Race to 1500! (Game 109)

For completed/abandoned Mish Mash Games.
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Post Post #1677 (isolation #0) » Tue Apr 18, 2017 1:41 pm

Post by Ircher »

Can I join @ any time?
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Post Post #1680 (isolation #1) » Tue Apr 18, 2017 1:53 pm

Post by Ircher »

/in
Original Roll String: 1d100
1 100-Sided Dice: (61) = 61
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Post Post #1681 (isolation #2) » Tue Apr 18, 2017 1:53 pm

Post by Ircher »

Aronis: 380
Mewtaph: 690
D3f3nd3r: 480
♦JerryArr: 75
Cheery: -400
Charles510: 550
swyellowtail: 452
Mallow: 545
neblive: 610
Gamma: 250
Ircher: 28

Jackpot: 300
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Post Post #1915 (isolation #3) » Thu Apr 20, 2017 2:52 pm

Post by Ircher »

Original Roll String: 1d109
1 109-Sided Dice: (90) = 90
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Post Post #1916 (isolation #4) » Thu Apr 20, 2017 2:53 pm

Post by Ircher »

swyellowtail: 320
mallow: 565
jerryarr: 595
Cheery: 260
Mewtaph: -20
BigYoshiFan: 75
Ircher: 68

Jackpot: 750
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Post Post #1919 (isolation #5) » Thu Apr 20, 2017 3:01 pm

Post by Ircher »

Original Roll String: 1d109
1 109-Sided Dice: (76) = 76
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Post Post #1920 (isolation #6) » Thu Apr 20, 2017 3:02 pm

Post by Ircher »

swyellowtail: 320
mallow: 315
jerryarr: 845
Cheery: 260
Mewtaph: -20
BigYoshiFan: 75
Ircher: 243

Jackpot: 750
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Post Post #1923 (isolation #7) » Thu Apr 20, 2017 3:06 pm

Post by Ircher »

Ugh, I feel bad doing this again, but gotta get closer to winnin'!

Original Roll String: 1d109
1 109-Sided Dice: (75) = 75
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Post Post #1973 (isolation #8) » Fri Apr 21, 2017 9:58 am

Post by Ircher »

Original Roll String: 1d109
1 109-Sided Dice: (16) = 16
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Post Post #1974 (isolation #9) » Fri Apr 21, 2017 9:58 am

Post by Ircher »

swyellowtail: 420
mallow: 525
JerryArr: 250
Cheery: 85
*Mewtaph: 95
#BigYoshiFan: 660
*Ircher: 625
Gamma: 500

Jackpot: 660
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Post Post #1982 (isolation #10) » Fri Apr 21, 2017 11:54 am

Post by Ircher »

Original Roll String: 1d109
1 109-Sided Dice: (92) = 92
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Post Post #1983 (isolation #11) » Fri Apr 21, 2017 11:55 am

Post by Ircher »

Mallow: 226
Mewtaph: 95
BigYoshiFan: 660
Ircher: 525

Jackpot: 560
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Post Post #1986 (isolation #12) » Fri Apr 21, 2017 12:01 pm

Post by Ircher »

(I thought we added our roll as well?)
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Post Post #1993 (isolation #13) » Fri Apr 21, 2017 12:11 pm

Post by Ircher »

How: Roll a 100 sided die and see where it lands! Add that to your score (or subtract that from your score). You must wait until 1 other has rolled before you can roll again or if it's been 24 hours.
Ok, I get it now and have been doing it wrong. I was under the impression that that referred to your dice score, not where you landed. Might wanna clarify that.

Original Roll String: 1d109
1 109-Sided Dice: (99) = 99
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Post Post #1994 (isolation #14) » Fri Apr 21, 2017 12:14 pm

Post by Ircher »

Shouldn't you have 2*'s rn @Mallow? (You AND an opponent?)

**mallow: 154
**Ircher: 77
*Cheery Dog: 0
*YoshiFan: 100

Jackpot: 737
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Post Post #2004 (isolation #15) » Fri Apr 21, 2017 2:10 pm

Post by Ircher »

Original Roll String: 1d109
1 109-Sided Dice: (93) = 93
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Post Post #2005 (isolation #16) » Fri Apr 21, 2017 2:10 pm

Post by Ircher »

Original Roll String: 1d109
1 109-Sided Dice: (67) = 67


And *2.
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Post Post #2006 (isolation #17) » Fri Apr 21, 2017 2:11 pm

Post by Ircher »

*mallow: 154
**Ircher: 637
*Cheery Dog: 300
*BigYoshiFan: 5

Jackpot: 737
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Post Post #2009 (isolation #18) » Fri Apr 21, 2017 2:45 pm

Post by Ircher »

Original Roll String: 1d109
1 109-Sided Dice: (100) = 100
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Post Post #2010 (isolation #19) » Fri Apr 21, 2017 2:46 pm

Post by Ircher »

*mallow: 154
*Ircher: 637
*Cheery Dog: 300
*BigYoshiFan: 5
swyellowtail: -40

Jackpot: 737
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Post Post #2013 (isolation #20) » Fri Apr 21, 2017 3:41 pm

Post by Ircher »

Original Roll String: 1d109
1 109-Sided Dice: (103) = 103
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Post Post #2014 (isolation #21) » Fri Apr 21, 2017 3:42 pm

Post by Ircher »

*mallow: 154
*Ircher: 642
*Cheery Dog: 300
BigYoshiFan: 5
swyellowtail: -40

Jackpot: 737

Only +5? Whoever made that sucks.
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Post Post #2017 (isolation #22) » Fri Apr 21, 2017 3:52 pm

Post by Ircher »

Original Roll String: 1d109
1 109-Sided Dice: (98) = 98
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Post Post #2018 (isolation #23) » Fri Apr 21, 2017 3:52 pm

Post by Ircher »

Original Roll String: 1d109
1 109-Sided Dice: (44) = 44
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Post Post #2019 (isolation #24) » Fri Apr 21, 2017 3:53 pm

Post by Ircher »

*mallow: 154
*Ircher: 672
*Cheery Dog: 430
BigYoshiFan: 5
swyellowtail: -40

Jackpot: 737
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Post Post #2022 (isolation #25) » Fri Apr 21, 2017 3:55 pm

Post by Ircher »

Original Roll String: 1d109
1 109-Sided Dice: (35) = 35
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Post Post #2023 (isolation #26) » Fri Apr 21, 2017 3:56 pm

Post by Ircher »

*mallow: 154
*Ircher: 677
*Cheery Dog: 430
BigYoshiFan: 5
swyellowtail: -40
JerryArr: 500

Jackpot: 737
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Post Post #2027 (isolation #27) » Fri Apr 21, 2017 3:58 pm

Post by Ircher »

Original Roll String: 1d109
1 109-Sided Dice: (99) = 99
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Post Post #2028 (isolation #28) » Fri Apr 21, 2017 3:59 pm

Post by Ircher »

I hate my luck.
Original Roll String: 5d109
5 109-Sided Dice: (12, 83, 79, 97, 102) = 373


Come on 50 or 100!
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Post Post #2029 (isolation #29) » Fri Apr 21, 2017 4:01 pm

Post by Ircher »

I will roll again first. (40)
Original Roll String: 1d109
1 109-Sided Dice: (47) = 47


(1/2)

(I blame Yoshi for this....)
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Post Post #2030 (isolation #30) » Fri Apr 21, 2017 4:03 pm

Post by Ircher »

5 - 75 - 175 + 100 = -70 - 75 = -145

mallow: 154
Ircher: -145
Cheery Dog: 430

Jackpot: 837
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Post Post #2035 (isolation #31) » Fri Apr 21, 2017 4:05 pm

Post by Ircher »

Original Roll String: 1d109
1 109-Sided Dice: (19) = 19
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Post Post #2036 (isolation #32) » Fri Apr 21, 2017 4:05 pm

Post by Ircher »

mallow: 154
Ircher: -15
Cheery Dog: 430
BigYoshiFan: -40
JerryArr: 100

Jackpot: 837
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Post Post #2044 (isolation #33) » Fri Apr 21, 2017 4:10 pm

Post by Ircher »

Thank you. Serves you right Yoshi!

Original Roll String: 1d109
1 109-Sided Dice: (59) = 59

Pedit: Freaking ninja'd.
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Post Post #2045 (isolation #34) » Fri Apr 21, 2017 4:10 pm

Post by Ircher »

mallow: 154
Ircher: 85
Cheery Dog: 430
BigYoshiFan: -380
JerryArr: 100

Jackpot: 837

Edit: Lol, Yoshi ninja'd my 68 roll! Haha!
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Post Post #2048 (isolation #35) » Fri Apr 21, 2017 4:13 pm

Post by Ircher »

Original Roll String: 1d109
1 109-Sided Dice: (35) = 35
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Post Post #2049 (isolation #36) » Fri Apr 21, 2017 4:13 pm

Post by Ircher »

mallow: 154
Ircher: 185
Cheery Dog: 430
BigYoshiFan: -80
JerryArr: 100

Jackpot: 837
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Post Post #2050 (isolation #37) » Fri Apr 21, 2017 4:22 pm

Post by Ircher »

1: +400
2: Create your own space
3: If you're score is less than 500, double your score. Otherwise, halve your score.
4: "Each player gets 10% of the Jackpot, rounded up. Do not reset the Jackpot after this."
5: Create your own space
6: Create your own space
7:
+77
, You and an opponent of your choice gets a
PROTECT

8: Super Dice-RESET then Roll 5 d109 and carry them out in any order
9: Moonlight-If it is between 12AM and 12PM in your current location,
+250
. Otherwise,
-250

10: Copy/Pasta-Copy the score and any perks (* # ♦ ) one player has
11:
-200

12: MERGE
13: -400
14: +25
15: 0
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: 0
32:
PROTECT

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

38: +500
39: -500
40: ROLL AGAIN (x1/2)
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:
PROTECT

102: Roll a 1d7. If you roll a 7, gain
PROTECT
and ROLL AGAIN (2x). If you roll a 6,
+100
. If you roll 5 or less,
-100

103: You personally ignore the next effect that negatively affects everyone (shown using
#
). Stackable
104: Rigged Die - Roll a 1d6. Rolling a 1 results in -150, rolling a 2 results in -300, rolling a 3 results in -150, rolling a 4 results in EVERYONE -100, rolling a 5 results in
+25
and rolling a 3 results in
+150

105: +5 if your score is odd. Halve it if it's even. Additionally, take the halved amount away from the jackpot.
106: Roll again. -300 if the result of this roll is a +# space, +300 if not.
107: You get a ♦ by your name. For the remainder of the game you gain +7 every time you roll (this is in addition to whatever your roll is). Lose this once you RESET
108: Trick Die - Roll again. You may add + 1 or -1 to this die roll to get a new space.
109: If your score upon rolling this is positive, make it negative. If your score upon rolling this is negative, make it positive. Does nothing on doubled or halved rolls.
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Post Post #2051 (isolation #38) » Fri Apr 21, 2017 4:23 pm

Post by Ircher »

In post 2049, Ircher wrote:mallow: 154
Ircher: 185
Cheery Dog: 430
BigYoshiFan: -80
JerryArr: 100

Jackpot: 837
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Post Post #2054 (isolation #39) » Fri Apr 21, 2017 4:34 pm

Post by Ircher »

Original Roll String: 1d109
1 109-Sided Dice: (49) = 49
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Post Post #2055 (isolation #40) » Fri Apr 21, 2017 4:36 pm

Post by Ircher »

mallow: 154
Ircher: -15
Cheery Dog: 430
BigYoshiFan: -80
JerryArr: 100
swyellowtail: 750

Jackpot: 637
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Post Post #2058 (isolation #41) » Fri Apr 21, 2017 4:39 pm

Post by Ircher »

Original Roll String: 1d109
1 109-Sided Dice: (92) = 92
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Post Post #2059 (isolation #42) » Fri Apr 21, 2017 4:40 pm

Post by Ircher »

Jackpot: 637
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Post Post #2062 (isolation #43) » Fri Apr 21, 2017 4:42 pm

Post by Ircher »

Original Roll String: 1d109
1 109-Sided Dice: (62) = 62
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Post Post #2063 (isolation #44) » Fri Apr 21, 2017 4:43 pm

Post by Ircher »

Ircher: 75
Jackpot: 637
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Post Post #2066 (isolation #45) » Fri Apr 21, 2017 4:44 pm

Post by Ircher »

Original Roll String: 1d109
1 109-Sided Dice: (8) = 8
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Post Post #2067 (isolation #46) » Fri Apr 21, 2017 4:44 pm

Post by Ircher »

Ircher: 235
BigYoshiFan: 5

Jackpot: 637
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Post Post #2070 (isolation #47) » Fri Apr 21, 2017 4:45 pm

Post by Ircher »

Original Roll String: 1d109
1 109-Sided Dice: (97) = 97
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Post Post #2071 (isolation #48) » Fri Apr 21, 2017 4:47 pm

Post by Ircher »

MERGE WITH YOSHI!

