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Juan Bautista Alberdi

Juan Bautista Alberdi (August 29, 1810 – June 19, 1884) was an Argentine political theorist and diplomat. Although he lived most of his life in exile in Montevideo, Uruguay and in Chile, he influenced the content of the Constitution of Argentina of 1853.

Based on his classical liberal and federal constitutional ideas, Alberdi at the same time tried to satisfy contrary social interests and establish a balance between national political centralization and provincial administrative decentralization: considering that both solutions would contribute to the consolidation and development of the original being of the single nation.

Early life
Juan Bautista Alberdi was born in San Miguel de Tucumán, capital city of the Tucumán Province, Argentina, on August 29, 1810. His father, Salvador Alberdi, was a Spanish Basque merchant; his mother, Josefa Aráoz y Balderrama, had been born into an Argentine family of Spanish descent. She died as a result of Juan Bautista's birth. Salvador Alberdi supported the patriots during the Argentine War of Independence, and had interviews with general Manuel Belgrano during the Second Upper Peru campaign that was fought in Tucumán and northern areas in 1812 and 1813. His father died as well in 1822; as he was still a minor his siblings Felipe and Tránsita became his legal guardians.

He got a scholarship to the School of Moral sciences (today's '"Colegio Nacional de Buenos Aires") in Buenos Aires, along fellow Tucuman Marco Avellaneda. He studied alongside Vicente Fidel López and Esteban Echeverría. He could not endure the harsh discipline of the school, and briefly left his studies pretending to be sick. He became interested in music but preferred to teach himself rather than through formal artistic education. He wrote his first book in 1832, El espíritu de la música (The spirit of music). He got a job with Juan Maldes, a friend of his family, and continued the informal learning of his other studies. He resumed his formal studies in 1831 and moved to the University of Córdoba. He returned to his province for family business, and wrote Memoria descriptiva sobre Tucumán (Descriptive report of Tucumán) at the request of governor Alejandro Heredia. He declined the governor's request to stay in Tucumán, and returned to Buenos Aires.

Like many other nineteenth century Argentines prominent in public life, he was a freemason.

Civil war
Once in Buenos Aires, Alberdi became friends with Juan María Gutiérrez and Esteban Echeverría. They established the "Generation of '37", a group of liberal intellectuals that met at the Marcos Sastre literary hall. They criticized both factions of the Argentine Civil Wars, deeming the federalists too violent and the unitarians incapable to rule. They thought that both factions should end their disputes and work together. The governor Juan Manuel de Rosas forced Marcos Sastre to close the hall. Alberdi established then a women's magazine, "La Moda" (The fashion), writing with the pseudonym "Figarillo". Despite the main focus, the magazine contained political content as well. Alberdi was concerned about the legal system of Argentina as well and wrote Fragmento preliminar al estudio del derecho (Preliminary fragment of the study of law) to point problems and suggest solutions. The members of the Generation of '37 continued as a secret society, known as the "May Association" (in reference to the May Revolution), but the government discovered it. Most members emigrated to other countries; Alberdi emigrated to Uruguay in 1838. In Montevideo he got a degree as lawyer: he had already finished his studies in Buenos Aires but refused to make the oath under Rosas' government. Alberdi thought that the real problem in Argentina was not specifically Rosas, but the society that supported him. As a result, he thought that the generation of '37 should understand the reasons of such popular support, and how to earn it for themselves. He worked in antirosist publications, such as "El Grito Arjentino" (The Argentine Cry) and "Muera Rosas" (Death to Rosas). He also wrote theater plays, "La Revolución de Mayo" (The May Revolution) and "El gigante Amapolas" (The giant Poppies). The name of this last one was a word play with the last name of Rosas, as "Rosas" can be also understood in the Spanish language as the plural form of "Rosa", the Rose flower. Alberdi worked as well as secretary to Juan Lavalle, who made a military campaign against Rosas during the French blockade of the Río de la Plata but left him for political disagreements. Manuel Oribe, president of Uruguay deposed during the Uruguayan Civil War and allied to Rosas, laid siege to Montevideo in 1840, so Alberdi left the city and moved to Europe, alongside Juan María Gutiérrez.

Alberdi met José de San Martín in Paris. The Argentine general of the war of independence was aged sixty-six at the time, Alberdi praised his modesty and vitality. Alberdi returned to the Americas in 1843. He tried to meet the former Argentine president Bernardino Rivadavia during his brief stay in Rio de Janeiro, to no avail. He settled in Valparaíso, Chile. He renewed his degree as lawyer, and worked both as a lawyer and journalist, again with the pseudonym "Figarillo". He studied the United States Constitution, seeking ideas that might work in Argentina, and wrote Sobre la conveniencia de un Congreso General Americano (About the convenience of a General American Congress) in 1844. He established the newspaper El Comercio and wrote the report La República Argentina 37 años después de su Revolución de Mayo (The Argentine Republic 37 years after its May Revolution) in 1847, calling for an end to the disputes between parties. Rosas was finally defeated by Justo José de Urquiza in 1852, during the battle of Caseros.

Diplomacy
With Rosas deposed, Urquiza called the San Nicolás Agreement and convened a constituent assembly. Alberdi supported the project and wrote Bases y puntos de partida para la organización política de la República Argentina (Bases and starting points for the political organization of the Argentine republic), a draft for the new constitution. It was published by the printing house of the El Mercurio newspaper. It is heavily influenced by the United States Constitution. Alberdi complemented this work with Elementos de derecho público provincial Argentino (Elements of Argentine provincial civic law), a comparison between the Argentine Constitution of 1826 and the United States Constitution. He attributed most of the problems of Argentina to its low population density, as the country had a very small population for its huge size; he frequently described the countryside as a desert. His proposed solution was to promote an influx of European immigration. His most known quotation is "Gobernar es poblar" (To govern is to populate). He proposed as well to improve the infrastructure in ports, roads and bridges, and introduce the recently invented telegraphy and rail transport in the country. He advocated as well for economic freedom, rejecting the protectionism of Rosas' government.

