14 December 2009

Don Langen (2 Jan 1933-14 Dec 1999)


Ten years ago today, we lost one of the greatest men I've ever known.


I sure do miss my dad!


William Donald LANGEN was the son of Laverne Dee Porter "Verne" LANGEN and Myla Oleta "Leta"JONES. He  was born 2 Jan 1933, in Whittenburg, Texas, a small oil town in Hutchinson County, where his dad worked for Phillips Oil Company. Verne & Leta called their baby "Billy Don." As he grew older he was called Don.




Leta and Don, 1933
Vern and Don, 1933



In 1942, the Langen Family, now with Don's younger brother, Mike, moved to Santa Monica, California, where his sister, Linda, was born. Don attended Santa Monica High School, starring in Football and Track. He graduated in June 1951. In March 1953, at the age of 20, Don enlisted in the United States Army.




Mar 1951
Mar 1953



While stationed at Camp Roberts, California, he visited his Uncle Keetah and Aunt Ruth Jones who pastored the Assembly of God Church in Vallejo, California, about 200 miles north.

In Vallejo, he met 17-year-old Gladys Geneen WALTON, who attended the church. Don and Geneen fell madly in love and every chance he got, he made the 3½ hour trip up to Vallejo to see her.

Four months later, on August 16, 1953, they were married by Uncle Keetah in the Vallejo church.


Don and Geneen had four sons, William Donald "Bill" Jr, Eugene Dee "Gene", Derrill Vaughn, and David Alan.

As their family grew, they continued to move frequently, just as they had done while in the Army.

They lived in numerous homes in several cities in California, including:  Santa Monica, Culver City, North Hollywood, Lakeview Terrace, Simi, and Santa Susana.

Mar 1955

Nov 1955


1959

1961



1966
1972


In 1976 they moved to Washington State, living in Carson and then Stevenson, where Don worked for the County of Skamania until he retired in 1995. Don made his final move to Fernley, Nevada, where he lived until his death three years later.




1977

1979




1990
1992



1993



Don died 14 Dec 1999 in Reno, Nevada, and is buried at the Northern Nevada Veterans Memorial Cemetery in Fernley.

25 November 2009

The Journey of John STULL

John STULL was born 5 May 1848, in the part of Virginia that is now West Virginia. His parents were Joseph and Elizabeth STULL who were from Pennsylvania. On 7 Aug 1850, he was two years old, living with his parents in Tyler County, Virginia (now West Virginia). On 11 Aug 1860, he was age 12, still living in Tyler County.

On 16 Feb 1868, in Tyler County, he married Sarah A. LEWIS, who was born in Feb 1850, in Virginia (now West Virginia). She was the daughter of Abraham and Margaret LEWIS. (John was listed as age 19, from Monongalia County, Virginia, and Sarah was listed as age 17, from Tyler County, Virginia, widow). Their first seven children were born in West Virginia: Margaret Elizabeth "Lizzie" (Dec 1868), William Riley (Apr 1870), George (c.1872), Susan "Susie" (Apr 1873), Abraham "Abe" (Nov 1875), Dollie (Oct 1878), and Ida (Sep 1879).

Shortly after the birth of Ida, John moved his family 1,100 miles west and on 17 Jun 1880, he was farming in Grant Township, Osborn County, Kansas. They lived in Kansas only a short time before moving 250 miles northeast and by Jul 1881, they were in Cass County, Nebraska, where their last five children were born: Bessie Anna (Jul 1881), Minnie (May 1883), Lora (Laura) (c.1884), Anna (Annie) (Aug 1886), and George (c.1888). Sarah died 4 Jul 1888 following the birth of George. She is buried in Cass County.

John made the long trek back to West Virginia, where he married Malinda J. GRAY on 11 Nov 1888 in Tyler County. (The married register lists John's place of birth as Monongalia County, and Malinda's place of birth as Ohio.) John and Malinda were living in Pennsylvania in Apr 1890 when their first child, Rosa May, was born. By Mar 1892 theye were somewhere in Iowa, where Mary Alice was born, and by 1894 they were living in Missouri where they had at least five more children: John Henry (Feb 1894), Charles Harrison (Feb 1897), Roy Alva (Apr 1899), Oliver Rue (Oct 1903), and one unknown child (according to the 1910 census Malinda had seven children.) On 9 Jun 1900, John was forming in Dayton Township, Newton County, Missouri.

