And multiply by...
Race to 1500! (Game 109)
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Divide by...
Original Roll String: 1d51 5-Sided Dice: (5) = 5
And multiply by...
Original Roll String: 1d31 3-Sided Dice: (3) = 3-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
NotAJumbleOfNumbers: -200
*^^#Mallow: 190
*Irrelephant11: 178
JerryArr: 185
Jackal711: 203
Jackpot: 950-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
1: +400
2: Create your own space
3: Create your own space
4: Roll again, but apply the result to the player of your choice, yourself included.
5: Create your own space
6: Create your own space
7: Create your own space
8: Create your own space
9: Create your own space
10: Create your own space
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:PROTECT
102: Roll a 1d7. If you roll a 7, gainPROTECTand ROLL AGAIN (2x). If you roll a 6,. If you roll 5 or less,+100-100
103: You personally ignore the next effect that negatively affects everyone (shown using#). Stackable
104: Rigged Die - Roll a 1d6. Rolling a 1 results in -150, rolling a 2 results in -300, rolling a 3 results in -150, rolling a 4 results in EVERYONE -100, rolling a 5 results in+25and rolling a 6 results in+150
105: +5 if your score is odd. Halve it if it's even. Additionally, take the halved amount away from the jackpot.
106: Roll again. -300 if the result of this roll is a +# space, +300 if not. Don't trigger the effects of the space, solely take the +/- 300
107: You get a ♦ by your name. For the remainder of the game you gain +7 every time you roll (this is in addition to whatever your roll is). Lose this once you RESET
108: Trick Die - Roll again. You may add + 1 or -1 to this die roll to get a new space.
109: If your score upon rolling this is positive, make it negative. If your score upon rolling this is negative, make it positive. Does nothing on doubled or halved rolls.
110: Swap the first and last digits of your score.
111: High Roller-Lose all your symbols (*, #, ♦, +, ~, ^, %) then RESET. Then Roll 5 dice (whatever number we're on). Carry them out in any order.
112: Roll a d20. A 7 is a Jackpot, a 13 is Unlucky, 20 is reset, 3 is a protect, 4 is a diamond (+7 each successive roll), 9 is the everyone protect, and all others are plus 100.
113: Gain a(denoted with aSUPER PROTECT^). This lets you cancel one die roll thatyouroll and allows you to re-roll it
114: Symbol Shop-You may purchase up to 1 of each of the following for the listed price;*for -100, ♦ for -30,#for -100,for -150^
115: Critical hit: the next negative effect that hits you will be multiplied by 1.5, denoted by %. This can be removed by a protect.
116: Roll from 1 to 25 out of the posts from the last page. Continue rolling until you land on a post with a dice tag. Apply this effect.
117: Symbol Resale: Youmaysell a symbol for 1.5 times the price listed in 114. You may also pay off a % for 100 points. (+ sells for 150 points, ♣ sells for 750 points)
118: Redemption-Anyone who is negativeGo to 300. Everyone in the positive +300. If you are currently at 0, +100 and gain aSUPER PROTECT
119: Gain a+, protecting you from anything that puts you to 0 or negative. It's lost when you get protected by it. Stackable
120:JACKPOT!!!
121:EVERYONE GO TO 420
122: If you aren't winning, STEAL 20% of the leader's score, unless the leader is in the negatives.
123:+250
124:GO TO THE SCORE OF THE LEADER
125: -100 for each symbol you have. Double this amount if you're leading.
126: Take the absolute value of your score (potentially having you win if you were <= -1500) then RESET. All other players gain half of the absolute value of your score.
127: ROLL AGAIN (2x) but if you land on a negative space, make it positive. If the space has anything other than +num/-num do what the space says normally instead.
128: Halve your score.
129: Mind Control-Choose 2 other players. Then roll 1 die for each of them. You can either have them take the effect or you can take the effect. If there are any further die rolls you can still choose ultimately if you want the result or not.
130: Give all other players a critical hit (%). Gain 50 points for each player this is done to.
131:, then change the last two digits of your score and the Jackpot to '31'.+200
132: MERGE then RESET
133: ROLL AGAIN (x3)
134: Lucky Start-When you land on this space add a ♣ next to your name. If you already have this next to your name, you automatically win this round. If another player has a ♣ they lose it. At the end of the game whoever has the ♣ starts the next game off with 500 points and 2PROTECT. The only way to lose it is if someone else lands on this space.
135: Choose a symbol and give everyone one of that symbol.
136: Crippled-You may only roll a d100 until you increase your score equals or surpasses 750, or if you RESET. If your score is currently 750+GO TO 600. Denoted with a~
137: Clear all symbols (except the ♣)
138: EVERYONE MERGE
139: Double your score, unless it would cause you to win, in which case you reset.
140: All players lose any negative symbols
141:CHOOSE 1 of the following: Gain 3 symbols of your choice (excluding the clover)/Pretty Lucky-GO TO 750/. This cannot cause you to win.JACKPOT!!!
142: MERGE with theJACKPOT!!!
143: Switch scores with the player of your choice.
144: Gain aPROTECTbut give the leader aunless you are the leader. ThenSUPER PROTECT+200
145: All players score 50 points per symbol except clubs, which is -100, and diamonds, which is +177. Thenand gain a Diamond.+200
146: Cleanse-Remove any symbols you don't want from yourself and then remove a ~ or % from another player. Then gain +200
147:UNLUCKY
148:and gain a+350PROTECT
149:UNLUCKY
150:GO TO THE SCORE OF LAST PLACE
151: Express:. Now you can either roll 1d100 or stop. If you roll 1d100 and land on a space that will causes your score to decrease, RESET. If you roll a space that causes your score to stay or increase, you increase your score and you will get the offer to roll1d100 or stop again (and so on and so on until you stop or RESET due to bad roll)+100
152: Express
153: Accelerant: (Denoted by ">") Gain 3 ">" While you have this symbol, whenever you roll a die (legally), gain points equal to its die roll. After each roll lose 1 ">".
154: Insurance-Give all players a $. This blocks the next unlucky space you land on. Then gain +300
155: Portable Trick Die: Stackable, represented by "!". After any die roll (not just the initial one), you may spend 250 points and the ! to change the result by +/- 1.
156: Big Wheel - Roll a 1d20. After one "spin" you may choose to stop and claim 25x your result or respin for more points. If you go over 20 in two spins, UNLUCKY . If your first spin, or the combination of two spins, land exactly on 20, +1000 and a chance to do a "bonus spin", which if land on 1 or 3 you get a PROTECT, land on 20 gets an instant win (any other number in the bonus spin is worth nothing).
157: ROLL AGAIN, then ROLL AGAIN (again)
158: Russian Roulette: Roll a single die, the number of sides equal to the number of people currently playing. -1,000 for whoever it lands on.
159: RESET. If you did, roll 10d150. Gain the total.
160: For every 250 points you have, gain aCritical Hit.
161: Anti-Protect: The next time you would gain points (either through a reset, a positive space, or trying to steal/merge points) your score does not increase. These are stackable. (Represented by an '&' symbol.)
162:+300
163: Cursed Doll: Gain a (┛◉Д◉)┛彡┻━┻ if no one has it or steal one if someone has it. When you own the symbol, if anyone rolled a prime number, earn a Critical Hit. If you rolled a composite number (not prime), you can either take +100 or pass the Cursed Doll to another player. To avoid confusion, if this square is landed via a 111 (High Roller), treat this as a + 0.
164: Wicked: A space is wicked when it's orange. If you land on a wicked space, roll a die. The space where the die landed will also become wicked. In addition, you must either choose to take -50 or the Russian Roulette.
165:GO TO 200. Then gain a symbol no one else currently has of your choice.
166: +25
167: Bowser Time-Roll 1d6. 1= -500, 2= EVERYONE -500, 3= Lose all your symbols, 4= EVERYONE MERGE, 5=, 6=UNLUCKYJACKPOT!!!
168:but then gain a-200#
169: Portable Trick Die (!)
170: Trade one symbol with another player if possible (excluding Lucky Start).
171: LEND 100: Give 100 to another player.
172: Builder-Change a 'Create your own space' into something of your choice. Then activate a space 2-10 that isn't a 'create your own space' that isn't the one you just made
173: Swap Roll-Revert the score and symbols of the last player who rolled to what they had before their turn. You now take the result of their turn.
174:Equalizer- Roll a 30d50. Everyone merges with the generated value. (Example at 12639.)
175:JACKPOT!!!
176: Symbol Shop 2.0-You may purchase up to 1 of each of the following for the listed price; * for -100, ♦ for -30, # for -100, ^ for -150, 3 of > for -150, ! for -200, + for -50 OR buy all for -500
177: Take the last 3 numbers in the post number you rolled the die for and multiply them together (If there is a 0 change it to a '5'). If the number is even add it to your score. If it's odd subtract it from your score.
178: Divide your score by [1d5], then multiply it by [1d3].
179: Convert all your symbols into 2 Accelerants for each symbol.
