Monday, January 11, 2010

Monday, December 21, 2009

party games for Reina's B-day!

Plenty Questions

One player thinks of something, any noun from "Niagra Falls" to "a subway token" to "existentialism". Other players try to figure out what it is by guessing other nouns. To the first guess, the player will say "no it's not" (or else it was a very lucky guess; start again!). To all subsequent guesses the answer is either "warmer" or "colder" (or occasionally "same temperature"), depending on whether in their judgement the latest guess is closer, in whatever sense they can figure, to the correct answer than the previous closest guess. We've sometimes taken to saying this more explicitly to make it easier to follow, e.g. [with the noun "oyster"] "Is it a steamroller?" "No, it's not." "Babe Ruth?" "Babe Ruth is closer than steamroller". "um... jalapeno?" "Jalapeno is farther than Babe Ruth." "Possum?" "Possum is closer than Babe Ruth"...

Sprouts

A number of dots are placed randomly on a page. Players alternate connecting two dots, and adding a new dot somewhere along the line they've just added. Lines may not cross other lines. Once a dot has three lines coming to into it, it's "full" and no more may be drawn to it. The last player who can add a line wins.

Hush Little Baby

Sing the lullaby, passing it from one person to another while adding on new verses without breaking rhythm: "Hush little baby, don't say a word; Mama's gonna buy you a mockingbird." "And if that mockingbird gets hoarse, Mama's gonna buy you a nice golf course." "And if that golf course fills with divots, Mama's gonna buy you a pair of civets." "And if those civets lose their scent, Mama's gonna buy you a tenament." "And if that tenament get mice..." Etc.

Telephone Oracle

People sit in a circle, each with a pen and a sheet of paper. Write down a question you want to Ask The Oracle at the top of your sheet and pass the paper to the person on your left. Answer the question handed to you in any plausible way, fold the page so only the answer is visible, and pass it on. When you're passed an answer, write down a question you think that might be the answer to, fold so only the question is visible, and pass it on. Repeat until the page is filled (taking care to end on an answer), unfold, and read the Original Question and Oracle's Answer, and then the chain of 'reasoning'.

The Name Game

Everyone gets N slips of paper (usually 8 or 16) and writes on them names of (somewhat) famous people. They may be real or fictional, dead or alive, even nonhuman, but must be well-known enough that at least some of the other players likely know of them--or, if you're not certain of that, should have a straightforward name like April Smith. Into the hat go all the names, and the clueing begins. The randomly-chosen starting player will have 30 seconds to get the person to their left to say the name on a randomly-drawn slip (and if they succeed with time to spare, continue with a 2nd slip, etc.). You may clue a name by saying anything you wish as long as it doesn't involve saying any names (of persons real or fictional, living or dead... i.e. any names that could be written on a slip. You _may_ say movie names, place names, etc, as long as they don't contain a character's name...). When time's up, both cluer and guesser get one point for each correctly gotten; any unfinished slip goes back into the hat. (If a cluer accidentally says a name, that slip is put back and another is drawn). Then play passes to the left; the guesser is now the cluer and a new person is guessing. Once you've gone all round the circle giving to the person immediately next to you, continue by cluing to the person _two_ away from you, until eventually everyone has clued to everyone else.

Place Game

The Name Game with places, real or fictional.

Similies

Players write down several nouns on pieces of paper (anywhere from two to ten), half of which are concrete objects (toothpaste, submarines, caffeine, etc), the other half of which are abstract concepts (time, paranoia, justice...).

The papers are put into two piles, one of each type of noun. The top of each pile gets turned over, and players call out as many reasons as they can for why the one noun is like the other. Usually after two minutes no one can think of any more similarities, so the next two slips are turned over. No scoring, just mutual appreciation of each others' lateral thinking.

Mnemonic Story

Have letters available (scrabble? generate own set?); remove six to ten and start a story with a sentence that acronyms to those letters:

HLWATECOM: Hurricane Louie was approaching the eastern coast of Maryland Continue drawing and add on to the story, trying to make as much sense as possible.

Make each player take turns?
Have players race to see who can come up with a sentence first?
Let players choose the order of the letters?

Categories

The first player names a category, such as "places" or "things with feet". All the others write something that fits in this category on sheets of paper, and hand them in to the first player, who then reads each of them aloud clearly two or three times. Beginning with the next person on the left, everyone but the first player makes a guess at what one person in the circle wrote. If wrong, play passes to the next person. If correct, the person guessed is out of this round, and the guessee goes again. Last remaining person wins. The next round, there's a new first player (we usually just go around the circle once or twice). For a memory challenge, and to prevent people from being eliminated immediately, you may want to have everyone write two items on two slips of paper.

