Race to 1500, Again [Round 28]

For completed/abandoned Mish Mash Games.
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Post Post #5458 (isolation #200) » Tue May 25, 2021 8:27 am

Post by Farren »

Original Roll String: 1d126
1 126-Sided Dice: (113) = 113
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Post Post #5459 (isolation #201) » Tue May 25, 2021 8:30 am

Post by Farren »

Well, crap.

1408/3 = 469 rounded down.

⬤ Mist: 731 (doubles in 3 rolls)
dsjstr: 662 (next roll is doubled)
!✔vincentw: 331
Farren: 1

Jackpot: 500
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Post Post #5463 (isolation #202) » Wed May 26, 2021 3:51 pm

Post by Farren »

Original Roll String: 1d126
1 126-Sided Dice: (104) = 104
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Post Post #5464 (isolation #203) » Wed May 26, 2021 3:52 pm

Post by Farren »

⬤ Mist: 731 (doubles in 3 rolls)
dsjstr: 662 (next roll is doubled)
Farren: 126
!✔vincentw: -75

Jackpot: 500
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Post Post #5467 (isolation #204) » Thu May 27, 2021 5:22 am

Post by Farren »

Original Roll String: 1d126
1 126-Sided Dice: (69) = 69
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Post Post #5468 (isolation #205) » Thu May 27, 2021 5:23 am

Post by Farren »

⬤ Mist: 731 (doubles in 3 rolls)
dsjstr: 662 (next roll is doubled)
Farren: 251
!✔vincentw: 50

Jackpot: 500
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Post Post #5472 (isolation #206) » Thu May 27, 2021 4:44 pm

Post by Farren »

Original Roll String: 1d126
1 126-Sided Dice: (105) = 105
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Post Post #5473 (isolation #207) » Thu May 27, 2021 4:47 pm

Post by Farren »

726/3 = 243.
243/3 = 81.

-243 to me, +81 to everyone else.

dsjstr: 962 (next roll is doubled)
⬤ Mist: 947 (doubles in 2 rolls)
!✔vincentw: 756
Farren: 483

Jackpot: 500
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Post Post #5476 (isolation #208) » Fri May 28, 2021 6:01 pm

Post by Farren »

Original Roll String: 1d126
1 126-Sided Dice: (17) = 17
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Post Post #5477 (isolation #209) » Fri May 28, 2021 6:02 pm

Post by Farren »

dsjstr: 962 (next roll is doubled)
Mist: 947 (doubles in 2 rolls)
Farren: 843
⬤ !✔vincentw: 256


Jackpot: 500
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Post Post #5478 (isolation #210) » Sun May 30, 2021 6:54 am

Post by Farren »

It's been 24 hours.

Original Roll String: 1d126
1 126-Sided Dice: (73) = 73
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Post Post #5479 (isolation #211) » Sun May 30, 2021 6:57 am

Post by Farren »

-200 to vincentw for letting someone else make Rule #8 with Rulemaker active.

8: All events set to trigger in the future are cancelled. This does not affect symbols.

dsjstr: 962 (next roll is doubled)
Mist: 947 (doubles in 2 rolls)
Farren: 483
⬤ !✔vincentw: 56

Jackpot: 500

Spoiler: The Chart
1: +400
2: Get "-" what the next person rolls
3: Create your own space
4: Pick another person. For the next [2d3] rolls, you're also rolling for them, but with their results flipped. Only works on rules that are just straight-up +/- scores; any other rules only apply to you but are not counted as part of the [2d3] rolls.
5: Create your own space
6: For your next three rolls, your score is halved. At the end of the three rolls, double the score you have then.
7: Add up the digits of everyone's scores and go to that rule number, mod 126.
8: All events set to trigger in the future are cancelled. This does not affect symbols.
9:
Franken-Rule
: Choose any two of the last five 1d126 rolls (excluding this one) to apply to yourself right now.
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: 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.
119: Rulemaker (
!
)
120: Roll 1d7, then roll 1d7 again if you wish. A 1 is +50, a 2 is Double or Double Checker, a 3 is
+200
, a 4 is
+150
and ROLL AGAIN, a 5 is
+323
, a 6 is two Protects, and a 7 is
JACKPOT!!!
. If you go over 7,
UNLUCKY
.
121: First place MERGE with 1000, second place with 1100, third with 1200 and so on.
122:
HOT POTATO
(every time someone rolls a perfect square number (n × n or n2; where n is any integer) the
HOT POTATO
gets passed on to them. There can only be 1
HOT POTATO
per round. Who ever is holding on to the hot potato when a new page gets created gets -50)
123: Give Your score/X of your points(rounded down if needed) to all other players. X = other players
124: Roll a three-sided die and get a roll of x. For your next x rolls, the result is doubled.
125: Don't post a score update. You score x*50 points with x being the amount of hours (rounded down) it takes for the next player to roll. If someone rolls within the hour, you lose 600 points. Alternatively, if you don't want to take the risk, take a 100 point loss immediately and post a score update.
126:
Cold Shower
: Remove all
BURN
s,
HOT POTATO
es, and
LOVER
s from all players. If you removed at least one symbol from at least one player,
+100
. Otherwise,
-100
.
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Post Post #5485 (isolation #212) » Sun May 30, 2021 12:02 pm

Post by Farren »

Had to try! Not likely to roll an 8 a second time in a row, though.

Original Roll String: 1d126
1 126-Sided Dice: (44) = 44
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Post Post #5486 (isolation #213) » Sun May 30, 2021 12:03 pm

Post by Farren »

dsjstr: 962 (next roll is doubled)
⬤Mist: 1017 (doubles in 1 roll)
Farren: 573
!✔vincentw: -14

Jackpot: 500
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Post Post #5489 (isolation #214) » Sun May 30, 2021 4:30 pm

Post by Farren »

Original Roll String: 1d126
1 126-Sided Dice: (20) = 20
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Post Post #5490 (isolation #215) » Sun May 30, 2021 4:32 pm

Post by Farren »

Merging with Mist7676.

(1017 + 573)/2 = 795

dsjstr: 962 (next roll is doubled)
⬤Mist: 795 (doubles in 1 roll)
Farren: 795
!@✔vincentw: -14

Jackpot: 500
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Post Post #5497 (isolation #216) » Tue Jun 01, 2021 2:44 pm

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (59) = 59
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Post Post #5498 (isolation #217) » Tue Jun 01, 2021 2:45 pm

Post by Farren »

Farren: 75
mist7676: -203

Jackpot: 500
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Post Post #5501 (isolation #218) » Wed Jun 02, 2021 5:36 am

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (21) = 21
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Post Post #5502 (isolation #219) » Wed Jun 02, 2021 5:38 am

Post by Farren »

This is Race to -1500, right?

Farren: -115
mist7676: -153

Jackpot: 500

Spoiler: The Chart
1: +400
2: Create your own space
3: Create your own space
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: 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.
119: Rulemaker (
!
)
120: Roll 1d7, then roll 1d7 again if you wish. A 1 is +50, a 2 is Double or Double Checker, a 3 is
+200
, a 4 is
+150
and ROLL AGAIN, a 5 is
+323
, a 6 is two Protects, and a 7 is
JACKPOT!!!
. If you go over 7,
UNLUCKY
.
121: First place MERGE with 1000, second place with 1100, third with 1200 and so on.
122:
HOT POTATO
(every time someone rolls a perfect square number (n × n or n2; where n is any integer) the
HOT POTATO
gets passed on to them. There can only be 1
HOT POTATO
per round. Who ever is holding on to the hot potato when a new page gets created gets -50)
123: Give Your score/X of your points(rounded down if needed) to all other players. X = other players
124: Roll a three-sided die and get a roll of x. For your next x rolls, the result is doubled.
125: Don't post a score update. You score x*50 points with x being the amount of hours (rounded down) it takes for the next player to roll. If someone rolls within the hour, you lose 600 points. Alternatively, if you don't want to take the risk, take a 100 point loss immediately and post a score update.
126:
Cold Shower
: Remove all
BURN
s,
HOT POTATO
es, and
LOVER
s from all players. If you removed at least one symbol from at least one player,
+100
. Otherwise,
-100
.
127: Hold your breath for as long as you can. Gain a point for each second you can hold your breath (max +100).
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Post Post #5505 (isolation #220) » Wed Jun 02, 2021 5:47 pm

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (3) = 3
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Post Post #5506 (isolation #221) » Wed Jun 02, 2021 5:48 pm

Post by Farren »

Uh ... merge with Mist?

Farren: -134
Mist7676: -134

Jackpot: 500
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Post Post #5510 (isolation #222) » Thu Jun 03, 2021 11:37 am

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (66) = 66
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Post Post #5511 (isolation #223) » Thu Jun 03, 2021 11:38 am

Post by Farren »

Mist7676: 88
Farren: -209

Jackpot: 600
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Post Post #5514 (isolation #224) » Fri Jun 04, 2021 7:02 am

Post by Farren »

You're never going to get to -1500 at that rate.

