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Page "Dungeons & Dragons" ¶ 11
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player and then
Unlike conventional auctions, bids are non-refundable ; if one player bids 65 for psyche and another wins with a bid of 66, then the character with 66 is " superior " to the character with 65 even though there is only one bid difference.
If more than one player selects a tile in that row, then the player whose tile is in the leftmost column ( closest to 1 ) goes first.
If, however, there are no shares left when the chain is founded, then the founding player does not receive the free share.
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.
For example, a singles player may hold his racquet ready for a netshot, but then flick the shuttlecock to the back instead with a shallow lift when she or he notices the opponent has moved before the actual shot was played.
The player then plays out the two separate hands in turn, with some restrictions.
In a multi-hand, face-up, single deck game, it is possible to establish whether insurance is a good bet simply by observing the other cards on the table after the deal ; even if there are just 2 player hands exposed, and neither of their two initial cards is a ten, then 16 in 47 of the remaining cards are tens, which is larger than 1 in 3, so insurance is a good bet.
In these, teams bowl alternately, with each player within a team bowling all their bowls, then handing over to the next player.
Should a player win a set each, they then play a further 3 ends that will decide the winner.
If the chains are long enough then the player will certainly win.
For example if a player rolls a 6 and a 5, but has no checkers on the 6-point, though 2 checkers remain on the 5-point, then the 6 and the 5 must be used to bear off the 2 checkers from the 5-point.
For example, if a player has exactly 1 checker remaining on the 6-point, and rolls a 6 and a 1, the player may move the 6-point checker 1 place to the 5-point with the lower die roll of 1, and then bear that checker off the 5-point using the die roll of 6 ; this is sometimes useful tactically.
If one player has not borne off any checkers by the time that player's opponent has borne off all fifteen, then the player has lost a gammon, which counts for double a normal loss.
If the losing player has not borne off any checkers and still has checkers on the bar or in the opponent's home board, then the player has lost a backgammon, which counts for triple a normal loss.
When a player decides to double the opponent, the value is then a double of whatever face value is shown ( e. g. if two automatic doubles have occurred putting the cube up to 4, the first in-game double will be for 8 points ).
If the Crawford rule is in effect, then another option is the Holland rule, which stipulates that after the Crawford game, a player cannot double until after at least two rolls have been played by each side.
In strict play, the dealer then offers the deck to the previous player ( in the sense of the game direction ) for cutting.
The invitation to cut is made by placing the pack, face downward, on the table near the player who is to cut: who then lifts the upper portion of the pack clear of the lower portion and places it alongside.
The player then returns to the hamlet to find it pillaged, and decides to travel to Bjarnarhaven.
The player then enters the nearby ruined titular Castle of the Winds.

player and chooses
Before the game begins, the player chooses which historical civilization to play.
* Efforts to improve fairness by reducing first-move advantage include the rule of swap, generalizable as " swap -( x, y, z )" and characterizable as a partially compounded and partially iterated version of the pie rule (" one person slices ; the other chooses "): One player places on the board x stones of the first-moving color and a lesser number y stones of the second-moving color (" slicing " in the pie metaphor ); the other player is entitled to choose between a ) playing from the starting position, in which case the selecting player is also entitled to choose which color to play, and b ) placing z ( usually-y ) + 1 ) more stones on the board at locations of that player's choice (" reslicing " in the pie metaphor, with limitations created by the board's existing setup akin to limitations arising from the existing slices in the pie ), in which case the former player is entitled to choose which color side to play.
The player chooses an effect the power models ( such as Energy Blast ) and chooses a set of modifiers to fine-tune the power's function.
Keno payouts are based on how many numbers the player chooses and how many numbers are " hit ", multiplied by the proportion of the player's original wager to the " base rate " of the paytable.
Typically, the more numbers a player chooses and the more numbers hit, the greater the payout, although some paytables pay for hitting a lesser number of spots.
In high-low split games where each player is dealt more than five cards, each player chooses five of his cards to play as his high hand, and / or five of his cards to play as his low hand.
Of course, if no other player chooses to open, the betting will be checked around and the play will fail.
This is similar to the draw phase of draw poker, differing in the following way: if the player chooses to replace a downcard, he discards it and is dealt a replacement card also face down ; if he wishes to replace an upcard, he discards it and receives the replacement face up.
When a player is banking, he is free to set the hand however he chooses ; however, players have the option of " co-banking " with the house, and if this option is chosen then the player's hand must also be set in the house way.
It also does not use the " START " map where the player chooses difficulty and episode ; difficulty is chosen when starting the game, and all the levels play in sequential order from The Slipgate Complex ( E1M1 ) to Shub Niggurath's Pit ( END ).
If either the 2nd player chooses to move to the square diagonal to the first player or the first player's 2nd move is not to this square given the choice, then a starting position before flipping moves commence that differs from the standard Othello position arises.
When a player chooses to collect his credits ( by pressing a " Cash Out " button ), the slot machine will automatically divide the number of credits on the credit meter by the value of one token and return the result to the patron.
As the player chooses items, a number of credits is revealed and awarded.
Underpromotion is also used in situations where promoting to a queen would give instant stalemate and the player chooses not to defer the promotion.
Before each mission is a planning stage, during which the player is given a briefing, and then chooses the operatives to be involved in the mission, their weapons, equipment and uniform / camouflage.
* In Marvel: Ultimate Alliance, the Dark Phoenix made an appearance in the ending of the game if the player chooses to save Nightcrawler instead of saving Jean in Mephisto's realm.
One player, the Picker for the turn, chooses an obscure word from the dictionary and announces and spells it to the other players.
However, if a player chooses to draw so that 11 cards fit into melds, he or she can declare Big Gin in which case the player receives a Big Gin bonus of 31 points ( or another established amount ) plus any deadwood in the opponent's hand.

player and race
The last major element of many BRP games is that there is no difference between the player character race systems and that of the monster or opponents.
In the " hop across ", the most popular variation, each player puts his / her own colored pieces on one of the six points or corners of the star and attempts to race them all " home " to the opposite corner.
When the music player suddenly stops the music, everyone must race to sit down in one of the chairs.
Typically, this is intentionally done by the game creators so that the player may simply imagine themself in the adventure without being required to play a character who is of a different age, race, gender, or background.
* The Sathar are a race of mysterious, worm-like beings who are the enemies of the UPF ( they are not intended to be used as a player race ).
In single player mode players can race against computer controlled characters in multi-race cups over three difficulty levels.
If a player finishes in fifth to eighth position they are " ranked out " and the race must be replayed – at the cost of one of a limited number of lives – until a placing of fourth or above is achieved.
The wemic is presented as a player character race in The Complete Book of Humanoids ( 1993 ), and is later presented as a playable character race again in Player's Option: Skills & Powers ( 1995 ).
The wemic appeared in third edition for the Forgotten Realms setting in Monsters of Faerûn ( 2001 ), and as a player character race in Races of Faerûn ( 2003 ).
Wemics are a player race in Maelstrom, a UK based live action roleplaying game.
Each racer's finishing position in each race determines the number of points he or she receives ranging from one to nine, and at the end, the player with the most points wins.
If the player finishes in 5th place or lower on any given race, he or she loses a life and must restart.
The player may also choose to restart a race at any time, at the cost of a life.
The player will start with three mushrooms, which can use during the race.
The player may choose any unlocked track, from any cup and any speed, and race against seven opponents as in Mario GP mode.
Another context in which externalities apply is when globalization permits one player in a market who is unconcerned with biodiversity to undercut prices of another who is-creating a race to the bottom in regulations and conservation.
It is for this reason that pyramid style toss-ups are growing in popularity, as it typically removes ( or at least reduces ) the element of a " race of reflexes " or " buzzer race " to answer questions, and rewards the more studied player.
Throughout the game, the player attempts to defend the ship ( and its crew and colonists ) from a race of alien slavers called the Pfhor.
Warcraft III < nowiki >'</ nowiki > s campaign mode is broken up into five campaigns ( Including an optional prologue ), each featuring a different race which the player controls ( 2 Orc campaigns, 1 Human, 1 Undead, and 1 Night Elf ).
Each begins with a level involving simple mechanics to introduce the player to the race and the basic elements of their hero and units.
At the end of each race, points are awarded based on what order the player finished in ranging from one point for fourth to nine points for the winner of the race.

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