985 / 2 = 493

Ircher: 493
BigYoshiFan: 493

Jackpot: 637
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Post Post #2074 (isolation #49) » Fri Apr 21, 2017 4:49 pm

Post by Ircher »

bump
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Post Post #2075 (isolation #50) » Fri Apr 21, 2017 4:49 pm

Post by Ircher »

1: +400
2: Create your own space
3: If you're score is less than 500, double your score. Otherwise, halve your score.
4: "Each player gets 10% of the Jackpot, rounded up. Do not reset the Jackpot after this."
5: Create your own space
6: Create your own space
7:
+77
, You and an opponent of your choice gets a
PROTECT

8: Super Dice-RESET then Roll 5 d109 and carry them out in any order
9: Moonlight-If it is between 12AM and 12PM in your current location,
+250
. Otherwise,
-250

10: Copy/Pasta-Copy the score and any perks (* # ♦ ) one player has
11:
-200

12: MERGE
13: -400
14: +25
15: 0
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: 0
32:
PROTECT

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

38: +500
39: -500
40: ROLL AGAIN (x1/2)
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:
PROTECT

102: Roll a 1d7. If you roll a 7, gain
PROTECT
and ROLL AGAIN (2x). If you roll a 6,
+100
. If you roll 5 or less,
-100

103: You personally ignore the next effect that negatively affects everyone (shown using
#
). Stackable
104: Rigged Die - Roll a 1d6. Rolling a 1 results in -150, rolling a 2 results in -300, rolling a 3 results in -150, rolling a 4 results in EVERYONE -100, rolling a 5 results in
+25
and rolling a 3 results in
+150

105: +5 if your score is odd. Halve it if it's even. Additionally, take the halved amount away from the jackpot.
106: Roll again. -300 if the result of this roll is a +# space, +300 if not.
107: You get a ♦ by your name. For the remainder of the game you gain +7 every time you roll (this is in addition to whatever your roll is). Lose this once you RESET
108: Trick Die - Roll again. You may add + 1 or -1 to this die roll to get a new space.
109: If your score upon rolling this is positive, make it negative. If your score upon rolling this is negative, make it positive. Does nothing on doubled or halved rolls.
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Post Post #2076 (isolation #51) » Fri Apr 21, 2017 4:50 pm

Post by Ircher »

Original Roll String: 1d109
1 109-Sided Dice: (39) = 39
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Post Post #2077 (isolation #52) » Fri Apr 21, 2017 4:50 pm

Post by Ircher »

Ircher: 498
BigYoshiFan: 318

Jackpot: 637
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Post Post #2081 (isolation #53) » Fri Apr 21, 2017 4:55 pm

Post by Ircher »

Original Roll String: 1d109
1 109-Sided Dice: (55) = 55
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Post Post #2082 (isolation #54) » Fri Apr 21, 2017 4:56 pm

Post by Ircher »

Ouch!
Ircher: 511
BigYoshiFan: 108
Everyone Else: 73

Jackpot: 737
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Post Post #2085 (isolation #55) » Fri Apr 21, 2017 4:57 pm

Post by Ircher »

Original Roll String: 1d109
1 109-Sided Dice: (85) = 85
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Post Post #2086 (isolation #56) » Fri Apr 21, 2017 4:58 pm

Post by Ircher »

Ircher: 911
BigYoshiFan: 78
Everyone Else: 73

Jackpot: 737
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Post Post #2089 (isolation #57) » Fri Apr 21, 2017 4:59 pm

Post by Ircher »

Original Roll String: 1d109
1 109-Sided Dice: (71) = 71
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Post Post #2090 (isolation #58) » Fri Apr 21, 2017 4:59 pm

Post by Ircher »

I hate Mewtaph.
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2


Come on 6 or 3.
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Post Post #2091 (isolation #59) » Fri Apr 21, 2017 5:00 pm

Post by Ircher »

Ircher: 936
BigYoshiFan: 178
Everyone Else: 73

Jackpot: 837
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Post Post #2094 (isolation #60) » Fri Apr 21, 2017 5:02 pm

Post by Ircher »

Original Roll String: 1d109
1 109-Sided Dice: (74) = 74


I've made so many rolls....
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Post Post #2095 (isolation #61) » Fri Apr 21, 2017 5:02 pm

Post by Ircher »

Ircher: 1186
BigYoshiFan: 363
Everyone Else: 73

Jackpot: 1087
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Post Post #2098 (isolation #62) » Fri Apr 21, 2017 5:04 pm

Post by Ircher »

3 in 109 chance.... And like a 10 in 109 to screw up....
Original Roll String: 1d109
1 109-Sided Dice: (33) = 33
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Post Post #2099 (isolation #63) » Fri Apr 21, 2017 5:05 pm

Post by Ircher »

Ircher: 1286
BigYoshiFan: 163
Everyone Else: 73

Jackpot: 987
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Post Post #2100 (isolation #64) » Fri Apr 21, 2017 5:05 pm

Post by Ircher »

1: +400
2: Create your own space
3: If you're score is less than 500, double your score. Otherwise, halve your score.
4: "Each player gets 10% of the Jackpot, rounded up. Do not reset the Jackpot after this."
5: Create your own space
6: Create your own space
7:
+77
, You and an opponent of your choice gets a
PROTECT

8: Super Dice-RESET then Roll 5 d109 and carry them out in any order
9: Moonlight-If it is between 12AM and 12PM in your current location,
+250
. Otherwise,
-250

10: Copy/Pasta-Copy the score and any perks (* # ♦ ) one player has
11:
-200

12: MERGE
13: -400
14: +25
15: 0
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: 0
32:
PROTECT

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

38: +500
39: -500
40: ROLL AGAIN (x1/2)
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:
PROTECT

102: Roll a 1d7. If you roll a 7, gain
PROTECT
and ROLL AGAIN (2x). If you roll a 6,
+100
. If you roll 5 or less,
-100

103: You personally ignore the next effect that negatively affects everyone (shown using
#
). Stackable
104: Rigged Die - Roll a 1d6. Rolling a 1 results in -150, rolling a 2 results in -300, rolling a 3 results in -150, rolling a 4 results in EVERYONE -100, rolling a 5 results in
+25
and rolling a 3 results in
+150

105: +5 if your score is odd. Halve it if it's even. Additionally, take the halved amount away from the jackpot.
106: Roll again. -300 if the result of this roll is a +# space, +300 if not.
107: You get a ♦ by your name. For the remainder of the game you gain +7 every time you roll (this is in addition to whatever your roll is). Lose this once you RESET
108: Trick Die - Roll again. You may add + 1 or -1 to this die roll to get a new space.
109: If your score upon rolling this is positive, make it negative. If your score upon rolling this is negative, make it positive. Does nothing on doubled or halved rolls.
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Post Post #2101 (isolation #65) » Fri Apr 21, 2017 5:06 pm

Post by Ircher »

In post 2099, Ircher wrote:Ircher: 1286
BigYoshiFan: 163
Everyone Else: 73

Jackpot: 987
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Post Post #2105 (isolation #66) » Fri Apr 21, 2017 5:08 pm

Post by Ircher »

Original Roll String: 1d109
1 109-Sided Dice: (105) = 105
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Post Post #2106 (isolation #67) » Fri Apr 21, 2017 5:08 pm

Post by Ircher »

SCREW YOU RIGGED DICE.
Ircher: 500
BigYoshiFan: 1150
Everyone Else: 73

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Post Post #2111 (isolation #68) » Fri Apr 21, 2017 5:11 pm

Post by Ircher »

Original Roll String: 1d109
1 109-Sided Dice: (8) = 8


Whose idea was it to make it nearly impossible to get to 1500?

Pedit: :(
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Post Post #2113 (isolation #69) » Fri Apr 21, 2017 5:11 pm

Post by Ircher »

Ircher: 0
BigYoshiFan: 850
JerryArr: 33
Everyone Else: 73

Jackpot: 500
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Post Post #2116 (isolation #70) » Fri Apr 21, 2017 5:14 pm

Post by Ircher »

Original Roll String: 1d109
1 109-Sided Dice: (24) = 24
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Post Post #2117 (isolation #71) » Fri Apr 21, 2017 5:14 pm

Post by Ircher »

Ircher: 350
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Everyone Else: 73

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Post Post #2122 (isolation #72) » Fri Apr 21, 2017 5:16 pm

Post by Ircher »

We have like a 15 to 20% chance of getting screwed each roll.

Original Roll String: 1d109
1 109-Sided Dice: (85) = 85


Pedit: Get out Mewtaph
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Post Post #2125 (isolation #73) » Fri Apr 21, 2017 5:17 pm

Post by Ircher »

Ircher: 450
BigYoshiFan: 0
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Mewtaph: 13
Everyone Else: 73

Jackpot: 500
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Post Post #2128 (isolation #74) » Fri Apr 21, 2017 5:19 pm

Post by Ircher »

Original Roll String: 1d109
1 109-Sided Dice: (37) = 37
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Post Post #2129 (isolation #75) » Fri Apr 21, 2017 5:19 pm

Post by Ircher »

Ircher: 730
BigYoshiFan: -500
JerryArr: 33
Mewtaph: 13
Everyone Else: 73

Jackpot: 500
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Post Post #2249 (isolation #76) » Sat Apr 22, 2017 2:12 pm

Post by Ircher »

Original Roll String: 1d109
1 109-Sided Dice: (27) = 27
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Post Post #2250 (isolation #77) » Sat Apr 22, 2017 2:14 pm

Post by Ircher »

Original Roll String: 1d109
1 109-Sided Dice: (101) = 101


*2
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Post Post #2251 (isolation #78) » Sat Apr 22, 2017 2:14 pm

Post by Ircher »

1: +400
2: Create your own space
3: If you're score is less than 500, double your score. Otherwise, halve your score.
4: "Each player gets 10% of the Jackpot, rounded up. Do not reset the Jackpot after this."
5: Create your own space
6: Create your own space
7:
+77
, You and an opponent of your choice gets a
PROTECT

8: Super Dice-RESET then Roll 5 d109 and carry them out in any order
9: Moonlight-If it is between 12AM and 12PM in your current location,
+250
. Otherwise,
-250

10: Copy/Pasta-Copy the score and any perks (* # ♦ ) one player has
11:
-200

12: MERGE
13: -400
14: +25
15: 0
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: 0
32:
PROTECT

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

38: +500
39: -500
40: ROLL AGAIN (x1/2)
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:
PROTECT

102: Roll a 1d7. If you roll a 7, gain
PROTECT
and ROLL AGAIN (2x). If you roll a 6,
+100
. If you roll 5 or less,
-100

103: You personally ignore the next effect that negatively affects everyone (shown using
#
). Stackable
104: Rigged Die - Roll a 1d6. Rolling a 1 results in -150, rolling a 2 results in -300, rolling a 3 results in -150, rolling a 4 results in EVERYONE -100, rolling a 5 results in
+25
and rolling a 3 results in
+150

105: +5 if your score is odd. Halve it if it's even. Additionally, take the halved amount away from the jackpot.
106: Roll again. -300 if the result of this roll is a +# space, +300 if not.
107: You get a ♦ by your name. For the remainder of the game you gain +7 every time you roll (this is in addition to whatever your roll is). Lose this once you RESET
108: Trick Die - Roll again. You may add + 1 or -1 to this die roll to get a new space.
109: If your score upon rolling this is positive, make it negative. If your score upon rolling this is negative, make it positive. Does nothing on doubled or halved rolls.
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Post Post #2252 (isolation #79) » Sat Apr 22, 2017 2:15 pm

Post by Ircher »

What a huge waste!

