INPUT ARTICLE: Article: Leave 1/2" (1 cm or so) extra on all sides, stopping just below your second knuckle. This is the template for your finger puppet. You'll need two of your template (front and back) plus any extra bits. Wings for your butterfly? A nose for your elephant? A beak for your chicken? Ears for your rabbit? Get as intricately detailed as possible. If your brain isn't firing on all pistons at the moment, look up a few generic cartoons for detailing inspiration. Before you get to sewing the base of the puppet, sew on all the small, finer details. While you have your thread out, sew on a grin with a backstitch. A whip stitch will probably be best for adding your eyes/nose/beak/wings/general details. If sewing isn't your forte, you may be able to get around most of it with hot glue. But take care -- glue and felt isn't always pretty, especially if too much glue is used. Do a blanket stitch around the entire body; if you've added a piece that doesn't allow for this, switch to a running stitch. Now all you've got to do is put 'em on and get to creating. Unless you want to give your puppet 9 more friends, of course!

SUMMARY: Trace your finger on a piece of paper. Cut out your felt pieces. Sew on the additions. Place the top and bottom of the body on top of each other and sew together.

INPUT ARTICLE: Article: When they start fluttering around the jar, it's time! Take the jar outside and place it near their host plant. Open the jar and let the butterflies go free. Enjoy the fact that you contributed to your local ecosystem by helping the butterfly population thrive. Butterflies have the best chance of survival if you set them free, rather than trying to keep them indoors. If it's cold outside or you simply want to observe them for a few days, you can keep them inside for a bit. Put them in a huge jar with several sticks, and feed them the sugar solution detailed in the next step. If you want to feed the butterflies, either because it's too cold to release them or you'd like to watch them eat, you can set out a small sponge soaked with a solution of one part sugar to four parts water. Butterflies will land in the sugar water and taste it with their feet. Don't put a dish or puddle of sugar water out, since butterflies can get covered with it and end up sticky, making it difficult or impossible for them to fly. If you see a butterfly that seems to be moving slowly or stumbling around or one with a torn wing, there are measures you can take to rescue it! Always remember to handle the butterfly gently if you try one of these first aid treatments: For a butterfly that seems weak or hungry, you can rescue it by helping it eat. Mix up some sugar water and set out a sponge soaked in it. Gently take the butterfly's wings between your thumb and forefinger, using utmost care not to pinch too hard. Set the butterfly on the sponge. Butterflies feed through a curved tube. If it doesn't unfurl, you can help it along by gently extending it toward the food using a toothpick. Once the butterfly feels restored, it will fly away. For a butterfly with a torn wing, you can tape the wing to help it heal. Use a very lightweight, clear tape. Gently hold the butterfly's body with one hand and use the other to place a small piece of tape on one side of the butterfly's wing. This will keep the wing held together and help the butterfly fly again. If you want your yard to be a haven for butterflies, you can help them out by planting a garden full of butterfly host plants and other plants that attract butterflies. Consider planting the following species (and many more) to keep butterflies happy and healthy in your area: Milkweed Dill Fennel Parsley Bee balm Mint Lavender Lilac Privet Sage Zinnia

SUMMARY: Release the butterflies when they begin to fly. Feed butterflies a sugar solution. Rescue sick butterflies. Plant a butterfly garden for long-term butterfly care.

INPUT ARTICLE: Article: As discussed earlier, sit in team formation and designate a dealer. Grab your Euchre deck and have the dealer give each player 5 cards and assemble the kitty. Starting to the person left of the dealer, rotating clockwise, ask each player whether or not he wishes to declare the suit that is showing as trump until someone does (or a new cycle begins). If he does wish to declare this suit trump, he says "pick it up." If he does not want to declare this suit trump, he says "pass," or declares a pass by knocking on the table. He/She then discards one of their other cards (usually a low card of the non-trump suit). If a rotation of the circle is completed without anyone telling the dealer to "pick it up," the card is turned face down and another rotation ensues. During this rotation, a player can call trump of any suit other than the one that was originally turned up. If the rotation completes without anyone calling trump, the deal is forfeited and passed clockwise to the next person in the circle. It's generally wise to only call a trump suit if you have a good hand. Otherwise, stay mum. Each player must follow suit -- meaning if a player has a card of the same suit as was led, he must play it on that trick. If a player does not have a card of that suit, he can trump the trick, or simply throw a card off suit. The highest card of the suit that was led takes the trick, unless a trump card is played. The highest card of trump will win any hand. If you lay a card that does not follow suit but you do have a card that does, this is called a "renege." If another player calls you out on what you've done, they receive 2 points. If you are going alone, however, the penalty is 4 points (for whichever side is guilty). Because each game of Euchre is so short, it's a little easier to memorize the cards. Think about what cards you believe your opponents are holding to determine how to lead off and what to throw away. For example, if the dealer adds the original trump card to his hand, don't forget it. If you are leading and have two or more trump cards, go with those. Always lead a high trump if your partner called it; it'll help them locate the missing cards. Otherwise, work in a sequence. Say diamonds are trump -- lead with the Ace of Spades or Clubs to try to win it. Don't hold onto your good cards. Euchre goes fast -- if you act slowly, you'll miss your opportunity to use them. When opportunity knocks, answer the door. " Once one team gets to 9 points, this means they are "in the barn." You must announce this with great enthusiasm, since it typically indicates that you are about to win the game. If you really want to have fun with it, have one partner interlock their fingers together, and flip upside down with the thumbs making "udders" and let the other partner "milk" them. The five tricks of Euchre can go by pretty fast, so it's best to keep score as you go. Use the 6 and 4 cards to keep tabs. Once a team reaches ten, you'll probably want to play again. Switch teams if skill sets are better suited in different combinations.

SUMMARY:
Deal the cards. Turn the top card of the kitty face up, for all players to see. Have the dealer pick up the card. Have the player to the left of the dealer lead. Go for strategy. Know when you're "in the barn. Tally up the final score.