Help


[permalink] [id link]
+
Page "ARMA: Armed Assault" ¶ 10
from Wikipedia
Edit
Promote Demote Fragment Fix

Some Related Sentences

Players and must
Players must navigate one side of the double diamond, hit the stake, then navigate the opposite side of the double diamond and hit the starting stake to win the game.
Players must have good aim throughout the entire game, even as they become increasingly inebriated.
Players must release the disc while inside the box, but may step out / off of it after the release.
Players are allowed to keep four progress cards ( five in a five to six player game ), and any additional ones must be discarded on the spot ( unless the 5th card is a victory point, which is played immediately and the original progress cards remain ).
Players must convert their pirate fortresses and have 10 victory points before being able to claim victory.
Players begin with both settlements on one of the islands, and must build ships connecting settlements between the two islands.
Players must pay attention to how many cards other players change, but should not take too much for granted in this phase.
Players must learn to coordinate two hands and use them independently.
Players must follow suit, unless they have no cards of the led suit, in which case they may play any card.
Players must then " make it work " to move on to the next round.
Players are limited to some finite number of actions, and in some cases must split their resources between these actions ( so that additional actions make each less effective ).
Players must be retired and must have played at least four years with the Phillies or Athletics.
Players on the main adult tour who are under 18 must have documents signed by a parent or guardian.
# Players must alternate hitting the ball.
Players must unravel clues in order to achieve some of victory condition, which will then allow them to advance to the next level.
Players must master techniques such as blocking, counter-attacking, and chaining together sequences of attacks known as " combos ".
Players must learn which attacks and defenses are effective against each other, often by trial and error.
Players must remove any other pieces first before removing a piece from a formed mill.
* Players must be capable of being produced in high volume, parts must be interchangeable, and must be easy to service.
* Players must not stray over the boundary lines of the pitch, although they may fly as high as desired.
* Players may take their wands onto the pitch, but they must not be used on or against any players, any player's broomstick, the referee, any of the four balls, or the spectators.
* Cobbing: Players must not make excessive use of their elbows against opponents.

Players and capture
Players creating or defending against potential tesseras should be aware of the danger of capture, if the defending player places a piece in the open space in the middle, or at the end where the two adjacent pieces are.
" Players control armies with which they attempt to capture territories from other players, with results determined by dice rolls.
Players are assigned basic goals which range from the defense or capture of sections of the board to the destruction of enemy units.
Players take turns moving their men horizontally or vertically like the rook in chess ( i. e. not through pieces ), capturing the opponent's pieces throughcustodian capture and intervention capture.
Players can sink Khrait ships for Fae, or capture them and kill their crew for even greater rewards.
Players can capture a flag by standing near the flag for a certain amount of time.
Players attempt to capture an item ( secret documents ) and return it to a designated location.
Players compete to capture the other team's flag and return it to their base.
* Capture the flag: Players must invade the enemies ' base, capture their flag and bring it back to his / her base in order to score.
Players must attempt to cut off enemies from these resources, and invade their territory to capture them.
Players with the most capture points for a given outlaw get the largest share of the reward money for that outlaw ; a player gets all of an outlaw's reward money if their capture point total for that outlaw is at least five points higher than any other player's total for that outlaw.
Players can capture and catapult the fireballs at opposing castles using their shield control and " power stone " push button.
Players may capture territory within the city by completely enclosing it with their pieces alone, or with the help of the city walls.
Players are dealt three cards each, are four cards are dealt to the table ; these are the cards which the players aim to capture.
Players play several rounds, first rolling a set of Dice, and then playing several turns in which they target their opponent ’ s Dice with their own to capture, take control of, or neutralize them, based on their current values.
Players either competed to destroy each other, or to capture a moving Space Modules.
Players can play in " Conquest " mode, in which teams try to capture territory, " Deathmatch " mode, where players gain points by killing each other, " Capture the Flag " mode, where up to four teams attempt to capture their opponent's flags, " King of the Hill " mode, where players gain points by staying in a holographic circle, and " Juggernaut " mode, similar to deathmatch, but where one player has vastly improved abilities.
Players capture command posts by standing near one until its holograph turns blue.
Players can capture both enemy command posts ( red ) and neutral command posts ( white ).
Players can also capture moving beans using Accio and increase their power with collectors, creature, and character, cards.
Players take on the roles of both agents appointed by the government to explore, research, and capture the rebel elements, or the Arkz, rebel elements themselves trying to intercept and destroy the government's plans for the exploitation of the planet.

1.820 seconds.