Extreme Snap is an more complex version of the popular children's card game Snap. Extreme snap is very quick to play, with rounds typically lasting less than 5 minutes, although then can occasionally last much longer, especially when players are of roughly equal ability. Technically the minumum number of players is 2, but 4 players is the practical minimum for an enjoyable game. The maximum number is literally how many people you can fit within arms reach of the pile.
Deck
Extreme snap is played with a standard 52-card pack of playing cards. However, multiple packs could be used if there are many players, or an extended game is desired.
Gameplay
The objective in Extreme Snap is to get rid of your cards.
Players are dealt equal numbers of cards from the deck, with the remaining cards being placed facing upwards in a pile at the centre of the playing surface. For example, if there are 5 players, each would recieve 10 cards, and 2 cards would be placed in the pile. Players are not to look at their cards, but hold them in a downwards facing stack.
Play proceeds clockwise, starting left of the dealer, with players taking it in turns to place a card from the top of their stack on to a central pile. Cards must be flipped outwards, so that the player may not see their card before it is played. As players place their cards on the pile, they must say the next number in the following sequence: Ace, two, three, four, five, six, seven, eight, nine, ten, Jack, Queen, King, Ace,... For example, Alfie dealt, so Beth plays a card and says 'Ace', Carl plays a card and says 'two', Diane plays a card and says 'three', Alfie plays a card and says 'four', and so on, until Bertie plays a card and says 'King', and then Alfie plays a card and starts over with 'Ace'. Some versions of the game state that only 'Ace', 'two' and 'three' should be said aloud, whilst counting continues as usual in the players heads.
If at any point a card matches the previous card (as in normal snap), or matches the number said by the person who played that card, all players must slam their hands onto the central pile. The last person to slam takes the central pile and places it at the bottom of their deck. Play begins again with the first to slam, who plays their card and says 'Ace'.
To get out, a player must first get rid of all his cards. Then, he must place his slamming hand on his opposite shoulder, and not lose the next slam. If he achieves this, he is now out. If he loses the slam, he must take the cards.
The winner is the first person to get out. If multiple players get out in the same slam, the player who slammed first out of those going out wins. When there are just two players left, the game switches to sudden death, or next-slam-wins. The loser is the player who loses the next slam, or makes a mistake.
If there is a dispute as to which player was last to slam, there should be a 'slam-off' - a player who is not involved in the dispute must take the central pile, turn it so that the cards are facing down, and begin dealing the cards onto the centre of the playing surface. Players must assume the hand-on-shoulder pose, and the last to slam collects the cards. Play restarts with the player who won the original slam (not the player who won the slam-off).
As Extreme Snap is a highly informal game, there are a number of different variations on the basic rules. Some versions do not include 'slam-offs', while others say that the person to lead is the first person to place a card and say 'Ace'. Another variation involves starting with basic rules, but after each hand a new rule is added to the game - for instance, standing up and spinning on the spot if a three-card run occurs. As there is no limit to these rules may be and they will stack as the game continues longer, this can lead to extremely complex and unconventional games, especially depending upon players states of sobriety.
Mistakes
If a player makes a mistake, they must take the central pile, and play begins with the player to their left. Mistakes include:
*Missing the pile (i.e. playing a card such that no part of it is directly above the last card played)
*Playing out of turn
*Saying the wrong number
*Playing multiple cards or cheating by some other means
*Slamming when inappropriate
Strategy
Although the rules are simple, and it seems reactions are the only skill, there are some techniques which can be used in Extreme Snap to shorten your odds.
Card Watching
The most effective technique is to look at an opponents card as he is playing it, rather than once it is already on the pile. Inexperienced players will give you enough time to see their card before they (or other inexperienced players) do. Card watching is less effective with players not directly in front of you, although it can still be utilised. However, Card watching can distract you from cards already on the pile, and thus slow your reaction to snaps.