180:Anti-Cripple:As long as you have this roll 1d<current dice size - 100>, add 100, and use the result as your roll. This is lost if you are at or go below 0. This symbol is represented by §. Cripples and Anti-Cripples remove each other.
181: Night Bonus-If it is between 6PM and 6AM in your timezone when your die is rolled, gain. Otherwise, lose+300-300
182: Multiply the digits of your current score and add the total to your score.
183: Roll again, but apply the effects one above and one below in addition to the normal effect, wrapping around if needed.Last edited by JerryArr on Fri Jun 01, 2018 2:58 pm, edited 1 time in total.-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Original Roll String: 1d1831 183-Sided Dice: (116) = 116-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
~NotAJumbleOfNumbers: -200
*^^#Mallow: 190
*Irrelephant11: 178
JerryArr: 545
Jackal711: 203
Jackpot: 950-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Original Roll String: 1d1831 183-Sided Dice: (75) = 75-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
4 is now: "Roll again, but apply the result to the player of your choice, yourself included."-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Original Roll String: 1d1831 183-Sided Dice: (83) = 83-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Original Roll String: 30d5030 50-Sided Dice: (44, 21, 2, 47, 16, 35, 12, 22, 24, 40, 10, 45, 13, 2, 43, 5, 42, 48, 31, 45, 34, 34, 25, 46, 27, 26, 23, 17, 37, 24) = 840-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
~NotAJumbleOfNumbers: 336
*^^#Mallow: 491
*Irrelephant11: 485
JerryArr: 669
Jackal711: 498
Jackpot: 950-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Original Roll String: 1d1831 183-Sided Dice: (120) = 120-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
1: +400
2: Create your own space
3: Create your own space
4: Roll again, but apply the result to the player of your choice, yourself included.
5: Create your own space
6: Create your own space
7: Create your own space
8: Create your own space
9: Create your own space
10: Create your own space
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:PROTECT
102: Roll a 1d7. If you roll a 7, gainPROTECTand ROLL AGAIN (2x). If you roll a 6,. If you roll 5 or less,+100-100
103: You personally ignore the next effect that negatively affects everyone (shown using#). Stackable
104: Rigged Die - Roll a 1d6. Rolling a 1 results in -150, rolling a 2 results in -300, rolling a 3 results in -150, rolling a 4 results in EVERYONE -100, rolling a 5 results in+25and rolling a 6 results in+150
105: +5 if your score is odd. Halve it if it's even. Additionally, take the halved amount away from the jackpot.
106: Roll again. -300 if the result of this roll is a +# space, +300 if not. Don't trigger the effects of the space, solely take the +/- 300
107: You get a ♦ by your name. For the remainder of the game you gain +7 every time you roll (this is in addition to whatever your roll is). Lose this once you RESET
108: Trick Die - Roll again. You may add + 1 or -1 to this die roll to get a new space.
109: If your score upon rolling this is positive, make it negative. If your score upon rolling this is negative, make it positive. Does nothing on doubled or halved rolls.
110: Swap the first and last digits of your score.
111: High Roller-Lose all your symbols (*, #, ♦, +, ~, ^, %) then RESET. Then Roll 5 dice (whatever number we're on). Carry them out in any order.
112: Roll a d20. A 7 is a Jackpot, a 13 is Unlucky, 20 is reset, 3 is a protect, 4 is a diamond (+7 each successive roll), 9 is the everyone protect, and all others are plus 100.
113: Gain a(denoted with aSUPER PROTECT^). This lets you cancel one die roll thatyouroll and allows you to re-roll it
114: Symbol Shop-You may purchase up to 1 of each of the following for the listed price;*for -100, ♦ for -30,#for -100,for -150^
115: Critical hit: the next negative effect that hits you will be multiplied by 1.5, denoted by %. This can be removed by a protect.
116: Roll from 1 to 25 out of the posts from the last page. Continue rolling until you land on a post with a dice tag. Apply this effect.
117: Symbol Resale: Youmaysell a symbol for 1.5 times the price listed in 114. You may also pay off a % for 100 points. (+ sells for 150 points, ♣ sells for 750 points)
118: Redemption-Anyone who is negativeGo to 300. Everyone in the positive +300. If you are currently at 0, +100 and gain aSUPER PROTECT
119: Gain a+, protecting you from anything that puts you to 0 or negative. It's lost when you get protected by it. Stackable
120:JACKPOT!!!
121:EVERYONE GO TO 420
122: If you aren't winning, STEAL 20% of the leader's score, unless the leader is in the negatives.
123:+250
124:GO TO THE SCORE OF THE LEADER
125: -100 for each symbol you have. Double this amount if you're leading.
126: Take the absolute value of your score (potentially having you win if you were <= -1500) then RESET. All other players gain half of the absolute value of your score.
127: ROLL AGAIN (2x) but if you land on a negative space, make it positive. If the space has anything other than +num/-num do what the space says normally instead.
128: Halve your score.
129: Mind Control-Choose 2 other players. Then roll 1 die for each of them. You can either have them take the effect or you can take the effect. If there are any further die rolls you can still choose ultimately if you want the result or not.
130: Give all other players a critical hit (%). Gain 50 points for each player this is done to.
131:, then change the last two digits of your score and the Jackpot to '31'.+200
132: MERGE then RESET
133: ROLL AGAIN (x3)
134: Lucky Start-When you land on this space add a ♣ next to your name. If you already have this next to your name, you automatically win this round. If another player has a ♣ they lose it. At the end of the game whoever has the ♣ starts the next game off with 500 points and 2PROTECT. The only way to lose it is if someone else lands on this space.
135: Choose a symbol and give everyone one of that symbol.
136: Crippled-You may only roll a d100 until you increase your score equals or surpasses 750, or if you RESET. If your score is currently 750+GO TO 600. Denoted with a~
137: Clear all symbols (except the ♣)
138: EVERYONE MERGE
139: Double your score, unless it would cause you to win, in which case you reset.
140: All players lose any negative symbols
141:CHOOSE 1 of the following: Gain 3 symbols of your choice (excluding the clover)/Pretty Lucky-GO TO 750/. This cannot cause you to win.JACKPOT!!!
142: MERGE with theJACKPOT!!!
143: Switch scores with the player of your choice.
144: Gain aPROTECTbut give the leader aunless you are the leader. ThenSUPER PROTECT+200
145: All players score 50 points per symbol except clubs, which is -100, and diamonds, which is +177. Thenand gain a Diamond.+200
146: Cleanse-Remove any symbols you don't want from yourself and then remove a ~ or % from another player. Then gain +200
147:UNLUCKY
148:and gain a+350PROTECT
149:UNLUCKY
150:GO TO THE SCORE OF LAST PLACE
151: Express:. Now you can either roll 1d100 or stop. If you roll 1d100 and land on a space that will causes your score to decrease, RESET. If you roll a space that causes your score to stay or increase, you increase your score and you will get the offer to roll1d100 or stop again (and so on and so on until you stop or RESET due to bad roll)+100
152: Express
153: Accelerant: (Denoted by ">") Gain 3 ">" While you have this symbol, whenever you roll a die (legally), gain points equal to its die roll. After each roll lose 1 ">".
154: Insurance-Give all players a $. This blocks the next unlucky space you land on. Then gain +300
155: Portable Trick Die: Stackable, represented by "!". After any die roll (not just the initial one), you may spend 250 points and the ! to change the result by +/- 1.
156: Big Wheel - Roll a 1d20. After one "spin" you may choose to stop and claim 25x your result or respin for more points. If you go over 20 in two spins, UNLUCKY . If your first spin, or the combination of two spins, land exactly on 20, +1000 and a chance to do a "bonus spin", which if land on 1 or 3 you get a PROTECT, land on 20 gets an instant win (any other number in the bonus spin is worth nothing).
157: ROLL AGAIN, then ROLL AGAIN (again)
158: Russian Roulette: Roll a single die, the number of sides equal to the number of people currently playing. -1,000 for whoever it lands on.
159: RESET. If you did, roll 10d150. Gain the total.
160: For every 250 points you have, gain aCritical Hit.
161: Anti-Protect: The next time you would gain points (either through a reset, a positive space, or trying to steal/merge points) your score does not increase. These are stackable. (Represented by an '&' symbol.)
162:+300
163: Cursed Doll: Gain a (┛◉Д◉)┛彡┻━┻ if no one has it or steal one if someone has it. When you own the symbol, if anyone rolled a prime number, earn a Critical Hit. If you rolled a composite number (not prime), you can either take +100 or pass the Cursed Doll to another player. To avoid confusion, if this square is landed via a 111 (High Roller), treat this as a + 0.
164: Wicked: A space is wicked when it's orange. If you land on a wicked space, roll a die. The space where the die landed will also become wicked. In addition, you must either choose to take -50 or the Russian Roulette.
165:GO TO 200. Then gain a symbol no one else currently has of your choice.
