Race to a Billion Deluxe! Hub (Round 6 is on!)

For completed/abandoned Mish Mash Games.
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JerryArr
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JerryArr
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Race to a Billion Deluxe! Hub (Round 6 is on!)

Post Post #0 (ISO) » Wed Dec 26, 2018 12:55 pm

Post by JerryArr »

It's time once again to start the journey to riches! It's Race to a Billion time! I'm looking for a good number of players... and even if you don't sign up before the game starts, you can sign up at any time after!

Object of the Game
: To be the first player to, by picking spaces from a grid, finish a round by winning with at least a billion dollars, then enter and win a second round while "On Deck" with one billion dollars or more once the round ends.

How It Works
: There is a grid of 20 spaces, filled with money, multipliers, items, and other goodies. During each round, all players in that round pick one of those spaces to turn into a bomb. Once this is done, the players take turns picking spaces until either all but one (or all, somehow) of the players in the round are eliminated (usually by bombs), until all the spaces have been picked, or when an effect ends the round. After this, any minigames, score changers, etc, are played, then the round ends and a new round is played.

Player Statuses
:
1)
Money
: This is the player's score. As stated earlier, the aim is to get this above one billion. Starts at $0.
2)
Bonus Multiplier
: This is an amount that multiplies the player's win bonus if they happen to survive a round. Starts at x1.
3)
Consecutive Wins
: It is what it says. Multiplies minigame winnings. Getting three wins in a row allows the player to go to the special Jackpot Chance round. Starts at 0.
4)
Cash Boost Percentage
: This is what every dollar value a player hits, earns, or loses is multiplied by before being applied to the player's score. Starts at 100%.
5)
Items and Special Modifiers
: These are applied when used and/or needed.

Turn Structure
: The turn order is picked randomly. The first player picks one of the spaces, then the second player goes, then the third, then the fourth, and so on, wrapping back around to the first once everyone has gone.

What's New
: Here is a tl;dr version of what you may find different about this version of Race to a Billion as opposed to other MafiaScum versions.
1)
Cash Boost Percentage
: As stated above, this boosts cash earned from the board and most other sources.
2)
Zones
: Zones are game-wide effects that could change the game and strategy forever, as various modifiers are applied to the rounds in which the Zones are active.
3)
Failsafe
: A player may choose to call Failsafe if they think the rest of the spaces are bombs. It can be risky but it can also save your hide!
4)
Betting
: You can bet on the outcome of rounds you're not in. The odds are in your favor!
5)
Bomb Hunting
: You can try to seek out bombs in rounds you're not in. Doing so can get you some big money!
6)
Trash Picker
: Ever wanted to know what goodies bombs covered up? You're in luck, not only might you find out, but those values could be yours!
7)
Peek
: The player, at any time during a round, may Peek at any space and learn its category. Good for additional ammo in the battle of wits, or just a safety pick!
8)
Locking and Listing
: The player may Lock an as-of-yet unpicked or unlocked space down, allowing them to pick it without having to pick it in turn. In addition, a player may send a list of up to eight spaces to pick if they are going to be away, so the game can continue.
9)
Funky
: A wide variety of game-changing effects hide in the Funky spaces... if you're willing to take the risk!

Each round after the first will have a certain number of grids in it...

4-7 = 1 grid per round
8-11 = 2 grids per round
12-18 = 3 grids per round
19+ = 4 grids per round

Each player will be placed in one of the grids. At the beginning of every round after the first, the leading player will be placed in grid A, the second-place player will be in group B, and so on until each grid has a player. Then, the last place player is placed in grid A, the second-to-last player goes to grid B, and so on until each grid has two players. The leading player will get to choose which number of players each grid will have, and will get to choose one player to be in their grid along with themselves and the last place player. Finally, all remaining players will be put into random grids until they are all filled.

Bomb
: It's inevitable that a player will hit a bomb during a round. Once this happens, the player is out of the round. In addition, they will lose money...
Bombed first: -$50,000 * Boost
Bombed second: -$35,000 * Boost
Bombed third and beyond: -$15,000 * Boost

Finally, after the money is removed, the player's multiplier is divided by a value. Being bombed first means the player's multiplier is cut in half, bombing second means it's divided by 1.5, and being bombed third or later means it's divided by 1.1. If the player's boost is under 100%, it's reset to 100%, otherwise the player's Boost has 100 subtracted from it, then it's divided by the same amount that the player's multiplier was divided by, then 100% is added back on to it. For example, if a player with a 150% boost was bombed first, the equations would be 150 - 100 = 50, 50 / 2 = 25, meaning they'd go down to 125%.

Duds
: Before bombs are placed each round, anywhere from 0 to 6 spaces can be designated as dud spaces. Any bomb that is placed in a dud space will have no effect!

Failsafe
: If a player believes that all remaining spaces are bombs, they can call Failsafe. If they are right, the round ends immediately, and their win bonus is multiplied by the number of spaces that were on the grid. If they are wrong, they get bombed twice and are out of the round. This bomb will not come from any bomb that may be on the grid. The Failsafe becomes active when there are spaces remaining equal to the maximum number of bombs that could be on the grid (usually the number of players in the round minus the number of bombs that were hit in the round, but could be more depending on what spaces were hit).

