Race to 1500! (Game 109)

For completed/abandoned Mish Mash Games.
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Post Post #11965 (isolation #2800) » Mon Nov 06, 2017 4:39 am

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Original Roll String: 1d168
1 168-Sided Dice: (106) = 106
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Post Post #11966 (isolation #2801) » Mon Nov 06, 2017 4:40 am

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Original Roll String: 6d25
6 25-Sided Dice: (3, 11, 6, 18, 14, 23) = 75
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Post Post #11967 (isolation #2802) » Mon Nov 06, 2017 4:40 am

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+100

♦$Mallow: 430
♦$Allo: -560
Shrek: -1763
TK: -765
Cheery: -560
DDC: -560

Jackpot: 500
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Post Post #11970 (isolation #2803) » Tue Nov 07, 2017 4:13 am

Post by mallowgeno »

Original Roll String: 1d168
1 168-Sided Dice: (90) = 90


Father needs this game to be over lol
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Post Post #11971 (isolation #2804) » Tue Nov 07, 2017 4:14 am

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2x

Original Roll String: 1d168
1 168-Sided Dice: (105) = 105
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Post Post #11972 (isolation #2805) » Tue Nov 07, 2017 4:15 am

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%%♦$Mallow: 444
♦$Allo: -560
Shrek: -1763
TK: -765
Cheery: -560
DDC: -560

Jackpot: 500
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Post Post #11975 (isolation #2806) » Tue Nov 07, 2017 4:23 am

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Original Roll String: 1d168
1 168-Sided Dice: (126) = 126
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Post Post #11976 (isolation #2807) » Tue Nov 07, 2017 4:24 am

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1: +400
2: Everyone Negative RESETS. Gain +100 for each player that does this.
3: Goodie Bag-Everyone gets a
*

4: Create your own space
5: +400
6: Buffering-Gain 2(x) points where 'x' is equal to the page number we're on subtracted by 400
7: If you don’t already have one, gain a Anti-Jack (denoted by a
`
) While you have it, any
UNLUCKY
:(s become
JACKPOT!!!
s and any
JACKPOT!!!
s become
UNLUCKY
:(s. If you already have an Anti-Jack, remove it.
8: Create your own space
9: If your score is negative, make it positive. Otherwise, this space does nothing.
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.)
162:
+300

163. Cursed Doll: Gain a (┛◉Д◉)┛彡┻━┻ if no one has it or steal one if someone has it. When you own the symbol, if anyone rolled a prime number, earn a Critical Hit. If you rolled a composite number (not prime), you can either take
+100
or pass the Cursed Doll to another player. To avoid confusion, if this square is landed via a 111 (High Roller), treat this as a + 0.
164. Wicked: A space is wicked when it's orange. If you land on a wicked space, roll a die. The space where the die landed will also become wicked. In addition, you must either choose to take -50 or the Russian Roulette.

165:
GO TO 200
. Then gain a symbol no one else currently has of your choice
166: +25
167: Bowser Time-Roll 1d6. 1= -500, 2= EVERYONE -500, 3= Lose all your symbols, 4= EVERYONE MERGE, 5=
UNLUCKY
:( , 6=
JACKPOT!!!

168:
-200
but then gain a
#
Last edited by mallowgeno on Wed Nov 08, 2017 4:08 pm, edited 1 time in total.
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Post Post #11977 (isolation #2808) » Tue Nov 07, 2017 4:25 am

Post by mallowgeno »

%♦$Mallow: 651
♦$Allo: -560
Shrek: -1763
TK: -765
Cheery: -560
DDC: -560
Realeo: -60

Jackpot: 700
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Post Post #11980 (isolation #2809) » Tue Nov 07, 2017 7:13 am

Post by mallowgeno »

Original Roll String: 1d168
1 168-Sided Dice: (51) = 51
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Post Post #11981 (isolation #2810) » Tue Nov 07, 2017 7:13 am

Post by mallowgeno »

%♦$Mallow: 958
♦$Allo: -560
Shrek: 0
TK: -765
Cheery: -560
DDC: -560
Realeo: -60

Jackpot: 500
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Post Post #11984 (isolation #2811) » Tue Nov 07, 2017 7:26 am

Post by mallowgeno »

Original Roll String: 1d168
1 168-Sided Dice: (43) = 43
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Post Post #11985 (isolation #2812) » Tue Nov 07, 2017 7:27 am

Post by mallowgeno »

♦$Mallow: 965
♦$Allo: -560
Shrek: 300
TK: -765
Cheery: -560
DDC: -560
Realeo: -60

Jackpot: 500
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Post Post #11988 (isolation #2813) » Tue Nov 07, 2017 8:57 am

Post by mallowgeno »

Original Roll String: 1d168
1 168-Sided Dice: (93) = 93
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Post Post #11989 (isolation #2814) » Tue Nov 07, 2017 8:57 am

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♣♦$Mallow: 972
♦$Allo: -560
Shrek: 700
TK: -765
Cheery: -560
DDC: -560
Realeo: -60

Jackpot: 500
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Post Post #11992 (isolation #2815) » Tue Nov 07, 2017 3:20 pm

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Original Roll String: 1d168
1 168-Sided Dice: (85) = 85
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Post Post #11993 (isolation #2816) » Tue Nov 07, 2017 3:20 pm

Post by mallowgeno »

SCREW YOU

♣♦$Mallow: -965
♦$Allo: -560
Shrek: 700
TK: -765
Cheery: -560
DDC: -560
Realeo: -60

Jackpot: 500
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Post Post #11996 (isolation #2817) » Wed Nov 08, 2017 4:07 pm

Post by mallowgeno »

Original Roll String: 1d168
1 168-Sided Dice: (34) = 34
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Post Post #11997 (isolation #2818) » Wed Nov 08, 2017 4:07 pm

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Trick Die

Original Roll String: 1d168
1 168-Sided Dice: (3) = 3
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Post Post #11998 (isolation #2819) » Wed Nov 08, 2017 4:08 pm

Post by mallowgeno »

2: Everyone Negative RESETS. Gain +100 for each player that does this.

♣♦$Mallow: -951
♦$Allo: -560
Shrek: 500
TK: -765
Cheery: -560
DDC: -560
Realeo: -60

Jackpot: 300
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Post Post #12001 (isolation #2820) » Wed Nov 08, 2017 4:12 pm

Post by mallowgeno »

1: +400
2: Everyone Negative RESETS. Gain +100 for each player that does this.
3: Goodie Bag-Everyone gets a
*

4: Create your own space
5: +400
6: Buffering-Gain 2(x) points where 'x' is equal to the page number we're on subtracted by 400
7: If you don’t already have one, gain a Anti-Jack (denoted by a
`
) While you have it, any
UNLUCKY
:(s become
JACKPOT!!!
s and any
JACKPOT!!!
s become
UNLUCKY
:(s. If you already have an Anti-Jack, remove it.
8: Create your own space
9: If your score is negative, make it positive. Otherwise, this space does nothing.
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.)
162:
+300

163. Cursed Doll: Gain a (┛◉Д◉)┛彡┻━┻ if no one has it or steal one if someone has it. When you own the symbol, if anyone rolled a prime number, earn a Critical Hit. If you rolled a composite number (not prime), you can either take
+100
or pass the Cursed Doll to another player. To avoid confusion, if this square is landed via a 111 (High Roller), treat this as a + 0.
164. Wicked: A space is wicked when it's orange. If you land on a wicked space, roll a die. The space where the die landed will also become wicked. In addition, you must either choose to take -50 or the Russian Roulette.

