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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 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 learn
Players should also ensure that they learn safe and proper footwork, with the knee and foot in alignment on all lunges.
Players can gain a large advantage if their civilization is the first to learn a particular technology ( the secrets of flight, for example ) and put it to use in a military or other context.
Players who learn the game in the USA will generally play with their stronger hand in the middle of the stick, thus putting more power into slapshots.
Players generally need to learn the basic sounds and traditional rhythm samples ( 4 / 4 and 12 / 8 ) to be able to follow classes.
At the Welsh Rugby Union ( WRU ) annual general meeting that year, the outgoing WRU President D. Ewart Davies declared that " it was evident from the experience of the South African Tour that a much more positive attitude to the game was required in Wales ... Players must be prepared to learn, and indeed re-learn, to the absolute point of mastery, the basic principles of Rugby Union football.
Players take on the role of various mundane or arcane character types, including Gunfighters, Lawmen ( such as U. S. Marshals or local sheriffs ), Hucksters ( magic users ), Shamans, Blessed ( those of faith ), and Mad Scientists in an attempt to learn about the Reckoning and the mysterious beings behind it.
Players could design characters for any of these realms, so a party of adventurers might contain a magician, a cop, a vampyre hunter, a super-hero, a cybernetically-enhanced gunrunner, a dwarf miner, a six-foot dinosaur priest, or a beetle-like alien with a bad temper, and any of these characters might eventually learn swordfighting, kung fu, magic, or net-hacking.
Players have to quickly learn how doing ( or not doing ) various things will affect how their park grows.
Players learn logic concepts such as union and intersection, and learn to use restrictions such as subset.
Players mainly learn popular well transcribed versions, often using a recording as a reference.
Players on Nightmare elected to learn a specific profession that dictated the way they play the game.
Players recite a " Player's Code " in the Briefing room, where they go to learn how to play the game.
Players can also choose to learn all the skateboard moves and tricks before they begin the actual game in the Skillz School mode.
Players can run around as Needles Kane and explore a new level on foot and learn factoids about the Twisted Metal franchise straight from the developers.

Players and coordinate
Players interact directly with characters in the game, solve plot-based challenges and puzzles, and collaborate as a community to analyze the story and coordinate real-life and online activities.

Players and two
Players begin with two checkers on their 24-point, three checkers on their 8-point, and five checkers each on their 13-point and their 6-point.
Players take turns rolling two dice and whoever is throwing the dice is called the " shooter ".
) Players may claim up to two of the islands as their home islands, and settling on any of the other islands awards a special victory point.
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.
While pursuing his bachelor's degree, Coppola was elected president of The Green Wig ( the university's drama group ), the Kaleidoscopians, ( its musical comedy club ) and he then merged the two into The Spectrum Players.
Hawks was the Story Editor at Famous Players ( later Paramount Pictures ) almost two years, and occasionally edited such films as Heritage of the Desert.
Players sit on double-bladed sledges and use two sticks ; each stick has a blade at one end and small picks at the other.
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.
In 1939 Bradbury joined Laraine Day's Wilshire Players Guild where for two years he wrote and acted in several plays.
Players take turns, where each turn consists of drawing a line between two spots ( or from a spot to itself ) and adding a new spot somewhere along the line.
Players are equipped with a laminated wooden racket covered with rubber on one or two sides depending on the grip of the player.
Players cut or draw cards to determine partners, with the two highest playing against the lowest two, who have seating rights.
Players take turns to place a stone of their color and a neutral stone on empty cells ; or replace two neutral stones with stones of their color, and replace a different stone of their color on the board to neutral stone.
Rambova negotiated a two picture deal with Famous Players and four pictures for Ritz Carlton.
Players compete one-on-one ( tête-à-tête ), in teams of two ( doublettes ) or teams of three ( triplettes ).
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 are awarded two points if they guess the correct definition.
However, just one week later at the Lipton International Players Championships in Miami, Sampras defeated two top-40 players before losing to world number 18 Emilio Sánchez.
Players make words in one of two ways:
* Players are permitted to combine two or more existing words with zero or more letters from the pot to create a single new word, although this is often difficult in practice.
Players: Go is a game between two players, called Black and White.
Players may selectively discard and redraw their tiles at the cost of one " action point ", of which each has two per turn.

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