Winning
: Any player that remains active when a round ends wins that round, and gets their Win Bonus. The win bonus is equal to the following formula...

(B + R) * P * M

B is the Base win bonus ($500,000, $1,000,000, or $2,500,000, depending on the current Phase).
R is the total value of the Remaining unpicked money spaces, disregarding added boosts or multipliers, and reduced to $500,000 if a space exceeds that number. Non-money spaces are regarded as their value before being changed to their space type. If the round ends with only bombs remaining, R becomes double B ($1,000,000, $2,000,000, or $5,000,000, depending on Phase number).
P is the player's Percent boost.
M is the players' bonus Multiplier.

After the win bonus is added, 1 is added to the player's Bonus Multiplier. If the multiplier ones digit is 0 after this 1 is added, the player automatically gets to play the Jackpot Chance! The maximum win bonus is $200,000,000; any excess will be applied at the end of the next rounds in $50,000,000 chunks.

A winner who wins a round and has a score of $1,000,000,000 or more once the end of that round occurs becomes "On Deck", a status which cannot be lost. A player who is "On Deck" that wins a round and ends that round with $1,000,000,000 or more wins the game. In the event that multiple such players exist, a first-to-five series of mini RTaB games are played on a board with 6 spaces per player, no penalty for hitting a bomb, money earned, or any other status changes. Surviving a mini RTaB game scores one point. In case of another tie, mini RTaB games are played one by one until a final decisive winner emerges.


Spoiler: Betting and Bomb Hunting
Betting
: Each player not in a grid is allowed to bet on the result on that grid, either to bet on the winner or on one of the losers. A player may bet no more than half their money in any round, must bet at least $100 if they do, and no more than a certain amount in a round as shown in the phase chart. A player may have only one bet total per round. Lost bets are added to the Jackpot and taken from the losing bettor's score.

4 players: Bet to win: 9 to 2 ($10 becomes $55). Bet to lose: 7 to 10 ($10 becomes $17).
5 players: Bet to win: 11 to 2 ($10 becomes $65). Bet to lose: 3 to 5 ($10 becomes $16).
6 players: Bet to win: 7 to 1 ($10 becomes $80). Bet to lose: 1 to 2 ($10 becomes $15).
7+ players: Bet to win: 8 to 1 ($10 becomes $90). Bet to lose: 2 to 5 ($10 becomes $14).

Bomb Hunting
: Each player not in the current grid is allowed to pick one space before the round. If it's a bomb, the player wins 25% of whatever the winner's win bonus was (or $10,000,000, whichever is lower)! If multiple winners exist, the average bonus is used. Otherwise, the player gets whatever the space's money value was (or $25,000 if it was a special). Bomb Hunting costs no money.


Spoiler: Phases
Phases
: The game has three phases, each must last at least one round. Phase one starts the game. Phase two occurs when one player reaches $25,000,000 or more, or when seven rounds have been played. Phase three occurs when one player reaches $150,000,000 or more, or when thirteen rounds have been played.

Bonus Multi for Jackpot Chance. 1/2: Ends in 0. 3: Ends in 5 or 0.
Consecutive wins for Jackpot Chance. 1/2: 3. 3: 2.
Base Win Bonus 1: $500,000 2: $1,000,000 3: $2,500,000
Maximum Bet 1: $1,000,000 2: $5,000,000 3: $25,000,000

Speed Time!
: If fifteen rounds have been played without a winner, the game gets a permanent 133% CBP. After twenty rounds this becomes 150%, and after twenty-five rounds, it's 200%, with the number increasing by 50% every round thereafter, to a maximum of 500%.


Spoiler: Zones
Special Zone
: There are many modifications that can be made to the game. Some are activated by players hitting grid spaces, some are activated by various game variables being accomplished, and some are put into play randomly. By default, these last as long as it takes all players to be in a round with the zone active.

Activators
: Hitting a New Zone space, first player to get to $1 million, first player to get to $10 million, first player to get to $100 million, first player to have a 10x or more multiplier, first player to have a 1000% percent, any time five rounds go by without the game being in a Zone.

