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WA Gov. Race: Republicans Turn to County Auditors to Reconsider Rossi Votes
Washington State Republican Party | 23 December 2004 | Chris Vance

Posted on 12/23/2004 9:24:50 PM PST by Publius

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To: Publius

Well, the Rossi voters could try taking to the streets of Olympia wearing orange. It seems to have worked for Viktor Yushchenko. Otherwise they had best get used to saying Governor Viktoria Gregoirovych.


21 posted on 12/23/2004 10:17:28 PM PST by Belteshazzar
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To: Publius

You good people on this board from Washington have been very
dedicated in following and recording the fraud that has gone down the last few weeks.

I hope you stop and take a breather for Christmas. Enjoy your Christmas and remember we celebrate Christ's birth.

Just take a break for a couple of days as your targeted "audience" will probably be seeing family and friends, attending church and of course assembling toys with foreign instructions.

Hugs to all and Merry Christmas.


22 posted on 12/23/2004 10:24:57 PM PST by Recall
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To: Publius
These CRATS are so twisted it is almost impossible to deal with. They are destroying a system that has been working for many years. If we continue to let rules be changed after the fact it will destroy any system.
23 posted on 12/23/2004 10:33:55 PM PST by Logical me (Oh, well!!!)
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To: Publius

I think I found some uncounted ballots behind my Christmas ham in the fridge(okay, so it's a beef tenderloin, sue me)...

Seriously, if the entirety of King County isn't an argument for gross incompetence, what is?


24 posted on 12/23/2004 10:41:47 PM PST by I_like_good_things_too
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To: Recall; Libertina
Nothing gets by the Puget Sound FReeper Chapter. When I think of this chapter, I get so proud I almost bust the buttons on my shirt.

And a fine Merry Christmas to you, too, "Recall".

25 posted on 12/23/2004 10:42:22 PM PST by Publius
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To: I_like_good_things_too

And I found some lying around the caldera of Mt. St. Helens.


26 posted on 12/23/2004 10:43:15 PM PST by Publius
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To: Belteshazzar

I like your thinking. The only problem is conservatives are often busy with family & work, unlike your typical "seattle liberal". And I like your name for gregoire. It's a tad better than what my husband has been calling her (the french *female dog*).


27 posted on 12/23/2004 10:44:33 PM PST by I_like_good_things_too
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To: snugs; ride the whirlwind; homemom

FYI and prayers!


28 posted on 12/23/2004 10:44:43 PM PST by GretchenM (Was Santa Claus' inventor an entitlement-driven liberal?)
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To: Publius

What is keeping the Republicans from going after the King County fraud with hammer and tongs? They have pictures of the bogus ballots fraudulent counted for Gregoire, and the blogs are full of horror stories from the observers.


29 posted on 12/23/2004 10:45:37 PM PST by Iconoclast2
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To: Recall
Thank you. Merry Christmas to you and yours also!

I liked that quip about the "foreign instructions". Chinese is about the only language you get to choose from now.

30 posted on 12/23/2004 10:45:45 PM PST by steve86
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To: Publius

I'm interested in "joining" this chapter. I'm having a hard time finding like-minded people since I've moved to this area & would love to be more effective when I'm out from behind my computer.


31 posted on 12/23/2004 10:46:23 PM PST by I_like_good_things_too
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To: Publius

