Guys and Dolls
Rehearsal Report
| Date | 4/22/2014 |
| Start | 7:00 |
| Stop | 8:51 |
| Break | none |
Director: Ron Watson
Stage Manager: Jessie Drollette
512.299.2053
Late:
Late Excused:
Missing Excused:
Missing:
Didn’t Sign in:
Pianist: none
| General Worked with Big Jule, then Benny and Nicely. Grrrrrrrrrreatt work guys really! It was fun! (I am in a six step course for my exclamation point usage!?!) April 22 is … National Jelly Bean Day (seriously?) |
| Next Performance/Schedule Wednesday, April 23 7:00pm Work Act I Called: Entire cast Thursday, April 24—Production Mtg-5:45 Green Room or Rehearsal Stage… 7:00pm Run Act I Called: Entire cast and Crew Saturday, April 26 1:00pm Work Act II Called: Entire cast and Crew April 21, suggested off book date April 24th off book date April 26th Poppy fest parade it would be great if any or all of you could join us IN the Parade (9:30 here in Gtown. Parade starts at 10:00) AM |
| Set Bench with the Green spike tape, needs to be built to fit three more adult butts. Blue spike tape needs room for one and a half adult butts. Dressing for the Hot box tables… props or set? Can the back breaks on the SR stairs be checked they are realllly hard to engage/disengage… Chairs for Hot box Two tall tables for havana. No hot box patrons in pit Baton list: 2Mission interior 1 mission exterior 3 havana cyc 4 broadway 5 Broadway 6 electric 7 stair masking 8 rain curtain 9 cyc 10 electrics 11 ladder necking (masking?) 12 hot box What projections are there? Guys and dolls, Havana? Others??? |
| Props We need a shoulder holster and gun asap for big Jule Can we get some cigars for Big Jule, big fatties would be nice Nicely is going to be eating something every time he is on stage, celery left in a drink, a sandwich a carrot, etc. crunch is good. Cash is real in crapshoot, dice are fake Big Jule needs a shoulder holster with gun (five shooter?) and a very big cigar Two drunks in havana need alcohol and cigars Clipboard for podium, Isaiah/proverbs sign on wall as well as one to carry Present for Nathan should just be the belt with a bow and a small card, should fit in a small-ish purse. 2 huge Cuban menu’s |
| Sounds/Lights/Special FX |
| Costumes Dress closure needs to be on left side for removal during Take back your Mink. |
| Facility |
| Director |
| Choreography .you are working hard! Keep lookin at the notes and reviewing… |
| Music |
| Actors Da best. (dats for you Bryce) |
| Crew |
| Accident/Incident |
| Dumb Stuff it’s fun to find out Craps is a dice game in which the players make wagers on the outcome of the roll, or a series of rolls, of a pair of dice. Players may wager money against each other (playing "street craps", also known as "shooting dice" or "rolling dice") or a bank (playing "casino craps", also known as "table craps", or often just "craps"). Because it requires little equipment, "street craps" can be played in informal settings. (like The Radio City Music Hall) Each casino may set which bets are offered and different payouts for them, though a core set of bets and payouts is typical. Players take turns rolling two dice and whoever is throwing the dice is called the "shooter". Players can bet on the various options by placing chips directly on the appropriately-marked sections of the layout, or asking the base dealer or stickman to do so, depending on which bet is being made. While acting as the shooter, a player must have a bet on the "Pass" line or the "Don't Pass" line. "Pass" and "don’t pass" are sometimes called "Win" and "Don’t Win" or "Right" and "Wrong" bets. The game is played in rounds and these "Pass" and "Don't Pass" bets are betting on the outcome of a round. The shooter is presented with multiple dice (typically five) by the "stickman", and must choose two for the round. The remaining dice are returned to the stickman's bowl and are not used. Each round has two phases: "come-out" and "point". To start a round, the shooter makes one or more "come-out" rolls. A come-out roll of 2, 3 or 12 is called "craps" or "crapping out", and anyone betting the Pass line loses. A come-out roll of 7 or 11 is a "natural", and the Pass line wins. The other possible numbers are the point numbers: 4, 5, 6, 8, 9, and 10. If the shooter rolls one of these numbers on the come-out roll, this establishes the "point" - to "pass" or "win", the point number must be rolled again before a seven. The dealer flips a button to the "On" side and moves it to the point number signifying the second phase of the round. If the shooter "hits" the point value again (any value of the dice that sum to the point will do; the shooter doesn't have to exactly repeat the value combination of the come-out roll) before rolling a seven, the Pass line wins and a new round starts. If the shooter rolls any seven before repeating the point number (a "seven-out"), the Pass line loses and the dice pass clockwise to the next new shooter for the next round. In all the above scenarios, whenever the Pass line wins, the Don't Pass line loses, and vice versa, with one exception: on the come-out roll, a roll of 12 will cause Pass Line bets to lose, but Don't Pass bets are pushed (or "barred"), neither winning nor losing Yeesh, I think I’ll stick with Yatzee. (which I am quite good at BTW) |
| Quote(s) “Do you have any food allergies?” Jessie “I only eat caviar” Austin |
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