Fanboys conjunctions video: BONUS: «FANBOYS,» a mnemonic song (video)

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Coordinating and Correlative Conjunctions (Video)

Transcript

Hi, and welcome to this video on coordinating and correlative conjunctions!

Coordinating Conjunctions

Coordinating conjunctions are words that connect two words, phrases, or clauses that have equal importance together. There are 7 coordinating conjunctions in English and they are easy to identify with the simple mnemonic: FANBOYS. The first letter of each coordinating conjunction starts with a letter from “FANBOYS”:

For
And
Nor
But
Or
Yet
So

 

Hopefully remembering “FANBOYS” can make these conjunctions easier to remember.

Coordinating Conjunction Examples

Liz and Mariah played videos games until the sun came up.

 

Here, we see the coordinating conjunction is and. It links the two words Liz and Mariah together, because they both stayed up playing games and are both important subjects in this sentence. Let’s try another sentence:

Liz was exhausted, yet she still managed to go to work this morning.

 

Here, we see the conjunction yet connects two independent clauses “Liz was exhausted” and ‘she still managed to go to work this morning.”

Let’s try another one.

She was still tired, so she hit the snooze button.

 

Here, we have the coordinating conjunction so, which is connecting “she was tired” and “she hit the snooze button.”

Correlative Conjunctions

Now, let’s look at correlative conjunctions. Correlative conjunctions are conjunctions that come in pairs. When writing a sentence, they connect two things of similar importance like coordinating conjunctions do, but they add a layer of complexity to the sentence by making it more “wordy.” A few examples of correlative conjunctions include:

But/and

Neither/nor

Not only/but also

 

Correlative Conjunction Examples

Not only was Liz late for work but she also left with mismatching shoes.

 

Not only and but also are the coordinating conjunctions that connect two ideas together. In this example, we are describing two events that happened to Liz that are of equal importance, which were being “late for work” and “left with mismatching shoes.”

Here’s another example:

Mariah wasn’t sure whether to go to work or stay home and sleep in.

 

In this example, the correlative conjunctions are whether/or. They connect two separate ideas, which in this example are the two decisions Mariah had to make: “to go to work” or to “stay home and sleep in.”

Let’s look at one more example:

There are as many pictures as there are videos.

 

Correlative conjunctions can use language that is a bit more obscure than the conjunctions we named earlier. That’s why it is important to ask “what two things are being related?” In this example, we see the correlative conjunctions are as/as, because they connect two things: “pictures” and “videos.”


Review

Before we go, let’s test what we’ve learned.

Which of the following is NOT a coordinating conjunction?

  1. Yet
  2. Now
  3. So
  4. Or

 

Which of the following is NOT a correlative conjunction?

  1. Such/that
  2. Rather/than
  3. Should/be
  4. As/as

 

Thanks for watching, and happy studying!

 

Return to Writing Videos

Creating Compound Sentences With Coordinating Conjunctions (Live Video AND Tricky Trick Download!)

 

 

 

“Conjunction Junction—what’s your function?”

 

Did you start to sing along? Can you picture the images?

 

How old are you????? Lol

 

Most kids today are not raised on “School House Rock,” which is such a shame! Because you really can’t forget the songs, jingles, rhymes—and dare I say—rules learned from those little ditties. (You can still find them on YouTube!)

And those little ditties are really needed when it comes to commas! Commas are a mystery to many people–and rightly so! They are extremely subjective at times across the board. And then, different handbooks and authorities stress different rules for them, making them even more elusive.

 

Today I would like to give you a little lesson on creating a compound sentence (two sentences joined together as one) using a comma-coordinating conjunction between the two sentences.

 

Download this Tricky Trick sheet for your student(s) here!

