Race to 1500! (Game 109)

For completed/abandoned Mish Mash Games.
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Post Post #8725 (isolation #2000) » Wed Aug 30, 2017 1:28 am

Post by mallowgeno »

Still 0

Mallow: 0
Realeo: 500

Jackpot: 500
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Post Post #8726 (isolation #2001) » Wed Aug 30, 2017 1:29 am

Post by mallowgeno »

1: +400
2: Create your own space
3: Create your own space
4: Create your own space
5: Create your own space
6: Create your own space
7: Create your own space
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
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Post Post #8733 (isolation #2002) » Wed Aug 30, 2017 2:19 am

Post by mallowgeno »

You cannot sadly

Original Roll String: 1d148
1 148-Sided Dice: (96) = 96
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Post Post #8734 (isolation #2003) » Wed Aug 30, 2017 2:20 am

Post by mallowgeno »

x3

Original Roll String: 1d148
1 148-Sided Dice: (58) = 58
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Post Post #8735 (isolation #2004) » Wed Aug 30, 2017 2:20 am

Post by mallowgeno »

Someday I will get out of 0


Mallow: 0
Realeo: 510
♣Cheery: 0

Jackpot: 500
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Post Post #8738 (isolation #2005) » Wed Aug 30, 2017 2:29 am

Post by mallowgeno »

Original Roll String: 1d148
1 148-Sided Dice: (40) = 40
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Post Post #8739 (isolation #2006) » Wed Aug 30, 2017 2:30 am

Post by mallowgeno »

1/2

Original Roll String: 1d148
1 148-Sided Dice: (2) = 2
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Post Post #8740 (isolation #2007) » Wed Aug 30, 2017 2:31 am

Post by mallowgeno »

Well I'm not at 0 anymore :P

Mallow: -87
^Realeo: 510
♣Cheery: 0

Jackpot: 500
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Post Post #8743 (isolation #2008) » Wed Aug 30, 2017 3:00 am

Post by mallowgeno »

Original Roll String: 1d148
1 148-Sided Dice: (112) = 112
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Post Post #8744 (isolation #2009) » Wed Aug 30, 2017 3:00 am

Post by mallowgeno »

Mallow: -290
^Realeo: 510
♣Cheery: 0

Jackpot: 500
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Post Post #8754 (isolation #2010) » Thu Aug 31, 2017 3:07 am

Post by mallowgeno »

Original Roll String: 1d148
1 148-Sided Dice: (77) = 77
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Post Post #8755 (isolation #2011) » Thu Aug 31, 2017 3:07 am

Post by mallowgeno »

Mallow: -390
Realeo: 515
♣Cheery: 30
JerryArr: -40

Jackpot: 400
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Post Post #8760 (isolation #2012) » Thu Aug 31, 2017 11:26 am

Post by mallowgeno »

Original Roll String: 1d148
1 148-Sided Dice: (38) = 38
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Post Post #8761 (isolation #2013) » Thu Aug 31, 2017 11:27 am

Post by mallowgeno »

Welp

Mallow: -390
Realeo: 515
♣Cheery: 430
JerryArr: -40

Jackpot: 500
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Post Post #8764 (isolation #2014) » Thu Aug 31, 2017 11:40 am

Post by mallowgeno »

Original Roll String: 1d148
1 148-Sided Dice: (106) = 106
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Post Post #8765 (isolation #2015) » Thu Aug 31, 2017 11:40 am

Post by mallowgeno »

Going to 750

Mallow: 750
Realeo: 515
♣Cheery: 215
JerryArr: -40

Jackpot: 500
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Post Post #8768 (isolation #2016) » Thu Aug 31, 2017 12:22 pm

Post by mallowgeno »

Original Roll String: 1d148
1 148-Sided Dice: (3) = 3
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Post Post #8769 (isolation #2017) » Thu Aug 31, 2017 12:22 pm

Post by mallowgeno »

~Mallow: 600
Realeo: 515
♣Cheery: 215
JerryArr: -40
Allomancer: 0

Jackpot: 500
Last edited by mallowgeno on Thu Aug 31, 2017 1:09 pm, edited 1 time in total.
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Post Post #8775 (isolation #2018) » Thu Aug 31, 2017 3:10 pm

Post by mallowgeno »

Original Roll String: 1d100
1 100-Sided Dice: (12) = 12
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Post Post #8776 (isolation #2019) » Thu Aug 31, 2017 3:10 pm

Post by mallowgeno »

1: +400
2: Create your own space
3: Create your own space
4: Create your own space
5: Create your own space
6: Create your own space
7: Create your own space
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
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Post Post #8777 (isolation #2020) » Thu Aug 31, 2017 3:11 pm

Post by mallowgeno »

Taking 200 from my Philipino Friend :D

Mallow: 800
Realeo: 255
♣Cheery: 265
JerryArr: -40
Allomancer: 0
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Post Post #8780 (isolation #2021) » Thu Aug 31, 2017 4:09 pm

Post by mallowgeno »

awk, I apologize Realeo >.<

Original Roll String: 1d148
1 148-Sided Dice: (9) = 9
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Post Post #8781 (isolation #2022) » Thu Aug 31, 2017 4:09 pm

Post by mallowgeno »

Mallow: 1000
Realeo: 324
♣Cheery: 265
JerryArr: -40
Allomancer: 0
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Post Post #8793 (isolation #2023) » Fri Sep 01, 2017 2:03 am

Post by mallowgeno »

Original Roll String: 1d148
1 148-Sided Dice: (5) = 5
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Post Post #8794 (isolation #2024) » Fri Sep 01, 2017 2:03 am

Post by mallowgeno »

Original Roll String: 1d148
1 148-Sided Dice: (47) = 47
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Post Post #8795 (isolation #2025) » Fri Sep 01, 2017 2:04 am

Post by mallowgeno »

+300 for me

Mallow: 1300
Realeo: 84
♣Cheery: 235
JerryArr: -200
Allomancer: 0

JACKPOT: 300
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Post Post #8798 (isolation #2026) » Fri Sep 01, 2017 2:22 am

Post by mallowgeno »

NOOOOOOOOOOOOO

Original Roll String: 1d148
1 148-Sided Dice: (135) = 135
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Post Post #8799 (isolation #2027) » Fri Sep 01, 2017 2:22 am

Post by mallowgeno »

Mallow: 712
Realeo: 692
♣Cheery: 235
JerryArr: -200
Allomancer: 0

JACKPOT: 300
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Post Post #8803 (isolation #2028) » Fri Sep 01, 2017 2:54 am

Post by mallowgeno »