Pile Migration
Normally you would play your card roughly in the middle of the top card of the pile. Pile migration involves playing your card so that it is as close to you as possible, whilst still being on top of the top card. Over multiple turns the pile will migrate closer to you.
Advantages:
*You will have a shorter distance to slam, whilst your opponents will have further to slam.
Disadvantages:
*You are much more likely to miss the pile
*Your opponents will have longer to look at your card before you see it if you spend too much time positioning it
To overcome these disadvantages is it important to play your card as quickly as possible, whilst making sure it land on the pile. Pile migration is outlawed by many players.
Pre-Slamming
When you play a card, don't withdraw your hand immediately. Instead, hold it there momentarily, in the hope that if there is a slam, your hand will be slammed onto the pile. This works best if your reactions aren't quite up to scratch. This technique is, however, vulnerable to players accidentally (or perhaps purposefully) slamming your hand onto the pile when there is no snap, meaning you must pick up the cards.
Shielding
When playing your card, try to position your hand so that the player(s) to your right (if you're right handed) cannot see the card. By blinding one player, you are almost guaranteeing that you won't lose if a slam does occur.
Jargon
Clean Sheet
Not losing a slam during a hand.
Hand or Game
A hand or game of Extreme Snap consists of several rounds.
Perfect Game
Playing a hand in which one wins every slam in which they participate.
Round
A round ends with a slam.
Deck
Extreme snap is played with a standard 52-card pack of playing cards. However, multiple packs could be used if there are many players, or an extended game is desired.
Gameplay
The objective in Extreme Snap is to get rid of your cards.
Players are dealt equal numbers of cards from the deck, with the remaining cards being placed facing upwards in a pile at the centre of the playing surface. For example, if there are 5 players, each would recieve 10 cards, and 2 cards would be placed in the pile. Players are not to look at their cards, but hold them in a downwards facing stack.
Play proceeds clockwise, starting left of the dealer, with players taking it in turns to place a card from the top of their stack on to a central pile. Cards must be flipped outwards, so that the player may not see their card before it is played. As players place their cards on the pile, they must say the next number in the following sequence: Ace, two, three, four, five, six, seven, eight, nine, ten, Jack, Queen, King, Ace,... For example, Alfie dealt, so Beth plays a card and says 'Ace', Carl plays a card and says 'two', Diane plays a card and says 'three', Alfie plays a card and says 'four', and so on, until Bertie plays a card and says 'King', and then Alfie plays a card and starts over with 'Ace'. Some versions of the game state that only 'Ace', 'two' and 'three' should be said aloud, whilst counting continues as usual in the players heads.
If at any point a card matches the previous card (as in normal snap), or matches the number said by the person who played that card, all players must slam their hands onto the central pile. The last person to slam takes the central pile and places it at the bottom of their deck. Play begins again with the first to slam, who plays their card and says 'Ace'.
To get out, a player must first get rid of all his cards. Then, he must place his slamming hand on his opposite shoulder, and not lose the next slam. If he achieves this, he is now out. If he loses the slam, he must take the cards.
The winner is the first person to get out. If multiple players get out in the same slam, the player who slammed first out of those going out wins. When there are just two players left, the game switches to sudden death, or next-slam-wins. The loser is the player who loses the next slam, or makes a mistake.
If there is a dispute as to which player was last to slam, there should be a 'slam-off' - a player who is not involved in the dispute must take the central pile, turn it so that the cards are facing down, and begin dealing the cards onto the centre of the playing surface. Players must assume the hand-on-shoulder pose, and the last to slam collects the cards. Play restarts with the player who won the original slam (not the player who won the slam-off).
As Extreme Snap is a highly informal game, there are a number of different variations on the basic rules. Some versions do not include 'slam-offs', while others say that the person to lead is the first person to place a card and say 'Ace'. Another variation involves starting with basic rules, but after each hand a new rule is added to the game - for instance, standing up and spinning on the spot if a three-card run occurs. As there is no limit to these rules may be and they will stack as the game continues longer, this can lead to extremely complex and unconventional games, especially depending upon players states of sobriety.
