recursal/Fanatic-Fandom huggingface dataset:
Keprinesia

Map showing the countries of Keprinesia

**Keprinesia** (sometimes known as the **Kepril Islands**) is an archipelagic region that is located in the Pacific Ocean, which is situated between Southeast Asia and Oceania (although it can be considered as a subregion of Oceania). The region comprises of over fourteen islands and consists of five countries. It has an estimated land area of around 1,456,718 square kilometers and a population of around 41 million as of 2022.

The region was originally part of a continent in the Pacific Ocean several thousands of years ago before the Last Glacial Period. After the Last Glacial Period, the continent was then broken up into islands when it was submerged into the ocean.

## Naming

The name of the region consists of the word "Kepri," which the word could possibly be referred to the Riau Islands in Indonesia, and the suffix "-nesia," which refers to a series of islands (such as Indonesia and Micronesia).

## Economy

> *See also: Economy of Keprinesia*
>
>

  Quavania (Republic of Quavania) | 788,200

## Demographics

  Quavania (Republic of Quavania) | 371,665

## Technical standards

### Electrical

  Quavania (Republic of Quavania) | Type I (230V, 50Hz) | IEC 60364

### Telecommunications

* LTE 700-2600 MHz
* 5G 15-1000 MHz

**Phased-out:**
* GSM 900/1800 MHz (no longer in use since 2017)
* CDMA2000 1xRTT, EV-DO Rel. 0/A (no longer in use since 2015)
  Quavania (Republic of Quavania) | RJ11
* LTE 700-2600 MHz
* 5G 15-800 MHz

**Phased-out:**
* GSM 900/1800 MHz (no longer in use since 2018)
* CDMA2000 1xRTT, EV-DO Rel. 0/A (no longer in use since 2015)

### Media and broadcasting standards

* DVB-T (slowly being phased out in favor of the DVB-T2 broadcasting standard)
* DVB-T2
* DAB/DAB+
  Quavania (Republic of Quavania) | * PAL-B (analogue, ceased broadcasting in 2011)
* DVB-T (ceased broadcasting in 2019 in favor of the DVB-T2 broadcasting standard)
* DVB-T2
* DAB+
* Region B (Blu-Ray)
Enter-phase

Each player has a number of starting-positions asigned to her.

As long as she still has at least one unit in her reservoir and at least one unobstructed starting-position at her disposal, she may chose to take one of the units still in her reservoir and put it on a starting-position of her choice, letting the unit enter the grid.

If there are no more units in the reservoir, all starting-positions [of the player] are obstructed or the player simply choses not to let a unit enter the grid, the enter-phase of the turn is over.

The enter-phase is the very first possible phase of a turn.
List of units

A unit has three values which can be 0, 1, 2, 3, 4, 5, 6, 7, 8 or 9 each, one for attack, one for movement, one for defense. The sum of all these values must be exactly 9. This results in 55 possible variations of units as listed in the table below.

About some of them we can already say a few things about their strategic advantages and distadvantages, so they have their own articles.

(Each unit is identified with three digits, the first being the value for attack, the second that for defense, and the third that for movement, so a “072” would have zero points for attack, seven for defense, and two for movement.)
Handling of mistakes

If a mistake happens, this is, incorrect rules are applied or rules are applied incorrectly, and the mistake is not discovered in the same phase of the turn, normal gameplay is resumed by all players as if nothing happened or if the mistake cannot be undone reliably or players cannot unanimously agree on how to undo it, then the mistake is not to be undone when it finally *is* discovered.
Rounds, turns and phases

Nine Points, just like in other games, is played round per round, a normal round has turns, a turn has phases.

## rounds

With the exception of Death From Above, which is a special kind of round used in the event of stalemates, a round means that the first player makes her turn, then the second, and after the last player finished her turn, the round is over.

The state of the grid at the end of the round may be important, for it is then when it can be deceided if the requirements for the winning condition are met.

## turns and phases

Each turn [of a player] may consist of up to six phases,

1. the enter-phase, in which no or one unit of the player may enter the grid,
2. the move-phase, in which the player's units (may) move,
3. the stand-phase, in which all living units of a player that touch active elements of the board (which, in a standard-game, are barricades) interact with them,
4. the aim-phase, in which units may aim at other entities,
5. the attack-phase, in the units that have taken aim in the previous phase may carry out an attack against the target(s) chosen, and
6. the destroy-phase, in which destruction resulting from successful attacks in the previous phase is applied to the targets.

Each phase (if applicable at all) needs to be completed in its entirety before the next phase of a turn can begin.

After the last phase of a turn has been completed, it is the next player's turn.
Unit 225

The *225*, also known as a “runner”, is a very versatily unit. It is perfect to deny enemy players space on the grid or to claim it for yourself, and in fact, it is usally a good idea to have one or two runners in your reservoir and let them be the very first of your units to enter the grid, for they are also ideal to blast away barricades for slower (but more powerful) units to follow after them into the target-zone. The time won by using runners can be invaluable, because it enables you to build up proper positions, which other players with an emphasis on slower units may find very hard to crack, once they do arrive. And even during battling over the target-zone, runners can be just the right units to prevent enemy units from entering the target-zone also, costing them valuable rounds, and maybe even bringing you victory.

Contrary to torchers or breakers runners *do* have noticable offensive and defensive capability and thus are a good deterrent to opposing players trying to pull a fast one on you.

