Race to 1500! (Game 8)

This forum is for playing games other than Mafia and Mafia variants.
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Post Post #2172 (isolation #0) » Fri Mar 08, 2024 3:59 pm

Post by Jake The Wolfie »

Original Roll String: 1d106
1 106-Sided Dice: (53) = 53
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Post Post #2173 (isolation #1) » Fri Mar 08, 2024 4:00 pm

Post by Jake The Wolfie »

camelCasedSnivy: -432
JerryArr: -935
biancospino: 515
JakeTheWolfie: 125
Mallow: -130


Jackpot: 300
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Post Post #2174 (isolation #2) » Sat Mar 09, 2024 5:40 pm

Post by Jake The Wolfie »

Original Roll String: 1d106
1 106-Sided Dice: (37) = 37
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Post Post #2175 (isolation #3) » Sat Mar 09, 2024 5:40 pm

Post by Jake The Wolfie »

camelCasedSnivy: -432
JerryArr: -935
biancospino: 515
JakeTheWolfie: 300
Mallow: -130


Jackpot: 300
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Post Post #2176 (isolation #4) » Sat Mar 09, 2024 5:41 pm

Post by Jake The Wolfie »

Spoiler: The Chart
1: +400
2: Create your own space
3: STEAL from the last person that stole from you for double the amount they took from you. If no such person exists, STEAL 10.
4: Create your own space
5: Create your own space
6: Halve your score (round half towards zero)
7: Create your own space
8: SWAP your score with another player
9: The first-place player gets a
CURSE
, while the last-place player gets a
BLESS
. If there is a tie for either, then all players involved get a
CURSE
or
BLESS
. If everyone has the same score, ignore the normal effects of this space and ROLL AGAIN.
10: Predict whether a 1d2 will come up HEADS (1) or TAILS (2), then roll the 1d2. If your prediction is correct, +100. If your prediction is incorrect, -100.
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: ROLL AGAIN (x1/2)
102:
+50
, then randomly gain either a Protect (*), Curse (!), Respin (^), or Counterfeit ($).
103: If your score contains a 1, -100. If your score contains a 0, gain a ^. If your score contains a 5,
+25
. If your score contains none of these digits, gain 3/7 of the current jackpot amount, rounded up.
104: -111. The Jackpot gains a Curse.
105: COMMUNISM: Everybody's score becomes the average of all scores, rounded to the nearest point with half rounded up. If one or more players have a
PROTECT
, their scores are still included when computing the average, but the normal provisos regarding
PROTECTS
still apply. If one or more players are
CURSED
and would gain points as a result of COMMUNISM, instead they lose the difference between their current score and the computed average score (unless the
CURSE
is nullified by a
PROTECT
, which still gets spent).
106:
BLESS (†)
: the next time you would lose points, instead you gain that many points. If the loss of points would be due to COMMUNISM, then instead you gain the difference between your score and the computed average score.
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Post Post #2179 (isolation #5) » Sun Mar 10, 2024 8:23 am

Post by Jake The Wolfie »

Original Roll String: 1d106
1 106-Sided Dice: (69) = 69
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Post Post #2180 (isolation #6) » Sun Mar 10, 2024 8:24 am

Post by Jake The Wolfie »

JakeTheWolfie: 468
biancospino: 408
Mallow: -130
camelCasedSnivy: -432
JerryArr: -935


Jackpot: 300
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Post Post #2183 (isolation #7) » Mon Mar 11, 2024 1:16 pm

Post by Jake The Wolfie »

Original Roll String: 1d106
1 106-Sided Dice: (37) = 37
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Post Post #2184 (isolation #8) » Mon Mar 11, 2024 1:17 pm

Post by Jake The Wolfie »

biancospino: 408
JakeTheWolfie: 300
Mallow: -130
camelCasedSnivy: -432
JerryArr: -435


Jackpot: 300
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Post Post #2188 (isolation #9) » Tue Mar 12, 2024 12:25 pm

Post by Jake The Wolfie »

Original Roll String: 1d106
1 106-Sided Dice: (21) = 21
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Post Post #2189 (isolation #10) » Tue Mar 12, 2024 12:27 pm

Post by Jake The Wolfie »

JerryArr: 990
biancospino: 648
JakeTheWolfie: 540
Mallow: 110
camelCasedSnivy: -192



Jackpot: 300
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Post Post #2192 (isolation #11) » Wed Mar 13, 2024 7:43 am

Post by Jake The Wolfie »

Original Roll String: 1d106
1 106-Sided Dice: (12) = 12
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Post Post #2193 (isolation #12) » Wed Mar 13, 2024 7:45 am

Post by Jake The Wolfie »

[Merge with JerryArr]

JerryArr: 765
JakeTheWolfie: 765
biancospino: 678
Mallow: 110
camelCasedSnivy: -192


Jackpot: 300
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Post Post #2196 (isolation #13) » Wed Mar 13, 2024 11:11 am

Post by Jake The Wolfie »

Original Roll String: 1d106
1 106-Sided Dice: (67) = 67
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Post Post #2197 (isolation #14) » Wed Mar 13, 2024 11:12 am

Post by Jake The Wolfie »

JakeTheWolfie: 795
biancospino: 678
JerryArr: 365
Mallow: 110
camelCasedSnivy: -192


Jackpot: 300
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Post Post #2198 (isolation #15) » Thu Mar 14, 2024 1:13 pm

Post by Jake The Wolfie »

Original Roll String: 1d106
1 106-Sided Dice: (30) = 30


DICE DICE DICE DICE DICE
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Post Post #2199 (isolation #16) » Thu Mar 14, 2024 1:14 pm

Post by Jake The Wolfie »

JakeTheWolfie: 805
biancospino: 678
JerryArr: 365
Mallow: 110
camelCasedSnivy: -192

Jackpot: 300
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Post Post #2200 (isolation #17) » Thu Mar 14, 2024 1:15 pm

Post by Jake The Wolfie »

Spoiler: The Chart
1: +400
2: Create your own space
3: STEAL from the last person that stole from you for double the amount they took from you. If no such person exists, STEAL 10.
4: Create your own space
5: Create your own space
6: Halve your score (round half towards zero)
7: Create your own space
8: SWAP your score with another player
9: The first-place player gets a
CURSE
, while the last-place player gets a
BLESS
. If there is a tie for either, then all players involved get a
CURSE
or
BLESS
. If everyone has the same score, ignore the normal effects of this space and ROLL AGAIN.
10: Predict whether a 1d2 will come up HEADS (1) or TAILS (2), then roll the 1d2. If your prediction is correct, +100. If your prediction is incorrect, -100.
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: ROLL AGAIN (x1/2)
102:
+50
, then randomly gain either a Protect (*), Curse (!), Respin (^), or Counterfeit ($).
103: If your score contains a 1, -100. If your score contains a 0, gain a ^. If your score contains a 5,
+25
. If your score contains none of these digits, gain 3/7 of the current jackpot amount, rounded up.
104: -111. The Jackpot gains a Curse.
105: COMMUNISM: Everybody's score becomes the average of all scores, rounded to the nearest point with half rounded up. If one or more players have a
PROTECT
, their scores are still included when computing the average, but the normal provisos regarding
PROTECTS
still apply. If one or more players are
CURSED
and would gain points as a result of COMMUNISM, instead they lose the difference between their current score and the computed average score (unless the
CURSE
is nullified by a
PROTECT
, which still gets spent).
106:
BLESS (†)
: the next time you would lose points, instead you gain that many points. If the loss of points would be due to COMMUNISM, then instead you gain the difference between your score and the computed average score.
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Post Post #2201 (isolation #18) » Fri Mar 15, 2024 3:51 pm

Post by Jake The Wolfie »

Original Roll String: 1d106
1 106-Sided Dice: (69) = 69
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Post Post #2202 (isolation #19) » Fri Mar 15, 2024 3:51 pm