166: +25
167: Bowser Time-Roll 1d6. 1= -500, 2= EVERYONE -500, 3= Lose all your symbols, 4= EVERYONE MERGE, 5=, 6=UNLUCKYJACKPOT!!!
168:but then gain a-200#
169: Portable Trick Die (!)
170: Trade one symbol with another player if possible (excluding Lucky Start).
171: LEND 100: Give 100 to another player.
172: Builder-Change a 'Create your own space' into something of your choice. Then activate a space 2-10 that isn't a 'create your own space' that isn't the one you just made
173: Swap Roll-Revert the score and symbols of the last player who rolled to what they had before their turn. You now take the result of their turn.
174:Equalizer- Roll a 30d50. Everyone merges with the generated value. (Example at 12639.)
175:JACKPOT!!!
176: Symbol Shop 2.0-You may purchase up to 1 of each of the following for the listed price; * for -100, ♦ for -30, # for -100, ^ for -150, 3 of > for -150, ! for -200, + for -50 OR buy all for -500
177: Take the last 3 numbers in the post number you rolled the die for and multiply them together (If there is a 0 change it to a '5'). If the number is even add it to your score. If it's odd subtract it from your score.
178: Divide your score by [1d5], then multiply it by [1d3].
179: Convert all your symbols into 2 Accelerants for each symbol.
180:Anti-Cripple:As long as you have this roll 1d<current dice size - 100>, add 100, and use the result as your roll. This is lost if you are at or go below 0. This symbol is represented by §. Cripples and Anti-Cripples remove each other.
181: Night Bonus-If it is between 6PM and 6AM in your timezone when your die is rolled, gain. Otherwise, lose+300-300
182: Multiply the digits of your current score and add the total to your score.
183: Roll again, but apply the effects one above and one below in addition to the normal effect, wrapping around if needed.-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Oh
~NotAJumbleOfNumbers: 286
*^^#Mallow: 491
*Irrelephant11: 485
JerryArr: -431
Jackal711: 1048
Jackpot: 500-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Original Roll String: 1d1831 183-Sided Dice: (157) = 157-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
NotAJumbleOfNumbers: -210
*^^#Mallow: 491
*Irrelephant11: 485
^JerryArr: -431
Jackal711: 0
Jackpot: 500-
-
JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Original Roll String: 1d1831 183-Sided Dice: (152) = 152-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
10 becomes "Roll again. If you hit a positive space, the player in last place also gets the effect."
I'll activate 4.
Original Roll String: 1d1831 183-Sided Dice: (102) = 102-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
I'll let Irrelephant have that one.
NotAJumbleOfNumbers: -260
^Mallow: -475
*~Irrelephant11: 485
^JerryArr: -331
!Jackal711: 400
Jackpot: 700-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Original Roll String: 1d1831 183-Sided Dice: (58) = 58-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
NotAJumbleOfNumbers: -560
^Mallow: -475
*~Irrelephant11: 485
^JerryArr: -336
!Jackal711: 400
Jackpot: 400-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
1: +400
2: Create your own space
3: Create your own space
4: Roll again, but apply the result to the player of your choice, yourself included.
5: Create your own space
6: Roll again, but apply the result to the player of your choice, yourself included.
7: Create your own space
8: Create your own space
9: Create your own space
10: Roll again. If you hit a positive space, the player in last place also gets the effect.
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:PROTECT
102: Roll a 1d7. If you roll a 7, gainPROTECTand ROLL AGAIN (2x). If you roll a 6,. If you roll 5 or less,+100-100
103: You personally ignore the next effect that negatively affects everyone (shown using#). Stackable
104: Rigged Die - Roll a 1d6. Rolling a 1 results in -150, rolling a 2 results in -300, rolling a 3 results in -150, rolling a 4 results in EVERYONE -100, rolling a 5 results in+25and rolling a 6 results in+150
105: +5 if your score is odd. Halve it if it's even. Additionally, take the halved amount away from the jackpot.
106: Roll again. -300 if the result of this roll is a +# space, +300 if not. Don't trigger the effects of the space, solely take the +/- 300
107: You get a ♦ by your name. For the remainder of the game you gain +7 every time you roll (this is in addition to whatever your roll is). Lose this once you RESET
108: Trick Die - Roll again. You may add + 1 or -1 to this die roll to get a new space.
109: If your score upon rolling this is positive, make it negative. If your score upon rolling this is negative, make it positive. Does nothing on doubled or halved rolls.
110: Swap the first and last digits of your score.
111: High Roller-Lose all your symbols (*, #, ♦, +, ~, ^, %) then RESET. Then Roll 5 dice (whatever number we're on). Carry them out in any order.
112: Roll a d20. A 7 is a Jackpot, a 13 is Unlucky, 20 is reset, 3 is a protect, 4 is a diamond (+7 each successive roll), 9 is the everyone protect, and all others are plus 100.
113: Gain a(denoted with aSUPER PROTECT^). This lets you cancel one die roll thatyouroll and allows you to re-roll it
114: Symbol Shop-You may purchase up to 1 of each of the following for the listed price;*for -100, ♦ for -30,#for -100,for -150^
115: Critical hit: the next negative effect that hits you will be multiplied by 1.5, denoted by %. This can be removed by a protect.
116: Roll from 1 to 25 out of the posts from the last page. Continue rolling until you land on a post with a dice tag. Apply this effect.
117: Symbol Resale: Youmaysell a symbol for 1.5 times the price listed in 114. You may also pay off a % for 100 points. (+ sells for 150 points, ♣ sells for 750 points)
118: Redemption-Anyone who is negativeGo to 300. Everyone in the positive +300. If you are currently at 0, +100 and gain aSUPER PROTECT
119: Gain a+, protecting you from anything that puts you to 0 or negative. It's lost when you get protected by it. Stackable
120:JACKPOT!!!
121:EVERYONE GO TO 420
122: If you aren't winning, STEAL 20% of the leader's score, unless the leader is in the negatives.
123:+250
124:GO TO THE SCORE OF THE LEADER
125: -100 for each symbol you have. Double this amount if you're leading.
126: Take the absolute value of your score (potentially having you win if you were <= -1500) then RESET. All other players gain half of the absolute value of your score.
127: ROLL AGAIN (2x) but if you land on a negative space, make it positive. If the space has anything other than +num/-num do what the space says normally instead.
128: Halve your score.
129: Mind Control-Choose 2 other players. Then roll 1 die for each of them. You can either have them take the effect or you can take the effect. If there are any further die rolls you can still choose ultimately if you want the result or not.
130: Give all other players a critical hit (%). Gain 50 points for each player this is done to.
131:, then change the last two digits of your score and the Jackpot to '31'.+200
132: MERGE then RESET
133: ROLL AGAIN (x3)
134: Lucky Start-When you land on this space add a ♣ next to your name. If you already have this next to your name, you automatically win this round. If another player has a ♣ they lose it. At the end of the game whoever has the ♣ starts the next game off with 500 points and 2PROTECT. The only way to lose it is if someone else lands on this space.
135: Choose a symbol and give everyone one of that symbol.
136: Crippled-You may only roll a d100 until you increase your score equals or surpasses 750, or if you RESET. If your score is currently 750+GO TO 600. Denoted with a~
137: Clear all symbols (except the ♣)
138: EVERYONE MERGE
139: Double your score, unless it would cause you to win, in which case you reset.
140: All players lose any negative symbols
141:CHOOSE 1 of the following: Gain 3 symbols of your choice (excluding the clover)/Pretty Lucky-GO TO 750/. This cannot cause you to win.JACKPOT!!!
142: MERGE with theJACKPOT!!!
143: Switch scores with the player of your choice.
144: Gain aPROTECTbut give the leader aunless you are the leader. ThenSUPER PROTECT+200
145: All players score 50 points per symbol except clubs, which is -100, and diamonds, which is +177. Thenand gain a Diamond.+200
146: Cleanse-Remove any symbols you don't want from yourself and then remove a ~ or % from another player. Then gain +200
147:UNLUCKY
148:and gain a+350PROTECT
149:UNLUCKY
150:GO TO THE SCORE OF LAST PLACE
151: Express:. Now you can either roll 1d100 or stop. If you roll 1d100 and land on a space that will causes your score to decrease, RESET. If you roll a space that causes your score to stay or increase, you increase your score and you will get the offer to roll1d100 or stop again (and so on and so on until you stop or RESET due to bad roll)+100
152: Express
153: Accelerant: (Denoted by ">") Gain 3 ">" While you have this symbol, whenever you roll a die (legally), gain points equal to its die roll. After each roll lose 1 ">".
154: Insurance-Give all players a $. This blocks the next unlucky space you land on. Then gain +300
155: Portable Trick Die: Stackable, represented by "!". After any die roll (not just the initial one), you may spend 250 points and the ! to change the result by +/- 1.
156: Big Wheel - Roll a 1d20. After one "spin" you may choose to stop and claim 25x your result or respin for more points. If you go over 20 in two spins, UNLUCKY . If your first spin, or the combination of two spins, land exactly on 20, +1000 and a chance to do a "bonus spin", which if land on 1 or 3 you get a PROTECT, land on 20 gets an instant win (any other number in the bonus spin is worth nothing).