John died in 1918, at the age of John died in 1918, at the age of 71 at Avery, Hickory County, Missouri.  He is buried near Fairfield, Benton County, Missouri.


John STULL had a total of 19 children: 12 with Sarah and 7 with Malinda.
  • John’s oldest child, Margaret, was born in 1868 and was 20 years old when her mother Sarah died (Margaret married that same year.) John’s second wife, Malinda was born in 1862. She was only six years older than Margaret. Margaret was 35 when her youngest brother, Oliver, was born in 1903.
  • John was 20 and Sarah was 17 when they were married. Sarah was 18 when her first child was born and was 38 when she had her 12th child.
  • John was 41 and Malinda was 26 when they were married. Malinda was 27 when her first child was born and was 41 when she had her seventh child. She died at age 60.
  • John’s youngest child, Oliver, was 15 years old when his father died.

23 October 2009

Rules for Colorado Ten-Point Pitch

Colorado Ten Point Pitch

Players
Pitch typically involves four players. The players sitting across from each other are partners. Variations for five or six players are covered later.
Object
The object is to score points by “catching” tricks. There are a total of 10 points per hand and players bid on the number of points they believe they can catch. The highest bidder plays the first “lead.”
Rank of Cards
The following list shows the ranks of cards from highest to lowest, e.g. an Ace will take a Queen. An asterisk (*) denotes a point card.

  • Ace*
  • 9
  • King
  • 8
  • Queen
  • 7
  • Jack*
  • 6
  • Off Jack or Left Jack*
  • 5
  • High Joker*
  • 4
  • Low Joker*
  • 3 (Trey)*
  • 10*
  • 2 (Deuce)*
Special Cards
The "Off Jack" or "Left Jack" is the Jack of the suit of the same color as trump. For example, if the trump suit is spades, the Off Jack is the Jack of clubs, since clubs and spades are both black.
The "High" and "Low" Jokers are designated either by markings on the face of the card, or by the order of play -- the first Joker played in a trick outranks the second Joker.
The 3 or "Trey" is the only card worth three points. All other point cards are worth one point.
The 2 or "Deuce" is worth one point, but it cannot be taken in a trick. It is an automatic point; whoever plays the 2 gets to keep it.
Dealing
Nine cards are dealt to each player. The number of cards dealt at a time is arbitrary, ranging from one to three. For the sake of convenience, dealers typically deal three cards at a time.
A misdeal is declared if a player has been dealt no face cards and no point cards. A new hand is then dealt.
Some people like to have the player to dealer's right cut the deck after it has been shuffled.
Bidding
After the cards have been dealt, each player, starting with the player to the dealer's left and proceeding clockwise, may either pass or bid by stating the number of points that player believes he or she can score. Minimum bid is five. If no one bids before the dealer, the dealer must bid five. The maximum bid is, of course, ten.
If a previous player has bid ten, a player may "Shoot the Moon," which is, essentially, a bid of 26. If a previous player has “Shot the Moon,” a player may “Double Shoot the Moon,” which is a bid of 52. To win the bidding, partners must get all ten points. Scoring will be covered later.
After all the players have bid, the highest bidder names the trump suit.
Discarding
After trump has been named, the players discard all but the trump (including special) cards from their hands. Each player, in turn, then asks the dealer for a number of cards to fill their hand to six cards. The remainder of the deck is turned face up and the player who won the bidding, may pull out any trump cards he or she finds. No player may have more than six cards in their hand to begin play. If a player has more than six trump cards at the beginning of a hand, that player must "burn" the extra cards. The player does this by laying down the extra cards on his or her first turn and declaring that he or she is burning those cards. Point cards cannot be burned unless all cards in the hand are points. All cards burned are placed face up on the table and the points, if any, are not counted for that hand. Any cards which are part of the trump suit that are thrown out are considered "fair game" and may be picked up by any player.
Each player, in turn, then asks the dealer for a number of cards to fill their hand to six cards. Any cards remaining are given to the bidder. If the bidder chooses, he or she can pass those cards to his or her partner provided he or she has not looked at them. In the event someone has more than six cards in the trump suit they must "burn" cards until they have only six. Burned cards are removed from play for that hand.
Playing
The high bidder leads a card followed by the other players in clockwise order. Only trump cards may be played. If a player has no trump cards, that player declares this by saying he or she is "out" or "up" when it comes his or her turn to play.
The highest card takes the trick and the person who took the trick places the cards face down in front of him or her, then leads a card for the next trick. If that player is out of trump, the player to his or her left leads.
Play continues until everyone is out of trump cards.
Scoring
During the game two scores are kept, one for each partnership. At the end of a hand each partnership counts the points in the tricks they have won and adds this to their total score. However, if the bidding partnership did not win enough points to equal or exceed their bid, the value of their bid is subtracted from their score, (i.e. they are "set" (set back) the value of their bid).
If the bidding partners shoot the moon they must win all ten points. If they do win ten points, 26 points are added to their score. If they fail, 26 points are subtracted from their score. If the bidding partners double shoot the moon and win ten points, 52 points are added to their score. If they fail, 52 points are subtracted from their score.
Winning
A partnership must have at least 42 points to win. In the simplest form of winning, the first partnership to score 42 or more points wins. If both teams have at least 42 points at the end of a hand, the team that won the bidding wins, even if their score is lower than the other team.
It is best that the players decide on the rules for winning before the game begins, otherwise the game is guaranteed to end in an argument.


