Dodgy Night is the name of a night in which a group of participants (usually men) choose a seedy looking pub that offers the services of a TAB, arrive there in suitably seedy clothing (called dressing down) and proceed to bet on greyhounds for the course of the night.
None of the participants are expected to know or understand greyhound form, with the entire night based on "name bets". Before the night is over, the participants are expected to remove a fixture or souvenier from the venue without being caught.
The nights are generally well regarded by those who attend and are fast becoming folklore amongst regular attendees.
History
Unfortunately an offical date cannot be established as to when the concept for dodgy night originated. The official start of the current incarnation occurred in September 2003, on the large TV in the sports bar at the Batemans Bay Soliders Club .
The current incarnation traditionally falls in the Victorian city of Melbourne, where it has gradually been increasing in frequency since 2005.
The Rules
The formulation of a dodgy night is not spontaneous. Rigerous planning and set rules must be adhered to. It is part of the dodgy night tradition. These rules have been developed over time and road tested by a group in Melbourne. A list of the official rules is below, complimented by a simple explanation.
Rule 1
Rule 1 States: Thou shalt select a venue of doubtful quality that has not been updated within the past 5 years.
Explanation:
A suitable venue must be selected by a participant that is a working class pub, that has working class clientel is in need of repair or simply looks old.
Rule 2
Rule 2 States: Thou shalt ensure that said venue offers an outlet of the Totalizer Agency Board (T.A.B.)
Explanation:
Without the ability to place a bet, there can be no dodgy night.
Rule 3
Rule 3 States: Upon selection of venue, thou shalt inform thy closest bretheren under which alignment of the moons in which to meet
Explanation:
Once a venue is picked, the participant / organiser should advise those that he wants to attend the date and time of the event.
Rule 4
Rule 4 States: The meeting time must be kept sacred. Members of the bretheren who fall more than 1/24 of a day outside of the scheduled meeting time shall be put to ridicule, and must buy a round
Explanation:
Don't be more than 1 hour late, or you have to buy a round.
Rule 5
Rule 5 States: Thou shalt drink naught but dodgy beer on tap
Explanation:
When drinking over the course of dodgy night, competitors should purchase the cheapest full strength beer on offer in the venue. Simple choices can be VB, Carlton Draught, Tooheys New or XXXX Bitter. Under no circumstances should a competitor put the dodginess at risk buy purchasing an imported beer.
Rule 6
Rule 6 States: Thou shalt ensure that each member of the bretheren offer as a sacrifice part of their weekly earnings to the venue
Explanation:
Bring money to the night. Expect to spend it.
Rule 7
Rule 7 States: Sacrifice must be in the form of a bet on a greyhound
Explanation:
Competitors can only bet on greyhounds for the night.
Rule 8
Rule 8 States: Thou must place an offering upon any canine spied of dark colour with a crimson bib
Explanation:
If a competitor spies a black dog wearing a red bib, they must alert the others and place a bet on the dog, regardless of the odds. Greyhound Racing Victoria state in their code of practice that any dog listed as number 1 in a race must wear a red bib
Rule 9
Rule 9 States: Thou shalt preserve the memory of the night by taking wiht them at least one part of the premesis for prosperity
Explanation:
Before you leave the venue, you must steal something as a keepsake.
Rule 10
Rule 10 States: Upon completion of the night, the venue is considered "dodgy" and must not be used again
Explanation:
Once the night is over, participants cannot visit the same pub again. This is especially crucial if rule 9 provided something large, or of considerable value.
Future
As time goes on, and as more venues get improved, participants will find it harder to locate a suitable venue, however, as time goes on there will no doubt be more of these nights to be had by many people.
None of the participants are expected to know or understand greyhound form, with the entire night based on "name bets". Before the night is over, the participants are expected to remove a fixture or souvenier from the venue without being caught.
The nights are generally well regarded by those who attend and are fast becoming folklore amongst regular attendees.
History
Unfortunately an offical date cannot be established as to when the concept for dodgy night originated. The official start of the current incarnation occurred in September 2003, on the large TV in the sports bar at the Batemans Bay Soliders Club .
The current incarnation traditionally falls in the Victorian city of Melbourne, where it has gradually been increasing in frequency since 2005.
The Rules
The formulation of a dodgy night is not spontaneous. Rigerous planning and set rules must be adhered to. It is part of the dodgy night tradition. These rules have been developed over time and road tested by a group in Melbourne. A list of the official rules is below, complimented by a simple explanation.