Urquiza, the new president of Argentina under the 1853 constitution, supported Alberdi's work, and appointed him ambassador of the Argentine Confederation in Chile. By that time, Buenos Aires seceded from the Confederation as the State of Buenos Aires. The writer Domingo Faustino Sarmiento opposed Urquiza and extended his criticism to Alberdi. Sarmiento thought that Urquiza was just another caudillo similar to Rosas; and Alberdi thought that the State of Buenos Aires was keeping the policies of Rosas regarding the relations between Buenos Aires and the other provinces and the national organization. Alberdi's ideas on the issue were detailed in the Cartas Quillotanas, written from Quillota. Sarmiento wrote his answer in Las ciento y una. Urquiza proposed Alberdi to be the minister of finances, he declined the offer. Urquiza gave him another appointment: move to Europe and seek recognition for the 1816 Argentine Declaration of Independence and its constitution and prevent recognition for the state of Buenos Aires as a different country. Alberdi visited the United States in his way to Europe and had an interview with the American president Franklin Pierce. He visited London, meeting Queen Victoria, and finally settled in Paris. He would stay in this city for 24 years.

Alberdi met the French emperor Napoleon III, who granted the French recognition to the Confederation. Alberdi convinced him as well to remove the French diplomat at the State of Buenos Aires and send another to the Confederation instead. Alberdi began negotiations with the marquis Pedro José Pidal for the Spanish recognition of the Argentine independence in 1857. He proposed two treaties between both countries: in the first, Spain would decline further sovereignty claims over the Argentine territory, and the second opened the country to commerce. He proposed as well that the Confederation would take the international debt of the former Viceroyalty of the Río de la Plata, the predecessor State of Argentina under Spanish rule; excluding those belonging to Bolivia, Paraguay and Uruguay (who had also been part of the viceroyalty but became different countries). The treaties were signed in 1857 and 1859 and ratified on February 26, 1860. The Spanish queen Isabella II confirmed the treaties. However, the governor of Buenos Aires Carlos Tejedor rejected Alberdi's negotiations.

He also met Rosas, who was living in Southampton since he left power. The Argentine Confederation and the State of Buenos Aires were reunified in 1861, which ceased Alberdi's work as ambassador. He opposed the War of the Triple Alliance and began a controversy about it with president Bartolomé Mitre. In this time, he began to write El crimen de la guerra, a book that he did not finish and was published posthumously in 1895.

Late life
Alberdi returned to Argentina in 1879, after more than forty years living abroad. He had been appointed representative for Tucuman but was rejected during the rebellion of Carlos Tejedor against Julio Argentino Roca. The civil war ended in 1880 with the federalization of Buenos Aires. Alberdi had received a number of recognitions by this time. The village of Alberdi in Santa Fe Province (which was later incorporated to Rosario as Barrio Alberdi) was named after him, and President Roca sent a bill to Congress to have all of Alberdi's works published. The newspaper La Nación, established by Mitre, criticized those recognitions. Alberdi was sent to Europe, he had a stroke during the journey. His health rapidly declined, and he died near Paris on June 19, 1884.

Legacy
Juan Bautista Alberdi was one of the most notable exponents of the 1837 generation, which allowed to imagine and begin the construction of a prosperous Argentina with full freedoms. In the field of ideas, Alberdi achieved victory and bequeathed to all Argentines a country project, a model of organization and coexistence based on rules, norms, values and ethics. He is also recognized as a great jurist.

His political as well as his economic projects are supported by contemporary Argentine classical liberal and libertarian economists such as Javier Milei, Agustín Etchebarne, Roberto Cachanosky among others.

Selected bibliography

 * El espíritu de la música – 1832
 * Memoria descriptiva sobre Tucumán – 1834
 * Fragmento preliminar al estudio del derecho – 1837
 * Sobre la conveniencia de un Congreso General Americano – 1844
 * Bases y puntos de partida para la organización política de la República Argentina – 1852
 * Elementos de derecho público provincial Argentino – 1852
 * Grandes y pequeños hombres del Plata – 1864

title: Juan Bautista Alberdi


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Double Dragon Advance

Double Dragon Advance (ダブルドラゴンアドバンス) is a 2003 side-scrolling beat-em-up released for the Game Boy Advance. It was published by Atlus and developed by Japanese studio Million. It is a remake of the 1987 arcade game Double Dragon and incorporates elements from its sequels and home versions.

Gameplay
Like in the original arcade game, the player takes control of martial arts masters Billy Lee, or his brother Jimmy, as they fight their way against the members of the Shadow Warriors in order to rescue Billy's girlfriend Marian. Double Dragon Advance can be played alone or with another player via a Game Link Cable. A third game mode allows a single player to play the game as both Lee brothers, with one character being controlled by the player while the other stands idle until the player switches character. There is also a Survival Mode in which the player must defeat as many adversaries possible in a single life.

All of the player's techniques from the original arcade game are featured, as well as several new ones based on later arcade and console versions (such as the Hyper Uppercut and the Hyper Knee from the NES version of The Revenge), as well as other beat-'em-ups by Technos such as Renegade and The Combatribes (like the sit-on-punch and the jump stomp respectively). New weapons are also added as well, including nunchakus and double kali sticks.

Four new stages were added as well, all taking place between the original stages from the arcade version. These include a Chinatown stage, a fight atop a moving truck (both inspired by Super Double Dragon), a cavern stage (similar to the one from the first NES game), and a fortress before the final stage. Most of the enemy characters from the first two arcade games are featured, along with a few new ones introduced in this version such as the Twin Tigers Hong and Huang, Kikucho, and the Five Emperors led by Raymond (a group of rival martial artists modeled after the final boss from the NES version of Double Dragon II). Moves that could not be performed on certain enemies in the original arcade games can now be performed against them in this version such as the hair-pull on the big characters in Abobo, and Burnov.