On a side note: *Yes,* the unit absolutely does look like a li'l devil, which gives them the added benefit of being fun to look at.
Construct units

Units need to be able to cover a hexagon comprised of six triangles of the grid in an optimal way. A very good shape for a unit is a rectangle of 25×22mm with one of the longer edges cut into a wedge to get a pentagon, cutting the sides down to 15mm.

You will find a printable page with cutouts (including cutmarks) in the manual or here, either with
or without a colored background.

If you want to create your own template, you might use File:Construct-unit-cutmarks.svg as a starting point.
Reservoir

Each player has a *reservoir* of own units at the start of a game, in which any units are kept which the player can place on the grid in the enter-phase of her turn.

The configuration [of points of attack, defense and movement] of these units must not be visible to the other players. It is recommended to use some visual shield to achieve that.

Once every unit of the reservoir has been put on the grid, an enter-phase can no longer be part of the turn of a player. Destroyed units must not return to the player's reservoir of units.
Attack-phase

In the attack-phase, all units that have aimed in the previous aim-phase can now attack.

So, for each unit that has aimed before, a random attack-modifier is determined and added to the points of attack of that unit, resulting in the damage dealt by this unit alone.

Then, for each target, all points of damage aimed at it are counted together, and if the total damage dealt by all attackers *exceeds* the points of defense the target has, the attack was successful and destruction is to be applied *in the following destroy-phase of the turn.*

In the example above, all yellow units have taken aim before, 342◇ at 432◆, 333◇ and 252◇ at 333◆ and 432◇ has aimed at a wreck with 3 points of defense.

342◇ has rolled ⚄ and thus has an attack-modifier of +1,

333◇ has rolled ⚁ and thus has an attack-modifier of -1,

252◇ has rolled ⚀ and thus has an attack-modifier of -1 and

432◇ has rolled ⚃ and thus has an attack-modifier of ±0.

This means that

342◇ deals 3+1=4 points of damage,

333◇ deals 3-1=2 points of damage,

252◇ deals 2-1=1 points of damage and

432◇ deals 4±0=4 points of damage.

For the targets, this means that

4**3**2◆ has 3 points of defense while facing 3+1=4 → 4>3 → the attack *succeeded* ✔️

3**3**3◆ has 3 points of defense while facing 3-1 + 2-1 = 3 → 3≯3 → the attack *failed* ❌

The wreck has 3 points of defense while facing 4±=4 → 4>3 → the attack *succeeded* ✔️

This means that, in the following destroy-phase, destruction is to be applied to both the wreck and 432◆, but *not* to 333◆, since the points of damage thrown at the unit did not exceed its defensive capabilities.
Unit xx0

“Turrets” (units with no points of movement) have so far not been encountered, since they make no sense on the standard board, where they would only block positions for other units to enter the grid and be of no value to interactions with other units.

It may be that, in the future, boards will be designed with special starting positions reserved for turrets, but, so far, this has not yet come to pass.
Construct dice

Nine Points requires one or more “random number generators” to, with equal probability, give you three distinct values, one for **-1**, one for **±0** and one for **+1**. If you use a “normal“ six sided dice.

⚀ or ⚁ means -1,
⚂ or ⚃ means ±0 and
⚄ or ⚅ means +1

These values (-1, ±0, +1) are called (random) “attack-modifiers” or “damage-modifiers”, and are needed in the stand-phase and the attack-phase of a turn.

Dice may/will also be needed when deciding the order of players when setting up the game before the first round and when playing a round of Death From Above.

Only one dice is actually required, it is recommended to have up to nine dice ready for convenience, for it will make it easy to remember which value has been rolled for which unit by just putting the respective dice next to the unit it has been rolled for.
Unit 333

The *333*, also known as a “soldier”, is the only unit with equal points for attack, defense and movement, and can be considered the only true all-rounder, suited for any task, be it to attack, hold a position or defend other units, while still being reasonably fast.

As a rule of thumb: When you are not sure what unit to create during setup, create a soldier. You can't go wrong with it.
Unit 522

If you want to design a unit that can destroy a soldier with a 100% chance of success, you need to reliably create an attack with more than the 3 points of defense the soldier has, which is, well, *4* points of attack. And since you could always roll a attack-modifier of -1, you need a unit with 5 points of attack, leaving 4 to distribute among defense and movement.

To create a 522 is however a bad idea. Its 5 points of attack would make it a prime target for enemy (counter-)attacks, but with only 2 points of defense it can even be destroyed even by a soldier with a propability of ⅔, and with only 2 points of movement it would nearly impossible for a 522 to run away or get behind other units for cover.

These considerations lead to the design of a 504, a “breaker”, which, despite its flaws, has proved to be quite useful.
Unit xx1

On paper, it seems like a good idea: Give a unit one single point of movement that it can move at all, and invest the now freed resources into attack or defense, like the 441 depicted here. It would be formidable at both dealing out and absorbing damage, you might even consider a 351 for the ultimate unit to hold a line, and this is all nice and good if only … *the damn thing could ever reach the battle ground.*

No kidding, when we tried units with only one point of movement in initial test games, those units could never reach the target-zone before the game was literally over!

Even worse than that, given how units move on the grid, it would take the unit even two full rounds just to fill the gap left by a wreck (or barricade) it destroyed! There is no other way to put it: Units with only one point of movement are useless. On other boards than the standard board, they might find use as some kind of “moveable turret”, but even in that regard, “actual” turrets with no points of movement at all might be the better choice even in that scenario.

File:Xx1 movement impaired.svg
Home video formats in Kepralia

This is a list of **home video formats** that are known to exist in Kepralia, which include analogue and digital home video formats.