Rule 1
Rule 1 States: Thou shalt select a venue of doubtful quality that has not been updated within the past 5 years.
Explanation:
A suitable venue must be selected by a participant that is a working class pub, that has working class clientel is in need of repair or simply looks old.
Rule 2
Rule 2 States: Thou shalt ensure that said venue offers an outlet of the Totalizer Agency Board (T.A.B.)
Explanation:
Without the ability to place a bet, there can be no dodgy night.
Rule 3
Rule 3 States: Upon selection of venue, thou shalt inform thy closest bretheren under which alignment of the moons in which to meet
Explanation:
Once a venue is picked, the participant / organiser should advise those that he wants to attend the date and time of the event.
Rule 4
Rule 4 States: The meeting time must be kept sacred. Members of the bretheren who fall more than 1/24 of a day outside of the scheduled meeting time shall be put to ridicule, and must buy a round
Explanation:
Don't be more than 1 hour late, or you have to buy a round.
Rule 5
Rule 5 States: Thou shalt drink naught but dodgy beer on tap
Explanation:
When drinking over the course of dodgy night, competitors should purchase the cheapest full strength beer on offer in the venue. Simple choices can be VB, Carlton Draught, Tooheys New or XXXX Bitter. Under no circumstances should a competitor put the dodginess at risk buy purchasing an imported beer.
Rule 6
Rule 6 States: Thou shalt ensure that each member of the bretheren offer as a sacrifice part of their weekly earnings to the venue
Explanation:
Bring money to the night. Expect to spend it.
Rule 7
Rule 7 States: Sacrifice must be in the form of a bet on a greyhound
Explanation:
Competitors can only bet on greyhounds for the night.
Rule 8
Rule 8 States: Thou must place an offering upon any canine spied of dark colour with a crimson bib
Explanation:
If a competitor spies a black dog wearing a red bib, they must alert the others and place a bet on the dog, regardless of the odds. Greyhound Racing Victoria state in their code of practice that any dog listed as number 1 in a race must wear a red bib
Rule 9
Rule 9 States: Thou shalt preserve the memory of the night by taking wiht them at least one part of the premesis for prosperity
Explanation:
Before you leave the venue, you must steal something as a keepsake.
Rule 10
Rule 10 States: Upon completion of the night, the venue is considered "dodgy" and must not be used again
Explanation:
Once the night is over, participants cannot visit the same pub again. This is especially crucial if rule 9 provided something large, or of considerable value.
Future
As time goes on, and as more venues get improved, participants will find it harder to locate a suitable venue, however, as time goes on there will no doubt be more of these nights to be had by many people.
Les Cousins Dangereux (a.k.a Dangerous Cousins) is a fictitious film that appears in the television series Arrested Development.
Originally a French film by Francois and Gerard Sasterne, it is about two cousins forced to hide their incestuous love for one another because it is forbidden. The film was later remade by Maeby Fünke as Almost Cousins for American audiences. While the original received great critical praise (Tim Goodman is quoted on its poster as calling it "a ‘relative’ masterpiece of complex eroticism"), the remake proved to not be as inspired, trying to circumvent controversy by explaining that the lead actors might not be cousins. This action proved to cause the film to lose much of the complex eroticism of the original and was cut down to a length of only 52 minutes. It did, however, receive some commercial success when religious groups protesting the film's themes inadvertently drew curious viewers into the theater.
The movie first appears in the episode "My Mother, The Car" as Maeby and George Michael watch the trailer. George Michael and Maeby go to see the movie (and are subsequently ejected from the theatre for being underage) in the episode Pier Pressure. George Michael also mentions his affinity for the film in Pier Pressure, in a conversation about obtaining fake passports from Gob to see the entire movie. George Michael wants his passport to be French because he "likes the way they think". Maeby's remake is featured in "Righteous Brothers" (season two) and George Michael's obsession with it is once again referred to in the third season (the episode "Mr. F") when his "Fun and Failure" poster is torn down to reveal a poster for the film.
The trailer introduces the movie with the voiceover "It was a love between two cousins that the world thought was wrong, but it was the world that was wrong..." and snippets of dialogue can be heard in the background while George Michael and Maeby are being ejected from the theatre:
Because of this movie, George Michael often notes that he "like the way think," referring to perceived loose morals with regards to incest in the French mindset.