Mistakes
If a player makes a mistake, they must take the central pile, and play begins with the player to their left. Mistakes include:
*Missing the pile (i.e. playing a card such that no part of it is directly above the last card played)
*Playing out of turn
*Saying the wrong number
*Playing multiple cards or cheating by some other means
*Slamming when inappropriate
Strategy
Although the rules are simple, and it seems reactions are the only skill, there are some techniques which can be used in Extreme Snap to shorten your odds.
Card Watching
The most effective technique is to look at an opponents card as he is playing it, rather than once it is already on the pile. Inexperienced players will give you enough time to see their card before they (or other inexperienced players) do. Card watching is less effective with players not directly in front of you, although it can still be utilised. However, Card watching can distract you from cards already on the pile, and thus slow your reaction to snaps.
Pile Migration
Normally you would play your card roughly in the middle of the top card of the pile. Pile migration involves playing your card so that it is as close to you as possible, whilst still being on top of the top card. Over multiple turns the pile will migrate closer to you.
Advantages:
*You will have a shorter distance to slam, whilst your opponents will have further to slam.
Disadvantages:
*You are much more likely to miss the pile
*Your opponents will have longer to look at your card before you see it if you spend too much time positioning it
To overcome these disadvantages is it important to play your card as quickly as possible, whilst making sure it land on the pile. Pile migration is outlawed by many players.
Pre-Slamming
When you play a card, don't withdraw your hand immediately. Instead, hold it there momentarily, in the hope that if there is a slam, your hand will be slammed onto the pile. This works best if your reactions aren't quite up to scratch. This technique is, however, vulnerable to players accidentally (or perhaps purposefully) slamming your hand onto the pile when there is no snap, meaning you must pick up the cards.
Shielding
When playing your card, try to position your hand so that the player(s) to your right (if you're right handed) cannot see the card. By blinding one player, you are almost guaranteeing that you won't lose if a slam does occur.
Jargon
Clean Sheet
Not losing a slam during a hand.
Hand or Game
A hand or game of Extreme Snap consists of several rounds.
Perfect Game
Playing a hand in which one wins every slam in which they participate.
Round
A round ends with a slam.
Introduction
The War Against Needless Complexity
Artificial complexity is a term used here to describe the needless over-engineered complexity that exists in various systems, techniques, language and public structures that exist in all modern societies. Everywhere you find it a whole army of specialists and experts has been created to “administer”, “deliver” and “assist” the general public so that they don’t fall foul of the law and “receive” what they are entitled to. This article attempts to challenge the conventional wisdom inherent in these systems by looking at how lateral thinking can offer simple “out-of-the-box” solutions to deliver the same or even better outcomes than the traditional over-engineered ones currently do.
The central hypothesis being explored here is that over-complexity is a phenomenon that has developed and is becoming a bigger problem as societies evolve and become more sophisticated. This has been illustrated with examples from many different areas both in the private and public domain. They might be from the areas of communication, education, the legal system, management consultancy, the public sector services and the ever-expanding information technology industry.
If at this point you are confused by the idea then just think about the taxation system where you live. If you have ever had to fill in an income tax form you will no doubt have been frustrated at some point along the way. Most people accept the concept that as citizens they should pay their taxes to fund essential the services they benefit from as citizens. However the mechanism that exists to allow you to calculate, declare and pay your taxes is very complex and bureaucratic. Does it need to be so?
Laterally thought-out solutions have been offered to solve the problems described. A recognition has been made that the increased ease and efficiency these new models offer would create other problems, the main one being white-collar unemployment. Here again the tool of lateral thinking has been deployed to solve that problem.
Language
Anybody who has had to learn English as a second will know how unphonetic its spelling is and the illogical constructions that are created when using prefixes and the irregularities there are when conjugating verbs. Bill Bryson's book The Mother Tongue goes into this in detail.
