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William Goodall Posted on Feb 09, 2018

How do I do a draw for 24 players in a single entry pairs where we change partners every game for 4 games

5 Related Answers

Anonymous

  • 164 Answers
  • Posted on Feb 19, 2009

SOURCE: Single Player

Make sure all of your drivers are up to date...Video card and DirectX.
Also make sure to Defragment the computer every month and make sure your Hard Drive has over 15% free space remaining.
Also, if you have too much junk running in the "Back ground" it will eat up all of your resourses.
99% of everything you INSTALL, runs in the back ground no matter if you are using it or not.
You can see what is always running by hitting the CTRL/ALT/DELETE keys and go to the startup tab. Everything that is checked off in the list is running and that uses up you power and memory..
While there, look at the processor tab as well. it will show you how hard your computer is workin.

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Anonymous

  • 5 Answers
  • Posted on Jul 10, 2009

SOURCE: can't save games on ds for mario partners in time game

if ur using an sd card, u may not have sufficient space. if then, just delete the original save file, remove unnecessary files and voila,ur redi 2 go. f ur using a cartridge, then get it replaced. hope i helped!

Anonymous

  • 1 Answer
  • Posted on Sep 18, 2009

SOURCE: Hang-up during DOTA play even in single player or none LAN game.

yap dota from warcraft III

Anonymous

  • 74 Answers
  • Posted on Dec 13, 2009

SOURCE: Lost my key code to Call of Duty 4 - Modern Warfare

finding your Key Code For COD4
running Windows operating systems and playing COD4 to find your CD Key.
Click on “Start” then “Run”
In the “Open” field enter “Regedit” and click on “OK”
Windows Registry Editor will open.
Expand in this order: “My Computer”, “HKEY_LOCAL_MACHINE”, “SOFTWARE”, “Activision”, and finally select “Call of Duty 4′
on the right side you will see “codkey”.

Anonymous

  • 50 Answers
  • Posted on Apr 03, 2010

SOURCE: Lost my key code to Call of Duty 4 - World at War.

google it :P

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Rules for dominoes

Players: Two, three or four may play the game of Dominoes. If four are playing the game, it may be played as a partnership (the two players sitting opposite one another are partners).
The Shuffle: To begin the dominoes are placed face down and "shuffled." Players draw one domino. The player drawing the highest double or if no double, the highest domino plays first. Re-shuffle and then begin drawing the first hand.
Drawing: Each player then draws seven dominoes for his hand. The remaining dominoes (the boneyard), if any, are left face down on the table to be drawn later if a player is unable to play from his hand.
Begin Play: The player who drew the highest double or the highest domino plays first, playing any domino he wishes from his had.
Object of the game: Scoring points by laying the dominoes end to end (the touching ends must match: i.e., one's touch one's, two's touch two's, etc.). If the dots on the exposed ends total any multiple of five the player is awarded that number of points. All sides of the first double (the spinner) may be used one piece to each side and later one to each end. All other doubles are played at right angles to the line and the total points on both ends are counted. Dominoing occurs when one player goes out by playing all of his dominoes. The sum of the spots of all opposing players is computed and added to the dominoing player's score (rounded to the nearest five). In partnership play the spots of the partner of the one who "DOMINOED" are not counted.
Blocking the Game: If in the course of the game it is impossible for any of the players to play, the game is "Blocked." The player (or partners) having the least spots in his (or their combined) hand(s) scores the total of the spots in the opponents' hands (rounded to the nearest five). The score of 250 points is usually considered a game. The first person (or partnership) to score this amount wins the game. Shuffle and begin a new game. The player who won plays first.
Nov 18, 2016 • Toys
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How do u play skipbo

Skip Bo Instructions
Object: Be the first player to play every card in your Stock pile, by playing all of your cards in numerical order, 1 to 12. For two to six players ages seven and up.
Manufacturer: International Games/Mattel

Contents: 144 numbered cards and 18 SKIP-BO cards. 162 cards total.

Beginning Play: Shuffle the deck. Each player draws a card. The person with the highest card is the dealer. The dealer deals 30 cards to each player if there are two to four players. In five to six player games, each player is dealt 20 cards. These cards are dealt face down and form each player's Stock pile. Once all Stock piles have been dealt, each player flips the top card of their Stock pile right side up and places it on top of the pile. The remaining cards not dealt are placed face down on the table to form the draw pile.
Playing Area: Each player is going to need room for four Discard piles near their Stock pile. You will also need room for four Building piles in the center of the table near the draw pile. These piles are formed as the game progresses-so make sure you leave space for them.
Stock Pile: The top card is always face up. Each player has a Stock pile.