## Magnetic tape-based

### Analogue formats

#### Philips VCR

Prior to the country's introduction of the Betamax home video format in 1978, Philips introduced its own Video Cassette Recording format in Kepralia in 1975. Although the format was only suited for home and educational use (hence the lack of pre-recorded tapes for this home video format), it became a popular format for recording television programs on tape during the 1970s until the early 1980s, when it was discontinued and replaced by Betamax and VHS.

#### Betamax

The Betamax home video format was introduced in Kepralia by Sony in 1977. It was the first home video format in Kepralia to offer pre-recorded tapes to consumers. Like many other countries, the Betamax was phased out in the late 80s to early 90s in favor of VHS, as the format lost its popularity during the 1980s videotape format war. Despite that, Betamax recorders were still being produced up until 2002, while blank videocassette tapes for this format were also produced up until March 2016.

The first movie that was released on Betamax was *Sundawn*, which was released on May 19, 1977. The last movie that was released on this format was *Mission: Impossible*, which was released in 1996.

#### VHS

The VHS became one of the most popular home video formats in Kepralia for many years up until the early 2000s, when it was replaced by DVD and D-VHS. The format was introduced to the country in 1980 by JVC. Production on pre-recorded tapes were ceased in 2006, while VHS recorders and blank tapes are currently being produced by Auveon (under their LEGACIA sub brand) and Okima for the niche market as of 2023.

The first movie that was released on VHS was , which was released on November 13, 1980. The last movie that was released on this format was , which was released on July 26, 2006.

### Digital formats

#### D-VHS

The D-VHS format was introduced in Kepralia also by JVC in 2000, with pre-recorded D-Theater tapes (spelled as D-Theatre) made available two years later. The format gained moderate success in the country, due to the fact that it became the de-facto standard for recording television programs from digital terrestrial television via DVB-T/T2 for several years. The format was discontinued in 2015, although D-VHS recorders and blank tapes are still being produced by Auveon (under their LEGACIA sub brand) and Okima for the niche market as of 2023. At the time of its discontinuation, there were over 10,000 movies and TV shows that were released on D-VHS.
Aim-phase

In the aim-phase, all own living units that came to touch a destructible unit or entity can aim at targets of their choice to be attacked in the following attack-phase.

To aim, a unit is turned so that it points at the direction a target; in the example below, Yellow's 342 and 333 both aim at Blue's 432, while Yellow's 252 is pointed into an ambiguous direction, which signals that this unit does *not* aim at anything.

Yellow's 432 *cannot* aim at anything, for it does not touch any other entity or unit.

After the player in question declares that all (eligible) units have taken aim, the aim-phase is over and the attack-phase begins.
Setup before first round

Several tasks have to be completed before the first round can begin:

1. The order of players has to be established (who comes first, second, … last),
2. which player plays has which starting-positions,
3. barricades have to be placed and units have to be prepared and
4. players have to create their units.

## order of players

If player cannot agree who comes first, second, … last, players roll dices, and if players roll the same value, another roll of the dice is used to clear up this ambiguity.

## starting corners of players

In the standard-board there are six corners with five starting-positions for units at each corner, which are the positions to be used exclusively by the player who gets this corner assigned to.

## placing barricades

Starting-positions of barricades are not marked (since they are not relevant during gameplay), you simply have to *know* where barricades are to be placed.

The depiction below shows how barricades are set up on the standard-board:

## preparing units

In a standard-game and on the standard-board, each player has to configure nine units. A unit has three values of 0, 1, 2, 3, 4, 5, 6, 7, 8 or 9, one for attack, one for defense, and one for movement.

The sum of these three values must be exactly 9, which is the very fact from which the game Nine Points derives its name.

Either a player gets nine blank units and marks them accordingly, or chooses from an already existing collection, whatever path is chosen however *other players must not see* the choices made, all units not yet on the grid are to be kept in a reservoir not visible to the other players, and only if a unit enters the grid other players can see the respective configuration.

It is recommended to use a folded piece of thicker paper or some other kind of visual shield to conceal the configuration of any unit not yet placed on the grid.

After the order and positions of players are clear, all barricades have been placed on the board and all players have configured all their units, the first round can begin.
All units and entities

There are 55 possible units, 10 possible wrecks, and the barricade, which gives Nine Points – at least in its standard version – 66 possible different entities (where “possible” of course does not imply “useful”).

Above, all possible living units are arranged in a triangle, below a line of all possible wrecks, from heaviest to lightest, a barricade between the two lightest wrecks representing its one point of defense. The 333 is of course marked with a brighter background, for it is the most important of all units.

Should you wish to create documentation/illustrations, feel free to use All-units-and-entities.svg as a template, every entity is placed on a hexagon for easier placement.
Standard-board

The *standard board* is Nine Points' “original” board. It contains all elements a standard game can have, this is all types of positions and all all types of paths (including holes in the grid).

It has a hexagonal layout with 15 positions per edge, and there are 5 starting-positions (for units) on each corner, which one and only one player may use to let her units enter the grid.

You may find it in the PDF-version of the manual, both
*with*
and
*without*
cutmarks.

If printed (and cut to size), the standard-board fits nicely on an area of 500×540mm (≈20×22 inches).

(Do not be confused by the white areas of the SVG depicted below, for the file is constructed with elements like holes in the grid or the like pasted over an unaltered grid to make it easy to modify or otherwise work with.)
Unit 072

The *072*, the “blocker”, is the heaviest unit still useful on the standard-board. It sacrifices all of its attack-capability and as much propulsion as possible for its defenses, and given the resulting whopping seven (!) points of defense, even two soldiers or other units with 3 points of attack could only take it down with a chance of one in nine – a blocker is practically immune against attacks from single units.

