What is the best strategy for winning a game of tug-o-war?
465954
first of all, it matters how many people are on Ur team. If it is more than 5, then have 2 strong people in the front, 2 strong people in the back, and 1 strong person in the middle. the rest(if any more)will be in front of the middle strong person, and some will be behind.
180602
If the score is close hold the runner on.\nIf the game is a wipeout, play behind the runner\nIf the runner is fast, hold him on.\nIf the runner is slow, play behind the runner\nIf the batter is lefthanded and the first baseman is holding a running on be sure the 2nd baseman can slide over to take some of the whole through the infield.
553753
well i am a repo man ex cage fighter....fighting is never the answer...however...if you get cornered and your back is against the wall and you feel you have to fight to get out..then hit them as hard as you can right in the nose...and keep punching...this is the element of surprise...usually the first person to hit is the winner...dont give up and never back down untill he says ok or gives up first
832011
u can try lookin it up on this website cheatcc.com that gives you codes and strategy guide for the whole game
950883
super chokeslam                                                                                         \n\n \ngrab the guy by the throat, lift him in the air for 5 seconds till he runs out of air, then lower him pick him up again and slam him
898556
Here is the cheatsheet I bring to get myself in the proper mindset before a tournament.  It has the word "MOVE" watermarked in the background.\n\nMOVE—keep feet moving, keep point moving, play w/ opponent to create opportunities \nPreparations for Attack—if you aren’t ready to retreat, you are already attacking!\nSmooth is fast—smooth hands - smooth feet.  Watch body language and telegraphs\nControl Tempo—Make it happen!  Don’t sit till plan comes to you—MOVE—do something!\nGame Face—come On Guard relaxed and ready.  Quit thinking about last touch on way to line.  \nOwn the Distance—keep steps small on advance and retreats when engaged\nAggressive Defense—keep pecking—force mistakes, set ‘em up-knock ‘em down.\nDefense Distance—feet and blade don’t stop ‘till you find blade. Riposte, explode or 2-step\nRetreat under control—to uncomfortable distance, not out of distance; ready to move NOW!\nGauge opponents’ Comfort Zones—preparation cushion, rxt speed, fave parry, end of strip\nMOVETight attacks, small parries, quick counters, small steps\nCounterattacks—don’t rely on them; remember their devastating mental effect on opponents.\nForgotten—Fleche, balestraF-retreat-parry, cheat advance, jump uncomfortable-quickstart, 2I/CT\nZone—Slow motion—I’m waiting for rxt that I made happen, appears super quick to audience\n\nThese are notes I use for myself, so they need some footnotes if I'm passing them on.  \nPreparations are the steps you take prior to actually attacking, to get yourself at the proper distance to start the attack.  \nNote that the forgotten section is simply footwork and strategy that will fall out of my game because I forget to use it--that list will be different for everyone.  \nGame Face--when you are ready to fence, either putting on your mask or hearing 'on guard', the last touch, your frustration over a mistake or a bad call, the strategy you hadn't quite worked out, and everything else has to be out of your head so you are ready to work with your point.  When you hear the word 'Ready', you are ready.\nAggressive Defense--there are a lot of false attacks in this style.  The idea is to keep your opponent from making good attacks and good ripostes, and eventually frustrating them into making bad attacks or ripostes.  Always attack first, but don't over-commit to the attacks, be ready to let them fail and do another one, just to frustrate your opponents attempts to properly set up.  AggD is just one mindset you can use, but is a good one when you are out of ideas--it prevents your opponent from taking control of the bout.  It is very tiring though.  \nCounterattacks--do them too often and you'll lose, but doing one well can mentally crush an opponent--they thought they were making a good attack that you totally ignore, and you steal a touch while you are at it--it is much worse than being parried!  You can make someone abandon the best part of their game.\nThe stuff on gauging opponents is to be done between bouts, not during the bout.  \n\nThat's what I do--hope it helps.