 

 

Before you watch the video in which I teach this skill (as part of my Checklist Challenge for most writing projects in all 100 of my books!), let me give you some details in writing:

 

1. Coordinating conjunctions (cc’s) include the following with the acronym FANBOYS: For, And, Nor, But, Or, Yet, So

 

 

 

2. A comma must be used with the cc when combining two complete sentences into one.

 

3. With a comma only (no cc), you would be creating a comma splice, also known as a run-on sentence–two sentences joined together incorrectly.

 

4. Each side of the compound sentence must be able to stand alone in order to be combined with a comma-cc.

 

5. Complete sentence (CS) on the left: The spider’s prey seldom escapes & a complete sentence on the right: it is caught in a sticky web: The spider’s victims seldom escape, for they are caught in a sticky web.

 

6. -If a CS is not on one side or the other of the cc, no comma is used: The spider’s prey seldom escapes and oftentimes gets eaten (no CS after and, so no comma).

 

CS ,cc CS SAMPLES…

1. The spider’s victims seldom escape, for they are caught in a sticky web.

2. The victims are stuck, and they become “dinner.

3. They can not free themselves, nor can they be freed.

4. They sit in the web and wait, but they do not wait for long.

5. The spider lets the victim sit in the sticky mess for a while, or it carries the victim away to eat it right away.

6. The spider is ruthless, yet it is also known for its special “web designs.”

7. The spider has special skills, so it puts these skills to good use.

 

Watch the Live Online Class Video of me teaching how to create compound sentences with FANBOYS!

 

 

Wish you could teach your students parts of speech word lists effortlessly? Check out my Think Fast Grammar Quiz downloadable product! It teaches kids prepositions, subordinators, FANBOYS, interjections, Being/Helping/Linking verbs and more effortlessly with mnemonics and more!

 

Article Review-Impressions ROOT | all about board games

I am very biased towards kickstarters and other buzz-movies, when everyone around them shove in their ears how wonderful the game is, what “innovative” mechanics and fist-sized miniatures are there, which “will undoubtedly increase the quality of the experience from gameplay. » However, in recent years, finally, not a stream, but a stream of worthy boxes with real gameplay began to flow from the site, which implies the creativity of users. It pleases, but today’s speech is not about that.

Today, when such venues are visited by those for whom they were originally created, something incredibly cool or incredibly original is born. The authors of truly unique pieces of creativity, in our case, desktops, create something like the sensational ROOT , which almost crawled into the top 100. What is its exclusivity? We understand.

In this review, I will try to deviate from my canons and not paint the rules, as is customary, and I won’t even touch on any individual moments of the gameplay. The game attracts primarily not by them, but by its … concept. So today, for the most part, there will be emotions and impressions that abundantly charge board players, plus I’ll tell you about positive and negative sides of the box. The board itself, created according to not quite standard rules, is pushing for a similar approach to writing.

***

At the largest Russian Tablecamp 2018, which brought together several dozen players, in Poshekhonye, ​​ROOT enjoyed some kind of unhealthy popularity among geeks . There were constant calls to play and there was a search for «another one on Ruth . At first, I was somehow not going to succumb to the excitement and just looked after the players passing by, discussing the game that had just ended, or walking to the table with an unfolded toy, carried away by comrades who had already tried and were now dragging new adherents into the Ruta sect.

Passing by the table where, in the truest sense of the word, day after day they played — I guess you can say — the hit of the camp, I did not see anything super attractive. Quite ascetic designed, albeit a stylish playing field (it is necessary, however, to take into account that it was a high-quality pnp-copy) and slides of cubes. In general, if it were not for the noise around “that awesome game about animals” , constant agitation to urgently sit down to play this miracle and questions: “Have you already played ROOT?” — then he would not have turned his gaze towards the desktop. However, word of mouth and the admiring glances of those who took communion did their job.

What turned out to be ROOT ? Hmm, how to put it more correctly, this game is a wargame. Probably that would be the best thing to do. Unusual, to say the least, but still. Cats, in a serious cabbage soup, fighting with birds and conducting political negotiations with raccoons — this in itself is quite fun. The entourage and wrapping immediately inform the player that something is waiting for him in the box. Something he definitely hadn’t tried before.

