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Each and player
Each player draws a tile and places it on the board.
Each player counts his or her stock in the acquired chain.
Each player may control one or more game pieces.
Each set consists of nine ends and the player with the most shots at the end of a set wins the set.
Each player begins the game with sixteen pieces: one king, one queen, two rooks, two knights, two bishops, and eight pawns.
Each player has ten pieces, except in games between two players when 15 are sometimes used.
Each player takes a stroke in turn, each trying to hit a ball through the same hoop.
Each type of improvement has only one associated metropolis, and no city can be a metropolis of two different types ( because of this, a player without a non-metropolis city may not build improvements beyond the third level ).
Each wall that the player has deployed permits the player to hold two more cards before being required to discard on a roll of seven.
Each segment, as it is flipped down, also shows the updated dice pattern needed to earn the player a progress card in that category.
Each player tries to reach as many cities as possible and then return to his " home city.
Each player specifies how many of their cards they wish to replace and discards them.
Each team can field six players at a time on the court, one player being a goalkeeper.
Each player may play only at the lowest unoccupied place in a column.
Each player kneels and faces one another on either side of the box, and each attempts to move the puck to the hole on their left.
Each string is wound around a tuning pin, normally at the end of the string which is closer to the player.
Each player creates his character starting with a pool of points to buy abilities ( such as the aforementioned " Energy Blast " and " Armor "), increase characteristics ( such as " Strength " and " Intelligence ") and buy skills ( such as " Computer Programming " and " Combat Driving ").
Each time when a player is " out ", the opposing team earns a point.
Each player uses tokens of matching colour, often made of cardboard or plastic.
Each player now bids for the number of tricks he believes he can win.
* Basic scoring: Each player scores 1 point for each trick he / she takes.
* Simplified / Montreal progressive scoring: Each player receives 10 points for satisfying the contract plus twice the number of tricks taken, otherwise they receive zero points.
* Simplified negative scoring: Each player scores the square of the number of overtricks or undertricks taken.
* Variant negative scoring: Each player who fails to satisfy the contract scores points according to the number of total tricks in that round ( e. g., in a round where there were five total tricks, every unsuccessful player scores 5 ).

Each and attempts
Each team attempts to complete their mission objective and / or eliminate the opposing team.
Each competitor has a set number of attempts.
Each film traces the evolution of the living dead epidemic in the United States and humanity's desperate attempts to cope with it.
Each weightlifter receives three attempts in each, and the combined total of the highest two successful lifts determines the overall result within a bodyweight category.
* Each episode of the Irwin Allen series The Time Tunnel ( less the few set in the future ) depicted the time-traveling duo arriving at the scene of an historic tragedy, days or hours before the event, and invariably failing in their attempts to prevent it.
Each competitor is allowed three to four attempts on each lift depending on their standing and the organization they are lifting in ( usually smallest w-class to heaviest ).
Each side thus dresses up the disputes in terms of the other's alleged attempts to repress them ; Nationalists still see Orange Order marches as provocative attempts to " show who is boss ", whilst Unionists insist that they have a right to " walk the Queen's highway " and see any attempt to deny them the right to walk through traditional routes used for centuries as a move to marginalise them and restrict their freedom to celebrate their mainly Protestant identity earned in the Glorious Revolution settlement.
Each year the number of attempts to escape increased, as did the numbers in each escape.
Each episode of the former was more or less self-contained, but the first series of Yes, Prime Minister had a loose story arc relating to Hacker's attempts to reform the United Kingdom's armed forces, while the second was mostly devoted to concluding storylines and character arcs that had been seen over the course of the show.
Each time he attempts to keep them in place, they move and rearrange themselves.
Each test attempts to consolidate each individual comorbid condition into a single, predictive variable that measures mortality or other outcomes.
Each new release of Delphi attempts to be as compatible as possible with earlier versions, so that already-developed software and libraries can be retained.
Each new release of Delphi attempts to keep as much backwards compatibility as possible to allow developers to continue to use existing code without incompatibility of interfaces or functionality.
Each competitor attempts to solve twelve problems, which can typically be solved with only basic knowledge of college mathematics but which require extensive creative thinking.
Each time the painter attempts to paint something blue, the panther thwarts him in a new way.
Each side starts with 800 points and attempts to whittle the opposing side's score down to 0.
Each team attempts to carry the ball back to their own goal from the turn-up, rather than the more traditional method of scoring at / in the opponents goal.
Each team attempts to research as many topics as possible, with the goal of being able to speak on both sides of every legislation.
Each athlete is allowed three attempts at each height.
Each release has only one or two routes, with some rolling stock and locomotives made for that route, The series attempts to focus on a particular region and point in time of the region's railway infrastructure history, for example the current release is focused on the line of Settle-Carlisle in Great Britain in the 1960s.
Each of these categories highlights the perceived shortcomings of dominant media to serve particular audiences, aims and interests, and attempts to overcome these shortcomings through their own media.
Each person attempts to achieve transcendence and find their destiny in Òrún-Réré ( the spiritual realm of those who do good and beneficial things ).

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