Acquire is a multi-player mergers and acquisitions themed board game.
 It is played with tiles representing hotels that are arranged on the board, play money and stock certificates.
 The object of the game is to earn the most money by developing and merging hotel chains.
 When a chain in which a player owns stock is acquired by a larger chain, players earn money based on the size of the acquired chain.
 At the end of the game, all players liquidate their stock in order to determine which player has the most money.
 It was one of the most popular games in the 1960s 3M bookshelf game series, and the only one still published in the United States.
Forced displacement or forced immigration is the coerced movement of a person or persons away from their home or home region and it often connotes violent coercion.
 Someone who has experienced forced displacement is a "forced immigrant", a "displaced person" (DP), rarely also a "displacee", or if it is within the same country, an internally displaced person (IDP).
 In some cases the forced immigrant can also become a refugee, as that term has a specific legal definition.
 A specific form of forced displacement is population transfer, which is a coherent policy to move unwanted persons, for example, as an attempt at ethnic cleansing.
 Another form is deportation.
Chlorophyll "a" is a specific form of chlorophyll used in oxygenic photosynthesis.
 It absorbs most energy from wavelengths of violet-blue and orange-red light.
 It also reflects green/yellow light, and as such contributes to the observed green color of most plants.
 This photosynthetic pigment is essential for photosynthesis in eukaryotes, cyanobacteria and prochlorophytes because of its role as primary electron donor in the electron transport chain.
 Chlorophyll "a" also transfers resonance energy in the antenna complex, ending in the reaction center where specific chlorophylls P680 and P700 are located.
Intellectual need is a specific form of intrinsic motivation; it is a desire to learn something.
 It has been recognized as critical in effective education and learning.
 Intellectual need arises when someone poses a question to themselves or others, either out of curiosity or to solve a specific problem.
Non-linear media is a form of media that can be interacted with by the consumer, such as by selecting television shows to watch through a video on demand type service, by playing a video game, by clicking through a website, or by interacting through social media.
 Non-linear media is a move away from traditional linear media, in which content is selected by the publisher to be consumed and is then done so passively.
 There is no single specific form of non-linear media; rather, what might be considered non-linear changes as technology changes.
Each Glasnost The Game game comes with a Board, one die, 36 cards and a number of differently colored tokens denoting armies and industries: Armies are dark, industries are light colored.
 Both types of token come in the following numbers and denominations: 25x1, 20x2, 5x2, 5x10, 5x20
Nose fetishism, nose partialism, or nasophilia is the partialism (or paraphilia) for the nose.
 This may include the sexual attraction to a specific form of physical variation of appearance (such as shape and size), or a specific area (for example; the bridge or nostrils).
 The fetish may manifest itself in a desire for actual physical contact and interaction, or specific fantasies such as the desire to penetrate the nostrils.
A Knowledge Transferring Assessment combines the knowledge assessment directly with the knowledge transfer.
 In this sense it is a specific form of an Online Assessment/E-assessment/Computer-based assessment implementing a "Pull Learning Approach".
 In contrast to an Online Assessment which may finalize a formal training in order to assess the gained knowledge (as part of a "Push Learning Approach" ), a Knowledge Transferring Assessment replaces the formal training by providing the required or desired knowledge fully integrated in the assessment by means of a specific design.
The Woman with Gambling Mania is an 1822 painting by Théodore Géricault.
 It is a member of a series of ten portraits of people with specific manias done by Géricault between 1820 and 1824, including "Portrait of a Kleptomaniac" and "Insane Woman".
 Following the controversy surrounding his "The Raft of the Medusa", Géricault fell into a depression.
 In return for help by psychiatrist Étienne-Jean Georget, Géricault offered him a series of paintings of mental patients, including this one, in a time when the scientific world was curious about the minds of the mentally insane.
 A solid example of romanticism, Géricault's portrait of a mental asylum patient attempts to show a specific form of insanity through facial expression.
NMP (НМП in Macedonian; it is a proper name, not an abbreviation) is a multimedia art collective from Skopje, Republic of Macedonia.
 The collective was first conceived as a movement rooted in applied philosophy in February 2002, but it did not have a specific form until 8 April 2005 when Version 1.0 of its official website ("www.nmp.com.mk") was launched.
 NMP focuses primarily on digital art (such as photomanipulation and vector) and street art (stencils, stickers, graffiti), but it also supports photography and non-visual arts, such as poetry and music.
 Due to the specific nature of the medium, and the growing number of writers, a separate section of the site dubbed NMP Reader (NMP Chitanka) was opened at the end of 2006, featuring some “celebrities” from the Macedonian blogger scene.
 There is no set membership in the collective; all artists and project developers participate on a revolving-door basis.
 Works of the collective are made public online, as well as through collective and individual exhibitions.
 As of June 2007, about 30 artists are associated with the NMP collective.

Question: Acquire and Glasnost The Game, are which specific form of entertainment?
Answer: board game