Original Roll String: 1d148
1 148-Sided Dice: (69) = 69
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Post Post #8804 (isolation #2029) » Fri Sep 01, 2017 2:54 am

Post by mallowgeno »

*Mallow: 712
Realeo: 622
♣Cheery: 235
JerryArr: -200
Allomancer: 0

JACKPOT: 300
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Post Post #8806 (isolation #2030) » Fri Sep 01, 2017 10:27 am

Post by mallowgeno »

*Mallow: 712
Realeo: 552
♣Cheery: 235
JerryArr: -200
Allomancer: 0

JACKPOT: 300

Original Roll String: 1d148
1 148-Sided Dice: (97) = 97
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Post Post #8807 (isolation #2031) » Fri Sep 01, 2017 10:28 am

Post by mallowgeno »

Mallow: 712
Realeo: 552
♣Cheery: 235
JerryArr: -200
Allomancer: 0

JACKPOT: 300
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Post Post #8812 (isolation #2032) » Fri Sep 01, 2017 4:33 pm

Post by mallowgeno »

Original Roll String: 1d148
1 148-Sided Dice: (21) = 21
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Post Post #8813 (isolation #2033) » Fri Sep 01, 2017 4:33 pm

Post by mallowgeno »

Mallow: 212
Realeo: 252
♣Cheery: 235
JerryArr: -200
Allomancer: 0

JACKPOT: 500
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Post Post #8820 (isolation #2034) » Fri Sep 01, 2017 7:07 pm

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Original Roll String: 1d148
1 148-Sided Dice: (4) = 4
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Post Post #8821 (isolation #2035) » Fri Sep 01, 2017 7:08 pm

Post by mallowgeno »

*^#♦Mallow: -168
Realeo: 722
♣Cheery: 235
JerryArr: -205
Allomancer: 0

JACKPOT: 500
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Post Post #8826 (isolation #2036) » Sat Sep 02, 2017 2:33 am

Post by mallowgeno »

1: +400
2: Create your own space
3: Create your own space
4: Create your own space
5: Create your own space
6: Create your own space
7: Stupor Protect: You gain an _. Not stackable. The next time you gain points, you instead lose the _, and if it's your turn, roll again.
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
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Post Post #8827 (isolation #2037) » Sat Sep 02, 2017 2:34 am

Post by mallowgeno »

Original Roll String: 1d148
1 148-Sided Dice: (57) = 57
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Post Post #8828 (isolation #2038) » Sat Sep 02, 2017 2:34 am

Post by mallowgeno »

^#♦Mallow: -161
Realeo: 922
♣Cheery: 35
JerryArr: -205
Allomancer: -40
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Post Post #8831 (isolation #2039) » Sat Sep 02, 2017 2:41 am

Post by mallowgeno »

Original Roll String: 1d148
1 148-Sided Dice: (144) = 144
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Post Post #8832 (isolation #2040) » Sat Sep 02, 2017 2:47 am

Post by mallowgeno »

REROLL THAT CRAP

Original Roll String: 1d148
1 148-Sided Dice: (87) = 87
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Post Post #8833 (isolation #2041) » Sat Sep 02, 2017 2:49 am

Post by mallowgeno »

#♦Mallow: 208
Realeo: 872
♣Cheery: 35
JerryArr: -205
Allomancer: -40
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Post Post #8836 (isolation #2042) » Sat Sep 02, 2017 4:17 am

Post by mallowgeno »

Original Roll String: 1d148
1 148-Sided Dice: (141) = 141
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Post Post #8837 (isolation #2043) » Sat Sep 02, 2017 4:18 am

Post by mallowgeno »

#♦Mallow: 458
Realeo: 962
♣Cheery: 35
JerryArr: -205
Allomancer: -40

JACKPOT: 750
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Post Post #8840 (isolation #2044) » Sat Sep 02, 2017 4:45 am

Post by mallowgeno »

Original Roll String: 1d148
1 148-Sided Dice: (27) = 27
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Post Post #8841 (isolation #2045) » Sat Sep 02, 2017 4:45 am

Post by mallowgeno »

#♦Mallow: 395
Realeo: 962
♣Cheery: -465
JerryArr: -205
Allomancer: -40

JACKPOT: 750
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Post Post #8869 (isolation #2046) » Sun Sep 03, 2017 2:09 am

Post by mallowgeno »

Original Roll String: 1d148
1 148-Sided Dice: (73) = 73
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Post Post #8874 (isolation #2047) » Sun Sep 03, 2017 2:50 am

Post by mallowgeno »

Original Roll String: 1d148
1 148-Sided Dice: (92) = 92
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Post Post #8875 (isolation #2048) » Sun Sep 03, 2017 2:51 am

Post by mallowgeno »

#♦Mallow: 19
Realeo: 410
♣Cheery: 0
JerryArr: 105
Allomancer: 792

JACKPOT: 800
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Post Post #8879 (isolation #2049) » Sun Sep 03, 2017 2:54 am

Post by mallowgeno »

Original Roll String: 1d148
1 148-Sided Dice: (115) = 115
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Post Post #8880 (isolation #2050) » Sun Sep 03, 2017 2:54 am

Post by mallowgeno »

Original Roll String: 5d148
5 148-Sided Dice: (36, 40, 3, 90, 134) = 303
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Post Post #8881 (isolation #2051) » Sun Sep 03, 2017 2:56 am

Post by mallowgeno »

4: Gain a # and +50

75: +100
67: +30
110: Swap first and last digits of your score
127: Roll again 2x but negs postitive

Gonna do my double roll first

Original Roll String: 1d148
1 148-Sided Dice: (113) = 113
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Post Post #8882 (isolation #2052) » Sun Sep 03, 2017 2:57 am

Post by mallowgeno »

60

Swap first and last:

06
+130=
136

Mallow: 136
Realeo: 430
♣Cheery: 0
JerryArr: 105
Allomancer: 792

JACKPOT: 800
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Post Post #8886 (isolation #2053) » Sun Sep 03, 2017 3:26 am

Post by mallowgeno »

For 111 you choose the order that the die rolls happen.

