Gamman: Difference between revisions

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→‎Imraaghyn: alpha - lhisagh dhooin cur ard-art y ronney 'sy chied ynnyd 'sy ronney hene.
Mooadaghey
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Ta [[gamman kaart yn-haglym|gammanyn kaart yn-haglym]] goll er cloie liorish kaartyn er nyn jaglym ny er ny gionnaghey ass straih smoo, myr sampleyr, [[Magic: The Gathering]].
 
Ta kuse dy ghammanyn boayrd jannoo ymmyd jeh kaartyn. Dy cadjin, shen dys soilshaghey immeeaght y ghamman ny dys obbraghyn gyn tort. Hoal noi shen, ta kuse dy ghammanyn kaayrt jannoo ymmyd jeh boayrd as cowraghyn er, dys soilshaghey y scensh son y chooid smoo. <!--
Some board games include a deck of cards as a gameplay element, normally for randomization and/or to keep track of game progress. Conversely, some card games such as [[Cribbage]] use a board with movers, normally to keep score. The differentiation between the two genres in such cases depends on which element of the game is foremost in its play; a board game using cards for random actions can usually use some other method of randomization, while Cribbage can just as easily be scored on paper. These elements as used are simply the traditional and easiest methods to achieve their purpose.
 
==== DiceGammanyn gamesjeesley ====
{{Mainardart|DiceGamman gamejeesley}}
Ta gammanyn jeesley jannoo ymmyd jeh [[jeesley|jeeslaghyn]] myr bun y ghamman. Son y chooid smoo, t'ad croghey er [[aigh]], agh ny keayrtyn ta schlei [[cosoylaght|chosoylaght]] bentyn rish.
Dice games use a number of [[dice]] as their central element. Board games often use dice for a randomization element, and thus each roll of the dice has a profound impact on the outcome of the game, however dice games are differentiated in that the dice do not determine the success or failure of some other element of the game; they instead are the central indicator of the person's standing in the game. Popular dice games include ''[[Yahtzee]]'', [[Farkle]], [[Bunco]], [[Liar's dice]]/[[Perudo]], and [[Poker dice]]. As dice are, by their very nature, designed to produce [[random number generator|apparently random numbers]], these games usually involve a high degree of luck, which can be directed to some extent by the player through more strategic elements of play and through tenets of [[probability theory]]. Such games are thus popular as gambling games; the game of [[Craps]] is perhaps the most famous example, though Liar's dice and Poker dice were originally conceived of as gambling games.
 
Ta kuse dy ghammanyn elley (myr sampleyr, gammanyn boayrd) jannoo ymmyd jeh jeeslaghyn er son reih gyn tort.
 
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==== Domino and tile games ====
{{Main|Tile-based game|Dominoes}}
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==== Guessing games ====
A guessing game has as its core a piece of information that one player knows, and the object is to coerce others into guessing that piece of information without actually divulging it in text or spoken word. [[Charades]] is probably the most well-known game of this type, and has spawned numerous commercial variants that involve differing rules on the type of communication to be given, such as ''[[Catch Phrase (game)|Catch Phrase]]'', ''[[Taboo (game)|Taboo]]'', ''[[Pictionary]]'', and similar. The genre also includes many [[game shows]] such as ''[[Win, Lose or Draw]]'', ''[[Password (game show)|Password]]'' and ''[[$25,000 Pyramid]]''.
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=== Gammanyn co-earrooder===
{{ardart|Gamman co-earrooderVideo game}}
Ta gammanyn co-earrooder goll er cloie liorish [[co-earrooder]] ny [[myn-loaghteyder]]. Foddee co-earrooderyn croo far-ghreishyn nod oo jannoo ymmyd jeu er son gamman eddyr sleih ny [[far-inçhynaght|far-noidyn]], myr sampleyr, jeeslaghyn as kaartyn. Ny keayrtyn elley, t'ad jannoo tuarastyl jeh seihill yl-chast as ymmodee reddyn oc nod oo stiurey 'sy ghamman.
 