Comparatives

Write lots of comparative adjectives (bigger, quicker, calmer,...) on slips of paper. Draw them out two at a time and try to fit a saying to the words, along the lines of "The Bigger they are, The Harder they fall."

Limerick to Death

Players sit in a circle. Words are placed on pieces of paper in a hat. The (arbitarily-chosen) first person draws a word out of a hat and says a line ending with that word with the correct scansion to be the first line of a limerick. The next player adds line two, and so on. When the limerick is done the sixth person picks a new word and the process repeats. If someone can't come up with a line within a few seconds, or comes up with one which is generally thought bad (a chorus of buzzer-sounds being the way to express discontent), they're out, and that limerick ends there. The next person draws a new word and starts again. Play continues until only one person is left (by some traditions the survivor must prove theirself worthy by drawing a word and coming up with an entire limerick). The "to Death" suffix refers to a theater-game way of playing this, where once a person goes out, they must act out their "death" due to something suggested by anyone in the group (e.g. death by sneezing, death by Chicken McNuggets, or death by geography)

Knots

At least five people (eight is good) stand in a circle, hands in and touching in the center. On 'go!' everybody scrambles hands and grabs onto two. Getting untangled without letting go of the two hands you're holding is the group goal. Climbing over, under and around are encouraged - and necessary!

Patterns

One person leaves the room, and the remaining people decide on a pattern they'll use in answering. When the 'it' is called back in, she asks questions and meta-questions (though the latter are discouraged) to figure out the pattern. [I don't think this game is as much fun for the rest of the people as it is for 'it', unless 'it' is very silly or clever.] A variant, called 'Proverbs', involves the people choosing a proverb, and answering each succeeding question in a sentence that includes the next word in the proverb, until 'it' figures out the proverb.

Charades (regular / full concept / quotation)

The full-concept variant of charades requires that the mimer describe only the entire answer, not words or syllables. The quotation version involves charading an entire (brief) quotation from Bartlett's or some other source.

Chain-Link Murder

Four people are chosen, and leave the room. Everyone remaining decides on an occupation (of the victim), a nongeographic location, and a method of murder. For example, an altar boy, in a blimp, by being baked into a pie. The first person is called back into the room and told these three things. Then person 2 is called back, and person 1 must charade the occupation, location, and method to them, one at a time. Neither person 1 nor 2 is allowed to say _anything_, except person 2 says "got it" when they think they understand what 1 is trying to charade. When 2 thinks they know each of the three things, 3 is called in and 2 must now charade to 3, just as 1 did to them. Finally 4 is called in, 3 charades to 4, and 4 gets to deliver the results of their investigation: "the victim was a blind cabdriver, in a submarine, killed by paper cut" (or whatever)

Encore (songs w/ word)

Players sit in two groups. After a suitable word is agreed on (like, cats) the two teams alternate naming song titles with that word in it. Anyone on the team may answer, but if no one on a team comes up with an appropriate title within five seconds, the other team gets the point.

Storytelling

Players make up a story. A person adds as much to the tale as they wish, after which they may indicate a new bard, or just continue around a circle. In one variant, the teller must stop as soon as the person on their left shouts out a word. The person on their right then takes over, and must include that word in the story as soon as possible, while trying to keep the story coherent.

Story acting-out

An addition to storytelling, where other players stand in a 'stage' area acting out whatever the bard(s) say[s]

Fictionary

Marketed as 'Balderdash', this game requires no more than a dictionary, paper, and pencils. Players rotate being 'it'. 'It' looks through the dictionary, finding an obscure word (but one with some relatively simple definition; no rare diseases of lower mollusks) which none of the other players know the definition of. 'It' writes the definition of the word on hir piece of paper, while the others make up likely-sounding definitions on theirs. All sheets are given to 'it', who shuffles them and reads them all. Players vote on which they think is the true definition. A player gets a point for guessing right, and for tricking others into guessing their spurious definition. 'It' does not receive points. // Poem/Bible/Shakespeare fictionary

Darling, if you love me

"...won't you please, PLEASE, smile?" completes the quote. Players sit in a circle with 'it' in the center. 'It' tries to make another player, of hir choosing, break into a smile by saying that sentence to them, in whatever manner they feel may provoke the response. If 'it' succeeds, the laugher becomes the new 'it', else 'it' must try again on a new victim.