Esperanto is a totally fabricated language invented by L. L. Zamenhof whose goal was to create an easy and flexible language that would serve as a universal second language to foster peace and international understanding. A simplified system of grammar and spelling was developed to encourage its use.
The Simplified Spelling Society has been established to reform the spelling of the English language. It is believed that reform of the spelling of the English language could help children learn to read and make life easier for some adults.Marsha Bell who is a member of SSS has summed up the problem neatly: "Spelling is just a bunch of memorization." For a full simplified glossary click here.
Education
Taxation
No-one can deny that the tax laws in most jurisdictions have become over-complicated and riddle with ambiguities and unfairness. Huge tax collecting agencies have grown on the coat tails of this particular strain of artifical complexity. The philosophy of taxation most would argue is to pay for the public goods and services deemed necessary for a civilsed society to function. There is also an overlay of the welfare state in most advanced jurisdictions to build in equity and safety nets for those most disadvantaged.
A very simple lateral thinking solution to this would be to have only a purchase tax as it can be argued that the economic benefit of money is only experienced when you spend it. For this to work properly the tax would have to be introduced globally on an equal basis. This would remove any disparites caused by the retention elsewhere of other forms of taxation.
Language
Politics
Legal System
Information Techology
Management Consultancy
The Professions
The War Against Needless Complexity
Artificial complexity is a term used here to describe the needless over-engineered complexity that exists in various systems, techniques, language and public structures that exist in all modern societies. Everywhere you find it a whole army of specialists and experts has been created to “administer”, “deliver” and “assist” the general public so that they don’t fall foul of the law and “receive” what they are entitled to. This article attempts to challenge the conventional wisdom inherent in these systems by looking at how lateral thinking can offer simple “out-of-the-box” solutions to deliver the same or even better outcomes than the traditional over-engineered ones currently do.
The central hypothesis being explored here is that over-complexity is a phenomenon that has developed and is becoming a bigger problem as societies evolve and become more sophisticated. This has been illustrated with examples from many different areas both in the private and public domain. They might be from the areas of communication, education, the legal system, management consultancy, the public sector services and the ever-expanding information technology industry.
If at this point you are confused by the idea then just think about the taxation system where you live. If you have ever had to fill in an income tax form you will no doubt have been frustrated at some point along the way. Most people accept the concept that as citizens they should pay their taxes to fund essential the services they benefit from as citizens. However the mechanism that exists to allow you to calculate, declare and pay your taxes is very complex and bureaucratic. Does it need to be so?
Laterally thought-out solutions have been offered to solve the problems described. A recognition has been made that the increased ease and efficiency these new models offer would create other problems, the main one being white-collar unemployment. Here again the tool of lateral thinking has been deployed to solve that problem.
Language
Anybody who has had to learn English as a second will know how unphonetic its spelling is and the illogical constructions that are created when using prefixes and the irregularities there are when conjugating verbs. Bill Bryson's book The Mother Tongue goes into this in detail.
Esperanto is a totally fabricated language invented by L. L. Zamenhof whose goal was to create an easy and flexible language that would serve as a universal second language to foster peace and international understanding. A simplified system of grammar and spelling was developed to encourage its use.
The Simplified Spelling Society has been established to reform the spelling of the English language. It is believed that reform of the spelling of the English language could help children learn to read and make life easier for some adults.Marsha Bell who is a member of SSS has summed up the problem neatly: "Spelling is just a bunch of memorization." For a full simplified glossary click here.
Education
Taxation
No-one can deny that the tax laws in most jurisdictions have become over-complicated and riddle with ambiguities and unfairness. Huge tax collecting agencies have grown on the coat tails of this particular strain of artifical complexity. The philosophy of taxation most would argue is to pay for the public goods and services deemed necessary for a civilsed society to function. There is also an overlay of the welfare state in most advanced jurisdictions to build in equity and safety nets for those most disadvantaged.
