Race to 1500! (Game 109)

For completed/abandoned Mish Mash Games.
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Post Post #4141 (isolation #400) » Thu May 11, 2017 7:44 am

Post by JerryArr »

Original Roll String: 1d117
1 117-Sided Dice: (22) = 22
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Post Post #4142 (isolation #401) » Thu May 11, 2017 7:44 am

Post by JerryArr »

#Gamma: 275
Jerry: 129
JDGA: -610
^♦*Mallow: 1338
Cheery: 120
#BigYoshiFan: -430
Agent Sparkles: -750

Jack's Pot: 725
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Post Post #4148 (isolation #402) » Thu May 11, 2017 8:43 am

Post by JerryArr »

Original Roll String: 1d117
1 117-Sided Dice: (50) = 50
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Post Post #4149 (isolation #403) » Thu May 11, 2017 8:44 am

Post by JerryArr »

Gamma: 275
Jerry: -271
JDGA: -1010
♦Mallow: 1445
Cheery: -280
BigYoshiFan: -430
Agent Sparkles: -1150

Jack's Pot: 725
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Post Post #4175 (isolation #404) » Thu May 11, 2017 9:35 am

Post by JerryArr »

Original Roll String: 1d117
1 117-Sided Dice: (65) = 65
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Post Post #4176 (isolation #405) » Thu May 11, 2017 9:36 am

Post by JerryArr »

1: +400
2: ROLL AGAIN (x2)
3: Roll a 1d3. Roll again with that number as a multiplier.
4: +450
5: 3-WAY MERGE (Take 2 other people's scores add them with yours, divide by 3 then have those become your new scores, rounded up)
6: Swap your score with the current jackpot value.
7: Create Your Own Space
8: Create Your Own Space
9: You and the player in 1st place +200. If you're in first just take the +200
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, 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.
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.
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Post Post #4177 (isolation #406) » Thu May 11, 2017 9:36 am

Post by JerryArr »

Gamma: -265
Jerry: 405
JDGA: -1010
Mallow: -265
Cheery: -280
BigYoshiFan: -430
Agent Sparkles: -1150

Jack's Pot: 500
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Post Post #4180 (isolation #407) » Thu May 11, 2017 10:00 am

Post by JerryArr »

Original Roll String: 1d117
1 117-Sided Dice: (93) = 93
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Post Post #4181 (isolation #408) » Thu May 11, 2017 10:00 am

Post by JerryArr »

Gamma: 35
Jerry: 505
JDGA: -1010
Mallow: -265
Cheery: -280
BigYoshiFan: -430
Agent Sparkles: -1150

Jack's Pot: 600
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Post Post #4185 (isolation #409) » Thu May 11, 2017 10:11 am

Post by JerryArr »

Surprised face indeed.

Original Roll String: 1d117
1 117-Sided Dice: (72) = 72
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Post Post #4186 (isolation #410) » Thu May 11, 2017 10:11 am

Post by JerryArr »

Gamma: 35
Jerry: 565
JDGA: -1010
Mallow: 835
Cheery: -280
BigYoshiFan: -430
Agent Sparkles: -1150

Jack's Pot: 600
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Post Post #4192 (isolation #411) » Thu May 11, 2017 11:15 am

Post by JerryArr »

Gamma: -45
Jerry: 565
JDGA: -1010
Mallow: 635
Cheery: -280
BigYoshiFan: -430
Agent Sparkles: -1150

Jack's Pot: 600

Original Roll String: 1d117
1 117-Sided Dice: (112) = 112
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Post Post #4193 (isolation #412) » Thu May 11, 2017 11:15 am

Post by JerryArr »

Gamma: -45
Jerry: 510
JDGA: -1010
Mallow: 635
Cheery: -280
BigYoshiFan: -430
Agent Sparkles: -1150

Jack's Pot: 600
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Post Post #4206 (isolation #413) » Thu May 11, 2017 2:29 pm

Post by JerryArr »

Original Roll String: 1d117
1 117-Sided Dice: (42) = 42
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Post Post #4207 (isolation #414) » Thu May 11, 2017 2:29 pm

Post by JerryArr »

Whee!