157: ROLL AGAIN, then ROLL AGAIN (again)
158: Russian Roulette: Roll a single die, the number of sides equal to the number of people currently playing. -1,000 for whoever it lands on.
159: RESET. If you did, roll 10d150. Gain the total.
160: For every 250 points you have, gain aCritical Hit.
161: Anti-Protect: The next time you would gain points (either through a reset, a positive space, or trying to steal/merge points) your score does not increase. These are stackable. (Represented by an '&' symbol.)
162:+300
163: Cursed Doll: Gain a (┛◉Д◉)┛彡┻━┻ if no one has it or steal one if someone has it. When you own the symbol, if anyone rolled a prime number, earn a Critical Hit. If you rolled a composite number (not prime), you can either take +100 or pass the Cursed Doll to another player. To avoid confusion, if this square is landed via a 111 (High Roller), treat this as a + 0.
164: Wicked: A space is wicked when it's orange. If you land on a wicked space, roll a die. The space where the die landed will also become wicked. In addition, you must either choose to take -50 or the Russian Roulette.
165:GO TO 200. Then gain a symbol no one else currently has of your choice.
166: +25
167: Bowser Time-Roll 1d6. 1= -500, 2= EVERYONE -500, 3= Lose all your symbols, 4= EVERYONE MERGE, 5=, 6=UNLUCKYJACKPOT!!!
168:but then gain a-200#
169: Portable Trick Die (!)
170: Trade one symbol with another player if possible (excluding Lucky Start).
171: LEND 100: Give 100 to another player.
172: Builder-Change a 'Create your own space' into something of your choice. Then activate a space 2-10 that isn't a 'create your own space' that isn't the one you just made
173: Swap Roll-Revert the score and symbols of the last player who rolled to what they had before their turn. You now take the result of their turn.
174:Equalizer- Roll a 30d50. Everyone merges with the generated value. (Example at 12639.)
175:JACKPOT!!!
176: Symbol Shop 2.0-You may purchase up to 1 of each of the following for the listed price; * for -100, ♦ for -30, # for -100, ^ for -150, 3 of > for -150, ! for -200, + for -50 OR buy all for -500
177: Take the last 3 numbers in the post number you rolled the die for and multiply them together (If there is a 0 change it to a '5'). If the number is even add it to your score. If it's odd subtract it from your score.
178: Divide your score by [1d5], then multiply it by [1d3].
179: Convert all your symbols into 2 Accelerants for each symbol.
180:Anti-Cripple:As long as you have this roll 1d<current dice size - 100>, add 100, and use the result as your roll. This is lost if you are at or go below 0. This symbol is represented by §. Cripples and Anti-Cripples remove each other.
181: Night Bonus-If it is between 6PM and 6AM in your timezone when your die is rolled, gain. Otherwise, lose+300-300
182: Multiply the digits of your current score and add the total to your score.
183: Roll again, but apply the effects one above and one below in addition to the normal effect, wrapping around if needed.-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Original Roll String: 1d1831 183-Sided Dice: (99) = 99-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
NotAJumbleOfNumbers: -630
^Mallow: -475
*~Irrelephant11: 485
^JerryArr: 14
!Jackal711: 400
Jackpot: 400-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Original Roll String: 1d1831 183-Sided Dice: (77) = 77-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
♦%◉NotAJumbleOfNumbers: -113
^Mallow: -765
*~Irrelephant11: 585
^JerryArr: 231
Jackal711: -765
Ircher: 300
Jackpot: 831-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Original Roll String: 1d1831 183-Sided Dice: (17) = 17-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
♦%◉NotAJumbleOfNumbers: 107
^Mallow: -652
*~Irrelephant11: 698
>>>!^#JerryArr: -106
Jackal711: -652
Ircher: 413
Jackpot: 831-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
1: +400
2: Create your own space
3: Create your own space
4: Roll again, but apply the result to the player of your choice, yourself included.
5: Create your own space
6: Roll again, but apply the result to the player of your choice, yourself included.
7: Create your own space
8: Create your own space
9: Create your own space
10: Roll again. If you hit a positive space, the player in last place also gets the effect.
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:PROTECT
102: Roll a 1d7. If you roll a 7, gainPROTECTand ROLL AGAIN (2x). If you roll a 6,. If you roll 5 or less,+100-100
103: You personally ignore the next effect that negatively affects everyone (shown using#). Stackable
104: Rigged Die - Roll a 1d6. Rolling a 1 results in -150, rolling a 2 results in -300, rolling a 3 results in -150, rolling a 4 results in EVERYONE -100, rolling a 5 results in+25and rolling a 6 results in+150
105: +5 if your score is odd. Halve it if it's even. Additionally, take the halved amount away from the jackpot.
106: Roll again. -300 if the result of this roll is a +# space, +300 if not. Don't trigger the effects of the space, solely take the +/- 300
107: You get a ♦ by your name. For the remainder of the game you gain +7 every time you roll (this is in addition to whatever your roll is). Lose this once you RESET
108: Trick Die - Roll again. You may add + 1 or -1 to this die roll to get a new space.
109: If your score upon rolling this is positive, make it negative. If your score upon rolling this is negative, make it positive. Does nothing on doubled or halved rolls.
110: Swap the first and last digits of your score.
111: High Roller-Lose all your symbols (*, #, ♦, +, ~, ^, %) then RESET. Then Roll 5 dice (whatever number we're on). Carry them out in any order.
112: Roll a d20. A 7 is a Jackpot, a 13 is Unlucky, 20 is reset, 3 is a protect, 4 is a diamond (+7 each successive roll), 9 is the everyone protect, and all others are plus 100.
113: Gain a(denoted with aSUPER PROTECT^). This lets you cancel one die roll thatyouroll and allows you to re-roll it
114: Symbol Shop-You may purchase up to 1 of each of the following for the listed price;*for -100, ♦ for -30,#for -100,for -150^
115: Critical hit: the next negative effect that hits you will be multiplied by 1.5, denoted by %. This can be removed by a protect.
116: Roll from 1 to 25 out of the posts from the last page. Continue rolling until you land on a post with a dice tag. Apply this effect.
117: Symbol Resale: Youmaysell a symbol for 1.5 times the price listed in 114. You may also pay off a % for 100 points. (+ sells for 150 points, ♣ sells for 750 points)
118: Redemption-Anyone who is negativeGo to 300. Everyone in the positive +300. If you are currently at 0, +100 and gain aSUPER PROTECT
119: Gain a+, protecting you from anything that puts you to 0 or negative. It's lost when you get protected by it. Stackable
120:JACKPOT!!!
121:EVERYONE GO TO 420
122: If you aren't winning, STEAL 20% of the leader's score, unless the leader is in the negatives.
123:+250
124:GO TO THE SCORE OF THE LEADER
125: -100 for each symbol you have. Double this amount if you're leading.
126: Take the absolute value of your score (potentially having you win if you were <= -1500) then RESET. All other players gain half of the absolute value of your score.
127: ROLL AGAIN (2x) but if you land on a negative space, make it positive. If the space has anything other than +num/-num do what the space says normally instead.
128: Halve your score.
129: Mind Control-Choose 2 other players. Then roll 1 die for each of them. You can either have them take the effect or you can take the effect. If there are any further die rolls you can still choose ultimately if you want the result or not.
130: Give all other players a critical hit (%). Gain 50 points for each player this is done to.
131:, then change the last two digits of your score and the Jackpot to '31'.+200
132: MERGE then RESET
133: ROLL AGAIN (x3)
134: Lucky Start-When you land on this space add a ♣ next to your name. If you already have this next to your name, you automatically win this round. If another player has a ♣ they lose it. At the end of the game whoever has the ♣ starts the next game off with 500 points and 2PROTECT. The only way to lose it is if someone else lands on this space.
135: Choose a symbol and give everyone one of that symbol.
136: Crippled-You may only roll a d100 until you increase your score equals or surpasses 750, or if you RESET. If your score is currently 750+GO TO 600. Denoted with a~
137: Clear all symbols (except the ♣)
138: EVERYONE MERGE
139: Double your score, unless it would cause you to win, in which case you reset.
140: All players lose any negative symbols
141:CHOOSE 1 of the following: Gain 3 symbols of your choice (excluding the clover)/Pretty Lucky-GO TO 750/. This cannot cause you to win.JACKPOT!!!
142: MERGE with theJACKPOT!!!
143: Switch scores with the player of your choice.
