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110 of 89 results
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>)
(no translation yet)
Located in ../src/awele-activity/awele.xml.in.h:1
118.
In the main board area, a set of objects is displayed. In the vertical box (at the left of the main board) another set of objects is shown, each object in the group on the left matching exactly one object in the main board area. This game challenges you to find the logical link between these objects. How do they fit together? Drag each object to the correct red space in the main area.
(no translation yet)
Located in ../src/babymatch-activity/babymatch.xml.in.h:2
128.
Lock on the grass.
(no translation yet)
Located in ../src/babyshapes-activity/resources/babyshapes/board6_0.xml.in.h:1
144.
You are in charge of the canal lock. Open the gates and the locks in the right order, so Tux can travel through the gates in both directions.
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Located in ../src/canal_lock-activity/canal_lock.xml.in.h:4
168.
1769 Cugnot's fardier
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Located in ../src/chronos-activity/resources/chronos/board3_0.xml.in.h:1 ../src/chronos-activity/resources/chronos/board3_2.xml.in.h:1 ../src/chronos-activity/resources/chronos/board3_4.xml.in.h:1 ../src/chronos-activity/resources/chronos/board4_2.xml.in.h:1
173.
1880 Clement Ader's Eole
(no translation yet)
Located in ../src/chronos-activity/resources/chronos/board3_1.xml.in.h:3 ../src/chronos-activity/resources/chronos/board3_2.xml.in.h:4 ../src/chronos-activity/resources/chronos/board3_4.xml.in.h:4 ../src/chronos-activity/resources/chronos/board4_0.xml.in.h:1
175.
1791 Comte de Sivrac's
Celerifere
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(no translation yet)
Located in ../src/chronos-activity/resources/chronos/board3_2.xml.in.h:2 ../src/chronos-activity/resources/chronos/board3_3.xml.in.h:3
220.
Laurent Lacheny. Images and Artificial Intelligence taken from project 4stattack by Jeroen Vloothuis. The original project can be found on <http://forcedattack.sourceforge.net>
(no translation yet)
Located in ../src/connect4-activity/connect4.xml.in.h:5
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>
(no translation yet)
Located in ../src/connect4-2players-activity/connect4-2players.xml.in.h:6
246.
Drag electrical components from the selector and drop them in the working area. Create wires by clicking on a connection spot, dragging the mouse to the next connection spot, and letting go. You can also move components by dragging them. You can delete wires by clicking on them. To delete a component, select the deletion tool on top of the component selector. You can click on the switch to open and close it. You can change the rheostat value by dragging its wiper. In order to simulate what happens when a bulb is blown, you can blown it by right-clicking on it. The simulation is updated in real time by any user action.
(no translation yet)
Located in ../src/electric-activity/electric.xml.in.h:2
110 of 89 results

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Contributors to this translation: Adi Roiban, Alin-Florin Rus-Rebreanu, DanI, Ionuț Jula, Manuel R. Ciosici, Perghel Alin, Veaceslav Grecea, hpr7rowwjn.