In one sentence, describe what the following article is about: Like in Blackjack, you'll need to make a bet before you know how good your hand (or set of tiles) is. Keep in mind that once you receive your tiles, you won't be able to change your bet. When you're first starting out, you may want to bet low until you get the hang of how to play. The dealer should give themselves 4 tiles as well. You can look at your tiles at this point, but be careful you don't show them to any of the other players. Once you're dealt your tiles, you'll need to split them up into 2 "hands." Each hand will have 2 tiles in it. The goal is to create the most valuable hands possible with the tiles you've been dealt. Your most valuable hand will be known as your high hand, and your other hand will be called your low hand. If you have 2 tiles that make a pair, it's a good idea to put them together to make a hand since pairs are the most valuable hands. If you don't have any pairs, you want to divide up your tiles so that the tiles in each hand add up to the highest value possible. Everyone should turn up their tiles at the same time. Double check that everyone is finished dividing up their tiles before you flip your tiles over. Differentiate between your 2 hands by positioning one vertically and one horizontally. In order to beat the dealer, you want your hands, or tiles, to be more valuable than their hands. First, compare your high hand to the dealer's high hand. Then, compare your low hand to the dealer's low hand. If both your high hand and low hand beats their high hand and low hand, you win the bet! If your high hand beats the dealer's high hand but your low hand doesn't, or vice versa, you don't win the bet. You need to beat both of the dealer's hands. Every player should compare their high and low hands to the dealer's hands. Players shouldn't compare their hands with anyone but the dealer. If the value of your hands is tied with the dealer's hands, the dealer wins. For example, if the dealer has a pair of Gee Joon (their high hand) and a non-pair of Yun and Day (which adds up to 0 and is their low hand) and you have a pair of Teen (your high hand) and a pair of Ping (your low hand), you wouldn't beat the dealer because, even though your low hand beats their low hand, the dealer's high hand beats your high hand. But, if you were to have a pair of Mooy (your high hand) and a pair of Look (your low hand) and the dealer has a non-pair of Bon and Gor (which adds up to 8 and is their high hand) and a non-pair of Bon and Foo (which adds up to 5 and is there low hand), you would win because both your high hand and low hand beat the dealer's high and low hands. At the end of the each round, you'll need to determine whether you or the dealer owes money. Whether you collect, push, or pay will depend on if you won or lost the bet. Collect: If you won the bet by beating both of the dealer's hands, collect your payment from the dealer. The dealer should give you twice as much as you bet at the beginning of the round. Push: If you beat one of the dealer's hands but not the other, you push and don't collect or pay any money. Instead, you can hold onto your bet for the next round. Pay: If both of the dealer's hands were more valuable than your hands, or if both were tied, pay the dealer all of the money you bet at the beginning of the round. Choose a new dealer if you'd like and then place your bet. Then, have the dealer pass out 4 new tiles to all of the players and start the round. There's no limit to how many rounds of pai gow you can play, unless you're playing with real money and you start to run low. Don't worry if the first few rounds are a little confusing. Keep playing and eventually you'll get the hang of it!
Summary: Place your bet before you receive your tiles. Have the dealer hand out 4 face-down tiles to every player. Decide how you'll divide your tiles for that round. Have each player flip over their tiles to reveal their 2 hands. Compare your high and low hands to the dealer's hands. Have each player collect, push, or pay. Shuffle the tiles and start a new round.

In one sentence, describe what the following article is about: At the beginning of your story, take care to describe your setting and characters who are present at the beginning of your story. Just make sure that you don't give away too much information in the beginning. Leave some things to describe later, like the villain and other mysterious elements of your story. You can hint at these things early in your story, but don't give in to the urge to share too much too soon. You can make sure that your story has a high level of creepiness by incorporating plenty of unnerving details. Describe the moon, the howling wind, or a dark corridor to maintain an air of gloom and terror throughout your story. You can also describe the way that your characters are feeling or acting, as well as their facial expressions. Tantalize your readers by only offering them quick glimpses of your villain or a ghost. Hint at the family curse but hold off on explaining it until later in the story. Describe over-the-top emotions like shrieking, cackling, fainting, and sobbing. These moments of hysteria will pull your readers into the story and help keep them entertained. Describe spooky things from the perspective of a character who has gone mad. This approach will intrigue your readers and lead them to question what is happening. For example, Roderick descends into madness in Edgar Allen Poe's "Fall of The House of Usher." His decline intensifies the story and makes it scarier. As much as you might love your characters, good gothic fiction tales usually feature the death of one or more of the main characters. The deaths of your characters do not need to be ultra-gory (although, they can be), but they should be frightening. Use plenty of details to describe the scenery and action of your death scenes. For example, a giant helmet crushes Conrad in Horace Walpole's Castle of Otranto. Conrad was on his way to get married. Good gothic fiction stories often end with a twist that causes readers to wonder about the events and characters of your story. The reappearance of a someone who has died is one way to include a twist, but you can experiment with other types of twists as well. Edgar Allen Poe includes twists at the end of his stories that lead readers to question the finality of death. Poe includes one of these twists in "Fall of the House of Usher" when Madeline appears in the doorway and falls on top of Roderick. Roderick had believed that Madeline was dead.
Summary:
Introduce your story. Maintain an air of gloom and terror throughout your story. Maintain suspense and mystery throughout your story. Incorporate descriptions of heightened emotions throughout your story. Incorporate themes of madness. Kill off some of your characters. Conclude with a twist.