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Claire Kincaid
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Claire Kincaid
Law & Order character
First appearance
"Sweeps"
Last appearance
"Aftershock"
Portrayed by
Jill Hennessy
Time on show
1993–1996
Seasons
4, 5, 6
Credited appearances
68 episodes (L&O)
1 episode (HLOTS)
69 episodes (total)
Preceded by
Paul Robinette
Succeeded by
Jamie Ross
Assistant District Attorney Claire Kincaid is a fictional character on the television series Law & Order, played by Jill Hennessy from 1993 to 1996. She appeared in 69 episodes (68 of Law & Order, and the Homicide: Life on the Street episode "For God and Country").
Contents
[hide]
1 Character overview
2 Notable episodes
3 Behind the scenes
4 References
Character overview[edit]
Kincaid is introduced in the episode "Sweeps" as an Assistant District Attorney in the Manhattan DA's office.[1] She is portrayed as an idealistic, outspoken feminist[2] and agnostic[3] who becomes increasingly disillusioned with her job. She is vocally pro-choice, opposes the death penalty, and has ambivalent feelings about drug prohibition.[4] These political views often come into conflict with the realities of the legal system. She graduated from Harvard Law School, where her stepfather Mac Geller (played by Len Cariou) had been one of her professors.[5]
It is suggested throughout the fifth and sixth season that Kincaid and Executive ADA Jack McCoy (Sam Waterston) have a sexual relationship. However, it is not explicitly stated until season 9, long after the character had exited the show.
Notable episodes[edit]
During her first season on the show, she is paired with Executive ADA Ben Stone (Michael Moriarty). During the prosecution of a rape case, he threatens to fire her after she fails to share key information she learned while interviewing a witness, which subsequently comes out in trial, jeopardizing the case. Stone eventually relents and refuses to accept her resignation, relating to her because of a key mistake he made early in his career.[6] In another case, Kincaid temporarily resigns after it is revealed she and a judge that the DA's office is prosecuting were once lovers, possibly jeopardizing the case against him.[7]
After Stone resigns from the DA's office,[8] she is paired with Jack McCoy (Sam Waterston), the new Executive ADA.[2] In the two seasons they appear in together, she and the brash, competitive McCoy often butt heads over the social and political implications of their trial strategies, as well as McCoy's penchant for going to legal extremes to get a conviction. The two eventually form a close bond, however, and it is hinted in several episodes that the two become lovers.
In the episode "Aftershock", Kincaid is killed just as she is considering leaving the DA's office; her car is struck by a drunk driver as she takes an inebriated Lennie Briscoe (Jerry Orbach) home from a bar.[5] McCoy is haunted by her death, as evidenced by his intense, legally questionable efforts to prosecute a drunk driver[9] and his indignation at being questioned about the circumstances of her death.[10] Following her death, Briscoe re-enters Alcoholics Anonymous and remains sober for the rest of his life; it is implied that he feels his drinking was responsible for her death.[11]
In one episode of Season 6, "Corpus Delicti", Kincaid was played by Jill Hennessy's identical twin sister, Jacqueline Hennessy, in certain courtroom scenes.[12] This was because Jill was filming in Baltimore for the crossover episode of Homicide: Life on the Street, which was broadcast a few weeks later.[13] Jacqueline Hennessy's performance was uncredited.
Jamie Ross (Carey Lowell) replaced Kincaid as McCoy's assistant.[11]
Behind the scenes[edit]
The Kincaid character was written out after Hennessy expressed concern about being typecast as an "uptight lawyer".[14] Kincaid was originally intended to be portrayed as paralyzed and leaving the DA's office for private practice after the events of "Aftershock". This was eventually changed to Kincaid's death, which wasn't officially confirmed until Season 9. Hennessy rejects claims she refused to come back for a follow-up episode: "I made it clear I wanted to come back. I found out they killed me off from a friend who watched the show and told me, 'Jill, they said you were dead!' I was surprised, because I always thought I would return. Even now, I'd love to come back for some bizarre flashbacks."[14]
References[edit]
Jump up ^ "Sweeps". Law & Order. Season 4. Episode 1. September 15, 1993.