Originating in one of the early test-games, it proved to be very effective at holding lines, but – also in those early games – it became painfully obvious, that this unit alone, without support from others, will soon be swamped by enemies, for, given enough attacking units, they absolutely can and will be brought down.

Used as cover for other units or to fortify exposed positions of a formation, they are extremely useful.

Be careful though: Since they cannot attack, defenseless units like torchers or breakers may very well move right next to them (since they cannot be killed by the blocker)) to get in a better position to pounce on more rewarding targets in following rounds – like units supporting the blocker, to enable them to take it down after the blocker's support has been destroyed.
Target-zone

The *target-zone* is all positions of the target-zone of the entire board. On the standard-board, all its positions comprise one single coherent area in the center of the board, but it is well possible, that, on other boards, there may be more and not interconnected areas; they all, however, count as “the” one target-zone.

Below, as an example, the target-zone of the standard-board:
NinePointsGame Wiki

**Welcome to the Wiki
of the strategy board game
Nine Points!**
Nine Points is a strategy board game (noncommercial/in the public domain), in which players use configurable units that have a total of nine points of attack, defense and movement to achieve a goal, which, in a standard-game, is to conquer the target-zone. Nine Points is played on a trigonal grid.

Please mind that this Wiki is new, and in the first stages of development. The manual is already available as a PDF-file.

You might also check out NinePoints' official YouTube-Channel for instructional and other videos.

Feel free to contribute, play and play with this game, it is nothing less than a board game made for the sake of being a board game. So, if you feel you can contribute, do not hesitate to add a new page or edit existing ones.

## construction

Nine Points is noncommercial game, you can absolutely create everything you need (except the dice, I suppose) with paper or (corrugated) cardboard, and probably a few sheets of felt, with basic drawing equipment and something to cut it. You only need to

1. get one or more dice,
2. create a board,
3. units and
4. barricades.

## manual

Nine Points has rather complex rules, you find them of course in the printable manual, to play the game, you have to

1. set up the board before the first round and create units,
2. know about rounds, turns and phases like
	1. the enter-phase,
	2. the move-phase,
	3. the stand-phase,
	4. the aim-phase,
	5. the attack-phase and
	6. the destroy-phase and of course
3. the winning condition, which includes knowledge about
4. Death From Above.

There is also a rule how to handle mistakes.

## strategy guide

And although the game is a rather new one, there are already a few things we can say about *strategy,* like the advantages and disadvantages of various units.

## materials

If you wish to create illustrations or other materials, feel free to use (of course any material available in this Wiki, especially) files like All-units-and-entities.svg and others.

## variants

Besides the unmodified version of Nine Points, there is to date one variant, the Deathmatch, which is a version of Nine Points for two players to play a quick game.

So, enjoy the game, and have a nice day!
Kabel Millenium

**Kabel Millenium** - To jest sieć kablowa w Lechialsce podobna jak do Vectry. W 2001 spółka uruchomiła dostęp do internetu, w 2005 telefonię VoIP, a pod koniec 2006 – telewizję cyfrową w standardzie DVB-C. W maju 2008 użytkownicy telewizji cyfrowej sieci Kabel Millenium otrzymali dostęp do kanałów wysokiej rozdzielczości. W listopadzie 2009 pojawiły się dekodery z nagrywarką. W maju 2016 r. Kabel Millenium poszerzyła swoją ofertę o usługi telefonii komórkowej, a w lutym 2019 wprowadziła telewizję w rozdzielczości 4K.
Lagros Calvin