A very simple lateral thinking solution to this would be to have only a purchase tax as it can be argued that the economic benefit of money is only experienced when you spend it. For this to work properly the tax would have to be introduced globally on an equal basis. This would remove any disparites caused by the retention elsewhere of other forms of taxation.
Language
Politics
Legal System
Information Techology
Management Consultancy
The Professions
In the Dungeons & Dragons fantasy role-playing game, the Gray Glutton is a magical beast. Introduced in the Expanded Psionics Handbook, it is a terrifying predator that lives only to eradicate psionic creatures and characters.
Physical Description
A Gray Glutton has a vaguely humanoid form, although it is huge, hulking and muscular and more ogre-like in its proportions than human. It would stand almost 18 feet tall, but it always goes about in a bestial crouch, its clawed half-hands used as much for locomotion as its legs. A Gray Glutton's hide is rough and warty, almost stony, and is a bluish-gray in color. Its mouth is filled with tearing, needlelike teeth.
Environment
Gray Gluttons dwell underground. Its illustration in the Expanded Psionics Handbook (and the one given in the D&D infobox) depicts it outside atop a pile of skulls.
Society
As said before, the Gray Glutton is a monster that lives only to destroy psionic creatures and characters. The single-minded fury with which it tracks down and eradicates psionic individuals is stunning. Fortunately for psionic creatures everywhere, gray gluttons are rare, being an artificial species.
Gray Gluttons are descended from the victims of twisted experimentation on individuals who had already been victimized by psionics-using enemies. Filled with hatred for those who wield psionics, these poor souls were perfect fodder for arcane spellcasters seeking a weapon against their psionic foes. The mages who initiated the magical breeding program twisted once-human bodies into shapes so extreme that sentience itself was extinguished. All that remains is an instinctual hate for all things psionic. The monsters are named not for the color of their hide, but for the psionic-infused gray matter they crave above all.
Despite these evil habits, Gray Gluttons are listed as neutral in alignment.
Combat
A gray glutton attacks anything psionic, or anything that stands in its way of tracking down new psionic prey. Of course, a gray glutton has to eat -- and eat a lot to feed its bulk -- so when not on the scent it will attack any living creature. It always breaks off attacks against nonpsionic foes if psionic prey is an option. The only creatures it refuses to eat are elves (and it dislikes the taste of dwarves). No challenge seems too extreme to it, even if that means bulling into the center of a powerful party of manifesters.
When attacking, a gray glutton makes use of its Hostile Mind and Psionic Hole feats to make the fight a costly one for psionic enemies.
In addition to stomping and clawing with its massive strength, a Gray Glutton also has a special ability: Null Psionic Exhalation. As a free action, a gray glutton can breathe forth a cloud of pale blue translucent gas into an adjacent space. This cloud is Psionically poisonous, sapping away Psionic power points
Physical Description
A Gray Glutton has a vaguely humanoid form, although it is huge, hulking and muscular and more ogre-like in its proportions than human. It would stand almost 18 feet tall, but it always goes about in a bestial crouch, its clawed half-hands used as much for locomotion as its legs. A Gray Glutton's hide is rough and warty, almost stony, and is a bluish-gray in color. Its mouth is filled with tearing, needlelike teeth.
Environment
Gray Gluttons dwell underground. Its illustration in the Expanded Psionics Handbook (and the one given in the D&D infobox) depicts it outside atop a pile of skulls.
Society
As said before, the Gray Glutton is a monster that lives only to destroy psionic creatures and characters. The single-minded fury with which it tracks down and eradicates psionic individuals is stunning. Fortunately for psionic creatures everywhere, gray gluttons are rare, being an artificial species.
Gray Gluttons are descended from the victims of twisted experimentation on individuals who had already been victimized by psionics-using enemies. Filled with hatred for those who wield psionics, these poor souls were perfect fodder for arcane spellcasters seeking a weapon against their psionic foes. The mages who initiated the magical breeding program twisted once-human bodies into shapes so extreme that sentience itself was extinguished. All that remains is an instinctual hate for all things psionic. The monsters are named not for the color of their hide, but for the psionic-infused gray matter they crave above all.