BigYoshiFan: 230
Mewtaph: 680
*Cheery: 75
*JerryArr: 182
neblive: 365
swyellowtail: 100
Ircher: 10

Jackpot: 627
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Post Post #2255 (isolation #80) » Sat Apr 22, 2017 2:23 pm

Post by Ircher »

Original Roll String: 1d109
1 109-Sided Dice: (65) = 65
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Post Post #2256 (isolation #81) » Sat Apr 22, 2017 2:23 pm

Post by Ircher »

BigYoshiFan: 230
Mewtaph: 680
*Cheery: 75
*JerryArr: 182
neblive: 365
swyellowtail: 00
#Ircher: 10

Jackpot: 627
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Post Post #2259 (isolation #82) » Sat Apr 22, 2017 3:03 pm

Post by Ircher »

Original Roll String: 1d109
1 109-Sided Dice: (96) = 96
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Post Post #2260 (isolation #83) » Sat Apr 22, 2017 3:04 pm

Post by Ircher »

BigYoshiFan: 750
Mewtaph: 680
*Cheery: 75
*JerryArr: 182
neblive: 365
swyellowtail: 00
#Ircher: -60

Jackpot: 627
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Post Post #2263 (isolation #84) » Sat Apr 22, 2017 3:06 pm

Post by Ircher »

Original Roll String: 1d109
1 109-Sided Dice: (46) = 46
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Post Post #2264 (isolation #85) » Sat Apr 22, 2017 3:06 pm

Post by Ircher »

BigYoshiFan: 910
Mewtaph: 680
*Cheery: 75
*JerryArr: 182
neblive: 365
swyellowtail: 00
#Ircher: -687

Jackpot: 500
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Post Post #2267 (isolation #86) » Sat Apr 22, 2017 3:12 pm

Post by Ircher »

Original Roll String: 1d109
1 109-Sided Dice: (70) = 70
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Post Post #2268 (isolation #87) » Sat Apr 22, 2017 3:14 pm

Post by Ircher »

BigYoshiFan: 440
Mewtaph: 280
Cheery: -375
JerryArr: -282
neblive: -165
swyellowtail: -400
Ircher: -687
Everyone Else: -400

Jackpot: 500
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Post Post #2271 (isolation #88) » Sat Apr 22, 2017 3:17 pm

Post by Ircher »

Original Roll String: 1d109
1 109-Sided Dice: (30) = 30
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Post Post #2272 (isolation #89) » Sat Apr 22, 2017 3:17 pm

Post by Ircher »

BigYoshiFan: 510
Mewtaph: 280
Cheery: -375
JerryArr: -282
neblive: -165
swyellowtail: -400
Ircher: -727
Everyone Else: -400

Jackpot: 500
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Post Post #2276 (isolation #90) » Sat Apr 22, 2017 3:23 pm

Post by Ircher »

Original Roll String: 1d109
1 109-Sided Dice: (22) = 22
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Post Post #2277 (isolation #91) » Sat Apr 22, 2017 3:24 pm

Post by Ircher »

BigYoshiFan: 500
Mewtaph: 280
Cheery: -375
JerryArr: -282
neblive: -165
swyellowtail: -400
Ircher: -227
Everyone Else: -400

Jackpot: 500
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Post Post #2280 (isolation #92) » Sat Apr 22, 2017 3:29 pm

Post by Ircher »

Original Roll String: 1d109
1 109-Sided Dice: (67) = 67
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Post Post #2281 (isolation #93) » Sat Apr 22, 2017 3:29 pm

Post by Ircher »

BigYoshiFan: 525
Mewtaph: 280
Cheery: -375
JerryArr: -282
neblive: -165
swyellowtail: -400
Ircher: -325
Everyone Else: -400

Jackpot: 500
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Post Post #2284 (isolation #94) » Sat Apr 22, 2017 3:31 pm

Post by Ircher »

2 or 5 or 6 please!
Original Roll String: 1d109
1 109-Sided Dice: (49) = 49
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Post Post #2285 (isolation #95) » Sat Apr 22, 2017 3:32 pm

Post by Ircher »

BigYoshiFan: 275
Mewtaph: 280
Cheery: -375
JerryArr: -282
neblive: -165
swyellowtail: -400
Ircher: -215
Everyone Else: -400

Jackpot: 300
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Post Post #2288 (isolation #96) » Sat Apr 22, 2017 3:33 pm

Post by Ircher »

Original Roll String: 1d109
1 109-Sided Dice: (44) = 44
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Post Post #2289 (isolation #97) » Sat Apr 22, 2017 3:34 pm

Post by Ircher »

Merge w/ Yoshi.

BigYoshiFan: 3
Mewtaph: 280
Cheery: -375
JerryArr: -282
neblive: -165
swyellowtail: -400
Ircher: 3
Everyone Else: -400

Jackpot: 300
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Post Post #2292 (isolation #98) » Sat Apr 22, 2017 3:36 pm

Post by Ircher »

Should've merged w/ Mewtaph, but ya know! <3

Original Roll String: 1d109
1 109-Sided Dice: (39) = 39
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Post Post #2293 (isolation #99) » Sat Apr 22, 2017 3:37 pm

Post by Ircher »

Original Roll String: 1d109
1 109-Sided Dice: (97) = 97


*2
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Post Post #2294 (isolation #100) » Sat Apr 22, 2017 3:38 pm

Post by Ircher »

Steal 500 from Mewtaph.

BigYoshiFan: -297
Mewtaph: -380
Cheery: -375
JerryArr: -282
neblive: -165
swyellowtail: -400
Ircher: 503
Everyone Else: -400

Jackpot: 500
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Post Post #2297 (isolation #101) » Sat Apr 22, 2017 3:40 pm

Post by Ircher »

Original Roll String: 1d109
1 109-Sided Dice: (97) = 97
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Post Post #2298 (isolation #102) » Sat Apr 22, 2017 3:41 pm

Post by Ircher »

BigYoshiFan: -367
Mewtaph: -380
Cheery: -375
JerryArr: -282
neblive: -165
swyellowtail: -400
Ircher: 503
Everyone Else: -400

Jackpot: 500

2 becomes "Goto 1499".
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Post Post #2302 (isolation #103) » Sat Apr 22, 2017 3:45 pm

Post by Ircher »

(2's now "Goto 1499")

Original Roll String: 1d109
1 109-Sided Dice: (45) = 45
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Post Post #2303 (isolation #104) » Sat Apr 22, 2017 3:46 pm

Post by Ircher »

Original Roll String: 1d7
1 7-Sided Dice: (4) = 4


Mewtaph, ya suck.
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Post Post #2304 (isolation #105) » Sat Apr 22, 2017 3:46 pm

Post by Ircher »

BigYoshiFan: -362
Mewtaph: -380
Cheery: -375
JerryArr: -282
neblive: -165
swyellowtail: -400
Ircher: 403
Everyone Else: -400

Jackpot: 400
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Post Post #2307 (isolation #106) » Sat Apr 22, 2017 3:48 pm

Post by Ircher »

Original Roll String: 1d109
1 109-Sided Dice: (8) = 8


Please be a 2!
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Post Post #2308 (isolation #107) » Sat Apr 22, 2017 3:49 pm

Post by Ircher »

Roll again...

Original Roll String: 1d109
1 109-Sided Dice: (94) = 94


*2; better not be neg.
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Post Post #2309 (isolation #108) » Sat Apr 22, 2017 3:50 pm

Post by Ircher »

Steal 400 from Mewtaph.

BigYoshiFan: -862
Mewtaph: -780
Cheery: -375
JerryArr: -282
neblive: -165
swyellowtail: -400
Ircher: 803
Everyone Else: -400

Jackpot: 400
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Post Post #2312 (isolation #109) » Sat Apr 22, 2017 3:52 pm

Post by Ircher »

It's ok.

Original Roll String: 1d109
1 109-Sided Dice: (34) = 34
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Post Post #2313 (isolation #110) » Sat Apr 22, 2017 3:52 pm

Post by Ircher »

BigYoshiFan: 1499
Mewtaph: -780
Cheery: -375
JerryArr: -282
neblive: -165
swyellowtail: -400
Ircher: 628
Everyone Else: -400

Jackpot: 400
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Post Post #2315 (isolation #111) » Sat Apr 22, 2017 3:53 pm

Post by Ircher »

gg
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Post Post #2317 (isolation #112) » Sat Apr 22, 2017 3:55 pm

Post by Ircher »

Your space better be a positive effect; don't be a *****.
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Post Post #3791 (isolation #113) » Mon May 08, 2017 2:49 pm

Post by Ircher »

Original Roll String: 1d116
1 116-Sided Dice: (96) = 96
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Post Post #3792 (isolation #114) » Mon May 08, 2017 2:50 pm

Post by Ircher »

Original Roll String: 1d7
1 7-Sided Dice: (3) = 3
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Post Post #3793 (isolation #115) » Mon May 08, 2017 2:51 pm

Post by Ircher »

♦*^Agent Sparkles: -17
Gamma: -395
^JDGA: 0
^BigYoshiFan: 100
Ircher: 100

Jackpot: 500
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Post Post #8448 (isolation #116) » Sun Aug 20, 2017 11:31 am

Post by Ircher »

Original Roll String: 1d144
1 144-Sided Dice: (17) = 17
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Post Post #8449 (isolation #117) » Sun Aug 20, 2017 11:33 am

Post by Ircher »

Steal 200 from Allomancer.


Mallow: 78
Puzzledan: 275
♦Agent Sparkles: 0
♦Allomancer: 56
JerryArr: 695
D3f: 290
Cheery: 400
^BigYoshiFan: 698
Ircher: 200

Jackpot: 800
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Post Post #8450 (isolation #118) » Sun Aug 20, 2017 11:33 am

Post by Ircher »

1: +400
2: Create your own space
3: Create your own space
4: All players score 50 points per symbol except clubs, which is -100, and diamonds, which is +177.
5: Create your own space
6: Create your own space
7: EVERYONE +77 and a diamond
8: Create your own space
9: +100
10:
Go to 10

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: ROLL AGAIN (x1/2)
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:
PROTECT

102: Roll a 1d7. If you roll a 7, gain
PROTECT
and ROLL AGAIN (2x). If you roll a 6,
+100
. If you roll 5 or less,
-100

103: You personally ignore the next effect that negatively affects everyone (shown using
#
). Stackable
104: Rigged Die - Roll a 1d6. Rolling a 1 results in -150, rolling a 2 results in -300, rolling a 3 results in -150, rolling a 4 results in EVERYONE -100, rolling a 5 results in
+25
and rolling a 6 results in
+150

105: +5 if your score is odd. Halve it if it's even. Additionally, take the halved amount away from the jackpot.
106: Roll again. -300 if the result of this roll is a +# space, +300 if not. Don't trigger the effects of the space, solely take the +/- 300
107: You get a ♦ by your name. For the remainder of the game you gain +7 every time you roll (this is in addition to whatever your roll is). Lose this once you RESET
108: Trick Die - Roll again. You may add + 1 or -1 to this die roll to get a new space.
109: If your score upon rolling this is positive, make it negative. If your score upon rolling this is negative, make it positive. Does nothing on doubled or halved rolls.
110: Swap the first and last digits of your score.
111: High Roller-Lose all your symbols (*, #, ♦, +, ~, ^, %) then RESET. Then Roll 5 dice (whatever number we're on). Carry them out in any order.
112: Roll a d20. A 7 is a Jackpot, a 13 is Unlucky, 20 is reset, 3 is a protect, 4 is a diamond (+7 each successive roll), 9 is the everyone protect, and all others are plus 100.
113: Gain a
SUPER PROTECT
(denoted with a
^
). This lets you cancel one die roll that
you
roll and allows you to re-roll it
114: Symbol Shop-You may purchase up to 1 of each of the following for the listed price;
*
for -100, ♦ for -30,
#
for -100,
^
for -150
115: Critical hit: the next negative effect that hits you will be multiplied by 1.5, denoted by %. This can be removed by a protect.
116: Roll from 1 to 25 out of the posts from the last page. Continue rolling until you land on a post with a dice tag. Apply this effect.
117: Symbol Resale: You
may
sell a symbol for 1.5 times the price listed in 114. You may also pay off a % for 100 points. (+ sells for 150 points, ♣ sells for 750 points)
118: Redemption-Anyone who is negative
Go to 300
. Everyone in the positive +300. If you are currently at 0, +100 and gain a
SUPER PROTECT

119: Gain a
+
, protecting you from anything that puts you to 0 or negative. It's lost when you get protected by it. Stackable
120:
JACKPOT!!!

121:
EVERYONE GO TO 420

122: If you aren't winning, STEAL 20% of the leader's score, unless the leader is in the negatives.
123:
+250

124:
GO TO THE SCORE OF THE LEADER

125: -100 for each symbol you have. Double this amount if you're leading.
126: Take the absolute value of your score (potentially having you win if you were <= -1500) then RESET. All other players gain half of the absolute value of your score.
127: ROLL AGAIN (2x) but if you land on a negative space, make it positive. If the space has anything other than +num/-num do what the space says normally instead.
128: Halve your score.
129: Mind Control-Choose 2 other players. Then roll 1 die for each of them. You can either have them take the effect or you can take the effect. If there are any further die rolls you can still choose ultimately if you want the result or not.
130: Give all other players a critical hit (%). Gain 50 points for each player this is done to.
131:
+200
, then change the last two digits of your score and the Jackpot to '31'.
132: MERGE then RESET
133: ROLL AGAIN (x3)
134: Lucky Start-When you land on this space add a ♣ next to your name. If you already have this next to your name, you automatically win this round. If another player has a ♣ they lose it. At the end of the game whoever has the ♣ starts the next game off with 500 points and 2
PROTECT
. The only way to lose it is if someone else lands on this space.
135: Choose a symbol and give everyone one of that symbol.
136: Crippled-You may only roll a d100 until you increase your score equals or surpasses 750, or if you RESET. If your score is currently 750+
GO TO 600
. Denoted with a
~

137: Clear all symbols (except the ♣)
138: EVERYONE MERGE
139: Double your score, unless it would cause you to win, in which case you reset.
140: All players lose any negative symbols
141:
Pretty Lucky-
CHOOSE 1 of the following: Gain 3 symbols of your choice (excluding the clover)/
GO TO 750
/
JACKPOT!!!

142: MERGE with the
JACKPOT!!!

143: Switch scores with the player of your choice.
144: Gain a
PROTECT
but give the leader a
SUPER PROTECT
unless you are the leader. Then
+200
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Post Post #8451 (isolation #119) » Sun Aug 20, 2017 11:34 am

Post by Ircher »

Mallow: 78
Puzzledan: 275
♦Agent Sparkles: 0
♦Allomancer: 56
JerryArr: 695
D3f: 290
Cheery: 400
^BigYoshiFan: 698
Ircher: 200

Jackpot: 800
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Post Post #8454 (isolation #120) » Sun Aug 20, 2017 2:16 pm

Post by Ircher »

Original Roll String: 1d144
1 144-Sided Dice: (126) = 126
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Post Post #8455 (isolation #121) » Sun Aug 20, 2017 2:17 pm

Post by Ircher »

Steel 250 from D3f3nd3r


Mallow: 78
Puzzledan: 275
♦Agent Sparkles: 0
♦Allomancer: 56
JerryArr: 945
D3f: 40
Cheery: 400
^BigYoshiFan: 448
Ircher: 450

Jackpot: 800
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Post Post #8462 (isolation #122) » Sun Aug 20, 2017 2:55 pm

Post by Ircher »

Original Roll String: 1d144
1 144-Sided Dice: (5) = 5
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Post Post #8463 (isolation #123) » Sun Aug 20, 2017 2:56 pm

Post by Ircher »

Original Roll String: 1d20
1 20-Sided Dice: (17) = 17
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Post Post #8464 (isolation #124) » Sun Aug 20, 2017 2:57 pm

Post by Ircher »

Mallow: 228
Puzzledan: 275
♦Agent Sparkles: 0
♦Allomancer: -437
JerryArr: 945
D3f: 40
Cheery: 400
^BigYoshiFan: 448
Ircher: 550

Jackpot: 800
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Post Post #8494 (isolation #125) » Mon Aug 21, 2017 7:53 am

Post by Ircher »

Original Roll String: 1d144
1 144-Sided Dice: (142) = 142
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Post Post #8495 (isolation #126) » Mon Aug 21, 2017 7:54 am

Post by Ircher »

Take the Jackpot, yeah!


##^^*♦Mallow: 1267
^Puzzledan: -325
♦^Agent Sparkles: 227
♦Allomancer: -253
JerryArr: 1045
^D3f: 90
^Cheery: 800
^^BigYoshiFan: 548
^Ircher: 1350

Jackpot: 500
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Post Post #8508 (isolation #127) » Mon Aug 21, 2017 11:22 am

Post by Ircher »

Original Roll String: 1d145
1 145-Sided Dice: (90) = 90
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Post Post #8509 (isolation #128) » Mon Aug 21, 2017 11:22 am

Post by Ircher »

Mallow: 400
JerryArr: 20
Ircher: 500

Jackpot: 500
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Post Post #8538 (isolation #129) » Tue Aug 22, 2017 2:29 pm

Post by Ircher »

Original Roll String: 1d145
1 145-Sided Dice: (18) = 18
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Post Post #8539 (isolation #130) » Tue Aug 22, 2017 2:30 pm

Post by Ircher »

Jackpot: 500
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Post Post #12397 (isolation #131) » Fri Mar 09, 2018 4:43 pm

Post by Ircher »

Original Roll String: 1d171
1 171-Sided Dice: (13) = 13


What happens when we reach game 501?
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Post Post #12398 (isolation #132) » Fri Mar 09, 2018 4:43 pm

Post by Ircher »

#Agent Sparkles: -200
!!Mallow: 1063
JerryArr: 0
Puzzledan: 631
Ircher: -15

Jackpot: 831
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Post Post #12401 (isolation #133) » Fri Mar 09, 2018 4:58 pm

Post by Ircher »

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: ROLL AGAIN (x1/2)
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:
PROTECT

102: Roll a 1d7. If you roll a 7, gain
PROTECT
and ROLL AGAIN (2x). If you roll a 6,
+100
. If you roll 5 or less,
-100

103: You personally ignore the next effect that negatively affects everyone (shown using
#
). Stackable
104: Rigged Die - Roll a 1d6. Rolling a 1 results in -150, rolling a 2 results in -300, rolling a 3 results in -150, rolling a 4 results in EVERYONE -100, rolling a 5 results in
+25
and rolling a 6 results in
+150

105: +5 if your score is odd. Halve it if it's even. Additionally, take the halved amount away from the jackpot.
106: Roll again. -300 if the result of this roll is a +# space, +300 if not. Don't trigger the effects of the space, solely take the +/- 300
107: You get a ♦ by your name. For the remainder of the game you gain +7 every time you roll (this is in addition to whatever your roll is). Lose this once you RESET
108: Trick Die - Roll again. You may add + 1 or -1 to this die roll to get a new space.
109: If your score upon rolling this is positive, make it negative. If your score upon rolling this is negative, make it positive. Does nothing on doubled or halved rolls.
110: Swap the first and last digits of your score.
111: High Roller-Lose all your symbols (*, #, ♦, +, ~, ^, %) then RESET. Then Roll 5 dice (whatever number we're on). Carry them out in any order.
112: Roll a d20. A 7 is a Jackpot, a 13 is Unlucky, 20 is reset, 3 is a protect, 4 is a diamond (+7 each successive roll), 9 is the everyone protect, and all others are plus 100.
113: Gain a
SUPER PROTECT
(denoted with a
^
). This lets you cancel one die roll that
you
roll and allows you to re-roll it
114: Symbol Shop-You may purchase up to 1 of each of the following for the listed price;
*
for -100, ♦ for -30,
#
for -100,
^
for -150
115: Critical hit: the next negative effect that hits you will be multiplied by 1.5, denoted by %. This can be removed by a protect.
116: Roll from 1 to 25 out of the posts from the last page. Continue rolling until you land on a post with a dice tag. Apply this effect.
117: Symbol Resale: You
may
sell a symbol for 1.5 times the price listed in 114. You may also pay off a % for 100 points. (+ sells for 150 points, ♣ sells for 750 points)
118: Redemption-Anyone who is negative
Go to 300
. Everyone in the positive +300. If you are currently at 0, +100 and gain a
SUPER PROTECT

119: Gain a
+
, protecting you from anything that puts you to 0 or negative. It's lost when you get protected by it. Stackable
120:
JACKPOT!!!

121:
EVERYONE GO TO 420

122: If you aren't winning, STEAL 20% of the leader's score, unless the leader is in the negatives.
123:
+250

124:
GO TO THE SCORE OF THE LEADER

125: -100 for each symbol you have. Double this amount if you're leading.
126: Take the absolute value of your score (potentially having you win if you were <= -1500) then RESET. All other players gain half of the absolute value of your score.
127: ROLL AGAIN (2x) but if you land on a negative space, make it positive. If the space has anything other than +num/-num do what the space says normally instead.
128: Halve your score.
129: Mind Control-Choose 2 other players. Then roll 1 die for each of them. You can either have them take the effect or you can take the effect. If there are any further die rolls you can still choose ultimately if you want the result or not.
130: Give all other players a critical hit (%). Gain 50 points for each player this is done to.
131:
+200
, then change the last two digits of your score and the Jackpot to '31'.
132: MERGE then RESET
133: ROLL AGAIN (x3)
134: Lucky Start-When you land on this space add a ♣ next to your name. If you already have this next to your name, you automatically win this round. If another player has a ♣ they lose it. At the end of the game whoever has the ♣ starts the next game off with 500 points and 2
PROTECT
. The only way to lose it is if someone else lands on this space.
135: Choose a symbol and give everyone one of that symbol.
136: Crippled-You may only roll a d100 until you increase your score equals or surpasses 750, or if you RESET. If your score is currently 750+
GO TO 600
. Denoted with a
~

137: Clear all symbols (except the ♣)
138: EVERYONE MERGE
139: Double your score, unless it would cause you to win, in which case you reset.
140: All players lose any negative symbols
141:
Pretty Lucky-
CHOOSE 1 of the following: Gain 3 symbols of your choice (excluding the clover)/
GO TO 750
/
JACKPOT!!!
. This cannot cause you to win.
142: MERGE with the
JACKPOT!!!

143: Switch scores with the player of your choice.
144: Gain a
PROTECT
but give the leader a
SUPER PROTECT
unless you are the leader. Then
+200

145: All players score 50 points per symbol except clubs, which is -100, and diamonds, which is +177. Then
+200
and gain a Diamond.
146: Cleanse-Remove any symbols you don't want from yourself and then remove a ~ or % from another player. Then gain +200
147:
UNLUCKY
:(
148:
+350
and gain a
PROTECT

149:
UNLUCKY
:(
150:
GO TO THE SCORE OF LAST PLACE

151: Express:
+100
. Now you can either roll 1d100 or stop. If you roll 1d100 and land on a space that will causes your score to decrease, RESET. If you roll a space that causes your score to stay or increase, you increase your score and you will get the offer to roll1d100 or stop again (and so on and so on until you stop or RESET due to bad roll)
152: Express
153: Accelerant: (Denoted by ">") Gain 3 ">" While you have this symbol, whenever you roll a die (legally), gain points equal to its die roll. After each roll lose 1 ">".
154: Insurance-Give all players a $. This blocks the next unlucky space you land on. Then gain +300
155: Portable Trick Die: Stackable, represented by "!". After any die roll (not just the initial one), you may spend 250 points and the ! to change the result by +/- 1.
156: Big Wheel - Roll a 1d20. After one "spin" you may choose to stop and claim 25x your result or respin for more points. If you go over 20 in two spins, UNLUCKY . If your first spin, or the combination of two spins, land exactly on 20, +1000 and a chance to do a "bonus spin", which if land on 1 or 3 you get a PROTECT, land on 20 gets an instant win (any other number in the bonus spin is worth nothing).
157: ROLL AGAIN, then ROLL AGAIN (again)
158: Russian Roulette: Roll a single die, the number of sides equal to the number of people currently playing. -1,000 for whoever it lands on.
159: RESET then roll 10d150. Gain the total.
160: For every 250 points you have, gain a
Critical Hit
.
161: Anti-Protect: The next time you would gain points (either through a reset, a positive space, or trying to steal/merge points) your score does not increase. These are stackable. (Represented by an '&' symbol.)
162:
+300

163: Cursed Doll: Gain a (┛◉Д◉)┛彡┻━┻ if no one has it or steal one if someone has it. When you own the symbol, if anyone rolled a prime number, earn a Critical Hit. If you rolled a composite number (not prime), you can either take +100 or pass the Cursed Doll to another player. To avoid confusion, if this square is landed via a 111 (High Roller), treat this as a + 0.
164: Wicked: A space is wicked when it's orange. If you land on a wicked space, roll a die. The space where the die landed will also become wicked. In addition, you must either choose to take -50 or the Russian Roulette.

165:
GO TO 200
. Then gain a symbol no one else currently has of your choice.
166: +25
167: Bowser Time-Roll 1d6. 1= -500, 2= EVERYONE -500, 3= Lose all your symbols, 4= EVERYONE MERGE, 5=
UNLUCKY
:( , 6=
JACKPOT!!!

168:
-200
but then gain a
#

169: Portable Trick Die (!)
170: Trade one symbol with another player if possible (excluding Lucky Start).
171: LEND 100: Give 100 to another player.
172: Builder-Change a 'Create your own space' into something of your choice. Then activate a space 2-10 that isn't a 'create your own space' that isn't the one you just made
Last edited by mallowgeno on Sat Mar 10, 2018 6:43 pm, edited 1 time in total.
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Post Post #12402 (isolation #134) » Fri Mar 09, 2018 4:59 pm

Post by Ircher »

Original Roll String: 1d171
1 171-Sided Dice: (27) = 27
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Post Post #12403 (isolation #135) » Fri Mar 09, 2018 5:00 pm

Post by Ircher »

#Agent Sparkles: -200
!!Mallow: 1064
JerryArr: 0
Puzzledan: 631
>>>Ircher: -15

Jackpot: 831
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Post Post #12408 (isolation #136) » Sat Mar 10, 2018 3:08 pm

Post by Ircher »

Original Roll String: 1d171
1 171-Sided Dice: (70) = 70
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Post Post #12409 (isolation #137) » Sat Mar 10, 2018 3:09 pm

Post by Ircher »

(Minus 40 plus 68).

##$Agent Sparkles: -400
$!!Mallow: 1364
$JerryArr: 0
$Puzzledan: 631
$>>Ircher: 13
Jackpot: 631
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Post Post #12412 (isolation #138) » Sat Mar 10, 2018 5:34 pm

Post by Ircher »

Original Roll String: 1d171
1 171-Sided Dice: (54) = 54
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Post Post #12413 (isolation #139) » Sat Mar 10, 2018 5:36 pm

Post by Ircher »

Here goes:
Original Roll String: 1d100
1 100-Sided Dice: (61) = 61
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Post Post #12414 (isolation #140) » Sat Mar 10, 2018 5:37 pm

Post by Ircher »

Original Roll String: 1d100
1 100-Sided Dice: (34) = 34
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Post Post #12415 (isolation #141) » Sat Mar 10, 2018 5:38 pm

Post by Ircher »

Original Roll String: 1d100
1 100-Sided Dice: (60) = 60
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Post Post #12416 (isolation #142) » Sat Mar 10, 2018 5:41 pm

Post by Ircher »

152+48 from accelerant
green +100 from initial express
+20 each from first and second express roll.
green +100 from third express roll (we do apply effects w/ express, right?)
440 total
---
##$^Agent Sparkles: -400
$!!Mallow: 1364
$JerryArr: 0
$Puzzledan: 631
$Ircher: 453

Jackpot: 831
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Post Post #12427 (isolation #143) » Sun Mar 11, 2018 8:39 am

Post by Ircher »

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: ROLL AGAIN (x1/2)
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:
PROTECT

102: Roll a 1d7. If you roll a 7, gain
PROTECT
and ROLL AGAIN (2x). If you roll a 6,
+100
. If you roll 5 or less,
-100

103: You personally ignore the next effect that negatively affects everyone (shown using
#
). Stackable
104: Rigged Die - Roll a 1d6. Rolling a 1 results in -150, rolling a 2 results in -300, rolling a 3 results in -150, rolling a 4 results in EVERYONE -100, rolling a 5 results in
+25
and rolling a 6 results in
+150

105: +5 if your score is odd. Halve it if it's even. Additionally, take the halved amount away from the jackpot.
106: Roll again. -300 if the result of this roll is a +# space, +300 if not. Don't trigger the effects of the space, solely take the +/- 300
107: You get a ♦ by your name. For the remainder of the game you gain +7 every time you roll (this is in addition to whatever your roll is). Lose this once you RESET
108: Trick Die - Roll again. You may add + 1 or -1 to this die roll to get a new space.
109: If your score upon rolling this is positive, make it negative. If your score upon rolling this is negative, make it positive. Does nothing on doubled or halved rolls.
110: Swap the first and last digits of your score.
111: High Roller-Lose all your symbols (*, #, ♦, +, ~, ^, %) then RESET. Then Roll 5 dice (whatever number we're on). Carry them out in any order.
112: Roll a d20. A 7 is a Jackpot, a 13 is Unlucky, 20 is reset, 3 is a protect, 4 is a diamond (+7 each successive roll), 9 is the everyone protect, and all others are plus 100.
113: Gain a
SUPER PROTECT
(denoted with a
^
). This lets you cancel one die roll that
you
roll and allows you to re-roll it
114: Symbol Shop-You may purchase up to 1 of each of the following for the listed price;
*
for -100, ♦ for -30,
#
for -100,
^
for -150
115: Critical hit: the next negative effect that hits you will be multiplied by 1.5, denoted by %. This can be removed by a protect.
116: Roll from 1 to 25 out of the posts from the last page. Continue rolling until you land on a post with a dice tag. Apply this effect.
117: Symbol Resale: You
may
sell a symbol for 1.5 times the price listed in 114. You may also pay off a % for 100 points. (+ sells for 150 points, ♣ sells for 750 points)
118: Redemption-Anyone who is negative
Go to 300
. Everyone in the positive +300. If you are currently at 0, +100 and gain a
SUPER PROTECT

119: Gain a
+
, protecting you from anything that puts you to 0 or negative. It's lost when you get protected by it. Stackable
120:
JACKPOT!!!

121:
EVERYONE GO TO 420

122: If you aren't winning, STEAL 20% of the leader's score, unless the leader is in the negatives.
123:
+250

124:
GO TO THE SCORE OF THE LEADER

125: -100 for each symbol you have. Double this amount if you're leading.
126: Take the absolute value of your score (potentially having you win if you were <= -1500) then RESET. All other players gain half of the absolute value of your score.
127: ROLL AGAIN (2x) but if you land on a negative space, make it positive. If the space has anything other than +num/-num do what the space says normally instead.
128: Halve your score.
129: Mind Control-Choose 2 other players. Then roll 1 die for each of them. You can either have them take the effect or you can take the effect. If there are any further die rolls you can still choose ultimately if you want the result or not.
130: Give all other players a critical hit (%). Gain 50 points for each player this is done to.
131:
+200
, then change the last two digits of your score and the Jackpot to '31'.
132: MERGE then RESET
133: ROLL AGAIN (x3)
134: Lucky Start-When you land on this space add a ♣ next to your name. If you already have this next to your name, you automatically win this round. If another player has a ♣ they lose it. At the end of the game whoever has the ♣ starts the next game off with 500 points and 2
PROTECT
. The only way to lose it is if someone else lands on this space.
135: Choose a symbol and give everyone one of that symbol.
136: Crippled-You may only roll a d100 until you increase your score equals or surpasses 750, or if you RESET. If your score is currently 750+
GO TO 600
. Denoted with a
~

137: Clear all symbols (except the ♣)
138: EVERYONE MERGE
139: Double your score, unless it would cause you to win, in which case you reset.
140: All players lose any negative symbols
141:
Pretty Lucky-
CHOOSE 1 of the following: Gain 3 symbols of your choice (excluding the clover)/
GO TO 750
/
JACKPOT!!!
. This cannot cause you to win.
142: MERGE with the
JACKPOT!!!

143: Switch scores with the player of your choice.
144: Gain a
PROTECT
but give the leader a
SUPER PROTECT
unless you are the leader. Then
+200

145: All players score 50 points per symbol except clubs, which is -100, and diamonds, which is +177. Then
+200
and gain a Diamond.
146: Cleanse-Remove any symbols you don't want from yourself and then remove a ~ or % from another player. Then gain +200
147:
UNLUCKY
:(
148:
+350
and gain a
PROTECT

149:
UNLUCKY
:(
150:
GO TO THE SCORE OF LAST PLACE

151: Express:
+100
. Now you can either roll 1d100 or stop. If you roll 1d100 and land on a space that will causes your score to decrease, RESET. If you roll a space that causes your score to stay or increase, you increase your score and you will get the offer to roll1d100 or stop again (and so on and so on until you stop or RESET due to bad roll)
152: Express
153: Accelerant: (Denoted by ">") Gain 3 ">" While you have this symbol, whenever you roll a die (legally), gain points equal to its die roll. After each roll lose 1 ">".
154: Insurance-Give all players a $. This blocks the next unlucky space you land on. Then gain +300
155: Portable Trick Die: Stackable, represented by "!". After any die roll (not just the initial one), you may spend 250 points and the ! to change the result by +/- 1.
156: Big Wheel - Roll a 1d20. After one "spin" you may choose to stop and claim 25x your result or respin for more points. If you go over 20 in two spins, UNLUCKY . If your first spin, or the combination of two spins, land exactly on 20, +1000 and a chance to do a "bonus spin", which if land on 1 or 3 you get a PROTECT, land on 20 gets an instant win (any other number in the bonus spin is worth nothing).
157: ROLL AGAIN, then ROLL AGAIN (again)
158: Russian Roulette: Roll a single die, the number of sides equal to the number of people currently playing. -1,000 for whoever it lands on.
159: RESET then roll 10d150. Gain the total.
160: For every 250 points you have, gain a
Critical Hit
.
161: Anti-Protect: The next time you would gain points (either through a reset, a positive space, or trying to steal/merge points) your score does not increase. These are stackable. (Represented by an '&' symbol.)
162:
+300

163: Cursed Doll: Gain a (┛◉Д◉)┛彡┻━┻ if no one has it or steal one if someone has it. When you own the symbol, if anyone rolled a prime number, earn a Critical Hit. If you rolled a composite number (not prime), you can either take +100 or pass the Cursed Doll to another player. To avoid confusion, if this square is landed via a 111 (High Roller), treat this as a + 0.
164: Wicked: A space is wicked when it's orange. If you land on a wicked space, roll a die. The space where the die landed will also become wicked. In addition, you must either choose to take -50 or the Russian Roulette.

165:
GO TO 200
. Then gain a symbol no one else currently has of your choice.
166: +25
167: Bowser Time-Roll 1d6. 1= -500, 2= EVERYONE -500, 3= Lose all your symbols, 4= EVERYONE MERGE, 5=
UNLUCKY
:( , 6=
JACKPOT!!!

168:
-200
but then gain a
#

169: Portable Trick Die (!)
170: Trade one symbol with another player if possible (excluding Lucky Start).
171: LEND 100: Give 100 to another player.
172: Builder-Change a 'Create your own space' into something of your choice. Then activate a space 2-10 that isn't a 'create your own space' that isn't the one you just made
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Post Post #12428 (isolation #144) » Sun Mar 11, 2018 8:39 am

Post by Ircher »

Original Roll String: 1d172
1 172-Sided Dice: (130) = 130
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Post Post #12429 (isolation #145) » Sun Mar 11, 2018 8:40 am

Post by Ircher »

Mallow: 500
Agent Sparkles: 55
puzzledan -30
Ircher: 500
Jackpot: 500
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Post Post #12432 (isolation #146) » Sun Mar 11, 2018 1:42 pm

Post by Ircher »

Original Roll String: 1d172
1 172-Sided Dice: (43) = 43
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Post Post #12433 (isolation #147) » Sun Mar 11, 2018 1:45 pm

Post by Ircher »

I choose to take a super protect:

Mallow: 500
Agent Sparkles: 55
puzzledan -30
^Ircher: 200
Jackpot: 500
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Post Post #12436 (isolation #148) » Sun Mar 11, 2018 4:14 pm

Post by Ircher »

Original Roll String: 1d172
1 172-Sided Dice: (100) = 100
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Post Post #12437 (isolation #149) » Sun Mar 11, 2018 4:15 pm

Post by Ircher »

Using super protect:
Original Roll String: 1d172
1 172-Sided Dice: (70) = 70
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Post Post #12438 (isolation #150) » Sun Mar 11, 2018 4:16 pm

Post by Ircher »

Mallow: 740
Agent Sparkles: 295
puzzledan 210
Ircher: 440

Jackpot: 500
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Post Post #12441 (isolation #151) » Mon Mar 12, 2018 6:58 am

Post by Ircher »

Original Roll String: 1d172
1 172-Sided Dice: (18) = 18
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Post Post #12442 (isolation #152) » Mon Mar 12, 2018 6:59 am

Post by Ircher »

!Mallow: 200
Agent Sparkles: 295
puzzledan 210
Ircher: 540

Jackpot: 500
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Post Post #12450 (isolation #153) » Mon Mar 12, 2018 1:23 pm

Post by Ircher »

1: +400
2: Create your own space
3: Roll 1d10: On a 7: ♦, on an 8: !, on a 9: *, on a 10: ^. Otherwise, +50 times your die roll.
4: Create your own space
5: Create your own space
6: Express OR Super Protect
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: ROLL AGAIN (x1/2)
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:
PROTECT

102: Roll a 1d7. If you roll a 7, gain
PROTECT
and ROLL AGAIN (2x). If you roll a 6,
+100
. If you roll 5 or less,
-100

103: You personally ignore the next effect that negatively affects everyone (shown using
#
). Stackable
104: Rigged Die - Roll a 1d6. Rolling a 1 results in -150, rolling a 2 results in -300, rolling a 3 results in -150, rolling a 4 results in EVERYONE -100, rolling a 5 results in
+25
and rolling a 6 results in
+150

105: +5 if your score is odd. Halve it if it's even. Additionally, take the halved amount away from the jackpot.
106: Roll again. -300 if the result of this roll is a +# space, +300 if not. Don't trigger the effects of the space, solely take the +/- 300
107: You get a ♦ by your name. For the remainder of the game you gain +7 every time you roll (this is in addition to whatever your roll is). Lose this once you RESET
108: Trick Die - Roll again. You may add + 1 or -1 to this die roll to get a new space.
109: If your score upon rolling this is positive, make it negative. If your score upon rolling this is negative, make it positive. Does nothing on doubled or halved rolls.
110: Swap the first and last digits of your score.
111: High Roller-Lose all your symbols (*, #, ♦, +, ~, ^, %) then RESET. Then Roll 5 dice (whatever number we're on). Carry them out in any order.
112: Roll a d20. A 7 is a Jackpot, a 13 is Unlucky, 20 is reset, 3 is a protect, 4 is a diamond (+7 each successive roll), 9 is the everyone protect, and all others are plus 100.
113: Gain a
SUPER PROTECT
(denoted with a
^
). This lets you cancel one die roll that
you
roll and allows you to re-roll it
114: Symbol Shop-You may purchase up to 1 of each of the following for the listed price;
*
for -100, ♦ for -30,
#
for -100,
^
for -150
115: Critical hit: the next negative effect that hits you will be multiplied by 1.5, denoted by %. This can be removed by a protect.
116: Roll from 1 to 25 out of the posts from the last page. Continue rolling until you land on a post with a dice tag. Apply this effect.
117: Symbol Resale: You
may
sell a symbol for 1.5 times the price listed in 114. You may also pay off a % for 100 points. (+ sells for 150 points, ♣ sells for 750 points)
118: Redemption-Anyone who is negative
Go to 300
. Everyone in the positive +300. If you are currently at 0, +100 and gain a
SUPER PROTECT

119: Gain a
+
, protecting you from anything that puts you to 0 or negative. It's lost when you get protected by it. Stackable
120:
JACKPOT!!!

121:
EVERYONE GO TO 420

122: If you aren't winning, STEAL 20% of the leader's score, unless the leader is in the negatives.
123:
+250

124:
GO TO THE SCORE OF THE LEADER

125: -100 for each symbol you have. Double this amount if you're leading.
126: Take the absolute value of your score (potentially having you win if you were <= -1500) then RESET. All other players gain half of the absolute value of your score.
127: ROLL AGAIN (2x) but if you land on a negative space, make it positive. If the space has anything other than +num/-num do what the space says normally instead.
128: Halve your score.
129: Mind Control-Choose 2 other players. Then roll 1 die for each of them. You can either have them take the effect or you can take the effect. If there are any further die rolls you can still choose ultimately if you want the result or not.
130: Give all other players a critical hit (%). Gain 50 points for each player this is done to.
131:
+200
, then change the last two digits of your score and the Jackpot to '31'.
132: MERGE then RESET
133: ROLL AGAIN (x3)
134: Lucky Start-When you land on this space add a ♣ next to your name. If you already have this next to your name, you automatically win this round. If another player has a ♣ they lose it. At the end of the game whoever has the ♣ starts the next game off with 500 points and 2
PROTECT
. The only way to lose it is if someone else lands on this space.
135: Choose a symbol and give everyone one of that symbol.
136: Crippled-You may only roll a d100 until you increase your score equals or surpasses 750, or if you RESET. If your score is currently 750+
GO TO 600
. Denoted with a
~

137: Clear all symbols (except the ♣)
138: EVERYONE MERGE
139: Double your score, unless it would cause you to win, in which case you reset.
140: All players lose any negative symbols
141:
Pretty Lucky-
CHOOSE 1 of the following: Gain 3 symbols of your choice (excluding the clover)/
GO TO 750
/
JACKPOT!!!
. This cannot cause you to win.
142: MERGE with the
JACKPOT!!!

143: Switch scores with the player of your choice.
144: Gain a
PROTECT
but give the leader a
SUPER PROTECT
unless you are the leader. Then
+200

145: All players score 50 points per symbol except clubs, which is -100, and diamonds, which is +177. Then
+200
and gain a Diamond.
146: Cleanse-Remove any symbols you don't want from yourself and then remove a ~ or % from another player. Then gain +200
147:
UNLUCKY
:(
148:
+350
and gain a
PROTECT

149:
UNLUCKY
:(
150:
GO TO THE SCORE OF LAST PLACE

151: Express:
+100
. Now you can either roll 1d100 or stop. If you roll 1d100 and land on a space that will causes your score to decrease, RESET. If you roll a space that causes your score to stay or increase, you increase your score and you will get the offer to roll1d100 or stop again (and so on and so on until you stop or RESET due to bad roll)
152: Express
153: Accelerant: (Denoted by ">") Gain 3 ">" While you have this symbol, whenever you roll a die (legally), gain points equal to its die roll. After each roll lose 1 ">".
154: Insurance-Give all players a $. This blocks the next unlucky space you land on. Then gain +300
155: Portable Trick Die: Stackable, represented by "!". After any die roll (not just the initial one), you may spend 250 points and the ! to change the result by +/- 1.
156: Big Wheel - Roll a 1d20. After one "spin" you may choose to stop and claim 25x your result or respin for more points. If you go over 20 in two spins, UNLUCKY . If your first spin, or the combination of two spins, land exactly on 20, +1000 and a chance to do a "bonus spin", which if land on 1 or 3 you get a PROTECT, land on 20 gets an instant win (any other number in the bonus spin is worth nothing).
157: ROLL AGAIN, then ROLL AGAIN (again)
158: Russian Roulette: Roll a single die, the number of sides equal to the number of people currently playing. -1,000 for whoever it lands on.
159: RESET then roll 10d150. Gain the total.
160: For every 250 points you have, gain a
Critical Hit
.
161: Anti-Protect: The next time you would gain points (either through a reset, a positive space, or trying to steal/merge points) your score does not increase. These are stackable. (Represented by an '&' symbol.)
162:
+300

163: Cursed Doll: Gain a (┛◉Д◉)┛彡┻━┻ if no one has it or steal one if someone has it. When you own the symbol, if anyone rolled a prime number, earn a Critical Hit. If you rolled a composite number (not prime), you can either take +100 or pass the Cursed Doll to another player. To avoid confusion, if this square is landed via a 111 (High Roller), treat this as a + 0.
164: Wicked: A space is wicked when it's orange. If you land on a wicked space, roll a die. The space where the die landed will also become wicked. In addition, you must either choose to take -50 or the Russian Roulette.

165:
GO TO 200
. Then gain a symbol no one else currently has of your choice.
166: +25
167: Bowser Time-Roll 1d6. 1= -500, 2= EVERYONE -500, 3= Lose all your symbols, 4= EVERYONE MERGE, 5=
UNLUCKY
:( , 6=
JACKPOT!!!

168:
-200
but then gain a
#

169: Portable Trick Die (!)
170: Trade one symbol with another player if possible (excluding Lucky Start).
171: LEND 100: Give 100 to another player.
172: Builder-Change a 'Create your own space' into something of your choice. Then activate a space 2-10 that isn't a 'create your own space' that isn't the one you just made
Last edited by mallowgeno on Tue Mar 13, 2018 10:38 am, edited 2 times in total.
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Post Post #12451 (isolation #154) » Mon Mar 12, 2018 1:23 pm

Post by Ircher »

Original Roll String: 1d172
1 172-Sided Dice: (55) = 55
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Post Post #12452 (isolation #155) » Mon Mar 12, 2018 1:23 pm

Post by Ircher »

!Mallow: 300
^Agent Sparkles: 295
puzzledan 210
Ircher: 485
JerryArr: 564

Jackpot: 600
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Post Post #12455 (isolation #156) » Mon Mar 12, 2018 5:15 pm

Post by Ircher »

Original Roll String: 1d172
1 172-Sided Dice: (60) = 60
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Post Post #12456 (isolation #157) » Mon Mar 12, 2018 5:16 pm

Post by Ircher »

...
!Mallow: 295
^Agent Sparkles: 295
puzzledan 210
Ircher: 310
JerryArr: 564

Jackpot: 600
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Post Post #12488 (isolation #158) » Tue Mar 13, 2018 2:46 pm

Post by Ircher »

Original Roll String: 1d172
1 172-Sided Dice: (55) = 55
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Post Post #12489 (isolation #159) » Tue Mar 13, 2018 2:47 pm

Post by Ircher »

Building #2 and using space #3:
Original Roll String: 1d10
1 10-Sided Dice: (6) = 6
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Post Post #12490 (isolation #160) » Tue Mar 13, 2018 2:49 pm

Post by Ircher »

Space #2 becomes:
"Roll 10d20. Average your score and what you roll."

^$Mallow: 215
$&Agent Sparkles: 430
$puzzledan 210
$Ircher: 610
$JerryArr: 430

Jackpot: 950
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Post Post #12535 (isolation #161) » Wed Mar 14, 2018 10:54 am

Post by Ircher »

Original Roll String: 1d172
1 172-Sided Dice: (132) = 132
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Post Post #12536 (isolation #162) » Wed Mar 14, 2018 10:56 am

Post by Ircher »

$Mallow: 1185
$Agent Sparkles: 640
$puzzledan 210
~$Ircher: 410
$JerryArr: 645
(Doll) Shrek: 25

Jackpot: 500
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Post Post #12541 (isolation #163) » Wed Mar 14, 2018 11:51 am

Post by Ircher »

Original Roll String: 1d100
1 100-Sided Dice: (28) = 28
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Post Post #12542 (isolation #164) » Wed Mar 14, 2018 11:52 am

Post by Ircher »

Steal 100 from JerryArr.

(Doll) $Mallow: 1185
$Agent Sparkles: 640
$puzzledan 210
~$Ircher: 510
$JerryArr: 545
Shrek: 231

Jackpot: 731
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Post Post #12545 (isolation #165) » Wed Mar 14, 2018 12:12 pm

Post by Ircher »

Original Roll String: 1d100
1 100-Sided Dice: (39) = 39
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Post Post #12546 (isolation #166) » Wed Mar 14, 2018 12:14 pm

Post by Ircher »

Edit: I rolled a 97 earlier and Mallow has the doll giving him a critical hit because 97 is prime.

(Doll) $%Mallow: 1185
$Agent Sparkles: 640
$puzzledan 210
~$Ircher: 610
$JerryArr: 545
Shrek: 962

Jackpot: 600
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Post Post #12549 (isolation #167) » Wed Mar 14, 2018 1:02 pm

Post by Ircher »

Original Roll String: 1d100
1 100-Sided Dice: (97) = 97
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Post Post #12550 (isolation #168) » Wed Mar 14, 2018 1:04 pm

Post by Ircher »

Eek! Mallow just won! :(

(Doll) %Mallow: 1525
$Agent Sparkles: 880
$puzzledan 450
~$Ircher: 850
$JerryArr: 785
Shrek: 1202

Jackpot: 600
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Post Post #12557 (isolation #169) » Wed Mar 14, 2018 2:50 pm

Post by Ircher »

Original Roll String: 1d173
1 173-Sided Dice: (162) = 162
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Post Post #12558 (isolation #170) » Wed Mar 14, 2018 2:50 pm

Post by Ircher »

Mallow: -5
♦Agent Sparkles: 200
Ircher: 50

Jackpot: 700
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Post Post #12561 (isolation #171) » Wed Mar 14, 2018 2:57 pm

Post by Ircher »

Original Roll String: 1d173
1 173-Sided Dice: (29) = 29
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Post Post #12562 (isolation #172) » Wed Mar 14, 2018 2:58 pm

Post by Ircher »

(I think this applies to everyone?)
Mallow: 300
♦^Agent Sparkles: 507
Ircher: 350

Jackpot: 700
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Post Post #12581 (isolation #173) » Thu Mar 15, 2018 11:43 am

Post by Ircher »

Original Roll String: 1d173
1 173-Sided Dice: (25) = 25
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Post Post #12582 (isolation #174) » Thu Mar 15, 2018 11:43 am

Post by Ircher »

Mallow: 600
♦^^♣Agent Sparkles: 571
Ircher: 300
!JerryArr: 0

Jackpot: 900
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Post Post #12590 (isolation #175) » Thu Mar 15, 2018 2:30 pm

Post by Ircher »

Original Roll String: 1d173
1 173-Sided Dice: (71) = 71
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Post Post #12591 (isolation #176) » Thu Mar 15, 2018 2:31 pm

Post by Ircher »

Original Roll String: 1d173
1 173-Sided Dice: (58) = 58
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Post Post #12592 (isolation #177) » Thu Mar 15, 2018 2:32 pm

Post by Ircher »

Lousy luck....

Mallow: 700
♦^^♣Agent Sparkles: 678
Ircher: 320
!JerryArr: 0

Jackpot: 1000
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Post Post #12595 (isolation #178) » Thu Mar 15, 2018 2:39 pm

Post by Ircher »

Original Roll String: 1d173
1 173-Sided Dice: (165) = 165
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Post Post #12596 (isolation #179) » Thu Mar 15, 2018 2:40 pm

Post by Ircher »

Mallow: 700
♦^^♣Agent Sparkles: 835
Ircher: 340
!JerryArr: 0

Jackpot: 1000
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Post Post #12599 (isolation #180) » Thu Mar 15, 2018 2:44 pm

Post by Ircher »

Come on jackpot!

Original Roll String: 1d173
1 173-Sided Dice: (116) = 116
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Post Post #12600 (isolation #181) » Thu Mar 15, 2018 2:44 pm

Post by Ircher »

Mallow: 700
♦^^*♣Agent Sparkles: 1042
(Doll) Ircher: 340
!JerryArr: 0

Jackpot: 1200
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Post Post #12601 (isolation #182) » Thu Mar 15, 2018 2:45 pm

Post by Ircher »

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: ROLL AGAIN (x1/2)
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:
PROTECT

102: Roll a 1d7. If you roll a 7, gain
PROTECT
and ROLL AGAIN (2x). If you roll a 6,
+100
. If you roll 5 or less,
-100

103: You personally ignore the next effect that negatively affects everyone (shown using
#
). Stackable
104: Rigged Die - Roll a 1d6. Rolling a 1 results in -150, rolling a 2 results in -300, rolling a 3 results in -150, rolling a 4 results in EVERYONE -100, rolling a 5 results in
+25
and rolling a 6 results in
+150

105: +5 if your score is odd. Halve it if it's even. Additionally, take the halved amount away from the jackpot.
106: Roll again. -300 if the result of this roll is a +# space, +300 if not. Don't trigger the effects of the space, solely take the +/- 300
107: You get a ♦ by your name. For the remainder of the game you gain +7 every time you roll (this is in addition to whatever your roll is). Lose this once you RESET
108: Trick Die - Roll again. You may add + 1 or -1 to this die roll to get a new space.
109: If your score upon rolling this is positive, make it negative. If your score upon rolling this is negative, make it positive. Does nothing on doubled or halved rolls.
110: Swap the first and last digits of your score.
111: High Roller-Lose all your symbols (*, #, ♦, +, ~, ^, %) then RESET. Then Roll 5 dice (whatever number we're on). Carry them out in any order.
112: Roll a d20. A 7 is a Jackpot, a 13 is Unlucky, 20 is reset, 3 is a protect, 4 is a diamond (+7 each successive roll), 9 is the everyone protect, and all others are plus 100.
113: Gain a
SUPER PROTECT
(denoted with a
^
). This lets you cancel one die roll that
you
roll and allows you to re-roll it
114: Symbol Shop-You may purchase up to 1 of each of the following for the listed price;
*
for -100, ♦ for -30,
#
for -100,
^
for -150
115: Critical hit: the next negative effect that hits you will be multiplied by 1.5, denoted by %. This can be removed by a protect.
116: Roll from 1 to 25 out of the posts from the last page. Continue rolling until you land on a post with a dice tag. Apply this effect.
117: Symbol Resale: You
may
sell a symbol for 1.5 times the price listed in 114. You may also pay off a % for 100 points. (+ sells for 150 points, ♣ sells for 750 points)
118: Redemption-Anyone who is negative
Go to 300
. Everyone in the positive +300. If you are currently at 0, +100 and gain a
SUPER PROTECT

119: Gain a
+
, protecting you from anything that puts you to 0 or negative. It's lost when you get protected by it. Stackable
120:
JACKPOT!!!

121:
EVERYONE GO TO 420

122: If you aren't winning, STEAL 20% of the leader's score, unless the leader is in the negatives.
123:
+250

124:
GO TO THE SCORE OF THE LEADER

125: -100 for each symbol you have. Double this amount if you're leading.
126: Take the absolute value of your score (potentially having you win if you were <= -1500) then RESET. All other players gain half of the absolute value of your score.
127: ROLL AGAIN (2x) but if you land on a negative space, make it positive. If the space has anything other than +num/-num do what the space says normally instead.
128: Halve your score.
129: Mind Control-Choose 2 other players. Then roll 1 die for each of them. You can either have them take the effect or you can take the effect. If there are any further die rolls you can still choose ultimately if you want the result or not.
130: Give all other players a critical hit (%). Gain 50 points for each player this is done to.
131:
+200
, then change the last two digits of your score and the Jackpot to '31'.
132: MERGE then RESET
133: ROLL AGAIN (x3)
134: Lucky Start-When you land on this space add a ♣ next to your name. If you already have this next to your name, you automatically win this round. If another player has a ♣ they lose it. At the end of the game whoever has the ♣ starts the next game off with 500 points and 2
PROTECT
. The only way to lose it is if someone else lands on this space.
135: Choose a symbol and give everyone one of that symbol.
136: Crippled-You may only roll a d100 until you increase your score equals or surpasses 750, or if you RESET. If your score is currently 750+
GO TO 600
. Denoted with a
~

137: Clear all symbols (except the ♣)
138: EVERYONE MERGE
139: Double your score, unless it would cause you to win, in which case you reset.
140: All players lose any negative symbols
141:
Pretty Lucky-
CHOOSE 1 of the following: Gain 3 symbols of your choice (excluding the clover)/
GO TO 750
/
JACKPOT!!!
. This cannot cause you to win.
142: MERGE with the
JACKPOT!!!

143: Switch scores with the player of your choice.
144: Gain a
PROTECT
but give the leader a
SUPER PROTECT
unless you are the leader. Then
+200

145: All players score 50 points per symbol except clubs, which is -100, and diamonds, which is +177. Then
+200
and gain a Diamond.
146: Cleanse-Remove any symbols you don't want from yourself and then remove a ~ or % from another player. Then gain +200
147:
UNLUCKY
:(
148:
+350
and gain a
PROTECT

149:
UNLUCKY
:(
150:
GO TO THE SCORE OF LAST PLACE

151: Express:
+100
. Now you can either roll 1d100 or stop. If you roll 1d100 and land on a space that will causes your score to decrease, RESET. If you roll a space that causes your score to stay or increase, you increase your score and you will get the offer to roll1d100 or stop again (and so on and so on until you stop or RESET due to bad roll)
152: Express
153: Accelerant: (Denoted by ">") Gain 3 ">" While you have this symbol, whenever you roll a die (legally), gain points equal to its die roll. After each roll lose 1 ">".
154: Insurance-Give all players a $. This blocks the next unlucky space you land on. Then gain +300
155: Portable Trick Die: Stackable, represented by "!". After any die roll (not just the initial one), you may spend 250 points and the ! to change the result by +/- 1.
156: Big Wheel - Roll a 1d20. After one "spin" you may choose to stop and claim 25x your result or respin for more points. If you go over 20 in two spins, UNLUCKY . If your first spin, or the combination of two spins, land exactly on 20, +1000 and a chance to do a "bonus spin", which if land on 1 or 3 you get a PROTECT, land on 20 gets an instant win (any other number in the bonus spin is worth nothing).
157: ROLL AGAIN, then ROLL AGAIN (again)
158: Russian Roulette: Roll a single die, the number of sides equal to the number of people currently playing. -1,000 for whoever it lands on.
159: RESET. If you did, roll 10d150. Gain the total.
160: For every 250 points you have, gain a
Critical Hit
.
161: Anti-Protect: The next time you would gain points (either through a reset, a positive space, or trying to steal/merge points) your score does not increase. These are stackable. (Represented by an '&' symbol.)
162:
+300

163: Cursed Doll: Gain a (┛◉Д◉)┛彡┻━┻ if no one has it or steal one if someone has it. When you own the symbol, if anyone rolled a prime number, earn a Critical Hit. If you rolled a composite number (not prime), you can either take +100 or pass the Cursed Doll to another player. To avoid confusion, if this square is landed via a 111 (High Roller), treat this as a + 0.
164: Wicked: A space is wicked when it's orange. If you land on a wicked space, roll a die. The space where the die landed will also become wicked. In addition, you must either choose to take -50 or the Russian Roulette.

165:
GO TO 200
. Then gain a symbol no one else currently has of your choice.
166: +25
167: Bowser Time-Roll 1d6. 1= -500, 2= EVERYONE -500, 3= Lose all your symbols, 4= EVERYONE MERGE, 5=
UNLUCKY
:( , 6=
JACKPOT!!!

168:
-200
but then gain a
#

169: Portable Trick Die (!)
170: Trade one symbol with another player if possible (excluding Lucky Start).
171: LEND 100: Give 100 to another player.
172: Builder-Change a 'Create your own space' into something of your choice. Then activate a space 2-10 that isn't a 'create your own space' that isn't the one you just made
173: Swap Roll-Revert the score and symbols of the last player who rolled to what they had before their turn. You now take the result of their turn.
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Post Post #12604 (isolation #183) » Thu Mar 15, 2018 2:48 pm

Post by Ircher »

Original Roll String: 1d173
1 173-Sided Dice: (49) = 49
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Post Post #12605 (isolation #184) » Thu Mar 15, 2018 2:49 pm

Post by Ircher »

Keep the doll for +100.

Mallow: 700
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(Doll) Ircher: 600
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Jackpot: 1200
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Post Post #12608 (isolation #185) » Thu Mar 15, 2018 2:53 pm

Post by Ircher »

Original Roll String: 1d173
1 173-Sided Dice: (108) = 108
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Post Post #12609 (isolation #186) » Thu Mar 15, 2018 2:54 pm

Post by Ircher »

Yes! Still keeping the doll.

Mallow: 700
♦^^♣Agent Sparkles: 1256
(Doll) Ircher: 1200
!JerryArr: 0

Jackpot: 1200
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Post Post #12615 (isolation #187) » Thu Mar 15, 2018 3:09 pm

Post by Ircher »

Original Roll String: 1d173
1 173-Sided Dice: (108) = 108
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Post Post #12616 (isolation #188) » Thu Mar 15, 2018 3:10 pm

Post by Ircher »

Keeping the doll (still)

Mallow: 700
♦^>!♣Agent Sparkles: 1277
(Doll) %Ircher: 1390
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Post Post #12619 (isolation #189) » Thu Mar 15, 2018 3:15 pm

Post by Ircher »

Original Roll String: 1d173
1 173-Sided Dice: (170) = 170
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Post Post #12620 (isolation #190) » Thu Mar 15, 2018 3:15 pm

Post by Ircher »

Pretty sure 43 is prime.

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Post Post #12624 (isolation #191) » Thu Mar 15, 2018 3:20 pm

Post by Ircher »

Actualy, I dont think it works that wat.

Edit: What I mean is that the 1/2 is in effect and the previous *2 is irrelevant.

Edit2: For mind control, I'd say that means you can only pick one player.
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Post Post #12626 (isolation #192) » Thu Mar 15, 2018 3:23 pm

Post by Ircher »

I editted the post --> Go back a page.
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Post Post #12627 (isolation #193) » Thu Mar 15, 2018 3:24 pm

Post by Ircher »

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: ROLL AGAIN (x1/2)
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:
PROTECT

102: Roll a 1d7. If you roll a 7, gain
PROTECT
and ROLL AGAIN (2x). If you roll a 6,
+100
. If you roll 5 or less,
-100

103: You personally ignore the next effect that negatively affects everyone (shown using
#
). Stackable
104: Rigged Die - Roll a 1d6. Rolling a 1 results in -150, rolling a 2 results in -300, rolling a 3 results in -150, rolling a 4 results in EVERYONE -100, rolling a 5 results in
+25
and rolling a 6 results in
+150

105: +5 if your score is odd. Halve it if it's even. Additionally, take the halved amount away from the jackpot.
106: Roll again. -300 if the result of this roll is a +# space, +300 if not. Don't trigger the effects of the space, solely take the +/- 300
107: You get a ♦ by your name. For the remainder of the game you gain +7 every time you roll (this is in addition to whatever your roll is). Lose this once you RESET
108: Trick Die - Roll again. You may add + 1 or -1 to this die roll to get a new space.
109: If your score upon rolling this is positive, make it negative. If your score upon rolling this is negative, make it positive. Does nothing on doubled or halved rolls.
110: Swap the first and last digits of your score.
111: High Roller-Lose all your symbols (*, #, ♦, +, ~, ^, %) then RESET. Then Roll 5 dice (whatever number we're on). Carry them out in any order.
112: Roll a d20. A 7 is a Jackpot, a 13 is Unlucky, 20 is reset, 3 is a protect, 4 is a diamond (+7 each successive roll), 9 is the everyone protect, and all others are plus 100.
113: Gain a
SUPER PROTECT
(denoted with a
^
). This lets you cancel one die roll that
you
roll and allows you to re-roll it
114: Symbol Shop-You may purchase up to 1 of each of the following for the listed price;
*
for -100, ♦ for -30,
#
for -100,
^
for -150
115: Critical hit: the next negative effect that hits you will be multiplied by 1.5, denoted by %. This can be removed by a protect.
116: Roll from 1 to 25 out of the posts from the last page. Continue rolling until you land on a post with a dice tag. Apply this effect.
117: Symbol Resale: You
may
sell a symbol for 1.5 times the price listed in 114. You may also pay off a % for 100 points. (+ sells for 150 points, ♣ sells for 750 points)
118: Redemption-Anyone who is negative
Go to 300
. Everyone in the positive +300. If you are currently at 0, +100 and gain a
SUPER PROTECT

119: Gain a
+
, protecting you from anything that puts you to 0 or negative. It's lost when you get protected by it. Stackable
120:
JACKPOT!!!

121:
EVERYONE GO TO 420

122: If you aren't winning, STEAL 20% of the leader's score, unless the leader is in the negatives.
123:
+250

124:
GO TO THE SCORE OF THE LEADER

125: -100 for each symbol you have. Double this amount if you're leading.
126: Take the absolute value of your score (potentially having you win if you were <= -1500) then RESET. All other players gain half of the absolute value of your score.
127: ROLL AGAIN (2x) but if you land on a negative space, make it positive. If the space has anything other than +num/-num do what the space says normally instead.
128: Halve your score.
129: Mind Control-Choose 2 other players. Then roll 1 die for each of them. You can either have them take the effect or you can take the effect. If there are any further die rolls you can still choose ultimately if you want the result or not.
130: Give all other players a critical hit (%). Gain 50 points for each player this is done to.
131:
+200
, then change the last two digits of your score and the Jackpot to '31'.
132: MERGE then RESET
133: ROLL AGAIN (x3)
134: Lucky Start-When you land on this space add a ♣ next to your name. If you already have this next to your name, you automatically win this round. If another player has a ♣ they lose it. At the end of the game whoever has the ♣ starts the next game off with 500 points and 2
PROTECT
. The only way to lose it is if someone else lands on this space.
135: Choose a symbol and give everyone one of that symbol.
136: Crippled-You may only roll a d100 until you increase your score equals or surpasses 750, or if you RESET. If your score is currently 750+
GO TO 600
. Denoted with a
~

137: Clear all symbols (except the ♣)
138: EVERYONE MERGE
139: Double your score, unless it would cause you to win, in which case you reset.
140: All players lose any negative symbols
141:
Pretty Lucky-
CHOOSE 1 of the following: Gain 3 symbols of your choice (excluding the clover)/
GO TO 750
/
JACKPOT!!!
. This cannot cause you to win.
142: MERGE with the
JACKPOT!!!

143: Switch scores with the player of your choice.
144: Gain a
PROTECT
but give the leader a
SUPER PROTECT
unless you are the leader. Then
+200

145: All players score 50 points per symbol except clubs, which is -100, and diamonds, which is +177. Then
+200
and gain a Diamond.
146: Cleanse-Remove any symbols you don't want from yourself and then remove a ~ or % from another player. Then gain +200
147:
UNLUCKY
:(
148:
+350
and gain a
PROTECT

149:
UNLUCKY
:(
150:
GO TO THE SCORE OF LAST PLACE

151: Express:
+100
. Now you can either roll 1d100 or stop. If you roll 1d100 and land on a space that will causes your score to decrease, RESET. If you roll a space that causes your score to stay or increase, you increase your score and you will get the offer to roll1d100 or stop again (and so on and so on until you stop or RESET due to bad roll)
152: Express
153: Accelerant: (Denoted by ">") Gain 3 ">" While you have this symbol, whenever you roll a die (legally), gain points equal to its die roll. After each roll lose 1 ">".
154: Insurance-Give all players a $. This blocks the next unlucky space you land on. Then gain +300
155: Portable Trick Die: Stackable, represented by "!". After any die roll (not just the initial one), you may spend 250 points and the ! to change the result by +/- 1.
156: Big Wheel - Roll a 1d20. After one "spin" you may choose to stop and claim 25x your result or respin for more points. If you go over 20 in two spins, UNLUCKY . If your first spin, or the combination of two spins, land exactly on 20, +1000 and a chance to do a "bonus spin", which if land on 1 or 3 you get a PROTECT, land on 20 gets an instant win (any other number in the bonus spin is worth nothing).
157: ROLL AGAIN, then ROLL AGAIN (again)
158: Russian Roulette: Roll a single die, the number of sides equal to the number of people currently playing. -1,000 for whoever it lands on.
159: RESET. If you did, roll 10d150. Gain the total.
160: For every 250 points you have, gain a
Critical Hit
.
161: Anti-Protect: The next time you would gain points (either through a reset, a positive space, or trying to steal/merge points) your score does not increase. These are stackable. (Represented by an '&' symbol.)
162:
+300

163: Cursed Doll: Gain a ◉ if no one has it or steal one if someone has it. When you own the symbol, if anyone rolled a prime number, earn a Critical Hit. If you rolled a composite number (not prime), you can either take +100 or pass the Cursed Doll to another player. To avoid confusion, if this square is landed via a 111 (High Roller), treat this as a + 0.
164: Wicked: A space is wicked when it's orange. If you land on a wicked space, roll a die. The space where the die landed will also become wicked. In addition, you must either choose to take -50 or the Russian Roulette.

165:
GO TO 200
. Then gain a symbol no one else currently has of your choice.
166: +25
167: Bowser Time-Roll 1d6. 1= -500, 2= EVERYONE -500, 3= Lose all your symbols, 4= EVERYONE MERGE, 5=
UNLUCKY
:( , 6=
JACKPOT!!!

168:
-200
but then gain a
#

169: Portable Trick Die (!)
170: Trade one symbol with another player if possible (excluding Lucky Start).
171: LEND 100: Give 100 to another player.
172: Builder-Change a 'Create your own space' into something of your choice. Then activate a space 2-10 that isn't a 'create your own space' that isn't the one you just made
173: Swap Roll-Revert the score and symbols of the last player who rolled to what they had before their turn. You now take the result of their turn.
174:
Equalizer
- Roll a 30d50. Everyone merges with the generated value. (Example at .)
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Post Post #12629 (isolation #194) » Thu Mar 15, 2018 3:25 pm

Post by Ircher »

I'll defer to precedent then. Edit: You determine which rolls were prime.
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Post Post #12631 (isolation #195) » Thu Mar 15, 2018 3:33 pm

Post by Ircher »

Original Roll String: 1d173
1 173-Sided Dice: (110) = 110
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Post Post #12632 (isolation #196) » Thu Mar 15, 2018 3:34 pm

Post by Ircher »

WIN!!!!!!!!
Mallow: 700
♦^!!♣Agent Sparkles: 1410
(Doll) %%%%Ircher: 1710
!JerryArr: 0

Jackpot: 1400
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Post Post #12635 (isolation #197) » Thu Mar 15, 2018 3:35 pm

Post by Ircher »

Same. Everyone will have til wait til tomorrow for the new space though--it's pretty late for me. (Not super late, just fairly late)
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Post Post #12639 (isolation #198) » Fri Mar 16, 2018 10:47 am

Post by Ircher »

Space 174 -
Equalizer
: Roll a 30d50. Everyone merges with the generated value.

(Eg: If Tom has 500, Bob has 200, and Mark has 700, and Tom lands on 174 and rolls a 500, the new scores are 500 for Tom, 350 for Bob, and 600 for Mark.)

Original Roll String: 1d174
1 174-Sided Dice: (63) = 63
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Post Post #12640 (isolation #199) » Fri Mar 16, 2018 10:48 am

Post by Ircher »

**Agent Sparkles: 500
♣Ircher: 0

Jackpot: 500
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