^ Jump up to: a b "Second Opinion". Law & Order. Season 5. Episode 1. September 21, 1994.
Jump up ^ "Apocrypha". Law & Order. Season 4. Episode 7. November 3, 1993.
Jump up ^ "Savages". Law & Order. Season 6. Episode 3. October 18, 1995.
^ Jump up to: a b "Aftershock". Law & Order. Season 6. Episode 22. May 22, 1996.
Jump up ^ "Discord". Law & Order. Season 4. Episode 3. October 6, 1993.
Jump up ^ "Censure". Law & Order. Season 4. Episode 14. February 2, 1994.
Jump up ^ "Old Friends". Law & Order. Season 4. Episode 22. May 25, 1994.
Jump up ^ "Under The Influence". Law & Order. Season 8. Episode 11. January 7, 1998.
Jump up ^ "Sideshow". Law & Order. Season 9. Episode 14. February 17, 1999.
^ Jump up to: a b "Causa Mortis". Law & Order. Season 7. Episode 1. September 18, 1998.
Jump up ^ "The Daily Beast: Celebrity Hidden Twins: Jill and Jacqueline Hennessy," Archived 2013-10-29 at the Wayback Machine. The Daily Beast (August 5, 2009).
Jump up ^ http://www.imdb.com/title/tt0629216/
^ Jump up to: a b "'Law & Order': 20 Years of Arresting Drama", TV Guide Special Collector's Issue.
hide
v
t
e
Law & Order
Characters
Police
Sgt. Max Greevey
Sgt. Phil Cerreta
Lennie Briscoe
Joe Fontana
Ed Green
Cyrus Lupo
Mike Logan
Rey Curtis
Nick Falco
Nina Cassady
Kevin Bernard
Captain Donald Cragen
Lieutenant Anita Van Buren
District attorneys
Benjamin Stone
Jack McCoy
Michael Cutter
Paul Robinette
Claire Kincaid
Jamie Ross
Abbie Carmichael
Serena Southerlyn
Alexandra Borgia
Connie Rubirosa
Adam Schiff
Nora Lewin
Arthur Branch
Recurring characters
Elizabeth Olivet, Ph.D.
Emil Skoda, M.D.
Elizabeth Rodgers, M.D.
Danielle Melnick
Seasons
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Notable episodes
"Prescription for Death"
"Everybody's Favorite Bagman"
"Manhood"
"Aftershock"
"Empire"
"Sunday in the Park with Jorge"
"Mother's Day"
"Public Service Homicide"
"Burn Card"
"The Drowned and the Saved"
"Dignity"
"Fed"
"Blackmail"
"Steel-Eyed Death"
"Boy on Fire"
"Rubber Room"
TV film
Exiled: A Law & Order Movie
See also
Episodes
Cast
Law & Order franchise
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text:
Farkle
From Wikipedia, the free encyclopedia
Jump to navigation Jump to search
Farkle, or Farkel, is a dice game that has also been called or is similar to 1000/5000/10000, Cosmic Wimpout, Greed, Hot Dice,[1] Squelch,[2] Zilch,[3] or Zonk. Its origins as a folk game are unknown, but the game dates back to at least the mid 1980s.[4] It has been marketed commercially since 1996 under the brand name Pocket Farkel by Legendary Games Inc.[5][6] While the basic rules are well-established, there is a wide range of variation in both scoring and play, as described below.[1][6][7][8][9]
Contents
1 Equipment
2 Play
2.1 Standard scoring
2.2 Scoring variations
2.3 Play variations
3 Probabilities
3.1 Effects of scoring variations
4 Related games
5 References
6 External links
Equipment[edit]
Dice (6, or 5 in some variations)
Paper and a pencil or pen for keeping score
Play[edit]
College roommates playing Farkle in their dorm, 2010
Farkle is played by two or more players, with each player in succession having a turn at throwing the dice. Each player's turn results in a score, and the scores for each player accumulate to some winning total (usually 10,000).
