Question about Motorola Mobility RAZR V3

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Motorola v3 p.a.y.go

Got an O2 genie card and a second hand V3. topped up p.a.y.go £10 and from activating,it just started using the credit to £0. Why???

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  • calloli calloli Feb 20, 2007

    could it be running the internet? how do i switch it off

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  • Master
  • 7,752 Answers

Or text msgs unless you use the internet is the only way you are charge for it.

Posted on Apr 15, 2008

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SOURCE: I have freestanding Series 8 dishwasher. Lately during the filling cycle water hammer is occurring. How can this be resolved

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Posted on Jan 02, 2017

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How to ensure a credit card is valid from its bin number?


You can't. Follow the rules as a retailer and you will know how to tell.

May 18, 2018 | Computers & Internet

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Bought an Appleiphone4 from Walmart came with a 45/00 30 day topup card/Need to activate it plz help!


Walmart are selling used iPhone 4's? They are so old, and I didn't know Walmart sold second hand vintage phones!

There are two parts to this.

Your minutes card will have instructions on it. You can normally do this online via a computer.

Then you have to set the phone up. Connect via wifi and set up an Apple ID, and enter your credit card details so you can use the App Store. Even though some apps are free, you still need a credit card. This also allows you to buy music from iTunes.

Apr 27, 2016 | Apple iPhone4 4G iPhone 4

1 Answer

Lost my rules for my five alive card game


SET UP
Place one set of "A-L-I-V-E" cards (color coded) in front of each player. Set aside unused "A-L-I-V-E" cards.
Shuffle the deck.
Deal out 10 cards to each player.
Place the remainder of the deck face-down in the center of the table.
Play proceeds clockwise, starting left of dealer.
WHAT HAPPENS
Players take turns playing a card onto the discard pile.
If it is a number card, add it to the running total. If this would take the total above 21, instead of playing it, you must flip over an "A-L-I-V-E" card.
If it is a WILD card, follow the appropriate instructions.
If it is your last card, the hand is over. All other players flip over an "A-L-I-V-E" card.

DRAW: All other players must pick up 1 card from the face-down deck. Counts as 0 to the running total.

DRAW 2: All other players must pick up 2 cards from the face-down deck. Count as 0 to the runing total.

PASS ME BY: Play passes to the next player in the rotation. Count as 0 to the running total.

REVERSE: Play now proceeds in an opposite direction, left to right and vice versa. If played when only two players are left, it is treated as a PASS ME BY card. Counts as 0 to the running total.

SKIP: The next player is ignored and play proceeds to the following player. If played with only two players, the player of the card would get an immediate new turn. Counts as 0 to the running total.

=21: No matter what the total was, it is now 21. Can be played when the score is already 21, when it has no effect, but avoids a penalty.

=10: The running total is now 10.


HAND IN & RE-DEAL: All players hand their cards to the player of the card. He must shuffle all the hands, including his own and re-deal them to the players.
He does not include the face down deck or the discards. He should start dealing to his left. If new hands are unequal, bad luck. Play continues as normal, but the running total is reset to 0. If this card is the last card played from a players hand, the round is over.

BOMB: When played, all other players must immediately discard a 0. If they can't, they must flip an "A-L-I-V-E" card. Running total is reset to 0.
Note: other WILD cards with a value of 0 cannot be substituted.
WINNING
The last player with an "A-L-I-V-E" CARD face up is the winner.
ALTERNATIVE SUDDEN DEATH ENDING
As soon as one player flips all "A-L-I-V-E" cards, the game ends. The player
with the most "A-L-I-V-E" cards remaining is the winner.
If there is a tie, the tied players add the total value of the number cards
remaining in their hand. The player with the lowest total wins.
ALTERNATIVE TEAM PLAY
FOR 4 TO 6 PLAYERS. DIVIDE INTO 2 TEAMS.
Team members sit alternately around the table.
Each team uses only one set of "A-L-I-V-E" cards.
All WILD cards operate as before: For example, when playing the BOMB, your team might flip several "A-L-I-V-E" cards, if the players don't have a "0".
When a player plays his last card, the opposing team loses only one life.
Play continues as normal until a team flips all "A-L-I-V-E" cards.

