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Page "Elfenland" ¶ 4
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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 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 tries
Each team has a goaltender who tries to stop the puck from going into the goal or " net.
::: Each seller tries to convince potential buyers that his merchandise is the best.
Each player has seven letters and tries to place these down on the board to make words that link up with other words on the grid, like a crossword puzzle, so that they score as many points as possible.
Each team tries to score points by grounding a ball on the other team's court under organized rules.
Each player tries to build the greatest civilization.
Each team tries to find the letters of the alphabet, in the correct order, on signs on ' their ' side of the road.
Each area has a different population figure and tries to incorporate different aspects.
Each of the six Joker's Cards relate to a specific character — an entity of the Dark Carnival — that tries to " save the human soul " by showing the wicked inside of one's self.
Each of the six Joker's Cards relate to a specific character — an entity of the Dark Carnival — that tries to " save the human soul " by showing the wicked inside of one's self.
Each of the six Joker's Cards relate to a specific character — an entity of the Dark Carnival — that tries to " save the human soul " by showing the wicked inside of one's self.
Each episode of the series had the fugitive father and son moving from place to place ( in a format similar to The Fugitive, Kung Fu and The Incredible Hulk ) meeting people that were in need of some assistance, while Scott tries to explain to his alien father what it means to be a human being.
** Each player tries to play through his goal pile, the one doing so first, wins
Each tries to surrender to the other.
) Each state maintains all of its roads and tries to integrate them into a system appropriate for that state.
Each team tries to take an opposing team's flag and touch it to their own, which " captures " the flag and awards the capturing team a point.
Each player tries to earn reward money by participating in the capture of seven outlaws during multiple rounds of play.
Each tries to verify that the RAM will accept and correctly retain arbitrary patterns of data written to it, and that there are no errors where different bits of memory interact, and there are no conflicts between memory addresses.
Each week, one of the villains tries to carry out an evil plot according to the rules of the video game, and Gus, Lauren, and Gus ' friend Peter Rucker try to defeat and destroy said villain.
Each player tries to form the best poker hand he can.
Each player tries to hit the ball one way ; one clockwise, and one counter ( anti -) clockwise.
Each team has a goaltender who tries to stop the puck from going into the goal or " net ".
Each tries to win the Professor's attention and approval, but each fails.
Each tries to bribe him with a unique incentive, similar to the Judgement of Paris, but Barney turns them down.
Each story features variations on the same plot elements: the Vulture Squadron tries to trap Yankee Doodle Pigeon using one or more planes equipped with Klunk's latest contraption ( s ), but one or more of the Squadron messes up and the plane ( s ) either crash, collide or explode ( or even all of the above !).

1.096 seconds.