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4 OF A KIND

2/1 WW NP RULES:

All melds (not just opening melds) must contain at least 4 cards. You may use wilds to make your meld.

57 CHEVY

2/1 WW NP RULES:

You must have 5's and 7's in your initial meld. You may use wilds and other cards.

69 CANASTA

2/2 WW NP RULES:

You must meld both 6's and 9's before you can made any canasta. Do not have to be in same turn, and you may use wilds.

7 UP

2/2 WW NP RULES:

You must meld 7's first and all your canastas must be 7 or higher. You can meld cards lower than 7, just not canasta them.

911

2/2 WW NP RULES:

9's and Ace's must be melded first. Must wait until next turn to meld other cards.

ACE'S OUT

2/2 WW NP RULES:

Ace's must be melded first in your initial meld. You may use wild cards in your meld and you may meld other cards.

BACHELOR PARTY

2/2 WW NP RULES:

You must have Jack's and King's in your opening meld each hand. Wild cards are permitted in your meld and you may meld other cards on the same turn

BLACKS RULE

2/2 WW NP RULES:

The first canasta each person makes must be black (canasta with wilds).

****** CUT

2/2 WW NP RULES:

You have to meld a red canasta directly from your hand then you may meld other cards. Wilds can be used only after the initial red canasta has been put on the board.

BOOKENDS:

2/2 WW NP RULES:

Opening meld must contain 4's and Ace's. You must wait until your next turn to meld other cards.

CAPTURING LOST SOULS

2/2 WW NP RULES:

You can only canasta face cards & Ace's. You may use wilds and other cards to make your meld.

CARD UP

2/1 WW NP RULES:

The 1st card on the discard pile tells you how many canasta you will need that hand to meld out. Verify card before 1st play. Red 1 canasta Joker 2 canastas Black 3 canastas You may use wilds and other cards to make you meld.

COLT 45

2/2 WW NP RULES:

Each hand has to have 4's and 5's in your initial meld you may use wilds and others cards to make your meld.

CROSSWALK

2/2 WW NP RULES:

You may only meld 4's, 7's, 8's, 9's, 10's and Queen's in this game. All other cards are discards only. Once you have all the Cross cards melded you may canasta and go out.

DIME STORE

2/2 WW WP RULES:

You can meld at any time, you can't make any canastas till you have 5's and 10's melded on the table. If your 5's and 10's, hit at the same time as a canasta, you DQ.

DR PEPPER

2/1 WW NP RULES:

Your opening meld each hand must be made with 4 and 10 (on the same turn). You must wait until your next turn to meld any cards other than 4's and 10's. You may use wilds in your meld.

ELEVATOR 2/1 WW NP RULES:

If you have to meld 50, you need 1 canasta to go out. If you have to meld 90, you need 2 canasta to go out. If you meld 120, you need 3 canastas to go out. You may use wilds.

EVEN IN / ODD OUT

2/1 WW NP RULES:

The person setting the table is to declare if they will be choosing even or odd canastas. Odd (5, 7, 9, J, K) Even (4, 6, 8, 10, Q) Ace's are up for grabs.

FACELESS

2/2 WW NP RULES:

You may not meld or canasta the Jack's, Queen's, or King's.

GENTLEMEN FIRST

2/2 WW NP RULES:

You must have King's in your opening meld each hand. You may use wilds and other cards to make your meld

GIRLS NIGHT OUT

2/1 WW NP RULES:

You must meld Queen's and Ace's before going out. You can make as many canastas as you wish but you must have Queen's and Ace's melded in order to go out.

ICED THREES

2/2 WW WP RULES:

Discard pile cannot be picked up once all red 3's are on the board.

JACKS OR BETTER

2/2 WW NP RULES:

You initial meld of each hand must be Jacks or better only. You may use wilds in your initial meld, but you must wait until your next turn to meld 4's through 10's. In order to go out, you must have a canasta in Jack, Queen, King or Ace's.

LADDER 49

2/2 WW NP RULES:

You cannot meld or canasta the 4's or 9's.

LADIES FIRST

2/2 WW NP RULES:

You must have Queen's in your opening meld each hand. You may use wilds and other cards to make your meld.