165:
GO TO 200
. Then gain a symbol no one else currently has of your choice
166: +25
167: Bowser Time-Roll 1d6. 1= -500, 2= EVERYONE -500, 3= Lose all your symbols, 4= EVERYONE MERGE, 5=
UNLUCKY
:( , 6=
JACKPOT!!!

168:
-200
but then gain a
#
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Post Post #12006 (isolation #2821) » Thu Nov 09, 2017 1:53 am

Post by mallowgeno »

Original Roll String: 1d168
1 168-Sided Dice: (97) = 97
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Post Post #12007 (isolation #2822) » Thu Nov 09, 2017 1:54 am

Post by mallowgeno »

♣♦$Mallow: -844
♦$Allo: -560
Shrek: 920
TK: -765
Cheery: -560
DDC: -560
Realeo: 40

Jackpot: 600
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Post Post #12013 (isolation #2823) » Tue Nov 14, 2017 7:51 am

Post by mallowgeno »

Original Roll String: 1d168
1 168-Sided Dice: (127) = 127
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Post Post #12014 (isolation #2824) » Tue Nov 14, 2017 7:52 am

Post by mallowgeno »

♣♦$Mallow: -762
♦$Allo: -560
Shrek: 49
TK: -765
Cheery: -560
DDC: -560
Realeo: 40

Jackpot: 600
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Post Post #12022 (isolation #2825) » Wed Nov 15, 2017 3:05 am

Post by mallowgeno »

Original Roll String: 1d168
1 168-Sided Dice: (53) = 53
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Post Post #12023 (isolation #2826) » Wed Nov 15, 2017 3:05 am

Post by mallowgeno »

♣♦$#Mallow: -956
♦$Allo: -560
Shrek: 254
TK: -763
Cheery: -560
DDC: -560
Realeo: 170

Jackpot: 400
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Post Post #12026 (isolation #2827) » Wed Nov 15, 2017 5:14 am

Post by mallowgeno »

1: +400
2: Everyone Negative RESETS. Gain +100 for each player that does this.
3: Goodie Bag-Everyone gets a
*

4: Create your own space
5: +400
6: Buffering-Gain 2(x) points where 'x' is equal to the page number we're on subtracted by 400
7: If you don’t already have one, gain a Anti-Jack (denoted by a
`
) While you have it, any
UNLUCKY
:(s become
JACKPOT!!!
s and any
JACKPOT!!!
s become
UNLUCKY
:(s. If you already have an Anti-Jack, remove it.
8: Create your own space
9: If your score is negative, make it positive. Otherwise, this space does nothing.
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.)
162:
+300

163. Cursed Doll: Gain a (┛◉Д◉)┛彡┻━┻ if no one has it or steal one if someone has it. When you own the symbol, if anyone rolled a prime number, earn a Critical Hit. If you rolled a composite number (not prime), you can either take
+100
or pass the Cursed Doll to another player. To avoid confusion, if this square is landed via a 111 (High Roller), treat this as a + 0.
164. Wicked: A space is wicked when it's orange. If you land on a wicked space, roll a die. The space where the die landed will also become wicked. In addition, you must either choose to take -50 or the Russian Roulette.

165:
GO TO 200
. Then gain a symbol no one else currently has of your choice
166: +25
167: Bowser Time-Roll 1d6. 1= -500, 2= EVERYONE -500, 3= Lose all your symbols, 4= EVERYONE MERGE, 5=
UNLUCKY
:( , 6=
JACKPOT!!!

168:
-200
but then gain a
#
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Post Post #12027 (isolation #2828) » Wed Nov 15, 2017 5:14 am

Post by mallowgeno »

Original Roll String: 1d168
1 168-Sided Dice: (118) = 118
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Post Post #12028 (isolation #2829) » Wed Nov 15, 2017 5:15 am

Post by mallowgeno »

♣♦$#Mallow: -849
♦$Allo: -560
Shrek: -146
TK: -763
Cheery: -560
DDC: -560
Realeo: 170

Jackpot: 500
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Post Post #12031 (isolation #2830) » Wed Nov 15, 2017 6:27 am

Post by mallowgeno »

Original Roll String: 1d168
1 168-Sided Dice: (13) = 13
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Post Post #12032 (isolation #2831) » Wed Nov 15, 2017 6:27 am

Post by mallowgeno »

♣♦$#Mallow: -847
♦$Allo: -560
Shrek: -126
TK: -763
Cheery: -560
DDC: -560
Realeo: 170

Jackpot: 500
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Post Post #12035 (isolation #2832) » Wed Nov 15, 2017 7:11 am

Post by mallowgeno »

Original Roll String: 1d168
1 168-Sided Dice: (15) = 15
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Post Post #12036 (isolation #2833) » Wed Nov 15, 2017 7:14 am

Post by mallowgeno »

♣♦♦$#Mallow: -463
♦$Allo: -333
Shrek: 174
TK: -763
Cheery: -560
DDC: -560
Realeo: 170

Jackpot: 700
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Post Post #12039 (isolation #2834) » Wed Nov 15, 2017 8:01 am

Post by mallowgeno »

Original Roll String: 1d168
1 168-Sided Dice: (18) = 18
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Post Post #12040 (isolation #2835) » Wed Nov 15, 2017 8:02 am

Post by mallowgeno »

♣♦♦$#Mallow: -350
♦$Allo: -333
Shrek: 172
TK: -763
Cheery: -560
DDC: -560
Realeo: 172

Jackpot: 700
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Post Post #12043 (isolation #2836) » Wed Nov 15, 2017 9:11 am

Post by mallowgeno »

Original Roll String: 1d168
1 168-Sided Dice: (136) = 136
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Post Post #12044 (isolation #2837) » Wed Nov 15, 2017 9:11 am

Post by mallowgeno »

♣Mallow: -350
Allo: -333
Shrek: 172
TK: -763
Cheery: -560
DDC: -560
Realeo: 172

Jackpot: 700
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Post Post #12047 (isolation #2838) » Wed Nov 15, 2017 4:12 pm

Post by mallowgeno »

Original Roll String: 1d168
1 168-Sided Dice: (159) = 159
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Post Post #12048 (isolation #2839) » Wed Nov 15, 2017 4:12 pm

Post by mallowgeno »

♣Mallow: -320
Allo: -333
Shrek: 262
TK: -763
Cheery: -560
DDC: -560
Realeo: 172

Jackpot: 700
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Post Post #12051 (isolation #2840) » Wed Nov 15, 2017 5:59 pm

Post by mallowgeno »

1: +400
2: Everyone Negative RESETS. Gain +100 for each player that does this.
3: Goodie Bag-Everyone gets a
*

4: Create your own space
5: +400
6: Buffering-Gain 2(x) points where 'x' is equal to the page number we're on subtracted by 400
7: If you don’t already have one, gain a Anti-Jack (denoted by a
`
) While you have it, any
UNLUCKY
:(s become
JACKPOT!!!
s and any
JACKPOT!!!
s become
UNLUCKY
:(s. If you already have an Anti-Jack, remove it.
8: Create your own space
9: If your score is negative, make it positive. Otherwise, this space does nothing.
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.)
162:
+300

163. Cursed Doll: Gain a (┛◉Д◉)┛彡┻━┻ if no one has it or steal one if someone has it. When you own the symbol, if anyone rolled a prime number, earn a Critical Hit. If you rolled a composite number (not prime), you can either take
+100
or pass the Cursed Doll to another player. To avoid confusion, if this square is landed via a 111 (High Roller), treat this as a + 0.
164. Wicked: A space is wicked when it's orange. If you land on a wicked space, roll a die. The space where the die landed will also become wicked. In addition, you must either choose to take -50 or the Russian Roulette.