Dud Zone: 10 spaces will be considered dud spaces.
Triple Zone: All dollar amounts are tripled.
Bomb Zone: There is a randomly placed bomb on each grid.
Deluxe Zone: The grid is 25 spaces, with three randomly placed bombs on the grid. Each player also gets a defuser at the beginning of the round.
Ultimo Zone: The grid is 5 spaces per player, with all players playing this round, all on the same grid. This lasts for one round.
Garbage Zone: The Trash Picker is placed on the grid twice.
Funky Zone: There is a guaranteed Funky on the grid.
Luxury Zone: All dollar amounts are at least $200,000.
Victor Zone: Win bonuses are tripled.
Survival Zone: If a player hits a bomb, each other player remaining in the round splits any money or multipliers the bombed player loses, rounded down.
Special Zone: There are at least 5 Specials on the grid.
Simul-Zone: Each player picks, then results are revealed simultaneously.
Anti-Zone: Picking a bomb awards a win bonus at the end of the round instead of eliminating that player. Players are forbidden from picking their own bomb except if it's the only space remaining. Players may not call Failsafe in this Zone.
Percent Zone: Surviving a cycle increases your percentage by 10.
Multi Zone: Surviving a cycle increases your multiplier by 1.
Turbo Zone: The grid is 50 spaces, and players may pick as many spaces as they wish during their turn under Turbo rules, but must pick at least two per round as long as there are 20 or more unpicked spaces.
Gold Zone: Each space gets the player who picks it an additional $250,000 as long as it's not a bomb.
Jackpot Zone: All winners automatically play Jackpot Chance. The Jackpot is not reset as a result of players winning the Jackpot Chance game this round.
Minigame Zone: Each winner plays two minigames after the round.
Moving Bomb Zone: Players do not submit bombs, rather the two randomly placed bombs move randomly after each cycle. Duds have no effect in this Zone, and the round ends instantly if the only spaces left are bombs.
Minesweeper Zone: After each cycle, a number is revealed, denoting the number of bombs that surrounded the picks made during that cycle. Each cardinal direction and diagonal are counted in this. If multiple picks use the same bomb, it's counted as many times as necessary.
Know Zone: After bombs are placed for each round, each player can ask one yes or no question to the host as in the One Question space.
Speed Zone: 10 spaces per grid, only one cycle and the round ends.
Hurry-Up Zone: Each round starts with a Hurry-Up Value active.
CrossGrid Zone: Players may place their bomb in ANY grid in a round.
Skim Zone: Each winner gets a share of 50% of the jackpot. $10,000,000 is then added to the jackpot.


Many Possible Space Values
: There are a number of varied spaces on the grid in each round. It is possible to find any or all of these in the game...

Money
: There are several tiers of money that can be put on the grid, but most of the money spaces will range from $22,500 to $250,000 (Tiers 4, 5, and 6). There can be any number of these on the grid, and any can be repeated multiple times on the grid. See below for the ranges for each tier.

Spoiler: Money Tiers
Money Tiers...
Tier 1: $1 to $2,250
Tier 2: $2,250 to $9,000
Tier 3: $9,000 to $22,500
Tier 4: $22,500 to $50,000
Tier 5: $50,000 to $100,000
Tier 6: $100,000 to $250,000
Tier 7: $250,000 to $500,000
Tier 8: $500,000 to $1,500,000
Tier 9: $1,500,000 to $20,000,000 (There is also a one million dollars per round space assigned to Tier 9)


Spoiler: Multipliers and Boost
Bonus Multipliers
: Multipliers are automatically added to a player's status. Any multiplier from +1 to +15, as well as +20, and even +25 can be found! Higher numbers are rarer. There can be two multipliers on the grid in any round, and there can be no repeat multipliers over 5. Bonus Multipliers can also be attached to money amounts, with a maximum of +5 in this case. There is no limit to the number of Bonus Multipliers which can be attached to money amounts in any round.

Cash Boost Percentage
: These spaces, also known as Boost, affect every dollar a player gains... or loses! Grid cash, win bonuses, minigames, and Jackpot Chance are all affected by the Boost. Only a few things aren't, such as things that multiply a player's score wholesale, as well as effects that set a player's score to something. There is a maximum of 1000% and a minimum of 10%. Some Cash Boost Percentages stack multiplicatively (e.g. A player with a CBP of 200% who hits a CBP of 300% goes up to 600%, range is from x50% to x500%), others stack additively (e.g. A player with a CBP of 200% who hits a CBP of 300% goes up to 500%, range is from -50% to +500%), and yet others straight up set your CBP to a certain percent, ranging from 50% to 2000%; this is the only way to go beyond 1000%. There can be any number of cash boost percentages on the grid in any one round, and there can be no repeat CBP's. Additive Cash Boost Percentages can also be attached to money amounts, with a maximum added boost of 100% being attached to a money amount; these boosts are applied after the money is.


Spoiler: Mini-Games
Mini-Games: A player winning a round with a Mini-Game active will be playing the Mini-Game shown. Two maximum Mini-Games on the grid per round, no duplicate games. The Mini-Games that can be played are shown below. Minigame winnings, including Jackpot Chance, are multiplied by Boost, and again by Consecutive Wins, and once more by the current round number (except for Jackpot Chance).

Math Time: The player chooses one of seven spaces in each of four columns. The first column is money: 100,000; 85,000; 75,000; 65,000; 60,000; 50,000; 35,000. The second column is "x" or "÷": 5 x's and 2 ÷'s. The third column is a coefficient.: 10, 7, 6, 5, 4, 3, 2. The final column is: x1.5; x1; +200,000; +100,000; +50,000; ÷2; ÷10.

Higher or Lower: The player starts with a stake of 1% of their score (not taken from them) or $200,000, whichever is lower, with a minimum of $20,000, and can bet any or all of it on whether a card from 1 to 21, with no repeats, is higher or lower than the next one. There will not be any ties possible. After three cards, or if the player loses all their stake beforehand, an amount equal to the original starting stake is added to the player's score, then three more cards are played, with the player losing if they bust out on this level. Afterwards, one final card is played, where the player must bet at least half of their current pot. The player may change their card three times during this minigame.