LINE UP

2/2 WW NP RULES:

On a 50 meld you can only meld and canasta 4's through 6's. On a 90 meld you can only meld and canasta 7's through 10's. On a 120 meld you can only meld and canasta Jack's through Ace's.

LOVE AND MARRIAGE

2/2 WW NP RULES:

A canasta in both King's and Queen's in the same hand is an automatic win.

LUCKY 7'S

2/1 WW NP RULES:

7's must be in first meld each hand. You may meld other cards and wilds

NO SAX

2/2 WW NP RULES:

Play as regular canasta except you can never meld 6's or 9's.

OLD MAID:

2/2 WW WP RULES:

In this tourney, you may not take the discard pile if there is a RED Queen on top. You may never meld RED Queens, because of this, making a canasta out of Queens is also not allowed. If you opponent goes out and you are caught with the Queen of Hearts (the Old Maid) in your hand, you will be DQ'd. You lose.

OVER THE HILL

2/2 WW WP RULES:

No one may pick up the pile under any circumstances until there are 30 or less cards left in the draw deck.

REGRESSIVE CANASTA

2/1 WW WP RULES:

1st hand you need 4 canastas to go out. 2nd hand you 3 canastas to go out. 3rd hand you need 2 canastas to go out. 4th hand you need 1 canasta to go out. You may use wild.

ROUND UP

2/2 WW NP RULES:

Each hand increases by 1 canasta. 1st hand 1 canasta to go out. 2nd hand 2 canastas to go out. 3rd hand 3 canastas to go out, etc.

ROYAL FLUSH

2/2 WW NP RULES:

You can meld or canasta anything you want, but in order to go out, you must first have 10's, Jack's, Queen's, King's and Ace's melded. You may use wilds.

SCREW YOUR NEIGHBOUR

2/2 WW NP RULES:

You cannot meld or canasta what the other player has already melded or made a canasta from.

SAX ON THE BEACH

2/2 WW NP RULES:

Must have 6's and 9's melded before making any canastas

SAXY BETSY

2/2 WW NP RULES:

A natural canasta in Queen's or King's is an auto win.

SIX SHOOTER

2/2 WW WP RULES:

Must meld 6's before picking up pile. Natural canasta in 6's is an auto win

SNOW WHITE AND THE 7 DRAWFS

2/2 WW NP RULES:

You must meld 7's and Queen's together first. You must wait until your next turn before melding anything else. If you get a natural canasta in both Queen's and 7's, it's an auto win.

SUGAR DADDY

2/2 WW WP RULES:

Canastas of both Jack's and King's is an auto win.

SUGAR MAMA

2/2 WW NP RULES

Canastas of both Queen's and Ace's is an auto win.

SEWERCIDE

2/1 WW WP RULES:

You may not meld, make a canasta or pick up the pile until you can go out.

SUPREME SIXES

2/2 WW NP RULES:

6's must be in your opening meld, other cards may be used. A natural canasta in 6's is an automatic win.

SWEET 16

2/2 WW WP RULES:

Have to meld 6's and 10's first. Wait until next turn to pick up pile or meld anything else. You may use wilds when melding 6's and 10's.

TAVERN ON THE GREEN

2/2 WW NP RULES:

Your opening meld must consist of 8's, 9's and 10's only. You may use wilds. After your meld, you must wait until your next turn to meld more.

THE JOKES ON YOU

2/2 WW NP RULES:

You cannot use Jokers, you can only discard them. If you meld a joker you are DQ'd

TIC TAC TOE

2/2 WW NP RULES:

If you get 3 canastas in a row it's an auto win. Example 456, 567, etc.

UNDER ARREST

2/1 WW NP RULES:

First person to get 3 of the red 3's is under arrest and cannot make any more canastas.

WORKING 9 TO 5

2/2 WW NP RULES:

You can only make canasta's between 5's and 9's. You may meld 4, 10, Jack, Queen, King, and Ace's but cannot make a canasta out of them. Wilds can be used.

SIMPLE FUNK GAMES (Please use these games with POT LUCK) 4's

2/2 WW NP RULES:

Players must meld with 4's in their initial meld each hand.

