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Article / Updated 10-31-2023
Listen to the article:Download audio Rummy is a card game in which you try to improve the hand that you’re originally dealt. You can do this whenever it’s your turn to play, either by drawing cards from a pile (or stock) or by picking up the card thrown away by your opponent and then discarding a card from your hand. You can play rummy with two or more players (for six or more players, you need a second deck of cards). You'll also need a paper and pencil for scoring. This article helps you learn how to play rummy and other basics, including rules, scoring, and how to win! Don't have time to read the entire article? Jump to the quick read summary. The objective of rummy Your aim is to put (or meld) your cards into two types of combinations: Runs: Consecutive sequences of three or more cards of the same suit Sets (or books): Three or four cards of the same rank. If you are using two decks, a set may include two identical cards of the same rank and suit. This figure shows some legitimate rummy combinations. This figure shows an unacceptable combination. This run is illegal because all cards in a run must be of the same suit. The rules for rummy — unlike the majority of other card games — state that aces can be high or low, but not both. So, runs involving the ace must take the form A-2-3 or A-K-Q but not K-A-2. The first person who manages to make their whole hand into combinations one way or another, with one card remaining to discard, wins the game. How to play rummy Follow these rummy card game rules and instructions below to understand how to play rummy from start to finish: Each player is dealt a certain number of cards from the deck. According to the rummy rules, 2 player game, or rummy for 3 players, each person gets 10 cards. That's also true for 4 players. When playing with five players, each player gets six cards. With more than five players, you must use two decks of cards and a hand of seven cards. The two-player game can also be played with seven cards each. Designate a scorer and a dealer at the start of the game. Then, the dealer deals out the hands and puts the undealt cards face-down on the center of the table as the stock, placing the top card, turned upward, beside the stock as the first card of the discard pile. The player to the left of the dealer plays first. They can either pick up the card on the discard pile or the top card from the stock. If they can meld some of their cards, combining them into runs or sets (as described above), they can put these down on the table. If not, they discard one card from their hand, face-up onto the discard pile, and the turn of play moves to the next player. The next player can either pick up the last card the previous player discarded or the top card from the stock. They can then meld some or all of their cards and put them down in combinations. The play continues clockwise around the table. When the stock runs out, shuffle the discard pile and set it up again. Laying Off A player can put down a card (or cards) on the table that fits with another player's melds already on the table. This is called laying off. The player who is laying off places the card on the table where they are sitting. As an example, if Player A has put down a meld that has three sevens, Player B could put down a seven from their hand. Other rules of rummy and tips Now that you know the objective of the game and the basic instructions to play, here is a small list of other official rules of rummy, and common tips to abide by: You cannot pick up the top discard and then throw the card back onto the pile. If you pick up two cards from the stock by accident and see either of them, you must put the bottom card back, which gives the next player an additional option. They can look at the returned card and take it if they want it. If they don't want it, they put it back into the middle of the stock and continue with their turn by taking the next card from the stock. When you pick up a card from the stock that you don’t want, don’t throw it away immediately. Put the card into your hand and then extract it. No player, regardless of skill level, needs to give gratuitous information away. Once you've mastered the game of rummy, you might want to try the slightly more interesting and challenging gin rummy. Rummying with wild cards You can play rummy with wild cards by adding jokers to the deck, or you can make the 2s or some other number wild. You can substitute the card represented by a wild card when it is your turn to play. So, if a combination including a joker, standing in for the king of clubs is put on the table, the next player can put in the king of clubs and pick up the joker for use elsewhere. If you put down two 8s and a joker, you do not have to announce which 8 the joker represents, but with a run, such as 5-6-joker, the assumption is that the joker represents the 7. When playing with