Race to 1500! (Game 109)

For completed/abandoned Mish Mash Games.
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Post Post #9103 (isolation #1200) » Fri Sep 08, 2017 7:13 pm

Post by JerryArr »

Realeo: 698
JerryArr: 990
Mallow: 1460
%CheeryDog: 860

Jackpot: 585
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Post Post #9108 (isolation #1201) » Fri Sep 08, 2017 8:04 pm

Post by JerryArr »

Original Roll String: 1d149
1 149-Sided Dice: (96) = 96
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Post Post #9109 (isolation #1202) » Fri Sep 08, 2017 8:05 pm

Post by JerryArr »

Treble roll!

Original Roll String: 1d149
1 149-Sided Dice: (43) = 43
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Post Post #9110 (isolation #1203) » Fri Sep 08, 2017 8:05 pm

Post by JerryArr »

That's bad! -525!

Realeo: 1198
JerryArr: 465
Mallow: 875
%CheeryDog: 860

Jackpot: 500
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Post Post #9125 (isolation #1204) » Sat Sep 09, 2017 5:23 pm

Post by JerryArr »

Original Roll String: 1d50
1 50-Sided Dice: (18) = 18
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Post Post #9126 (isolation #1205) » Sat Sep 09, 2017 5:23 pm

Post by JerryArr »

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

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

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

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

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

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

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

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

59: +335
60: STEAL 250
61:
PROTECT

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

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

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

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

101:
PROTECT

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

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

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

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

121:
EVERYONE GO TO 420

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

124:
GO TO THE SCORE OF THE LEADER

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

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

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

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

149:
Unlucky
:(
150.
GO TO THE SCORE OF LAST PLACE
Last edited by mallowgeno on Sat Sep 09, 2017 6:29 pm, edited 2 times in total.
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Post Post #9127 (isolation #1206) » Sat Sep 09, 2017 5:23 pm

Post by JerryArr »

Wooo five dice wooooooo

Original Roll String: 5d50
5 50-Sided Dice: (43, 46, 38, 46, 42) = 215
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Post Post #9128 (isolation #1207) » Sat Sep 09, 2017 5:27 pm

Post by JerryArr »

20: JACKPOT!!!
49: Unlucky
21: EVERYONE GO TO 420
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 ~
45: All players score 50 points per symbol except clubs, which is -100, and diamonds, which is +177. Then
+200
and gain a Diamond.

Order is 21 (to 420), 36 (~420), 45 (~670, 700 JP), 20 (1370, 500 JP), 49 (870)

~Mallow: 470
Realeo: 420
♦JerryArr: 870

Jackpot: 500
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Post Post #9131 (isolation #1208) » Sat Sep 09, 2017 5:31 pm

Post by JerryArr »

Original Roll String: 1d50
1 50-Sided Dice: (37) = 37
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Post Post #9132 (isolation #1209) » Sat Sep 09, 2017 5:31 pm

Post by JerryArr »

~Mallow: 470
♦Realeo: 420
♦JerryArr: 427

Jackpot: 500
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Post Post #9240 (isolation #1210) » Mon Sep 11, 2017 6:14 am

Post by JerryArr »

Oh hi

Original Roll String: 1d151
1 151-Sided Dice: (4) = 4
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Post Post #9241 (isolation #1211) » Mon Sep 11, 2017 6:14 am

Post by JerryArr »

Realeo: -906
*Cheery: -85
TK: -500
Allo: -357
~Mallow: -898
DiplomatDC: -350
JerryArr: 300

Jackpot: 300
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Post Post #9250 (isolation #1212) » Mon Sep 11, 2017 2:25 pm

Post by JerryArr »

Original Roll String: 1d151
1 151-Sided Dice: (54) = 54
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Post Post #9251 (isolation #1213) » Mon Sep 11, 2017 2:26 pm

Post by JerryArr »

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: Create your own space
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 #9252 (isolation #1214) » Mon Sep 11, 2017 2:26 pm

Post by JerryArr »

Seven, please

Original Roll String: 1d7
1 7-Sided Dice: (5) = 5
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Post Post #9253 (isolation #1215) » Mon Sep 11, 2017 2:27 pm

Post by JerryArr »

Eat it, green part of that result

Realeo: -1306
Cheery: -85
TK: -900
Allo: -757
~Mallow: -798
DiplomatDC: -750
JerryArr: -200

Jackpot: 300
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Post Post #9265 (isolation #1216) » Mon Sep 11, 2017 3:57 pm

Post by JerryArr »

Original Roll String: 1d151
1 151-Sided Dice: (61) = 61
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Post Post #9266 (isolation #1217) » Mon Sep 11, 2017 3:58 pm

Post by JerryArr »

Simple result

Realeo: -1401
Cheery: -85
TK: -900
Allo: -757
~Mallow: -174
DiplomatDC: -750
JerryArr: 50

Jackpot: 550
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Post Post #9298 (isolation #1218) » Mon Sep 11, 2017 7:14 pm

Post by JerryArr »

Original Roll String: 1d151
1 151-Sided Dice: (11) = 11
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Post Post #9299 (isolation #1219) » Mon Sep 11, 2017 7:15 pm

Post by JerryArr »

* for -100, ♦ for -30, ^ for -150

Realeo: -2284
Cheery: -260
Allo: -757
~Mallow: -239
DiplomatDC: -740
*♦^JerryArr: -230

Jackpot: 831
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Post Post #9304 (isolation #1220) » Mon Sep 11, 2017 7:22 pm

Post by JerryArr »

Original Roll String: 1d151
1 151-Sided Dice: (45) = 45
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Post Post #9305 (isolation #1221) » Mon Sep 11, 2017 7:22 pm

Post by JerryArr »

Realeo: -2219
Cheery: -260
Allo: -757
~Mallow: -239
DiplomatDC: -740
*♦^JerryArr: -153

Jackpot: 500
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Post Post #9308 (isolation #1222) » Mon Sep 11, 2017 7:31 pm

Post by JerryArr »

In before a roll of 150

Original Roll String: 1d151
1 151-Sided Dice: (91) = 91
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Post Post #9309 (isolation #1223) » Mon Sep 11, 2017 7:31 pm

Post by JerryArr »

Realeo: -9212
Cheery: -260
Allo: -757
~Mallow: -239
DiplomatDC: -740
♦^JerryArr: -146

Jackpot: 500
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Post Post #9312 (isolation #1224) » Mon Sep 11, 2017 7:36 pm

Post by JerryArr »