Despite these evil habits, Gray Gluttons are listed as neutral in alignment.
Combat
A gray glutton attacks anything psionic, or anything that stands in its way of tracking down new psionic prey. Of course, a gray glutton has to eat -- and eat a lot to feed its bulk -- so when not on the scent it will attack any living creature. It always breaks off attacks against nonpsionic foes if psionic prey is an option. The only creatures it refuses to eat are elves (and it dislikes the taste of dwarves). No challenge seems too extreme to it, even if that means bulling into the center of a powerful party of manifesters.
When attacking, a gray glutton makes use of its Hostile Mind and Psionic Hole feats to make the fight a costly one for psionic enemies.
In addition to stomping and clawing with its massive strength, a Gray Glutton also has a special ability: Null Psionic Exhalation. As a free action, a gray glutton can breathe forth a cloud of pale blue translucent gas into an adjacent space. This cloud is Psionically poisonous, sapping away Psionic power points
Below is a list of the Lineal Heirs of William the Conqueror, using modern-day primogeniture and disregarding any bars to succession, such as succession acts or acts of attainder, or depositions. The criteria used will be that the individual must be born legitimate from a lawfully contracted marriage, with preference given to males before females. The Reigned and dates in italics refers to the period when the individual was the lineal heir of William the Conqueror.
The House of Normandy
William I the Conqueror, King of England 1066-1087
1. Robert II Curthose, Duke of Normandy (b. 1052-1054 d. 1134), eldest son of William I the Conqueror Reigned: 1087-1134
2. Henry I, King of England (b. 1068 d. 1135), youngest son of William I the Conqueror Reigned: 1134-1135
3. Matilda (b. 1102 d. 1167), only daughter of Henry I, King of England Reigned: 1135-1167
The House of Anjou
4. Henry II, King of England (b. 1133 d. 1189), eldest son of Matilda and Geoffrey V Plantagenet, Count of Anjou Reigned: 1167-1189
5. Richard I, King of England (b. 1157 d. 1199), third, but eldest surviving son of Henry II, King of England Reigned: 1189-1199
6. Arthur I, Duke of Brittany (b. 1187 d. 1203), only son of Geoffrey, Duke of Brittany, fourth son of Henry II, King of England Reigned: 1199-1203
7. Eleanor of Brittany (b. 1184 d. 1241), elder and only surviving daughter of Geoffrey, Duke of Brittany, fourth son of Henry II, King of England Reigned: 1203-1241
8. Henry III, King of England (b. 1207 d. 1272), elder son of John, King of England, youngest son of Henry II, King of England Reigned: 1241-1272
9. Edward I, King of England (b. 1239 d. 1307), eldest son of Henry III, King of England Reigned: 1272-1307
10. Edward II, King of England (b. 1284 d. 1327), fourth, but eldest surviving son of Edward I, King of England Reigned: 1307-1327
11. Edward III, King of England (b. 1312 d. 1377), elder son of Edward II, King of England Reigned: 1327-1377
12. Richard II, King of England (b. 1367 d. 1400), younger, but only surviving son of Edward, Prince of Wales, eldest son of Edward III, King of England Reigned: 1377-1400
The House of Mortimer
13. Edmund Mortimer, 5th Earl of March (b. 1391 d. 1425), elder son of Roger Mortimer, 4th Earl of March, elder son of Philippa of Clarence, Countess of Ulster (by Edmund Mortimer, 3rd Earl of March), only daughter of Lionel of Antwerp, Duke of Clarence, second son of Edward III, King of England Reigned: 1400-1425
The House of York
