hand, the object is to complete meld sets and get rid of as many cards as possible. When one player gets rid of all of their cards, the cards remaining in the rest of the players hands score penalty points. There are fourteen rounds starting and ending with Aces wild, in-between progressing with 2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q and K wild.
Rules
Melds
As in most rummy games, melds consist of either sets of equal cards, or runs of consecutive cards. Wild cards may be substituted for any number of cards in a set or run. In a run, a "normal" use of a card must separate any wild cards used. Hence *-4-* is allowed but *-*-5 not. A player using wildcards must declare what they represent if it is not clear.
Sets
A set consists of cards of equal rank – for example three or four queens. Five of a kind (i.e. using wildcards) is not permitted.
Runs
A run consists of cards of the same suit in sequence, such as 2-3-4-5 of hearts. Aces can be high (J-Q-K-A), low (A-2-3-4) and both (K-A-2-3)
Wild cards
Wild card progress through the fourteen rounds starting with ace low through 2, 3 etc. to ace high. Once played they can be replaced at any time with the card which they represent and re-used.
Gameplay
The player to the left of the dealer begins, and the turn to play continues clockwise. A turn consists of drawing, melding/adding to others' melds and discarding. There are no initial melding restrictions - a player may add to other melds before playing their own.
Drawing
There are two options:
#If you do not want the discard pile, take a face down card from the top of the undealt stock cards.
#If you want the discard pile, you must take the whole pile. The current cards making up the discard pile may be inspected by any player at any time.
Melding
Once you have drawn, you may place your meld set down if you are able. On subsequent turns, players may add to existing melds, either their own or other players' melds.
Discarding
The final part of each player's turn is to discard one card from their hand face up onto the discard pile.
The objective is to meld or discard all of one's cards, and the play continues until one player manages to “go out” by getting rid of all the cards from their hand. You must always end your turn by discarding.
Empty stack
If the undealt cards are finished, the discard stack is placed face down in its place and play resumes.
Scoring
As soon as a player goes out, the hand is scored. The player who went out counts nothing for this hand. The opponents count the total value of the cards remaining in their hand. The value of the individual cards is a follows:
* Each 2, 3,4,5,6,7,8,9,10 (Face Value)
* Each 10,J,Q,K (10 points)
* Each ace (1 point)
* Each wildcard (15 points)
The value of their hand is added to their running total.
The player that completes all fourteen rounds with the lowest score wins.
The Blue Crab is a mixed alcoholic beverage.
The orgins of the blue crab is not certain. Credits may be givin to Ivan van Rensburg, Francois Neil Botes and possibly to Manus de Jager mixing different drinks during a very confusing summer holiday. Is is believed that the first Blue Crabs appaered in 2002. By 2008 it did not only reach notoriety in Still bay but started reaching out its claws to other parts of South Africa as well. Most notably Stellenbosch, Brackenfell, Bellville and Durbanville.
The Name
Before the days of Smirnoff Storm only Smirnoff Spin were available. Smirnoff Spin uses blue packaging that can explain the origins of 'Blue'. Modern day Crabs are mixed with Smirnoff Storm witch comes in a red bottle. 'Crab' can be attributed to dance and general behaviour of people sampling this exquisite beverage.
The Drink
It is a very potent concoction and is not for sale to persons under 18 and not recommended unless to want to be in danger of behaving like a crab. You purchass a double cane with lots of ice (vodka is also permitted) and mix it with a Smirnoff Storm (Smirnoff Black Ice Malt Beverage in the US)
You will get a potent drink that is pleasant tasting sure the get any party going.
The orgins of the blue crab is not certain. Credits may be givin to Ivan van Rensburg, Francois Neil Botes and possibly to Manus de Jager mixing different drinks during a very confusing summer holiday. Is is believed that the first Blue Crabs appaered in 2002. By 2008 it did not only reach notoriety in Still bay but started reaching out its claws to other parts of South Africa as well. Most notably Stellenbosch, Brackenfell, Bellville and Durbanville.
The Name
Before the days of Smirnoff Storm only Smirnoff Spin were available. Smirnoff Spin uses blue packaging that can explain the origins of 'Blue'. Modern day Crabs are mixed with Smirnoff Storm witch comes in a red bottle. 'Crab' can be attributed to dance and general behaviour of people sampling this exquisite beverage.
The Drink
It is a very potent concoction and is not for sale to persons under 18 and not recommended unless to want to be in danger of behaving like a crab. You purchass a double cane with lots of ice (vodka is also permitted) and mix it with a Smirnoff Storm (Smirnoff Black Ice Malt Beverage in the US)
You will get a potent drink that is pleasant tasting sure the get any party going.