Race to 1500! (Game 109)

For completed/abandoned Mish Mash Games.
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Post Post #8079 (isolation #400) » Sat Aug 12, 2017 3:14 pm

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Cheery: 168
♣Mallow: 0
Agent Sparkles: 130
JerryArr: 75
^BigYoshiFan: 0
Allomancer: 168

Jackpot: 500
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #8090 (isolation #401) » Sun Aug 13, 2017 7:13 am

Post by Agent Sparkles »

Original Roll String: 1d142
1 142-Sided Dice: (44) = 44
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #8091 (isolation #402) » Sun Aug 13, 2017 7:15 am

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%Cheery: 750
%♣Mallow: 100
Agent Sparkles: 380
%JerryArr: 165
%^BigYoshiFan: 300
%Allomancer: 168

Jackpot: 600
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #8096 (isolation #403) » Sun Aug 13, 2017 12:01 pm

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Original Roll String: 1d142
1 142-Sided Dice: (132) = 132
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #8097 (isolation #404) » Sun Aug 13, 2017 12:03 pm

Post by Agent Sparkles »

%Cheery: 750
♣Mallow: 22
Agent Sparkles: 325
%JerryArr: 195
%^BigYoshiFan: 300
%Allomancer: 168

Jackpot: 600
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #8264 (isolation #405) » Wed Aug 16, 2017 8:59 am

Post by Agent Sparkles »

Allo should have the lucky start bonus
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #8267 (isolation #406) » Wed Aug 16, 2017 9:44 am

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Original Roll String: 1d143
1 143-Sided Dice: (135) = 135
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #8268 (isolation #407) » Wed Aug 16, 2017 9:45 am

Post by Agent Sparkles »

*Allomancer: 600
Mallow: 350
Puzzledan♣ 0
Agent Sparkles: -200

Jackpot: 300
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #8282 (isolation #408) » Wed Aug 16, 2017 1:31 pm

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Original Roll String: 1d143
1 143-Sided Dice: (141) = 141
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #8283 (isolation #409) » Wed Aug 16, 2017 1:33 pm

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Allomancer: 605
Mallow: 350
Puzzledan♣ 0
Agent Sparkles: -180
BigYoshiFan: 190

Jackpot: 300
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #8288 (isolation #410) » Wed Aug 16, 2017 1:58 pm

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Original Roll String: 1d143
1 143-Sided Dice: (11) = 11
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #8289 (isolation #411) » Wed Aug 16, 2017 1:59 pm

Post by Agent Sparkles »

Allomancer: 765
Mallow: 350
Puzzledan♣ 0
*Agent Sparkles: -180
BigYoshiFan: 190
JerryArr: -50

Jackpot: 300
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #8294 (isolation #412) » Wed Aug 16, 2017 2:50 pm

Post by Agent Sparkles »

Original Roll String: 1d143
1 143-Sided Dice: (62) = 62
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #8295 (isolation #413) » Wed Aug 16, 2017 2:51 pm

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x2

Original Roll String: 1d143
1 143-Sided Dice: (4) = 4
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #8296 (isolation #414) » Wed Aug 16, 2017 2:52 pm

Post by Agent Sparkles »

Allomancer: 725
Mallow: 350
Puzzledan♣ 0
Agent Sparkles: -180
BigYoshiFan: 190
JerryArr: -350

Jackpot: 300
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #8309 (isolation #415) » Wed Aug 16, 2017 5:47 pm

Post by Agent Sparkles »

Original Roll String: 1d144
1 144-Sided Dice: (113) = 113
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #8310 (isolation #416) » Wed Aug 16, 2017 5:48 pm

Post by Agent Sparkles »

Mallow: 500
**Puzzledan: 500
Agent Sparkles: 0

Jackpot: 500
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #8321 (isolation #417) » Thu Aug 17, 2017 1:53 am

Post by Agent Sparkles »

I think you accidentally merged me with puzzledan

Original Roll String: 1d144
1 144-Sided Dice: (32) = 32
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #8322 (isolation #418) » Thu Aug 17, 2017 1:55 am

Post by Agent Sparkles »

Mallow: 530
*Puzzledan: 500
Agent Sparkles: 0
Allomancer: 270

Jackpot: 500
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #8329 (isolation #419) » Thu Aug 17, 2017 2:23 am

Post by Agent Sparkles »

Original Roll String: 1d144
1 144-Sided Dice: (40) = 40
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #8330 (isolation #420) » Thu Aug 17, 2017 2:23 am

Post by Agent Sparkles »

Mallow: 450
*Puzzledan: 500
Agent Sparkles: 300
Allomancer: 450

Jackpot: 500
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #8342 (isolation #421) » Thu Aug 17, 2017 9:57 am

Post by Agent Sparkles »

Original Roll String: 1d144
1 144-Sided Dice: (127) = 127
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #8343 (isolation #422) » Thu Aug 17, 2017 9:57 am

Post by Agent Sparkles »

Mallow: 460
Puzzledan: 500
Agent Sparkles: 0
Allomancer: 395

Jackpot: 500
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #8364 (isolation #423) » Thu Aug 17, 2017 3:15 pm

Post by Agent Sparkles »

Original Roll String: 1d144
1 144-Sided Dice: (69) = 69
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #8365 (isolation #424) » Thu Aug 17, 2017 3:15 pm

Post by Agent Sparkles »

0 * 2 = 0
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Post Post #8368 (isolation #425) » Thu Aug 17, 2017 3:57 pm

