Race to 1500! (Game 9)

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Post Post #2675 (ISO) » Fri May 10, 2024 7:15 pm

Post by JerryArr »

Jake The Wolfie: 234
Aureal: 204
!biancospino: 0
JerryArr: -290
Mallowgeno: -305
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Post Post #2676 (ISO) » Fri May 10, 2024 7:15 pm

Post by JerryArr »

Spoiler: The Chart
1: +400
2:
+222
and gain a Respin (^)
3: Lose 1 symbol of your choice and gain two different symbols of your choice
4: EVERYONE gains a
Curse (!)

5: The player in last place gains a
Protect (*)

6: Create your own space
7: × -1
8: Permanently turn all negative point spaces into positive point spaces, then
EVERYONE Go To -10,000

9: STEAL 300
10: -110
11:
-200

12: MERGE
13: -400
14: +25
15: -203
16: -5
17: +90
18:
+250

19: STEAL 200
20: -210
21: EVERYONE +240
22: -100
23: +100
24: ROLL AGAIN (x2)
25: +70
26: +130
27: +30
28:
-55

29: -175
30: +10
31: +203
32:
PROTECT

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

38: +500
39: -500
40: +100
41: +280
42: RESET
43: +50
44: +160
45: -40
46: -5
47: +360
48: +20
49: RESET
50:
JACKPOT!!!

51: +185
52: +300
53: +125
54: EVERYONE -400
55:
Go to 500

56: +5
57: +75
58:
+100

59: +335
60: STEAL 250
61:
PROTECT

62: -55
63: -300
64: -75
65: -30
66:
UNLUCKY
:(
67: +30
68: -40
69: +60
70: -70
71: -190
72: +350
73:
Go to 750

74: +100
75: +100
76: -200
77:
+100

78: +150
79: -60
80: +50
81: -500
82: +300
83: ROLL AGAIN (x2)
84: ROLL AGAIN (x2)
85: +85
86: +90
87: +1
88: RESET
89: +400
90: +20
91: +55
92: -70
93: -70
94:
-100

95: -50
96: MERGE
97: STEAL 100
98: -300
99: EVERYONE RESET
100:
JACKPOT!!!

101: ROLL AGAIN (x1/2)
102:
+50
, then randomly gain either a Protect (*), Curse (!), Respin (^), or Counterfeit ($).
103: If your score contains a 1, -100. If your score contains a 0, gain a ^. If your score contains a 5,
+25
. If your score contains none of these digits, gain 3/7 of the current jackpot amount, rounded up.
104: -111. The Jackpot gains a Curse.
105: COMMUNISM: Everybody's score becomes the average of all scores, rounded to the nearest point with half rounded up. If one or more players have a
PROTECT
, their scores are still included when computing the average, but the normal provisos regarding
PROTECTS
still apply. If one or more players are
CURSED
and would gain points as a result of COMMUNISM, instead they lose the difference between their current score and the computed average score (unless the
CURSE
is nullified by a
PROTECT
, which still gets spent).
106:
BLESS (†)
: the next time you would lose points, instead you gain that many points. If the loss of points would be due to COMMUNISM, then instead you gain the difference between your score and the computed average score.
107: Gain three
ACCELERATORs (>)
, plus an additional one if you currently have the lowest score. If you have at least one Accelerator when you roll the die on the Chart, add the number you rolled to your score, then lose an Accelerator.
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Post Post #2677 (ISO) » Fri May 10, 2024 7:42 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (77) = 77
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Post Post #2678 (ISO) » Fri May 10, 2024 7:43 pm

Post by Jake The Wolfie »

Jake The Wolfie: 334
Aureal: 204
!biancospino: 0
JerryArr: -290
Mallowgeno: -305

Jackpot: 300
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Post Post #2679 (ISO) » Fri May 10, 2024 7:59 pm

Post by Aureal »