Development and release
Former Technōs employee Muneki Ebinuma designed Double Dragon Advance, having previously worked on both Super Double Dragon and Double Dragon for Neo Geo. Ebinuma conceived Advance as a way to preserve the legacy of the original Double Dragon arcade game while making up for the perceived shortcomings of the games in the series he had worked on before. To this end, the fighting mechanics of Advance largely mirror those of the original arcade game combined with elements from the NES games and Super Double Dragon. Instead of making a second installment titled Double Dragon Advance II: The Revenge, Ebinuma chose to cram all of the sequel's characters and elements into the game, which owes to limitations in both cartridge size and the scope of the project, the development team excised several planned features, including an extended playable prologue sequence and game modes where players could take control of either the enemy character Abobo or Marian.

The Japanese version of Double Dragon Advance, released four months after the initial North American version, features a few slight changes. The Sound Test on the Option Mode is available by default and does not require a code, and a Gallery is made available on the main menu after the completing the game on the Expert setting. The Special Thanks on the end credits now mentions Bruce Lee, as well as Yoshihisa Kishimoto, the director of the Double Dragon arcade game. The game's difficulty has been rebalanced and a few minor bugs were fixed. The Japanese version's instruction manual includes additional character profiles, as well as a list of combos.

Reception
Double Dragon Advance garnered generally positive reviews, with a few of the criticisms aimed at the short length of the game. Alex Navarro of GameSpot gave the game a score of 8.3 and wrote "while (the game) may prove to be a bit too fleeting for anyone seeking a long-lasting gameplay experience and the additional gameplay modes are a bit too restrictive in the design for what they're supposed to be, the game is still great fun and is definitely worth playing through long after you've beaten it the first time". Justin Leeper of Game Informer, who gave the game an overall score of 9, wrote: "It's still no 30-hour marathon, but Atlus has added a whole lot to an already-excellent beat ‘em up".

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/

title: Double Dragon Advance


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Talk:Horror fiction

Actually
Actually I would say that the real well-spring of the the horror genre is more likely to be Sheridan le Fanu's work, particularly Carmilla (of which Dracula is a largely plagiaristic and unsatisfactory hack) and the short story Green Tea. But hey, let's not let historical reality get in the way of comfy modern glosses over the facts in the matter :) user:sjc

 * Actually, the seeds of horror fiction go back even further, to late 18th century gothic novels. I've added this and will add more on this later. Michael Wells 18:00, 22 July 2005 (UTC)

Michael Wells is correct. Early gothic fiction is the common taproot of modern horror and fantasy, and one of the roots of science fiction as well.

Esr 08:12, 6 December 2005 (UTC)

Stoker was not the father of modern horror.
After reading the article, I must disagree. Bram Stoker was by no means the father of modern horror.

Nikolai Vasilievich Gogol wrote Viy in 1835 and the novel is as classical horror as it gets. It talks about witches, vampires, demons and lesser devils in a traditional Ukrainian village setting during the funeral of a local noble's daughter (who's a witch).

So I think Gogol's name should at least be added to the article. He wrote a myriad of other horror stories in his "Vechera na hutore bliz Dikanki" (Nights in the village near Dikanka).

Naming one person as the "father" of a genre is pointless. Besides, simply being the first to write a horror story doesn't mean you created the genre. Stoker wasn't the first and maybe he got alot of his ideas from earlier works...his novel is still the most popular of any of his time and prior. Most people couldn't even tell you where to find a copy of Camilla. Is it worth reading? You bet, but Dracula remains one of the most popular horror stories to date. To dismiss him as a hack as someone did previously is missing the point.Culmo80 17:47, 8 December 2006 (UTC)culmo80

New section on connections with other genres
I've added a new section on connections with other genres that reflects recent advances in SF critical theory. These have implications for our understanding of horror and fantasy which I have tries to express here.

 * You didn't add a new section, you replaced one. The implications you have tried to express are not only faulty, their non-informative. Stop replacing large sections of wikipedia with your personal opinions.

Link
I added a link to horrorcore (a rap genre, which is very grand guinol (sp?) in style) becuase of its obvious ties.

Subgenres
I'd like to see the inclusion of various subgenres of horror fiction with appropriate examples? What subgenres should be included? Obviously vampire fiction, psychological horror, classic ghost story, cosmic horror, gothic horror, splatterpunk, weird fiction... Any thing else? - CNichols 18:41, 19 May 2006 (UTC)

Puzzle Horror
Puzzle Horror is a genre that until fairly recently was usually restricted to video games, where solving puzzles is part of the gameplay (Silent Hill for example). But there's been sort of a surge of the genre in film such as the Cube franchise, the Saw franchise, and other films like Mindhunters and the French film Maléfique (which is getting a US remake). It's categorized usually by a person or group of people who are trapped in an enclosed location or situation, and the only way out is to play the game of their captors, whoever or whatever that may be. I think this would be a good addition, but I don't have any references specifically naming the subgenre that don't refer to video games, so I'm guessing people would just edit it out if I wrote one up. 74.76.142.137 (talk) 10:30, 29 November 2007 (UTC)

anti-violence bias?
am i the only one who thinks the "Contemporary horror fiction" section has a POV against explicit violence? it's talking about how some authors are 'capable of' writing horror without 'resorting' to violence. aside from the fact that whoever wrote that has obviously never read "misery", i don't see why the fact that some authors write against the common style of the times should be the main focus of a section devoted to the contemporary. --dan 14:56, 5 July 2006 (UTC)

 * okay i have fixed it myself to remove the pov, but i still think this section needs to be added to. there has to be more that can be said about contemporary horror fiction than "some authors use violence and some don't", doesn't there? --dan 09:50, 4 August 2006 (UTC)

I don't see why everything in the small "contemporary horror" section is related to gore or the lack thereof.