5's

2/2 WW NP RULES:

Players must meld with 5's in their initial meld each hand.

6's

2/2 WW NP RULES:

Players must meld with 6's in their initial meld each hand.

7's

2/2 WW NP RULES:

Players must meld with 7's in their initial meld each hand.

8's

2/2 WW NP RULES:

Players must meld with 8's in their initial meld each hand.

9's

2/2 WW NP RULES:

Players must meld with 9's in their initial meld each hand.

10's

2/2 WW NP RULES:

Players must meld with 10's in their initial meld each hand.

Jack's

2/2 WW NP RULES:

Players must meld with Jack's in their initial meld each hand.

Queen's

2/2 WW NP RULES:

Players must meld with Queen's in their initial meld each hand.

King's

2/2 WW NP RULES:

Players must meld with King's in their initial meld each hand.

Ace's

2/2 WW NP RULES:

Players must meld with Ace's in their initial meld each hand.

Nov 15, 2015 | Computers & Internet

4 OF A KIND

2/1 WW NP RULES:

All melds (not just opening melds) must contain at least 4 cards. You may use wilds to make your meld.

57 CHEVY

2/1 WW NP RULES:

You must have 5's and 7's in your initial meld. You may use wilds and other cards.

69 CANASTA

2/2 WW NP RULES:

You must meld both 6's and 9's before you can made any canasta. Do not have to be in same turn, and you may use wilds.

7 UP

2/2 WW NP RULES:

You must meld 7's first and all your canastas must be 7 or higher. You can meld cards lower than 7, just not canasta them.

911

2/2 WW NP RULES:

9's and Ace's must be melded first. Must wait until next turn to meld other cards.

ACE'S OUT

2/2 WW NP RULES:

Ace's must be melded first in your initial meld. You may use wild cards in your meld and you may meld other cards.

BACHELOR PARTY

2/2 WW NP RULES:

You must have Jack's and King's in your opening meld each hand. Wild cards are permitted in your meld and you may meld other cards on the same turn

BLACKS RULE

2/2 WW NP RULES:

The first canasta each person makes must be black (canasta with wilds).

****** CUT

2/2 WW NP RULES:

You have to meld a red canasta directly from your hand then you may meld other cards. Wilds can be used only after the initial red canasta has been put on the board.

BOOKENDS:

2/2 WW NP RULES:

Opening meld must contain 4's and Ace's. You must wait until your next turn to meld other cards.

CAPTURING LOST SOULS

2/2 WW NP RULES:

You can only canasta face cards & Ace's. You may use wilds and other cards to make your meld.

CARD UP

2/1 WW NP RULES:

The 1st card on the discard pile tells you how many canasta you will need that hand to meld out. Verify card before 1st play. Red 1 canasta Joker 2 canastas Black 3 canastas You may use wilds and other cards to make you meld.

COLT 45

2/2 WW NP RULES:

Each hand has to have 4's and 5's in your initial meld you may use wilds and others cards to make your meld.

CROSSWALK

2/2 WW NP RULES:

You may only meld 4's, 7's, 8's, 9's, 10's and Queen's in this game. All other cards are discards only. Once you have all the Cross cards melded you may canasta and go out.

DIME STORE

2/2 WW WP RULES:

You can meld at any time, you can't make any canastas till you have 5's and 10's melded on the table. If your 5's and 10's, hit at the same time as a canasta, you DQ.

DR PEPPER

2/1 WW NP RULES:

Your opening meld each hand must be made with 4 and 10 (on the same turn). You must wait until your next turn to meld any cards other than 4's and 10's. You may use wilds in your meld.

ELEVATOR 2/1 WW NP RULES:

If you have to meld 50, you need 1 canasta to go out. If you have to meld 90, you need 2 canasta to go out. If you meld 120, you need 3 canastas to go out. You may use wilds.

EVEN IN / ODD OUT

2/1 WW NP RULES:

The person setting the table is to declare if they will be choosing even or odd canastas. Odd (5, 7, 9, J, K) Even (4, 6, 8, 10, Q) Ace's are up for grabs.

FACELESS

2/2 WW NP RULES:

You may not meld or canasta the Jack's, Queen's, or King's.