Pavlov

One person leaves the room; others decide what action to make them perform when they return. The only method they have to communicate with the person is by blowing awhistle when they do something wrong, or perhaps clapping when they do something right.

Questions

As described in Tom Stoppard's play Rosencrantz and Guildenstern are Dead, the object of this two-player game is to have a conversation involving only questions. As described in the play, scoring is as in tennis. Statements, repeating questions, rhetoric and non sequiters, if caught by the other player, count as 'out's.

Passing patterns (I give the fork to you knowingly)

One person starts passing an object to another person, making some statement as he does. He does this several times, sometimes saying different things, and then invites the others to try passing the object and saying things. When the others do, he tells them whether they're wrong or not in their statements. As more people figure out the pattern, they too can state whether or not someone has spoken correctly, but final judgement always rests with the original person. There are generally only a few of these, with specific patterns, but it might be possible to come up with more on the spur of the moment and I've just never played that way. My experience is limited only to patterns like, "I give you the ball hurriedly", "I take the ball, dip it in liquid nitrogen, throw it against a wall, stack the pieces in a pile with the smallest on the top and sell it to a museum. Who has the ball?", or the related family that doesn't involve actually passing things, like "My Aunt Emma", or "How many fingers am I holding up?"

Zeugma

Try to come up with funny examples of zeugma. Some samples: "He stole the show and my wallet", "I grew alfalfa and bored", "Do you have a cold, or a sister?"

Movie portmanteau

String together movie titles! My Favorite Year of Living Dangerous Liasons; A Star is Born Free Willy Wonka and the Chocolate Factory

The Movie Project

Two (or n) people take turns saying an actron and a movie they appeard in. The first person has no restrictions, but after that, succeeding people must name a different actron who was in the previous movie, and a different movie that that person appeared in. Example: "Sigourney Weaver, _Working_Girl_" "Harrison Ford, _Star_Wars_" "Alec Guinness, . . . .

Adverbs

Everybody exc. 'it' picks an adverb. It asks people to do things in the style of that adverb.

Password

Like the game show. Two (or more?) teams of two play against each other. One member of each team starts out as the receiver. The others, the givers, agree on a word they will try to get the receivers to say. Once they select a word, the team farther behind has the option of going first, or letting the other team do so. The givers take turns saying one word to their partner; their partner says one word in return. The givers can't say the target word outright, or any part/form of it. They have to rely on word association to get the point across. If the receiver responds with the correct word, or a close variant ("end" instead of "ending", e.g.) that team wins the point. Play until happy.

Counting up to 20

A group sits in a circle facing outward, so they can't see each other (or play in a darkened room). The goal is to count to twenty. At any time anyone may start by saying, "one". At any time thereafter someone else can say "two", and so on. One person can't call out two numbers in a row. If two people try to say a number simultaneously, counting has to begin again from one.

Blob

Tag where 'it' is a blob who absorbs those it touches, until a huge string of people are chasing a few survivors.

Mirror

One person tries to simultaneously mirror what they other person is doing

Slideshow

Three people agree on a topic for their slides. Then two of them strike a pose; the third has to explain immediately what's going on in this slide; that person then says "click" and the two change to a new 'slide'.


Spread scrabble letters out on a table face down. Turn twenty of them up, and everyone simultaneously looks for words in them, calling out the word as they see it and taking the letters. They must fit this word in to any words they have previously grabbed, as if they are building their own little scrabble-board. When the 20 letters are gone or everyone gives up trying to find new words out of them, twenty more are turned over. Score based on the number of words of different lengths in each players finished grid. Spread scrabble letters out in the center of a table face down. Turn one of them face up, then another and another. As soon as someone sees a word that they can make with those letters (decide on a 3 or 4 letter minimum), they call it out and 'win' that word, which goes to the table in front of them. The game continues like this, with the additional rule that you may call out a word that is made from letters from the center of the table and all the letters of a word you've already won, anagramming as necessary into one new word. For example, if you've already won HEW and you see the letters AL on the table, you can call out 'WHALE' and build that word using the five letters.


Everybody but 'it' follows the leader; it tries to find the leader


How Many Synonyms for "Location" (etc) can you think of?