Post by Agent Sparkles »

Original Roll String: 1d144
1 144-Sided Dice: (66) = 66
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #8370 (isolation #426) » Thu Aug 17, 2017 4:01 pm

Post by Agent Sparkles »

Merge with Allo and reset

Mallow: 0
Puzzledan: 250
Agent Sparkles: 0
Allomancer: 198
JerryArr: 150
D3f: 240

Jackpot: 500
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #8371 (isolation #427) » Thu Aug 17, 2017 4:08 pm

Post by Agent Sparkles »

I distinctly remember thinking you only take the -300/+300 and being corrected more than once.
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Post Post #8377 (isolation #428) » Thu Aug 17, 2017 4:53 pm

Post by Agent Sparkles »

Original Roll String: 1d144
1 144-Sided Dice: (117) = 117
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #8378 (isolation #429) » Thu Aug 17, 2017 4:54 pm

Post by Agent Sparkles »

Finally some luck

*Mallow: 0
Puzzledan: 250
Agent Sparkles: 500
Allomancer: 198
JerryArr: -350
D3f: 240

Jackpot: 500
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #8383 (isolation #430) » Fri Aug 18, 2017 1:09 am

Post by Agent Sparkles »

Original Roll String: 1d144
1 144-Sided Dice: (50) = 50
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #8384 (isolation #431) » Fri Aug 18, 2017 1:09 am

Post by Agent Sparkles »

*Mallow: 0
Puzzledan: 250
Agent Sparkles: 510
Allomancer: 198
JerryArr: -420
D3f: 240
Cheery: 100

Jackpot: 500
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #8394 (isolation #432) » Fri Aug 18, 2017 2:16 am

Post by Agent Sparkles »

Original Roll String: 1d144
1 144-Sided Dice: (14) = 14
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #8395 (isolation #433) » Fri Aug 18, 2017 2:17 am

Post by Agent Sparkles »

Nearly back to where I was then
*Mallow: 423
Puzzledan: 225
Agent Sparkles: 723
Allomancer: 198
JerryArr: -420
D3f: 240
Cheery: 100

Jackpot: 500
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #8415 (isolation #434) » Fri Aug 18, 2017 4:24 pm

Post by Agent Sparkles »

Original Roll String: 1d144
1 144-Sided Dice: (142) = 142
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #8416 (isolation #435) » Fri Aug 18, 2017 4:26 pm

Post by Agent Sparkles »

Mallow: 423
Puzzledan: 225
♦Agent Sparkles: 723
♦Allomancer: 99
JerryArr: 245
D3f: 240
Cheery: 350

Jackpot: 550
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12166 (isolation #436) » Sun Feb 25, 2018 5:41 pm

Post by Agent Sparkles »

Finally get to catch up on this!

Original Roll String: 1d169
1 169-Sided Dice: (32) = 32
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12167 (isolation #437) » Sun Feb 25, 2018 5:46 pm

Post by Agent Sparkles »

10: Roll a 29-sided die, with the numbers 1-29 corresponding to 141-169 on the list.
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Post Post #12170 (isolation #438) » Sun Feb 25, 2018 7:02 pm

Post by Agent Sparkles »

Original Roll String: 1d169
1 169-Sided Dice: (115) = 115
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12171 (isolation #439) » Sun Feb 25, 2018 7:03 pm

Post by Agent Sparkles »

I'll sell my nothing for nothing
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Post Post #12174 (isolation #440) » Mon Feb 26, 2018 12:33 pm

Post by Agent Sparkles »

I believe you should have 2 default protects because of the lucky start

Original Roll String: 1d169
1 169-Sided Dice: (12) = 12
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Post Post #12175 (isolation #441) » Mon Feb 26, 2018 12:34 pm

Post by Agent Sparkles »

In that case I gain 100 and you lose one

Mallow: *1000
Agent Sparkles: 100
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Post Post #12176 (isolation #442) » Mon Feb 26, 2018 12:35 pm

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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: Roll a 29-sided die, with the numbers 1-29 corresponding to 141-169 on the list.
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: ROLL AGAIN (x1/2)
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 then 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 (!)
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12179 (isolation #443) » Tue Feb 27, 2018 2:05 am

Post by Agent Sparkles »

Original Roll String: 1d169
1 169-Sided Dice: (12) = 12
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12180 (isolation #444) » Tue Feb 27, 2018 2:06 am

Post by Agent Sparkles »

The progress is amazing

* Mallow: 1005
Agent Sparkles: 1

Jackpot: 500
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12183 (isolation #445) » Tue Feb 27, 2018 4:25 am

Post by Agent Sparkles »

Original Roll String: 1d169
1 169-Sided Dice: (111) = 111
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12184 (isolation #446) » Tue Feb 27, 2018 4:26 am

Post by Agent Sparkles »

Nope

Mallow: 1005
Agent Sparkles: 1

Jackpot: 300
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12188 (isolation #447) » Tue Feb 27, 2018 5:38 am

Post by Agent Sparkles »

Basically relying on something like a 99 now

Original Roll String: 1d169
1 169-Sided Dice: (56) = 56
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Post Post #12189 (isolation #448) » Tue Feb 27, 2018 5:42 am

Post by Agent Sparkles »

Mallow: 1380
♦Agent Sparkles: 1

Jackpot: 300
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12192 (isolation #449) » Tue Feb 27, 2018 6:29 am

Post by Agent Sparkles »

Original Roll String: 1d169
1 169-Sided Dice: (143) = 143
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12193 (isolation #450) » Tue Feb 27, 2018 6:31 am

