Help


[permalink] [id link]
+
Page "Wario World" ¶ 4
from Wikipedia
Edit
Promote Demote Fragment Fix

Some Related Sentences

If and player
If more than one player selects a tile in that row, then the player whose tile is in the leftmost column ( closest to 1 ) goes first.
If, however, there are no shares left when the chain is founded, then the founding player does not receive the free share.
If a tile is placed between two hotel chains of the same size, the individual player who places the tile decides which hotel chain remains on the board and which is acquired.
If a player holds onto his stock, he runs the risk that the acquired chain may not reemerge before the game ends.
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.
If a player does not lift, his only remaining option is to push the shuttlecock softly back to the net: in the forecourt this is called a netshot ; in the midcourt or rearcourt, it is often called a push or block.
If the player and dealer have the same point total, this is called a " push " and the player typically doesn't win or lose money on that hand.
If the dealer busts, all remaining player hands win.
* Split ( only available as first decision of a hand ): If the first two cards have the same value, the player can split them into two hands, by moving a second bet equal to the first into an area outside the betting box of the original bet.
If the dealer's upcard is an ace, the player is offered the option of taking " insurance " before the dealer checks the hole card.
If a player wins two sets, or gets a win and a tie, that player wins the game.
If each player wins a set, or both sets end tied, there is a 3-end tiebreaker to determine a winner.
If the chains are long enough then the player will certainly win.
If the other player also knows to offer sacrifices, the expert also has to manipulate the number of available sacrifices through earlier play.
If a player rolls two of the same number, called doubles, that player must play each die twice.
If one player has not borne off any checkers by the time that player's opponent has borne off all fifteen, then the player has lost a gammon, which counts for double a normal loss.
If the losing player has not borne off any checkers and still has checkers on the bar or in the opponent's home board, then the player has lost a backgammon, which counts for triple a normal loss.
" If both opponents roll the same opening number, the doubling cube is incremented on each occasion yet remains in the middle of the board, available to either player.

If and collects
If all but one player fold on any round, then the remaining player collects the pot and may choose to show or conceal their hand.
If a player collects either three cards with the same symbol, or one of each, these cards may be traded in for reinforcements at the beginning of a player's turn.
If retreating underground is not possible, she collects all young together and lies on top of them.
If Wario takes damage from an opponent or obstacle, he will shrink, losing his shoulder charge move, and will remain small until he collects a clove of Garlic, another helmet or reaches the end of the level.
If a character collects three Power Stones, he / she transforms into a more powerful version of himself / herself.
If Dizzy is underwater and the snorkel happens to be at the top of the inventory list, he will drop the snorkel when the player collects another item and instantly die.
If the player collects the ball, the miniboss will follow and aid the player.
If the player doubling the card fails, and collects it, he or she is reduced 75 points.
Oppositely, If another player collects it when it is " doubled " he or she is reduced 150 points ( double the standard value ) and the player who originally had it gets 75 points.
If a player collects all 13 tricks that game must be replayed.
** Volume 1 ( collects What If # 1-6 ), January 2005, ISBN 0-7851-1702-4
** Volume 2 ( collects What If # 7-12 ), January 2006, ISBN 0-7851-1843-8
** Volume 3 ( collects What If # 14-15, 17-20 ), January 2007, ISBN 0-7851-2081-5
** Volume 4 ( collects What If # 21-26 ), December 2007, ISBN 0-7851-2738-0
** Volume 5 ( collects What If # 27-32 ), January 2009, ISBN 0-7851-3086-1
** Volume 6 ( collects What If # 33-38 ), December 2009, ISBN 0-7851-3753-X
** Volume 7 ( collects What If # 40-42, 43 ( backup only ), 44-47 ), February 2011, ISBN 0-7851-5311-X
* X-Men: Alterniverse Visions ( collects What If vol.
( collects What If vol.
: Mirror Mirror ( collects What If vol.
: Event Horizon ( collects What If vol.
: Civil War ( collects What If vol.
: Secret Wars ( collects What If vol.
: Secret Invasion ( collects What If?

0.361 seconds.