Well, let’s start, perhaps with the design. It is specific and very ascetic-wargaming. This is not surprising if you know that the author of the game specializes in creating such games. Well, you know, Napoleon, Britain, trade unions, the movement of wooden blocks and cubes along the borders of countries, a nondescript gray map as a playing field — that’s all that distinguishes this type of game into a separate category. For those who love history, so to speak.

As you understand, I am not one of them, but. But accepting the point of view of the other camp is also useful. Over the years of passion for board games and acquaintances with wargamers, I came up with one useful thought: in any type of game there are pluses that it would be nice to adopt and integrate into your favorite boxes. This is exactly what Cole Wehrle (Cole Wehrle; author of the game) did. Or rather, he didn’t really do just that, he simply created ROOT , after getting to know which the desktop player understands how convenient the austerity similar to wargames is.

Meeples are easy to identify on such a map, as are tokens, the location and meaning of which can be clearly and clearly seen with just a glance at the map. That is, muted tones allow you not to overload your eyes and concentrate solely on game information. The devil knows where the line is, beyond which the wretchedness and dullness of the design turns into violent colorfulness and frivolity of the FFG-style, but in Ruth, in my opinion, it is well observed. A matter of taste, of course, someone likes the FFG design (I), someone has enough wargaming schemes on the table, but the middle should go to about the same number of people.

On gameplay

Okay, let’s move on to the most interesting and important aspect and impression of Root -the fact that each of the 4 factions (6 with dopas) is played completely differently . This is not just a difference in features and bonuses / cons, like in old-school board games, this is a completely new trend that is gradually gaining popularity — the game is completely asymmetrical, like some kind of Netrunner , which makes her stand out among thousands of others. In general, every year there will be more and more such desktops, but so far this is still a curiosity and therefore extremely attractive.

In games it is always interesting to use some set of unique abilities of your race / character that allow you to act somehow non-standard, but in the same Netrunner or Vast: The Crystal Caverns , depending on whether which side you play on, you act on completely different game principles. In fact, to play one side you need to read the rulebook, but to play the other side you have to read another one. ROOT from the same category.

Conventionally, each player’s turn is divided into several phases, but in order not to retell the rules, here are just the general provisions and actions in the game: players recruit armies, move them, build buildings, collect resources, craft cards and get points. Standard such strategy with a field and war. Nothing unusual, if not for the structure of the interaction of factions.

In the first, second or third game, you will literally begin to learn the rules, because if you play for different factions, then, consider yourself mastering the game again, since this is … a completely different game. Of course, you shouldn’t think that everything is completely cruel and bad (you, like me, figured out Netrunner and Caves ?), but from the first entry, no one can definitely drive in — it’s like riding a skiing and skating, in both cases we ride on frozen water, but the principle is different. This, by the way, is one of the chips of the desktop. With some next game, it will open up for you from a new side, and you will sit and master from scratch, how and what happens in the game that you have already played. Pretty weird (for a desktop) and nice feeling. Probably, it’s also the greed factor that works for me — I paid for one box, and you play, as it were, several.

The overall picture of the game, the role played by each individual faction can be described with the word «puzzle». The player who took control of the cats acts according to some of his own laws, unknown to the player for the beavers. He solves his problems, tries to maximize victory points with the help of his own mechanics available only to him. A little tricky, but in general the feeling is just that.

In ROOT it is also important to understand who is doing what. A box of those games where a constant company of players will be much more playable, and with the acquisition of experience, the parties will become richer and more intense. This sounds a little strange, since it will not be possible to correctly understand the situation on the field from the first, second and even third installments, because, at a minimum, you will need to play at least once for each of the factions in order to feel all the possibilities and “holes in the defense” their subordinates.