165:
GO TO 200
. Then gain a symbol no one else currently has of your choice
166: +25
167: Bowser Time-Roll 1d6. 1= -500, 2= EVERYONE -500, 3= Lose all your symbols, 4= EVERYONE MERGE, 5=
UNLUCKY
:( , 6=
JACKPOT!!!

168:
-200
but then gain a
#
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Post Post #12052 (isolation #2841) » Wed Nov 15, 2017 5:59 pm

Post by mallowgeno »

Original Roll String: 1d168
1 168-Sided Dice: (102) = 102
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Post Post #12053 (isolation #2842) » Wed Nov 15, 2017 6:00 pm

Post by mallowgeno »

*♣Mallow: -267
*Allo: -333
Shrek: 262
*TK: -763
*Cheery: -560
*DDC: -560
*Realeo: 172

Jackpot: 700
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Post Post #12056 (isolation #2843) » Wed Nov 15, 2017 6:42 pm

Post by mallowgeno »

Original Roll String: 1d168
1 168-Sided Dice: (42) = 42
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Post Post #12057 (isolation #2844) » Wed Nov 15, 2017 6:43 pm

Post by mallowgeno »

*!♣Mallow: -267
*Allo: -333
Shrek: 162
*TK: -763
*Cheery: -560
*DDC: -560
*Realeo: 172

Jackpot: 600
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Post Post #12060 (isolation #2845) » Thu Nov 16, 2017 7:25 am

Post by mallowgeno »

Original Roll String: 1d168
1 168-Sided Dice: (100) = 100
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Post Post #12061 (isolation #2846) » Thu Nov 16, 2017 7:26 am

Post by mallowgeno »

#!♣Mallow: -267
*Allo: -333
Shrek: 522
*TK: -763
*Cheery: -560
*DDC: -560
*Realeo: 172

Jackpot: 400
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Post Post #12066 (isolation #2847) » Thu Nov 16, 2017 12:43 pm

Post by mallowgeno »

Original Roll String: 1d168
1 168-Sided Dice: (49) = 49
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Post Post #12067 (isolation #2848) » Thu Nov 16, 2017 12:44 pm

Post by mallowgeno »

^#!♣Mallow: -267
*Allo: -333
(Doll)%%Shrek: 122
*TK: -763
*Cheery: -560
*DDC: -560
*Realeo: 172

Jackpot: 400
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Post Post #12070 (isolation #2849) » Thu Nov 16, 2017 3:35 pm

Post by mallowgeno »

Original Roll String: 1d168
1 168-Sided Dice: (88) = 88
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Post Post #12071 (isolation #2850) » Thu Nov 16, 2017 3:36 pm

Post by mallowgeno »

^#!♣Mallow: -101
*Allo: -333
(Doll)%%%#Shrek: 122
*TK: -763
*Cheery: -560
*DDC: -560
*Realeo: 172

Jackpot: 400
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Post Post #12074 (isolation #2851) » Thu Nov 16, 2017 4:43 pm

Post by mallowgeno »

Original Roll String: 1d168
1 168-Sided Dice: (26) = 26
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Post Post #12075 (isolation #2852) » Thu Nov 16, 2017 4:44 pm

Post by mallowgeno »

Original Roll String: 5d25
5 25-Sided Dice: (17, 15, 11, 1, 20) = 64
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Post Post #12076 (isolation #2853) » Thu Nov 16, 2017 4:47 pm

Post by mallowgeno »

^#!♣Mallow: 117
*Allo: -283
%%%#♦Shrek: 572
*TK: -713
*Cheery: -510
(Doll)*DDC: -510
*Realeo: 222

Jackpot: 600

fuck you doll
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Post Post #12077 (isolation #2854) » Thu Nov 16, 2017 4:48 pm

Post by mallowgeno »

1: +400
2: Everyone Negative RESETS. Gain +100 for each player that does this.
3: Goodie Bag-Everyone gets a
*

4: Create your own space
5: +400
6: Buffering-Gain 2(x) points where 'x' is equal to the page number we're on subtracted by 400
7: If you don’t already have one, gain a Anti-Jack (denoted by a
`
) While you have it, any
UNLUCKY
:(s become
JACKPOT!!!
s and any
JACKPOT!!!
s become
UNLUCKY
:(s. If you already have an Anti-Jack, remove it.
8: Create your own space
9: If your score is negative, make it positive. Otherwise, this space does nothing.
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.)
162:
+300

163. Cursed Doll: Gain a (┛◉Д◉)┛彡┻━┻ if no one has it or steal one if someone has it. When you own the symbol, if anyone rolled a prime number, earn a Critical Hit. If you rolled a composite number (not prime), you can either take
+100
or pass the Cursed Doll to another player. To avoid confusion, if this square is landed via a 111 (High Roller), treat this as a + 0.
164. Wicked: A space is wicked when it's orange. If you land on a wicked space, roll a die. The space where the die landed will also become wicked. In addition, you must either choose to take -50 or the Russian Roulette.

165:
GO TO 200
. Then gain a symbol no one else currently has of your choice
166: +25
167: Bowser Time-Roll 1d6. 1= -500, 2= EVERYONE -500, 3= Lose all your symbols, 4= EVERYONE MERGE, 5=
UNLUCKY
:( , 6=
JACKPOT!!!

168:
-200
but then gain a
#
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Post Post #12082 (isolation #2855) » Fri Nov 17, 2017 5:03 am

Post by mallowgeno »

Original Roll String: 1d168
1 168-Sided Dice: (140) = 140
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Post Post #12083 (isolation #2856) » Fri Nov 17, 2017 5:04 am

Post by mallowgeno »

I'll change that to a mind control

Shrek

Original Roll String: 1d168
1 168-Sided Dice: (100) = 100


Realeo

Original Roll String: 1d168
1 168-Sided Dice: (76) = 76
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Post Post #12084 (isolation #2857) » Fri Nov 17, 2017 5:05 am

Post by mallowgeno »

+200, then change the last two digits of your score and the Jackpot to '31'.

I'll take the 131

Realeo (3x)

Original Roll String: 1d168
1 168-Sided Dice: (166) = 166
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Post Post #12085 (isolation #2858) » Fri Nov 17, 2017 5:08 am

Post by mallowgeno »

I'll take the triple symbol shop as well and clean house:

***^^^^###♦♦♦♣Mallow: -809
*Allo: -157
%%%♦Shrek: 579
*TK: -157
Cheery: -157
(Doll)*DDC: -157
Realeo: 222

Jackpot: 831
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Post Post #12088 (isolation #2859) » Fri Nov 17, 2017 7:46 am

Post by mallowgeno »

Original Roll String: 1d168
1 168-Sided Dice: (46) = 46
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Post Post #12089 (isolation #2860) » Fri Nov 17, 2017 7:47 am

Post by mallowgeno »

***^^^^###♦♦♦♣Mallow: -728
*Allo: -157
%%%♦Shrek: 686
*TK: -157
Cheery: -157
(Doll)*DDC: -157
Realeo: 222

Jackpot: 831
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Post Post #12092 (isolation #2861) » Fri Nov 17, 2017 10:06 am

Post by mallowgeno »

Original Roll String: 1d168
1 168-Sided Dice: (37) = 37
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Post Post #12093 (isolation #2862) » Fri Nov 17, 2017 10:06 am

Post by mallowgeno »

**^^^^###♦♦♦♣Mallow: -707
*Allo: -157
3>%%%♦Shrek: 693
*TK: -157
Cheery: -157
(Doll)*DDC: -157
Realeo: 222

Jackpot: 831
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Post Post #12096 (isolation #2863) » Fri Nov 17, 2017 8:34 pm

Post by mallowgeno »