Draw Pile: This is the pile in the center of the playing area created with all cards remaining after Stock piles are dealt.
Building Piles: Building piles are where players build the 1-12 sequences and can only be started with a 1 or a SKIP-BO (SKIP-BO cards are wild, so it would represent a 1 if used to start a sequence). Once a pile has the complete 1-12 sequence, remove it from the playing area and start a new building pile. Terrible Game if Your Name is "Bo"
Discard Pile: Each player may form sequences an any of their four discard piles. There is no limit to the number of cards in the pile, nor is there a restriction on the order. The top card of your discard piles is available for forming sequences (can be played).
Playing Skip-Bo: Play begins to the left of the dealer. Draw five cards at the beginning of your first turn (and back up to five on subsequent turns). You can use a Skip-Bo (wild card) or a 1 to begin one of the four building piles in the center of the playing area. You may continue to play cards from your hand onto the building area (1-12 in sequence only). If you play all five cards in this manner, draw back up to five (this process can repeat if needed). You may also play the top card from your Stock pile onto a building piles, and can continue to play from the Stock pile as long as the play is legal. Remember, you win by running out of your Stock pile, so play from there when you can. Your turn ends when you can't or refuse to make a play. Discard one card from your hand onto one of your four discard piles. You may play the top card of any of your discard piles on any turn after the first. Play continues clockwise.
Winning the Game: Choose a point total to play to (500 is recommended to start). The winner of each round scores 25 points for winning the round and five additional points per card remaining in each other player Stock pile.
Team Skip-Bo: You can play with partners. In team situations, you can legally play from your Stock and Discard piles as well as your partners. One catch-your partner can't talk during your turn, and you can't talk during theirs. Instead, you have to give verbal commands for any necessary actions involving their cards. If the other players catch you breaking this rule, you must take two cards from the draw pile(without looking at them) and place them on your stock pile. The round ends when all of the players on a team reach the end of their stock pile.
Special Rules:
If you draw too many cards, shuffle the extra cards into your Stock pile.
If a player draws and plays out of turn and they are caught, undo any action and play continues as normal until it reaches that players turn. On their actual turn, a penalty is enforced-they must make their play without drawing from the draw pile. If no one notices that the player played out of turn, the play is legal and no penalty in enforced.
In team play, anyone on the team can continue to play from the remaining Discard and Building piles, even if a Stock pile has been depleted.
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I don,t know how to play skip bo

Skip Bo Instructions
Object: Be the first player to play every card in your Stock pile, by playing all of your cards in numerical order, 1 to 12. For two to six players ages seven and up.
Manufacturer: International Games/Mattel

Contents: 144 numbered cards and 18 SKIP-BO cards. 162 cards total.

Beginning Play: Shuffle the deck. Each player draws a card. The person with the highest card is the dealer. The dealer deals 30 cards to each player if there are two to four players. In five to six player games, each player is dealt 20 cards. These cards are dealt face down and form each player's Stock pile. Once all Stock piles have been dealt, each player flips the top card of their Stock pile right side up and places it on top of the pile. The remaining cards not dealt are placed face down on the table to form the draw pile.
Playing Area: Each player is going to need room for four Discard piles near their Stock pile. You will also need room for four Building piles in the center of the table near the draw pile. These piles are formed as the game progresses-so make sure you leave space for them.
Stock Pile: The top card is always face up. Each player has a Stock pile.

Draw Pile: This is the pile in the center of the playing area created with all cards remaining after Stock piles are dealt.
Building Piles: Building piles are where players build the 1-12 sequences and can only be started with a 1 or a SKIP-BO (SKIP-BO cards are wild, so it would represent a 1 if used to start a sequence). Once a pile has the complete 1-12 sequence, remove it from the playing area and start a new building pile. Terrible Game if Your Name is "Bo"
Discard Pile: Each player may form sequences an any of their four discard piles. There is no limit to the number of cards in the pile, nor is there a restriction on the order. The top card of your discard piles is available for forming sequences (can be played).
Playing Skip-Bo: Play begins to the left of the dealer. Draw five cards at the beginning of your first turn (and back up to five on subsequent turns). You can use a Skip-Bo (wild card) or a 1 to begin one of the four building piles in the center of the playing area. You may continue to play cards from your hand onto the building area (1-12 in sequence only). If you play all five cards in this manner, draw back up to five (this process can repeat if needed). You may also play the top card from your Stock pile onto a building piles, and can continue to play from the Stock pile as long as the play is legal. Remember, you win by running out of your Stock pile, so play from there when you can. Your turn ends when you can't or refuse to make a play. Discard one card from your hand onto one of your four discard piles. You may play the top card of any of your discard piles on any turn after the first. Play continues clockwise.
Winning the Game: Choose a point total to play to (500 is recommended to start). The winner of each round scores 25 points for winning the round and five additional points per card remaining in each other player Stock pile.
Team Skip-Bo: You can play with partners. In team situations, you can legally play from your Stock and Discard piles as well as your partners. One catch-your partner can't talk during your turn, and you can't talk during theirs. Instead, you have to give verbal commands for any necessary actions involving their cards. If the other players catch you breaking this rule, you must take two cards from the draw pile(without looking at them) and place them on your stock pile. The round ends when all of the players on a team reach the end of their stock pile.
Special Rules:
If you draw too many cards, shuffle the extra cards into your Stock pile.
If a player draws and plays out of turn and they are caught, undo any action and play continues as normal until it reaches that players turn. On their actual turn, a penalty is enforced-they must make their play without drawing from the draw pile. If no one notices that the player played out of turn, the play is legal and no penalty in enforced.
In team play, anyone on the team can continue to play from the remaining Discard and Building piles, even if a Stock pile has been depleted.
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Set up problem