So I chose to do the double roll first. Then I swapped the first and last digits. Then I added the other positive rolls.
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Post Post #8887 (isolation #2054) » Mon Sep 04, 2017 7:25 am

Post by mallowgeno »

Original Roll String: 1d148
1 148-Sided Dice: (134) = 134
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Post Post #8888 (isolation #2055) » Mon Sep 04, 2017 7:29 am

Post by mallowgeno »

Mallow: 226
Realeo: 588
♣Cheery: 0
JerryArr: 105
Allomancer: 634

JACKPOT: 800
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Post Post #8898 (isolation #2056) » Mon Sep 04, 2017 5:13 pm

Post by mallowgeno »

Original Roll String: 1d148
1 148-Sided Dice: (71) = 71
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Post Post #8899 (isolation #2057) » Mon Sep 04, 2017 5:14 pm

Post by mallowgeno »

Mallow: -174
Realeo: 520
♣Cheery: -100
♦JerryArr: 305
Allomancer: -634

JACKPOT: 1000
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Post Post #8903 (isolation #2058) » Mon Sep 04, 2017 5:16 pm

Post by mallowgeno »

Original Roll String: 1d148
1 148-Sided Dice: (14) = 14
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Post Post #8904 (isolation #2059) » Mon Sep 04, 2017 5:16 pm

Post by mallowgeno »

Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
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Post Post #8905 (isolation #2060) » Mon Sep 04, 2017 5:16 pm

Post by mallowgeno »

Mallow: -324
Realeo: 470
♣Cheery: -100
♦JerryArr: 305
Allomancer: -634

JACKPOT: 1000
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Post Post #8908 (isolation #2061) » Mon Sep 04, 2017 5:34 pm

Post by mallowgeno »

Way to jinx yourself Realeo :P

Original Roll String: 1d148
1 148-Sided Dice: (10) = 10
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Post Post #8909 (isolation #2062) » Mon Sep 04, 2017 5:34 pm

Post by mallowgeno »

Mallow: -224
Realeo: -530
♣Cheery: -100
♦JerryArr: 305
Allomancer: -634

JACKPOT: 500
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Post Post #8912 (isolation #2063) » Mon Sep 04, 2017 6:16 pm

Post by mallowgeno »

Original Roll String: 1d148
1 148-Sided Dice: (65) = 65
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Post Post #8913 (isolation #2064) » Mon Sep 04, 2017 6:17 pm

Post by mallowgeno »

Mallow: -299
Realeo: -530
♣Cheery: -100
♦JerryArr: 282
Allomancer: -634

JACKPOT: 500
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Post Post #8936 (isolation #2065) » Tue Sep 05, 2017 2:46 am

Post by mallowgeno »

1f148
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Post Post #8937 (isolation #2066) » Tue Sep 05, 2017 2:46 am

Post by mallowgeno »

Original Roll String: 1d148
1 148-Sided Dice: (116) = 116
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Post Post #8938 (isolation #2067) » Tue Sep 05, 2017 2:48 am

Post by mallowgeno »

Thanks Mr. Realeo :)

Mallow: -37
Realeo: 1049
~♣Cheery: 256
♦JerryArr: 133
Allomancer: -634

JACKPOT: 500
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Post Post #8941 (isolation #2068) » Tue Sep 05, 2017 4:12 am

Post by mallowgeno »

Original Roll String: 1d148
1 148-Sided Dice: (89) = 89
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Post Post #8942 (isolation #2069) » Tue Sep 05, 2017 4:13 am

Post by mallowgeno »

Mallow: -27
Realeo: 749
~♣Cheery: 256
♦JerryArr: 133
Allomancer: -634

JACKPOT: 500
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Post Post #8945 (isolation #2070) » Tue Sep 05, 2017 4:29 am

Post by mallowgeno »

Original Roll String: 1d148
1 148-Sided Dice: (43) = 43
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Post Post #8946 (isolation #2071) » Tue Sep 05, 2017 4:30 am

Post by mallowgeno »

Mallow: 43
Realeo: 374
~♣Cheery: 256
♦JerryArr: 133
Allomancer: -634

JACKPOT: 500
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Post Post #8970 (isolation #2072) » Tue Sep 05, 2017 4:12 pm

Post by mallowgeno »

Original Roll String: 1d148
1 148-Sided Dice: (46) = 46
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Post Post #8971 (isolation #2073) » Tue Sep 05, 2017 4:12 pm

Post by mallowgeno »

Mallow: 134
**Realeo: 141
♣Cheery: -466
♦JerryArr: -252
Allomancer: -36
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Post Post #8974 (isolation #2074) » Tue Sep 05, 2017 4:15 pm

Post by mallowgeno »

Original Roll String: 1d148
1 148-Sided Dice: (85) = 85
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Post Post #8975 (isolation #2075) » Tue Sep 05, 2017 4:17 pm

Post by mallowgeno »

Mallow: -366
*Realeo: 141
♣Cheery: -466
♦JerryArr: -252
Allomancer: -36

Jackpot: 500
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Post Post #8976 (isolation #2076) » Tue Sep 05, 2017 4:18 pm

Post by mallowgeno »

1: +400
2: Create your own space
3: Create your own space
4: Gain a
#
and +50
5:
Unlucky
:(
6: Create your own space
7: Stupor Protect: You gain an _. Not stackable. The next time you gain points, you instead lose the _, and if it's your turn, roll again.
9: Create your own space
10: Mechanical Legs: if crippled when landing on this space, roll a 1d196, where anything above 148 is equal to the space -48 places lower. If you are not crippled, become crippled.
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
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Post Post #8991 (isolation #2077) » Wed Sep 06, 2017 2:30 am

Post by mallowgeno »

Original Roll String: 1d148
1 148-Sided Dice: (58) = 58
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Post Post #8992 (isolation #2078) » Wed Sep 06, 2017 2:30 am

Post by mallowgeno »

x3

Original Roll String: 1d148
1 148-Sided Dice: (112) = 112
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Post Post #8993 (isolation #2079) » Wed Sep 06, 2017 2:31 am

Post by mallowgeno »

3 Unlucky's? Why not?

#Mallow: -1866
*#Realeo: 319
#♣Cheery: 334
#♦JerryArr: -315
#Allomancer: -36

Jackpot: 500
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Post Post #8996 (isolation #2080) » Wed Sep 06, 2017 3:27 am

Post by mallowgeno »

Original Roll String: 1d148
1 148-Sided Dice: (39) = 39
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Post Post #8997 (isolation #2081) » Wed Sep 06, 2017 3:28 am

Post by mallowgeno »

Well that helped

#Mallow: -933
*#Realeo: 569
#♣Cheery: 84
#♦JerryArr: -315
#Allomancer: -36

Jackpot: 1433
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Post Post #9002 (isolation #2082) » Wed Sep 06, 2017 3:54 am

Post by mallowgeno »

Original Roll String: 1d148
1 148-Sided Dice: (123) = 123
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Post Post #9003 (isolation #2083) » Wed Sep 06, 2017 3:55 am

Post by mallowgeno »