Original Roll String: 1d168
1 168-Sided Dice: (46) = 46
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Post Post #12097 (isolation #2864) » Fri Nov 17, 2017 8:35 pm

Post by mallowgeno »

**^^^###♦♦♦♣Mallow: -686

RR

Original Roll String: 1d168
1 168-Sided Dice: (96) = 96
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Post Post #12098 (isolation #2865) » Fri Nov 17, 2017 8:36 pm

Post by mallowgeno »

**^^^^###♦♦♦♣Mallow: -665
*Allo: -157
2>%%%♦Shrek: 856
*TK: -157
Cheery: -157
(Doll)*DDC: -157
Realeo: 222

Jackpot: 831
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Post Post #12101 (isolation #2866) » Sat Nov 18, 2017 7:18 am

Post by mallowgeno »

Original Roll String: 1d168
1 168-Sided Dice: (143) = 143
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Post Post #12102 (isolation #2867) » Sat Nov 18, 2017 7:18 am

Post by mallowgeno »

1: +400
2: Everyone Negative RESETS. Gain +100 for each player that does this.
3: Goodie Bag-Everyone gets a
*

4: Create your own space
5: +400
6: Buffering-Gain 2(x) points where 'x' is equal to the page number we're on subtracted by 400
7: If you don’t already have one, gain a Anti-Jack (denoted by a
`
) While you have it, any
UNLUCKY
:(s become
JACKPOT!!!
s and any
JACKPOT!!!
s become
UNLUCKY
:(s. If you already have an Anti-Jack, remove it.
8: Create your own space
9: If your score is negative, make it positive. Otherwise, this space does nothing.
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.)
162:
+300

163. Cursed Doll: Gain a (┛◉Д◉)┛彡┻━┻ if no one has it or steal one if someone has it. When you own the symbol, if anyone rolled a prime number, earn a Critical Hit. If you rolled a composite number (not prime), you can either take
+100
or pass the Cursed Doll to another player. To avoid confusion, if this square is landed via a 111 (High Roller), treat this as a + 0.
164. Wicked: A space is wicked when it's orange. If you land on a wicked space, roll a die. The space where the die landed will also become wicked. In addition, you must either choose to take -50 or the Russian Roulette.

165:
GO TO 200
. Then gain a symbol no one else currently has of your choice
166: +25
167: Bowser Time-Roll 1d6. 1= -500, 2= EVERYONE -500, 3= Lose all your symbols, 4= EVERYONE MERGE, 5=
UNLUCKY
:( , 6=
JACKPOT!!!

168:
-200
but then gain a
#
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Post Post #12103 (isolation #2868) » Sat Nov 18, 2017 7:18 am

Post by mallowgeno »

*^^^^###♦♦♦♣Mallow: -644
*Allo: -157
1>%%%♦Shrek: -740
*TK: -157
Cheery: -157
(Doll)*DDC: -157
Realeo: 222

Jackpot: 831
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Post Post #12106 (isolation #2869) » Sat Nov 18, 2017 10:20 am

Post by mallowgeno »

Original Roll String: 1d168
1 168-Sided Dice: (129) = 129
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Post Post #12107 (isolation #2870) » Sat Nov 18, 2017 10:21 am

Post by mallowgeno »

*^^^^###♦♦♦♣Mallow: -613
*Allo: -157
%%%♦Shrek: -399
*TK: -157
Cheery: -157
(Doll)*DDC: -157
Realeo: 222

Jackpot: 831
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Post Post #12115 (isolation #2871) » Sun Nov 19, 2017 5:37 pm

Post by mallowgeno »

Original Roll String: 1d168
1 168-Sided Dice: (48) = 48
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Post Post #12116 (isolation #2872) » Sun Nov 19, 2017 5:37 pm

Post by mallowgeno »

*^^^^###♦♦♦♣Mallow: -492
*Allo: -157
#%%♦Shrek: -430
TK: -157
Cheery: 300
(Doll)%DDC: -157
Realeo: 222

Jackpot: 831
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Post Post #12120 (isolation #2873) » Mon Nov 20, 2017 4:04 am

Post by mallowgeno »

no you are correct, you would not apply the double to the doll

Original Roll String: 1d168
1 168-Sided Dice: (41) = 41
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Post Post #12121 (isolation #2874) » Mon Nov 20, 2017 4:05 am

Post by mallowgeno »

*^^^^###♦♦♦♣Mallow: -136
*Allo: -157
#%%♦Shrek: -430
TK: -157
Cheery: 300
(Doll)%%%%DDC: -157
Realeo: 222

Jackpot: 831
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Post Post #12124 (isolation #2875) » Mon Nov 20, 2017 8:22 am

Post by mallowgeno »

Original Roll String: 1d168
1 168-Sided Dice: (122) = 122
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Post Post #12125 (isolation #2876) » Mon Nov 20, 2017 8:22 am

Post by mallowgeno »

*^^^^###♦♦♦♣Mallow: 771
*Allo: -157
#%%♦Shrek: -253
TK: -157
Cheery: 300
(Doll)%%%%DDC: -157
Realeo: 222

Jackpot: 831
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Post Post #12128 (isolation #2877) » Tue Nov 21, 2017 2:20 am

Post by mallowgeno »

Original Roll String: 1d168
1 168-Sided Dice: (104) = 104
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Post Post #12129 (isolation #2878) » Tue Nov 21, 2017 2:20 am

Post by mallowgeno »

1: +400
2: Everyone Negative RESETS. Gain +100 for each player that does this.
3: Goodie Bag-Everyone gets a
*

4: Create your own space
5: +400
6: Buffering-Gain 2(x) points where 'x' is equal to the page number we're on subtracted by 400
7: If you don’t already have one, gain a Anti-Jack (denoted by a
`
) While you have it, any
UNLUCKY
:(s become
JACKPOT!!!
s and any
JACKPOT!!!
s become
UNLUCKY
:(s. If you already have an Anti-Jack, remove it.
8: Create your own space
9: If your score is negative, make it positive. Otherwise, this space does nothing.
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.)
162:
+300

163. Cursed Doll: Gain a (┛◉Д◉)┛彡┻━┻ if no one has it or steal one if someone has it. When you own the symbol, if anyone rolled a prime number, earn a Critical Hit. If you rolled a composite number (not prime), you can either take
+100
or pass the Cursed Doll to another player. To avoid confusion, if this square is landed via a 111 (High Roller), treat this as a + 0.
164. Wicked: A space is wicked when it's orange. If you land on a wicked space, roll a die. The space where the die landed will also become wicked. In addition, you must either choose to take -50 or the Russian Roulette.

165:
GO TO 200
. Then gain a symbol no one else currently has of your choice
166: +25
167: Bowser Time-Roll 1d6. 1= -500, 2= EVERYONE -500, 3= Lose all your symbols, 4= EVERYONE MERGE, 5=
UNLUCKY
:( , 6=
JACKPOT!!!

