In archery how many points is the blue worth
"""transatlantic airplane""; if the contestant guessed correctly, it was worth ten points; if not, the contestant gave a clue to the second celebrity for seven points. Clues were worth ten points, then seven, then five, then three. If the subject was not guessed after the three-point clue, the subject was thrown out. The first contestant to score fifteen points won $75 and the right to team with a celebrity in the ""Winner's Game"", in which they attempted to identify as many celebrities associated with a particular object as possible in thirty seconds, earning $5 for each correct answer. The Winner's"
"Points. Blue points are awarded in the next level of competition. The value of a Blue Point is 100 Master Points and all Master Points ranks will allow up to 50 Green points to be replaced by Blue Points in the ratio of 3 Blues = 1 Green. Local Points are won in any event where Green and/or Blue Points are not awarded, and sometimes in addition to Green and/or Blue Points. The Master Point scheme is believed by some to be imperfect as it rewards the persistent player (""the more you play the more points you earn""). The rankings,"
"adjacent ones take 5 points each. The umpire moves two pins in the infantry column on Blue's losses table down 15 dots and replaces the two central infantry pieces with ⁄ exchange pieces. He moves another two pins down 5 dots. Turn 3: Now Blue fires again. This time, it inflicts 60 points of damage. The umpire decides that one cavalry piece suffered 40 points of damage, and one infantry piece each suffered 20 points of damage. He moves one pin in the cavalry column on Red's losses table down 40 points. It has reached the bottom of the cavalry"
"lines on 2D targets) scores 16 points. If the scoring area is not hit with the first arrow, the archer will proceed to the white peg for his/her second shot. A kill scores 14 points. A wound scores 10 points. If a third shot is needed, the archer will proceed to the blue peg. A kill scores 8 points. A wound scores 4 points. If all 3 arrows miss the scoring zones, the archer must stop shooting and a zero is scored for that target. Juniors ages 12-14 and 15-16 must shoot blue, yellow, yellow and white, blue, blue respectively."
"will go to ""x2"", ""x3"", ""x5"", and lastly ""x10"". Blue pegs are worth 10x the points of orange pegs, and purples are 50x the worth of orange pegs. At the bottom of the board, a free ball bucket is provided and if the ball falls into the bucket, the player is given a free ball back. Players can also earn a free ball from getting a score of 25,000 (one free ball), 75,000 (two free balls), or 125,000 (three free balls) within one shot. Green pegs are worth the same as a blue peg in points. Once all 25 orange"
"of each size are used on the course. For each target face size there are upper and lower distance limits for the various divisions of archer. Target faces have four black outer rings and a yellow spot, each with an equal width. The yellow spot is subdivided into two rings. The black rings score 1 point for the outermost to 4 points for the innermost. A hit in the outer yellow scores 5 points. A hit in the inner yellow scores 6 points. Before April 2008, the innermost yellow ring counted as an X (the number of Xs was used"
"then four and finally the bulls eye is worth five points. The distance of the throwing line to the target should be 6.1 meters or 21 feet, but at least one association conducts competitions from 15 and 30 foot distances. The axe is scored for the value of the outer most ring that it is touching. Each player gets five throws in a game for a maximum score of 25. The thrower must not step over the throwing line before the axe hits or misses the target; a thrower who steps over the line gets 0 points. Before the competition,"
"1 point to the bomb meter, and purple add 1 point to the life meter. Extra lives are awarded at 10 life points for the first life, 15 for the second, 20 for the third, and so on. Bombs are awarded at 10 bomb points regardless of how many are acquired. Grazing adds to score value as well; every 10 bullets grazed increases score value by 10. Additionally, bosses can be ""grazed"" as they emit blue (and gray) spirits every few shots, and if one stays close enough to the boss they can absorb all the spirits that it emits."