The beginnings of horror fiction?
I've noticed that the article does not have any information on the antique horror, more specific the things which H.P. Lovecraft mentions in one of his works (loose quote, and I can not say from which of his works it originates because I do not know - all of this comes from an article in the local papers): "Petronius werewolf case, Apoleus' excerpt, short but famous letter of Plinius Minor.." Plinius Minor, whom Lovecraft mentiones, is Gaius Plinius Caecilius Secundus (63-ca. 113), better known as Pliny the Younger. The work to which Lovecraft refers to is called (again, loose translation; I don't know what the original name is, a bit of googling might yield some results) "The Tales of Philosopher Athenodoros", written in 107. AD, and which can be found in Book 7 of his Epistulae. Does this count? Or does this article deal with works of fiction that belong to the horror genre, and to horror genre alone? In any case, this is the only mention of the early horror (fiction) I've ever encountered so far. If anyone has more information on the matter, I'd be happy to hear it. -- 10:07, 13 August 2006 (UTC) [Bob]

Other games
Seems to me it's a bit strange list of games mentioned here. Is there by any chance that Quake is more horrible than Half Life 2? And what about VtM:Bloodlines and VtM:Redemption? I think there also should be role-playing settings like Ravenloft and World of Darkness. Dreambringer 12:42, 19 January 2007 (UTC)

Link
I added a link to http://www.fantastichorror.com/ under horror fiction sites.Hodgson 18:34, 18 May 2007 (UTC)

Weird fiction
When using the words "Weird Fiction", you end up in the horror article, which has nothing to say about weird fiction. When nothing is said about it, why redirect it at all? It either deserves an own article or its own section in the horror article. 80.202.38.38 (talk) 12:30, 31 August 2008 (UTC)

 * Strange, searching Weird fiction took me here:.
 * did you follow a link? Like this Horror fiction? Maybe it was not changed since Weird fic got it's own article?Yobmod (talk) 16:26, 6 September 2008 (UTC)

I AGREE!
Yeah! This place should be non-violent!! I agree with you!

by becky--212.32.85.249 (talk) 09:01, 26 October 2009 (UTC)(212.32.85.249 (talk) 09:01, 26 October 2009 (UTC)) P.s. three orphan kittens is a good article

Expert please
This article needs the attention of someone truly knowledgeable about the subject, and needs some wikification. The bulk of the article appears above the toc. The copy rambles in a circuitous fashion. Various dubious claims are made, including a paragraph I excised that claimed horror fiction consists of just three subgenres ("dark fiction", "historical fiction", and psychological fiction; of these only the last is a true subgenre, and all three were ill-defined and the description given for psychological horror was inaccurate). 12.233.146.130 (talk) 19:15, 5 August 2010 (UTC)

 * I agree, and would like to point out this sentence, in particular, which is poorly constructed: "King was responsible for the development of the horror genre beginning in the 1970s."  It implies that horror fiction was invented in the 1970s, and by Stephen King.  I'd suggest something like "Stephen King has been a particularly influential figure in contemporary American horror fiction since the 1970s." O0drogue0o (talk) 06:42, 16 September 2010 (UTC)

Template
I am planning to revamp the template, removing links to categories or stub articles (unless the stub is on a demonstrably central subject). I will include major authors, artists, and works. I did similar work on the templates for sf and fantasy, Template:Science fiction Template:Fantasy fiction. Im mentioning it here because the talk page for the template is silent. of course, this page is not that travelled either.Mercurywoodrose (talk) 08:16, 18 November 2011 (UTC)

WorldCat Genres
Maximilianklein (talk) 23:32, 5 December 2012 (UTC)

Cartoon "Irish Frankenstein"
Was the "Irish Frankenstein" a particular person, or was the monster meant to represent fear of Irish people? Please elaborate, as it is not clear why the general English public should have had a generalized fear of the Irish at the time this catoon would have been published. Or perhaps the cartoon is a reference to a particular person? Either way, please be more specific as to whom or what the cartoon is meant to depict. — Preceding unsigned comment added by 95.89.193.42 (talk) 21:59, 4 March 2013 (UTC)

Bad footnote
Footnote 14, "'Elements of Horror'. Redlodge. Retrieved 2012-11-02." leads to a 404 page. Any other source? — Preceding unsigned comment added by 69.125.134.86 (talk) 00:34, 9 May 2013 (UTC)

This piece on horror fiction was very informative on the origin of horror fiction towards the 20th century and all of the steps and accomplishments that horror fiction has taken. I do wish it expanded upon how it has progressed towards the present and how much further this genre grew over time. — Preceding unsigned comment added by 2605:E000:5B0F:B600:C56C:349C:1BC1:96AE (talk) 05:11, 11 October 2015 (UTC)

End of the "horror boom" in the 1990s?
Although there was a big surge in horror books during the 1970s, by the early 1990s the amount of horror books sold in the US declined. For instance: " the 1990s saw the end of the horror boom. Major authors in the field still sold well, but their works were increasingly labeled "fiction" rather than "horror," and their audiences contained more longtime fans than new readers. Meanwhile, new writers of horror and supernatural fiction failed to win mass audiences like those that had flocked to King ten or fifteen years earlier".(Rebecca Stefoff, Stephen King.New York : Marshall Cavendish Benchmark, 2011. (p.64)). And this: "by the early '90s, something catastrophic had clearly happened to the horror field. Those black-covered books with the demonic children and the embossed drop of blood visible through the show-through outer cover were disappearing.With them went, frequently, the entire horror section in major bookstores....the field imploded, largely collapsing down to the small-press or near-vanity press level, where one could become a "big name" with a print-on-demand novel that sold four hundred copies". (Darrell Schweitzer," Who Killed Horror? The Murder on the Orient Express Solution", in The Fantastic Horizon: Essays and Reviews Rockville, Md. Borgo Press, 2009. (p.39)) This information should be incorporated into the article. 176.61.97.121 (talk) 20:51, 21 October 2015 (UTC)

Literature?
Shouldn't this be removed since horror is covered by film as well?--Taeyebaar (talk) 01:05, 6 November 2015 (UTC)

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Hello
Hello 194.160.3.3 (talk) 05:45, 7 April 2022 (UTC)

Speculative Fiction?
Right out of the gate, this article is, to me, incorrect: "Horror is a genre of speculative fiction..." I think "Horror is a genre of fiction" would be more correct. Horror doesn't have to be speculative (think, Silence of the Lambs and the like). — Preceding unsigned comment added by Tonica (talk • contribs) 20:29, 8 May 2022 (UTC)

