i dont know read more people and kids also teens sheeesh read instead of not being prepared of to write about a book
i dont know read more people and kids also teens sheeesh read instead of not being prepared of to write about a book
first move the chip 6 anywhere
All I know, is when Winston was age 2, he moved there. he was born in the year 1874. So, the answer is 1877.
We cannot know if the book moved. To make it move apply a force.
They have a Computer chip to move the Muppet's or they use REALLY thin strings and they use a voice chip and put it in there mouths then they have real people talk into microphones and then it vibrates into the Muppet's mouth
How to play Whole Number DaMath · Set the starting position of the chips as follows: 'Red Chip' Playerwhole nos. 'blue chip' player 'red chip' player 9 (1,2) (6,5) 2 5 8 11 6 (3,2) (4,5) 7 10 3 0 1 (5,2) (2,5) 4 1 6 9 4 (7,2) (0,5) 0 (0,1) (7,6) 3 (2,1) (5,6) 9 6 1 4 10 (4,1)(3,6) 0 3 10 7 7 (6,1) (1,6) 11 8 5 2 11 (1,0) (6,7) 8 (3,0) (4,7) 'Blue Chip' Player 5 (5,0) (2,7) 2 (7,0) (0,7) · Toss a coin to determine which player will have the first 'move'. · Moving a chip means sliding it diagonally in the forward direction only except when taking an opponent's chip or if a 'dama' chip takes an opponent's chip. · The two players alternately take turns in moving a chip (pass is not allowed). · A player who touches a chip ('touch move') is required to move unless it is not possible to do so. · After each 'move', a player has to record his or her 'move' in a scoresheet (only one scoresheet will be used by the two players). · Each player is allotted one minute per 'move' including the recording of the 'move' and the corresponding score in the scoresheet. Inasmuch as taking a chip or chips is mandatory, then the one-minute per 'move' does not apply in this situation. · In taking an opponent's chip, the 'taker' chip jumps over the 'taken' chip and uses any of the four operation symbols of +, -, x, and -:- where the taker chip lands. · A chip is declared 'dama' if it stops in any of the following squares of the opposing player: (1,0) (3,0) (5,0) (7,0) Similarly, the opposing player's chip is declared 'dama' if it stops in any of the following squares: (0,7) (2,7) (4,7) (6,7) · A 'dama' chip can slide diagonally forward or backward in any unoccupied square as long as no opponent's chip blocks its path. It could take a chip or chips whereby its corresponding sum, difference, product or quotient is doubled. Similarly, if an ordinary chip takes an opponent's 'dama' chip, its score is also doubled. · Correspondingly, if a 'dama' chip takes an opponent's 'dama' chip, then its score is quadrupled. · A 'taker' chip can take one chip or more than one chips with the required option to take the greater number of chips. · Between "a 'dama' chip taking an opponent's chip" and "a chip taking an opponent's chip", the former prevails. · A 'taker' or 'taken dama' chip should be identified by encircling it in the scoresheet. · The game ends if: · the 20-minute game period lapsed; · the moves are repetitive; · a player has no more chip to move; · an opponent's chip is 'cornered'. · The remaining chip or chips of the players are to be added to their respective scores. If the remaining chip is a 'dama', then its score is also doubled. · The player with the greater accumulated total score wins the game. How to play Integer DaMath · Set the starting position of the chips as follows: 'Red Chip' Player integers 'blue chip' player 'red chip' player -9 (1,2) (6,5) 2 - 5 8 -11 6 (3,2) (4,5) -7 10 -3 0 -1 (5,2) (2,5) 4 - 1 6 -9 4 (7,2)(0,5) 0 (0,1) (7,6) -3 (2,1) (5,6) -9 6 -1 4 10 (4,1) (3,6) 0 -3 10 -7 -7 (6,1) (1,6) -11 8 -5 2 -11 (1,0) (6,7) 8 (3,0) (4,7) 'Blue Chip' Player-5 (5,0) (2,7) 2 (7,0) (0,7) · Toss a coin to determine which player will have the first 'move'. · Moving a chip means sliding it diagonally in the forward direction only except when taking an opponent's chip or if a 'dama' chip takes an opponent's chip. · The two players alternately take turns in moving a chip (pass is not allowed). · A player who touches a chip ('touch move') is required to move unless it is not possible to do so. · After each 'move', a player has to record his or her 'move' in a scoresheet (only one scoresheet will be used by the two players). · Each player is allotted one minute per 'move' including the recording of the 'move' and the corresponding score in the scoresheet. Inasmuch as taking a chip or chips is mandatory, then the one-minute per 'move' does not apply in this situation. · In taking an opponent's chip, the 'taker' chip jumps over the 'taken' chip and uses any of the four operation symbols of +, -, x, and -:- where the taker chip lands. · A chip is declared 'dama' if it stops in any of the following squares of the opposing player: (1,0) (3,0) (5,0) (7,0) Similarly, the opposing player's chip is declared 'dama' if it stops in any of the following squares: (0,7) (2,7) (4,7) (6,7) · A 'dama' chip can slide diagonally forward or backward in any unoccupied square as long as no opponent's chip blocks its path. It could take a chip or chips whereby its corresponding sum, difference, product or quotient is doubled. Similarly, if an ordinary chip takes an opponent's 'dama' chip, its score is also doubled. · Correspondingly, if a 'dama' chip takes an opponent's 'dama' chip, then its score is quadrupled. · A 'taker' chip can take one chip or more than one chips with the required option to take the greater number of chips. · Between "a 'dama' chip taking an opponent's chip" and "a chip taking an opponent's chip", the former prevails. · A 'taker' or 'taken dama' chip should be identified by encircling it in the scoresheet. · The game ends if: · the 20-minute game period lapsed; · the moves are repetitive; · a player has no more chip to move; · an opponent's chip is 'cornered'. · The remaining chip or chips of the players are to be added to their respective scores. If the remaining chip is a 'dama', then its score is also doubled. · The player with the greater accumulated total score wins the game. How to play Fraction DaMath · Set the starting position of the chips as follows: 'Red Chip' Player fractions 'blue chip' player 'red chip' player 10/10 (1,2) (6,5) 3/10 6/10 9/10 12/10 7/10 (3,2) (4,5) 8/10 11/10 4/10 1/10 2/10 (5,2) (2,5) 5/10 2/10 7/10 10/10 5/10 (7,2) (0,5) 1/10 (0,1) (7,6) 4/10 (2,1) (5,6) 10/10 7/10 2/10 5/10 11/10 (4,1) (3,6) 1/10 4/10 11/10 8/10 8/10 (6,1) (1,6) 12/10 9/10 6/10 3/10 12/10 (1,0)(6,7) 9/10 (3,0) (4,7) 'Blue Chip' Player 6/10 (5,0) (2,7) 3/10 (7,0) (0,7) · Toss a coin to determine which player will have the first 'move'. · Moving a chip means sliding it diagonally in the forward direction only except when taking an opponent's chip or if a 'dama' chip takes an opponent's chip. · The two players alternately take turns in moving a chip (pass is not allowed). · A player who touches a chip ('touch move') is required to move unless it is not possible to do so. · After each 'move', a player has to record his or her 'move' in a scoresheet (only one scoresheet will be used by the two players). · Each player is allotted one minute per 'move' including the recording of the 'move' and the corresponding score in the scoresheet. Inasmuch as taking a chip or chips is mandatory, then the one-minute per 'move' does not apply in this situation. · In taking an opponent's chip, the 'taker' chip jumps over the 'taken' chip and uses any of the four operation symbols of +, -, x, and -:- where the taker chip lands. · A chip is declared 'dama' if it stops in any of the following squares of the opposing player: (1,0) (3,0) (5,0) (7,0) Similarly, the opposing player's chip is declared 'dama' if it stops in any of the following squares: (0,7) (2,7) (4,7) (6,7) · A 'dama' chip can slide diagonally forward or backward in any unoccupied square as long as no opponent's chip blocks its path. It could take a chip or chips whereby its corresponding sum, difference, product or quotient is doubled. Similarly, if an ordinary chip takes an opponent's 'dama' chip, its score is also doubled. · Correspondingly, if a 'dama' chip takes an opponent's 'dama' chip, then its score is quadrupled. · A 