Race to 1500! (Game 109)

For completed/abandoned Mish Mash Games.
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Post Post #15016 (isolation #3800) » Tue Jul 03, 2018 5:40 am

Post by mallowgeno »

basic
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Post Post #15017 (isolation #3801) » Tue Jul 03, 2018 7:11 am

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Gamma can continue when he returns

using normal die

Original Roll String: 1d100
1 100-Sided Dice: (10) = 10
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Post Post #15018 (isolation #3802) » Tue Jul 03, 2018 7:13 am

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**TK: 500
Jumble: 0
Irrelephant: 0
♦Mallow: -241

Jackpot: 500
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Post Post #15033 (isolation #3803) » Wed Jul 04, 2018 2:29 am

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hipster

Original Roll String: 1d90+100
1 90-Sided Dice: (85)+100 = 185
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Post Post #15034 (isolation #3804) » Wed Jul 04, 2018 2:29 am

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Original Roll String: 1d90+100
1 90-Sided Dice: (51)+100 = 151
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Post Post #15035 (isolation #3805) » Wed Jul 04, 2018 2:30 am

Post by mallowgeno »

Make that 148

**TK: 500
Jumble: 35
Irrelephant: 0
*♦Mallow: 116
&JerryArr: -1450

Jackpot: 950
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Post Post #15050 (isolation #3806) » Thu Jul 05, 2018 1:21 am

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Symbol

Original Roll String: 1d10
1 10-Sided Dice: (5) = 5
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Post Post #15051 (isolation #3807) » Thu Jul 05, 2018 1:22 am

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Cannot be rolled if you have an Anti-Cripple

Spoiler: Basic Die
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!!!


Cannot be rolled if you have a Cripple

Spoiler: Hipster Die
101:
PROTECT

102: Roll a 1d7. If you roll a 7, gain
PROTECT
and ROLL AGAIN (2x). If you roll a 6,
+100
. If you roll 5 or less,
-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
+25
and 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
SUPER PROTECT
(denoted with a
^
). This lets you cancel one die roll that
you
roll 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: You
may
sell 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 negative
Go to 300
. Everyone in the positive +300. If you are currently at 0, +100 and gain a
SUPER 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:
+200
, then change the last two digits of your score and the Jackpot to '31'.
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 2
PROTECT
. 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:
Pretty Lucky-
CHOOSE 1 of the following: Gain 3 symbols of your choice (excluding the clover)/
GO TO 750
/
JACKPOT!!!
. This cannot cause you to win.
142: MERGE with the
JACKPOT!!!

143: Switch scores with the player of your choice.
144: Gain a
PROTECT
but give the leader a
SUPER PROTECT
unless you are the leader. Then
+200

145: All players score 50 points per symbol except clubs, which is -100, and diamonds, which is +177. Then [/b]
+200
and gain a Diamond.[/b]
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:
+350
and gain a
PROTECT

149:
UNLUCKY
:(
150:
GO TO THE SCORE OF LAST PLACE

151: Express:
+100
. 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)
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 a
Critical 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=
UNLUCKY
:( , 6=
JACKPOT!!!

168:
-200
but then gain a
#

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 .)
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
+300
. Otherwise, lose
-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.
185: Lovers - Erase all of your symbols, and all of another player symbols (except club and diamond). Both of you gain a ♥. Any time either of your scores move, the other player's score moves in the same direction, at 50% distance. Only two players can have ♥'s at a time. If either of you gains any symbol, you both lose your hearts.
186: +266, then change this number by (1d100)-50. This cannot cause the number to be higher/lower than +/-500.
187: Redemption-Anyone who is negative
Go to 300
. Everyone in the positive +300. If you are currently at 0, +100 and gain a
SUPER PROTECT

188: The player(s) with the lowest score flip their score to positive. If they already are positive they get +300 instead
189: Mellow Yellow: Gain 2 random yellow symbols.
190:
GO TO X
(where x is 10 times 1d100)


Spoiler: Gambling Die
1: -400
2: -300
3: -300
4: -200
5: -100
6: 0
7: +100
8: +200
9: +300
10: +400


Symbol die costs 100 points to use - CANNOT use if at or above 750 points

Spoiler: Symbol Die
1: *
2: #
3: ^
4: !
5: $
6: %
7: ◉
8: ♦
9: >
10: &


You must be in Last Place to use this die and at least 500 from the leader

Spoiler: Last Place Die
1: RESET
2: +250
3: Choose 1 or 2
4: **
5: Take a Free die roll on the 'Gambling Die'. If you get a negative number make it positive. If you get a RESET you do not have to if you choose not to
6: +250
7: Eliminate a die currently being used. Remove this space once that has been done.
+75

8: -100
9: +200
10: Remove all negative symbols in play
11:
GO TO 500
unless your score is >500
12: +300
13: -20
14: +50
15: +175
16: +172
17: Gain a symbol of your choice (other than the clover or heart)
18: +300
19: +40
20:
Jackpot!!!


Spoiler: Custom Die
1: You may roll two dice of any type to which you are entitled, but if either gives you a negative symbol or loses you points, ignore ALL positive effects and
UNLUCKY
:(
2: Create your own space
3: Create your own space
4: Recursive. Roll 2d3. On a 1, +30. On a 2, -25. On a 3, activate Recursive again.
5: -700, then roll Last Place Die.
6: Change the lowest two create your own spaces to something of your choice. If you cannot do this then reset 5 spaces instead.
7: Create your own space
8: -25
9: Create your own space
10: Create your own space
11: Create your own space
12: Express (Use the Basic Die. Ignore this space and roll this die again if you have the Anti-Cripple)
13: Create your own space
14: -1, then ROLL ANOTHER DIE
15: You may reset the Custom Die if you want, then +50
16: Create your own space
17: Create your own space
18: Create your own space
19: Create your own space
20: Reset all spaces on this die to 'Create your own space'
Last edited by mallowgeno on Thu Jul 05, 2018 5:39 am, edited 2 times in total.
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Post Post #15052 (isolation #3808) » Thu Jul 05, 2018 1:25 am

Post by mallowgeno »

*TK: 900
&Jumble: 135
%Irrelephant: 0
♦!Mallow: 23
%&JerryArr: -2950

Jackpot: 950
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Post Post #15055 (isolation #3809) » Thu Jul 05, 2018 3:19 am

Post by mallowgeno »

Hipster

Original Roll String: 1d90+100
1 90-Sided Dice: (42)+100 = 142
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Post Post #15056 (isolation #3810) » Thu Jul 05, 2018 3:21 am

Post by mallowgeno »

*TK: 900
&Jumble: 135
%Irrelephant: 0
♦!Mallow: 30
%&JerryArr: -2950

Jackpot: 950
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Post Post #15059 (isolation #3811) » Thu Jul 05, 2018 3:31 am

Post by mallowgeno »

Gamble

Original Roll String: 1d10
1 10-Sided Dice: (2) = 2
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Post Post #15060 (isolation #3812) » Thu Jul 05, 2018 3:32 am

Post by mallowgeno »

*TK: 900
&Jumble: 135
%Irrelephant: 0
♦!Mallow: 337
%&JerryArr: -2950
Gamma: 190

Jackpot: 1050
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Post Post #15067 (isolation #3813) » Thu Jul 05, 2018 5:40 am

Post by mallowgeno »

Hippie

Original Roll String: 1d90+100
1 90-Sided Dice: (41)+100 = 141
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Post Post #15068 (isolation #3814) » Thu Jul 05, 2018 5:42 am

Post by mallowgeno »

Going up one

Original Roll String: 1d20
1 20-Sided Dice: (9) = 9
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Post Post #15069 (isolation #3815) » Thu Jul 05, 2018 5:42 am

Post by mallowgeno »

*TK: 900
♦&Jumble: 135
%Irrelephant: 0
♦Mallow: 194
%&JerryArr: -2950
Gamma: 190

Jackpot: 1050
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Post Post #15071 (isolation #3816) » Thu Jul 05, 2018 7:56 am

Post by mallowgeno »

Roll again irrelephant
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Post Post #15084 (isolation #3817) » Fri Jul 06, 2018 2:08 am

Post by mallowgeno »

CUSTOM

Original Roll String: 1d20
1 20-Sided Dice: (7) = 7
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Post Post #15085 (isolation #3818) » Fri Jul 06, 2018 2:09 am

Post by mallowgeno »

Hipster

Original Roll String: 1d90+100
1 90-Sided Dice: (11)+100 = 111
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Post Post #15086 (isolation #3819) » Fri Jul 06, 2018 2:11 am

Post by mallowgeno »

Pairing with Jerry

TK: 900
♦Jumble: 135
%Irrelephant: 0
♦♥Mallow: 207
♥JerryArr: -3400
Gamma: 190

Jackpot: 1050
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Post Post #15089 (isolation #3820) » Fri Jul 06, 2018 2:27 am

Post by mallowgeno »

Normal

Original Roll String: 1d100
1 100-Sided Dice: (92) = 92
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Post Post #15090 (isolation #3821) » Fri Jul 06, 2018 2:30 am

Post by mallowgeno »

TK: 1140
#♦Jumble: 282
%Irrelephant: 240
♦♥Mallow: 574
♥JerryArr: -3156
Gamma: 430

Jackpot: 1050
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Post Post #15094 (isolation #3822) » Fri Jul 06, 2018 2:39 am

Post by mallowgeno »

I did that for myself but forgot to for Jerry :P Fixed:

TK: 1140
#♦Jumble: -118
%Irrelephant: 240
♦♥Mallow: 574
♥JerryArr: -3033
Gamma: 430

Jackpot: 1050

Hipster:

Original Roll String: 1d90+100
1 90-Sided Dice: (39)+100 = 139
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Post Post #15095 (isolation #3823) » Fri Jul 06, 2018 2:41 am

Post by mallowgeno »

I'll take all for 500

TK: 1140
#♦Jumble: -118
%Irrelephant: 240
*♦♦#^>>>!+Mallow: 81
JerryArr: -3033
Gamma: 430

Jackpot: 1050
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Post Post #15098 (isolation #3824) » Fri Jul 06, 2018 2:52 am

Post by mallowgeno »

Normal

Original Roll String: 1d100
1 100-Sided Dice: (92) = 92
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Post Post #15099 (isolation #3825) » Fri Jul 06, 2018 2:54 am

Post by mallowgeno »

I'm gonna make TK win :o

TK: 1380
#♦Jumble: -178
%Irrelephant: 480
*♦♦#^>>!+Mallow: 356
JerryArr: -2793
Gamma: 670

Jackpot: 750
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Post Post #15102 (isolation #3826) » Fri Jul 06, 2018 4:41 am

Post by mallowgeno »

Cannot be rolled if you have an Anti-Cripple

Spoiler: Basic Die
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!!!


Cannot be rolled if you have a Cripple

Spoiler: Hipster Die
101:
PROTECT

102: Roll a 1d7. If you roll a 7, gain
PROTECT
and ROLL AGAIN (2x). If you roll a 6,
+100
. If you roll 5 or less,
-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
+25
and 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
SUPER PROTECT
(denoted with a
^
). This lets you cancel one die roll that
you
roll 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: You
may
sell 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 negative
Go to 300
. Everyone in the positive +300. If you are currently at 0, +100 and gain a
SUPER 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:
+200
, then change the last two digits of your score and the Jackpot to '31'.
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 2
PROTECT
. 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:
Pretty Lucky-
CHOOSE 1 of the following: Gain 3 symbols of your choice (excluding the clover)/
GO TO 750
/
JACKPOT!!!
. This cannot cause you to win.
142: MERGE with the
JACKPOT!!!

