Showing posts with label USA. Show all posts
Showing posts with label USA. Show all posts

Vacationing In Virginia Beach, VA, USA

Virginia Beach, Virginia is a popular vacation destination, not only because it has something for everyone, but because of its location. Vacationers traveling from areas in and around Virginia and its surrounding states can drive to Virginia Beach within four to seven hours, while others may have slightly longer drives.
If vacationers decide to fly, the airport at Norfolk, VA, offers convenient shuttle flight service directly to Virginia Beach. So, getting there is no problem.
Virginia Beach cannot be “pigeonholed” as a particular type of destination (i.e., “party” beach, “family” beach, “senior citizen” destination, etc.) because EVERYONE who comes to Virginia Beach will find something to do. Singles and/or childless couples can enjoy a varied nightlife, while families will find a multitude of “kid-friendly” attractions.
Families with young children will be able to stay in motels or hotels that provide “kiddie” pools and other amenities for smaller children, and will usually be located within walking distance of family-friendly restaurants. Older children can take advantage of the an amusement park, numerous miniature golf courses, and other activities. Teens will find activities that are designed with their interests in mind, but are fun and safe for everyone. 
And, of course, there’s the beach. Virginia Beach prides itself on the cleanliness of its beach areas, and offers enough water sports and activities to keep even the most active person busy for an entire day.
Lodging accommodations are plentiful, and vary in price depending on location. Hotels and motels that are on or very near the beach will, of course, be more expensive, while those that are located “off the beaten path” so to speak will be more economical. A little research will lead one to accommodations that fit any budget.
Anyone choosing Virginia Beach as a vacation destination will not be disappointed. Remember that Virginia and Virginia Beach is still in the South, and “Southern hospitality” still reigns.

Planning A Beach Vacation?

What type of planning is necessary for a beach vacation? Enough so that there will be an approximate idea of expenses, which can be budgeted for accordingly, and an awareness of any pending weather conditions.
The majority of a vacation budget will be spent on lodging. Hotels, motels, and condos located directly on the beach are going to be much more expensive as those that are located even right across the road. They may be more convenient as to beach access, but sometimes that “perk” is offset by the extra money that could have been spent.
Beach Umbrella
Accommodations that are a little further from the beach will definitely be cheaper, and most of them are just as nice as the ones on the beach. Most of them will either have some type of beach access, even if they are located across the road from the beach, or will be close to a public beach area. 
More and more people are choosing to camp in some of the many State parks that are located near beach areas. There are sites for recreational vehicles as well as tents.
Food CAN take a major chunk out of vacation, but it doesn’t have to. Continental breakfasts are offered by most motels and hotels, and are almost always free.
From there, consider letting lunch be the “main meal” of the day. Lunch specials at restaurants are almost always cheaper than the dinner selections, and the portions, while smaller, are almost always enough to satisfy an appetite.
Dinner can be any leftovers that were brought back to the motel or hotel room and placed in the in-room refrigerator, sandwiches, or even delivery pizza.
At least one week before a planned vacation, especially during hurricane season, start monitoring the weather channel. If a tropical storm or hurricane are forecast, constant diligence to daily updates will help with the decision of whether or not it might be best to postpone the vacation. 

Beaches Of The Los Angeles Area

While the Los Angeles area is famous for a number of attractions, some of the most overlooked places to visit in the region are the sites that first attracted people to Southern California, the beaches. Southern California is known for its long sandy beaches, extremely hospitible weather and of course the people that head outdoors to enjoy both of those. The commercial development in the Los Angeles area keeps coming up with new attractions to compete with the natural attractions of the great outdoors. Despite this, the beaches of the Los Angeles area are still deserving of their place as a popular destination for both locals and visitors from outside the region. There are a number of beaches in the area to choose from, here are some of the more popular ones.

DOCKWEILER BEACH

One of the more unique beaches in the Los Angeles area, Dockweiler Beach is a state beach and falls under the protection of the state park system. Dockweiler Beach is located near Los Angeles International Airport and borders against El Segundo. The beach has wonderful swimming areas and is popular with both locals and those from outside the region. The most unique feature of Dockweiler Beach is that it one of the very few beaches in the Los Angeles area that allows both bonfires and campfires. This makes it a fabulous location for picnicking and outdoor barbecues.

EL MATADOR BEACH

El Matador Beach is one of the hidden treasures in the Los Angeles area, as hidden as any coastal attraction can be in Southern California. One of the few beaches in the area with sea caves and large rock formations to explore, El Matador Beach is also a popular destination for photographers. It is known as one of the more uniquely beautiful beaches in the area and is very popular with residents of the area. The beach is located at the base of a cliff, so it is a little bit of a climb down to the sand. The fact that it is a little harder to access does make for it being a little less crowded. As opposed to most beaches in the Los Angeles area, there are no surrounding businesses or restaurants, so visitors should remember to pack their own meals and refreshments if planning an extended stay. El Matador Beach has earned a reputation as a popular destination for both body boarders and body surfers.

MANHATTAN BEACH

The beaches in the Manhattan Beach area are known for their long sandy stretches and for the fact that they can be accessed from a large number of points. The Manhattan Beach Pier is a popular location for sightseers to come and view the local scenery. The beach is popular with locals and is a great place for playing in the surf and relaxing on the sand. Manhattan Beach is widely known as one of the better surfing areas in the region.

PARADISE COVE

Located in Malibu, Paradise Cove is familiar looking to many fans of both television and movies. Many of the 1960s beach movies were filmed at Paradise Cove and even to this day it continues to be a popular filming location. Paradise Cove is a private beach and there is a charge to park at and access the beach area. There is a restaurant and a pier located on the beach and it is not uncommon to find a wide variety of celebrities in the area from time to time. The beach and the surrounding area are beautiful and are popular with photographers and sightseers alike.

REDONDO BEACH

Visitors to Redondo Beach can enjoy walking along The Strand, a paved path that leads walkers and bikers along the entire length of the beach area, and viewing beautiful scenery and interesting people. One of the highlights of the area is the Municipal Pier, sometimes called the Redondo Beach Pier, which is home to a number of eating establishments and shops. Fans of the Fox Television series "The O.C." will recognize the Redondo Beach Pier as it was one of the main filming locations. Surfing is popular in the Redondo Beach area and has played a large role in the history of the beach.

SANTA MONICA BEACH

The city of Santa Monica operates Santa Monica Beach which is another of the state beaches protected by the state of California. There are a number of activities that can be participated in by locals and visitors alike including volleyball, basketball, running, walking, biking, beach workouts, and a chess playing area. The two mile long beach has a number of areas that are great for picnicking and play in the sand. There are also a good selection of shops and eating establishments in the vicinity of the beach that cater to those that frequent the area.

VENICE BEACH

Possibly the most famous beach in the Los Angeles area, Venice Beach is almost known more for the street performers, street vendors and other attractions than it is for the actual beach that resides there. Muscle Beach is an area of Venice Beach that has been home to famous bodybuilders and exercise enthusiasts alike. While it is known as a great place for surfing, swimming and sunbathing, Venice Beach is also known as possibly the best people watching location in all of Southern California.

ZUMA BEACH

Another of California's protected state beaches, Zuma Beach has a well earned reputation as one of the cleanest beaches in the Los Angeles area. The beach is located in Malibu and is very popular with local beach goers. Zuma Beach is also famous for the high quality of surfing that takes place there and there are some areas of water where swimming is discouraged due to strong rip currents. There are a number of activities other than surfing that are popular at the beach as well including swimming, fishing, windsurfing, bodysurfing, diving, volleyball, walking, biking and more. Film enthusiasts will recognize Zuma Beach from the numerous television shows, movies and commercials that are filmed there.
Southern California is known for a number of attractions that draw in millions of visitors every year. Some of the most popular features in the area though are the numerous beaches and beachside attractions that can be found in the region. While it is sometimes hard for the beaches in the Los Angeles area to compete with other tourist attractions like Hollywood and Beverly Hills related sites and of course the world famous amusement parks in the area, they should definitely not be overlooked by visitors looking for a great time during their Southern California vacation.