Pick 6: Two each of 1-9 are put on the grid, as well as a 0 and a 00. The player picks six of the spaces, then will get whatever their score spelled out. The numbers will go from right to left. The numbers you pick will be your fate!

Super Double: Ten double spaces are put on the grid, as well as 5 $2,000's, 2 $5,000's, 1 $10,000, 1 Mystery amount ($100 to $20,000), and 1 Bomb. The player is given $1,000 to start, then picks spaces until they wish to stop or they hit the bomb, in which case they get nothing.

In Between: Fifteen out of 25 possible spaces are put on the grid, from $100 to $250,000, with $250,000 being guaranteed to be on the grid. The player chooses two of them, then can choose whether to take the money they picked or pick one more time with a re-shuffled grid. If the third pick's value is between the other two picks, the player wins triple the sum of all three picks. If it matches one of the other two picks, the player gets bombed and wins nothing. Otherwise they win 1/3 the total of the picks.
100, 1000, 5000, 10000, 15000, 20000, 25000, 30000, 35000, 40000, 50000, 55000, 60000, 66600, 70000, 75000, 80000, 85000, 90000, 95000, 100000, 125000, 150000, 200000, 250000

Triple ThreaT: In Triple ThreaT, you will see three grids of seven spaces each. Each grid has a copy of six different letters. Two grids also have a decoy letter, and the other has a BOMB. You start with $330,000, and a pre-revealed non-decoy letter in each grid. If you hit a BOMB, it's game over. If you hit the third of the same letter, you win, and your bank triples! Otherwise, your bank is reduced by $30,000. HOWEVER! If you get three T's, you win NINE times your bank, instead of three times! Your bank cannot be reduced under $30,000 except by being bombed.

Double Zeroes: A twenty space grid is shown, with ten Double Zeroes and ten one-digit numbers from 3 to 9. Players pick spaces until two non-zero numbers are picked, which then spell out the player's bank. The player can then choose to walk away and multiply their bank by five times the number of Double Zeroes left, or go once more with all spaces but the Double Zeroes turned into bombs. If a Double Zero is picked here, the player has the 00 added to the end of the score. Otherwise, the player loses.
(3, 4, 5, 6, 7, 8, 9, 9, 9, 9)

Grab Bag: Fifteen spaces are shown. Six are dollar amounts, two are additive boosts, two are multipliers, two are items, one is a secret space, one is a Special, and one is a BOMB. The player may pick as many spaces as they wish, but if they hit the bomb, the game is over and they win nothing.
(Dollars: 75k to 125k in 5k increments)
(Boosts: +25-50% in 5% increments)
(Multipliers: 1x to +4x)
(Items: Defuser, Bomb Shifter, Preview, Full Recover, Road of Gold, Bomb Again, Free Bet, Double Bomb Hunt, Nitro, Share the Wealth, FakeOut)
(Specials: Finals Bye, Next Septuple, Total Sweetness, Drafting, Multiplier Next ?9, One Question, Jackpot Doubled, Royal Sampler, Jackpot Chance Wildcard)
(Secret Spaces: ???)

Jackpot Chance: See Below


Spoiler: Score Changers
Score Changer: If a player wins a round, they get a chance to have their score adjusted. The player can choose not to play the score changer if they wish. Only one score changer may be on the grid per round. Score changers include...

Digit Switch: The positions (1st, 6th, etc) of the player's score are randomly placed on the grid, then the player picks two spaces. Those two selected digits switch position. Rightmost 8 spaces max.

My$tery ¢han¢e: The player's score becomes a randomly picked score from $1 to $999,999,999, with a bias towards 90% of the lower of your score and the current average score in the game.

Average Choice: The player may choose to have their score set to the current average score in the game.

All Digits Rotate: The digits in the player's score will be rotated up by one or down by one randomly.

1 Digit Rotate: One of the digits in the player's score will be rotated up by one or down by one randomly.

Add-a-One: An immensely rare space. The player's score will have a 1 placed in front of it. For example, winning a round with $72,000,000 means you go up to $172,000,000. Will not appear in a round where a player has more than $50,000,000 to start, and if a player would have it used when their score is $100,000,000 or more, it becomes a +$100,000,000 instead.

MatchUp: The numbers one through eight are randomly placed on the grid, with 3, 4, 5, 7, and 8 on the grid twice and 6 on the grid three times. The player picks one, and their score in increased to the next amount where that number of digits in a row are all the same.


Spoiler: Special Spaces
Specials: These are the everything else. There may be any number of Specials on the grid, but no more than two of the same Special can appear in the same round unless otherwise noted. Some Specials are items which can be used, others take effect immediately. Some Specials are publicly known, others are secretly told to the player that hits them (And have a dollar amount attached to them for added secrecy)! What do the Specials do? Take a look...