Post by Agent Sparkles »

Lol

Mallow: 1080
♦Agent Sparkles: -292

Jackpot: 500
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Post Post #12196 (isolation #451) » Tue Feb 27, 2018 7:15 am

Post by Agent Sparkles »

Finally some hope

Original Roll String: 1d169
1 169-Sided Dice: (151) = 151
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12197 (isolation #452) » Tue Feb 27, 2018 7:16 am

Post by Agent Sparkles »

Ooh, this is really helpful now

Original Roll String: 1d100
1 100-Sided Dice: (79) = 79
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Post Post #12198 (isolation #453) » Tue Feb 27, 2018 7:19 am

Post by Agent Sparkles »

Mallow: 0
♦Agent Sparkles: 7

Jackpot: 600
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12201 (isolation #454) » Tue Feb 27, 2018 7:39 am

Post by Agent Sparkles »

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: Roll a 29-sided die, with the numbers 1-29 corresponding to 141-169 on the list.
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: ROLL AGAIN (x1/2)
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 then 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 (!)
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12202 (isolation #455) » Tue Feb 27, 2018 7:39 am

Post by Agent Sparkles »

Original Roll String: 1d169
1 169-Sided Dice: (135) = 135
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Post Post #12203 (isolation #456) » Tue Feb 27, 2018 7:41 am

Post by Agent Sparkles »

Mallow: 420
Agent Sparkles: 420

Jackpot: 600
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12206 (isolation #457) » Tue Feb 27, 2018 8:50 am

Post by Agent Sparkles »

[/dice]1d169[/dice]
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Post Post #12207 (isolation #458) » Tue Feb 27, 2018 8:51 am

Post by Agent Sparkles »

Whoops

Original Roll String: 1d169
1 169-Sided Dice: (40) = 40
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Post Post #12208 (isolation #459) » Tue Feb 27, 2018 8:51 am

Post by Agent Sparkles »

Mallow: 580
Agent Sparkles: 470

Jackpot: 600
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12211 (isolation #460) » Tue Feb 27, 2018 11:06 am

Post by Agent Sparkles »

Original Roll String: 1d169
1 169-Sided Dice: (1) = 1
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12212 (isolation #461) » Tue Feb 27, 2018 11:07 am

Post by Agent Sparkles »

No change
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Post Post #12215 (isolation #462) » Tue Feb 27, 2018 6:31 pm

Post by Agent Sparkles »

Original Roll String: 1d169
1 169-Sided Dice: (13) = 13
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12216 (isolation #463) » Tue Feb 27, 2018 6:32 pm

Post by Agent Sparkles »

!Mallow: 830
Agent Sparkles: 400

Jackpot: 850
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12219 (isolation #464) » Wed Feb 28, 2018 2:44 am

Post by Agent Sparkles »

People should try this again

Original Roll String: 1d169
1 169-Sided Dice: (49) = 49
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12220 (isolation #465) » Wed Feb 28, 2018 2:45 am

Post by Agent Sparkles »

WHY

!Mallow: 1033
Agent Sparkles: 4

Jackpot: 850
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Post Post #12223 (isolation #466) » Wed Feb 28, 2018 7:55 am

Post by Agent Sparkles »

Original Roll String: 1d169
1 169-Sided Dice: (1) = 1
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12224 (isolation #467) » Wed Feb 28, 2018 8:00 am

Post by Agent Sparkles »

8 becomes Double Reroll: Not the same as Reroll x2. Roll two dice and carry out the results in either order.
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Post Post #12230 (isolation #468) » Wed Feb 28, 2018 11:09 am

Post by Agent Sparkles »

Yay jerry

And you're already past me .-.

Original Roll String: 1d169
1 169-Sided Dice: (116) = 116
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12231 (isolation #469) » Wed Feb 28, 2018 11:11 am

Post by Agent Sparkles »

*Mallow: 1336
%Agent Sparkles: 4
JerryArr: 160

Jackpot: 1200
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12234 (isolation #470) » Wed Feb 28, 2018 11:32 am

Post by Agent Sparkles »

Original Roll String: 1d169
1 169-Sided Dice: (9) = 9
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12235 (isolation #471) » Wed Feb 28, 2018 11:33 am

Post by Agent Sparkles »

This is gonna be negative

Original Roll String: 1d169
1 169-Sided Dice: (16) = 16
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Post Post #12236 (isolation #472) » Wed Feb 28, 2018 11:35 am

Post by Agent Sparkles »

Yep

Mallow: 1336
Agent Sparkles: -446
JerryArr: 160

Jackpot: 1200
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12239 (isolation #473) » Wed Feb 28, 2018 11:59 am

Post by Agent Sparkles »

Original Roll String: 1d169
1 169-Sided Dice: (123) = 123
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12240 (isolation #474) » Wed Feb 28, 2018 12:00 pm

Post by Agent Sparkles »

I remember why I like this game!

Mallow: 748
Agent Sparkles: -446
JerryArr: 748

Jackpot: 1200
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12243 (isolation #475) » Wed Feb 28, 2018 12:47 pm

Post by Agent Sparkles »

Original Roll String: 1d169
1 169-Sided Dice: (12) = 12
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12244 (isolation #476) » Wed Feb 28, 2018 12:48 pm

Post by Agent Sparkles »

There we go

Mallow: 748
Agent Sparkles: 0
JerryArr: 748

Jackpot: 1200
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12250 (isolation #477) » Wed Feb 28, 2018 2:06 pm

Post by Agent Sparkles »

Original Roll String: 1d169
1 169-Sided Dice: (62) = 62
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12251 (isolation #478) » Wed Feb 28, 2018 2:07 pm

Post by Agent Sparkles »

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: Double Reroll: Not the same as Reroll x2. Roll two dice and carry out the results in either order.
9: Create your own space
10: Roll a 29-sided die, with the numbers 1-29 corresponding to 141-169 on the list.
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: ROLL AGAIN (x1/2)
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 then 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 (!)
Last edited by mallowgeno on Wed Feb 28, 2018 5:07 pm, edited 1 time in total.
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Post Post #12252 (isolation #479) » Wed Feb 28, 2018 2:11 pm

Post by Agent Sparkles »

Mallow: 748
♦Agent Sparkles: 200
JerryArr: 0

Jackpot: 1200
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12266 (isolation #480) » Thu Mar 01, 2018 2:09 am

Post by Agent Sparkles »

Jerry forgot to add the green +200

Original Roll String: 1d169
1 169-Sided Dice: (167) = 167
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Post Post #12267 (isolation #481) » Thu Mar 01, 2018 2:11 am

Post by Agent Sparkles »

Is this a record-breaking jackpot?

^*Mallow: 698
Agent Sparkles: 300
*JerryArr: 200

Jackpot: 1500
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Post Post #12270 (isolation #482) » Thu Mar 01, 2018 8:07 am

Post by Agent Sparkles »

Original Roll String: 1d169
1 169-Sided Dice: (112) = 112
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12271 (isolation #483) » Thu Mar 01, 2018 8:16 am

Post by Agent Sparkles »

2: Trade one symbol with another player if possible (excluding Lucky Start).

I just now realized that there was already an official double reroll space when I put one in this round :P
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Post Post #12274 (isolation #484) » Thu Mar 01, 2018 3:27 pm

Post by Agent Sparkles »

Original Roll String: 1d169
1 169-Sided Dice: (122) = 122
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12275 (isolation #485) » Thu Mar 01, 2018 3:31 pm

Post by Agent Sparkles »

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: ROLL AGAIN (x1/2)
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 then 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).
Last edited by mallowgeno on Sun Mar 04, 2018 11:52 am, edited 3 times in total.
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Post Post #12276 (isolation #486) » Thu Mar 01, 2018 3:33 pm

Post by Agent Sparkles »

^Mallow: 703
Agent Sparkles: 550
*JerryArr: 225

Jackpot: 1500
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Post Post #12279 (isolation #487) » Fri Mar 02, 2018 12:24 pm

Post by Agent Sparkles »

Original Roll String: 1d169
1 169-Sided Dice: (162) = 162
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Post Post #12280 (isolation #488) » Fri Mar 02, 2018 12:25 pm

Post by Agent Sparkles »

I don't have the creative energy for this

Let's see
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Post Post #12281 (isolation #489) » Fri Mar 02, 2018 12:36 pm

Post by Agent Sparkles »

9 becomes Gamble: Bet up to half of your points and roll until you land on a +/- space. If it's positive, gain back twice your bet; if it's negative, you lose it all. You can choose to opt out of this.
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Post Post #12285 (isolation #490) » Sun Mar 04, 2018 11:04 am

Post by Agent Sparkles »

Original Roll String: 1d169
1 169-Sided Dice: (69) = 69
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Post Post #12286 (isolation #491) » Sun Mar 04, 2018 11:06 am

Post by Agent Sparkles »

1500 IS FOR PEASANTS

^Mallow: 773
Agent Sparkles: 2050

*JerryArr: 225

Jackpot: 500
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Post Post #12287 (isolation #492) » Sun Mar 04, 2018 11:13 am

Post by Agent Sparkles »

170: Trade one symbol with another player if possible (excluding Lucky Start).
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Post Post #12288 (isolation #493) » Sun Mar 04, 2018 11:15 am

Post by Agent Sparkles »

Gonna wait for mallow in case this gets called off again or something different is done for round 70, like the other 10th rounds.
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Post Post #12290 (isolation #494) » Sun Mar 04, 2018 12:00 pm

Post by Agent Sparkles »

Original Roll String: 1d170
1 170-Sided Dice: (169) = 169
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Post Post #12291 (isolation #495) » Sun Mar 04, 2018 12:01 pm

Post by Agent Sparkles »

Agent Sparkles: 125

Jackpot: 500
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Post Post #12296 (isolation #496) » Sun Mar 04, 2018 4:21 pm

Post by Agent Sparkles »

Original Roll String: 1d170
1 170-Sided Dice: (65) = 65
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Post Post #12297 (isolation #497) » Sun Mar 04, 2018 4:22 pm

Post by Agent Sparkles »

Agent Sparkles: 425
JerryArr: 125
Mallow: 10

Jackpot: 500
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12305 (isolation #498) » Mon Mar 05, 2018 2:42 am

Post by Agent Sparkles »

Original Roll String: 1d170
1 170-Sided Dice: (168) = 168
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Post Post #12306 (isolation #499) » Mon Mar 05, 2018 2:44 am

Post by Agent Sparkles »

Taking another big jackpot.

Agent Sparkles: 1325
+JerryArr: 125
Mallow: 410

Jackpot: 500

Also I believe 28 shouldn't be orange anymore
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Post Post #12309 (isolation #500) » Mon Mar 05, 2018 9:48 am

Post by Agent Sparkles »

Original Roll String: 1d170
1 170-Sided Dice: (110) = 110
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Post Post #12310 (isolation #501) » Mon Mar 05, 2018 9:48 am

Post by Agent Sparkles »

!Agent Sparkles: 1325
+JerryArr: 125
Mallow: 613

Jackpot: 500
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Post Post #12313 (isolation #502) » Mon Mar 05, 2018 11:09 am

Post by Agent Sparkles »

Original Roll String: 1d170
1 170-Sided Dice: (73) = 73
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Post Post #12314 (isolation #503) » Mon Mar 05, 2018 11:14 am

Post by Agent Sparkles »

This trick die is a life-saver. Taking the jackpot.

Agent Sparkles: 1575

+JerryArr: 125
Mallow: 713

Jackpot: 500
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Post Post #12315 (isolation #504) » Mon Mar 05, 2018 11:15 am

Post by Agent Sparkles »

Give me a minute to think of something
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Post Post #12316 (isolation #505) » Mon Mar 05, 2018 11:23 am

Post by Agent Sparkles »

171: LEND 100: Give 100 to another player.

Original Roll String: 1d171
1 171-Sided Dice: (25) = 25
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Post Post #12317 (isolation #506) » Mon Mar 05, 2018 11:25 am

Post by Agent Sparkles »

No one to steal from yet

Agent Sparkles: 0

Jackpot: 500
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Post Post #12324 (isolation #507) » Mon Mar 05, 2018 5:37 pm

Post by Agent Sparkles »

Original Roll String: 1d171
1 171-Sided Dice: (63) = 63
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Post Post #12325 (isolation #508) » Mon Mar 05, 2018 5:38 pm

Post by Agent Sparkles »

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: ROLL AGAIN (x1/2)
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 then 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.
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Post Post #12326 (isolation #509) » Mon Mar 05, 2018 5:40 pm

Post by Agent Sparkles »

Agent Sparkles: 100
!Mallow: 0
JerryArr: 160

Jackpot: 500
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12329 (isolation #510) » Tue Mar 06, 2018 2:05 am

Post by Agent Sparkles »

Original Roll String: 1d171
1 171-Sided Dice: (12) = 12
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Post Post #12330 (isolation #511) » Tue Mar 06, 2018 2:06 am

Post by Agent Sparkles »

Original Roll String: 1d171
1 171-Sided Dice: (47) = 47
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Post Post #12331 (isolation #512) » Tue Mar 06, 2018 2:07 am

Post by Agent Sparkles »

+1 for the +90

Agent Sparkles: 190
!Mallow: 80
JerryArr: 80

Jackpot: 500
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12334 (isolation #513) » Tue Mar 06, 2018 2:47 am

Post by Agent Sparkles »

Original Roll String: 1d171
1 171-Sided Dice: (101) = 101
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12335 (isolation #514) » Tue Mar 06, 2018 2:48 am

Post by Agent Sparkles »

>>>Agent Sparkles: 0
!Mallow: 0
JerryArr: 0

Jackpot: 500
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12338 (isolation #515) » Tue Mar 06, 2018 3:22 am

Post by Agent Sparkles »

Original Roll String: 1d171
1 171-Sided Dice: (10) = 10
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12340 (isolation #516) » Tue Mar 06, 2018 9:20 am

Post by Agent Sparkles »

My bad, phone died right as I posted that. Stopping after the first roll for:

>>Agent Sparkles: 252
!Mallow: 300
JerryArr: 0

Jackpot: 900
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12343 (isolation #517) » Wed Mar 07, 2018 2:04 am

Post by Agent Sparkles »

Original Roll String: 1d171
1 171-Sided Dice: (82) = 82
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12344 (isolation #518) » Wed Mar 07, 2018 2:05 am

Post by Agent Sparkles »

>Agent Sparkles: 307
!*Mallow: 300
JerryArr: 0

Jackpot: 900
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12347 (isolation #519) » Wed Mar 07, 2018 3:07 am

Post by Agent Sparkles »

Original Roll String: 1d171
1 171-Sided Dice: (14) = 14
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12348 (isolation #520) » Wed Mar 07, 2018 3:08 am

Post by Agent Sparkles »

Agent Sparkles: 424
!Mallow: 300
JerryArr: 0

Jackpot: 900
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12352 (isolation #521) » Wed Mar 07, 2018 9:16 am

Post by Agent Sparkles »

Original Roll String: 1d171
1 171-Sided Dice: (146) = 146
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12353 (isolation #522) » Wed Mar 07, 2018 9:17 am

Post by Agent Sparkles »

Ty mallow

Agent Sparkles: 950
Mallow: 424
JerryArr: 0

Jackpot: 500
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12356 (isolation #523) » Wed Mar 07, 2018 9:26 am

Post by Agent Sparkles »

Original Roll String: 1d171
1 171-Sided Dice: (76) = 76
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12357 (isolation #524) » Wed Mar 07, 2018 9:28 am

Post by Agent Sparkles »

Agent Sparkles: 987
Mallow: 0
JerryArr: 0

Jackpot: 500
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12360 (isolation #525) » Wed Mar 07, 2018 9:49 am

Post by Agent Sparkles »

Original Roll String: 1d171
1 171-Sided Dice: (33) = 33
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12361 (isolation #526) » Wed Mar 07, 2018 9:50 am

Post by Agent Sparkles »

Agent Sparkles: 1347
Mallow: -75
JerryArr: 0

Jackpot: 500
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12367 (isolation #527) » Wed Mar 07, 2018 11:24 am