Visiting Waikiki Beach, Hawaii, USA

One of the most recognizable beaches is beautiful Waikiki Beach, Hawaii. One can probably not even think about Hawaii without Waikiki Beach coming to mind for a fabulous beach vacation.
Waikiki Beach certainly has its share of 5-star hotels and popular nightspots. But, with a little planning, a family can enjoy Waikiki Beach and its many attractions and amenities, also.
Hotels do tend to fill up, especially during peak tourist season, so booking early is essential in order to get the best rates. Hawaii’s weather, however, makes it easy to vacation at practically any time of the year, so it might be possible to catch some spectacular deals during the “off-season” (if there such a thing).
Air fares might be cheaper during this time, too. All it takes to find out is a little research. 
Although Hawaiian beaches are known for their surfer-challenging waves, the waves along Waikiki Beach offer opportunities for beginning and intermediate surfers to hone their skills. Pro surfers, however, will find plenty of excitement.
Some of the other water sports are swimming (of course), kayaking, and outrigger canoing Imagine doing all that in Hawaii, on the Pacific Ocean.
Anyone who is old enough to remember the TV show “Hawaii 5-0” can remember the scene in the closing credits of Hawaiian men paddling a long, rather odd-shaped boat. That is a catamaran, and tourists can actually ride in one of those boats to the famous Diamond Head volcano.
Waikiki Beach does offer other attractions that are not beach-oriented, should one want a change of pace. (But, why would one?)
And, of course, no good beach vacation is complete without a wide range of restaurants offering every conceivable kind of cuisine to choose from. Waikiki Beach is definitely no exception in this area.

Waikiki

Valeant to buy Bausch + Lomb for $8.7B

ROCHESTER, N.Y. — Canadian drugmaker Valeant Pharmaceuticals says it will buy eye-health company Bausch + Lomb for $8.7 billion in cash in a massive expansion of its ophthalmology business.
Valeant says the deal will help it capitalize on increasing demand for contact lenses and other products because of aging populations, growing demand in emerging markets and increasing rates of diabetes.
Investment firm Warburg Pincus, which leads an investment group that owns Bausch + Lomb, will receive $4.5 billion in cash. The remaining $4.2 billion will be used to repay Bausch + Lomb's debt.
Rochester, N.Y.-based Bausch + Lomb Holdings Inc. makes contact lenses, eye drugs and ophthalmic surgical devices.
Bausch + Lomb will keep its name and become a division of Valeant Pharmaceuticals International Inc., based in Laval, Quebec.

Prominent hotel developer and Missouri philanthropist John Q. Hammons has died. He was 94. His company says Hammons passed away Sunday at the Springfield nursing home where he'd lived after stepping away from the company he led well into.

Manele Bay, Lanai Travel Tips

Manele Bay, situated at the southern part of Lanai in Hawaii, is a secluded harbour that attracts many tourists and travelers per year. Expedition ferries that transport tourists from Maui to Lanai and vice-versa dock at the harbour of Manele Bay, making the area a convenient stop-over for many travelers planning to explore the rest of Lanai. Whether you are planning to stay at Manele Bay for the rest of your vacation or to spend a few nights at this side Lanai before heading off to discover the rest of the bigger island, there are many things to do and sights to see in this secluded, southern harbour.
The best thing about Manele Bay is that it is a quiet, peaceful place for a vacation. While there are no nightclubs and posh restaurants, the place has a culture and a unique Aloha spirit not found anywhere else. Those who want to experience the finest amenities and sporting activities can head off to the famed Four Seasons Resort Lanai at Manele Bay. However, Manele Bay is beyond luxury, as you can always explore the rest of the area without spending a fortune. Here are the things that you can do while staying at Manele Bay.
 top-10-beaches-us

SPORTING ACTIVITIES AT MANELE BAY, LANAI

Golf and tennis
If you love playing golf during your vacation, you can check in at the Four Seasons Resort Lanai at Manele Bay and indulge in a game on the world’s best golf courses. The golf course at this luxury resort has a spectacular backdrop, fringed by palm trees, while each hole affords the player a full view of the distant Pacific Ocean. Rental clubs as well as golf instruction are available. During winter months, migrating whales can be sighted on the Pacific, a majestic sight from the resort’s well-manicured golf course. 
Tennis lovers will also appreciate the top-notch tennis facilities at the Four Seasons Resort Lanai at Manele Bay. Three outdoor courts are available for tennis enthusiasts at the resort, while tennis equipments and outfits are offered as well. For a fee, you can also take tennis lessons, which are available in private settings or in group courses.

Swimming
At Manele Bay you will find the Hulopoe Beach, famed all over the world for its spectacular fine white sand and clear, warm waters. Whether you are staying at the Four Seasons resort or renting your own Manele Bay condo, you can always enjoy swimming at the Hulopoe bay. 
Snorkeling and scuba diving
Manele Bay is divided into two parts, which are the white Manele and the black Manele. The white Manele area is where Hulopoe beach is located. The rich marine life of Hulopoe beach makes it an ideal location for underwater excursions, including snorkeling and scuba diving. Here you will find rare tropical fish species, wondrous coral reef formations, and underwater caverns that bring the underwater scene of Hulopoe Beach to life. If you are checked in at the Four Seasons Resort, you may rent out snorkeling equipment, for a fee. 
Hulopoe Bay is also a protected marine reserve, and with an abundance of coral reef formations and colorful marine life, this location is one of the best scuba diving spots in Lanai. Diving excursions are offered to both first-time and experienced divers, and diving gear are available for rent as well. 
Surfing and body boarding
Hawaii is known as the surfing Mecca of the world and here at Manele Bay, visitors can take pleasure from exhilarating surfboarding and body boarding activities. Surfing lessons are offered at Manele Bay, where expert surfing instructors can teach you how to ride the waves in top form. 
Fishing, sailing, and marine life search excursions
With the diverse marine life of Hulopoe Bay, it is not uncommon to witness spinner dolphins along its seashores, or migrating whales during the winter months. Witnessing the best of Hulopoe Bay marine life is made possible through marine life search excursions offered at the Four Seasons Resort. During idyllic weather, you can also go sailing over the placid waters of Hulopoe bay. Four Seasons Resort also offers organized deep-sea fishing activities, where you can catch some mahi mahi, yellow fin, or blue marlin. 
Camping activities at Manele Bay, Lanai
Budget recreational activities are also available at Manele Bay, Lanai. If you want to enjoy the offerings of this isolated location in Lanai Island without busting your budget, why not engage in a beachside camping activity with your friends and family? Hulopoe Beach Park is a famous camping site at Manele Bay, where campers can rent a camping tent and stay at the beach park after securing the necessary permits.
Here you will be able to enjoy your own private paradise, away from the throng of tourists and beachgoers which crowd the resorts of the more populous Hawaiian Islands. Picnic sites are comfortably sheltered by trees and foliage, while barbeque sites are found scattered among the six camp sites of Hulopoe Beach Park. Comfortable facilities like restrooms and shower rooms can be found at the site, perfect for extended overnight stays or for a day spent swimming and exploring the underwater life of the harbour. 
Hiking at Black Manele
Apart from white Manele, where the Hulopoe Beach is found, black Manele is one part that comprises the bigger Manele Bay. The best sights to discover at black Manele are the Pali Lei no Hauni sea cliffs. Although these cliffs provide fortification against strong winds and powerful currents, they also offer anyone a stunning vista of the Pacific Ocean. You can head to New Manele Road to view these amazing sea cliffs, where there are also picnic areas to be found, for longer and more comfortable sightseeing trips. 