Original Roll String: 1d127
1 127-Sided Dice: (66) = 66
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Post Post #5515 (isolation #225) » Fri Jun 04, 2021 7:03 am

Post by Farren »

Rebirth day!:

Farren:
Original Roll String: 1d100
1 100-Sided Dice: (70) = 70

Mist7676:
Original Roll String: 1d100
1 100-Sided Dice: (22) = 22
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Post Post #5516 (isolation #226) » Fri Jun 04, 2021 7:08 am

Post by Farren »

Our scores added together: 479.
The two d100 rolls added together: 125.

Me: 479*(59/125) = 226.088, rounded down to 226.
Mist: 479*(66/125) = 252.912, rounded up to 253.

Mist7676: 253
Farren: 226

Jackpot: 500
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Post Post #5519 (isolation #227) » Fri Jun 04, 2021 6:24 pm

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (39) = 39


Glad to be of service!
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Post Post #5520 (isolation #228) » Fri Jun 04, 2021 6:24 pm

Post by Farren »

Farren: 326
Mist7676: 183

Jackpot: 600
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Post Post #5523 (isolation #229) » Sat Jun 05, 2021 2:02 pm

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (27) = 27
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Post Post #5524 (isolation #230) » Sat Jun 05, 2021 2:02 pm

Post by Farren »

Farren: 726
Mist7676: 277

Jackpot: 600
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Post Post #5527 (isolation #231) » Sun Jun 06, 2021 7:04 pm

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (36) = 36
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Post Post #5528 (isolation #232) » Sun Jun 06, 2021 7:05 pm

Post by Farren »

Farren: 750
Mist7676: 278

Jackpot: 600

Spoiler: The Chart
1: +400
2: Create your own space
3: Create your own space
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: 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.
119: Rulemaker (
!
)
120: Roll 1d7, then roll 1d7 again if you wish. A 1 is +50, a 2 is Double or Double Checker, a 3 is
+200
, a 4 is
+150
and ROLL AGAIN, a 5 is
+323
, a 6 is two Protects, and a 7 is
JACKPOT!!!
. If you go over 7,
UNLUCKY
.
121: First place MERGE with 1000, second place with 1100, third with 1200 and so on.
122:
HOT POTATO
(every time someone rolls a perfect square number (n × n or n2; where n is any integer) the
HOT POTATO
gets passed on to them. There can only be 1
HOT POTATO
per round. Who ever is holding on to the hot potato when a new page gets created gets -50)
123: Give Your score/X of your points(rounded down if needed) to all other players. X = other players
124: Roll a three-sided die and get a roll of x. For your next x rolls, the result is doubled.
125: Don't post a score update. You score x*50 points with x being the amount of hours (rounded down) it takes for the next player to roll. If someone rolls within the hour, you lose 600 points. Alternatively, if you don't want to take the risk, take a 100 point loss immediately and post a score update.
126:
Cold Shower
: Remove all
BURN
s,
HOT POTATO
es, and
LOVER
s from all players. If you removed at least one symbol from at least one player,
+100
. Otherwise,
-100
.
127: Hold your breath for as long as you can. Gain a point for each second you can hold your breath (max +100).
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Post Post #5531 (isolation #233) » Mon Jun 07, 2021 5:33 am

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (102) = 102
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Post Post #5532 (isolation #234) » Mon Jun 07, 2021 5:34 am

Post by Farren »

Farren: 910
Mist7676: 203

Jackpot: 600
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Post Post #5535 (isolation #235) » Mon Jun 07, 2021 6:50 pm

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (92) = 92
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Post Post #5536 (isolation #236) » Mon Jun 07, 2021 6:50 pm

Post by Farren »

Your wish is my command.

Mist7676: 300
Farren: 0

Jackpot: 600
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Post Post #5539 (isolation #237) » Wed Jun 09, 2021 7:09 am

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (29) = 29
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Post Post #5540 (isolation #238) » Wed Jun 09, 2021 7:10 am

Post by Farren »

One BURN for Mist7676.

^Mist7676: 700
Farren: 0

Jackpot: 600
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Post Post #5543 (isolation #239) » Wed Jun 09, 2021 7:21 am

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (7) = 7
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Post Post #5544 (isolation #240) » Wed Jun 09, 2021 7:21 am

Post by Farren »

^Mist7676: 190
Farren: 130

Jackpot: 600
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Post Post #5548 (isolation #241) » Wed Jun 09, 2021 1:59 pm

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (94) = 94
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Post Post #5549 (isolation #242) » Wed Jun 09, 2021 2:00 pm

Post by Farren »

Jackpot!

Farren: 730
^Mist7676: 718

Jackpot: 500
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Post Post #5551 (isolation #243) » Thu Jun 10, 2021 6:21 am

Post by Farren »

You chose ... poorly.
Original Roll String: 1d127
1 127-Sided Dice: (91) = 91
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Post Post #5552 (isolation #244) » Thu Jun 10, 2021 6:22 am

Post by Farren »

Farren: 790
^Mist7676: 108

Jackpot: 500

Spoiler: The Chart
1: +400
2: Create your own space
3: Create your own space
4: Create your own space
5: Create your own space
6:
Firefighter
: Remove all burn symbols.
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: 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.
119: Rulemaker (
!
)
120: Roll 1d7, then roll 1d7 again if you wish. A 1 is +50, a 2 is Double or Double Checker, a 3 is
+200
, a 4 is
+150
and ROLL AGAIN, a 5 is
+323
, a 6 is two Protects, and a 7 is
JACKPOT!!!
. If you go over 7,
UNLUCKY
.
121: First place MERGE with 1000, second place with 1100, third with 1200 and so on.
122:
HOT POTATO
(every time someone rolls a perfect square number (n × n or n2; where n is any integer) the
HOT POTATO
gets passed on to them. There can only be 1
HOT POTATO
per round. Who ever is holding on to the hot potato when a new page gets created gets -50)
123: Give Your score/X of your points(rounded down if needed) to all other players. X = other players
124: Roll a three-sided die and get a roll of x. For your next x rolls, the result is doubled.
125: Don't post a score update. You score x*50 points with x being the amount of hours (rounded down) it takes for the next player to roll. If someone rolls within the hour, you lose 600 points. Alternatively, if you don't want to take the risk, take a 100 point loss immediately and post a score update.
126:
Cold Shower
: Remove all
BURN
s,
HOT POTATO
es, and
LOVER
s from all players. If you removed at least one symbol from at least one player,
+100
. Otherwise,
-100
.
127: Hold your breath for as long as you can. Gain a point for each second you can hold your breath (max +100).


EDIT> added #6 from post .
Last edited by Farren on Sun Jun 13, 2021 5:16 pm, edited 1 time in total.
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Post Post #5555 (isolation #245) » Fri Jun 11, 2021 7:11 am

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (96) = 96
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Post Post #5556 (isolation #246) » Fri Jun 11, 2021 7:12 am

Post by Farren »

Farren: 890
^Mist7676: 448

Jackpot: 600
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Post Post #5559 (isolation #247) » Sat Jun 12, 2021 5:12 am

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (68) = 68
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Post Post #5560 (isolation #248) » Sat Jun 12, 2021 5:13 am

Post by Farren »

Farren: 920
^Mist7676: 463

Jackpot: 600
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Post Post #5563 (isolation #249) » Sun Jun 13, 2021 4:12 pm

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (17) = 17
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Post Post #5564 (isolation #250) » Sun Jun 13, 2021 4:12 pm

Post by Farren »

Farren: 870
^Mist7676: 463

Jackpot: 600
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Post Post #5567 (isolation #251) » Sun Jun 13, 2021 4:26 pm

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (21) = 21
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Post Post #5568 (isolation #252) » Sun Jun 13, 2021 4:26 pm

Post by Farren »

Farren: 280
^Mist7676: 53

Jackpot: 600

Now we're heading in the right direction.
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Post Post #5571 (isolation #253) » Sun Jun 13, 2021 5:14 pm

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (38) = 38
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Post Post #5572 (isolation #254) » Sun Jun 13, 2021 5:16 pm

Post by Farren »

Farren: 680
^Mist7676: 53

Jackpot: 600
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Post Post #5575 (isolation #255) » Sun Jun 13, 2021 6:57 pm

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (104) = 104


Spoiler: The Chart
1: +400
2: Create your own space
3: Create your own space
4: Create your own space
5: Create your own space
6:
Firefighter
: Remove all burn symbols.
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: 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.
119: Rulemaker (
!
)
120: Roll 1d7, then roll 1d7 again if you wish. A 1 is +50, a 2 is Double or Double Checker, a 3 is
+200
, a 4 is
+150
and ROLL AGAIN, a 5 is
+323
, a 6 is two Protects, and a 7 is
JACKPOT!!!
. If you go over 7,
UNLUCKY
.
121: First place MERGE with 1000, second place with 1100, third with 1200 and so on.
122:
HOT POTATO
(every time someone rolls a perfect square number (n × n or n2; where n is any integer) the
HOT POTATO
gets passed on to them. There can only be 1
HOT POTATO
per round. Who ever is holding on to the hot potato when a new page gets created gets -50)
123: Give Your score/X of your points(rounded down if needed) to all other players. X = other players
124: Roll a three-sided die and get a roll of x. For your next x rolls, the result is doubled.
125: Don't post a score update. You score x*50 points with x being the amount of hours (rounded down) it takes for the next player to roll. If someone rolls within the hour, you lose 600 points. Alternatively, if you don't want to take the risk, take a 100 point loss immediately and post a score update.
126:
Cold Shower
: Remove all
BURN
s,
HOT POTATO
es, and
LOVER
s from all players. If you removed at least one symbol from at least one player,
+100
. Otherwise,
-100
.
127: Hold your breath for as long as you can. Gain a point for each second you can hold your breath (max +100).


