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player and can
The player controls a triangular-shaped ship that can rotate left and right, fire shots straight forward, and thrust forward.
The player can also send their ship into hyperspace, causing it to disappear and reappear in a random location on the screen ( with the risk of self-destructing or appearing on top of an asteroid ).
Some details were changed slightly to allow more player choice-for example, players can be full Trump Artists without having walked the Pattern or the Logrus, which Merlin says is impossible ; and players ' psychic abilities are far greater than those shown in the books.
Because ending the game is optional, and a player may not realize that he can end it, it is unethical to say " good game ", or in any other way indicate that the game could be ended, until after a player actually has ended the game.
* In the computer game Afterlife, the player controlling Heaven and Hell can eventually purchase Love Domes or Omnibulges.
An eagle will fly in the game near an area where the player has climbed to a high enough structure and there are nearby set pieces into which the player can jump, breaking the character's fall.
Games can be based on pure strategy, chance ( e. g. rolling dice ) or a mixture of the two, and usually have a goal which a player aims to achieve.
These can decide everything from how many steps a player moves their token, as in Monopoly, to how their forces fare in battle, such as in Risk, or which resources a player gains, such as in The Settlers of Catan.
Used to determine the amount of field that the player can cover
To achieve a hit, the batter must reach first base before any fielder can either tag him with the ball, throw to another player protecting the base before the batter reaches it, or tag first base while carrying the ball.
On-base percentage can also vary quite considerably from player to player.
Noted statistician Bill James has argued that unless a player can steal a high percentage of the time, then the stolen base is not useful, and can even be detrimental to a team.
A player on the batting team can stop at any of the bases and later advance via a teammate's hit or other means.
A Most Valuable Player ( MVP ) award is given to the outstanding player in each series, though voters can consider performances made during the divisional series.
An alternative view suggests that the optimum tension for power depends on the player: the faster and more accurately a player can swing their racquet, the higher the tension for maximum power.
The player and dealer can count their own Ace as 1 point or 11 points.
* Split ( only available as first decision of a hand ): If the first two cards have the same value, the player can split them into two hands, by moving a second bet equal to the first into an area outside the betting box of the original bet.
At the end of the hand each player returns his hand, intact, to the correct slot in the bridge board in which it is transported to other tables so that everyone can play the same deals.
Alternatively, if the boards are pre-dealt, " curtain cards " may be supplied which have each hand printed on them, so that each player can check at the beginning of the deal that he has the right cards.

player and tell
`` Now don't tell me what a good ball player you are.
In some games some player ( s ) know the answer, but cannot tell the other ( s ), instead they must help them to guess it.
player: tell (" Hello to the world of MOO!
player: tell (" You wind up the ", this. name ,".
player: tell (" The knob comes to a stop while winding.
player: tell (" The ", this. name ," is already fully wound.
player: tell (" You have to be holding the ", this. name ,".
Some low skilled hobbyists would take already cracked software and edit various unencrypted strings of text in it to change messages a game would tell a game player, often something not suitable for children.
Most machines are designed to defeat this by generating numbers even when the machine is not being played, so the player cannot tell where in the sequence they are, even if he knows how the machine was programmed.
Parlor staff members are not supposed to tell a player where they can exchange their tokens for cash because of legality issues, so players are expected to find out this information on their own.
Optimal bluffing also requires that the bluffs must be performed in such a manner that opponents cannot tell when a player is bluffing or not.
Essentially, the diode tells the computer whether or not the player hit something, and for < var > n </ var > objects, the sequence of the drawing of the targets tell the computer which target the player hit after 1 + ceil ( log < sub > 2 </ sub >(< var > n </ var >)) refreshes ( one refresh to determine if any target at all was hit and ceil ( log < sub > 2 </ sub >(< var > n </ var >)) to do a binary search for the object that was hit ).
A player gains an advantage if they observe and understand the meaning of another player's tell, particularly if the tell is unconscious and reliable.
Sometimes a player may fake a tell, hoping to induce their opponents to make poor judgments in response to the false tell.
A tell may be common to a class of players or unique to a single player.
A player's tell gives information only about that player's assessment of his own cards, and hence is reliable only when that player has accurately assessed his own hand.
* Goombario () the Goomba, who has the ability to tell the player about any character, any environment, and any enemy.
The player is able to tell Yorda to follow Ico, or to wait at a spot.
Players of the role-playing game assume the role of a noble person and challenge one another to relate an improvised tale based on an opening line given by another player ( for example: " Grand Poobah, please tell our assemblage about the time you singlehandedly defeated the entire Turkish army using only a plate of cheese and a corkscrew !").
Sodoru then tell the player what the other inhabitants of the island want such as trees or hills raised and lowered.
* In Spyro: Year of the Dragon a character named Zoe will tell the player outside the room containing the balloon to Midday Garden Home and several other areas that they are using a pirated copy.

player and dealer
Blackjack is a comparing card game between a player and dealer and played with one or more decks of 52 cards.
The dealer will lose if he or she busts, or has a lesser hand than the player who has not busted.
If the player and dealer have the same point total, this is called a " push " and the player typically doesn't win or lose money on that hand.
The player whose bet is at the front of the betting box is deemed to have control over the position, and the dealer will consult the controlling player for playing decisions regarding the hand ; the other players of that box are said to " play behind ".
If the dealer busts, all remaining player hands win.
If the dealer's upcard is an ace, the player is offered the option of taking " insurance " before the dealer checks the hole card.
The idea is that the dealer's second card has a fairly high probability ( nearly one-third ) to be ten-valued, giving the dealer blackjack and disappointment for the player.
It is attractive ( although not necessarily wise ) for the player to insure against the possibility of a dealer blackjack by making a maximum " insurance " bet, in which case the " insurance proceeds " will make up for the concomitant loss on the original bet.
In rubber bridge, partnerships may be self-determined or decided by a cut of the cards, the two highest cut playing against the two lowest, and the first dealer is the player cutting the highest card.
The cards are shuffled before each deal, and the dealer deals the cards clockwise one at a time, starting with the left-hand opponent, so that each player receives a hand of thirteen cards.
The auction starts with the dealer and proceeds clockwise with each player, having first evaluated their hand, making a call in order.
In strict play, the dealer then offers the deck to the previous player ( in the sense of the game direction ) for cutting.
Odds can also be placed on a don't come-bet just like a pass line bet ; in this case the dealer ( not the player ) places the odds bet on top of the bet in the box, because of limited space, slightly offset to signify that it is an odds bet and not part of the original don't come bet.
In this case, if a player wishes to replace all five of their cards, that player is given four of them in turn, the other players are given their draws, and then the dealer returns to that player to give the fifth replacement card ; if no other player draws it is necessary to deal a burn card first.
For example, if the last player to draw wants three replacements but there are only two cards remaining in the deck, the dealer gives the player the one top card he can give, then shuffles together the bottom card of the deck, the burn card, and the earlier players ' discards ( but not the player's own discards ), and finally deals two more replacements to the last player.
The dealer ( initially determined by cutting cards ) deals out the cards one by one, starting with the player to his left, in a clockwise direction, until the required number of cards has been dealt.

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