## Özgeçmiş

Lagros doğduğunda duyduğu çığlık sesleri ve gördüğü kanlar dışında duyduğu ve gördüğü birşey yoktu. Lagros Amerika Kaliforniya'da 2002 yılında dünyaya böyle bir başlangıç yaptı.Küçük yaşlarında Annesi Lagros babasıyla yaşadığı sorunlardan dolayı lagros'un gözünün yaşına bakmadan evi terketti.Lagros 15 yaşına geldiğinde babasıyla birlikte Eskişehir teksas yolunu tuttu . Lagros 185 boylarında yaklaşık 75 kiloydu. Doğanın ve ağaçların yeşilliği gibi gözü ve tertemiz yüzüyle her yerde kendinden bahsettiren bir gençti.Lagros 17 yaşındayken babasını kaybetti. Bababsı ile Annesi küçüklükten beri ayrı olan Lagros en sevd,ği babasını da kaybederek büyük bir acı içine girdi ve bir süre bu acı ile içe kapanık bir hayat yaşadı. Annesinin yanına Kaliforniya'ya döndü.Kaliforniya'ya annesinin yanına döndükten sonra çok kötü bir külüstür bir araba ile annesi Lagros'un zar zor hayat şartları ile yaşatmaya çalışmasına rağmen Lagros yinede annesi onu küçükken acımasız bir şekilde bıraktığı için çok öfkeliydi. Annesiyle beraber sıkıntılardan dolayı tarafına New york taraflarına doğru gittiler.Lagros ve annesi New york'da bir yere yerleştiler fakat yerleştikleri bölgenin çevresi çok kötüydü,Lagros o güzel tipiyle ve adabıyla o kötü ortama uyum sağlamak zor olmaktaydı. Lagros gittikçe mahalle çocukları gibi kötü davranmaya başladı. Annesi Lagros'un kötü bir ortama girdiğinin farkındaydı Lagros ile konuşup taşınmayı istediğini söyledi fakat Lagros bu küçüklükte yaşanan olaydan ve bu kötü ortama alıştığı için gitmeyeceğini sertçe defalarca annesini bıktırarak söyledi. Annesi artık dayanamayıp Lagros'un yanından ayrılıp farklı bir şehire yolculuk yapacaktır. Lagros o kadar düzenbaz , pislik ve kötü biri olmuştu ki kendisini kaybedip annesinin gitmesini bile umursamamıştı. Annesi tren ile tekrardan Kaliforniya'ya dönerken tren kazası geçirmiştir ve hayatına son vermiştir. Lagros bir gün annesinin bıraktığı döküntülü evde küçük televizyon izlerken tren kazasındaki isimleri duyduğunda annesinin ölümünün sebebi kendisiymiş gibi davranıp haftalarca evden çıkmamıştır. Lagros 20 yaşına ayak basmıştır artık kendi ayakları üstünde durduğunu sanıyordur fakat hiçbir şekilde evden çıkmayıp ana soytarılık yapıp mahallede geziyordur hiçbir işi maalesef yoktur. Lagros kendini bu hayatı düzgün bir şekilde yaşıyormuşçasına kendini sürekli tatmin ediyordur fakat gün geçmiyor ki gene başı beladan kurtulmuyor. Lagros defalarca karakolluk olup çevresi yüzünden bu iyi çocuk çok zarar görmüştür bir gün akşam döküntü evinde kafasını pis yastığına koymuş tavana bakıyordur. Lagros en son bir karar vermiştir ve bu kötü ortamda olamayacağını bu kötü ortam ona zarar verdiğini fark edip Los Santos şehrine yolculuk yapmıştır ve kimsesiz bir şekilde Los Santos şehrine yolculuk yapmıştır hayatına sıfırdan başlayacaktır. Geçmişte yaşadığı olaylardan dolayı içe kapanık bir hayat sürdürmektedir.
Unit 090

The *009*, also known as the “obstacle”, is the only possible unit with full 9 points of defense, which of course also means it completely lacks offensive power and cannot even move. One might not even call it a “turret”, because this would imply at least *some* attack-power, which the obstacle lacks.

Since such “obstacles” make no sense on the standard board, where they would only block positions for other units to enter the grid, they have not yet been encountered in actual games.
Unit 207

The 207 is an attempt to create the fastest possible useful unit, and, with no less than *seven* points of movement, it is indeed the fastest unit I have ever seen being deployed in an actual game. The problem is, however, that its speed would do only good if the unit would actually be able to deliver something with this speed, and 2 points of attack simply don't cut it, since this unit cannot even pick up a proper fight with a runner, giving it only a chance of ⅓ to overcome a unit with a meager 2 points of defense!

If you want to have a unit for hit-and-run-tactics, the “torcher”, the 306, might be the better idea.
Death from above

If, at the end of a round, it has come to a situation, in which no player can win by means of movement and/or attack without playing against her or his own interest, the next round is a round of “Death From Above”.

Death From Above is a round in its own right, where no unit can do anything – there are no turns of players. If there are living units outside the target-zone, Death From Above is applied to only them, if all living units are placed on a position of the target-zone, Death From Above applies to all units.

“Death From Above” means that, for each of the units mentioned before, a dice is rolled, the unit with the lowest result is turned into a wreck (immediately, of course), and the round ends.

If several units roll the same, lowest value, then dice rolls are repeated among them, until one unit has been singled out to be wrecked.

If the stalemate could not be resolved by killing of a unit, the next round will again be a round of Death From Above.

## examples

Let's say that, at the end of a round, a 072◆, a 252◆ and a 252◇ is all that remains, all units are inside the target-zone, but since no player can destroy any enemy unit, a round of Death From Above is played. If the 252◇ would be killed, player ◆ would win.

Another example: There are two units inside the target-zone, a 504◇, a 252◆ and outside the target-zone there is another 252◇. 504◇ attacks the 252◆, but fails, gets destroyed by the 252◇ in the next turn, so all that remains is a 252◆ *inside* the target-zone and a 252◇ *outside* the target-zone. In that case (since 252-units cannot destroy each other), Death From Above is to be applied, since no player can *win* any longer by attack or movement, and it does not matter that e.g. ◇ could probably get her 252◇ inside the target-zone in 3 moves, for *right now* ◇ has a unit outside the target-zone – which gets hit by Death From Above with a 100% chance, thus ◆ wins the game.

This rule – that units outside the target-zone are to be hit first – is to prevent overly defensive gameplay.
PSR Survivor: Philippines

***PSR Survivor: Philippines*** is the twenty-fifth season of *PSR Survivor*.

## Twists/Changes

* **Game Length:** The game returned to the standard 39-day format.
* **Tribe Composition:** The sixteen castaways were divided into two tribes of eight.
* **Tribe Switch:** Three members from both tribes were selected to join the other tribe.
* **Merged Tribe Composition:** The merged tribe was composed of ten members.
* **Final Tribal Council Format:** Two finalists faced a jury of seven. The jurors individually addressed the finalists.
PSR Survivor: Palau

***PSR Survivor: Palau*** is the tenth season of *PSR Survivor*.

Chris Traeger became the tenth Sole Survivor, defeating Derek in a 4-3 vote. To date, this season has produced ? returning players (?, ?, etc for future seasons.