Apr 11, 2014 | Games

1 Answer

Need Rules for 1972 Whitman game called (Charge It) a card game


Charge it! The Family Credit Card Game (A Whitman Card Game) INSTRUCTIONS FOR PLAY 1972 Western Publishing Company, Inc. OBJECT: To be the first player to charge $50,000 worth of merchandise in several rounds of play. (Players try to be the first to charge $10,000 each round in order to win a $2,000 bonus.) CARDS CREDIT CARDS: There are four types of credit cards, 7 of each. Each type has been assigned a different credit line ( or limit): SUPER CHARGE - $1,000, PHONEY EXPRESS - $2,000, BATTERY CHARGE - $3,000, A LA CARD - $6,000 A player may accumulate charges UP TO the amount of merchandise indicated by the credit limit for each credit card. For example, a player may place no more than $2,000 worth of merchandise under a PHONEY EXPRESS card. A player may place on the table only one card per turn and may have only one of each type of credit card before him at one time. LOST CARDS: There are four types, corresponding to the credit cards, 3 of each. SUPER CHARGE LOST, PHONEY EXPRESS LOST, BATTERY CHARGE LOST, A LA CARD LOST These may be played by any player during his turn onto any opponent's credit card to cancel that credit card and all merchandise accumulated under it. If this is done, the player whose credit becomes lost must discard that credit card and all it's merchandise unless he can immediately lay down another credit card of the same type or an INSURANCE card. Once a credit card and all the merchandise under it is placed back into the discard pile, the entire discard pile is frozen (players cannot draw from it) until another card is discarded on top of it. REMEMBER, a player must always have 6 cards in his hand, so if he uses a credit card or insurance card to defend himself when it is not his turn, he must draw another card immediately. INSURANCE CARDS: There are 4 INSURANCE cards. These cards may be applied to any type of credit card to protect that credit card from ever being lost. When a player, either during his turn or as defense, puts an INSURANCE card on top of one of his credit cards, NO ONE can cancel that credit. MERCHANDISE CARDS: There are: 12 - $2,000, 14 - $1,000, 10 - $750, 10 - $500, 10 - $250 When a player plays a MERCHANDISE card during his turn it must be placed FACEDOWN underneath a credit card which he has previously played. It is important for each player to remember what the accumulative values are under each of his credit cards, because once he has played the merchandise card, he cannot look at it again at any time during that round. REMEMBER, a player cannot accumulate merchandise cards totaling more than the given credit line on a card. EXTENDED CREDIT CARDS: There are 8 EXTENDED CREDIT cards. During a turn, they are played in place of merchandise cards - facedown under a previously played credit card. The EXTENDED CREDIT card increases the maximum credit line of any of the 4 credit cards by $2,500. For example, if an extended credit card is played underneath a SUPER CHARGE card, the credit line becomes $3,500 instead of $1,000. ROUND continues until one player has accumulated $10,000 or more worth of merchandise. He then declares the round ended and must turn all of his cards face up to prove it. BEFORE PLAY: Dealer shuffles entire deck and deals the cards facedown, one at a time, to each player. He deals 6 cards to each if there are 2, 3, or 4 players, but only 5 cards to each of 5 or 6 players. He then places the remaining cards facedown in the tray, forming the draw pile, and turns the top card over to form the discard pile. PLAY: Player to the left of dealer begins. He draws a card from either the draw pile or the discard pile. He can then play only ONE card from his hand during that turn. If he has a credit card, he may play it on the table in front of him FACEUP, so that in subsequent turns he can start to accumulate merchandise under that credit card. If a player decides that he does not want to immediately play to the table any of the cards in his hand, he must discard one card instead. His turn ends and play passes to the left. When the draw pile runs out, shuffle the discard pile and use it as the draw pile. SCORING: Each player at the end of a round counts his merchandise cards under each credit card and records his total dollars. The first player who CORRECTLY declares that he has reached $10,000 or more receives his total dollar value PLUS a $2,000 bonus. If he turns his cards over and finds out that he has not reached $10,000, he receives NO MONEY POINTS for that round and no player receives a bonus. If he finds that he has gone beyond the credit line in any of his accounts, he receives NO MONEY POINTS for that round and no player receives a bonus, although the other players still receive their MONEY POINTS. Players start a new round and continue rounds until one player reaches $50,000. He is the WINNER.

Dec 10, 2012 | Toys

1 Answer

Set up i pad 2


The Apple iPad 2 with Wi-Fi and 3G allows you to browse the Internet using a Wi-Fi connection or a cellular connection.

You can purchase an iPad with an internal Verizon 3G network card.


Verizon has several pay-as-you-go plans to choose from in order to activate their service. Verizon has 1 GB, 3 GB, 5GB and 10GB data plans with no contracts that can be activated within the iPad 2 device.


Power on your iPad.


Slide your finger across the iPad to unlock the device. Enter your passcode if applicable.

Tap "Settings," "Cellular Data," "View Account."


Enter your "First Name," "Last Name" and "Telephone Number."


Enter your email address and password. This creates an account on the Verizon network where you can view your data usage and make changes if applicable.


Tap one of the following plans: "1 GB data per month for $20," "3 GB data per month for $35," "5 GB data per month for $50" and "10 GB data per Month for $80."


Tap the applicable credit card for payment and billing. Credit cards available are the following: "Visa," "MasterCard," "Discover" and "Amex."


Enter your "Credit Card," "Name," "Expiration Date," "Security Code" and "Billing Address." Tap "Next" to continue.


Review the Terms of Service and tap "Agree."


Review Billing and credit card information and tap "Submit." Activation happens immediately and you can begin using your iPad via a cellular connection.


Hope this helps








Oct 29, 2012 | Apple I-Pad 2 Leather Case with Wireless...

1 Answer

My daughter was given motorola razv3 the vodafone sim card is very old and says it;s not registered, will a new vodaphone sim cure it.and she wants to have it unlocked to use o2 sim. HELP PLEASE


ya sure you can unlock your motorola mobile and use it with any network ......
With the help of the codes you can unlock your mobile,
Get the unlock code for your Motorola Razr V3 model mobile from this site Simpleunlocking.com , here get the unlock code for your mobile along with easy instructions and methods.........

Nov 14, 2011 | Motorola Mobility RAZR V3

1 Answer

I need to unlock my motorola v3 fone which is saying contact service provider


To Unlock the Motorola V3 series from the Network lock,to use it another GSM Sim Card..use the Unlock code,You can buy the Unlock code here
moz-screenshot-11.pnghttp://www.onlinegsmunlock.com/motorola-razr-v3/rs7wp9/ and Unlock the Mobile....

Oct 21, 2010 | Motorola Mobility RAZR V3

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