"that two armies, Red and Blue are engaging each other in combat. Red is shooting a continuous stream of bullets at Blue. Meanwhile, Blue is shooting a continuous stream of bullets at Red. Let symbol ""A"" represent the number of soldiers in the Red force at the beginning of the battle. Each one has ""offensive firepower α"", which is the number of enemy soldiers it can incapacitate (e.g., kill or injure) per unit time. Likewise, Blue has ""B"" soldiers, each with offensive firepower ""β"". Lanchester’s square law calculates the number of soldiers lost on each side using the following pair"
"a win by ""waza-ari"" (half a match point) is worth 7 grading points. If all of these conditions are met, the person can register for their provincial or territorial association's next black belt grading. The examination requires: (1) demonstration of eight throwing techniques from the ""Gokyo"", three hold downs, three strangles or chokes, and three arm-locks, all chosen by the examiners at the time of the examination; (2) demonstration of the ability to successfully apply such techniques at full force and speed against a resisting opponent in ""randori"" (free practice); and (3) demonstration of the first three sets of the"
"right in the heart of Old St. Boniface (a sub-division of Winnipeg. The 3 clubs get together for an inter-club competition the 2nd weekend of every September. The point scoring is slightly different for the Canadian Pole archery clubs. There are 5 rows of ""Birds"" plus the very tip. For the 1st 3 rows up from bottom, the Birds are just called ""Singles"" & are worth 1 point each. The 4th row has 4 birds called ""Kullas"" & they are worth 2 points each. The 5th row has 2 birds called ""Sides"" & they are worth 3 points each. On"
"to the highest rank and known as the ""Right Bower"". The Jack (or Unter) of the other suit that is the same colour as the trump suit is also considered a member of the trump suit. It is the second highest trump and known as the ""Left Bower"". The Right and Left Bowers are worth 12 card-points each. The two Jacks of the opposite colour rank in their normal suit and retain their normal ranks and card-point values. The last trick is worth another 10 points, resulting in a total 150 points in the deal. Dealing and play are anticlockwise."
"infantry pieces and two cavalry pieces. On the Red Army's losses table, the umpire places four pins in the infantry column and two pins in the cavalry column. The infantry pieces each have 90 hitpoints, and the cavalry pieces each have 60 hitpoints. Turn 1: Blue fires first. The umpire rolls Die I. The result is 20, which he multiplies by 6 to get a total damage score of 120 points. He decides to allocate this evenly across all the pieces. He moves every pin on Red's losses table down 20 dots in their respective columns. In the infantry column,"
"shoots 72 arrows (in six ends, or groups, of 12 arrows). They are then ranked by score to determine their seeding for the single-elimination bracket. After this, final rankings for each archer are determined by the archer's score in the round in which the archer was defeated, with the archers defeated in the first round being ranked 33rd through 64th. The first elimination round pits the first ranked archer against the sixty-fourth, the second against the sixty-third, and so on. In this match as well as the second and third, the archers shoot simultaneously 18 arrows in ends of 3"
"the pins reached the bottom and cycled back to the top, finishing on dot 6. The umpire replaces all of Red's infantry pieces with ⁄ exchange pieces. Turn 2: Now it's Red's turn to fire back. Red's cavalry can't cross the river to attack, so it's just his infantry firing across the river. The umpire rolls a Die 1. The result is 10, which the umpire multiplies by 4 to get 40 points of damage. He decides to allocate the majority of this damage to the center of Blue's line; the center battalion takes 30 points of damage, and the"
"game 'loops' with the difficulty much higher. Each game (on default settings) begins with three lives, and an extra life is earned at 600,000 (or 800,000). When all lives are lost, the option to continue is given but the score is reset. Another latest feature is the Technical Bonus. During a boss battle, a blue orb is revealed as the weak point. In order to get a 'quick kill', the fighter plane must be extremely close to the orb until it turns red by firing the orb while getting it close to it. Once the fighter plane 'embraces' the orb,"
"as is practical. Shooting may be ""one way"" or ""two way"": A minimum overshoot is required behind each set of flags. Most Archery GB clout shoots are one-way. Each arrow scores points depending on which scoring zone it lands in. Scoring zones are defined by maximum radii from the flag pole. The British Long-Bow Society has its own form of clout shooting. The Society restricts the archers to the use of English longbows and wooden arrows. Ladies shoot , gentlemen . BLBS clouts are generally two-way. The target is 30in diameter, white, resting on a frame at 45 degrees to"
"player has 12 color-coded disks: Four Mutes, which are blank on both sides. Mutes are worth 1 point in prisoner exchanges. Two Blues, which are blue on both sides. Blues are worth 4 points in prisoner exchanges. Two Reds, which are red on both sides. Reds are worth 5 points in prisoner exchanges. One Blue Mask which is blue on one side and blank on the other side. Blue masks are worth 8 points in prisoner exchanges. One Red Mask which is red on one side and blank on the other. Red masks are worth 10 points in prisoner exchanges."