144: Gain aPROTECTbut give the leader aunless you are the leader. ThenSUPER PROTECT+200
145: All players score 50 points per symbol except clubs, which is -100, and diamonds, which is +177. Thenand gain a Diamond.+200
146: Cleanse-Remove any symbols you don't want from yourself and then remove a ~ or % from another player. Then gain +200
147:UNLUCKY
148:and gain a+350PROTECT
149:UNLUCKY
150:GO TO THE SCORE OF LAST PLACE
151: Express:. Now you can either roll 1d100 or stop. If you roll 1d100 and land on a space that will causes your score to decrease, RESET. If you roll a space that causes your score to stay or increase, you increase your score and you will get the offer to roll1d100 or stop again (and so on and so on until you stop or RESET due to bad roll)+100
152: Express
153: Accelerant: (Denoted by ">") Gain 3 ">" While you have this symbol, whenever you roll a die (legally), gain points equal to its die roll. After each roll lose 1 ">".
154: Insurance-Give all players a $. This blocks the next unlucky space you land on. Then gain +300
155: Portable Trick Die: Stackable, represented by "!". After any die roll (not just the initial one), you may spend 250 points and the ! to change the result by +/- 1.
156: Big Wheel - Roll a 1d20. After one "spin" you may choose to stop and claim 25x your result or respin for more points. If you go over 20 in two spins, UNLUCKY . If your first spin, or the combination of two spins, land exactly on 20, +1000 and a chance to do a "bonus spin", which if land on 1 or 3 you get a PROTECT, land on 20 gets an instant win (any other number in the bonus spin is worth nothing).
157: ROLL AGAIN, then ROLL AGAIN (again)
158: Russian Roulette: Roll a single die, the number of sides equal to the number of people currently playing. -1,000 for whoever it lands on.
159: RESET. If you did, roll 10d150. Gain the total.
160: For every 250 points you have, gain aCritical Hit.
161: Anti-Protect: The next time you would gain points (either through a reset, a positive space, or trying to steal/merge points) your score does not increase. These are stackable. (Represented by an '&' symbol.)
162:+300
163: Cursed Doll: Gain a (┛◉Д◉)┛彡┻━┻ if no one has it or steal one if someone has it. When you own the symbol, if anyone rolled a prime number, earn a Critical Hit. If you rolled a composite number (not prime), you can either take +100 or pass the Cursed Doll to another player. To avoid confusion, if this square is landed via a 111 (High Roller), treat this as a + 0.
164: Wicked: A space is wicked when it's orange. If you land on a wicked space, roll a die. The space where the die landed will also become wicked. In addition, you must either choose to take -50 or the Russian Roulette.
165:GO TO 200. Then gain a symbol no one else currently has of your choice.
166: +25
167: Bowser Time-Roll 1d6. 1= -500, 2= EVERYONE -500, 3= Lose all your symbols, 4= EVERYONE MERGE, 5=, 6=UNLUCKYJACKPOT!!!
168:but then gain a-200#
169: Portable Trick Die (!)
170: Trade one symbol with another player if possible (excluding Lucky Start).
171: LEND 100: Give 100 to another player.
172: Builder-Change a 'Create your own space' into something of your choice. Then activate a space 2-10 that isn't a 'create your own space' that isn't the one you just made
173: Swap Roll-Revert the score and symbols of the last player who rolled to what they had before their turn. You now take the result of their turn.
174:Equalizer- Roll a 30d50. Everyone merges with the generated value. (Example at 12639.)
175:JACKPOT!!!
176: Symbol Shop 2.0-You may purchase up to 1 of each of the following for the listed price; * for -100, ♦ for -30, # for -100, ^ for -150, 3 of > for -150, ! for -200, + for -50 OR buy all for -500
177: Take the last 3 numbers in the post number you rolled the die for and multiply them together (If there is a 0 change it to a '5'). If the number is even add it to your score. If it's odd subtract it from your score.
178: Divide your score by [1d5], then multiply it by [1d3].
179: Convert all your symbols into 2 Accelerants for each symbol.
180:Anti-Cripple:As long as you have this roll 1d<current dice size - 100>, add 100, and use the result as your roll. This is lost if you are at or go below 0. This symbol is represented by §. Cripples and Anti-Cripples remove each other.
181: Night Bonus-If it is between 6PM and 6AM in your timezone when your die is rolled, gain. Otherwise, lose+300-300
182: Multiply the digits of your current score and add the total to your score.
183: Roll again, but apply the effects one above and one below in addition to the normal effect, wrapping around if needed.-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Original Roll String: 1d1831 183-Sided Dice: (130) = 130-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Original Roll String: 1d1831 183-Sided Dice: (159) = 159-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
No thank you, using the Super Protect
Original Roll String: 1d1831 183-Sided Dice: (169) = 169-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
♦^%◉NotAJumbleOfNumbers: -36
^Mallow: -652
*~Irrelephant11: 698
!#JerryArr: 409
Jackal711: -652
Ircher: 413
Jackpot: 931-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Original Roll String: 1d1831 183-Sided Dice: (16) = 16-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Treble roll!
Original Roll String: 1d1831 183-Sided Dice: (39) = 39-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Trick die to 133, down to 159 points, 9x roll, yeehaw!
Original Roll String: 1d1831 183-Sided Dice: (110) = 110-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
lol
♦^%◉NotAJumbleOfNumbers: 121
^Mallow: -652
*~Irrelephant11: 698
!!!!!!!!!JerryArr: 159
Jackal711: -652
Ircher: 413
Jackpot: 931-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Original Roll String: 1d1831 183-Sided Dice: (117) = 117-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
♦^%◉NotAJumbleOfNumbers: 283
^Mallow: -652
*~Irrelephant11: 698
!!!!!!!!!♣JerryArr: 159
Jackal711: -652
Ircher: 413
Jackpot: 93-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Jackpot should be at 931, my apologies
Original Roll String: 1d1831 183-Sided Dice: (47) = 47-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Mallow can have one my my excess !'s
♦^%%◉NotAJumbleOfNumbers: 618
!Mallow: -652
*~Irrelephant11: 698
!!!!!!!!^♣JerryArr: 159
Jackal711: -652
Ircher: 413
Jackpot: 931-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Original Roll String: 1d1831 183-Sided Dice: (48) = 48-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
I'll trick die to 159
Original Roll String: 10d15010 150-Sided Dice: (65, 117, 72, 21, 32, 71, 9, 104, 43, 63) = 597-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
♦^◉NotAJumbleOfNumbers: 925
!Mallow: -652
*Irrelephant11: 698
!!!!!!!^♣JerryArr: 953
Jackal711: -652
Ircher: 413
Jackpot: 931-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Original Roll String: 1d1831 183-Sided Dice: (73) = 73-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
That's game, Hendrix!
♦^◉NotAJumbleOfNumbers: 1182
!Mallow: -652
*Irrelephant11: 698
!!!!!!!^♣JerryArr: 1884
Jackal711: -652
Ircher: 413
Jackpot: 500-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Simpsons quote
184 is "Wacky Pack: Roll 4 dice. Activate the rolls in the order you rolled them, however, you must double one, pick another player to take one, keep one normal, and ignore one."
First roll time!
Original Roll String: 1d1841 184-Sided Dice: (136) = 136-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
1: +400
2: Create your own space
3: Create your own space
4: Create your own space
5: Create your own space
6: Create your own space
7: Create your own space
8: Create your own space
9: Create your own space
10: Create your own space
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:PROTECT
102: Roll a 1d7. If you roll a 7, gainPROTECTand ROLL AGAIN (2x). If you roll a 6,. If you roll 5 or less,+100-100
103: You personally ignore the next effect that negatively affects everyone (shown using#). Stackable
104: Rigged Die - Roll a 1d6. Rolling a 1 results in -150, rolling a 2 results in -300, rolling a 3 results in -150, rolling a 4 results in EVERYONE -100, rolling a 5 results in+25and rolling a 6 results in+150
105: +5 if your score is odd. Halve it if it's even. Additionally, take the halved amount away from the jackpot.
106: Roll again. -300 if the result of this roll is a +# space, +300 if not. Don't trigger the effects of the space, solely take the +/- 300
107: You get a ♦ by your name. For the remainder of the game you gain +7 every time you roll (this is in addition to whatever your roll is). Lose this once you RESET
108: Trick Die - Roll again. You may add + 1 or -1 to this die roll to get a new space.
109: If your score upon rolling this is positive, make it negative. If your score upon rolling this is negative, make it positive. Does nothing on doubled or halved rolls.
110: Swap the first and last digits of your score.
111: High Roller-Lose all your symbols (*, #, ♦, +, ~, ^, %) then RESET. Then Roll 5 dice (whatever number we're on). Carry them out in any order.
112: Roll a d20. A 7 is a Jackpot, a 13 is Unlucky, 20 is reset, 3 is a protect, 4 is a diamond (+7 each successive roll), 9 is the everyone protect, and all others are plus 100.
113: Gain a(denoted with aSUPER PROTECT^). This lets you cancel one die roll thatyouroll and allows you to re-roll it
114: Symbol Shop-You may purchase up to 1 of each of the following for the listed price;*for -100, ♦ for -30,#for -100,for -150^
115: Critical hit: the next negative effect that hits you will be multiplied by 1.5, denoted by %. This can be removed by a protect.
