Problem: Write an article based on this summary: Knock if all your cards form melds. Knock to prevent your opponent from reaching gin. End the game only if your deadwood totals ten points or less. Expose your melds to your opponent. Lay off deadwood cards onto the knocker's melds. Lay off cards only if gin has not been reached. Subtract your deadwood points from your opponent's. Award the non-knocker for an undercut. Play until someone reaches 100 points.

Answer: Knocking is how you end gameplay. If you reach a point when all of your cards are part of a meld and none of them are unmatched (these cards are called "deadwood"), then you've reached "gin." Draw a card once it's your turn and place it face-down on the discard pile to signify that you're knocking. Reaching gin earns you 25 bonus points in addition to all your opponent's deadwood points. You can physically knock on the table if you want to, but the face-down discard is generally accepted as the knocking symbol. If you think your opponent may reach gin before you, you can knock early to prevent them from getting those bonus points. Draw a card and discard one when it's your turn, placing the one you don't want face-down on the discard pile to end the game. You can only knock if the points values for your deadwood cards total ten or less. Kings, queens, and jacks are worth 10, aces are worth 1, and all numerical cards are worth their numerical value. For example, if you have a run of 3-4-5-6, a set of 9-9-9-9, and an ace and a king, you can't knock because your deadwood totals 11 points. Lay down all your cards face-up and divide them into melds on the table. Make it clear for your opponent to see your sets and runs by grouping cards within a meld closely together and also putting some space between the melds themselves. Your opponent now has the chance to lay off their deadwood cards onto your cards to add to melds. For example, if you have three 5's, and one of their deadwood cards is a 5, they can add that to your set. Or they could add that 5 to a run of 6-7-8 or 2-3-4. Deadwood can not be laid off onto other deadwood. If you have two 3's that are deadwood, and your opponent has an extra 3, they can not create a new meld. If either you or your opponent reaches "gin" and knocks, there's no laying off. This means that one player will potentially end up with a lot of deadwood, and thus a lot of deadwood points for the knocker to claim. Both players should now ignore any melds that have been formed they don't contribute any points to the scoring. Add up each player's deadwood points and subtract to find the difference. Write down each player's points on a piece of paper. For example, after laying off, your opponent might have two Queens left, which totals 20 points. If you have two 2's, that's 4 points. The difference between the two is 16 points. If you reached gin, there's no subtraction needed. All of your opponent's deadwood points become yours (plus the 25-point bonus). If you were the knocker, and it turns out your opponent has fewer deadwood points than you, this is called an undercut. The difference between the deadwood points is awarded to them rather than you in this case, along with a 25-point undercut bonus. For example, if you knock and have 9 points of deadwood, and your opponent lays off their cards and ends up with 2 points of deadwood, then they've undercut you. They're awarded the 7-point difference, plus 25 bonus points, for a total of 32 points. Deal the cards again and continue to play rounds until one player has reached 100 points. This player is awarded 100 bonus points for doing so. Each player then earns an additional 25 points for every round they won. If one player doesn't win any rounds, this is a shutout, and the winner earns an additional 100 bonus points. The player with the most points after all the tallying is the winner.

Problem: Write an article based on this summary: Use your Heely tool to pop out your sole savers. Pop in your wheels. Find a good place to practice.

Answer: The sole saver is the flat piece on the bottom of the shoe. Keep the sole savers in place when you want your shoes to operate like regular shoes, but when you're ready to roll, pop them out. You should hear a click when heels are popped in all the way. You may want to stomp down on each wheel just to be safe. Look for a somewhat sloping, smooth area, but not too steep. A sidewalk, hallway or road works well. Avoid streets with car traffic or areas with lots of cracks, stones or other obstacles on the ground.

Problem: Write an article based on this summary: See your doctor if the condition doesn't improve in two weeks. Discuss prescription antifungal creams. Ask about oral antifungal medications. Discuss topical antibiotic options. Inquire about oral antibiotic options.

Answer:
If the condition doesn't improve within two weeks of home treatments, then you either require a prescription-strength antifungal option, or it may be possible that your jock itch is bacterial instead of fungal. Your doctor will also be able to prescribe antibiotics if this is the case. Your doctor will likely swab the affected area and send the swab to a lab for a culture. This skin culture will help your doctor determine whether the jock itch is indeed fungal or caused by bacteria (commonly staphylococcus). If your doctor determines that the condition is fungal, but over-the-counter treatments didn't work for two (or more) weeks, then your doctor will likely recommend a prescription-strength antifungal cream. These options include: Oxiconazole 1% (Oxistat) Econazole 1% (Spectazole) Sulconazole 1% (Exelderm) Ciclopirox 0.77% (Loprox) Naftifine 2% cream Note that econazole, sulconazole, ciclopirox, and naftifine cannot be used in children. The side effect of these drugs include burning sensation, skin irritation, stinging, and redness. If your case of jock itch has been recurrent or if you are immunosuppressed (such as those with HIV), then your doctor may suggest stronger, oral antifungal drugs. These options may include: Griseofulvin 250 mg twice daily until cure is reached Terbinafine 250 mg/day for 2-4 weeks Itraconazole 200 mg/day for 1 week Fluconazole 150 - 300 mg/week for 2-4 weeks Ketoconazole 200 mg/day for 4-8 weeks Note that these medications cannot be used in children or in pregnant women. The common side effects of these drugs include liver damage, dizziness, seizures, nausea, and vomiting. When prescribed, physicians generally monitor the patient's liver functioning periodically. If the culture confirms that your condition is actually the result of a bacterial skin infection, then your doctor will discuss antibacterial creams to apply to the area. These options may include: Erythromycin applied twice daily Clindamycin applied twice daily Metronidazole applied twice daily Your doctor may also recommend that you use an antibacterial soap to wash the skin before applying these. OTC antibacterial soaps include Lever 2000 or a chlorhexidine soap such as Hibiclens. For more-severe cases of bacterial jock itch, your doctor will prescribe a course of oral antibiotics. Depending on the drug, the prescription could be for anywhere between 5 and 14 days. Some of these antibiotics include: Cephalexin (Keflex) Dicloxacillin Doxycycline Minocycline (Dynacin or Minocin) Erythromycin