168:
-200
but then gain a
#
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Post Post #12130 (isolation #2879) » Tue Nov 21, 2017 2:21 am

Post by mallowgeno »

^^^^###♦♦♦♣Mallow: 792
*Allo: -157
#%%♦Shrek: 260
TK: -157
Cheery: 300
(Doll)%%%%%DDC: -157
Realeo: 222

Jackpot: 831
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Post Post #12134 (isolation #2880) » Tue Nov 21, 2017 5:50 pm

Post by mallowgeno »

Original Roll String: 1d168
1 168-Sided Dice: (64) = 64
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Post Post #12135 (isolation #2881) » Tue Nov 21, 2017 5:50 pm

Post by mallowgeno »

^^^^###♦♦♦♣Mallow: 823
*Allo: -157
#%%♦Shrek: 567
TK: -157
Cheery: 300
(Doll)%%%%%DDC: -157
Realeo: 222

Jackpot: 831
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Post Post #12138 (isolation #2882) » Wed Nov 22, 2017 8:32 am

Post by mallowgeno »

Original Roll String: 1d168
1 168-Sided Dice: (141) = 141
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Post Post #12139 (isolation #2883) » Wed Nov 22, 2017 8:33 am

Post by mallowgeno »

^^^^###♦♦♦♣Mallow: 774
*Allo: -157
#%♦Shrek: 497
TK: -157
Cheery: 300
(Doll)%%%%%DDC: -157
Realeo: 222

Jackpot: 776
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Post Post #12144 (isolation #2884) » Thu Nov 23, 2017 7:04 pm

Post by mallowgeno »

Original Roll String: 1d168
1 168-Sided Dice: (64) = 64
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Post Post #12145 (isolation #2885) » Thu Nov 23, 2017 7:05 pm

Post by mallowgeno »

Nope

Original Roll String: 1d168
1 168-Sided Dice: (106) = 106
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Post Post #12146 (isolation #2886) » Thu Nov 23, 2017 7:05 pm

Post by mallowgeno »

Again no

Original Roll String: 1d168
1 168-Sided Dice: (11) = 11
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Post Post #12147 (isolation #2887) » Thu Nov 23, 2017 7:06 pm

Post by mallowgeno »

%^^###♦♦♦♣Mallow: 1337
Allo: -157
#%♦Shrek: 741
%TK: -157
%Cheery: 300
(Doll)%%%%%%DDC: -157
%Realeo: 222

Jackpot: 776
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Post Post #12155 (isolation #2888) » Sun Nov 26, 2017 9:26 am

Post by mallowgeno »

Original Roll String: 1d168
1 168-Sided Dice: (18) = 18
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Post Post #12156 (isolation #2889) » Sun Nov 26, 2017 9:26 am

Post by mallowgeno »

1: +400
2: Everyone Negative RESETS. Gain +100 for each player that does this.
3: Goodie Bag-Everyone gets a
*

4: Create your own space
5: +400
6: Buffering-Gain 2(x) points where 'x' is equal to the page number we're on subtracted by 400
7: If you don’t already have one, gain a Anti-Jack (denoted by a
`
) While you have it, any
UNLUCKY
:(s become
JACKPOT!!!
s and any
JACKPOT!!!
s become
UNLUCKY
:(s. If you already have an Anti-Jack, remove it.
8: Create your own space
9: If your score is negative, make it positive. Otherwise, this space does nothing.
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.)
162:
+300

163. Cursed Doll: Gain a (┛◉Д◉)┛彡┻━┻ if no one has it or steal one if someone has it. When you own the symbol, if anyone rolled a prime number, earn a Critical Hit. If you rolled a composite number (not prime), you can either take
+100
or pass the Cursed Doll to another player. To avoid confusion, if this square is landed via a 111 (High Roller), treat this as a + 0.
164. Wicked: A space is wicked when it's orange. If you land on a wicked space, roll a die. The space where the die landed will also become wicked. In addition, you must either choose to take -50 or the Russian Roulette.

165:
GO TO 200
. Then gain a symbol no one else currently has of your choice
166: +25
167: Bowser Time-Roll 1d6. 1= -500, 2= EVERYONE -500, 3= Lose all your symbols, 4= EVERYONE MERGE, 5=
UNLUCKY
:( , 6=
JACKPOT!!!

168:
-200
but then gain a
#
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Post Post #12157 (isolation #2890) » Sun Nov 26, 2017 9:27 am

Post by mallowgeno »

Go down to 47 and WIN FINALLY

%^^###♦♦♦♣Mallow: 1613
!%Allo: -157
!Shrek: 350
!%%TK: -157
!%Cheery: -839
(Doll)!%%%%%%%DDC: -157
!%%Realeo: 222

Jackpot: 500
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Post Post #12159 (isolation #2891) » Mon Nov 27, 2017 7:09 am

Post by mallowgeno »

I changed the die roll to 47 with the portable trick die
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Post Post #12161 (isolation #2892) » Mon Nov 27, 2017 9:31 am

Post by mallowgeno »

No worries. I think I'm going to shut this thread down since interest has dropped sadly. I'm sure it will resurface again at some point in the future.
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Post Post #12162 (isolation #2893) » Sun Feb 25, 2018 6:23 am

Post by mallowgeno »

We'll see if we can revive this:

169: Portable Trick Die
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Post Post #12163 (isolation #2894) » Sun Feb 25, 2018 6:24 am

Post by mallowgeno »

1: +400
2: Create your own space
3: Create your own space
4: Create your own space
5: Create your own space
6: Create your own space
7: Create your own space
8: Create your own space
9: Create your own space
10: Roll a 29-sided die, with the numbers 1-29 corresponding to 141-169 on the list.
11:
-200

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

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

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

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

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

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

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

59: +335
60: STEAL 250
61:
PROTECT

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

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

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

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

101:
PROTECT

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

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

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

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

121:
EVERYONE GO TO 420

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

124:
GO TO THE SCORE OF THE LEADER

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

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

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

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

149:
UNLUCKY
:(
150:
GO TO THE SCORE OF LAST PLACE

151: Express:
+100
. Now you can either roll 1d100 or stop. If you roll 1d100 and land on a space that will causes your score to decrease, RESET. If you roll a space that causes your score to stay or increase, you increase your score and you will get the offer to roll1d100 or stop again (and so on and so on until you stop or RESET due to bad roll)
152: Express
153: Accelerant: (Denoted by ">") Gain 3 ">" While you have this symbol, whenever you roll a die (legally), gain points equal to its die roll. After each roll lose 1 ">".
154: Insurance-Give all players a $. This blocks the next unlucky space you land on. Then gain +300
155: Portable Trick Die: Stackable, represented by "!". After any die roll (not just the initial one), you may spend 250 points and the ! to change the result by +/- 1.
156: Big Wheel - Roll a 1d20. After one "spin" you may choose to stop and claim 25x your result or respin for more points. If you go over 20 in two spins, UNLUCKY . If your first spin, or the combination of two spins, land exactly on 20, +1000 and a chance to do a "bonus spin", which if land on 1 or 3 you get a PROTECT, land on 20 gets an instant win (any other number in the bonus spin is worth nothing).
157: ROLL AGAIN, then ROLL AGAIN (again)
158: Russian Roulette: Roll a single die, the number of sides equal to the number of people currently playing. -1,000 for whoever it lands on.
159: RESET then roll 10d150. Gain the total.
160: For every 250 points you have, gain a
Critical Hit
.
161: Anti-Protect: The next time you would gain points (either through a reset, a positive space, or trying to steal/merge points) your score does not increase. These are stackable. (Represented by an '&' symbol.)
162:
+300

163: Cursed Doll: Gain a (┛◉Д◉)┛彡┻━┻ if no one has it or steal one if someone has it. When you own the symbol, if anyone rolled a prime number, earn a Critical Hit. If you rolled a composite number (not prime), you can either take +100 or pass the Cursed Doll to another player. To avoid confusion, if this square is landed via a 111 (High Roller), treat this as a + 0.
164: Wicked: A space is wicked when it's orange. If you land on a wicked space, roll a die. The space where the die landed will also become wicked. In addition, you must either choose to take -50 or the Russian Roulette.

165:
GO TO 200
. Then gain a symbol no one else currently has of your choice.
166: +25
167: Bowser Time-Roll 1d6. 1= -500, 2= EVERYONE -500, 3= Lose all your symbols, 4= EVERYONE MERGE, 5=
UNLUCKY
:( , 6=
JACKPOT!!!

168:
-200
but then gain a
#

169: Portable Trick Die (!)
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Post Post #12164 (isolation #2895) » Sun Feb 25, 2018 6:24 am

Post by mallowgeno »

Original Roll String: 1d169
1 169-Sided Dice: (74) = 74
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Post Post #12165 (isolation #2896) » Sun Feb 25, 2018 6:25 am

Post by mallowgeno »

Had the clover from last game:

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Post Post #12168 (isolation #2897) » Sun Feb 25, 2018 6:38 pm

Post by mallowgeno »

Original Roll String: 1d169
1 169-Sided Dice: (64) = 64
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Post Post #12169 (isolation #2898) » Sun Feb 25, 2018 6:38 pm

Post by mallowgeno »

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Post Post #12172 (isolation #2899) » Mon Feb 26, 2018 8:51 am

Post by mallowgeno »

Original Roll String: 1d169
1 169-Sided Dice: (86) = 86
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Post Post #12173 (isolation #2900) » Mon Feb 26, 2018 8:51 am

Post by mallowgeno »

Mallow: 1000
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Post Post #12177 (isolation #2901) » Mon Feb 26, 2018 5:39 pm

Post by mallowgeno »

You are correct thank you, a little rusty :P

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Post Post #12178 (isolation #2902) » Mon Feb 26, 2018 5:39 pm

Post by mallowgeno »

* Mallow: 1005
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Jackpot: 500
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Post Post #12181 (isolation #2903) » Tue Feb 27, 2018 4:17 am

Post by mallowgeno »

:P

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Post Post #12182 (isolation #2904) » Tue Feb 27, 2018 4:18 am

Post by mallowgeno »

#Mallow: 1005
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Post Post #12185 (isolation #2905) » Tue Feb 27, 2018 4:30 am

Post by mallowgeno »

rood

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Post Post #12186 (isolation #2906) » Tue Feb 27, 2018 4:31 am

Post by mallowgeno »

Original Roll String: 1d20
1 20-Sided Dice: (18) = 18
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Post Post #12187 (isolation #2907) » Tue Feb 27, 2018 4:32 am

Post by mallowgeno »

I'll take 25x that (375)

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Post Post #12190 (isolation #2908) » Tue Feb 27, 2018 5:51 am

Post by mallowgeno »

Original Roll String: 1d169
1 169-Sided Dice: (128) = 128
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Post Post #12191 (isolation #2909) » Tue Feb 27, 2018 5:52 am

Post by mallowgeno »

Or that

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Post Post #12194 (isolation #2910) » Tue Feb 27, 2018 7:04 am

Post by mallowgeno »

Original Roll String: 1d169
1 169-Sided Dice: (160) = 160
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Post Post #12195 (isolation #2911) » Tue Feb 27, 2018 7:05 am

Post by mallowgeno »

WHA WHA

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Post Post #12199 (isolation #2912) » Tue Feb 27, 2018 7:25 am

Post by mallowgeno »

On RESET you lose the diamond unfortunately

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Post Post #12200 (isolation #2913) » Tue Feb 27, 2018 7:25 am

Post by mallowgeno »

We all merge...into nothing...

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Post Post #12204 (isolation #2914) » Tue Feb 27, 2018 8:19 am

Post by mallowgeno »

Original Roll String: 1d169
1 169-Sided Dice: (115) = 115
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Post Post #12205 (isolation #2915) » Tue Feb 27, 2018 8:19 am

Post by mallowgeno »

Mallow: 580
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Post Post #12209 (isolation #2916) » Tue Feb 27, 2018 9:11 am

Post by mallowgeno »

Original Roll String: 1d169
1 169-Sided Dice: (169) = 169
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Post Post #12210 (isolation #2917) » Tue Feb 27, 2018 9:12 am

Post by mallowgeno »

!Mallow: 580
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Post Post #12213 (isolation #2918) » Tue Feb 27, 2018 5:17 pm

Post by mallowgeno »

Original Roll String: 1d169
1 169-Sided Dice: (37) = 37
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Post Post #12214 (isolation #2919) » Tue Feb 27, 2018 5:18 pm

Post by mallowgeno »

!Mallow: 830
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Post Post #12217 (isolation #2920) » Tue Feb 27, 2018 6:45 pm

Post by mallowgeno »

Original Roll String: 1d169
1 169-Sided Dice: (5) = 5
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Post Post #12218 (isolation #2921) » Tue Feb 27, 2018 7:41 pm

Post by mallowgeno »

!Mallow: 1033
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Post Post #12221 (isolation #2922) » Wed Feb 28, 2018 4:31 am

Post by mallowgeno »

Agreed, idk where some of the old peeps are

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Post Post #12222 (isolation #2923) » Wed Feb 28, 2018 4:32 am

Post by mallowgeno »

!Mallow: 1236
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Jackpot: 850
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Post Post #12228 (isolation #2924) » Wed Feb 28, 2018 10:27 am

Post by mallowgeno »

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1 169-Sided Dice: (27) = 27
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Post Post #12229 (isolation #2925) » Wed Feb 28, 2018 10:29 am

Post by mallowgeno »

Spending 250 for the portable trick die use, going to 148 instead

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Post Post #12232 (isolation #2926) » Wed Feb 28, 2018 11:13 am

Post by mallowgeno »

Original Roll String: 1d169
1 169-Sided Dice: (10) = 10
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Post Post #12233 (isolation #2927) » Wed Feb 28, 2018 11:14 am

Post by mallowgeno »

Mallow: 1336
%Agent Sparkles: 4
JerryArr: 160

Jackpot: 1200
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Post Post #12237 (isolation #2928) » Wed Feb 28, 2018 11:50 am

Post by mallowgeno »

cmon'

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Post Post #12238 (isolation #2929) » Wed Feb 28, 2018 11:51 am

Post by mallowgeno »

NOOOOOOO

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Post Post #12241 (isolation #2930) » Wed Feb 28, 2018 12:29 pm

Post by mallowgeno »

Original Roll String: 1d169
1 169-Sided Dice: (48) = 48
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Post Post #12242 (isolation #2931) » Wed Feb 28, 2018 12:29 pm

Post by mallowgeno »

Mallow: 748
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JerryArr: 748

Jackpot: 1200
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Post Post #12245 (isolation #2932) » Wed Feb 28, 2018 1:17 pm

Post by mallowgeno »

Original Roll String: 1d169
1 169-Sided Dice: (154) = 154
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Post Post #12246 (isolation #2933) » Wed Feb 28, 2018 1:18 pm

Post by mallowgeno »

Original Roll String: 1d169
1 169-Sided Dice: (46) = 46
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Post Post #12247 (isolation #2934) » Wed Feb 28, 2018 1:19 pm

Post by mallowgeno »

symbol resale for nothing

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Post Post #12255 (isolation #2935) » Wed Feb 28, 2018 5:04 pm

Post by mallowgeno »

Original Roll String: 1d169
1 169-Sided Dice: (83) = 83
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Post Post #12256 (isolation #2936) » Wed Feb 28, 2018 5:05 pm

Post by mallowgeno »

I'll take the -50

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Post Post #12257 (isolation #2937) » Wed Feb 28, 2018 5:05 pm

Post by mallowgeno »

28 is now cursed

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Post Post #12260 (isolation #2938) » Wed Feb 28, 2018 7:36 pm

Post by mallowgeno »

Original Roll String: 1d169
1 169-Sided Dice: (30) = 30
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Post Post #12261 (isolation #2939) » Wed Feb 28, 2018 7:36 pm

Post by mallowgeno »

Well all symbols gone now

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Post Post #12264 (isolation #2940) » Wed Feb 28, 2018 8:41 pm

Post by mallowgeno »

Thanks Jerry :P

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Post Post #12265 (isolation #2941) » Wed Feb 28, 2018 8:42 pm

Post by mallowgeno »

Merry Christmas Mallow!

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Post Post #12268 (isolation #2942) » Thu Mar 01, 2018 8:02 am

Post by mallowgeno »

Original Roll String: 1d169
1 169-Sided Dice: (74) = 74
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Post Post #12269 (isolation #2943) » Thu Mar 01, 2018 8:02 am

Post by mallowgeno »

^*Mallow: 703
Agent Sparkles: 300
*JerryArr: 200

Jackpot: 1500
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Post Post #12282 (isolation #2944) » Sun Mar 04, 2018 10:16 am

Post by mallowgeno »

Original Roll String: 1d169
1 169-Sided Dice: (154) = 154
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Post Post #12283 (isolation #2945) » Sun Mar 04, 2018 10:17 am

Post by mallowgeno »

Original Roll String: 1d169
1 169-Sided Dice: (91) = 91
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Post Post #12284 (isolation #2946) » Sun Mar 04, 2018 10:18 am

Post by mallowgeno »

^Mallow: 773
Agent Sparkles: 550
*JerryArr: 225

Jackpot: 1500
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Post Post #12289 (isolation #2947) » Sun Mar 04, 2018 11:51 am

Post by mallowgeno »

nope, carry on!
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Post Post #12294 (isolation #2948) » Sun Mar 04, 2018 2:35 pm

Post by mallowgeno »

Original Roll String: 1d170
1 170-Sided Dice: (164) = 164
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Post Post #12295 (isolation #2949) » Sun Mar 04, 2018 2:35 pm

Post by mallowgeno »

Agent Sparkles: 125
JerryArr: 125
Mallow: 10

Jackpot: 500
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Post Post #12298 (isolation #2950) » Sun Mar 04, 2018 4:37 pm

Post by mallowgeno »

Original Roll String: 1d170
1 170-Sided Dice: (154) = 154
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Post Post #12299 (isolation #2951) » Sun Mar 04, 2018 4:38 pm

Post by mallowgeno »

Agent Sparkles: 425
JerryArr: 125
Mallow: 310

Jackpot: 800
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Post Post #12303 (isolation #2952) » Mon Mar 05, 2018 2:21 am

Post by mallowgeno »

Original Roll String: 1d170
1 170-Sided Dice: (2) = 2
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Post Post #12304 (isolation #2953) » Mon Mar 05, 2018 2:21 am

Post by mallowgeno »

Just taking the +100

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Post Post #12307 (isolation #2954) » Mon Mar 05, 2018 3:15 am

Post by mallowgeno »

Original Roll String: 1d170
1 170-Sided Dice: (6) = 6
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Post Post #12308 (isolation #2955) » Mon Mar 05, 2018 3:18 am

Post by mallowgeno »

Agent Sparkles: 1325
+JerryArr: 125
Mallow: 613

Jackpot: 500
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Post Post #12311 (isolation #2956) » Mon Mar 05, 2018 10:01 am

Post by mallowgeno »

Original Roll String: 1d170
1 170-Sided Dice: (155) = 155
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Post Post #12312 (isolation #2957) » Mon Mar 05, 2018 10:01 am

Post by mallowgeno »

!Agent Sparkles: 1325
+JerryArr: 125
Mallow: 713

Jackpot: 500
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Post Post #12318 (isolation #2958) » Mon Mar 05, 2018 4:32 pm

Post by mallowgeno »

Original Roll String: 1d171
1 171-Sided Dice: (143) = 143
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Post Post #12319 (isolation #2959) » Mon Mar 05, 2018 4:34 pm

Post by mallowgeno »

I'll take a portable die

Agent Sparkles: 0
!Mallow: 200

Jackpot: 500
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Post Post #12322 (isolation #2960) » Mon Mar 05, 2018 4:55 pm

Post by mallowgeno »

Original Roll String: 1d171
1 171-Sided Dice: (112) = 112
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Post Post #12323 (isolation #2961) » Mon Mar 05, 2018 4:55 pm

Post by mallowgeno »

Agent Sparkles: 0
!Mallow: 0
JerryArr: 160

Jackpot: 500
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Post Post #12327 (isolation #2962) » Mon Mar 05, 2018 6:34 pm

Post by mallowgeno »

Original Roll String: 1d171
1 171-Sided Dice: (101) = 101
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Post Post #12328 (isolation #2963) » Mon Mar 05, 2018 6:34 pm

Post by mallowgeno »

Agent Sparkles: 100
!Mallow: 80
JerryArr: 80

Jackpot: 500
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Post Post #12332 (isolation #2964) » Tue Mar 06, 2018 2:10 am

Post by mallowgeno »

Original Roll String: 1d171
1 171-Sided Dice: (44) = 44
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Post Post #12333 (isolation #2965) » Tue Mar 06, 2018 2:11 am

Post by mallowgeno »

Agent Sparkles: 0
!Mallow: 0
JerryArr: 0

Jackpot: 500
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Post Post #12336 (isolation #2966) » Tue Mar 06, 2018 3:00 am

Post by mallowgeno »

Original Roll String: 1d171
1 171-Sided Dice: (149) = 149
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Post Post #12337 (isolation #2967) » Tue Mar 06, 2018 3:00 am

Post by mallowgeno »

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

Jackpot: 800
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Post Post #12339 (isolation #2968) » Tue Mar 06, 2018 4:23 am

Post by mallowgeno »

You using it or no?
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Post Post #12341 (isolation #2969) » Tue Mar 06, 2018 6:05 pm

Post by mallowgeno »

Original Roll String: 1d171
1 171-Sided Dice: (66) = 66
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Post Post #12342 (isolation #2970) » Tue Mar 06, 2018 6:05 pm

Post by mallowgeno »

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

Jackpot: 900
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Post Post #12345 (isolation #2971) » Wed Mar 07, 2018 2:15 am

Post by mallowgeno »

Original Roll String: 1d171
1 171-Sided Dice: (12) = 12
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Post Post #12346 (isolation #2972) » Wed Mar 07, 2018 2:15 am

Post by mallowgeno »

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

Jackpot: 900
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Post Post #12349 (isolation #2973) » Wed Mar 07, 2018 3:28 am

Post by mallowgeno »

Original Roll String: 1d171
1 171-Sided Dice: (103) = 103
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Post Post #12350 (isolation #2974) » Wed Mar 07, 2018 3:29 am

Post by mallowgeno »

bumping that up to 50

Agent Sparkles: 424
Mallow: 950
JerryArr: 0

Jackpot: 500
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Post Post #12351 (isolation #2975) » Wed Mar 07, 2018 4:59 am

Post by mallowgeno »

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

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

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

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

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

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

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

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

59: +335
60: STEAL 250
61:
PROTECT

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

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

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

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

101:
PROTECT

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

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

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

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

121:
EVERYONE GO TO 420

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

124:
GO TO THE SCORE OF THE LEADER

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

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

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

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

149:
UNLUCKY
:(
150:
GO TO THE SCORE OF LAST PLACE

151: Express:
+100
. Now you can either roll 1d100 or stop. If you roll 1d100 and land on a space that will causes your score to decrease, RESET. If you roll a space that causes your score to stay or increase, you increase your score and you will get the offer to roll1d100 or stop again (and so on and so on until you stop or RESET due to bad roll)
152: Express
153: Accelerant: (Denoted by ">") Gain 3 ">" While you have this symbol, whenever you roll a die (legally), gain points equal to its die roll. After each roll lose 1 ">".
154: Insurance-Give all players a $. This blocks the next unlucky space you land on. Then gain +300
155: Portable Trick Die: Stackable, represented by "!". After any die roll (not just the initial one), you may spend 250 points and the ! to change the result by +/- 1.
156: Big Wheel - Roll a 1d20. After one "spin" you may choose to stop and claim 25x your result or respin for more points. If you go over 20 in two spins, UNLUCKY . If your first spin, or the combination of two spins, land exactly on 20, +1000 and a chance to do a "bonus spin", which if land on 1 or 3 you get a PROTECT, land on 20 gets an instant win (any other number in the bonus spin is worth nothing).
157: ROLL AGAIN, then ROLL AGAIN (again)
158: Russian Roulette: Roll a single die, the number of sides equal to the number of people currently playing. -1,000 for whoever it lands on.
159: RESET then roll 10d150. Gain the total.
160: For every 250 points you have, gain a
Critical Hit
.
161: Anti-Protect: The next time you would gain points (either through a reset, a positive space, or trying to steal/merge points) your score does not increase. These are stackable. (Represented by an '&' symbol.)
162:
+300

163: Cursed Doll: Gain a (┛◉Д◉)┛彡┻━┻ if no one has it or steal one if someone has it. When you own the symbol, if anyone rolled a prime number, earn a Critical Hit. If you rolled a composite number (not prime), you can either take +100 or pass the Cursed Doll to another player. To avoid confusion, if this square is landed via a 111 (High Roller), treat this as a + 0.
164: Wicked: A space is wicked when it's orange. If you land on a wicked space, roll a die. The space where the die landed will also become wicked. In addition, you must either choose to take -50 or the Russian Roulette.

165:
GO TO 200
. Then gain a symbol no one else currently has of your choice.
166: +25
167: Bowser Time-Roll 1d6. 1= -500, 2= EVERYONE -500, 3= Lose all your symbols, 4= EVERYONE MERGE, 5=
UNLUCKY
:( , 6=
JACKPOT!!!

168:
-200
but then gain a
#

169: Portable Trick Die (!)
170: Trade one symbol with another player if possible (excluding Lucky Start).
171: LEND 100: Give 100 to another player.
Last edited by mallowgeno on Wed Mar 07, 2018 6:14 pm, edited 1 time in total.
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Post Post #12354 (isolation #2976) » Wed Mar 07, 2018 9:19 am

Post by mallowgeno »

*shakes fist angrily*

Original Roll String: 1d171
1 171-Sided Dice: (103) = 103
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Post Post #12355 (isolation #2977) » Wed Mar 07, 2018 9:21 am

Post by mallowgeno »

Ty back...

Agent Sparkles: 687
Mallow: 0
JerryArr: 0

Jackpot: 500
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Post Post #12358 (isolation #2978) » Wed Mar 07, 2018 9:43 am

Post by mallowgeno »

Original Roll String: 1d171
1 171-Sided Dice: (111) = 111
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Post Post #12359 (isolation #2979) » Wed Mar 07, 2018 9:43 am

Post by mallowgeno »

Agent Sparkles: 987
Mallow: -75
JerryArr: 0

Jackpot: 500
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Post Post #12365 (isolation #2980) » Wed Mar 07, 2018 10:16 am

Post by mallowgeno »

Original Roll String: 1d171
1 171-Sided Dice: (87) = 87
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Post Post #12366 (isolation #2981) » Wed Mar 07, 2018 10:17 am

Post by mallowgeno »

Agent Sparkles: 1247
Mallow: 25
JerryArr: 0
Puzzledan 400
Jackpot: 500
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Post Post #12369 (isolation #2982) » Wed Mar 07, 2018 6:13 pm

Post by mallowgeno »

Original Roll String: 1d171
1 171-Sided Dice: (115) = 115
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Post Post #12370 (isolation #2983) » Wed Mar 07, 2018 6:14 pm

Post by mallowgeno »

3: RESET all other players
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Post Post #12373 (isolation #2984) » Thu Mar 08, 2018 5:13 am

Post by mallowgeno »

Original Roll String: 1d171
1 171-Sided Dice: (143) = 143
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Post Post #12374 (isolation #2985) » Thu Mar 08, 2018 5:13 am

Post by mallowgeno »

Agent Sparkles: 1117
Mallow: 325
JerryArr: 0
Puzzledan: 400

Jackpot: 800
Last edited by mallowgeno on Thu Mar 08, 2018 6:15 am, edited 1 time in total.
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Post Post #12378 (isolation #2986) » Thu Mar 08, 2018 6:16 am

Post by mallowgeno »

Original Roll String: 1d171
1 171-Sided Dice: (81) = 81
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Post Post #12379 (isolation #2987) » Thu Mar 08, 2018 6:17 am

Post by mallowgeno »

Hoping for good things...

Original Roll String: 10d150
10 150-Sided Dice: (140, 136, 2, 89, 79, 55, 57, 83, 52, 96) = 789
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Post Post #12380 (isolation #2988) » Thu Mar 08, 2018 6:17 am

Post by mallowgeno »

Sweet

Agent Sparkles: 0
Mallow: 913
JerryArr: 0
Puzzledan: 400

Jackpot: 800
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Post Post #12385 (isolation #2989) » Thu Mar 08, 2018 7:59 pm

Post by mallowgeno »

Original Roll String: 1d171
1 171-Sided Dice: (91) = 91
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Post Post #12386 (isolation #2990) » Thu Mar 08, 2018 7:59 pm

Post by mallowgeno »

Agent Sparkles: -70
Mallow: 1213
JerryArr: 0
Puzzledan: 631

Jackpot: 1031
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Post Post #12389 (isolation #2991) » Fri Mar 09, 2018 4:41 am

Post by mallowgeno »

Original Roll String: 1d171
1 171-Sided Dice: (18) = 18
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Post Post #12390 (isolation #2992) » Fri Mar 09, 2018 4:41 am

Post by mallowgeno »

TRIPLE ROLL (this is bound to screw me)

Original Roll String: 1d171
1 171-Sided Dice: (29) = 29
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Post Post #12391 (isolation #2993) » Fri Mar 09, 2018 4:42 am

Post by mallowgeno »

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

Jackpot: 1031
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Post Post #12394 (isolation #2994) » Fri Mar 09, 2018 3:28 pm

Post by mallowgeno »

Original Roll String: 1d171
1 171-Sided Dice: (93) = 93
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Post Post #12395 (isolation #2995) » Fri Mar 09, 2018 3:29 pm

Post by mallowgeno »

Using trick die for 112

Original Roll String: 1d20
1 20-Sided Dice: (14) = 14
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Post Post #12396 (isolation #2996) » Fri Mar 09, 2018 3:31 pm

Post by mallowgeno »

#Agent Sparkles: -200
!!Mallow: 1063
JerryArr: 0
Puzzledan: 631

Jackpot: 831
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Post Post #12399 (isolation #2997) » Fri Mar 09, 2018 4:56 pm

Post by mallowgeno »

We break the game lol

Original Roll String: 1d171
1 171-Sided Dice: (114) = 114
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Post Post #12400 (isolation #2998) » Fri Mar 09, 2018 4:56 pm

Post by mallowgeno »

#Agent Sparkles: -200
!!Mallow: 1064
JerryArr: 0
Puzzledan: 631
Ircher: -15

Jackpot: 831
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Post Post #12404 (isolation #2999) » Fri Mar 09, 2018 7:23 pm

Post by mallowgeno »

Original Roll String: 1d171
1 171-Sided Dice: (113) = 113

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