EXPLORE THE REST OF LANAI ISLAND

When you’re in Manele Bay, you can also take the chance to explore the rest of beautiful Lanai Island. Lanai is an irresistible combination of stunning coastlines and verdant mountain forests, giving you a vacation experience that is truly Hawaii. Tranquil, unspoiled, and enchanting Lanai offers a host of attractions to curious travelers.
The Lodge at Koele is one of the more famous resort accommodations on the island, along with the Four Seasons Resort Lanai at Manele Bay. The Lodge at Koele has world-class golf courses, state-of-the art fitness center with spa, tennis courts, and well-maintained stables. It also offers a total of 102 well-appointed rooms, including a suite accommodation. Mountain hunting activities are offered at the lodge, too. 
Hotel Lanai on the other hand, is an intimate bed and breakfast with only eleven rooms offered to guests. If you want to experience the inland charms of Lanai, you may choose to be billeted at these hotels. 
The Lanai Art Center is a haven for those who have a keen eye for art. Here you can view the amazing works of Lanai artists, which include paintings, photographs, sketches, and woodwork creations. Anyone interested in taking up art lessons are welcome here. Whether you intend to learn about traditional Hawaiian arts and crafts or pottery, private lessons can be had at the Lanai Art Center.
Lanai offers some of the best hiking trips, such as the Koloiki Ridge Hike. A 5-mile hike that allows you to enjoy the scenic beauty of the island in seclusion, you will be afforded with spectacular views of the Pacific Ocean, as well as the nearer islands of Maui and Molokai. You can also shop for souvenir items at Lanai City, where souvenir boutiques are found in the area. Stylish island wear and unique gift items are just some of the merchandises you can found in downtown Lanai.

List of Canadian Colleges & Universities

Canada has many fine universities and colleges. Although many of the larger institutions are located in Vancouver, Toronto and Montreal, good universities and colleges can also be found in smaller cities, such as Calgary, Edmonton, Ottawa, and Halifax. The list below includes some of the better colleges, universities and secondary schools ( high schools ) in Canada.

  • Acadia University
  • Algonquin College of Applied Arts
  • America Institute of Technology
  • Arbutus College
  • Bishop Strachan School
  • Bow Valley College
  • Braemar International College
  • Brandon University
  • Brock University
  • Bronte College of Canada
  • Cambrian College of Applied Arts
  • Camosun College
  • Canada Christian College
  • Canadian Tourism College
  • Canadore College of Applied Arts
  • Capilano College
  • Carleton University
  • CDI Education Corporation
  • Cedar Grove School
  • Centennial College of Applied Arts
  • Century College
  • Chilliwack School District
  • Chinook College
  • College Bourget
  • College Jean-de-Brebeuf
  • College Lafleche de Trois-Rivieres
  • College Mathieu
  • College Merici
  • College Montmorency International
  • College of Interactive Arts
  • College of New Caledonia
  • College of the North Atlantic
  • College of the Rockies
  • College Saint Charles Garnier
  • Columbia International College
  • Concordia University
  • Conestoga College of Applied Arts
  • Confederation College of Applied Arts
  • Coquitlam School District
  • Cornerstone Academic College
  • DaVinci Institute
  • Delta School District
  • DeVry Institute of Technology
  • Dominion College
  • Douglas College
  • Durham College of Applied Arts
  • Edmonton Public Schools
  • Educere International College
  • EJ Canada College
  • Fanshawe College
  • Fieldstone Day School
  • George Brown College
  • Georgian College
  • Global Community College
  • Grande Prairie Regional College
  • Grant MacEwan College
  • Great Lakes Christian College
  • Great Lakes College of Toronto
  • Hatzic Secondary School
  • Herzing College
  • Howe Sound School Division
  • Humber College
  • Imperial College of Toronto
  • Imperial Hotel Management College
  • Information Technology Institute
  • Institute of Digital Arts
  • International Academy of Design
  • IslandSchools.ca
  • Keyin College International
  • King's Edgehill School
  • Kwantlen University College
  • L.V. Rogers Secondary School
  • Lakehead University
  • Lambton College
  • Langara College
  • Langley School District
  • Lansbridge University
  • LaSalle College
  • Laurentian University
  • Limestone District School Board
  • London International Academy
  • Lord Selkirk Regional Secondary School
  • Louis Riel School Division
  • Luther College
  • MacLachlan College
  • Madison Academy
  • Malaspina International High School
  • Malaspina University College
  • McDonald International Academy
  • McGill University
  • McKinsey International College
  • McMaster University
  • Medicine Hat College
  • Memorial University of Newfoundland
  • Mohawk College
  • Mount Allison University
  • Mount Royal College
  • Mount Saint Vincent Unversity
  • Net Wizards Institute of Technology Training
  • New Westminster School District
  • Niagara Christian Collegiate
  • Niagara College
  • North Vancouver School District
  • Northern Lights College
  • Nova Scotia Agricultural College
  • Nova Scotia International Student Program
  • Ottawa Carleton District School Board
  • Pacific Institute of Culinary Arts
  • Pembina Trails School Division
  • Powell River School District
  • Pronto Data College
  • Queen Margaret's School
  • Queen's University
  • Red Deer College
  • Red River College
  • Regal Constellation College
  • Regent Christian Academy
  • Richmond School District
  • Ridley College
  • River East Transcona School Division
  • Royal Oak College
  • Royal Roads University
  • Royal Victoria College
  • Ryerson University
  • Saint Mary's University
  • Saskatoon Catholic Schools
  • Scarborough Christian High School
  • Selkirk College
  • Seneca College
  • Sheridan College
  • Simon Fraser University
  • Sir Sandford Fleming College
  • Southern Alberta Institute of Technology
  • Southern Ontario College
  • Sprott Shaw Community College
  • St. Clair College
  • St. Francis Xavier University
  • St. George's School
  • St. James-Assiniboia School Division
  • St. John Learning Centre
  • St. John's International School
  • St. John's Kilmarnock School
  • St. John's Ravenscourt School
  • St. Margaret's School
  • St. Thomas University
  • Stanstead College
  • Sunshine Coast School District
  • Toronto Business College
  • Toronto District School Board
  • Toronto Institute
  • Tourism Training Institute
  • Trafalgar Castle School
  • Transcona Springfield School Division
  • Trent University
  • Trinity Western University
  • triOS College of Information Technology
  • Union College
  • University College of Cape Breton
  • University College of the Cariboo
  • University College of the Fraser Valley
  • University of Alberta
  • University of British Columbia
  • University of British Columbia
  • University of Calgary
  • University of Guelph
  • University of Lethbridge
  • University of Manitoba
  • University of New Brunswick
  • University of New Brunswick
  • University of Ottawa
  • University of Prince Edward Island
  • University of Regina
  • University of Saskatchewan
  • University of Toronto
  • University of Victoria
  • University of Waterloo
  • University of Western Ontario
  • University of Winnipeg
  • Upper Canada College
  • Upper Canada District School Board
  • Vancouver Community College
  • Vancouver Film School
  • Vancouver School Board
  • Vanier College
  • West Vancouver School District
  • Western School Division
  • Wilfrid Laurier University
  • Winfield College
  • YMCA International College
  • York College of Industry

Manitoba, Canada Travel - Best for wildlife & Beach

The winter wilderness of Manitoba is one of the most pristine and unexplored areas left on the planet. During the day, you’ll be taken on a walking safari through the wilderness in search of polar bears and their cubs playing in the snow. By night, the Northern Lights will do thier best to top even that experience. This trip is an episode of Frozen Planet made flesh.
polar bears  

Baffin Island, Canada

Best for arduous adventurers

This unique journey through the vast Arctic tundra of Baffin Island will take you across Auyuittuq National Park to the base of the dramatic Mount Asgard. In 'the land that never melts’, you’ll traverse rugged peaks, ice floes and enormous glaciers. And watching the dancing hues above from the snow hole you’ve just carved out for the night is an indescribably exhilarating experience.