1 Defuser. Type: Item. The player prevents the effects of one bomb. Defaults to "use as needed" but can be waived by the player. Any number of Defusers can appear in a round.
2 Bomb Shifter. Type: Item. The next bomb the player hits will be moved to another space by that player.
3 Water Bucket. Type: Action. The player selects a space. If it's a bomb, it becomes a dud. Otherwise, the player gets that space.
4 Skip Turn. Type: Item, Secret. The player foregoes picking a space for the turn, with no reward or penalty given.
5 Preview. Type: Item. The player sees the current, exact contents of the lesser of all spaces or one space per opponent left in the round. Any number of Previews can appear in a round.
6 Super Preview. Type: Action. The player sees all space categories (money, boost, multiplier, special, minigame, changer) in the current round, then chooses one space to see the exact contents of. Note that this will NOT find bombs (they will appear as what was covered by the bomb) unless the one space chosen is a bomb, in which case that bomb is revealed to them.
7 Bomb Finder. Type: Item, Secret. The player gets all bomb locations revealed to them.
8 Special Finder. Type: Item, Secret. The player is shown a random special that remains on the grid. If there are none remaining, the player will be told this and will be shown a random special in the next applicable round.
9 Money-Saver. Type: Item, Passive. The player does not lose money after being bombed. Lost after one use.
10 Multi-Saver. Type: Item, Passive. The player does not lose multipliers or percentage after being bombed. Lost after one use.
11 Full Recover. Type: Item, Passive. The player does not lose anything after being bombed, other than the round. Lost after one use.
12 All Grid Values x2. Type: Action. All dollar values for the current grid are doubled.
13 Triple Next Pick. Type: Item, Passive. The player's next money amount or bomb is tripled. Lost after use.
14 10x Next Pick. Type: Item, Passive. The player's next money amount or bomb is multiplied by 10. Lost after use.
15 Road of Gold. Type: Item, Passive. The player gains $100,000 per turn, with $50,000 added to this number per turn, until the player hits a bomb, in which case it's lost.
16 $250k For Others. Type: Action. Each player remaining in the current round other than the player picking this space will receive $250,000, not affected by percentages.
17 High Five. Type: Action. All remaining players get a 5% score boost, as well as a +5x bonus multiplier and +5% percent boost.
18 Back From Dead. Type: Action. All players previously eliminated from the round return, eligible to play and win in the round. No additional bombs are added to the grid.
19 New Layer. Type: Action. Each space on the grid gains an additional value beyond what was originally there.
20 New Zone. Type: Action. Starting next round, the game enters a new Zone, determined randomly.
21 Pick For Everyone. Type: Action. The player selects a space, which is applied to all grid players. If it's a bomb, it becomes a dud.
22 Pick For Others. Type: Action. The player picks one space, which will be applied to all opponents remaining in the round. If it's a bomb, it becomes a dud.
23 Grid Shuffler. Type: Action. All non-hit spaces remaining in the round will move to random positions, including bombs. Each player will be told where all bombs they placed ended up.
24 Bomb Again. Type: Item. The player bombs any unselected space.
25 Delete!. Type: Action. The player selects a space that has not been selected yet. That space is removed from the round.
26 Mine Field. Type: Action. Extra bombs, equal to half the remaining assumed non-bomb spaces, rounded down, with a minimum of 1 and a maximum of 3, are added to the grid. (e.g. In a 4 player game with 8 spaces left and 1 revealed bomb, there are assumed to be 3 bombs left and 5 non-bomb spaces left. 5/2=2.5, rounded down is 2, so there'd be 2 bombs added to the grid.) Each new bomb will be secretly revealed to at least one player remaining in the round.
27 Reverse Order. Type: Action. The turn order in the current round is reversed.
28 Space Spread. Type: Action. All money in unrevealed spaces is averaged and distributed to the non-bomb spaces remaining, including non-money spaces. The minimum is $25,000.
29 Time Slip. Type: Action. The player gains whatever value the space number was during the previous round. Cannot appear in round one or if the space number was not present in the previous round.
30 Take Two Turns. Type: Action. The player immediately takes two turns. If the player hits a bomb, any remaining turns are forfeited for that player.
31 Already Picked. Type: Action. The player picks a space which has already been picked. If this is the first space picked in the round, this is worth nothing.
32 Double Bomb Hunt. Type: Item. The current player gets to bomb hunt twice in a future round.
33 Free Bet. Type: Item. The current player gets a free bet equal to the bet maximum in a future round.
34 Jackpot Chance Wild Card. Type: Item, Passive. The player earns a Wild Card for use in the Jackpot Chance game, meaning they will need one fewer letter in JACKPOT to win the Jackpot Chance game. Lost when the player wins the Jackpot Chance game.
35 Nitro. Type: Item. The player places three bombs instead of one at the start of a round.
36 Double Play. Type: Item. The player may play in an additional grid in a round.
37 Return Trip. Type: Item. The player revives themselves during a round in which they were eliminated if that round is not over. Their lost money, multipliers, and percentages are not returned.
38 Finals Bye. Type: Action. The player is temporarily removed from the round, and will not pick, until there are two players, including the removed player, remaining. If the round ends while the player is still removed, the player still wins, and is carried over to the next in the same way. There can be only one Finals Bye on the grid.
39 Drafting. Type: Action. The player's score becomes one dollar less than the player in front of them in the overall standings. If the player is the leader, the player in second place's score becomes one dollar less than the player in first place.
40 Multiplier Next ?9. Type: Action. The player's multiplier is increased to the next amount which ends in 9.
41 Next Septuple. Type: Action. The player's score is increased to the next amount where seven consecutive digits in that player's score are the same. (e.g.: Someone with $8,500,000 goes up to $8,888,888, someone with $55,392,596 goes up to $55,555,550)
42 Total Bummer. Type: Action. The player loses boost equal to their percentage of first place's score.
43 Total Sweetness. Type: Action. The player gains boost equal to 100, minus their percent of first place's score.
44 Extra Peek. Type: Item. The player may Peek at an additional space.
45 Sudden Death. Type: Action. The players move to a grid with one space, plus an additional space per player remaining, and all remaining players will each bomb a space. Then, each player will pick a space no other player has picked. These picks will be revealed simultaneously. Any players not bombed will win the round, the other players are bombed as normal.
46 Survive and Advance. Type: Action. Each remaining player must pick one more time on the current grid. Any players remaining after these picks win the round.
47 Miss A Turn. Type: Item, Passive. The player skips their next turn.
48 Bribe. Type: Action. The player is offered money in exchange for leaving the round.
49 One Question. Type: Action. The player asks one concrete yes or no question to the host in private. (e.g. "Is space number 4 a bomb?") The host will respond truthfully.
50 Share the Wealth. Type: Item. The player names a space that was hit since their last turn instead of picking, and gains its effects.
51 Tag Team. Type: Action. The player selects an opponent. All spaces either one of them hits will affect both players. No effect if there are two players left.
52 Turbo. Type: Item. The player selects as many spaces as they wish, up to seven. If one of them is a bomb, the penalty is multiplied by the number of spaces selected. Effects which would prevent bombing do not do so when Turbo is used, other than if a bomb is a dud.
53 Cashifier. Type: Item, Passive. The player's next non-bomb pick becomes a random cash space.
54 Gimme!. Type: Item, Passive. Any money amounts given to other players in the current round from spaces this round are also awarded to the player. This does not count multipliers or percents. Lost when the round ends.
55 Hurry-Up Value. Type: Action. A random unpicked non-bomb space is randomly selected. If it's hit on the next pick, it's worth $1,000,000 per round number, Otherwise, its value decreases by $100,000 per round number. If it is picked and the only other spaces left are bombs, at the end of the round, the game enters the Hurry-Up Zone, with a Hurry-Up Value in every round until all players have played in a round in Hurry-Up Zone.
56 Jackpot Doubled. Type: Action. The jackpot's value is doubled at the end of the round.
57 Grid Builder. Type: Item. The player selects the grid configuration for any grid they are not in. At least one value in money tiers 1 through 8 must be placed, as well as two Specials. Grid use subject to host approval.
58 Capture Pod. Type: Item. The player can use this after any pick other than a bomb. That pick will be placed in a "Capture Pod", which may be used at any time in lieu of picking a space. The "capturing" player gets $0 for the turn on which they "capture".
59 FakeOut. Type: Item. The player may place a decoy bomb instead of a regular one, which will act like a bomb but will become a dud when picked.
60 Royal Sampler. Type: Action. The player gets a Tier 7 or 8 money amount, a +1 to +3 multi, +5% to +50% to their boost, and a minigame.
61 Geometric Progression. Type: Item, Passive. The player's next money pick will be doubled, their next pick after that is tripled, etc. until they hit a bomb. This overrides their boost for grid dollar amount picks only.

