Race to 1500! (Game 109)

For completed/abandoned Mish Mash Games.
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Post Post #10284 (isolation #200) » Mon Sep 18, 2017 7:07 pm

Post by DiplomatDC »

^$♣# DDC: 225
%^$Allomancer: 420
^$TK: 195
#$Shrek: 550
Mallow: 133
%^$JerryArr: 445
%$Realeo: 1090
%Cheery: 420

Jackpot: 600
De Mol failed. Genius
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Post Post #10289 (isolation #201) » Tue Sep 19, 2017 12:00 am

Post by DiplomatDC »

Original Roll String: 1d157
1 157-Sided Dice: (106) = 106
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Post Post #10290 (isolation #202) » Tue Sep 19, 2017 12:01 am

Post by DiplomatDC »

Original Roll String: 1d157
1 157-Sided Dice: (21) = 21
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Post Post #10291 (isolation #203) » Tue Sep 19, 2017 12:05 am

Post by DiplomatDC »

4->5

5: Inversion Trance: Roll Again (-1)
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Post Post #10294 (isolation #204) » Tue Sep 19, 2017 12:19 am

Post by DiplomatDC »

Original Roll String: 1d157
1 157-Sided Dice: (124) = 124
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Post Post #10295 (isolation #205) » Tue Sep 19, 2017 12:20 am

Post by DiplomatDC »

Original Roll String: 1d157
1 157-Sided Dice: (118) = 118
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Post Post #10296 (isolation #206) » Tue Sep 19, 2017 12:22 am

Post by DiplomatDC »

^$♣# DDC: 895
%^$Allomancer: 420
^$TK: 220
#$Shrek: 550
Mallow: 133
%^$JerryArr: 1045
%$Realeo: 1090
Cheery: 360

Jackpot: 500
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Post Post #10308 (isolation #207) » Tue Sep 19, 2017 3:05 am

Post by DiplomatDC »

Original Roll String: 1d157
1 157-Sided Dice: (27) = 27
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Post Post #10309 (isolation #208) » Tue Sep 19, 2017 3:06 am

Post by DiplomatDC »

Original Roll String: 1d7
1 7-Sided Dice: (7) = 7
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Post Post #10310 (isolation #209) » Tue Sep 19, 2017 3:06 am

Post by DiplomatDC »

^$#DDC: 795
^$Allomancer: 420
^$TK: 310
#$Shrek: 550
Mallow: 67
%^$JerryArr: 1045
%$♣Realeo: 1190
Cheery: 360

Jackpot: 500
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Post Post #10317 (isolation #210) » Tue Sep 19, 2017 5:44 am

Post by DiplomatDC »

Original Roll String: 1d157
1 157-Sided Dice: (72) = 72
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Post Post #10318 (isolation #211) » Tue Sep 19, 2017 5:47 am

Post by DiplomatDC »

^$#DDC: 725
^$Allomancer: 420
^$TK: 310
#$Shrek: 550
Mallow: 217
^$JerryArr: 1045
$♣Realeo: 1190
Cheery: 360

Jackpot: 500
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Post Post #10329 (isolation #212) » Tue Sep 19, 2017 8:05 am

Post by DiplomatDC »

Original Roll String: 1d157
1 157-Sided Dice: (118) = 118
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Post Post #10330 (isolation #213) » Tue Sep 19, 2017 8:05 am

Post by DiplomatDC »

^$#DDC: 825
^$Allomancer: 420
^$TK: 310
#♣$Shrek: 860
Mallow: 683
^$JerryArr: 1045
$Realeo: 593
Cheery: 360

Jackpot: 500
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Post Post #10331 (isolation #214) » Tue Sep 19, 2017 8:05 am

Post by DiplomatDC »

1: +400
2:
UNLUCKY
:(, then negate your score unless you used a $ on the Unlucky.
3: EVERYONE RESET
4: Russian Roulette: Roll a single die, the number of sides equal to the number of people currently playing. -1,000 for whoever it lands on.
5: -3
6: Deccelerant: (Denoted by "<") While you have this symbol, whenever you roll a die (legally), lose points equal to its die roll. Lost when you RESET
7: Create your own space
8: Create your own space
9: +7
10: Roll again. If you hit a positive space, the player in last place also gets the effect.
11:
-200

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

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

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

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

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

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

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

59: +335
60: STEAL 250
61:
PROTECT

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

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

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

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

101:
PROTECT

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

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

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

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

121:
EVERYONE GO TO 420

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

124:
GO TO THE SCORE OF THE LEADER

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

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

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

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

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

151. Express:
+100
. Now you can either roll 1d100 or stop. If you roll 1d100 and land on a space that will causes your score to decrease, RESET. If you roll a space that causes your score to stay or increase, you increase your score following the space's effect and you will get the offer to roll1d100 or stop again (and so on and so on until you stop or RESET due to bad roll)
152. Express
153: Accelerant: (Denoted by ">") Gain 3 ">" While you have this symbol, whenever you roll a die (legally), gain points equal to its die roll. After each roll lose 1 ">".
154: Insurance-Give all players a $. This blocks the next unlucky space you land on. Then gain +300
155: Portable Trick Die: Stackable, represented by "!". After any die roll (not just the initial one), you may spend 250 points and the ! to change the result by +/- 1.
156: Big Wheel - Roll a 1d20. After one "spin" you may choose to stop and claim 25x your result or respin for more points. If you go over 20 in two spins,
UNLUCKY
:( . If your first spin, or the combination of two spins, land exactly on 20, +1000 and a chance to do a "bonus spin", which if land on 1 or 3 you get a
PROTECT
, land on 20 gets an instant win.
157: ROLL AGAIN, then ROLL AGAIN (again)
Last edited by mallowgeno on Tue Sep 19, 2017 8:33 am, edited 2 times in total.
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Post Post #10365 (isolation #215) » Tue Sep 19, 2017 1:08 pm

Post by DiplomatDC »

i -think- ya win
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Post Post #10370 (isolation #216) » Tue Sep 19, 2017 3:38 pm

Post by DiplomatDC »

Original Roll String: 1d157
1 157-Sided Dice: (98) = 98
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Post Post #10371 (isolation #217) » Tue Sep 19, 2017 3:39 pm

Post by DiplomatDC »

2: Beyond the Grave: For the rest of the game, you also win if your score goes below -1500.
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Post Post #10376 (isolation #218) » Tue Sep 19, 2017 4:47 pm

Post by DiplomatDC »

Original Roll String: 1d157
1 157-Sided Dice: (59) = 59
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Post Post #10377 (isolation #219) » Tue Sep 19, 2017 4:48 pm

Post by DiplomatDC »

*Shrek: 550
DDC: 500
Realeo: 200

Jackpot: 500

I assumed the jackpot thing was a typo
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Post Post #10383 (isolation #220) » Tue Sep 19, 2017 5:38 pm

Post by DiplomatDC »

Original Roll String: 1d157
1 157-Sided Dice: (82) = 82
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Post Post #10384 (isolation #221) » Tue Sep 19, 2017 5:38 pm

Post by DiplomatDC »

*Shrek: 650
DDC: 590
Realeo: 200
JerryArr: -55

Jackpot: 600
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Post Post #10393 (isolation #222) » Tue Sep 19, 2017 6:42 pm

Post by DiplomatDC »

Original Roll String: 1d157
1 157-Sided Dice: (50) = 50
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Post Post #10394 (isolation #223) » Tue Sep 19, 2017 6:43 pm

Post by DiplomatDC »

*Shrek: 243
DDC: 0
Realeo: 243
#JerryArr: 243
Mallow: 243

Jackpot: 500
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Post Post #10464 (isolation #224) » Wed Sep 20, 2017 6:42 am

Post by DiplomatDC »

Original Roll String: 1d157
1 157-Sided Dice: (22) = 22
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Post Post #10465 (isolation #225) » Wed Sep 20, 2017 6:43 am

Post by DiplomatDC »

Shrek: 499
DDC: 150
Realeo: 473
#JerryArr: 368
#**♦Mallow: 164
Allo: 695
TK: 440

Jackpot: 500
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Post Post #10507 (isolation #226) » Wed Sep 20, 2017 4:17 pm

Post by DiplomatDC »

Original Roll String: 1d157
1 157-Sided Dice: (109) = 109
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Post Post #10508 (isolation #227) » Wed Sep 20, 2017 4:24 pm

Post by DiplomatDC »

Shrek: 429
DDC: 145
Realeo: 473
#JerryArr: 0
##*^♦Mallow: 635
Allo: 820
TK: 777

Jackpot: 550
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Post Post #10518 (isolation #228) » Wed Sep 20, 2017 4:55 pm

Post by DiplomatDC »

Original Roll String: 1d157
1 157-Sided Dice: (142) = 142
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Post Post #10519 (isolation #229) » Wed Sep 20, 2017 4:56 pm

Post by DiplomatDC »

I realise I've been rolling the wrong die

Original Roll String: 1d158
1 158-Sided Dice: (84) = 84
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Post Post #10520 (isolation #230) » Wed Sep 20, 2017 4:57 pm

Post by DiplomatDC »

Shrek: 529
DDC: 750
Realeo: 473
#JerryArr: 0
##^♦Mallow: 642
Allo: 820
TK: 832

Jackpot: 650
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Post Post #10535 (isolation #231) » Wed Sep 20, 2017 5:44 pm

Post by DiplomatDC »

Original Roll String: 1d158
1 158-Sided Dice: (77) = 77
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Post Post #10536 (isolation #232) » Wed Sep 20, 2017 5:44 pm

Post by DiplomatDC »

Shrek: 879
DDC: 775
Realeo: 0
#JerryArr: 0
##^♦Mallow: 881
Allo: 820
TK: 431

Jackpot: 945
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Post Post #10555 (isolation #233) » Wed Sep 20, 2017 6:05 pm

Post by DiplomatDC »

Original Roll String: 1d158
1 158-Sided Dice: (8) = 8
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Post Post #10556 (isolation #234) » Wed Sep 20, 2017 6:06 pm

Post by DiplomatDC »

Shrek: 197
DDC: 257
Realeo: 197
JerryArr: 197
Mallow: 197
Allo: 197
TK: 197
Cheery: 197

Jackpot: 1,245
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Post Post #10559 (isolation #235) » Wed Sep 20, 2017 6:12 pm

Post by DiplomatDC »

Original Roll String: 1d158
1 158-Sided Dice: (28) = 28
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Post Post #10560 (isolation #236) » Wed Sep 20, 2017 6:13 pm

Post by DiplomatDC »

Shrek: 229.5
DDC: 229.5
Realeo: 229.5
JerryArr: 229.5
Mallow: 229.5
Allo: 229.5
TK: 229.5
Cheery: 229.5

Jackpot: 1,245
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Post Post #10563 (isolation #237) » Wed Sep 20, 2017 7:12 pm

Post by DiplomatDC »

Original Roll String: 1d158
1 158-Sided Dice: (124) = 124
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Post Post #10564 (isolation #238) » Wed Sep 20, 2017 7:12 pm

Post by DiplomatDC »

Original Roll String: 1d25
1 25-Sided Dice: (21) = 21
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Post Post #10565 (isolation #239) » Wed Sep 20, 2017 7:13 pm

Post by DiplomatDC »

Original Roll String: 1d25
1 25-Sided Dice: (15) = 15
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Post Post #10566 (isolation #240) » Wed Sep 20, 2017 7:13 pm

Post by DiplomatDC »

Shrek: 229.5
DDC: 254.5
Realeo: 229.5
JerryArr: 229.5
Mallow: 229.5
Allo: 229.5
TK: 579.5
Cheery: 229.5

Jackpot: 1,245
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Post Post #10569 (isolation #241) » Wed Sep 20, 2017 11:40 pm

Post by DiplomatDC »

Original Roll String: 1d158
1 158-Sided Dice: (124) = 124
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Post Post #10570 (isolation #242) » Wed Sep 20, 2017 11:41 pm

Post by DiplomatDC »

Shrek: 230
DDC: 355
Realeo: 230
JerryArr: 230
Mallow: 230
Allo: 230
TK: 580
Cheery: 510

Jackpot: 1,245
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Post Post #10577 (isolation #243) » Thu Sep 21, 2017 2:01 am

Post by DiplomatDC »

Original Roll String: 1d158
1 158-Sided Dice: (43) = 43
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Post Post #10578 (isolation #244) » Thu Sep 21, 2017 2:01 am

Post by DiplomatDC »

Shrek: -70
DDC: 485
Realeo: 230
JerryArr: 230
Mallow: 230
Allo: 315
TK: 680
Cheery: 510

Jackpot: 1,245
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Post Post #10588 (isolation #245) » Thu Sep 21, 2017 5:39 am

Post by DiplomatDC »

Original Roll String: 1d159
1 159-Sided Dice: (71) = 71
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Post Post #10589 (isolation #246) » Thu Sep 21, 2017 5:41 am

Post by DiplomatDC »

TK: -125
Shrek: 500
~DDC: 0

Jackpot: 445
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Post Post #10642 (isolation #247) » Thu Sep 21, 2017 4:16 pm

Post by DiplomatDC »

Original Roll String: 1d100
1 100-Sided Dice: (96) = 96
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Post Post #10643 (isolation #248) » Thu Sep 21, 2017 4:16 pm

Post by DiplomatDC »

nvm didn't see the game resetted

Original Roll String: 1d160
1 160-Sided Dice: (122) = 122
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Post Post #10644 (isolation #249) » Thu Sep 21, 2017 4:17 pm

Post by DiplomatDC »

Shrek: -60
DDC: 30

Jackpot: 500
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Post Post #10647 (isolation #250) » Thu Sep 21, 2017 4:30 pm

Post by DiplomatDC »

Original Roll String: 1d160
1 160-Sided Dice: (53) = 53
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Post Post #10648 (isolation #251) » Thu Sep 21, 2017 4:31 pm

Post by DiplomatDC »

Shrek: -60
DDC: 35
*TK: 0

Jackpot: 500
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Post Post #10688 (isolation #252) » Fri Sep 22, 2017 6:10 am

Post by DiplomatDC »

Original Roll String: 1d10
1 10-Sided Dice: (1) = 1
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Post Post #10689 (isolation #253) » Fri Sep 22, 2017 6:10 am

Post by DiplomatDC »

Shrek: 253 (31)
*Mallow: -130 (32)
Realeo: -403 (15)
JerryArr: -200 (9)
DDC: 0 (2)

Jackpot: 300
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Post Post #10778 (isolation #254) » Sat Sep 23, 2017 4:41 am

Post by DiplomatDC »

Original Roll String: 1d161
1 161-Sided Dice: (52) = 52
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Post Post #10779 (isolation #255) » Sat Sep 23, 2017 4:42 am

Post by DiplomatDC »

Shrek: 0
Realeo: -985
JerryArr: 450
Mallow: 0
Cheery: 0
#DDC: 0

Jackpot: 500
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Post Post #11869 (isolation #256) » Sun Oct 22, 2017 7:24 pm

Post by DiplomatDC »

Original Roll String: 1d168
1 168-Sided Dice: (100) = 100
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Post Post #11870 (isolation #257) » Sun Oct 22, 2017 7:25 pm

Post by DiplomatDC »

$#Mallow: 0
♦$Allo: 0
Shrek: 0
TK: 0
Cheery: 0
DDC: 0

Jackpot: 625
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Post Post #14018 (isolation #258) » Wed Jun 13, 2018 2:34 pm

Post by DiplomatDC »

Original Roll String: 1d184
1 184-Sided Dice: (74) = 74
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Post Post #14019 (isolation #259) » Wed Jun 13, 2018 2:34 pm

Post by DiplomatDC »

NotAJumbleOfNumbers: 897
§$JerryArr: 802
$♣Irrelephant11: 225
$♦Jackal711: 802
Mallow: 846
DiplomatDC; -70

Jackpot: 600
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Post Post #14023 (isolation #260) » Wed Jun 13, 2018 9:11 pm

Post by DiplomatDC »

Original Roll String: 1d184
1 184-Sided Dice: (112) = 112
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Post Post #14024 (isolation #261) » Wed Jun 13, 2018 9:11 pm

Post by DiplomatDC »

NotAJumbleOfNumbers: 1097
JerryArr: 802
♣Irrelephant11: 225
Jackal711: 802
Mallow: 846
DiplomatDC; -70

Jackpot: 600
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Post Post #14035 (isolation #262) » Thu Jun 14, 2018 4:28 am

Post by DiplomatDC »

Original Roll String: 1d184
1 184-Sided Dice: (179) = 179
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Post Post #14036 (isolation #263) » Thu Jun 14, 2018 4:29 am

Post by DiplomatDC »

NotAJumbleOfNumbers: 1371
JerryArr: 802
^♦♣Irrelephant11: 45
Jackal711: 822
§Mallow: 846
DiplomatDC;:-20

Jackpot: 750
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Post Post #14041 (isolation #264) » Thu Jun 14, 2018 6:13 am

Post by DiplomatDC »

Original Roll String: 1d184
1 184-Sided Dice: (127) = 127
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Post Post #14042 (isolation #265) » Thu Jun 14, 2018 6:14 am

Post by DiplomatDC »

NotAJumbleOfNumbers: 1371
JerryArr: 802
♦♣Irrelephant11: -434
Jackal711: 822
§Mallow: 846
DiplomatDC: -20

Jackpot: 750
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Post Post #14050 (isolation #266) » Thu Jun 14, 2018 6:58 am

Post by DiplomatDC »

Original Roll String: 1d184
1 184-Sided Dice: (165) = 165
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Post Post #14051 (isolation #267) » Thu Jun 14, 2018 6:59 am

Post by DiplomatDC »

Original Roll String: 1d184
1 184-Sided Dice: (30) = 30
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Post Post #14052 (isolation #268) » Thu Jun 14, 2018 7:00 am

Post by DiplomatDC »

116 is now wicked,

NotAJumbleOfNumbers: 1371
JerryArr: 802
♦♣Irrelephant11: 165
Jackal711: 822
#>>§Mallow: 714
DiplomatDC: -70

Jackpot: 300

Taking the -50
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Post Post #14169 (isolation #269) » Fri Jun 15, 2018 5:55 am

Post by DiplomatDC »

Original Roll String: 1d184
1 184-Sided Dice: (155) = 155
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Post Post #14170 (isolation #270) » Fri Jun 15, 2018 5:59 am

Post by DiplomatDC »

NotAJumbleOfNumbers: 131
JerryArr: 236
#♦♣Irrelephant11: 1338
Jackal711: 502
^♦*Mallow: 757
DiplomatDC: -620

Jackpot: 500
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Post Post #14205 (isolation #271) » Sat Jun 16, 2018 1:42 am

Post by DiplomatDC »

Original Roll String: 1d185
1 185-Sided Dice: (153) = 153
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Post Post #14206 (isolation #272) » Sat Jun 16, 2018 1:43 am

Post by DiplomatDC »

Sigh.

Original Roll String: 30d50
30 50-Sided Dice: (18, 16, 18, 23, 12, 16, 32, 28, 43, 21, 27, 5, 40, 39, 47, 4, 49, 38, 12, 7, 1, 47, 48, 49, 16, 20, 33, 16, 36, 29) = 790
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Post Post #14207 (isolation #273) » Sat Jun 16, 2018 1:45 am

Post by DiplomatDC »

Oh this isn't as bad to resolve as I thought

♦*Irrelephant: 734
JerryArr: 344
§NotAJumbleOfNumbers: 544
DiplomatDC: 334

Jackpot: 500
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Post Post #14210 (isolation #274) » Sat Jun 16, 2018 3:40 am

Post by DiplomatDC »

Original Roll String: 1d185
1 185-Sided Dice: (24) = 24
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Post Post #14211 (isolation #275) » Sat Jun 16, 2018 3:40 am

Post by DiplomatDC »

♦Irrelephant: 734
%JerryArr: 344
§NotAJumbleOfNumbers: 694
%DiplomatDC: 634

Jackpot: 800
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Post Post #14246 (isolation #276) » Sat Jun 16, 2018 9:41 pm

Post by DiplomatDC »

Original Roll String: 1d186
1 186-Sided Dice: (174) = 174
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Post Post #14247 (isolation #277) » Sat Jun 16, 2018 9:41 pm

Post by DiplomatDC »

~NotAJumbleOfNumbers: 520
JerryArr: -300
Jackal711: 40
DiplomatDC: -100

Jackpot: 500
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Post Post #14250 (isolation #278) » Sun Jun 17, 2018 2:40 am

Post by DiplomatDC »

Original Roll String: 1d186
1 186-Sided Dice: (46) = 46
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Post Post #14251 (isolation #279) » Sun Jun 17, 2018 2:41 am

Post by DiplomatDC »

~NotAJumbleOfNumbers: 450
JerryArr: -300
Jackal711: 40
DiplomatDC: 0

Jackpot: 500
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Post Post #14254 (isolation #280) » Sun Jun 17, 2018 4:33 am

Post by DiplomatDC »

Original Roll String: 1d186
1 186-Sided Dice: (178) = 178
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Post Post #14255 (isolation #281) » Sun Jun 17, 2018 4:34 am

Post by DiplomatDC »

1: +400
2: Create your own space
3: Switch the first digit of your score with the first digit of any opponent's score unless your score is 1000+, in which case ROLL AGAIN.
4: Create your own space
5: Create your own space
6: Coin Flip: Guess the result of a 1d2. If right, gain
+300
, but if not,
-300

7: Create your own space
8: +500 but then -100
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: +100
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 [/b]
+200
and gain a Diamond.[/b]
146: Cleanse-Remove any symbols you don't want from yourself and then remove a ~ or % from another player. Then gain +200
147:
UNLUCKY
:(
148:
+350
and gain a
PROTECT

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

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

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

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

168:
-200
but then gain a
#

169: Portable Trick Die (!)
170: Trade one symbol with another player if possible (excluding Lucky Start).
171: LEND 100: Give 100 to another player.
172: Builder-Change a 'Create your own space' into something of your choice. Then activate a space 2-10 that isn't a 'create your own space' that isn't the one you just made
173: Swap Roll-Revert the score and symbols of the last player who rolled to what they had before their turn. You now take the result of their turn.
174:
Equalizer
- Roll a 30d50. Everyone merges with the generated value. (Example at .)
175:
JACKPOT!!!

176: Symbol Shop 2.0-You may purchase up to 1 of each of the following for the listed price; * for -100, ♦ for -30, # for -100, ^ for -150, 3 of > for -150, ! for -200, + for -50 OR buy all for -500
177: Take the last 3 numbers in the post number you rolled the die for and multiply them together (If there is a 0 change it to a '5'). If the number is even add it to your score. If it's odd subtract it from your score.
178: Divide your score by [1d5], then multiply it by [1d3].
179: Convert all your symbols into 2 Accelerants for each symbol.
180:
Anti-Cripple:
As long as you have this roll 1d<current dice size - 100>, add 100, and use the result as your roll. This is lost if you are at or go below 0. This symbol is represented by §. Cripples and Anti-Cripples remove each other.
181: Night Bonus-If it is between 6PM and 6AM in your timezone when your die is rolled, gain
+300
. Otherwise, lose
-300

182: Multiply the digits of your current score and add the total to your score.
183: Roll again, but apply the effects one above and one below in addition to the normal effect, wrapping around if needed.
184: Wacky Pack: Roll 4 dice. Activate the rolls in the order you rolled them, however, you must double one, pick another player to take one, keep one normal, and ignore one.
185: Erase all of your symbols, and all of another player symbols (except club). Both of you gain a ♥. Any time either of your scores move, the other player's score moves in the same direction, at 50% distance. Only two players can have ♥'s at a time. If either of you gains any symbol, you both lose your hearts.
186: +150, then change this number by (1d100)-50. This cannot cause the number to be higher/lower than +/-500.
Last edited by mallowgeno on Sun Jun 17, 2018 4:37 pm, edited 2 times in total.
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Post Post #14256 (isolation #282) » Sun Jun 17, 2018 4:35 am

Post by DiplomatDC »

~NotAJumbleOfNumbers: 450
JerryArr: -300
Jackal711: 40
DiplomatDC: 0

Jackpot: 500
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Post Post #14290 (isolation #283) » Mon Jun 18, 2018 6:04 am

Post by DiplomatDC »

Original Roll String: 1d186
1 186-Sided Dice: (117) = 117
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Post Post #14291 (isolation #284) » Mon Jun 18, 2018 6:05 am

Post by DiplomatDC »

%~NotAJumbleOfNumbers: -267
%JerryArr: 0
%Jackal711: -230
DiplomatDC: -300
%Mallow: -300

Jackpot: 500
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Post Post #14313 (isolation #285) » Mon Jun 18, 2018 2:36 pm

Post by DiplomatDC »

Original Roll String: 1d186
1 186-Sided Dice: (10) = 10
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Post Post #14314 (isolation #286) » Mon Jun 18, 2018 2:37 pm

Post by DiplomatDC »

You would think that my lurk would turn around.

NotAJumbleOfNumbers: -1017
JerryArr: -600
Jackal711: -830
DiplomatDC: -1017
Mallow: -1631
Irrelephant11: -700

Jackpot: 731
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Post Post #14330 (isolation #287) » Mon Jun 18, 2018 5:21 pm

Post by DiplomatDC »

Original Roll String: 1d186
1 186-Sided Dice: (87) = 87
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Post Post #14331 (isolation #288) » Mon Jun 18, 2018 5:22 pm

Post by DiplomatDC »

AHAHAHAHAHAHA

this is sad

NotAJumbleOfNumbers: -1748
JerryArr: -800
Jackal711: -830
DiplomatDC: -1017
*Mallow: -1034
Irrelephant11: -500

Jackpot: 731
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Post Post #14335 (isolation #289) » Mon Jun 18, 2018 5:45 pm

Post by DiplomatDC »

Original Roll String: 1d186
1 186-Sided Dice: (119) = 119
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Post Post #14336 (isolation #290) » Mon Jun 18, 2018 5:46 pm

Post by DiplomatDC »

NotAJumbleOfNumbers: -1748
JerryArr: -800
Jackal711: -830
DiplomatDC: -682
*Mallow: -684
Irrelephant11: -500

Jackpot: 731
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Post Post #14339 (isolation #291) » Mon Jun 18, 2018 5:54 pm

Post by DiplomatDC »

Original Roll String: 1d186
1 186-Sided Dice: (134) = 134


:angery:
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Post Post #14340 (isolation #292) » Mon Jun 18, 2018 5:57 pm

Post by DiplomatDC »

7: No Whammies: You may choose to ROLL AGAIN, until your point count decreases, or you choose to stop. If your point count decreases, -500 on top of the decrease from the last roll.
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Post Post #14378 (isolation #293) » Tue Jun 19, 2018 4:18 am

Post by DiplomatDC »

Original Roll String: 1d186
1 186-Sided Dice: (114) = 114
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Post Post #14379 (isolation #294) » Tue Jun 19, 2018 4:18 am

Post by DiplomatDC »

im lazy make it a No Whammies again
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Post Post #14384 (isolation #295) » Tue Jun 19, 2018 5:38 am

Post by DiplomatDC »

Original Roll String: 1d186
1 186-Sided Dice: (142) = 142
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Post Post #14385 (isolation #296) » Tue Jun 19, 2018 5:39 am

Post by DiplomatDC »

NotAJumbleOfNumbers: 0
JerryArr: -874
#Jackal711: -1074
DiplomatDC: -774
Mallow: 2
Irrelephant11: -389

Jackpot: 600
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Post Post #14388 (isolation #297) » Tue Jun 19, 2018 5:45 am

Post by DiplomatDC »

Original Roll String: 1d186
1 186-Sided Dice: (156) = 156
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Post Post #14389 (isolation #298) » Tue Jun 19, 2018 5:46 am

Post by DiplomatDC »

NotAJumbleOfNumbers: 0
JerryArr: -874
#Jackal711: -1074
DiplomatDC: -974
#Mallow: -198
Irrelephant11: -389

Jackpot: 400

a step forward, two steps back
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Post Post #14392 (isolation #299) » Tue Jun 19, 2018 6:04 am

Post by DiplomatDC »

Original Roll String: 1d186
1 186-Sided Dice: (10) = 10


I... think so?
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Post Post #14393 (isolation #300) » Tue Jun 19, 2018 6:05 am

Post by DiplomatDC »

NotAJumbleOfNumbers: 0
JerryArr: -874
#Jackal711: -1074
DiplomatDC: -1174
#Mallow: -198
#Irrelephant11: -389

Jackpot: 400

i stg
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Post Post #14406 (isolation #301) » Tue Jun 19, 2018 2:16 pm

Post by DiplomatDC »

Original Roll String: 1d186
1 186-Sided Dice: (22) = 22
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Post Post #14407 (isolation #302) » Tue Jun 19, 2018 2:17 pm

Post by DiplomatDC »

%NotAJumbleOfNumbers: 126
%JerryArr: -474
%#Jackal711: -1074
%DiplomatDC: -874
#Mallow: 26
%#Irrelephant11: -789

Jackpot: 500
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Post Post #14410 (isolation #303) » Tue Jun 19, 2018 2:23 pm

Post by DiplomatDC »

Original Roll String: 1d186
1 186-Sided Dice: (50) = 50
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Post Post #14411 (isolation #304) » Tue Jun 19, 2018 2:25 pm

Post by DiplomatDC »

NotAJumbleOfNumbers: -24
%JerryArr: -474
%#Jackal711: -1074
%DiplomatDC: -844
#Mallow: 26
%#Irrelephant11: -789

Jackpot: 500
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Post Post #14414 (isolation #305) » Tue Jun 19, 2018 2:58 pm

Post by DiplomatDC »

Original Roll String: 1d186
1 186-Sided Dice: (169) = 169
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Post Post #14415 (isolation #306) » Tue Jun 19, 2018 2:59 pm

Post by DiplomatDC »

I'm lazy so
2: Gain a Portable Trick Die ("!")
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Post Post #14420 (isolation #307) » Tue Jun 19, 2018 11:35 pm

Post by DiplomatDC »

Original Roll String: 1d186
1 186-Sided Dice: (134) = 134
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Post Post #14421 (isolation #308) » Tue Jun 19, 2018 11:36 pm

Post by DiplomatDC »

NotAJumbleOfNumbers: 0
JerryArr: -541
#Jackal711: -541
DiplomatDC: -541
#Mallow: -541
#Irrelephant11: -541
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Post Post #14427 (isolation #309) » Wed Jun 20, 2018 2:11 am

Post by DiplomatDC »

Original Roll String: 1d186
1 186-Sided Dice: (28) = 28
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Post Post #14428 (isolation #310) » Wed Jun 20, 2018 2:12 am

Post by DiplomatDC »

NotAJumbleOfNumbers: -94
JerryArr: -474
#Jackal711: -1074
DiplomatDC: 0
#Mallow: 119
#Irrelephant11: -381

Jackpot: 500

YES
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Post Post #14452 (isolation #311) » Wed Jun 20, 2018 3:36 am

Post by DiplomatDC »

Original Roll String: 1d186
1 186-Sided Dice: (157) = 157
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Post Post #14453 (isolation #312) » Wed Jun 20, 2018 3:37 am

Post by DiplomatDC »

my my i wonder if I should reset

Oh wait the way it's worded sounds like it's not optional

Original Roll String: 10d150
10 150-Sided Dice: (67, 115, 71, 18, 76, 140, 118, 88, 80, 30) = 803
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Post Post #14454 (isolation #313) » Wed Jun 20, 2018 3:38 am

Post by DiplomatDC »

^NotAJumbleOfNumbers: 0
JerryArr: 0
#Jackal711: 0
DiplomatDC: 754
Mallow: -55
#Irrelephant11: 75

Jackpot: 500
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Post Post #14460 (isolation #314) » Wed Jun 20, 2018 4:41 am

Post by DiplomatDC »

Original Roll String: 1d186
1 186-Sided Dice: (74) = 74
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Post Post #14461 (isolation #315) » Wed Jun 20, 2018 4:41 am

Post by DiplomatDC »

stop.

^NotAJumbleOfNumbers: 0
JerryArr: 0
#Jackal711: 0
~DiplomatDC: 650
Mallow: 45
#Irrelephant11: 945

Jackpot: 1300

Fuck
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Post Post #14462 (isolation #316) » Wed Jun 20, 2018 4:41 am

Post by DiplomatDC »

stop.

^NotAJumbleOfNumbers: 0
JerryArr: 0
#Jackal711: 0
~DiplomatDC: 650
Mallow: 45
#Irrelephant11: 945

Jackpot: 1300

Fuck
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Post Post #14466 (isolation #317) » Wed Jun 20, 2018 4:52 am

Post by DiplomatDC »

Original Roll String: 1d100
1 100-Sided Dice: (60) = 60
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Post Post #14467 (isolation #318) » Wed Jun 20, 2018 4:52 am

Post by DiplomatDC »

^NotAJumbleOfNumbers: 0
JerryArr: 0
#Jackal711: 0
~DiplomatDC: 450
Mallow: 45
#Irrelephant11: 378

Jackpot: 1100
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Post Post #14470 (isolation #319) » Wed Jun 20, 2018 5:30 am

Post by DiplomatDC »

Original Roll String: 1d100
1 100-Sided Dice: (53) = 53
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Post Post #14471 (isolation #320) » Wed Jun 20, 2018 5:31 am

Post by DiplomatDC »

^NotAJumbleOfNumbers: 0
JerryArr: 0
#Jackal711: 0
DiplomatDC: 0
Mallow: 45
#Irrelephant11: 478

Jackpot: 1200

should have went to 600, not 650 when I got crippled. Since I reset, doesn't affect the result
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Post Post #14474 (isolation #321) » Wed Jun 20, 2018 5:32 am

Post by DiplomatDC »

Original Roll String: 1d186
1 186-Sided Dice: (40) = 40
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Post Post #14475 (isolation #322) » Wed Jun 20, 2018 5:33 am

Post by DiplomatDC »

$^NotAJumbleOfNumbers: 0
$JerryArr: 0
$#Jackal711: 0
$DiplomatDC: 300
$Mallow: -205
$#Irrelephant11: 728

Jackpot: 1200
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Post Post #14485 (isolation #323) » Wed Jun 20, 2018 7:09 am

Post by DiplomatDC »

Original Roll String: 1d186
1 186-Sided Dice: (76) = 76
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Post Post #14486 (isolation #324) » Wed Jun 20, 2018 7:09 am

Post by DiplomatDC »

Original Roll String: 1d6
1 6-Sided Dice: (2) = 2


c'mon
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Post Post #14487 (isolation #325) » Wed Jun 20, 2018 7:10 am

Post by DiplomatDC »

Are.

You.

Fucking.

Kidding.

Me.

$^NotAJumbleOfNumbers: 0
$JerryArr: 150
$#Jackal711: 0
$DiplomatDC: -300
$Mallow: -205
>>>$#Irrelephant11: 328

Jackpot: 1200
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Post Post #14491 (isolation #326) » Wed Jun 20, 2018 8:03 am

Post by DiplomatDC »

Original Roll String: 1d186
1 186-Sided Dice: (47) = 47


grumblegrumble
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Post Post #14492 (isolation #327) » Wed Jun 20, 2018 8:07 am

Post by DiplomatDC »

$^NotAJumbleOfNumbers: 0
$JerryArr: 150
$#Jackal711: 0
$DiplomatDC: 50
$!Mallow: -205
>>>$#Irrelephant11: 328
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Post Post #14502 (isolation #328) » Wed Jun 20, 2018 8:31 am

Post by DiplomatDC »

Original Roll String: 1d186
1 186-Sided Dice: (92) = 92
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Post Post #14503 (isolation #329) » Wed Jun 20, 2018 8:34 am

Post by DiplomatDC »

9: ROLL AGAIN, then remove the space you landed on for this game.
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Post Post #14506 (isolation #330) » Wed Jun 20, 2018 8:36 am

Post by DiplomatDC »

Original Roll String: 1d186
1 186-Sided Dice: (161) = 161


mfw when i landed on half of the create your own spaces
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Post Post #14507 (isolation #331) » Wed Jun 20, 2018 8:37 am

Post by DiplomatDC »

$^NotAJumbleOfNumbers: 0
$JerryArr: 150
$#Jackal711: 0
$DiplomatDC: 385
**$!!Mallow: 1298
>#Irrelephant11: 400

Jackpot: 500
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Post Post #14510 (isolation #332) » Wed Jun 20, 2018 9:01 am

Post by DiplomatDC »

Original Roll String: 1d186
1 186-Sided Dice: (80) = 80
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Post Post #14511 (isolation #333) » Wed Jun 20, 2018 9:02 am

Post by DiplomatDC »

$^NotAJumbleOfNumbers: 0
$JerryArr: 150
$#Jackal711: 0
DiplomatDC: 385
*$!!Mallow: 1298
>#Irrelephant11: 400

Jackpot: 500
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Post Post #14516 (isolation #334) » Wed Jun 20, 2018 9:27 am

Post by DiplomatDC »

Original Roll String: 1d186
1 186-Sided Dice: (172) = 172
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Post Post #14517 (isolation #335) » Wed Jun 20, 2018 9:28 am

Post by DiplomatDC »

$^^NotAJumbleOfNumbers: 100
$JerryArr: 450
$#Jackal711: 390
DiplomatDC: 685
$!Mallow: 1698

>#Irrelephant11: 700

Jackpot: 700

That was embarassing.
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Post Post #14526 (isolation #336) » Wed Jun 20, 2018 4:59 pm

Post by DiplomatDC »

Original Roll String: 1d187
1 187-Sided Dice: (165) = 165
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Post Post #14527 (isolation #337) » Wed Jun 20, 2018 5:00 pm

Post by DiplomatDC »

Mallowgeno: 85
Jumble: 500
#DDC: 0

Jackpot: 500

Wasn't there a qualifier for Most Items and Biggest Unlucky in the last five or ten games?
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Post Post #14528 (isolation #338) » Wed Jun 20, 2018 5:00 pm

Post by DiplomatDC »

oops copied that by accident
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Post Post #14532 (isolation #339) » Wed Jun 20, 2018 5:33 pm

Post by DiplomatDC »

Original Roll String: 1d187
1 187-Sided Dice: (97) = 97
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Post Post #14533 (isolation #340) » Wed Jun 20, 2018 5:34 pm

Post by DiplomatDC »

Mallowgeno: 85
Jumble: 500
#DDC: 100
JerryArr: 0

Jackpot: 500
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Post Post #14551 (isolation #341) » Thu Jun 21, 2018 3:39 am

Post by DiplomatDC »

Original Roll String: 1d187
1 187-Sided Dice: (177) = 177
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Post Post #14552 (isolation #342) » Thu Jun 21, 2018 3:40 am

Post by DiplomatDC »

