1: +400
2: Gain a Token ($). When you have this token, gain 10 points every time you roll. Tokens stack, so 2 tokens means +20 per roll. However, if any other person lands here, you lose all your Tokens and 200 points per Token lost. That person gets one Token.
3: the person with the most points gives 100 to the person with the least points. If multiple people have the most or least points the people with the most all get ^ BURNED, and those with the least get $ TOKENS.
4: Take your score (without -), mod 118, and go to that rule. 0 goes to 118. If you got here because of this rule, +444.
5: Roll Again (x0.75) + Roll Again (x0.75): roll 2 dice and multiply their effects by 0.75
6: MERGE with the Jackpot. Your score and the jackpot become linked for your next three rolls. Whatever happens to your score happens to the Jackpot and vice versa. After your third roll, the link will end and the Jackpot will be at whatever you end up with after you finalize your roll.
7: MERGE with the jackpot. If it causes the jackpot to be lower than 300, make it 300.
8: Create your own space
9: Go to the average of everyone's scores.
10: +100 if your score is a multiple of 10, ROLL AGAIN otherwise.
11:
12: MERGE
13: -400
14: +25
15: -203
16: -5
17: +90
18:
19: STEAL 200
20: -210
21: EVERYONE +240
22: -100
23: +100
24: ROLL AGAIN (x2)
25: +70
26: +130
27: +30
28:
29: -175
30: +10
31: +203
32:
PROTECT
33:
34: +300
35:
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:
51: +185
52: +300
53: +125
54: EVERYONE -400
55:
Go to 500
56: +5
57: +75
58:
59: +335
60: STEAL 250
61:
PROTECT
62: -55
63: -300
64: -75
65: -30
66:
67: +30
68: -40
69: +60
70: -70
71: -190
72: +350
73:
Go to 750
74: +100
75: +100
76: -200
77:
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:
95: -50
96: MERGE
97: STEAL 100
98: -300
99: EVERYONE RESET
100:
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.
103: Welcome to the Shop! You can buy a Protect for 100 points, or any other symbol for the rule number it's introduced. If the symbol is bad, you can choose to gain the rule number to get the symbol. You can only buy one at a time.
104: Choose one: Use a
HEAL
on yourself OR give a
BURN
to another player
105: Gain a
DOUBLE
or Give a
DIVIDE
to another player.
106: Split a third of your score evenly amongst all the other players.
107:
LOVER
108: Roll 5d300. The result is your new score.
109:
DOUBLE CHECKER
110: Remove all DOUBLE symbols from every player. Gain +50 points for every symbol removed.
111: +111
112: +123 and ROLL AGAIN (x1)
113:
Redemption
- anyone who is in the negatives
GO TO 300
. Anyone in the positives +100. If you are at 0, +150 and gain a Protect.
114. EVERYONE MERGE
115:
Redistribution
- Roll a dice (d20) for all players. The highest dice value takes the highest balance, the second highest takes the second balance, etc. If multiple people have the same value they take the average of the respective spaces and become Lovers. Symbols (Effects) do not transfer.
Sample roll here
116:
Rebirth Day
- Roll a d100 for all players. Split sum of amount as ratio.
Sample roll here
117: Roll three dice, and after rolling, decide who you want the die applied on, you cannot choose yourself.
118:
Mirror of Truth
- Mirror your number and take out the last digits until it does not exceed 1500. If there are less than 3 digits, mirror it and multiply negative 1.