Results for antikloksgewys translation from Afrikaans to English

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antikloksgewys

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Afrikaans

_roteer blokke antikloksgewys

English

_rotate blocks counterclockwise

Last Update: 2014-08-20
Usage Frequency: 1
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Afrikaans

of rotasie antikloksgewys moet gebeur

English

whether to rotate counter clock wise

Last Update: 2014-08-20
Usage Frequency: 2
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Afrikaans

vanaf links-bo: die figuur word 90 grade antikloksgewys geroteer.

English

from the top-left figure, the figure is rotated counterclockwise 90 degrees.

Last Update: 2014-08-20
Usage Frequency: 1
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Afrikaans

aan die begin van die spelet word vier sade in elke huisie geplaas. spelers neem beurte om die saadjies te skuif. wanneer dit sy beurt is, kies 'n speler een van die ses huisies onder sy beheer. hy haal al die sade uit die huisie, en laat val een saad in elke huisie regsom (antikloksgewys). dit word geenoem. sade word nie in die tellinghuisies gesaai nie, en ook nie in die huisie waar die sade vandaan kom nie. die begin-huisie word dus leeg gelaat. as daar byvoorbeeld 12 sade was, word die huisie oorgeslaan en die twaalfde saad word in die volgende huisie gesaai. as die laaste saad in een van die opponent se huisies gesaai is, en die getal sade in daardie huisie is twee of drie, word al die sade in daardie huisie gewen en in die speler se telling-huisie geplaas (of langs die bord geplaas as daar geen telling-huisies is nie). as die voorlaaste saad ook die totale sade in die ander speler se huisie tot twee of drie gebring het, word daardie sade ook gewen. as 'n skuif egter sou plaasvind wat al die ander speler se sade sou neem, word geen sade gewen nie, omdat dit die ander speler sal keer om verder te speel. 'n mens moet eintlik probeer om 'n soort skuif te maak wat die ander persoon nog steeds toelaat om verder te speel. as die ander speler se huisies almal leeg is, moet die huidige speler 'n skuif maak wat die ander speler sade gee. as so 'n skuif nie moontlik is nie, wen die huidige speler al die sade in sy eie huisies, en die spel eindig. (bron wikipedia <http://en.wikipedia.org/wiki/owaregt;)

English

at the beginning of the game four seeds are placed in each house. players take turns moving the seeds. in each turn, a player chooses one of the six houses under his or her control. the player removes all seeds from this house, and distributes them, dropping one in each house counter-clockwise from the original house, in a process called sowing. seeds are not distributed into the end scoring houses, nor into the house drawn from. that is, the starting house is left empty; if it contained 12 seeds, it is skipped, and the twelfth seed is placed in the next house. after a turn, if the last seed was placed into an opponent's house and brought its total to two or three, all the seeds in that house are captured and placed in the player's scoring house (or set aside if the board has no scoring houses). if the previous-to-last seed also brought the total seeds in an opponent's house to two or three, these are captured as well, and so on. however, if a move would capture all an opponent's seeds, the capture is forfeited, and the seeds are instead left on the board, since this would prevent the opponent from continuing the game. the proscription against capturing all an opponent's seeds is related to a more general idea, that one ought to make a move that allows the opponent to continue playing. if an opponent's houses are all empty, the current player must make a move that gives the opponent seeds. if no such move is possible, the current player captures all seeds in his/her own territory, ending the game. (source wikipedia <http://en.wikipedia.org/wiki/owaregt;)

Last Update: 2014-08-20
Usage Frequency: 1
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