143: Switch scores with the player of your choice.
144: Gain a
PROTECT
but give the leader a
SUPER PROTECT
unless you are the leader. Then
+200

145: All players score 50 points per symbol except clubs, which is -100, and diamonds, which is +177. Then [/b]
+200
and gain a Diamond.[/b]
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:
+350
and gain a
PROTECT

149:
UNLUCKY
:(
150:
GO TO THE SCORE OF LAST PLACE

151: Express:
+100
. 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)
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 a
Critical 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=
UNLUCKY
:( , 6=
JACKPOT!!!

168:
-200
but then gain a
#

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 .)
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
+300
. Otherwise, lose
-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.
185: Lovers - Erase all of your symbols, and all of another player symbols (except club and diamond). Both of you gain a ♥. Any time either of your scores move, the other player's score moves in the same direction, at 50% distance. Only two players can have ♥'s at a time. If either of you gains any symbol, you both lose your hearts.
186: +266, then change this number by (1d100)-50. This cannot cause the number to be higher/lower than +/-500.
187: Redemption-Anyone who is negative
Go to 300
. Everyone in the positive +300. If you are currently at 0, +100 and gain a
SUPER PROTECT

188: The player(s) with the lowest score flip their score to positive. If they already are positive they get +300 instead
189: Mellow Yellow: Gain 2 random yellow symbols.
190:
GO TO X
(where x is 10 times 1d100)


Spoiler: Gambling Die
1: -400
2: -300
3: -300
4: -200
5: -100
6: 0
7: +100
8: +200
9: +300
10: +400


Symbol die costs 100 points to use - CANNOT use if at or above 750 points

Spoiler: Symbol Die
1: *
2: #
3: ^
4: !
5: $
6: %
7: ◉
8: ♦
9: >
10: &


You must be in Last Place to use this die and at least 500 from the leader

Spoiler: Last Place Die
1: RESET
2: +250
3: Choose 1 or 2
4: **
5: Take a Free die roll on the 'Gambling Die'. If you get a negative number make it positive. If you get a RESET you do not have to if you choose not to
6: +250
7: Eliminate a die currently being used. Remove this space once that has been done.
+75

8: -100
9: +200
10: Remove all negative symbols in play
11:
GO TO 500
unless your score is >500
12: +300
13: -20
14: +50
15: +175
16: +172
17: Gain a symbol of your choice (other than the clover or heart)
18: +300
19: +40
20:
Jackpot!!!


Spoiler: Custom Die
1: You may roll two dice of any type to which you are entitled, but if either gives you a negative symbol or loses you points, ignore ALL positive effects and
UNLUCKY
:(
2: The person in first loses half of their score.
3: ROLL AGAIN (2x)
4: Recursive. Roll 2d3. On a 1, +30. On a 2, -25. On a 3, activate Recursive again.
5: -700, then roll Last Place Die.
6: Change the lowest two create your own spaces to something of your choice. If you cannot do this then reset 5 spaces instead.
7:
JACKPOT!!!

8: -25
9: Create your own space
10: Create your own space
11: If you have a 1 in your score,
+111
. If not,
-111
.
12: Express (Use the Basic Die. Ignore this space and roll this die again if you have the Anti-Cripple)
13: Create your own space
14: -1, then ROLL ANOTHER DIE
15: You may reset the Custom Die if you want, then +50
16: All of your symbols (minus the heart and clover) become Critical Hits.
17: Create your own space
18: Create your own space
19: Create your own space
20: Reset all spaces on this die to 'Create your own space'
Last edited by mallowgeno on Fri Jul 06, 2018 6:21 am, edited 3 times in total.
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Post Post #15103 (isolation #3827) » Fri Jul 06, 2018 4:42 am

Post by mallowgeno »

Hipster

Original Roll String: 1d90+100
1 90-Sided Dice: (89)+100 = 189
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Post Post #15104 (isolation #3828) » Fri Jul 06, 2018 4:42 am

Post by mallowgeno »

Going to reroll

Original Roll String: 1d90+100
1 90-Sided Dice: (35)+100 = 135
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Post Post #15105 (isolation #3829) » Fri Jul 06, 2018 4:44 am

Post by mallowgeno »

%TK: 1380
%#♦Jumble: -178
%%Irrelephant: 480
*♦♦#!+Mallow: 709
%JerryArr: -2793
%Gamma: 670

Jackpot: 750
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Post Post #15108 (isolation #3830) » Fri Jul 06, 2018 5:54 am

Post by mallowgeno »

What numbers green?

Normal die

Original Roll String: 1d100
1 100-Sided Dice: (25) = 25
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Post Post #15109 (isolation #3831) » Fri Jul 06, 2018 5:55 am

Post by mallowgeno »

TK: 1380
#♦Jumble: -171
Irrelephant: 480
*♦♦#!+Mallow: 748
JerryArr: -2793
Gamma: 670

Jackpot: 750
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Post Post #15112 (isolation #3832) » Fri Jul 06, 2018 6:10 am

Post by mallowgeno »

In post 15101, NotAJumbleOfNumbers wrote:e, +111. If not, -111.
Is this in green? O.O I might have missed if you posted it elsewhere but I'm not sure what I'm missing :P

Hipster

Original Roll String: 1d90+100
1 90-Sided Dice: (55)+100 = 155
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Post Post #15113 (isolation #3833) » Fri Jul 06, 2018 6:11 am

Post by mallowgeno »

Take the +100

TK: 1380
#♦Jumble: -171
Irrelephant: 480
*♦♦#!+Mallow: 862
JerryArr: -2793
Gamma: 670

Jackpot: 850
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Post Post #15117 (isolation #3834) » Fri Jul 06, 2018 6:14 am

Post by mallowgeno »

normal

Original Roll String: 1d100
1 100-Sided Dice: (14) = 14
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Post Post #15118 (isolation #3835) » Fri Jul 06, 2018 6:15 am

Post by mallowgeno »

TK: 1380
#♦Jumble: -64
Irrelephant: 480
*♦♦#!+Mallow: 946
JerryArr: -2793
Gamma: 670

Jackpot: 950
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Post Post #15121 (isolation #3836) » Fri Jul 06, 2018 6:21 am

Post by mallowgeno »

Hipster

Original Roll String: 1d90+100
1 90-Sided Dice: (65)+100 = 165
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Post Post #15122 (isolation #3837) » Fri Jul 06, 2018 6:23 am

Post by mallowgeno »

$TK: 1380
$#♦Jumble: -57
$Irrelephant: 480
$*♦♦#!+Mallow: 1260
$JerryArr: -2793
$Gamma: 670

Jackpot: 950
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Post Post #15125 (isolation #3838) » Fri Jul 06, 2018 6:25 am

Post by mallowgeno »

I'm not in first, I'll give that to TK :P

Normal die

Original Roll String: 1d100
1 100-Sided Dice: (76) = 76
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Post Post #15126 (isolation #3839) » Fri Jul 06, 2018 6:25 am

Post by mallowgeno »

1: +400
2: Create your own space
3: Create your own space
4: Create your own space
5: Gain a +
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, gain
PROTECT
and ROLL AGAIN (2x). If you roll a 6,
+100
. If you roll 5 or less,
-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
+25
and 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
SUPER PROTECT
(denoted with a
^
). This lets you cancel one die roll that
you
roll 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: You
may
sell 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 negative
Go to 300
. Everyone in the positive +300. If you are currently at 0, +100 and gain a
SUPER 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:
+200
, then change the last two digits of your score and the Jackpot to '31'.
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 2
PROTECT
. 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:
Pretty Lucky-
CHOOSE 1 of the following: Gain 3 symbols of your choice (excluding the clover)/
GO TO 750
/
JACKPOT!!!
. This cannot cause you to win.
142: MERGE with the
JACKPOT!!!

143: Switch scores with the player of your choice.
144: Gain a
PROTECT
but give the leader a
SUPER PROTECT
unless you are the leader. Then
+200

145: All players score 50 points per symbol except clubs, which is -100, and diamonds, which is +177. Then
+200
and gain a Diamond.
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:
+350
and gain a
PROTECT

149:
UNLUCKY
:(
150:
GO TO THE SCORE OF LAST PLACE

151: Express:
+100
. 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)
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 a
Critical 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=
UNLUCKY
:( , 6=
JACKPOT!!!

168:
-200
but then gain a
#

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 .)
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
+300
. Otherwise, lose
-300

182: Multiple 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.
185: Erase all of your symbols, and all of another player symbols (except club and diamond). Both of you gain a ♥. Any time either of your scores move, the other player's score moves in the same direction, at 50% distance. Only two players can have ♥'s at a time. If either of you gains any symbol, you both lose your hearts.
186: +150, then change this number by (1d100)-50. This cannot cause the number to be higher/lower than +/-500.
187: Redemption-Anyone who is negative
Go to 300
. Everyone in the positive +300. If you are currently at 0, +100 and gain a
SUPER PROTECT

188: The player(s) with the lowest score flip their score to positive. If they already are positive they get +300 instead
189: Mellow Yellow: Gain 2 random yellow symbols.
190:
GO TO X
(where X is 10 times 1d100)
191: Gain a Ø. The next Russian Roulette that is done you are not factored in. After this occurs, lose one Ø. -177 now
Last edited by mallowgeno on Fri Jul 06, 2018 7:00 am, edited 2 times in total.
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Post Post #15127 (isolation #3840) » Fri Jul 06, 2018 6:26 am

Post by mallowgeno »

^$TK: 1380
*$#♦Jumble: 150
$Irrelephant: 480
$*♦♦#!+Mallow: 1374
$JerryArr: -2793
$Gamma: 670

Jackpot: 950
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Post Post #15131 (isolation #3841) » Fri Jul 06, 2018 6:44 am

Post by mallowgeno »

Yeah since you just rolled Hippie

Hipster for the win?

Original Roll String: 1d90+100
1 90-Sided Dice: (33)+100 = 133
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Post Post #15132 (isolation #3842) » Fri Jul 06, 2018 6:45 am

Post by mallowgeno »

Original Roll String: 2d4
2 4-Sided Dice: (2, 2) = 4


(#)
(♦)
(◉)
(§)
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Post Post #15133 (isolation #3843) » Fri Jul 06, 2018 6:46 am

Post by mallowgeno »

^$TK: 1380
>>>*$#♦Jumble: 156
$Irrelephant: 480
§◉$*♦♦#!+Mallow: 1416
$JerryArr: -2793
$Gamma: 670

Jackpot: 950
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Post Post #15136 (isolation #3844) » Fri Jul 06, 2018 6:50 am

Post by mallowgeno »

Should just be the "jumble die"

gambling ftw

Original Roll String: 1d10
1 10-Sided Dice: (3) = 3
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Post Post #15137 (isolation #3845) » Fri Jul 06, 2018 6:52 am

Post by mallowgeno »

^$TK: 1380
>>*$#♦Jumble: 181
$Irrelephant: 480
§◉$*♦♦#!+Mallow: 1630

$JerryArr: -2793
$Gamma: 670

Jackpot: 950
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Post Post #15138 (isolation #3846) » Fri Jul 06, 2018 6:55 am

Post by mallowgeno »

191: Gain a Ø. The next Russian Roulette that is done you are not factored in. After this occurs, lose one Ø.
-177
now
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Post Post #15140 (isolation #3847) » Fri Jul 06, 2018 6:58 am

Post by mallowgeno »

I cheat :P

Original Roll String: 1d191
1 191-Sided Dice: (9) = 9
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Post Post #15141 (isolation #3848) » Fri Jul 06, 2018 6:59 am

Post by mallowgeno »

5: Gain a +
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Post Post #15144 (isolation #3849) » Fri Jul 06, 2018 7:14 am

Post by mallowgeno »

Original Roll String: 1d191
1 191-Sided Dice: (108) = 108
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Post Post #15145 (isolation #3850) » Fri Jul 06, 2018 7:15 am

Post by mallowgeno »

Jumble: 420
Mallow: 420

Jackpot: 500
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Post Post #15163 (isolation #3851) » Sat Jul 07, 2018 9:30 am

Post by mallowgeno »

Original Roll String: 1d191
1 191-Sided Dice: (107) = 107
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Post Post #15164 (isolation #3852) » Sat Jul 07, 2018 9:30 am

Post by mallowgeno »

Jumble: 895
Mallow: 480
TK: -500
JerryArr: -495

Jackpot: 500
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Post Post #15169 (isolation #3853) » Sun Jul 08, 2018 1:49 am

Post by mallowgeno »

Original Roll String: 1d191
1 191-Sided Dice: (7) = 7
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Post Post #15170 (isolation #3854) » Sun Jul 08, 2018 1:49 am

Post by mallowgeno »

Jumble: 970
Mallow: 550
TK: -555
JerryArr: -495

Jackpot: 500
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Post Post #15188 (isolation #3855) » Mon Jul 09, 2018 4:44 am

Post by mallowgeno »

Original Roll String: 1d192
1 192-Sided Dice: (124) = 124
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Post Post #15189 (isolation #3856) » Mon Jul 09, 2018 4:45 am

Post by mallowgeno »

Jumble: 400
TK: -5
Irrelephant11: 0
!Mallow: 0

Jackpot: 500
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Post Post #15195 (isolation #3857) » Mon Jul 09, 2018 6:11 am

Post by mallowgeno »

Original Roll String: 1d192
1 192-Sided Dice: (132) = 132
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Post Post #15197 (isolation #3858) » Mon Jul 09, 2018 6:18 am

Post by mallowgeno »

Jumble: 856
TK: 654
Irrelephant11: 656
!Mallow: 1056

Jackpot: 500
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Post Post #15199 (isolation #3859) » Mon Jul 09, 2018 6:19 am

Post by mallowgeno »

In post 15194, NotAJumbleOfNumbers wrote: also, can you use my full name on the hall of fame
Yessir!
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Post Post #15200 (isolation #3860) » Mon Jul 09, 2018 8:09 am

Post by mallowgeno »

Original Roll String: 1d192
1 192-Sided Dice: (64) = 64
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Post Post #15201 (isolation #3861) » Mon Jul 09, 2018 8:09 am

Post by mallowgeno »

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, gain
PROTECT
and ROLL AGAIN (2x). If you roll a 6,
+100
. If you roll 5 or less,
-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
+25
and 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
SUPER PROTECT
(denoted with a
^
). This lets you cancel one die roll that
you
roll 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: You
may
sell 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 negative
Go to 300
. Everyone in the positive +300. If you are currently at 0, +100 and gain a
SUPER 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:
+200
, then change the last two digits of your score and the Jackpot to '31'.
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 2
PROTECT
. 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:
Pretty Lucky-
CHOOSE 1 of the following: Gain 3 symbols of your choice (excluding the clover)/
GO TO 750
/
JACKPOT!!!
. This cannot cause you to win.
142: MERGE with the
JACKPOT!!!

143: Switch scores with the player of your choice.
144: Gain a
PROTECT
but give the leader a
SUPER PROTECT
unless you are the leader. Then
+200

145: All players score 50 points per symbol except clubs, which is -100, and diamonds, which is +177. Then
+200
and gain a Diamond.
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:
+350
and gain a
PROTECT

149:
UNLUCKY
:(
150:
GO TO THE SCORE OF LAST PLACE

151: Express:
+100
. 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)
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 a
Critical 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=
UNLUCKY
:( , 6=
JACKPOT!!!

168:
-200
but then gain a
#

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 .)
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
+300
. Otherwise, lose
-300

182: Multiple 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.
185: Erase all of your symbols, and all of another player symbols (except club and diamond). Both of you gain a ♥. Any time either of your scores move, the other player's score moves in the same direction, at 50% distance. Only two players can have ♥'s at a time. If either of you gains any symbol, you both lose your hearts.
186: +150, then change this number by (1d100)-50. This cannot cause the number to be higher/lower than +/-500.
187: Redemption-Anyone who is negative
Go to 300
. Everyone in the positive +300. If you are currently at 0, +100 and gain a
SUPER PROTECT

188: The player(s) with the lowest score flip their score to positive. If they already are positive they get +300 instead
189: Mellow Yellow: Gain 2 random yellow symbols.
190:
GO TO X
(where X is 10 times 1d100)
191: Gain a Ø. The next Russian Roulette that is done you are not factored in. After this occurs, lose one Ø.
-177
now
192:
EVERYONE UNLUCKY :(

193: Day of the Week Special-Gain or lose depending on Day of the week when die is rolled (Monday
-352
, Tuesday +35, Wednesday MERGE, Thursday
+236
, Friday gain a + and a Ø, Saturday +300, Sunday EVERYONE +2)
Last edited by mallowgeno on Mon Jul 09, 2018 9:01 am, edited 3 times in total.
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Post Post #15202 (isolation #3862) » Mon Jul 09, 2018 8:09 am

Post by mallowgeno »

Jumble: 1006
TK: 654
Irrelephant11: 656
!>>>Mallow: 1056

Jackpot: 500
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Post Post #15206 (isolation #3863) » Mon Jul 09, 2018 8:19 am

Post by mallowgeno »

Ouch

Original Roll String: 1d192
1 192-Sided Dice: (166) = 166
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Post Post #15207 (isolation #3864) » Mon Jul 09, 2018 8:20 am

Post by mallowgeno »

Jumble: 1428
TK: 654
Irrelephant11: 656
!>>Mallow: 1023

Jackpot: 500
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Post Post #15210 (isolation #3865) » Mon Jul 09, 2018 8:22 am

Post by mallowgeno »

Original Roll String: 1d192
1 192-Sided Dice: (77) = 77
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Post Post #15211 (isolation #3866) » Mon Jul 09, 2018 8:23 am

Post by mallowgeno »

Jumble: 1429
TK: 654
Irrelephant11: 656
!>Mallow: 1405

Jackpot: 500
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Post Post #15215 (isolation #3867) » Mon Jul 09, 2018 8:27 am

Post by mallowgeno »

Dangit Jumble!

Original Roll String: 1d192
1 192-Sided Dice: (57) = 57
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Post Post #15216 (isolation #3868) » Mon Jul 09, 2018 8:28 am

Post by mallowgeno »

Jumble: 1036
TK: 1036
Irrelephant11: 1036
!Mallow: 1525


Jackpot: 500
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Post Post #15217 (isolation #3869) » Mon Jul 09, 2018 8:32 am

Post by mallowgeno »

Phew

193: Day of the Week Special-Gain or lose depending on Day of the week when die is rolled (Monday
-352
, Tuesday +35, Wednesday MERGE, Thursday
+236
, Friday gain a + and a Ø, Saturday +300, Sunday EVERYONE +2)
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Post Post #15218 (isolation #3870) » Mon Jul 09, 2018 8:32 am

Post by mallowgeno »

Original Roll String: 1d193
1 193-Sided Dice: (34) = 34
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Post Post #15219 (isolation #3871) » Mon Jul 09, 2018 8:33 am

Post by mallowgeno »

Mallow: 750

Jackpot: 500
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Post Post #15222 (isolation #3872) » Mon Jul 09, 2018 8:50 am

Post by mallowgeno »

Original Roll String: 1d193
1 193-Sided Dice: (11) = 11
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Post Post #15223 (isolation #3873) » Mon Jul 09, 2018 9:00 am

Post by mallowgeno »

frick sorry

Original Roll String: 1d193
1 193-Sided Dice: (24) = 24


-50
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Post Post #15224 (isolation #3874) » Mon Jul 09, 2018 9:01 am

Post by mallowgeno »

Mallow: 700
♦Jumble: 200

Jackpot: 500
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Post Post #15227 (isolation #3875) » Mon Jul 09, 2018 9:13 am

Post by mallowgeno »

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, gain
PROTECT
and ROLL AGAIN (2x). If you roll a 6,
+100
. If you roll 5 or less,
-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
+25
and 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
SUPER PROTECT
(denoted with a
^
). This lets you cancel one die roll that
you
roll 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: You
may
sell 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 negative
Go to 300
. Everyone in the positive +300. If you are currently at 0, +100 and gain a
SUPER 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:
+200
, then change the last two digits of your score and the Jackpot to '31'.
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 2
PROTECT
. 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:
Pretty Lucky-
CHOOSE 1 of the following: Gain 3 symbols of your choice (excluding the clover)/
GO TO 750
/
JACKPOT!!!
. This cannot cause you to win.
142: MERGE with the
JACKPOT!!!

143: Switch scores with the player of your choice.
144: Gain a
PROTECT
but give the leader a
SUPER PROTECT
unless you are the leader. Then
+200

145: All players score 50 points per symbol except clubs, which is -100, and diamonds, which is +177. Then
+200
and gain a Diamond.
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:
+350
and gain a
PROTECT

149:
UNLUCKY
:(
150:
GO TO THE SCORE OF LAST PLACE

151: Express:
+100
. 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)
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 a
Critical 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=
UNLUCKY
:( , 6=
JACKPOT!!!

168:
-200
but then gain a
#

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 .)
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
+300
. Otherwise, lose
-300

182: Multiple 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.
185: Erase all of your symbols, and all of another player symbols (except club and diamond). Both of you gain a ♥. Any time either of your scores move, the other player's score moves in the same direction, at 50% distance. Only two players can have ♥'s at a time. If either of you gains any symbol, you both lose your hearts.
186: +150, then change this number by (1d100)-50. This cannot cause the number to be higher/lower than +/-500.
187: Redemption-Anyone who is negative
Go to 300
. Everyone in the positive +300. If you are currently at 0, +100 and gain a
SUPER PROTECT

188: The player(s) with the lowest score flip their score to positive. If they already are positive they get +300 instead
189: Mellow Yellow: Gain 2 random yellow symbols.
190:
GO TO X
(where X is 10 times 1d100)
191: Gain a Ø. The next Russian Roulette that is done you are not factored in. After this occurs, lose one Ø.
-177
now
192:
EVERYONE UNLUCKY :(

193: Day of the Week Special-Gain or lose depending on Day of the week when die is rolled (Monday
-352
, Tuesday +35, Wednesday MERGE, Thursday
+236
, Friday gain a + and a Ø, Saturday +300, Sunday EVERYONE +2)
194:
-450
Last edited by mallowgeno on Wed Jul 11, 2018 3:33 am, edited 2 times in total.
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Post Post #15230 (isolation #3876) » Tue Jul 10, 2018 1:11 am

Post by mallowgeno »

Original Roll String: 1d193
1 193-Sided Dice: (14) = 14
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Post Post #15231 (isolation #3877) » Tue Jul 10, 2018 1:11 am

Post by mallowgeno »

>>>*Mallow: 450
♦Jumble: 207
TK: -300

Jackpot: 500
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Post Post #15234 (isolation #3878) » Tue Jul 10, 2018 5:50 am

Post by mallowgeno »

Original Roll String: 1d193
1 193-Sided Dice: (123) = 123
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Post Post #15235 (isolation #3879) » Tue Jul 10, 2018 5:51 am

Post by mallowgeno »

(#) Wide Guard-The next effect that negatively effects everyone you ignore.
(♦) Diamond-Every time you roll you gain an extra +7. This is lost when you RESET. This is the Last thing you calculate for a die roll. So if you merge, you still add the +7 after the merge.
(◉) Cursed Doll-If no one else has it, take the symbol (steal it from someone if they do). While holding the doll if a prime number is rolled you gain a Critical Hit (%). If you roll a non-prime number you may pass the doll or gain +100
(§) 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.

Original Roll String: 2d4
2 4-Sided Dice: (2, 1) = 3
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Post Post #15236 (isolation #3880) » Tue Jul 10, 2018 5:52 am

Post by mallowgeno »

♦#*Mallow: 642
♦Jumble: 314
TK: -300

Jackpot: 500
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Post Post #15239 (isolation #3881) » Wed Jul 11, 2018 1:14 am

Post by mallowgeno »

Original Roll String: 1d193
1 193-Sided Dice: (189) = 189
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Post Post #15240 (isolation #3882) » Wed Jul 11, 2018 1:15 am

Post by mallowgeno »

:o That was lucky!

♦#*Mallow: 1149
♦Jumble: -79
TK: -300

Jackpot: 500
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Post Post #15243 (isolation #3883) » Wed Jul 11, 2018 2:02 am

Post by mallowgeno »

Original Roll String: 1d193
1 193-Sided Dice: (149) = 149
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Post Post #15244 (isolation #3884) » Wed Jul 11, 2018 2:03 am

Post by mallowgeno »

8: EVERYONE +250
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Post Post #15247 (isolation #3885) » Wed Jul 11, 2018 3:14 am

Post by mallowgeno »

Original Roll String: 1d193
1 193-Sided Dice: (147) = 147
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Post Post #15248 (isolation #3886) » Wed Jul 11, 2018 3:31 am

Post by mallowgeno »

Man I've been lucky

♦#*Mallow: 1656

♦Jumble: 428
TK: 300

Jackpot: 500
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Post Post #15249 (isolation #3887) » Wed Jul 11, 2018 3:32 am

Post by mallowgeno »

194:
-450
Last edited by mallowgeno on Wed Jul 11, 2018 6:47 am, edited 1 time in total.
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Post Post #15250 (isolation #3888) » Wed Jul 11, 2018 6:47 am

Post by mallowgeno »

frick sorry

Original Roll String: 1d194
1 194-Sided Dice: (53) = 53
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Post Post #15251 (isolation #3889) » Wed Jul 11, 2018 6:48 am

Post by mallowgeno »

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, gain
PROTECT
and ROLL AGAIN (2x). If you roll a 6,
+100
. If you roll 5 or less,
-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
+25
and 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
SUPER PROTECT
(denoted with a
^
). This lets you cancel one die roll that
you
roll 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: You
may
sell 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 negative
Go to 300
. Everyone in the positive +300. If you are currently at 0, +100 and gain a
SUPER 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:
+200
, then change the last two digits of your score and the Jackpot to '31'.
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 2
PROTECT
. 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:
Pretty Lucky-
CHOOSE 1 of the following: Gain 3 symbols of your choice (excluding the clover)/
GO TO 750
/
JACKPOT!!!
. This cannot cause you to win.
142: MERGE with the
JACKPOT!!!

143: Switch scores with the player of your choice.
144: Gain a
PROTECT
but give the leader a
SUPER PROTECT
unless you are the leader. Then
+200

145: All players score 50 points per symbol except clubs, which is -100, and diamonds, which is +177. Then
+200
and gain a Diamond.
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:
+350
and gain a
PROTECT

149:
UNLUCKY
:(
150:
GO TO THE SCORE OF LAST PLACE

151: Express:
+100
. 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)
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 a
Critical 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=
UNLUCKY
:( , 6=
JACKPOT!!!

168:
-200
but then gain a
#

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 .)
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
+300
. Otherwise, lose
-300

182: Multiple 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.
185: Erase all of your symbols, and all of another player symbols (except club and diamond). Both of you gain a ♥. Any time either of your scores move, the other player's score moves in the same direction, at 50% distance. Only two players can have ♥'s at a time. If either of you gains any symbol, you both lose your hearts.
186: +150, then change this number by (1d100)-50. This cannot cause the number to be higher/lower than +/-500.
187: Redemption-Anyone who is negative
Go to 300
. Everyone in the positive +300. If you are currently at 0, +100 and gain a
SUPER PROTECT

188: The player(s) with the lowest score flip their score to positive. If they already are positive they get +300 instead
189: Mellow Yellow: Gain 2 random yellow symbols.
190:
GO TO X
(where X is 10 times 1d100)
191: Gain a Ø. The next Russian Roulette that is done you are not factored in. After this occurs, lose one Ø.
-177
now
192:
EVERYONE UNLUCKY :(

193: Day of the Week Special-Gain or lose depending on Day of the week when die is rolled (Monday
-352
, Tuesday +35, Wednesday MERGE, Thursday
+236
, Friday gain a + and a Ø, Saturday +300, Sunday EVERYONE +2)
194:
-450
Last edited by mallowgeno on Thu Jul 12, 2018 12:51 am, edited 2 times in total.
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Post Post #15252 (isolation #3890) » Wed Jul 11, 2018 6:48 am

Post by mallowgeno »

Mallow: 85

Jackpot: 500
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Post Post #15255 (isolation #3891) » Wed Jul 11, 2018 7:37 am

Post by mallowgeno »

Original Roll String: 1d194
1 194-Sided Dice: (13) = 13
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Post Post #15256 (isolation #3892) » Wed Jul 11, 2018 7:38 am

Post by mallowgeno »

Mallow: -125
Irrelephant11: -500

Jackpot: 500
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Post Post #15259 (isolation #3893) » Wed Jul 11, 2018 9:12 am

Post by mallowgeno »

Original Roll String: 1d194
1 194-Sided Dice: (81) = 81
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Post Post #15260 (isolation #3894) » Wed Jul 11, 2018 9:12 am

Post by mallowgeno »

Mallow: -25
Irrelephant11: -499

Jackpot: 600
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Post Post #15265 (isolation #3895) » Wed Jul 11, 2018 3:55 pm

Post by mallowgeno »

Original Roll String: 1d194
1 194-Sided Dice: (29) = 29
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Post Post #15266 (isolation #3896) » Wed Jul 11, 2018 3:56 pm

Post by mallowgeno »

Taking the -50

Original Roll String: 1d194
1 194-Sided Dice: (118) = 118


Mallow: 250
Irrelephant11: 300
Jumble: -600

Jackpot: 500
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Post Post #15270 (isolation #3897) » Thu Jul 12, 2018 12:51 am

Post by mallowgeno »

Original Roll String: 1d194
1 194-Sided Dice: (87) = 87
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Post Post #15271 (isolation #3898) » Thu Jul 12, 2018 1:06 am

Post by mallowgeno »

Mallow: -365
Irrelephant11: 300
Jumble: -600

Jackpot: 500
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Post Post #15276 (isolation #3899) » Thu Jul 12, 2018 2:07 am

Post by mallowgeno »

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: Roll 1d5. Gain 80x the roll and gain that many Critical Hits.
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, gain
PROTECT
and ROLL AGAIN (2x). If you roll a 6,
+100
. If you roll 5 or less,
-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
+25
and 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
SUPER PROTECT
(denoted with a
^
). This lets you cancel one die roll that
you
roll 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: You
may
sell 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 negative
Go to 300
. Everyone in the positive +300. If you are currently at 0, +100 and gain a
SUPER 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:
+200
, then change the last two digits of your score and the Jackpot to '31'.
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 2
PROTECT
. 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:
Pretty Lucky-
CHOOSE 1 of the following: Gain 3 symbols of your choice (excluding the clover)/
GO TO 750
/
JACKPOT!!!
. This cannot cause you to win.
142: MERGE with the
JACKPOT!!!

143: Switch scores with the player of your choice.
144: Gain a
PROTECT
but give the leader a
SUPER PROTECT
unless you are the leader. Then
+200

145: All players score 50 points per symbol except clubs, which is -100, and diamonds, which is +177. Then
+200
and gain a Diamond.
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:
+350
and gain a
PROTECT

149:
UNLUCKY
:(
150:
GO TO THE SCORE OF LAST PLACE

151: Express:
+100
. 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)
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 a
Critical 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=
UNLUCKY
:( , 6=
JACKPOT!!!

168:
-200
but then gain a
#

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 .)
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
+300
. Otherwise, lose
-300

182: Multiple 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.
185: Erase all of your symbols, and all of another player symbols (except club and diamond). Both of you gain a ♥. Any time either of your scores move, the other player's score moves in the same direction, at 50% distance. Only two players can have ♥'s at a time. If either of you gains any symbol, you both lose your hearts.
186: +150, then change this number by (1d100)-50. This cannot cause the number to be higher/lower than +/-500.
187: Redemption-Anyone who is negative
Go to 300
. Everyone in the positive +300. If you are currently at 0, +100 and gain a
SUPER PROTECT

188: The player(s) with the lowest score flip their score to positive. If they already are positive they get +300 instead
189: Mellow Yellow: Gain 2 random yellow symbols.
190:
GO TO X
(where X is 10 times 1d100)
191: Gain a Ø. The next Russian Roulette that is done you are not factored in. After this occurs, lose one Ø.
-177
now
192:
EVERYONE UNLUCKY :(

193: Day of the Week Special-Gain or lose depending on Day of the week when die is rolled (Monday
-352
, Tuesday +35, Wednesday MERGE, Thursday
+236
, Friday gain a + and a Ø, Saturday +300, Sunday EVERYONE +2)
194:
-450
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Post Post #15277 (isolation #3900) » Thu Jul 12, 2018 2:07 am

Post by mallowgeno »

Original Roll String: 1d194
1 194-Sided Dice: (38) = 38
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Post Post #15278 (isolation #3901) » Thu Jul 12, 2018 2:08 am

Post by mallowgeno »

Mallow: -420
Irrelephant11: 300
*Jumble: -600

Jackpot: 500
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Post Post #15281 (isolation #3902) » Thu Jul 12, 2018 2:34 am

Post by mallowgeno »

Original Roll String: 1d194
1 194-Sided Dice: (176) = 176
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Post Post #15282 (isolation #3903) » Thu Jul 12, 2018 2:35 am

Post by mallowgeno »

Might as well buy everything

*♦#^>>>!+Mallow: -865
Irrelephant11: 300
Jumble: -575

Jackpot: 500
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Post Post #15285 (isolation #3904) » Thu Jul 12, 2018 2:19 pm

Post by mallowgeno »

Original Roll String: 1d194
1 194-Sided Dice: (93) = 93
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Post Post #15286 (isolation #3905) » Thu Jul 12, 2018 2:19 pm

Post by mallowgeno »

Original Roll String: 1d194
1 194-Sided Dice: (72) = 72
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Post Post #15287 (isolation #3906) » Thu Jul 12, 2018 2:20 pm

Post by mallowgeno »

Gonna make that 184

Original Roll String: 4d194
4 194-Sided Dice: (35, 16, 169, 6) = 226
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Post Post #15288 (isolation #3907) » Thu Jul 12, 2018 2:22 pm

Post by mallowgeno »

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 ">".
166: +25
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.
146: Cleanse-Remove any symbols you don't want from yourself and then remove a ~ or % from another player. Then gain +200

I'll take the Accelerant twice
Jumble can have the +25
Ignore the wicked
Take Cleanse normally

*♦#^>>>>>>!+Mallow: -177
Irrelephant11: -138
Jumble: -113

Jackpot: 500
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Post Post #15291 (isolation #3908) » Fri Jul 13, 2018 12:49 am

Post by mallowgeno »

Original Roll String: 1d194
1 194-Sided Dice: (166) = 166
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Post Post #15292 (isolation #3909) » Fri Jul 13, 2018 12:50 am

Post by mallowgeno »

*♦#^>>>>>!+Mallow: 151
Irrelephant11: -138
Jumble: -183

Jackpot: 500
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Post Post #15299 (isolation #3910) » Fri Jul 13, 2018 4:28 am

Post by mallowgeno »

Original Roll String: 1d194
1 194-Sided Dice: (138) = 138
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Post Post #15300 (isolation #3911) » Fri Jul 13, 2018 4:31 am

Post by mallowgeno »

*♦#^>>>>!+Mallow: 497
Irrelephant11: -208
Jumble: 17

Jackpot: 500
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Post Post #15301 (isolation #3912) » Fri Jul 13, 2018 4:31 am

Post by mallowgeno »

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: Roll 1d5. Gain 80x the roll and gain that many Critical Hits.
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, gain
PROTECT
and ROLL AGAIN (2x). If you roll a 6,
+100
. If you roll 5 or less,
-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
+25
and 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
SUPER PROTECT
(denoted with a
^
). This lets you cancel one die roll that
you
roll 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: You
may
sell 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 negative
Go to 300
. Everyone in the positive +300. If you are currently at 0, +100 and gain a
SUPER 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:
+200
, then change the last two digits of your score and the Jackpot to '31'.
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 2
PROTECT
. 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:
Pretty Lucky-
CHOOSE 1 of the following: Gain 3 symbols of your choice (excluding the clover)/
GO TO 750
/
JACKPOT!!!
. This cannot cause you to win.
142: MERGE with the
JACKPOT!!!