Originally a French film by Francois and Gerard Sasterne, it is about two cousins forced to hide their incestuous love for one another because it is forbidden. The film was later remade by Maeby Fünke as Almost Cousins for American audiences. While the original received great critical praise (Tim Goodman is quoted on its poster as calling it "a ‘relative’ masterpiece of complex eroticism"), the remake proved to not be as inspired, trying to circumvent controversy by explaining that the lead actors might not be cousins. This action proved to cause the film to lose much of the complex eroticism of the original and was cut down to a length of only 52 minutes. It did, however, receive some commercial success when religious groups protesting the film's themes inadvertently drew curious viewers into the theater.
The movie first appears in the episode "My Mother, The Car" as Maeby and George Michael watch the trailer. George Michael and Maeby go to see the movie (and are subsequently ejected from the theatre for being underage) in the episode Pier Pressure. George Michael also mentions his affinity for the film in Pier Pressure, in a conversation about obtaining fake passports from Gob to see the entire movie. George Michael wants his passport to be French because he "likes the way they think". Maeby's remake is featured in "Righteous Brothers" (season two) and George Michael's obsession with it is once again referred to in the third season (the episode "Mr. F") when his "Fun and Failure" poster is torn down to reveal a poster for the film.
The trailer introduces the movie with the voiceover "It was a love between two cousins that the world thought was wrong, but it was the world that was wrong..." and snippets of dialogue can be heard in the background while George Michael and Maeby are being ejected from the theatre:
Because of this movie, George Michael often notes that he "like the way think," referring to perceived loose morals with regards to incest in the French mindset.
The Horadric Cube is a fictional item found in the video game Diablo II. Its primary purpose is to convert several plot-based artifacts into tools that allow the player to progress in the game. The cube offers many additional benefits, since it can convert a selection of common and rare items into other, more powerful items. These conversions follow set formulas called recipes.
Overview
The Cube is alluded to shortly after the opening of the game's second act. Deckard Cain, a Horadrim mage, explains that the ancient Horadrim created the Cube, along with other artifacts, to combat the Prime Evils during a period called the Sin Wars. Following the defeat of the Prime Evils, the Cube and the other Horadric artifacts were scattered so that, should the need arise again, humanity would have the tools it would need to battle evil again.
The Horadric Cube is found during the game's second Act. The Halls Of The Dead, located under the Dry Hills is the resting place of the Cube and it is heavily guarded.
Usage
The intended use of the Horadric Cube is transmutation, enabling the player to transmute, or change, one group of objects into something else. In terms of the plot of Diablo II, the cube plays a vital role, providing the only means by which the player can overcome an obstacle. Four artifacts must be retrieved and transmuted by the Cube into a weapon that the player can use to break a barrier to the next area of the game.
The cube has a TARDIS-like quality in that its external size is smaller than its internal size. This allows you to place more items in the cube's internal slots than the external slots that the cube requires to be stored itself. Specifically, while the cube only takes up four inventory spaces, there are twelve spaces for placing items inside the cube. This curious manipulation of physics gives the Cube its second, unintended purpose: the player's suitcase. Many players use the Cube not only for its transmutative powers but as general carrying storage. Since the Cube does not automatically empty when its interface is closed, and will only transmute its contents on command from the player, it is a common strategy to carry around extra materials inside the Cube. The trade-off is a good deal for the player, giving portable access to twelve inventory spaces while only taking up four in the player's inventory.
Recipes
Below are some basic "recipes" used with the Horadric Cube. This is hardly an exhaustive list, but rather illustrates the transmutive properties of the cube.
Negative Output
Generally, cube transactions, such as they are, require more input than one can expect in the output. Examples of such "negative output" transactions would be:
Three magical amulets can be transmuted into a single magic ring.
Inversely, three magic rings can be transmuted into a single amulet.
Even Output
Other cube recipes yield approximately equal results to the materials required. These "trade off" recipes can be very useful in terms of gameplay, but are still rather inefficient uses of resources. As an illustration, placing three like gemstones (same type and quality) into the cube for transmutation yields a single stone of the next higher grade. Admittedly, this is the only reliable source for higher-quality stones, yield is still one third that of input.
Another example of recipes that are reasonably fair in their trades had been the one involving rejuvenation potions. Transmuting three each of health and mana potions yields a single partial rejuvenation potion. Three partial rejuvenation potions can be transmuted into a single full rejuvenation potion. Arguably, this transaction is relatively balanced in terms of input and output, since it involves the combination of smaller potions into more effective single doses. However, this recipe became a Negative Output recipe with the addition of the Diablo II expansion pack, Lord of Destruction. Now, in addition to the six potions, a valuable chipped gem is required, making the formerly even exchange a negative output transaction.