772558
Now there's some strange questions. I'll help as best I can. I hope I've understood the questions properly.\n\nQuestion 1) Bob will always win, assuming they play perfectly.\nIf Ann takes 1 matchstick, Bob should take 2. That leaves 3 left. Now whether Ann takes 1 or 2 from the remaining 3, Bob is left with 1 or 2, so he can take what's left and wins.\nIf Ann takes 2 matchsticks,  Bob should take 1. That also leaves 3 left, so again regardless of how many Ann takes from the 3 remaining ones, Bob can take what's left and win again.\n\nQuestion 2) The answer is 5.52pm.\nLets say the slow train moves at speed X. That means the fast train moves at speed 2.75X. This is because the fast one moves 2.75 times faster than the slow one (since it travels the same distance in 8 hours compared to the slow time of 22 hours, so it must be going 22/8 times faster).\nIn the time taken for the trains to meet, between them they have travelled the full distance. Therefore you can add their speeds together to calculate the relative approaching speed of the trains, which would be 2.75X + X = 3.75X.\nNow, the slow train travels at speed X and takes 22 hours to go the same distance. Therefore we can say that the time taken for the two trains to meet is 22X/3.75X, or 22/3.75, which is 5.8666.\nTo convert 0.8666 of an hour to minutes is simple - just multiply by 60. This gives 52.\n\nSo the total time taken is 5 hours 52 mins. \n\nTo put it another way:\nSpeed of train 1 = 2.75 times faster than train 2. So the speeds of the two trains together = 3.75 times faster than the slow train.\nThe slow train takes 22 hours to go the distance. Therefore the two trains together take 22/3.75 to do the same distance, which is 5.8666.\n\nI hope this helps :)
1127261
Pokes to the throat(aim for the Adams apple area) and eyes are very effective. Your thumb will work best, but any fingers will work. I have also been known to use a "fish hook" in the mouth or arm pit. If you can grab an ear, twist it. Mom's do that for a reason! Twisting fingers can make the toughest person back off. If all else fails grab hair, and not just on the head. We teach our students to go for chest hair, arm pit hair, what ever will make the attacker react. Once they react, you have the upper hand, take it. I would use it to exit the vehicle if possible.  Not every situation can be trained for. Part of learning is to visualize your normal situations, and build your own defense moves, and plan of action. Try to practice with a partner so you can see how a person reacts to each attack, it will help you to figure out your next move.
641610
this ste.\n\nevery time you invite a friend to yahoo & every time you answer a q, gets you points.One with most wins of course. . .score to beat is 7145(or something).
1163190
2 vs. 5-game one\n3 vs. 4-game two\nG2 loser vs. G1 loser- winner stays, loser goes (game 3)\n1 vs. winner of G3- game 4\nG1 winner vs. G2 winner- game 5\nloser of G4 vs. Loser of G5-winner stays, loser goes (game 6)\nwinner of G4 vs. winner of G5 (game 7)\nloser of G7 vs. winner of G6-winner stays, loser goes (game 8)\nwinner of G7 vs. winner of G8 (winner of G8 must beat the winner of G7 twice, as it is double-elimination.  winner of G7 must only win once to win the tournament, as the winner of G8 has lost once.)
88235
4:\n1 vs. 4\n2 vs. 3\nwinners play\n\n5:\n5 vs 4\nwinner plays 1\n2 vs 4\nwinners play\n\n6:\n6 vs 3\nwinner plays 1\n5 vs 4 \nwinner plays 2\nwinners play\n\n7:\nnot too sure the best way to do that.
451788
I played D-Line in College.  The most important thing is to stay low and get your hands inside the numbers of the O-lineman.  This will create leverage.  You can then discard the lineman and purse the play.  ALWAYS pursue the play and take a good angle.  You might not make the tackle but the extra effort could result in a fumble recovery.
560362
Match Play - Every time you win a hole you get 1 tie 0 lose -1  Now if you are 3 holes a head with 2 holes left to play you win. 3 up 2 to go
957727
Get a rubber paddle with padding (it helps with the spinning big time in comparison to the harder wood paddles).  Then as you're returning the ball to the other player you want to brush the side of it rather than hit it directly back at him.  It will take some practice, but after a few tries you'll get it.  Brushing the right side will make it spin one way and brushing the left side will make it spin the other way.  If you brush the top of the ball toward your opponent you will get "top spin" and increase the speed of the ball as it hits the other side of the table.  \n\nHope that helps!
783618
take off dq and stay outside on the handicap match until u get them in red and take off al the rules\nthe mexicools one just keep getting chairs snd do the chair finsher it always work
745554
Shoot it down with a meatball cannon.  Then neutralize it's ability to get its noodle tentacles around your throat by grating a fresh parmigiana bomb over it's head.  If it's especially vicious, you may need to engage in hand to hand combat,  I'd suggest arming yourself with a garlic bread baton.  Once the battle is over, devour your enemy.
1152515
The rules are generally announced at the beginning of each match and can change, like house rules when you play poker.\nHere's how it goes generally\n1. Keep your face mask or goggles on at all times. (This is the hardest for me because the damn things fog up my glasses)\n2. If your face mask or goggles come off, cover your eyes and yell "Dead Man" (This may be different in different places)\n3. If someone yells dead man, cease fire and don't move until the all clear is given.\n4. If you get hit and the paint ball doesn't burst, it doesn't count. If it makes a mark, you're dead. Yell "Dead Man" and then leave the field.\n5. When one team is out of guys, the other team wins. The last guy is required by an unwritten rule to go down in a blaze of glory.\n\nI think that's it, but generally you do a rundown before the start of each match to make sure everyone is on the same page.