Post by Jake The Wolfie »

JakeTheWolfie: 865
biancospino: 678
JerryArr: 365
Mallow: 110
camelCasedSnivy: -192

Jackpot: 300
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Post Post #2205 (isolation #20) » Sun Mar 17, 2024 6:37 am

Post by Jake The Wolfie »

Original Roll String: 1d106
1 106-Sided Dice: (37) = 37
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Post Post #2206 (isolation #21) » Sun Mar 17, 2024 6:38 am

Post by Jake The Wolfie »

biancospino: 678
JerryArr: 365
JakeTheWolfie: 300
Mallow: 110
camelCasedSnivy: -192

Jackpot: 300
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Post Post #2207 (isolation #22) » Mon Mar 18, 2024 8:35 am

Post by Jake The Wolfie »

Original Roll String: 1d106
1 106-Sided Dice: (3) = 3
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Post Post #2208 (isolation #23) » Mon Mar 18, 2024 8:37 am

Post by Jake The Wolfie »

[Stolen from Mallow]

biancospino: 678
JerryArr: 365
JakeTheWolfie: 310
Mallow: 100
camelCasedSnivy: -192

Jackpot: 300
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Post Post #2211 (isolation #24) » Mon Mar 18, 2024 2:33 pm

Post by Jake The Wolfie »

Original Roll String: 1d106
1 106-Sided Dice: (52) = 52
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Post Post #2212 (isolation #25) » Mon Mar 18, 2024 2:34 pm

Post by Jake The Wolfie »

biancospino: 678
JerryArr: 615
JakeTheWolfie: 610
Mallow: 100
camelCasedSnivy: -192

Jackpot: 550
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Post Post #2213 (isolation #26) » Tue Mar 19, 2024 5:15 pm

Post by Jake The Wolfie »

Original Roll String: 1d106
1 106-Sided Dice: (13) = 13
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Post Post #2214 (isolation #27) » Tue Mar 19, 2024 5:16 pm

Post by Jake The Wolfie »

biancospino: 678
JerryArr: 615
JakeTheWolfie: 210
Mallow: 100
camelCasedSnivy: -192

Jackpot: 550
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Post Post #2217 (isolation #28) » Thu Mar 21, 2024 9:15 pm

Post by Jake The Wolfie »

Original Roll String: 1d106
1 106-Sided Dice: (10) = 10
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Post Post #2218 (isolation #29) » Thu Mar 21, 2024 9:17 pm

Post by Jake The Wolfie »

TAILS (2)

Original Roll String: 1d2
1 2-Sided Dice: (1) = 1
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Post Post #2219 (isolation #30) » Thu Mar 21, 2024 9:17 pm

Post by Jake The Wolfie »

biancospino: 678
JerryArr: 675
JakeTheWolfie: 110
Mallow: 100
camelCasedSnivy: -192

Jackpot: 550
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Post Post #2222 (isolation #31) » Fri Mar 22, 2024 4:17 pm

Post by Jake The Wolfie »

Original Roll String: 1d106
1 106-Sided Dice: (75) = 75
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Post Post #2223 (isolation #32) » Fri Mar 22, 2024 4:17 pm

Post by Jake The Wolfie »

biancospino: 678
JakeTheWolfie: 210
JerryArr: 175
Mallow: 100
camelCasedSnivy: -192

Jackpot: 550
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Post Post #2224 (isolation #33) » Sat Mar 23, 2024 4:52 pm

Post by Jake The Wolfie »

Original Roll String: 1d106
1 106-Sided Dice: (61) = 61
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Post Post #2225 (isolation #34) » Sat Mar 23, 2024 4:55 pm

Post by Jake The Wolfie »

Spoiler: The Chart
1: +400
2: Create your own space
3: STEAL from the last person that stole from you for double the amount they took from you. If no such person exists, STEAL 10.
4: Create your own space
5: EVERYONE +200; then, if your score is lower than 1500, you lose 400 points.
6: Halve your score (round half towards zero)
7: Create your own space
8: SWAP your score with another player
9: The first-place player gets a
CURSE
, while the last-place player gets a
BLESS
. If there is a tie for either, then all players involved get a
CURSE
or
BLESS
. If everyone has the same score, ignore the normal effects of this space and ROLL AGAIN.
10: Predict whether a 1d2 will come up HEADS (1) or TAILS (2), then roll the 1d2. If your prediction is correct, +100. If your prediction is incorrect, -100.
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: ROLL AGAIN (x1/2)
102:
+50
, then randomly gain either a Protect (*), Curse (!), Respin (^), or Counterfeit ($).
103: If your score contains a 1, -100. If your score contains a 0, gain a ^. If your score contains a 5,
+25
. If your score contains none of these digits, gain 3/7 of the current jackpot amount, rounded up.
104: -111. The Jackpot gains a Curse.
105: COMMUNISM: Everybody's score becomes the average of all scores, rounded to the nearest point with half rounded up. If one or more players have a
PROTECT
, their scores are still included when computing the average, but the normal provisos regarding
PROTECTS
still apply. If one or more players are
CURSED
and would gain points as a result of COMMUNISM, instead they lose the difference between their current score and the computed average score (unless the
CURSE
is nullified by a
PROTECT
, which still gets spent).
106:
BLESS (†)
: the next time you would lose points, instead you gain that many points. If the loss of points would be due to COMMUNISM, then instead you gain the difference between your score and the computed average score.


biancospino: 678
*JakeTheWolfie: 210
JerryArr: 175
Mallow: 100
camelCasedSnivy: -192

Jackpot: 550
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Post Post #2228 (isolation #35) » Sun Mar 24, 2024 9:02 am

Post by Jake The Wolfie »

Original Roll String: 1d106
1 106-Sided Dice: (55) = 55
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Post Post #2229 (isolation #36) » Sun Mar 24, 2024 9:03 am

Post by Jake The Wolfie »

*JakeTheWolfie: 500
biancospino: 488
JerryArr: 175
Mallow: 100
camelCasedSnivy: -192

Jackpot: 550
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Post Post #2232 (isolation #37) » Tue Mar 26, 2024 5:20 pm

Post by Jake The Wolfie »

Original Roll String: 1d106
1 106-Sided Dice: (70) = 70
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Post Post #2233 (isolation #38) » Tue Mar 26, 2024 5:21 pm

Post by Jake The Wolfie »

Protection activated.

JakeTheWolfie: 500
biancospino: 488
JerryArr: 325
Mallow: 100
camelCasedSnivy: -192

Jackpot: 550
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Post Post #2236 (isolation #39) » Wed Mar 27, 2024 11:11 am

Post by Jake The Wolfie »

Original Roll String: 1d106
1 106-Sided Dice: (81) = 81
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Post Post #2237 (isolation #40) » Wed Mar 27, 2024 11:12 am

Post by Jake The Wolfie »

biancospino: 613
JerryArr: 325
Mallow: 100
JakeTheWolfie: 0
camelCasedSnivy: -192

Jackpot: 550
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Post Post #2240 (isolation #41) » Wed Mar 27, 2024 11:35 am

Post by Jake The Wolfie »

Original Roll String: 1d106
1 106-Sided Dice: (19) = 19
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Post Post #2241 (isolation #42) » Wed Mar 27, 2024 11:36 am

Post by Jake The Wolfie »

Stolen from camelCasedSnivy

biancospino: 613
JerryArr: 425
JakeTheWolfie: 200
Mallow: 100
camelCasedSnivy: -392

Jackpot: 650
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Post Post #2244 (isolation #43) » Fri Mar 29, 2024 5:56 pm

Post by Jake The Wolfie »

Original Roll String: 1d106
1 106-Sided Dice: (51) = 51
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Post Post #2245 (isolation #44) » Fri Mar 29, 2024 6:12 pm