Apple iPhone 5S Rumors: Release Date Set For Mid-September? iPhone 6 To Launch Weeks Later?

Apple iPhone 5S Rumors: Release Date Set For Mid-September? iPhone 6 To Launch Weeks Later?

It's been six years since Steve Jobs debuted the original iPhone in June 2007, but for the phone's first five years, Apple had chosen to release only one new iPhone model each year, as opposed to its competitors, which have sought to release as many smartphone models as possible each and every year.
In 2013, Apple will reportedly break from tradition and release two new iPhone models for the very first time -- the sixth-generation iPhone called the iPhone 5S, and a completely new "low-cost" iPhone model aimed at emerging markets, to be called either iPhone Light or iPhone 6. But while the degree of rumors surrounding the iPhone 5S and iPhone 6 indeed point to two individual release dates this year, the key question is not a matter of what or why, but when. Apple will never release product details before they're officially unveiled, but given the timetable announced for Apple's redesigned mobile operating system iOS 7, we fully expect to see Apple's big iPhone launch coincide with the release date schedule of iOS 7 -- specifically in mid-September.
Apple iPhone 5S, iPhone 6 Release Date: How Did We Arrive At This Conclusion? 
Before we talk iPhone, let's quickly talk about the release date of iOS 7. In 2012, iOS 6 was introduced June 11 and saw its release date on Sept. 19 -- exactly 100 days after its unveiling. We don't think Tim Cook wants to mess with the successful Apple formula left behind by Steve Jobs, so we believe Apple will again follow this iOS release timetable by launching iOS 7 exactly 100 days after its introduction, on Sept. 18.
That said, Apple would never release its newest iOS without some new hardware to go with it. This is why we fully expect Apple to release the iPhone 5S just two days after the release date for iOS 7, on Sept. 20; the iPhone 5S would likely be introduced an event one week prior to its release (as well as the release date of iOS 7) on Sept. 10. For the low-cost iPhone 6, Apple may wait a week or two to release its cheaper iPhone alternative, on either Sept. 27 or Oct. 4 -- the latter date would coincide with the two-year anniversary of the iPhone 4S, and nearly two years to the day when Apple lost its co-founder Jobs to cancer, but Apple would simply split the release dates of its two iPhones to prevent major crowds at its retail stores.
Once Apple has all its iPhone products out of the pipeline, we believe Apple will hold another event in October to release new iPads, including a redesigned full-size iPad and an iPad mini with Retina display, but possibly some surprises too -- potentially some major changes to Apple TV, but maybe, just maybe, Apple will finally unveil its highly rumored, highly anticipated smartwatch called iWatch.
Apple iPhone 5S Release Date Coming: What's New In This Year's Model?
By all accounts, the iPhone 5S will look identical its predecessor the iPhone 5, with the exception of a few cosmetic changes. Apple has reportedly adopted dual-LED flash for its rear-facing camera, which means that circular flash is now pill-shaped, and many believe the iPhone 5S camera has been improved from the 8-megapixels in the iPhone 5, likely to 12-megapixels. Photos leaked to Apple news site MacRumors in mid-June claiming to be the iPhone 5S, which show off some of these reported features as well as unique identifiers related to the iPhone 5S components, lead us to believe the iPhone 5S photos are indeed legitimate and the phone is preparing for its September release date.
iphone_5S_5_side_by_sideThe alleged prototype of the iPhone 5S on the left, and the iPhone 5 on the right. The iPhone 5S will feature improved specs in the processing and battery departments.  Courtesy / MacRumors.com 
Inside, the iPhone 5S is expected to operate just like the iPhone 5, but the specs have been modified in a number of ways to make room for new features. According to another leaked image of the iPhone 5S from the same source, the phone's logic board has a slightly narrower profile to allow more space for new components and connectors, and Apple has improved its Apple-built CPU from an A6. But since the leaked image shows a nameless Apple-built chip (likely an intentional move by Apple to prevent leaks, since the new chip would make this phone a dead giveaway), we're predicting this CPU is a new A7 chip designed by Apple and introduced for the first time on this phone. The iPhone 5S has also reportedly received an upgrade in the battery department, from the iPhone 5's 5.45 Whr capacity to a higher capacity of 5.92 Whr.
iphone_5s_interiorThe alleged interior of the iPhone 5S features a thinner logic board presumed to make room for more components, including the rumored fingerprint sensor.  Courtesy / MacRumors.com 
But the biggest new feature inside the iPhone 5S, by all accounts, is said to be the integrated fingerprint sensor embedded directly in the "home" button, which will likely replace the need for entering usernames and passwords again and again on your phone. This fingerprint sensor -- courtesy of Florida-based AuthenTec, which was urgently acquired by Apple last July -- makes a great deal of sense on the iPhone 5S: The iPhone has always had one button, so the fingerprint's sensor makes sense, but Apple knew fingerprint sensing technology would be a hit with consumers a long time ago, so the company invested millions of dollars to start implementing this technology as soon as possible.
The iPhone 5S Sounds Great, But What About That Cheap iPhone 6?
When it comes to the iPhone 6, Apple is reportedly pursuing its same strategy used for the iPod Touch, which is to release a low-end version of the popular iDevice with all of the same important features, but without some of the bells and whistles, and at a much lower price point. Apple released its cheapest, thinnest, most basic iPod Touch in May, likely foreshadowing its strategy with the release of iPhone 6.
The iPhone 6, according to iLounge editor-in-chief Jeremy Horwitz, is a "cross between the iPhone 5, the fifth-generation iPod touch, and -- wait for it -- the iPod classic." With its 4-inch screen like the iPhone 5, a tapered bottom like the latest iPod touch and a rectangular shape like the iPod classic, the low-cost iPhone 6 is said to be substantially made from plastic, but feature a hybrid chassis made of both plastic and metal. The right side of the iPhone 6 features a flat, centered SIM card tray like the iPhone 5, with the locations of the camera, microphone and rear flash in similar locations to the latest-generation iPod touch.
iphone-6-tactusThis leaked photo shows off the alleged "low cost" iPhone 6, which features a plastic exterior that houses older-generation chipsets and specs.  Courtesy / blog.tactus.com 
But Apple's choice to release the iPhone 6 isn't about bold design; it's about an iPhone that's inexpensive to make and cheaper to sell. Apple will release the iPhone 6 globally, marketing it differently from its main iPhone line by allegedly releasing the iPhone 6 in a variety of candy colors (again like the iPod), but the company will reportedly focus on driving this phone into emerging markets such as India and China. Of the two developing markets, China is Apple's largest after the U.S., and Apple has many times tried to strike a deal with China Mobile Ltd. (NYSE:CHL), the largest telecommunications carrier in the world, with 703 million subscribers. If Apple is successful in selling the iPhone 6 on China Mobile, the iPhone 6 will be the first iPhone to release with TD-LTE frequency capabilities. Apple clearly wanted to close the deal early in 2013: On Jan. 10, Apple CEO Tim Cook visited China Mobile headquarters to meet with Chairman Xi Guohua to discuss “matters of cooperation.”

 We expect Apple to unveil the iPhone 6 simultaneously with the iPhone 5S in September to coincide with the release date of iOS 7, but release the two new iPhone models on two separate dates to avoid heavy lines at its physical retail stores. What do you think? Does this release timetable for iPhone 5S and iPhone 6 seem reasonable to you? Strike back in the comments section below.

