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Page "Solarquest" ¶ 9
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Players and roll
Players can make multiple bets for each turn, round, or roll and should become familiar with the craps layout.
Players who choose to play mutants roll dice to randomly determine their characters ' mutations.
Players roll randomly for these characteristics ( typically on 2d6 ) during character creation.
Players do not roll for initiative which is common in other combat games, instead, each phase, a vehicle moves a number of inches determined by the vehicle's speed and players may fire weapons on any phase as long as they have line-of-sight with a target of their choosing.
Players roll dice to determine the movement of pieces.
Players expend fatigue points to cast spells, and must roll percentile dice to succeed.
Players roll the die by pressing down quickly on the bubble, which flexes the sheet and causes the die to tumble upon its rebound.
Players advanced with the roll of a large die.
Players roll the die and advances their playing piece from 1 to 6 spaces as indicated on the die.
The Queen's Players is a sketch comedy / improvisation / rock and roll troupe that performs at Queen's University, Kingston, Ontario in Clark Hall pub, Alfie's pub, and Time To Laugh Comedy Club.
* Players can roll an 8-sided-die in some instances
Players roll two standard dice and may then move up to that number of squares.
Players can reveal dice or remove them from view, as well as roll them inside or outside of the box.
Players can ram into each other, knocking items from their opponents ' katamaris, and if one player leads by a fair amount, then it is possible to roll up the opponent's katamari.
Players roll the six-sided die in turn-based play, and move their mouse the number of spaces rolled.
Sonic in the first level, Labyrinth of the Sky who has collected all 3 keys to finish the stage. Players control Sonic by moving him around a pinball-like arena, using their power to roll into a ball to defeat Badniks and pick up keys in order to exit through the GOAL door to clear the stage.
Players roll die in order, to determine where and in what order they sit.
Players roll the dice and advance around a map of Canada.
Players also roll dice to determine who is the First Player that turn.
Players who roll “ snake eyes ” or double-sixes may roll again.
Players aim to roll under their appropriate skill in order to pass their skill test.
Players then take turns as follows: They may begin either by rolling a six-sided die and moving their magician that many spaces, or by forfeiting their roll and instead spending elfstones to move.
Players roll a single die to continuously circumnavigate the board, triggering various actions until all 50 states and the District of Columbia ( with its three electoral votes ) are in the possession of the players.

Players and dice
" Players who doubled their opponent, seeing the opponent beaver the cube, may in turn then double the stakes once again (" raccoon ") as part of that cube phase before any dice are rolled.
Players may wager money against each other ( street craps, also known as shooting dice or rolling dice ) or a bank ( casino craps, also known as table craps ).
Players take turns rolling two dice and whoever is throwing the dice is called the " shooter ".
Players win resources if they are able to fend off the pirate attack ( which depends on the number rolled by the dice, as well as the number of warships in the defending player's possession ; warships are created from using Knight cards on existing ships ), but lose resources if they are unsuccessful.
Players rolled seven-sided dice to determine the movement of pieces, an example of Alfonso's preference for the number seven.
Players also have Karma Pool that can be used to reroll any dice that failed to reach the target number.
Players can propose counter-arguments that are resolved in a dice rolling contest.
" Players control armies with which they attempt to capture territories from other players, with results determined by dice rolls.
Players take turns moving around the board by hitting a dice block, the game's equivalent of rolling a die.
Players with huckster characters use a deck of playing cards in addition to dice to cast their spells ( hexes ).
* Players bid energy to determine turn order rather than following the same order determined by a dice from the beginning of the game.
Players then use their dice to represent either the forces of Good or Evil in this setting ( although there is no compulsion to play one or the other ).
Players move around the board by throwing dice and landing on major cities in an " election campaign ".
Players use two six-sided dice to determine variable results, such as whether a shot strikes its target and the location it hits.
Players move around the neighborhood by rolling dice.

Players and travel
Players may travel well outside the court to play a ball that has gone over a sideline or end-line in the air.
Players try to travel around the board with their pieces faster than any other player.
Players control a young boy named Mark ( Japanese: パーク ' Parku "), and must travel around the game world interacting with non-player characters and challenging them to card battles using 60-card decks.
Players create a character and travel around Sucia Island, a location Barred to the members of the player character's sect.
Players could use them to quickly travel to and from various regions through a central plane, known as Plane of Knowledge.
Players can use astral ships to travel between the dangerous astral space to large floating remnant islands, known as allods.
Players could insure their items by going to local Wardens, non-player characters that make insured items travel with you even if you die.
Players travel around the sun acquiring monopolies and fending off attacks.
Players travel through the solar system acquiring properties, charging rent, and building fuel stations within individual planetary systems.
Players travel across several worlds known as " Ages ", solving puzzles and gathering story clues by reading books or observing the
Players are able to fight on foot or in a vehicle ( a Landmaster, Arwing, or Wolfen ), though some stages prohibit certain modes of travel.
There was no event in the week after the Senior Players, allowing golfers adequate time to travel to the United Kingdom and acclimatise for the Senior British Open two weeks later.
Players travel from game to game in their spacecraft which can be customized in a variety of ways.
Players must navigate the treacherous waters of the Amazon to avoid hitting other boats, logs, and whirlpools or paddling up the wrong tributary, travel through the forest in search of exotic plants and animals to photograph and identify, use harpoons to fish in the river and then identify whether the catch is edible, and trade with the individuals encountered at the various stops along the river.
Players travel to different planets and explore new environments as well as battle other players and declare wars against other clans.
Players usually travel between them using a set of Warp gates for a price.
Players generally need help from the Vistani to move travel realiably from one open realm to another.
Players who join a sect have access to a shared communication channel ( called secttalk ) as well as the ability to travel from any recallable location within the game to the virtual home of the Sect ( the Sect's " recall " point ).
Players travel across thirty different worlds gathering gems and eggs.
Players travel to various worlds investigating the disappearance of several colonies, with only giant mutated insect creatures left behind.
Players were also reportedly unhappy about the travel arrangements with the members of the Cheetahs and Griquas often being away from their families for extended periods of time.
Players travel by plane to each destination either in the daytime or in the night ; depending on which country that he is flying to.
Players are " God's Watchdogs " ( Dogs ), who travel from town to town delivering mail, helping out the community and enforcing the judgments of the True Faith of the King of Life.

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