GENTLEMEN FIRST

2/2 WW NP RULES:

You must have King's in your opening meld each hand. You may use wilds and other cards to make your meld

GIRLS NIGHT OUT

2/1 WW NP RULES:

You must meld Queen's and Ace's before going out. You can make as many canastas as you wish but you must have Queen's and Ace's melded in order to go out.

ICED THREES

2/2 WW WP RULES:

Discard pile cannot be picked up once all red 3's are on the board.

JACKS OR BETTER

2/2 WW NP RULES:

You initial meld of each hand must be Jacks or better only. You may use wilds in your initial meld, but you must wait until your next turn to meld 4's through 10's. In order to go out, you must have a canasta in Jack, Queen, King or Ace's.

LADDER 49

2/2 WW NP RULES:

You cannot meld or canasta the 4's or 9's.

LADIES FIRST

2/2 WW NP RULES:

You must have Queen's in your opening meld each hand. You may use wilds and other cards to make your meld.

LINE UP

2/2 WW NP RULES:

On a 50 meld you can only meld and canasta 4's through 6's. On a 90 meld you can only meld and canasta 7's through 10's. On a 120 meld you can only meld and canasta Jack's through Ace's.

LOVE AND MARRIAGE

2/2 WW NP RULES:

A canasta in both King's and Queen's in the same hand is an automatic win.

LUCKY 7'S

2/1 WW NP RULES:

7's must be in first meld each hand. You may meld other cards and wilds

NO SAX

2/2 WW NP RULES:

Play as regular canasta except you can never meld 6's or 9's.

OLD MAID:

2/2 WW WP RULES:

In this tourney, you may not take the discard pile if there is a RED Queen on top. You may never meld RED Queens, because of this, making a canasta out of Queens is also not allowed. If you opponent goes out and you are caught with the Queen of Hearts (the Old Maid) in your hand, you will be DQ'd. You lose.

OVER THE HILL

2/2 WW WP RULES:

No one may pick up the pile under any circumstances until there are 30 or less cards left in the draw deck.

REGRESSIVE CANASTA

2/1 WW WP RULES:

1st hand you need 4 canastas to go out. 2nd hand you 3 canastas to go out. 3rd hand you need 2 canastas to go out. 4th hand you need 1 canasta to go out. You may use wild.

ROUND UP

2/2 WW NP RULES:

Each hand increases by 1 canasta. 1st hand 1 canasta to go out. 2nd hand 2 canastas to go out. 3rd hand 3 canastas to go out, etc.

ROYAL FLUSH

2/2 WW NP RULES:

You can meld or canasta anything you want, but in order to go out, you must first have 10's, Jack's, Queen's, King's and Ace's melded. You may use wilds.

SCREW YOUR NEIGHBOUR

2/2 WW NP RULES:

You cannot meld or canasta what the other player has already melded or made a canasta from.

SAX ON THE BEACH

2/2 WW NP RULES:

Must have 6's and 9's melded before making any canastas

SAXY BETSY

2/2 WW NP RULES:

A natural canasta in Queen's or King's is an auto win.

SIX SHOOTER

2/2 WW WP RULES:

Must meld 6's before picking up pile. Natural canasta in 6's is an auto win

SNOW WHITE AND THE 7 DRAWFS

2/2 WW NP RULES:

You must meld 7's and Queen's together first. You must wait until your next turn before melding anything else. If you get a natural canasta in both Queen's and 7's, it's an auto win.

SUGAR DADDY

2/2 WW WP RULES:

Canastas of both Jack's and King's is an auto win.

SUGAR MAMA

2/2 WW NP RULES

Canastas of both Queen's and Ace's is an auto win.

SEWERCIDE

2/1 WW WP RULES:

You may not meld, make a canasta or pick up the pile until you can go out.

SUPREME SIXES

2/2 WW NP RULES:

6's must be in your opening meld, other cards may be used. A natural canasta in 6's is an automatic win.

SWEET 16

2/2 WW WP RULES:

Have to meld 6's and 10's first. Wait until next turn to pick up pile or meld anything else. You may use wilds when melding 6's and 10's.