Post by Agent Sparkles »

Original Roll String: 1d171
1 171-Sided Dice: (170) = 170
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12368 (isolation #528) » Wed Mar 07, 2018 11:27 am

Post by Agent Sparkles »

Agent Sparkles: 1317
Mallow: 25
JerryArr: 0
Puzzledan: 400

Jackpot: 500
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12371 (isolation #529) » Thu Mar 08, 2018 3:01 am

Post by Agent Sparkles »

Original Roll String: 1d171
1 171-Sided Dice: (52) = 52
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12372 (isolation #530) » Thu Mar 08, 2018 3:02 am

Post by Agent Sparkles »

Agent Sparkles: 1117
Mallow: 25
JerryArr: 0
Puzzledan: 400

Jackpot: 500
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12375 (isolation #531) » Thu Mar 08, 2018 5:56 am

Post by Agent Sparkles »

Original Roll String: 1d171
1 171-Sided Dice: (25) = 25
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12376 (isolation #532) » Thu Mar 08, 2018 5:57 am

Post by Agent Sparkles »

1: +400
2: Create your own space
3: RESET all other players
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: ROLL AGAIN (x1/2)
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 then 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.
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12377 (isolation #533) » Thu Mar 08, 2018 5:58 am

Post by Agent Sparkles »

RIP

Agent Sparkles: 0
Mallow: 325
JerryArr: 0
Puzzledan: 400

Jackpot: 800
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12383 (isolation #534) » Thu Mar 08, 2018 9:14 am

Post by Agent Sparkles »

Original Roll String: 1d171
1 171-Sided Dice: (64) = 64
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12384 (isolation #535) » Thu Mar 08, 2018 9:16 am

Post by Agent Sparkles »

Fixing the 31 thing

Agent Sparkles: -70
Mallow: 913
JerryArr: 0
Puzzledan: 631

Jackpot: 1031
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12387 (isolation #536) » Fri Mar 09, 2018 2:03 am

Post by Agent Sparkles »

Original Roll String: 1d171
1 171-Sided Dice: (133) = 133
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12388 (isolation #537) » Fri Mar 09, 2018 2:04 am

Post by Agent Sparkles »

Agent Sparkles: 0
Mallow: 1213
JerryArr: 0
Puzzledan: 631

Jackpot: 1031
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12392 (isolation #538) » Fri Mar 09, 2018 6:41 am

Post by Agent Sparkles »

Original Roll String: 1d171
1 171-Sided Dice: (131) = 131
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12393 (isolation #539) » Fri Mar 09, 2018 6:42 am

Post by Agent Sparkles »

#Agent Sparkles: -200
!!!Mallow: 1213
JerryArr: 0
Puzzledan: 631

Jackpot: 831
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12406 (isolation #540) » Sat Mar 10, 2018 5:44 am

Post by Agent Sparkles »

Original Roll String: 1d171
1 171-Sided Dice: (149) = 149
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12407 (isolation #541) » Sat Mar 10, 2018 5:45 am

Post by Agent Sparkles »

Again?

##$Agent Sparkles: -400
$!!Mallow: 1364
$JerryArr: 0
$Puzzledan: 631
$>>>Ircher: -15

Jackpot: 631
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12410 (isolation #542) » Sat Mar 10, 2018 4:51 pm

Post by Agent Sparkles »

Original Roll String: 1d171
1 171-Sided Dice: (126) = 126


Redemption time
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12411 (isolation #543) » Sat Mar 10, 2018 4:53 pm

Post by Agent Sparkles »

##$^Agent Sparkles: -400
$!!Mallow: 1364
$JerryArr: 0
$Puzzledan: 631
$>>Ircher: 13

Jackpot: 631
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12417 (isolation #544) » Sat Mar 10, 2018 6:23 pm

Post by Agent Sparkles »

Original Roll String: 1d171
1 171-Sided Dice: (63) = 63
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12418 (isolation #545) » Sat Mar 10, 2018 6:26 pm

Post by Agent Sparkles »

##$^Agent Sparkles: 300
$!!Mallow: 1664

$^JerryArr: 100
$Puzzledan: 931
$Ircher: 853

Jackpot: 831
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12419 (isolation #546) » Sat Mar 10, 2018 6:27 pm

Post by Agent Sparkles »

Mallow wins (you're welcome)
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12423 (isolation #547) » Sun Mar 11, 2018 6:05 am

Post by Agent Sparkles »

Original Roll String: 1d172
1 172-Sided Dice: (100) = 100
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12424 (isolation #548) » Sun Mar 11, 2018 6:07 am

Post by Agent Sparkles »

Mallow: 500
Agent Sparkles: 55

Jackpot: 500
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12430 (isolation #549) » Sun Mar 11, 2018 12:38 pm

Post by Agent Sparkles »

Original Roll String: 1d172
1 172-Sided Dice: (61) = 61
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12431 (isolation #550) » Sun Mar 11, 2018 12:45 pm

Post by Agent Sparkles »

6: Express OR Super Protect
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12434 (isolation #551) » Sun Mar 11, 2018 2:21 pm

Post by Agent Sparkles »

Original Roll String: 1d172
1 172-Sided Dice: (54) = 54
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12435 (isolation #552) » Sun Mar 11, 2018 2:22 pm

Post by Agent Sparkles »

Mallow: 500
Agent Sparkles: 155
puzzledan -30
^Ircher: 200

Jackpot: 500
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12445 (isolation #553) » Mon Mar 12, 2018 11:05 am

Post by Agent Sparkles »

Original Roll String: 1d172
1 172-Sided Dice: (44) = 44
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12446 (isolation #554) » Mon Mar 12, 2018 11:05 am

Post by Agent Sparkles »

!Mallow: 300
^Agent Sparkles: 295
puzzledan 210
Ircher: 540

Jackpot: 600
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12459 (isolation #555) » Tue Mar 13, 2018 8:06 am

Post by Agent Sparkles »

Original Roll String: 1d172
1 172-Sided Dice: (47) = 47
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12460 (isolation #556) » Tue Mar 13, 2018 8:07 am

Post by Agent Sparkles »

Hi Jerry

!Mallow: 85
^Agent Sparkles: 430
puzzledan 210
Ircher: 310
JerryArr: 430

Jackpot: 600
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12467 (isolation #557) » Tue Mar 13, 2018 10:03 am

Post by Agent Sparkles »

Original Roll String: 1d172
1 172-Sided Dice: (115) = 115
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12468 (isolation #558) » Tue Mar 13, 2018 10:04 am

Post by Agent Sparkles »

$*Mallow: 185
$^Agent Sparkles: 430
$puzzledan 210
$Ircher: 310
$JerryArr: 430

Jackpot: 950

6 should be the last space I added
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12471 (isolation #559) » Tue Mar 13, 2018 10:58 am

Post by Agent Sparkles »

Original Roll String: 1d172
1 172-Sided Dice: (142) = 142
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12472 (isolation #560) » Tue Mar 13, 2018 10:59 am

Post by Agent Sparkles »

Original Roll String: 1d172
1 172-Sided Dice: (13) = 13
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12473 (isolation #561) » Tue Mar 13, 2018 11:00 am

Post by Agent Sparkles »

Using my super protect

Original Roll String: 1d172
1 172-Sided Dice: (28) = 28
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12474 (isolation #562) » Tue Mar 13, 2018 11:02 am

Post by Agent Sparkles »

Merging with Jerry for no change

^$*Mallow: 185
$Agent Sparkles: 430
$puzzledan 210
$Ircher: 310
$JerryArr: 430

Jackpot: 950
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12478 (isolation #563) » Tue Mar 13, 2018 11:34 am

Post by Agent Sparkles »

Original Roll String: 1d172
1 172-Sided Dice: (72) = 72
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12479 (isolation #564) » Tue Mar 13, 2018 11:35 am

Post by Agent Sparkles »

No change again
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12482 (isolation #565) » Tue Mar 13, 2018 12:50 pm

Post by Agent Sparkles »

Original Roll String: 1d172
1 172-Sided Dice: (135) = 135
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12483 (isolation #566) » Tue Mar 13, 2018 12:51 pm

Post by Agent Sparkles »

^$*Mallow: 215
$&Agent Sparkles: 430
$puzzledan 210
$Ircher: 310
$JerryArr: 430

Jackpot: 950
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12491 (isolation #567) » Tue Mar 13, 2018 3:13 pm

Post by Agent Sparkles »

Original Roll String: 1d172
1 172-Sided Dice: (17) = 17
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12492 (isolation #568) » Tue Mar 13, 2018 3:14 pm

Post by Agent Sparkles »

Kill this anti-protect. With fire.

^$Mallow: 215
$Agent Sparkles: 430
$puzzledan 210
$Ircher: 610
$JerryArr: 430

Jackpot: 950
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12497 (isolation #569) » Tue Mar 13, 2018 4:40 pm

Post by Agent Sparkles »

Original Roll String: 1d172
1 172-Sided Dice: (92) = 92
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12498 (isolation #570) » Tue Mar 13, 2018 4:42 pm

Post by Agent Sparkles »

^$Mallow: 165
$Agent Sparkles: 330
$puzzledan 210
$Ircher: 610
$JerryArr: 450

Jackpot: 950
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12506 (isolation #571) » Tue Mar 13, 2018 5:54 pm

Post by Agent Sparkles »

Almost everyone is within jackpot range of winning

Original Roll String: 1d172
1 172-Sided Dice: (91) = 91
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12507 (isolation #572) » Tue Mar 13, 2018 5:57 pm

Post by Agent Sparkles »

Spoke too soon

$Mallow: 415
$Agent Sparkles: 130
$puzzledan 210
$Ircher: 610
$JerryArr: 445

Jackpot: 1000
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12510 (isolation #573) » Wed Mar 14, 2018 5:24 am

Post by Agent Sparkles »

Original Roll String: 1d172
1 172-Sided Dice: (138) = 138
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12511 (isolation #574) » Wed Mar 14, 2018 5:25 am

Post by Agent Sparkles »

*$Mallow: 415
$Agent Sparkles: 430
$puzzledan 210
$Ircher: 610
$JerryArr: 445

Jackpot: 1000
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12514 (isolation #575) » Wed Mar 14, 2018 6:12 am

Post by Agent Sparkles »

The protect doesn't stop the jackpot from going down?

