Law of Karma


The law of Karma (Sanskrit) or Kamma (Pali) originated in the Vedic system of religion, otherwise known as Hinduism. The term traces back to the early Upanishads, around 1500 BCE. In its major conception, karma is the physical, mental and suprarenal system of neutral rebound, cause and effect that is inherent in existence within the bounds of time, space, and causation. Essentially what this means is that the very being which one experiences (say, as a human being) is an immutable preservation of energy, vibration, and action. It is comparable to the Golden Rule but denies the ostensible arbitrariness of Fate, Destiny, Kismet, or other such Western conceptions by attributing absolute reason and determinism to the workings of the cosmos. Karma, for these reasons, naturally implies reincarnation since thoughts and deeds in past lives will affect one's current situation. Thus, humanity (through a sort of collective karma) and individuals alike are responsible for the tragedies and good 'fortunes' that they experience. The concept of an inscrutable God figure is not necessary with the idea of karma. It is vital to note that karma is not an instrument of a god, or a single God, but is rather the physical and spiritual 'physics' of being. As gravity governs the motions of heavenly bodies and objects on the surface of the earth, karma governs the motions and happenings of life, inanimate and animate, unconscious and conscious, in the cosmic realm. Thus, what certain philosophical viewpoints may term destiny or fate is in actuality, according to the laws of karma, the simple and neutral working out of karma. Many have likened karma to a moral banking system, a credit and debit of good and bad. However, this view falls short of the idea that any sort of action (action being a root meaning of 'karma'), whether we term it 'good' or 'bad', binds us in recurring cause and effect. In order to attain supreme consciousness, to escape the cycle of life, death, and rebirth and the knot of karma one must altogether transcend karma. This method of transcendence in many streams of not only Hinduism and Buddhism, but other faiths and philosophical systems as well.

Pachinko

Pachinko is a Japanese gaming device. A pachinko machine resembles a vertical pinball machine, but has no flippers and uses a large number of small balls. The player fires balls into the machine, which then cascade down through a dense forest of pins. If the balls go into certain locations, sequences of events are triggered that result in more balls being released; these balls can then be exchanged for prizes. Pachinko machines were originally strictly mechanical, but modern ones have incorporated extensive electronics, becoming similar to video slot machines.

The machines are widespread in establishments called parlors, which feature a number of slot machines; hence, they operate and look similar to casinos. Modern pachinko machines are highly customizable, keeping enthusiasts continuously entertained. Because gambling for cash is illegal in Japan, balls won cannot be exchanged directly for cash in the parlor; instead the balls are exchanged for tokens, which are then taken outside and exchanged for cash at a place nominally separate from the parlor and possibly run by organized crime.

As an indicator of the popularity of pachinko in Japan, Japanese government estimates of the annual turnover of the pachinko industry are in the region of 29 trillion yen. To put this in perspective, this is about twice the annual turnover of Japan's automobile industry, and approximately equivalent to the estimated annual turnover of the global narcotics trade.

Pachinko parlors are known for tweaking their machines to maximize their profits without intimidating customers, which means that most machines have different payout settings than what their manufacturers claim. The Japanese police can tolerate such manipulation as long as it happens outside of business hours; generally, those that cause a loss to the player are found in greater numbers.

Resetting of machines every day before opening hours is a feature of all parlors, because of the strict enforcement of closing times implying some players having to give up their machines when they hit a string of jackpots. Those whose machines are in payout mode at this time are allowed to collect their balls for the duration of the payout. Some parlors allow members to hold a particular machine across operating sessions. Timing is another factor in determining how parlors set their machines: holidays, when many people play pachinko, are favorable because many play it for leisure and the parlors are keen to attract them to come back for more. Weekends are unfavorable because the majority of players have only this time to play.

The layout of the different setting machines is a psychological method of attracting players; machines near the entrance are usually set at a high payout rate. When people walk by the parlor and see players at those machines with a large number of balls, they are more inclined to go inside and play the other machines even though they are at lower settings. For this purpose, many parlors employ "sakuras" to sit at these machines and emulate players winning a large number of balls; they are required to return these balls to the parlor free of charge minus their wages.

Billabong

Billabong is a mixed version of Manila. Each player is dealt two down cards and one upward. Low upward starts the betting with a Bring-in if you are playing with one, otherwise high card starts the betting. Next, two community cards are dealt, followed by a second betting round, beginning with the player with the best exposed partial poker hand counting the community cards, as in Oxford stud. Then a third community card is dealt, followed by a third betting round. Finally a fourth community card is dealt, followed by a fourth betting round and showdown. Each player plays the best five-card hand he can make from the three in his hand plus the four on the board in any combination.

Shanghai is the same game with an extra hole card, but no more than two hole cards play. That is, the game begins with each player being dealt three down cards and one upward; each player must discard one of his hole cards at some point during the game as determined ahead of time. The most common variation is to discard immediately as in Pineapple; the second most common is to discard just before showdown as in Tahoe.

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American Quarter Horse

The American Quarter Horse is an American breed of horse that excels at sprinting short distances. Its name came from its ability to outdistance other breeds of horses in races of a quarter mile or less; some individuals have been clocked at speeds up to 55 mph (88.5 km/h). The American Quarter Horse is the most popular breed in the United States today, and the American Quarter Horse Association is the largest breed registry in the world, with more than 4 million American Quarter Horses registered.

The American Quarter Horse is well known both as a race horse and for its performance in rodeos, horse shows and as a working ranch horse. The compact body of the American Quarter Horse is well-suited to the intricate and speedy maneuvers required in reining, cutting, working cow horse, barrel racing, calf roping, and other western riding events, especially those involving live cattle. The American Quarter Horse is also shown in English disciplines, driving, and many other equestrian activities.

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