#1vps
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Hmm. Top 64 qualify; we finished 66th, 1VP from qualifying. Which... would suck, if we hadn't been miles off qualifying at the start of the day. Basically a really good day of bridge but not good enough to make up for the bad defeats yesterday.
#does mean that literally any of my bad mistakes today could have let us through#really thinking about the 7D-1 in match 5
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【似顔絵】福澤朗さん。
ブログ記事はこちら:https://wp.me/p72NAa-1VP
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BATTLEREPORTS (PLURAL!)
today after 6+ months of trying ive finally had an opportunity to play Age of Fantasy: Skirmish! we played two games, one of Orc Marauders invading a Dwarven Village, and one of some Goblin Sneaks trying to make off with a Wight King's Burial Treasures.
Game 1 !
my Orcs begin their raiding, with both the unit of Spearmen and the Warg Rider scouting ahead. the Mission Rule for the game was Seize Ground, so four objective markers were placed, one in each quadrant, and teams scored 1VP per objective held at the end of a turn as well as 1VP for holding more objectives than the opposing team.
Additionally, random hidden side missions were in play, to be scored at the end of the game.
At the end of the first turn the Orcs had advanced deeper into the village, inflicting no injuries on the stout and hardy Dwarves, but losing one of their own to a punch from a Dwarven Automaton and the Warg Rider taking a blow from the Dwarven Scouts it had charged to attack on the (far left) objective.
Both teams held two objectives, so the score is even.
A fair amount (including the entirety of Turn 2) wasnt photographed, however the proceedings of such were the Warg Rider falling to the Dwarven Scouts. Additionally the Spearmen suffered heavy losses to the Dwarven Axemen, and the Shieldwall lost another to the Automaton's fists, though one survived each assault.
At the (near left) objective, the Dwarven Chief reached and engaged in combat with the Orcs' leader, Rhulk Ironhand, and the Chief found this challenge beyond his measure.
With the Dwarven Chief slain, Ironhand advanced towards the objective in (far left) and the Scouts holding it.
Turn 2 ends with each player holding two objectives, for a score of 4-4.
Turn 3 the battle turned in the Orcs' favour, with Ironhand handily slaying the Scouts to take (far left) objective for his warband. The lone remaining Spearman made a charge on the Warrior holding (far right) objective, both soldiers dying in the clash.
The remaining Shield Orc made a final stand against the Automaton, failing to damage it meaningfully and dying in the attempt.
Both the Dwarves' Axemen and Automaton charged on the Mountain Troll now holding (near right) objective in an attempt to box it in, but it shrugged off the assault.
Turn 2 ends with Orcs holding 2 objectives, Dwarves holding 1, and 1 contested, for a score of 7-5, Orc Favour.
In the final turn the forces of both sides were wearing thin. The Axemen charged the Mountain Troll, but failed to injure it. Ironhand began movement towards the (far right) objective, but couldnt make the distance to claim it. Worried for the Troll's continued survival, the Automaton tried to put it down, but failed again. With the (far right) objective still open, the Mountain Troll sacrificed holding the (near right) objective and made a sidestep around the Automaton and sprinted to capture the other.
End of final round, Orcs hold 3 objectives, Dwarves hold 1. Score 11-6.
End of game, hidden random secondaries are revealed to opponents and tallied.
Orcs scored 2 for defeating three enemy units, and 1 for claiming (near left) objective. Third secondary failed.
Dwarves scored 1 for claiming (near right) objective. Second and Third secondary missions failed.
FINAL SCORE;
ORCS: 14
DWARVES: 7
ORC VICTORY
second battlereport in reblog. if I find the energy to type it.
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وظائف الرياض بشركة انتاج اعلامي لجميع المقيمين
وظائف الرياض بشركة انتاج اعلامي لجميع المقيمين
https://wp.me/pfJoWR-1vp
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Retired Army Colonel Eugene Vindman Announces Congressional Run Amidst Trump's Political Comeback
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IT’S TIME FOR THE HEAD OF HOUSEHOLD COMPETITION!
“THIS IS PRIME REAL ESTATE!”
AS OUTGOING HOH JENDAYA WILL NOT BE COMPETING! THIS COMPETITION IS CALLED CAPTURE THE FLAG!
HERE IS HOW IT WILL WORK:
The three of you will play a game of CATAN, a popular board game where you build settlements to gain resources to earn more points until there is one winner.