If you're using an IR remote, try to change the batteries. If you have a Roku 3 player, make sure to pair the Roku remote with the unit. You can refer to this link http://support.roku.com/entries/23486778-How-Do-I-Pair-the-Enhanced-Game-Remote-to-my-Streaming-Stick- ... if you don't have a streaming stick, you can still use the same link. They have the same concept.
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Uno-draw2 card

The 3rd player would draw 2 cards. Draw 2 only makes the next person draw 2 cards. They are not cumulative.
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What are the game rules for junior monopoly?

EQUIPMENT

MONOPOLY® JUNIOR game board
"Monopoly" brand money
l Deck of 24 Chance ("?") cards
4 Car movers
l Die
48 Plastic ticket booths (4 sets of 12).


SETUP

Pick a car mover and place it on "GO!" Put any extras aside, out of play.

Each player takes 10 (or 12 in a 2-player game) Ticket Booths that match the color of his or her mover. Put any extras aside, out of play.

Shuffle the deck of Chance cards (with the "?") and place them face down on the marked place on the board.

Choose a player to be the Banker. The Banker separates the money into the different denominations and gives each player the following:
five $1’s, four $2’s, three $3’s, one $4, and one $5.
The Banker also plays the game-but always keeps the bank’s money separate from his or her own!

Roll the die. High roller goes first.


GAME PLAY

On your turn:

Roll the die and move your car mover that many spaces along the Boardwalk then..

Follow the instructions on that space.

Note: During the game, if you don’t have the exact bill to pay what you owe, the Banker will make change for you!


SPACES ON THE BOARD

If you land on...

An Amusement without a Ticket Booth:
YOU must pay the Banker the amount shown on the space, then put one of your own Ticket Booths on it.
You’re now in charge of this Amusement, and anyone who lands on it must pay you the entrance fee shown on the space!

An Amusement with a Ticket Booth:
Pay up! YOU must pay the owner (the person whose Booth is on it) the dollar amount shown on the space.
And if that person owns both Amusements of the same color, you must pay double the amount shown!

GO!:
Every time you pass GO!, collect $2 from the Bank.
Don’t forget to collect, because if you do, you’re out of luck!

A Railroad:
Roll again, move, and follow the instructions on the space you land on.

Fireworks or Water Show:
Pay $2 to see the show. Put the money on the "Rich Uncle Pennybags’ Loose Change" space.

Rest Rooms:
If you land here by a roll of the die, you are "Just Waiting."

GO to the Rest Rooms:
YOU must put $3 on the "Rich Uncle Pennybags’ Loose Change" space then move your mover immediately to the Rest Rooms. Do NOT pass GO! and do NOT collect $2.
On your next turn, roll and move as usual.

Rich Uncle Pennybags’ loose Change:
If YOU land here and there’s any money on the space, you get to take it all!

Chance-?:
Draw the top Chance card, follow its instructions, then discard it face up next to the Draw pile.
If you use up the Draw pile, turn the Discard pile over and use it again.


THE CHANCE-"?"-CARDS


"Go To" or "Take a Ride" Spaces:
Move your mover immediately to the space indicated, then do whatever you would ordinarily do on that space.
If you pass GO!, collect $2.

Free Ticket Booth:
Do not move your token. Place one of your own unused Ticket Booths on either of the unoccupied Amusements of the color shown on the card.
If both Amusements already have two different colored Ticket Booths on them, you may remove either one of them and 1 replace it with your own Ticket Booth. Give the booth you remove hack to its owner.
However, if both Amusements have the same color Ticket Booths already on them, you’re out of luck: You cannot replace either one.
In this case-and only in this case-you may discard this Chance card and draw a new one.
Follow its instructions.

STRATEGY HINT:
When you draw a "Free Ticket Booth" Chance card, replace a Ticket Booth of the player who is farthest ahead in the game.
Remember, it’s to your advantage to have your own Ticket Booths on both amusements of the same color so they cannot be taken away when another player draws a "Free Ticket Booth" card. Also, owning both means you collect double when someone lands on either one.


WINNING


As soon as one player runs out of money, the game ends, and all the other players count up their money.
The player with the most cash on hand wins!
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