Sentences with phrase «end of each turn»

It turns out the man that Laurie beheaded at the end of
A lot of the game's finer points of strategy come in when and in what order to use abilities, and Long Story is best suited to be used at the very end of a turn, as enemies will wake up if they're attacked.
Game - breaking bugs — like not being able to load certain saves — and the absurd time in between actions and ends of turns really put a damper on my enjoyment of XCOM 2.
The Department of Health and Human Services has already gathered a body of «experts,» to devise reliable measures of «subjective well - being,» toward the end of turning these into official statistics.
I've found timing the turns to be counterproductive, causing kids to hold on to something in anticipation, or meltdown at the arbitrary «end of the turn» moment.
Godric's hero spell «Holy Shield» has been changed to fire energy blasts from remaining bonus shields at the end of the turn of activation.
Unlike previous entries to the series, players do not play a mini-game at the end of each turn.
In the video, you will observe the cooperative ability between Senya and Veronica named Ramuda's Prayer, with which you regenerate the HP and the MP of each member of the team at the end of the turns.
Each time a player combines three pieces they gain nuts that can be used at the end of the turn to increase the attack power, defense power or restore the health of the home base.
On one hand, the game comes with the option of having dead characters return to life at the end of a chapter — as well as a new mode that returns them to life at the end of the turn.
You can earn money after the end of each turn depending on how much of the territory and building is under your control.
Take turns stomping around the game board with three other players as you land on different spaces, trigger different events, and play mini-games at the end of each turn.
(Additional coverage of Making Caring Common's new report on college admissions from the Washington Post, Wall Street Journal, NBC, ABC, CBS, and more is listed at the end of Turning the Tide.)
When we change seats for two demo laps, O'Gorman demonstrates that idea by braking hard enough to use the ABS on every stop, and rolling onto the throttle far before the end of the turn.
When the turn signal is activated for a right - hand turn — or when the LaneWatch button at the end of the turn stalk is pressed — a wide - angle image of the area to the right of and behind the HR - V appears on the 7 - inch dashboard touch - screen.
UPDATE Recently, I've also noticed that while parking, especially if I put it into reverse, the steering wheel is really hard to turn (more so near the end of the turning range... and it is not due to the fact that my tire is being blocked by the curb).
The dash is soft to the touch, fingers nestle gently in the leather - wrapped wheel, and to my delight, the end of the turn signal stalk felt like a piece of Pez candy along the edge of my fingertip.
A camera button among the nav display controls or an even more conveniently located button on the end of the turn signal lever changes camera views.
Lane Watch can also be manually triggered by pressing a button at the end of the turn - signal stalk.
The 2013 version of the Chevrolet Volt, the best - selling plug - in hybrid on the market, lets the driver activate a warning sound using a button on the end of the turn signal lever.
Either signaling for a right turn or pushing a button on the end of the turn signal stalk activates a camera view down the right side of the car.
The image appears when the right turn signal is activated or when a button on the end of the turn signal stalk is pressed.
In addition, standard Honda LaneWatch ™ utilizes a camera located below the passenger - side exterior mirror to display a wide - angle view of the roadway on the touchscreen when the right turn signal is activated or a button on the end of the turn signal stalk is pressed.
The driver of this Mitsubishi Evo came into a wet turn just a little too hot and went over the embankment at the end of the turn.
Changes camera views with a button on the navigation display controls or on the end of the turn signal lever.
It's drop dead simple to understand and use, either by tapping the end of the turn signal stalk (always on) or the right turn indicator (on until the signal shuts off).
A camera button among the navigation display controls or an even more conveniently located button on the end of the turn signal lever changes camera views.
A camera button conveniently located on the end of the turn signal lever changes camera views.
A «Camera» button among the navigation display controls - or else a conveniently located button on the end of the turn signal lever - changes camera views.
You start the game with five of these cards in your hand, and at the end of your turn you must replenish your stock.
At the end of the turn when it's time to generate resources these agreements will bestow an extra 1 - 3 production tokens, which is a significant economic boost.
To do this you get a chance near the end of your turn to spend Knowledge tokens, and what that lets you do is twofold; firstly, you select one of the small tracks underneath the project you want to influence and then you move the leftmost grey cube from the top slot to the bottom.
At the end of the turn these nodes will produce the production, research and culture tokens you need.
Into these rings, you'll be inserting little cardboard discs that control the various actions you can take throughout the game, with each ring being spun around to the next segment at the end of your turn and thus changing what you'll be able to do on the next turn.
The next phase is a simple one; you take one resource from each source on the tile where your camp is located, with the camp being something that can be moved around at the end of every turn, albeit with a cost.
In an attempt to not be overly unforgiving toward its players warband members can't outright die during combat, rather they're put into a downed state and will leave the battlefield at the end of the turn.
Much like your merchants, support cards are also free to play and are taken back off the table at the end of each turn, but they bring a variety of benefits including extra gold to spend, being able to draw more cards, boosts to your army and more action points.
You can increase this by spending more commands to add extra warp tokens, but ships and fleets in warp will automatically generate one new token at the end of your turn, and various bits of researched technology can radically improve warp speed so that it's possible to stick a ship or fleet into warp and gain multiple tokens, allowing it to hurtle across the table.
On your player - board, you have eight factories, and for every two you construct on an island it reveals a Knowledge token symbol that will increase your Knowledge Token generation which occurs at the end of your turn.
There are no planets in these systems, but they do grant a free research token to whoever survives the hazard that can be immediately placed on a research project, and the token will be replaced at the end of every turn, making them an invaluable asset.
You see at the end of each turn you place all your played and unplayed cards onto the discard pile and draw a completely new hand of six cards ready for your next turn.
Some special rules cause ghosts to move toward the Ghostbusters at the end of a turn as well, plus some scenario feature special movement rules.
Now, the core game doesn't contain enough miniatures for you to customize your army in that sense, with the only options available being to split your main infantry into two groups or keep them as chunky blocks, but there are a few upgrade cards that you can equip various troops with in order to bolster their abilities, like a terrifying banner that makes any enemy engaged with that regiment take a panic token at the end of each turn.
Sometimes these effects can only be activated once, and other times they can be activated for each instance of the symbol, thus by plonking down a certain card at the end of your turn you could potentially gain a massive increase in power or recruiting points.
These dice are a smoky grey color and represent elements that breakdown at the end of the turn, thus when you get an unstable die or dice you have to spend them on that turn or they are gone, unless you happen to have picked up a card that lets you convert them into stable white die.
Similarly, at the end of each turn, your ships won't actually stand still — their momentum is stored for the next turn and will influence their direction and speed significantly.
Amidst the freezing snow, units here won't regain HP at the end of a turn — and if one of your squad members goes down, it's a race against time to get to them before the weather does.
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