We will be using this website to play! BELOW is a guide on everything you need to know if you haven’t played catan before! If you have any questions please let us know!
HOW TO PLAY CATAN
GOAL:
The aim of catan is to be the first to earn 10 VICTORY POINTS on your turn. There are five ways to earn victory points:
Building settlements - 1vp
At the beginning of the game you will build TWO settlements, meaning you start the game on 2vp. The placement of your settlement will determine what resources you get when the number on that tile is rolled. For example if I place my settlement on a sheep tile with the number 5, I will get a sheep resource every time 5 is rolled on the dice, regardless who’s turn it is. You will only be able to build 5 settlements (including the two at the beginning of the game) before you have to start upgrading them into cities to build more. To build a settlement you need: 1 brick, 1 sheep, 1 wheat and 1 tree. You can NOT build a settlement next to any another settlement unless they are two roads apart.
Upgrading settlements into cities - 1vp
When you upgrade a settlement into a city, you will be able to build another settlement in the future. You will also get twice the amount of resource that city is on. To build a city you must have: 2 wheat and 3 ore.
The longest road - 2vp
During the game there is an achievement given to the person who has the longest road once at least 5 roads are achieved, this achievement can be taken by anyone who surpasses it! Roads must be connected continuously and not have another player’s settlement built on it, or it could break the road! You each have 15 roads in the whole game to build. To build a road you need: 1 brick and 1 tree.
The largest army - 2vp
Through buying development cards you can randomly be given cards called KNIGHT, a knight will let you place the robber on any tile of your choosing and steal another players card if their settlement is on that tile. But when you use at least THREE knights, you earn the largest army achievement which gives you 2 victory points. However this achievement can also be stolen by any player who uses more knights than you. To buy a development card you need: 1 sheep, 1 wheat and 1 ore.
Victory point cards - 1vp per card.
Buying a development card can also randomly provide you with a secret victory point. This victory point is added to your score. But only you can see it. All other players will only see the victory points that don’t include your victory point cards. There are multiple of these in the card pile. To buy a development card you need: 1 sheep, 1 wheat and 1 ore.
PLACING YOUR FIRST SETTLEMENTS:
To begin, you will place TWO settlements on the board. The entire board consists of hexagonal tiles with different resources and numbers on them. You build settlements/cities on the corners of the hexes and roads along the edges. Each corner can have only one settlement/city on it and no two settlements can be on adjacent corners. Each edge can only have one road.There is one desert that produces nothing. Every time a number is rolled, you will receive the resources that correspond with that number.
At the beginning of the game you will place a settlement and a road leading from it in turn order and then the second road/settlement pair in reverse turn order. This is where these little dots on the tiles come in. As 8 and 6 are really common dice rolls, hexes with these numbers are more likely to produce. The number of dots indicates how likely each hex is to produce on a given turn. Use that to guide your decisions.
TRADING:
When you take your turn you will roll the two dice and get any resources that correspond to that number, as will the rest of the players. You then can build, play a development card or trade.
Trading is where you try to trade resources with your fellow players. Only the active player can trade, so you can't trade with someone if it's neither of your turns. On your turn, you can also trade with the bank at a 4:1 ratio. This means 4 of any single resource from your hand for any resource of your choice. If you notice, there are some ports along the edge of the board. If you have a settlement that touches a port, you can use it to get more favourable trades. A ? port allows you to trade 3 of any single resource for 1 of your choice. A resource port allows you to trade 2 of THAT SPECIFIC resource for 1 of your choice.
THE ROBBER:
The robber is this weird grey looking man thing and he comes into play in two different ways in the game.
When a 7 is rolled at the start of a turn, it's like a drought. Instead of any hexes producing resources, everyone who has 8 or more resources in their hand has to discard half (rounding down). This means you shouldn't hoard a huge hand of resources because there's always a chance you'll lose it.
Then the robber gets activated. The player whose turn it is gets to move the robber onto any hex other than the one it's on. The robber makes the hex produce nothing. Even if that number is rolled later, while the robber is on the hex, it produces nothing. If you have the robber on a hex you really need, you need to get a knight or roll a 7 to be able to move it. Furthermore, the player moving the robber gets to take a resource AT RANDOM from one of the players who has a city/settlement on that hex.
If you play a knight on your turn, you get to move the robber (and steal a resource) but players with 8+ resources in hand don't have to discard.