Segregation

Michael Bernstein sent Jed the following:

have you ever played a game called "segregation"? Get a group together; divide them along some criterion. either tell the larger group what the criterion is, and then restrict the types of questions that members of the smaller group can ask, or don't tell anyone, and the goal is for the smaller group to figure out what the criterion is. if the larger group knows the criterion, tell the smaller group members that they can't ask the same person questions twice in a row. if nobody knows the criterion, people will have to circulate anyway. and make sure members of the minority group don't go around together -- the game can only be won by an individual, even though working within the group would be more efficient. the criterion, by the way, should not be anything obvious on the surface, so the person picking the criterion and dividing the group should know the players reasonably well. it's ok to make some mistakes, though, since that mirrors real life.


Stand-Off (New Games)

Two players stand facing each other, feet together, hands out, palms touching the other player's. The palms are the only parts of the players bodies which may touch. They try to throw each other off balance, either by pushing or suddenly not pushing, drawing back in an attempt to cause the other to topple forward.

Aura (New Games)

Two people stand facing each other at arm's length. They touch right palms together and close their eyes. Then they drop their arms, turn around three times, and try to re-touch palms without opening their eyes.

Dragon's Tail (New Games)

A group of people line up, hands around the waist of the person ahead of them. The person on the end tucks a handkerchief into their pocket. The 'head' then tries to chase the 'tail', while the tail attempts to avoid being caught. Or, if there are enough people for two dragons, they each try to catch the other's tail while protecting their own.

Stand Up (New Games)

People (2 to ??) sit back to back, arms linked, and try to stand!

Go-Tag (New Games)

People squat in a line, alternate players facing opposite directions. The person at one end is the first runner, and may run around the line group clockwise or counter. At the other end is first chaser, who may start running either way, but must then stick to that direction. As the chaser runs round the track, they may tap the back of any squatting player and shout 'Go!' This person is the new chaser, and the old chaser takes their place. When the runner is finally tagged, they go to one end of the line, the person at the other end is new chaser, and the tagger is the new runner.

Fox and Hounds (New Games)

This requires three balls, two similar (hounds), and another to be fox. Players stand in a circle, passing the balls. Hounds can only be passed to a neighbor, while foxes can be thrown across the circle as well. (It's good practice to make eye contact and yell 'Fox!' before throwing the fox to someone)

Islands (New Games)

Put a frisbee or three on the ground and have people wander around them (singing? chanting?) When the referee shouts "Go!" everyone tries to touch a frisbee. The last person to touch one is out, and any people who touch other people while trying to get to the island are out also (along with the person they touched)

Spirals (New Games)

People join hands in a circle. One person releases the hand of a neighbor and begins to walk around the circle, pulling the others behind, spiralling around tighter and tighter. When sufficiently twisted, the spiral unwinds outward from the center, with the middle person threading their way outward, pulling the rest of the group behind.

Toe Fencing (New Games)

Two people face each other, and remain holding hands throughout the game. They try to tap (not squash) the tops of the others toes. Three taps wins!

Human spring (New Games)

A 2-player trust game - they stand a few feet apart and fall in toward each other, springing back off each others palms. Then take a small step back and try again.

Triangle Tag (New Games)

Three people stand armslength apart, and grasp hands to form a triangle. A fourth person tries to tag a specific member of the trio, while the triangle tries to spin around to prevent this. No tags may be made on the arms or legs, or across the triangle - only from outside.

Wednesday, December 2, 2009

Mapeh...

The exact origins of tango—both the dance and the word itself—are lost in myth and an unrecorded history. The generally accepted theory is that in the mid-1800s, African slaves were brought to Argentina and began to influence the local culture. The word "tango" may be straightforwardly African in origin, meaning "closed place" or "reserved ground." Or it may derive from Portuguese (and from the Latin verb tanguere, to touch) and was picked up by Africans on the slave ships. Whatever its origin, the word "tango" acquired the standard meaning of the place where African slaves and free blacks gathered to dance.

Argentina was undergoing a massive immigration during the later part of the 1800s and early 1900s. In 1869, Buenos Aires had a population of 180,000. By 1914, its population was 1.5 million. The intermixing of African, Spanish, Italian, British, Polish, Russian and native-born Argentines resulted in a melting pot of cultures, and each borrowed dance and music from one another. Traditional polkas, waltzes and mazurkas were mixed with the popular habanera from Cuba and the candombe rhythms from Africa.

Most immigrants were single men hoping to earn their fortunes in this newly expanding country. They were typically poor and desperate, hoping to make enough money to return to Europe or bring their families to Argentina. The evolution of tango reflects their profound sense of loss and longing for the people and places they left behind.

