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Players and typically
Major European orchestras generally use basses with a fifth string, tuned to B three octaves and a semitone below middle C. Players with standard double basses ( E-A-D-G ) typically play the notes below " E " an octave higher.
Players typically interact with each other and the world by typing commands that resemble a natural language.
Players would typically be split up into parallel games in order to keep the number of players per game at a reasonable level, with new games starting as old games ended.
Players roll randomly for these characteristics ( typically on 2d6 ) during character creation.
* S1 MP3 Players Ogg Vorbis also supported since at least 2006, though this is not typically listed on the player's packaging.
Players in home games typically have both cash and chips available ; thus, if money for expenses other than bets is needed, such as food, drinks and fresh decks of cards, players typically pay out of pocket.
In a typically surreal SCTV sketch, the play is presented by NASA and " Buzz Aldrin's Mercury III Players ," with space-suited astronauts as the actors, and proceedings narrated by Walter Cronkite as if they were a NASA moon mission.
* Players typically wear light clothing such as T-shirts or polo shirts and shorts.
Players are typically free to spend points however they choose, which greatly increases the control that a player has over the character's development, but also usually causes players to find that complexity increases as well.
* Rehabilitation ( Rehab ) Assignments – Players on the disabled list ( DL ) can be sent to the minor leagues for rehab work, typically for one or two weeks.
Players typically get promoted into later-inning roles as they succeed.
Players typically resort to shovelling the puck to push loose pucks past a sprawling, or out-of-position goaltender.
Players explore the large, typically jungle-based levels by jumping, swimming, climbing, crawling, and running.
Players typically assume the role of angels and demons in a setting that draws heavily on the traditional Christian mythos.
Players typically establish a betting facility, lottery etc.
Players typically create a website for executing the gambling, then accept payment from gamblers using in-game currency to credit the gambler's website account.
Players typically chose a crew with high Influence statistics to start a game, although speed decks often preferred Sailing, Swashbuckling, and Cannon.
Players typically use a highly-ornamented and swift style, along with staccato triplets.
Scothern Players amateur dramatics society typically perform twice a year.
Players / teams are ' planted ' into the bracket in a manner that is typically intended so that the best don't meet until later in the competition.
Players typically donate $ 2 per round and receive a laminated set of three regular playing cards.
Players typically specialize or naturally play in a certain way, based on what they can do best.
Players are typically all-rounders.

Players and begin
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 begin with settlements on the outside of the map, but may build ships to reach the Forgotten Tribe's islands, which are in the center.
Players begin with both settlements on one of the islands, and must build ships connecting settlements between the two islands.
Players begin by placing a certain number of seeds, prescribed by the variation in use, in each of the pits on the game board.
Players begin with a set amount of lives, and whilst the game records the number of kills, the last man standing is usually considered the winner.
Players begin Urus story in New Mexico near the Cleft, a deep fissure in the ground that leads to the D ' ni caverns.
Players begin by shuffling their decks and drawing seven cards.
Players begin the game taking turns in a rotation, normally clockwise, playing until their turn is expired.
Players begin their journey on the Age of J ' nanin, which acts as a hub linking to other Ages and as a " lesson Age " demonstrating important principles for later puzzles.
Players begin the game in a central hub level, which contains portals to seven other stages.
Players begin with a Caesar, six generals, a small number of combat units 4 infantry, and a home province.
Players begin the game with the Buster Shot and the Z-Saber.
Players begin by selecting a character to use for the entire championship.
Players begin in a field of eight racers.
Players are allowed to begin the Betrayal Questline from level 10 onwards.
Players begin all playing against one another until one player wins a hole outright posting the best score than all other playing partners on a hole.
Here a Capelon player targets an enemy ship with an Orbital Whopper. Players begin with a single colony planet which must be developed.
Players begin the game with the creation of a new character.
Players begin in the city of Tangramayne, below which there is a four-level dungeon called the Dark Domain that is designed to get new, inexperienced parties started.
Players are frequently given certain known letters to begin with, but must then figure out the remaining letter mappings in a simple substitution cipher.
Players each begin with a full hand and draw from the stock after each trick.
alt = Players on two teams, one in white and the other in dark blue, face off against each other while a referee prepares to begin play
Players begin the game with three lives, and the game ends when all lives have been lost ; unlike the previous Wizards & Warriors games, there is no password or continue feature.
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.

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