62 ~Funky~ Type: Action. The player chooses to receive $100,000 or a pick from the 20 space Funky Grid, consisting of a dollar amount from each tier 1-8, plus twelve special Funky spaces, which can be anything. ANYTHING. $1, $100,000,000, Instant Round Win, anything, even things not listed here! Only one Funky can be on the grid or resolved in any one grid. By choosing to forgo the $100,000, you agree to have whatever you get occur, good or bad.


Trash Picker
: A space which appears in every grid, randomly positioned in a non-bomb space once all the bombs have been placed. The player picking the Trash Picker will receive all values that were covered by bombs.

Jackpot Chance
: Each time a dollar amount is picked by a player, that amount is added to the Jackpot. During the round, a 20 space grid is shown. There are 2 each of the letters in JACKPOT, 2 $100,000 spaces, and 4 strikes. If the player gets at least one of each of the JACKPOT letters before getting 3 strikes, the Jackpot is won. The Jackpot starts at $10,000,000, and is reset to $2 million times the next round number every time it's won, minimum $10,000,000.

General Game Flow Kind of Stuff
: Game starts Wednesday, January 2, 2019. Please pick within 48 hours. Failure to do so gives a prod and a random pick (which might be a bomb) on the first time in a round and an assured bomb on the second. Failure to pick within 48 hours three times in three rounds or twice in the same round means you're removed temporarily, just sign up again to return. If you're going to be away, just send a list of spaces to pick. Don't be a dick, what I say goes, alert me if something goes wrong, etc.

Oh, and have fun!