Ta ymmodee [[genre|genreyn]] dy ghamman co-earrooder ayn. Y chied ghamman co-earrooder traghtee, [[Pong]], she tuarastyl dy [[leadjag vuird]] v'ayn. Rish ardjaghey niart loaghtey, haink rish genreyn noa, myr sampleyr, gammanyn contoyrys as lheihll, as feme ort dy stiurey karracteyr ennagh trooid lhiettrimyssyn as noidyn. Foddee oo adsyn y chloie ec y traa, gyn feme er shayllyn, as ta shen lhiggey dhyt tuarastyllyn caggee y yannoo. Chammah's shen, foddee co-earrooder lhiggey er dy ve noidyn deiney ayns gammanyn, as myr shen, foddee oo cloid gammanyn tradishoonagh dty lomarcan.
=== Video games ===
{{Main|Video game}}
Video games are [[computer]]- or [[microprocessor]]-controlled games. Computers can create virtual tools to be used in a game between human (or [[artificial intelligence|simulated human]]) opponents, such as cards or dice, or can simulate far more elaborate worlds where mundane or fantastic things can be manipulated through gameplay.
 
A computer or video game uses one or more [[input device]]s, typically a [[button (control)|button]]/[[joystick]] combination (on [[arcade games]]); a [[Computer keyboard|keyboard]], [[Computer mouse|mouse]] and/or [[trackball]] ([[computer games]]); or a [[Game controller|controller]] or a motion sensitive tool. ([[Video game console|console games]]). More esoteric devices such as [[paddle (game controller)|paddle controllers]] have also been used for input. In computer games, the evolution of user interfaces from simple keyboard to mouse, joystick or joypad has profoundly changed the nature of game development.{{Citation needed|date = February 2007}}
 
There are many genres of video game; the kied commercial video game, [[Pong]], was a simple simulation of [[table tennis]]. As processing power increased, new genres such as adventure and action games were developed that involved a player guiding a character from a third person perspective through a series of obstacles. This "real-time" element cannot be easily reproduced by a board game, which is generally limited to "turn-based" strategy; this advantage allows video games to simulate situations such as combat more realistically. Additionally, the playing of a video game does not require the same physical skill, strength and/or danger as a real-world representation of the game, and can provide either very realistic, exaggerated or impossible physics, allowing for elements of a fantastical nature, games involving physical violence, or simulations of sports. Sjerreely, a computer can, with varying degrees of success, simulate one or more human opponents in traditional table games such as [[chess]], leading to simulations of such games that can be played by a single player.
 
Ayns gammanyn as tuarastyllyn ny seyrey, she far-heihll t'ayn as foddee y cloider jannoo red erbee by vie lhiat, faggys. Ny keayrtyn, cha nel dean erbee oc.
In more open-ended computer simulations, also known as sandbox-style games, the game provides a virtual environment in which the player may be free to do whatever they like within the confines of this universe. Sometimes, there is a lack of goals or opposition, which has stirred some debate on whether these should be considered "games" or "toys". (Crawford specifically mentions [[Will Wright (game designer)|Will Wright]]’s [[SimCity]] as an example of a toy.<ref name = "craw"/>)
 
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==== Online games ====
{{Main|Online game}}
From the very earliest days of netobbyrednetworked and time-shared computers, [[online games]] have been part of the culture. Early commercial systems such as [[PLATO (computer system)|Plato]] were at least as widely famous for their games as for their strictly educational value. In 1958, [[Tennis for Two]] dominated Visitor's Day and drew attention to the [[oscilloscope]] at the [[Brookhaven National Laboratory]]; during the 1980s, [[PARC (company)|Xerox PARC]] was known mainly for [[Maze War]], which was offered as a hands-on demo to visitors.
 
Modern online games are played using an Internet connection; some have dedicated [[client (computing)|client]] programs, while [[browser game|others]] require only a [[web browser]]. Some simpler browser games appeal to demographic groups (notably [[women]] and the [[middle-aged]]) that otherwise play very few video games.{{Citation needed|date = November 2007}}
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}}</ref> or re-enactment of various activities or use in "real life" for various purposes: e.g., [[training]], analysis, prediction. Well-known examples are [[military exercise|war games]] and [[roleplaying]]. The root of this meaning may originate in the human prehistory of games deduced by [[anthropology]] from observing [[primitive culture]]s, in which children's games mimic the activities of adults to a significant degree: [[hunting]], [[war]]ring, [[nursing]], etc. These kinds of games are preserved in modern times.{{Or|date = February 2009}}
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==Imraaghyn==
{{rolleyimraaghyn}}