Article: These springs attach to the brake shoe and the shoe anchor and hold tension on the brake shoe. Once the brake pedal is released, they return the brake shoe to its original position. To remove them use the round, notched part of the brake spring pliers. Place the round part on the anchor pin (the nob that the springs are hooked to) and turn it until the notch catches the spring, and then twist and pull to remove the spring. To do this, lightly grip the outside of the retaining ring with pliers, push in, and twist until the ring comes off. At this point the shoe should easily pull away from the backing plate. There will be another spring attached at the bottom of the shoe, but it will no longer be tensioned so you can just slide it off of the shoe. One of the brake shoes will be connected to an emergency brake line. To remove it, pull the spring cover back and slide the cable sideways away from the shoe.
Question: What is a summary of what this article is about?
Remove the return springs with your brake spring pliers. Remove the retaining rings that hold the brake shoes in place. Pull the brake shoe off. Remove the emergency brake line.

Problem: Article: Each player's settlement will be touching three terrain hexes with three numbers. If the number that is rolled corresponds to the number that a player's settlement is on, then that player gets to pick up a resource card of that terrain hex. The same is true for a player with a city (instead of a settlement), except that they would get to pick up two resource cards.  You also get more resource cards if you have more than one settlement bordering a hex. For example, if you have two settlements on the edges of a hex and that hex’s number is rolled, then you get two of that hex’s resource cards. All players are eligible to get resource cards even if they are not rolling the dice. If a number is rolled by another player and you have a settlement bordering that hex, then you get a resource card. The only exception is if the robber is on your hex. In that case, you are blocked from receiving any resources from that hex until someone moves the robber again. After the dice are rolled, the player then has the option of either building structures like roads or upgrading settlements to cities, playing a development card, or trading. Players may choose to do all or none of these actions. When a player has finished taking his or her actions, the player then passes the dice to the right. You may only play one development card per turn. During their turn, players can use resources that they have to build structures, such as roads, settlement, and cities. See your building cost card to figure out what you can build with the resources that you have. Keep in mind that each settlement is worth 1 point and each city is worth 2 points, but you have to upgrade settlements to cities. You cannot just build a city without first having a settlement.  To build a road you need: One wood and one brick To build a settlement you need: One wood, one brick, one sheep, and one wheat To build a city you need: Three ore and two wheat. Cities can only be built in place of an already existing settlement. To buy a development card you need: One sheep, one wheat, and one ore Players may play development cards at the beginning or end of their turn. Development cards do different things but their effects are clearly stated on the card itself. Development cards come in the following types:  A "Knight" card allows a player to move the robber to any spot on the board and then gets to take a card from any player that has a settlement or city on the blocked resource. A "Road Building" card allows a player to place two roads on the board. A "Year of Plenty" card gives a player any two resource cards. After a player plays the "Monopoly" card, that player announces one type of resource. Every player must then give that player all of that type of resource card(s) in their hand. A "Victory Point" card automatically gives the player one victory point. For example, if you play a knight card, you must turn it face up and move the robber right away. You may move the robber to any hex and then collect one resource (at random) from the opponent who owns that hex. If two opponents have settlements bordering that hex, then you may choose who to rob. Keep any victory point cards that you draw face down so that your opponents cannot see them. The player can also trade for resources, either with any other players or with the bank. A player may trade in four of the same resource card for any resource card. If player is on a special harbor, that player may trade in two of that harbor's resource for any resource card. At a generic harbor a player may trade in three of the same resource card for any resource card. If a player rolls a seven, then each player must make sure that he/she does not have more than seven cards in his or her hand. If a player does have more than seven cards, that player must discard half of them. The person that rolled the seven then gets to put the robber on whatever number token he/she desires, and then, gets to take one card from any player that has a settlement or city touching the terrain hex with the robber on it. Keep in mind that the robber blocks players from getting resource from a hex. In other words, if the hex number occupied by the robber is rolled, players with settlements or cities on that number do not get to collect the resource the robber is blocking. There are a number of strategies that you can use to help you get the upper hand and win the game. The most basic strategy is to get your starting settlement in an area that give you access to the most commonly rolled resources (the resources with the red or physically larger numbers). Some other strategies include:  Setting yourself up to build roads and settlements by aiming for lots of brick and wood hexes in the beginning. Monopolizing ports. Try to get a port and at least two cities on different hexes with the same resource, so that you can trade for whatever you need. Targeting the winning player(s) with the robber and Knight cards. Robbing your opponents can keep them from progressing too much while also gaining yourself some extra resources. Building cities (and settlements) as soon as you can. When you have lots of resources to work with, you'll be able to trade and build easily. To win the game, you need to be the first one to get 10 victory points. Once you achieve this number, announce it to your fellow players. Keep in mind that your victory points cards and any special cards, such as “Longest Road” or “Largest Army”, will count towards your 10 point total. Keep a running total of your points as you play the game so that you don’t surpass 10 points without noticing. You can extend the game by playing until someone achieves a higher number of points, like 12 or 14 points.
Summary: Roll the dice. Take your turn actions. Build structures. Play a development card. Pay attention to the instructions on development cards because each card type has a different function. Trade as needed. Watch out for sevens. Use strategy to increase your chances of winning. Announce when you have 10 victory points.

Using cold, filtered water matters! Unfiltered water won’t taste good, distilled water can ruin your machine, and hard water can accumulate lime in your machine. Using about 14 grams of ground coffee is the amount your espresso machine needs to produce a single cup of strong ristretto.
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One-sentence summary --
Fill the espresso machine’s reservoir with cold, filtered water. Place 14 grams of the ground coffee in the filter.