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113.
At the beginning of the game four seeds are placed in each house. Players take turns moving the seeds. In each turn, a player chooses one of the six houses under his or her control. The player removes all seeds from this house, and distributes them, dropping one in each house counter-clockwise from the original house, in a process called sowing. Seeds are not distributed into the end scoring houses, nor into the house drawn from. That is, the starting house is left empty; if it contained 12 seeds, it is skipped, and the twelfth seed is placed in the next house. After a turn, if the last seed was placed into an opponent's house and brought its total to two or three, all the seeds in that house are captured and placed in the player's scoring house (or set aside if the board has no scoring houses). If the previous-to-last seed also brought the total seeds in an opponent's house to two or three, these are captured as well, and so on. However, if a move would capture all an opponent's seeds, the capture is forfeited, and the seeds are instead left on the board, since this would prevent the opponent from continuing the game. The proscription against capturing all an opponent's seeds is related to a more general idea, that one ought to make a move that allows the opponent to continue playing. If an opponent's houses are all empty, the current player must make a move that gives the opponent seeds. If no such move is possible, the current player captures all seeds in his/her own territory, ending the game. (Source Wikipedia <http://en.wikipedia.org/wiki/Oware>)
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Når spelet startar, vert det plassert fire frø i kvart hus. Spelarane byttar så på å flytta desse frøa. Når det er din tur, vel du eitt av dei seks husa. Frøa i dette huset vert så plasserte («sådd») i kvart av nabohusa, i retning mot klokka, med unntak av starthuset. Viss for eksempel huset du trykkjer på inneheld 12 frø, vert dette ståande tomt, mens nabohuset får to nye frø. Når du har sådd, og det siste frøet vart sådd i motstandarden sitt hus slik at dette inneheld to eller tre frø, vert alle frøa i det huset tekne vekk. Viss huset rett før òg tilhøyrer motstandarden, og dette òg har to eller tre frø, vert òg desse tekne, og så vidare. Men viss eit trekk vil føra til at alle frøa til mostandaren vert tekne, vert alle frøa liggjande, då dette ville ført til at motstandarden ikkje kunne halda fram. Dette er ein del av ein generell regel som seier at ein bør gjera eit trekk som gjer det mogleg for mostandarden å halda fram å spela. Så viss alle husa til motstandaren er tomme, må du gjera eit trekk som gjev han nye frø. Viss det ikkje er mogleg med eit slikt trekk, tek du alle frøa dine, og spelet er slutt. (Kjelde: Wikipedia <http://en.wikipedia.org/wiki/Oware>.)
Norwegian Nynorsk gcompris in Ubuntu Jaunty package "gcompris" by Karl Ove Hufthammer
Located in ../src/awele-activity/awele.xml.in.h:1
170.
Place each image in the order and
on the date it was invented.
If not sure, research online at wikipedia:
http://www.wikipedia.org
There are line breaks here. Each one represents a line break. Start a new line in the equivalent position in the translation.
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Plasser gjenstandane på datoane
dei vart oppfunne. Om du ikkje veit
svara, kan du sjå i leksikonet på
<http://nn.wikipedia.org/>.
Norwegian Nynorsk gcompris in Ubuntu Jaunty package "gcompris" by Karl Ove Hufthammer
Located in ../src/chronos-activity/resources/chronos/board3_0.xml.in.h:4
189.
Click and draw
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Trykk og teikn
Norwegian Nynorsk gcompris in Ubuntu Jaunty package "gcompris" by Karl Ove Hufthammer
Located in ../src/clickanddraw-activity/clickanddraw.xml.in.h:1
190.
Draw the picture by clicking on each blue point in sequence.
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Lag ei teikning ved å trykkja på dei blå punkta i rett rekkjefølgje.
Norwegian Nynorsk gcompris in Ubuntu Jaunty package "gcompris" by Karl Ove Hufthammer
Located in ../src/clickanddraw-activity/clickanddraw.xml.in.h:2
191.
Draw the picture by clicking on the blue points.
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Lag ei teikning ved å trykkja på dei blå punkta.
Norwegian Nynorsk gcompris in Ubuntu Jaunty package "gcompris" by Karl Ove Hufthammer
Located in ../src/clickanddraw-activity/clickanddraw.xml.in.h:3
223.
The original code was written in 2005 by Laurent Lacheny. In 2006, Miguel de Izarra made the two players game. Images and Artificial Intelligence taken from project 4stattack by Jeroen Vloothuis. The original project can be found on <http://forcedattack.sourceforge.net>
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Spelet var opphavleg skriven av Laurent Lacheny i 2005. I 2006 laga Miguel de Izarra tospelarutgåva. Bileta og tenkemotoren er henta frå spelet 4st Attack, skriven av Jeroen Vloothuis. Dette spelet finn du på <http://forcedattack.sourceforge.net/>.
Norwegian Nynorsk gcompris in Ubuntu Jaunty package "gcompris" by Karl Ove Hufthammer
Located in ../src/connect4-2players-activity/connect4-2players.xml.in.h:6
241.
Can count from 1 to 50.
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Kan telja frå 1 til 50.
Norwegian Nynorsk gcompris in Ubuntu Jaunty package "gcompris" by Karl Ove Hufthammer
Located in ../src/drawnumber-activity/drawnumber.xml.in.h:1
242.
Draw Number
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Teikn tal
Norwegian Nynorsk gcompris in Ubuntu Jaunty package "gcompris" by Karl Ove Hufthammer
Located in ../src/drawnumber-activity/drawnumber.xml.in.h:2
243.
Draw the picture by clicking on each numbers in the right order.
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Lag ei teikning ved å trykkja på kvart tal i rett rekkjefølgje.
Norwegian Nynorsk gcompris in Ubuntu Jaunty package "gcompris" by Karl Ove Hufthammer
Located in ../src/drawnumber-activity/drawnumber.xml.in.h:3
244.
Draw the picture by following numbers
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Lag ei teikning ved følgja tala.
Norwegian Nynorsk gcompris in Ubuntu Jaunty package "gcompris" by Karl Ove Hufthammer
Located in ../src/drawnumber-activity/drawnumber.xml.in.h:4
110 of 52 results

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Contributors to this translation: Kjetil Birkeland Moe, Tor Arne Pedersen, klausade.