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The story of Ameerpet Notes began with a passionate educator named Mr. Kumar. He had spent years teaching students and watching them struggle with the vast syllabus and limited resources. He felt a deep sense of responsibility to create something that would help his students excel. With the help of a few dedicated colleagues, Mr. Kumar poured his heart and soul into creating comprehensive notes that were both concise and detailed.
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Years later, when Rohan became a successful engineer, he returned to Ameerpet to express his gratitude to Mr. Kumar and his team. He shared stories of how Ameerpet Notes had shaped his career and helped him achieve his goals. Mr. Kumar smiled, his eyes shining with pride, knowing that his creation had made a difference in the lives of countless students.
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Word of Ameerpet Notes spread like wildfire, and soon, students from all over the city were flocking to get their hands on these coveted study materials. The notes became a bestseller, with students referring to them as the "Bible" for exam preparation. As the demand grew, so did the reputation of Ameerpet Notes. They became synonymous with excellence, and students believed that with these notes, they could conquer any exam.
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In the heart of Hyderabad, there existed a small, unassuming locality known as Ameerpet. It was a hub for students, as it housed numerous coaching centers, libraries, and bookstores catering to those preparing for various competitive exams. Among the sea of students, one name stood out - Ameerpet Notes. As the years passed, Ameerpet Notes became an
One day, a young student named Rohan stumbled upon Ameerpet Notes while searching for study materials online. He was skeptical at first, but as he began to read through the notes, he realized why they were so highly regarded. The clarity, the precision, and the depth of knowledge were unparalleled. Rohan's grades began to soar, and soon, he was among the top scorers in his class.
Ameerpet Notes wasn't just a simple compilation of study materials; it was a legendary treasure trove of knowledge that had been meticulously crafted by a group of visionary educators. The notes were a culmination of years of research, expertise, and a deep understanding of the exams' patterns. They covered a wide range of subjects, from engineering to medicine, and were highly sought after by students.
Yamb, Jamb, Džima je igra za sa pet ili šest kockica u kojoj je cilj osvojiti što više poena. Polja popunjavate onako kako je označeno iznad svake kolone. Tamnijom bojom označena su polja u koja je moguće uneti rezultat. Kockice bacate klikom na dugme označeno znakovima ◯ i ☓ i moguće je kockice bacati najviše tri puta (Basic i Expert) ili četiri puta (Beginner). Nakon svakog bacanja možete sačuvati kockice klikom na njih.
Yamb - online igra se može igrati sa pet ili šest kockica. U igri sa šest kockica, šesta kockica je rezervna.
Ponuđene su četiri veličine: Small (4x12 polja), Medium (5x13), Big (7x13) i Mega (10x13).
Kolona sa popunjava po redosledu od gore, nadole.
Slobodna kolona - polja se mogu popunjavati proizvoljno.
Kolona se popunjava po redosledu od dole, nagore.
Polje se može zaključati samo nakon prvog bacanja. Nakon zaključavanja polja, kocke se mogu baciti još dva puta.
Polja je moguće popunjavati samo nakon prvog bacanja.
Popunjava se po redosledu - od gore nadole i od dole nagore.
Popunjava se po redosledu - od sredine nagore i od sredine nadole.
U prvoj klackalici se naizmenično popunjava od gore nadole i od dole nagore: 1, Yamb, 2, Poker...
U prvoj klackalici se naizmenično popunjava od sredine nagore i od sredine nadole: Max, Min, 6, Kenta...
Maksimalna kolona - unose se samo najbolji mogući rezultati
U polja se unosi broj kockica od 1 do 6 koje je igrač dobio nakon tri bacanja. Vrednost se tako što se pomnože broj kockica i vrednost vrste u koju se upisuju.
Primer:
1 x 3 = 3
2 x 4 = 8
3 x 2 = 6
4 x 4 = 16
5 x 2 = 10
6 x 3 = 18
Sve vrednosti polja od 1 do 6 se sabiraju i ako je zbir jednak ili veći od 60, igrač dobija bonus 30 bodova.
Primer:
3 + 8 + 6 + 16 + 10 + 18 = 61 + bonus 30 = 91
Cilj je dobiti što veći zbir kockica u polju MAX i što manji u polju MIN. Razlika dva polja se množi sa brojem jedinica iz prve vrste.
Primer:
MAX: 4 + 5 + 6 + 3 + 6 = 24
MIN: 1 + 1 + 1 + 3 + 2 = 8
Rezultat: (MAX - MIN) x F1 = (24 - 8) x 3 = 16 x 3 = 48
Cilj je dobiti bar po jednu kockicu vrednosti od 1 do 5 ili od 2 do 6. Nakon prvog bacanja dobija se 66, nakon drugog 56 a nakon trećeg bacanja 46 bodova.
Cilj je dobiti tri kockice iste vrednosti. Zbir se uvećava za 20.
Primer: 3 + 3 + 3 = 9 + bonus 20 = 29
Cilj je dobiti tri kockice iste vrednosti i dve kockice iste vrednosti. Zbir se uvećava za 30.
Primer: 5 + 5 + 5 + 6 + 6 = 27 + bonus 30 = 57
Cilj je dobiti četiri kockice iste vrednosti. Zbir se uvećava za 40.
Primer: 4 + 4 + 4 + 4 = 16 + bonus 40 = 56
Cilj je dobiti pet kockica iste vrednosti. Zbir se uvećava za 50.
Primer: 5 + 5 + 5 + 5 + 5 = 25 + bonus 50 = 75