How to Play Casino

THE PLAYERS, THE CARDS AND THE OBJECTIVE

The game works best with from 2 to 4 players, though in theory more could take part. It has the distinction of being one of the few games which will deal out evenly to two, three, or four players. Four players can play in partnerships, two against two, with partners sitting opposite each other. 
A regular 52 card deck is used. Each numeral card (ace-ten) is counted as its numerical value (ace = 1, two = 2, etc). The aim is to capture cards from a layout on the table, by playing a card from hand which matches in number a table card or the sum of several table cards. Picked up cards are accumulated in a pile to be counted at the end of the round. 

THE DEAL

The dealer deals four cards to each player and four cards face up in the centre (these centre cards are laid out separately so that all are visible). Traditionally, the deal is in twos: two cards to each other player, two to the table, then two to the dealer, then repeat. However, some players prefer to deal the cards singly. The remainder of the deck is temporarily put aside. After everyone has played their four cards, another hand of four cards is dealt to each player from the remaining cards, but no more cards are dealt to the table after the first deal. After these cards have been played there is another deal, and this continues until all 52 cards have been dealt (this takes 6 deals for 2 players, 4 deals for three players, 3 deals for 4 players). The dealer must announce "last" when dealing the last cards. After the last cards have been played and the hand scored, the deal passes to the left for the next round. 

THE PLAY

Starting with the player to the left of the dealer and continuing clockwise, each player in turn must play one card out from hand face up on the table. This card may or may not capture one or more cards from the table. 
  • In case of a capture, when the other players have had an opportunity to see the capturing card, the player picks up this card and the captured cards and stores them all face down in a pile.
  • If there is no capture the played card remains face up on the table.
Irrespective of whether a capture was made or not, the turn passes to the next player. In detail, the possible types of play are as follows: 
1. Capturing with a face card
If the card played is a face card (king, queen or jack) which matches the rank of a face card on the table, the face card on the table may be captured. This is the only possible capture with a face card. If the table contains more than one matching card only one may be captured. Example:The clubQ and spadeQ are on the table, and the diamondQ is played. The player may capture one of the queens from the table but not both.
2. Capturing with a numeral card
A numeral card (Ace, 2, ..., 10) can capture any numeral cards on the table which are of the same rank as the card played, and any sets of numeral cards which add up to the rank of the card played, with the following restrictions:
  • cards which are part of a build (see below) can only be captured by a card of the rank announced for that build;
  • when sets are captured, each captured card can only be counted as belonging to one such set.
Example If an eight is played it could capture one, two or three eights from the table. It could also capture a five and a three, or a four and two twos. If the following cards are on the table: A 2 3 5 6 8, then an eight could capture 8 6 2 5 3 or 8 5 2 A, but not all six cards.
3. Building
A numeral card may be played and combined with other cards on the table, placing them together to form a build. A build can be made out of any collection of numeral cards which can be captured by a single numeral card according to rule 2 above. The player making the build must announce the capturing number (saying, for example, "building 5"), and must hold a numeral card which can later make the capture. There are two types of build: single builds and multiple builds.
  • single build consists of two or more cards whose capture values add up to the capture value of the build - for example a 5-build made of a 2 and a 3, or a 10-build made of A-4-5.
  • multiple build consists of two or more cards or sets of cards, each of which equates to the capture value of the build - for example a 5-build made of a 2 and a 3 plus a 4 and an ace, or a 5-build made of A-4 and 5, or a 9-build made of two nines, or a 9-build made of 6-3 plus 5-4 plus 9.
When you make a build, it must include the card you just played - you cannot create a build consisting entirely of cards that were already on the table. Cards which have been made into a build can subsequently only be captured as a unit, never separately.Examples
  • If there is a 5 on the table, a player holding a 3 and an 8 may put the 3 on the 5 and announce "building 8"; this single build can now only be captured by an 8.
  • If there is an ace and a two on the table, a player holding two threes and a six could play one of the threes and either:
    1. capture the two and the ace;
    2. combine the played three with the ace and the two and make a single build, announcing "building 6";
    3. combine the played three with the ace and the two and make a multiple build, announcing "building 3";
    It would not be legal to play the three on the ace, building four, or on the two, building five, as the player does not hold a four or a five.
4. Capturing a build
A build can be captured by playing a numeral card of the rank which was announced when the build was made. It is thus possible to "steal" a build created by another player, if you have the right numeral card.
If on your turn, the table contains a build which you created or added to yourself, and no other player has added to it since your last turn, you are not allowed simply to trail a card (as in rule 6) on your next turn. You must either make a capture of some kind, create another build, or add to a build (i.e. follow rule 3, 4 or 5). It is always possible to capture in this situation - if nothing else, you must hold the capturing card for the build you just made, otherwise your build was illegal.
If there is a build on the table, and you were the last player to add a card to this build, you are not allowed to play so as to leave yourself with no card equal to the value of this build.
While capturing a build, you can also capture any loose cards on the table that add up to the same number. For example you have made a build of 9 and there is a 5 on the table. If the player before you plays a 4, you can capture the 4 and the 5 at the same time that you take in your build.
It is not possible to capture a build with a card of any other rank than that announced for the build. For example the table contains a 4 and a 3 combined into a build of 7, plus a separate 2. You cannot play a 9 to take the build of 7 plus the 2 - the build can only be captured with a 7.
5. Adding to a build
There are two ways of adding to a build:
  1. You may add a card from your hand to a single build, increasing the capturing number, provided that you also hold a card which will capture the new build. At the same time you may incorporate additional cards from the table into the build, if they are equal to the new capturing number. In this case the build will become multiple. You can never use a card from the table to change the value of a single build. Example A The table contains a build consisting of two threes, announced as a build of six. If you hold a two and an eight, you can add the two to the build announcing "building 8". The next player, holding an ace and a nine, could then add the ace and say "building 9".
    The capturing number of a multiple build can never be changed. If the original build of two threes in the above example had been announced as building three(rather than building six), it would not be possible for a player holding a two and a five to add the two to the build, making five, not for a player holding a two and an eight to add the two making eight.
    Example B The table contains an ace, a two and a four; the ace and the four have been combined by a previous player into a build of five. You hold a three, an eight and a ten. You can play your three onto the single five-build and announce "building eight", but you are not allowed to incorporate the two from the table into this build to make it a build of ten.
    Example C The table contains a three and a four, built into a seven, and a separate nine. You hold a two and a nine. You can play your two, combining it with the seven-build to make nine, and at the same time incorporate the nine on the table into the build, converting it to a multiple build and saying "building nine".
  2. You may add to any build, single or multiple, by playing a card from your hand which, either alone or combined with other cards on the table which are not yet in builds, matches the existing capture number of the build, provided that you hold a card which can capture the combined build. Example The table contains a 9-build consisting of a 5 and a 4, and there is also a 3 on the table. You hold a six and two nines. You can play your 6, combining it with the 3 and the existing build to make a new multiple build of 9. Then on your next turn (provided that no one else captured) you could add one of the nines from your hand to the build. Finally, on the following turn, you could capture the whole build with your second nine.
Note that when making or adding to a build, you must contribute a card to it from your hand. You cannot just combine various cards which are already on the table to form a build. Note also that once a build contains more than one card or sets of cards which add to the capturing number, it is a multiple build and the capturing number can no longer be changed.
Example. There is a multiple 8-build of 3-5-8 on the table, and there is also a loose 6 on the table. In your hand you have 2, 8, 8, 10. You may add one of your 8s to the build, making 3-5-8-8, or to add your 2 together with the 6 on the table, making 3-5-8-2-6, still with capture value 8. You cannot use your 2 to change the capture value to 10.
6. Trailing
If you simply play a card without building or capturing, the card is placed face up on the table alongside any other layout cards and remains there to be captured or built on in future. It is then the next player's turn. Playing a card without building or capturing is sometimes called trailing. You are allowed to trail a card even if that card could have made a capture.
Example Suppose that in a four player partnership game your partner has two tens and you have one. Your partner plays a 10 and the next player does not take it. On your turn, if you suspect that your partner has a second 10, you can play your 10 and not capture, leaving both tens on the table for your partner.
The only case in which trailing is not allowed is when there is a build on the table which you were the last player to add to.
When all the cards have been played in the final deal, the last player who made a capture also wins any cards which are left on the table (these cards are sometimes known as the residue). That is why it is important that the dealer should announce "last" when dealing the last cards. 
Hint on tactics: it is often good for the dealer to hold back a face card to play last if possible; this will capture a matching face card on the table and thereby also win any other table cards that remain. 

