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Page "Antichess" ¶ 16
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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 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 move
Players are generally given a few seconds before the round begins ( known as " freeze time ") to prepare and buy equipment, during which they cannot attack or move ( one notable exception is that a player may receive damage during freeze time.
Players also may use a small cart or gig bag and end pin-attached wheels to move the bass.
Players move using transportation cards.
Players may well continue to play polo at this level for many years, or players with more ambition could benefit from the tuition if they move onto more competitive polo.
Players may not run with the disc, and may only move one foot ( pivot ) while holding the disc.
Players move pieces one point at a time along the grid, attempting to form four-by-four squares and removing one of the opponent's pieces after forming a square.
Players move their tokens around the game board one square for each point awarded.
Players are unable to progress in the game until they move Yorda to certain doors that only she is able to open.
Players take turns to move their cars according to some simple rules.
Players may only move pieces out of their start when the die lands on " 6.
Players then move their train token along map dots toward their destination.
Players who move recklessly will make more noise and attract more attention.
* Players cannot move their pawns past the safe square outside their house ( to go into their house ) unless they have killed at least one pawn.
Players in Short Season leagues are a mixture of newly signed draftees and second-year pros who weren't ready to move on, or for whom there was not space at a higher level to move up.
Players were still tied to their clubs unless their contract ran out until the Webster ruling allowed players the opportunity to move between nations, though it does not free players to move within the national league in which they currently play.
Players move, dodge fire, and use weapons and items using the computer keyboard.
Disillusioned with the macho elements in Futurism and its move towards Fascism, as well as desiring a divorce from her husband Stephen Haweis, Loy left her children with a nurse and moved to New York in 1916, where she began acting with the Provincetown Players.
Players must move unless no legal move is possible, in which case they must pass.
Players who successfully pick up a stick can then have another turn ; the player keeps removing sticks until he or she causes a secondary stick to move.
Players write down their planned moves at the beginning of each turn, then move simultaneously ( possibly entangling their ships if they are close to each other ), fire their broadsides if any ships are within range, and attempt to board ships that are adjacent.

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