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Poker Superstars Invitational Tournament
Each group will play one match where the top two finishers will advance to the semi-finals. Players start with 50, chips per point earned in the round of Four of a Kind - Four cards of the same rank. The winner of the match will start the semi-finals with 1,, in chips while the runner up will start with , Flush - Any five cards of the same suit, but not in sequence. The Top 16 Players were split into 4 groups and played 2 games with 20, chips for every point earned up to then.
At the end of this, the points were tallied and the 16 players with the most points progressed to the next round.
Final 16[ edit ] The top 16 are then split into 4 pools of players Players in the final 16 started with 25, chips for every point earned up to then. Quarter-finals[ edit ] The quarter-finals are 2 groups with 4 players in each.
Each group will play one match where the top two finishers will advance to the semi-finals. The winner of the match will start the semi-finals with 1,, in chips while the runner up will start with , Players start with 50, chips per point earned in the round of Semi-finals and finals[ edit ] Both the semi-finals and finals were played in best two out of three heads-up matches.
Time limit rule[ edit ] Players had 60 seconds to act on their hands. A player failing to act was penalized the worth of one small blind. An additional small blind penalty would be imposed for each additional ten seconds without action. The collected penalties were added to the next pot. Kathy Liebert and Mimi Tran were the only players penalized in season two, for one small blind. The payouts were as follows: Season 3[ edit ] Season 3 played exactly like Season 2, except for the following differences: Each player played five preliminary tournaments instead of six with players randomly drawn.
17 May 24, 1996 Subscription: 1-800-787-7557. " The ultimate casualty of the CDCs lies will be Americans' faith in public- health officials, heretofore generally exempt from our growing distrust in government.
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SHARE Although studying creativity is considered a legitimate scientific discipline nowadays, it is still a very young one. In the early s, a psychologist named J.
Guilford was one of the first academic researchers who dared to conduct a study of creativity. He challenged research subjects to connect all nine dots using just four straight lines without lifting their pencils from the page. Today many people are familiar with this puzzle and its solution. In the s, however, very few were even aware of its existence, even though it had been around for almost a century. If you have tried solving this puzzle, you can confirm that your first attempts usually involve sketching lines inside the imaginary square.
The correct solution, however, requires you to draw lines that extend beyond the area defined by the dots. Only 20 percent managed to break out of the illusory confinement and continue their lines in the white space surrounding the dots.
The symmetry, the beautiful simplicity of the solution, and the fact that 80 percent of the participants were effectively blinded by the boundaries of the square led Guilford and the readers of his books to leap to the sweeping conclusion that creativity requires you to go outside the box.
The idea went viral via s-era media and word of mouth, of course. Overnight, it seemed that creativity gurus everywhere were teaching managers how to think outside the box. Management consultants in the s and s even used this puzzle when making sales pitches to prospective clients.