116: Roll from 1 to 25 out of the posts from the last page. Continue rolling until you land on a post with a dice tag. Apply this effect.
117: Symbol Resale: Youmaysell a symbol for 1.5 times the price listed in 114. You may also pay off a % for 100 points. (+ sells for 150 points, ♣ sells for 750 points)
118: Redemption-Anyone who is negativeGo to 300. Everyone in the positive +300. If you are currently at 0, +100 and gain aSUPER PROTECT
119: Gain a+, protecting you from anything that puts you to 0 or negative. It's lost when you get protected by it. Stackable
120:JACKPOT!!!
121:EVERYONE GO TO 420
122: If you aren't winning, STEAL 20% of the leader's score, unless the leader is in the negatives.
123:+250
124:GO TO THE SCORE OF THE LEADER
125: -100 for each symbol you have. Double this amount if you're leading.
126: Take the absolute value of your score (potentially having you win if you were <= -1500) then RESET. All other players gain half of the absolute value of your score.
127: ROLL AGAIN (2x) but if you land on a negative space, make it positive. If the space has anything other than +num/-num do what the space says normally instead.
128: Halve your score.
129: Mind Control-Choose 2 other players. Then roll 1 die for each of them. You can either have them take the effect or you can take the effect. If there are any further die rolls you can still choose ultimately if you want the result or not.
130: Give all other players a critical hit (%). Gain 50 points for each player this is done to.
131:, then change the last two digits of your score and the Jackpot to '31'.+200
132: MERGE then RESET
133: ROLL AGAIN (x3)
134: Lucky Start-When you land on this space add a ♣ next to your name. If you already have this next to your name, you automatically win this round. If another player has a ♣ they lose it. At the end of the game whoever has the ♣ starts the next game off with 500 points and 2PROTECT. The only way to lose it is if someone else lands on this space.
135: Choose a symbol and give everyone one of that symbol.
136: Crippled-You may only roll a d100 until you increase your score equals or surpasses 750, or if you RESET. If your score is currently 750+GO TO 600. Denoted with a~
137: Clear all symbols (except the ♣)
138: EVERYONE MERGE
139: Double your score, unless it would cause you to win, in which case you reset.
140: All players lose any negative symbols
141:CHOOSE 1 of the following: Gain 3 symbols of your choice (excluding the clover)/Pretty Lucky-GO TO 750/. This cannot cause you to win.JACKPOT!!!
142: MERGE with theJACKPOT!!!
143: Switch scores with the player of your choice.
144: Gain aPROTECTbut give the leader aunless you are the leader. ThenSUPER PROTECT+200
145: All players score 50 points per symbol except clubs, which is -100, and diamonds, which is +177. Thenand gain a Diamond.+200
146: Cleanse-Remove any symbols you don't want from yourself and then remove a ~ or % from another player. Then gain +200
147:UNLUCKY
148:and gain a+350PROTECT
149:UNLUCKY
150:GO TO THE SCORE OF LAST PLACE
151: Express:. Now you can either roll 1d100 or stop. If you roll 1d100 and land on a space that will causes your score to decrease, RESET. If you roll a space that causes your score to stay or increase, you increase your score and you will get the offer to roll1d100 or stop again (and so on and so on until you stop or RESET due to bad roll)+100
152: Express
153: Accelerant: (Denoted by ">") Gain 3 ">" While you have this symbol, whenever you roll a die (legally), gain points equal to its die roll. After each roll lose 1 ">".
154: Insurance-Give all players a $. This blocks the next unlucky space you land on. Then gain +300
155: Portable Trick Die: Stackable, represented by "!". After any die roll (not just the initial one), you may spend 250 points and the ! to change the result by +/- 1.
156: Big Wheel - Roll a 1d20. After one "spin" you may choose to stop and claim 25x your result or respin for more points. If you go over 20 in two spins, UNLUCKY . If your first spin, or the combination of two spins, land exactly on 20, +1000 and a chance to do a "bonus spin", which if land on 1 or 3 you get a PROTECT, land on 20 gets an instant win (any other number in the bonus spin is worth nothing).
157: ROLL AGAIN, then ROLL AGAIN (again)
158: Russian Roulette: Roll a single die, the number of sides equal to the number of people currently playing. -1,000 for whoever it lands on.
159: RESET. If you did, roll 10d150. Gain the total.
160: For every 250 points you have, gain aCritical Hit.
161: Anti-Protect: The next time you would gain points (either through a reset, a positive space, or trying to steal/merge points) your score does not increase. These are stackable. (Represented by an '&' symbol.)
162:+300
163: Cursed Doll: Gain a (┛◉Д◉)┛彡┻━┻ if no one has it or steal one if someone has it. When you own the symbol, if anyone rolled a prime number, earn a Critical Hit. If you rolled a composite number (not prime), you can either take +100 or pass the Cursed Doll to another player. To avoid confusion, if this square is landed via a 111 (High Roller), treat this as a + 0.
164: Wicked: A space is wicked when it's orange. If you land on a wicked space, roll a die. The space where the die landed will also become wicked. In addition, you must either choose to take -50 or the Russian Roulette.
165:GO TO 200. Then gain a symbol no one else currently has of your choice.
166: +25
167: Bowser Time-Roll 1d6. 1= -500, 2= EVERYONE -500, 3= Lose all your symbols, 4= EVERYONE MERGE, 5=, 6=UNLUCKYJACKPOT!!!
168:but then gain a-200#
169: Portable Trick Die (!)
170: Trade one symbol with another player if possible (excluding Lucky Start).
171: LEND 100: Give 100 to another player.
172: Builder-Change a 'Create your own space' into something of your choice. Then activate a space 2-10 that isn't a 'create your own space' that isn't the one you just made
173: Swap Roll-Revert the score and symbols of the last player who rolled to what they had before their turn. You now take the result of their turn.
174:Equalizer- Roll a 30d50. Everyone merges with the generated value. (Example at 12639.)
175:JACKPOT!!!
176: Symbol Shop 2.0-You may purchase up to 1 of each of the following for the listed price; * for -100, ♦ for -30, # for -100, ^ for -150, 3 of > for -150, ! for -200, + for -50 OR buy all for -500
177: Take the last 3 numbers in the post number you rolled the die for and multiply them together (If there is a 0 change it to a '5'). If the number is even add it to your score. If it's odd subtract it from your score.
178: Divide your score by [1d5], then multiply it by [1d3].
179: Convert all your symbols into 2 Accelerants for each symbol.
180:Anti-Cripple:As long as you have this roll 1d<current dice size - 100>, add 100, and use the result as your roll. This is lost if you are at or go below 0. This symbol is represented by §. Cripples and Anti-Cripples remove each other.
181: Night Bonus-If it is between 6PM and 6AM in your timezone when your die is rolled, gain. Otherwise, lose+300-300
182: Multiply the digits of your current score and add the total to your score.
183: Roll again, but apply the effects one above and one below in addition to the normal effect, wrapping around if needed.
184: Wacky Pack: Roll 4 dice. Activate the rolls in the order you rolled them, however, you must double one, pick another player to take one, keep one normal, and ignore one.Last edited by JerryArr on Wed Jun 06, 2018 4:09 pm, edited 1 time in total.-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Original Roll String: 1d1841 184-Sided Dice: (163) = 163-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
I'll try another "spin".
Original Roll String: 1d201 20-Sided Dice: (17) = 17-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
$JerryArr: 306
$NotAJumbleOfNumbers: 741
$♣Irrelephant11: 731
$♦Jackal711: 731
Jackpot: 500-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
1: +400
2: Create your own space
3: Create your own space
4: Create your own space
5: Create your own space
6: Create your own space
7: Create your own space
8: Create your own space
9: Create your own space
10: Create your own space
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:PROTECT
102: Roll a 1d7. If you roll a 7, gainPROTECTand ROLL AGAIN (2x). If you roll a 6,. If you roll 5 or less,+100-100
103: You personally ignore the next effect that negatively affects everyone (shown using#). Stackable
104: Rigged Die - Roll a 1d6. Rolling a 1 results in -150, rolling a 2 results in -300, rolling a 3 results in -150, rolling a 4 results in EVERYONE -100, rolling a 5 results in+25and rolling a 6 results in+150
105: +5 if your score is odd. Halve it if it's even. Additionally, take the halved amount away from the jackpot.
106: Roll again. -300 if the result of this roll is a +# space, +300 if not. Don't trigger the effects of the space, solely take the +/- 300
107: You get a ♦ by your name. For the remainder of the game you gain +7 every time you roll (this is in addition to whatever your roll is). Lose this once you RESET
108: Trick Die - Roll again. You may add + 1 or -1 to this die roll to get a new space.
109: If your score upon rolling this is positive, make it negative. If your score upon rolling this is negative, make it positive. Does nothing on doubled or halved rolls.
110: Swap the first and last digits of your score.
111: High Roller-Lose all your symbols (*, #, ♦, +, ~, ^, %) then RESET. Then Roll 5 dice (whatever number we're on). Carry them out in any order.
