1: +400
2: Collatz Conjecture Lite: halve your score if it's even. Add half (rounded up) if it's odd, then add 1.
3: Make 2 other players MERGE.
4: Swap your score with the player whose score is just ahead of you. If you're in first place, +1 instead.
5: ROLL AGAIN (x1/2)
6: Roll a 100 + 1d109, taking the results from the original Race to 1500.
7: Create your own space
8: LOCKOUT: You have to wait 24 hours before you can role again.
9: Go to 1500
10: If the absolute value of your score is relatively prime to all other players scores (the only common factor is 1) (take the absolute value of their scores as well), then go to 1499. Else, go to zero. (Example: 26 and 27 are relatively prime because they only share the factor 1. 8 and 12 are not relatively prime because they share the factor 2 among other factors.)
11:
101: The next player's roll also affects you.
102: Roll again with an additional 1d2, if you land on a 1 multiply the the amount by X3 if you land on a 2 multiply the amount by X1/3.
Yeah, I think rule 9 is very overpowered as well. Up to Jumble to decide, though.
In post 0, NotAJumbleOfNumbers wrote:Create your own space: Create something to put in this space! It will last the rest of the round. It must be something reasonable and not over powered. I reserve the right to negate anything someone puts there if I feel it is too unfair. This effect doesn't take effect immediately. No Create your own space can create further create your own spaces.
Also what does "This effect doesn't take effect immediately." mean, anyway?
I think it means that the person who landed on that space is only creating the rule and does not take the affect of the new rule. Someone could make a rule that would benefit them if that was not included.
Jumble I am willing to allow Rule 9 to be set back to a Create your own space but I get to re role and we use the scoreboard that was right before my 9 role.
1: +400
2: Collatz Conjecture Lite: halve your score if it's even. Add half (rounded up) if it's odd, then add 1.
3: Make 2 other players MERGE.
4: Swap your score with the player whose score is just ahead of you. If you're in first place, +1 instead.
5: ROLL AGAIN (x1/2)
6: Roll a 100 + 1d109, taking the results from the original Race to 1500.
7: Create your own space
8: LOCKOUT: You have to wait 24 hours before you can role again.
9: Create your own space
10: If the absolute value of your score is relatively prime to all other players scores (the only common factor is 1) (take the absolute value of their scores as well), then go to 1499. Else, go to zero. (Example: 26 and 27 are relatively prime because they only share the factor 1. 8 and 12 are not relatively prime because they share the factor 2 among other factors.)
11:
101: The next player's roll also affects you.
102: Roll again with an additional 1d2, if you land on a 1 multiply the the amount by X3 if you land on a 2 multiply the amount by X1/3.