Gamma: -45
Jerry: 1110
JDGA: -900
Mallow: 635
Cheery: -280
BigYoshiFan: -605
Agent Sparkles: -725

Jack's Pot: 500
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Post Post #4210 (isolation #415) » Thu May 11, 2017 2:35 pm

Post by JerryArr »

Original Roll String: 1d117
1 117-Sided Dice: (42) = 42
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Post Post #4211 (isolation #416) » Thu May 11, 2017 2:36 pm

Post by JerryArr »

7 is now "Roll again. After rolling, choose whether to apply x2, x1/2, or neither to that roll."
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Post Post #4228 (isolation #417) » Thu May 11, 2017 4:12 pm

Post by JerryArr »

Original Roll String: 1d117
1 117-Sided Dice: (71) = 71
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Post Post #4229 (isolation #418) » Thu May 11, 2017 4:13 pm

Post by JerryArr »

Gamma: 0
Jerry: 53
JDGA: -1325
#Mallow: 235
Cheery: -680
BigYoshiFan: -97
Agent Sparkles: -1125

Jack's Pot: 445
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Post Post #4247 (isolation #419) » Thu May 11, 2017 6:36 pm

Post by JerryArr »

Original Roll String: 1d117
1 117-Sided Dice: (19) = 19
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Post Post #4248 (isolation #420) » Thu May 11, 2017 6:36 pm

Post by JerryArr »

Gamma: 0
Jerry: 183
*♦♦♦^JDGA: -1591
#Mallow: -145
♦Cheery: -680
BigYoshiFan: -97
Agent Sparkles: -1125

Jack's Pot: 345
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Post Post #4251 (isolation #421) » Thu May 11, 2017 9:34 pm

Post by JerryArr »

1: +400
2: ROLL AGAIN (x2)
3: Roll a 1d3. Roll again with that number as a multiplier.
4: +450
5: 3-WAY MERGE (Take 2 other people's scores add them with yours, divide by 3 then have those become your new scores, rounded up)
6: Swap your score with the current jackpot value.
7: Roll again. After rolling, choose whether to apply x2, x1/2, or neither to that roll.
8: Create Your Own Space
9: You and the player in 1st place +200. If you're in first just take the +200
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, 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.
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.
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Post Post #4252 (isolation #422) » Thu May 11, 2017 9:34 pm

Post by JerryArr »

Original Roll String: 1d117
1 117-Sided Dice: (7) = 7
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Post Post #4253 (isolation #423) » Thu May 11, 2017 9:35 pm

Post by JerryArr »

Gamma: 0
Jerry: 133
*♦♦♦^JDGA: -1170
#Mallow: -145
♦Cheery: -680
BigYoshiFan: -97
Agent Sparkles: -1125

Jack's Pot: 345
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Post Post #4271 (isolation #424) » Fri May 12, 2017 7:34 am

Post by JerryArr »

Original Roll String: 1d117
1 117-Sided Dice: (34) = 34
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Post Post #4272 (isolation #425) » Fri May 12, 2017 7:35 am

Post by JerryArr »

Gamma: 0
Jerry: -42
♦♦♦^JDGA: -1012
♦^#Mallow: 212
♦Cheery: -680
BigYoshiFan: -97
Agent Sparkles: -975

Jack's Pot: 345
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Post Post #4275 (isolation #426) » Fri May 12, 2017 7:46 am

Post by JerryArr »

Original Roll String: 1d117
1 117-Sided Dice: (93) = 93
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Post Post #4276 (isolation #427) » Fri May 12, 2017 7:46 am

Post by JerryArr »

1: +400
2: ROLL AGAIN (x2)
3: Roll a 1d3. Roll again with that number as a multiplier.
4: +450
5: 3-WAY MERGE (Take 2 other people's scores add them with yours, divide by 3 then have those become your new scores, rounded up)
6: Swap your score with the current jackpot value.
7: Roll again. After rolling, choose whether to apply x2, x1/2, or neither to that roll.
8: Create Your Own Space
9: You and the player in 1st place +200. If you're in first just take the +200
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, 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.
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.
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Post Post #4277 (isolation #428) » Fri May 12, 2017 7:47 am

Post by JerryArr »

Marging with Marlow

Gamma: 0
Jerry: 85
♦♦♦^JDGA: -966
♦^#Mallow: 85
♦Cheery: -680
BigYoshiFan: -97
Agent Sparkles: -975

Jack's Pot: 345
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Post Post #4280 (isolation #429) » Fri May 12, 2017 11:29 am

Post by JerryArr »

99 time

Original Roll String: 1d117
1 117-Sided Dice: (35) = 35
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Post Post #4281 (isolation #430) » Fri May 12, 2017 11:29 am

Post by JerryArr »

Gamma: 0
Jerry: 135
♦♦♦^JDGA: -966
♦^#Mallow: 85
♦Cheery: -680
BigYoshiFan: -152
Agent Sparkles: -975

Jack's Pot: 300
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Post Post #4284 (isolation #431) » Fri May 12, 2017 1:43 pm

Post by JerryArr »

Hi there, how are you d-- hey, wait...

Original Roll String: 1d117
1 117-Sided Dice: (52) = 52
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Post Post #4285 (isolation #432) » Fri May 12, 2017 1:44 pm

Post by JerryArr »

Score!

Gamma: 0
Jerry: 65
♦♦♦^JDGA: -966
♦^#Mallow: 85
♦Cheery: -680
BigYoshiFan: -52
Agent Sparkles: -975

Jack's Pot: 300
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Post Post #4324 (isolation #433) » Sat May 13, 2017 11:42 am

Post by JerryArr »

Original Roll String: 1d117
1 117-Sided Dice: (75) = 75
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Post Post #4325 (isolation #434) » Sat May 13, 2017 11:42 am

Post by JerryArr »

Gamma: 29
%Jerry: 65
♦♦♦JDGA: 335
♦^#Mallow: 85
♦Cheery: -680
BigYoshiFan: 444
Agent Sparkles: -975

Jack's Pot: 300
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Post Post #4326 (isolation #435) » Sat May 13, 2017 11:42 am

Post by JerryArr »

1: +400
2: ROLL AGAIN (x2)
3: Roll a 1d3. Roll again with that number as a multiplier.
4: +450
5: 3-WAY MERGE (Take 2 other people's scores add them with yours, divide by 3 then have those become your new scores, rounded up)
6: Swap your score with the current jackpot value.
7: Roll again. After rolling, choose whether to apply x2, x1/2, or neither to that roll.
8: Create Your Own Space
9: You and the player in 1st place +200. If you're in first just take the +200
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, 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.
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.
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Post Post #4331 (isolation #436) » Sat May 13, 2017 12:40 pm

Post by JerryArr »

Original Roll String: 1d117
1 117-Sided Dice: (31) = 31
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Post Post #4332 (isolation #437) » Sat May 13, 2017 12:41 pm

Post by JerryArr »

Gamma: 29
%Jerry: 365
♦♦♦JDGA: 335
♦^#Mallow: 85
♦Cheery: -680
BigYoshiFan: 779
Agent Sparkles: -875

Jack's Pot: 400
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Post Post #4337 (isolation #438) » Sat May 13, 2017 2:54 pm

Post by JerryArr »

Original Roll String: 1d117
1 117-Sided Dice: (91) = 91
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Post Post #4338 (isolation #439) » Sat May 13, 2017 2:54 pm

Post by JerryArr »

Gamma: 119
%Jerry: 565
♦♦♦JDGA: 306
♦^#Mallow: 85
♦Cheery: -680
BigYoshiFan: 979
Agent Sparkles: -875

