Jayjay: LABEL! Yes, that's the word that fits the purpose. Thanks for the term.
About multiple picking conditions: Lets have two Sprite1s, UID 2 with 'Size' 4 and UID 4 with 'Size' 7. that "Sprite1 (labelled A) Collides with Sprite1 (labelled B)" must work so that both A and B pick both UID 2 and UID 4... That's because if it picks directly one instance there is no way to test further differences between A and B in following events. So, after the collision condition A = (UID2, UID4) and B = (UID2, UID4), and after the "A.Value('Size') > B.Value('Size')" condition A = (UID4) and B = (UID2).
There's some problems if user wants to do so that whichever sprite destroys is chosen randomly... or something like that. If there's a "Pick randomly" condition to rule out other instance in A, how are we going to make so that the outruled instance is conserved in B and the other is ruled out?
My answer would be that there was an condition like "Exclude A from B". This would be useful tool in many other situations also, when it's easy to define what the other label consist of, and after that just make B to be "not A"...