At the beginning of each turn, the player throws all the dice at once.
After each throw, one or more scoring dice must be set aside (see sections on scoring below).
The player may then either end their turn and bank the score accumulated so far, or continue to throw the remaining dice.
If the player has scored all six dice, they have "hot dice" and may continue their turn with a new throw of all six dice, adding to the score they have already accumulated. There is no limit to the number of "hot dice" a player may roll in one turn.
If none of the dice score in any given throw, the player has "farkled" and all points for that turn are lost.
At the end of the player's turn, the dice are handed to the next player in succession (usually in clockwise rotation), and they have their turn.
Once a player has achieved a winning point total, each other player has one last turn to score enough points to surpass that high-score.
Standard scoring[edit]
The following scores for single dice or combinations of dice are widely established, in that they are common to all or nearly all of the above-cited descriptions of farkle scoring.
Dice combination
Score
Each 1 100
Each 5 50
Three 1s 1000
Three 2s 200
Three 3s 300
Three 4s 400
Three 5s 500
Three 6s 600
For example, if a player throws 1-2-3-3-3-5, they could do any of the following:
score three 3s as 300 and then throw the remaining three dice
score the single 1 as 100 and then throw the remaining five dice
score the single 5 as 50 and then throw the remaining five dice
score three 3s, the single 1, and the single 5 for a total of 450 and then throw the remaining die
score three 3s, the single 1, and the single 5 for a total of 450 and stop, banking 450 points in that turn
This is not an exhaustive list of plays based on that throw, but it covers the most likely ones. If the player continues throwing, as in any of the above cases except the last, they risk farkling and thus losing all accumulated points. On the other hand, if they score five dice and have only one die to throw, they have a 1 in 3 chance of scoring a single 1 or a single 5, and then having scored all six dice they will have "hot dice" and can throw all six dice again to further increase their score.
Each scoring combination must be achieved in a single throw. For example, if a player has already set aside two individual 1s and then throws a third with the four dice remaining, they do not have a triplet of 1s for a score of 1000 but merely three individual 1s for a score of 300.
Scoring variations[edit]
Since farkle is a folk game, variant rules are used in different playing communities. While the standard rules described above are widely used, even they are not universal. For example, the commercially marketed game of Pocket Farkel differs in that three 1s are scored as 300 rather than 1000.[6] In addition, some players score one or more combinations of dice beyond the standard ones. Those variations include the following.
No scoring dice are rolled (e.g. 2-2-3-4-6-6) is scored as 500.
Three pair (e.g., 1-1-4-4-6-6) is scored as 500, 600, 750, 1000, or 1500.
A straight (1-2-3-4-5-6) is scored as 1000, 1200, 1500, or 2500.
A full house (three of a kind and a pair) is scored as the three of a kind value plus 250. e.g. 3-3-3-2-2 = 550, 4-4-4-3-3 = 650, 5-5-5-1-1 = 750, 1-1-1-3-3 = 1250
Four, five and six of a kind are scored in one of 3 ways: adding, doubling or set value:
Adding, for each additional matching die above 3 of a kind, the 3 of a kind score is added. e.g. 3-3-3 = 300, 3-3-3-3 = 300 + 300 (600), 3-3-3-3-3 = 300 + 300 + 300 (900) and 3-3-3-3-3-3 = 300 + 300 + 300 + 300 (1200).
Doubling, for each additional matching die above 3, 4 or 5 of a kind the score is doubled. e.g. 3-3-3 = 300, 3-3-3-3 = 300 × 2 (600), 3-3-3-3-3 = 300 × 2 × 2 (1200) and 3-3-3-3-3-3 = 300 × 2 × 2 × 2 (2400)
Set value, 4 of a kind is scored as 1000 or 2000, 5 of a kind is scored as 2000 or 4000 and 6 of a kind is scored as 3000, 6000 or 10000
Dice value
3 of a kind
Adding
Doubling
Set value
4 of a kind
5 of a kind
6 of a kind
4 of a kind
5 of a kind
6 of a kind
4 of a kind
5 of a kind
6 of a kind
Two 200 400 600 800 400 800 1600 1000 or 2000 2000 or 4000 3000, 6000 or 10000
One (low)[6] 300 600 900 1200 600 1200 2400
Three 300 600 900 1200 600 1200 2400
Four 400 800 1200 1600 800 1600 3200
Five 500 1000 1500 2000 1000 2000 4000
Six 600 1200 1800 2400 1200 2400 4800
One (high) 1000 2000 3000 4000 2000 4000 8000
Like the standard combinations, any of these variant combinations must be achieved in a single throw.
These are the variations listed in the above-cited descriptions of farkle scoring, but further variations presumably exist. Since it is a folk game, players are free to agree upon whatever scores they choose for whatever combinations they choose to recognize.
Play variations[edit]
Some farkle rules also incorporate one or more of the following variations in the sequence of play.
Players may be required to achieve a certain threshold score in their opening turn or turns, before they can begin scoring. Thresholds of 350, 400, 500, or 1000 are used. At the beginning of a game, each player must continue throwing in their turn until they either farkle or reach the threshold. After having reached the threshold once, they are free to stop throwing in subsequent turns whenever they choose.
Play is almost always to 10,000, but can be to 20,000.
In a variant described as "piggybacking" or "high-stakes", each player after the first can choose to begin their turn either with a fresh set of six dice, or by throwing the dice remaining after the previous player has completed their turn. For example, if a player banks three 1's for a score of 1000, the next player may choose to roll the remaining three dice. If they score at least one die, they score 1000 plus whatever additional score they accumulate. Players may thus assume the greater risk of farkling for the chance of scoring the points already accumulated by the player before them. If a player ends their turn on a "hot dice", the next player may "piggyback" using all six dice.
Players may be required to make at least one additional throw when they have hot dice, even if they have accumulated a high enough score that they would choose not to risk farkling.
Three farkles in a row can result in a deduction of 500[10] or 1000 points from the player's score.
Another variation is using five dice instead of six. In this version, players cannot score three pair, and this variation often couples an "instant" win option, where on the first roll of the five dice on any turn, if the player rolls five of a kind, that player instantly wins the game, regardless of the scores to that point.
An end-of-game variation described as "welfare" requires the winner to score exactly 10,000 points. If a player scores more than 10,000 points, then all points scored in that turn are given to the player with the lowest score.
Probabilities[edit]
Following are the probabilities of scoring combinations in the initial throw of six dice.
Dice combination
Probability
Three of a kind 1 in 3.240
Four of a kind 1 in 20.736
Three pair 1 in 25.92
Straight 1 in 64.8
Two triplets 1 in 155.52
Five of a kind 1 in 259.2
Six of a kind 1 in 7776
For the most part, less probable combinations are scored higher than more probable combinations (see Scoring Variations).
Following are the probabilities of scoring combinations in subsequent throws of the dice.
Dice combination
Five dice left
Four dice left
Three dice left
Three of a kind 1 in 5.184 1 in 10.8 1 in 36
Four of a kind 1 in 51.84 1 in 216 N/A
Five of a kind 1 in 1296 N/A N/A
Following are the probabilities of farkling if all variant scoring combinations are allowed, depending on the number of dice thrown.
Dice thrown
Probability
6 1 in 43.2 (5 in 216)
5 1 in 13
4 1 in 6.35 (20 in 127)
3 1 in 3.6 (5 in 18)
2 1 in 2.25 (4 in 9)
1 1 in 1.5 (2 in 3)
Three-pair is the only scoring variation that alters the likelihood of farkling, and only on the initial throw of six dice. If three pairs are not scored, the probability of farkling on the initial throw increases to 1 in 32.4 (5 in 162).