EDIT> added #6 from post .[/quote]
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Post Post #5576 (isolation #256) » Sun Jun 13, 2021 6:59 pm

Post by Farren »

Bleh. And that has a die roll too, so I can't edit it. The EDIT tag was copied in error from the previous post; 5575 was not itself edited.
Nobody has any double symbols, so no effect from that roll. Reposting the Chart again so that I can edit it for rule changes if need be.

Farren: 680
^Mist7676: -33

Jackpot: 600

Spoiler: The Chart
1: +400
2: Create your own space
3: Create your own space
4: Create your own space
5: Create your own space
6:
Firefighter
: Remove all burn symbols.
7: Create your own space
8: Create your own space
9: Create your own space
10: Choose any of the 5 previous die rolls to apply to yourself right now.
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: 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.
119: Rulemaker (
!
)
120: Roll 1d7, then roll 1d7 again if you wish. A 1 is +50, a 2 is Double or Double Checker, a 3 is
+200
, a 4 is
+150
and ROLL AGAIN, a 5 is
+323
, a 6 is two Protects, and a 7 is
JACKPOT!!!
. If you go over 7,
UNLUCKY
.
121: First place MERGE with 1000, second place with 1100, third with 1200 and so on.
122:
HOT POTATO
(every time someone rolls a perfect square number (n × n or n2; where n is any integer) the
HOT POTATO
gets passed on to them. There can only be 1
HOT POTATO
per round. Who ever is holding on to the hot potato when a new page gets created gets -50)
123: Give Your score/X of your points(rounded down if needed) to all other players. X = other players
124: Roll a three-sided die and get a roll of x. For your next x rolls, the result is doubled.
125: Don't post a score update. You score x*50 points with x being the amount of hours (rounded down) it takes for the next player to roll. If someone rolls within the hour, you lose 600 points. Alternatively, if you don't want to take the risk, take a 100 point loss immediately and post a score update.
126:
Cold Shower
: Remove all
BURN
s,
HOT POTATO
es, and
LOVER
s from all players. If you removed at least one symbol from at least one player,
+100
. Otherwise,
-100
.
127: Hold your breath for as long as you can. Gain a point for each second you can hold your breath (max +100).


EDIT> Added #10 due to post .
Last edited by Farren on Mon Jun 14, 2021 1:57 pm, edited 1 time in total.
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Post Post #5580 (isolation #257) » Sun Jun 13, 2021 8:08 pm

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (50) = 50
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Post Post #5581 (isolation #258) » Sun Jun 13, 2021 8:08 pm

Post by Farren »

Farren: 299
^Mist7676: 128

Jackpot: 600
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Post Post #5584 (isolation #259) » Mon Jun 14, 2021 9:19 am

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (46) = 46
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Post Post #5585 (isolation #260) » Mon Jun 14, 2021 9:19 am

Post by Farren »

Farren: 424
^Mist7676: -72

Jackpot: 600
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Post Post #5588 (isolation #261) » Mon Jun 14, 2021 9:22 am

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (45) = 45
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Post Post #5589 (isolation #262) » Mon Jun 14, 2021 9:23 am

Post by Farren »

Farren: 300
^Mist7676: -81

Jackpot: 600

Two steps forward, two steps back.
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Post Post #5592 (isolation #263) » Mon Jun 14, 2021 11:37 am

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (6) = 6
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Post Post #5593 (isolation #264) » Mon Jun 14, 2021 11:39 am

Post by Farren »

Mist: (309+1000)/2 = 654.5, rounded up to 655.
Farren: (300+1100)/2 = 700

Farren: 700
^Mist7676: 655

Jackpot: 600
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Post Post #5596 (isolation #265) » Mon Jun 14, 2021 1:57 pm

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (41) = 41
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Post Post #5597 (isolation #266) » Mon Jun 14, 2021 1:58 pm

Post by Farren »

+123 and roll again.

Farren: 823
^Mist7676: 645

Jackpot: 600

Original Roll String: 1d127
1 127-Sided Dice: (13) = 13
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Post Post #5598 (isolation #267) » Mon Jun 14, 2021 1:59 pm

Post by Farren »

Redistribution.

My roll:
Original Roll String: 1d20
1 20-Sided Dice: (8) = 8

Mist7676's roll:
Original Roll String: 1d20
1 20-Sided Dice: (19) = 19
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Post Post #5599 (isolation #268) » Mon Jun 14, 2021 1:59 pm

Post by Farren »

^Mist7676: 823
Farren: 645

Jackpot: 600
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Post Post #5603 (isolation #269) » Mon Jun 14, 2021 6:10 pm

Post by Farren »

Makes sense to me.

Original Roll String: 1d127
1 127-Sided Dice: (75) = 75
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Post Post #5604 (isolation #270) » Mon Jun 14, 2021 6:11 pm

Post by Farren »

^Mist7676: 808
Farren: 590

Jackpot: 545
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Post Post #5607 (isolation #271) » Mon Jun 14, 2021 6:15 pm

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (35) = 35
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Post Post #5608 (isolation #272) » Mon Jun 14, 2021 6:16 pm

Post by Farren »

+123 and roll again. Let's see if we get to keep the +123 this time.

^Mist7676: 1298
Farren: 713

Jackpot: 545

Original Roll String: 1d127
1 127-Sided Dice: (44) = 44
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Post Post #5609 (isolation #273) » Mon Jun 14, 2021 6:17 pm

Post by Farren »

Nope!

^Mist7676: 1298
Farren: 500

Jackpot: 545
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Post Post #5612 (isolation #274) » Mon Jun 14, 2021 6:31 pm

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (113) = 113
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Post Post #5613 (isolation #275) » Mon Jun 14, 2021 6:32 pm

Post by Farren »

Maybe I can get to 1500, then get an inversion from there ...

Farren: 800
^Mist7676: -10

Jackpot: 545
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Post Post #5616 (isolation #276) » Tue Jun 15, 2021 6:31 am

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (14) = 14
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Post Post #5617 (isolation #277) » Tue Jun 15, 2021 6:31 am

Post by Farren »

Farren: 900
^Mist7676: 260

Jackpot: 545
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Post Post #5620 (isolation #278) » Tue Jun 15, 2021 9:22 am

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (109) = 109
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Post Post #5621 (isolation #279) » Tue Jun 15, 2021 9:22 am

Post by Farren »

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Post Post #5624 (isolation #280) » Tue Jun 15, 2021 12:04 pm

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (105) = 105
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Post Post #5625 (isolation #281) » Tue Jun 15, 2021 12:05 pm

Post by Farren »

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Post Post #5626 (isolation #282) » Tue Jun 15, 2021 12:05 pm

Post by Farren »

Spoiler: The Chart
1: +400
2: Create your own space
3: Create your own space
4: Create your own space
5:
Conflagration
: Everyone who has a BURN symbol must RESET and lose any symbols they had. Everyone else gains a BURN symbol. (If you have PROTECT and BURN, you can lose the PROTECT symbol to avoid the entire effect; you keep all other symbols.)
6:
Firefighter
: Remove all burn symbols.
7: Create your own space
8: Create your own space
9: Create your own space
10: Choose any of the 5 previous die rolls to apply to yourself right now.
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: 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.
119: Rulemaker (
!
)
120: Roll 1d7, then roll 1d7 again if you wish. A 1 is +50, a 2 is Double or Double Checker, a 3 is
+200
, a 4 is
+150
and ROLL AGAIN, a 5 is
+323
, a 6 is two Protects, and a 7 is
JACKPOT!!!
. If you go over 7,
UNLUCKY
.
121: First place MERGE with 1000, second place with 1100, third with 1200 and so on.
122:
HOT POTATO
(every time someone rolls a perfect square number (n × n or n2; where n is any integer) the
HOT POTATO
gets passed on to them. There can only be 1
HOT POTATO
per round. Who ever is holding on to the hot potato when a new page gets created gets -50)
123: Give Your score/X of your points(rounded down if needed) to all other players. X = other players
124: Roll a three-sided die and get a roll of x. For your next x rolls, the result is doubled.
125: Don't post a score update. You score x*50 points with x being the amount of hours (rounded down) it takes for the next player to roll. If someone rolls within the hour, you lose 600 points. Alternatively, if you don't want to take the risk, take a 100 point loss immediately and post a score update.
126:
Cold Shower
: Remove all
BURN
s,
HOT POTATO
es, and
LOVER
s from all players. If you removed at least one symbol from at least one player,
+100
. Otherwise,
-100
.
127: Hold your breath for as long as you can. Gain a point for each second you can hold your breath (max +100).


EDIT> added #5 due to post .
Last edited by Farren on Fri Jun 18, 2021 6:36 pm, edited 1 time in total.
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Post Post #5629 (isolation #283) » Tue Jun 15, 2021 7:43 pm

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (60) = 60
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Post Post #5630 (isolation #284) » Tue Jun 15, 2021 7:44 pm

Post by Farren »

Merge. Obviously only one way to do this. :)

(500+306) / 2 = 403.

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Post Post #5633 (isolation #285) » Thu Jun 17, 2021 5:04 am

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (76) = 76
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Post Post #5634 (isolation #286) » Thu Jun 17, 2021 5:06 am

Post by Farren »

Roll again x2. #1 ...
Original Roll String: 1d127
1 127-Sided Dice: (47) = 47

#2 ...
Original Roll String: 1d127
1 127-Sided Dice: (41) = 41
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Post Post #5635 (isolation #287) » Thu Jun 17, 2021 5:07 am

Post by Farren »

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Post Post #5638 (isolation #288) » Thu Jun 17, 2021 5:58 pm

Post by Farren »

Poor DOUBLE symbols. They're getting no love this game.

Original Roll String: 1d127
1 127-Sided Dice: (87) = 87
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Post Post #5639 (isolation #289) » Thu Jun 17, 2021 5:58 pm

Post by Farren »

Farren: 513
^Mist7676: 343

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Post Post #5642 (isolation #290) » Fri Jun 18, 2021 6:49 am

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (102) = 102
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Post Post #5643 (isolation #291) » Fri Jun 18, 2021 6:50 am

Post by Farren »

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♥Farren: 513

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Post Post #5646 (isolation #292) » Fri Jun 18, 2021 6:29 pm

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (74) = 74
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Post Post #5647 (isolation #293) » Fri Jun 18, 2021 6:35 pm

Post by Farren »

5.
Conflagration
: Everyone who has a BURN symbol must RESET and lose any symbols they had. Everyone else gains a BURN symbol. (If you have PROTECT and BURN, you can lose the PROTECT symbol to avoid the entire effect; you keep all other symbols.)

♥Farren: 525
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Post Post #5650 (isolation #294) » Sat Jun 19, 2021 6:23 am

Post by Farren »

The 110s are starting to become comical.

Original Roll String: 1d127
1 127-Sided Dice: (28) = 28
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Post Post #5651 (isolation #295) » Sat Jun 19, 2021 6:24 am

Post by Farren »

♥Farren: 805
^Mist7676: 505

Jackpot: 545

Spoiler: The Chart
1: +400
2: Create your own space
3: Create your own space
4: Create your own space
5:
Conflagration
: Everyone who has a BURN symbol must RESET and lose any symbols they had. Everyone else gains a BURN symbol. (If you have PROTECT and BURN, you can lose the PROTECT symbol to avoid the entire effect; you keep all other symbols.)
6:
Firefighter
: Remove all burn symbols.
7: Create your own space
8: Create your own space
9: Create your own space
10: Choose any of the 5 previous die rolls to apply to yourself right now.
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: 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.
119: Rulemaker (
!
)
120: Roll 1d7, then roll 1d7 again if you wish. A 1 is +50, a 2 is Double or Double Checker, a 3 is
+200
, a 4 is
+150
and ROLL AGAIN, a 5 is
+323
, a 6 is two Protects, and a 7 is
JACKPOT!!!
. If you go over 7,
UNLUCKY
.
121: First place MERGE with 1000, second place with 1100, third with 1200 and so on.
122:
HOT POTATO
(every time someone rolls a perfect square number (n × n or n2; where n is any integer) the
HOT POTATO
gets passed on to them. There can only be 1
HOT POTATO
per round. Who ever is holding on to the hot potato when a new page gets created gets -50)
123: Give Your score/X of your points(rounded down if needed) to all other players. X = other players
124: Roll a three-sided die and get a roll of x. For your next x rolls, the result is doubled.
125: Don't post a score update. You score x*50 points with x being the amount of hours (rounded down) it takes for the next player to roll. If someone rolls within the hour, you lose 600 points. Alternatively, if you don't want to take the risk, take a 100 point loss immediately and post a score update.
126:
Cold Shower
: Remove all
BURN
s,
HOT POTATO
es, and
LOVER
s from all players. If you removed at least one symbol from at least one player,
+100
. Otherwise,
-100
.
127: Hold your breath for as long as you can. Gain a point for each second you can hold your breath (max +100).
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Post Post #5654 (isolation #296) » Tue Jun 22, 2021 6:23 am

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (50) = 50
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Post Post #5655 (isolation #297) » Tue Jun 22, 2021 6:23 am

Post by Farren »

♥Farren: 705
^Mist7676: 545

Jackpot: 445
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Post Post #5658 (isolation #298) » Tue Jun 22, 2021 9:33 am

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (61) = 61
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Post Post #5659 (isolation #299) » Tue Jun 22, 2021 9:34 am

Post by Farren »

♥Farren: 635
^Mist7676: 35

Jackpot: 445
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Post Post #5662 (isolation #300) » Tue Jun 22, 2021 12:33 pm

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (70) = 70
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Post Post #5663 (isolation #301) » Tue Jun 22, 2021 12:33 pm

Post by Farren »

♥Farren: 330
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Post Post #5666 (isolation #302) » Tue Jun 22, 2021 2:00 pm

Post by Farren »

Are you sure you didn't pick up a heart token from somewhere?

Original Roll String: 1d127
1 127-Sided Dice: (16) = 16
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Post Post #5667 (isolation #303) » Tue Jun 22, 2021 2:01 pm

Post by Farren »

^Mist7676: 560
♥Farren: 300

Jackpot: 445
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Post Post #5670 (isolation #304) » Sun Jul 11, 2021 1:03 pm

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (104) = 104
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Post Post #5671 (isolation #305) » Sun Jul 11, 2021 1:03 pm

Post by Farren »

^Mist7676: 650
♥Farren: 500

Jackpot: 545
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Post Post #5676 (isolation #306) » Sun Jul 11, 2021 5:56 pm

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (2) = 2
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Post Post #5677 (isolation #307) » Sun Jul 11, 2021 5:57 pm

Post by Farren »

♥Farren: 590
^Mist7676: 437
Jake: 280

Jackpot: 545

Spoiler: The Chart
1: +400
2: Create your own space
3: Create your own space
4: Create your own space
5:
Conflagration
: Everyone who has a BURN symbol must RESET and lose any symbols they had. Everyone else gains a BURN symbol. (If you have PROTECT and BURN, you can lose the PROTECT symbol to avoid the entire effect; you keep all other symbols.)
6:
Firefighter
: Remove all burn symbols.
7: Create your own space
8: Create your own space
9: Create your own space
10: Choose any of the 5 previous die rolls to apply to yourself right now.
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: 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.
119: Rulemaker (
!
)
120: Roll 1d7, then roll 1d7 again if you wish. A 1 is +50, a 2 is Double or Double Checker, a 3 is
+200
, a 4 is
+150
and ROLL AGAIN, a 5 is
+323
, a 6 is two Protects, and a 7 is
JACKPOT!!!
. If you go over 7,
UNLUCKY
.
121: First place MERGE with 1000, second place with 1100, third with 1200 and so on.
122:
HOT POTATO
(every time someone rolls a perfect square number (n × n or n2; where n is any integer) the
HOT POTATO
gets passed on to them. There can only be 1
HOT POTATO
per round. Who ever is holding on to the hot potato when a new page gets created gets -50)
123: Give Your score/X of your points(rounded down if needed) to all other players. X = other players
124: Roll a three-sided die and get a roll of x. For your next x rolls, the result is doubled.
125: Don't post a score update. You score x*50 points with x being the amount of hours (rounded down) it takes for the next player to roll. If someone rolls within the hour, you lose 600 points. Alternatively, if you don't want to take the risk, take a 100 point loss immediately and post a score update.
126:
Cold Shower
: Remove all
BURN
s,
HOT POTATO
es, and
LOVER
s from all players. If you removed at least one symbol from at least one player,
+100
. Otherwise,
-100
.
127: Hold your breath for as long as you can. Gain a point for each second you can hold your breath (max +100).
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Post Post #5680 (isolation #308) » Wed Jul 14, 2021 12:33 pm

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (17) = 17
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Post Post #5681 (isolation #309) » Wed Jul 14, 2021 12:39 pm

Post by Farren »

8.
Charity Drive
: If you have less than 0 points, the player with the most points must give you 500 points. If you have more than 500 points, give 100 points to each player who has less than half the points you do; any new players that roll before your next turn may take 100 points from you with their first roll. If neither applies, no effect.

Farren: 590
Mist7676: 437
Jake: 380

Jackpot: 545

Spoiler: The Chart
1: +400
2: Create your own space
3: Create your own space
4: Create your own space
5:
Conflagration
: Everyone who has a BURN symbol must RESET and lose any symbols they had. Everyone else gains a BURN symbol. (If you have PROTECT and BURN, you can lose the PROTECT symbol to avoid the entire effect; you keep all other symbols.)
6:
Firefighter
: Remove all burn symbols.
7: Create your own space
8:
Charity Drive
: If you have less than 0 points, the player with the most points must give you 500 points. If you have more than 500 points, give 100 points to each player who has less than half the points you do; any new players that roll before your next turn may take 100 points from you with their first roll. If neither applies, no effect.
9: Create your own space
10: Choose any of the 5 previous die rolls to apply to yourself right now.
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: 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.
119: Rulemaker (
!
)
120: Roll 1d7, then roll 1d7 again if you wish. A 1 is +50, a 2 is Double or Double Checker, a 3 is
+200
, a 4 is
+150
and ROLL AGAIN, a 5 is
+323
, a 6 is two Protects, and a 7 is
JACKPOT!!!
. If you go over 7,
UNLUCKY
.
121: First place MERGE with 1000, second place with 1100, third with 1200 and so on.
122:
HOT POTATO
(every time someone rolls a perfect square number (n × n or n2; where n is any integer) the
HOT POTATO
gets passed on to them. There can only be 1
HOT POTATO
per round. Who ever is holding on to the hot potato when a new page gets created gets -50)
123: Give Your score/X of your points(rounded down if needed) to all other players. X = other players
124: Roll a three-sided die and get a roll of x. For your next x rolls, the result is doubled.
125: Don't post a score update. You score x*50 points with x being the amount of hours (rounded down) it takes for the next player to roll. If someone rolls within the hour, you lose 600 points. Alternatively, if you don't want to take the risk, take a 100 point loss immediately and post a score update.
126:
Cold Shower
: Remove all
BURN
s,
HOT POTATO
es, and
LOVER
s from all players. If you removed at least one symbol from at least one player,
+100
. Otherwise,
-100
.
127: Hold your breath for as long as you can. Gain a point for each second you can hold your breath (max +100).
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Post Post #5684 (isolation #310) » Thu Jul 15, 2021 11:28 am

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (9) = 9
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Post Post #5685 (isolation #311) » Thu Jul 15, 2021 11:29 am

Post by Farren »

Stealing from Mist.

Farren: 690
Mist7676: 337
Jake: 190

Jackpot: 645
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Post Post #5688 (isolation #312) » Thu Jul 22, 2021 4:54 am

Post by Farren »

Farren: 690
Mist7676: 337
Jake: 190
kdowns: -30

Jackpot: 645

Original Roll String: 1d127
1 127-Sided Dice: (51) = 51
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Post Post #5689 (isolation #313) » Thu Jul 22, 2021 4:55 am

Post by Farren »

Farren: 635
Mist7676: 337
Jake: 190
kdowns: -30

Jackpot: 590
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Post Post #5691 (isolation #314) » Thu Jul 22, 2021 11:13 am

Post by Farren »

Farren: 635
Mist7676: 337
Jake: 190
kdowns: 70

Jackpot: 690

Original Roll String: 1d127
1 127-Sided Dice: (1) = 1
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Post Post #5692 (isolation #315) » Thu Jul 22, 2021 11:13 am

Post by Farren »

Farren*: 635
Mist7676: 337
Jake: 190
kdowns: 70

Jackpot: 690
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Post Post #5694 (isolation #316) » Sun Jul 25, 2021 6:18 am

Post by Farren »

Farren*: 635
Mist7676: 337
Jake: 190
kdowns: 125

Jackpot: 690

Original Roll String: 1d127
1 127-Sided Dice: (19) = 19
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Post Post #5695 (isolation #317) » Sun Jul 25, 2021 6:18 am

Post by Farren »

Stealing 200 from Mist7676.

Farren*: 835
Jake: 190
Mist7676: 137
kdowns: 125

Jackpot: 690
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Post Post #5697 (isolation #318) » Mon Jul 26, 2021 3:17 pm

Post by Farren »

Charity Drive - no effect for players with more than 0 but less than 500 points.

Farren*: 835
Jake: 190
Mist7676: 137
kdowns: 125

Jackpot: 690

Original Roll String: 1d127
1 127-Sided Dice: (119) = 119
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Post Post #5698 (isolation #319) » Mon Jul 26, 2021 3:21 pm

Post by Farren »

Cold Shower. Nothing to remove, so -100 to me / the Jackpot. Except I have a Protect, so I lose that instead of the points.

Farren: 835
Jake: 190
Mist7676: 137
kdowns: 125

Jackpot: 590
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Post Post #5700 (isolation #320) » Tue Jul 27, 2021 7:07 am

Post by Farren »

+150 to kdowns.

Farren: 835
kdowns: 275
Jake: 190
Mist7676: 137

Jackpot: 590

Original Roll String: 1d127
1 127-Sided Dice: (60) = 60
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Post Post #5701 (isolation #321) » Tue Jul 27, 2021 7:07 am

Post by Farren »

-203 to me.

Farren: 632
kdowns: 275
Jake: 190
Mist7676: 137

Jackpot: 590

Spoiler: The Chart
1: +400
2: Create your own space
3: Create your own space
4: Create your own space
5:
Conflagration
: Everyone who has a BURN symbol must RESET and lose any symbols they had. Everyone else gains a BURN symbol. (If you have PROTECT and BURN, you can lose the PROTECT symbol to avoid the entire effect; you keep all other symbols.)
6:
Firefighter
: Remove all burn symbols.
7: Create your own space
8:
Charity Drive
: If you have less than 0 points, the player with the most points must give you 500 points. If you have more than 500 points, give 100 points to each player who has less than half the points you do; any new players that roll before your next turn may take 100 points from you with their first roll. If neither applies, no effect.
9: Create your own space
10: Choose any of the 5 previous die rolls to apply to yourself right now.
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: 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.
119: Rulemaker (
!
)
120: Roll 1d7, then roll 1d7 again if you wish. A 1 is +50, a 2 is Double or Double Checker, a 3 is
+200
, a 4 is
+150
and ROLL AGAIN, a 5 is
+323
, a 6 is two Protects, and a 7 is
JACKPOT!!!
. If you go over 7,
UNLUCKY
.
121: First place MERGE with 1000, second place with 1100, third with 1200 and so on.
122:
HOT POTATO
(every time someone rolls a perfect square number (n × n or n2; where n is any integer) the
HOT POTATO
gets passed on to them. There can only be 1
HOT POTATO
per round. Who ever is holding on to the hot potato when a new page gets created gets -50)
123: Give Your score/X of your points(rounded down if needed) to all other players. X = other players
124: Roll a three-sided die and get a roll of x. For your next x rolls, the result is doubled.
125: Don't post a score update. You score x*50 points with x being the amount of hours (rounded down) it takes for the next player to roll. If someone rolls within the hour, you lose 600 points. Alternatively, if you don't want to take the risk, take a 100 point loss immediately and post a score update.
126:
Cold Shower
: Remove all
BURN
s,
HOT POTATO
es, and
LOVER
s from all players. If you removed at least one symbol from at least one player,
+100
. Otherwise,
-100
.
127: Hold your breath for as long as you can. Gain a point for each second you can hold your breath (max +100).
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Post Post #5703 (isolation #322) » Thu Jul 29, 2021 2:20 pm

Post by Farren »

+75 to kdowns.

Farren: 632
kdowns: 350
Jake: 190
Mist7676: 137

Jackpot: 590

Original Roll String: 1d127
1 127-Sided Dice: (4) = 4
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Post Post #5704 (isolation #323) » Thu Jul 29, 2021 2:21 pm

Post by Farren »

-200 to me.

Farren: 432
kdowns: 350
Jake: 190
Mist7676: 137

Jackpot: 590
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Post Post #5707 (isolation #324) » Sun Aug 15, 2021 4:28 pm

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (33) = 33
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Post Post #5708 (isolation #325) » Sun Aug 15, 2021 4:31 pm

Post by Farren »

7:
Double or Nothing
. If doubling your score would leave you with less than 1000 points, double your score. Otherwise, RESET.

Farren: 432
kdowns: 350
Jake: 190
Mist7676: 137
Sirius9121: 20

Jackpot: 590

Spoiler: The Chart
1: +400
2: Create your own space
3: Create your own space
4: Create your own space
5:
Conflagration
: Everyone who has a BURN symbol must RESET and lose any symbols they had. Everyone else gains a BURN symbol. (If you have PROTECT and BURN, you can lose the PROTECT symbol to avoid the entire effect; you keep all other symbols.)
6:
Firefighter
: Remove all burn symbols.
7:
Double or Nothing
. If doubling your score would leave you with less than 1000 points, double your score. Otherwise, RESET.
8:
Charity Drive
: If you have less than 0 points, the player with the most points must give you 500 points. If you have more than 500 points, give 100 points to each player who has less than half the points you do; any new players that roll before your next turn may take 100 points from you with their first roll. If neither applies, no effect.
9: Create your own space
10: Choose any of the 5 previous die rolls to apply to yourself right now.
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: 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.
119: Rulemaker (
!
)
120: Roll 1d7, then roll 1d7 again if you wish. A 1 is +50, a 2 is Double or Double Checker, a 3 is
+200
, a 4 is
+150
and ROLL AGAIN, a 5 is
+323
, a 6 is two Protects, and a 7 is
JACKPOT!!!
. If you go over 7,
UNLUCKY
.
121: First place MERGE with 1000, second place with 1100, third with 1200 and so on.
122:
HOT POTATO
(every time someone rolls a perfect square number (n × n or n2; where n is any integer) the
HOT POTATO
gets passed on to them. There can only be 1
HOT POTATO
per round. Who ever is holding on to the hot potato when a new page gets created gets -50)
123: Give Your score/X of your points(rounded down if needed) to all other players. X = other players
124: Roll a three-sided die and get a roll of x. For your next x rolls, the result is doubled.
125: Don't post a score update. You score x*50 points with x being the amount of hours (rounded down) it takes for the next player to roll. If someone rolls within the hour, you lose 600 points. Alternatively, if you don't want to take the risk, take a 100 point loss immediately and post a score update.
126:
Cold Shower
: Remove all
BURN
s,
HOT POTATO
es, and
LOVER
s from all players. If you removed at least one symbol from at least one player,
+100
. Otherwise,
-100
.
127: Hold your breath for as long as you can. Gain a point for each second you can hold your breath (max +100).
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Post Post #5711 (isolation #326) » Mon Aug 16, 2021 7:05 am

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (34) = 34
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Post Post #5712 (isolation #327) » Mon Aug 16, 2021 7:06 am

Post by Farren »

Charity Drive. No effect; my points are between 0 and 500.

Farren: 432
kdowns: 350
Jake: 190
Mist7676: 237
Sirius9121: 20

Jackpot: 690
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Post Post #5713 (isolation #328) » Fri Sep 10, 2021 11:35 am

Post by Farren »

Let's bump this.

Original Roll String: 1d127
1 127-Sided Dice: (92) = 92
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Post Post #5714 (isolation #329) » Fri Sep 10, 2021 11:36 am

Post by Farren »

Conflagration. This is fine.

^Farren: 432
^kdowns: 350
^Jake: 190
^Mist7676: 237
^Sirius9121: 20

Jackpot: 690
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Post Post #5717 (isolation #330) » Fri Sep 10, 2021 4:31 pm

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (115) = 115
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Post Post #5718 (isolation #331) » Fri Sep 10, 2021 4:36 pm

Post by Farren »

3:
Tax Collection
. Steal 10% of everyone else's score.

^Mist7676: 464
^Farren: 422
^kdowns: 350
^Jake: 190
^Sirius9121: 20

Jackpot: 690

Spoiler: The Chart
1: +400
2: Create your own space
3:
Tax Collection
: Steal 10% of everyone else's score.
4: Create your own space
5:
Conflagration
: Everyone who has a BURN symbol must RESET and lose any symbols they had. Everyone else gains a BURN symbol. (If you have PROTECT and BURN, you can lose the PROTECT symbol to avoid the entire effect; you keep all other symbols.)
6:
Firefighter
: Remove all burn symbols.
7:
Double or Nothing
. If doubling your score would leave you with less than 1000 points, double your score. Otherwise, RESET.
8:
Charity Drive
: If you have less than 0 points, the player with the most points must give you 500 points. If you have more than 500 points, give 100 points to each player who has less than half the points you do; any new players that roll before your next turn may take 100 points from you with their first roll. If neither applies, no effect.
9: Create your own space
10: Choose any of the 5 previous die rolls to apply to yourself right now.
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: 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.
119: Rulemaker (
!
)
120: Roll 1d7, then roll 1d7 again if you wish. A 1 is +50, a 2 is Double or Double Checker, a 3 is
+200
, a 4 is
+150
and ROLL AGAIN, a 5 is
+323
, a 6 is two Protects, and a 7 is
JACKPOT!!!
. If you go over 7,
UNLUCKY
.
121: First place MERGE with 1000, second place with 1100, third with 1200 and so on.
122:
HOT POTATO
(every time someone rolls a perfect square number (n × n or n2; where n is any integer) the
HOT POTATO
gets passed on to them. There can only be 1
HOT POTATO
per round. Who ever is holding on to the hot potato when a new page gets created gets -50)
123: Give Your score/X of your points(rounded down if needed) to all other players. X = other players
124: Roll a three-sided die and get a roll of x. For your next x rolls, the result is doubled.
125: Don't post a score update. You score x*50 points with x being the amount of hours (rounded down) it takes for the next player to roll. If someone rolls within the hour, you lose 600 points. Alternatively, if you don't want to take the risk, take a 100 point loss immediately and post a score update.
126:
Cold Shower
: Remove all
BURN
s,
HOT POTATO
es, and
LOVER
s from all players. If you removed at least one symbol from at least one player,
+100
. Otherwise,
-100
.
127: Hold your breath for as long as you can. Gain a point for each second you can hold your breath (max +100).
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Post Post #5721 (isolation #332) » Sat Sep 11, 2021 7:55 pm

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (110) = 110
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Post Post #5722 (isolation #333) » Sat Sep 11, 2021 7:56 pm

Post by Farren »

^Mist7676: 504
^!Farren: 412
^kdowns: 350
^Jake: 190
^Sirius9121: 20

Jackpot: 690
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Post Post #5725 (isolation #334) » Sun Sep 12, 2021 9:12 am

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (123) = 123
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Post Post #5726 (isolation #335) » Sun Sep 12, 2021 9:12 am

Post by Farren »

^Mist7676: 829
^!Farren: 502
^kdowns: 350
^Jake: 190
^Sirius9121: 20

Jackpot: 690
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Post Post #5729 (isolation #336) » Sun Sep 12, 2021 3:04 pm

Post by Farren »

Getting this on the page; I'll roll in a separate post.

Spoiler: The Chart
1: +400
2: Create your own space
3:
Tax Collection
: Steal 10% of everyone else's score.
4: Create your own space
5:
Conflagration
: Everyone who has a BURN symbol must RESET and lose any symbols they had. Everyone else gains a BURN symbol. (If you have PROTECT and BURN, you can lose the PROTECT symbol to avoid the entire effect; you keep all other symbols.)
6:
Firefighter
: Remove all burn symbols.
7:
Double or Nothing
. If doubling your score would leave you with less than 1000 points, double your score. Otherwise, RESET.
8:
Charity Drive
: If you have less than 0 points, the player with the most points must give you 500 points. If you have more than 500 points, give 100 points to each player who has less than half the points you do; any new players that roll before your next turn may take 100 points from you with their first roll. If neither applies, no effect.
9: Create your own space
10: Choose any of the 5 previous die rolls to apply to yourself right now.
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: 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.
119: Rulemaker (
!
)
120: Roll 1d7, then roll 1d7 again if you wish. A 1 is +50, a 2 is Double or Double Checker, a 3 is
+200
, a 4 is
+150
and ROLL AGAIN, a 5 is
+323
, a 6 is two Protects, and a 7 is
JACKPOT!!!
. If you go over 7,
UNLUCKY
.
121: First place MERGE with 1000, second place with 1100, third with 1200 and so on.
122:
HOT POTATO
(every time someone rolls a perfect square number (n × n or n2; where n is any integer) the
HOT POTATO
gets passed on to them. There can only be 1
HOT POTATO
per round. Who ever is holding on to the hot potato when a new page gets created gets -50)
123: Give Your score/X of your points(rounded down if needed) to all other players. X = other players
124: Roll a three-sided die and get a roll of x. For your next x rolls, the result is doubled.
125: Don't post a score update. You score x*50 points with x being the amount of hours (rounded down) it takes for the next player to roll. If someone rolls within the hour, you lose 600 points. Alternatively, if you don't want to take the risk, take a 100 point loss immediately and post a score update.
126:
Cold Shower
: Remove all
BURN
s,
HOT POTATO
es, and
LOVER
s from all players. If you removed at least one symbol from at least one player,
+100
. Otherwise,
-100
.
127: Hold your breath for as long as you can. Gain a point for each second you can hold your breath (max +100).


edit> removed a quote tag.
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Post Post #5730 (isolation #337) » Sun Sep 12, 2021 3:05 pm

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (126) = 126
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Post Post #5731 (isolation #338) » Sun Sep 12, 2021 3:05 pm

Post by Farren »

+130 to both Mist and I. (-10 for me due to the burn)

^Mist7676: 849
^!Farren: 620
^kdowns: 350
^Jake: 190
^Sirius9121: 20

Jackpot: 690
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Post Post #5735 (isolation #339) » Sun Sep 12, 2021 3:15 pm

Post by Farren »

Whoops, sorry about that. Thanks for catching it. And for the shower. :D

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1 127-Sided Dice: (83) = 83
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Post Post #5737 (isolation #340) » Sun Sep 12, 2021 3:16 pm

Post by Farren »

Merging with Mist!

(1049+622) / 2 = 835.5, rounded up to 836.
Mist7676: 836
!Farren: 836
kdowns: 350
Jake: 190
Sirius9121: 20

Jackpot: 790
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Post Post #5740 (isolation #341) » Sun Sep 12, 2021 5:19 pm

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (6) = 6
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Post Post #5741 (isolation #342) » Sun Sep 12, 2021 5:19 pm

Post by Farren »

!Farren: 891
Mist7676: 646
kdowns: 350
Jake: 190
Sirius9121: 20

Jackpot: 790
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Post Post #5744 (isolation #343) » Mon Sep 13, 2021 7:07 am

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (52) = 52
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Post Post #5745 (isolation #344) » Mon Sep 13, 2021 7:07 am

Post by Farren »

!Farren: 991
kdowns: 350
Jake: 190
Mist7676: 146
Sirius9121: 20

Jackpot: 890
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Post Post #5748 (isolation #345) » Tue Sep 14, 2021 6:44 am

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (94) = 94
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Post Post #5749 (isolation #346) » Tue Sep 14, 2021 6:45 am

Post by Farren »

Stealing 100 from kdowns.

!Farren: 1091
kdowns: 250
Jake: 190
Sirius9121: 20
Mist7676: -744

Jackpot: 500
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Post Post #5753 (isolation #347) » Wed Sep 15, 2021 5:34 am

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (44) = 44
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Post Post #5754 (isolation #348) » Wed Sep 15, 2021 5:35 am

Post by Farren »

Cold shower, which nobody wanted.

!Farren: 766
kdowns: 250
Jake: 190
Sirius9121: 20
Mist7676: -744

Jackpot: 400
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Post Post #5757 (isolation #349) » Wed Sep 15, 2021 6:37 pm

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (27) = 27
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Post Post #5758 (isolation #350) » Wed Sep 15, 2021 6:37 pm

Post by Farren »

All non-existent double symbols removed, gaining 50 * 0 points.

!Farren: 766
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Jake: 190
Sirius9121: 20
Mist7676: -739

Jackpot: 400
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Post Post #5759 (isolation #351) » Tue Sep 21, 2021 6:46 pm

Post by Farren »

Getting close to a week. Let's bump this again.

Original Roll String: 1d127
1 127-Sided Dice: (18) = 18
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Post Post #5760 (isolation #352) » Tue Sep 21, 2021 6:47 pm

Post by Farren »

!Farren: 556
kdowns: 250
Jake: 190
Sirius9121: 20
Mist7676: -739

Jackpot: 400
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Post Post #5763 (isolation #353) » Wed Sep 22, 2021 4:13 pm

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (36) = 36
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Post Post #5764 (isolation #354) » Wed Sep 22, 2021 4:14 pm

Post by Farren »

kdowns: 250
Jake: 190
Sirius9121: 20
!Farren: 0
Mist7676: -439

Jackpot: 400
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Post Post #5768 (isolation #355) » Thu Sep 23, 2021 4:54 pm

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (74) = 74
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Post Post #5769 (isolation #356) » Thu Sep 23, 2021 4:54 pm

Post by Farren »

That would have been useful one round prior ...

kdowns: 250
Jake: 190
Sirius9121: 20
!*Farren: 0
Mist7676: -379

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Post Post #5772 (isolation #357) » Fri Sep 24, 2021 7:06 am

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (105) = 105
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Post Post #5773 (isolation #358) » Fri Sep 24, 2021 7:08 am

Post by Farren »

Such generosity has inspired me. Penalties for everyone!

kdowns: -245
Jake: -305
Sirius9121: -475
!*Farren: -495
Mist7676: -779

Jackpot: 400
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Post Post #5776 (isolation #359) » Fri Sep 24, 2021 8:37 am

Post by Farren »

I forgot that I had the Protect, and from what the wording in the OP says it doesn't sound like using it is optional. So score should be:

kdowns: -245
Jake: -305
Sirius9121: -475
!Farren: -95
Mist7676: -809

Jackpot: 400

Spoiler: The Chart
1: +400
2: Create your own space
3:
Tax Collection
: Steal 10% of everyone else's score.
4: Create your own space
5:
Conflagration
: Everyone who has a BURN symbol must RESET and lose any symbols they had. Everyone else gains a BURN symbol. (If you have PROTECT and BURN, you can lose the PROTECT symbol to avoid the entire effect; you keep all other symbols.)
6:
Firefighter
: Remove all burn symbols.
7:
Double or Nothing
. If doubling your score would leave you with less than 1000 points, double your score. Otherwise, RESET.
8:
Charity Drive
: If you have less than 0 points, the player with the most points must give you 500 points. If you have more than 500 points, give 100 points to each player who has less than half the points you do; any new players that roll before your next turn may take 100 points from you with their first roll. If neither applies, no effect.
9: For the next 5 rolls (any roll made with the dice tags), get 20% of the total result of the roll. Note: This does not mean the value of the roll based off the list, but the actual value of the dice roll.
10: Choose any of the 5 previous die rolls to apply to yourself right now.
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: 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.
119: Rulemaker (
!
)
120: Roll 1d7, then roll 1d7 again if you wish. A 1 is +50, a 2 is Double or Double Checker, a 3 is
+200
, a 4 is
+150
and ROLL AGAIN, a 5 is
+323
, a 6 is two Protects, and a 7 is
JACKPOT!!!
. If you go over 7,
UNLUCKY
.
121: First place MERGE with 1000, second place with 1100, third with 1200 and so on.
122:
HOT POTATO
(every time someone rolls a perfect square number (n × n or n2; where n is any integer) the
HOT POTATO
gets passed on to them. There can only be 1
HOT POTATO
per round. Who ever is holding on to the hot potato when a new page gets created gets -50)
123: Give Your score/X of your points(rounded down if needed) to all other players. X = other players
124: Roll a three-sided die and get a roll of x. For your next x rolls, the result is doubled.
125: Don't post a score update. You score x*50 points with x being the amount of hours (rounded down) it takes for the next player to roll. If someone rolls within the hour, you lose 600 points. Alternatively, if you don't want to take the risk, take a 100 point loss immediately and post a score update.
126:
Cold Shower
: Remove all
BURN
s,
HOT POTATO
es, and
LOVER
s from all players. If you removed at least one symbol from at least one player,
+100
. Otherwise,
-100
.
127: Hold your breath for as long as you can. Gain a point for each second you can hold your breath (max +100).
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Post Post #5777 (isolation #360) » Fri Sep 24, 2021 8:39 am

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (42) = 42
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Post Post #5778 (isolation #361) » Fri Sep 24, 2021 8:40 am

Post by Farren »

!Farren: 65
kdowns: -245
Jake: -305
Sirius9121: -475
Mist7676: -809

Jackpot: 400
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Post Post #5781 (isolation #362) » Fri Sep 24, 2021 9:28 am

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (51) = 51
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Post Post #5782 (isolation #363) » Fri Sep 24, 2021 9:28 am

Post by Farren »

You're right; I don't know what I was thinking. This is the way.

!Farren: -5
kdowns: -245
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Sirius9121: -475
Mist7676: -1009

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Post Post #5785 (isolation #364) » Sat Sep 25, 2021 6:16 am

Post by Farren »

Thanks, Mist! :)

Original Roll String: 1d127
1 127-Sided Dice: (101) = 101
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Post Post #5786 (isolation #365) » Sat Sep 25, 2021 6:18 am

Post by Farren »

Double or Nothing! Doubling my score would leave me with less than 1000 points ... because doubling a negative number makes it worse. So -5 from the roll, but +7 for Rulemaker kicking in. Net gain ... +2.

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Post Post #5789 (isolation #366) » Sat Sep 25, 2021 7:54 pm

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (14) = 14
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Post Post #5790 (isolation #367) » Sat Sep 25, 2021 7:55 pm

Post by Farren »

Rulemaker. Which I already have - and gaining the symbol when I already have it means goodbye symbol, goodbye 150 points.

Farren: -153
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Mist7676: -984

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Post Post #5791 (isolation #368) » Mon Sep 27, 2021 9:48 am

Post by Farren »

24 hours are up. Maybe I can roll a universal reset or something.

Original Roll String: 1d127
1 127-Sided Dice: (122) = 122
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Post Post #5792 (isolation #369) » Mon Sep 27, 2021 9:50 am

Post by Farren »

Can't function without Rulemaker.

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Post Post #5793 (isolation #370) » Tue Sep 28, 2021 1:02 pm

Post by Farren »

Let's try this again.

Original Roll String: 1d127
1 127-Sided Dice: (93) = 93
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Post Post #5794 (isolation #371) » Tue Sep 28, 2021 1:03 pm

Post by Farren »

There we go.

!Farren: 32
kdowns: -245
Jake: -305
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Mist7676: -984

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Post Post #5797 (isolation #372) » Tue Sep 28, 2021 4:50 pm

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (15) = 15
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Post Post #5798 (isolation #373) » Tue Sep 28, 2021 4:51 pm

Post by Farren »

Think I'll just take 1d7.

Original Roll String: 1d7
1 7-Sided Dice: (6) = 6
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Post Post #5799 (isolation #374) » Tue Sep 28, 2021 4:52 pm

Post by Farren »

Given the dice, these could come in very handy.

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Post Post #5802 (isolation #375) » Tue Sep 28, 2021 5:24 pm

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (53) = 53
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Post Post #5803 (isolation #376) » Tue Sep 28, 2021 5:31 pm

Post by Farren »

2.
The Power of One
. Multiply your score by -1. If this makes your score negative, gain either a Double or a Double Checker. If this makes your score positive, gain a Burn AND a Divide. If this makes your score exactly zero,
+250
.