112: Roll a d20. A 7 is a Jackpot, a 13 is Unlucky, 20 is reset, 3 is a protect, 4 is a diamond (+7 each successive roll), 9 is the everyone protect, and all others are plus 100.
113: Gain a(denoted with aSUPER PROTECT^). This lets you cancel one die roll thatyouroll and allows you to re-roll it
114: Symbol Shop-You may purchase up to 1 of each of the following for the listed price;*for -100, ♦ for -30,#for -100,for -150^
115: Critical hit: the next negative effect that hits you will be multiplied by 1.5, denoted by %. This can be removed by a protect.
116: Roll from 1 to 25 out of the posts from the last page. Continue rolling until you land on a post with a dice tag. Apply this effect.
117: Symbol Resale: Youmaysell a symbol for 1.5 times the price listed in 114. You may also pay off a % for 100 points. (+ sells for 150 points, ♣ sells for 750 points)
118: Redemption-Anyone who is negativeGo to 300. Everyone in the positive +300. If you are currently at 0, +100 and gain aSUPER PROTECT
119: Gain a+, protecting you from anything that puts you to 0 or negative. It's lost when you get protected by it. Stackable
120:JACKPOT!!!
121:EVERYONE GO TO 420
122: If you aren't winning, STEAL 20% of the leader's score, unless the leader is in the negatives.
123:+250
124:GO TO THE SCORE OF THE LEADER
125: -100 for each symbol you have. Double this amount if you're leading.
126: Take the absolute value of your score (potentially having you win if you were <= -1500) then RESET. All other players gain half of the absolute value of your score.
127: ROLL AGAIN (2x) but if you land on a negative space, make it positive. If the space has anything other than +num/-num do what the space says normally instead.
128: Halve your score.
129: Mind Control-Choose 2 other players. Then roll 1 die for each of them. You can either have them take the effect or you can take the effect. If there are any further die rolls you can still choose ultimately if you want the result or not.
130: Give all other players a critical hit (%). Gain 50 points for each player this is done to.
131:, then change the last two digits of your score and the Jackpot to '31'.+200
132: MERGE then RESET
133: ROLL AGAIN (x3)
134: Lucky Start-When you land on this space add a ♣ next to your name. If you already have this next to your name, you automatically win this round. If another player has a ♣ they lose it. At the end of the game whoever has the ♣ starts the next game off with 500 points and 2PROTECT. The only way to lose it is if someone else lands on this space.
135: Choose a symbol and give everyone one of that symbol.
136: Crippled-You may only roll a d100 until you increase your score equals or surpasses 750, or if you RESET. If your score is currently 750+GO TO 600. Denoted with a~
137: Clear all symbols (except the ♣)
138: EVERYONE MERGE
139: Double your score, unless it would cause you to win, in which case you reset.
140: All players lose any negative symbols
141:CHOOSE 1 of the following: Gain 3 symbols of your choice (excluding the clover)/Pretty Lucky-GO TO 750/. This cannot cause you to win.JACKPOT!!!
142: MERGE with theJACKPOT!!!
143: Switch scores with the player of your choice.
144: Gain aPROTECTbut give the leader aunless you are the leader. ThenSUPER PROTECT+200
145: All players score 50 points per symbol except clubs, which is -100, and diamonds, which is +177. Thenand gain a Diamond.+200
146: Cleanse-Remove any symbols you don't want from yourself and then remove a ~ or % from another player. Then gain +200
147:UNLUCKY
148:and gain a+350PROTECT
149:UNLUCKY
150:GO TO THE SCORE OF LAST PLACE
151: Express:. Now you can either roll 1d100 or stop. If you roll 1d100 and land on a space that will causes your score to decrease, RESET. If you roll a space that causes your score to stay or increase, you increase your score and you will get the offer to roll1d100 or stop again (and so on and so on until you stop or RESET due to bad roll)+100
152: Express
153: Accelerant: (Denoted by ">") Gain 3 ">" While you have this symbol, whenever you roll a die (legally), gain points equal to its die roll. After each roll lose 1 ">".
154: Insurance-Give all players a $. This blocks the next unlucky space you land on. Then gain +300
155: Portable Trick Die: Stackable, represented by "!". After any die roll (not just the initial one), you may spend 250 points and the ! to change the result by +/- 1.
156: Big Wheel - Roll a 1d20. After one "spin" you may choose to stop and claim 25x your result or respin for more points. If you go over 20 in two spins, UNLUCKY . If your first spin, or the combination of two spins, land exactly on 20, +1000 and a chance to do a "bonus spin", which if land on 1 or 3 you get a PROTECT, land on 20 gets an instant win (any other number in the bonus spin is worth nothing).
157: ROLL AGAIN, then ROLL AGAIN (again)
158: Russian Roulette: Roll a single die, the number of sides equal to the number of people currently playing. -1,000 for whoever it lands on.
159: RESET. If you did, roll 10d150. Gain the total.
160: For every 250 points you have, gain aCritical Hit.
161: Anti-Protect: The next time you would gain points (either through a reset, a positive space, or trying to steal/merge points) your score does not increase. These are stackable. (Represented by an '&' symbol.)
162:+300
163: Cursed Doll: Gain a (┛◉Д◉)┛彡┻━┻ if no one has it or steal one if someone has it. When you own the symbol, if anyone rolled a prime number, earn a Critical Hit. If you rolled a composite number (not prime), you can either take +100 or pass the Cursed Doll to another player. To avoid confusion, if this square is landed via a 111 (High Roller), treat this as a + 0.
164: Wicked: A space is wicked when it's orange. If you land on a wicked space, roll a die. The space where the die landed will also become wicked. In addition, you must either choose to take -50 or the Russian Roulette.
165:GO TO 200. Then gain a symbol no one else currently has of your choice.
166: +25
167: Bowser Time-Roll 1d6. 1= -500, 2= EVERYONE -500, 3= Lose all your symbols, 4= EVERYONE MERGE, 5=, 6=UNLUCKYJACKPOT!!!
168:but then gain a-200#
169: Portable Trick Die (!)
170: Trade one symbol with another player if possible (excluding Lucky Start).
171: LEND 100: Give 100 to another player.
172: Builder-Change a 'Create your own space' into something of your choice. Then activate a space 2-10 that isn't a 'create your own space' that isn't the one you just made
173: Swap Roll-Revert the score and symbols of the last player who rolled to what they had before their turn. You now take the result of their turn.
174:Equalizer- Roll a 30d50. Everyone merges with the generated value. (Example at 12639.)
175:JACKPOT!!!
176: Symbol Shop 2.0-You may purchase up to 1 of each of the following for the listed price; * for -100, ♦ for -30, # for -100, ^ for -150, 3 of > for -150, ! for -200, + for -50 OR buy all for -500
177: Take the last 3 numbers in the post number you rolled the die for and multiply them together (If there is a 0 change it to a '5'). If the number is even add it to your score. If it's odd subtract it from your score.
178: Divide your score by [1d5], then multiply it by [1d3].
179: Convert all your symbols into 2 Accelerants for each symbol.
180:Anti-Cripple:As long as you have this roll 1d<current dice size - 100>, add 100, and use the result as your roll. This is lost if you are at or go below 0. This symbol is represented by §. Cripples and Anti-Cripples remove each other.
181: Night Bonus-If it is between 6PM and 6AM in your timezone when your die is rolled, gain. Otherwise, lose+300-300
182: Multiply the digits of your current score and add the total to your score.
183: Roll again, but apply the effects one above and one below in addition to the normal effect, wrapping around if needed.
184: Wacky Pack: Roll 4 dice. Activate the rolls in the order you rolled them, however, you must double one, pick another player to take one, keep one normal, and ignore one.-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Original Roll String: 1d1841 184-Sided Dice: (25) = 25-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
700 buds!
$JerryArr: 706
$NotAJumbleOfNumbers: 746
$♣Irrelephant11: 731
$♦Jackal711: 731
Jackpot: 500-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Original Roll String: 1d1841 184-Sided Dice: (135) = 135-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
$JerryArr: 1206
$NotAJumbleOfNumbers: 766
$♣Irrelephant11: 1462
$♦Jackal711: 731
Jackpot: 500-
-
JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Original Roll String: 1d1841 184-Sided Dice: (165) = 165-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
$JerryArr: 1256
NotAJumbleOfNumbers: 766
$♣Irrelephant11: 1462
$♦Jackal711: 731
Jackpot: 500-
-
JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
1: +400
2: Create your own space
3: Create your own space
4: Create your own space
5: Create your own space
6: Create your own space
7: Create your own space
8: Create your own space
9: Create your own space
10: Create your own space
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:PROTECT
102: Roll a 1d7. If you roll a 7, gainPROTECTand ROLL AGAIN (2x). If you roll a 6,. If you roll 5 or less,+100-100
103: You personally ignore the next effect that negatively affects everyone (shown using#). Stackable
104: Rigged Die - Roll a 1d6. Rolling a 1 results in -150, rolling a 2 results in -300, rolling a 3 results in -150, rolling a 4 results in EVERYONE -100, rolling a 5 results in+25and rolling a 6 results in+150
105: +5 if your score is odd. Halve it if it's even. Additionally, take the halved amount away from the jackpot.