Jack's Pot: 400
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Post Post #4351 (isolation #440) » Sat May 13, 2017 8:32 pm

Post by JerryArr »

1: +400
2: ROLL AGAIN (x2)
3: Roll a 1d3. Roll again with that number as a multiplier.
4: +450
5: 3-WAY MERGE (Take 2 other people's scores add them with yours, divide by 3 then have those become your new scores, rounded up)
6: Swap your score with the current jackpot value.
7: Roll again. After rolling, choose whether to apply x2, x1/2, or neither to that roll.
8: Create Your Own Space
9: You and the player in 1st place +200. If you're in first just take the +200
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, 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.
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.
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Post Post #4352 (isolation #441) » Sat May 13, 2017 8:33 pm

Post by JerryArr »

Original Roll String: 1d117
1 117-Sided Dice: (69) = 69
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Post Post #4353 (isolation #442) » Sat May 13, 2017 8:33 pm

Post by JerryArr »

Gamma: -481
Jerry: 65
♦♦♦JDGA: -402
♦^Mallow: 85
♦Cheery: -1080
BigYoshiFan: 579
Agent Sparkles: -1275

Steve's Pot: 400
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Post Post #4392 (isolation #443) » Sun May 14, 2017 12:21 pm

Post by JerryArr »

Original Roll String: 1d117
1 117-Sided Dice: (106) = 106
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Post Post #4393 (isolation #444) » Sun May 14, 2017 12:22 pm

Post by JerryArr »

Gee!

Gamma: 175
Jerry: -135
#♦♦♦JDGA: 49
♦^Mallow: 85
Cheery: 0
♦BigYoshiFan: 936
Agent Sparkles: -1275

Loot-o-Meter: 400
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Post Post #4399 (isolation #445) » Sun May 14, 2017 1:23 pm

Post by JerryArr »

Original Roll String: 1d117
1 117-Sided Dice: (107) = 107
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Post Post #4400 (isolation #446) » Sun May 14, 2017 1:24 pm

Post by JerryArr »

Gamma: 175
*Jerry: -135
#♦♦♦JDGA: 100
♦^Mallow: 85
Cheery: 0
♦BigYoshiFan: 1093
Agent Sparkles: -1275

Loot-o-Meter: 400
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Post Post #4401 (isolation #447) » Sun May 14, 2017 1:24 pm

Post by JerryArr »

1: +400
2: ROLL AGAIN (x2)
3: Roll a 1d3. Roll again with that number as a multiplier.
4: +450
5: 3-WAY MERGE (Take 2 other people's scores add them with yours, divide by 3 then have those become your new scores, rounded up)
6: Swap your score with the current jackpot value.
7: Roll again. After rolling, choose whether to apply x2, x1/2, or neither to that roll.
8: Multiply your score by -1.1, discarding any decimal.
9: You and the player in 1st place +200. If you're in first just take the +200
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, 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.
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.
Last edited by JerryArr on Sun May 14, 2017 3:38 pm, edited 1 time in total.
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Post Post #4415 (isolation #448) » Sun May 14, 2017 3:38 pm

Post by JerryArr »

Original Roll String: 1d117
1 117-Sided Dice: (54) = 54
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Post Post #4416 (isolation #449) » Sun May 14, 2017 3:39 pm

Post by JerryArr »

Gamma: 75
Jerry: -135
##♦♦♦JDGA: 238
♦^Mallow: 122
Cheery: 0
♦BigYoshiFan: 1150
Agent Sparkles: -1275

Loot-o-Meter: 300
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Post Post #4447 (isolation #450) » Sun May 14, 2017 7:06 pm

Post by JerryArr »

Original Roll String: 1d117
1 117-Sided Dice: (18) = 18
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Post Post #4448 (isolation #451) » Sun May 14, 2017 7:07 pm

Post by JerryArr »