14. Richard Plantagenet, 3rd Duke of York (b. 1411 d. 1460), son of Anne Mortimer (by Richard, Earl of Cambridge), elder sister of Edmund Mortimer, 5th Earl of March (see above for ancestry) Reigned: 1425-1460
15. Edward IV, King of England (b. 1442 d. 1483), second, but eldest surviving son of Richard Plantagenet, 3rd Duke of York Reigned: 1460-1483
16. Edward V, King of England (d. 1470 d. 1483), elder son of Edward IV, King of England Reigned: 1483
17. Elizabeth of York (b. 1466 d. 1503), eldest daughter of Edward IV, King of England Reigned: 1483-1503
The House of Tudor
18. Henry VIII, King of England (b. 1491 d. 1547), second, but only surviving son of Elizabeth of York and Henry VII, King of England Reigned: 1503-1547
19. Edward VI, King of England (b. 1537 d. 1553), only surviving son of Henry VIII, King of England Reigned: 1547-1553
The House of Normandy
William I the Conqueror, King of England 1066-1087
1. Robert II Curthose, Duke of Normandy (b. 1052-1054 d. 1134), eldest son of William I the Conqueror Reigned: 1087-1134
2. Henry I, King of England (b. 1068 d. 1135), youngest son of William I the Conqueror Reigned: 1134-1135
3. Matilda (b. 1102 d. 1167), only daughter of Henry I, King of England Reigned: 1135-1167
The House of Anjou
4. Henry II, King of England (b. 1133 d. 1189), eldest son of Matilda and Geoffrey V Plantagenet, Count of Anjou Reigned: 1167-1189
5. Richard I, King of England (b. 1157 d. 1199), third, but eldest surviving son of Henry II, King of England Reigned: 1189-1199
6. Arthur I, Duke of Brittany (b. 1187 d. 1203), only son of Geoffrey, Duke of Brittany, fourth son of Henry II, King of England Reigned: 1199-1203
7. Eleanor of Brittany (b. 1184 d. 1241), elder and only surviving daughter of Geoffrey, Duke of Brittany, fourth son of Henry II, King of England Reigned: 1203-1241
8. Henry III, King of England (b. 1207 d. 1272), elder son of John, King of England, youngest son of Henry II, King of England Reigned: 1241-1272
9. Edward I, King of England (b. 1239 d. 1307), eldest son of Henry III, King of England Reigned: 1272-1307
10. Edward II, King of England (b. 1284 d. 1327), fourth, but eldest surviving son of Edward I, King of England Reigned: 1307-1327
11. Edward III, King of England (b. 1312 d. 1377), elder son of Edward II, King of England Reigned: 1327-1377
12. Richard II, King of England (b. 1367 d. 1400), younger, but only surviving son of Edward, Prince of Wales, eldest son of Edward III, King of England Reigned: 1377-1400
The House of Mortimer
13. Edmund Mortimer, 5th Earl of March (b. 1391 d. 1425), elder son of Roger Mortimer, 4th Earl of March, elder son of Philippa of Clarence, Countess of Ulster (by Edmund Mortimer, 3rd Earl of March), only daughter of Lionel of Antwerp, Duke of Clarence, second son of Edward III, King of England Reigned: 1400-1425
The House of York
14. Richard Plantagenet, 3rd Duke of York (b. 1411 d. 1460), son of Anne Mortimer (by Richard, Earl of Cambridge), elder sister of Edmund Mortimer, 5th Earl of March (see above for ancestry) Reigned: 1425-1460
15. Edward IV, King of England (b. 1442 d. 1483), second, but eldest surviving son of Richard Plantagenet, 3rd Duke of York Reigned: 1460-1483
16. Edward V, King of England (d. 1470 d. 1483), elder son of Edward IV, King of England Reigned: 1483
17. Elizabeth of York (b. 1466 d. 1503), eldest daughter of Edward IV, King of England Reigned: 1483-1503
The House of Tudor
18. Henry VIII, King of England (b. 1491 d. 1547), second, but only surviving son of Elizabeth of York and Henry VII, King of England Reigned: 1503-1547
19. Edward VI, King of England (b. 1537 d. 1553), only surviving son of Henry VIII, King of England Reigned: 1547-1553