THINGS TO KEEP IN MIND TO WIN THE GAME:
Make sure settlements aren't adjacent. Use this also to your advantage to box out other players.
Remember to stay under 8 resource cards in hand if you don't want to give up half of them when a 7 is rolled
On your turn, you can always trade with the bank 4:1 even if you don't own a port. This can help you get a key resource that you can't otherwise get and no one will trade to you.
Only the active player can be involved in trades, but anyone can offer a trade to the active player.
You need at least an unbroken road of length 5 or at least 3 knights to qualify for the longest road/largest army cards respectively. Once you have all of this info down, the strategies on how to play catan are endless and there is a lot of freedom in how you choose to play the game!
THE PLAYER TO EARN TEN VICTORY POINTS IN A GAME OF CATAN, WILL BECOME THE NEW HEAD OF HOUSEHOLD!
THIS COMPETITION WILL HAPPEN LIVE AT 8PM EST!
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Cloudsurph has Windows VPS Hosting packages: Windows VPS 2GB, Windows VPS 4GB, Windows VPS 8GB, Windows VPS 16GB, Windows VPS 32GB.
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This crochet flower pattern includes diagrams, instructions in American Standard Terms, and step-by-step guides with photos that will show you how to crochet this glorious crochet Blue Moon Rose flower! 🌸 Get the (paid) pattern at https://wp.me/p5iW29-1VP
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SaD 941921 Truelomes Contrident
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DOVPO x DOVPO #vape #vapor #vaping #vapelife #dovpo #1VP
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OPAMPベースのフェーズスプリッターの適当な測定
真空管でプッシュプルアンプを作ろうとすると、ヒーターに電力を喰うわ、発熱して暑いわで、ちょっとげんなりする。いっそ電圧増幅はOPAMPでやっちゃおうか、というわけで、作ったのが今回の基板。元ネタはこちら。
もっときれいに配線や半田づけをしたいところだが、だらしない性格なので、この見苦しさは中学の頃から変わらない。
で、まずは、1kHz・1Vp-pの正弦波を流してオシロで観測。奥にあるのが秋月で売ってたファンクションジェネレータのキット。
上がプッシュ側、下がプル側。増幅は約6倍。まぁ、目論見通りじゃないでしょうか。
時間がないし、何より面倒なので、周波数特性はホワイトノイズを流し込んでザックリと測定。
赤いピークホールドのラインを見る感じでは、十分満足できる特性かと。
さて、これでどんなアンプを作ろうか。
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N:the Napoleonic Wars リプレイ4
12T~16T 1813~1821 「Marcia funebre : Adagio assai」
12T 1813年1月~6月
このターンのイベントではふたつの重要な事件が起こりました。まずナ��レオンがデンマーク王女のカロリーヌ(20歳)と結婚したこと。次に、プロイセンを降伏させたナポレンがロシア遠征に出発し大敗し、大陸軍が消滅したことです。