## Twists/Changes

* **Game Length:** The game returned to the standard 39-day format.
* **Tribe Composition:** The sixteen castaways were divided into two tribes of eight.
* **Tribe Switch:** Three members from both tribes were selected to join the other tribe.
* **Merged Tribe Composition:** The merged tribe was composed of ten members.
* **Final Tribal Council Format:** Two finalists faced a jury of seven. The jurors individually addressed the finalists.
Party Zone (Kepralian TV series)

**Party Zone** (stylized as **partyZonepz** from 1999 until 2004 and sometimes spelled as **Partyzone**) is a long-running Kepralian music television program that's broadcast on MTV Kepralia since January 1999. It is based on the MTV Europe television show of the same name and aimed at the electronic music and rave crowd and it's notable for exposing many dance/electronic music acts to the mainstream and has a gained a cult like following.

The show was originally aired on MTV Kepralia from 1991 until December 26, 1998, in the form of the pan-European version, which meant that the playlists and the presentation of the show were the ones that were shown on MTV channels across Europe.

## Content and format

Initially during the program's first year of broadcast, the program would occasionally or sometimes be shown in two parts: a mix of dance/electronic music videos under the name "*Megamix*" (stylized as **megamixmm**, which the video mixes from The Party Zone Massive would usually play on that slot), and a documentary related to a topic that is either related to dance/electronic music or clubbing, or an interview. This was all changed in 2000 when the program began to only show music videos with presenters that are either talking on-screen or interviewing with artists in between videos.

While Party Zone has been best known for playing music videos within the spectrum of dance/electronic music genres (ranging from house, techno, and trance to drum n' bass, jungle, and breakbeat), the program has also played dance-pop, Eurodance, Eurotrance, and Italo-Disco videos as well.

The timeslot of the program almost stayed same during its first 12 years of broadcast. It would usually air for two hours either from 9pm until 1am or 9pm until 11pm. Later in 2016, the program's runtime was reduced to 1 hour due to time constraints. Currently since March 2020, it airs every Friday and Saturday from 11pm (which is currently preceded by *Club MTV's Big 20*) until 1am (which is currently proceeded by *Chill Out Zone*).

## Compilation albums

> *Main article: MTV's Party Zone: The Album*
>
>

Since 2000, there are over 19 compilation albums related to the show that are being released under the title *MTV's Party Zone: The Album*. Many of the tracks that are featured on each of the albums are based on the music videos that were played on the show.

The most recent album in the series, *MTV's Party Zone: The Album - Volume 19*, was released on November 30, 2022. This compilation album features tracks from artists and DJs such as Joe Smooth, Nia Archives, piri & tommy, Eliza Rose, Chase & Status, ODESZA, and many more.

## Presenters

* Sienna Fry (1999-2003)
* Layla Bailey (2004-2011)
* Evie Black (2016-2020, 2023-present)

## Opening titles

Used from January 1, 1999 until 2004.Used only in the Quavanian feed of MTV Kepralia from 1999 until 2004.Used from 2004 until April 16, 2022.Used since April 22, 2022.
PSR: Survivor: Panama

***PSR Survivor: Panama - Exile Island*** is the twelfth season of *PSR Survivor*.

Aragorn became the twelfth Sole Survivor, defeating Gustavo Fring in a 4-3 vote. To date, this season has produced ? returning players (?, ?, etc for future seasons.

## Twists/Changes

* **Game Length:** The game returned to the standard 39-day format.
* **Tribe Composition:** The sixteen castaways were divided into two tribes of eight.
* **Tribe Switch:** Three members from both tribes were selected to join the other tribe.
* **Merged Tribe Composition:** The merged tribe was composed of ten members.
* **Final Tribal Council Format:** Two finalists faced a jury of seven. The jurors individually addressed the finalists.
PSR Survivor: Tocantins

***PSR Survivor: Tocantins - The Brazilian Highlands*** is the eighteenth season of *PSR Survivor*.

Ted Lasso became the eighteenth Sole Survivor, defeating Kelli Prenny in a 5-2 vote. To date, this season has produced ? returning players (?, ?, etc for future seasons.

## Twists/Changes

* **Game Length:** The game returned to the standard 39-day format.
* **Tribe Composition:** The sixteen castaways were divided into two tribes of eight.
* **Tribe Switch:** Three members from both tribes were selected to join the other tribe.
* **Merged Tribe Composition:** The merged tribe was composed of ten members.
* **Final Tribal Council Format:** Two finalists faced a jury of seven. The jurors individually addressed the finalists.
PSR Survivor: Redemption Island

***PSR Survivor: Redemption Island*** is the twenty-second season of *PSR Survivor*.

Ellie Woodcomb became the twenty-second Sole Survivor, defeating Katara and Sheldon Plankton in a fire-making challenge after a tied 3-3-3 vote. To date, this season has produced ? returning players (?, ?, etc for future seasons.

## Twists/Changes

* **Game Length:** The game returned to the standard 39-day format.
* **Tribe Composition:** The sixteen castaways were divided into two tribes of eight.
* **Tribe Switch:** Three members from both tribes were selected to join the other tribe.
* **Merged Tribe Composition:** The merged tribe was composed of ten members.
* **Final Tribal Council Format:** Two finalists faced a jury of seven. The jurors individually addressed the finalists.
PSR Survivor: Gabon

***PSR Survivor: Gabon - Earth's Last Eden*** is the seventeenth season of *PSR Survivor*.

Peter Parker 3 became the seventeenth Sole Survivor, defeating Colin Robinson and John Casey in a 4-2-1 vote. To date, this season has produced ? returning players (?, ?, etc for future seasons.

