Race to 1500! (Game 109)
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Original Roll String: 1d2061 206-Sided Dice: (200) = 200-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Taking the ENTIRE BOX
Mallow: 199
#Irrelephant11: -104
*♦#^>>>!+JerryArr: -351
Jackpot: 1000-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Hm.
Original Roll String: 1d2061 206-Sided Dice: (120) = 120-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Mallow: 199
#Irrelephant11: -104
*♦#^>>!+JerryArr: -110
Jackpot: 1000-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Original Roll String: 1d2061 206-Sided Dice: (104) = 104-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
%Mallow: 457
#%Irrelephant11: 306
*♦#^>!+JerryArr: 540
Jackpot: 1000-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Original Roll String: 1d2061 206-Sided Dice: (116) = 116-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Rolling again, doubled
Original Roll String: 1d2061 206-Sided Dice: (99) = 99-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
%Mallow: 457
#%Irrelephant11: 531
*♦#^!+JerryArr: 630
Jackpot: 1231-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
1: +400
2: Create your own space
3: Create your own space
4: Create your own space
5: Create your own space
6: Create your own space
7: Create your own space
8: Create your own space
9: Create your own space
10:+200
11:-200
12: MERGE
13: -400
14: +25
15: -203
16: -5
17: +90
18:+250
19: STEAL 200
20: -210
21: EVERYONE +240
22: -100
23: +100
24: ROLL AGAIN (x2)
25: +70
26: +130
27: +30
28:-55
29: -175
30: +10
31: +203
32:PROTECT
33:+100
34: +300
35:+100
36: MERGE
37:Go to 300
38: +500
39: -500
40: +100
41: +280
42: RESET
43: +50
44: +160
45: -40
46: -5
47: +360
48: +20
49: RESET
50:JACKPOT!!!
51: +185
52: +300
53: +125
54: EVERYONE -400
55:Go to 500
56: +5
57: +75
58:+100
59: +335
60: STEAL 250
61:PROTECT
62: -55
63: -300
64: -75
65: -30
66:UNLUCKY
67: +30
68: -40
69: +60
70: -70
71: -190
72: +350
73:Go to 750
74: +100
75: +100
76: -200
77:+100
78: +150
79: -60
80: +50
81: -500
82: +300
83: ROLL AGAIN (x2)
84: ROLL AGAIN (x2)
85: +85
86: +90
87: +1
88: RESET
89: +400
90: +20
91: +55
92: -70
93: -70
94:-100
95: -50
96: MERGE
97: STEAL 100
98: -300
99: EVERYONE RESET
100:JACKPOT!!!
101:PROTECT
102: Roll a 1d7. If you roll a 7, gainPROTECTand ROLL AGAIN (2x). If you roll a 6,. If you roll 5 or less,+100-100
103: You personally ignore the next effect that negatively affects everyone (shown using#). Stackable
104: Rigged Die - Roll a 1d6. Rolling a 1 results in -150, rolling a 2 results in -300, rolling a 3 results in -150, rolling a 4 results in EVERYONE -100, rolling a 5 results in+25and rolling a 6 results in+150
105: +5 if your score is odd. Halve it if it's even. Additionally, take the halved amount away from the jackpot.
106: Roll again. -300 if the result of this roll is a +# space, +300 if not. Don't trigger the effects of the space, solely take the +/- 300
107: You get a ♦ by your name. For the remainder of the game you gain +7 every time you roll (this is in addition to whatever your roll is). Lose this once you RESET
108: Trick Die - Roll again. You may add + 1 or -1 to this die roll to get a new space.
109: If your score upon rolling this is positive, make it negative. If your score upon rolling this is negative, make it positive. Does nothing on doubled or halved rolls.
110: Swap the first and last digits of your score.
111: High Roller-Lose all your symbols (*, #, ♦, +, ~, ^, %) then RESET. Then Roll 5 dice (whatever number we're on). Carry them out in any order.
112: Roll a d20. A 7 is a Jackpot, a 13 is Unlucky, 20 is reset, 3 is a protect, 4 is a diamond (+7 each successive roll), 9 is the everyone protect, and all others are plus 100.
113: Gain a(denoted with aSUPER PROTECT^). This lets you cancel one die roll thatyouroll and allows you to re-roll it
114: Symbol Shop-You may purchase up to 1 of each of the following for the listed price;*for -100, ♦ for -30,#for -100,for -150^
115: Critical hit: the next negative effect that hits you will be multiplied by 1.5, denoted by %. This can be removed by a protect.
116: Roll from 1 to 25 out of the posts from the last page. Continue rolling until you land on a post with a dice tag. Apply this effect.
117: Symbol Resale: Youmaysell a symbol for 1.5 times the price listed in 114. You may also pay off a % for 100 points. (+ sells for 150 points, ♣ sells for 750 points)
118: Redemption-Anyone who is negativeGo to 300. Everyone in the positive +300. If you are currently at 0, +100 and gain aSUPER PROTECT
119: Gain a+, protecting you from anything that puts you to 0 or negative. It's lost when you get protected by it. Stackable
120:JACKPOT!!!
121:EVERYONE GO TO 420
122: If you aren't winning, STEAL 20% of the leader's score, unless the leader is in the negatives.
