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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 starts
Each meeting starts with a prayer, offered spontaneously by one member of the group.
Each stage starts with a few asteroids drifting in random directions on the screen.
Each round starts with the two teams spawning simultaneously.
Each team starts with the ball in one half, and the team that conceded the goal has possession for the restart.
Each Jewish lunar month starts with the new moon.
Each episode starts the player from scratch, without any previously collected items.
Each chapter starts with a text which serves the idea of the writer and other texts are introduced to confirm his points.
Each spot starts with three lives and each move reduces the total number of lives in the game by one ( two lives are lost at the ends of the line, but the new spot has one life ).
Each player starts with three balloons around their kart which can be destroyed by power ups fired by the other player.
Each piston comes to a complete stop and reverses direction before the next one starts its power stroke, which results in a gap between power strokes and noticeable vibrations.
Each player starts with a token on the starting square ( usually the " 1 " grid square in the bottom left corner, or simply, the imaginary space beside the " 1 " grid square ) and takes turns to roll a single die to move the token by the number of squares indicated by the die roll.
Each calendar era starts from an arbitrary epoch, which is often chosen to commemorate an important historical or mythological event.
Each character starts at the corresponding colored space.
Each player starts the game with one queen, placed in the middle of the first rank next to the king.
Each player starts the game with two rooks, one in each of the corner squares on his own side of the board.
Each player starts with two knights, which begin on the row closest to the player, one square from the corner.
Each saros series starts with a partial eclipse ( Sun first enters the end of the node ), and each successive saros the path of the Moon is shifted either northward ( when near the descending node ) or southward ( when near the ascending node ).
Each row starts with a key letter.
Each file starts with a two-byte magic number ( in ASCII ) that explains the type of file it is ( PBM, PGM, and PPM ) and its encoding ( ASCII or binary ).
Each parade starts with approximately 200 " Dykes on Bikes " riding up Oxford Street.
Each international session starts with of a two-day Teambuilding part, in which delegates get acquainted with each other and start improving the group dynamics of the committee.
Each meeting starts at 7 pm in the City Hall and there are no meetings in August.
Each time a file that starts with < tt >. LOG </ tt > is opened, the program inserts a text timestamp on the last line of the file.
Each phase starts with a design goal and ends with the client ( who may be internal ) reviewing the progress thus far.
Each deal starts with a bidding phase to determine declarer and type of game.

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