106: Roll again. -300 if the result of this roll is a +# space, +300 if not. Don't trigger the effects of the space, solely take the +/- 300
107: You get a ♦ by your name. For the remainder of the game you gain +7 every time you roll (this is in addition to whatever your roll is). Lose this once you RESET
108: Trick Die - Roll again. You may add + 1 or -1 to this die roll to get a new space.
109: If your score upon rolling this is positive, make it negative. If your score upon rolling this is negative, make it positive. Does nothing on doubled or halved rolls.
110: Swap the first and last digits of your score.
111: High Roller-Lose all your symbols (*, #, ♦, +, ~, ^, %) then RESET. Then Roll 5 dice (whatever number we're on). Carry them out in any order.
112: Roll a d20. A 7 is a Jackpot, a 13 is Unlucky, 20 is reset, 3 is a protect, 4 is a diamond (+7 each successive roll), 9 is the everyone protect, and all others are plus 100.
113: Gain a(denoted with aSUPER PROTECT^). This lets you cancel one die roll thatyouroll and allows you to re-roll it
114: Symbol Shop-You may purchase up to 1 of each of the following for the listed price;*for -100, ♦ for -30,#for -100,for -150^
115: Critical hit: the next negative effect that hits you will be multiplied by 1.5, denoted by %. This can be removed by a protect.
116: Roll from 1 to 25 out of the posts from the last page. Continue rolling until you land on a post with a dice tag. Apply this effect.
117: Symbol Resale: Youmaysell a symbol for 1.5 times the price listed in 114. You may also pay off a % for 100 points. (+ sells for 150 points, ♣ sells for 750 points)
118: Redemption-Anyone who is negativeGo to 300. Everyone in the positive +300. If you are currently at 0, +100 and gain aSUPER PROTECT
119: Gain a+, protecting you from anything that puts you to 0 or negative. It's lost when you get protected by it. Stackable
120:JACKPOT!!!
121:EVERYONE GO TO 420
122: If you aren't winning, STEAL 20% of the leader's score, unless the leader is in the negatives.
123:+250
124:GO TO THE SCORE OF THE LEADER
125: -100 for each symbol you have. Double this amount if you're leading.
126: Take the absolute value of your score (potentially having you win if you were <= -1500) then RESET. All other players gain half of the absolute value of your score.
127: ROLL AGAIN (2x) but if you land on a negative space, make it positive. If the space has anything other than +num/-num do what the space says normally instead.
128: Halve your score.
129: Mind Control-Choose 2 other players. Then roll 1 die for each of them. You can either have them take the effect or you can take the effect. If there are any further die rolls you can still choose ultimately if you want the result or not.
130: Give all other players a critical hit (%). Gain 50 points for each player this is done to.
131:, then change the last two digits of your score and the Jackpot to '31'.+200
132: MERGE then RESET
133: ROLL AGAIN (x3)
134: Lucky Start-When you land on this space add a ♣ next to your name. If you already have this next to your name, you automatically win this round. If another player has a ♣ they lose it. At the end of the game whoever has the ♣ starts the next game off with 500 points and 2PROTECT. The only way to lose it is if someone else lands on this space.
135: Choose a symbol and give everyone one of that symbol.
136: Crippled-You may only roll a d100 until you increase your score equals or surpasses 750, or if you RESET. If your score is currently 750+GO TO 600. Denoted with a~
137: Clear all symbols (except the ♣)
138: EVERYONE MERGE
139: Double your score, unless it would cause you to win, in which case you reset.
140: All players lose any negative symbols
141:CHOOSE 1 of the following: Gain 3 symbols of your choice (excluding the clover)/Pretty Lucky-GO TO 750/. This cannot cause you to win.JACKPOT!!!
142: MERGE with theJACKPOT!!!
143: Switch scores with the player of your choice.
144: Gain aPROTECTbut give the leader aunless you are the leader. ThenSUPER PROTECT+200
145: All players score 50 points per symbol except clubs, which is -100, and diamonds, which is +177. Thenand gain a Diamond.+200
146: Cleanse-Remove any symbols you don't want from yourself and then remove a ~ or % from another player. Then gain +200
147:UNLUCKY
148:and gain a+350PROTECT
149:UNLUCKY
150:GO TO THE SCORE OF LAST PLACE
151: Express:. Now you can either roll 1d100 or stop. If you roll 1d100 and land on a space that will causes your score to decrease, RESET. If you roll a space that causes your score to stay or increase, you increase your score and you will get the offer to roll1d100 or stop again (and so on and so on until you stop or RESET due to bad roll)+100
152: Express
153: Accelerant: (Denoted by ">") Gain 3 ">" While you have this symbol, whenever you roll a die (legally), gain points equal to its die roll. After each roll lose 1 ">".
154: Insurance-Give all players a $. This blocks the next unlucky space you land on. Then gain +300
155: Portable Trick Die: Stackable, represented by "!". After any die roll (not just the initial one), you may spend 250 points and the ! to change the result by +/- 1.
156: Big Wheel - Roll a 1d20. After one "spin" you may choose to stop and claim 25x your result or respin for more points. If you go over 20 in two spins, UNLUCKY . If your first spin, or the combination of two spins, land exactly on 20, +1000 and a chance to do a "bonus spin", which if land on 1 or 3 you get a PROTECT, land on 20 gets an instant win (any other number in the bonus spin is worth nothing).
157: ROLL AGAIN, then ROLL AGAIN (again)
158: Russian Roulette: Roll a single die, the number of sides equal to the number of people currently playing. -1,000 for whoever it lands on.
159: RESET. If you did, roll 10d150. Gain the total.
160: For every 250 points you have, gain aCritical Hit.
161: Anti-Protect: The next time you would gain points (either through a reset, a positive space, or trying to steal/merge points) your score does not increase. These are stackable. (Represented by an '&' symbol.)
162:+300
163: Cursed Doll: Gain a (┛◉Д◉)┛彡┻━┻ if no one has it or steal one if someone has it. When you own the symbol, if anyone rolled a prime number, earn a Critical Hit. If you rolled a composite number (not prime), you can either take +100 or pass the Cursed Doll to another player. To avoid confusion, if this square is landed via a 111 (High Roller), treat this as a + 0.
164: Wicked: A space is wicked when it's orange. If you land on a wicked space, roll a die. The space where the die landed will also become wicked. In addition, you must either choose to take -50 or the Russian Roulette.
165:GO TO 200. Then gain a symbol no one else currently has of your choice.
166: +25
167: Bowser Time-Roll 1d6. 1= -500, 2= EVERYONE -500, 3= Lose all your symbols, 4= EVERYONE MERGE, 5=, 6=UNLUCKYJACKPOT!!!
168:but then gain a-200#
169: Portable Trick Die (!)
170: Trade one symbol with another player if possible (excluding Lucky Start).
171: LEND 100: Give 100 to another player.
172: Builder-Change a 'Create your own space' into something of your choice. Then activate a space 2-10 that isn't a 'create your own space' that isn't the one you just made
173: Swap Roll-Revert the score and symbols of the last player who rolled to what they had before their turn. You now take the result of their turn.
174:Equalizer- Roll a 30d50. Everyone merges with the generated value. (Example at 12639.)
175:JACKPOT!!!
176: Symbol Shop 2.0-You may purchase up to 1 of each of the following for the listed price; * for -100, ♦ for -30, # for -100, ^ for -150, 3 of > for -150, ! for -200, + for -50 OR buy all for -500
177: Take the last 3 numbers in the post number you rolled the die for and multiply them together (If there is a 0 change it to a '5'). If the number is even add it to your score. If it's odd subtract it from your score.
178: Divide your score by [1d5], then multiply it by [1d3].
179: Convert all your symbols into 2 Accelerants for each symbol.
180:Anti-Cripple:As long as you have this roll 1d<current dice size - 100>, add 100, and use the result as your roll. This is lost if you are at or go below 0. This symbol is represented by §. Cripples and Anti-Cripples remove each other.
181: Night Bonus-If it is between 6PM and 6AM in your timezone when your die is rolled, gain. Otherwise, lose+300-300
182: Multiply the digits of your current score and add the total to your score.
183: Roll again, but apply the effects one above and one below in addition to the normal effect, wrapping around if needed.
184: Wacky Pack: Roll 4 dice. Activate the rolls in the order you rolled them, however, you must double one, pick another player to take one, keep one normal, and ignore one.-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Original Roll String: 1d1841 184-Sided Dice: (164) = 164-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
$JerryArr: 1256
♦NotAJumbleOfNumbers: 1066
$♣Irrelephant11: 1162
*$♦Jackal711: 514
Jackpot: 500-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX