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Page "Ludo (board game)" ¶ 31
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player and cannot
Since a player cannot control another player's bids, and since all bids are non-refundable, the auction involves a considerable amount of strategizing and prioritization by players.
When a player is genuinely deceived, he will often lose the point immediately because he cannot change his direction quickly enough to reach the shuttlecock.
If the Crawford rule is in effect, then another option is the Holland rule, which stipulates that after the Crawford game, a player cannot double until after at least two rolls have been played by each side.
Players are generally given a few seconds before the round begins ( known as " freeze time ") to prepare and buy equipment, during which they cannot attack or move ( one notable exception is that a player may receive damage during freeze time.
Any eligible receiver that goes out of bounds is no longer an eligible receiver and cannot receive a forward pass, unless that player re-establishes by taking three steps in bounds.
Bumping is allowed on the player with the ball, but a player cannot be grabbed.
While a player is taking a free hit or starting a corner the back swing of their hit cannot be too high for this is considered dangerous.
In some games some player ( s ) know the answer, but cannot tell the other ( s ), instead they must help them to guess it.
( According to chess rules, once a player has released a piece, he cannot make a different move.
If a player cannot make a valid move after first move of 6 they must pass the die to the next player.
For example in an " eight or better to qualify low " game, a player with an eight-high hand ( or better low such as seven-high ) is entitled to win the low half of the pot ( assuming his hand defeats all other low hands ), but a player with a 10-high or 9-high hand cannot win, even if his hand is the lowest.
Normally this occurs when a player calls, and the next player whose turn it is to act is the one who made the last raise, so he cannot raise further ( this ends the betting round ).
A player can cap with as much as 80 % of his flat calling range when he knows he cannot be forced out of the pot and no opponent can make his hand appear much stronger by raising.
This is particularly correct when closing the action on the river in Texas hold ' em or on the 7th street in stud poker, where a player can make calldowns with hands that are unlikely to win simply because of the pot odds he is getting and the fact he cannot be bluffed out of the pot.
In Texas hold ' em, if the board is 5 ♠ 6 ♠ A ♣ 9 ♠ < font color = red > 5 ♥</ font >, a player holding 7 ♠ 8 ♠ has the nut hand, a 9-high straight flush of spades, and cannot lose.
This most commonly occurs in a high-low split game where one player knows that he has a guaranteed low hand made, his opponent cannot make a better low no matter what the last card is, but the player who is low might possibly catch a lucky card that gives him a straight or flush, winning high as well.
Unlike Texas hold ' em, a player cannot play four or five of the cards on the board with fewer than two of his own, nor can a player use three or four hole cards to disguise a strong hand.
For example, with a board of, a player with cannot play a flush using the ace as would be possible in Texas hold ' em ; the player must play two cards from in-hand and only three from the board ( so instead, this player's best hand is two pair: ).

player and move
As the player shoots asteroids, they break into smaller asteroids that frequently move faster and are more difficult to hit.
Against weaker players whose intended strokes are obvious, an experienced player may move before the shuttlecock has been hit, anticipating the stroke to gain an advantage.
The second player ( B ) plays the mirror image of the first player's move, hoping to divide the board into two pieces and tie the game.
The first player ( A ) makes a sacrifice at move 7 ; B accepts the sacrifice, getting one box.
For example, if the player rolls a 6 and a 3 ( notated as " 6-3 "), that player must move one checker six points forward, and another or the same checker three points forward.
For example, upon rolling a 5-5 that player may move up to four separate checkers forward five spaces each.
For any roll, if a player can move both dice, that player is compelled to do so.
A player may not move any other checkers until all checkers on the bar belonging to that player have re-entered the game.
When bearing off, a player may also move a lower die roll before the higher even if that means ' the full value of the higher die ' is not fully utilized.
For example, if a player has exactly 1 checker remaining on the 6-point, and rolls a 6 and a 1, the player may move the 6-point checker 1 place to the 5-point with the lower die roll of 1, and then bear that checker off the 5-point using the die roll of 6 ; this is sometimes useful tactically.
The roll of 1-2 is given special consideration, allowing the player, after moving the 1 and the 2, to select any desired doubles move.
The player can move along platforms, as well as jump to those above and to the side, similar to most platform games.
A player may not make any move that would put or leave his king under attack.
If the player to move has no legal moves, the game is over ; it is either a checkmate — if the king is under attack — or a stalemate — if the king is not.
It is illegal for a player to make a move that would put or leave his own king in check.
A player may not combine hopping with a single-step move – a move consists of one or the other.
* Croquet: As in six-wicket croquet, the player may place his ball next to the ball he hit, and strike his ball in such a way that both balls move.
Unlike the American game, Canadian rules allow a drop kick to be attempted at any time by any player, but the move is very rare.
Duke's jetpack allows the player to move vertically.

player and their
The player can also send their ship into hyperspace, causing it to disappear and reappear in a random location on the screen ( with the risk of self-destructing or appearing on top of an asteroid ).
At the end of the game, all players liquidate their stock in order to determine which player has the most money.
However, often it is most advantageous for the player selecting to choose to let the more expensive chains remain on the board ( and trade in their stock of the less expensive chain at the 2-to-1 ratio described below ).
* IVS – A proprietary version with Digital Rights Management developed by 3D Solar UK Ltd for use in music downloaded from their Tronme Music Store and interactive music and video player.
These can decide everything from how many steps a player moves their token, as in Monopoly, to how their forces fare in battle, such as in Risk, or which resources a player gains, such as in The Settlers of Catan.
* First and foremost, it governed player contracts that set up mechanisms to end the cross-league raids on rosters and reinforced the power of the hated reserve clause that kept players virtual slaves to their baseball masters.
A rally ends once the shuttlecock has struck the floor, or if a fault has been called by either the umpire or service judge or, in their absence, the offending player, at anytime during the rally.
If the opponents win the rally and their new score is even, the player in the right service court serves ; if odd, the player in the left service court serves.
An alternative view suggests that the optimum tension for power depends on the player: the faster and more accurately a player can swing their racquet, the higher the tension for maximum power.
A player's forehand side is the same side as their playing hand: for a right-handed player, the forehand side is their right side and the backhand side is their left side.
First, the player must turn their back to their opponents, restricting their view of them and the court.
The player or players are dealt an initial two card hand and add the total of their cards.
The player and dealer can count their own Ace as 1 point or 11 points.
Non-controlling players may follow the controlling player by putting down an additional bet, or decline to do so, instead associating their existing wager with one of the two post-split hands.
The player may add up to half the value of their original bet to the insurance and these extra chips are placed on a portion of the table usually marked " Insurance Pays 2 to 1 ".
In a multi-hand, face-up, single deck game, it is possible to establish whether insurance is a good bet simply by observing the other cards on the table after the deal ; even if there are just 2 player hands exposed, and neither of their two initial cards is a ten, then 16 in 47 of the remaining cards are tens, which is larger than 1 in 3, so insurance is a good bet.

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