123:+250
124:GO TO THE SCORE OF THE LEADER
125: -100 for each symbol you have. Double this amount if you're leading.
126: Take the absolute value of your score (potentially having you win if you were <= -1500) then RESET. All other players gain half of the absolute value of your score.
127: ROLL AGAIN (2x) but if you land on a negative space, make it positive. If the space has anything other than +num/-num do what the space says normally instead.
128: Halve your score.
129: Mind Control-Choose 2 other players. Then roll 1 die for each of them. You can either have them take the effect or you can take the effect. If there are any further die rolls you can still choose ultimately if you want the result or not.
130: Give all other players a critical hit (%). Gain 50 points for each player this is done to.
131:, then change the last two digits of your score and the Jackpot to '31'.+200
132: MERGE then RESET
133: ROLL AGAIN (x3)
134: Lucky Start-When you land on this space add a ♣ next to your name. If you already have this next to your name, you automatically win this round. If another player has a ♣ they lose it. At the end of the game whoever has the ♣ starts the next game off with 500 points and 2PROTECT. The only way to lose it is if someone else lands on this space.
135: Choose a symbol and give everyone one of that symbol.
136: Crippled-You may only roll a d100 until you increase your score equals or surpasses 750, or if you RESET. If your score is currently 750+GO TO 600. Denoted with a~
137: Clear all symbols (except the ♣)
138: EVERYONE MERGE
139: Double your score, unless it would cause you to win, in which case you reset.
140: All players lose any negative symbols
141:CHOOSE 1 of the following: Gain 3 symbols of your choice (excluding the clover)/Pretty Lucky-GO TO 750/. This cannot cause you to win.JACKPOT!!!
142: MERGE with theJACKPOT!!!
143: Switch scores with the player of your choice.
144: Gain aPROTECTbut give the leader aunless you are the leader. ThenSUPER PROTECT+200
145: All players score 50 points per symbol except clubs, which is -100, and diamonds, which is +177. Thenand gain a Diamond.+200
146: Cleanse-Remove any symbols you don't want from yourself and then remove a ~ or % from another player. Then gain +200
147:UNLUCKY
148:and gain a+350PROTECT
149:UNLUCKY
150:GO TO THE SCORE OF LAST PLACE
151: Express:. Now you can either roll 1d100 or stop. If you roll 1d100 and land on a space that will causes your score to decrease, RESET. If you roll a space that causes your score to stay or increase, you increase your score and you will get the offer to roll1d100 or stop again (and so on and so on until you stop or RESET due to bad roll)+100
152: Express
153: Accelerant: (Denoted by ">") Gain 3 ">" While you have this symbol, whenever you roll a die (legally), gain points equal to its die roll. After each roll lose 1 ">".
154: Insurance-Give all players a $. This blocks the next unlucky space you land on. Then gain +300
155: Portable Trick Die: Stackable, represented by "!". After any die roll (not just the initial one), you may spend 250 points and the ! to change the result by +/- 1.
156: Big Wheel - Roll a 1d20. After one "spin" you may choose to stop and claim 25x your result or respin for more points. If you go over 20 in two spins, UNLUCKY . If your first spin, or the combination of two spins, land exactly on 20, +1000 and a chance to do a "bonus spin", which if land on 1 or 3 you get a PROTECT, land on 20 gets an instant win (any other number in the bonus spin is worth nothing).
157: ROLL AGAIN, then ROLL AGAIN (again)
158: Russian Roulette: Roll a single die, the number of sides equal to the number of people currently playing. -1,000 for whoever it lands on.
159: RESET. If you did, roll 10d150. Gain the total.
160: For every 250 points you have, gain aCritical Hit.
161: Anti-Protect: The next time you would gain points (either through a reset, a positive space, or trying to steal/merge points) your score does not increase. These are stackable. (Represented by an '&' symbol.)
162:+300
163: Cursed Doll: Gain a (┛◉Д◉)┛彡┻━┻ if no one has it or steal one if someone has it. When you own the symbol, if anyone rolled a prime number, earn a Critical Hit. If you rolled a composite number (not prime), you can either take +100 or pass the Cursed Doll to another player. To avoid confusion, if this square is landed via a 111 (High Roller), treat this as a + 0.
164: Wicked: A space is wicked when it's orange. If you land on a wicked space, roll a die. The space where the die landed will also become wicked. In addition, you must either choose to take -50 or the Russian Roulette.
165:GO TO 200. Then gain a symbol no one else currently has of your choice.
166: +25
167: Bowser Time-Roll 1d6. 1= -500, 2= EVERYONE -500, 3= Lose all your symbols, 4= EVERYONE MERGE, 5=, 6=UNLUCKYJACKPOT!!!
168:but then gain a-200#
169: Portable Trick Die (!)
170: Trade one symbol with another player if possible (excluding Lucky Start).
171: LEND 100: Give 100 to another player.
172: Builder-Change a 'Create your own space' into something of your choice. Then activate a space 2-10 that isn't a 'create your own space' that isn't the one you just made
173: Swap Roll-Revert the score and symbols of the last player who rolled to what they had before their turn. You now take the result of their turn.
174:Equalizer- Roll a 30d50. Everyone merges with the generated value. (Example at 12639.)
175:JACKPOT!!!
176: Symbol Shop 2.0-You may purchase up to 1 of each of the following for the listed price; * for -100, ♦ for -30, # for -100, ^ for -150, 3 of > for -150, ! for -200, + for -50 OR buy all for -500
177: Take the last 3 numbers in the post number you rolled the die for and multiply them together (If there is a 0 change it to a '5'). If the number is even add it to your score. If it's odd subtract it from your score.
178: Divide your score by [1d5], then multiply it by [1d3].
179: Convert all your symbols into 2 Accelerants for each symbol.
180:Anti-Cripple:As long as you have this roll 1d<current dice size - 100>, add 100, and use the result as your roll. This is lost if you are at or go below 0. This symbol is represented by §. Cripples and Anti-Cripples remove each other.
181: Night Bonus-If it is between 6PM and 6AM in your timezone when your die is rolled, gain. Otherwise, lose+300-300
182: 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: +158, then change this number by (1d100)-50. This cannot cause the number to be higher/lower than +/-500.
187: Redemption-Anyone who is negativeGo to 300. Everyone in the positive +300. If you are currently at 0, +100 and gain aSUPER 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, Tuesday +35, Wednesday MERGE, Thursday-352, Friday gain a + and a Ø, Saturday +300, Sunday EVERYONE +2)+236
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.
198: EVERYONE RESET except for you
199: +99 for every 9 in all players' scores, or +199 if no player has a 9 in their score. Change the Jackpot so the last two digits are 99.
200: Roll 1d100. If you get a negative space gain aPROTECTinstead.
201: Gain a . While you have the , you can decide every turn whether you want to do a Jack roll (normal), Queen roll (only the first 100 spaces), or a King roll (all other spaces). You can choose at any point during your turn to sell this symbol for 4d10 points. Gaining this symbol does not cause you to lose your ♥.
202: Item Wheel: Gain 1 of the item currently listed here, then change it to the next one down on the Symbol Glossary. This does not reset at the end of a round. (Currently:SUPER PROTECT)
203: Deal Me In: RESET and lose all symbols. If you did so (it wasn't blocked or anything), gain ♣♥♦. Remember to pick another player to gain a ♥ with you. You do not gain a ♣ if someone already has one.
204:-49
205: +0
206: Lose up to 500 points. Everyone else also loses that amountLast edited by mallowgeno on Wed Aug 22, 2018 1:14 am, edited 1 time in total.-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Original Roll String: 1d2061 206-Sided Dice: (133) = 133-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
No prob Mallow
Original Roll String: 1d31 3-Sided Dice: (3) = 3-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
♣%Mallow: 457
#%Irrelephant11: 531
*♦#^!JerryArr: 637
Jackpot: 1231-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Queen roll
Original Roll String: 1d1001 100-Sided Dice: (3) = 3-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
♣Mallow: 457
#%Irrelephant11: 531
*♦#^!JerryArr: 979
Jackpot: 1231-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
I don't think I had the club, just two spades.
Original Roll String: 1d2061 206-Sided Dice: (150) = 150-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
♣Mallow: 457
Irrelephant11: 531
!JerryArr: 979
Jackpot: 1231-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Original Roll String: 1d2061 206-Sided Dice: (180) = 180-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
I'll Express it.
Original Roll String: 1d1001 100-Sided Dice: (1) = 1-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
double
Original Roll String: 1d1001 100-Sided Dice: (63) = 63-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
That'll do it!
♣Mallow: 768
Irrelephant11: 311
!JerryArr: 1668
Jackpot: 1331
207 is: "Winning Play: Copy the last initial roll of last game. If it can't apply (for example, +3 HP in a normal game),instead."+100-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Original Roll String: 1d2071 207-Sided Dice: (148) = 148-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
1: +400
2: Create your own space
3: Create your own space
4: Create your own space
5: Create your own space
6: Create your own space
7: Create your own space
8: Create your own space
9: Roll 3d10. If you can make 9 using the numbers you roll and the four basic arithmetic functions (+, -, x, /), and can prove it, +200, otherwise score the sum of the rolls.
10: Create your own space
11:-200
12: MERGE
13: -400
14: +25
15: -203
16: -5
17: +90
18:+250
19: STEAL 200
20: -210
21: EVERYONE +240
22: -100
23: +100
24: ROLL AGAIN (x2)
25: +70
26: +130
27: +30
28:-55
29: -175
30: +10
31: +203
32:PROTECT
33:+100
34: +300
35:+100
36: MERGE
37:Go to 300
38: +500
39: -500
40: +100
41: +280
42: RESET
43: +50
44: +160
45: -40
46: -5
47: +360
48: +20
49: RESET
50:JACKPOT!!!
51: +185
52: +300
53: +125
54: EVERYONE -400
55:Go to 500
56: +5
57: +75
58:+100
59: +335
60: STEAL 250
61:PROTECT
62: -55
63: -300
64: -75
65: -30
66:UNLUCKY
67: +30
68: -40
69: +60
70: -70
71: -190
72: +350
73:Go to 750
74: +100
75: +100
76: -200
77:+100
78: +150
79: -60
80: +50
81: -500
82: +300
83: ROLL AGAIN (x2)
84: ROLL AGAIN (x2)
85: +85
86: +90
87: +1
88: RESET
89: +400
90: +20
91: +55
92: -70
93: -70
94:-100
95: -50
96: MERGE
97: STEAL 100
98: -300
99: EVERYONE RESET
100:JACKPOT!!!
101:PROTECT
102: Roll a 1d7. If you roll a 7, gainPROTECTand ROLL AGAIN (2x). If you roll a 6,. If you roll 5 or less,+100-100
103: You personally ignore the next effect that negatively affects everyone (shown using#). Stackable
104: Rigged Die - Roll a 1d6. Rolling a 1 results in -150, rolling a 2 results in -300, rolling a 3 results in -150, rolling a 4 results in EVERYONE -100, rolling a 5 results in+25and rolling a 6 results in+150
105: +5 if your score is odd. Halve it if it's even. Additionally, take the halved amount away from the jackpot.
106: Roll again. -300 if the result of this roll is a +# space, +300 if not. Don't trigger the effects of the space, solely take the +/- 300
107: You get a ♦ by your name. For the remainder of the game you gain +7 every time you roll (this is in addition to whatever your roll is). Lose this once you RESET
108: Trick Die - Roll again. You may add + 1 or -1 to this die roll to get a new space.
109: If your score upon rolling this is positive, make it negative. If your score upon rolling this is negative, make it positive. Does nothing on doubled or halved rolls.
110: Swap the first and last digits of your score.
111: High Roller-Lose all your symbols (*, #, ♦, +, ~, ^, %) then RESET. Then Roll 5 dice (whatever number we're on). Carry them out in any order.
112: Roll a d20. A 7 is a Jackpot, a 13 is Unlucky, 20 is reset, 3 is a protect, 4 is a diamond (+7 each successive roll), 9 is the everyone protect, and all others are plus 100.
113: Gain a(denoted with aSUPER PROTECT^). This lets you cancel one die roll thatyouroll and allows you to re-roll it
114: Symbol Shop-You may purchase up to 1 of each of the following for the listed price;*for -100, ♦ for -30,#for -100,for -150^
115: Critical hit: the next negative effect that hits you will be multiplied by 1.5, denoted by %. This can be removed by a protect.
116: Roll from 1 to 25 out of the posts from the last page. Continue rolling until you land on a post with a dice tag. Apply this effect.
117: Symbol Resale: Youmaysell a symbol for 1.5 times the price listed in 114. You may also pay off a % for 100 points. (+ sells for 150 points, ♣ sells for 750 points)
118: Redemption-Anyone who is negativeGo to 300. Everyone in the positive +300. If you are currently at 0, +100 and gain aSUPER PROTECT
119: Gain a+, protecting you from anything that puts you to 0 or negative. It's lost when you get protected by it. Stackable
120:JACKPOT!!!
121:EVERYONE GO TO 420
122: If you aren't winning, STEAL 20% of the leader's score, unless the leader is in the negatives.
123:+250
124:GO TO THE SCORE OF THE LEADER
125: -100 for each symbol you have. Double this amount if you're leading.
126: Take the absolute value of your score (potentially having you win if you were <= -1500) then RESET. All other players gain half of the absolute value of your score.
127: ROLL AGAIN (2x) but if you land on a negative space, make it positive. If the space has anything other than +num/-num do what the space says normally instead.
128: Halve your score.
129: Mind Control-Choose 2 other players. Then roll 1 die for each of them. You can either have them take the effect or you can take the effect. If there are any further die rolls you can still choose ultimately if you want the result or not.
130: Give all other players a critical hit (%). Gain 50 points for each player this is done to.
131:, then change the last two digits of your score and the Jackpot to '31'.+200
132: MERGE then RESET
133: ROLL AGAIN (x3)
134: Lucky Start-When you land on this space add a ♣ next to your name. If you already have this next to your name, you automatically win this round. If another player has a ♣ they lose it. At the end of the game whoever has the ♣ starts the next game off with 500 points and 2PROTECT. The only way to lose it is if someone else lands on this space.
135: Choose a symbol and give everyone one of that symbol.
136: Crippled-You may only roll a d100 until you increase your score equals or surpasses 750, or if you RESET. If your score is currently 750+GO TO 600. Denoted with a~
137: Clear all symbols (except the ♣)
138: EVERYONE MERGE
139: Double your score, unless it would cause you to win, in which case you reset.
140: All players lose any negative symbols
141:CHOOSE 1 of the following: Gain 3 symbols of your choice (excluding the clover)/Pretty Lucky-GO TO 750/. This cannot cause you to win.JACKPOT!!!
142: MERGE with theJACKPOT!!!
143: Switch scores with the player of your choice.
144: Gain aPROTECTbut give the leader aunless you are the leader. ThenSUPER PROTECT+200
145: All players score 50 points per symbol except clubs, which is -100, and diamonds, which is +177. Thenand gain a Diamond.+200
146: Cleanse-Remove any symbols you don't want from yourself and then remove a ~ or % from another player. Then gain +200
147:UNLUCKY
148:and gain a+350PROTECT
149:UNLUCKY
150:GO TO THE SCORE OF LAST PLACE
151: Express:. Now you can either roll 1d100 or stop. If you roll 1d100 and land on a space that will causes your score to decrease, RESET. If you roll a space that causes your score to stay or increase, you increase your score and you will get the offer to roll1d100 or stop again (and so on and so on until you stop or RESET due to bad roll)+100
152: Express
153: Accelerant: (Denoted by ">") Gain 3 ">" While you have this symbol, whenever you roll a die (legally), gain points equal to its die roll. After each roll lose 1 ">".
154: Insurance-Give all players a $. This blocks the next unlucky space you land on. Then gain +300
155: Portable Trick Die: Stackable, represented by "!". After any die roll (not just the initial one), you may spend 250 points and the ! to change the result by +/- 1.
156: Big Wheel - Roll a 1d20. After one "spin" you may choose to stop and claim 25x your result or respin for more points. If you go over 20 in two spins, UNLUCKY . If your first spin, or the combination of two spins, land exactly on 20, +1000 and a chance to do a "bonus spin", which if land on 1 or 3 you get a PROTECT, land on 20 gets an instant win (any other number in the bonus spin is worth nothing).
157: ROLL AGAIN, then ROLL AGAIN (again)
158: Russian Roulette: Roll a single die, the number of sides equal to the number of people currently playing. -1,000 for whoever it lands on.
159: RESET. If you did, roll 10d150. Gain the total.
160: For every 250 points you have, gain aCritical Hit.
161: Anti-Protect: The next time you would gain points (either through a reset, a positive space, or trying to steal/merge points) your score does not increase. These are stackable. (Represented by an '&' symbol.)
162:+300
163: Cursed Doll: Gain a (┛◉Д◉)┛彡┻━┻ if no one has it or steal one if someone has it. When you own the symbol, if anyone rolled a prime number, earn a Critical Hit. If you rolled a composite number (not prime), you can either take +100 or pass the Cursed Doll to another player. To avoid confusion, if this square is landed via a 111 (High Roller), treat this as a + 0.
164: Wicked: A space is wicked when it's orange. If you land on a wicked space, roll a die. The space where the die landed will also become wicked. In addition, you must either choose to take -50 or the Russian Roulette.
165:GO TO 200. Then gain a symbol no one else currently has of your choice.
166: +25
167: Bowser Time-Roll 1d6. 1= -500, 2= EVERYONE -500, 3= Lose all your symbols, 4= EVERYONE MERGE, 5=, 6=UNLUCKYJACKPOT!!!
168:but then gain a-200#
169: Portable Trick Die (!)
170: Trade one symbol with another player if possible (excluding Lucky Start).
171: LEND 100: Give 100 to another player.
172: Builder-Change a 'Create your own space' into something of your choice. Then activate a space 2-10 that isn't a 'create your own space' that isn't the one you just made
173: Swap Roll-Revert the score and symbols of the last player who rolled to what they had before their turn. You now take the result of their turn.
174:Equalizer- Roll a 30d50. Everyone merges with the generated value. (Example at 12639.)
175:JACKPOT!!!
176: Symbol Shop 2.0-You may purchase up to 1 of each of the following for the listed price; * for -100, ♦ for -30, # for -100, ^ for -150, 3 of > for -150, ! for -200, + for -50 OR buy all for -500
177: Take the last 3 numbers in the post number you rolled the die for and multiply them together (If there is a 0 change it to a '5'). If the number is even add it to your score. If it's odd subtract it from your score.
178: Divide your score by [1d5], then multiply it by [1d3].
179: Convert all your symbols into 2 Accelerants for each symbol.
180:Anti-Cripple:As long as you have this roll 1d<current dice size - 100>, add 100, and use the result as your roll. This is lost if you are at or go below 0. This symbol is represented by §. Cripples and Anti-Cripples remove each other.
181: Night Bonus-If it is between 6PM and 6AM in your timezone when your die is rolled, gain. Otherwise, lose+300-300
182: 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: +158, then change this number by (1d100)-50. This cannot cause the number to be higher/lower than +/-500.
187: Redemption-Anyone who is negativeGo to 300. Everyone in the positive +300. If you are currently at 0, +100 and gain aSUPER 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, Tuesday +35, Wednesday MERGE, Thursday-352, Friday gain a + and a Ø, Saturday +300, Sunday EVERYONE +2)+236
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.
198: EVERYONE RESET except for you
199: +99 for every 9 in all players' scores, or +199 if no player has a 9 in their score. Change the Jackpot so the last two digits are 99.
200: Roll 1d100. If you get a negative space gain aPROTECTinstead.
201: Gain a . While you have the , you can decide every turn whether you want to do a Jack roll (normal), Queen roll (only the first 100 spaces), or a King roll (all other spaces). You can choose at any point during your turn to sell this symbol for 4d10 points. Gaining this symbol does not cause you to lose your ♥.
202: Item Wheel: Gain 1 of the item currently listed here, then change it to the next one down on the Symbol Glossary. This does not reset at the end of a round. (Currently:SUPER PROTECT)
203: Deal Me In: RESET and lose all symbols. If you did so (it wasn't blocked or anything), gain ♣♥♦. Remember to pick another player to gain a ♥ with you. You do not gain a ♣ if someone already has one.
204:-49
205: +0
206: Lose up to 500 points. Everyone else also loses that amount
207: Winning Play: Copy the last initial roll of last game. If it can't apply (for example, +3 HP in a normal game),instead.+100Last edited by mallowgeno on Fri Aug 24, 2018 5:08 am, edited 3 times in total.-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Good way to start.
JerryArr: 500
Jackpot: 500
(Club but not yet rolled: Mallow)-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Original Roll String: 1d2071 207-Sided Dice: (143) = 143-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
9 is now "Roll 3d10. If you can make 9 using the numbers you roll and the four basic arithmetic functions (+, -, x, /), and can prove it, +200, otherwise score the sum of the rolls."-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Original Roll String: 1d2071 207-Sided Dice: (66) = 66-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Original Roll String: 1d2071 207-Sided Dice: (39) = 39-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Original Roll String: 1d2071 207-Sided Dice: (154) = 154-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
dub
Original Roll String: 1d2071 207-Sided Dice: (73) = 73-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Quad
Original Roll String: 1d2071 207-Sided Dice: (143) = 143-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
One more and I get a flush
♦♦♦♦JerryArr: 100
**Mallow: 1100
D3f: 25
Jackpot: 750-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Original Roll String: 1d2071 207-Sided Dice: (148) = 148-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
♦♦♦♦JerryArr: 378
**Mallow: 1400
D3f: 325
Jackpot: 750-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Original Roll String: 1d2071 207-Sided Dice: (42) = 42-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
1: +400
2: Create your own space
3: Create your own space
4: Create your own space
5: Create your own space
6: Create your own space
7: Create your own space
8: Create your own space
9: Create your own space
10: Create your own space
11:-200
12: MERGE
13: -400
14: +25
15: -203
16: -5
17: +90
18:+250
19: STEAL 200
20: -210
21: EVERYONE +240
22: -100
23: +100
24: ROLL AGAIN (x2)
25: +70
26: +130
27: +30
28:-55
29: -175
30: +10
31: +203
32:PROTECT
33:+100
34: +300
35:+100
36: MERGE
37:Go to 300
38: +500
39: -500
40: +100
41: +280
42: RESET
43: +50
44: +160
45: -40
46: -5
47: +360
48: +20
49: RESET
50:JACKPOT!!!
51: +185
52: +300
53: +125
54: EVERYONE -400
55:Go to 500
56: +5
57: +75
58:+100
59: +335
60: STEAL 250
61:PROTECT
62: -55
63: -300
64: -75
65: -30
66:UNLUCKY
67: +30
68: -40
69: +60
70: -70
71: -190
72: +350
73:Go to 750
74: +100
75: +100
76: -200
77:+100
78: +150
79: -60
80: +50
81: -500
82: +300
83: ROLL AGAIN (x2)
84: ROLL AGAIN (x2)
85: +85
86: +90
87: +1
88: RESET
89: +400
90: +20
91: +55
92: -70
93: -70
94:-100
95: -50
96: MERGE
97: STEAL 100
98: -300
99: EVERYONE RESET
100:JACKPOT!!!
101:PROTECT
102: Roll a 1d7. If you roll a 7, gainPROTECTand ROLL AGAIN (2x). If you roll a 6,. If you roll 5 or less,+100-100
103: You personally ignore the next effect that negatively affects everyone (shown using#). Stackable
104: Rigged Die - Roll a 1d6. Rolling a 1 results in -150, rolling a 2 results in -300, rolling a 3 results in -150, rolling a 4 results in EVERYONE -100, rolling a 5 results in+25and rolling a 6 results in+150
105: +5 if your score is odd. Halve it if it's even. Additionally, take the halved amount away from the jackpot.
106: Roll again. -300 if the result of this roll is a +# space, +300 if not. Don't trigger the effects of the space, solely take the +/- 300
107: You get a ♦ by your name. For the remainder of the game you gain +7 every time you roll (this is in addition to whatever your roll is). Lose this once you RESET
108: Trick Die - Roll again. You may add + 1 or -1 to this die roll to get a new space.
109: If your score upon rolling this is positive, make it negative. If your score upon rolling this is negative, make it positive. Does nothing on doubled or halved rolls.
110: Swap the first and last digits of your score.
111: High Roller-Lose all your symbols (*, #, ♦, +, ~, ^, %) then RESET. Then Roll 5 dice (whatever number we're on). Carry them out in any order.
112: Roll a d20. A 7 is a Jackpot, a 13 is Unlucky, 20 is reset, 3 is a protect, 4 is a diamond (+7 each successive roll), 9 is the everyone protect, and all others are plus 100.
113: Gain a(denoted with aSUPER PROTECT^). This lets you cancel one die roll thatyouroll and allows you to re-roll it
114: Symbol Shop-You may purchase up to 1 of each of the following for the listed price;*for -100, ♦ for -30,#for -100,for -150^
115: Critical hit: the next negative effect that hits you will be multiplied by 1.5, denoted by %. This can be removed by a protect.
116: Roll from 1 to 25 out of the posts from the last page. Continue rolling until you land on a post with a dice tag. Apply this effect.
117: Symbol Resale: Youmaysell a symbol for 1.5 times the price listed in 114. You may also pay off a % for 100 points. (+ sells for 150 points, ♣ sells for 750 points)
118: Redemption-Anyone who is negativeGo to 300. Everyone in the positive +300. If you are currently at 0, +100 and gain aSUPER PROTECT
119: Gain a+, protecting you from anything that puts you to 0 or negative. It's lost when you get protected by it. Stackable
120:JACKPOT!!!
121:EVERYONE GO TO 420
122: If you aren't winning, STEAL 20% of the leader's score, unless the leader is in the negatives.
123:+250
124:GO TO THE SCORE OF THE LEADER
125: -100 for each symbol you have. Double this amount if you're leading.
126: Take the absolute value of your score (potentially having you win if you were <= -1500) then RESET. All other players gain half of the absolute value of your score.
127: ROLL AGAIN (2x) but if you land on a negative space, make it positive. If the space has anything other than +num/-num do what the space says normally instead.
128: Halve your score.
129: Mind Control-Choose 2 other players. Then roll 1 die for each of them. You can either have them take the effect or you can take the effect. If there are any further die rolls you can still choose ultimately if you want the result or not.
130: Give all other players a critical hit (%). Gain 50 points for each player this is done to.
131:, then change the last two digits of your score and the Jackpot to '31'.+200
132: MERGE then RESET
133: ROLL AGAIN (x3)
134: Lucky Start-When you land on this space add a ♣ next to your name. If you already have this next to your name, you automatically win this round. If another player has a ♣ they lose it. At the end of the game whoever has the ♣ starts the next game off with 500 points and 2PROTECT. The only way to lose it is if someone else lands on this space.
135: Choose a symbol and give everyone one of that symbol.
136: Crippled-You may only roll a d100 until you increase your score equals or surpasses 750, or if you RESET. If your score is currently 750+GO TO 600. Denoted with a~
137: Clear all symbols (except the ♣)
138: EVERYONE MERGE
139: Double your score, unless it would cause you to win, in which case you reset.
140: All players lose any negative symbols
141:CHOOSE 1 of the following: Gain 3 symbols of your choice (excluding the clover)/Pretty Lucky-GO TO 750/. This cannot cause you to win.JACKPOT!!!
142: MERGE with theJACKPOT!!!
143: Switch scores with the player of your choice.
144: Gain aPROTECTbut give the leader aunless you are the leader. ThenSUPER PROTECT+200
145: All players score 50 points per symbol except clubs, which is -100, and diamonds, which is +177. Thenand gain a Diamond.+200
146: Cleanse-Remove any symbols you don't want from yourself and then remove a ~ or % from another player. Then gain +200
147:UNLUCKY
148:and gain a+350PROTECT
149:UNLUCKY
150:GO TO THE SCORE OF LAST PLACE
151: Express:. Now you can either roll 1d100 or stop. If you roll 1d100 and land on a space that will causes your score to decrease, RESET. If you roll a space that causes your score to stay or increase, you increase your score and you will get the offer to roll1d100 or stop again (and so on and so on until you stop or RESET due to bad roll)+100
152: Express
153: Accelerant: (Denoted by ">") Gain 3 ">" While you have this symbol, whenever you roll a die (legally), gain points equal to its die roll. After each roll lose 1 ">".
154: Insurance-Give all players a $. This blocks the next unlucky space you land on. Then gain +300
155: Portable Trick Die: Stackable, represented by "!". After any die roll (not just the initial one), you may spend 250 points and the ! to change the result by +/- 1.
156: Big Wheel - Roll a 1d20. After one "spin" you may choose to stop and claim 25x your result or respin for more points. If you go over 20 in two spins, UNLUCKY . If your first spin, or the combination of two spins, land exactly on 20, +1000 and a chance to do a "bonus spin", which if land on 1 or 3 you get a PROTECT, land on 20 gets an instant win (any other number in the bonus spin is worth nothing).
157: ROLL AGAIN, then ROLL AGAIN (again)
158: Russian Roulette: Roll a single die, the number of sides equal to the number of people currently playing. -1,000 for whoever it lands on.
159: RESET. If you did, roll 10d150. Gain the total.
160: For every 250 points you have, gain aCritical Hit.
161: Anti-Protect: The next time you would gain points (either through a reset, a positive space, or trying to steal/merge points) your score does not increase. These are stackable. (Represented by an '&' symbol.)
162:+300
163: Cursed Doll: Gain a (┛◉Д◉)┛彡┻━┻ if no one has it or steal one if someone has it. When you own the symbol, if anyone rolled a prime number, earn a Critical Hit. If you rolled a composite number (not prime), you can either take +100 or pass the Cursed Doll to another player. To avoid confusion, if this square is landed via a 111 (High Roller), treat this as a + 0.
164: Wicked: A space is wicked when it's orange. If you land on a wicked space, roll a die. The space where the die landed will also become wicked. In addition, you must either choose to take -50 or the Russian Roulette.
165:GO TO 200. Then gain a symbol no one else currently has of your choice.