 * This is a good point. The article writer probably was more familiar with supernatural horror. Note that this article doubles as the article for horror and supernatural horror. 2601:647:CB03:5930:402A:BD68:139:CFD5 (talk) 22:05, 24 August 2022 (UTC)

title: Talk:Horror fiction


text:
Sandra Diaz-Twine

Sandra Diaz-Twine (born July 30, 1974) is an American television personality who became known for her appearances on the reality game show Survivor. She won the first two seasons she appeared on, Survivor: Pearl Islands and Survivor: Heroes vs. Villains, making her the show's first two-time winner. She returned for Survivor's 34th season, Survivor: Game Changers, where she was the 6th person voted out. Along with fellow Survivor contestant Rob Mariano, she was a non-competing mentor on the show's 39th season Survivor: Island of the Idols, and subsequently competed on the show's 40th season, Survivor: Winners at War, where she was the 7th person voted out and only player to leave the game at the Edge of Extinction. Diaz-Twine is regarded among fans as one of the greatest players on the show. She also competed for a 5th time on the Blood V Water edition of the Australian Version of Survivor with her daughter Nina, which premiered in Australia on January 31, 2022.

Personal life
She was born in Stamford, Connecticut and for a time served in the United States Army as a chemical repair specialist and later an office administrator. She lives in Fayetteville, North Carolina with her husband Marcus, a career soldier, and her two children, while working as a secretary for a law firm.

Pearl Islands
Diaz-Twine seemed like an early target for her lack of physical strength and inability to swim, but her knowledge of the Spanish language and her resourcefulness, which helped their tribe Drake gather much needed resources from local traders at the start of the game, put her in good standing with the majority of her tribe. She eventually formed an alliance with Rupert Boneham, Christa Hastie, Trish Dunn, and Jonny Fairplay. Diaz-Twine was the first person to sit out of a challenge and the first to raid on Morgan's camp as part of the reward, where she not only took their tarp, but sabotaged their shelter. When Drake lost the fourth and fifth immunity challenges, the alliance voted out the minority alliance's Burton Roberts and Michelle Tesauro. When Drake lost the sixth immunity challenge, the originally-targeted Shawn Cohen was saved when Diaz-Twine turned the alliance against Dunn for instigating an attempted blindside of Boneham.

With the Drake and Morgan tribes even at five members each, they were shocked when the six contestants who had been previously voted out came back into the game as a third tribe, in a turn of events called the "Outcast Twist." When the tribe of Outcasts competed against the Drake and Morgan tribes and subsequently won the immunity challenge, two of the Outcasts were allowed to return to the game. At the same time, both Drake and Morgan were forced to vote out a tribe member. In a game-changing move, Diaz-Twine, Boneham, and Hastie, unsure about whether to send home Cohen, the last minority alliance member left, or Fairplay, who betrayed them previously together with Dunn, asked them to publicly campaign for their spot. The alliance eventually eliminated Cohen, and received Roberts as a replacement from The Outcasts.

As the tribes merged into Balboa at 5–5, the Drake tribe, with the help of outcast Roberts, was able to sway Morgan outcast Lillian "Lil" Morris to vote with them, controlling the game and subsequently voting out Morgan leaders Andrew Savage and Ryan Opray. However, the game took a major shift when old Drake members Fairplay and Roberts aligned themselves with Morris, and recruited the remaining Morgan members Tijuana "Ti" Bradley and Darrah Johnson. This new alliance successfully targeted Boneham and he was blindsided.

At the Final Seven, it seemed that Diaz-Twine and Hastie were doomed by this newly created alliance, but Diaz-Twine swayed Bradley and Johnson by spying on Roberts and Fairplay to expose their intentions to eliminate the Morgan girls after getting rid of Diaz-Twine and Hastie. However, when Roberts and Fairplay learned of this impending mutiny, they regained the trust of Diaz-Twine and Hastie (with the help of Fairplay’s infamous "dead grandmother" lie) to successfully blindside Bradley. Soon after that, they were betrayed once again when Roberts and Dalton switched sides and Hastie was voted out next.

At the Final Five, Johnson was the next target of Roberts and Fairplay, but Morris started to have suspicions about her alliance (which would prove true eventually). Roberts made a potentially fatal error by inviting Dalton on his reward trip, leaving the three women, including an angered Morris, together back at camp, sparking a last minute scramble to break the bond between the two guys, eventually voting out Roberts for the second time in the game.

After Diaz-Twine made it to the Final Four, she was no longer a target, with Morris and Johnson targeting each other, each believing that no one could win against her in the Final Two. Diaz-Twine and Fairplay decided to side with Morris and vote out Johnson, propelling them into the Final Three. In the Final Three endurance immunity challenge, Morris won and chose to eliminate Fairplay, an error that led to Diaz-Twine's ultimate win.

In the end, after having previously stated that no one could ever win against Morris because she was too nice, Diaz-Twine defeated Morris, winning by a vote of 6–1 to become the Sole Survivor. During her final statements at Tribal Council, Diaz-Twine described her strategy as being the one people would come to if they needed one more vote to oust someone ("anyone, as long as it ain't me"). She gained the votes of Opray, Boneham, Hastie, Roberts, Johnson, and Fairplay. Only Bradley voted for Morris.

Heroes vs. Villains
After declining a spot on Survivor: All-Stars due to recovering from parasites that she got while being filmed for Pearl Islands, and then being cut at the last minute from Survivor: Micronesia, Diaz-Twine accepted a spot on Survivor: Heroes vs. Villains. She was one of four previous winners chosen; the other three were Tom Westman of Survivor: Palau, Parvati Shallow of Survivor: Micronesia, and James "J.T." Thomas, Jr. of Survivor: Tocantins. At the start, Diaz-Twine was placed on the Villains tribe, and in the first episode, when host Jeff Probst asked who believed they were on the wrong tribe, she was quick to raise her hand. During the first reward challenge, she deliberately tore Hero Jessica "Sugar" Kiper's top off, which, according to Heroes member Cirie Fields, solidified why Diaz-Twine was chosen as a Villain.