143: Switch scores with the player of your choice.
144: Gain a
PROTECT
but give the leader a
SUPER PROTECT
unless you are the leader. Then
+200

145: All players score 50 points per symbol except clubs, which is -100, and diamonds, which is +177. Then
+200
and gain a Diamond.
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:
+350
and gain a
PROTECT

149:
UNLUCKY
:(
150:
GO TO THE SCORE OF LAST PLACE

151: Express:
+100
. 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)
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 a
Critical 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=
UNLUCKY
:( , 6=
JACKPOT!!!

168:
-200
but then gain a
#

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 .)
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
+300
. Otherwise, lose
-300

182: Multiple 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.
185: Erase all of your symbols, and all of another player symbols (except club and diamond). Both of you gain a ♥. Any time either of your scores move, the other player's score moves in the same direction, at 50% distance. Only two players can have ♥'s at a time. If either of you gains any symbol, you both lose your hearts.
186: +150, then change this number by (1d100)-50. This cannot cause the number to be higher/lower than +/-500.
187: Redemption-Anyone who is negative
Go to 300
. Everyone in the positive +300. If you are currently at 0, +100 and gain a
SUPER PROTECT

188: The player(s) with the lowest score flip their score to positive. If they already are positive they get +300 instead
189: Mellow Yellow: Gain 2 random yellow symbols.
190:
GO TO X
(where X is 10 times 1d100)
191: Gain a Ø. The next Russian Roulette that is done you are not factored in. After this occurs, lose one Ø.
-177
now
192:
EVERYONE UNLUCKY :(

193: Day of the Week Special-Gain or lose depending on Day of the week when die is rolled (Monday
-352
, Tuesday +35, Wednesday MERGE, Thursday
+236
, Friday gain a + and a Ø, Saturday +300, Sunday EVERYONE +2)
194:
-450
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Post Post #15322 (isolation #3913) » Mon Jul 16, 2018 4:04 am

Post by mallowgeno »

Original Roll String: 1d194
1 194-Sided Dice: (44) = 44
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Post Post #15323 (isolation #3914) » Mon Jul 16, 2018 4:05 am

Post by mallowgeno »

♦^>>>!+Mallow: 928
!Irrelephant11: -200
Jumble: 0
TK: 0
JerryArr: 635

Jackpot: 500
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Post Post #15331 (isolation #3915) » Mon Jul 16, 2018 6:53 am

Post by mallowgeno »

Original Roll String: 1d194
1 194-Sided Dice: (8) = 8
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Post Post #15332 (isolation #3916) » Mon Jul 16, 2018 7:11 am

Post by mallowgeno »

$♦^>>!+Mallow: 747
$!Irrelephant11: 500
$Jumble: 0
$TK: 0
$JerryArr: 635

Jackpot: 500
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Post Post #15335 (isolation #3917) » Tue Jul 17, 2018 1:58 am

Post by mallowgeno »

Original Roll String: 1d194
1 194-Sided Dice: (138) = 138
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Post Post #15336 (isolation #3918) » Tue Jul 17, 2018 1:59 am

Post by mallowgeno »

$♦^>!+Mallow: 524
$!Irrelephant11: 420
$Jumble: 420
$TK: 420
$JerryArr: 420

Jackpot: 500
Last edited by mallowgeno on Tue Jul 17, 2018 2:06 am, edited 1 time in total.
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Post Post #15339 (isolation #3919) » Tue Jul 17, 2018 2:07 am

Post by mallowgeno »

Forgot to remove my accelerants so I did that

Original Roll String: 1d194
1 194-Sided Dice: (68) = 68
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Post Post #15340 (isolation #3920) » Tue Jul 17, 2018 2:07 am

Post by mallowgeno »

Pay 250 to roll (3x)

Original Roll String: 1d194
1 194-Sided Dice: (153) = 153
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Post Post #15341 (isolation #3921) » Tue Jul 17, 2018 2:09 am

Post by mallowgeno »

$♦^+Mallow: 805
$!Irrelephant11: 420
$Jumble: 380
$TK: 420
$JerryArr: 420

Jackpot: 500
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Post Post #15353 (isolation #3922) » Tue Jul 17, 2018 7:34 am

Post by mallowgeno »

1: +400
2: Create your own space
3: Create your own space
4: Russian Roulette for -1,500
5: Create your own space
6: Create your own space
7: Create your own space
8: Create your own space
9: Roll 1d5. Gain 80x the roll and gain that many Critical Hits.
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, gain
PROTECT
and ROLL AGAIN (2x). If you roll a 6,
+100
. If you roll 5 or less,
-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
+25
and 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
SUPER PROTECT
(denoted with a
^
). This lets you cancel one die roll that
you
roll 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: You
may
sell 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 negative
Go to 300
. Everyone in the positive +300. If you are currently at 0, +100 and gain a
SUPER 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:
+200
, then change the last two digits of your score and the Jackpot to '31'.
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 2
PROTECT
. 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:
Pretty Lucky-
CHOOSE 1 of the following: Gain 3 symbols of your choice (excluding the clover)/
GO TO 750
/
JACKPOT!!!
. This cannot cause you to win.
142: MERGE with the
JACKPOT!!!

143: Switch scores with the player of your choice.
144: Gain a
PROTECT
but give the leader a
SUPER PROTECT
unless you are the leader. Then
+200

145: All players score 50 points per symbol except clubs, which is -100, and diamonds, which is +177. Then
+200
and gain a Diamond.
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:
+350
and gain a
PROTECT

149:
UNLUCKY
:(
150:
GO TO THE SCORE OF LAST PLACE

151: Express:
+100
. 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)
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 a
Critical 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=
UNLUCKY
:( , 6=
JACKPOT!!!

168:
-200
but then gain a
#

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 .)
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
+300
. Otherwise, lose
-300

182: Multiple 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.
185: Erase all of your symbols, and all of another player symbols (except club and diamond). Both of you gain a ♥. Any time either of your scores move, the other player's score moves in the same direction, at 50% distance. Only two players can have ♥'s at a time. If either of you gains any symbol, you both lose your hearts.
186: +150, then change this number by (1d100)-50. This cannot cause the number to be higher/lower than +/-500.
187: Redemption-Anyone who is negative
Go to 300
. Everyone in the positive +300. If you are currently at 0, +100 and gain a
SUPER PROTECT

188: The player(s) with the lowest score flip their score to positive. If they already are positive they get +300 instead
189: Mellow Yellow: Gain 2 random yellow symbols.
190:
GO TO X
(where X is 10 times 1d100)
191: Gain a Ø. The next Russian Roulette that is done you are not factored in. After this occurs, lose one Ø.
-177
now
192:
EVERYONE UNLUCKY :(

193: Day of the Week Special-Gain or lose depending on Day of the week when die is rolled (Monday
-352
, Tuesday +35, Wednesday MERGE, Thursday
+236
, Friday gain a + and a Ø, Saturday +300, Sunday EVERYONE +2)
194:
-450
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Post Post #15354 (isolation #3923) » Tue Jul 17, 2018 7:34 am

Post by mallowgeno »

Original Roll String: 1d194
1 194-Sided Dice: (111) = 111
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Post Post #15355 (isolation #3924) » Tue Jul 17, 2018 7:36 am

Post by mallowgeno »

'Mere Jumble

$♦^+Mallow: 755
$!Irrelephant11: 420
$Jumble: 748
$TK: 420
$JerryArr: 360

Jackpot: 460
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Post Post #15358 (isolation #3925) » Tue Jul 17, 2018 7:51 am

Post by mallowgeno »

Original Roll String: 1d194
1 194-Sided Dice: (102) = 102
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Post Post #15359 (isolation #3926) » Tue Jul 17, 2018 7:52 am

Post by mallowgeno »

Reroll

Original Roll String: 1d194
1 194-Sided Dice: (193) = 193
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Post Post #15360 (isolation #3927) » Tue Jul 17, 2018 7:52 am

Post by mallowgeno »

Original Roll String: 1d194
1 194-Sided Dice: (169) = 169
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Post Post #15361 (isolation #3928) » Tue Jul 17, 2018 7:53 am

Post by mallowgeno »

Take 3 >

$♦^>>>+Mallow: 776
$!Irrelephant11: 420
$Jumble: 848
$TK: 420
$JerryArr: 360

Jackpot: 460
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Post Post #15369 (isolation #3929) » Tue Jul 17, 2018 9:03 am

Post by mallowgeno »

Thanks I forgot to remove that >.< Why are you still at 0 if you're merging with Irrelephant? You should both have the same score if you're merging with them.

I'm dumb, carry on


Original Roll String: 1d194 (STATIC)
1 194-Sided Dice: (6) = 6
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Post Post #15370 (isolation #3930) » Tue Jul 17, 2018 9:05 am

Post by mallowgeno »

Also I'm doubly dumb because I edited my post with a static. So I just won't count that roll of mine but I'll skip my turn.
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Post Post #15372 (isolation #3931) » Tue Jul 17, 2018 9:08 am

Post by mallowgeno »

Go for it
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Post Post #15393 (isolation #3932) » Wed Jul 18, 2018 1:21 am

Post by mallowgeno »

Original Roll String: 1d194
1 194-Sided Dice: (191) = 191
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Post Post #15394 (isolation #3933) » Wed Jul 18, 2018 1:23 am

Post by mallowgeno »

Merge with irrelephant

$♦>>+Mallow: 832
$!Irrelephant11: 789
%$Jumble: 449
$TK: 704
$JerryArr: 28

Jackpot: 760
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Post Post #15401 (isolation #3934) » Wed Jul 18, 2018 3:28 am

Post by mallowgeno »

1: +400
2: Create your own space
3: Create your own space
4: +300 or
PROTECT

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, gain
PROTECT
and ROLL AGAIN (2x). If you roll a 6,
+100
. If you roll 5 or less,
-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
+25
and 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
SUPER PROTECT
(denoted with a
^
). This lets you cancel one die roll that
you
roll 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: You
may
sell 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 negative
Go to 300
. Everyone in the positive +300. If you are currently at 0, +100 and gain a
SUPER 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:
+200
, then change the last two digits of your score and the Jackpot to '31'.
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 2
PROTECT
. 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:
Pretty Lucky-
CHOOSE 1 of the following: Gain 3 symbols of your choice (excluding the clover)/
GO TO 750
/
JACKPOT!!!
. This cannot cause you to win.
142: MERGE with the
JACKPOT!!!