Positive Output
Finally, a few positive output transactions do exist. Such recipes include:
Six "perfect" quality gemstones, one of each type, and an amulet will add 16-25% resistance to all damage types to the amulet. While some other recipes replace the item with another (or rewrite its specifications)
Overall, the Horadric Cube is not a materials generator; one can never expect to gain more from the device than it is given, but it can be a very useful means for players to acquire rare or enhanced materials.
Overview
The Cube is alluded to shortly after the opening of the game's second act. Deckard Cain, a Horadrim mage, explains that the ancient Horadrim created the Cube, along with other artifacts, to combat the Prime Evils during a period called the Sin Wars. Following the defeat of the Prime Evils, the Cube and the other Horadric artifacts were scattered so that, should the need arise again, humanity would have the tools it would need to battle evil again.
The Horadric Cube is found during the game's second Act. The Halls Of The Dead, located under the Dry Hills is the resting place of the Cube and it is heavily guarded.
Usage
The intended use of the Horadric Cube is transmutation, enabling the player to transmute, or change, one group of objects into something else. In terms of the plot of Diablo II, the cube plays a vital role, providing the only means by which the player can overcome an obstacle. Four artifacts must be retrieved and transmuted by the Cube into a weapon that the player can use to break a barrier to the next area of the game.
The cube has a TARDIS-like quality in that its external size is smaller than its internal size. This allows you to place more items in the cube's internal slots than the external slots that the cube requires to be stored itself. Specifically, while the cube only takes up four inventory spaces, there are twelve spaces for placing items inside the cube. This curious manipulation of physics gives the Cube its second, unintended purpose: the player's suitcase. Many players use the Cube not only for its transmutative powers but as general carrying storage. Since the Cube does not automatically empty when its interface is closed, and will only transmute its contents on command from the player, it is a common strategy to carry around extra materials inside the Cube. The trade-off is a good deal for the player, giving portable access to twelve inventory spaces while only taking up four in the player's inventory.
Recipes
Below are some basic "recipes" used with the Horadric Cube. This is hardly an exhaustive list, but rather illustrates the transmutive properties of the cube.
Negative Output
Generally, cube transactions, such as they are, require more input than one can expect in the output. Examples of such "negative output" transactions would be:
Three magical amulets can be transmuted into a single magic ring.
Inversely, three magic rings can be transmuted into a single amulet.
Even Output
Other cube recipes yield approximately equal results to the materials required. These "trade off" recipes can be very useful in terms of gameplay, but are still rather inefficient uses of resources. As an illustration, placing three like gemstones (same type and quality) into the cube for transmutation yields a single stone of the next higher grade. Admittedly, this is the only reliable source for higher-quality stones, yield is still one third that of input.
Another example of recipes that are reasonably fair in their trades had been the one involving rejuvenation potions. Transmuting three each of health and mana potions yields a single partial rejuvenation potion. Three partial rejuvenation potions can be transmuted into a single full rejuvenation potion. Arguably, this transaction is relatively balanced in terms of input and output, since it involves the combination of smaller potions into more effective single doses. However, this recipe became a Negative Output recipe with the addition of the Diablo II expansion pack, Lord of Destruction. Now, in addition to the six potions, a valuable chipped gem is required, making the formerly even exchange a negative output transaction.
Positive Output
Finally, a few positive output transactions do exist. Such recipes include:
Six "perfect" quality gemstones, one of each type, and an amulet will add 16-25% resistance to all damage types to the amulet. While some other recipes replace the item with another (or rewrite its specifications)
Overall, the Horadric Cube is not a materials generator; one can never expect to gain more from the device than it is given, but it can be a very useful means for players to acquire rare or enhanced materials.
Invisible paint appears in modern fiction as a magic substance. When painted on things, the objects disappear. It has appeared in The Learning Company's game as well as in the 1964 Looney Tunes cartoon War and Pieces. It has also been used in Disney's cartoon television show Tale Spin. The most recent appearance is the SpongeBob SquarePants episode Pranks a Lot. In Enid Blyton's Wishing Chair series (1937) the Wishing Chair is painted with invisible paint then repainted to make it visible again. As the children are using the invisible paint to make the chair visible again they run out of paint, leaving what appears to be a small hole in the back rest. The hole can be seen through but is solid to the touch.