Woo useless roll

##^JDGA: -60
BigYoshiFan: 425
Gamma: 695
Mallow: -300
Jerry: 000

Jackpot: 500
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Post Post #4469 (isolation #452) » Sun May 14, 2017 8:46 pm

Post by JerryArr »

Original Roll String: 1d117
1 117-Sided Dice: (25) = 25
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Post Post #4470 (isolation #453) » Sun May 14, 2017 8:46 pm

Post by JerryArr »

##JDGA: 200
BigYoshiFan: 565
*♦️Gamma: 572
Mallow: -300
Jerry: 100
Cheery -100

Jackpot: 500
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Post Post #4510 (isolation #454) » Mon May 15, 2017 9:07 am

Post by JerryArr »

Original Roll String: 1d117
1 117-Sided Dice: (10) = 10
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Post Post #4511 (isolation #455) » Mon May 15, 2017 9:08 am

Post by JerryArr »

Doubled!

Original Roll String: 1d117
1 117-Sided Dice: (2) = 2
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Post Post #4512 (isolation #456) » Mon May 15, 2017 9:08 am

Post by JerryArr »

D'oh!

*♦#JDGA: 300
BigYoshiFan: 405
♦️Gamma: -150
Mallow: -459
Jerry: -140
Cheery 500

Jackpot: 300
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Post Post #4534 (isolation #457) » Tue May 16, 2017 10:15 am

Post by JerryArr »

Original Roll String: 1d117
1 117-Sided Dice: (23) = 23
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Post Post #4535 (isolation #458) » Tue May 16, 2017 10:16 am

Post by JerryArr »

*♦#JDGA: -154
BigYoshiFan: 423
♦Gamma: 180
Mallow: -159
Jerry: -190
Cheery 500

Jackpot: 500
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Post Post #4642 (isolation #459) » Wed May 17, 2017 8:33 am

Post by JerryArr »

Original Roll String: 1d117
1 117-Sided Dice: (62) = 62
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Post Post #4643 (isolation #460) » Wed May 17, 2017 8:33 am

Post by JerryArr »

*♦#JDGA: 1275
BigYoshiFan: 700
♦Gamma: 46
Mallow: -1624
Jerry: -390
Cheery: 955

Jackpot: 300
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Post Post #4646 (isolation #461) » Wed May 17, 2017 8:40 am

Post by JerryArr »

Original Roll String: 1d117
1 117-Sided Dice: (60) = 60
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Post Post #4647 (isolation #462) » Wed May 17, 2017 8:42 am

Post by JerryArr »

I'll take 200 from JDGA, aka removing that protect.

♦#JDGA: 1275
BigYoshiFan: 700
♦Gamma: 46
Mallow: -1674
Jerry: -190
Cheery: 955

Jackpot: 300
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Post Post #4650 (isolation #463) » Wed May 17, 2017 8:50 am

Post by JerryArr »

(tada noise)

Original Roll String: 1d117
1 117-Sided Dice: (66) = 66
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Post Post #4651 (isolation #464) » Wed May 17, 2017 8:50 am

Post by JerryArr »

1: +400
2: ROLL AGAIN (x2)
3: Roll a 1d3. Roll again with that number as a multiplier.
4: +450
5: 3-WAY MERGE (Take 2 other people's scores add them with yours, divide by 3 then have those become your new scores, rounded up)
6: Swap your score with the current jackpot value.
7: Roll again. After rolling, choose whether to apply x2, x1/2, or neither to that roll.
8: Multiply your score by -1.1, discarding any decimal.
9: You and the player in 1st place +200. If you're in first just take the +200
10: 10: If your score is greater than (1500 - 100 * [the number of times this space has been landed on]), go directly to 1500.
ie the first time, instant win if you're >1400, then >1300, etc
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 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.
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.
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Post Post #4652 (isolation #465) » Wed May 17, 2017 8:51 am

Post by JerryArr »