wild cards, you may not want to put combinations containing wild cards down immediately; you don’t want to give another player the use of a wild card by way of the substitution. Of course, if you feel obliged to put down the set or run, try to ensure that the card your wild card replaces has already been played in some other set or run. Going out and tallying your score The first player to be able to put seven of the eight cards in their hand into combinations (including the card that they pick up in their current turn), or ten of their 11 cards, as the case may be, goes out (places all their cards on the table) and wins. You discard your remaining card as you go out, usually having made the others into one combination of four and one combination of three. You do not have to make the plays at one turn; you may have put down some cards into sets already, of course. If your last two cards are two 7s, and you pick up a third 7, most people play that you can go out by making a set, without needing a final discard. The winner collects points from all the other players. They base their point total on the remaining cards in the other players’ hands, regardless of whether the cards make up completed combinations or not — which is a good reason to put down melds as soon as you get them. The players put their cards face-up on the table and call out how many points they have left for the winner. You score the cards according to the following scale: 2s through 10s get their face value, meaning, for example, that a 5 is worth 5 points. Jacks, queens, and kings receive 10 points apiece. Wild cards cost you 15 points each, if you are playing with them. Aces, in keeping with their lowly status during the game, charge you 1 point only. For example, if you’re left holding ♠K, ♦K, ♦Q, and ♣A at the end of the game, the winner of the game scores 31 points. With more than two players, the winner cumulates the points from all the other players. Laying all your cards down in one turn is called going rummy, which doubles your score; obviously, the availability of this bonus affects your decision to put down combinations earlier rather than later. If you think that you can claim this bonus, you may want to delay putting down your combinations. The first player to score 100 points is the winner. For a longer game, you can play to 250 points. Simple rummy strategy When you first start playing rummy, you may find that putting your cards into combinations is quite challenging. The best strategy is to aim for melds that have the best chance for completion. The cards in your hand and on the table give you information about your chances for completing certain combinations. For example, if you can keep only two cards from the ♠7, ♠8, and ♣8, and you’ve already used the ♦8 in another run, you should keep the spades because you have two chances for success this way — the ♠6 or the ♠9. Keeping the two 8s gives you only one possible draw, the ♥8. Another typical problem is knowing when to break up a pair in order to increase your chances elsewhere. For example, imagine that you have to discard from a collection such as the one shown in the figure below. The solution to this problem is to throw the ♥10 away. Keeping your two pairs gives you a reasonable chance to make three of a kind, and the ♥10 gives you only a single chance of making a combination — by drawing the ♥9. In general, you don’t want to split up your pairs. But life (or at least Rummy) isn’t always so simple. Suppose that you have the cards shown in the figure below. If you need to throw out one card, throw a 4 away. The ♠7 is a useful building card, meaning that it fits well with the ♠8; mathematics says that the nest of 7s and 8s gives you four possible cards with which to make a combination (the ♠9, ♠6, ♣8, and ♥8). You have the same number of options if you throw the ♠7 away and keep the two pairs. But the real merit in throwing away one of the 4s is the degree of freedom you attain for a future discard. By throwing one 4 away, you allow yourself to pick up another potentially useful building card (such as the ♠7) at your next turn, and then you can throw away the other 4. By contrast, throwing away the ♠7 fixes your hand and gives you no flexibility. The odds favor your draw to the run rather than your hopes for a set. When you make a run, you can build on it at either end. A set, on the other hand, has only one possible draw. For this reason, be careful about which cards you discard. If you must give your opponent a useful card, try to let them have the sets of three or four of a kind instead of helping them build their runs. Keeping your eye on the discard pile You can’t go through a game of rummy thinking only about the cards in your hand — you also need to watch the cards thrown into the discard pile. Monitoring the discard pile helps you keep track of whether the cards you’re hoping to pick up have already been thrown away. For example, if you have to keep