Monday, April 16, 2007

onlinecasino

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onlinecasino are often classified by the components that are required to play them (e.g. a ball, cards, a board and pieces or a computer). In places where the use of leather is well established, the ball has been a popular onlinecasino piece throughout recorded history, resulting in a worldwide popularity of ball onlinecasino (rugby, basketball, football, cricket, tennis, volleyball). Other tools are more idiosyncratic to a certain region. Cards, for instance, display great variations between the countries of Europe where they were originally popularized. Other onlinecasino such as chess may be traced primarily through the development and evolution of its onlinecasino pieces.
Many onlinecasino tools are tokens, meant to represent other things. This may be a pawn on a board, fake money, or even intangible things such as points earned by scoring a goal.
In computer onlinecasino, the evolution of user interfaces from simple keyboard to mouse, joystick or joypad has had a profound impact to onlinecasino development. Moreover, computer onlinecasino can create virtual tools to be used in a onlinecasino, such as cards or dice.
onlinecasino such as hide-and-seek or tag do not utilise any obvious tool. Rather its interactivity is defined by the environment. onlinecasino with the same or similar rules may have different onlinecasinoplay if the environment is altered. For example, hide-and-seek in a school building differs from the same onlinecasino in a park; an auto race can be radically different depending on the track or street course, even with the same cars.
onlinecasino Rules
Whereas onlinecasino are often characterized by their tools, they are often defined by their rules. While rules are subject to variations and changes, enough change in the rules usually results in a "new" onlinecasino. For instance, baseball can be played with "real" baseballs or with whiffleballs. However, if the players decide to play with only three bases, they are arguably playing a different onlinecasino.
Rules generally determine turn order, the rights and responsibilities of the players, and win conditions. Player rights may include when they may spend resources or move tokens. Win conditions are often measured in meeting a certain quota of tokens (as in Settlers of Catan), having the greatest number of tokens at the end of the onlinecasino (as in Monopoly), or some relationship of onlinecasino tokens (as in chess's checkmate).
Ludwig Wittgenstein went as far as arguing that language was itself a onlinecasino consisting of tokens governed by rough-and-ready rules that arise by convention and are not strict.[1]
onlinecasino Skill, strategy, and chance
The emergent effect of a onlinecasino's tools and rules applied by players is to display skill, strategy, and chance. onlinecasino may be typified when they prominently feature one of these.
onlinecasino of skill includes onlinecasino of physical skill, such as wrestling, tag of war, hopscotch and target shooting, and onlinecasino of mental skill such as checkers and chess. However, certain competitive sports such as marathons, 100m track, or gymnastics are often not recognised as onlinecasino (though it is a part of the Olympic onlinecasino) because the idea of testing pure physical attributes does not contain interactivity.
onlinecasino of strategy include checkers, chess, Monopoly, go, arimaa, and tic-tac-toe. They, as in onlinecasino of chance, often require special equipment to be played.
onlinecasino of chance include various form of gambling onlinecasino (blackjack, mah jong, roulette etc) and snakes and ladders as well as rock-scissor-paper. However, flipping a coin is not consider to be a onlinecasino because pure chance determines the outcome.
However, most onlinecasino contain various degrees of all above elements. For example, football and baseball involve both skill and strategy while poker involves strategy and chance. It is often the interaction of these elements that makes onlinecasinoplay enjoyable.
onlinecasino are intimately connected to culture and often have some social aspect. For example, onlinecasino can be characterized in terms of the intended occasion of play: party onlinecasino are played at parties, and family onlinecasino with families. This characterization may also serve as a tool of exclusion. A drinking onlinecasino is rarely appropriate for children, for instance, and polo requires significant investment both in terms of money and leisure time, making it a onlinecasino of the upper class.
Some onlinecasino are simply mind onlinecasino. These onlinecasino can be played anywhere ands by anyone and are spread by word of mouth. A modern day example of this is The onlinecasino. the Object of The onlinecasino is not to think about it. If you think about The onlinecasino then you have lost and the losing player must announce this fact.
Domestic animals have been observed playing simpler onlinecasino such as tag, tug-of-war, and fetch. Whether this is due to instinct or conscious choice, and whether the animals are capable of the strategic thinking to interfere with their opposition, questions whether this activity is actually a onlinecasino.
onlinecasino Field (sports)
Association football is a popular sport worldwide.
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