Equipment: The game Board showing nine rooms of Mr. Boddy's house. Six colored tokens representing the suspects in the house. The colors of the pieces are closely associated with the names of the suspects: Suspects Tokens
Col. Mustard Yellow
Miss Scarlet Red
Prof. Plum Purple
Mr. Green Green
Mrs. White White
Mrs. Peacock Blue
Six miniature weapons and one die.
The pack of 21 illustrated cards includes a card for each of the 6 suspects, one for each of the 6 weapons, and one for each of the 9 rooms. There is also a pad of Detective Notes to aid the players in their investigations.
Preparation: Place the wooden playing pieces on the starting squares marked with their names. All 6 pieces ar placed on the board regardless of the number of players. Place each of the Weapons in a different room using any of the rooms.
Arranging the cards: Place the empty envelope marked "Solution Cards" on the spot marked "X" in the center of th board. Then sort the pack of cards into three groups- Room Cards, Weapon Cards and Suspect Cards. Shuffle each of these three groups separately. Take the top card from each group and place it in the enveope. This should be done carefully so that no player knows any of the three cards (one room, one weapon, and one suspect) placed in the envelope.
Dealing the cards: The remaining cards in the three piles are now thoroughly mixed together and shuffled, and the are dealt, one at a time, clockwise around the table to each player. It is important that no player shall see any of the cards while they are being shuffled and dealt. Some players may receive more cards than others. Each player holds the cards dealt him, taking care that no other player sees the cards in his hand.
Start: Each player takes the colored token nearest to him on the board, and uses it throughout the game. The player having the red token, Miss Scarlet, rolls the die and moves first. After Miss Scarlet has moved, the next player on the left rolls the die and moves. Each of the other players follows in turn. In succeeding games players should take turns, dealing and starting.
Movement of tokens: Players to reach a room may move their tokens on the yellow squares anywhere on the board according to the throw of the die. All the yellow squares on the board are for the movement of tokens. Tokens can move forward, backwards, or crosswise, but never diagonally. A token may be moved forward and crosswise on the same turn, but it cannot move to a particular space twice in the same turn. No two tokens may occupy any one square, nor may a player move his token through a square occupied by another token. A room, however, may be occupied by any number of tokens and weapons.
Moving into a room: There are three ways of entering a room:
(1) Throwing the die and moving your token along the squares entering through a doorway,
(2) Via the Secret Passages by leaping across the board, corner to corner, without using the die, and
(3) a player's token may be placed in a room by another player in the feature play known as "The Suggestion." If the space at the entrance to a room is occupied by the token of one player, no other player may move into that room, through that door.
Getting out of a room: There are three ways of leaving a room:
(1) by throwing the die and moving out through a doorway onto the squares, heading toward another room of your choice,
(2) by using the Secret Passages and finally,
(3) by being transferred to a new room by some other player.
On the throw of the die, players may enter Rooms by the doors only, but cannot leave a room on the same turn; entering the Room ends the move. It is not necessary to throw the exact number to enter a Room. That is, if a player needs 4 to bring him into a room and throws 6, he ignores the last two units after entering the Room. Players already in a room may leave it by any door using the die as usual and moving toward another room or, they may use a secret passage, if in a corner room. The doors of each room are not counted as a square.

The "Suggestion": Whenever a player moves into a room he should make a "Suggestion." A "Suggestion" consists of naming a Suspect, a Weapon and the Room into which the player has moved. As soon as a player makes a suggeston the token of the suspect named and the weapon named are brought into the room named in the suggestion. No player may forfeit a turn to remain in a particular room. Players must move by a throw of the dice or by the secret passages on each turn.

An example The player representing Miss Scarlet may, in two moves, reach the Lounge. Miss Scarlet may then call a Suspect into the Lounge (for example Mr. Green) and move the green token into the Lounge. She will also call into the Lounge some weapon (for example, the Wrench) and will say "I suggest that the crime was committed in the Lounge, by Mr. Green with the Wrench."

Note: All tokens, spare ones as well as players' own tokens fall under equal suspicion and should be considered by players making "Suggestions."
Proving the suggestion true or false: When a Suggestion has been made the first player to the left of the one making the Suggestion examines his cards to see if he is able to prove the Suggestion false. To disprove the Suggestion he must hold one or more of the cards named. (In our example above, the cards named are Mr. Green, the Wrench and the Lounge). If he holds one or more of these cards, he must show one only to the player making the Suggestion. This must be done without the other players seeing the card shown. (If Miss Scarlet holds in her own hand one or more of these cards, perhaps the Lounge and Mr. Green, she may soon discover whether some other player has the Wrench, or if it is hidden in the envelope. A smart player will often deliberately make a Suggestion naming one or two cards that he holds in his own hand just to gain information or to mislead the other players.)
If the first player to the left does not have any of the three cards, then the next player at his left examines his cards and must show one of the three if he has it. A player having more than one of the called cards may show whichever one he wishes, but only one. Obviously, if any player holds in his hand one or more of the 3 cards named in the Suggestion, it is proof that those particular cards are not in the envelope. Therefore, when a card is shown to the player who made the Suggestion, his Suggestion has thus been proved to be false, and he may wish to make a note of this on his Detective Pad.
The opportunity to prove the Suggestion false passes to the left until some player has shown ONE card to the suggesting player, whose turn then ends, and play passes to the next player. If no one disproves the Suggestion the player then may either pass the turn or else make an Accusation.
Accusation: When a player is satisfied that he knows the three cards hidden in the envelope, he can on his turn, make an Accusation. He states that he is making an Accusation and names the three cards he believes to be in the envelope. Then, carefully, so that the other players do not see, he looks at the three cards in the envelope. Contrary to the rules for making a suggestion a player may make an accusation whether or not his piece is in the room he mentions.
Winning the game: If the Accusation is correct, that is, if the player finds in the envelope, those 3 cards that he just named, he lays the cards face up on the table, and he is the winner. If the Accusation is incorrect, the player returns the three cards to the envelope unseen by any other player and replaces it on the board. Having made a false Accusation he has no further moves in the game, and cannot win, but remains as a player to contradict Suggestions made by other players with the cards he holds in his hand. However, if the player's token is resting on the space before a doorway, he would move this token into the room so that it would not block the door. From there it would be available for other players to move into other rooms in order to make Suggestions.
A player can make only one Accusation during any one game.
Secret Passages: The Secret Passages shown in the corner rooms enable players to move between opposite corner rooms in one move. This can be done on a player's turn without throwing the die merely by moving his token to the opposite corner room and announcing he is using the Secret Passage. A Suggestion may be made after this move.