"the target. The map is divided into numbered squares and a non-archer chooses a square and writes this number secretly onto a piece of paper that is sealed in an envelope; this is where the treasure is. Archers shoot one arrow, each at the treasure map, with the archer that is closest to the 'treasure square' winning a prize. Developed by two friends in San Diego, California, the scoring is identical to the rules of traditional curling. Archers fire an equal number of arrows (usually 3 or 5) at the same target. Each arrow an archer places closer to the"
"colors are: United States (Blue), Soviet Union (Red), China (Yellow), India (Green), Western Europe (Purple), and South America (Orange), Each of the player countries are worth 10 points, while the brown regions vary from 2, 4, 6, and 8. For the board is a small circlet holder with colored flags to remind players which countries are in alliance. This piece is largely viewed as a gimmick, though various house rules may have different uses for these pieces. Each player may build, in their captured regions, a balance of factories, mills (both square), and military bases (round). Each player is awarded"
"number of Blue ships. Each equation starts by calculating the total number of offensive missiles being launched by the attacker. It then subtracts the total number of interceptions by the defender. The number of remaining (non-intercepted) offensive missiles is multiplied by the amount of damage caused per missile to get the total amount of damage. If there are more defensive interceptions than offensive missiles, then the total damage is zero; it cannot be negative. These equations assume that each side is using aimed fire; that is, a force knows the location of its target and can aim its missiles at"
"tall and wide. Bullseyes are called ""karay"". Traditionally, Bhutanese bows are made of bamboo, and arrows from bamboo or reeds, fletched with feather vanes. Arrows may be painted and tipped with metal arrowheads. Quivers may be wooden, with an animal hide covering and a woven strap. Bhutanese archery teams number at 13 players; teams take turns shooting two arrows at a time first in one direction, then in the opposite direction. The first to score 25 points wins, however because the scoring system is complicated, winning can take a very long time. For example, a second hit by an opponent"
"earns points by shooting helicopters (5 points), paratroopers (2 points), jets (5 points), and bombs (25 points). Firing a shell costs the player one point, so if one is playing for score, there is an incentive to conserve ammo. The score never drops below zero. The game ends when the player's turret is hit by a bomb, when a single paratrooper lands directly on the turret base, when three paratroopers safely land atop each other immediately adjacent to the turret base (allowing the third to jump onto the base), or when four paratroopers safely land on either the left or"
"sex took part in the Olympics, with each NOC being able to enter a maximum of three archers. For all archery events at the Olympics, archers stand 70 metres from their target. The target consists of concentric circles, and has a total diameter of 122 cm. Archers earn points based on which circle their arrow landed in, with ten points awarded for hitting the center circle, and one point awarded for hitting the outermost circle. During the ranking rounds, each archer shot twelve ends, or groups, of six arrows per end. The score from that round determined the match-ups in"
"teams number at 13 players; teams take turns shooting two arrows at a time first in one direction, then in the opposite direction. The first to score 25 points wins, however because the scoring system is complicated, winning can take a very long time. For example, a second hit by an opponent can invalidate the other player's score. In addition, the interplay of wider socializing and festivities, with archery as the nominal focus, give Bhutanese archery competitions an excruciatingly slow pace. In the past, the most traditional matches could last for as long as a month, though modern matches tend"