143: Switch scores with the player of your choice.
144: Gain a
PROTECT
but give the leader a
SUPER PROTECT
unless you are the leader. Then
+200

145: All players score 50 points per symbol except clubs, which is -100, and diamonds, which is +177. Then
+200
and gain a Diamond.
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:
+350
and gain a
PROTECT

149:
UNLUCKY
:(
150:
GO TO THE SCORE OF LAST PLACE

151: Express:
+100
. 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)
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 a
Critical 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=
UNLUCKY
:( , 6=
JACKPOT!!!

168:
-200
but then gain a
#

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 .)
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
+300
. Otherwise, lose
-300

182: Multiple 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.
185: Erase all of your symbols, and all of another player symbols (except club and diamond). Both of you gain a ♥. Any time either of your scores move, the other player's score moves in the same direction, at 50% distance. Only two players can have ♥'s at a time. If either of you gains any symbol, you both lose your hearts.
186: +150, then change this number by (1d100)-50. This cannot cause the number to be higher/lower than +/-500.
187: Redemption-Anyone who is negative
Go to 300
. Everyone in the positive +300. If you are currently at 0, +100 and gain a
SUPER PROTECT

188: The player(s) with the lowest score flip their score to positive. If they already are positive they get +300 instead
189: Mellow Yellow: Gain 2 random yellow symbols.
190:
GO TO X
(where X is 10 times 1d100)
191: Gain a Ø. The next Russian Roulette that is done you are not factored in. After this occurs, lose one Ø. -177 now
192:
EVERYONE UNLUCKY :(

193: Day of the Week Special-Gain or lose depending on Day of the week when die is rolled (Monday
-352
, Tuesday +35, Wednesday MERGE, Thursday
+236
, Friday gain a + and a Ø, Saturday +300, Sunday EVERYONE +2)
194:
-450

195: Gain a ¥ (Faulty Protect). The next time you lose points, roll 1d4. 1 protects as usual, 2 only protects half of the loss, 3 causes a Critical Hit, and 4 causes twice the loss.
Last edited by mallowgeno on Wed Jul 18, 2018 6:07 pm, edited 1 time in total.
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Post Post #15402 (isolation #3935) » Wed Jul 18, 2018 3:30 am

Post by mallowgeno »

Original Roll String: 1d195
1 195-Sided Dice: (180) = 180
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Post Post #15403 (isolation #3936) » Wed Jul 18, 2018 3:31 am

Post by mallowgeno »

Jumble: 0
Mallow: 500

Jackpot: 500
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Post Post #15406 (isolation #3937) » Wed Jul 18, 2018 4:02 am

Post by mallowgeno »

Original Roll String: 1d195
1 195-Sided Dice: (135) = 135
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Post Post #15407 (isolation #3938) » Wed Jul 18, 2018 4:03 am

Post by mallowgeno »

Jumble: 0
Mallow: 470
JerryArr: 0

Jackpot: 500
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Post Post #15414 (isolation #3939) » Wed Jul 18, 2018 1:54 pm

Post by mallowgeno »

Original Roll String: 1d195
1 195-Sided Dice: (171) = 171
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Post Post #15415 (isolation #3940) » Wed Jul 18, 2018 1:55 pm

Post by mallowgeno »

Jumble: 880
♣Mallow: 470
JerryArr: 100

Jackpot: 500
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Post Post #15424 (isolation #3941) » Wed Jul 18, 2018 6:07 pm

Post by mallowgeno »

Original Roll String: 1d195
1 195-Sided Dice: (195) = 195
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Post Post #15425 (isolation #3942) » Wed Jul 18, 2018 6:08 pm

Post by mallowgeno »

Well that's the first time that has happened :o

Jumble: 200
♣Mallow: 470

JerryArr: 200

Jackpot: 500
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Post Post #15426 (isolation #3943) » Wed Jul 18, 2018 6:09 pm

Post by mallowgeno »

196: Gain a ¥and a Ø. Lower Jackpot by 100.
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Post Post #15427 (isolation #3944) » Wed Jul 18, 2018 6:10 pm

Post by mallowgeno »

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, gain
PROTECT
and ROLL AGAIN (2x). If you roll a 6,
+100
. If you roll 5 or less,
-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
+25
and 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
SUPER PROTECT
(denoted with a
^
). This lets you cancel one die roll that
you
roll 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: You
may
sell 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 negative
Go to 300
. Everyone in the positive +300. If you are currently at 0, +100 and gain a
SUPER 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:
+200
, then change the last two digits of your score and the Jackpot to '31'.
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 2
PROTECT
. 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:
Pretty Lucky-
CHOOSE 1 of the following: Gain 3 symbols of your choice (excluding the clover)/
GO TO 750
/
JACKPOT!!!
. This cannot cause you to win.
142: MERGE with the
JACKPOT!!!

143: Switch scores with the player of your choice.
144: Gain a
PROTECT
but give the leader a
SUPER PROTECT
unless you are the leader. Then
+200

145: All players score 50 points per symbol except clubs, which is -100, and diamonds, which is +177. Then
+200
and gain a Diamond.
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:
+350
and gain a
PROTECT

149:
UNLUCKY
:(
150:
GO TO THE SCORE OF LAST PLACE

151: Express:
+100
. 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)
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 a
Critical 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=
UNLUCKY
:( , 6=
JACKPOT!!!

168:
-200
but then gain a
#

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 .)
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
+300
. Otherwise, lose
-300

182: Multiple 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.
185: Erase all of your symbols, and all of another player symbols (except club and diamond). Both of you gain a ♥. Any time either of your scores move, the other player's score moves in the same direction, at 50% distance. Only two players can have ♥'s at a time. If either of you gains any symbol, you both lose your hearts.
186: +150, then change this number by (1d100)-50. This cannot cause the number to be higher/lower than +/-500.
187: Redemption-Anyone who is negative
Go to 300
. Everyone in the positive +300. If you are currently at 0, +100 and gain a
SUPER PROTECT

188: The player(s) with the lowest score flip their score to positive. If they already are positive they get +300 instead
189: Mellow Yellow: Gain 2 random yellow symbols.
190:
GO TO X
(where X is 10 times 1d100)
191: Gain a Ø. The next Russian Roulette that is done you are not factored in. After this occurs, lose one Ø. -177 now
192:
EVERYONE UNLUCKY :(

193: Day of the Week Special-Gain or lose depending on Day of the week when die is rolled (Monday
-352
, Tuesday +35, Wednesday MERGE, Thursday
+236
, Friday gain a + and a Ø, Saturday +300, Sunday EVERYONE +2)
194:
-450

195: Gain a ¥ (Faulty Protect). The next time you lose points, roll 1d4. 1 protects as usual, 2 only protects half of the loss, 3 causes a Critical Hit, and 4 causes twice the loss.
196: Gain a ¥and a Ø. Lower Jackpot by 100.
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Post Post #15428 (isolation #3945) » Wed Jul 18, 2018 6:11 pm

Post by mallowgeno »

Original Roll String: 1d196
1 196-Sided Dice: (79) = 79
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Post Post #15429 (isolation #3946) » Wed Jul 18, 2018 6:12 pm

Post by mallowgeno »

Well it's just me so...

**Mallowgeno: 500
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Post Post #15432 (isolation #3947) » Thu Jul 19, 2018 1:53 am

Post by mallowgeno »

Original Roll String: 1d195
1 195-Sided Dice: (110) = 110
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Post Post #15433 (isolation #3948) » Thu Jul 19, 2018 1:54 am

Post by mallowgeno »

*Mallowgeno: 500
Jumble: -200

Jackpot: 300
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Post Post #15436 (isolation #3949) » Thu Jul 19, 2018 2:27 am

Post by mallowgeno »

Original Roll String: 1d195
1 195-Sided Dice: (195) = 195
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Post Post #15437 (isolation #3950) » Thu Jul 19, 2018 2:27 am

Post by mallowgeno »

Original Roll String: 30d50
30 50-Sided Dice: (29, 30, 13, 29, 42, 50, 35, 37, 1, 32, 21, 47, 50, 1, 15, 9, 35, 28, 8, 4, 9, 11, 37, 46, 9, 2, 23, 28, 9, 16) = 706
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Post Post #15438 (isolation #3951) » Thu Jul 19, 2018 2:28 am

Post by mallowgeno »

*Mallowgeno: 625
Jumble: 255

Jackpot: 300
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Post Post #15441 (isolation #3952) » Thu Jul 19, 2018 2:30 am

Post by mallowgeno »

MY PRECIOUSSSS

Original Roll String: 1d195
1 195-Sided Dice: (128) = 128
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Post Post #15442 (isolation #3953) » Thu Jul 19, 2018 2:30 am

Post by mallowgeno »

*Mallowgeno: 975
Jumble: 255

Jackpot: 300
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Post Post #15450 (isolation #3954) » Thu Jul 19, 2018 2:48 am

Post by mallowgeno »

Shoot you're right, I'm gonna reset myself back to 500 with 1 protect (all other rolls that benefited me I'm ignoring)
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Post Post #15452 (isolation #3955) » Thu Jul 19, 2018 2:49 am

Post by mallowgeno »

1: +400
2: Create your own space
3: Create your own space
4: Create your own space
5: YARD SALE: Players currently on the scoreboard becomes yardsale participants. All symbols currently in play are put in a "pile" between the scores and the jackpot, along with 100 points from each participant. You start by taking your fair share (e.g. 1/3 of the availabel options if there are three players on the scoreboard), or pay 100 per extra symbol you'd like - this 100 pts replaces the symbol in the pile, becoming available for other players to take. This pile remains until the other participating players take their fair share and the pile becomes empty.
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, gain
PROTECT
and ROLL AGAIN (2x). If you roll a 6,
+100
. If you roll 5 or less,
-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
+25
and 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
SUPER PROTECT
(denoted with a
^
). This lets you cancel one die roll that
you
roll 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: You
may
sell 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 negative
Go to 300
. Everyone in the positive +300. If you are currently at 0, +100 and gain a
SUPER 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:
+200
, then change the last two digits of your score and the Jackpot to '31'.
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 2
PROTECT
. 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:
Pretty Lucky-
CHOOSE 1 of the following: Gain 3 symbols of your choice (excluding the clover)/
GO TO 750
/
JACKPOT!!!
. This cannot cause you to win.
142: MERGE with the
JACKPOT!!!

143: Switch scores with the player of your choice.
144: Gain a
PROTECT
but give the leader a
SUPER PROTECT
unless you are the leader. Then
+200

145: All players score 50 points per symbol except clubs, which is -100, and diamonds, which is +177. Then
+200
and gain a Diamond.
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:
+350
and gain a
PROTECT

149:
UNLUCKY
:(
150:
GO TO THE SCORE OF LAST PLACE

151: Express:
+100
. 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)
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 a
Critical 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=
UNLUCKY
:( , 6=
JACKPOT!!!