two cards from the ♠7, ♠8, and ♣8, consider whether the ♠6, ♠9, or ♥8 has already been discarded. If both spades have already gone, you have no chance of picking them up — at least not until you work your way through the entire stock, at which point you may get a second chance at the cards when the deck is reshuffled. In such a stuck position, you should settle for a realistic chance, however slim, of picking up the last 8 by discarding the ♠7. Try to avoid drawing to an inside run — keeping, for example, a 3 and a 5 in the hopes of drawing the 4. Holding onto builders (cards that may be helpful elsewhere) is better than relying on a single card. You can’t review the discard pile for clues. You have to remember which cards were thrown away — or be very adept at taking stealthy peeks at the discarded evidence! Thinking about your opponents’ hands Contemplating what your opponent has in their hand helps you make smarter choices about what cards you should discard. After all, you don’t want to throw away that ♥K if your opponent can use it to complete a run with the ♥Q and ♥J. You compile a picture of your opponent’s hand by reading the negative and positive messages you get from their plays. For example, if you see your opponent throw away the ♥Q, you can be sure that they aren’t collecting queens. That information in itself doesn’t make discarding any queen safe, however, because they may be collecting high diamonds. But if do you subsequently throw down the ♥Q, and they pick it up, their action provides you with an informative message; you can safely infer that they are collecting high diamonds. Quick Read Summary Rummy is an engaging card game that challenges players to enhance their initial hand. Whether you're a beginner or an experienced player, understanding how to play rummy is essential. Here, we'll walk you through the basics, including rules, scoring, and strategies to win. Objective of rummy The goal of rummy is to create combinations of cards in two main categories: runs and sets (or books). Runs: These consist of consecutive sequences of three or more cards of the same suit. Sets (books): Sets are comprised of three or four cards of the same rank. When using two decks, a set can include two identical cards of the same rank and suit. Basic rules of rummy Dealing: The number of cards dealt varies based on the number of players. In games with 2 to 4 players, each player receives 10 cards, while 5 or more players require two decks, and each player gets 7 cards. Setup: Designate a scorer and a dealer. The remaining cards form the stock, with the top card placed face-up beside it as the discard pile. Gameplay: Players take turns clockwise. On their turn, they can draw a card from the discard pile or the stock. If possible, they can lay down combinations (runs or sets) on the table. Otherwise, they must discard a card onto the discard pile. Laying off: Players can add cards to existing combinations on the table, a move called "laying off." For example, if a player has three sevens on the table, another player can put down the fourth seven from their hand. Additional rules and tips You can't pick up a discarded card and immediately throw it back. If you accidentally pick up two stock cards and see either, put the bottom card back for the next player. If you don’t want a card you’ve just picked up from the stock, don’t throw it away immediately. Place the card in your hand, and then extract it. This prevents other players from knowing whether you kept that card. When playing with wild cards, like jokers, they can substitute any card. Scoring and winning The first player to be able to put all of their cards into combinations on the table and discard their remaining card goes out, and wins the game. You play several games until one player reaches 100 points and wins. You can also play a longer game to 250 points. Points are based on card values: 2-10 cards are worth face value, face cards (Jacks, Queens, Kings) are 10 points, wild cards are 15 points each, and Aces are 1 point. Going out in one turn ("going rummy") doubles your score. Players tally their points based on their remaining cards, and the winner collects points from others. Strategy in Rummy Aim for melds with the best chance of completion. Consider the cards in your hand and on the table when deciding which cards to keep or discard. Prioritize runs over sets, as they offer more opportunities for expansion. Be cautious about giving your opponents useful cards. Monitor the discard pile to gauge which cards have been discarded. Think about your opponents' possible combinations based on their plays. Rummy is a game of strategy, skill, and observation. As you gain experience, you'll refine your tactics and develop a deeper understanding of your opponents' hands. With these fundamentals in mind, you're ready to enjoy the exciting world of rummy and aim for victory! Hungry for more? Go back and read the article or check out the book.
View ArticleStep by Step / Updated 10-27-2023
The half double crochet (abbreviated hdc) is kind of an oddball stitch. It falls in between a single crochet and a double crochet in height, but instead of working off two loops at a time, you draw the yarn through three loops on the hook. It produces a fairly tight fabric similar to one made with a single crochet stitch:
View Step by StepArticle / Updated 10-27-2023
In bridge, bidding is an exchange of information. During bidding, you're trying to telegraph details about your cards to your partner. Your first impulse may be to develop some special bidding conventions that only you and your partner know. According to the rules of the game, however, you can't have any bidding secrets with your partner; the same goes for your opponents. So even though the opponents may be bidding their heads off, you at least will know what their bids mean. Here are some tips to help you keep your bidding on the straight and narrow: Do try to use the minimum number of words possible when you bid. If you want to pass, say just one word: "Pass." If you want to bid 3♣, say "Three clubs." No more, no less. Do be careful about how you use your voice. You may be tempted to bid softly if you have a weak hand or loudly if you have a strong one. Remember to keep all your bids at the same decibel level. Don't use body language. If your partner makes a bid you don't like, don't throw any looks across the table and don't use any negative body language. If your partner makes a bid that you do like, you also must refrain from any telltale signs of glee. Don't give in to emotional reactions or breakdowns, no matter what happens during the bidding. Bridge is too great a game to mess it up with illegal signals, so keep an even keel.
View ArticleArticle / Updated 10-27-2023
This handy table for bridge players shows how many points you score if you make your contract. Your bridge score depends upon which suit you end up in (including notrump) and how many tricks you take. For example, if spades are trumps and you bid for eight tricks and you take exactly eight tricks, read across the spade line to see that you scored 60 points. If you don't make your contract, you don't have to worry about this table because you don't score any points, the opponents do! Note: Game = 100 points. There are bonuses for bidding and for making 100 points or more on one hand. Tricks Taken 7 8 9 10 11 12 13 Notrump 40 70 100 130 160 190 220 Spades 30 60 90 120 150 180 210 Hearts 30 60 90 120 150 180 210 Diamonds 20 40 60 80 100 120 140 Clubs 20 40 60 80 100 120 140
View ArticleArticle / Updated 10-27-2023
In bridge, bidding is considered the most important aspect of the game. It's a given that a good bidder equals a winning bridge player. Here are a few bidding tips to start you off: Before opening, add your high card points (HCP): Ace = 4, King = 3, Queen = 2, Jack = 1. With 12 or more HCP, open the bidding. To open 1♥ or 1♠, you need at least five cards in the suit. With two five-card suits, open in the higher-ranking suit first. The rank of the suits, from highest to lowest, is spades, hearts, diamonds, clubs. With two four-card suits, one a major (hearts or spades), one a minor (diamonds or clubs), open in the minor. With two four-card minors, open 1♦. Open 1NT with 15 to 17 HCP plus a balanced hand (no voids, singletons, or two doubletons). If your partner opens, pass with fewer than 6 HCP. With 6 or more HCP, bid your longest suit at the one level, if possible. Responding at the two level in a new suit requires 11 or more HCP. A response of 1NT shows 6 to 10 HCP and denies a four-card major if your partner opens 1♣ or 1♦. Supporting your partner's first bid major suit requires three or more cards in the suit; supporting any second bid suit requires four or more cards in the suit. A primary objective in bidding is to locate an eight-card or longer major suit fit between your hand and your partner's.
View ArticleArticle / Updated 10-27-2023
Each hand of bridge is divided into four phases, which always occur in the same order: dealing, bidding for tricks, playing the hand, and scoring. Dealing Someone (anyone) shuffles the deck, and then each player takes one card and places it face-up on the table. The player with the highest card is the dealer. He shuffles the cards and hands them to the player to his right, who cuts them and returns them to the dealer. The cards are dealt one at a time, starting with the player to the dealer's left and moving in a clockwise rotation until each player has 13 cards. Bidding for tricks In this phase, players bid for the number of tricks they think they can take. (It's like being at an auction.) Because each player has 13 cards, 13 tricks must be fought over and won in each hand. The bidding starts with the dealer and moves to his left in a clockwise rotation. Each player gets a chance to bid, and a player can either bid or pass when it's his turn. The least you can bid is for seven tricks, and the maximum you can bid is for all 13. The bidding goes around and around the table, with each player either bidding or passing until three players in a row say "Pass" after some bid has been made. Playing the hand The player who buys the contract, determined by the bidding, is called the declarer. The declarer is the one who will play the hand. The player seated to the left of the declarer puts down the first card face up in the middle of the table; this is the opening lead. The play moves clockwise. The next player, the dummy, places her cards face-up on the table in four vertical rows, one row for each suit, and completely bows out of the action. In other words, only three people are playing. Once the lead is on the table, the declarer plays any card from dummy in the suit that was led; third hand does the same, and fourth hand, the declarer, also does the same. Whoever has played the highest card in the suit wins the trick and leads any card in any suit desired to the next trick. The same process goes on for all 13 tricks. The rule is you have to follow suit if you have a card in the suit that has been led. If you don't have a card in that suit, you can throw away (discard) any card you wish from another suit, usually some worthless card. After 13 tricks have been played, each team counts up the number of tricks it has won. Scoring After the smoke clears and the tricks are counted, you know soon enough whether the declarer's team made its contract by taking at least the number of tricks they bid. You then register the score. The deal moves in a clockwise manner; the player to the left of the person who has dealt the previous hand deals the next one.
View ArticleArticle / Updated 10-27-2023
In the following example, you can see the bids each bridge player makes during a sample bidding sequence. You don’t see the cards on which each player bases his or her bid — they aren’t important for now. Just follow the bidding around the table, noting how each bid is higher than the one before it. Assume that you’re in the South position. South (You) West North (Your Partner) East 1♥ Pass 2♣ 2♦ 3♣ 3♦ 4♥ Pass Pass Pass After your opening 1♥ bid, West passes and your partner (North) bids 2♣. East joins in with a bid of 2♦, a bid that is higher than 2♣. When it’s your turn to bid again, you show support for your partner’s clubs by bidding 3♣. Then West comes to life and supports East’s diamonds by bidding 3♦. Your partner (don’t forget your partner) chimes in with 4♥, a bid that silences everybody. Both East and West decide to pass, just as they would at an auction when the bidding gets too rich for their blood. It has been a somewhat lively auction, and your side has bought the contract with your partner’s 4♥ bid, which means you need to take ten tricks to make your contract. (Remember, a book — six tricks — is automatically added to the bid.) If you don’t make your contract, the opponents score penalty points and you get zilch. The final contract of 4♥ also designates hearts as the trump suit. Keep in mind the following points about the bidding sequence: Each bid made is higher ranking than the previous bid. A player can pass on the first round and bid later (as West did), or a player can bid on the first round and pass later (as East did). After a bid has been made and three players in a row pass, the bidding is over.
