Problem: Write an article based on this summary: Understand the risks of doing "creative accounting" with your royalties. Save all paperwork that relates to the payment of royalties. Document any verbal agreements or revisions. Issue checks whenever possible, so that you can provide proof of payment.

Answer: It is not uncommon for patent or copyright owners to sue for infringement, so you should make sure that your accounting methods are in line with your royalty agreements. By communicating clearly with your licensor and following the contract, you can avoid a lot of additional cost and legal hassle down the road. For example, some a licensee may forget to incorporate consideration of their business model (payment timing, tax structure, etc.) in the contract. This may result in unintentionally low or late payments to the licensor. In this case, the licensee would likely lose a court case over the royalties owed and be liable for more costs. Artists or patent-holders can and will ask for proof of sales, use and payments. Paperwork saved should include, in addition to the original contract, any ledger entries, financial statements, sales or payments receipts, and any additions or alterations made to the original agreement. Either party to a royalty agreement may at any point verbally suggest or institute a change to the contract. If this change is not properly incorporated into the accounting procedures and the official contract, this may result in your licensor demanding additional payments due to a verbal agreement that you have no official record of. Be sure to institute a policy of formally adding and verifying any contract revisions to avoid this situation. Electronic payments are sometimes less detailed than paper checks. Whenever you reconcile accounts, your bank statements will reflect all royalty payments made by checks.


Problem: Write an article based on this summary: Know your hero. Decide on your play style.

Answer: The name of your hero is Valeera Sanguinar, and she really means business! Her style is to bombard her enemy with damage and to finish off the match when her enemy least expects it. Her hero ability is to equip herself a weapon with one damage for two turns.  If you have no decent play on your turn, use your hero ability to damage your opponent instead with your equipped weapon. The Rogue class is heavy on combos. Make sure to take advantage of this effect to increase the damage you deal your enemies. You can do so by playing a card first before playing the card with the combo effect. Some of the combo cards you should utilize are Cold Blood (+buff), Eviscerate (+damage) and SI:7 Agent(+damage effect). The play style popular for the Rogue is called Miracle Rogue because in order for this play style to work, it takes a lot of luck in drawing the cards. Really risky, but once you get the cards you need, you can already claim victory on the very next turn! It is very popular because of its burst attacks which catch your enemy off-guard for your powerful finisher.  Miracle Rogue relies heavily on one minion card, the Gadgetzan  Auctioneer. Since Rogue spells cost insanely low (some even cost no mana), this allows you to draw lots of cards as you play spells while Gadgetzan  Auctioneer is on the field. Until Gadgetzan  Auctioneer appears on your hand, keep your enemy busy with your hero ability, and use some of your removal spells if you feel like you are starting to get overwhelmed with strong enemy minions. Ideally, you would want to get hold of Leeroy Jenkins and two Shadowstep cards to deliver the final blow on your opponent on the very next turn. A Cold Blood is a nice addition, too, for its buffing effect. Summon Leeroy Jenkins, attack, use Shadowstep, summon Leeroy Jenkins again, and attack directly. It is best to use this if your opponent’s life is 12HP below so the game ends with this burst attack.


Problem: Write an article based on this summary: Hold a straightforward Nerf battle. Play Humans vs Zombies. Organize a Capture the Flag game. Try a quick Defend the Fort game.

Answer: You don't need much structure to have a fun Nerf war. Pick one of the rules for getting hit described in the section above before the war starts. Divide the group into teams and separate onto opposite ends of the area before you begin the game. You can even have a free-for-all, with each player fighting every other player until one remains. If you have a good sense of which players are better than others (or have better equipment), you can divide the group into two equal teams. Otherwise, make the teams at random, and switch the teams after each game. This is a popular Nerf game that is especially useful if you don't have enough weapons for everyone. Divide the group into two teams, the Humans, and the Zombies. The Human team has Nerf weapons as usual, but the Zombies have no weapons at all. When a Zombie touches a Human, the Human becomes a Zombie. Zombies have "hit points" as usual and lose them when hit by Nerf darts.  Use a bandana to easily identify team members. Humans wear bandannas on their arm, while Zombies tie it around their head. Zombies are not allowed to use weapons even if they steal one. Each team keeps a flag (or any other recognizable object) near the "base" they start out in, but far enough away that it's difficult to defend the base. The team that brings both flags back to its own flag station wins the game.  Instead of using the usual rules you decided on, when you're hit, return to your base and count for 20 seconds before returning to the game. Consider a 20-minute time limit to avoid the game dragging on too long. Whichever team gets the enemy flag closest to its base by the end of the time limit wins. For an alternative without flags, divide candy among the players. When a player is hit, they must drop any candy they are holding and return to base. Once one team has all the candy, it wins. The Defender team gets to choose a defensive position, often a play structure or an area of high ground with plenty of cover. If the Defender team survives for 10 minutes, it wins the game. If the Attacker team knocks all the Defenders out of the game before then, it wins. Optionally, you can have a Defender leave the fort and become an Attacker once he is hit three times. This may be a good idea if the Fort is especially easy to defend.


Problem: Write an article based on this summary: Schedule an interview with brokers you are interested in. Find out what mentoring programs, if any, are available with different brokers. Research how many agents are with each broker, how long they stay and what their experience levels and areas of expertise are. Ask brokers you might work for about what the scheduling expectations are. Talk about commissions. Determine how referrals and leads are handled. Assess the available technology.

Answer:
Most brokers will jump at the chance to talk to a potential new agent. Call their local offices and schedule an interview to get started. Read the rest of this section first and have a mental (or physical) list of questions ready for your interviewer. Know what sort of answers to your questions you prefer. If you are just starting out, you will benefit from a broker who helps you establish your career. A good mentor can give you area-specific tips that you won't learn in the licensing process. Look for training programs or seminars that are offered or encouraged. Some brokers will even help you pass your real estate exam for licensure if you sign on with them while you are training to be an agent. If many agents have been with a broker for long periods of time, it is a good sign that the broker treats their agents fairly. You can generally find this information on the broker's website. You might be required to put in a specific number of hours at the office or attending open houses and other events. Knowing what the broker expects will help you match your expectations and preferred working style with those of the broker. Most brokers divide the commission 50-50 with their agents. You will also need to know which party pays for licensing, marketing materials and benefits such as health insurance. The amount of control a broker usually has over these things will often be similar to the amount of control they have over your selling process. You will want to know if agents are assigned potential clients in a specific way, or if it will be up to you to bring in your own clients. Some brokers, especially larger ones, offer leads and other lead-generation services to agents. This can be invaluable if you are in a new area or are just starting out. Some brokers require their agents to provide their own laptops, cell phones and other devices. Other brokers might provide computer access, copiers, fax machines and even iPads or tablets. Factor this in to the cost of getting started in your real estate career.