An indicator that the board game is insanely exciting, for me personally, even before I tried it myself, was the continuous discussions of everyone with everyone at TableCamp. Honestly, they just got sick of walking around, inviting them to play with them, telling how unusual it is, and discussing something incomprehensible about animals, about different strategies and about the fact that birds are imba and you need to somehow counter them together. If for the first or second time such initiates aroused alertness — you never know which next “hit” of Kickstarter had fanboys, then after my good friends over a cup of tea casually threw: “Listen, and you are at ROOT has already played as birds? — there was a suspicion that something was wrong here, and I urgently need to play for whoever knew them some birds there.

After a game or two, you also turn into the acolyte «Ruth» and start walking and thinking with your party members about what to do with that faction and with whom to make an alliance next time, along the way throwing phrases to the right and left: «A Have you played Root yet? Will you be with us?»

The desktop is of interest primarily because it is non-standard — and this uniqueness is very attractive. You are not thinking about strategies and tactics at first, but about “how cool the author has twisted the possibilities and bundles of faction mechanics.” But apart from the lure of being unusual,0007 ROOT also provides a standard set for a board player who wants to lay out a good game on the table, where you need to think and count ahead.

So it’s better, let’s move on to the minuses and pluses more specific and understandable, by which you can find out if you need such a box and whether you want to play it with your friends.

***

+ With additional content released for the game, the possibilities of the system are almost unlimited (except by the imagination of the author of I know) — it’s almost like a new game in the game. So don’t get bored for long. The tabletop can be explored for a long time according to known schemes, but with new additional nuances, depending on what the new faction brings to the mechanics.

— It is very difficult to explain the rules, due to the fact that you actually have several rulebooks and it would be desirable for a beginner to know them all. It is clear that in the first or second games in your company no one knows what is happening here, so everyone acts at random and only then learn to interact. Therefore, playing with a different composition of players, veterans are doomed to «lead» newcomers and win thanks to a better understanding of the mechanics.

+ ROOT is very similar to abstracts in the sense that with each additional batch it reveals itself from new sides, gives pleasure and (what is important!) variety every time. In addition, unlike abstracts, there are several standard schemes of action, they will depend on who you manage today. In a word, versatility and depth. Perhaps achieved due to the volume and number of exception rules for each individual faction, but still.

— Roster. Here, both the difference in the experience of party members and their number are important. «Root» from a series of games where four at the table is almost a mandatory set. About how to play together, there is no question. Well, or rather, you can play, but the inherent potential flies to hell, and the result is not at all the game that the author intended. You can, of course, say that it becomes just different, but …

+ ROOT is a board game that a group of friends can play regularly, each time improving their tactics and skill in managing a particular faction. In this, it somehow reminds me of TI, where also several parties need to enter into dynamics and principles. But even TI with its 17 different races can’t compare to the different gameplay for each faction here. The gaming experience is truly unique.

— The topic can be intimidating. It was exactly like that with me. I still can’t figure out what factions are in the game. 😀 Birds, some moles, foxes. Xs in general. Call big names like «Forest Union» and other things, they do not work. But, on the other hand, the theme is unique, and it was she who attracted many.

+ Mechanics. The author really knows how to make games, which he has proven more than once by releasing, in addition to the sensational ROOT , several more toys known in relatively narrow circles, such as John Company and Pax Pamir . The game is just fun to play if you’re into territory control, map management, and… well, depending on which faction you’re playing, you can get carried away.

Total

ROOT is multifaceted. And now I don’t mean what is usually meant by this word, such as strategic, deep, “the game must be studied from all sides to become a master”, and so on. I mean, the tabletop gives you a lot of different experiences. Extremely addictive as you learn how a new faction works and discover a «new game» for you; it also gives fresh sensations when each party member has already played a dozen games and began to fight, negotiate with neighbors and abuse the possibilities of his faction, that is, he began to really fight, using all the possibilities of the gameplay included in the box. It is the whole gameplay, not the bonuses of your faction (they are not here as a class), but the combination of a bunch of mechanics and the role of your faction in all this.

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