Most likely the tango was born in African-Argentine dance venues attended by compadritos, young men, mostly native born and poor, who liked to dress in slouch hats, loosely tied neckerchiefs and high-heeled boots with knives tucked casually into their belts. The compadritos took the tango back to the Corrales Viejos—the slaughterhouse district of Buenos Aires—and introduced it in various low-life establishments where dancing took place: bars, dance halls and brothels. It was here that the African rhythms met the Argentine milonga music (a fast-paced polka) and soon new steps were invented and took hold.

Although high society looked down upon the activities in the barrios, well-heeled sons of the porteño oligarchy were not averse to slumming. Eventually, everyone found out about the tango and, by the beginning of the twentieth century, the tango as both a dance and as an embryonic form of popular music had established a firm foothold in the fast-expanding city of its birth. It soon spread to provincial towns of Argentina and across the River Plate to Montevideo, the capital of Uruguay, where it became as much a part of the urban culture as in Buenos Aires.

The worldwide spread of the tango came in the early 1900s when wealthy sons of Argentine society families made their way to Paris and introduced the tango into a society eager for innovation and not entirely averse to the risqué nature of the dance or dancing with young, wealthy Latin men. By 1913, the tango had become an international phenomenon in Paris, London and New York. There were tango teas, tango train excursions and even tango colors—most notably orange. The Argentine elite who had shunned the tango were now forced into accepting it with national pride.

The tango spread worldwide throughout the 1920s and 1930s. The dance appeared in movies and tango singers traveled the world. By the 1930s, the Golden Age of Argentina was beginning. The country became one of the ten richest nations in the world and music, poetry and culture flourished. The tango came to be a fundamental expression of Argentine culture, and the Golden Age lasted through the 1940s and 1950s.

Tango's fortunes have always been tied to economic conditions and this was very true in the 1950s. During this time, as political repression developed, lyrics reflected political feelings until they started to be banned as subversive. The dance and its music went underground as large dance venues were closed and large gatherings in general were prohibited. The tango survived in smaller, unpublicized venues and in the hearts of the people.

The necessity of going underground combined with the eventual invasion of rock and roll sent the tango into decline until the mid-1980s when the stage show Tango Argentino opened in Paris. Once again Paris was ground zero for igniting tango excitement worldwide. The show toured the world and stimulated a revival in Europe, North America and Japan that we are part of today.



And carry on with our performance!! wohoo!

social studies...

Lorenzo, groomed for power, assumed a leading role in the state upon the death of his father in 1469, when Lorenzo was twenty. Lorenzo had little success in running the bank, and its assets contracted seriously during the course of his lifetime.

Bust of Lorenzo de' Medici by Verrocchio

Lorenzo, like his grandfather, father and son ruled Florence indirectly, through surrogates in the city councils, through threats, payoffs, and strategic marriages — all the tools of despotism.[citation needed] Although Florence flourished under Lorenzo's rule, he effectively ruled as a despot and people had little political freedom.[2] It was inevitable that rival Florentine families should harbor resentments over the Medici's dominance, and enemies of the Medici remained a factor in Florentine life long after Lorenzo's passing.[citation needed]

On Easter Sunday, April 26, 1478, in an incident called the Pazzi Conspiracy, a group including members of the Pazzi family, backed by the Archbishop of Pisa and his patron Pope Sixtus IV, attacked Lorenzo and his brother and co-ruler Giuliano in the Cathedral of Florence. Lorenzo was stabbed but escaped; however the attackers managed to kill Giuliano. The conspiracy was brutally put down by such measures as the lynching of the Archbishop of Pisa and the death of most of the Pazzi family.

In the aftermath of the Pazzi Conspiracy and the punishment of Pope Sixtus IV's supporters, the Medici and Florence suffered from the wrath of the Vatican. The Papacy seized all the Medici assets Sixtus IV could find, excommunicated Lorenzo and the entire government of Florence, and ultimately put the entire Florentine city-state under interdict. When that had little effect, Sixtus IV formed a military alliance with King Ferdinand I of Naples, whose son, Alfonso, Duke of Calabria led an invasion of the Florentine Republic.

A. Pucci, Lorenzo de Medici and F. Sassetti

Lorenzo rallied the citizens. However, with little help being provided by the traditional Medici allies in Bologna and Milan (the latter being convulsed by power struggles among the Milanese ruling family, the Sforza), the war dragged on, and only diplomacy by Lorenzo, who personally traveled to Naples, ultimately resolved the crisis. This success enabled Lorenzo to secure constitutional changes within the Florentine Republic's government that only further enhanced his own power.