Other interesting notes and hints for play: A player must be extremely careful in examining his cards before stating he cannot disprove a "Suggestion." "Suggestions" may even include cards held in the player's own hand.

The room named in a Suggestion must always be the one into which the suggesting player's own token has been moved.

A player may make only one Suggestion after entering a room, and may not make another until entering another room or else, using at least TWO TURNS, leaving and then re-entering the same room.

Tokens and weapons transferred to a room as the result of a Suggestion are not returned to their original positions on the board.

To leave a room in which his token has been placed by a Suggestion, a player on his next turn uses either the Throw of the die or, if in a corner room he can use the Secret Passage.

If a token is moved into a room by a Suggestion, the player who owns the token may, on his next turn, make a Suggestion of his own for that room. For this turn he does not throw the die or move his token.

By making Suggestions and having them proved True or False players will eventually be able to identify the three cards in the envelope.

Although there is no requirement or rule on how players should use the Detective Note Pads it is suggested that the best and easiest way to play the game is to check off items on the Note Pads as they become known and using the initials of the player showing the card sometimes is an additional aid in winning the game. Some players prefer to check off the names of the cards dealt to them at the beginning of each game.


32 posted on 12/23/2004 10:51:24 PM PST by Rome2000 (Democrats are perverted socialist crooks)
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To: Iconoclast2; holyscroller
They have pictures of the bogus ballots fraudulent counted for Gregoire...

Actually, they don't. I've pinged one of our chapter members who was a ballot counter in King County. She can tell you exactly what they do have.

33 posted on 12/23/2004 10:51:35 PM PST by Publius
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To: Publius

Publius, thank you for faithfully finding and pinging these threads.

I like the post from Vance. I like what Mak said. I've been hoping for some time that this will get out of the cesspool of Washington State politics and the so-called justice system.


34 posted on 12/23/2004 10:52:44 PM PST by GretchenM (Was Santa Claus' inventor an entitlement-driven liberal?)
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To: Rome2000
I haven't played Clue in over 40 years.

But I'll take Mr. Logan in the Canvassing Room with the Magic Marker.

35 posted on 12/23/2004 10:53:39 PM PST by Publius
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To: GretchenM

Thanks. I've been trying to keep our state FReepers current with each twist and turn in this thriller. My big fear is that it will end like the movie "Chinatown".


36 posted on 12/23/2004 10:55:53 PM PST by Publius
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To: Fabozz
Now that we're making up the rules as we go along, we have to apply whatever these new rules are uniformly across the state.

I wish I still had my laughing / rolling on the floor smiley guy icon.

I agree with what you wrote but it is soooo pathetic that we're in this situation. I mean, how could anyone ever guarantee that sliding rules can be uniformly applied? The Washington election process is built on sand and we're all rolling like the 1965 earthquake were here again.

37 posted on 12/23/2004 10:56:25 PM PST by GretchenM (Was Santa Claus' inventor an entitlement-driven liberal?)
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To: Publius
Har har!!

I wish the WA GOP had a clue about socialist crookery after the last 2 election cycles, but apparently their interests lay elsewhere.

38 posted on 12/23/2004 10:57:41 PM PST by Rome2000 (Democrats are perverted socialist crooks)
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To: I_like_good_things_too
[Belteshazzar's] name for gregoire. It's a tad better than what my husband has been calling her (the french *female dog*).

And it rhymes with your husband's name for her.

39 posted on 12/23/2004 10:58:59 PM PST by GretchenM (Was Santa Claus' inventor an entitlement-driven liberal?)
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To: Rome2000

Your posts are always enjoyable.


40 posted on 12/23/2004 10:59:45 PM PST by MarMema
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