## Twists/Changes

* **Game Length:** The game returned to the standard 39-day format.
* **Tribe Composition:** The sixteen castaways were divided into two tribes of eight.
* **Tribe Switch:** Three members from both tribes were selected to join the other tribe.
* **Merged Tribe Composition:** The merged tribe was composed of ten members.
* **Final Tribal Council Format:** Two finalists faced a jury of seven. The jurors individually addressed the finalists.
Olvi Predi

## Özgeçmiş

Olvi Predi 11/11/2000 de Los Santos da doğmuş biridir fakat kötü bir mahallede doğmuştur, bu nedenle hayatı hep kötü etkilenmiştir, hayatında aşırı zorluklar görmüştür, aile içi şiddet ile mücadele eden Olvi bununla baş edemeyip evden kaçmıştır bir kaç gün sonra eve yaklaşırken annesini polisler alıp götürmüştür nedeni ise annesinin babasını bıçaklamasıdır. bundan sonra küçük kardeşleri ile kalan Olvi para kazanmak zorunda kalmıştır hayatta çok mücadele versede iki küçük kardeşi bakımsızlıktan dolayı ölmüştür. Mahallede tek başına yaşamak zorunda kalan Olvi bir çok borcu vardır ve bu borçları ödemek için farklı yollar aramaktadır, meşru olmayan işlere kafasını yormaktadır, yapacakları şeyleri planlamaktadır. Teyzesi nadiren Los Angles dan bir kaç ayda bir Olvi ziyarete gelmektedir, Olvi'nin kız arkadaşı Linda okumak için New York'a gitmiştir. Olvi bu nedenle duygusal karışıklıklara düşmüş ve alkole sarmıştır. Mahallesinden bir kaç kişi onunla ilgilensede Olvi tek başına bir şeyler yapmak istemektedir çoğu kişiye güvenmez ve herkesi iyi incelemek zorundadır. Olvi karanlıktan hoşlanmaz, nedeni ise parka uyurken bir kaç Meksikalı tarafından karanlıkta pataklanması ve gasp edilmesidir, kendisi karanlığa girince saçmalamaya ve kontrolsüzleşmeye başlar. Bu nedenle Olvi karanlık olan yerlere girmez girse de çok dikkatli davranır, Olvi mahallede bazı şeylerin yanlış gittiğini düşünür bu nedenle mahallede farklı işler yapmak ister mahallesinde ve yaşadığı çevrede bir çok olay döner Olvi bu olaylara çoğu zaman karışmaz ve olayları izler, bazı takip ettiği kişilerin ot sattıklarını görür ve güzel para kaldırdıklarını görünce kendisi de bu işe girmeyi kafaya koyar. Olvi artık parayı bulmak ve zengin olmak istemektedir, lüks arabalara binip güzel kadınlarla vakit geçirmek isteyen Olvi bunu yapmak için her yola girecektir. Olvi bisiklet ve araba sürmekten fazlasıyla hoşlanmaktadır
PSR Survivor: One World

***PSR Survivor: One World*** is the twenty-fourth season of *PSR Survivor*.

Darth Vader became the twenty-fourth Sole Survivor, defeating Harmony Cobel and Nacho Varga in a 4-3-2 vote. To date, this season has produced ? returning players (?, ?, etc for future seasons.

## Twists/Changes

* **Game Length:** The game returned to the standard 39-day format.
* **Tribe Composition:** The sixteen castaways were divided into two tribes of eight.
* **Tribe Switch:** Three members from both tribes were selected to join the other tribe.
* **Merged Tribe Composition:** The merged tribe was composed of ten members.
* **Final Tribal Council Format:** Two finalists faced a jury of seven. The jurors individually addressed the finalists.
Stand-phase

Nine Points' game-grid is an *environment.* In the stand-phase, elements of this environment may “do something” to units, which happens in the stand-phase of a turn. In the stand-phase, all active elements of the board are to triggered, that touch your own living units.

Since, in the standard-board, barricades are the only active elements of the board, they are also the only elements to be taken into consideration in this phase, at least in a standard-game.

So, in the stand-phase, and for each own living unit that touches at least one barricade, you count the number of barricades the unit touches, roll a damage-modifier, and add that to that number, resulting in the damage dealt to the unit.

If the damage (number of touched barricades×1 + damage-modifier) *exceeds* the points of the defense of the unit in question, it is turned into a wreck, and it is turned into a wreck *immediately.* Sincere there can be no ambiguity here, no extra phase for destruction dealt by barricades is neccessary.

Since barricades do not aim (just like a rock you bump into), a single barricade may damage several units in the same turn.

In the example above, three units touch barricades, A, B and C. A touches one barricade (at its 12 o'clock), B touches three (11 o'clock, 1 o'clock, 3 o'clock) and C touches two. If e.g. B was a 333 and rolled a +1–damage-modifier, then the damage received, 3×1+1=4, would overpower the unit's defenses of 3, and thus, the unit would become a wreck, immediately, right in the stand-phase.
PSR Survivor: Nicaragua

***PSR Survivor: Nicaragua*** is the twenty-first season of *PSR Survivor*.

Oberyn Martell became the twenty-first Sole Survivor, defeating Selina Meyer and Steve Harrington in a 4-3-2 vote. To date, this season has produced ? returning players (?, ?, etc for future seasons.