##Mallow: -933
*#Realeo: 589
#♣Cheery: 84
#♦JerryArr: -315
#Allomancer: -36

Jackpot: 1433
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Post Post #9012 (isolation #2084) » Wed Sep 06, 2017 3:39 pm

Post by mallowgeno »

Original Roll String: 1d148
1 148-Sided Dice: (40) = 40
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Post Post #9013 (isolation #2085) » Wed Sep 06, 2017 3:39 pm

Post by mallowgeno »

Original Roll String: 1d7
1 7-Sided Dice: (4) = 4
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Post Post #9014 (isolation #2086) » Wed Sep 06, 2017 3:40 pm

Post by mallowgeno »

##Mallow: -1033
*#Realeo: 664
#♣Cheery: 84
#♦JerryArr: -278
#Allomancer: 64

Jackpot: 1136
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Post Post #9023 (isolation #2087) » Thu Sep 07, 2017 12:51 am

Post by mallowgeno »

Original Roll String: 1d148
1 148-Sided Dice: (78) = 78
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Post Post #9024 (isolation #2088) » Thu Sep 07, 2017 12:53 am

Post by mallowgeno »

Merger with Realeo

##Mallow: -140
*#Realeo: -140
#♣Cheery: 84
~#♦JerryArr: -271
#Allomancer:-36

Jackpot: 1136
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Post Post #9028 (isolation #2089) » Thu Sep 07, 2017 1:26 am

Post by mallowgeno »

Sorry Realeo, totally forgot you had a protect lol

Original Roll String: 1d148
1 148-Sided Dice: (2) = 2
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Post Post #9029 (isolation #2090) » Thu Sep 07, 2017 1:26 am

Post by mallowgeno »

##Mallow: -90
#Realeo: 1089
#♣Cheery: 84
~#♦JerryArr: -271
#Allomancer:-36

Jackpot: 1136
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Post Post #9036 (isolation #2091) » Thu Sep 07, 2017 1:54 am

Post by mallowgeno »

Huh wow Cheery good catch lol

Original Roll String: 1d148
1 148-Sided Dice: (104) = 104
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Post Post #9037 (isolation #2092) » Thu Sep 07, 2017 1:55 am

Post by mallowgeno »

##*Mallow: -90
#Realeo: 1039
#♣Cheery: 84
~#♦JerryArr: -271
#Allomancer:-36

Jackpot: 1136
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Post Post #9040 (isolation #2093) » Thu Sep 07, 2017 8:57 am

Post by mallowgeno »

Original Roll String: 1d148
1 148-Sided Dice: (47) = 47
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Post Post #9041 (isolation #2094) » Thu Sep 07, 2017 8:58 am

Post by mallowgeno »

WOO

##*Mallow: 1046
#Realeo: 1039
#♣Cheery: 84
~#♦JerryArr: -271
#Allomancer:-18

Jackpot: 500
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Post Post #9049 (isolation #2095) » Thu Sep 07, 2017 2:40 pm

Post by mallowgeno »

A kind reminder that next game will be a special game (as per usual every 10 games)

Original Roll String: 1d149
1 149-Sided Dice: (48) = 48
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Post Post #9050 (isolation #2096) » Thu Sep 07, 2017 2:41 pm

Post by mallowgeno »

Original Roll String: 1d149
1 149-Sided Dice: (94) = 94
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Post Post #9051 (isolation #2097) » Thu Sep 07, 2017 2:41 pm

Post by mallowgeno »

omg i'm so good

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1 149-Sided Dice: (91) = 91
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Post Post #9052 (isolation #2098) » Thu Sep 07, 2017 2:41 pm

Post by mallowgeno »

1: +400
2: Create your own space
3: Create your own space
4: Create your own space
5: Create your own space
6: Create your own space
7: Create your own space
8: Create your own space
9: Create your own space
10: Create your own space
11:
-200

12: MERGE
13: -400
14: +25
15: -203
16: -5
17: +90
18:
+250

19: STEAL 200
20: -210
21: EVERYONE +240
22: -100
23: +100
24: ROLL AGAIN (x2)
25: +70
26: +130
27: +30
28:
-55

29: -175
30: +10
31: +203
32:
PROTECT

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

38: +500
39: -500
40: 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
:(
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Post Post #9053 (isolation #2099) » Thu Sep 07, 2017 2:42 pm

Post by mallowgeno »

Realeo: -5
JerryArr: +125
Mallow: 25

JACKPOT: 500
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Post Post #9056 (isolation #2100) » Thu Sep 07, 2017 3:50 pm

Post by mallowgeno »

Original Roll String: 1d149
1 149-Sided Dice: (132) = 132
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Post Post #9057 (isolation #2101) » Thu Sep 07, 2017 3:51 pm

Post by mallowgeno »

200 from Jerry

Realeo: -208
JerryArr: -75
Mallow: 225

JACKPOT: 500
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Post Post #9068 (isolation #2102) » Fri Sep 08, 2017 4:02 am

Post by mallowgeno »

Original Roll String: 1d149
1 149-Sided Dice: (13) = 13
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Post Post #9069 (isolation #2103) » Fri Sep 08, 2017 4:03 am

Post by mallowgeno »

Realeo: 722
JerryArr: -55
Mallow: 525
*CheeryDog: 500

JACKPOT: 500
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Post Post #9072 (isolation #2104) » Fri Sep 08, 2017 5:27 am

Post by mallowgeno »

Original Roll String: 1d149
1 149-Sided Dice: (57) = 57
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Post Post #9073 (isolation #2105) » Fri Sep 08, 2017 5:28 am

Post by mallowgeno »

%Realeo: 420
%JerryArr: 420
Mallow: 570
%CheeryDog: 500

Jackpot: 500
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Post Post #9077 (isolation #2106) » Fri Sep 08, 2017 6:38 am

Post by mallowgeno »

Original Roll String: 1d149
1 149-Sided Dice: (16) = 16
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Post Post #9078 (isolation #2107) » Fri Sep 08, 2017 6:39 am

Post by mallowgeno »

Oh boy

Original Roll String: 5d149
5 149-Sided Dice: (142, 19, 38, 53, 47) = 299
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Post Post #9079 (isolation #2108) » Fri Sep 08, 2017 6:40 am

Post by mallowgeno »

23: +100
24: ROLL AGAIN (x2)
69: +60
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.
125: -100 for each symbol you have. Double this amount if you're leading.

So I'll do 125 then I will do 109.