Thereafter, Lorenzo, like his grandfather Cosimo de' Medici, pursued a policy of maintaining both peace and a balance of power between the northern Italian states and of keeping the other major European states like France and the Holy Roman Empire's Habsburg rulers out of Italy. Lorenzo maintained good relations with Sultan Mehmed II of the Ottoman Empire, as the Florentine maritime trade with the Ottomans was a major source of wealth for the Medici

Renaissance

Lorenzo's court included artists such as Piero and Antonio del Pollaiuolo, Andrea del Verrocchio, Leonardo da Vinci, Sandro Botticelli, Domenico Ghirlandaio, and Michelangelo Buonarroti who were involved in the 15th century Renaissance. Although he did not commission many works himself, he helped them secure commissions from other patrons. Michelangelo lived with Lorenzo and his family for several years, dining at the family table and attending meetings of the Neo-Platonic Academy.

Lorenzo was an artist himself, writing poetry in his native Tuscan. In his poetry he celebrates life even while—particularly in his later works—acknowledging with melancholy the fragility and instability of the human condition. Love, feasts and light dominate his verse.

Cosimo had started the collection of books which became the Medici Library (also called the Laurentian Library) and Lorenzo expanded it. Lorenzo's agents retrieved from the East large numbers of classical works, and he employed a large workshop to copy his books and disseminate their content across Europe. He supported the development of humanism through his circle of scholarly friends who studied Greek philosophers, and attempted to merge the ideas of Plato with Christianity; among this group were the philosophers Marsilio Ficino, Poliziano and Giovanni Pico della Mirandola.



Later years

A posthumous portrait of Lorenzo by Giorgio Vasari

During his tenure, several branches of the family bank collapsed because of bad loans, and, in later years, he got into financial difficulties and resorted to mis-appropriating trust and state funds.

Toward the end of Lorenzo's life, Florence came under the spell of Savonarola, who believed Christians had strayed too far into Greco-Roman culture. Lorenzo played a role in bringing Savonarola to Florence.

Lorenzo de' Medici died during the night of April 8/9, 1492, at the long-time family villa of Careggi (Florentine reckoning considers days to begin at sunset, so his death date is the 9th in that reckoning). Savonarola visited Lorenzo on his death bed. The rumor that Savonarola damned Lorenzo on his deathbed has been refuted by Roberto Ridolfi in his book, Vita di Girolamo Savonarola. Letters written by witnesses to Lorenzo's death report Lorenzo died a consoled man, on account of the blessing Savonarola gave him. As Lorenzo died, the tower of the church of Santa Reparata was allegedly struck by lightning. He and his brother Giuliano are buried in a chapel designed by Michelangelo, the New Sacristy; it is located adjacent to the north transept of the Church of San Lorenzo and is reached by passing through the main Capella di Medici; the chapel is ornamented with famous sculptures, and some of the original working drawings of Michelangelo can still be distinguished on two of the walls.

He died at the dawn of "The Age of Exploration"; Christopher Columbus would reach the "New World" only six months later. With his death, the center of the Italian Renaissance shifted from Florence to Rome, where it would remain for the next century and beyond.


He is known for being a Patron of Literature and Arts

Tuesday, November 24, 2009

to morgan!!!

ikaw na lay pili sa parts nga imong i visualize...

ako na lang atong last 2 parts ....malouy ko nimo!!! T.T hehehe

The energy sequence of the first 24 subshells is given in the following table. Each cell represents a subshell with n and \ell given by its row and column indices, respectively. The number in the cell is the subshell's position in the sequence. Empty cells represent sublevels that do not exist.


s p d f g
1 1



2 2 3


3 4 5 7

4 6 8 10 13
5 9 11 14 17 21
6 12 15 18 22 26
7 16 19 23 27 31 morgan table ni!! important part!
8 20 24 28 32 36

3rd

Orbitals and orbits

When the a planet moves around the sun, you can plot a definite path for it which is called an orbit. A simple view of the atom looks similar and you may have pictured the electrons as orbiting around the nucleus. The truth is different, and electrons in fact inhabit regions of space known as orbitals.

Orbits and orbitals sound similar, but they have quite different meanings. It is essential that you understand the difference between them.

About Me

An all-sporter chubby!not fat! friendly smiling nerdy hard worker independent generous I'm not bragging!!