Post by Jake The Wolfie »

biancospino: 613
JerryArr: 525
JakeTheWolfie: 385
Mallow: 100
camelCasedSnivy: -392

Jackpot: 650
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Jake The Wolfie
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Post Post #2250 (isolation #45) » Mon Apr 01, 2024 11:11 am

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (40) = 40
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Post Post #2251 (isolation #46) » Mon Apr 01, 2024 11:12 am

Post by Jake The Wolfie »

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: ROLL AGAIN (x1/2)
102:
+50
, then randomly gain either a Protect (*), Curse (!), Respin (^), or Counterfeit ($).
103: If your score contains a 1, -100. If your score contains a 0, gain a ^. If your score contains a 5,
+25
. If your score contains none of these digits, gain 3/7 of the current jackpot amount, rounded up.
104: -111. The Jackpot gains a Curse.
105: COMMUNISM: Everybody's score becomes the average of all scores, rounded to the nearest point with half rounded up. If one or more players have a
PROTECT
, their scores are still included when computing the average, but the normal provisos regarding
PROTECTS
still apply. If one or more players are
CURSED
and would gain points as a result of COMMUNISM, instead they lose the difference between their current score and the computed average score (unless the
CURSE
is nullified by a
PROTECT
, which still gets spent).
106:
BLESS (†)
: the next time you would lose points, instead you gain that many points. If the loss of points would be due to COMMUNISM, then instead you gain the difference between your score and the computed average score.
107: Gain three
ACCELERATORs (>)
, plus an additional one if you currently have the lowest score. If you have at least one Accelerator when you roll the die on the Chart, add the number you rolled to your score, then lose an Accelerator.


Jake The Wolfie: 100
JerryArr: -40

Jackpot: 500
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Post Post #2254 (isolation #47) » Mon Apr 01, 2024 12:29 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (49) = 49
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Post Post #2255 (isolation #48) » Mon Apr 01, 2024 12:29 pm

Post by Jake The Wolfie »

JerryArr: 320
Jake The Wolfie: 0

Jackpot: 500
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Post Post #2260 (isolation #49) » Sun Apr 07, 2024 3:52 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (71) = 71
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Post Post #2261 (isolation #50) » Sun Apr 07, 2024 3:53 pm

Post by Jake The Wolfie »

JerryArr: 65
Jake The Wolfie: -190

Jackpot: 300
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Post Post #2278 (isolation #51) » Mon Apr 22, 2024 9:11 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (100) = 100
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Post Post #2279 (isolation #52) » Mon Apr 22, 2024 9:12 pm

Post by Jake The Wolfie »

Jake The Wolfie: 300
JerryArr: 100
Aureal: 0

Jackpot: 500
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Post Post #2284 (isolation #53) » Tue Apr 23, 2024 11:40 am

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (7) = 7
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Post Post #2285 (isolation #54) » Tue Apr 23, 2024 11:43 am

Post by Jake The Wolfie »

In post 2283, Aureal wrote: sigh, yet another chart
Spoiler: The Chart
1: +400
2:
+222
and gain a Respin (^)
3: Create your own space
4: EVERYONE gains a
Curse (!)

5: Create your own space
6: Create your own space
7: × -1
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: ROLL AGAIN (x1/2)
102:
+50
, then randomly gain either a Protect (*), Curse (!), Respin (^), or Counterfeit ($).
103: If your score contains a 1, -100. If your score contains a 0, gain a ^. If your score contains a 5,
+25
. If your score contains none of these digits, gain 3/7 of the current jackpot amount, rounded up.
104: -111. The Jackpot gains a Curse.
105: COMMUNISM: Everybody's score becomes the average of all scores, rounded to the nearest point with half rounded up. If one or more players have a
PROTECT
, their scores are still included when computing the average, but the normal provisos regarding
PROTECTS
still apply. If one or more players are
CURSED
and would gain points as a result of COMMUNISM, instead they lose the difference between their current score and the computed average score (unless the
CURSE
is nullified by a
PROTECT
, which still gets spent).
106:
BLESS (†)
: the next time you would lose points, instead you gain that many points. If the loss of points would be due to COMMUNISM, then instead you gain the difference between your score and the computed average score.
107: Gain three
ACCELERATORs (>)
, plus an additional one if you currently have the lowest score. If you have at least one Accelerator when you roll the die on the Chart, add the number you rolled to your score, then lose an Accelerator.



Jake The Wolfie: 300
Aureal: 0
JerryArr: -75

Jackpot: 500
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Post Post #2288 (isolation #55) » Tue Apr 23, 2024 5:39 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (101) = 101
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Post Post #2289 (isolation #56) » Tue Apr 23, 2024 5:40 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (77) = 77
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Post Post #2290 (isolation #57) » Tue Apr 23, 2024 5:50 pm

Post by Jake The Wolfie »

Jake The Wolfie: 350
Aureal: 300
JerryArr: -75

Jackpot: 550
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Post Post #2293 (isolation #58) » Tue Apr 23, 2024 7:54 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (13) = 13
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Post Post #2294 (isolation #59) » Tue Apr 23, 2024 7:55 pm

Post by Jake The Wolfie »

I saw that 13, and I knew immediately.

Aureal: 430
Jake The Wolfie: -50
JerryArr: -75

Jackpot: 550
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Post Post #2301 (isolation #60) » Wed Apr 24, 2024 11:46 am

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (84) = 84
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Post Post #2302 (isolation #61) » Wed Apr 24, 2024 11:47 am

Post by Jake The Wolfie »

(x2)
Original Roll String: 1d107
1 107-Sided Dice: (97) = 97
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Post Post #2303 (isolation #62) » Wed Apr 24, 2024 11:49 am

Post by Jake The Wolfie »

(Stolen from Aureal)

^Aureal: 452
Jake The Wolfie: 150
JerryArr: 25

Jackpot: 872
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Post Post #2309 (isolation #63) » Wed Apr 24, 2024 12:46 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (4) = 4
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Post Post #2310 (isolation #64) » Wed Apr 24, 2024 12:47 pm

Post by Jake The Wolfie »

!^Aureal: 552
!JerryArr: 228
!Jake The Wolfie: 150

Jackpot: 872
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Post Post #2313 (isolation #65) » Wed Apr 24, 2024 4:19 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (66) = 66
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Post Post #2314 (isolation #66) » Wed Apr 24, 2024 4:20 pm

Post by Jake The Wolfie »

!^Aureal: 552
JerryArr: 128
!Jake The Wolfie: -822

Jackpot: 500
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Post Post #2317 (isolation #67) » Wed Apr 24, 2024 7:40 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (74) = 74
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Post Post #2318 (isolation #68) » Wed Apr 24, 2024 7:41 pm

Post by Jake The Wolfie »

^Aureal: 467
JerryArr: 128
Jake The Wolfie: -922

Jackpot: 500
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Post Post #2325 (isolation #69) » Thu Apr 25, 2024 4:21 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (20) = 20
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Post Post #2326 (isolation #70) » Thu Apr 25, 2024 4:23 pm

Post by Jake The Wolfie »

Spoiler: The Chart
1: +400
2:
+222
and gain a Respin (^)
3: Create your own space
4: EVERYONE gains a
Curse (!)

5: Create your own space
6: Create your own space
7: × -1
8: Create your own space
9: STEAL 300
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: ROLL AGAIN (x1/2)
102:
+50
, then randomly gain either a Protect (*), Curse (!), Respin (^), or Counterfeit ($).
103: If your score contains a 1, -100. If your score contains a 0, gain a ^. If your score contains a 5,
+25
. If your score contains none of these digits, gain 3/7 of the current jackpot amount, rounded up.
104: -111. The Jackpot gains a Curse.
105: COMMUNISM: Everybody's score becomes the average of all scores, rounded to the nearest point with half rounded up. If one or more players have a
PROTECT
, their scores are still included when computing the average, but the normal provisos regarding
PROTECTS
still apply. If one or more players are
CURSED
and would gain points as a result of COMMUNISM, instead they lose the difference between their current score and the computed average score (unless the
CURSE
is nullified by a
PROTECT
, which still gets spent).
106:
BLESS (†)
: the next time you would lose points, instead you gain that many points. If the loss of points would be due to COMMUNISM, then instead you gain the difference between your score and the computed average score.
107: Gain three
ACCELERATORs (>)
, plus an additional one if you currently have the lowest score. If you have at least one Accelerator when you roll the die on the Chart, add the number you rolled to your score, then lose an Accelerator.


^Aureal: 802
JerryArr: 500
Jake The Wolfie: -1032

Jackpot: 500
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Post Post #2331 (isolation #71) » Thu Apr 25, 2024 9:55 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (57) = 57
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Post Post #2332 (isolation #72) » Thu Apr 25, 2024 9:56 pm

Post by Jake The Wolfie »

Aureal: 1402
JerryArr: 500
Jake The Wolfie: -957

Jackpot: 500
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Post Post #2337 (isolation #73) » Fri Apr 26, 2024 1:50 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (73) = 73
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Post Post #2338 (isolation #74) » Fri Apr 26, 2024 1:51 pm

Post by Jake The Wolfie »

Aureal: 1342
Jake The Wolfie: 750
JerryArr: 600

Jackpot: 500
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Post Post #2341 (isolation #75) » Fri Apr 26, 2024 3:28 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (41) = 41
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Post Post #2342 (isolation #76) » Fri Apr 26, 2024 3:29 pm

Post by Jake The Wolfie »

Aureal: 1342
Jake The Wolfie: 1040
JerryArr: 670

Jackpot: 500
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Post Post #2345 (isolation #77) » Fri Apr 26, 2024 4:35 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (66) = 66
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Post Post #2346 (isolation #78) » Fri Apr 26, 2024 4:35 pm

Post by Jake The Wolfie »

Aureal: 1472
JerryArr: 670
Jake The Wolfie: 530

Jackpot: 500
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Post Post #2354 (isolation #79) » Sat Apr 27, 2024 9:36 am

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (53) = 53
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Post Post #2355 (isolation #80) » Sat Apr 27, 2024 9:37 am

Post by Jake The Wolfie »

JerryArr: 1072
Aureal: 1071
Jake The Wolfie: 655

Jackpot: 500
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Post Post #2358 (isolation #81) » Sat Apr 27, 2024 12:40 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (25) = 25
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Post Post #2359 (isolation #82) » Sat Apr 27, 2024 12:40 pm

Post by Jake The Wolfie »

Aureal: 1256
JerryArr: 1072
Jake The Wolfie: 725

Jackpot: 500
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Post Post #2363 (isolation #83) » Sat Apr 27, 2024 4:23 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (30) = 30
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Post Post #2364 (isolation #84) » Sat Apr 27, 2024 4:23 pm

Post by Jake The Wolfie »

Aureal: 1256
JerryArr: 932
Jake The Wolfie: 735

Jackpot: 500
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Post Post #2367 (isolation #85) » Sat Apr 27, 2024 5:50 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (100) = 100


That is a very good start, bianco. Most people lose points on their first role.
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Post Post #2368 (isolation #86) » Sat Apr 27, 2024 5:53 pm

Post by Jake The Wolfie »

J a c K P o T !


Aureal: 1256
Jake The Wolfie: 1235
JerryArr: 932
biancospino: 1

Jackpot: 500
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Post Post #2371 (isolation #87) » Sat Apr 27, 2024 6:14 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (96) = 96
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Post Post #2372 (isolation #88) » Sat Apr 27, 2024 6:18 pm

Post by Jake The Wolfie »

Merge with Aureal

Aureal: 1248
Jake The Wolfie: 1248
JerryArr: 932
biancospino: 1

Jackpot: 500
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Post Post #2375 (isolation #89) » Sat Apr 27, 2024 7:42 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (68) = 68
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Post Post #2376 (isolation #90) » Sat Apr 27, 2024 7:43 pm

Post by Jake The Wolfie »

chart!!! :o
Spoiler: The Chart
1: +400
2:
+222
and gain a Respin (^)
3: Create your own space
4: EVERYONE gains a
Curse (!)

5: Create your own space
6: Create your own space
7: × -1
8: Create your own space
9: STEAL 300
10: -110
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: ROLL AGAIN (x1/2)
102:
+50
, then randomly gain either a Protect (*), Curse (!), Respin (^), or Counterfeit ($).
103: If your score contains a 1, -100. If your score contains a 0, gain a ^. If your score contains a 5,
+25
. If your score contains none of these digits, gain 3/7 of the current jackpot amount, rounded up.
104: -111. The Jackpot gains a Curse.
105: COMMUNISM: Everybody's score becomes the average of all scores, rounded to the nearest point with half rounded up. If one or more players have a
PROTECT
, their scores are still included when computing the average, but the normal provisos regarding
PROTECTS
still apply. If one or more players are
CURSED
and would gain points as a result of COMMUNISM, instead they lose the difference between their current score and the computed average score (unless the
CURSE
is nullified by a
PROTECT
, which still gets spent).
106:
BLESS (†)
: the next time you would lose points, instead you gain that many points. If the loss of points would be due to COMMUNISM, then instead you gain the difference between your score and the computed average score.
107: Gain three
ACCELERATORs (>)
, plus an additional one if you currently have the lowest score. If you have at least one Accelerator when you roll the die on the Chart, add the number you rolled to your score, then lose an Accelerator.



Aureal: 1278
Jake The Wolfie: 1208
JerryArr: 932
biancospino: 1

Jackpot: 500
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Post Post #2379 (isolation #91) » Sun Apr 28, 2024 2:15 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (99) = 99
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Post Post #2380 (isolation #92) » Sun Apr 28, 2024 2:17 pm

Post by Jake The Wolfie »

Jake The Wolfie: 0
Aureal: 0
JerryArr: 0
biancospino: 0

Jackpot: !500

I'd imagine it just means that the next time the Jackpot would increase by any amount, it decreases by that amount instead.
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Post Post #2383 (isolation #93) » Sun Apr 28, 2024 2:38 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (98) = 98
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Post Post #2384 (isolation #94) » Sun Apr 28, 2024 2:39 pm

Post by Jake The Wolfie »

JerryArr: 0
biancospino: 0
Aureal: -70
Jake The Wolfie: -300

!Jackpot: 500

My good fortune hath run dry.
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Post Post #2387 (isolation #95) » Sun Apr 28, 2024 3:14 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (10) = 10
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Post Post #2388 (isolation #96) » Sun Apr 28, 2024 3:15 pm

Post by Jake The Wolfie »

Aureal: 230
JerryArr: 0
biancospino: 0
Jake The Wolfie: -410

!Jackpot: 500
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Post Post #2391 (isolation #97) » Sun Apr 28, 2024 4:19 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (48) = 48
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Post Post #2392 (isolation #98) » Sun Apr 28, 2024 4:19 pm

Post by Jake The Wolfie »

Aureal: 305
JerryArr: 0
biancospino: 0
Jake The Wolfie: -390

!Jackpot: 500
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Post Post #2395 (isolation #99) » Sun Apr 28, 2024 5:53 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (71) = 71
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Post Post #2396 (isolation #100) » Sun Apr 28, 2024 5:54 pm

Post by Jake The Wolfie »

Aureal: 605
biancospino: 0
JerryArr: -300
Jake The Wolfie: -580

!Jackpot: 500
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Post Post #2399 (isolation #101) » Sun Apr 28, 2024 8:02 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (75) = 75
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Post Post #2400 (isolation #102) » Sun Apr 28, 2024 8:03 pm

Post by Jake The Wolfie »

Spoiler: The Best Chart
1: +400
2:
+222
and gain a Respin (^)
3: Create your own space
4: EVERYONE gains a
Curse (!)

5: Create your own space
6: Create your own space
7: × -1
8: Create your own space
9: STEAL 300
10: -110
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: ROLL AGAIN (x1/2)
102:
+50
, then randomly gain either a Protect (*), Curse (!), Respin (^), or Counterfeit ($).
103: If your score contains a 1, -100. If your score contains a 0, gain a ^. If your score contains a 5,
+25
. If your score contains none of these digits, gain 3/7 of the current jackpot amount, rounded up.
104: -111. The Jackpot gains a Curse.
105: COMMUNISM: Everybody's score becomes the average of all scores, rounded to the nearest point with half rounded up. If one or more players have a
PROTECT
, their scores are still included when computing the average, but the normal provisos regarding
PROTECTS
still apply. If one or more players are
CURSED
and would gain points as a result of COMMUNISM, instead they lose the difference between their current score and the computed average score (unless the
CURSE
is nullified by a
PROTECT
, which still gets spent).
106:
BLESS (†)
: the next time you would lose points, instead you gain that many points. If the loss of points would be due to COMMUNISM, then instead you gain the difference between your score and the computed average score.
107: Gain three
ACCELERATORs (>)
, plus an additional one if you currently have the lowest score. If you have at least one Accelerator when you roll the die on the Chart, add the number you rolled to your score, then lose an Accelerator.


Aureal: 500
biancospino: 0
JerryArr: -300
Jake The Wolfie: -480

!Jackpot: 500
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Post Post #2405 (isolation #103) » Mon Apr 29, 2024 2:34 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (95) = 95
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Post Post #2406 (isolation #104) » Mon Apr 29, 2024 2:34 pm

Post by Jake The Wolfie »

Aureal: 450
biancospino: 0
JerryArr: -100
Jake The Wolfie: -530

!Jackpot: 500
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Post Post #2409 (isolation #105) » Mon Apr 29, 2024 3:13 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (4) = 4
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Post Post #2410 (isolation #106) » Mon Apr 29, 2024 3:14 pm

Post by Jake The Wolfie »

!Aureal: 480
!biancospino: 0
!JerryArr: -100
!Jake The Wolfie: -530

!Jackpot: 500
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Post Post #2413 (isolation #107) » Mon Apr 29, 2024 3:58 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (21) = 21
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Post Post #2414 (isolation #108) » Mon Apr 29, 2024 4:00 pm

Post by Jake The Wolfie »

Aureal: 240
biancospino: -240
JerryArr: -340
Jake The Wolfie: -770

!Jackpot: 500
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Post Post #2417 (isolation #109) » Mon Apr 29, 2024 4:54 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (49) = 49
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Post Post #2418 (isolation #110) » Mon Apr 29, 2024 4:55 pm

Post by Jake The Wolfie »

Aureal: 490
Jake The Wolfie: 0
biancospino: -240
JerryArr: -590

!Jackpot: 500
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Post Post #2421 (isolation #111) » Mon Apr 29, 2024 6:59 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (4) = 4
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Post Post #2422 (isolation #112) » Mon Apr 29, 2024 6:59 pm

Post by Jake The Wolfie »

!Aureal: 490
!Jake The Wolfie: 0
!biancospino: -240
!JerryArr: -590

!Jackpot: 500
User avatar
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Jake The Wolfie
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Post Post #2425 (isolation #113) » Tue Apr 30, 2024 5:34 am

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (80) = 80
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Post Post #2426 (isolation #114) » Tue Apr 30, 2024 5:35 am

Post by Jake The Wolfie »

Spoiler: The Chart
1: +400
2:
+222
and gain a Respin (^)
3: Lose 1 symbol of your choice and gain two different symbols of your choice
4: EVERYONE gains a
Curse (!)

5: The player in last place gains a
Protect (*)

6: Create your own space
7: × -1
8: Create your own space
9: STEAL 300
10: -110
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: ROLL AGAIN (x1/2)
102:
+50
, then randomly gain either a Protect (*), Curse (!), Respin (^), or Counterfeit ($).
103: If your score contains a 1, -100. If your score contains a 0, gain a ^. If your score contains a 5,
+25
. If your score contains none of these digits, gain 3/7 of the current jackpot amount, rounded up.
104: -111. The Jackpot gains a Curse.
105: COMMUNISM: Everybody's score becomes the average of all scores, rounded to the nearest point with half rounded up. If one or more players have a
PROTECT
, their scores are still included when computing the average, but the normal provisos regarding
PROTECTS
still apply. If one or more players are
CURSED
and would gain points as a result of COMMUNISM, instead they lose the difference between their current score and the computed average score (unless the
CURSE
is nullified by a
PROTECT
, which still gets spent).
106:
BLESS (†)
: the next time you would lose points, instead you gain that many points. If the loss of points would be due to COMMUNISM, then instead you gain the difference between your score and the computed average score.
107: Gain three
ACCELERATORs (>)
, plus an additional one if you currently have the lowest score. If you have at least one Accelerator when you roll the die on the Chart, add the number you rolled to your score, then lose an Accelerator.



!Aureal: 490
Jake The Wolfie: -50
!biancospino: -240
JerryArr: -1180

!Jackpot: 500
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Post Post #2429 (isolation #115) » Tue Apr 30, 2024 6:57 am

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (17) = 17
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Post Post #2430 (isolation #116) » Tue Apr 30, 2024 6:58 am

Post by Jake The Wolfie »

!Aureal: 490
Jake The Wolfie: 40
!biancospino: -240
JerryArr: -1230
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Post Post #2433 (isolation #117) » Tue Apr 30, 2024 3:31 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (87) = 87
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Post Post #2434 (isolation #118) » Tue Apr 30, 2024 3:33 pm

Post by Jake The Wolfie »

Aureal: 340
Jake The Wolfie: 41
!biancospino: -240
JerryArr: -1230
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Post Post #2437 (isolation #119) » Tue Apr 30, 2024 4:38 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (103) = 103
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Post Post #2438 (isolation #120) » Tue Apr 30, 2024 4:39 pm

Post by Jake The Wolfie »

Aureal: 0
Jake The Wolfie: -59
!biancospino: -240
JerryArr: -1230

!Jackpot: 500
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Post Post #2441 (isolation #121) » Tue Apr 30, 2024 6:36 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (8) = 8
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Post Post #2442 (isolation #122) » Tue Apr 30, 2024 6:41 pm

Post by Jake The Wolfie »

Spoiler: The Chart
1: +400
2:
+222
and gain a Respin (^)
3: Lose 1 symbol of your choice and gain two different symbols of your choice
4: EVERYONE gains a
Curse (!)

5: The player in last place gains a
Protect (*)

6: Create your own space
7: × -1
8: Permanently turn all negative point spaces into positive point spaces, then Create your own space.
9: STEAL 300
10: -110
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: ROLL AGAIN (x1/2)
102:
+50
, then randomly gain either a Protect (*), Curse (!), Respin (^), or Counterfeit ($).
103: If your score contains a 1, -100. If your score contains a 0, gain a ^. If your score contains a 5,
+25
. If your score contains none of these digits, gain 3/7 of the current jackpot amount, rounded up.
104: -111. The Jackpot gains a Curse.
105: COMMUNISM: Everybody's score becomes the average of all scores, rounded to the nearest point with half rounded up. If one or more players have a
PROTECT
, their scores are still included when computing the average, but the normal provisos regarding
PROTECTS
still apply. If one or more players are
CURSED
and would gain points as a result of COMMUNISM, instead they lose the difference between their current score and the computed average score (unless the
CURSE
is nullified by a
PROTECT
, which still gets spent).
106:
BLESS (†)
: the next time you would lose points, instead you gain that many points. If the loss of points would be due to COMMUNISM, then instead you gain the difference between your score and the computed average score.
107: Gain three
ACCELERATORs (>)
, plus an additional one if you currently have the lowest score. If you have at least one Accelerator when you roll the die on the Chart, add the number you rolled to your score, then lose an Accelerator.


Aureal: -50
Jake The Wolfie: -59
!biancospino: -240
JerryArr: -1230

!Jackpot: 500

A controversial addition, but I want the suffering to
end
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Post Post #2445 (isolation #123) » Tue Apr 30, 2024 7:28 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (83) = 83
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Post Post #2446 (isolation #124) » Tue Apr 30, 2024 7:30 pm

Post by Jake The Wolfie »

Spoiler: The Chart
1: +400
2:
+222
and gain a Respin (^)
3: Lose 1 symbol of your choice and gain two different symbols of your choice
4: EVERYONE gains a
Curse (!)

5: The player in last place gains a
Protect (*)

6: Create your own space
7: × -1
8: Permanently turn all negative point spaces into positive point spaces, then
EVERYONE Go To -10,000

9: STEAL 300
10: -110
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: ROLL AGAIN (x1/2)
102:
+50
, then randomly gain either a Protect (*), Curse (!), Respin (^), or Counterfeit ($).
103: If your score contains a 1, -100. If your score contains a 0, gain a ^. If your score contains a 5,
+25
. If your score contains none of these digits, gain 3/7 of the current jackpot amount, rounded up.
104: -111. The Jackpot gains a Curse.
105: COMMUNISM: Everybody's score becomes the average of all scores, rounded to the nearest point with half rounded up. If one or more players have a
PROTECT
, their scores are still included when computing the average, but the normal provisos regarding
PROTECTS
still apply. If one or more players are
CURSED
and would gain points as a result of COMMUNISM, instead they lose the difference between their current score and the computed average score (unless the
CURSE
is nullified by a
PROTECT
, which still gets spent).
106:
BLESS (†)
: the next time you would lose points, instead you gain that many points. If the loss of points would be due to COMMUNISM, then instead you gain the difference between your score and the computed average score.
107: Gain three
ACCELERATORs (>)
, plus an additional one if you currently have the lowest score. If you have at least one Accelerator when you roll the die on the Chart, add the number you rolled to your score, then lose an Accelerator.

Is this better?


(x2)
Original Roll String: 1d107
1 107-Sided Dice: (69) = 69
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Post Post #2447 (isolation #125) » Tue Apr 30, 2024 7:31 pm

Post by Jake The Wolfie »

Jake The Wolfie: 79
Aureal: -25
!biancospino: -240
JerryArr: -1230

!Jackpot: 500
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Post Post #2450 (isolation #126) » Wed May 01, 2024 5:42 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (13) = 13
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Post Post #2451 (isolation #127) » Wed May 01, 2024 5:44 pm

Post by Jake The Wolfie »

Spoiler: The Chart
1: +400
2:
+222
and gain a Respin (^)
3: Lose 1 symbol of your choice and gain two different symbols of your choice
4: EVERYONE gains a
Curse (!)

5: The player in last place gains a
Protect (*)

6: Create your own space
7: × -1
8: Permanently turn all negative point spaces into positive point spaces, then
EVERYONE Go To -10,000

9: STEAL 300
10: -110
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: ROLL AGAIN (x1/2)
102:
+50
, then randomly gain either a Protect (*), Curse (!), Respin (^), or Counterfeit ($).
103: If your score contains a 1, -100. If your score contains a 0, gain a ^. If your score contains a 5,
+25
. If your score contains none of these digits, gain 3/7 of the current jackpot amount, rounded up.
104: -111. The Jackpot gains a Curse.
105: COMMUNISM: Everybody's score becomes the average of all scores, rounded to the nearest point with half rounded up. If one or more players have a
PROTECT
, their scores are still included when computing the average, but the normal provisos regarding
PROTECTS
still apply. If one or more players are
CURSED
and would gain points as a result of COMMUNISM, instead they lose the difference between their current score and the computed average score (unless the
CURSE
is nullified by a
PROTECT
, which still gets spent).
106:
BLESS (†)
: the next time you would lose points, instead you gain that many points. If the loss of points would be due to COMMUNISM, then instead you gain the difference between your score and the computed average score.
107: Gain three
ACCELERATORs (>)
, plus an additional one if you currently have the lowest score. If you have at least one Accelerator when you roll the die on the Chart, add the number you rolled to your score, then lose an Accelerator.


JerryArr: 0
Aureal: -25
!biancospino: -240
Jake The Wolfie: -321

!Jackpot: 500
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Post Post #2454 (isolation #128) » Thu May 02, 2024 8:19 am

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (103) = 103
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Post Post #2455 (isolation #129) » Thu May 02, 2024 8:20 am

Post by Jake The Wolfie »

JerryArr: 0
Aureal: -15
!biancospino: -240
Jake The Wolfie: -421

!Jackpot: 500

Aye, this spot be curs-sed to me
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Post Post #2458 (isolation #130) » Thu May 02, 2024 12:39 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (90) = 90
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Post Post #2459 (isolation #131) » Thu May 02, 2024 12:44 pm

Post by Jake The Wolfie »

Aureal: 35
JerryArr: 0
!biancospino: -240
Jake The Wolfie: -401

!Jackpot: 500
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Post Post #2462 (isolation #132) » Thu May 02, 2024 4:37 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (48) = 48
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Post Post #2463 (isolation #133) » Thu May 02, 2024 4:38 pm

Post by Jake The Wolfie »

JerryArr: 0
Aureal: -155
!biancospino: -240
Jake The Wolfie: -381

!Jackpot: 500
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Post Post #2466 (isolation #134) » Thu May 02, 2024 5:47 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (95) = 95
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Post Post #2467 (isolation #135) » Thu May 02, 2024 5:49 pm

Post by Jake The Wolfie »

JerryArr: 85
Aureal: -155
!biancospino: -240
Jake The Wolfie: -431

!Jackpot: 500
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Post Post #2470 (isolation #136) » Thu May 02, 2024 8:27 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (106) = 106
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Post Post #2471 (isolation #137) » Thu May 02, 2024 8:27 pm

Post by Jake The Wolfie »

JerryArr: 85
Aureal: -195
!biancospino: -240
Jake †he Wolfie: -431

!Jackpot: 500
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Post Post #2474 (isolation #138) » Fri May 03, 2024 8:42 am

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (61) = 61
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Post Post #2475 (isolation #139) » Fri May 03, 2024 8:45 am

Post by Jake The Wolfie »

Spoiler: The Chart
1: +400
2:
+222
and gain a Respin (^)
3: Lose 1 symbol of your choice and gain two different symbols of your choice
4: EVERYONE gains a
Curse (!)

5: The player in last place gains a
Protect (*)

6: Create your own space
7: × -1
8: Permanently turn all negative point spaces into positive point spaces, then
EVERYONE Go To -10,000

9: STEAL 300
10: -110
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: ROLL AGAIN (x1/2)
102:
+50
, then randomly gain either a Protect (*), Curse (!), Respin (^), or Counterfeit ($).
103: If your score contains a 1, -100. If your score contains a 0, gain a ^. If your score contains a 5,
+25
. If your score contains none of these digits, gain 3/7 of the current jackpot amount, rounded up.
104: -111. The Jackpot gains a Curse.
105: COMMUNISM: Everybody's score becomes the average of all scores, rounded to the nearest point with half rounded up. If one or more players have a
PROTECT
, their scores are still included when computing the average, but the normal provisos regarding
PROTECTS
still apply. If one or more players are
CURSED
and would gain points as a result of COMMUNISM, instead they lose the difference between their current score and the computed average score (unless the
CURSE
is nullified by a
PROTECT
, which still gets spent).
106:
BLESS (†)
: the next time you would lose points, instead you gain that many points. If the loss of points would be due to COMMUNISM, then instead you gain the difference between your score and the computed average score.
107: Gain three
ACCELERATORs (>)
, plus an additional one if you currently have the lowest score. If you have at least one Accelerator when you roll the die on the Chart, add the number you rolled to your score, then lose an Accelerator.


JerryArr: 365
Aureal: -195
!biancospino: -240
Jake †he W*lfie: -431

!Jackpot: 500

I will interprethaving both Bless and Protect as "I am allowed to choose which of these triggers when the condition is met"
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Post Post #2483 (isolation #140) » Fri May 03, 2024 12:53 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (51) = 51
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Post Post #2484 (isolation #141) » Fri May 03, 2024 12:54 pm

Post by Jake The Wolfie »

JerryArr: 0
Aureal: -105
!biancospino: -240
Jake †he W*lfie: -246

!Jackpot: 500
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Post Post #2487 (isolation #142) » Fri May 03, 2024 6:41 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (19) = 19


Jackpot city over here
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Post Post #2488 (isolation #143) » Fri May 03, 2024 6:42 pm

Post by Jake The Wolfie »

[Stolen from biancospino]

Aureal: 395
JerryArr: 0
Jake †he W*lfie: -46
!biancospino: -440

!Jackpot: 500
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Post Post #2491 (isolation #144) » Fri May 03, 2024 7:00 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (54) = 54
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Post Post #2492 (isolation #145) » Fri May 03, 2024 7:00 pm

Post by Jake The Wolfie »

Aureal: 95
JerryArr: -400
Jake †he W*lfie: -446
!biancospino: -840

!Jackpot: 500
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Post Post #2495 (isolation #146) » Sat May 04, 2024 12:43 pm

Post by Jake The Wolfie »

totally not me forgetting I had 2 different ways to not lose points, hold up


Jake The W*lfie: 354
^Aureal: 317
JerryArr: -400
!biancospino: -840

Jackpot: 300
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Post Post #2496 (isolation #147) » Sat May 04, 2024 12:44 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (12) = 12
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Post Post #2497 (isolation #148) » Sat May 04, 2024 12:48 pm

Post by Jake The Wolfie »

Technically speaking, bianco is now closer to winning than anyone else. It's less than a 1% chance that they hit correctly, but it's possible.

Merge with biancospino

Jake The Wolfie: 354
^Aureal: 317
JerryArr: -400
biancospino: -1,437

Jackpot: 300
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Post Post #2499 (isolation #149) » Sat May 04, 2024 3:04 pm

Post by Jake The Wolfie »

Yes, and bianco was also Cursed.
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Post Post #2504 (isolation #150) » Sat May 04, 2024 3:45 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (67) = 67
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Post Post #2505 (isolation #151) » Sat May 04, 2024 3:46 pm

Post by Jake The Wolfie »

Jake The Wolfie: 384
^Aureal: 372
JerryArr: 100
biancospino: -1,437

Jackpot: 300
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Post Post #2508 (isolation #152) » Sat May 04, 2024 7:21 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (60) = 60
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Post Post #2509 (isolation #153) » Sat May 04, 2024 7:24 pm

Post by Jake The Wolfie »

Stolen from Aureal

Jake The Wolfie: 634
^Aureal: 325
JerryArr: 100
biancospino: -1,437

Jackpot: 300
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Post Post #2514 (isolation #154) » Sun May 05, 2024 6:49 am

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (75) = 75
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Post Post #2515 (isolation #155) » Sun May 05, 2024 6:50 am

Post by Jake The Wolfie »

Jake The Wolfie: 734
^Aureal: 425
JerryArr: 100
biancospino: -1,437
Mallowgeno: -200

Jackpot: 300
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Post Post #2521 (isolation #156) » Sun May 05, 2024 11:09 am

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (11) = 11
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Post Post #2522 (isolation #157) » Sun May 05, 2024 11:10 am

Post by Jake The Wolfie »

^Aureal: 725
Jake The Wolfie: 534
JerryArr: -40
Mallowgeno: -200
biancospino: -1,437

Jackpot: 100

Tiny jackpot
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Post Post #2530 (isolation #158) » Sun May 05, 2024 1:08 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (4) = 4
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Post Post #2531 (isolation #159) » Sun May 05, 2024 1:08 pm

Post by Jake The Wolfie »

!^Aureal: 825
!Mallowgeno: 550
Jake The Wolf!e: 534
!JerryArr: -40
!biancospino: -1,437

Jackpot: 300
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Post Post #2537 (isolation #160) » Sun May 05, 2024 2:23 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (36) = 36
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Post Post #2538 (isolation #161) » Sun May 05, 2024 2:26 pm

Post by Jake The Wolfie »

"Merge" with Aureal

!Aureal: 645
Mallowgeno: 450
Jake The Wolfie: 423
!JerryArr: -40
!biancospino: -1,437

Jackpot: 400
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Post Post #2545 (isolation #162) » Mon May 06, 2024 7:53 am

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (46) = 46
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Post Post #2546 (isolation #163) » Mon May 06, 2024 7:53 am

Post by Jake The Wolfie »

Aureal: 485
Mallowgeno: 470
Jake The Wolfie: 418
!JerryArr: -150
!biancospino: -1,437

Jackpot: 400
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Post Post #2549 (isolation #164) » Mon May 06, 2024 8:14 am

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (91) = 91
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Post Post #2550 (isolation #165) » Mon May 06, 2024 8:16 am

Post by Jake The Wolfie »

Spoiler: The Chart
1: +400
2:
+222
and gain a Respin (^)
3: Lose 1 symbol of your choice and gain two different symbols of your choice
4: EVERYONE gains a
Curse (!)

5: The player in last place gains a
Protect (*)

6: Create your own space
7: × -1
8: Permanently turn all negative point spaces into positive point spaces, then
EVERYONE Go To -10,000

9: STEAL 300
10: -110
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: ROLL AGAIN (x1/2)
102:
+50
, then randomly gain either a Protect (*), Curse (!), Respin (^), or Counterfeit ($).
103: If your score contains a 1, -100. If your score contains a 0, gain a ^. If your score contains a 5,
+25
. If your score contains none of these digits, gain 3/7 of the current jackpot amount, rounded up.
104: -111. The Jackpot gains a Curse.
105: COMMUNISM: Everybody's score becomes the average of all scores, rounded to the nearest point with half rounded up. If one or more players have a
PROTECT
, their scores are still included when computing the average, but the normal provisos regarding
PROTECTS
still apply. If one or more players are
CURSED
and would gain points as a result of COMMUNISM, instead they lose the difference between their current score and the computed average score (unless the
CURSE
is nullified by a
PROTECT
, which still gets spent).
106:
BLESS (†)
: the next time you would lose points, instead you gain that many points. If the loss of points would be due to COMMUNISM, then instead you gain the difference between your score and the computed average score.
107: Gain three
ACCELERATORs (>)
, plus an additional one if you currently have the lowest score. If you have at least one Accelerator when you roll the die on the Chart, add the number you rolled to your score, then lose an Accelerator.


