INPUT ARTICLE: Article: when addressing bad behavior. No matter how frustrated you become, breathe deeply and stay calm. Children are better prepared to hear what you say if you are calm and rational. Take some deep breaths, count backward from 10 (or 50!), and visualize a peaceful scene before you address the problem. 1-year-olds do not understand cause and effect well, and yelling will only frighten and upset them. Your child will learn to be afraid of you instead of learning how to behave. You want to administer discipline as soon as possible so that they connect it to the specific improper behavior. Still, if you need, take a moment or two to center yourself so that you can address your child in the best way possible calmly and rationally. Shouting is never appropriate and will seldom have a positive effect, so if you find that you are raising your voice, disengage and let the teaching moment pass. There will be plenty more. Evidence continues to mount that physical punishments like spanking are ineffective and may in fact contribute to future anti-social behaviors. Physical punishment is particularly unhelpful for very young children, since they cannot truly yet connect the effect (the pain of your discipline) with the cause (their bad behavior). "My parents spanked me and I turned out fine" is not a good rationale. You probably also rode in the car without a car seat, and may have ridden your bike without a helmet. " Highlight good behavior, and, when it is necessary to call your child's attention to bad behavior, make it a point not to call your child "bad." 1-year-olds are just learning how the world works. They are not "bad" they just don't know better. Instead of "Bad Jeremy! Don't hit Daddy!", try "It hurts Daddy when Bobby hits me ouch!" For the word "no" to have maximum impact, reserve it for times when it is really necessary for example, if your child is doing something dangerous. Otherwise, take care to frame your sentence as a positive: say, "Color on the paper!" rather than "No! Don't color on the wall!" Rather than "No food on the floor!", go with "Let's keep our food on our tray." Children can begin to learn, at this stage, that their behavior affects other people. For example, a 1-year-old child can learn, with repetition, that throwing food makes you angry. Explain these dynamics as often as needed, in a calm tone. "Sissy gets sad and doesn't want to play with you when you take toys from her." "When you bite Mommy, it means I have to stop playing blocks with you." If your child is about to touch something they shouldn't or is exhibiting early signs of other bad behavior, offer a distracting alternative. 1-year-olds are easily distracted with safe and interesting toys. Follow up with discipline only if the unwanted behavior persists in spite of your attempt to divert it.

SUMMARY: Keep your cool Refrain from yelling. Avoid physical discipline, especially with small kids. Do not call your child "bad. Use "no" sparingly. Teach your child how to interact with other people. Offer alternatives when bad behavior is imminent.

INPUT ARTICLE: Article: Players roll dice and accumulate 'wins' (or "buncos".) The person with the most wins or Buncos at the end of the game is the winner. Each round correlates to a number on the die; the first round correlates with the one on the die, round two correlates with the two, etc. If a player rolls the dice and gets three of the number that the round correlates to, the person gets a bunco. Example: If it is round four and the player rolls the dice and three of them land on four, that player gets a bunco. Bunco is played with 12 people because it is divisible by four. If you are playing with more or less than 12 people, make sure that you are playing with enough people so that there are four players at each table. If you are playing with an odd amount of people, assign a "ghost" to someone. The partner of the "ghost" rolls and keeps score for the "ghost". Essentially one person on the team with an uneven number gets to roll and keep score twice. The head table controls the pace of the game. The game begins with the head table rings the bell. To pick the players who will be at the head table: Collect all 12 score sheets. Assign someone to draw small stars on four of the card sheets. Shuffle the sheets. Have each player select a sheet. Those who pick sheets with stars are the players who will begin at the head table. There should be four people at each table. A typical Bunco game consists of three tables--one "losing" table, one "middle" table and one head table. The head table is the best, the middle is middle, and the losing table is worst. People across from each other are teammates. However, keep in mind that this will change every round. This person will play the game, but will also be in charge of keeping track of points for the team he/she is on. Each table should have a spiral notebook to write the score in, 3 dice, a score sheet for each player, and a pencil for each of the four people at the table.

SUMMARY: Know the object of Bunco. Know how to form a bunco. Find a group of 12 people to play with. Understand what the head table is. Divide the rest of the players between two tables. Divide each table into teams. Pick a scorekeeper for each team. Give each table what they'll need to play.

INPUT ARTICLE: Article: A pawn is promoted when it reaches the other side of the board. It will become a queen, rook, bishop, or knight. Once the pawn reaches the other side, you can replace it with the piece of your choosing. Pawns are most commonly promoted to queens. You can have more than one queen on the board. You may say, "If your pawn makes it to the other side of the board, it can become a different piece. You can choose the piece that you turn it into. The queen is usually best." En passant happens when a player moves the pawn two spaces on the first movement and the pawn is next to the opponent's pawn. If this happens, the opponent can use their pawn to capture your pawn. Your opponent must capture your pawn during the next move. If the pawn is not captured during the next move, your pawn can remain.. This move may never happen naturally. Set up the board to demonstrate how this happens. A pawn can never be promoted to a king. Castling involves moving the king and the rook at the same time. If there is nothing between the king and the rook/castle and neither of the pieces have been moved yet, this move can happen. The king moves two spaces towards the castle and then the castle jumps to the other side of the king. The king and the rook must be in their original positions to castle. You cannot castle if the king is in check.

SUMMARY: Explain pawn promotion. Explain en passant. Explain what the term "castling" means.

INPUT ARTICLE: Article: Measure out the bulgur and add it to a glass, ceramic, or metal bowl. Some plastic containers are also heat-proof. Check to see if your container is microwave safe before using it to soak the bulgur with boiling water. Don't place the bulgur in anything that might melt, such as a plastic or Styrofoam. When the bulgur reaches the desired consistency, pour it into a colander over a sink to drain off the excess water. If there's no excess water left in the bowl, you can skip this. Store your extra bulgur in an air-tight container in the refrigerator for up to 3 days.

SUMMARY:
Place 1 cup (240 g) of bulgur in a heat-proof bowl. Drain off any excess water after the bulgur is cooked.