View ArticleArticle / Updated 10-26-2023
Listen to the article:Download audio If you're planning to convert a vehicle for your van life adventure, you'll need to put together a cooking area, complete with a stove, cookware, and other supplies. What do you need for van life cooking? One of the most important decisions you’ll need to make is which type of stovetop (or burner) you’d like to use. Stovetops come in many different styles, types, and shapes. Here are three main types that I have used over my van life journey: Single-burner portable stove with gas cartridge: For many people who just take their campers out on weekends or on short trips, a one-hob burner for warming up soup or packet meals might well be enough. I’ve always carried one of these around with me just in case my main gas bottle runs out, and it’s helped out when I’ve boiled up pasta a few times. My main gripe with the single burner is that if you want to cook a meal with multiple parts, everything ends up taking a lot longer, as each component will need a separate turn on the burner. Two-burner gas stovetop with grill: The two-burner gas stovetop with grill system is a great all-around option. This was the first type of burner I had in my van, and it allowed me the freedom to whip up Bolognese on one hob and pasta on the other. (I do eat more types of food than pasta, I promise.) The grills on these burners can sometimes be a little hit and miss, so it pays to buy a reputable model from a company like Vango. I loved cooking sausages on my grill for breakfast on wintry Saturday mornings. Three-burner stovetops: As you might have guessed by now, my personal preference is the three-burner stovetop. I need all the pan space I can get when I’m making meals, especially when the Omnia Oven (more about this below) is taking up the middle hob. Gas drop-out vents: If you’ve got any type of gas bottle in your van — propane, butane, or LPG — then you need a gas drop-out vent as an extra and crucial safety measure. Because gas is heavier than air, if there is a leak, the gas will flow out through your gas drop-out vent and away from your van. I know it might seem like a little thing to overlook, but it’s so important if anything goes wrong with your gas setup. Cooking like a pro on the road Good workers never blame their tools, which is why I’m about to reveal some of the best gear for cooking on the go. The only thing you need to be blaming from now on is how tight your pants are after all the good food you’re going to be making and eating! XL RidgeMonkey: The XL RidgeMonkey compact sandwich toaster is possibly the most versatile piece of cooking equipment I’ve ever used on my van life adventures. This little piece of genius was originally designed for fishermen to cook up their catch on a jet burner at the side of the river. Omnia Oven: If you want to go one step further and bake bread and cakes, cook chicken thighs, or make incredible stews or roast potatoes, then you need an Omnia Oven. This doughnut-shaped stovetop oven changed everything for me, especially while living in a camper van during the COVID-19 pandemic lockdowns. The Omnia Oven works through convection. Heat is drawn up from the hob through the middle of the oven and passes up and over the food inside, providing heat all the way around the oven and creating an even bake. Nesting bowls: Mixing cakes and kneading bread can get a little messy when you’re trying to use pans and mugs. That’s why nesting bowls are such a great idea. Nesting bowls, as you might have gathered from the name, nest inside one another. Joseph Joseph makes a great set that includes a large mixing bowl, colander, sieve, smaller pouring bowl, and a set of cup measures all inside the largest bowl. The measuring cups are perfect for measuring (go figure) out baking ingredients, sushi rice, sauces, and much more. Bialetti moka pot: This stovetop espresso maker is the perfect companion at breakfast time or before a long drive. It doesn’t take up a lot of space and stows away in a cupboard or drawer easily, providing budding adventurers with an energy boost boasting sumptuous flavors at the drop of a hat. Handleless pans: You’ll have a hard time cooking without any pans, making them a bit of an essential item when it comes to stocking up your kitchen. The only problem is that they can be quite bulky, so grabbing a set of handleless pans that pack away neatly can really make cooking in a van a lot easier. I stored all my pans in a pan hammock underneath my sink. It was a good way to use space that would have otherwise been wasted and freed up a drawer for more dry ingredients. BioLite kettle set: This little piece of equipment can be used for both brewing up tea or cooking soups and stews, and is another genius space-saving utensil for tiny-home lovers. It also has an insulted handle to keep your hands scorch-free. Knife set: No matter your dietary preferences, it pays to have a trusty knife set on board for preparing food. As you know, I’m all about making life easy for myself, so having a good bread knife as well as a sharp blade for slicing everything from tomatoes and tofu to chicken and chorizo is essential, especially when you love food as much as I do. Handheld food processor: Zyliss makes a neat little manual food processor that is great for chopping up onions or making dips in your camper. It makes mincemeat (literally) of food prep and works your arm out at the same time. Just pull the hook and back like a miniature rowing machine, and you’re good to go!