Following are the probabilities of making hot dice in a single throw if all variant scoring combinations are allowed, depending on the number of dice thrown.
Dice thrown
Probability
6 1 in 12
5 1 in 32
4 1 in 25
3 1 in 18
2 1 in 9
1 1 in 3
If no variant scoring combinations are allowed, the probabilities of making hot dice are decreased only slightly for 4-6 dice thrown, and unchanged for 1-3 dice thrown. Odds for these and other die combinations with explanations and simulation results can be found elsewhere.[11]
Effects of scoring variations[edit]
Scoring additional combinations such as straights and three pairs increases the speed of play by awarding high scores for low probability events that otherwise would score little or nothing (for example, a straight with standard scoring is worth only 150 for the single 1 and single 5). To assess the impact of scoring variations, the following table shows the average score on the initial throw of six dice, assuming that all scoring dice are banked and ignoring any additional scores that would be made on a re-roll of hot dice. The first row shows the average score with standard scoring, and the other rows show the increment in that average for each scoring variant that is used in play.
The numbers in the table are calculated based on the following scores for variant combinations:
Four of a kind scores three times the score of the corresponding triplet.
Five of a kind scores five times the score of the corresponding triplet.
Six of a kind scores ten times the score of the corresponding triplet.
A straight scores 2500.
Three pair scores 1500.
Scoring combination
Average score on initial throw
Standard scoring 302
Four of a kind +47
Five of a kind +8
Six of a kind +0.6
Straight +37
Three pair +52
Total (all combinations) 446.6
The impact of four or five of a kind is substantially similar if they are scored as 1000 and 2000, respectively. If lower scores are awarded for straights or three pairs, the impact on average scoring will be proportionately lower.
The above table somewhat overstates the impact of straight and three pair on overall speed of play, as they only score on the initial throw of six dice.
Related games[edit]
1000/5000/10000
Cosmic Wimpout
Kismet (dice game)
Yahtzee
References[edit]
^ Jump up to: a b "Farkle Rules". Smart Box Design. Retrieved 2007-07-24.
Jump up ^ "Squelch v1.2". Retrieved 2010-07-13.
Jump up ^ "Zilch". Retrieved 2014-09-11.
Jump up ^ Rice, Wayne; Yaconelli, Mike (1986). Play It!: Over 400 Great Games for Groups. Zondervan. p. 210. ISBN 9780310351917.
Jump up ^ Farkel maker finds new home
^ Jump up to: a b c d "Frequently Asked Questions". Pocket Farkel. Archived from the original on 2011-08-12. Retrieved 2007-07-24. CS1 maint: BOT: original-url status unknown (link)
Jump up ^ "My New Favorite Party Game -Farkel". Retrieved 2007-07-24.
Jump up ^ "Farkle Deluxe". Elverson Puzzle. Retrieved 2007-07-24.
Jump up ^ "Farkle, a game of dice". The Renaissance Store. Retrieved 2007-07-24.
Jump up ^ "Zilch (rules and scoring)". Retrieved 2014-09-11.
Jump up ^ Farkle Odds, Odds with complete derivation and simulation results
External links[edit]
Rules:
Farkel frequently asked questions (FAQ)
Detailed Farkle rules and variants
Printable Farkle rules
Printable Farkle Dice rules with Rules Variations
Probabilities:
Explanation of Farkle probabilities by Gregory Graham
Score Cards:
Farkle score cards
Printable Farkle Score Cards
Standalone Games:
Play Zilch online
Farkle Online Game
An implementation of Farkle in GWBASIC
Farkle on PlayOnlineDiceGames.com (does not allow for final roll after one player has reached 10,000)
Retrieved from "https://en.wikipedia.org/w/index.php?title=Farkle&oldid=852167226"
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