## Twists/Changes

* **Game Length:** The game returned to the standard 39-day format.
* **Tribe Composition:** The sixteen castaways were divided into two tribes of eight.
* **Tribe Switch:** Three members from both tribes were selected to join the other tribe.
* **Merged Tribe Composition:** The merged tribe was composed of ten members.
* **Final Tribal Council Format:** Two finalists faced a jury of seven. The jurors individually addressed the finalists.
PSR Survivor: Micronesia

***PSR Survivor: Micronesia - Fans vs Favorites*** is the sixteenth season of *PSR Survivor*.

Nott the Brave became the sixteenth Sole Survivor, defeating Rosa Diaz in a fire-making challenge after a 4-4 tie vote. To date, this season has produced ? returning players (?, ?, etc for future seasons.

## Twists/Changes

* **Game Length:** The game returned to the standard 39-day format.
* **Tribe Composition:** The sixteen castaways were divided into two tribes of eight.
* **Tribe Switch:** Three members from both tribes were selected to join the other tribe.
* **Merged Tribe Composition:** The merged tribe was composed of ten members.
* **Final Tribal Council Format:** Two finalists faced a jury of seven. The jurors individually addressed the finalists.
PSR Survivor: The Australian Outback

***PSR Survivor: The Australian Outback*** is the second season of *PSR Survivor*.

Moira Rose became the second Sole Survivor, defeating Negan in a 4-3 vote. To date, this season has produced 3 returning players (Moira, Negan, and Regina) for future seasons.

## Format

* **Tribe Composition:** The sixteen castaways were divided into two tribes of eight.
* **Merge:** The merged tribe was composed of ten members.
* **Final Tribal Council Format:** Two finalists faced a jury of seven. The jurors individually addressed the finalists.
PSR Survivor: China

***PSR Survivor: China*** is the fifteenth season of *PSR Survivor*.

Arwen Undomiel became the fifteenth Sole Survivor, defeating Victor in a 4-3-1 vote after a tiebreaker vote cast by Keyleth. To date, this season has produced ? returning players (?, ?, etc for future seasons.

## Twists/Changes

* **Game Length:** The game returned to the standard 39-day format.
* **Tribe Composition:** The sixteen castaways were divided into two tribes of eight.
* **Tribe Switch:** Three members from both tribes were selected to join the other tribe.
* **Merged Tribe Composition:** The merged tribe was composed of ten members.
* **Final Tribal Council Format:** Two finalists faced a jury of seven. The jurors individually addressed the finalists.
PSR Survivor: Vanuatu

***PSR Survivor: Vanuatu - Islands of Fire*** is the ninth season of *PSR Survivor*.

Ahsoka Tano became the ninth Sole Survivor, defeating The Terminator in a 4-3 vote. To date, this season has produced ? returning players (?, ?, etc for future seasons.

## Twists/Changes

* **Game Length:** The game returned to the standard 39-day format.
* **Tribe Composition:** The sixteen castaways were divided into two tribes of eight.
* **Tribe Switch:** Three members from both tribes were selected to join the other tribe.
* **Merged Tribe Composition:** The merged tribe was composed of ten members.
* **Final Tribal Council Format:** Two finalists faced a jury of seven. The jurors individually addressed the finalists.
PSR Survivor: Cook Islands

***PSR Survivor: Cook Islands*** is the thirteenth season of *PSR Survivor*.

Dickie Moltisanti became the thirteenth Sole Survivor, defeating Raylan Givens and Matt Murdock in a 4-3-2 vote. To date, this season has produced ? returning players (?, ?, etc for future seasons.

## Twists/Changes

* **Game Length:** The game returned to the standard 39-day format.
* **Tribe Composition:** The sixteen castaways were divided into two tribes of eight.
* **Tribe Switch:** Three members from both tribes were selected to join the other tribe.
* **Merged Tribe Composition:** The merged tribe was composed of ten members.
* **Final Tribal Council Format:** Two finalists faced a jury of seven. The jurors individually addressed the finalists.
PSR Survivor Wiki

**Welcome to the PSR Survivor Wiki!**
PSR Survivor

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PSR Survivor: Guatemala

***PSR Survivor: Guatemala - The Maya Empire*** is the eleventh season of *PSR Survivor*.

Jeremy Jamm became the eleventh Sole Survivor, defeating Zack Fair in a 4-3 vote. To date, this season has produced ? returning players (?, ?, etc for future seasons.

## Twists/Changes

* **Game Length:** The game returned to the standard 39-day format.
* **Tribe Composition:** The sixteen castaways were divided into two tribes of eight.
* **Tribe Switch:** Three members from both tribes were selected to join the other tribe.
* **Merged Tribe Composition:** The merged tribe was composed of ten members.
* **Final Tribal Council Format:** Two finalists faced a jury of seven. The jurors individually addressed the finalists.
PSR Survivor: Fiji

***PSR Survivor: Fiji*** is the fourteenth season of *PSR Survivor*.

Eowyn became the fourteenth Sole Survivor, defeating Dwight Schrute and Paul Anka in a 4-3-2 vote. To date, this season has produced ? returning players (?, ?, etc for future seasons.

## Twists/Changes

* **Game Length:** The game returned to the standard 39-day format.
* **Tribe Composition:** The sixteen castaways were divided into two tribes of eight.
* **Tribe Switch:** Three members from both tribes were selected to join the other tribe.
* **Merged Tribe Composition:** The merged tribe was composed of ten members.
* **Final Tribal Council Format:** Two finalists faced a jury of seven. The jurors individually addressed the finalists.