SCORING

Each player (or team) counts their score based on the pile of cards they have won. There are eleven possible points in each hand: 
  • whoever has the Most Cards gets three points;
  • whoever has Most Spades is one point;
  • each Ace is worth one point (capturing an ace with another ace is called "cash" by some players)
  • the ten of diamonds, called Big Casino or the Good Ten, is worth two points;
  • the two of spades, called Little Casino or the Good Two, is worth one point.
If there is a tie for most cards or most spades, no one gets those points. 
Whoever first reaches a total of 21 or more points, over however many rounds it takes, wins the game. If two people reach the target on the same round, whoever has the higher score wins. If there is a tie, another round is played. 

VARIATIONS

Building Rules

Building is the most intricate part of the game, and there are several variations in exactly what is allowed when creating or capturing builds, and many of the card game books are ambiguous on this point. Some people play by more permissive rules, for example: 
  • Some players allow a player to trail a card and simultaneously make a build by combining other cards on the table, not including the card played.
  • Some players allow a player who has a build on the table simply to trail a card on subsequent turns, leaving the build in place.
  • Some players allow cards from the table to be used to help increase the value of a single build, provided that a card from your hand is also used to increase the value. In this variation, in Example B under rule 5 above, it would be legal when playing your 3 on the 5-build to incorporate the 2 from the table as well, making a single build of 10. On the other hand, if there was a 6-build and a 3 on the table and you had two nines in your hand, it would not be legal to combine one of your nines with the six-build and the three to make a multiple build of nines, because when changing the value of a build, the card you play from your hand has to contribute to the change of value.
  • Some players treat a single build exactly like a single card of the same value, for the purpose of capturing it or extending the build. For example, if there is a build of 6 (5+A) on the table and a loose 4, a player who holds a 10 can capture the 6-build and the 4, and a player who holds two 10's can combine one 10 from hand with the 6-build and the 4 to make a multiple 10-build.

Sweeps

Many people play that a Sweep is worth one point. A sweep occurs when a player takes all the cards from the table, leaving it empty and forcing the next player to trail. Some players call this a clear. When making a sweep, the capturing card is stored face-up in the pile of won cards, so that the number of sweeps can be checked when scoring. It is possible to make a sweep with the last card of the final deal if it captures all the cards on the table, but if it does not, taking the remaining cards from the table because you made the last capture does not count as a sweep. 

Scoring

Other targets for winning the game are possible: 
  • Some play to 11 points. In a two player game (or a 4-player game with partners), in each round the player with more points scores the difference between the points made by the two players or sides.
  • Some play to 50 points.
Some people, instead of scoring three points for cards, award two points to the player with most cards and one point to the player who made the last capture during the game. 
Some play that when deciding the overall winner, if both players reach the target score in the same round, the points are counted in order: cards, spades, big casino, little casino, aces (in the order spades, clubs, hearts, diamonds), sweeps (in order of occurrence). 
Some players, when approaching the target score, count the points as they are earned - each sweep as it happens, aces, big and little casino as they are captured, and spades or cards as soon as one player has captured 7 or 27 of them respectively. In this case the play would end as soon as a player correctly claims to have won by reaching the target score (even if the opponent has in fact scored more but failed to claim it). Some score sweeps as they happen, but the remaining points in a specific order, with an agreed order of suits for the aces. 

ROYAL CASINO

As described in English and American books, Royal Casino differs from the standard game only in the use of the picture cards and aces. Jacks have a capture value of 11, Queens 12, Kings 13 and Aces 1 or 14 at the discretion of the player. Picture cards and aces can capture and be captured, and can be incorporated into builds in the same way as other cards. For example, a Queen can capture a Five and a Seven, or an Ace can capture a King and an Ace, counting the capturing Ace as 14 and the captured Ace as 1. 

KASINO IN FINLAND

The game of Kasino which popular in Finland is similar to Royal Casino, but normally played without building: so the only possibilities are to capture or to trail (play a card that does not capture anything, leaving it on the table. It is commonly played by 2 people, but 3 or 4 can also play. A 52-card pack is used and as usual the deal is 4 cards each and 4 to the table, 2 at a time, with a further deal of 4 each when the hands are exhausted. 
  • Kings have a capture value of 13, Queens 12, Jacks 11, 2-10 face value.
  • An Ace has a capture value of 1 on the table, but 14 when played from hand. Therefore an Ace cannot capture a single Ace.
  • The spade2 (Small Kasino) has a capture value of 2 on the table, but 15 when played.
  • The diamond10 (Big Kasino) has a capture value of 10 on the table but 16 when played.
The scoring is somewhat different from standard Casino, in that cards are worth less and spades are worth more:
  • majority of cards: 1 point (not scored if there is a tie)
  • majority of spades: 2 points (shared if there is a two-way tie in a 3- or 4-player game)
  • each Ace: 1 point
  • spade2 (Small Kasino): 1 point
  • diamond10 (Big Kasino): 2 points
That makes 10 points in each hand (if there are no ties). In addition there is an extra point for each sweep, known in Finnish as a mökki (hut), and recorded by turning one card face up in the player's captured card pile. If all players (or teams) have a sweep, they cancel (each player/team loses one sweep). This can make a difference when nearing the end of a game.
The first player to 16 points wins. For this purpose sweeps are counted as they occur, so the game can finish in the middle of a hand. The other points cannot be claimed until all the cards have been played. The scores are then totalled and if any player has 16 or more the player with the highest score wins. In case of a tie, Aces, Small and Big Casino are counted first, then if there is still a tie, Spades are counted, and finally cards.
Cristian Seres' Kasino page has rules, variations and some advice on Finnish Kasino.

KASINO IN SWEDEN

A version of Royal Casino is also popular in Sweden. According to Dan Glimne's description in his Kortspelshandboken, this is a little different from the Finnish game. Aces have a capture value of 1 or 14 at the choice of the player, Kings are 13, Queens 12, Jacks 11 and 2-10 are always face value, with no special capture value for the spade2 or diamond10.
As in Finland there can be 2, 3 or 4 players. The scoring is the same except that there is an extra point (sistan) for the player who makes the last capture and thereby takes the remaining cards from the table. Thus the total in the absence of ties and sweeps is 11. A sweep is called a tabbe and scores an extra point. The winner is the first player to reach 16 points or more, which can happen during the play.

SWAZI CASINO

This interesting version of Casino, which is popular in Swaziland, was contributed by Jonathan Dushoff. The building process is different from that of Anglo-American Casino. Captured cards are kept face up, and the top card from your pile of captures can be taken by your opponents to add to their builds. 

