Race to 1500! (Game 109)
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Yes you can if you wantIn post 3545, BigYoshiFan wrote:I don't suppose I can go negative, so...
JDGA: -60
Gamma: 200
Cheery Dog: 200
Mallow: 20
Agent Sparkles: -100
Jackpot: 400
Original Roll String: 1d1151 115-Sided Dice: (2) = 2-
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Did you want to buy any symbols from your last roll? I'll allow you to if you want.In post 3556, BigYoshiFan wrote:I steal from mallow. :3
JDGA: -60
Gamma: 100
Cheery Dog: 200
^Mallow: 650
Agent Sparkles: 125
BigYoshiFan: 100
Jackpot: 400
Original Roll String: 1d1151 115-Sided Dice: (73) = 73-
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1: +400
2: Create Your Own Space
3: EVERYONE MERGE
4: Create Your Own Space
5: Create Your Own Space
6: Lose a protect, or +100 if you don't have a protect
7: EVERYONE -[the score of the player in last] (since the last-place player will probably be in the negative, this will add points most of the time)
8: -1, then roll again
9: Create Your Own Space
10: Create Your Own Space
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, gainPROTECTand ROLL AGAIN (2x). If you roll a 6,. If you roll 5 or less,+100-100
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+25and 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.
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(denoted with aSUPER PROTECT^). This lets you cancel one die roll thatyouroll 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.-
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1: +400
2: Create Your Own Space
3: EVERYONE MERGE
4: Create Your Own Space
5: Create Your Own Space
6: Lose a protect, or +100 if you don't have a protect
7: EVERYONE -[the score of the player in last] (since the last-place player will probably be in the negative, this will add points most of the time)
8: -1, then roll again
9: Create Your Own Space
10: Create Your Own Space
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, gainPROTECTand ROLL AGAIN (2x). If you roll a 6,. If you roll 5 or less,+100-100
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+25and 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.
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(denoted with aSUPER PROTECT^). This lets you cancel one die roll thatyouroll 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.-
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1: +400
2: Create Your Own Space
3: EVERYONE MERGE
4: Create Your Own Space
5: Create Your Own Space
6: Lose a protect, or +100 if you don't have a protect
7: EVERYONE -[the score of the player in last] (since the last-place player will probably be in the negative, this will add points most of the time)
8: -1, then roll again
9: Create Your Own Space
10: Create Your Own Space
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, gainPROTECTand ROLL AGAIN (2x). If you roll a 6,. If you roll 5 or less,+100-100
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+25and 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.
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(denoted with aSUPER PROTECT^). This lets you cancel one die roll thatyouroll 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.-
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1: +400
2: Create Your Own Space
3: EVERYONE MERGE
4: Create Your Own Space
5: Create Your Own Space
6: Lose a protect, or +100 if you don't have a protect
7: EVERYONE -[the score of the player in last] (since the last-place player will probably be in the negative, this will add points most of the time)
8: -1, then roll again
9: Create Your Own Space
10: Create Your Own Space
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, gainPROTECTand ROLL AGAIN (2x). If you roll a 6,. If you roll 5 or less,+100-100
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+25and 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.
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(denoted with aSUPER PROTECT^). This lets you cancel one die roll thatyouroll 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.-
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I'm sorry I must have been really tired, I thought he had a 4 on that roll. Lemme undo what I didIn post 3705, Agent Sparkles wrote:? I'd already edited in the -300 that he got from his last roll
And why did you change everyone else's scores?-
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