Player List
:
PositionNameScoreBoost %MultiplierCons. WinsItems
#1!Jumble
$2,369,850
125%x21No items
#2Tatsuya Kaname
$989,000
100%x10No items
#3puzzledan
$267,525
100%x10No items
#4tAgent Sparkles
$00
100%x10No items
#4tKusane
$00
100%x10No items
#4tMunchmellow
$00
100%x10No items
#7tCharles510
-$15,000
100%x10No items
#7tThegamerontop
-$15,000
100%x10No items
#7tvincentw
-$15,000
100%x10No items
#10Allomancer
-$35,000
100%x10No items
Last edited by JerryArr on Wed Dec 18, 2019 3:00 pm, edited 24 times in total.
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Post Post #1 (ISO) » Wed Dec 26, 2018 1:30 pm

Post by Charles510 »

/in
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Post Post #2 (ISO) » Wed Dec 26, 2018 5:08 pm

Post by Tatsuya Kaname »

/in
Embark the journey to life-changing fortune in Para{dice} Trinity: The Quest for Spirits' Fortune, a luck-based casual arcade Mish Mash game by Tatsuya Kaname!

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Post Post #3 (ISO) » Thu Dec 27, 2018 10:26 am

Post by Allomancer »

/in
"Who the fuck counts in Babylonian? I'm impressed sir. So impressed that I'm going to ruin your counting."—
xofelf

"This might be the worst hydra I've seen in all of mafiascum history."—
T-bone

"idk, you don't feel like an easy mislynch"—
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Post Post #4 (ISO) » Thu Dec 27, 2018 1:27 pm

Post by puzzledan »

/in
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Post Post #5 (ISO) » Sun Dec 30, 2018 10:17 am

Post by Thegamerontop »

/in
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Post Post #6 (ISO) » Mon Dec 31, 2018 9:04 am

Post by NotAJumbleOfNumbers »

/in
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Post Post #7 (ISO) » Tue Jan 01, 2019 3:10 pm

Post by vincentw »

/in
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Post Post #8 (ISO) » Wed Jan 02, 2019 9:47 am

Post by JerryArr »

Welcome to the ultimate battle of wits... a battlefield filled with cash, items, game-changers... and even more cash! It's time to start the...

Race to a Billion!


.RTaB.
.RTaB.
.RTaB.
.RTaB.
.RTaB.
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Round
1
.
.
.


StatusNameScoreLockPeekBoost %MultiplierCons. WinsItems
PregameCharles510$00Lock: XPeek: 1 left100%x10No items
PregameTatsuya Kaname$00Lock: XPeek: 1 left100%x10No items
PregameAllomancer$00Lock: XPeek: 1 left100%x10No items
Pregamepuzzledan$00Lock: XPeek: 1 left100%x10No items
PregameThegamerontop$00Lock: XPeek: 1 left100%x10No items
PregameJumble$00Lock: XPeek: 1 left100%x10No items
Pregamevincentw$00Lock: XPeek: 1 left100%x10No items


Right now, we've got seven players in the starting gates. Good luck to the seven of you, we're going to start things off by asking you all to send me your bomb locations! They are due on January 4, 2019, at 4 PM Eastern, or in (expired on 2019-01-04 15:00:00).
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Post Post #9 (ISO) » Wed Jan 02, 2019 11:21 am

Post by NotAJumbleOfNumbers »

You should make the grid size smaller.
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Post Post #10 (ISO) » Thu Jan 03, 2019 6:52 am

Post by JerryArr »

In post 9, NotAJumbleOfNumbers wrote:You should make the grid size smaller.
Okay. Jumble goes first.

1


:wink:
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Post Post #11 (ISO) » Thu Jan 03, 2019 6:57 am

Post by JerryArr »

But in all seriousness... we're off! Round 1 is on!

RTaB
RTaB
RTaB
RTaB
RTaB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Round
1
.
.
.




StatusNameScoreLockPeekBoost %MultiplierCons. WinsItems
Now Uppuzzledan$00Lock: XPeek: 1 left100%x10No items
InTatsuya Kaname$00Lock: XPeek: 1 left100%x10No items
InAllomancer$00Lock: XPeek: 1 left100%x10No items
InCharles510$00Lock: XPeek: 1 left100%x10No items
InJumble$00Lock: XPeek: 1 left100%x10No items
InThegamerontop$00Lock: XPeek: 1 left100%x10No items
Invincentw$00Lock: XPeek: 1 left100%x10No items


puzzledan, you're up first, good luck once more to all of our players! Remember that you may lock in one space at a time, and, of course, don't forget your peek!
Last edited by JerryArr on Thu Jan 03, 2019 11:54 am, edited 1 time in total.
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Post Post #12 (ISO) » Thu Jan 03, 2019 7:18 am

Post by NotAJumbleOfNumbers »

I meant how large it’s displayed, because I can’t see the right of the grid on my iPad.
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Post Post #13 (ISO) » Thu Jan 03, 2019 7:18 am

Post by NotAJumbleOfNumbers »

Oh, and Peek at #7.
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Post Post #14 (ISO) » Thu Jan 03, 2019 9:33 am

Post by Thegamerontop »

Uhhhhh where is Puzzledan
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Post Post #15 (ISO) » Thu Jan 03, 2019 10:51 am

Post by puzzledan »

Sorry I am here Of course lets start this game right by going to 4 (what you think I was going 1 Nahh)
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Post Post #16 (ISO) » Thu Jan 03, 2019 12:03 pm

Post by JerryArr »

In post 12, NotAJumbleOfNumbers wrote:I meant how large it’s displayed, because I can’t see the right of the grid on my iPad.
I adjusted things, thank you for pointing that out.

