IN ADDITION
we shall be playing to 2018, not our usual 1500. Good luck!
1:
2: -500
3:
4:
5:
6:
7: +10
8: -400
9: +335
10:
, You and an opponent of your choice gets a
Critical Hit
11: +280
12:
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:
24:
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:
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:
33: +300
34:
35:
36: -400
37:
38: -335
39: EVERYONE +240
40: 3 damage-EVERYONE -3 and lose all non-red symbols
41:
CHOOSE 1 of the following: Gain 3 symbols of your choice (excluding the clover)/
GO TO 750
/
. 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:
47: All players score 50 points per symbol except clubs, which is -100, and diamonds, which is +177. Then
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:
52:
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:
56: -300
57: Gain a
PROTECT
but give the leader a
unless you are the leader. Then
58:
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:
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:
65:
66:
67:
68: -5
69:
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
72: EVERYONE -240
73: Gain a
PROTECT
but give the leader a
unless you are the leader. Then
74:
75: +160
76: -400
77: +500
78: -90
79:
Equalizer
- Roll a 30d50. Everyone merges with the generated value. (Example at
12639.)
80: Divide your score by [1d5], then multiply it by [1d3].
81: ROLL AGAIN (x3)
82: -400
83:
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:
90: -200
91: +300
92: -400
93:
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:
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
"There's a fine line between genius and insanity. I have erased this line." -Oscar Levant