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Players and get
Players get down on their knees, using a miniature plastic stick, usually about 15 inches ( 38 cm ) long to maneuver a small ball or a soft, fabric covered mini puck into a miniature goals.
* Scratch / Quick scoring: Players who overbid or underbid get a scratch ( signified by crossing through their unsuccessful bid ).
Players generally can choose whether they want their characters to try to continue the war, get back home ( wherever that may be ), join one of the new power groups wherever they are, simply survive as mercenaries or marauders, or some combination.
Players get a reward after seeing it.
Players in NFL Europa were predominantly assigned by National Football League teams who wanted these younger, " developmental " players to get additional game experience and coaching.
Players can also get eliminated if their throw hits an opponent on the head, displays bad sportsmanship, or cheats.
Players broke through seven puzzle-themed " gates " to get the secret data (" agenda ").
Players sometimes get one hand up the barrel, and other times bunt with both hands at the base of the bat.
Players often want to get rid of " middle " cards, cards that are neither likely winners nor likely losers, and may want to " void " themselves of a suit since, once they have no card in a suit, they are free to play any other card if that suit is led.
Players get experience points for various things their character does in the virtual environment of the MUD.
Players may also join battlegroups, which are formed so all members are able to get completion of credit in large-scale PvE encounters and for communication purposes in RvR.
Players who wish to get into the action immediately may turn this flag off before reaching level 10, though this change cannot be reversed.
Players bid 15, 20, 25, or 30 points based on how many points they think they can earn with their hand if they get to call the trump suit.
Players can either pass or bid 20, 25, or 30 points ( 15 is used in some old-fashioned circles ) based on how many points they think they can earn with their hand if they get to call the trump suit.
Players now had the ability to shoot the ball back up the playfield and get more points.
" Players take turn placing pieces to get four in a row horizontally or diagonally on a single board — or vertically in a column or diagonal line across four boards.
Players get to choose one of five types of Nephilim.
Players typically get promoted into later-inning roles as they succeed.
Players try to get rid of their cards as soon as they can by playing them to a layout, which begins with the jacks, and continues upwards in each suit to the ace and downwards to the two.
Players can move from 1 to 9 squares and must allow collect symbols from playing cards in order to get money from the bank.
Griffis commented: " Players ' get into ' their roles, the thieves stealing from the revellers at the inn, the fighters getting drunk under the table.
Players also get to give specific orders to each commander at the strategic level, such as attacking enemy territory ( with any troops under their command ), casting a ritual magic spell or forging a magic item, assassinating an enemy commander while hiding in enemy domain, or constructing buildings ( temple, laboratory, or castle ).
Players who gain an assist will get one point added to their player statistics.
Players race their pieces around the board, spiralling inwards to be the first to get all of their pieces to the centre.

Players and points
Players are also allowed to overspend ( in moderation ), with the points becoming bad stuff-bad luck which the Gamemaster should inflict on the character.
Players score points by striking a shuttlecock with their racquet so that it passes over the net and lands in their opponents ' half of the court.
Players may not expand into the outlying islands, but by building ships so that they border the outlying islands, players may be awarded with victory points, development cards, or harbors that players may place on the coast of the main island at a later time.
Players must convert their pirate fortresses and have 10 victory points before being able to claim victory.
Players earn victory points for connecting their settlements with settlements ( not necessarily theirs ) from the opposite island using ships, or to another player's shipping lines which connect two settlements together.
Players use their character to explore the fantasy world of Norrath, fight monsters and enemies for treasure and experience points, and master trade skills.
Players are given a pool of points, the size of which varies depending on the campaign type, with which to buy Characteristics, Skills, Talents, and Powers.
" Players can change the rules to such a degree that points can become irrelevant in favor of a true currency, or make victory an unimportant concern.
Players who underbid are deducted points in the amount of the bid.
Players who underbid are deducted points in the amount of the bid multiplied by 5.
Players who overbid have " gone set " and lose 10 points, regardless of the number of tricks taken.
Players who underbid or overbid lose the amount of the bid, plus ten points for each trick under or overbid.
Players are awarded Karma points as a game progresses.
Players earn points ( 1 ) by guessing the correct definition of a word, ( 2 ) by composing a fake definition that other players guess is the correct one, and ( 3 ) as Picker, selecting a genuine definition that no players vote for.
Players alternate taking turns until one player ends the round by knocking, going Gin, or until only two cards remain in the stock pile, in which case the round ends in a draw and no points are awarded.
Players submitting the correct definition are immediately awarded three points, and, if there is more than one, the round is abandoned ( though the points are retained ).
Players are awarded two points if they guess the correct definition.
Players choose from silly nicknames such as " Sparkles " or " Spaz ," customize physical attributes such as hair color and height, and then distribute skill points as desired.
Players expend fatigue points to cast spells, and must roll percentile dice to succeed.
Players have therefore to exercise careful scrutiny during bidding, as not to incur an unnecessary loss of points.
Players can score points by destroying enemy robots, picking up power-ups, and detonating the reactor.
Players can also score a kicked goal, worth five points, if he kicks the ball out and it hits a goal during the normal course of play.
Players participate in regional championships ( Fa50 ) earn 50 credit points.

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