Players, Cards and Deal

Swazi Casino is played by 2, 3 or 4 people using a standard 52 card pack. The version for 3 or 4 players is described first. When there are four players, the players sitting opposite each other are partners. The usual direction of play is anticlockwise. 
For the purpose of capturing, pip cards from 2 to 10 have their face values, jacks count as 11, queens 12, kings 13 and aces 1 or 14. 
The dealer shuffles the cards and the player to the dealer's right (who will be the first to play) cuts four cards out of the middle of the deck, and puts them face up in the centre of the playing area to form the initial layout, and returns the deck to the dealer (who plays last). The dealer then deals out all of the cards to the players, one at a time. The first dealer is chosen at random; subsequently the deal passes to the right after each hand. 
Some people have rules disallowing certain cuts. The game is rather uninteresting if there are too many scoring cards in the layout at the start. Also, when there are four players, the pair that plays first has a big disadvantage at the end, which is balanced by their having the first chance to capture at the beginning, but the benefit of making the first move is reduced if too many big cards are cut. There are many variations, but it is suggested that if the initial layout contains either 
  • cards with a scoring value of three or more points (e.g. diamond10 and an ace), or
  • three or more picture cards,
then the four cards should be put back in the pack, which is reshuffled and the cut repeated. 

The play

All captured cards are kept face up in a single pile in front of the player who captured them. In the four-player version, partners share a pile. New captures are added to the top of the pile. When you capture several cards at once, you may sort the captured cards however you like. The capturing card, however, must go on top of your pile. You do not show the other players in what order you have arranged the captured cards in your pile. When playing with partnerships, you may sort the cards you capture, or if your partner is looking after your team's capture pile you may hand the cards to your partner to sort instead. 
In the centre of the playing area is the layout of face up cards which are available for capture by the players. At the start of the game there are four single cards in the layout. As the game progresses, these can be captured, or further single cards can be played there. It is also possible for cards in the layout to be combined into builds - piles of cards with a specific total value which are treated as a single unit until they are captured. There are two types of build: 
  • single build is a pile of cards whose value is the sum of the values of the cards in it - for example a single build of 13 could consist of a 6, a 5 and a 2.
  • an augmented build consists of two or more single cards or sets of cards, each of which adds up to the same value - for example an augmented build of 12 could consist of two queens, or Q + 7+5, or 6+6 + 8+3+A, or Q + Q + 10+2 + 3+3+6, etc.
Each build has an owner, who is responsible for eventually capturing it, unless it is first changed in value or captured by another player. Single cards in the layout belong to no one in particular. 
The turn to play rotates. Your turn can consist several actions, in any order. At some point during your turn you must play exactly one card from your hand. The possible actions during a turn are: 
  1. to play a card from your hand to capture one or more single cards and/or a build from the layout;
  2. to form a new build of your own;
  3. to change the value of a build using a card from your hand;
  4. to create or add to an augmented build;
  5. to discard a single card from your hand to the layout.
Actions 1, 3 and 5 involve playing a card from your hand, so only one of these actions can be performed during a turn. Actions 2 and 4 can involve playing a card from your hand, or can be performed using only cards that are already in play. As long as no card from your hand is involved, you can perform as many of actions 2 and 4 as you wish in any order, before or after playing from your hand. 
Each type of action will now be described in detail: 
1. The capture or "chow"
A capture can only be made by playing a card from your hand.
  • If you play a card from your hand that matches a single card in the layout, that single card is captured.
  • If the card you play matches the sum of several single cards in the layout, you capture that set of cards.
  • If the card you play matches the value of a build, you capture that build (no matter who owns it).
If you play a card that matches several separate cards, sets or builds you can capture them all.
Note that you cannot capture cards directly from the top of an opponent's capture pile (though you may be able to do so indirectly by first using them to augment a build - see below). Also, you can only capture a build by matching its value - you cannot add the value of another build or card to create a match. Example: in the layout is a build of 8 (5+3), a build of 6 (4+2) and a single 6. If you play an ace (14) it does not capture anything. If you play a 6 it captures the single 6 and the 6-build.
If you play a capturing card as an action of type 1 or 5 (capture or discard), but fail to take all the cards you are entitled to capture, any opponent can insist (if they wish) that you capture all the cards that it is legal for you to take. (They might do this if they thought you would get an advantage by leaving some of the cards that you should have captured in the layout). Alternatively, if the opponents think that you have made a mistake by not capturing all the cards that you could, they may let your play stand.
Note that it is legal to play a card that could have captured, but to use it in a build instead (action 2, 3 or 4). This is called drifting. If you use your played card legally for an action of type 2, 3 or 4, the opponents have no right to make you capture instead.
2. Creating a single build
A single build can be formed from single cards already in the layout, with or without adding a card from your hand. The player who forms the build becomes its owner. You are only allowed to form a build if you have a card in your hand which can later capture that build.
Examples:
  • there is a 5, a 3 and a 2 in the layout and you have a 10 in your hand; you can combine the 5, 3 and 2 into a build of 10.
  • there is a 4 and a 5 in the layout and you have a 5 and an ace in your hand; you can play your 5, combining it to the 4 and 5 to make a build of 14.
You are not allowed to use cards from any capture pile when creating a single build.
3. Changing the value of a single build
You can change the value of a single build only if all of the following conditions hold:
  • the build is currently owned by an opponent;
  • you change the value by adding a single card from your hand
  • you have a card in your hand that matches the new value of the build
By changing the value you take over ownership of the single build.
Example: if your opponent has made a single build of 9 and you hold a 2 and a jack, you can add your 2 to the build and make it 11. You would not be allowed to do this if the 9-build had been formed by yourself or your partner.
Note that it is not possible to change the value of a build and capture it in the same turn, as that would involve playing two cards from your hand.
It is not possible to change the value of an augmented build
4. Augmenting a card or build
You can augment a build that is owned by yourself or your partner by adding further single cards or sets of cards of the same value. When augmenting a build you can use single cards from the layout, one card from your hand, and the top card of the opponents' capture pile(s). It is possible to form a build and then augment it in the same turn.
If there is a single card in the layout which you can match with a card from your hand, you can make this card into an augmented build by adding further cards to it, from the layout, from your hand or from the top of the opponents' capture pile(s). You thereby become the owner of that build.
You can augment a build owned by your opponent only if you also capture that build in the same turn. Since you can only capture with a card from your hand, and you can only play one card from your hand during your turn, any augmentation of an opponent's build has to be done using cards from the layout or from the top of your opponents' capture pile(s).
You are not allowed to use a card from the top of your own (or partner's) capture pile to augment a build.
The value of an augmented build can never be changed. Such a build can only be further augmented and then eventually captured by a card of that value.
Only the card on top of your opponents' capture pile at any time is available to augment a build. After it has been taken the card underneath it becomes available for use.Example: There are a 9 and a 2 in the layout. You have a 9 in your hand, the top card of an opponent's capture pile is a 5 and the next card underneath that is a 2. You are not allowed to take the 5 and 2 from the opponent's pile with the 2 on the table to augment the build. However, if the layout had instead contained a 9, a 7 and a 4, it would be legal to add the 4 with the opponent's captured 5 to make an augmented build of nines, and then use the now exposed 2 with the 7 from the layout to augment the build again.
If there are any cards in play (in the layout or on top of a capture pile) that can legally be added to a build owned by you or your partner, any opponent can insist that you add such cards to your build(s) before you end your turn.
5. Discarding a card
You are always free, for the play from your hand, to play a card that does not capture anything, simply leaving it as a single card in the layout. There is no obligation (as in standard Anglo-American Casino) to make a capture when you own a build.
You may not, however, abandon a build that you own by using up all of the cards that you could have captured it with for other purposes.
It is never possible to break up builds, nor to combine two builds to form a build of higher value. 
Note that the top card of an opponent's capture pile can only be used to augment a card or build. So before you can make use of the card, you must already have a "base" in the layout which it can help to augment. A base is 
  • a build that belongs to you or your partner, or
  • a single card in the layout which does not match the value of any existing build, and which either
    • you could capture by matching it from your hand, or
    • you can prove your partner can capture it, because your partner previously made a build of that value which was changed or taken by someone else and has not subsequently played a card of that value.
There cannot be two builds of the same capture value on the table at the same time. That means that if your opponent has (for example) a build of 13, you are not allowed to make a 13-build of your own alongside it. You can make a second build of a value which your side already owns, but your must then combine them into a single augmented build. Example: you own a 13-build and an opponent has created a single build of 9 (6+3). If you have a 4 in your hand, you can play it to increase the 9-build to 13, but you must then amalgamate this with your existing 13-build to make an augmented 13-build. 
A single ace in the layout or in a player's hand or in a capture pile can be deemed to have a value of 1 or 14 according to the player who wants to use it in a build or capture. Once an ace is incorporated in a build, its value is fixed until the build is captured. If you put two aces together to make an augmented build you must choose and announce whether its value is 1 or 14. 

