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Page "Forty-fives" ¶ 97
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Players and must
Players must navigate one side of the double diamond, hit the stake, then navigate the opposite side of the double diamond and hit the starting stake to win the game.
Players must have good aim throughout the entire game, even as they become increasingly inebriated.
Players must release the disc while inside the box, but may step out / off of it after the release.
Players are allowed to keep four progress cards ( five in a five to six player game ), and any additional ones must be discarded on the spot ( unless the 5th card is a victory point, which is played immediately and the original progress cards remain ).
Players must convert their pirate fortresses and have 10 victory points before being able to claim victory.
Players begin with both settlements on one of the islands, and must build ships connecting settlements between the two islands.
Players must pay attention to how many cards other players change, but should not take too much for granted in this phase.
Players must learn to coordinate two hands and use them independently.
Players must follow suit, unless they have no cards of the led suit, in which case they may play any card.
Players must then " make it work " to move on to the next round.
Players are limited to some finite number of actions, and in some cases must split their resources between these actions ( so that additional actions make each less effective ).
Players must be retired and must have played at least four years with the Phillies or Athletics.
Players on the main adult tour who are under 18 must have documents signed by a parent or guardian.
# Players must alternate hitting the ball.
Players must unravel clues in order to achieve some of victory condition, which will then allow them to advance to the next level.
Players must master techniques such as blocking, counter-attacking, and chaining together sequences of attacks known as " combos ".
Players must learn which attacks and defenses are effective against each other, often by trial and error.
Players must remove any other pieces first before removing a piece from a formed mill.
* Players must be capable of being produced in high volume, parts must be interchangeable, and must be easy to service.
* Players must not stray over the boundary lines of the pitch, although they may fly as high as desired.
* Players may take their wands onto the pitch, but they must not be used on or against any players, any player's broomstick, the referee, any of the four balls, or the spectators.
* Cobbing: Players must not make excessive use of their elbows against opponents.

Players and always
Players may always discard, even if they have a legal play available.
Players are free to skip intermediate values, although it is common to always pick the lowest available call while bidding.
Players must always play the next best available set they have made.
The Players ' Greenwich Village theater was a converted stable with bench seating and a tiny stage ; according to Barnes it was " always just about to be given back to the horses.
Players always gain more points for making a tag than they lose for being tagged.
Players take it in turn to throw three or four hoops at a target which usually, though not always, consists of concentric circles marked on the deck.
Players will not always stick together, and can be separated at points during the gameplay.
The Famous Players Theatres chain was always strongly linked with Paramount Pictures, and was a wholly owned subsidiary of Paramount Communications at the time that firm was acquired by Viacom in 1994.
Players who are designated as all-rounders often bat in the middle order ( e. g., Garfield Sobers usually batted at number 6 ; by contrast, W G Grace always opened the innings ).
The Players could call on bowlers like the arch-professional Wilfred Rhodes and were nearly always strong as a bowling side.
* Players who consistently have high scores are permitted to make innocent math errors to avoid always winning.

Players and follow
Players in some other clubs then agreed to follow the " Portland Club " rules, rather than go to the trouble of codifying and printing their own sets of rules.
However generally they follow the rules described in Standard American 21, The Rubber Bridge Players Guide for the Twenty-first Century by John Sheridan Thomas.
Players follow a young thief named Zidane Tribal, who joins with others to defeat Queen Brahne of Alexandria, the one responsible for starting the war.
Players can choose which missions to follow and which governments to form a good relationship with or to be entirely neutral.
Players are eliminated from the game by either following instructions that are not immediately preceded by the trigger phrase or by failing to follow an instruction which does include the phrase " Simon says ".
Players must follow suit of the suit led if they can, else they can play any card ;
Players generally need to learn the basic sounds and traditional rhythm samples ( 4 / 4 and 12 / 8 ) to be able to follow classes.
Players can issue commands during battle for each party member to follow, typical to most turn-based role-playing video games.
Players must follow suit if they can, and the highest card of the suit led collects the trick.
Players must follow suit if possible.
Players can also issue commands to them as long as they are on their respective team, such as follow or hold position, and set waypoints for them to walk to.
Players are obliged to follow suit if able to do so.
Players need to decide for themselves ( or follow the example of the game dictionary ) if they will allow such abbreviations as laser and NATO.
Players must follow suit if able ( they cannot " trump in " if they have a card in the suit that was led ).
Players must all follow the same plan and play for each other, " not " for themselves.
Players must follow suit if possible, else trump if possible.
Players must follow suit if possible.

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