168:
-200
but then gain a
#

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 .)
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
+300
. Otherwise, lose
-300

182: Multiple 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. (Application order is -1#, #, +1#)
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.
185: Erase all of your symbols, and all of another player symbols (except club and diamond). Both of you gain a ♥. Any time either of your scores move, the other player's score moves in the same direction, at 50% distance. Only two players can have ♥'s at a time. If either of you gains any symbol, you both lose your hearts.
186: +150, then change this number by (1d100)-50. This cannot cause the number to be higher/lower than +/-500.
187: Redemption-Anyone who is negative
Go to 300
. Everyone in the positive +300. If you are currently at 0, +100 and gain a
SUPER PROTECT

188: The player(s) with the lowest score flip their score to positive. If they already are positive they get +300 instead
189: Mellow Yellow: Gain 2 random yellow symbols.
190:
GO TO X
(where X is 10 times 1d100)
191: Gain a Ø. The next Russian Roulette that is done you are not factored in. After this occurs, lose one Ø. -177 now
192:
EVERYONE UNLUCKY :(

193: Day of the Week Special-Gain or lose depending on Day of the week when die is rolled (Monday
-352
, Tuesday +35, Wednesday MERGE, Thursday
+236
, Friday gain a + and a Ø, Saturday +300, Sunday EVERYONE +2)
194:
-450

195: Gain a ¥ (Faulty Protect). The next time you lose points, roll 1d4. 1 protects as usual, 2 only protects half of the loss, 3 causes a Critical Hit, and 4 causes twice the loss.
196: Gain a ¥and a Ø. Lower Jackpot by 100.
Last edited by mallowgeno on Thu Jul 19, 2018 4:56 am, edited 2 times in total.
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Post Post #15456 (isolation #3956) » Thu Jul 19, 2018 2:50 am

Post by mallowgeno »

In post 15454, NotAJumbleOfNumbers wrote:I said the order of application was -1, 0, +1.
Yeah I believe NotAJumbleOfNumbers stated that when the rule was made. I'll edit to make more clear
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Post Post #15463 (isolation #3957) » Thu Jul 19, 2018 3:58 am

Post by mallowgeno »

Original Roll String: 1d196
1 196-Sided Dice: (124) = 124
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Post Post #15464 (isolation #3958) » Thu Jul 19, 2018 3:58 am

Post by mallowgeno »

$*Mallowgeno: 800
$Jumble: 624
$#Irrelephant11: -445

Jackpot: 300
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Post Post #15467 (isolation #3959) » Thu Jul 19, 2018 4:56 am

Post by mallowgeno »

Is it first come first served?
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Post Post #15468 (isolation #3960) » Thu Jul 19, 2018 5:22 am

Post by mallowgeno »

Original Roll String: 1d196
1 196-Sided Dice: (160) = 160
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Post Post #15469 (isolation #3961) » Thu Jul 19, 2018 5:23 am

Post by mallowgeno »

$*Mallowgeno: 985
$Jumble: 624
$#Irrelephant11: -445

Jackpot: 300
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Post Post #15472 (isolation #3962) » Thu Jul 19, 2018 8:34 am

Post by mallowgeno »

Original Roll String: 1d196
1 196-Sided Dice: (72) = 72
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Post Post #15473 (isolation #3963) » Thu Jul 19, 2018 8:35 am

Post by mallowgeno »

$Mallowgeno: 1208
$Jumble: 847
$#Irrelephant11: 0

Jackpot: 300
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Post Post #15479 (isolation #3964) » Thu Jul 19, 2018 8:41 am

Post by mallowgeno »

Original Roll String: 1d196
1 196-Sided Dice: (160) = 160
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Post Post #15480 (isolation #3965) » Thu Jul 19, 2018 8:42 am

Post by mallowgeno »

$Mallowgeno: 921
$Jumble: 847
$#Irrelephant11: 896

Jackpot: 300
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Post Post #15491 (isolation #3966) » Thu Jul 19, 2018 4:33 pm

Post by mallowgeno »

Original Roll String: 1d196
1 196-Sided Dice: (190) = 190
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Post Post #15492 (isolation #3967) » Thu Jul 19, 2018 4:33 pm

Post by mallowgeno »

Original Roll String: 1d20
1 20-Sided Dice: (12) = 12
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Post Post #15493 (isolation #3968) » Thu Jul 19, 2018 4:34 pm

Post by mallowgeno »

I'll take 125

$Mallowgeno: 1046
+$Jumble: 1017
$#Irrelephant11: 896
JerryArr: -355

Jackpot: 500
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Post Post #15501 (isolation #3969) » Fri Jul 20, 2018 1:23 am

Post by mallowgeno »

1: +400
2: Create your own space
3: Create your own space
4: Create your own space
5: YARD SALE: Players currently on the scoreboard becomes yardsale participants. All symbols currently in play are put in a "pile" between the scores and the jackpot, along with 100 points from each participant. You start by taking your fair share (e.g. 1/3 of the availabel options if there are three players on the scoreboard), or pay 100 per extra symbol you'd like - this 100 pts replaces the symbol in the pile, becoming available for other players to take. This pile remains until the other participating players take their fair share and the pile becomes empty.
6: Create your own space
7: Create your own space
8: Create your own space
9: Create your own space
10: RESET
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, gain
PROTECT
and ROLL AGAIN (2x). If you roll a 6,
+100
. If you roll 5 or less,
-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
+25
and 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
SUPER PROTECT
(denoted with a
^
). This lets you cancel one die roll that
you
roll 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: You
may
sell 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 negative
Go to 300
. Everyone in the positive +300. If you are currently at 0, +100 and gain a
SUPER 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:
+200
, then change the last two digits of your score and the Jackpot to '31'.
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 2
PROTECT
. 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:
Pretty Lucky-
CHOOSE 1 of the following: Gain 3 symbols of your choice (excluding the clover)/
GO TO 750
/
JACKPOT!!!
. This cannot cause you to win.
142: MERGE with the
JACKPOT!!!

143: Switch scores with the player of your choice.
144: Gain a
PROTECT
but give the leader a
SUPER PROTECT
unless you are the leader. Then
+200

145: All players score 50 points per symbol except clubs, which is -100, and diamonds, which is +177. Then
+200
and gain a Diamond.
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:
+350
and gain a
PROTECT

149:
UNLUCKY
:(
150:
GO TO THE SCORE OF LAST PLACE

151: Express:
+100
. 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)
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 a
Critical 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=
UNLUCKY
:( , 6=
JACKPOT!!!

168:
-200
but then gain a
#

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 .)
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
+300
. Otherwise, lose
-300

182: Multiple 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. (Application order is -1#, #, +1#)
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.
185: Erase all of your symbols, and all of another player symbols (except club and diamond). Both of you gain a ♥. Any time either of your scores move, the other player's score moves in the same direction, at 50% distance. Only two players can have ♥'s at a time. If either of you gains any symbol, you both lose your hearts.
186: +150, then change this number by (1d100)-50. This cannot cause the number to be higher/lower than +/-500.
187: Redemption-Anyone who is negative
Go to 300
. Everyone in the positive +300. If you are currently at 0, +100 and gain a
SUPER PROTECT

188: The player(s) with the lowest score flip their score to positive. If they already are positive they get +300 instead
189: Mellow Yellow: Gain 2 random yellow symbols.
190:
GO TO X
(where X is 10 times 1d100)
191: Gain a Ø. The next Russian Roulette that is done you are not factored in. After this occurs, lose one Ø. -177 now
192:
EVERYONE UNLUCKY :(

193: Day of the Week Special-Gain or lose depending on Day of the week when die is rolled (Monday
-352
, Tuesday +35, Wednesday MERGE, Thursday
+236
, Friday gain a + and a Ø, Saturday +300, Sunday EVERYONE +2)
194:
-450

195: Gain a ¥ (Faulty Protect). The next time you lose points, roll 1d4. 1 protects as usual, 2 only protects half of the loss, 3 causes a Critical Hit, and 4 causes twice the loss.
196: Gain a ¥and a Ø. Lower Jackpot by 100.
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Post Post #15502 (isolation #3970) » Fri Jul 20, 2018 1:23 am

Post by mallowgeno »

Original Roll String: 1d196
1 196-Sided Dice: (183) = 183
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Post Post #15503 (isolation #3971) » Fri Jul 20, 2018 1:23 am

Post by mallowgeno »

$Mallowgeno: 946
+$Jumble: 1323
$#Irrelephant11: -4
JerryArr: -355

Jackpot: 736
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Post Post #15508 (isolation #3972) » Fri Jul 20, 2018 2:20 am

Post by mallowgeno »

Original Roll String: 1d196
1 196-Sided Dice: (66) = 66
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Post Post #15509 (isolation #3973) » Fri Jul 20, 2018 2:20 am

Post by mallowgeno »

10: RESET
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Post Post #15515 (isolation #3974) » Fri Jul 20, 2018 2:39 am

Post by mallowgeno »

Original Roll String: 1d196
1 196-Sided Dice: (39) = 39
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Post Post #15516 (isolation #3975) » Fri Jul 20, 2018 2:40 am

Post by mallowgeno »

Only 4 cause Jumble

Original Roll String: 1d4
1 4-Sided Dice: (2) = 2
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Post Post #15517 (isolation #3976) » Fri Jul 20, 2018 2:40 am

Post by mallowgeno »

$Mallowgeno: 946
++#$Jumble: 1323
$#Irrelephant11: -1004
JerryArr: -355
Allomancer: 222

Jackpot: 736
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Post Post #15530 (isolation #3977) » Fri Jul 20, 2018 2:54 am

Post by mallowgeno »

1: +400
2: Create your own space
3: Create your own space
4: Create your own space
5: YARD SALE: Players currently on the scoreboard becomes yardsale participants. All symbols currently in play are put in a "pile" between the scores and the jackpot, along with 100 points from each participant. You start by taking your fair share (e.g. 1/3 of the availabel options if there are three players on the scoreboard), or pay 100 per extra symbol you'd like - this 100 pts replaces the symbol in the pile, becoming available for other players to take. This pile remains until the other participating players take their fair share and the pile becomes empty.
6: Create your own space
7: Create your own space
8: Create your own space
9: Create your own space
10: RESET
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, gain
PROTECT
and ROLL AGAIN (2x). If you roll a 6,
+100
. If you roll 5 or less,
-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
+25
and 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
SUPER PROTECT
(denoted with a
^
). This lets you cancel one die roll that
you
roll 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: You
may
sell 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 negative
Go to 300
. Everyone in the positive +300. If you are currently at 0, +100 and gain a
SUPER 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:
+200
, then change the last two digits of your score and the Jackpot to '31'.
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 2
PROTECT
. 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:
Pretty Lucky-
CHOOSE 1 of the following: Gain 3 symbols of your choice (excluding the clover)/
GO TO 750
/
JACKPOT!!!
. This cannot cause you to win.
142: MERGE with the
JACKPOT!!!

143: Switch scores with the player of your choice.
144: Gain a
PROTECT
but give the leader a
SUPER PROTECT
unless you are the leader. Then
+200

145: All players score 50 points per symbol except clubs, which is -100, and diamonds, which is +177. Then
+200
and gain a Diamond.
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:
+350
and gain a
PROTECT

149:
UNLUCKY
:(
150:
GO TO THE SCORE OF LAST PLACE

151: Express:
+100
. 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)

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 a
Critical 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=
UNLUCKY
:( , 6=
JACKPOT!!!