+50 for making Rule #2 with Rulemaker.
+2 for landing on #2 with Rulemaker.

!**Farren: 84
kdowns: -245
Jake: -305
Sirius9121: -475
Mist7676: -989

Jackpot: 400

Spoiler: The Chart
1: +400
2:
The Power of One
: Multiply your score by -1. If this makes your score negative, gain either a Double or a Double Checker. If this makes your score positive, gain a Burn AND a Divide. If this makes your score exactly zero,
+250

3:
Tax Collection
: Steal 10% of everyone else's score.
4: Create your own space
5:
Conflagration
: Everyone who has a BURN symbol must RESET and lose any symbols they had. Everyone else gains a BURN symbol. (If you have PROTECT and BURN, you can lose the PROTECT symbol to avoid the entire effect; you keep all other symbols.)
6:
Firefighter
: Remove all burn symbols.
7:
Double or Nothing
. If doubling your score would leave you with less than 1000 points, double your score. Otherwise, RESET.
8:
Charity Drive
: If you have less than 0 points, the player with the most points must give you 500 points. If you have more than 500 points, give 100 points to each player who has less than half the points you do; any new players that roll before your next turn may take 100 points from you with their first roll. If neither applies, no effect.
9: For the next 5 rolls (any roll made with the dice tags), get 20% of the total result of the roll. Note: This does not mean the value of the roll based off the list, but the actual value of the dice roll.
10: Choose any of the 5 previous die rolls to apply to yourself right now.
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: 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.
119: Rulemaker (
!
)
120: Roll 1d7, then roll 1d7 again if you wish. A 1 is +50, a 2 is Double or Double Checker, a 3 is
+200
, a 4 is
+150
and ROLL AGAIN, a 5 is
+323
, a 6 is two Protects, and a 7 is
JACKPOT!!!
. If you go over 7,
UNLUCKY
.
121: First place MERGE with 1000, second place with 1100, third with 1200 and so on.
122:
HOT POTATO
(every time someone rolls a perfect square number (n × n or n2; where n is any integer) the
HOT POTATO
gets passed on to them. There can only be 1
HOT POTATO
per round. Who ever is holding on to the hot potato when a new page gets created gets -50)
123: Give Your score/X of your points(rounded down if needed) to all other players. X = other players
124: Roll a three-sided die and get a roll of x. For your next x rolls, the result is doubled.
125: Don't post a score update. You score x*50 points with x being the amount of hours (rounded down) it takes for the next player to roll. If someone rolls within the hour, you lose 600 points. Alternatively, if you don't want to take the risk, take a 100 point loss immediately and post a score update.
126:
Cold Shower
: Remove all
BURN
s,
HOT POTATO
es, and
LOVER
s from all players. If you removed at least one symbol from at least one player,
+100
. Otherwise,
-100
.
127: Hold your breath for as long as you can. Gain a point for each second you can hold your breath (max +100).
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Post Post #5806 (isolation #377) » Wed Sep 29, 2021 6:22 am

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (70) = 70
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Post Post #5807 (isolation #378) » Wed Sep 29, 2021 6:24 am

Post by Farren »

Mirror of Truth. My score has fewer than three digits, so ... 84 > 48 > -48? Except that results in loss of points, so I lose a Protect instead.

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Sirius9121: -475
Mist7676: -939

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Post Post #5810 (isolation #379) » Wed Sep 29, 2021 12:07 pm

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (105) = 105
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Post Post #5811 (isolation #380) » Wed Sep 29, 2021 12:08 pm

Post by Farren »

Hm. As much as I'd love to help you get to -1500, I think setting you on fire is probably not called for at this juncture. I'll take the heal.

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kdowns: -245
Jake: -305
Sirius9121: -475
✔ Mist7676: -939

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Post Post #5814 (isolation #381) » Thu Sep 30, 2021 11:14 am

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (83) = 83
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Post Post #5815 (isolation #382) » Thu Sep 30, 2021 11:15 am

Post by Farren »

!*+Farren: 134
kdowns: -245
Jake: -305
Sirius9121: -475
✔ Mist7676: -849

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Post Post #5818 (isolation #383) » Thu Sep 30, 2021 5:31 pm

Post by Farren »

Alas, poor Protect. But it did its job admirably.

Original Roll String: 1d127
1 127-Sided Dice: (89) = 89
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Post Post #5819 (isolation #384) » Thu Sep 30, 2021 5:32 pm

Post by Farren »

!+Farren: 534
kdowns: -645
Jake: -705
Sirius9121: -875
✔ Mist7676: -1249

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Post Post #5824 (isolation #385) » Thu Sep 30, 2021 6:43 pm

Post by Farren »

Wait, is that Roll Again and double the results, or is that Roll Again twice?
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Post Post #5827 (isolation #386) » Thu Sep 30, 2021 8:04 pm

Post by Farren »

ah, okay. Think I've treated it as roll twice in the past. Oops. Thanks for the clarification.

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1 127-Sided Dice: (64) = 64
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Post Post #5828 (isolation #387) » Thu Sep 30, 2021 8:06 pm

Post by Farren »

You know what I said about not setting you on fire? Change of plans.

Conflagration. Everyone gets a Burn. I take -10 from my Burn, then use my Heal to get rid of it.

!Farren: 524
^kdowns: -645
^Jake: -705
^Sirius9121: -875
^✔ Mist7676: -1049

Jackpot: 400

Spoiler: The Chart
1: +400
2:
The Power of One
: Multiply your score by -1. If this makes your score negative, gain either a Double or a Double Checker. If this makes your score positive, gain a Burn AND a Divide. If this makes your score exactly zero,
+250

3:
Tax Collection
: Steal 10% of everyone else's score.
4: Create your own space
5:
Conflagration
: Everyone who has a BURN symbol must RESET and lose any symbols they had. Everyone else gains a BURN symbol. (If you have PROTECT and BURN, you can lose the PROTECT symbol to avoid the entire effect; you keep all other symbols.)
6:
Firefighter
: Remove all burn symbols.
7:
Double or Nothing
. If doubling your score would leave you with less than 1000 points, double your score. Otherwise, RESET.
8:
Charity Drive
: If you have less than 0 points, the player with the most points must give you 500 points. If you have more than 500 points, give 100 points to each player who has less than half the points you do; any new players that roll before your next turn may take 100 points from you with their first roll. If neither applies, no effect.
9: For the next 5 rolls (any roll made with the dice tags), get 20% of the total result of the roll. Note: This does not mean the value of the roll based off the list, but the actual value of the dice roll.
10: Choose any of the 5 previous die rolls to apply to yourself right now.
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: 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.
119: Rulemaker (
!
)
120: Roll 1d7, then roll 1d7 again if you wish. A 1 is +50, a 2 is Double or Double Checker, a 3 is
+200
, a 4 is
+150
and ROLL AGAIN, a 5 is
+323
, a 6 is two Protects, and a 7 is
JACKPOT!!!
. If you go over 7,
UNLUCKY
.
121: First place MERGE with 1000, second place with 1100, third with 1200 and so on.
122:
HOT POTATO
(every time someone rolls a perfect square number (n × n or n2; where n is any integer) the
HOT POTATO
gets passed on to them. There can only be 1
HOT POTATO
per round. Who ever is holding on to the hot potato when a new page gets created gets -50)
123: Give Your score/X of your points(rounded down if needed) to all other players. X = other players
124: Roll a three-sided die and get a roll of x. For your next x rolls, the result is doubled.
125: Don't post a score update. You score x*50 points with x being the amount of hours (rounded down) it takes for the next player to roll. If someone rolls within the hour, you lose 600 points. Alternatively, if you don't want to take the risk, take a 100 point loss immediately and post a score update.
126:
Cold Shower
: Remove all
BURN
s,
HOT POTATO
es, and
LOVER
s from all players. If you removed at least one symbol from at least one player,
+100
. Otherwise,
-100
.
127: Hold your breath for as long as you can. Gain a point for each second you can hold your breath (max +100).
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Post Post #5831 (isolation #388) » Fri Oct 01, 2021 8:19 am

Post by Farren »

Hah. Guess that was a wasted Heal.

Original Roll String: 1d127
1 127-Sided Dice: (59) = 59
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Post Post #5832 (isolation #389) » Fri Oct 01, 2021 8:21 am

Post by Farren »

Apparently two removals of burn results in death by fire.

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Post Post #5835 (isolation #390) » Fri Oct 01, 2021 8:43 am

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (88) = 88
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Post Post #5836 (isolation #391) » Fri Oct 01, 2021 8:43 am

Post by Farren »

We'll stick with one die.

Original Roll String: 1d7
1 7-Sided Dice: (7) = 7
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Post Post #5837 (isolation #392) » Fri Oct 01, 2021 8:44 am

Post by Farren »

!Farren: 150
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Jake: -705
Sirius9121: -875
✔ Mist7676: -724

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Post Post #5840 (isolation #393) » Fri Oct 01, 2021 7:28 pm

Post by Farren »

Original Roll String: 1d127
1 127-Sided Dice: (14) = 14
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Post Post #5841 (isolation #394) » Fri Oct 01, 2021 7:28 pm

Post by Farren »

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