TAVERN ON THE GREEN

2/2 WW NP RULES:

Your opening meld must consist of 8's, 9's and 10's only. You may use wilds. After your meld, you must wait until your next turn to meld more.

THE JOKES ON YOU

2/2 WW NP RULES:

You cannot use Jokers, you can only discard them. If you meld a joker you are DQ'd

TIC TAC TOE

2/2 WW NP RULES:

If you get 3 canastas in a row it's an auto win. Example 456, 567, etc.

UNDER ARREST

2/1 WW NP RULES:

First person to get 3 of the red 3's is under arrest and cannot make any more canastas.

WORKING 9 TO 5

2/2 WW NP RULES:

You can only make canasta's between 5's and 9's. You may meld 4, 10, Jack, Queen, King, and Ace's but cannot make a canasta out of them. Wilds can be used.

SIMPLE FUNK GAMES (Please use these games with POT LUCK) 4's

2/2 WW NP RULES:

Players must meld with 4's in their initial meld each hand.

5's

2/2 WW NP RULES:

Players must meld with 5's in their initial meld each hand.

6's

2/2 WW NP RULES:

Players must meld with 6's in their initial meld each hand.

7's

2/2 WW NP RULES:

Players must meld with 7's in their initial meld each hand.

8's

2/2 WW NP RULES:

Players must meld with 8's in their initial meld each hand.

9's

2/2 WW NP RULES:

Players must meld with 9's in their initial meld each hand.

10's

2/2 WW NP RULES:

Players must meld with 10's in their initial meld each hand.

Jack's

2/2 WW NP RULES:

Players must meld with Jack's in their initial meld each hand.

Queen's

2/2 WW NP RULES:

Players must meld with Queen's in their initial meld each hand.

King's

2/2 WW NP RULES:

Players must meld with King's in their initial meld each hand.

Ace's

2/2 WW NP RULES:

Players must meld with Ace's in their initial meld each hand.

Nov 15, 2015 | Computers & Internet

what year, 89-200x?

what engine options.?

if say a 89-98

there are 3 temp sensors.

1 for AC

1 for gauge. 1wire.

2 for ECT engine EFI ECU usage.

which sensor.

i cant answer due to year, issues. not stated

but its here.

http://www.fixkick.com/find-parts.html

now my wild guess. ill roll the dice and land 1995 16v. head.

all 3 (AC is plugged,)

http://www.fixkick.com/sensors/thermostat/96-stat-mine1w.jpg

what engine options.?

if say a 89-98

there are 3 temp sensors.

1 for AC

1 for gauge. 1wire.

2 for ECT engine EFI ECU usage.

which sensor.

i cant answer due to year, issues. not stated

but its here.

http://www.fixkick.com/find-parts.html

now my wild guess. ill roll the dice and land 1995 16v. head.

all 3 (AC is plugged,)

http://www.fixkick.com/sensors/thermostat/96-stat-mine1w.jpg

Nov 01, 2013 | Suzuki Sidekick Cars & Trucks

"Dice games are games whose sole mechanic is the use of one or more dice. They are often used to gamble." (Wikipedia)

Oct 27, 2013 | Games

Notice the black mic plug has the numbers it is solder by numbers. Used rosin core silver solder radio shack sells it.

**Mic Wiring**

**Stock**

1-Shield (ground)

2-Yellow (audio)

3-Red (transmit)

4-White (receive)

**Astatic**

1-Shield & Blue

2-White

3-Red

4-Black

Yellow NC

**Turner** Roadking 56

1-Shield & Red

2-White

3-Blue

4-Black

Yellow NC

**Sadelta** the is a BASE mic

1-Shield

2-White

3-Brown

4-Green

1-Shield (ground)

2-Yellow (audio)

3-Red (transmit)

4-White (receive)

1-Shield & Blue

2-White

3-Red

4-Black

Yellow NC

1-Shield & Red

2-White

3-Blue

4-Black

Yellow NC

1-Shield

2-White

3-Brown

4-Green

Oct 02, 2011 | Magnum 257 CB Radio

That depends on the die or dice. The probability of rolling a number less than 5 on a standard six-sided die is 2/3. The probability of rolling a number less than 5 with two standard dice is 1/6. The probability of rolling a number less than 5 on an eight-sided die is 1/2.