このゲームでは、ロシア遠征は必ず起こる事件です。HPチットでフィンランド、コルフ、コーカサス、バルカンの4枚が引かれると「ロシア遠征」イベントが発生します。勝利すると1VPと2d6の枚数分のフランス軍ユニットをゲームから取り除くことができます。今回は9枚ものフランス軍ユニットを取り除くことができました。あの大陸軍も10枚のユニットを残すのみとなりました。また、ナポレオンマーカーを『暴君・”ヴァイオレット”』に取り替えます。外交面でも、ロシア、オーストリア、プロイセン、スウェーデン、バイエルンが同盟軍に参加し、大陸封鎖令も解除されます。これでようやくナポレオンを叩きのめすことができます。
戦闘の前に現在の状況を整理しておきます。現在のVPはロシア防衛線での勝利により9VPで、残り5ターンで7VPを獲得すれば勝利です。ここからは毎ターン、戦闘で勝利するのは容易いことなので、必ず5VP入ります。残り2VPはランダムイベントの「百日天下」もしくは戦闘による「親衛隊の壊滅」のどちらかで稼ぐことにします。勝利が見えてきました。
このターン、ロシア軍とプロイセン軍のいくつかのユニットが欧州以外にいるため全力での反撃というわけにはいきませんが、ドイツに約40戦力を送りました。ダイスロール!ドレスデンの戦いでフランス軍は善戦し、同盟軍は決定打を与えられず取り逃がしてしまいました。フランス以外のすべての国を支配できたので1VPを獲得します。
しかし!イギリスをランダムイベント「nation of shopkeepers」が襲います。財政破綻の危機により-1VPです。とうとう恐れていたことが現実になってしまいました。これで勝利のためには親衛隊の壊滅と百日天下の��方が必要になってしまいました。親衛隊の壊滅はともかく、百日天下のほうはのこり3回のチャンスで30%が引けるかどうかなので、だいぶ厳しくなってしまいました。これ以上つまらない失点をしないように慎重にプレイを続けます。
合計VP=9
同盟:イギリス、スペイン、オーストリア、プロイセン、ロシア、スウェーデン、バイエルン
13T 1813年7月~12月
メッテルニヒが主導した同盟軍とフランスとのフランクフルトでの会議は流れてしまいました。ゲームは継続されます。
同盟軍はドイツで瀕死のフランス軍に襲い掛かります。ライプツィヒの戦いでナポレオンは親衛隊を投入しましたが、多勢に無勢、見事に同盟軍が親衛隊を打ち破りました。これでこのターンの戦闘で3VPを獲得します。
そして今一番大切なランダムイベント。ダイスロール!百日天下は出ませんでした…。
合計VP=12
同盟:イギリス、スペイン、オーストリア、プロイセン、ロシア、スウェーデン、バイエルン
14T 1814
ついに同盟軍はラインを越えて、アルプスを越えて、ピレネーを越えて、フランス国内へ侵攻します。もう時代はこの戦争のあとのことを考える時期に来ています。各国のパワーでは中立に立つことで国力を温存したプロイセン、あの大陸軍を鎧袖一触したロシア軍が優位に立っているように見えます。我が国は財政破綻がちらついている現状で彼らを抑える余力があるのか疑問です。フランスの外交官タレーランはフランス国内で活動しているようですが、ナポレオンの次の政権をプロデュースするための準備でしょうか。
同盟軍内でも利害対立が表面化しつつあり、ランダムイベントのダイスロールは失敗です。
合計VP=13
同盟:イギリス、スペイン、オーストリア、プロイセン、ロシア、スウェーデン、バイエルン
15T 1815~1816
最後のランダムイベントダイスロールのチャンスです。ダイスロール!10。1足りませんでした。この瞬間、16T終了時に獲得している最大VPは15であることが確定したので、プレイヤーの敗北です。
ウィーンで戦後処理についての会議が始まりました。ナポレオンも出席しています。フランス人の彼への支持はいまだに高く、1814年内の早期決着をつけられなかったいま、国土防衛に燃えるフランス人の熱狂に再び火をつけることが得策だとは思えません。
16T 1817~1821
1821年、ナポレオン1世が死去し、新しいフランス皇帝としてナポレオン2世が即位しました。彼はまだ幼いので、タレーラン、フーシェなどの優秀なスタッフとネイ、スルトのような経験豊かな元帥たちが支えることになるでしょう。
新しい時代が始まります。
エピローグ
惜しくも1VP足りずに敗北してしまいました。大陸封鎖によりお金が足りず、財政破綻イベントでペナルティ���回避できなかったのが直接の敗因だと思われます。
最後の最後で3割が引けなかった原因について、自分のノートや写真を見返していたら重要なことに気づきました。皆様、分かりますでしょうか。そうです、マルモンが戦死してしまって最終局面でフランスにいないのです。フラグはこれだったかああああああああ………。というのは冗談。
今回のプレイでは皇帝戴冠イベントが第9ターンに起こりましたが、ここまで遅れたのは初めてかもしれません。ジョゼフィーヌの離婚やミュラがナポリ王になることが固定イベントなのに対して、皇帝戴冠や百日天下はいつ起こるか分からないイベントなので、もっと追加でHPチットを購入したほうが良かったかもしれません。たまたま1808年にロシア遠征を起こすことに成功したときは楽勝でクリアしたので、HPチットの勝利敗北ではなく、追加購入に資金をつぎ込んだほうがいいのかもしれません。
あ、◯◯の戦いで勝利とか書いてあるのは私が勝手に言っているだけでゲーム中そういうイベントがあるわけではありません、ごめんなさい。
もしまた面白いナポレオン戦争が産まれたら投稿しようと思います。
皆さんに栄光の日々が訪れますように。
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