'taker' chip can take one chip or more than one chips with the required option to take the greater number of chips. · Between "a 'dama' chip taking an opponent's chip" and "a chip taking an opponent's chip", the former prevails. · A 'taker' or 'taken dama' chip should be identified by encircling it in the scoresheet. · The game ends if: · the 20-minute game period lapsed; · the moves are repetitive; · a player has no more chip to move; · an opponent's chip is 'cornered'. · The remaining chip or chips of the players are to be added to their respective scores. If the remaining chip is a 'dama', then its score is also doubled. · The player with the greater accumulated total score wins the game.How to play Binary DaMath · Set the starting position of the chips as follows: 'Red Chip' Playerwhole nos. 'blue chip' player 'red chip' player 0 (1,2) (6,5) 1 0 1 0 1 (3,2) (4,5) 0 1 0 1 0 (5,2) (2,5) 1 0 1 0 1 (7,2) (0,5) 1 (0,1) (7,6) 0 (2,1) (5,6) 0 1 0 1 1 (4,1)(3,6) 1 0 1 0 0 (6,1) (1,6) 0 1 0 1 0 (1,0) (6,7) 1 (3,0) (4,7) 'Blue Chip' Player 0 (5,0) (2,7) 1 (7,0) (0,7) · Toss a coin to determine which player will have the first 'move'. · Moving a chip means sliding it diagonally in the forward direction only except when taking an opponent's chip or if a 'dama' chip takes an opponent's chip. · The two players alternately take turns in moving a chip (pass is not allowed). · A player who touches a chip ('touch move') is required to move unless it is not possible to do so. · After each 'move', a player has to record his or her 'move' in a scoresheet (only one scoresheet will be used by the two players). · Each player is allotted one minute per 'move' including the recording of the 'move' and the corresponding score in the scoresheet. Inasmuch as taking a chip or chips is mandatory, then the one-minute per 'move' does not apply in this situation. · In taking an opponent's chip, the 'taker' chip jumps over the 'taken' chip and uses any of the four operation symbols of +, -, x, and -:- where the taker chip lands. · A chip is declared 'dama' if it stops in any of the following squares of the opposing player: (1,0) (3,0) (5,0) (7,0) Similarly, the opposing player's chip is declared 'dama' if it stops in any of the following squares: (0,7) (2,7) (4,7) (6,7) · A 'dama' chip can slide diagonally forward or backward in any unoccupied square as long as no opponent's chip blocks its path. It could take a chip or chips whereby its corresponding sum, difference, product or quotient is doubled. Similarly, if an ordinary chip takes an opponent's 'dama' chip, its score is also doubled. · Correspondingly, if a 'dama' chip takes an opponent's 'dama' chip, then its score is quadrupled. · A 'taker' chip can take one chip or more than one chips with the required option to take the greater number of chips. · Between "a 'dama' chip taking an opponent's chip" and "a chip taking an opponent's chip", the former prevails. · A 'taker' or 'taken dama' chip should be identified by encircling it in the scoresheet. · The game ends if: · the 20-minute game period lapsed; · the moves are repetitive; · a player has no more chip to move; · an opponent's chip is 'cornered'. · The remaining chip or chips of the players are to be added to their respective scores. If the remaining chip is a 'dama', then its score is also doubled. · The player with the greater accumulated total score wins the game.
1956
I will push the book
All I know is that Jessy Mcartny was theadore in the move but that's all I know about it
Yes, if you push the book in the opposite direction with enough force, the book will move in that direction. The book's motion is determined by the force you apply to it.
No it should not be loose or move, call a locksmith or the Buick dealer to get a replacement
To make a book move, you can physically pick it up and transport it to another location. Alternatively, you can change its position by pushing or sliding it. If you're referring to a book's impact on you emotionally or intellectually, you can engage with its themes, characters, and ideas in a way that sparks movement or change within yourself.