Race to 1500! (Game 109)

For completed/abandoned Mish Mash Games.
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Post Post #14483 (isolation #400) » Wed Jun 20, 2018 7:06 am

Post by Irrelephant11 »

Original Roll String: 1d186
1 186-Sided Dice: (61) = 61
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Post Post #14484 (isolation #401) » Wed Jun 20, 2018 7:07 am

Post by Irrelephant11 »

Adding 1.

$^NotAJumbleOfNumbers: 0
$JerryArr: 150
$#Jackal711: 0
$DiplomatDC: 700
$Mallow: -205
>>>$#Irrelephant11: 328

Jackpot: 1200
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Post Post #14496 (isolation #402) » Wed Jun 20, 2018 8:23 am

Post by Irrelephant11 »

Original Roll String: 1d186
1 186-Sided Dice: (86) = 86
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Post Post #14497 (isolation #403) » Wed Jun 20, 2018 8:23 am

Post by Irrelephant11 »

Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
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Post Post #14498 (isolation #404) » Wed Jun 20, 2018 8:24 am

Post by Irrelephant11 »

$^NotAJumbleOfNumbers: 0
$JerryArr: 150
$#Jackal711: 0
$DiplomatDC: 50
**$!!Mallow: 995
>#Irrelephant11: 500

Jackpot: 500
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Post Post #14518 (isolation #405) » Wed Jun 20, 2018 10:12 am

Post by Irrelephant11 »

Hahahahahahahahahahahahahahahahahahahahahahahha that was quite the game
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Post Post #14549 (isolation #406) » Thu Jun 21, 2018 3:20 am

Post by Irrelephant11 »

Original Roll String: 1d187
1 187-Sided Dice: (1) = 1
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Post Post #14550 (isolation #407) » Thu Jun 21, 2018 3:20 am

Post by Irrelephant11 »

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

Jackpot: 500
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Post Post #14556 (isolation #408) » Thu Jun 21, 2018 3:51 am

Post by Irrelephant11 »

Original Roll String: 1d187
1 187-Sided Dice: (9) = 9
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Post Post #14557 (isolation #409) » Thu Jun 21, 2018 3:51 am

Post by Irrelephant11 »

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

Jackpot: 500
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Post Post #14564 (isolation #410) » Thu Jun 21, 2018 5:33 am

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Original Roll String: 1d187
1 187-Sided Dice: (33) = 33
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Post Post #14565 (isolation #411) » Thu Jun 21, 2018 5:33 am

Post by Irrelephant11 »

Mallowgeno: 85
Jumble: 200
#DDC: 300
JerryArr: 200
Irrelephant11: 390

Jackpot: 500
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Post Post #14587 (isolation #412) » Thu Jun 21, 2018 2:55 pm

Post by Irrelephant11 »

Original Roll String: 1d187
1 187-Sided Dice: (179) = 179
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Post Post #14588 (isolation #413) » Thu Jun 21, 2018 2:55 pm

Post by Irrelephant11 »

Original Roll String: 1d5
1 5-Sided Dice: (5) = 5

Original Roll String: 1d3
1 3-Sided Dice: (3) = 3
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Post Post #14589 (isolation #414) » Thu Jun 21, 2018 2:56 pm

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No change
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Post Post #14607 (isolation #415) » Fri Jun 22, 2018 2:37 am

Post by Irrelephant11 »

1: +400
2: Create your own space
3: Create your own space
4: Create your own space
5: Create your own space
6: 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

7: +400 and everyone else +200
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: +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: Lovers - Erase all of your symbols, and all of another player symbols (except club and diamond). 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: +186, then change this number by (1d100)-50. This cannot cause the number to be higher/lower than +/-500.
187: 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

188: The player(s) with the lowest score flip their score to positive. If they already are positive they get +450 instead
Last edited by mallowgeno on Fri Jun 22, 2018 3:26 am, edited 1 time in total.
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Post Post #14608 (isolation #416) » Fri Jun 22, 2018 2:38 am

Post by Irrelephant11 »

Original Roll String: 1d187
1 187-Sided Dice: (186) = 186
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Post Post #14609 (isolation #417) » Fri Jun 22, 2018 2:38 am

Post by Irrelephant11 »

Mallowgeno: 420
§Jumble: 420
&#DDC: 420
JerryArr: 420
*Irrelephant11: 420
Jackal711: 420

Jackpot: 750
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Post Post #14632 (isolation #418) » Fri Jun 22, 2018 4:47 am

Post by Irrelephant11 »

Original Roll String: 1d187
1 187-Sided Dice: (108) = 108
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Post Post #14633 (isolation #419) » Fri Jun 22, 2018 4:47 am

Post by Irrelephant11 »

4: The player(s) with the highest score loses their first digit.
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Post Post #14675 (isolation #420) » Mon Jun 25, 2018 4:25 am

Post by Irrelephant11 »

Original Roll String: 1d188
1 188-Sided Dice: (153) = 153
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Post Post #14676 (isolation #421) » Mon Jun 25, 2018 4:26 am

Post by Irrelephant11 »

1: +400
2: Create your own space
3:
UNLUCKY

4: The player(s) with the highest score loses their first digit.
5: Selling Insurance-Give all players a $. Then each other player loses 100 points and you gain 75 points for each other player in the game.
6: Create your own space
7: Create your own space
8:
UNLUCKY

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: Lovers - Erase all of your symbols, and all of another player symbols (except club and diamond). 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: +186, then change this number by (1d100)-50. This cannot cause the number to be higher/lower than +/-500.
187: 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

188: The player(s) with the lowest score flip their score to positive. If they already are positive they get +300 instead
Last edited by mallowgeno on Mon Jun 25, 2018 6:09 am, edited 2 times in total.
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Post Post #14677 (isolation #422) » Mon Jun 25, 2018 4:27 am

Post by Irrelephant11 »

Mallow: 400
Jumble: -125
Irrelephant: -175
#JerryArr: 115
DDC: 835

Jackpot: 500
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Post Post #14680 (isolation #423) » Mon Jun 25, 2018 5:47 am

Post by Irrelephant11 »

Original Roll String: 1d188
1 188-Sided Dice: (33) = 33
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Post Post #14681 (isolation #424) » Mon Jun 25, 2018 5:48 am

Post by Irrelephant11 »

Mallow: 0
Jumble: 0
Irrelephant: 0
#JerryArr: 0 (?)
DDC: 0

Jackpot: 500
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Post Post #14691 (isolation #425) » Mon Jun 25, 2018 2:38 pm

Post by Irrelephant11 »

Original Roll String: 1d188
1 188-Sided Dice: (163) = 163
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Post Post #14692 (isolation #426) » Mon Jun 25, 2018 2:39 pm

Post by Irrelephant11 »

Original Roll String: 1d188
1 188-Sided Dice: (26) = 26
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Post Post #14693 (isolation #427) » Mon Jun 25, 2018 2:39 pm

Post by Irrelephant11 »

Mallow: 300
Jumble: 5
Irrelephant: 330
#JerryArr: 50
DDC: 300

Jackpot: 500
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Post Post #14714 (isolation #428) » Tue Jun 26, 2018 2:18 am

Post by Irrelephant11 »

Original Roll String: 1d188
1 188-Sided Dice: (182) = 182


lol at roulette
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Post Post #14715 (isolation #429) » Tue Jun 26, 2018 2:18 am

Post by Irrelephant11 »

Mallow: -675
Jumble: 315
♣Irrelephant: 190
#JerryArr: 190
DDC: 300

Jackpot: 500
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Post Post #14748 (isolation #430) » Wed Jun 27, 2018 2:36 am

Post by Irrelephant11 »

Original Roll String: 1d188
1 188-Sided Dice: (90) = 90
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Post Post #14749 (isolation #431) » Wed Jun 27, 2018 2:37 am

Post by Irrelephant11 »

Mallow: -124
#Jumble: 143
*♣Irrelephant: 340
*#JerryArr: 190
*DDC: 300

Jackpot: 300
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Post Post #14752 (isolation #432) » Wed Jun 27, 2018 2:40 am

Post by Irrelephant11 »

1: +400
2: Create your own space
3:
UNLUCKY

4: The player(s) with the highest score loses their first digit.
5: Selling Insurance-Give all players a $. Then each other player loses 100 points and you gain 75 points for each other player in the game.
6: Create your own space
7: Create your own space
8:
UNLUCKY

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: Lovers - Erase all of your symbols, and all of another player symbols (except club and diamond). 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: +217, then change this number by (1d100)-50. This cannot cause the number to be higher/lower than +/-500.
187: 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

188: The player(s) with the lowest score flip their score to positive. If they already are positive they get +300 instead
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Post Post #14755 (isolation #433) » Wed Jun 27, 2018 5:01 am

Post by Irrelephant11 »

Original Roll String: 1d188
1 188-Sided Dice: (152) = 152
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Post Post #14756 (isolation #434) » Wed Jun 27, 2018 5:01 am

Post by Irrelephant11 »

Original Roll String: 1d188
1 188-Sided Dice: (85) = 85
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Post Post #14757 (isolation #435) » Wed Jun 27, 2018 5:02 am

Post by Irrelephant11 »

+Mallow: -124
>>>#Jumble: 143
*♣Irrelephant: 640
*#JerryArr: 190
*DDC: 300

Jackpot: 300
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Post Post #14760 (isolation #436) » Wed Jun 27, 2018 5:52 am

Post by Irrelephant11 »

Original Roll String: 1d188
1 188-Sided Dice: (181) = 181
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Post Post #14761 (isolation #437) » Wed Jun 27, 2018 5:52 am

Post by Irrelephant11 »

+Mallow: 640
>>>#Jumble: 143
♣Irrelephant: 665
*#JerryArr: 190
*DDC: 300

Jackpot: 300
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Post Post #14765 (isolation #438) » Wed Jun 27, 2018 7:32 am

Post by Irrelephant11 »

Original Roll String: 1d188
1 188-Sided Dice: (186) = 186
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Post Post #14766 (isolation #439) » Wed Jun 27, 2018 7:32 am

Post by Irrelephant11 »

+Mallow: 540
>>>#Jumble: -857
♣Irrelephant: 765
*#JerryArr: 190
*DDC: 300
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Post Post #14771 (isolation #440) » Wed Jun 27, 2018 1:36 pm

Post by Irrelephant11 »

Original Roll String: 1d188
1 188-Sided Dice: (83) = 83
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Post Post #14772 (isolation #441) » Wed Jun 27, 2018 1:37 pm

Post by Irrelephant11 »

+Mallow: 500
>>#Jumble: -838
♣Irrelephant: 1115
*#JerryArr: 190
*DDC: 300
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Post Post #14775 (isolation #442) » Wed Jun 27, 2018 3:32 pm

Post by Irrelephant11 »

Original Roll String: 1d188
1 188-Sided Dice: (114) = 114
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Post Post #14776 (isolation #443) » Wed Jun 27, 2018 3:32 pm

Post by Irrelephant11 »

1: +400
2: Create your own space
3:
UNLUCKY

4: The player(s) with the highest score loses their first digit.
5: Selling Insurance-Give all players a $. Then each other player loses 100 points and you gain 75 points for each other player in the game.
6: Create your own space
7: Create your own space
8:
UNLUCKY

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: Lovers - Erase all of your symbols, and all of another player symbols (except club and diamond). 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: +217, then change this number by (1d100)-50. This cannot cause the number to be higher/lower than +/-500.
187: 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

188: The player(s) with the lowest score flip their score to positive. If they already are positive they get +300 instead
189: Mellow Yellow: Gain 2 random yellow symbols.
Last edited by mallowgeno on Wed Jun 27, 2018 4:25 pm, edited 1 time in total.
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Post Post #14777 (isolation #444) » Wed Jun 27, 2018 3:33 pm

Post by Irrelephant11 »

+Mallow: 500
>#Jumble: 1239
*♣Irrelephant: 1465
*#JerryArr: 190
*DDC: 300

Jackpot: 650
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Post Post #14833 (isolation #445) » Thu Jun 28, 2018 9:39 am

Post by Irrelephant11 »

Original Roll String: 1d189
1 189-Sided Dice: (41) = 41
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Post Post #14834 (isolation #446) » Thu Jun 28, 2018 9:39 am

Post by Irrelephant11 »

♦Jumble: 620
>>>>Mallow: 19
%♣TK: 520
DDC: 420
Irrelephant11: 30

Jackpot: 500
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Post Post #14852 (isolation #447) » Fri Jun 29, 2018 7:05 am

Post by Irrelephant11 »

Original Roll String: 1d189
1 189-Sided Dice: (43) = 43
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Post Post #14853 (isolation #448) » Fri Jun 29, 2018 7:06 am

Post by Irrelephant11 »

#♦Jumble: 871
>>Mallow: -16
>>>>>>♣TK: 750
DDC: 720
Irrelephant11: 420 lol
JerryArr: 0

Jackpot: 500
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Post Post #14919 (isolation #449) » Mon Jul 02, 2018 2:20 am

Post by Irrelephant11 »

Original Roll String: 1d189
1 189-Sided Dice: (27) = 27
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Post Post #14920 (isolation #450) » Mon Jul 02, 2018 2:21 am

Post by Irrelephant11 »

Mind controlling DDC
Original Roll String: 1d189
1 189-Sided Dice: (154) = 154


Mind controlling TK
Original Roll String: 1d189
1 189-Sided Dice: (142) = 142
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Post Post #14921 (isolation #451) » Mon Jul 02, 2018 2:22 am

Post by Irrelephant11 »

Keeping the first roll, giving TK the second.

Jumble: -597
Mallow: 252
♣TK: 208
DDC: 620
Irrelephant11: 545
JerryArr: -60
Ircher: -1200

Jackpot: 750
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Post Post #14946 (isolation #452) » Mon Jul 02, 2018 8:10 am

Post by Irrelephant11 »

Original Roll String: 1d189
1 189-Sided Dice: (149) = 149
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Post Post #14947 (isolation #453) » Mon Jul 02, 2018 8:10 am

Post by Irrelephant11 »

no change
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Post Post #14950 (isolation #454) » Mon Jul 02, 2018 8:40 am

Post by Irrelephant11 »

Original Roll String: 1d189
1 189-Sided Dice: (133) = 133
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Post Post #14951 (isolation #455) » Mon Jul 02, 2018 8:40 am

Post by Irrelephant11 »

1: +400
2: Roll a d7: 1 = Critical Hit, 2 = Protect, 3 = Super Protect, 4 = Accelerant, 5 = Wide Guard, 6 = Portable Trick Die, 7 = Diamond. All symbols other than the Club become that symbol.
3: Roll 3d10. If you roll three of a kind, +750, otherwise +(10x the sum)
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: +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: Lovers - Erase all of your symbols, and all of another player symbols (except club and diamond). 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: +266, then change this number by (1d100)-50. This cannot cause the number to be higher/lower than +/-500.
187: 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

188: The player(s) with the lowest score flip their score to positive. If they already are positive they get +300 instead
189: Mellow Yellow: Gain 2 random yellow symbols.
Last edited by mallowgeno on Mon Jul 02, 2018 9:25 am, edited 1 time in total.
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Post Post #14952 (isolation #456) » Mon Jul 02, 2018 8:41 am

Post by Irrelephant11 »

Jumble: 617
Mallow: 1100
♣TK: 208
DDC: 620
Irrelephant11: 645
JerryArr: -60
Ircher: 1200

Jackpot: 1100
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Post Post #14970 (isolation #457) » Mon Jul 02, 2018 9:37 am

Post by Irrelephant11 »

Original Roll String: 1d189
1 189-Sided Dice: (173) = 173
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Post Post #14971 (isolation #458) » Mon Jul 02, 2018 9:38 am

Post by Irrelephant11 »

no change
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Post Post #14974 (isolation #459) » Mon Jul 02, 2018 1:25 pm

Post by Irrelephant11 »

Original Roll String: 1d189
1 189-Sided Dice: (13) = 13
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Post Post #14975 (isolation #460) » Mon Jul 02, 2018 1:26 pm

Post by Irrelephant11 »

$Jumble: 340
$Mallow: 470
$♣TK: 448
$DDC: 860
$Irrelephant11: 785
$JerryArr: 180
$Ircher: 1440

Jackpot: 1200
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Post Post #14992 (isolation #461) » Tue Jul 03, 2018 2:20 am

Post by Irrelephant11 »

I'm going custom die (it's up to us to eliminate swing) :D

Original Roll String: 1d20
1 20-Sided Dice: (8) = 8
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Post Post #14993 (isolation #462) » Tue Jul 03, 2018 2:20 am

Post by Irrelephant11 »

14 on custom die becomes: -1, then ROLL ANOTHER DIE
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Post Post #14996 (isolation #463) » Tue Jul 03, 2018 2:50 am

Post by Irrelephant11 »

Gambling die

Original Roll String: 1d10
1 10-Sided Dice: (4) = 4
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Post Post #14997 (isolation #464) » Tue Jul 03, 2018 2:50 am

Post by Irrelephant11 »

**TK: 500 (he does get the effects of the clover, so this goes here)
%Jumble: 100
Irrelephant: 0

Jackpot: 500
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Post Post #15070 (isolation #465) » Thu Jul 05, 2018 6:57 am

Post by Irrelephant11 »

hipster
Original Roll String: 1d90
1 90-Sided Dice: (89) = 89
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Post Post #15072 (isolation #466) » Thu Jul 05, 2018 8:28 am

Post by Irrelephant11 »

Sorry got distracted there
Original Roll String: 1d90
1 90-Sided Dice: (38) = 38
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Post Post #15073 (isolation #467) » Thu Jul 05, 2018 8:28 am

Post by Irrelephant11 »

Original Roll String: 1d25
1 25-Sided Dice: (18) = 18
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Post Post #15074 (isolation #468) » Thu Jul 05, 2018 8:29 am

Post by Irrelephant11 »

Original Roll String: 1d25
1 25-Sided Dice: (20) = 20
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Post Post #15075 (isolation #469) » Thu Jul 05, 2018 8:29 am

Post by Irrelephant11 »

Roulette it is
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2
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Post Post #15076 (isolation #470) » Thu Jul 05, 2018 8:29 am

Post by Irrelephant11 »

TK: 900
♦&Jumble: 135
%Irrelephant: 0
♦Mallow: 194
%&JerryArr: -2950
Gamma: 190

Jackpot: 1050
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Post Post #15080 (isolation #471) » Thu Jul 05, 2018 9:50 am

Post by Irrelephant11 »

custom

Original Roll String: 1d20
1 20-Sided Dice: (4) = 4
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Post Post #15081 (isolation #472) » Thu Jul 05, 2018 9:51 am

Post by Irrelephant11 »

7 on the custom die becomes a JACKPOT!!!
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Post Post #15184 (isolation #473) » Mon Jul 09, 2018 2:57 am

Post by Irrelephant11 »

Original Roll String: 1d192
1 192-Sided Dice: (95) = 95
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Post Post #15185 (isolation #474) » Mon Jul 09, 2018 2:57 am

Post by Irrelephant11 »

Jumble: 100
TK: -5
Irrelephant11: 0

Jackpot: 500
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Post Post #15190 (isolation #475) » Mon Jul 09, 2018 4:49 am

Post by Irrelephant11 »

Original Roll String: 1d192
1 192-Sided Dice: (115) = 115
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Post Post #15191 (isolation #476) » Mon Jul 09, 2018 4:49 am

Post by Irrelephant11 »

Original Roll String: 30d50
30 50-Sided Dice: (18, 19, 9, 24, 20, 39, 31, 47, 35, 7, 2, 20, 45, 6, 23, 19, 36, 41, 35, 44, 13, 23, 22, 20, 2, 22, 46, 45, 38, 20) = 771
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Post Post #15192 (isolation #477) » Mon Jul 09, 2018 4:50 am

Post by Irrelephant11 »

Jumble: 556
TK: 354
Irrelephant11: 356
!Mallow: 356

Jackpot: 500
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Post Post #15253 (isolation #478) » Wed Jul 11, 2018 7:32 am

Post by Irrelephant11 »

Original Roll String: 1d194
1 194-Sided Dice: (86) = 86
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Post Post #15254 (isolation #479) » Wed Jul 11, 2018 7:32 am

Post by Irrelephant11 »

Mallow: 85
Irrelephant11: -500

Jackpot: 500
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Post Post #15257 (isolation #480) » Wed Jul 11, 2018 9:08 am

Post by Irrelephant11 »

Original Roll String: 1d194
1 194-Sided Dice: (190) = 190
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Post Post #15258 (isolation #481) » Wed Jul 11, 2018 9:09 am

Post by Irrelephant11 »

Mallow: -125
Irrelephant11: -499

Jackpot: 500

:lol:
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Post Post #15261 (isolation #482) » Wed Jul 11, 2018 9:43 am

Post by Irrelephant11 »

Original Roll String: 1d194
1 194-Sided Dice: (186) = 186
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Post Post #15262 (isolation #483) » Wed Jul 11, 2018 9:43 am

Post by Irrelephant11 »

Mallow: 300
Irrelephant11: 300

Jackpot: 600
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Post Post #15295 (isolation #484) » Fri Jul 13, 2018 2:29 am

Post by Irrelephant11 »

Original Roll String: 1d194
1 194-Sided Dice: (115) = 115
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Post Post #15296 (isolation #485) » Fri Jul 13, 2018 2:30 am

Post by Irrelephant11 »

*♦#^>>>>>!+Mallow: 151
Irrelephant11: -208
Jumble: -283

Jackpot: 500
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Post Post #15304 (isolation #486) » Fri Jul 13, 2018 9:27 am

Post by Irrelephant11 »

Original Roll String: 1d197
1 197-Sided Dice: (173) = 173
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Post Post #15305 (isolation #487) » Fri Jul 13, 2018 9:28 am

Post by Irrelephant11 »

lol wrong die size

Original Roll String: 1d194
1 194-Sided Dice: (55) = 55
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Post Post #15306 (isolation #488) » Fri Jul 13, 2018 9:28 am

Post by Irrelephant11 »

*♦#^>>>>!+Mallow: 797
!Irrelephant11: 300
Jumble: 317

Jackpot: 500
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Post Post #15313 (isolation #489) » Fri Jul 13, 2018 3:16 pm

Post by Irrelephant11 »

I think mallow would lose his # rather than his *?

Original Roll String: 1d194
1 194-Sided Dice: (148) = 148
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Post Post #15314 (isolation #490) » Fri Jul 13, 2018 3:16 pm

Post by Irrelephant11 »

♦#^>>>>!+Mallow: 797
!Irrelephant11: -200
Jumble: -283
TK: 0

Jackpot: 500
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Post Post #15326 (isolation #491) » Mon Jul 16, 2018 6:24 am

Post by Irrelephant11 »

1: +400
2: Create your own space
3: Create your own space
4: Russian Roulette for -1,500
5: Create your own space
6: Create your own space
7: Create your own space
8: Create your own space
9: Roll 1d5. Gain 80x the roll and gain that many Critical Hits.
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
+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. 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: Multiple 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 and diamond). 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.
187: 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

188: The player(s) with the lowest score flip their score to positive. If they already are positive they get +300 instead
189: Mellow Yellow: Gain 2 random yellow symbols.
190:
GO TO X
(where X is 10 times 1d100)
191: Gain a Ø. The next Russian Roulette that is done you are not factored in. After this occurs, lose one Ø.
-177
now
192:
EVERYONE UNLUCKY :(

193: Day of the Week Special-Gain or lose depending on Day of the week when die is rolled (Monday
-352
, Tuesday +35, Wednesday MERGE, Thursday
+236
, Friday gain a + and a Ø, Saturday +300, Sunday EVERYONE +2)
194:
-450
Last edited by mallowgeno on Mon Jul 16, 2018 6:53 am, edited 2 times in total.
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Post Post #15327 (isolation #492) » Mon Jul 16, 2018 6:26 am

Post by Irrelephant11 »

Original Roll String: 1d194
1 194-Sided Dice: (81) = 81
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Post Post #15328 (isolation #493) » Mon Jul 16, 2018 6:27 am

Post by Irrelephant11 »

$♦^>>>!+Mallow: 928
$!Irrelephant11: 500
$Jumble: 0
$TK: 0
$JerryArr: 635

Jackpot: 500
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Post Post #15364 (isolation #494) » Tue Jul 17, 2018 8:00 am

Post by Irrelephant11 »

Original Roll String: 1d194
1 194-Sided Dice: (75) = 75
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Post Post #15365 (isolation #495) » Tue Jul 17, 2018 8:01 am

Post by Irrelephant11 »

$♦>>>+Mallow: 776
$!Irrelephant11: 948
$Jumble: 420
$TK: 420
$JerryArr: 360

Jackpot: 460
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Post Post #15443 (isolation #496) » Thu Jul 19, 2018 2:32 am

Post by Irrelephant11 »

Original Roll String: 1d196
1 196-Sided Dice: (172) = 172


mallow you've been rolling the wrong die :lol:
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Post Post #15444 (isolation #497) » Thu Jul 19, 2018 2:33 am

Post by Irrelephant11 »

*Mallowgeno: 975
Jumble: 255
Irrelephant11: 85

Jackpot: 300
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Post Post #15448 (isolation #498) » Thu Jul 19, 2018 2:47 am

Post by Irrelephant11 »

Original Roll String: 1d196
1 196-Sided Dice: (184) = 184
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Post Post #15449 (isolation #499) » Thu Jul 19, 2018 2:47 am

Post by Irrelephant11 »

Original Roll String: 1d196
1 196-Sided Dice: (143) = 143
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Post Post #15451 (isolation #500) » Thu Jul 19, 2018 2:49 am

Post by Irrelephant11 »

I'm guessing the order of application is roll#, roll#-1, roll#+1? If so,

Original Roll String: 1d6 (STATIC)
1 6-Sided Dice: (1) = 1
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Post Post #15453 (isolation #501) » Thu Jul 19, 2018 2:49 am

Post by Irrelephant11 »

whoop pedit made the roll static
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1
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Post Post #15455 (isolation #502) » Thu Jul 19, 2018 2:50 am

Post by Irrelephant11 »

Ohhh okay! I don't think that changes it in this case though.
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Post Post #15457 (isolation #503) » Thu Jul 19, 2018 2:51 am

Post by Irrelephant11 »

*Mallowgeno: 500
Jumble: 774
#Irrelephant11: -390

Jackpot: 300
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Post Post #15461 (isolation #504) » Thu Jul 19, 2018 3:55 am

Post by Irrelephant11 »

Original Roll String: 1d196
1 196-Sided Dice: (183) = 183
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Post Post #15462 (isolation #505) » Thu Jul 19, 2018 3:56 am

Post by Irrelephant11 »

*Mallowgeno: 500
Jumble: 624
#Irrelephant11: -445

Jackpot: 300
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Post Post #15465 (isolation #506) » Thu Jul 19, 2018 4:24 am

Post by Irrelephant11 »

Original Roll String: 1d196
1 196-Sided Dice: (74) = 74
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Post Post #15466 (isolation #507) » Thu Jul 19, 2018 4:30 am

Post by Irrelephant11 »

5: YARD SALE: Players currently on the scoreboard becomes yardsale participants. All symbols currently in play are put in a "pile" between the scores and the jackpot, along with 100 points from each participant. You start by taking your fair share (e.g. 1/3 of the availabel options if there are three players on the scoreboard), or pay 100 per extra symbol you'd like - this 100 pts replaces the symbol in the pile, becoming available for other players to take. This pile remains until the other participating players take their fair share and the pile becomes empty.


woo sorry it got wordy I had a dream and I wanted to bring it to life
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Post Post #15470 (isolation #508) » Thu Jul 19, 2018 8:22 am

Post by Irrelephant11 »

Original Roll String: 1d196
1 196-Sided Dice: (188) = 188
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Post Post #15471 (isolation #509) » Thu Jul 19, 2018 8:23 am

Post by Irrelephant11 »

$*Mallowgeno: 1208
$Jumble: 847
$#Irrelephant11: 0

Jackpot: 300
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Post Post #15474 (isolation #510) » Thu Jul 19, 2018 8:36 am

Post by Irrelephant11 »

Original Roll String: 1d196
1 196-Sided Dice: (11) = 11
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Post Post #15475 (isolation #511) » Thu Jul 19, 2018 8:37 am

Post by Irrelephant11 »

for mallow
Original Roll String: 1d196
1 196-Sided Dice: (116) = 116


for jumble
Original Roll String: 1d196
1 196-Sided Dice: (78) = 78
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Post Post #15476 (isolation #512) » Thu Jul 19, 2018 8:37 am

Post by Irrelephant11 »

1: +400
2: Create your own space
3: Create your own space
4: Create your own space
5: YARD SALE: Players currently on the scoreboard becomes yardsale participants. All symbols currently in play are put in a "pile" between the scores and the jackpot, along with 100 points from each participant. You start by taking your fair share (e.g. 1/3 of the availabel options if there are three players on the scoreboard), or pay 100 per extra symbol you'd like - this 100 pts replaces the symbol in the pile, becoming available for other players to take. This pile remains until the other participating players take their fair share and the pile becomes empty.
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: +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
+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. 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: Multiple 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. (Application order is -1#, #, +1#)
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 and diamond). 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.
187: 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

188: The player(s) with the lowest score flip their score to positive. If they already are positive they get +300 instead
189: Mellow Yellow: Gain 2 random yellow symbols.
190:
GO TO X
(where X is 10 times 1d100)
191: Gain a Ø. The next Russian Roulette that is done you are not factored in. After this occurs, lose one Ø. -177 now
192:
EVERYONE UNLUCKY :(

193: Day of the Week Special-Gain or lose depending on Day of the week when die is rolled (Monday
-352
, Tuesday +35, Wednesday MERGE, Thursday
+236
, Friday gain a + and a Ø, Saturday +300, Sunday EVERYONE +2)
194:
-450

195: Gain a ¥ (Faulty Protect). The next time you lose points, roll 1d4. 1 protects as usual, 2 only protects half of the loss, 3 causes a Critical Hit, and 4 causes twice the loss.
196: Gain a ¥and a Ø. Lower Jackpot by 100.
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Post Post #15477 (isolation #513) » Thu Jul 19, 2018 8:38 am

Post by Irrelephant11 »

rolling again because 183

Original Roll String: 1d196
1 196-Sided Dice: (8) = 8
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Post Post #15478 (isolation #514) » Thu Jul 19, 2018 8:39 am

Post by Irrelephant11 »

Taking both effects

$Mallowgeno: 896
$Jumble: 847
$#Irrelephant11: 896

Jackpot: 300
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Post Post #15637 (isolation #515) » Tue Jul 24, 2018 3:56 am

Post by Irrelephant11 »

How is yard sale still in the 5: slot? I haven't played at all yet this game. Unless someone like it and copy/pasted it?

Well anyway

Original Roll String: 1d197
1 197-Sided Dice: (160) = 160
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Post Post #15638 (isolation #516) » Tue Jul 24, 2018 3:56 am

Post by Irrelephant11 »

§$Jumble: 615
$$Allo: 203
$$$Mallow: -696
+$JerryArr: 335
$TK: -30
Irrelephant11: 0

Jackpot: 300
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Post Post #15650 (isolation #517) » Tue Jul 24, 2018 4:38 am

Post by Irrelephant11 »

Original Roll String: 1d197
1 197-Sided Dice: (128) = 128
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Post Post #15651 (isolation #518) » Tue Jul 24, 2018 4:38 am

Post by Irrelephant11 »

1: +400
2: Create your own space
3: +100 x the number of players in the game.
4: Create your own space
5: Create your own space
6: STEAL 500
7: Create your own space
8: Create your own space
9: -200 if negative, +200 if not
10: RESET
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
+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. 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: Multiple 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. (Application order is -1#, #, +1#)
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 and diamond). 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: +192, then change this number by (1d100)-50. This cannot cause the number to be higher/lower than +/-500.
187: 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

188: The player(s) with the lowest score flip their score to positive. If they already are positive they get +300 instead
189: Mellow Yellow: Gain 2 random yellow symbols.
190:
GO TO X
(where X is 10 times 1d100)
191: Gain a Ø. The next Russian Roulette that is done you are not factored in. After this occurs, lose one Ø. -177 now
192:
EVERYONE UNLUCKY :(

193: Day of the Week Special-Gain or lose depending on Day of the week when die is rolled (Monday
-352
, Tuesday +35, Wednesday MERGE, Thursday
+236
, Friday gain a + and a Ø, Saturday +300, Sunday EVERYONE +2)
194:
-450

195: Gain a ¥ (Faulty Protect). The next time you lose points, roll 1d4. 1 protects as usual, 2 only protects half of the loss, 3 causes a Critical Hit, and 4 causes twice the loss.
196: Gain a ¥and a Ø. Lower Jackpot by 100.
197: Gain a Narrow Guard (/). This protects a negative effect that only affects you.
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Post Post #15652 (isolation #519) » Tue Jul 24, 2018 4:38 am

Post by Irrelephant11 »

§&$Jumble: 620
$$Allo: 203
¥$$$Mallow: -676
+$JerryArr: 335
$TK: -30
Irrelephant11: 130

Jackpot: 300
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Post Post #15655 (isolation #520) » Tue Jul 24, 2018 4:53 am

Post by Irrelephant11 »

Original Roll String: 1d197
1 197-Sided Dice: (39) = 39
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Post Post #15656 (isolation #521) » Tue Jul 24, 2018 4:53 am

Post by Irrelephant11 »

Original Roll String: 1d5
1 5-Sided Dice: (5) = 5

Original Roll String: 1d3
1 3-Sided Dice: (3) = 3
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Post Post #15657 (isolation #522) » Tue Jul 24, 2018 4:53 am

Post by Irrelephant11 »

§&$Jumble: 620
$$Allo: 203
¥$$$Mallow: 500
+$JerryArr: 335
$TK: -30
Irrelephant11: 65

Jackpot: 300
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Post Post #15660 (isolation #523) » Tue Jul 24, 2018 6:18 am

Post by Irrelephant11 »

Original Roll String: 1d197
1 197-Sided Dice: (47) = 47
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Post Post #15661 (isolation #524) » Tue Jul 24, 2018 6:19 am

Post by Irrelephant11 »

§&$Jumble: 920
$$Allo: 503
¥$$$Mallow: 800
+$JerryArr: 635
$TK: 300
Irrelephant11: 370

Jackpot: 300
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Post Post #15693 (isolation #525) » Wed Jul 25, 2018 3:00 am

Post by Irrelephant11 »

Original Roll String: 1d197
1 197-Sided Dice: (142) = 142
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Post Post #15694 (isolation #526) » Wed Jul 25, 2018 3:01 am

Post by Irrelephant11 »

$Jumble: 370
$$Allo: 503
~$$$Mallow: 600
+JerryArr: 1120
$TK: 300
Irrelephant11: 1130

Jackpot: 400
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Post Post #15697 (isolation #527) » Wed Jul 25, 2018 3:17 am

Post by Irrelephant11 »

Original Roll String: 1d197
1 197-Sided Dice: (55) = 55
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Post Post #15698 (isolation #528) » Wed Jul 25, 2018 3:17 am

Post by Irrelephant11 »

$Jumble: 370
$$Allo: 503
~$$$Mallow: 700
+JerryArr: 1120
$TK: 300
Irrelephant11: 1260

Jackpot: 400
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Post Post #15735 (isolation #529) » Thu Jul 26, 2018 2:17 am

Post by Irrelephant11 »

Original Roll String: 1d197
1 197-Sided Dice: (19) = 19
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Post Post #15736 (isolation #530) » Thu Jul 26, 2018 2:17 am

Post by Irrelephant11 »

Jumble: 893
$Allo: 503
~$$Mallow: 595
JerryArr: 408
TK: 585
Irrelephant11: 700

Jackpot: 500
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Post Post #15744 (isolation #531) » Thu Jul 26, 2018 4:09 am

Post by Irrelephant11 »

Original Roll String: 1d197
1 197-Sided Dice: (39) = 39
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Post Post #15745 (isolation #532) » Thu Jul 26, 2018 4:10 am

Post by Irrelephant11 »

Original Roll String: 1d197
1 197-Sided Dice: (108) = 108
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Post Post #15746 (isolation #533) » Thu Jul 26, 2018 4:10 am

Post by Irrelephant11 »

62 is now wicked. I'll take -50

Jumble: 993
$Allo: 503
$$Mallow: 1195
JerryArr: 408
TK: 585
Irrelephant11: 650

Jackpot: 500
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Post Post #15770 (isolation #534) » Thu Jul 26, 2018 8:28 am

Post by Irrelephant11 »

Original Roll String: 1d197
1 197-Sided Dice: (24) = 24
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Post Post #15771 (isolation #535) » Thu Jul 26, 2018 8:28 am

Post by Irrelephant11 »

Mallow: -100
♦Jumble: -93
JerryArr: 250
Irrelephant11: -100

Jackpot: 750
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Post Post #15790 (isolation #536) » Fri Jul 27, 2018 3:31 am

Post by Irrelephant11 »

Original Roll String: 1d198
1 198-Sided Dice: (131) = 131
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Post Post #15791 (isolation #537) » Fri Jul 27, 2018 3:32 am

Post by Irrelephant11 »

Mallow: -1060
♦Jumble: -881
JerryArr: -405
Irrelephant11: -850

Jackpot: 500
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Post Post #15945 (isolation #538) » Tue Jul 31, 2018 5:41 am

Post by Irrelephant11 »

Original Roll String: 1d100
1 100-Sided Dice: (46) = 46
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Post Post #15946 (isolation #539) » Tue Jul 31, 2018 5:42 am

Post by Irrelephant11 »

Jumble: -103
Sparkles: 497
Irrelephant11: 300

Jackpot: 500
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Post Post #15949 (isolation #540) » Tue Jul 31, 2018 5:54 am

Post by Irrelephant11 »

Original Roll String: 1d100
1 100-Sided Dice: (53) = 53
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Post Post #15950 (isolation #541) » Tue Jul 31, 2018 5:55 am

Post by Irrelephant11 »

Jumble: -103
Sparkles: 300
Irrelephant11: 400

Jackpot: 500
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Post Post #15953 (isolation #542) » Tue Jul 31, 2018 6:03 am

Post by Irrelephant11 »

IN ADDITION
we shall be playing to 2018, not our usual 1500. Good luck!

1:
JACKPOT!!!

2: -500
3:
JACKPOT!!!

4:
-100

5:
JACKPOT!!!

6:
-250

7: +10
8: -400
9: +335
10:
-77
, You and an opponent of your choice gets a
Critical Hit

11: +280
12:
UNLUCKY
:(
13: Swap the first and last digits of your score.
14: -335
15:
Go to 300

16: LEND 200 (Give 200 to another player)
17: EVERYONE +240
18: Swap your score with the Jackpot if your score is higher than the jackpot
19: +300
20: -400
21: STEAL 200
22: Exile-Everyone who is positive
Go to -300
. Everyone in the negative -300. If you are currently at 0, -100 and gain an
Anti-Protect
(represented by &)
23:
JACKPOT!!!

24:
UNLUCKY
:(
25: +100
26: Roll a d20. A 7 is a Unlucky, a 13 is Jackpot, 20 is reset, 3 is a protect, 4 is a critical hit, 9 is the everyone critical hit, and all others are minus 100.
27: +500
28:
-100

29: +400
30: -350
31: 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.
32:
UNLUCKY
:(
33: +300
34:
UNLUCKY
:(
35:
JACKPOT!!!

36: -400
37:
JACKPOT!!!

38: -335
39: EVERYONE +240
40: 3 damage-EVERYONE -3 and lose all non-red symbols
41:
Pretty Lucky-
CHOOSE 1 of the following: Gain 3 symbols of your choice (excluding the clover)/
GO TO 750
/
JACKPOT!!!
. This cannot cause you to win.
42: If you are winning, lose 20% of your score, unless you are in the negatives. Give another player this amount.
43: +335
44: All players lose 50 points per symbol except clubs, which is +100, and diamonds, which is -177. Then gain a
critical hit

45: +150
46:
UNLUCKY
:(
47: All players score 50 points per symbol except clubs, which is -100, and diamonds, which is +177. Then
+200
and gain a Diamond.
48: -500
49: +400
50: All players lose 50 points per symbol except clubs, which is +100, and diamonds, which is -177. Then gain a
critical hit

51:
JACKPOT!!!

52:
UNLUCKY
:(
53: 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.
54: -50
55:
JACKPOT!!!

56: -300
57: Gain a
PROTECT
but give the leader a
SUPER PROTECT
unless you are the leader. Then
+200

58:
UNLUCKY
:(
59: RESET then roll 10d150. Gain the total.
60: Low Roller-Lose all your symbols (*, #, ♦, +, ~, ^, %) then RESET. Then Roll 5 dice (whatever number we're on). Carry them out in order but ignore any odd number spaces rolled
61:
JACKPOT!!!

62: Exile-Everyone who is positive
Go to -300
. Everyone in the negative -300. If you are currently at 0, -100 and gain an
Anti-Protect
(represented by &)
63: EVERYONE +240
64:
UNLUCKY
:(
65:
JACKPOT!!!

66:
UNLUCKY
:(
67:
JACKPOT!!!

68: -5
69:
JACKPOT!!!

70: RESET
71: 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

72: EVERYONE -240
73: Gain a
PROTECT
but give the leader a
SUPER PROTECT
unless you are the leader. Then
+200

74:
UNLUCKY
:(
75: +160
76: -400
77: +500
78: -90
79:
Equalizer
- Roll a 30d50. Everyone merges with the generated value. (Example at .)
80: Divide your score by [1d5], then multiply it by [1d3].
81: ROLL AGAIN (x3)
82: -400
83:
JACKPOT!!!

84: All players lose 50 points per symbol except clubs, which is +100, and diamonds, which is -177. Then gain a
critical hit

85: Insurance-Give all players a $. This blocks the next unlucky space you land on. Then gain +300
86: Exile-Everyone who is positive
Go to -300
. Everyone in the negative -300. If you are currently at 0, -100 and gain an
Anti-Protect
(represented by &)
87: 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. (On rolls ignore Wacky or Wacked Pack's rolled as a result)
88: Insurance Scam-All players lose their $'s. Then each other player gains 100 points and you lose 75 points for each other player in the game.
89:
JACKPOT!!!

90: -200
91: +300
92: -400
93:
JACKPOT!!!

94: Wacked Pack: Roll 4 dice. Activate the rolls in the order you rolled them, however ignore the first odd numbered space, double the first even numbered space, give one player the second odd numbered space, apply the rest normally. (On rolls ignore Wacky or Wacked Pack's rolled as a result)
95: 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.
96: Exile-Everyone who is positive
Go to -300
. Everyone in the negative -300. If you are currently at 0, -100 and gain an
Anti-Protect
(represented by &)
97:
JACKPOT!!!

98: Wacked Pack: Roll 4 dice. Activate the rolls in the order you rolled them, however ignore the first odd numbered space, double the first even numbered space, give one player the second odd numbered space, apply the rest normally. (On rolls ignore Wacky or Wacked Pack's rolled as a result)
99: 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. (On rolls ignore Wacky or Wacked Pack's rolled as a result)
100: EVERYONE RESET
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Post Post #15954 (isolation #543) » Tue Jul 31, 2018 6:04 am

Post by Irrelephant11 »

Original Roll String: 1d100
1 100-Sided Dice: (74) = 74
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Post Post #15955 (isolation #544) » Tue Jul 31, 2018 6:04 am

Post by Irrelephant11 »

Jumble: -403
Sparkles: -300
Irrelephant11: 200

Jackpot: 500
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Post Post #15963 (isolation #545) » Tue Jul 31, 2018 6:37 am

Post by Irrelephant11 »

Original Roll String: 1d100
1 100-Sided Dice: (22) = 22
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Post Post #15964 (isolation #546) » Tue Jul 31, 2018 6:38 am

Post by Irrelephant11 »

%Jumble: -243
Sparkles: -420
%Irrelephant11: -117

Jackpot: 423
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Post Post #15977 (isolation #547) » Tue Jul 31, 2018 7:25 am

Post by Irrelephant11 »

Original Roll String: 1d100
1 100-Sided Dice: (70) = 70
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Post Post #15978 (isolation #548) » Tue Jul 31, 2018 7:26 am

Post by Irrelephant11 »

for mallow
Original Roll String: 1d100
1 100-Sided Dice: (91) = 91


for jerry
Original Roll String: 1d100
1 100-Sided Dice: (42) = 42
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Post Post #15979 (isolation #549) » Tue Jul 31, 2018 7:26 am

Post by Irrelephant11 »

Original Roll String: 10d150
10 150-Sided Dice: (73, 121, 44, 10, 102, 132, 62, 47, 80, 57) = 728
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Post Post #15980 (isolation #550) » Tue Jul 31, 2018 7:27 am

Post by Irrelephant11 »

Keeping Jerry's.

Jumble: -393
Sparkles: -420
%Irrelephant11: 523
Mallow: -123
JerryArr: 160

Jackpot: 500
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Post Post #15983 (isolation #551) » Tue Jul 31, 2018 7:39 am

Post by Irrelephant11 »

Original Roll String: 1d100
1 100-Sided Dice: (38) = 38
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Post Post #15984 (isolation #552) » Tue Jul 31, 2018 7:39 am

Post by Irrelephant11 »

$Jumble: -393
$Sparkles: -420
$Irrelephant11: 21
$Mallow: 177
$JerryArr: 160

Jackpot: 500
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Post Post #15989 (isolation #553) » Tue Jul 31, 2018 7:47 am

Post by Irrelephant11 »

Original Roll String: 1d100
1 100-Sided Dice: (1) = 1
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Post Post #15990 (isolation #554) » Tue Jul 31, 2018 7:47 am

Post by Irrelephant11 »

$Jumble: -153
Sparkles: -180
Irrelephant11: 261
$Mallow: 417
$JerryArr: 400

Jackpot: 500
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Post Post #15993 (isolation #555) » Tue Jul 31, 2018 7:51 am

Post by Irrelephant11 »

Original Roll String: 1d100
1 100-Sided Dice: (89) = 89
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Post Post #15994 (isolation #556) » Tue Jul 31, 2018 7:51 am

Post by Irrelephant11 »

$Jumble: -153
Sparkles: -580
Irrelephant11: -139
$Mallow: 417
$JerryArr: 400

Jackpot: 500
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Post Post #15997 (isolation #557) » Tue Jul 31, 2018 7:55 am

Post by Irrelephant11 »

Original Roll String: 1d100
1 100-Sided Dice: (41) = 41
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Post Post #15998 (isolation #558) » Tue Jul 31, 2018 7:55 am

Post by Irrelephant11 »

$Jumble: -153
Sparkles: -580
Irrelephant11: 300
$Mallow: 17
$JerryArr: 400

Jackpot: 500
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Post Post #16004 (isolation #559) » Tue Jul 31, 2018 8:05 am

Post by Irrelephant11 »

Original Roll String: 1d100
1 100-Sided Dice: (51) = 51
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Post Post #16005 (isolation #560) » Tue Jul 31, 2018 8:05 am

Post by Irrelephant11 »

$Jumble: -153
*Sparkles: -380
Irrelephant11: -400
$Mallow: 317
$^JerryArr: 400

Jackpot: 500
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Post Post #16016 (isolation #561) » Tue Jul 31, 2018 8:35 am

Post by Irrelephant11 »

hahahaha
Original Roll String: 1d100
1 100-Sided Dice: (91) = 91
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Post Post #16017 (isolation #562) » Tue Jul 31, 2018 8:35 am

Post by Irrelephant11 »

$Jumble: 0
Sparkles: 0
Irrelephant11: 300
$Mallow: 0
$^JerryArr: 0

Jackpot: 400
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Post Post #16116 (isolation #563) » Wed Aug 01, 2018 2:15 am

Post by Irrelephant11 »

Original Roll String: 1d100
1 100-Sided Dice: (74) = 74
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Post Post #16117 (isolation #564) » Wed Aug 01, 2018 2:17 am

Post by Irrelephant11 »

Jumble: -300
Sparkles: -1060
Irrelephant11: -300
Mallow: -300
JerryArr: -410
D3f3nd3r: -300
Animorpherv1: -300
Jackal711: -410
TK: -685

Jackpot: 500

yikes this die is wonky
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Post Post #16123 (isolation #565) » Wed Aug 01, 2018 2:40 am

Post by Irrelephant11 »

wowww sad

Original Roll String: 1d100
1 100-Sided Dice: (99) = 99
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Post Post #16124 (isolation #566) » Wed Aug 01, 2018 2:41 am

Post by Irrelephant11 »

Jumble: -303
Sparkles: -860
Irrelephant11: -600
Mallow: -1590
JerryArr: -710
D3f3nd3r: -600
Animorpherv1: -600
Jackal711: -710
TK: -985

Jackpot: 500
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Post Post #16130 (isolation #567) » Wed Aug 01, 2018 2:56 am

Post by Irrelephant11 »

Original Roll String: 1d100
1 100-Sided Dice: (48) = 48
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Post Post #16131 (isolation #568) » Wed Aug 01, 2018 2:56 am

Post by Irrelephant11 »

Original Roll String: 4d100
4 100-Sided Dice: (56, 5, 100, 88) = 249
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Post Post #16132 (isolation #569) » Wed Aug 01, 2018 2:59 am

Post by Irrelephant11 »

18: Swap your score with the Jackpot if your score is higher than the jackpot [DOUBLED, does nothing]
2: -500
11: +280

26: Roll a d20. A 7 is a Unlucky, a 13 is Jackpot, 20 is reset, 3 is a protect, 4 is a critical hit, 9 is the everyone critical hit, and all others are minus 100.

Original Roll String: 1d20
1 20-Sided Dice: (12) = 12
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Post Post #16133 (isolation #570) » Wed Aug 01, 2018 2:59 am

Post by Irrelephant11 »

Jumble: -303
Sparkles: -860
Irrelephant11: -1200
Mallow: -1190
JerryArr: -710
%D3f3nd3r: -600
Animorpherv1: -600
Jackal711: -710
TK: -985

Jackpot: 500

woo I take the -lead
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Post Post #16138 (isolation #571) » Wed Aug 01, 2018 3:28 am

Post by Irrelephant11 »

Original Roll String: 1d100
1 100-Sided Dice: (100) = 100
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Post Post #16139 (isolation #572) » Wed Aug 01, 2018 3:29 am

Post by Irrelephant11 »

Jumble: -303
Sparkles: -860
Irrelephant11: -201
Mallow: -690
JerryArr: -710
%D3f3nd3r: -265
Animorpherv1: -600
Jackal711: -710
TK: -985

Jackpot: 500
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Post Post #16142 (isolation #573) » Wed Aug 01, 2018 3:44 am

Post by Irrelephant11 »

Original Roll String: 1d8
1 8-Sided Dice: (3) = 3
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Post Post #16143 (isolation #574) » Wed Aug 01, 2018 3:44 am

Post by Irrelephant11 »

Jumble: -303
Sparkles: -860
Irrelephant11: 299
Mallow: -1090
JerryArr: -710
%D3f3nd3r: -265
Animorpherv1: -600
Jackal711: -710
TK: -985

Jackpot: 500
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Post Post #16146 (isolation #575) » Wed Aug 01, 2018 4:00 am

Post by Irrelephant11 »

Original Roll String: 1d100
1 100-Sided Dice: (28) = 28
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Post Post #16147 (isolation #576) » Wed Aug 01, 2018 4:00 am

Post by Irrelephant11 »

Jumble: -303
Sparkles: -860
Irrelephant11: 799
Mallow: -590
JerryArr: -710
%D3f3nd3r: -265
Animorpherv1: -600
Jackal711: -710
TK: -985

Jackpot: 500
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Post Post #16150 (isolation #577) » Wed Aug 01, 2018 4:29 am

Post by Irrelephant11 »

Original Roll String: 1d100
1 100-Sided Dice: (100) = 100
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Post Post #16151 (isolation #578) » Wed Aug 01, 2018 4:29 am

Post by Irrelephant11 »

IN ADDITION
we shall be playing to 2018, not our usual 1500. Good luck!

1:
JACKPOT!!!

2: -500
3:
JACKPOT!!!

4:
-100

5:
JACKPOT!!!

6:
-250

7: +10
8: -400
9: +335
10:
-77
, You and an opponent of your choice gets a
Critical Hit

11: +280
12:
UNLUCKY
:(
13: Swap the first and last digits of your score.
14: -335
15:
Go to 300

16: LEND 200 (Give 200 to another player)
17: EVERYONE +240
18: Swap your score with the Jackpot if your score is higher than the jackpot
19: +300
20: -400
21: STEAL 200
22: Exile-Everyone who is positive
Go to -300
. Everyone in the negative -300. If you are currently at 0, -100 and gain an
Anti-Protect
(represented by &)
23:
JACKPOT!!!

24:
UNLUCKY
:(
25: +100
26: Roll a d20. A 7 is a Unlucky, a 13 is Jackpot, 20 is reset, 3 is a protect, 4 is a critical hit, 9 is the everyone critical hit, and all others are minus 100.
27: +500
28:
-100

29: +400
30: -350
31: 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.
32:
UNLUCKY
:(
33: +300
34:
UNLUCKY
:(
35:
JACKPOT!!!

36: -400
37:
JACKPOT!!!

38: -335
39: EVERYONE +240
40: 3 damage-EVERYONE -3 and lose all non-red symbols
41:
Pretty Lucky-
CHOOSE 1 of the following: Gain 3 symbols of your choice (excluding the clover)/
GO TO 750
/
JACKPOT!!!
. This cannot cause you to win.
42: If you are winning, lose 20% of your score, unless you are in the negatives. Give another player this amount.
43: +335
44: All players lose 50 points per symbol except clubs, which is +100, and diamonds, which is -177. Then gain a
critical hit

45: +150
46:
UNLUCKY
:(
47: All players score 50 points per symbol except clubs, which is -100, and diamonds, which is +177. Then
+200
and gain a Diamond.
48: -500
49: +400
50: All players lose 50 points per symbol except clubs, which is +100, and diamonds, which is -177. Then gain a
critical hit

51:
JACKPOT!!!

52:
UNLUCKY
:(
53: 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.
54: -50
55:
JACKPOT!!!

56: -300
57: Gain a
PROTECT
but give the leader a
SUPER PROTECT
unless you are the leader. Then
+200

58:
UNLUCKY
:(
59: RESET then roll 10d150. Gain the total.
60: Low Roller-Lose all your symbols (*, #, ♦, +, ~, ^, %) then RESET. Then Roll 5 dice (whatever number we're on). Carry them out in order but ignore any odd number spaces rolled
61:
JACKPOT!!!

62: Exile-Everyone who is positive
Go to -300
. Everyone in the negative -300. If you are currently at 0, -100 and gain an
Anti-Protect
(represented by &)
63: EVERYONE +240
64:
UNLUCKY
:(
65:
JACKPOT!!!

66:
UNLUCKY
:(
67:
JACKPOT!!!

68: -5
69:
JACKPOT!!!

70: RESET
71: 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

72: EVERYONE -240
73: Gain a
PROTECT
but give the leader a
SUPER PROTECT
unless you are the leader. Then
+200

74:
UNLUCKY
:(
75: +160
76: -400
77: +500
78: -90
79:
Equalizer
- Roll a 30d50. Everyone merges with the generated value. (Example at .)
80: Divide your score by [1d5], then multiply it by [1d3].
81: ROLL AGAIN (x3)
82: -400
83:
JACKPOT!!!

84: All players lose 50 points per symbol except clubs, which is +100, and diamonds, which is -177. Then gain a
critical hit

85: Insurance-Give all players a $. This blocks the next unlucky space you land on. Then gain +300
86: Exile-Everyone who is positive
Go to -300
. Everyone in the negative -300. If you are currently at 0, -100 and gain an
Anti-Protect
(represented by &)
87: 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. (On rolls ignore Wacky or Wacked Pack's rolled as a result)
88: Insurance Scam-All players lose their $'s. Then each other player gains 100 points and you lose 75 points for each other player in the game.
89:
JACKPOT!!!

90: -200
91: +300
92: -400
93:
JACKPOT!!!

94: Wacked Pack: Roll 4 dice. Activate the rolls in the order you rolled them, however ignore the first odd numbered space, double the first even numbered space, give one player the second odd numbered space, apply the rest normally. (On rolls ignore Wacky or Wacked Pack's rolled as a result)
95: 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.
96: Exile-Everyone who is positive
Go to -300
. Everyone in the negative -300. If you are currently at 0, -100 and gain an
Anti-Protect
(represented by &)
97:
JACKPOT!!!

98: Wacked Pack: Roll 4 dice. Activate the rolls in the order you rolled them, however ignore the first odd numbered space, double the first even numbered space, give one player the second odd numbered space, apply the rest normally. (On rolls ignore Wacky or Wacked Pack's rolled as a result)
99: 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. (On rolls ignore Wacky or Wacked Pack's rolled as a result)
100: EVERYONE RESET
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Post Post #16152 (isolation #579) » Wed Aug 01, 2018 4:30 am

Post by Irrelephant11 »

Original Roll String: 4d100
4 100-Sided Dice: (82, 17, 55, 58) = 212
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Post Post #16153 (isolation #580) » Wed Aug 01, 2018 4:32 am

Post by Irrelephant11 »

The first three are unlucky's and the last one is +500. Giving the first to mallow, ignoring the second, keeping the third normal, and doubling the last.

Jumble: -303
Sparkles: -860
Irrelephant11: 1299
Mallow: -590
JerryArr: -710
%D3f3nd3r: -265
Animorpherv1: -600
Jackal711: -710
TK: -985

Jackpot: 500
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Post Post #16156 (isolation #581) » Wed Aug 01, 2018 4:41 am

Post by Irrelephant11 »

Original Roll String: 1d100
1 100-Sided Dice: (40) = 40
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Post Post #16157 (isolation #582) » Wed Aug 01, 2018 4:42 am

Post by Irrelephant11 »

Jumble: -303
Sparkles: -860
*Irrelephant11: 1499
Mallow: -1090
JerryArr: -710
%D3f3nd3r: -265
Animorpherv1: -600
Jackal711: -710
TK: -985

Jackpot: 700
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Post Post #16167 (isolation #583) » Wed Aug 01, 2018 5:21 am

Post by Irrelephant11 »

Original Roll String: 1d100
1 100-Sided Dice: (82) = 82
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Post Post #16168 (isolation #584) » Wed Aug 01, 2018 5:21 am

Post by Irrelephant11 »

Jumble: -303
Sparkles: 1511
Irrelephant11: 1499
Mallow: -1430
JerryArr: -710
%D3f3nd3r: 750
Animorpherv1: -600
Jackal711: -710
TK: -985

Jackpot: 500
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Post Post #16171 (isolation #585) » Wed Aug 01, 2018 5:37 am

Post by Irrelephant11 »

Original Roll String: 1d100
1 100-Sided Dice: (35) = 35


happ birt
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Post Post #16172 (isolation #586) » Wed Aug 01, 2018 5:37 am

Post by Irrelephant11 »

Jumble: -303
Sparkles: 1511
Irrelephant11: 9491
!!! Hooray!
Mallow: -1430
JerryArr: -710
%D3f3nd3r: 750
Animorpherv1: -600
Jackal711: -210
TK: -985

Jackpot: 500
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Post Post #16173 (isolation #587) » Wed Aug 01, 2018 5:46 am

Post by Irrelephant11 »

201: Gain a ♠️. While you have the ♠️, you can decide every turn whether you want to do a Jack roll (normal), Queen roll (only the first 100 spaces), or a King roll (all other spaces). You can choose at any point during your turn to sell this symbol for 4d10 points. Gaining this symbol does not cause you to lose your ♥.
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Post Post #16177 (isolation #588) » Wed Aug 01, 2018 6:42 am

Post by Irrelephant11 »

Original Roll String: 1d201
1 201-Sided Dice: (67) = 67
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Post Post #16178 (isolation #589) » Wed Aug 01, 2018 6:42 am

Post by Irrelephant11 »

Irrelephant11: 90

Jackpot: 500
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Post Post #16184 (isolation #590) » Wed Aug 01, 2018 7:22 am

Post by Irrelephant11 »

yeah that seems right

Original Roll String: 1d201
1 201-Sided Dice: (59) = 59
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Post Post #16185 (isolation #591) » Wed Aug 01, 2018 7:23 am

Post by Irrelephant11 »

#Jumble: 0
^Irrelephant11: 90
Sparkles: 32

Jackpot: 500
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Post Post #16188 (isolation #592) » Wed Aug 01, 2018 8:03 am

Post by Irrelephant11 »

Original Roll String: 1d201
1 201-Sided Dice: (125) = 125
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Post Post #16189 (isolation #593) » Wed Aug 01, 2018 8:03 am

Post by Irrelephant11 »

#Jumble: 0
^Irrelephant11: 340
^Sparkles: 32

Jackpot: 750
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Post Post #16193 (isolation #594) » Wed Aug 01, 2018 8:14 am

Post by Irrelephant11 »

oh thanks nice catch
Eh if we play 100 more games I'd worry about it more then

Original Roll String: 1d210
1 210-Sided Dice: (208) = 208
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Post Post #16194 (isolation #595) » Wed Aug 01, 2018 8:14 am

Post by Irrelephant11 »

#Jumble: 0
^Irrelephant11: 231
>>Sparkles: 32

Jackpot: 731
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Post Post #16216 (isolation #596) » Wed Aug 01, 2018 9:27 am

Post by Irrelephant11 »

lol I hate Exile so much

Original Roll String: 1d201
1 201-Sided Dice: (100) = 100
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Post Post #16217 (isolation #597) » Wed Aug 01, 2018 9:28 am

Post by Irrelephant11 »

9: Stampede! Elephants stomp everyone's score down to half (including negative scores)
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Post Post #16245 (isolation #598) » Thu Aug 02, 2018 3:39 am

Post by Irrelephant11 »

Original Roll String: 1d201
1 201-Sided Dice: (53) = 53
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Post Post #16246 (isolation #599) » Thu Aug 02, 2018 3:40 am

Post by Irrelephant11 »

Sigh. Re-rolling so I don't just lose.

whoops forgot a die
Original Roll String: 1d201 (STATIC)
1 201-Sided Dice: (57) = 57
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