166: +25
167: Bowser Time-Roll 1d6. 1= -500, 2= EVERYONE -500, 3= Lose all your symbols, 4= EVERYONE MERGE, 5=, 6=UNLUCKYJACKPOT!!!
168:but then gain a-200#
169: Portable Trick Die (!)
170: Trade one symbol with another player if possible (excluding Lucky Start).
171: LEND 100: Give 100 to another player.
172: Builder-Change a 'Create your own space' into something of your choice. Then activate a space 2-10 that isn't a 'create your own space' that isn't the one you just made
173: Swap Roll-Revert the score and symbols of the last player who rolled to what they had before their turn. You now take the result of their turn.
174:Equalizer- Roll a 30d50. Everyone merges with the generated value. (Example at 12639.)
175:JACKPOT!!!
176: Symbol Shop 2.0-You may purchase up to 1 of each of the following for the listed price; * for -100, ♦ for -30, # for -100, ^ for -150, 3 of > for -150, ! for -200, + for -50 OR buy all for -500
177: Take the last 3 numbers in the post number you rolled the die for and multiply them together (If there is a 0 change it to a '5'). If the number is even add it to your score. If it's odd subtract it from your score.
178: Divide your score by [1d5], then multiply it by [1d3].
179: Convert all your symbols into 2 Accelerants for each symbol.
180:Anti-Cripple:As long as you have this roll 1d<current dice size - 100>, add 100, and use the result as your roll. This is lost if you are at or go below 0. This symbol is represented by §. Cripples and Anti-Cripples remove each other.
181: Night Bonus-If it is between 6PM and 6AM in your timezone when your die is rolled, gain. Otherwise, lose+300-300
182: 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: +158, then change this number by (1d100)-50. This cannot cause the number to be higher/lower than +/-500.
187: Redemption-Anyone who is negativeGo to 300. Everyone in the positive +300. If you are currently at 0, +100 and gain aSUPER 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, Tuesday +35, Wednesday MERGE, Thursday-352, Friday gain a + and a Ø, Saturday +300, Sunday EVERYONE +2)+236
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.
198: EVERYONE RESET except for you
199: +99 for every 9 in all players' scores, or +199 if no player has a 9 in their score. Change the Jackpot so the last two digits are 99.
200: Roll 1d100. If you get a negative space gain aPROTECTinstead.
201: Gain a . While you have the , you can decide every turn whether you want to do a Jack roll (normal), Queen roll (only the first 100 spaces), or a King roll (all other spaces). You can choose at any point during your turn to sell this symbol for 4d10 points. Gaining this symbol does not cause you to lose your ♥.
202: Item Wheel: Gain 1 of the item currently listed here, then change it to the next one down on the Symbol Glossary. This does not reset at the end of a round. (Currently:SUPER PROTECT)
203: Deal Me In: RESET and lose all symbols. If you did so (it wasn't blocked or anything), gain ♣♥♦. Remember to pick another player to gain a ♥ with you. You do not gain a ♣ if someone already has one.
204:-49
205: +0
206: Lose up to 500 points. Everyone else also loses that amount
207: Winning Play: Copy the last initial roll of last game. If it can't apply (for example, +3 HP in a normal game),instead.+100Last edited by mallowgeno on Tue Aug 28, 2018 3:55 pm, edited 2 times in total.-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
♦♦♦♦JerryArr: 357
**Mallow: 1450
D3f: 325
Jackpot: 701-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
6 is now "+150 if this is your initial roll and it was not modified (e. g. by Portable Trick Die), +25 otherwise".-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
♦♦♦♦JerryArr: 385
*Mallow: 1450
D3f: 325
Jackpot: 701-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Original Roll String: 1d2071 207-Sided Dice: (122) = 122-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Original Roll String: 1d2081 208-Sided Dice: (39) = 39-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
I think I'll pick Mallow
♥Mallow: 125
♥JerryArr: 0
Jackpot: 500-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Original Roll String: 1d2081 208-Sided Dice: (114) = 114-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
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-
JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Original Roll String: 1d2081 208-Sided Dice: (160) = 160-
-
JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Mallow: 495
JerryArr: 63
Irrelephant11: 0
Jackpot: 500
Original Roll String: 1d2081 208-Sided Dice: (60) = 60-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Last winning play was 21: Everybody +240
Mallow: 735
JerryArr: 303
Irrelephant11: 240
Jackpot: 500-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Original Roll String: 1d2081 208-Sided Dice: (69) = 69-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Mallow: 795
JerryArr: 393
Irrelephant11: 250
Jackpot: 600-
-
JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Original Roll String: 1d2081 208-Sided Dice: (177) = 177-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
D'oh
Mallow: 795
JerryArr: 0
Irrelephant11: 250
Jackpot: 600-
-
JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Original Roll String: 1d2081 208-Sided Dice: (151) = 151-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
!Mallow: 795
JerryArr: 203
Irrelephant11: 350
Jackpot: 700-
-
JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Original Roll String: 1d2081 208-Sided Dice: (112) = 112-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
gimmeplease
!Mallow: 545
JerryArr: 453
Irrelephant11: 350
Jackpot: 700-
-
JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Original Roll String: 1d2081 208-Sided Dice: (58) = 58-
-
JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX