Race to 1500! (Game 109)

For completed/abandoned Mish Mash Games.
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Post Post #9622 (isolation #0) » Thu Sep 14, 2017 4:58 am

Post by Shrek »

how would i go about joining this game?
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Post Post #9624 (isolation #1) » Thu Sep 14, 2017 5:00 am

Post by Shrek »

wait i can start off right now???
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Post Post #9627 (isolation #2) » Thu Sep 14, 2017 5:01 am

Post by Shrek »

Original Roll String: 1d154
1 154-Sided Dice: (153) = 153
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Post Post #9628 (isolation #3) » Thu Sep 14, 2017 5:02 am

Post by Shrek »

$Mallow: 210
JerryArr: 520
Allo: 420
Realeo: 780
DiplomatDC: 375
♣TK: 490
Allo: -400
Shrek: 25

Jackpot: 500

is this it?
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Post Post #9641 (isolation #4) » Thu Sep 14, 2017 6:29 am

Post by Shrek »

Original Roll String: 1d154
1 154-Sided Dice: (104) = 104
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Post Post #9642 (isolation #5) » Thu Sep 14, 2017 6:30 am

Post by Shrek »

$Mallow: 280
JerryArr: 520
Allo: 420
# Realeo: 0
#DiplomatDC: 375
♣TK: 490
Allo: -400
Shrek: -165

Jackpot: 500
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Post Post #9656 (isolation #6) » Thu Sep 14, 2017 8:34 am

Post by Shrek »

Original Roll String: 1d154
1 154-Sided Dice: (78) = 78
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Post Post #9657 (isolation #7) » Thu Sep 14, 2017 8:36 am

Post by Shrek »

$Mallow: 125
JerryArr: 520
Allo: 420
# Realeo: 0
#DiplomatDC: 375
♣TK: 490
Allo: 146
Shrek: 520

Jackpot: 600
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Post Post #9661 (isolation #8) » Thu Sep 14, 2017 8:51 am

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Original Roll String: 1d154
1 154-Sided Dice: (38) = 38
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Post Post #9662 (isolation #9) » Thu Sep 14, 2017 8:52 am

Post by Shrek »

$Mallow: 130
JerryArr: 520
Allo: 420
# Realeo: 0
#DiplomatDC: 375
♣TK: 490
Allo: 146
Shrek: 220

Jackpot: 600
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Post Post #9665 (isolation #10) » Thu Sep 14, 2017 8:55 am

Post by Shrek »

Original Roll String: 1d154
1 154-Sided Dice: (22) = 22
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Post Post #9666 (isolation #11) » Thu Sep 14, 2017 8:56 am

Post by Shrek »

$Mallow: -370
JerryArr: 520
Allo: 420
# Realeo: 0
#DiplomatDC: 375
♣TK: 490
Allo: 146
Shrek: -80

Jackpot: 600
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Post Post #9669 (isolation #12) » Thu Sep 14, 2017 9:52 am

Post by Shrek »

Original Roll String: 1d154
1 154-Sided Dice: (66) = 66
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Post Post #9670 (isolation #13) » Thu Sep 14, 2017 9:53 am

Post by Shrek »

$Mallow: -370
JerryArr: 520
Allo: 420
# Realeo: 0
#DiplomatDC: 375
♣TK: 490
Allo: 146
£Shrek: -80

Jackpot: 600
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Post Post #9673 (isolation #14) » Thu Sep 14, 2017 11:25 am

Post by Shrek »

Original Roll String: 1d154
1 154-Sided Dice: (82) = 82
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Post Post #9674 (isolation #15) » Thu Sep 14, 2017 11:26 am

Post by Shrek »

$Mallow: -370
£JerryArr: 570
Allo: 420
# Realeo: 0
#DiplomatDC: 375
♣TK: 490
Allo: 146
Shrek: 5

Jackpot: 600

Sorry Jerry gotta pass this off to ya
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Post Post #9681 (isolation #16) » Thu Sep 14, 2017 12:26 pm

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Original Roll String: 1d154
1 154-Sided Dice: (46) = 46
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Post Post #9682 (isolation #17) » Thu Sep 14, 2017 12:27 pm

Post by Shrek »

$Mallow: -370
JerryArr: 500
Allo: 420
# Realeo: 0
#DiplomatDC: 375
♣£TK: 490
Allo: 46
Shrek: -45

Jackpot: 500
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Post Post #9689 (isolation #18) » Thu Sep 14, 2017 1:54 pm

Post by Shrek »

Original Roll String: 1d154
1 154-Sided Dice: (98) = 98
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Post Post #9690 (isolation #19) » Thu Sep 14, 2017 1:55 pm

Post by Shrek »

$Mallow: -370
>^#JerryArr: 422
Allo: 420
#Realeo: 0
#DiplomatDC: 375
♣£TK: 490
Allo: 46
Shrek: -345

Jackpot: 500
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Post Post #9697 (isolation #20) » Thu Sep 14, 2017 2:26 pm

Post by Shrek »

Original Roll String: 1d154
1 154-Sided Dice: (102) = 102
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Post Post #9698 (isolation #21) » Thu Sep 14, 2017 2:26 pm

Post by Shrek »

$Mallow: -130
>^#JerryArr: 662
Allo: 660
#Realeo: 240
#DiplomatDC: 615
♣£TK: 730
Allo: 286
Shrek: -75
Cheery: 730

Jackpot: 500
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Post Post #9715 (isolation #22) » Thu Sep 14, 2017 3:51 pm

Post by Shrek »

Original Roll String: 1d155
1 155-Sided Dice: (96) = 96
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Post Post #9716 (isolation #23) » Thu Sep 14, 2017 3:52 pm

Post by Shrek »

(**Tatsuya Kaname: 800, not in yet)
JerryArr: 550
^Cheery: 100
Shrek: 110

Jackpot: 300
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Post Post #9727 (isolation #24) » Thu Sep 14, 2017 4:40 pm

Post by Shrek »

Original Roll String: 1d155
1 155-Sided Dice: (76) = 76
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Post Post #9728 (isolation #25) » Thu Sep 14, 2017 4:42 pm

Post by Shrek »

JerryArr: 580
^Cheery: 100
Shrek: 410
Realeo: 90
*TK: 800
DDC: 290

Jackpot: 650
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Post Post #9737 (isolation #26) » Thu Sep 14, 2017 5:20 pm

Post by Shrek »

Original Roll String: 1d155
1 155-Sided Dice: (77) = 77
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Post Post #9738 (isolation #27) » Thu Sep 14, 2017 5:21 pm

Post by Shrek »

JerryArr: 600
^Cheery: 100
Shrek: 110
Realeo: 90
*TK: 800
DDC: 290
Mallow: 0

Jackpot: 650

that was fucken pointless
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Post Post #9747 (isolation #28) » Thu Sep 14, 2017 7:11 pm

Post by Shrek »

Original Roll String: 1d155
1 155-Sided Dice: (53) = 53
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Post Post #9748 (isolation #29) » Thu Sep 14, 2017 7:11 pm

Post by Shrek »

JerryArr: 600
^Cheery: 100
Shrek: 11
Realeo: 40
*TK: 1150
DDC: 220
Mallow: 0

Jackpot: 650
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Post Post #9756 (isolation #30) » Thu Sep 14, 2017 7:36 pm

Post by Shrek »

Original Roll String: 1d155
1 155-Sided Dice: (144) = 144
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Post Post #9757 (isolation #31) » Thu Sep 14, 2017 7:37 pm

Post by Shrek »

JerryArr: 600
Cheery: 00
Shrek: 111
Realeo: 40
*TK: 1050
DDC: 220
Mallow: 0

Jackpot: 500

yoink
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Post Post #9768 (isolation #32) » Fri Sep 15, 2017 12:14 am

Post by Shrek »

Original Roll String: 1d155
1 155-Sided Dice: (74) = 74
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Post Post #9783 (isolation #33) » Fri Sep 15, 2017 3:42 am

Post by Shrek »

Original Roll String: 1d156
1 156-Sided Dice: (154) = 154
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Post Post #9784 (isolation #34) » Fri Sep 15, 2017 3:42 am

Post by Shrek »

whats an unlucky someone please help
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Post Post #9785 (isolation #35) » Fri Sep 15, 2017 3:43 am

Post by Shrek »

>TK: 0
Mallow: 90
Shrek: -500

Jackpot: 500

nvm
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Post Post #9788 (isolation #36) » Fri Sep 15, 2017 3:56 am

Post by Shrek »

Original Roll String: 1d156
1 156-Sided Dice: (9) = 9
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Post Post #9789 (isolation #37) » Fri Sep 15, 2017 3:56 am

Post by Shrek »

>TK: 420
Mallow: 420
Shrek: 720
DDC: 420

Jackpot: 500
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Post Post #9792 (isolation #38) » Fri Sep 15, 2017 4:02 am

Post by Shrek »

Original Roll String: 1d156
1 156-Sided Dice: (86) = 86
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Post Post #9793 (isolation #39) » Fri Sep 15, 2017 4:03 am

Post by Shrek »

>TK: 420
Mallow: 425
Shrek: 1120
DDC: 420

Jackpot: 500
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Post Post #9794 (isolation #40) » Fri Sep 15, 2017 4:03 am

Post by Shrek »

oh boy if i get jackpot i win
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Post Post #9797 (isolation #41) » Fri Sep 15, 2017 4:07 am

Post by Shrek »

papa needs a new pair of 400s

Original Roll String: 1d156
1 156-Sided Dice: (113) = 113
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Post Post #9798 (isolation #42) » Fri Sep 15, 2017 4:09 am

Post by Shrek »

oh boy

6: lose 100 or 20% of your score, whichever is more
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Post Post #9799 (isolation #43) » Fri Sep 15, 2017 4:09 am

Post by Shrek »

clarification if 20% of your score is > 100 then lose that. if 100 > 20% lose 100
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Post Post #9803 (isolation #44) » Fri Sep 15, 2017 4:20 am

Post by Shrek »

negative means that 100 is greater than 20% of your score (which will always be negative in that scenario), so you lose 100
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Post Post #9804 (isolation #45) » Fri Sep 15, 2017 4:20 am

Post by Shrek »

Original Roll String: 1d156
1 156-Sided Dice: (84) = 84
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Post Post #9805 (isolation #46) » Fri Sep 15, 2017 4:21 am

Post by Shrek »

%>TK: 420
%Mallow: 805
Shrek: 1270
%DDC: 420

Jackpot: 500
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Post Post #9808 (isolation #47) » Fri Sep 15, 2017 4:46 am

Post by Shrek »

Original Roll String: 1d156
1 156-Sided Dice: (34) = 34
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Post Post #9809 (isolation #48) » Fri Sep 15, 2017 4:46 am

Post by Shrek »

%>TK: 420
Mallow: 543
Shrek: 1265
%DDC: 420

Jackpot: 500
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Post Post #9816 (isolation #49) » Fri Sep 15, 2017 5:44 am

Post by Shrek »

Original Roll String: 1d156
1 156-Sided Dice: (114) = 114
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Post Post #9817 (isolation #50) » Fri Sep 15, 2017 5:45 am

Post by Shrek »

%>TK: 420
Mallow: 543
Shrek: 1210
%DDC: 500
Realeo: -5

Jackpot: 445
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Post Post #9820 (isolation #51) » Fri Sep 15, 2017 7:05 am

Post by Shrek »

Original Roll String: 1d156
1 156-Sided Dice: (132) = 132
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Post Post #9821 (isolation #52) » Fri Sep 15, 2017 7:07 am

Post by Shrek »

^%>TK: 420
^Mallow: 43
^Shrek: 1210
^%DDC: 500
^Realeo: -5

Jackpot: 445
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Post Post #9828 (isolation #53) » Fri Sep 15, 2017 8:34 am

Post by Shrek »

Original Roll String: 1d156
1 156-Sided Dice: (80) = 80
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Post Post #9829 (isolation #54) » Fri Sep 15, 2017 8:34 am

Post by Shrek »

reroll

Original Roll String: 1d156
1 156-Sided Dice: (119) = 119
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Post Post #9830 (isolation #55) » Fri Sep 15, 2017 8:35 am

Post by Shrek »

2: Halve your score and give what you lost to a person of your choosing.

^%>TK: 434
^Mallow: 217
Shrek: 434
^DDC: 401
^Realeo: 434

Jackpot: 300
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Post Post #9835 (isolation #56) » Fri Sep 15, 2017 9:39 am

Post by Shrek »

Original Roll String: 1d156
1 156-Sided Dice: (18) = 18
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Post Post #9836 (isolation #57) » Fri Sep 15, 2017 9:40 am

Post by Shrek »

Original Roll String: 1d7
1 7-Sided Dice: (2) = 2
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Post Post #9837 (isolation #58) » Fri Sep 15, 2017 9:40 am

Post by Shrek »

^%>TK: 434
^Mallow: 217
Shrek: 334
^DDC: 396
^Realeo: 434
Allo: -55

Jackpot: 300
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Post Post #9841 (isolation #59) » Fri Sep 15, 2017 10:17 am

Post by Shrek »

Original Roll String: 1d156
1 156-Sided Dice: (123) = 123
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Post Post #9842 (isolation #60) » Fri Sep 15, 2017 10:18 am

Post by Shrek »

^%>TK: 434
^Mallow: 217
Shrek: 264
^DDC: 321
^Realeo: 434
Allo: -55

Jackpot: 300
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Post Post #9847 (isolation #61) » Fri Sep 15, 2017 1:04 pm

Post by Shrek »

Original Roll String: 1d156
1 156-Sided Dice: (142) = 142
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Post Post #9848 (isolation #62) » Fri Sep 15, 2017 1:05 pm

Post by Shrek »

^%>TK: 434
^Mallow: 17
Shrek: 354
^DDC: 321
^Realeo: 434
Allo: -55
JerryArr: 0

Jackpot: 300
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Post Post #9858 (isolation #63) » Fri Sep 15, 2017 3:55 pm

Post by Shrek »

Original Roll String: 1d156
1 156-Sided Dice: (22) = 22
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Post Post #9859 (isolation #64) » Fri Sep 15, 2017 3:56 pm

Post by Shrek »

^%>TK: 334
^Mallow: -283
Shrek: 454
^DDC: 321
^Realeo: 434
Allo: -55
JerryArr: 0
Cheery: 397

Jackpot: 300

sorry tk
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Post Post #9877 (isolation #65) » Sat Sep 16, 2017 3:33 am

Post by Shrek »

One-upping TK here:

Original Roll String: 1d156
1 156-Sided Dice: (90) = 90
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Post Post #9878 (isolation #66) » Sat Sep 16, 2017 3:34 am

Post by Shrek »

^%>TK: 779
^Mallow: -283
Shrek: 279
DDC: 351
^Realeo: 469
Allo: -55
JerryArr: -175
Cheery: 327

Jackpot: 500
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Post Post #9881 (isolation #67) » Sat Sep 16, 2017 4:15 am

Post by Shrek »

Original Roll String: 1d156
1 156-Sided Dice: (68) = 68
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Post Post #9882 (isolation #68) » Sat Sep 16, 2017 4:16 am

Post by Shrek »

^>TK: 880
^Mallow: -283
Shrek: 179
DDC: 351
^Realeo: 469
Allo: -55
JerryArr: -175
Cheery: 327

Jackpot: 400
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Post Post #9888 (isolation #69) » Sat Sep 16, 2017 6:09 am

Post by Shrek »

Original Roll String: 1d156
1 156-Sided Dice: (35) = 35
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Post Post #9889 (isolation #70) » Sat Sep 16, 2017 6:10 am

Post by Shrek »

^>TK: 880
^Mallow: -273
Shrek: -221
DDC: 351
^Realeo: 469
Allo: -355
JerryArr: -175
Cheery: 327

Jackpot: 400
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Post Post #9890 (isolation #71) » Sat Sep 16, 2017 6:11 am

Post by Shrek »

get rekt allo
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Post Post #9893 (isolation #72) » Sat Sep 16, 2017 6:32 am

Post by Shrek »

Original Roll String: 1d156
1 156-Sided Dice: (82) = 82
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Post Post #9894 (isolation #73) » Sat Sep 16, 2017 6:33 am

Post by Shrek »

^>TK: 880
^Mallow: -273
Shrek: -276
^DDC: 351
^Realeo: 469
Allo: -355
JerryArr: -175
Cheery: 327

Jackpot: 400
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Post Post #9898 (isolation #74) » Sat Sep 16, 2017 7:22 am

Post by Shrek »

Original Roll String: 1d156
1 156-Sided Dice: (88) = 88
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Post Post #9899 (isolation #75) » Sat Sep 16, 2017 7:24 am

Post by Shrek »

^>TK: 742
^Mallow: -273
Shrek: -138
^DDC: 551
^Realeo: 469
Allo: -355
JerryArr: -175
Cheery: 327

Jackpot: 400

thank you past me
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Post Post #9903 (isolation #76) » Sat Sep 16, 2017 7:36 am

Post by Shrek »

Original Roll String: 1d156
1 156-Sided Dice: (72) = 72
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Post Post #9904 (isolation #77) » Sat Sep 16, 2017 7:40 am

Post by Shrek »

^>TK: 674
^^♦*#Mallow: -721
Shrek: 0
^DDC: 483
^Realeo: 401
Allo: -423
JerryArr: -243
Cheery: 259

Jackpot: 400
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Post Post #9905 (isolation #78) » Sat Sep 16, 2017 7:40 am

Post by Shrek »

wait shit thats not absolute value

someone needs to fix that help
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Post Post #9907 (isolation #79) » Sat Sep 16, 2017 7:48 am

Post by Shrek »

thank you
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Post Post #9910 (isolation #80) » Sat Sep 16, 2017 9:27 am

Post by Shrek »

Original Roll String: 1d156
1 156-Sided Dice: (134) = 134
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Post Post #9911 (isolation #81) » Sat Sep 16, 2017 9:27 am

Post by Shrek »

Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
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Post Post #9912 (isolation #82) » Sat Sep 16, 2017 9:28 am

Post by Shrek »

^>TK: 811
^^♦*#Mallow: -92
Shrek: -150
^DDC: 689
^Realeo: 607
Allo: -286
JerryArr: -106
Cheery: 396

Jackpot: 300
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Post Post #9920 (isolation #83) » Sat Sep 16, 2017 6:34 pm

Post by Shrek »

Doesn't resetting get rid of your things?

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Post Post #9921 (isolation #84) » Sat Sep 16, 2017 6:34 pm

Post by Shrek »

Original Roll String: 1d156
1 156-Sided Dice: (6) = 6
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Post Post #9922 (isolation #85) » Sat Sep 16, 2017 6:35 pm

Post by Shrek »

^TK: 31
^^*#Mallow: 31
Shrek: 31
^DDC: 31
^Realeo: 31
Allo: 31
JerryArr: 31
Cheery: 31

Jackpot: 550
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Post Post #9923 (isolation #86) » Sat Sep 16, 2017 6:36 pm

Post by Shrek »

time for my second reroll

if this doesn't count just ignore it

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Post Post #9924 (isolation #87) » Sat Sep 16, 2017 6:36 pm

Post by Shrek »

^TK: 31
^^*#Mallow: 31
Shrek: 32
^DDC: 31
^Realeo: 31
Allo: 31
JerryArr: 31
Cheery: 31

Jackpot: 550

regained my lead you jerks
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Post Post #9954 (isolation #88) » Sun Sep 17, 2017 3:27 am

Post by Shrek »

Original Roll String: 1d156
1 156-Sided Dice: (11) = 11
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Post Post #9955 (isolation #89) » Sun Sep 17, 2017 3:28 am

Post by Shrek »

TK: 4
^^^*#Mallow: 100
Shrek: 455
^DDC: 850
Realeo: 550
Allo: -100
^JerryArr: 100
Cheery: 325

Jackpot: 550
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Post Post #9958 (isolation #90) » Sun Sep 17, 2017 4:29 am

Post by Shrek »

Original Roll String: 1d156
1 156-Sided Dice: (156) = 156
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Post Post #9959 (isolation #91) » Sun Sep 17, 2017 6:28 am

Post by Shrek »

7: Pick a person of your choosing to lose all of their symbols.
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Post Post #9968 (isolation #92) » Sun Sep 17, 2017 8:20 am

Post by Shrek »

Original Roll String: 1d156
1 156-Sided Dice: (89) = 89
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Post Post #9969 (isolation #93) » Sun Sep 17, 2017 8:20 am

Post by Shrek »

TK: 4
^^^*#Mallow: 100
Shrek: 395
^DDC: 1035
Realeo: 550
Allo: 350
^JerryArr: 100
Cheery: 325

Jackpot: 550
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Post Post #9976 (isolation #94) » Sun Sep 17, 2017 10:16 am

Post by Shrek »

Isn't it supposed to be 50?
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Post Post #9981 (isolation #95) » Sun Sep 17, 2017 11:00 am

Post by Shrek »

I am sorry. I did not see the protect. This game can be confusing.

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Post Post #9982 (isolation #96) » Sun Sep 17, 2017 11:01 am

Post by Shrek »

TK: 55
^^^#Mallow: 100
*Shrek: 395
^DDC: 1185
Realeo: 550
Allo: 350
^JerryArr: 110
Cheery: 325

Jackpot: 550
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Post Post #9985 (isolation #97) » Sun Sep 17, 2017 11:24 am

Post by Shrek »

Original Roll String: 1d156
1 156-Sided Dice: (20) = 20
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Post Post #9986 (isolation #98) » Sun Sep 17, 2017 11:28 am

Post by Shrek »

TK: 55
^^^#Mallow: 100
*Shrek: 642
^DDC: 948
Realeo: 550
Allo: 350
^JerryArr: 110
Cheery: 325

Jackpot: 550

what an odd coincidence a 1/24,336 chance of happening
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Post Post #10005 (isolation #99) » Sun Sep 17, 2017 1:30 pm

Post by Shrek »

Original Roll String: 1d156
1 156-Sided Dice: (1) = 1
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Post Post #10006 (isolation #100) » Sun Sep 17, 2017 1:32 pm

Post by Shrek »

let's roll

DDC: 345
Allomancer: 420
TK: 100
Shrek: 100

Jackpot: 700

Original Roll String: 1d157
1 157-Sided Dice: (16) = 16
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Post Post #10007 (isolation #101) » Sun Sep 17, 2017 1:34 pm

Post by Shrek »

wait fuck that was a 157

oh well it landed in the hundreds

DDC: 345
Allomancer: 420
TK: 100
Shrek: 155

Jackpot: 700

keep it rolling

Original Roll String: 1d100
1 100-Sided Dice: (20) = 20
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Post Post #10008 (isolation #102) » Sun Sep 17, 2017 1:35 pm

Post by Shrek »

ohhh get rekt 855 on my first turn

DDC: 345
Allomancer: 420
TK: 100
Shrek: 855

Jackpot: 500

stop
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Post Post #10011 (isolation #103) » Sun Sep 17, 2017 3:25 pm

Post by Shrek »

ok
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Post Post #10014 (isolation #104) » Sun Sep 17, 2017 4:23 pm

Post by Shrek »

Original Roll String: 1d157
1 157-Sided Dice: (29) = 29
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Post Post #10015 (isolation #105) » Sun Sep 17, 2017 4:23 pm

Post by Shrek »

DDC: 345
Allomancer: 420
TK: 100
Shrek: 645
Mallow: -75

Jackpot: 500
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Post Post #10022 (isolation #106) » Sun Sep 17, 2017 5:20 pm

Post by Shrek »

wow ddc you always have to ruin things for me

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Post Post #10023 (isolation #107) » Sun Sep 17, 2017 5:20 pm

Post by Shrek »

$DDC: 845
$Allomancer: 420
$TK: 100
$Shrek: 750
$Mallow: -75
JerryArr: 0

Jackpot: 500
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Post Post #10025 (isolation #108) » Sun Sep 17, 2017 5:48 pm

Post by Shrek »

$DDC: 845
$Allomancer: 420
$TK: 101
$Shrek: 750
$Mallow: -75
JerryArr: 0

Jackpot: 500

it's been 15 mins don't kill me please I want to win
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Post Post #10026 (isolation #109) » Sun Sep 17, 2017 5:48 pm

Post by Shrek »

Original Roll String: 1d157
1 157-Sided Dice: (55) = 55
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Post Post #10027 (isolation #110) » Sun Sep 17, 2017 5:49 pm

Post by Shrek »

$DDC: 845
$Allomancer: 420
$TK: 101
$Shrek: 695
$Mallow: -75
JerryArr: 0

Jackpot: 445
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Post Post #10049 (isolation #111) » Mon Sep 18, 2017 12:09 am

Post by Shrek »

Original Roll String: 1d156
1 156-Sided Dice: (26) = 26
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Post Post #10050 (isolation #112) » Mon Sep 18, 2017 12:33 am

Post by Shrek »

DDC: 795
$Allomancer: 420
$TK: 101
$Shrek: 715
$Mallow: -75
JerryArr: -53
Realeo: 0

Jackpot: 695
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Post Post #10054 (isolation #113) » Mon Sep 18, 2017 3:11 am

Post by Shrek »

Unlucky.

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1 157-Sided Dice: (58) = 58
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Post Post #10055 (isolation #114) » Mon Sep 18, 2017 3:12 am

Post by Shrek »

DDC: 795
$Allomancer: 420
$TK: 101
Shrek: 715
$Mallow: -575
JerryArr: -53
Realeo: 0

Jackpot: 695

Do I clear all symbols or only my own?
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Post Post #10058 (isolation #115) » Mon Sep 18, 2017 3:20 am

Post by Shrek »

Original Roll String: 1d157
1 157-Sided Dice: (15) = 15
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Post Post #10059 (isolation #116) » Mon Sep 18, 2017 3:21 am

Post by Shrek »

Cool

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1 157-Sided Dice: (70) = 70
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Post Post #10061 (isolation #117) » Mon Sep 18, 2017 3:23 am

Post by Shrek »

DDC: 630
Allomancer: 630
TK: 630
Shrek: 0
Mallow: 630
JerryArr: 630
Realeo: 630

Jackpot: 695

Original Roll String: 1d157
1 157-Sided Dice: (35) = 35
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Post Post #10062 (isolation #118) » Mon Sep 18, 2017 3:24 am

Post by Shrek »

DDC: 0
Allomancer: 630
TK: 630
Shrek: 630
Mallow: 630
JerryArr: 630
Realeo: 630

Jackpot: 695

Dont mind if i do
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Post Post #10065 (isolation #119) » Mon Sep 18, 2017 3:27 am

Post by Shrek »

I misunderstood sorry
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Post Post #10066 (isolation #120) » Mon Sep 18, 2017 3:28 am

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Original Roll String: 1d157
1 157-Sided Dice: (9) = 9
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Post Post #10068 (isolation #121) » Mon Sep 18, 2017 3:29 am

Post by Shrek »

DDC: 0
Allomancer: 0
TK: 0
Shrek: 0
Mallow: 0
JerryArr: 0
Realeo: 0

Jackpot: 695

Nvm im good
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Post Post #10071 (isolation #122) » Mon Sep 18, 2017 3:31 am

Post by Shrek »

Original Roll String: 1d157
1 157-Sided Dice: (18) = 18
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Post Post #10072 (isolation #123) » Mon Sep 18, 2017 3:32 am

Post by Shrek »

DDC: 0
Allomancer: 0
TK: 0
Shrek: -203
*Mallow: 0
JerryArr: 0
Realeo: 0

Jackpot: 695
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Post Post #10075 (isolation #124) » Mon Sep 18, 2017 3:46 am

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Original Roll String: 1d157
1 157-Sided Dice: (102) = 102
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Post Post #10076 (isolation #125) » Mon Sep 18, 2017 3:47 am

Post by Shrek »

1: +400
2:
UNLUCKY
:(, then negate your score unless you used a $ on the Unlucky.
3: Create your own space
4: Create your own space
5: Create your own space
6: Create your own space
7: Create your own space
8: Create your own space
9: Create your own space
10: Create your own space
11:
-200

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

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

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

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

38: +500
39: -500
40: ROLL AGAIN (x1/2)
41: +280
42: RESET
43: +50
44: +160
45: -40
46: -5
47: +360
48: +20
49: RESET
50:
JACKPOT!!!

51: +185
52: +300
53: +125
54: EVERYONE -400
55:
Go to 500

56: +5
57: +75
58:
+100

59: +335
60: STEAL 250
61:
PROTECT

62: -55
63: -300
64: -75
65: -30
66:
UNLUCKY
:(
67: +30
68: -40
69: +60
70: -70
71: -190
72: +350
73:
Go to 750

74: +100
75: +100
76: -200
77:
+100

78: +150
79: -60
80: +50
81: -500
82: +300
83: ROLL AGAIN (x2)
84: ROLL AGAIN (x2)
85: +85
86: +90
87: +1
88: RESET
89: +400
90: +20
91: +55
92: -70
93: -70
94:
-100

95: -50
96: MERGE
97: STEAL 100
98: -300
99: EVERYONE RESET
100:
JACKPOT!!!

101:
PROTECT

102: Roll a 1d7. If you roll a 7, gain
PROTECT
and ROLL AGAIN (2x). If you roll a 6,
+100
. If you roll 5 or less,
-100

103: You personally ignore the next effect that negatively affects everyone (shown using
#
). Stackable
104: Rigged Die - Roll a 1d6. Rolling a 1 results in -150, rolling a 2 results in -300, rolling a 3 results in -150, rolling a 4 results in EVERYONE -100, rolling a 5 results in
+25
and rolling a 6 results in
+150

105: +5 if your score is odd. Halve it if it's even. Additionally, take the halved amount away from the jackpot.
106: Roll again. -300 if the result of this roll is a +# space, +300 if not. Don't trigger the effects of the space, solely take the +/- 300
107: You get a ♦ by your name. For the remainder of the game you gain +7 every time you roll (this is in addition to whatever your roll is). Lose this once you RESET
108: Trick Die - Roll again. You may add + 1 or -1 to this die roll to get a new space.
109: If your score upon rolling this is positive, make it negative. If your score upon rolling this is negative, make it positive. Does nothing on doubled or halved rolls.
110: Swap the first and last digits of your score.
111: High Roller-Lose all your symbols (*, #, ♦, +, ~, ^, %) then RESET. Then Roll 5 dice (whatever number we're on). Carry them out in any order.
112: Roll a d20. A 7 is a Jackpot, a 13 is Unlucky, 20 is reset, 3 is a protect, 4 is a diamond (+7 each successive roll), 9 is the everyone protect, and all others are plus 100.
113: Gain a
SUPER PROTECT
(denoted with a
^
). This lets you cancel one die roll that
you
roll and allows you to re-roll it
114: Symbol Shop-You may purchase up to 1 of each of the following for the listed price;
*
for -100, ♦ for -30,
#
for -100,
^
for -150
115: Critical hit: the next negative effect that hits you will be multiplied by 1.5, denoted by %. This can be removed by a protect.
116: Roll from 1 to 25 out of the posts from the last page. Continue rolling until you land on a post with a dice tag. Apply this effect.
117: Symbol Resale: You
may
sell a symbol for 1.5 times the price listed in 114. You may also pay off a % for 100 points. (+ sells for 150 points, ♣ sells for 750 points)
118: Redemption-Anyone who is negative
Go to 300
. Everyone in the positive +300. If you are currently at 0, +100 and gain a
SUPER PROTECT

119: Gain a
+
, protecting you from anything that puts you to 0 or negative. It's lost when you get protected by it. Stackable
120:
JACKPOT!!!

121:
EVERYONE GO TO 420

122: If you aren't winning, STEAL 20% of the leader's score, unless the leader is in the negatives.
123:
+250

124:
GO TO THE SCORE OF THE LEADER

125: -100 for each symbol you have. Double this amount if you're leading.
126: Take the absolute value of your score (potentially having you win if you were <= -1500) then RESET. All other players gain half of the absolute value of your score.
127: ROLL AGAIN (2x) but if you land on a negative space, make it positive. If the space has anything other than +num/-num do what the space says normally instead.
128: Halve your score.
129: Mind Control-Choose 2 other players. Then roll 1 die for each of them. You can either have them take the effect or you can take the effect. If there are any further die rolls you can still choose ultimately if you want the result or not.
130: Give all other players a critical hit (%). Gain 50 points for each player this is done to.
131:
+200
, then change the last two digits of your score and the Jackpot to '31'.
132: MERGE then RESET
133: ROLL AGAIN (x3)
134: Lucky Start-When you land on this space add a ♣ next to your name. If you already have this next to your name, you automatically win this round. If another player has a ♣ they lose it. At the end of the game whoever has the ♣ starts the next game off with 500 points and 2
PROTECT
. The only way to lose it is if someone else lands on this space.
135: Choose a symbol and give everyone one of that symbol.
136: Crippled-You may only roll a d100 until you increase your score equals or surpasses 750, or if you RESET. If your score is currently 750+
GO TO 600
. Denoted with a
~

137: Clear all symbols (except the ♣)
138: EVERYONE MERGE
139: Double your score, unless it would cause you to win, in which case you reset.
140: All players lose any negative symbols
141:
Pretty Lucky-
CHOOSE 1 of the following: Gain 3 symbols of your choice (excluding the clover)/
GO TO 750
/
JACKPOT!!!
. This cannot cause you to win.
142: MERGE with the
JACKPOT!!!

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

145: All players score 50 points per symbol except clubs, which is -100, and diamonds, which is +177. Then
+200
and gain a Diamond.
146: Cleanse-Remove any symbols you don't want from yourself and then remove a ~ or % from another player. Then gain +200
147:
Unlucky
:(
148:
+350
and gain a
PROTECT

149:
Unlucky
:(
150.
GO TO THE SCORE OF LAST PLACE

151. Express:
+100
. Now you can either roll 1d100 or stop. If you roll 1d100 and land on a space that will causes your score to decrease, RESET. If you roll a space that causes your score to stay or increase, you increase your score 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)
152. Express
153: Accelerant: (Denoted by ">") Gain 3 ">" While you have this symbol, whenever you roll a die (legally), gain points equal to its die roll. After each roll lose 1 ">".
154: Insurance-Give all players a $. This blocks the next unlucky space you land on. Then gain +300[/quote]
155: Portable Trick Die: Stackable, represented by "!". After any die roll (not just the initial one), you may spend 250 points and the ! to change the result by +/- 1.
156: Big Wheel - Roll a 1d20. After one "spin" you may choose to stop and claim 25x your result or respin for more points. If you go over 20 in two spins,
UNLUCKY
:( . If your first spin, or the combination of two spins, land exactly on 20, +1000 and a chance to do a "bonus spin", which if land on 1 or 3 you get a
PROTECT
, land on 20 gets an instant win.
157: ROLL AGAIN, then ROLL AGAIN (again)
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Post Post #10077 (isolation #126) » Mon Sep 18, 2017 3:47 am

Post by Shrek »

DDC: 0
Allomancer: 0
TK: 0
Shrek: -243
Mallow: 0
JerryArr: 0
Realeo: 0

Jackpot: 695
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Post Post #10078 (isolation #127) » Mon Sep 18, 2017 3:54 am

Post by Shrek »

404 error luck not found
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Post Post #10081 (isolation #128) » Mon Sep 18, 2017 4:22 am

Post by Shrek »

Original Roll String: 1d157
1 157-Sided Dice: (55) = 55
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Post Post #10082 (isolation #129) » Mon Sep 18, 2017 4:22 am

Post by Shrek »

DDC: 0
Allomancer: 0
TK: 0
Shrek: -31
Mallow: 0
JerryArr: 0
Realeo: 85

Jackpot: 831
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Post Post #10085 (isolation #130) » Mon Sep 18, 2017 4:27 am

Post by Shrek »

Original Roll String: 1d157
1 157-Sided Dice: (57) = 57
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Post Post #10086 (isolation #131) » Mon Sep 18, 2017 4:28 am

Post by Shrek »

DDC: 0
Allomancer: 0
TK: 0
♦^Shrek: -211
Mallow: 0
JerryArr: 0
Realeo: 500

Jackpot: 831
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Post Post #10089 (isolation #132) » Mon Sep 18, 2017 4:32 am

Post by Shrek »

Original Roll String: 1d157
1 157-Sided Dice: (29) = 29
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Post Post #10090 (isolation #133) » Mon Sep 18, 2017 4:33 am

Post by Shrek »

cool hopefully i dont mess this one up

DDC: 0
Allomancer: 0
TK: 0
♦^Shrek: -204
Mallow: 0
JerryArr: 0
Realeo: 500

Jackpot: 831

Original Roll String: 1d157
1 157-Sided Dice: (94) = 94
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Post Post #10091 (isolation #134) » Mon Sep 18, 2017 4:34 am

Post by Shrek »

rerolling that

DDC: 0
Allomancer: 0
TK: 0
♦Shrek: -196
Mallow: 0
JerryArr: 0
Realeo: 500

Jackpot: 831

Original Roll String: 1d157
1 157-Sided Dice: (12) = 12
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Post Post #10092 (isolation #135) » Mon Sep 18, 2017 4:34 am

Post by Shrek »

DDC: 0
Allomancer: 0
TK: 0
♦Shrek: 411
Mallow: 0
JerryArr: 0
Realeo: 500

Jackpot: 831
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Post Post #10096 (isolation #136) » Mon Sep 18, 2017 4:37 am

Post by Shrek »

realeo that's a rigged die

not a 1d100 a 1d7
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Post Post #10097 (isolation #137) » Mon Sep 18, 2017 4:38 am

Post by Shrek »

shit 1d6 but you get my point
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Post Post #10100 (isolation #138) » Mon Sep 18, 2017 4:42 am

Post by Shrek »

no im at 411 because of the roll 2x smhDDC: 0
Allomancer: 0
TK: 0
♦Shrek: 411
Mallow: 0
JerryArr: 0
Realeo: 200

Jackpot: 831

Original Roll String: 1d157
1 157-Sided Dice: (151) = 151
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Post Post #10101 (isolation #139) » Mon Sep 18, 2017 4:43 am

Post by Shrek »

fuck i cant edit that because of the dice roll

Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
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Post Post #10102 (isolation #140) » Mon Sep 18, 2017 4:43 am

Post by Shrek »

1: +400
2:
UNLUCKY
:(, then negate your score unless you used a $ on the Unlucky.
3: EVERYONE RESET
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)
152. Express
153: Accelerant: (Denoted by ">") Gain 3 ">" While you have this symbol, whenever you roll a die (legally), gain points equal to its die roll. After each roll lose 1 ">".
154: Insurance-Give all players a $. This blocks the next unlucky space you land on. Then gain +300[/quote]
155: Portable Trick Die: Stackable, represented by "!". After any die roll (not just the initial one), you may spend 250 points and the ! to change the result by +/- 1.
156: Big Wheel - Roll a 1d20. After one "spin" you may choose to stop and claim 25x your result or respin for more points. If you go over 20 in two spins,
UNLUCKY
:( . If your first spin, or the combination of two spins, land exactly on 20, +1000 and a chance to do a "bonus spin", which if land on 1 or 3 you get a
PROTECT
, land on 20 gets an instant win.
157: ROLL AGAIN, then ROLL AGAIN (again)
Last edited by mallowgeno on Mon Sep 18, 2017 6:21 am, edited 1 time in total.
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Post Post #10103 (isolation #141) » Mon Sep 18, 2017 4:44 am

Post by Shrek »

DDC: 0
Allomancer: 0
TK: 0
♦Shrek: 268
Mallow: 0
JerryArr: 0
Realeo: 200

Jackpot: 831

there we go
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Post Post #10106 (isolation #142) » Mon Sep 18, 2017 4:47 am

Post by Shrek »

you meanie

Original Roll String: 1d157
1 157-Sided Dice: (130) = 130
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Post Post #10107 (isolation #143) » Mon Sep 18, 2017 4:47 am

Post by Shrek »

DDC: 0
Allomancer: 0
TK: 0
Shrek: 268
Mallow: 0
JerryArr: 0
Realeo: -10

Jackpot: 831
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Post Post #10110 (isolation #144) » Mon Sep 18, 2017 4:52 am

Post by Shrek »

Original Roll String: 1d157
1 157-Sided Dice: (142) = 142
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Post Post #10111 (isolation #145) » Mon Sep 18, 2017 4:53 am

Post by Shrek »

DDC: 0
Allomancer: 0
TK: 0
Shrek: 862
Mallow: 0
JerryArr: 0
Realeo: 0

Jackpot: 831

ahahahaha
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Post Post #10115 (isolation #146) » Mon Sep 18, 2017 5:15 am

Post by Shrek »

Original Roll String: 1d157
1 157-Sided Dice: (87) = 87
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Post Post #10116 (isolation #147) » Mon Sep 18, 2017 5:16 am

Post by Shrek »

wait wait wait Realeo don't you and the jackpot lose 100 if it's less than five?
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Post Post #10118 (isolation #148) » Mon Sep 18, 2017 5:24 am

Post by Shrek »

DDC: 0
Allomancer: 0
TK: 0
Shrek: 862
Mallow: 0
JerryArr: 0
Realeo: -100

Jackpot: 731

so it looks like this

THEN I do the roll

Original Roll String: 1d157
1 157-Sided Dice: (128) = 128
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Post Post #10119 (isolation #149) » Mon Sep 18, 2017 5:24 am

Post by Shrek »

DDC: 0
Allomancer: 0
TK: 0
Shrek: 1262
Mallow: 0
JerryArr: 0
Realeo: -100

Jackpot: 731

correct me if i did something wrong please
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Post Post #10122 (isolation #150) » Mon Sep 18, 2017 6:26 am

Post by Shrek »

oh yeah happy birthday

Original Roll String: 1d157
1 157-Sided Dice: (129) = 129
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Post Post #10123 (isolation #151) » Mon Sep 18, 2017 6:26 am

Post by Shrek »

DDC: 0
Allomancer: 0
TK: 0
Shrek: 1322
Mallow: 0
JerryArr: 0
Realeo: -100

Jackpot: 731
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Post Post #10127 (isolation #152) » Mon Sep 18, 2017 6:30 am

Post by Shrek »

Original Roll String: 1d157
1 157-Sided Dice: (146) = 146
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Post Post #10128 (isolation #153) » Mon Sep 18, 2017 6:30 am

Post by Shrek »

NO
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Post Post #10129 (isolation #154) » Mon Sep 18, 2017 6:31 am

Post by Shrek »

DDC: 420
Allomancer: 420
TK: 420
Shrek: 420
Mallow: 420
JerryArr: 420
Realeo: 420

Jackpot: 731
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Post Post #10132 (isolation #155) » Mon Sep 18, 2017 6:41 am

Post by Shrek »

Original Roll String: 1d157
1 157-Sided Dice: (28) = 28
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Post Post #10133 (isolation #156) » Mon Sep 18, 2017 6:42 am

Post by Shrek »

DDC: 420
Allomancer: 420
TK: 420
Shrek: 720
Mallow: -311
JerryArr: 420
Realeo: 420

Jackpot: 500

karma for your snark
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Post Post #10137 (isolation #157) » Mon Sep 18, 2017 9:07 am

Post by Shrek »

Original Roll String: 1d157
1 157-Sided Dice: (51) = 51
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Post Post #10138 (isolation #158) » Mon Sep 18, 2017 9:07 am

Post by Shrek »

DDC: 420
Allomancer: 420
TK: 420
Shrek: 820
Mallow: -11
JerryArr: 420
Realeo: 420

Jackpot: 600
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Post Post #10141 (isolation #159) » Mon Sep 18, 2017 9:15 am

Post by Shrek »

Take this:

Luck powers, activate!

Original Roll String: 1d157
1 157-Sided Dice: (33) = 33
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Post Post #10142 (isolation #160) » Mon Sep 18, 2017 9:15 am

Post by Shrek »

DDC: 420
Allomancer: 420
TK: 420
Shrek: 870
Mallow: -81
JerryArr: 420
Realeo: 420

Jackpot: 600

nice
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Post Post #10145 (isolation #161) » Mon Sep 18, 2017 9:20 am

Post by Shrek »

I'm just getting warmed up.

Super Luck Powers, activate!

Original Roll String: 1d157
1 157-Sided Dice: (23) = 23
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Post Post #10146 (isolation #162) » Mon Sep 18, 2017 9:20 am

Post by Shrek »

DDC: 20
Allomancer: 20
TK: 20
Shrek: 470
Mallow: -451
JerryArr: 20
Realeo: 20

Jackpot: 600
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Post Post #10147 (isolation #163) » Mon Sep 18, 2017 9:20 am

Post by Shrek »

oops
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Post Post #10150 (isolation #164) » Mon Sep 18, 2017 9:48 am

Post by Shrek »

oh boy twice in a row

Original Roll String: 1d157
1 157-Sided Dice: (147) = 147
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Post Post #10151 (isolation #165) » Mon Sep 18, 2017 9:50 am

Post by Shrek »

4. Russian Roulette: Roll a single die, the number of sides equal to the number of people currently playing. -1,000 for whoever it lands on.
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Post Post #10154 (isolation #166) » Mon Sep 18, 2017 10:02 am

Post by Shrek »

1: +400
2:
UNLUCKY
:(, then negate your score unless you used a $ on the Unlucky.
3: EVERYONE RESET
4: Russian Roulette: Roll a single die, the number of sides equal to the number of people currently playing. -1,000 for whoever it lands on.
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)
152. Express
153: Accelerant: (Denoted by ">") Gain 3 ">" While you have this symbol, whenever you roll a die (legally), gain points equal to its die roll. After each roll lose 1 ">".
154: Insurance-Give all players a $. This blocks the next unlucky space you land on. Then gain +300
155: Portable Trick Die: Stackable, represented by "!". After any die roll (not just the initial one), you may spend 250 points and the ! to change the result by +/- 1.
156: Big Wheel - Roll a 1d20. After one "spin" you may choose to stop and claim 25x your result or respin for more points. If you go over 20 in two spins,
UNLUCKY
:( . If your first spin, or the combination of two spins, land exactly on 20, +1000 and a chance to do a "bonus spin", which if land on 1 or 3 you get a
PROTECT
, land on 20 gets an instant win.
157: ROLL AGAIN, then ROLL AGAIN (again)
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Post Post #10155 (isolation #167) » Mon Sep 18, 2017 10:02 am

Post by Shrek »

Original Roll String: 1d157
1 157-Sided Dice: (139) = 139
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Post Post #10156 (isolation #168) » Mon Sep 18, 2017 10:03 am

Post by Shrek »

DDC: -380
Allomancer: -420
TK: -380
Shrek: 170
Mallow: -951
JerryArr: -380
Realeo: -380

Jackpot: 600

sorry mallow
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Post Post #10160 (isolation #169) » Mon Sep 18, 2017 10:29 am

Post by Shrek »

Original Roll String: 1d157
1 157-Sided Dice: (91) = 91
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Post Post #10161 (isolation #170) » Mon Sep 18, 2017 10:30 am

Post by Shrek »

Original Roll String: 1d157
1 157-Sided Dice: (115) = 115
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Post Post #10162 (isolation #171) » Mon Sep 18, 2017 10:31 am

Post by Shrek »

DDC: -1580
Allomancer: -420
TK: -380
Shrek: 0
Mallow: -951
JerryArr: -380
Realeo: -380

Jackpot: 600

Original Roll String: 1d157
1 157-Sided Dice: (91) = 91


Original Roll String: 1d157
1 157-Sided Dice: (141) = 141


Original Roll String: 1d157
1 157-Sided Dice: (99) = 99


Original Roll String: 1d157
1 157-Sided Dice: (93) = 93


Original Roll String: 1d157
1 157-Sided Dice: (10) = 10
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Post Post #10163 (isolation #172) » Mon Sep 18, 2017 10:33 am

Post by Shrek »

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. (126)

Choose a symbol and give everyone one of that symbol. (135)

+300 (82)

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. (129)

High Roller-Lose all your symbols (*, #, ♦, +, ~, ^, %) then RESET. Then Roll 5 dice (whatever number we're on). Carry them out in any order.

This is going to take a little while.
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Post Post #10164 (isolation #173) » Mon Sep 18, 2017 10:34 am

Post by Shrek »

(126): Absolute and reset. Nothing, due to me having no score.

DDC: -1580
Allomancer: -420
TK: -380
Shrek: 0
Mallow: -951
JerryArr: -380
Realeo: -380

Jackpot: 600
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Post Post #10165 (isolation #174) » Mon Sep 18, 2017 10:36 am

Post by Shrek »

(111) High Roller-Lose all your symbols (*, #, ♦, +, ~, ^, %) then RESET. Then Roll 5 dice (whatever number we're on). Carry them out in any order.

DDC: -1580
Allomancer: -420
TK: -380
Shrek: 0
Mallow: -951
JerryArr: -380
Realeo: -380

Jackpot: 600

I'll roll the five dice for this later.
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Post Post #10166 (isolation #175) » Mon Sep 18, 2017 10:37 am

Post by Shrek »

(135) Choose a symbol and give everyone one of that symbol.

$DDC: -1580
$Allomancer: -420
$TK: -380
$Shrek: 0
$Mallow: -951
$JerryArr: -380
$Realeo: -380

Jackpot: 600
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Post Post #10167 (isolation #176) » Mon Sep 18, 2017 10:37 am

Post by Shrek »

(82) +300

$DDC: -1580
$Allomancer: -420
$TK: -380
$Shrek: 300
$Mallow: -951
$JerryArr: -380
$Realeo: -380

Jackpot: 600
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Post Post #10168 (isolation #177) » Mon Sep 18, 2017 10:38 am

Post by Shrek »

Then it's Mind Control.

(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.

Realeo and TK, you're up, my friends.

Original Roll String: 1d157
1 157-Sided Dice: (94) = 94
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Post Post #10169 (isolation #178) » Mon Sep 18, 2017 10:39 am

Post by Shrek »

You can take it.

$DDC: -1580
$Allomancer: -420
$TK: -450
$Shrek: 300
$Mallow: -951
$JerryArr: -380
$Realeo: -450

Jackpot: 600
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Post Post #10170 (isolation #179) » Mon Sep 18, 2017 10:40 am

Post by Shrek »

NOW it's time for the second High Roller!

Original Roll String: 1d157
1 157-Sided Dice: (6) = 6


Original Roll String: 1d157
1 157-Sided Dice: (157) = 157


Original Roll String: 1d157
1 157-Sided Dice: (126) = 126


Original Roll String: 1d157
1 157-Sided Dice: (80) = 80


Original Roll String: 1d157
1 157-Sided Dice: (67) = 67
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Post Post #10171 (isolation #180) » Mon Sep 18, 2017 10:43 am

Post by Shrek »

89: +400

135: Choose a symbol and give everyone one of that symbol.

90: +20

53: +125

84: ROLL AGAIN (x2)

^$DDC: -1580
^$Allomancer: -420
^$TK: -450
^$Shrek: 845
^$Mallow: -951
^$JerryArr: -380
^$Realeo: -450

Jackpot: 600

Now it's time for the Roll x2
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Post Post #10172 (isolation #181) » Mon Sep 18, 2017 10:43 am

Post by Shrek »

Original Roll String: 1d157
1 157-Sided Dice: (108) = 108
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Post Post #10173 (isolation #182) » Mon Sep 18, 2017 10:44 am

Post by Shrek »

Let's reroll just this once.

Original Roll String: 1d157
1 157-Sided Dice: (88) = 88
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Post Post #10174 (isolation #183) » Mon Sep 18, 2017 10:44 am

Post by Shrek »

^$DDC: -1580
^$Allomancer: -420
^$TK: -450
$Shrek: 548
^$Mallow: -951
^$JerryArr: -380
^$Realeo: -450

Jackpot: 600

You know what? No way I could have seen that coming. I'm happy with this turn.
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Post Post #10178 (isolation #184) » Mon Sep 18, 2017 12:05 pm

Post by Shrek »

You jerk

Original Roll String: 1d157
1 157-Sided Dice: (41) = 41
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Post Post #10179 (isolation #185) » Mon Sep 18, 2017 12:06 pm

Post by Shrek »

^$DDC: 0
^$Allomancer: -420
^$TK: -450
$Shrek: -506
^$Mallow: -951
^$JerryArr: -380
^$Realeo: -450

Jackpot: 600
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Post Post #10182 (isolation #186) » Mon Sep 18, 2017 12:09 pm

Post by Shrek »

blame high roller

Original Roll String: 1d157
1 157-Sided Dice: (76) = 76
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Post Post #10183 (isolation #187) » Mon Sep 18, 2017 12:09 pm

Post by Shrek »

^$DDC: 0
^$Allomancer: -140
^$TK: -450
$Shrek: -496
^$Mallow: -951
^$JerryArr: -380
^$Realeo: -450

Jackpot: 600
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Post Post #10186 (isolation #188) » Mon Sep 18, 2017 12:12 pm

Post by Shrek »

Original Roll String: 1d157
1 157-Sided Dice: (4) = 4
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Post Post #10187 (isolation #189) » Mon Sep 18, 2017 12:12 pm

Post by Shrek »

^$DDC: 0
^$Allomancer: -110
^$TK: -450
$Shrek: -696
^$Mallow: -951
^$JerryArr: -380
^$Realeo: -450

Jackpot: 600
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Post Post #10202 (isolation #190) » Mon Sep 18, 2017 2:39 pm

Post by Shrek »

Original Roll String: 1d157
1 157-Sided Dice: (67) = 67
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Post Post #10203 (isolation #191) » Mon Sep 18, 2017 2:40 pm

Post by Shrek »

^$DDC: 15
^$Allomancer: -55
^$TK: -450
$Shrek: -1196
^Mallow: -951
^$JerryArr: -880
^$Realeo: -450
Cheery: 300

Jackpot: 600
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Post Post #10206 (isolation #192) » Mon Sep 18, 2017 3:09 pm

Post by Shrek »

Original Roll String: 1d157
1 157-Sided Dice: (110) = 110
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Post Post #10207 (isolation #193) » Mon Sep 18, 2017 3:09 pm

Post by Shrek »

^$DDC: 15
^$Allomancer: -55
^$TK: -450
#$Shrek: -1196
^Mallow: -951
^$JerryArr: -880
^$Realeo: -247
Cheery: 300

Jackpot: 600
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Post Post #10210 (isolation #194) » Mon Sep 18, 2017 3:18 pm

Post by Shrek »

Original Roll String: 1d157
1 157-Sided Dice: (117) = 117
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Post Post #10211 (isolation #195) » Mon Sep 18, 2017 3:18 pm

Post by Shrek »

^$DDC: 215
^$Allomancer: -55
^$TK: -450
#$Shrek: -1396
^Mallow: -951
^$JerryArr: -880
^$Realeo: -247
Cheery: 100

Jackpot: 400
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Post Post #10214 (isolation #196) » Mon Sep 18, 2017 3:23 pm

Post by Shrek »

Original Roll String: 1d157
1 157-Sided Dice: (157) = 157
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Post Post #10215 (isolation #197) » Mon Sep 18, 2017 3:24 pm

Post by Shrek »

^$DDC: -880
^$Allomancer: -55
^$TK: -450
#$Shrek: -1606
^Mallow: -951
^$JerryArr: 215
^$Realeo: -247
Cheery: 100

Jackpot: 400
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Post Post #10216 (isolation #198) » Mon Sep 18, 2017 3:25 pm

Post by Shrek »

give papa a 109 baby
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Post Post #10219 (isolation #199) » Mon Sep 18, 2017 3:36 pm

Post by Shrek »

alright lets go

1 in 157 chance

gimme 109

Original Roll String: 1d157
1 157-Sided Dice: (128) = 128

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