Original Roll String: 1d107
1 107-Sided Dice: (56) = 56
"Yeah after a point it felt like Aureal was the only one talking sense despite being a goose so I just followed."
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Post Post #2680 (ISO) » Fri May 10, 2024 7:59 pm

Post by Aureal »

Jake The Wolfie: 334
Aureal: 209
!biancospino: 0
JerryArr: -290
Mallowgeno: -305

Jackpot: 300
"Yeah after a point it felt like Aureal was the only one talking sense despite being a goose so I just followed."
-furtiveglance
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Post Post #2681 (ISO) » Fri May 10, 2024 8:48 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (8) = 8
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Post Post #2682 (ISO) » Fri May 10, 2024 8:54 pm

Post by Jake The Wolfie »

Spoiler: The Absolutist's Chart
1: +400
2:
+222
and gain a Respin (^)
3: Lose 1 symbol of your choice and gain two different symbols of your choice
4: EVERYONE gains a
Curse (!)

5: The player in last place gains a
Protect (*)

6: Create your own space
7: × -1
8: Permanently turn all negative point spaces into positive point spaces, then
EVERYONE Go To -10,000

9: STEAL 300
10: +110
11:
+200

12: MERGE
13: +400
14: +25
15: +203
16: +5
17: +90
18:
+250

19: STEAL 200
20: +210
21: EVERYONE +240
22: +100
23: +100
24: ROLL AGAIN (x2)
25: +70
26: +130
27: +30
28:
+55

29: +175
30: +10
31: +203
32:
PROTECT

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

38: +500
39: +500
40: +100
41: +280
42: RESET
43: +50
44: +160
45: +40
46: -5
47: +360
48: +20
49: RESET
50:
JACKPOT!!!

51: +185
52: +300
53: +125
54: EVERYONE +400
55:
Go to 500

56: +5
57: +75
58:
+100

59: +335
60: STEAL 250
61:
PROTECT

62: +55
63: +300
64: +75
65: +30
66*:
UNLUCKY
:(
67: +30
68: +40
69: +60
70: +70
71: +190
72: +350
73:
Go to 750

74: +100
75: +100
76: +200
77:
+100

78: +150
79: +60
80: +50
81: +500
82: +300
83: ROLL AGAIN (x2)
84: ROLL AGAIN (x2)
85: +85
86: +90
87: +1
88: RESET
89: +400
90: +20
91: +55
92: +70
93: +70
94:
+100

95: +50
96: MERGE
97: STEAL 100
98: +300
99: EVERYONE RESET
100:
JACKPOT!!!

101: ROLL AGAIN (x1/2)
102:
+50
, then randomly gain either a Protect (*), Curse (!), Respin (^), or Counterfeit ($).
103: If your score contains a 1, +100. If your score contains a 0, gain a ^. If your score contains a 5,
+25
. If your score contains none of these digits, gain 3/7 of the current jackpot amount, rounded up.
104: +111. The Jackpot gains a Curse.
105: COMMUNISM: Everybody's score becomes the average of all scores, rounded to the nearest point with half rounded up. If one or more players have a
PROTECT
, their scores are still included when computing the average, but the normal provisos regarding
PROTECTS
still apply. If one or more players are
CURSED
and would gain points as a result of COMMUNISM, instead they lose the difference between their current score and the computed average score (unless the
CURSE
is nullified by a
PROTECT
, which still gets spent).
106:
BLESS (†)
: the next time you would lose points, instead you gain that many points. If the loss of points would be due to COMMUNISM, then instead you gain the difference between your score and the computed average score.
107: Gain three
ACCELERATORs (>)
, plus an additional one if you currently have the lowest score. If you have at least one Accelerator when you roll the die on the Chart, add the number you rolled to your score, then lose an Accelerator.


*I'm not sure if 66 should stay as Unlucky, or if it should turn into a Jackpot.