"Bullseye (target) The bullseye, or bull's-eye, is the centre of a shooting target, and by extension the name given to any shot that hits the bullseye. By extension, the word ""bullseye"" can refer to any design or pattern featuring prominent concentric circles, visually suggesting an archery target, and ""hitting the bullseye"" is a term for an unexpectedly good success. In some archery traditions the term ""gold"" is used in preference to ""bullseye"". Hitting the most central ring of an international target is worth 10 points, or an Imperial target 9 points in target archery. In Japanese Kyūdō it is called"
"(also referred to as ""leg points"") towards a distinguished marksmanship badge. Once the minimum cut score has been achieved or exceeded (260-300 for .22 rimfire pistol, 250-300 for service pistol, and 455-500 for service rifle), the shooter becomes eligible to earn leg points. The number of leg points that can be earned are based on the number of competitors, one's score, one's ranking, and you must fall within the top 10% of all match shooters regardless of your minimum cut score. Typically, the highest one-sixth of the top 10% earn ten leg points, the next highest two-sixths earn eight, and"
"a tie the archer with the arrow closest to the center is the winner. If an archer shoots after their time of 40 seconds or at the wrong time they will lose their highest scoring arrow. Teams are made up of three archers from the same discipline (male or female, recurve or compound bows). The teams shoot a qualifying round and are seeded on the combined score of the team. A team match consists of 4 ends of each archer shooting 2 arrows, making 24 arrows in total. The team has 2 minutes to shoot all 6 arrows. All archers"
"the end of the game, only the player(s) who made it through the board-set will be allowed to submit their score on the High Score screen. Categorised by colour, the game features twenty Power-Ups in groups of ten blue, five red, and five grey. Basically, the blue Power-Ups are considered good, while red increase the difficulty, and grey may vary depending on the situation. Aside from the main objective to clear one's way through the selected board-set, the player is also rewarded points during gameplay, that may award a position on the leaderboard for the specific board-set. By default, 10"
"The same player goes out by the same hand, except this time the winning tile was discarded by the player on the right. The resulting hand has one ""han"" of ""honor tiles"". The number of ""fu"" is 20 (""fūtei"") + 10 (""ron"" with a closed hand) + 8 (a closed triplet of Souths) + 2 (the pair of Whites) + 2 (pair wait) = 42 ""fu"", rounded up to 50 ""fu"". The basic point is thus 50 × 2 = 400. The discarder pays the winner 400 × 4 = 1,600 points. The other two players pay the winner nothing."
"lies. The scoring zones may be marked on the ground. Where this is not practical, a non-stretch rope or chain marked with the radii of the scoring zones is attached to the flag pole and swept around it to determine which arrows are in which zones. A designated person collects the arrows in each zone, sorts them into sets, and lays them on the ground. Each archer in turn points to his or her arrows and calls out the scores in descending order. A single clout round consists of three dozen arrows, shot in ends of 6 arrows. Tournaments typically"
"generally have score values from 1 through 10 assigned to them, except in outdoor Imperial rounds under AGB rules, where they have score values 1, 3, 5, 7 and 9. In addition, there is an inner 10 ring, sometimes called the X ring. This becomes the 10 ring at indoor compound competitions. Outdoors, it serves as a tiebreaker with the archer scoring the most X's winning. The number of hits may also be taken into account as another tiebreaker. In World Archery, targets are coloured as follows: The inner ring is usually used for tie-breaking (the competitor closest to the"
"Artistic billiards Artistic billiards, sometimes called fantasy billiards or fantaisie classique, is a carom billiards discipline in which players compete at performing 76 preset shots of varying difficulty. Each set shot has a maximum point value assigned for perfect execution, ranging from a four-point maximum for lowest level difficulty shots, and climbing to an 11-point maximum for shots deemed highest in difficulty level. There are a total of 500 points available to a player, representing the combined value of a perfect score on all 76 shots, although not all games are played with the full shot catalogue. The governing body"