The antenna, yet unused until this point, is now ready to attach. Insert one end of the antenna into the hole directly above the empty lead of the 33pF capacitor. This is the same lead you just placed out of the way four columns away to the left. You can improve reception by spooling the wire of your antenna across the room as far as possible, or by winding it into a coil as described in the step on making the antenna. Insert one lead of the variable capacitor into the hole above the rightmost lead of the 33pF capacitor. The other lead connects with the black jumper wire in the long, connected row at the bottom. Use the 5 inches (12.7 cm) of slack on either side of the coil to fasten it with the variable capacitor and black jumper wire in the long, connected bottom row. The remaining lead attaches at in the hole below the junction of the variable capacitor, the 10nF capacitor and the 33pF capacitor. Place your speaker on the table to the right of the variable capacitor. The red lead goes into the topmost row of the board to connect with the red jumper wire. The black lead goes into the hole directly above the unused lead of your 22uF electrolytic capacitor, on the right side of the capacitor. In many situations, you’ll need to untwist the wires for the black and red leads attached to your speaker so they can be tied in to the radio circuit. Now that your circuit is finished, all it needs is some juice. Use electrical tape to attach wires to the positive and negative sides of the 9-volt battery. Then:  Add the positive wire (usually red) to any hole on the topmost row of the breadboard so it connects the speaker and the red jumper wire. Add the negative wire (usually black) to any hole on the bottommost row of the breadboard to supply the black jumper and variable capacitor with current. Once the circuit has power, the electricity will begin to flow to the amp and the speaker. The speaker should now be making sound, though it might only be faint noise or static. This is a good indication that all of your components are correctly connected. Turn the variable tuner slowly to shift the frequency your radio is reading and find audible radio stations. The further away from AM radio stations you live, the weaker the signals will be. Be patient and turn the knob slowly. With a little patience, it’s likely you’ll be able to pick up an AM radio station. Circuits can be touchy, and many require troubleshooting, especially if this is the first circuit you’ve ever built. All leads need to be firmly inserted into holes, and each part of the circuit needs to be hooked up in the right fashion for it to operate.  Sometimes you may have thought that you’ve pushed the lead all the way in to the board without it actually making a good connection. Inspect your connections on the breadboard to see if you have not connected a component in an adjacent column. The adjacent columns are not connected, therefore that component will not be connected to the others and may even be connected to the wrong item. The rows at the top and bottom on the breadboard are separate, make sure that the holes where the jumper wires are plugged in belong to the same row, not adjacent rows. Some breadboards have the top and bottom rows split into a left side and a right side. This is used when there are 2 different voltages in a circuit. In this radio, there is only one voltage is used. If the jumper wires are connected such that one is in the left side of a row and one is in the right side of a row, the radio will not work. The solution is to connect the jumpers in the same group of 5 holes of the same row, or to bridge the two rows with a small jumper wire at the middle of the rows. Adjust connections until you can hear audio when power is supplied. If this fails to work, you may need to rebuild the circuit from scratch.
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One-sentence summary -- Attach the antenna. Connect your variable capacitor. Attach the inductor coil. Plug in the speaker. Attach your power source. Listen to the speaker for noise. Turn the variable tuner to adjust the frequency. Troubleshoot the circuit.


(See below for how to select.)  Jobs will be available online at company websites and also on job search websites.   Write a resume and cover letter template which can be personalized for specific positions. If the application is handwritten, fill out the entire application in neat block letters. Do not use script, because Americans can have problems reading writing from other countries. Provide references in the United States if possible. Offer an interview via Skype or other web conference.  Many companies will ask for many interviews with different people.  Send a thank you letter 3 to 4 days after your interview.  In traditional companies, a paper letter is appropriate.  For high tech jobs, you can follow up via email. You can offer to do consulting work (paid by the hour) in your home country with the company in the USA for several months, so they can better get to know you. You can offer to visit the company in the USA to get to know them before you get the job. Many have found success to moving to America as a student on a student visa, and then finding employment after you are in school.  This only works if you can be admitted and pay for a school of course. It is best to choose a school and/or degree that makes it easy for you to get a job.  Technical majors will find it easier to be sponsored for a visa by an American company.
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One-sentence summary -- Apply for jobs in the cities you have selected. Know that getting a work visa to the USA will always take several months minimum. Try moving to America as a student first.


As only one piece can occupy a house at a time, you will sometimes be in a situation where a house is blocked by another player. There are ways to capture blocked houses when playing Senet. There are also ways to protect your pieces.  If you land your move on a house occupied by another player, you can capture the piece. The other player's piece will be moved back to the house your piece was on at the beginning of your turn. However, if two or more of another player's pieces are next to each other, that house is protected. It cannot be captured and you will not be able to complete your turn. On a senet board, there are six houses with special pictures on them. If you land on one of these houses, there are special rules you have to follow.  The House of Happiness or Pretty House is marked by what looks like three upside down stick figures. All of your pieces need to pass through this house to win. You must land on the house exactly. If, for example, the House of Happiness is located on square 26 and you're on square 25, if you do not roll in such a way that you'll move exactly one house you have to stay in place until your next turn.  The House of Water is marked by three zigzagged lines. If you land on the House of Water, you have to move straight back to the House of Rebirth. The House of Rebirth is marked by three sideways stick figures. Your piece remains on the House of Rebirth until you choose to remove it again. The House of Three Truths is marked by a drawing of three birds. If you land on this house, you can throw your sticks again. If you have three color sides up, you can automatically remove this piece from the board. The House of Re-Atoum is marked by two dancing stick figures. If you have landed here, throw your sticks again. If you have two colored sticks facing up, you can remove your piece from the board. The last house on the board is marked by a leaf-like drawing. When you reach this house, you must toss your sticks again. You cannot remove your piece until you toss your sticks and only one colored stick is facing upwards. The object of senet is to move all your pieces off the board. The first player to do so wins.
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One-sentence summary --
Capture and protect houses. Follow the special rules for houses with pictures. Win the game.