Jake The Wolfie: -10000
Aureal: -10000
!biancospino: -10000
JerryArr: -10000
Mallowgeno: -10000

Jackpot: 300


Look at those beautiful scores.
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Post Post #2683 (ISO) » Sun May 12, 2024 9:42 am

Post by JerryArr »

I don't think that space is good or fun.
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Post Post #2684 (ISO) » Sun May 12, 2024 11:46 am

Post by Jake The Wolfie »

Did you not notice what the space did until now?

Original Roll String: 1d107
1 107-Sided Dice: (83) = 83
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Post Post #2685 (ISO) » Sun May 12, 2024 11:47 am

Post by Jake The Wolfie »

x2

Original Roll String: 1d107
1 107-Sided Dice: (71) = 71
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Post Post #2686 (ISO) » Sun May 12, 2024 11:48 am

Post by Jake The Wolfie »

Jake The Wolfie: -9620
Aureal: -10000
!biancospino: -10000
JerryArr: -10000
Mallowgeno: -10000

Jackpot: 300
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Post Post #2687 (ISO) » Mon May 13, 2024 2:16 am

Post by biancospino »

Original Roll String: 1d107
1 107-Sided Dice: (89) = 89
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Post Post #2688 (ISO) » Mon May 13, 2024 2:17 am

Post by biancospino »

Jake The Wolfie: -9620
Aureal: -10000
biancospino: -10400
JerryArr: -10000
Mallowgeno: -10000

Jackpot: 300
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Post Post #2689 (ISO) » Mon May 13, 2024 5:07 am

Post by Jake The Wolfie »

I was about to ask "How?" but then I remembered bianco was still cursed.

Original Roll String: 1d107
1 107-Sided Dice: (96) = 96
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Post Post #2690 (ISO) » Mon May 13, 2024 5:09 am

Post by Jake The Wolfie »

Marge with biancospino

Aureal: -10000
JerryArr: -10000
Mallowgeno: -10000
Jake The Wolfie: -10100
biancospino: -10100

Jackpot: 300
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Post Post #2691 (ISO) » Mon May 13, 2024 2:02 pm

Post by biancospino »

Original Roll String: 1d107
1 107-Sided Dice: (79) = 79
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Post Post #2692 (ISO) » Mon May 13, 2024 2:03 pm

Post by biancospino »

Aureal: -10000
JerryArr: -10000
Mallowgeno: -10000
Jake The Wolfie: -10100
biancospino: -10040

Jackpot: 300
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Post Post #2693 (ISO) » Mon May 13, 2024 8:46 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (93) = 93
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Post Post #2694 (ISO) » Mon May 13, 2024 8:46 pm

Post by Jake The Wolfie »

Aureal: -10000
JerryArr: -10000
Mallowgeno: -10000
Jake The Wolfie: -10030
biancospino: -10040

Jackpot: 300
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Post Post #2695 (ISO) » Tue May 21, 2024 11:39 am

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (71) = 71
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Post Post #2696 (ISO) » Tue May 21, 2024 11:41 am

Post by Jake The Wolfie »

Jake The Wolfie: -9840
Aureal: -10000
JerryArr: -10000
Mallowgeno: -10000
biancospino: -10040

Jackpot: 300
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Post Post #2697 (ISO) » Tue May 21, 2024 12:48 pm

Post by Mystic Sailboat »

Original Roll String: 1d107
1 107-Sided Dice: (99) = 99
good morning!
previously was: notajumbleofnumbers
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Post Post #2698 (ISO) » Tue May 21, 2024 12:48 pm

Post by Mystic Sailboat »

Plan foiled >.>

Jake The Wolfie: 0
Aureal: 0
JerryArr: 0
Mallowgeno: 0
biancospino: 0
Mystic Sailboat: 0

Jackpot: 300
good morning!
previously was: notajumbleofnumbers
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Post Post #2699 (ISO) » Tue May 21, 2024 1:33 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (37) = 37


Quick! Before the dice breaks

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