Mallowgeno: 670
Jake The Wolfie: 473
Aureal: 285
!JerryArr: -150
!biancospino: -1,437

Jackpot: 400
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Post Post #2556 (isolation #166) » Mon May 06, 2024 1:27 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (85) = 85
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Post Post #2557 (isolation #167) » Mon May 06, 2024 1:28 pm

Post by Jake The Wolfie »

Jake The Wolfie: 558
Aureal: 535
Mallowgeno: 135
JerryArr: -435
!biancospino: -1,437

Jackpot: 400
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Post Post #2560 (isolation #168) » Mon May 06, 2024 5:32 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (64) = 64
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Post Post #2561 (isolation #169) » Mon May 06, 2024 5:33 pm

Post by Jake The Wolfie »

Aureal: 660
Jake The Wolfie: 483
Mallowgeno: 135
JerryArr: -435
!biancospino: -1,437

Jackpot: 400
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Post Post #2566 (isolation #170) » Mon May 06, 2024 5:59 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (64) = 64
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Post Post #2567 (isolation #171) » Mon May 06, 2024 5:59 pm

Post by Jake The Wolfie »

Aureal: 1060
Jake The Wolfie: 408
Mallowgeno: 135
JerryArr: -360
!biancospino: -1,437

Jackpot: 500
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Post Post #2580 (isolation #172) » Tue May 07, 2024 1:30 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (57) = 57
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Post Post #2581 (isolation #173) » Tue May 07, 2024 1:31 pm

Post by Jake The Wolfie »

Jake The Wolfie: 874
Aureal: 799
Mallowgeno: 125
JerryArr: -260
!biancospino: -1,437

Jackpot: 500
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Post Post #2588 (isolation #174) » Tue May 07, 2024 3:19 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (42) = 42
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Post Post #2589 (isolation #175) » Tue May 07, 2024 3:21 pm

Post by Jake The Wolfie »

Aureal: 500
† Mallowgeno: 125
Jake The Wolfie: 0
JerryArr: -260
!biancospino: -1,437

Jackpot: 445


The dice giveth, the dice taketh away.
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Post Post #2592 (isolation #176) » Tue May 07, 2024 4:08 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (75) = 75
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Post Post #2593 (isolation #177) » Tue May 07, 2024 4:09 pm

Post by Jake The Wolfie »

Aureal: 200
† Mallowgeno: 125
Jake The Wolfie: 100
JerryArr: -260
!biancospino: -1,437

Jackpot: 445
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Post Post #2596 (isolation #178) » Tue May 07, 2024 5:38 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (53) = 53
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Post Post #2597 (isolation #179) » Tue May 07, 2024 5:39 pm

Post by Jake The Wolfie »

Aureal: 300
Jake The Wolfie: 225
† Mallowgeno: 125
JerryArr: -260
!biancospino: -1,437

Jackpot: 445
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Post Post #2600 (isolation #180) » Tue May 07, 2024 8:31 pm

Post by Jake The Wolfie »

Spoiler: The Chart
1: +400
2:
+222
and gain a Respin (^)
3: Lose 1 symbol of your choice and gain two different symbols of your choice
4: EVERYONE gains a
Curse (!)

5: The player in last place gains a
Protect (*)

6: Create your own space
7: × -1
8: Permanently turn all negative point spaces into positive point spaces, then
EVERYONE Go To -10,000

9: STEAL 300
10: -110
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: ROLL AGAIN (x1/2)
102:
+50
, then randomly gain either a Protect (*), Curse (!), Respin (^), or Counterfeit ($).
103: If your score contains a 1, -100. If your score contains a 0, gain a ^. If your score contains a 5,
+25
. If your score contains none of these digits, gain 3/7 of the current jackpot amount, rounded up.
104: -111. The Jackpot gains a Curse.
105: COMMUNISM: Everybody's score becomes the average of all scores, rounded to the nearest point with half rounded up. If one or more players have a
PROTECT
, their scores are still included when computing the average, but the normal provisos regarding
PROTECTS
still apply. If one or more players are
CURSED
and would gain points as a result of COMMUNISM, instead they lose the difference between their current score and the computed average score (unless the
CURSE
is nullified by a
PROTECT
, which still gets spent).
106:
BLESS (†)
: the next time you would lose points, instead you gain that many points. If the loss of points would be due to COMMUNISM, then instead you gain the difference between your score and the computed average score.
107: Gain three
ACCELERATORs (>)
, plus an additional one if you currently have the lowest score. If you have at least one Accelerator when you roll the die on the Chart, add the number you rolled to your score, then lose an Accelerator.


Original Roll String: 1d107
1 107-Sided Dice: (21) = 21
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Post Post #2601 (isolation #181) » Tue May 07, 2024 8:33 pm

Post by Jake The Wolfie »

Aureal: 540
Jake The Wolfie: 465
† Mallowgeno: 365
JerryArr: -25
!biancospino: -1,197

Jackpot: 445
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Post Post #2606 (isolation #182) » Wed May 08, 2024 7:33 am

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (58) = 58
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Post Post #2607 (isolation #183) » Wed May 08, 2024 7:34 am

Post by Jake The Wolfie »

Aureal: 740
Mallowgeno: 475
Jake The Wolfie: 365
JerryArr: -25
!biancospino: -1,197

Jackpot: 545
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Post Post #2614 (isolation #184) » Wed May 08, 2024 9:00 am

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (65) = 65
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Post Post #2615 (isolation #185) » Wed May 08, 2024 9:01 am

Post by Jake The Wolfie »

Mallowgeno: 835
Jake The Wolfie: 335
Aureal: 195
JerryArr: -215
!biancospino: -1,197

Jackpot: 500
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Post Post #2618 (isolation #186) » Wed May 08, 2024 11:18 am

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (15) = 15
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Post Post #2619 (isolation #187) » Wed May 08, 2024 11:21 am

Post by Jake The Wolfie »

I wonder what the length of the average game is

Mallowgeno: 835
Aureal: 195
Jake The Wolfie: 132
JerryArr: 120
!biancospino: -1,197

Jackpot: 500
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Post Post #2622 (isolation #188) » Wed May 08, 2024 2:08 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (93) = 93
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Post Post #2623 (isolation #189) » Wed May 08, 2024 2:09 pm

Post by Jake The Wolfie »

Mallowgeno: 835
JerryArr: 120
Aureal: 85
Jake The Wolfie: 62
!biancospino: -1,197

Jackpot: 500
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Post Post #2626 (isolation #190) » Wed May 08, 2024 3:25 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (46) = 46
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Post Post #2627 (isolation #191) » Wed May 08, 2024 3:27 pm

Post by Jake The Wolfie »

Mallowgeno: 835
Aureal: 185
JerryArr: 120
Jake The Wolfie: 57
!biancospino: -1,197

Jackpot: 500
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Post Post #2630 (isolation #192) » Wed May 08, 2024 3:42 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (36) = 36
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Post Post #2631 (isolation #193) » Wed May 08, 2024 4:01 pm

Post by Jake The Wolfie »

Merge with Aureal

Mallowgeno: 835
Aureal: 201
Jake The Wolfie: 201
JerryArr: 120
!biancospino: -1,197

Jackpot: 500
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Post Post #2634 (isolation #194) » Wed May 08, 2024 6:08 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (83) = 83
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Post Post #2635 (isolation #195) » Wed May 08, 2024 6:08 pm

Post by Jake The Wolfie »

x2

Original Roll String: 1d107
1 107-Sided Dice: (56) = 56
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Post Post #2636 (isolation #196) » Wed May 08, 2024 6:09 pm

Post by Jake The Wolfie »

Mallowgeno: 840
Jake The Wolfie: 211
Aureal: 201
JerryArr: 120
!biancospino: -1,197

Jackpot: 500
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Post Post #2640 (isolation #197) » Wed May 08, 2024 8:04 pm

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (99) = 99
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Post Post #2641 (isolation #198) » Wed May 08, 2024 8:06 pm

Post by Jake The Wolfie »

Imagine there's no heaven..
It's easy if you try

Mallowgeno: 0
Aureal: 0
Jake The Wolfie: 0
JerryArr: 0
!biancospino: 0

Jackpot: 500
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Post Post #2646 (isolation #199) » Thu May 09, 2024 9:04 am

Post by Jake The Wolfie »

Original Roll String: 1d107
1 107-Sided Dice: (77) = 77

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