Now I'll do my 2x roll

Original Roll String: 1d149
1 149-Sided Dice: (116) = 116
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Post Post #9080 (isolation #2109) » Fri Sep 08, 2017 6:40 am

Post by mallowgeno »

Original Roll String: 2d149
2 149-Sided Dice: (136, 109) = 245
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Post Post #9081 (isolation #2110) » Fri Sep 08, 2017 6:42 am

Post by mallowgeno »

I'll take 73 instead for the first trick die roll

Then I'll do 18 instead for
+250


So that's 750+250+100+60

%Realeo: 445
%JerryArr: 420
Mallow: 1160
%CheeryDog: 500

Jackpot: 750
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Post Post #9090 (isolation #2111) » Fri Sep 08, 2017 5:59 pm

Post by mallowgeno »

Original Roll String: 1d149
1 149-Sided Dice: (117) = 117
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Post Post #9091 (isolation #2112) » Fri Sep 08, 2017 6:00 pm

Post by mallowgeno »

9: Insurance-Give all players a
$
. This blocks the next unlucky space you land on. Then gain +300
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Post Post #9099 (isolation #2113) » Fri Sep 08, 2017 6:47 pm

Post by mallowgeno »

Original Roll String: 1d149
1 149-Sided Dice: (41) = 41
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Post Post #9100 (isolation #2114) » Fri Sep 08, 2017 6:48 pm

Post by mallowgeno »

Realeo: 698
JerryArr: 965
Mallow: 1460
%CheeryDog: 860

Jackpot: 585
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Post Post #9101 (isolation #2115) » Fri Sep 08, 2017 6:52 pm

Post by mallowgeno »

1: +400
2: Create your own space
3: Create your own space
4:
UNLUCKY
:(
5: Create your own space
6: Create your own space
7: Create your own space
8: Create your own space
9: Insurance-Give all players a
$
. This blocks the next unlucky space you land on. Then gain +300
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
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Post Post #9104 (isolation #2116) » Fri Sep 08, 2017 7:35 pm

Post by mallowgeno »

Original Roll String: 1d149
1 149-Sided Dice: (46) = 46
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Post Post #9105 (isolation #2117) » Fri Sep 08, 2017 7:36 pm

Post by mallowgeno »

So dang close

Realeo: 698
JerryArr: 990
Mallow: 875
%CheeryDog: 860

Jackpot: 500
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Post Post #9119 (isolation #2118) » Sat Sep 09, 2017 3:27 am

Post by mallowgeno »

In post 9118, Cheery Dog wrote:this one is meant to be some kind of bonus round something.
Give me a little bit to put it up. Thanks Cheery!
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Post Post #9120 (isolation #2119) » Sat Sep 09, 2017 3:58 am

Post by mallowgeno »

We have come a long way, played 50 games in fact. This round will pay homage to all the spaces we have created. You will only roll a d50.

1:
PROTECT

2: 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

3: You personally ignore the next effect that negatively affects everyone (shown using
#
). Stackable
4: 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

5: +5 if your score is odd. Halve it if it's even. Additionally, take the halved amount away from the jackpot.
6: 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
7: 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
8: Trick Die - Roll again. You may add + 1 or -1 to this die roll to get a new space.
9: 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.
10: Swap the first and last digits of your score.
11: High Roller-Lose all your symbols (*, #, ♦, +, ~, ^, %) then RESET. Then Roll 5 dice (whatever number we're on). Carry them out in any order.
12: 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.
13: Gain a
SUPER PROTECT
(denoted with a
^
). This lets you cancel one die roll that
you
roll and allows you to re-roll it
14: 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
15: Critical hit: the next negative effect that hits you will be multiplied by 1.5, denoted by %. This can be removed by a protect.
16: 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.
17: 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)
18: 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

19: Gain a
+
, protecting you from anything that puts you to 0 or negative. It's lost when you get protected by it. Stackable
20:
JACKPOT!!!

21:
EVERYONE GO TO 420

22: If you aren't winning, STEAL 20% of the leader's score, unless the leader is in the negatives.
23:
+250

24:
GO TO THE SCORE OF THE LEADER

25: -100 for each symbol you have. Double this amount if you're leading.
26: 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.
27: 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.
28: Halve your score.
29: 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.
30: Give all other players a critical hit (%). Gain 50 points for each player this is done to.
31:
+200
, then change the last two digits of your score and the Jackpot to '31'.
32: MERGE then RESET
33: ROLL AGAIN (x3)
34: 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.
35: Choose a symbol and give everyone one of that symbol.
36: 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
~

37: Clear all symbols (except the ♣)
38: EVERYONE MERGE
39: Double your score, unless it would cause you to win, in which case you reset.
40: All players lose any negative symbols
41:
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.
42: MERGE with the
JACKPOT!!!

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

45: All players score 50 points per symbol except clubs, which is -100, and diamonds, which is +177. Then
+200
and gain a Diamond.
46: Cleanse-Remove any symbols you don't want from yourself and then remove a ~ or % from another player. Then gain +200
47:
Unlucky
:(
48:
+350
and gain a
PROTECT

49:
Unlucky
:(
50.
GO TO THE SCORE OF LAST PLACE
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Post Post #9121 (isolation #2120) » Sat Sep 09, 2017 3:58 am

Post by mallowgeno »

Realeo will start
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Post Post #9123 (isolation #2121) » Sat Sep 09, 2017 4:50 pm

Post by mallowgeno »

Original Roll String: 1d50
1 50-Sided Dice: (15) = 15
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Post Post #9124 (isolation #2122) » Sat Sep 09, 2017 4:50 pm

Post by mallowgeno »

~Mallow: 0
Realeo: 0

Jackpot: 500
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Post Post #9136 (isolation #2123) » Sat Sep 09, 2017 6:28 pm

Post by mallowgeno »

Oh jeeze Realeo, that's really good. You won off that roll

~Mallow: 620
♦♦♦♦Realeo: 2082
♦JerryArr: 958

Jackpot: 500
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Post Post #9153 (isolation #2124) » Sun Sep 10, 2017 2:35 am

Post by mallowgeno »

Original Roll String: 1d151
1 151-Sided Dice: (78) = 78
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Post Post #9154 (isolation #2125) » Sun Sep 10, 2017 2:36 am

Post by mallowgeno »

Realeo: -175
Cheery: -200
TK: -500
Allo: -100
Mallow: -400

Jackpot: 700
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Post Post #9159 (isolation #2126) » Sun Sep 10, 2017 2:54 am

Post by mallowgeno »

Original Roll String: 1d151
1 151-Sided Dice: (132) = 132
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Post Post #9160 (isolation #2127) » Sun Sep 10, 2017 2:55 am

Post by mallowgeno »

Realeo: 75
Cheery: -125
TK: -500
Allo: -350
Mallow: -440

Jackpot: 700
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Post Post #9163 (isolation #2128) » Sun Sep 10, 2017 3:02 am

Post by mallowgeno »

Original Roll String: 1d151
1 151-Sided Dice: (52) = 52
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Post Post #9164 (isolation #2129) » Sun Sep 10, 2017 3:02 am

Post by mallowgeno »

Realeo: 75
Cheery: -125
TK: -500
Allo: -400
Mallow: -370

Jackpot: 700
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Post Post #9167 (isolation #2130) » Sun Sep 10, 2017 3:29 am

Post by mallowgeno »

Original Roll String: 1d151
1 151-Sided Dice: (74) = 74
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Post Post #9168 (isolation #2131) » Sun Sep 10, 2017 3:29 am

Post by mallowgeno »

Realeo: -125
Cheery: -125
TK: -500
Allo: -400
~Mallow: -370

Jackpot: 500
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Post Post #9174 (isolation #2132) » Sun Sep 10, 2017 6:40 am

Post by mallowgeno »

Original Roll String: 1d151
1 151-Sided Dice: (92) = 92
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Post Post #9175 (isolation #2133) » Sun Sep 10, 2017 6:41 am

Post by mallowgeno »

I gotta RR cause I forgot I have cripple

Original Roll String: 1d100
1 100-Sided Dice: (64) = 64
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Post Post #9176 (isolation #2134) » Sun Sep 10, 2017 6:42 am

Post by mallowgeno »

1: +400
2: Create your own space
3: Insurance-Give all players a $. This blocks the next unlucky space you land on. Then gain +300
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 following the space's effect 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)
Last edited by mallowgeno on Sun Sep 10, 2017 4:48 pm, edited 1 time in total.
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Post Post #9177 (isolation #2135) » Sun Sep 10, 2017 6:42 am

Post by mallowgeno »

^ Realeo: -125
Cheery: -125
TK: -500
Allo: -357
~Mallow: -573

Jackpot: 500
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Post Post #9183 (isolation #2136) » Sun Sep 10, 2017 4:47 pm

Post by mallowgeno »

Original Roll String: 1d100
1 100-Sided Dice: (31) = 31
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Post Post #9184 (isolation #2137) » Sun Sep 10, 2017 4:48 pm

Post by mallowgeno »

3 Becomes "Insurance-Give all players a $. This blocks the next unlucky space you land on. Then gain +300"
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Post Post #9217 (isolation #2138) » Mon Sep 11, 2017 4:58 am

Post by mallowgeno »

Original Roll String: 1d151
1 151-Sided Dice: (127) = 127
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Post Post #9218 (isolation #2139) » Mon Sep 11, 2017 4:59 am

Post by mallowgeno »

Forgot I'm still crippled

Original Roll String: 1d100
1 100-Sided Dice: (8) = 8
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Post Post #9219 (isolation #2140) » Mon Sep 11, 2017 4:59 am

Post by mallowgeno »

Realeo: 0
*Cheery: -85
TK: -500
Allo: -357
~Mallow: -553
DiplomatDC: 350

Jackpot: 733
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Post Post #9222 (isolation #2141) » Mon Sep 11, 2017 5:31 am

Post by mallowgeno »

Original Roll String: 1d100
1 100-Sided Dice: (72) = 72
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Post Post #9223 (isolation #2142) » Mon Sep 11, 2017 5:32 am

Post by mallowgeno »

9 - RESET if you're negative, otherwise -100
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Post Post #9228 (isolation #2143) » Mon Sep 11, 2017 5:42 am

Post by mallowgeno »

Original Roll String: 1d100
1 100-Sided Dice: (45) = 45
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Post Post #9229 (isolation #2144) » Mon Sep 11, 2017 5:43 am

Post by mallowgeno »

Realeo: -173
*Cheery: -85
TK: -500
Allo: -357
~Mallow: -523
DiplomatDC: 350

Jackpot: 733
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Post Post #9232 (isolation #2145) » Mon Sep 11, 2017 5:44 am

Post by mallowgeno »

Original Roll String: 1d100
1 100-Sided Dice: (12) = 12
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Post Post #9233 (isolation #2146) » Mon Sep 11, 2017 5:45 am

Post by mallowgeno »

Realeo: -906
*Cheery: -85
TK: -500
Allo: -357
~Mallow: -723
DiplomatDC: 350

Jackpot: 300
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Post Post #9238 (isolation #2147) » Mon Sep 11, 2017 5:59 am

Post by mallowgeno »

109 is the worst space

Original Roll String: 1d100
1 100-Sided Dice: (89) = 89
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Post Post #9239 (isolation #2148) » Mon Sep 11, 2017 5:59 am

Post by mallowgeno »

Realeo: -906
*Cheery: -85
TK: -500
Allo: -357
~Mallow: -898
DiplomatDC: -350

Jackpot: 300
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Post Post #9244 (isolation #2149) » Mon Sep 11, 2017 7:12 am

Post by mallowgeno »

Original Roll String: 1d100
1 100-Sided Dice: (99) = 99
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Post Post #9245 (isolation #2150) » Mon Sep 11, 2017 7:12 am

Post by mallowgeno »

Realeo: -906
*Cheery: -85
TK: -500
Allo: -357
~Mallow: -598
DiplomatDC: -700
JerryArr: 300

Jackpot: 300
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Post Post #9254 (isolation #2151) » Mon Sep 11, 2017 3:00 pm

Post by mallowgeno »

Original Roll String: 1d151
1 151-Sided Dice: (9) = 9
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Post Post #9255 (isolation #2152) » Mon Sep 11, 2017 3:00 pm

Post by mallowgeno »

I keep forgetting

Original Roll String: 1d100
1 100-Sided Dice: (97) = 97
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Post Post #9256 (isolation #2153) » Mon Sep 11, 2017 3:01 pm

Post by mallowgeno »

Realeo: -1306
Cheery: -85
TK: -900
Allo: -757
~Mallow: -673
DiplomatDC: -750
JerryArr: -200

Jackpot: 300
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Post Post #9259 (isolation #2154) » Mon Sep 11, 2017 3:47 pm

Post by mallowgeno »

Original Roll String: 1d100
1 100-Sided Dice: (58) = 58
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Post Post #9260 (isolation #2155) » Mon Sep 11, 2017 3:47 pm

Post by mallowgeno »

Realeo: -1361
Cheery: -85
TK: -900
Allo: -757
~Mallow: -334
DiplomatDC: -750
JerryArr: -200

Jackpot: 300
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Post Post #9263 (isolation #2156) » Mon Sep 11, 2017 3:53 pm

Post by mallowgeno »

Original Roll String: 1d100
1 100-Sided Dice: (50) = 50
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Post Post #9264 (isolation #2157) » Mon Sep 11, 2017 3:54 pm

Post by mallowgeno »

Realeo: -1401
Cheery: -85
TK: -900
Allo: -757
~Mallow: -174
DiplomatDC: -750
JerryArr: -200

Jackpot: 300
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Post Post #9267 (isolation #2158) » Mon Sep 11, 2017 4:15 pm

Post by mallowgeno »

Original Roll String: 1d100
1 100-Sided Dice: (38) = 38
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Post Post #9268 (isolation #2159) » Mon Sep 11, 2017 4:16 pm

Post by mallowgeno »

Realeo: -1401
Cheery: -85
TK: -900
Allo: -757
~Mallow: -74
DiplomatDC: -750
JerryArr: 50

Jackpot: 650
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Post Post #9278 (isolation #2160) » Mon Sep 11, 2017 4:48 pm

Post by mallowgeno »

DDC, your double roll means your first roll. Your first roll was another 2x so you were doing x4. Your x4 roll was the -5 so that equals -20
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Post Post #9279 (isolation #2161) » Mon Sep 11, 2017 4:48 pm

Post by mallowgeno »

Realeo: -1401
Cheery: -260
TK: -731
Allo: -757
~Mallow: -74
DiplomatDC: -770
JerryArr: 50

Jackpot: 831
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Post Post #9282 (isolation #2162) » Mon Sep 11, 2017 5:20 pm

Post by mallowgeno »

1: +400
2: Surge: Multiply your score by 5. If this effect brings your score to exceed 1500, take modulo 1500 of your score instead (you cannot win from this effect).
3: Insurance-Give all players a $. This blocks the next unlucky space you land on. Then gain +300
4: Leprechaun: Whenever you roll a die, add 1 to the Jackpot. For the rest of the game, the Jackpot does not reset if you land on the Jackpot or Unlucky spaces.
5: Create your own space
6: RESET then
+250

7: Create your own space
8: Siphon: Remove ALL symbols. Gain: +50 for each Protect, Positive, or Wide Guard symbol, +150 for each Super Protect symbol, -100 for each Cripple or Critical Hit Symbol, +77 for each Diamond Symbol, + (Jackpot amount) for each Lucky Start Symbol. If a Lucky Start Symbol is removed this way, reset the Jackpot.
9: RESET if you're negative, otherwise -100
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 following the space's effect 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)
Last edited by mallowgeno on Mon Sep 11, 2017 5:22 pm, edited 1 time in total.
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Post Post #9283 (isolation #2163) » Mon Sep 11, 2017 5:21 pm

Post by mallowgeno »

Original Roll String: 1d100
1 100-Sided Dice: (16) = 16
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Post Post #9284 (isolation #2164) » Mon Sep 11, 2017 5:22 pm

Post by mallowgeno »

6: RESET then
+250
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Post Post #9287 (isolation #2165) » Mon Sep 11, 2017 5:30 pm

Post by mallowgeno »

Really hoping for that 109 eh Realeo?

Original Roll String: 1d151
1 151-Sided Dice: (53) = 53
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Post Post #9288 (isolation #2166) » Mon Sep 11, 2017 5:30 pm

Post by mallowgeno »

Realeo: -1451
Cheery: -260
TK: -731
Allo: -757
~Mallow: -264
DiplomatDC: -770
JerryArr: 50

Jackpot: 831
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Post Post #9292 (isolation #2167) » Mon Sep 11, 2017 5:41 pm

Post by mallowgeno »

Original Roll String: 1d100
1 100-Sided Dice: (4) = 4


Jackpot should still be at 831
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Post Post #9293 (isolation #2168) » Mon Sep 11, 2017 5:41 pm

Post by mallowgeno »

Realeo: -2284
Cheery: -260
TK: -731
Allo: -757
~Mallow: -239
DiplomatDC: -770
JerryArr: 50

Jackpot: 831
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Post Post #9323 (isolation #2169) » Tue Sep 12, 2017 1:14 am

Post by mallowgeno »

lol Realeo :P

Original Roll String: 1d100
1 100-Sided Dice: (83) = 83
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Post Post #9324 (isolation #2170) » Tue Sep 12, 2017 1:15 am

Post by mallowgeno »

Realeo: -9357
Cheery: -260
Allo: -702
~Mallow: -294
DiplomatDC: -780
♦^JerryArr: 153

Jackpot: 445
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Post Post #9328 (isolation #2171) » Tue Sep 12, 2017 2:09 am

Post by mallowgeno »

Original Roll String: 1d100
1 100-Sided Dice: (96) = 96
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Post Post #9329 (isolation #2172) » Tue Sep 12, 2017 2:10 am

Post by mallowgeno »

We just need someone to roll 99 or 121

Realeo: -9757
Cheery: -660
Allo: -1102
~Mallow: -534
DiplomatDC: -1180
♦^JerryArr: -247

Jackpot: 445
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Post Post #9332 (isolation #2173) » Tue Sep 12, 2017 2:21 am

Post by mallowgeno »

Original Roll String: 1d100
1 100-Sided Dice: (63) = 63
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Post Post #9333 (isolation #2174) » Tue Sep 12, 2017 2:21 am

Post by mallowgeno »

Realeo: -9507
Cheery: -660
Allo: -1102
~Mallow: -484
DiplomatDC: -1180
TK: -400
♦^JerryArr: -497

Jackpot: 445
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Post Post #9339 (isolation #2175) » Tue Sep 12, 2017 3:54 am

Post by mallowgeno »

Original Roll String: 1d100
1 100-Sided Dice: (43) = 43
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Post Post #9340 (isolation #2176) » Tue Sep 12, 2017 3:54 am

Post by mallowgeno »

Realeo: -9567
Cheery: -660
Allo: -1102
~Mallow: -184
DiplomatDC: -1250
TK: -400
♦^JerryArr: -497

Jackpot: 446
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Post Post #9343 (isolation #2177) » Tue Sep 12, 2017 4:06 am

Post by mallowgeno »

Original Roll String: 1d100
1 100-Sided Dice: (49) = 49
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Post Post #9344 (isolation #2178) » Tue Sep 12, 2017 4:07 am

Post by mallowgeno »

Realeo: -9567
Cheery: -960
Allo: -1102
~Mallow: 116
DiplomatDC: -1250
TK: -400
♦^JerryArr: -497

Jackpot: 446
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Post Post #9347 (isolation #2179) » Tue Sep 12, 2017 5:12 am

Post by mallowgeno »

Original Roll String: 1d100
1 100-Sided Dice: (15) = 15
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Post Post #9348 (isolation #2180) » Tue Sep 12, 2017 5:16 am

Post by mallowgeno »

Merging with tk

Realeo: -9497
Cheery: -960
Allo: -1102
~Mallow: -142
DiplomatDC: -1250
TK: --142
♦^JerryArr: -497

Jackpot: 446
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Post Post #9351 (isolation #2181) » Tue Sep 12, 2017 7:20 am

Post by mallowgeno »

1: +400
2: Surge: Multiply your score by 5. If this effect brings your score to exceed 1500, take modulo 1500 of your score instead (you cannot win from this effect).
3: Insurance-Give all players a $. This blocks the next unlucky space you land on. Then gain +300
4: Leprechaun: Whenever you roll a die, add 1 to the Jackpot. For the rest of the game, the Jackpot does not reset if you land on the Jackpot or Unlucky spaces.
5: Create your own space
6: RESET then
+250

7: Create your own space
8: Siphon: Remove ALL symbols. Gain: +50 for each Protect, Positive, or Wide Guard symbol, +150 for each Super Protect symbol, -100 for each Cripple or Critical Hit Symbol, +77 for each Diamond Symbol, + (Jackpot amount) for each Lucky Start Symbol. If a Lucky Start Symbol is removed this way, reset the Jackpot.
9: RESET if you're negative, otherwise -100
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 following the space's effect 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)
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Post Post #9352 (isolation #2182) » Tue Sep 12, 2017 7:20 am

Post by mallowgeno »

Original Roll String: 1d100
1 100-Sided Dice: (67) = 67
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Post Post #9353 (isolation #2183) » Tue Sep 12, 2017 7:21 am

Post by mallowgeno »

Realeo: -9497
Cheery: -960
Allo: -1102
~Mallow: -57
DiplomatDC: -1750
TK: -142
♦^JerryArr: -497

Jackpot: 446
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Post Post #9356 (isolation #2184) » Tue Sep 12, 2017 8:03 am

Post by mallowgeno »

Original Roll String: 1d100
1 100-Sided Dice: (36) = 36
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Post Post #9357 (isolation #2185) » Tue Sep 12, 2017 8:03 am

Post by mallowgeno »

Realeo: -9497
Cheery: -960
Allo: -1102
~Mallow: 32
DiplomatDC: -1750
TK: -142
♦^JerryArr: -497

Jackpot: 446
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Post Post #9360 (isolation #2186) » Tue Sep 12, 2017 8:12 am

Post by mallowgeno »

Sorry bout that, idk how I missed that.

Original Roll String: 1d100
1 100-Sided Dice: (77) = 77
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Post Post #9361 (isolation #2187) » Tue Sep 12, 2017 8:12 am

Post by mallowgeno »

Realeo: -9497
Cheery: -960
Allo: -1102
~Mallow: 432
♦DiplomatDC: -1830
TK: -142
♦^JerryArr: -497

Jackpot: 446
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Post Post #9364 (isolation #2188) » Tue Sep 12, 2017 8:22 am

Post by mallowgeno »

Original Roll String: 1d100
1 100-Sided Dice: (24) = 24
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Post Post #9365 (isolation #2189) » Tue Sep 12, 2017 8:22 am

Post by mallowgeno »

Realeo: -9497
Cheery: -960
Allo: -1102
~Mallow: 562
♦DiplomatDC: -1738
TK: -142
♦^JerryArr: -497

Jackpot: 446
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Post Post #9368 (isolation #2190) » Tue Sep 12, 2017 8:43 am

Post by mallowgeno »

Original Roll String: 1d100
1 100-Sided Dice: (46) = 46
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Post Post #9369 (isolation #2191) » Tue Sep 12, 2017 8:44 am

Post by mallowgeno »

Jackpot can't go below 300

Realeo: -9497
Cheery: -960
Allo: -1102
~Mallow: 662
♦DiplomatDC: -1931
TK: -142
♦^JerryArr: -497

Jackpot: 400
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Post Post #9375 (isolation #2192) » Tue Sep 12, 2017 9:57 am

Post by mallowgeno »

I know, I'm waiting for game to finish

Original Roll String: 1d100
1 100-Sided Dice: (69) = 69
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Post Post #9376 (isolation #2193) » Tue Sep 12, 2017 10:04 am

Post by mallowgeno »

1: +400
2: Surge: Multiply your score by 5. If this effect brings your score to exceed 1500, take modulo 1500 of your score instead (you cannot win from this effect).
3: Insurance-Give all players a $. This blocks the next unlucky space you land on. Then gain +300
4: Leprechaun: Whenever you roll a die, add 1 to the Jackpot. For the rest of the game, the Jackpot does not reset if you land on the Jackpot or Unlucky spaces.
5: Create your own space
6: RESET then
+250

7: Create your own space
8: Siphon: Remove ALL symbols. Gain: +50 for each Protect, Positive, or Wide Guard symbol, +150 for each Super Protect symbol, -100 for each Cripple or Critical Hit Symbol, +77 for each Diamond Symbol, + (Jackpot amount) for each Lucky Start Symbol. If a Lucky Start Symbol is removed this way, reset the Jackpot.
9: RESET if you're negative, otherwise -100
10: +400
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 following the space's effect 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)
Last edited by mallowgeno on Tue Sep 12, 2017 12:18 pm, edited 1 time in total.
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Post Post #9377 (isolation #2194) » Tue Sep 12, 2017 10:04 am

Post by mallowgeno »

2x

Original Roll String: 1d100
1 100-Sided Dice: (23) = 23
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Post Post #9378 (isolation #2195) » Tue Sep 12, 2017 10:05 am

Post by mallowgeno »

WELP

Realeo: 0
Cheery: 0
Allo: 0
Mallow: 0
DiplomatDC: 0
TK: 0
^JerryArr: 0

Jackpot: 500
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Post Post #9381 (isolation #2196) » Tue Sep 12, 2017 11:23 am

Post by mallowgeno »

Original Roll String: 1d151
1 151-Sided Dice: (100) = 100
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Post Post #9382 (isolation #2197) » Tue Sep 12, 2017 11:24 am

Post by mallowgeno »

Whole lotta nothing
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Post Post #9387 (isolation #2198) » Tue Sep 12, 2017 12:17 pm

Post by mallowgeno »

A Mass RESET was rolled (99)

Original Roll String: 1d151
1 151-Sided Dice: (14) = 14
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Post Post #9388 (isolation #2199) » Tue Sep 12, 2017 12:17 pm

Post by mallowgeno »

10: +400

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