In Episode Three, when the Villains faced their first Tribal Council, Diaz-Twine stuck with her strategy from Pearl Islands of "anyone, as long as it ain't me." She, along with the rest of the Villains tribe, unanimously voted out Randy Bailey from Survivor: Gabon. Despite previously appearing to be in a comfortable six-person alliance, by Episode Eight, she found herself on the outs of her tribe alongside Courtney Yates of Survivor: China. Despite the pair being considered the weakest on the tribe, Diaz-Twine convinced Russell Hantz that Benjamin "Coach" Wade was against him, and she and Yates survived elimination at Tribal Council. Yates, however, would be voted off in the subsequent Tribal Council.

After the merge, Diaz-Twine pleaded with the Heroes not to trust Hantz. However, they did not listen, and despite several attempts to oust him, she remained with the Villains after her plans to help the Heroes failed to materialize. She made it to the Final Three, along with Shallow and Hantz. On May 16, 2010, Diaz-Twine received six jury votes from Yates, Heroes tribe members Thomas, Amanda Kimmel, Candice Woodcock, Boneham and Colby Donaldson to Shallow's three and Hantz's zero to win the game. She became the first contestant to win Survivor twice and proclaimed herself the "Queen of Survivor."

Game Changers
Diaz-Twine entered Survivor: Game Changers as one of three former winners. She had an especially big target on her back since she had won twice before. She was initially assigned to the Mana tribe. After losing the first Immunity Challenge, Mana made an easy vote and decided to unanimously vote off Ciera Eastin for playing too hard too early.

The day after Eastin's elimination, Diaz-Twine made an alliance with Survivor: Cagayan winner Tony Vlachos on the basis that they were both major threats. The duo planned to link up with J.T. Thomas, the other past winner in the game, should they ever meet on the same tribe. She and Vlachos pulled in Aubry Bracco, Caleb Reynolds, and Malcolm Freberg, and thus the alliance of five seemed to control the nine-person Mana tribe. However, on night five, Vlachos caught Diaz-Twine talking with "Troyzan" Robertson in the middle of the night. Even though she had not reneged on the alliance, Vlachos misinterpreted the conversation and confronted her. As a result, Diaz-Twine and Vlachos turned against each other—he for seeing her as too much of a threat; she because Vlachos was too controlling. Mana narrowly lost the second challenge and went back to Tribal Council. Diaz-Twine gathered her troops; she spoke to those who were on the outs of the alliance of big threats, namely Hali Ford, Jeff Varner, Michaela Bradshaw, and Robertson. She wanted them to vote with her to take out Vlachos. At Tribal Council, Diaz-Twine voted against Bracco in the event that Vlachos played an idol. The rest of the tribe voted with her and sent Vlachos packing. As Vlachos left, Diaz-Twine coined the catch phrase she uttered at all subsequent councils until she was voted out: “And the Queen stays Queen”.

Day Seven brought a tribe swap, and Diaz-Twine was sent to the Nuku tribe. The former Manas had a 5–1 majority on the new Nuku, with Thomas being the odd man out. Nuku won the third Immunity Challenge, and later the first Reward Challenge, winning coffee, cookies, and pastries. During this time, Thomas was plotting behind Diaz-Twine's back to take her out of the competition.

At the Day 11 Immunity Challenge, Jeff Probst revealed that the two tribes who lost the Immunity Challenge would be sent to one Tribal Council, where they would collectively vote out one person. Nuku had an early lead due to Varner's proficient communication skills, but he ultimately lost the challenge at the table maze stage. Nuku was set to head to Tribal Council with Mana. During the afternoon, Thomas continued plotting against Diaz-Twine, mainly with his new ally Freberg. However, the rest of the tribe planned to vote together. They planned to vote against Sierra Dawn Thomas (no relation to J.T.). At a chaotic Tribal Council, J.T. had told Mana that Sierra was Nuku's target, and hoped to get the Mana tribe to blindside Diaz-Twine. In the end, Nuku continued with their original plan, piling their votes onto Sierra. Tai Trang played his hidden immunity idol on Sierra, negating the six votes cast against her. Freberg was taken out, much to the chagrin of the Nuku tribe.

Freberg's untimely blindside infuriated Diaz-Twine, who, after Tribal Council, confronted J.T. She planned to get him out for his "dirty deed" should Nuku lose the next Immunity Challenge. At the second Reward Challenge, she helped Nuku win peanut butter and jelly sandwiches by completing the puzzle. After the challenge, she played on the brewing feud between J.T. and Bradshaw. She escalated the tension by consuming the tribe's sugar and putting the blame on Bradshaw. Nuku went on to lose the Immunity Challenge, sending Diaz-Twine to Tribal Council for the fourth time. She seized the opportunity to exact revenge on J.T. At Tribal Council, J.T. and Bradshaw's fight reached a fever pitch. Diaz-Twine took advantage of this to secure Bradshaw's vote. She pulled the wool over Bracco's and J.T.’s eyes, and with Varner's vote, J.T. was sent home with an idol in his pocket. After Tribal Council, Diaz-Twine made clear that Bracco was next on her list, since she had failed to get with the rest of the Manas during her time in the game.

A second tribe swap occurred on Day 14, but although Diaz-Twine remained on Nuku, she was relegated to the bottom with Varner, as the original Nukus who returned to the tribe held a five-to-two numbers advantage. The Nukus planned to get her out for being a two-time winner. Her fate was sealed when Nuku lost the Immunity Challenge. However, she saw through the Nukus' lie that she was safe over Trang, and she tried to gather votes by telling Ozzy Lusth, Sarah Lacina, and Andrea Boehlke that she would vote with them when the merge hit. Diaz-Twine planned to throw Trang under the bus at Tribal Council. But during Tribal Council, Trang whispered to her, telling her to vote against Lusth. She made a last-ditch attempt to gather votes against either Lusth or Trang (for his perceived duplicity), but it was all for naught. Diaz-Twine left the game in 15th place to an ovation, in a 5–2 vote. However, she emerged as the highest-placing former winner in the season.

Island of the Idols
Diaz-Twine, along with Rob Mariano, participated in the show's 39th season which aired in late 2019. Neither participated in any direct aspect of the game, but instead, they served as mentors to any player sent to the island, offering advice on various topics deemed valuable attributes of a Survivor player. Both players stayed on the island until the Final 5, after which the players were left to play the game by themselves.