View ArticleArticle / Updated 10-25-2023
Even the cook should get to enjoy a stress-free Thanksgiving. So, if you're hosting this year's holiday festivities, follow these tips to help take the stress out of getting ready to cook a Thanksgiving meal: Make a plan: Poor planning is probably the greatest stressor when you're trying to execute a large meal, particularly Thanksgiving dinner. If you want your holiday meal to run smoothly and keep you from aging ten years over the course of a week, you must plan the event carefully, well in advance. Organize: Make lists of everything you need to keep organized (ingredients, dishes, kitchen gadgets and accessories, guests, tablescapes, activities). Once you know exactly what you’ll need, you can round up the items, and organize them in a way that makes them accessible. Keep a general head count: Crowds tend to be ever-changing. At first, Uncle Joe and Aunt Juanita plan to come, then they decide they can’t, then they decide they can and ask if they can bring Joe's brother. Especially around holidays, the reality is that crowds often shift, so it’s up to you to keep an accurate head count as you move forward. However, don’t spend all your time trying to keep a solid count or you'll drive yourself — and your guests — crazy. Expect some changes on your guest list, just always err on the side of too much food than too little. Just try to keep a general head count running at all times so you know what you’re up against. Carefully determine your menu: It’s easy to get excited about a holiday meal and go overboard with your menu. Keep your head out of the clouds and think carefully about everything you must do to create each dish. Plan to have a few items that are more difficult and take more time and a few items that are quick and easy. Prepare some items in advance: A vital trick when cooking for a crowd is preparing as many items in advance as you can. The more items you can prepare in advance, the easier the big day will be. Here's a solid list of make-ahead Thanksgiving dishes you can prepare before the holidays. Don’t be afraid to borrow: Just because you're the host of a holiday dinner doesn't mean you should have all the pots, pans, dishes, and supplies on hand. When you cook for a crowd, borrowing items is perfectly fine. You don’t need to buy everything you may need, and you don’t need to suffer in silence, either. Create a workflow: A workflow will help you manage your tasks and ensure that everything gets done. Eat well, exercise, and sleep well: Everyone has gone into panic mode at some point. In those times, reality seems to go out the window, and you zone in on one particular task. As you’re getting ready for Thanksgiving, try to keep the same schedule. Eat the same kind of foods you normally do, get some exercise, and go to bed and get up at the same times as usual. If you keep your body in sync, you’ll keep a level head on your shoulders. Take a breather: Build some downtime into your Thanksgiving day. Your mind and body work better if they both can take a break, so don't feel guilty if you put your feet up, watch a parade, or read an article for 15 minutes. You’ll feel refreshed, and those overwhelmed feelings will remain at bay. Ask for help: The trick is knowing when you need help. As Thanksgiving day nears, be realistic. If you simply have too much to do, make some phone calls and get extra help. Your goal is to have a fun, successful Thanksgiving Day.
View ArticleArticle / Updated 10-25-2023
To decorate for Thanksgiving, you can choose from a variety of colors and styles aside from the typical, traditional theme for decorating. Choose from the many colors, items, and accent pieces in the following table to get ideas or inspiration for your Thanksgiving decorating. Because Thanksgiving is centered around celebrating a bountiful harvest, preserved flowers and displays of fruit fit into the decorating scheme. Although you may not like the idea of decorating with potatoes or rhubarb, you can refer to their colors when choosing accessories or accent pieces. Of course, if you want to decorate with sweet potatoes, don’t let anyone stop you! Inspiration for Thanksgiving decoration Colors Fabrics Botanicals Accent Items Deep tones of reds or wines Velvets Pumpkins and gourds Woven baskets Browns Chenille Autumn Leaves Wreaths made of natural materials such as vines, wheat, leaves, twigs, or berries Purples in eggplant or grape Heavy cottons Twigs Metals in antiqued gold, bronze, or rust finishes (pewter is pretty for this holiday as well) Greens: from deep sage to light pear Fleece Sheaves of wheat Earthenware Golds: from bright yellows to antiqued gold Tweeds Nuts Candles in pillars, tapers, or votives Creams: from ivory to white Flannels Chrysanthemums Pilgrims Oranges: from pumpkin to sweet potato Wools Roses Native American Indians Tapestries Fruit: pomegranates, cranberries, grapes, blackberries, kumquats, apples pears Cornucopias Vegetables: corn, rhubarb, sweet potatoes, beets, squashes
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