Original Roll String: 1d172
1 172-Sided Dice: (160) = 160
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12515 (isolation #576) » Wed Mar 14, 2018 6:12 am

Post by Agent Sparkles »

$Mallow: 415
$Agent Sparkles: 590
$puzzledan 210
$Ircher: 610
$JerryArr: 445

Jackpot: 800
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12531 (isolation #577) » Wed Mar 14, 2018 10:34 am

Post by Agent Sparkles »

Original Roll String: 1d172
1 172-Sided Dice: (68) = 68
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12532 (isolation #578) » Wed Mar 14, 2018 10:35 am

Post by Agent Sparkles »

$Mallow: 1360
$Agent Sparkles: 640
$puzzledan 210
$Ircher: 410
$JerryArr: 645
(Doll) Shrek: 25

Jackpot: 500
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12555 (isolation #579) » Wed Mar 14, 2018 2:45 pm

Post by Agent Sparkles »

With the doll, do you not also take the effect of the roll?

Original Roll String: 1d173
1 173-Sided Dice: (173) = 173
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12556 (isolation #580) » Wed Mar 14, 2018 2:47 pm

Post by Agent Sparkles »

Mallow: -5
♦Agent Sparkles: 200

Jackpot: 700
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12559 (isolation #581) » Wed Mar 14, 2018 2:51 pm

Post by Agent Sparkles »

Original Roll String: 1d173
1 173-Sided Dice: (168) = 168
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12560 (isolation #582) » Wed Mar 14, 2018 2:55 pm

Post by Agent Sparkles »

Mallow: -5
♦^Agent Sparkles: 207
Ircher: 50

Jackpot: 700
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12568 (isolation #583) » Wed Mar 14, 2018 5:28 pm

Post by Agent Sparkles »

Shouldn't the everyone +240 not count?
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Post Post #12570 (isolation #584) » Thu Mar 15, 2018 5:41 am

Post by Agent Sparkles »

Original Roll String: 1d173
1 173-Sided Dice: (23) = 23
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12571 (isolation #585) » Thu Mar 15, 2018 5:42 am

Post by Agent Sparkles »

Mallow: 400
♦^Agent Sparkles: 564
Ircher: 350

Jackpot: 700
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12576 (isolation #586) » Thu Mar 15, 2018 10:15 am

Post by Agent Sparkles »

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: ROLL AGAIN (x1/2)
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.
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12577 (isolation #587) » Thu Mar 15, 2018 10:15 am

Post by Agent Sparkles »

Original Roll String: 1d173
1 173-Sided Dice: (156) = 156
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12578 (isolation #588) » Thu Mar 15, 2018 10:18 am

Post by Agent Sparkles »

Let's gooo

*Mallow: 600
♦^^♣Agent Sparkles: 571
Ircher: 350
!JerryArr: 0

Jackpot: 900
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12588 (isolation #589) » Thu Mar 15, 2018 2:26 pm

Post by Agent Sparkles »

Original Roll String: 1d173
1 173-Sided Dice: (100) = 100
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12589 (isolation #590) » Thu Mar 15, 2018 2:27 pm

Post by Agent Sparkles »

Mallow: 700
♦^^♣Agent Sparkles: 678
Ircher: 300
!JerryArr: 0

Jackpot: 1000
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12593 (isolation #591) » Thu Mar 15, 2018 2:36 pm

Post by Agent Sparkles »

Original Roll String: 1d173
1 173-Sided Dice: (128) = 128
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12594 (isolation #592) » Thu Mar 15, 2018 2:38 pm

Post by Agent Sparkles »

The game is never this nice to me

Mallow: 700
♦^^♣Agent Sparkles: 835
Ircher: 320
!JerryArr: 0

Jackpot: 1000
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Post Post #12597 (isolation #593) » Thu Mar 15, 2018 2:41 pm

Post by Agent Sparkles »

Original Roll String: 1d173
1 173-Sided Dice: (117) = 117
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Agent Sparkles
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Posts: 470
Joined: December 24, 2016
Location: Everywhere

Post Post #12598 (isolation #594) » Thu Mar 15, 2018 2:43 pm

Post by Agent Sparkles »

Mallow: 700
♦^^*♣Agent Sparkles: 1042
Ircher: 340
!JerryArr: 0

Jackpot: 1200
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Posts: 470
Joined: December 24, 2016
Location: Everywhere

Post Post #12602 (isolation #595) » Thu Mar 15, 2018 2:46 pm

Post by Agent Sparkles »

Original Roll String: 1d173
1 173-Sided Dice: (59) = 59
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Agent Sparkles
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Posts: 470
Joined: December 24, 2016
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Post Post #12603 (isolation #596) » Thu Mar 15, 2018 2:47 pm

Post by Agent Sparkles »

Nothing bad to remove

Mallow: 700
♦^^*♣Agent Sparkles: 1249
(Doll) Ircher: 340
!JerryArr: 0

Jackpot: 1200
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Agent Sparkles
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Posts: 470
Joined: December 24, 2016
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Post Post #12606 (isolation #597) » Thu Mar 15, 2018 2:49 pm

Post by Agent Sparkles »

Original Roll String: 1d173
1 173-Sided Dice: (47) = 47
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Agent Sparkles
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Posts: 470
Joined: December 24, 2016
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Post Post #12607 (isolation #598) » Thu Mar 15, 2018 2:51 pm

Post by Agent Sparkles »

Mallow: 700
♦^^♣Agent Sparkles: 1256
(Doll) Ircher: 600
!JerryArr: 0

Jackpot: 1200
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant
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Agent Sparkles
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Posts: 470
Joined: December 24, 2016
Location: Everywhere

Post Post #12610 (isolation #599) » Thu Mar 15, 2018 2:55 pm

Post by Agent Sparkles »

Okay, need to be even more unrealistically lucky now

Original Roll String: 1d173
1 173-Sided Dice: (30) = 30
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant

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