Mallowgeno: 85
Jumble: 0
#DDC: 100
JerryArr: 0
Irrelephant11: 300

Jackpot: 500
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Post Post #14558 (isolation #343) » Thu Jun 21, 2018 3:54 am

Post by DiplomatDC »

Original Roll String: 1d187
1 187-Sided Dice: (32) = 32
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Post Post #14559 (isolation #344) » Thu Jun 21, 2018 3:55 am

Post by DiplomatDC »

Mallowgeno: -415
Jumble: 0
#DDC: -100
JerryArr: 0
Irrelephant11: 100

Jackpot: 500
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Post Post #14562 (isolation #345) » Thu Jun 21, 2018 4:33 am

Post by DiplomatDC »

Original Roll String: 1d187
1 187-Sided Dice: (166) = 166
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Post Post #14563 (isolation #346) » Thu Jun 21, 2018 4:34 am

Post by DiplomatDC »

Make 7 Redemption

Mallowgeno: 85
Jumble: 200
#DDC: 300
JerryArr: 200
Irrelephant11: 300

Jackpot: 500
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Post Post #14590 (isolation #347) » Thu Jun 21, 2018 2:57 pm

Post by DiplomatDC »

Original Roll String: 1d187
1 187-Sided Dice: (26) = 26
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Post Post #14591 (isolation #348) » Thu Jun 21, 2018 2:57 pm

Post by DiplomatDC »

Mallowgeno: 119
Jumble: 996
#DDC: 0
JerryArr: 860
Irrelephant11: 238
Jackal711: 20

Jackpot: 750
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Post Post #14597 (isolation #349) » Thu Jun 21, 2018 4:56 pm

Post by DiplomatDC »

Original Roll String: 1d187
1 187-Sided Dice: (153) = 153
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Post Post #14598 (isolation #350) » Thu Jun 21, 2018 4:57 pm

Post by DiplomatDC »

Original Roll String: 1d187
1 187-Sided Dice: (13) = 13
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Post Post #14599 (isolation #351) » Thu Jun 21, 2018 4:57 pm

Post by DiplomatDC »

Mallowgeno: 119
Jumble: 928
#DDC: 90
JerryArr: 928
Irrelephant11: 238
Jackal711: 20

Jackpot: 750
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Post Post #14602 (isolation #352) » Thu Jun 21, 2018 5:31 pm

Post by DiplomatDC »

Original Roll String: 1d187
1 187-Sided Dice: (90) = 90
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Post Post #14603 (isolation #353) » Thu Jun 21, 2018 5:31 pm

Post by DiplomatDC »

Mallowgeno: 119
§Jumble: 928
&#DDC: 90
JerryArr: 928
Irrelephant11: 238
Jackal711: 20

Jackpot: 750

angery
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Post Post #14650 (isolation #354) » Fri Jun 22, 2018 4:16 pm

Post by DiplomatDC »

Original Roll String: 1d188
1 188-Sided Dice: (90) = 90
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Post Post #14651 (isolation #355) » Fri Jun 22, 2018 4:19 pm

Post by DiplomatDC »

Mallow: 400
!Jumble: 500
Irrelephant: 0
#JerryArr: -115
DDC: 750

Jackpot: 800
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Post Post #14656 (isolation #356) » Sun Jun 24, 2018 3:52 am

Post by DiplomatDC »

Original Roll String: 1d188
1 188-Sided Dice: (59) = 59
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Post Post #14657 (isolation #357) » Sun Jun 24, 2018 3:54 am

Post by DiplomatDC »

Mallow: 400
!Jumble: 725
Irrelephant: 0
#JerryArr: -115
DDC: 835

Jackpot: 1100
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Post Post #14669 (isolation #358) » Sun Jun 24, 2018 5:54 pm

Post by DiplomatDC »

Original Roll String: 1d188
1 188-Sided Dice: (43) = 43
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Post Post #14670 (isolation #359) » Sun Jun 24, 2018 5:54 pm

Post by DiplomatDC »

Make it an UNLUCKY. I'm a bitch.
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Post Post #14678 (isolation #360) » Mon Jun 25, 2018 5:24 am

Post by DiplomatDC »

Original Roll String: 1d188
1 188-Sided Dice: (185) = 185
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Post Post #14679 (isolation #361) » Mon Jun 25, 2018 5:44 am

Post by DiplomatDC »

Can I stop landing on the custom shit

UNLUCKY
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Post Post #14702 (isolation #362) » Mon Jun 25, 2018 5:41 pm

Post by DiplomatDC »

Original Roll String: 1d188
1 188-Sided Dice: (116) = 116
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Post Post #14703 (isolation #363) » Mon Jun 25, 2018 5:41 pm

Post by DiplomatDC »

Mallow: 300
Jumble: 5
Irrelephant: 190
#JerryArr: 190
DDC: 330

Jackpot: 500
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Post Post #14824 (isolation #364) » Thu Jun 28, 2018 4:43 am

Post by DiplomatDC »

Original Roll String: 1d189
1 189-Sided Dice: (147) = 147
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Post Post #14825 (isolation #365) » Thu Jun 28, 2018 4:43 am

Post by DiplomatDC »

Original Roll String: 1d25
1 25-Sided Dice: (3) = 3
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Post Post #14826 (isolation #366) » Thu Jun 28, 2018 4:45 am

Post by DiplomatDC »

Original Roll String: 10d25
10 25-Sided Dice: (8, 25, 12, 1, 4, 25, 3, 19, 15, 20) = 132


Taking the first valid result since im lazy to roll over and over
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Post Post #14827 (isolation #367) » Thu Jun 28, 2018 4:46 am

Post by DiplomatDC »

Jumble: 420
>>>>>Mallow: 420
%♣TK: 420
DDC: 420

Jackpot: 600

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