Variations

·      13 Point
An interesting variation is created by adding an “Off Trey” (similar to the Off Jack”, which is also worth three points.
·      14 Point
Same as 13 point pitch with the addition of an “Off Deuce.” The off-deuce is an automatic point, similar to the regular deuce.
·      Dirty Pitch
In dirty pitch the deuce is not an automatic point. It must be "carried" as any other card would be.
·      Share the Wealth
The high bidder may, without looking at the kitty, pass cards to his or her partner.
·      Reverse Pitch
In reverse pitch, the cards rank in the same order but from bottom to top. The deuce is the most powerful card with the ace being the lowest.

Variations for 2, 3, 5 or 6 Players

Cutthroat Pitch
Cutthroat may be played by any number of players, but usually 2 or 3. The rules of bidding and play are the same as for partnership, however, there are no partnerships; each player scores for themselves. In games with more than two players, opponents tend to gang up against the bidder to try and prevent the bid from being made.
5-Player Pitch (Razzle Dazzle)
Five players create a problem: three partners play against two. To make this more fair the partnership of two is given an advantage, and partnerships are changed with every hand. Here is how it works:
Each player is dealt 10 cards with the 4 remaining cards set aside in a kitty. After naming trump, the player who wins the bid receives the kitty (unseen by the other players) and may add the cards to his hand. All players must reduce their hands to 6 cards, burning cards if necessary. To begin play, the highest bidder leads a card and calls for a card that is not in his or her hand. The player with this card becomes the partner of the high bidder for that hand. For this reason the game is sometimes referred to as "call for your partner" Pitch. A player may choose to “go it alone” and not call for a card.
For example: Player A has won the bid and has named spades as the trump suit; he holds the King, Queen, and Trey of spades in his hand. If his partner had the Ace of spades, they would be guaranteed four points and the first three tricks. Therefore Player A calls for the Ace of spades. Player C has the Ace of spades so she leads it. Players A and C are now partners for this hand.
Since the partnerships are always changing, players keep individual scores. At the end of a hand each player adds to his own score the amount of points the player's partnership accumulated. The first player to reach 52 wins.
6-Player Pitch
This is the simpler variation, so it is presented first. 6-player Pitch is very similar to 4-player Pitch. Instead of having two players in a partnership, there are three. Every other player in the circle belongs to the same partnership, i.e. if the players were numbered in a circle from 1 to 6, the even-numbered players would form a partnership and the odd-numbered players would form the opposing partnership.
Nine cards are dealt to each player, leaving zero cards to be distributed after the bidding. Thus, no cards are discarded, and the high bidder is not given any extra cards. Only trump cards are played, just as before, and the rest of the rules are the same as those for 4-player Pitch. A partnership must have at least 62 points to win.
Variations:
·      The high bidder receives the kitty after naming the partner's card. There is a risk that the player will draw the card he or she has named and must face the other players unaided by a partner.
·      After the high bidder calls for a card not in his or her hand, the player with this card leads it and becomes the partner of the high bidder for that hand.

Tournament Rules

Tournament play is for multiples of four players, each playing at different tables. Each table is numbered beginning with 1. Each game is played as above, however each partnership keeps its own score. The partnership that wins the game moves advances to the next higher table, and the losing partnership stays in place. If a partnership at the highest table loses, they must move to the lowest table. The team that ends up at the highest table after a preset number of games is the winner.