Original Roll String: 1d151
1 151-Sided Dice: (4) = 4
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Post Post #9313 (isolation #1225) » Mon Sep 11, 2017 7:36 pm

Post by JerryArr »

Realeo: -9087
Cheery: -260
Allo: -757
~Mallow: -239
DiplomatDC: -740
♦^JerryArr: 153

Jackpot: 500
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Post Post #9379 (isolation #1226) » Tue Sep 12, 2017 10:53 am

Post by JerryArr »

So much for that I guess

Original Roll String: 1d151
1 151-Sided Dice: (106) = 106
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Post Post #9380 (isolation #1227) » Tue Sep 12, 2017 10:53 am

Post by JerryArr »

So much for that I guess

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

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Post Post #9383 (isolation #1228) » Tue Sep 12, 2017 12:13 pm

Post by JerryArr »

Whee

Original Roll String: 1d151
1 151-Sided Dice: (63) = 63
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Post Post #9384 (isolation #1229) » Tue Sep 12, 2017 12:13 pm

Post by JerryArr »

Same (I'll merge with Allo in case it matters) (It doesn't)

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

Jackpot: 500
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Post Post #9393 (isolation #1230) » Tue Sep 12, 2017 1:00 pm

Post by JerryArr »

Original Roll String: 1d151
1 151-Sided Dice: (128) = 128
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Post Post #9394 (isolation #1231) » Tue Sep 12, 2017 1:01 pm

Post by JerryArr »

Realeo: 0
Cheery: 250
Allo: 0
Mallow: 360
DiplomatDC: 0
TK: 0
^JerryArr: 280

Jackpot: 750
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Post Post #9399 (isolation #1232) » Tue Sep 12, 2017 1:54 pm

Post by JerryArr »

Original Roll String: 1d151
1 151-Sided Dice: (19) = 19
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Post Post #9400 (isolation #1233) » Tue Sep 12, 2017 1:54 pm

Post by JerryArr »

Realeo: 0
Cheery: 250
Allo: 0
Mallow: 360
DiplomatDC: 260
TK: 0
^JerryArr: 630

Jackpot: 750
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Post Post #9402 (isolation #1234) » Tue Sep 12, 2017 1:55 pm

Post by JerryArr »

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)
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Post Post #9408 (isolation #1235) » Tue Sep 12, 2017 2:22 pm

Post by JerryArr »

Original Roll String: 1d151
1 151-Sided Dice: (77) = 77
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Post Post #9409 (isolation #1236) » Tue Sep 12, 2017 2:22 pm

Post by JerryArr »

Nah, I'm gonna ^ that up

Original Roll String: 1d151
1 151-Sided Dice: (60) = 60
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Post Post #9410 (isolation #1237) » Tue Sep 12, 2017 2:23 pm

Post by JerryArr »

+^ Realeo: 100
+Cheery: 550
+Allo: 0
+Mallow: 660
+DiplomatDC: 840
+TK: 0
+JerryArr: 1020

Jackpot: 750
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Post Post #9431 (isolation #1238) » Tue Sep 12, 2017 4:07 pm

Post by JerryArr »

Original Roll String: 1d151
1 151-Sided Dice: (67) = 67
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Post Post #9432 (isolation #1239) » Tue Sep 12, 2017 4:08 pm

Post by JerryArr »

Sike

+Realeo: 185
+Cheery: 100
+Allo: 20
+Mallow: 15
DiplomatDC: 320
+TK: 20
JerryArr: 20

Jackpot: 81
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Post Post #9439 (isolation #1240) » Tue Sep 12, 2017 4:20 pm

Post by JerryArr »

Original Roll String: 1d151
1 151-Sided Dice: (46) = 46
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Post Post #9440 (isolation #1241) » Tue Sep 12, 2017 4:20 pm

Post by JerryArr »

+Realeo: 185
+Cheery: 100
+Allo: 20
+Mallow: 15
DiplomatDC: 570
+TK: 20
JerryArr: -40

Jackpot: 1101
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Post Post #9443 (isolation #1242) » Tue Sep 12, 2017 4:27 pm

Post by JerryArr »

That is probably a good strategy.

Original Roll String: 1d151
1 151-Sided Dice: (125) = 125
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Post Post #9444 (isolation #1243) » Tue Sep 12, 2017 4:28 pm

Post by JerryArr »

+Realeo: 1295
+Cheery: 100
+Allo: 20
+Mallow: 15
DiplomatDC: 570
+TK: 20
JerryArr: 15

Jackpot: 500
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Post Post #9471 (isolation #1244) » Tue Sep 12, 2017 5:25 pm

Post by JerryArr »

I went to the bathroom, when does 152 start

Original Roll String: 1d153
1 153-Sided Dice: (141) = 141
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Post Post #9472 (isolation #1245) » Tue Sep 12, 2017 5:25 pm

Post by JerryArr »

DiplomatDC: 0
JerryArr: -500

Jackpot: 500
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Post Post #9480 (isolation #1246) » Tue Sep 12, 2017 6:06 pm

Post by JerryArr »

2-10 are Create your own space spaces after the new game started

Original Roll String: 1d153
1 153-Sided Dice: (112) = 112
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Post Post #9481 (isolation #1247) » Tue Sep 12, 2017 6:06 pm

Post by JerryArr »

Interesting start for the me

DiplomatDC: 750
JerryArr: 0
Realeo: 80

Jackpot: 500
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Post Post #9484 (isolation #1248) » Tue Sep 12, 2017 6:59 pm

Post by JerryArr »

Original Roll String: 1d153
1 153-Sided Dice: (142) = 142
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Post Post #9485 (isolation #1249) » Tue Sep 12, 2017 6:59 pm

Post by JerryArr »

DiplomatDC: 547
JerryArr: -200
Realeo: 80

Jackpot: 300
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Post Post #9488 (isolation #1250) » Tue Sep 12, 2017 7:10 pm

Post by JerryArr »

Original Roll String: 1d153
1 153-Sided Dice: (104) = 104
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Post Post #9489 (isolation #1251) » Tue Sep 12, 2017 7:11 pm

Post by JerryArr »

I'll go DC first, then Realeo.

DC
Original Roll String: 1d153
1 153-Sided Dice: (74) = 74


and Realeo
Original Roll String: 1d153
1 153-Sided Dice: (28) = 28
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Post Post #9490 (isolation #1252) » Tue Sep 12, 2017 7:12 pm

Post by JerryArr »

I'll take the 335, Realeo can have the -100

DiplomatDC: 547
JerryArr: 135
Realeo: -20
+Cheery: 0

Jackpot: 300
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Post Post #9510 (isolation #1253) » Wed Sep 13, 2017 5:51 am

Post by JerryArr »

Original Roll String: 1d153
1 153-Sided Dice: (5) = 5
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Post Post #9511 (isolation #1254) » Wed Sep 13, 2017 5:52 am

Post by JerryArr »

DiplomatDC: 151
JerryArr: 235
Realeo: 480
Cheery: 151
Mallow: 0

Jackpot: 500
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Post Post #9519 (isolation #1255) » Wed Sep 13, 2017 8:34 am

Post by JerryArr »

Original Roll String: 1d153
1 153-Sided Dice: (130) = 130
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Post Post #9520 (isolation #1256) » Wed Sep 13, 2017 8:34 am

Post by JerryArr »

DiplomatDC: 91
JerryArr: 325
Realeo: 480
Cheery: 151
Mallow: 0

Jackpot: 500
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Post Post #9526 (isolation #1257) » Wed Sep 13, 2017 9:36 am

Post by JerryArr »

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: +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)
152. Express
153: Accelerant: (Denoted by ">") While you have this symbol, whenever you roll a die (legally), gain points equal to its die roll. Lost when you RESET
154: Insurance-Give all players a $. This blocks the next unlucky space you land on. Then gain +300
Last edited by mallowgeno on Wed Sep 13, 2017 10:31 am, edited 1 time in total.
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Post Post #9527 (isolation #1258) » Wed Sep 13, 2017 9:37 am

Post by JerryArr »

Original Roll String: 1d153
1 153-Sided Dice: (15) = 15
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Post Post #9528 (isolation #1259) » Wed Sep 13, 2017 9:37 am

Post by JerryArr »

DiplomatDC: 391
JerryArr: 380
Realeo: 480
Cheery: 151
Mallow: 1000

Jackpot: 500
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Post Post #9531 (isolation #1260) » Wed Sep 13, 2017 10:16 am

Post by JerryArr »

Original Roll String: 1d153
1 153-Sided Dice: (70) = 70
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Post Post #9532 (isolation #1261) » Wed Sep 13, 2017 10:16 am

Post by JerryArr »

DiplomatDC: 391
JerryArr: 480
Realeo: 480
Cheery: 151
Mallow: 1400

Jackpot: 500
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Post Post #9539 (isolation #1262) » Wed Sep 13, 2017 10:56 am

Post by JerryArr »

Original Roll String: 1d154
1 154-Sided Dice: (52) = 52
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Post Post #9540 (isolation #1263) » Wed Sep 13, 2017 10:57 am

Post by JerryArr »

Technically Mallow's in last sooooo...

$Mallow: 300
JerryArr: 300

Jackpot: 500
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Post Post #9546 (isolation #1264) » Wed Sep 13, 2017 2:32 pm

Post by JerryArr »

Original Roll String: 1d154
1 154-Sided Dice: (40) = 40
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Post Post #9547 (isolation #1265) » Wed Sep 13, 2017 2:32 pm

Post by JerryArr »

$Mallow: 300
JerryArr: 97
Allo: -100
Realeo: -210

Jackpot: 400
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Post Post #9556 (isolation #1266) » Wed Sep 13, 2017 3:57 pm

Post by JerryArr »

Original Roll String: 1d154
1 154-Sided Dice: (64) = 64
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Post Post #9557 (isolation #1267) » Wed Sep 13, 2017 3:57 pm

Post by JerryArr »

$Mallow: 25
JerryArr: -106
Allo: -100
Realeo: 40
DiplomatDC: 231

Jackpot: 631
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Post Post #9564 (isolation #1268) » Wed Sep 13, 2017 4:49 pm

Post by JerryArr »

Original Roll String: 1d154
1 154-Sided Dice: (39) = 39
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Post Post #9565 (isolation #1269) » Wed Sep 13, 2017 4:49 pm

Post by JerryArr »

$Mallow: 25
JerryArr: 254
Allo: -100
Realeo: 140
DiplomatDC: 231

Jackpot: 631
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Post Post #9569 (isolation #1270) » Wed Sep 13, 2017 4:56 pm

Post by JerryArr »

Original Roll String: 1d154
1 154-Sided Dice: (138) = 138
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Post Post #9570 (isolation #1271) » Wed Sep 13, 2017 4:56 pm

Post by JerryArr »

$Mallow: 110
JerryArr: 210
Allo: 110
Realeo: 110
DiplomatDC: 110

Jackpot: 631
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Post Post #9575 (isolation #1272) » Wed Sep 13, 2017 5:41 pm

Post by JerryArr »

Original Roll String: 1d154
1 154-Sided Dice: (60) = 60
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Post Post #9576 (isolation #1273) » Wed Sep 13, 2017 5:42 pm

Post by JerryArr »

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: +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)
152. Express
153: Accelerant: (Denoted by ">") While you have this symbol, whenever you roll a die (legally), gain points equal to its die roll. Lost when you RESET
154: Insurance-Give all players a $. This blocks the next unlucky space you land on. Then gain +300
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Post Post #9577 (isolation #1274) » Wed Sep 13, 2017 5:42 pm

Post by JerryArr »

Grab

$Mallow: 110
JerryArr: 410
Allo: 110
Realeo: 110
DiplomatDC: 10
TK: 50

Jackpot: 631
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Post Post #9588 (isolation #1275) » Wed Sep 13, 2017 7:18 pm

Post by JerryArr »

Original Roll String: 1d154
1 154-Sided Dice: (62) = 62
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Post Post #9589 (isolation #1276) » Wed Sep 13, 2017 7:18 pm

Post by JerryArr »

$Mallow: 110
JerryArr: 0
Allo: 110
Realeo: 410
DiplomatDC: -621
♣TK: 300

Jackpot: 500
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Post Post #9595 (isolation #1277) » Wed Sep 13, 2017 7:49 pm

Post by JerryArr »

Original Roll String: 1d154
1 154-Sided Dice: (4) = 4
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Post Post #9596 (isolation #1278) » Wed Sep 13, 2017 7:50 pm

Post by JerryArr »

$Mallow: 110
JerryArr: 400
Allo: 110
Realeo: 410
*DiplomatDC: -621
♣TK: 300

Jackpot: 500
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Post Post #9599 (isolation #1279) » Wed Sep 13, 2017 8:25 pm

Post by JerryArr »

Original Roll String: 1d154
1 154-Sided Dice: (97) = 97
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Post Post #9600 (isolation #1280) » Wed Sep 13, 2017 8:25 pm

Post by JerryArr »

Original Roll String: 1d20
1 20-Sided Dice: (12) = 12
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Post Post #9601 (isolation #1281) » Wed Sep 13, 2017 8:25 pm

Post by JerryArr »

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: +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)
152. Express
153: Accelerant: (Denoted by ">") While you have this symbol, whenever you roll a die (legally), gain points equal to its die roll. Lost when you RESET
154: Insurance-Give all players a $. This blocks the next unlucky space you land on. Then gain +300
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Post Post #9602 (isolation #1282) » Wed Sep 13, 2017 8:26 pm

Post by JerryArr »

$Mallow: 420
JerryArr: 520
Allo: 420
Realeo: 420
*DiplomatDC: 420
♣TK: 420

Jackpot: 500
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Post Post #9667 (isolation #1283) » Thu Sep 14, 2017 9:42 am

Post by JerryArr »

Original Roll String: 1d154
1 154-Sided Dice: (154) = 154
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Post Post #9668 (isolation #1284) » Thu Sep 14, 2017 9:42 am

Post by JerryArr »

I do no work this roll!

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

Jackpot: 600
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Post Post #9671 (isolation #1285) » Thu Sep 14, 2017 10:59 am

Post by JerryArr »

Original Roll String: 1d154
1 154-Sided Dice: (92) = 92
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Post Post #9672 (isolation #1286) » Thu Sep 14, 2017 10:59 am

Post by JerryArr »

$Mallow: -370
JerryArr: 570
Allo: 420
# Realeo: 0
#DiplomatDC: 375
♣TK: 490
Allo: 146
£Shrek: -80

Jackpot: 600
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Post Post #9675 (isolation #1287) » Thu Sep 14, 2017 12:06 pm

Post by JerryArr »

No prob!

Original Roll String: 1d154
1 154-Sided Dice: (57) = 57
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Post Post #9676 (isolation #1288) » Thu Sep 14, 2017 12:06 pm

Post by JerryArr »

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: Prime Attack: Get a
£
. If you roll a prime number while holding the sign, -137. If you roll a composite number, you can either pass the sign to another player or +137.
9: Create your own space
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)
152. Express
153: Accelerant: (Denoted by ">") While you have this symbol, whenever you roll a die (legally), gain points equal to its die roll. Lost when you RESET
154: Insurance-Give all players a $. This blocks the next unlucky space you land on. Then gain +300
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Post Post #9677 (isolation #1289) » Thu Sep 14, 2017 12:07 pm

Post by JerryArr »

I'll let TK have the pound.

$Mallow: -370
JerryArr: 500
Allo: 420
# Realeo: 0
#DiplomatDC: 375
♣£TK: 490
Allo: 146
Shrek: 5

Jackpot: 600
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Post Post #9683 (isolation #1290) » Thu Sep 14, 2017 12:38 pm

Post by JerryArr »

Original Roll String: 1d154
1 154-Sided Dice: (65) = 65
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Post Post #9684 (isolation #1291) » Thu Sep 14, 2017 12:40 pm

Post by JerryArr »

I'll take a >, a ^, and a #.

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

Jackpot: 500
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Post Post #9687 (isolation #1292) » Thu Sep 14, 2017 1:39 pm

Post by JerryArr »

Original Roll String: 1d154
1 154-Sided Dice: (54) = 54
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Post Post #9688 (isolation #1293) » Thu Sep 14, 2017 1:39 pm

Post by JerryArr »

$Mallow: -370
>^#JerryArr: 422
Allo: 420
#Realeo: 0
#DiplomatDC: 375
♣£TK: 490
Allo: 46
Shrek: -45

Jackpot: 500
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Post Post #9701 (isolation #1294) » Thu Sep 14, 2017 2:49 pm

Post by JerryArr »

Original Roll String: 1d154
1 154-Sided Dice: (80) = 80
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Post Post #9702 (isolation #1295) » Thu Sep 14, 2017 2:49 pm

Post by JerryArr »

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: +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)
152. Express
153: Accelerant: (Denoted by ">") While you have this symbol, whenever you roll a die (legally), gain points equal to its die roll. Lost when you RESET
154: Insurance-Give all players a $. This blocks the next unlucky space you land on. Then gain +300
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.
Last edited by mallowgeno on Thu Sep 14, 2017 5:06 pm, edited 1 time in total.
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Post Post #9703 (isolation #1296) » Thu Sep 14, 2017 2:50 pm

Post by JerryArr »

Double roll (and also 83)

Original Roll String: 1d154
1 154-Sided Dice: (90) = 90
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Post Post #9704 (isolation #1297) » Thu Sep 14, 2017 2:51 pm

Post by JerryArr »

Ooh hoo hoo! +212 and rolling for TK

Original Roll String: 1d154
1 154-Sided Dice: (18) = 18


and Cheery

Original Roll String: 1d154
1 154-Sided Dice: (48) = 48
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Post Post #9705 (isolation #1298) » Thu Sep 14, 2017 2:53 pm

Post by JerryArr »

I'll take both of them! 83+129+123+141 = 476, +250 = 726, and I'll take three *'s.

$Mallow: -130
>^#***JerryArr: 1388
Allo: 660
#Realeo: 240
#DiplomatDC: 615
♣£TK: 668
Allo: 286
Shrek: -75
Cheery: 730

Jackpot: 750
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Post Post #9708 (isolation #1299) » Thu Sep 14, 2017 2:59 pm

Post by JerryArr »

Original Roll String: 1d154
1 154-Sided Dice: (136) = 136
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Post Post #9709 (isolation #1300) » Thu Sep 14, 2017 3:00 pm

Post by JerryArr »

Half roll!

Original Roll String: 1d154
1 154-Sided Dice: (112) = 112
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Post Post #9710 (isolation #1301) » Thu Sep 14, 2017 3:01 pm

Post by JerryArr »

I expend a protect, giving me the win with 135 points worth of dice!

$Mallow: -130
>^#**JerryArr: 1523

Allo: 660
#Realeo: 240
#DiplomatDC: 615
♣£TK: 668
Allo: 286
Shrek: -75
Cheery: 650

Jackpot: 750
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Post Post #9711 (isolation #1302) » Thu Sep 14, 2017 3:01 pm

Post by JerryArr »

155 is: "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."

Original Roll String: 1d155
1 155-Sided Dice: (61) = 61
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Post Post #9712 (isolation #1303) » Thu Sep 14, 2017 3:02 pm

Post by JerryArr »

(**Tatsuya Kaname: 500, not in yet)
JerryArr: 250

Jackpot: 300
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Post Post #9723 (isolation #1304) » Thu Sep 14, 2017 4:16 pm

Post by JerryArr »

You still start with two *'s so you're still alright.

JerryArr: 550
^Cheery: 100
Shrek: 110
Realeo: 90
*TK: 800
DDC: -60

Jackpot: 300

Original Roll String: 1d155
1 155-Sided Dice: (88) = 88
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Post Post #9724 (isolation #1305) » Thu Sep 14, 2017 4:17 pm

Post by JerryArr »

JerryArr: 580
^Cheery: 100
Shrek: 110
Realeo: 90
*TK: 800
DDC: -60

Jackpot: 300
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Post Post #9730 (isolation #1306) » Thu Sep 14, 2017 5:06 pm

Post by JerryArr »

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

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

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

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

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

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

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

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

59: +335
60: STEAL 250
61:
PROTECT

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

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

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

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

101:
PROTECT

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

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

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

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

121:
EVERYONE GO TO 420

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

124:
GO TO THE SCORE OF THE LEADER

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

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

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

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

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

151. Express:
+100
. Now you can either roll 1d100 or stop. If you roll 1d100 and land on a space that will causes your score to decrease, RESET. If you roll a space that causes your score to stay or increase, you increase your score 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 ">") While you have this symbol, whenever you roll a die (legally), gain points equal to its die roll. Lost when you RESET
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.
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Post Post #9731 (isolation #1307) » Thu Sep 14, 2017 5:07 pm

Post by JerryArr »

Original Roll String: 1d155
1 155-Sided Dice: (83) = 83
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Post Post #9732 (isolation #1308) » Thu Sep 14, 2017 5:08 pm

Post by JerryArr »

JerryArr: 600
^Cheery: 100
Shrek: 410
Realeo: 90
*TK: 800
DDC: 290

Jackpot: 650
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Post Post #9741 (isolation #1309) » Thu Sep 14, 2017 6:27 pm

Post by JerryArr »

is a -9757.

Original Roll String: 1d155
1 155-Sided Dice: (105) = 105
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Post Post #9742 (isolation #1310) » Thu Sep 14, 2017 6:27 pm

Post by JerryArr »

I ain't got symbols!

JerryArr: 600
^Cheery: 100
Shrek: 110
Realeo: 90
*TK: 800
DDC: 220
Mallow: 0

Jackpot: 650
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Post Post #9843 (isolation #1311) » Fri Sep 15, 2017 10:45 am

Post by JerryArr »

Original Roll String: 1d156
1 156-Sided Dice: (58) = 58
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Post Post #9844 (isolation #1312) » Fri Sep 15, 2017 10:45 am

Post by JerryArr »

^%>TK: 434
^Mallow: 217
Shrek: 264
^DDC: 321
^Realeo: 434
Allo: -55
JerryArr: 0

Jackpot: 300
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Post Post #9860 (isolation #1313) » Fri Sep 15, 2017 4:53 pm

Post by JerryArr »

Original Roll String: 1d156
1 156-Sided Dice: (148) = 148
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Post Post #9861 (isolation #1314) » Fri Sep 15, 2017 4:53 pm

Post by JerryArr »

^%>TK: 334
^Mallow: -283
Shrek: 454
^DDC: 321
^Realeo: 434
Allo: -55
JerryArr: -175
Cheery: 397

Jackpot: 300
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Post Post #9916 (isolation #1315) » Sat Sep 16, 2017 6:25 pm

Post by JerryArr »

Original Roll String: 1d156
1 156-Sided Dice: (73) = 73
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Post Post #9917 (isolation #1316) » Sat Sep 16, 2017 6:26 pm

Post by JerryArr »

Even(ish) footing now.

^TK: 0
^^*#Mallow: 0
Shrek: 0
^DDC: 0
^Realeo: 0
Allo: 0
JerryArr: 0
Cheery: 0

Jackpot: 300
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Post Post #9972 (isolation #1317) » Sun Sep 17, 2017 9:30 am

Post by JerryArr »

Original Roll String: 1d156
1 156-Sided Dice: (60) = 60
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Post Post #9973 (isolation #1318) » Sun Sep 17, 2017 9:30 am

Post by JerryArr »

TK: 4
^^^*#Mallow: 100
Shrek: 395
^DDC: 1185
Realeo: 550
Allo: 350
^JerryArr: 110
Cheery: 325

Jackpot: 550
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Post Post #10018 (isolation #1319) » Sun Sep 17, 2017 5:14 pm

Post by JerryArr »

Woooo 10,000 posts!

Original Roll String: 1d157
1 157-Sided Dice: (94) = 94
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Post Post #10019 (isolation #1320) » Sun Sep 17, 2017 5:16 pm

Post by JerryArr »

2 is now "
UNLUCKY
:(, then negate your score unless you used a $ on the Unlucky."

$DDC: 645
$Allomancer: 420
$TK: 100
$Shrek: 645
$Mallow: -75
JerryArr: 0

Jackpot: 500
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Post Post #10028 (isolation #1321) » Sun Sep 17, 2017 5:59 pm

Post by JerryArr »

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 ">") While you have this symbol, whenever you roll a die (legally), gain points equal to its die roll. Lost when you RESET
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 #10029 (isolation #1322) » Sun Sep 17, 2017 5:59 pm

Post by JerryArr »

Original Roll String: 1d157
1 157-Sided Dice: (88) = 88
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Post Post #10030 (isolation #1323) » Sun Sep 17, 2017 5:59 pm

Post by JerryArr »

$DDC: 845
$Allomancer: 420
$TK: 101
$Shrek: 695
$Mallow: -75
JerryArr: -203

Jackpot: 445
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Post Post #10033 (isolation #1324) » Sun Sep 17, 2017 6:08 pm

Post by JerryArr »

Happy birthday Realeo!

Original Roll String: 1d157
1 157-Sided Dice: (8) = 8
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Post Post #10034 (isolation #1325) » Sun Sep 17, 2017 6:09 pm

Post by JerryArr »

rrrRRRRIGGED

Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
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Post Post #10035 (isolation #1326) » Sun Sep 17, 2017 6:10 pm

Post by JerryArr »

$DDC: 845
$Allomancer: 420
$TK: 101
$Shrek: 695
$Mallow: -75
JerryArr: -53
Realeo: -175

Jackpot: 595
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Post Post #10190 (isolation #1327) » Mon Sep 18, 2017 12:22 pm

Post by JerryArr »

Original Roll String: 1d157
1 157-Sided Dice: (73) = 73
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Post Post #10191 (isolation #1328) » Mon Sep 18, 2017 12:24 pm

Post by JerryArr »

10 is now: "Roll again. If you hit a positive space, the player in last place also gets the effect."

^$DDC: -55
^$Allomancer: -55
^$TK: -450
$Shrek: -696
^$Mallow: -951
^$JerryArr: -380
^$Realeo: -450

Jackpot: 600
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Post Post #10199 (isolation #1329) » Mon Sep 18, 2017 2:23 pm

Post by JerryArr »

Original Roll String: 1d157
1 157-Sided Dice: (6) = 6
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Post Post #10200 (isolation #1330) » Mon Sep 18, 2017 2:24 pm

Post by JerryArr »

Sure

^$DDC: 15
^$Allomancer: -55
^$TK: -450
$Shrek: -696
^Mallow: -951
^$JerryArr: -880
^$Realeo: -450
Cheery: 300

Jackpot: 600
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Post Post #10201 (isolation #1331) » Mon Sep 18, 2017 2:25 pm

Post by JerryArr »

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: Deccelerant: (Denoted by "<") While you have this symbol, whenever you roll a die (legally), lose points equal to its die roll. Lost when you RESET
7: Create your own space
8: Create your own space
9: Create your own space
10: Roll again. If you hit a positive space, the player in last place also gets the effect.
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 #10212 (isolation #1332) » Mon Sep 18, 2017 3:22 pm

Post by JerryArr »

Original Roll String: 1d157
1 157-Sided Dice: (50) = 50
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Post Post #10213 (isolation #1333) » Mon Sep 18, 2017 3:22 pm

Post by JerryArr »

I'll take the Diplomat's score.

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

Jackpot: 400
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Post Post #10230 (isolation #1334) » Mon Sep 18, 2017 4:18 pm

Post by JerryArr »

Original Roll String: 1d157
1 157-Sided Dice: (8) = 8
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Post Post #10231 (isolation #1335) » Mon Sep 18, 2017 4:18 pm

Post by JerryArr »

^$DDC: -910
^$Allomancer: -55
^$TK: -450
*#$Shrek: 415
^Mallow: -951
^$JerryArr: 165
^$Realeo: 3
Cheery: 100

Jackpot: 600
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Post Post #10285 (isolation #1336) » Mon Sep 18, 2017 7:17 pm

Post by JerryArr »

Original Roll String: 1d157
1 157-Sided Dice: (5) = 5
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Post Post #10286 (isolation #1337) » Mon Sep 18, 2017 7:18 pm

Post by JerryArr »

I'm down

^$♣# DDC: 225
%^$Allomancer: 420
^$TK: 195
#$Shrek: 550
Mallow: 133
%^$JerryArr: 1045
%$Realeo: 1090
%Cheery: 420

Jackpot: 500
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Post Post #10338 (isolation #1338) » Tue Sep 19, 2017 8:27 am

Post by JerryArr »

Original Roll String: 1d157
1 157-Sided Dice: (88) = 88
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Post Post #10339 (isolation #1339) » Tue Sep 19, 2017 8:27 am

Post by JerryArr »

^$#DDC: 825
^$Allomancer: 545
^$TK: 310
#♣$Shrek: 860
#Mallow: 683
^$JerryArr: 1005
$Realeo: 593
Cheery: 360

Jackpot: 500
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Post Post #10342 (isolation #1340) » Tue Sep 19, 2017 8:50 am

Post by JerryArr »

Original Roll String: 1d157
1 157-Sided Dice: (63) = 63
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Post Post #10343 (isolation #1341) » Tue Sep 19, 2017 8:52 am

Post by JerryArr »

I'll take my chances with the merge

^$#DDC: 825
^$Allomancer: 545
^$TK: 310
#♣$Shrek: 933
#Mallow: 683
^$JerryArr: 933
$Realeo: 593
Cheery: 360

Jackpot: 500
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Post Post #10358 (isolation #1342) » Tue Sep 19, 2017 9:57 am

Post by JerryArr »

Well then

Original Roll String: 1d157
1 157-Sided Dice: (109) = 109
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Post Post #10359 (isolation #1343) » Tue Sep 19, 2017 9:58 am

Post by JerryArr »

Nope

Original Roll String: 1d157
1 157-Sided Dice: (24) = 24
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Post Post #10360 (isolation #1344) » Tue Sep 19, 2017 9:58 am

Post by JerryArr »

From Super to regular

^$$DDC: 825
^$$Allomancer: 0
^$$TK: 0
♣$$Shrek: 1108
$Mallow: 483
*$$JerryArr: 0
$$Realeo: 0
$Cheery: 0

Jackpot: 700
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Post Post #10380 (isolation #1345) » Tue Sep 19, 2017 5:23 pm

Post by JerryArr »

Original Roll String: 1d158
1 158-Sided Dice: (99) = 99
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Post Post #10381 (isolation #1346) » Tue Sep 19, 2017 5:24 pm

Post by JerryArr »

1: +400
2: Beyond the Grave: For the rest of the game, you also win if your score goes below -1500.
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
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)
158: Russian Roulette: Roll a single die, the number of sides equal to the number of people currently playing. -1,000 for whoever it lands on.
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Post Post #10382 (isolation #1347) » Tue Sep 19, 2017 5:24 pm

Post by JerryArr »

*Shrek: 650
DDC: 500
Realeo: 200
JerryArr: -55

Jackpot: 600
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Post Post #10385 (isolation #1348) » Tue Sep 19, 2017 5:57 pm

Post by JerryArr »

Original Roll String: 1d158
1 158-Sided Dice: (105) = 105
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Post Post #10386 (isolation #1349) » Tue Sep 19, 2017 5:57 pm

Post by JerryArr »

*Shrek: 650
DDC: 590
Realeo: 200
JerryArr: -125

Jackpot: 600
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Post Post #10391 (isolation #1350) » Tue Sep 19, 2017 6:27 pm

Post by JerryArr »

Someone has a lot

Original Roll String: 1d158
1 158-Sided Dice: (41) = 41
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Post Post #10392 (isolation #1351) » Tue Sep 19, 2017 6:28 pm

Post by JerryArr »

Join the conversation

*Shrek: 1150
DDC: 590
Realeo: 200
#JerryArr: -125
Mallow: -600

Jackpot: 500
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Post Post #10448 (isolation #1352) » Wed Sep 20, 2017 5:29 am

Post by JerryArr »

Original Roll String: 1d158
1 158-Sided Dice: (70) = 70
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Post Post #10449 (isolation #1353) » Wed Sep 20, 2017 5:29 am

Post by JerryArr »

Shrek: 399
DDC: 0
Realeo: 473
#JerryArr: 343
#*^♦Mallow: -738
Allo: 695
TK: 440

Jackpot: 500
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Post Post #10453 (isolation #1354) » Wed Sep 20, 2017 5:36 am

Post by JerryArr »

Original Roll String: 1d158
1 158-Sided Dice: (70) = 70
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Post Post #10454 (isolation #1355) » Wed Sep 20, 2017 5:36 am

Post by JerryArr »

Shrek: 399
DDC: 0
Realeo: 473
#JerryArr: 368
#**^♦Mallow: -381
Allo: 695
TK: 440

Jackpot: 500
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Post Post #10480 (isolation #1356) » Wed Sep 20, 2017 10:09 am

Post by JerryArr »

Original Roll String: 1d158
1 158-Sided Dice: (106) = 106
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Post Post #10481 (isolation #1357) » Wed Sep 20, 2017 10:09 am

Post by JerryArr »

Shrek: 789
DDC: 150
Realeo: 473
#JerryArr: 718
##**♦Mallow: 521
Allo: 695
TK: 440

Jackpot: 650
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Post Post #10491 (isolation #1358) » Wed Sep 20, 2017 2:01 pm

Post by JerryArr »

Original Roll String: 1d158
1 158-Sided Dice: (11) = 11
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Post Post #10492 (isolation #1359) » Wed Sep 20, 2017 2:02 pm

Post by JerryArr »

Shrek: 777
DDC: 150
Realeo: 473
#JerryArr: 878
##**^♦Mallow: 528
Allo: 820
TK: 777

Jackpot: 650
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Post Post #10497 (isolation #1360) » Wed Sep 20, 2017 2:37 pm

Post by JerryArr »

Original Roll String: 1d158
1 158-Sided Dice: (143) = 143
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Post Post #10498 (isolation #1361) » Wed Sep 20, 2017 2:39 pm

Post by JerryArr »

Come on good thing

Original Roll String: 1d20
1 20-Sided Dice: (10) = 10
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Post Post #10499 (isolation #1362) » Wed Sep 20, 2017 2:40 pm

Post by JerryArr »

Shrek: 574
DDC: 150
Realeo: 473
#JerryArr: 0
##**^♦Mallow: 635
Allo: 820
TK: 777

Jackpot: 750
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Post Post #10604 (isolation #1363) » Thu Sep 21, 2017 11:25 am

Post by JerryArr »

Original Roll String: 1d159
1 159-Sided Dice: (57) = 57
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Post Post #10605 (isolation #1364) » Thu Sep 21, 2017 11:26 am

Post by JerryArr »

*TK: -125
Shrek: 695
*~DDC: 0
*Mallow: 0
Allo: 295
JerryArr: 348

Jackpot: 445
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Post Post #10629 (isolation #1365) » Thu Sep 21, 2017 3:11 pm

Post by JerryArr »

Original Roll String: 1d159
1 159-Sided Dice: (122) = 122
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Post Post #10630 (isolation #1366) » Thu Sep 21, 2017 3:12 pm

Post by JerryArr »

*>>TK: 263
Shrek: 1198
*~DDC: 240
*Mallow: 240
*Allo: 1035
JerryArr: 517

Jackpot: 517
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Post Post #10633 (isolation #1367) » Thu Sep 21, 2017 3:25 pm

Post by JerryArr »

Original Roll String: 1d159
1 159-Sided Dice: (111) = 111
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Post Post #10634 (isolation #1368) » Thu Sep 21, 2017 3:26 pm

Post by JerryArr »

*>>TK: 263
*Shrek: 1198
*~DDC: 240
*Mallow: 240
*Allo: 1035
JerryArr: 767

Jackpot: 767
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Post Post #10641 (isolation #1369) » Thu Sep 21, 2017 3:50 pm

Post by JerryArr »

I think this might be a special game, as it's a multiple of 10
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Post Post #10669 (isolation #1370) » Fri Sep 22, 2017 4:22 am

Post by JerryArr »

Original Roll String: 1d10
1 10-Sided Dice: (2) = 2
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Post Post #10670 (isolation #1371) » Fri Sep 22, 2017 4:23 am

Post by JerryArr »

Shrek: -110 (17)
Mallow: -400 (13)
Realeo: -200 (11)
JerryArr: 0 (8)

Jackpot: 300
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Post Post #10684 (isolation #1372) » Fri Sep 22, 2017 5:10 am

Post by JerryArr »

Original Roll String: 1d10
1 10-Sided Dice: (2) = 2
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Post Post #10685 (isolation #1373) » Fri Sep 22, 2017 5:10 am

Post by JerryArr »

Shrek: 50 (27)
*Mallow: -130 (32)
Realeo: -403 (15)
JerryArr: -200 (9)

Jackpot: 300
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Post Post #10698 (isolation #1374) » Fri Sep 22, 2017 8:15 am

Post by JerryArr »

Original Roll String: 1d10
1 10-Sided Dice: (3) = 3
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Post Post #10699 (isolation #1375) » Fri Sep 22, 2017 8:15 am

Post by JerryArr »

Shrek: 748 (46)
*Mallow: 360 (47)
Realeo: -403 (15)
JerryArr: -400 (11)
DDC: 0 (2)

Jackpot: 300
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Post Post #10707 (isolation #1376) » Fri Sep 22, 2017 8:47 am

Post by JerryArr »

Original Roll String: 1d10
1 10-Sided Dice: (7) = 7
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Post Post #10708 (isolation #1377) » Fri Sep 22, 2017 8:48 am

Post by JerryArr »

Shrek: 748 (46)
*Mallow: 435 (57)
Realeo: -403 (15)
JerryArr: -800 (13)
DDC: 0 (2)
Allo: 0 (9)

Jackpot: 300
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Post Post #10719 (isolation #1378) » Fri Sep 22, 2017 9:47 am

Post by JerryArr »

Original Roll String: 1d10
1 10-Sided Dice: (8) = 8
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Post Post #10720 (isolation #1379) » Fri Sep 22, 2017 9:47 am

Post by JerryArr »

Woooo?

Shrek: 1143 (57)
**Mallow: 435 (61)
Realeo: -403 (15)
JerryArr: -900 (22)
DDC: 0 (2)
Allo: -400 (13)

Jackpot: 300
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Post Post #10725 (isolation #1380) » Fri Sep 22, 2017 10:27 am

Post by JerryArr »

Original Roll String: 1d10
1 10-Sided Dice: (10) = 10
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Post Post #10726 (isolation #1381) » Fri Sep 22, 2017 10:27 am

Post by JerryArr »

0:
Starting Space for all player's first roll
. Passing this space or landing on it grants you +500 points or
GO TO 500

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

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

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

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

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

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

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

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

59: +335
60: STEAL 250
61:
PROTECT

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

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

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

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

101:
PROTECT

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

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

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

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

121:
EVERYONE GO TO 420

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

124:
GO TO THE SCORE OF THE LEADER

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

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

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

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

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

151. Express:
+100
. Now you can either roll 1d100 or stop. If you roll 1d100 and land on a space that will causes your score to decrease, RESET. If you roll a space that causes your score to stay or increase, you increase your score 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)
158: Russian Roulette: Roll a single die, the number of sides equal to the number of people currently playing. -1,000 for whoever it lands on.
159: RESET then roll 10d150. Gain the total.
160: For every 250 points you have, gain a
Critical Hit
.
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Post Post #10727 (isolation #1382) » Fri Sep 22, 2017 10:28 am

Post by JerryArr »

Finally, points

Shrek: 1173 (67)
**Mallow: 435 (61)
Realeo: -403 (15)
JerryArr: -890 (30)
DDC: 0 (2)
Allo: -400 (13)
Cheery: (2)

Jackpot: 300
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Post Post #10734 (isolation #1383) » Fri Sep 22, 2017 12:56 pm

Post by JerryArr »

Original Roll String: 1d10
1 10-Sided Dice: (4) = 4
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Post Post #10735 (isolation #1384) » Fri Sep 22, 2017 12:57 pm

Post by JerryArr »

Shrek: 773 (81)
**Mallow: 435 (61)
Realeo: -403 (15)
JerryArr: 300 (37)
DDC: 0 (2)
Allo: -400 (13)
Cheery: (5)

Jackpot: 300
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Post Post #10738 (isolation #1385) » Fri Sep 22, 2017 1:18 pm

Post by JerryArr »

Original Roll String: 1d10
1 10-Sided Dice: (5) = 5
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Post Post #10739 (isolation #1386) » Fri Sep 22, 2017 1:19 pm

Post by JerryArr »

Shrek: 1173 (89)
**Mallow: 435 (61)
Realeo: -403 (15)
JerryArr: 0 (42)
DDC: 0 (2)
Allo: -400 (13)
Cheery: (5)

Jackpot: 300
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Post Post #10742 (isolation #1387) » Fri Sep 22, 2017 1:32 pm

Post by JerryArr »

Mallow didn't lose points so it's still two Protects for Mallow

Shrek: 804 (96)
**Mallow: 804 (61)
Realeo: -403 (15)
JerryArr: 0 (42)
DDC: 0 (2)
Allo: -400 (13)
Cheery: (5)

Jackpot: 300

Original Roll String: 1d10
1 10-Sided Dice: (3) = 3
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Post Post #10743 (isolation #1388) » Fri Sep 22, 2017 1:33 pm

Post by JerryArr »

Shrek: 804 (96)
**Mallow: 804 (61)
Realeo: -403 (15)
JerryArr: 360 (47)
DDC: 0 (2)
Allo: -400 (13)
Cheery: (5)

Jackpot: 300
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Post Post #10746 (isolation #1389) » Fri Sep 22, 2017 1:58 pm

Post by JerryArr »

Yeah, this is gonna get funky

Original Roll String: 1d10
1 10-Sided Dice: (5) = 5
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Post Post #10747 (isolation #1390) » Fri Sep 22, 2017 1:59 pm

Post by JerryArr »

Shrek: 804 (101)
*Mallow: 804 (61)
Realeo: -803 (15)
JerryArr: -40 (47)
DDC: -400 (2)
Allo: -800 (13)
Cheery: -400 (5)

Jackpot: 300
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Post Post #10764 (isolation #1391) » Fri Sep 22, 2017 6:31 pm

Post by JerryArr »

Original Roll String: 1d161
1 161-Sided Dice: (24) = 24
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Post Post #10765 (isolation #1392) » Fri Sep 22, 2017 6:31 pm

Post by JerryArr »

Dubb-L-Roll

Original Roll String: 1d161
1 161-Sided Dice: (65) = 65
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Post Post #10766 (isolation #1393) » Fri Sep 22, 2017 6:31 pm

Post by JerryArr »

Shrek: 0
Realeo: 30
JerryArr: 150

Jackpot: 500
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Post Post #10770 (isolation #1394) » Fri Sep 22, 2017 6:33 pm

Post by JerryArr »

Original Roll String: 1d161
1 161-Sided Dice: (147) = 147
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Post Post #10771 (isolation #1395) » Fri Sep 22, 2017 6:34 pm

Post by JerryArr »

Shrek: 0
Realeo: 15
JerryArr: 450

Jackpot: 500
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Post Post #10792 (isolation #1396) » Sat Sep 23, 2017 8:26 am

Post by JerryArr »

Original Roll String: 1d161
1 161-Sided Dice: (75) = 75
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Post Post #10793 (isolation #1397) » Sat Sep 23, 2017 8:26 am

Post by JerryArr »

*Shrek: 550
Realeo: -985
JerryArr: 140
Mallow: 0
Cheery: 0
#DDC: 0
#Allo: 60

Jackpot: 800
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Post Post #10808 (isolation #1398) » Sat Sep 23, 2017 9:37 am

Post by JerryArr »

I'd say it's time for a Realeo/Shrek merge but Shrek has a protect

Original Roll String: 1d161
1 161-Sided Dice: (52) = 52
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Post Post #10809 (isolation #1399) » Sat Sep 23, 2017 9:37 am

Post by JerryArr »

1: +400
2: Create your own space
3: Create your own space
4: Create your own space
5: Round your score to the nearest hundred.
6: Create your own space
7: Create your own space
8: Create your own space
9: Create your own space
10: +100
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 (any other number in the bonus spin is worth nothing).
157: ROLL AGAIN, then ROLL AGAIN (again)
158: Russian Roulette: Roll a single die, the number of sides equal to the number of people currently playing. -1,000 for whoever it lands on.
159: RESET then roll 10d150. Gain the total.
160: For every 250 points you have, gain a
Critical Hit
.
161: Anti-Protect: The next time you would gain points (either through a reset, a positive space, or trying to steal/merge points) your score does not increase. These are stackable. (Represented by an '&' symbol.)

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