Alrighty, puzzledan's starting with the 4... what are we going to see in our inaugural selection?

RTaB
RTaB
RTaB
RTaB
RTaB
1
2
3
$2,525
5
6
L7L
8
9
10
11
12
13
14
15
16
17
18
19
20
Round
1
.
.
.


Not the highest amount by far, but more importantly, we don't start with a bomb! That's $2,525 on the board.

StatusNameScoreLockPeekBoost %MultiplierCons. WinsItems
Inpuzzledan$2,525Lock: XPeek: 1 left100%x10No items
Now UpTatsuya Kaname$00Lock: XPeek: 1 left100%x10No items
InAllomancer$00Lock: XPeek: 1 left100%x10No items
InCharles510$00Lock: XPeeked at 9100%x10No items
InJumble$00Lock: 7Peeked at 7100%x10No items
InThegamerontop$00Lock: XPeek: 1 left100%x10No items
Invincentw$00Lock: XPeek: 1 left100%x10No items


Jumble knows what's in 7. Tatsuya, you're now up! (Due January 5 at 8:15 PM Eastern, or in (expired on 2019-01-05 19:15:00)
Last edited by JerryArr on Thu Jan 03, 2019 5:16 pm, edited 2 times in total.
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Post Post #17 (ISO) » Thu Jan 03, 2019 4:57 pm

Post by NotAJumbleOfNumbers »

Lock 7.
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Post Post #18 (ISO) » Thu Jan 03, 2019 5:11 pm

Post by Charles510 »

Peek #9
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Post Post #19 (ISO) » Thu Jan 03, 2019 5:16 pm

Post by JerryArr »

The lock and peek have both been processed.
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Post Post #20 (ISO) » Fri Jan 04, 2019 1:22 am

Post by puzzledan »

Lock in 10 please Jerry
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Post Post #21 (ISO) » Fri Jan 04, 2019 1:44 am

Post by Tatsuya Kaname »

WHO DA HAEL TOOK MAH FOUR?

(PLAY 20)
Embark the journey to life-changing fortune in Para{dice} Trinity: The Quest for Spirits' Fortune, a luck-based casual arcade Mish Mash game by Tatsuya Kaname!

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Post Post #22 (ISO) » Fri Jan 04, 2019 1:52 am

Post by puzzledan »

In post 21, Tatsuya Kaname wrote:WHO DA HAEL TOOK MAH FOUR?

(PLAY 20)
Me Now what ya gonna do about it
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Post Post #23 (ISO) » Fri Jan 04, 2019 6:22 am

Post by JerryArr »

Let's take a look at Tatsuya Kaname's #20!

RTaB
RTaB
RTaB
RTaB
RTaB
1
2
3
$2,525
5
6
L7L
8
9
L10L
11
12
13
14
15
16
17
18
19
Trash
Picker
Round
1
.
.
.


Our first Trash Picker of the game! Let's see what you'll be receiving!

Cash$250,000$14,000$110,000$110,000Total: $484,000
SpecialsBack From
The Dead
Take
Two Turns
MinigamesMath Time


Well then! You'll be picking up six figures, plus a minigame if you survive the round... but you have to pick two more spaces immediately! No one has been eliminated so the Back From The Dead is useless. You will, however, also get what was regularly behind #20, which is...

RTaB
RTaB
RTaB
RTaB
RTaB
1
2
3
$2,525
5
6
L7L
8
9
L10L
11
12
13
14
15
16
17
18
19
$555,000
Round
1
.
.
.


$555k! Over a million with one pick! Now, then, we'll need two more choices from you.

StatusNameScoreLockPeekBoost %MultiplierCons. WinsItems
Inpuzzledan$2,525Lock: 10Peek: 1 left100%x10No items
Now UpTatsuya Kaname$1,039,000Lock: XPeek: 1 left100%x10Math Time, Take Two Turns
InAllomancer$00Lock: XPeek: 1 left100%x10No items
InCharles510$00Lock: XPeeked at 9100%x10No items
InJumble$00Lock: 7Peeked at 7100%x10No items
InThegamerontop$00Lock: XPeek: 1 left100%x10No items
Invincentw$00Lock: XPeek: 1 left100%x10No items


Those picks are due on Sunday, January 6, at 12:30 PM Eastern, or in (expired on 2019-01-06 13:30:00)
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Post Post #24 (ISO) » Sun Jan 06, 2019 7:11 am

Post by JerryArr »

Unfortunately, TK has timed out so we're picking a random space for him. Taking the first unpicked space of these:

Original Roll String: 5d20
5 20-Sided Dice: (1, 20, 2, 9, 1) = 33
Locked

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