Winners at War
Diaz-Twine played the game for a fourth time on the show's 40th season, Survivor: Winners at War. She was a member of the Dakal tribe. After sixteen days of riding a comfortable majority, she became the seventh person voted out of the game (again on Day 16) after Denise Stapley played two idols, blocking votes for herself and Jeremy Collins, thereby casting the sole vote that sent Diaz-Twine to the Edge of Extinction. After she was voted off, Sandra joined the previously eliminated players on the Edge of Extinction. As she explained to the other players and in confessions to the camera, she knew she had little chance to win any physical challenge and did not want to face the misery and harsh conditions on the Edge of Extinction. As a result, she decided to raise the flag and permanently leave the game shortly after her arrival, the only player in the season to do so, and forfeiting her opportunity to be on the jury.

Australian Survivor: Blood V Water
Diaz-Twine played for a fifth time on the ninth season of Australian Survivor, titled Australian Survivor: Blood V Water, alongside her daughter Nina. Diaz-Twine became the second former American Survivor contestant to compete on Australian Survivor after Russell Hantz, as well as being the second contestant after Rob Mariano to play the game for a fifth time. She was eliminated after a tribe swap, and yet again on the 16th day of the competition.

The Traitors
Diaz-Twine competed in the second season of The Traitors, along with fellow Survivor alumna, Parvati Shallow.

Other media appearances
In 2013, Diaz-Twine was in the audience of an episode of Dr. Phil to support her friend and fellow Survivor winner, Todd Herzog, who was struggling with alcoholism.

In May 2022, Diaz-Twine competed as a celebrity tribe captain in the first season of the NMB Celebrity Survivor Challenge. She was the 9th person voted out and became the 5th member of the jury.

title: Sandra Diaz-Twine


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Unreferenced BLPs
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Proposed deletion of Franklin Electric

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Jose Tafoya
Thanks for creating this; can you now please WP:INLINECITE your sources? Without that, it's difficult for a reader to use the article for research, it will involve a lot more work for them. Best wishes, Boleyn (talk) 17:47, 3 August 2017 (UTC)
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Ways to improve Thomas Beck (Texas politician)
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I've just tagged the page, using our page curation tools, as having some issues to fix. Please WP:INLINECITE th ereferences in this article; it would be really difficult for another editor to do this correctly, and at the moment, this doesn't make it easy for other editors to expand it or for readers to use it for research.

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Spite and malice

Spite and malice, also known as cat and mouse, is a relatively modern American card game for two or more players. It is a reworking of the late 19th-century Continental game crapette, also known as Russian bank, and is a form of competitive solitaire, with a number of variations that can be played with two or three regular decks of cards.

It had a "well-deserved following" during the 1970s when bridge expert Easley Blackwood saw it being played on a cruise ship and subsequently published its rules. According to David Parlett, the game is a reworking of an old 19th-century patience called crapette or Russian bank, but he also identifies three early English patiences by Mary Whitmore Jones – carbouche, obstruction, and dowager's patience – which bear a "remarkable similarity" to spite and malice.

A commercial variation sold by Hasbro is called Spite and Malice; a variation sold by Mattel is called Skip-Bo.

History
This modern American card game is not recorded until the 1960s, an early reference being seen as a trend-setting game by The Santa Fe Magazine in 1963. The first rules are recorded by Richard L. Frey in 1965, who calls it "a recent husband-and-wife game that in some places rivals Russian Bank in popularity". However, John McLeod points out that the version that appears in card books is "rather different" from those usually played.

Rules
The deck consists of three regular playing card decks with the jokers removed (or jokers may be retained and used as wild), although the United States Playing Card Company's version of the game uses two 52-card decks. The rank of the cards is ace low and proceeding normally up to queen, which is the highest card in the deck. Kings are wild and may substitute for any other card rank except ace. Suits have no bearing on the game.

The game is usually played with 2 to 4 players. The object is to be the first person to move all the cards in your goal pile into the playing piles. Players cut for the deal, with the highest card winning. Dealer deals 26 cards to each player (or 13 cards if a shorter game is desired). The players do not look at these cards but simply collect them into a pile called the goal pile. Once each goal pile is dealt, the top card is turned over by each player and placed face up on the pile. All undealt cards are left face down in a stack placed central to all players called the draw pile.

There are three kinds of piles in Spite and Malice:

 * Goal piles
 * Each player tries to play through his goal pile. The one doing so first wins.
 * If a player cannot play the card in his goal pile, he may attempt to block someone else from playing.
 * Playing piles
 * Play piles are community piles used by all players.
 * There are a maximum of four playing piles open at any one time.
 * Each playing pile is opened with an ace.
 * Playing proceeds upward in normal rank all the way to the Queen.
 * Once a queen is played on a playing pile, that pile is dead and it is removed from the immediate playing area until enough cards are collected to shuffle them and return them to the draw pile.
 * Discard piles
 * Discard piles belong only to the player who made them; players may not interfere with or play from one another's discard piles.
 * Each player has a maximum of four discard piles.
 * Playing a card into a discard pile ends the player's turn and passes it on to the next player.
 * The cards played into the discard piles must be played out in reverse order of their being laid down; one must remove cards from the top of discard piles when putting them into the playing piles.
 * Players often organize their discard piles by being all of the same number or by descending card ranks so that they may be played sequentially.
 * Players cannot discard an ace.

Play
Play starts with the dealer and goes around the table in a clockwise fashion. Each turn starts with a player drawing from the common draw pile to give themselves a five-card hand. They then make whatever plays they can until they have no more plays that they want to do, and then they discard a card from their hand into their personal discard area. If they put all 5 cards out before making a discard they pick up 5 more cards and continue. They may ONLY put one card out on their personal discard area and may NOT play a buried card in their personal discard area when they are playing. When they put a card out on their personal discard area and have 1 or more cards left in their hand, their turn is over

The best move would be to play the goal card directly on a playing pile (it would have to be an ace at this point, since all four playing piles are empty at this point). If this is not possible, the player may use the cards in their hand to put cards into the playing piles and "play up" to the value of the goal card. If the player cannot do either of these things, the turn might simply consist of making a discard to one of their four discard piles.