168:
-200
but then gain a
#

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 .)
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
+300
. Otherwise, lose
-300

182: Multiple 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. (Application order is -1#, #, +1#)
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.
185: Erase all of your symbols, and all of another player symbols (except club and diamond). Both of you gain a ♥. Any time either of your scores move, the other player's score moves in the same direction, at 50% distance. Only two players can have ♥'s at a time. If either of you gains any symbol, you both lose your hearts.
186: +192, then change this number by (1d100)-50. This cannot cause the number to be higher/lower than +/-500.
187: Redemption-Anyone who is negative
Go to 300
. Everyone in the positive +300. If you are currently at 0, +100 and gain a
SUPER PROTECT

188: The player(s) with the lowest score flip their score to positive. If they already are positive they get +300 instead
189: Mellow Yellow: Gain 2 random yellow symbols.
190:
GO TO X
(where X is 10 times 1d100)
191: Gain a Ø. The next Russian Roulette that is done you are not factored in. After this occurs, lose one Ø. -177 now
192:
EVERYONE UNLUCKY :(

193: Day of the Week Special-Gain or lose depending on Day of the week when die is rolled (Monday
-352
, Tuesday +35, Wednesday MERGE, Thursday
+236
, Friday gain a + and a Ø, Saturday +300, Sunday EVERYONE +2)
194:
-450

195: Gain a ¥ (Faulty Protect). The next time you lose points, roll 1d4. 1 protects as usual, 2 only protects half of the loss, 3 causes a Critical Hit, and 4 causes twice the loss.
196: Gain a ¥and a Ø. Lower Jackpot by 100.
197: Gain a Narrow Guard (/). This protects a negative effect that only affects you.
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Post Post #15535 (isolation #3978) » Fri Jul 20, 2018 2:58 am

Post by mallowgeno »

Original Roll String: 1d197
1 197-Sided Dice: (116) = 116
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Post Post #15536 (isolation #3979) » Fri Jul 20, 2018 2:59 am

Post by mallowgeno »

Jumble: 500
Allo: 375
Mallow: 0

Jackpot: 500
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Post Post #15539 (isolation #3980) » Fri Jul 20, 2018 3:03 am

Post by mallowgeno »

Original Roll String: 1d197
1 197-Sided Dice: (76) = 76
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Post Post #15540 (isolation #3981) » Fri Jul 20, 2018 3:03 am

Post by mallowgeno »

$Jumble: 800
$Allo: 375
$Mallow: 300

Jackpot: 500
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Post Post #15543 (isolation #3982) » Fri Jul 20, 2018 3:30 am

Post by mallowgeno »

$Jumble: 800
$Allo: 375
$Mallow: -700

Jackpot: 500

Original Roll String: 1d197
1 197-Sided Dice: (191) = 191
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Post Post #15544 (isolation #3983) » Fri Jul 20, 2018 3:31 am

Post by mallowgeno »

$Jumble: 800
$Allo: 375
$Mallow: -350

Jackpot: 500
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Post Post #15547 (isolation #3984) » Fri Jul 20, 2018 6:23 am

Post by mallowgeno »

Original Roll String: 1d197
1 197-Sided Dice: (55) = 55
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Post Post #15548 (isolation #3985) » Fri Jul 20, 2018 6:23 am

Post by mallowgeno »

$Jumble: 800
$Allo: 375
¥$Mallow: -350
JerryArr: 0

Jackpot: 500
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Post Post #15551 (isolation #3986) » Fri Jul 20, 2018 6:54 am

Post by mallowgeno »

1: +400
2: Create your own space
3: Create your own space
4: Create your own space
5: YARD SALE: Players currently on the scoreboard becomes yardsale participants. All symbols currently in play are put in a "pile" between the scores and the jackpot, along with 100 points from each participant. You start by taking your fair share (e.g. 1/3 of the availabel options if there are three players on the scoreboard), or pay 100 per extra symbol you'd like - this 100 pts replaces the symbol in the pile, becoming available for other players to take. This pile remains until the other participating players take their fair share and the pile becomes empty.
6: Create your own space
7: Create your own space
8: Create your own space
9: Create your own space
10: RESET
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, gain
PROTECT
and ROLL AGAIN (2x). If you roll a 6,
+100
. If you roll 5 or less,
-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
+25
and 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
SUPER PROTECT
(denoted with a
^
). This lets you cancel one die roll that
you
roll 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: You
may
sell 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 negative
Go to 300
. Everyone in the positive +300. If you are currently at 0, +100 and gain a
SUPER 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:
+200
, then change the last two digits of your score and the Jackpot to '31'.
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 2
PROTECT
. 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:
Pretty Lucky-
CHOOSE 1 of the following: Gain 3 symbols of your choice (excluding the clover)/
GO TO 750
/
JACKPOT!!!
. This cannot cause you to win.
142: MERGE with the
JACKPOT!!!

143: Switch scores with the player of your choice.
144: Gain a
PROTECT
but give the leader a
SUPER PROTECT
unless you are the leader. Then
+200

145: All players score 50 points per symbol except clubs, which is -100, and diamonds, which is +177. Then
+200
and gain a Diamond.
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:
+350
and gain a
PROTECT

149:
UNLUCKY
:(
150:
GO TO THE SCORE OF LAST PLACE

151: Express:
+100
. 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)

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 a
Critical 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=
UNLUCKY
:( , 6=
JACKPOT!!!

168:
-200
but then gain a
#

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 .)
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
+300
. Otherwise, lose
-300

182: Multiple 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. (Application order is -1#, #, +1#)
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.
185: Erase all of your symbols, and all of another player symbols (except club and diamond). Both of you gain a ♥. Any time either of your scores move, the other player's score moves in the same direction, at 50% distance. Only two players can have ♥'s at a time. If either of you gains any symbol, you both lose your hearts.
186: +192, then change this number by (1d100)-50. This cannot cause the number to be higher/lower than +/-500.
187: Redemption-Anyone who is negative
Go to 300
. Everyone in the positive +300. If you are currently at 0, +100 and gain a
SUPER PROTECT

188: The player(s) with the lowest score flip their score to positive. If they already are positive they get +300 instead
189: Mellow Yellow: Gain 2 random yellow symbols.
190:
GO TO X
(where X is 10 times 1d100)
191: Gain a Ø. The next Russian Roulette that is done you are not factored in. After this occurs, lose one Ø. -177 now
192:
EVERYONE UNLUCKY :(

193: Day of the Week Special-Gain or lose depending on Day of the week when die is rolled (Monday
-352
, Tuesday +35, Wednesday MERGE, Thursday
+236
, Friday gain a + and a Ø, Saturday +300, Sunday EVERYONE +2)
194:
-450

195: Gain a ¥ (Faulty Protect). The next time you lose points, roll 1d4. 1 protects as usual, 2 only protects half of the loss, 3 causes a Critical Hit, and 4 causes twice the loss.
196: Gain a ¥and a Ø. Lower Jackpot by 100.
197: Gain a Narrow Guard (/). This protects a negative effect that only affects you.
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Post Post #15552 (isolation #3987) » Fri Jul 20, 2018 6:54 am

Post by mallowgeno »

Original Roll String: 1d197
1 197-Sided Dice: (26) = 26
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Post Post #15553 (isolation #3988) » Fri Jul 20, 2018 6:55 am

Post by mallowgeno »

¥Jumble: 800
$Allo: 275
$$Mallow: -350
JerryArr: 0

Jackpot: 400
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Post Post #15601 (isolation #3989) » Mon Jul 23, 2018 2:23 am

Post by mallowgeno »

1: +400
2: Create your own space
3: +100 x the number of players in the game.
4: Create your own space
5: YARD SALE: Players currently on the scoreboard becomes yardsale participants. All symbols currently in play are put in a "pile" between the scores and the jackpot, along with 100 points from each participant. You start by taking your fair share (e.g. 1/3 of the availabel options if there are three players on the scoreboard), or pay 100 per extra symbol you'd like - this 100 pts replaces the symbol in the pile, becoming available for other players to take. This pile remains until the other participating players take their fair share and the pile becomes empty.
6: STEAL 500
7: Create your own space
8: Create your own space
9: -200 if negative, +200 if not
10: RESET
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, gain
PROTECT
and ROLL AGAIN (2x). If you roll a 6,
+100
. If you roll 5 or less,
-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
+25
and 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
SUPER PROTECT
(denoted with a
^
). This lets you cancel one die roll that
you
roll 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: You
may
sell 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 negative
Go to 300
. Everyone in the positive +300. If you are currently at 0, +100 and gain a
SUPER 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:
+200
, then change the last two digits of your score and the Jackpot to '31'.
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 2
PROTECT
. 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:
Pretty Lucky-
CHOOSE 1 of the following: Gain 3 symbols of your choice (excluding the clover)/
GO TO 750
/
JACKPOT!!!
. This cannot cause you to win.
142: MERGE with the
JACKPOT!!!

143: Switch scores with the player of your choice.
144: Gain a
PROTECT
but give the leader a
SUPER PROTECT
unless you are the leader. Then
+200

145: All players score 50 points per symbol except clubs, which is -100, and diamonds, which is +177. Then
+200
and gain a Diamond.
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:
+350
and gain a
PROTECT

149:
UNLUCKY
:(
150:
GO TO THE SCORE OF LAST PLACE

151: Express:
+100
. 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)

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 a
Critical 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=
UNLUCKY
:( , 6=
JACKPOT!!!

168:
-200
but then gain a
#

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 .)
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
+300
. Otherwise, lose
-300

182: Multiple 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. (Application order is -1#, #, +1#)
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.
185: Erase all of your symbols, and all of another player symbols (except club and diamond). Both of you gain a ♥. Any time either of your scores move, the other player's score moves in the same direction, at 50% distance. Only two players can have ♥'s at a time. If either of you gains any symbol, you both lose your hearts.
186: +192, then change this number by (1d100)-50. This cannot cause the number to be higher/lower than +/-500.
187: Redemption-Anyone who is negative
Go to 300
. Everyone in the positive +300. If you are currently at 0, +100 and gain a
SUPER PROTECT

188: The player(s) with the lowest score flip their score to positive. If they already are positive they get +300 instead
189: Mellow Yellow: Gain 2 random yellow symbols.
190:
GO TO X
(where X is 10 times 1d100)
191: Gain a Ø. The next Russian Roulette that is done you are not factored in. After this occurs, lose one Ø. -177 now
192:
EVERYONE UNLUCKY :(

193: Day of the Week Special-Gain or lose depending on Day of the week when die is rolled (Monday
-352
, Tuesday +35, Wednesday MERGE, Thursday
+236
, Friday gain a + and a Ø, Saturday +300, Sunday EVERYONE +2)
194:
-450

195: Gain a ¥ (Faulty Protect). The next time you lose points, roll 1d4. 1 protects as usual, 2 only protects half of the loss, 3 causes a Critical Hit, and 4 causes twice the loss.
196: Gain a ¥and a Ø. Lower Jackpot by 100.
197: Gain a Narrow Guard (/). This protects a negative effect that only affects you.
Last edited by mallowgeno on Mon Jul 23, 2018 3:25 am, edited 1 time in total.
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Post Post #15602 (isolation #3990) » Mon Jul 23, 2018 2:24 am

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Original Roll String: 1d197
1 197-Sided Dice: (65) = 65
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Post Post #15603 (isolation #3991) » Mon Jul 23, 2018 2:24 am

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*^Jumble: 315
$Allo: 275
$$Mallow: -1390
*JerryArr: 335

Jackpot: 550
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Post Post #15609 (isolation #3992) » Mon Jul 23, 2018 3:54 am

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Original Roll String: 1d197
1 197-Sided Dice: (159) = 159
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Post Post #15610 (isolation #3993) » Mon Jul 23, 2018 3:54 am

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*^Jumble: 315
$Allo: 275
$$Mallow: -1131
*JerryArr: 335
TK: 370

Jackpot: 531
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Post Post #15613 (isolation #3994) » Mon Jul 23, 2018 7:49 am

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Original Roll String: 1d197
1 197-Sided Dice: (191) = 191
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Post Post #15614 (isolation #3995) » Mon Jul 23, 2018 7:50 am

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**^Jumble: 315
$Allo: 275
$$Mallow: -1031
*JerryArr: 335
TK: 370

Jackpot: 531
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Post Post #15619 (isolation #3996) » Mon Jul 23, 2018 8:28 am

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Original Roll String: 1d197
1 197-Sided Dice: (58) = 58
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Post Post #15620 (isolation #3997) » Mon Jul 23, 2018 8:29 am

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Original Roll String: 4d197
4 197-Sided Dice: (121, 163, 183, 106) = 573
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Post Post #15621 (isolation #3998) » Mon Jul 23, 2018 8:30 am

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43: +50
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).
65: -30
93: -70

I'll take the +50
Double Big Wheel
Jumble will take the -30
And ignore the -70

Original Roll String: 1d20
1 20-Sided Dice: (19) = 19
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Post Post #15622 (isolation #3999) » Mon Jul 23, 2018 8:31 am

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Spin again!

Original Roll String: 1d20
1 20-Sided Dice: (17) = 17

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