Mar 20, 2011 | Texas Instruments TI-83 Plus Calculator

Two 'skip', 'pick up 2', 'switch' per colour
Two each of number 1-9 per colour, (only one of 0)
Four black 'wild' cards, and four 'pick up 4 wild' cards
A total of 108

Mar 05, 2011 | UNO Brailled Uno Cards

The EL-535 can generate random numbers for you. Press 2nd Function, 7. You will see random written above 7 in orange. This will give you four choices for random numbers. 0:RAND - random decimals to 3 decimal places 1:R-DICE -1 to 6 like a standard dice, 2:R-COIN - 0 or 1 and you decide which is heads or tails.3:R-INT for integers up to 99

Dec 06, 2010 | Sharp ELW535 Calculator

**Count Across™ Instructions **

**OBJECT OF GAME**

The first player to place four chips in a row, either vertically, horizontally or diagonally wins the game.

**Contents**

1 Wooden Tray with Content Holder 1 Clear Plastic Slide with holes

1 Two-sided Number Board

25 Purple chips 25 Green chips 1 pair of dice

**Set-Up**

Each player selects a set of chips (purple or green). Decide which side of the number board to play, Addition Only (blue side) or Addition & Multiplication (red side). Line up the Number Board underneath the Clear Plastic Slide so that the numbers line up through the holes. The raised tab on the Clear Plastic Slide should be face up. Slide the Number Board and Clear Plastic Slide into the Wooden Tray together. The Number Board should rest underneath the Clear Plastic Slide. Each player rolls the dice once to determine who plays first. The player with the highest roll goes first (Player 1).

**Addition Only Play**

The Player 1 rolls the dice and adds the two numbers on the dice. Places one of your chips on the Number Board over an empty number space that matches the total of the dice.

Example: A play a rolls a 5 and a 3. 5 + 3 = 8

Player 1 finds an empty number 8 space on the Number Board and places a chip into that slot. Player 1 may choose any open 8 on the number board, but may only place one chip on the board per turn.

Player 2 then rolls the dice and places a chip in a space on the number board that matches the total of the dice. Play continues back and forth until one player gets 4 chips in a row, horizontally, vertically or diagonally. A player can remove an opponent's chip from the board in the following instances:

• If a player rolls doubles, they may remove an opponent's chip if it occupies a space that matches the total of the dice. Example: A player rolls a 4 and a 4. 4 + 4 = 8 and if an opponent has a chip in an 8 space on the Number Board, the player may remove the opponent's chip and replace it with his or her own chip.

• If a player rolls the dice and there are no empty spaces matching the total of the dice, the player may remove an opponent's chip that occupies a number space that matches the roll (if only the player's chips occupy those spaces). Then the play ends.

**Addition & Multiplication Play**

The rules are identical to the Addition Only play, except on each roll players may choose to either Add or MUltiply the numbers rolled. Example: A player rolls a 5 and a 3. The player may do one of the following:

• Add the dice together (5 + 3 = 8) and place a chip over an empty 8 space on the number board

• Multiply the dice (5 x 3 = 15) and place a chip over an empty 15 space on the number board

*Warning!**Do not throw out the Content Holder. It serves as a platform for the number board as well as storage for the chips and dice.*

Jun 19, 2010 | Cadaco Count Across Game

Hello,

The random number function Rand# generates numbers between 0 and 1. The calculator is not programmable, so I do not see an easy way to make it simulate the throw of a dice.

However if you use Rand#(6) it generates numbers between 0 and 6. You will have to devise a way to discard values less than 1 and introduce the value 6. Maybe if you get a number less than 1 you set it to 6.

It is up to you.

Hope it helps.

The random number function Rand# generates numbers between 0 and 1. The calculator is not programmable, so I do not see an easy way to make it simulate the throw of a dice.

However if you use Rand#(6) it generates numbers between 0 and 6. You will have to devise a way to discard values less than 1 and introduce the value 6. Maybe if you get a number less than 1 you set it to 6.

It is up to you.

Hope it helps.

Oct 26, 2009 | Casio fx-300ES Calculator

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