However, if all five cards in the hand can be played in the playing piles (for example, if a player drew A, 2, 3, A, 2, they could play ace, two, three on one playing pile and ace and then 2 on a second pile), resulting in running out of cards before making a discard, that player may draw five more playing cards to replenish their hand. It is possible, if not probable, for this to happen more than once, or even a few times in a row, before someone is forced to make a discard because they cannot make any further plays.

Once a discard is made, the turn moves to the next player. That person starts their turn by drawing cards from the draw pile to make their five-card hand. On someone's first turn they will always draw five cards, but on subsequent turns they will draw however many cards are required. For example, suppose they are able to play three cards and then ends their first turn with their discard. On the next turn, they would have one card left in their hand and would then draw four more to reconstitute a five-card hand. If a player's only possible move on their first play is to discard because they have no playable card on the playing piles, they would discard one card, leaving them with four, in which case on their next turn they would simply draw one card to end up with the standard five-card hand. No matter how many cards are able to be played, a turn ends with a player placing a card from their hand into one of their discard piles (unless they play the winning move of putting their last goal card into play, in which case they win and no discard is required).

If everyone has a high goal card at the start of play, there may be many turns where the players draw just one card and then decide which card to add to the discard piles until someone gets a sufficient number of cards saved up in the discard piles of cards to reach their high number. Or one person may end up with a low goal card and, in reaching that one and then ending their turn, they will have unavoidably helped someone else to reach their higher number goal card.

As play continues, many cards can accumulate in the discard piles. In order to make your goal card or prevent your opponent from reaching theirs, you can use cards from both your hand and your discard piles during your turn.

Scoring
After each hand has ended, scoring takes place. Only the player who cleared their goal pile can score: They score five points for clearing the goal pile and one point per card left in their opponents' goal piles. If, in the rare instance that the draw pile is exhausted and there is no possible way to furnish a new one, a drawn hand is declared, and the person closest to a cleared goal pile scores the difference between their opponents' leftover cards and their own. Games are usually played to 25, 50, or 100 points.

Variants
Some rules use unlimited center stacks; they are only removed when the draw stack is depleted. Also, sometimes a rule is employed requiring aces and deuces to be played any time a player is able to do so.

Spite and Malice is similar to a game called Misery. It is played with 2 players. Two decks are used instead of three (unless three people play—then three decks are used) and two (goal) piles of 12 per player and a hand of 6.

Another variation calls for all piles to be built up to the king, with jokers used as wild cards. (Wild represents all cards besides A, 2, 7, and J.)

Yet another variant requires a wild card to be immediately covered by the next card, but also does not allow wild cards to be used in place of 7's (or Queens, because a Queen ends the stack and cannot be covered).

One variation calls for one deck for every player (e.g., 3 players play with 3 decks) with a maximum of four center stacks to be built from ace to queen, with kings as wilds. (Jokers are not used here.)

Another variation requires a natural A and 2 (no wild cards for A or 2) but does permit discarding of pairs of cards (e.g., two queens, two 7's, etc.), but no more than two cards at a time.

Commercial versions
A commercial variation sold by Hasbro is called Spite and Malice; Mattel's version is called Skip-Bo.

William Henry Storey designed a card game Starturn which was published by Chad Valley in 1935, and which had almost the same rules as Spite and Malice.

Two packs, 44 very dark gray and 52 stop sign red, are used in a game primarily for two players although there were versions for three or four players. Black cards are divided equally between the players, placed face down with only the top card visible, as the Stack. Five red cards are dealt to each player, made up to five on each pass, and the rest placed as the draw Pack. The aim is to make up to four Build piles starting at 1 through to 15, using cards from the player's Stack where possible. Each player must discard one card at the end of each pass (except when all cards in the hand have been used on Build piles) on to one of four discard piles in front of each player, from which cards may be used (strictly, top card first) in forming Build piles. Completed Build piles are shuffled into the Pack as soon as completed. The first player to use up all of their Stack cards is the winner.

Literature

 * _ (1963). The Santa Fe Magazine, Vol. 53.
 * Frey, Richard L. (1965). According to Hoyle. Hawthorn Books. 320 pp.

title: Spite and malice


text:
USS F-3

USS F-3 (SS-22), was a F-class submarine. She was named Pickerel when her keel was laid down by The Moran Company of Seattle, Washington, making her the first ship of the United States Navy to be named for the pickerel, a type of pike. She was renamed F-3 on 17 November 1911, launched on 6 January 1912 sponsored by Mrs. M. F. Backus, and commissioned on 5 August 1912.

Service history
F-3 completed her trials in the Puget Sound area before reporting for duty at San Francisco, California, on 15 October 1912, when she joined the First Submarine Group, Pacific Torpedo Flotilla. The Flotilla operated along the coast of California, conducting constant exercises and experiments to develop the techniques of submarine warfare, and from August 1914 to November 1915, carried out similar operations in the Hawaiian Islands out of Naval Submarine Base Pearl Harbor. F-3 was placed in ordinary at Mare Island Navy Yard at Mare Island in Vallejo, California, on 15 March 1916, returning to full commission on 13 June 1917.

After training her new crew, F-3 was assigned to the Coast Torpedo Force, Pacific Fleet, based at San Pedro, California's San Pedro Submarine Base. She engaged in daily operations, surfaced and submerged, training students of the submarine school. During maneuvers on 17 December 1917, she and USS F-1 (SS-20) collided, the latter sinking almost immediately. F-3, along with other submarines with whom she was operating, rescued only three men out of the 22 on board the F-1. F-3 suffered a cracked bow cap and after repairs at Mare Island Navy Yard was assigned operations in cooperation with a civilian motion picture company in experiments with underwater photography. From 1919 to 1921, F-3 served at San Pedro, California, as training ship, and on 15 March 1922 she was decommissioned. She was sold on 17 August 1922.

title: USS F-3


text: Template:United States F class submarine