Special rules for partnership play

If your partner owns a build whose value is then changed by an opponent, or which is captured by someone other than your partner (including yourself), then you know that your partner holds a card of the rank needed to capture that build. As long as your partner does not play a card of this rank, you are allowed to create a new single or augmented build of this rank, which will be owned by your partner. This is the only circumstance in which you can build for your partner, no matter how completely obvious it is that your partner has the card in question from other cues. 
If your partner plays a card that captures a build belonging to you or your partner, and you have a card of that rank in your hand, you may ask your partner not to capture the build. Your partner may ignore your request and capture the build anyway, or may instead use the played card to augment the build, in which case you take over ownership of the build. 

The end of the play and the scoring

When all the cards have been played, whoever made the last capture takes whatever cards are left in the layout. 
Each player or team then scores for the cards in their capture pile as follows: 
Player (or team) with most cards2 points (if tied the tieing players get one point each)
Player (team) with most spades2 points (if tied the tieing players get one point each)
Two of spades ("spy two")1 point
Ten of diamonds ("big ten")2 points
Aces1 point each
Thus a total of 11 points are scored for each deal. 
Note that there is no extra score for sweeps (capturing all cards from the layout) 

Swazi Casino: Two-player version

In the standard two-player version, after the cut twelve cards are dealt out to each player, and when these have been played another twelve each are dealt. While playing your first twelve cards, there are two extra restrictions: 
  • It is illegal to discard a card without capturing while you own a build.
  • you are not allowed to have more than one build at the end of your turn (you may, however, make a second build for the purposes of stealing cards from your opponent, as long as you chow one of the two builds at the end of the turn).
After the first twelve cards have been played, the layout is left intact and the remaining cards are dealt. When playing your second twelve cards, the rules of play are as in three or four-player casino, without the above restrictions. 
An alternate two-player version is sometimes called "crazy casino". In this version, each player is dealt eight cards, and the remainder form a face-down drawing pile from which you pick up a card after each play, to keep eight cards in your hand, until all of the cards are gone. In this version, the first of the two restrictions above - that you may not discard while you are building - applies until there are no cards left in the drawing pile. The rule against more than one build is sometimes also enforced, but Jonathan Dushoff suggests that this version of the game is better without it. 

Notes on tactics

The tactics of this game centre around the builds - especially builds of high value. Suppose for example that early in the game you find that you (or your team) have a monopoly of aces. Then you can make a build of 14 that the other team cannot touch, and at every opportunity you augment it with more sets of cards adding up to 14. Right at the end you capture a huge pile of cards with your last ace. 
Sometimes there will be rival piles - for example one player (or team) building 14's and another building 12's. Build piles with a high capture value are most powerful, because they are easy to augment. If you have a smaller value build pile - say nines - then it will be safe for your opponents to play a 10 or higher, because these cards cannot be incorporated in your build. If your opponent has a pile of 13's or 14's, all your cards are potentially at risk. If your opponent has a 13-build and you capture with (say) a 10, your opponent may play a 3 from hand and then take your 10 together with the 3 to augment the build. 
A large part of the tactics of the game is correct timing of when to capture. Although the ultimate objective is to capture cards, capturing early can put you at a disadvantage, especially in the three-player game, because your capture pile then becomes available to your opponents to augment their builds. Because large value piles are so powerful, it is particularly important not to release your queens, kings and aces too early if this may give your opponent a monopoly. To exploit this, if you and another player have (say) a king each, you might start a 13-build early in the game to tempt your opponent to capture it, leaving you with a 13 monopoly. 
Drifting can be used as a way of signalling to your partner. Drifting is only safe when you know that your opponents have no more of the card in question, or when you know that you and your partner combined will still have two left. Therefore a drift by the player who owns the pile signals that he or she has two more of the card in question; a drift by the other partner signals one more of the card in question (unless the card played is appearing for the third time, in which case the build is safe anyway). Players may drift reciprocally, so that both can be assured that the build is safe. For example, my partner builds kings, and I have two. I might drift a king. If she also has two, then she knows that our build is safe, and should then drift back at an early opportunity so that I will know, too. 

SOTHO CASINO

Sotho casino differs from Swazi casino in that the picture cards lose their numerical value, and an ace can only be one. Cards taken to the capture pile may not be sorted, but are left in whatever order they accumulated on the build pile, with the capturing card on top. Partners keep separate piles, and you may steal your partner's top card to help augment a build. Picture cards are placed in the capture pile beneath all the numeral cards but above other picture cards. You may give your partner picture cards you captures to store in your partner's pile (it seems unlikely that this would be very useful, but they do it). 

SOUTH AFRICAN CASINO

Faizal Asmal provided a short description of a version of Casino that is popular in South Africa. This resembles the Swazi and Sotho versions in that cards can be taken from an opponent's capture pile, but the detailed rules are somewhat different. The South African game can be played by two, three of four players. It is played with a 40 card pack, obtained by removing all the pictures from a standard 52 card pack. 
The first dealer is chosen at random. In subsequent hands the previous loser is the first person to be dealt cards, and also starts the game. If there are two players, 10 cards are dealt to each player and there is a second deal of 10 cards when these have all been played. For the three player game, 13 cards are dealt to each player and one is placed face up on the table. For the four player game, 10 cards are dealt to each player. 
Note that with two or four players there are no face up cards on the table at the start, so the first player cannot capture but must simply play a card. In South Africa, playing a card without capturing is called drifting
All captured cards are kept face up in a single pile in front of the player who captured them. New captures are added to the top of the pile. When you capture several cards at once, they must be placed on your pile in numerical order, with the lowest card on top. The top card of each player's capture pile is available to be captured by other players along with the face up cards on the table. 
If you have a build on the table you are not allowed simply to drift; you must either add to your build or capture something. 
A player who already has a build on the table may steal the top card of a player's capture pile to incorporate into the build, provided that the building player simultaneously adds a card to the build from hand. Example: Player A has a seven and two eights in hand; on the table is a build of 8's and a lone seven; the top card of player B's capture pile is an ace. Player A has various options: 
  1. play his seven, steal player B's ace and add both to his build of eights;
  2. add one of his eights to his build;
  3. play one of his eights, capturing his build, the loose seven on the table, and the ace from player B's pile.
When there are two players, after both players have played their first ten cards there is another deal of ten cards each. In this second phase the rules are slightly different: players are always allowed to drift, even if they have a build on the table. 
When all the cards have been played, whoever made the last capture takes whatever cards are left in the centre of the table. 
The scores are as follows: 
  • Player with most cards: 2 points (if tied the tying players get one point each)
  • For having at least five spades: 1 point
  • Two of spades: 1 point
  • Ten of diamonds: 2 points
  • Aces: 1 point each