♦#JDGA: 1275
BigYoshiFan: 700
♦Gamma: 46
Mallow: 300
Jerry: 160
Cheery: 955

Jackpot: 300
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Post Post #4667 (isolation #466) » Wed May 17, 2017 12:50 pm

Post by JerryArr »

Original Roll String: 1d117
1 117-Sided Dice: (38) = 38
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Post Post #4668 (isolation #467) » Wed May 17, 2017 12:50 pm

Post by JerryArr »

♦#JDGA: 1275
BigYoshiFan: 1000
♦Gamma: -447
#Mallow: -45
Jerry: 250
Cheery: 955

Jackpot: 500
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Post Post #4672 (isolation #468) » Wed May 17, 2017 1:34 pm

Post by JerryArr »

Original Roll String: 1d117
1 117-Sided Dice: (110) = 110
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Post Post #4673 (isolation #469) » Wed May 17, 2017 1:34 pm

Post by JerryArr »

Good roll pls

Original Roll String: 1d117
1 117-Sided Dice: (47) = 47
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Post Post #4674 (isolation #470) » Wed May 17, 2017 1:35 pm

Post by JerryArr »

350-300, I'll take it

♦#JDGA: 615
BigYoshiFan: 1000
♦Gamma: -447
#Mallow: 615
Jerry: 300
Cheery: 955

Jackpot: 500
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Post Post #4695 (isolation #471) » Wed May 17, 2017 4:23 pm

Post by JerryArr »

Original Roll String: 1d117
1 117-Sided Dice: (102) = 102
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Post Post #4696 (isolation #472) » Wed May 17, 2017 4:23 pm

Post by JerryArr »

(disdainful noise)

♦#JDGA: 552
♦BigYoshiFan: -16
♦Gamma: -255
#Mallow: 25
Jerry: -200
Cheery: 955
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Post Post #4723 (isolation #473) » Wed May 17, 2017 5:13 pm

Post by JerryArr »

Original Roll String: 1d117
1 117-Sided Dice: (85) = 85
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Post Post #4724 (isolation #474) » Wed May 17, 2017 5:13 pm

Post by JerryArr »

*♦♦JDGA: 540
♦BigYoshiFan: -409
Gamma: -400
Mallow: -115
Jerry: -650
Cheery: 555

Jackpot: 400
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Post Post #4733 (isolation #475) » Wed May 17, 2017 7:00 pm

Post by JerryArr »

Original Roll String: 1d117
1 117-Sided Dice: (62) = 62
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Post Post #4734 (isolation #476) » Wed May 17, 2017 7:00 pm

Post by JerryArr »

1: +400
2: ROLL AGAIN (x2)
3: Roll a 1d3. Roll again with that number as a multiplier.
4: +450
5: 3-WAY MERGE (Take 2 other people's scores add them with yours, divide by 3 then have those become your new scores, rounded up)
6: Swap your score with the current jackpot value.
7: Roll again. After rolling, choose whether to apply x2, x1/2, or neither to that roll.
8: Multiply your score by -1.1, discarding any decimal.
9: You and the player in 1st place +200. If you're in first just take the +200
10: 10: If your score is greater than (1500 - 100 * [the number of times this space has been landed on]), go directly to 1500.
ie the first time, instant win if you're >1400, then >1300, etc
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 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.
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.
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Post Post #4735 (isolation #477) » Wed May 17, 2017 7:01 pm

Post by JerryArr »

*♦♦JDGA: 588
♦BigYoshiFan: -409
Gamma: -900
Mallow: -115
Jerry: -725
Cheery: 560

Jackpot: 400
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Post Post #4751 (isolation #478) » Wed May 17, 2017 8:38 pm

Post by JerryArr »

1: +400
2: ROLL AGAIN (x2)
3: Roll a 1d3. Roll again with that number as a multiplier.
4: +450
5: 3-WAY MERGE (Take 2 other people's scores add them with yours, divide by 3 then have those become your new scores, rounded up)
6: Swap your score with the current jackpot value.
7: Roll again. After rolling, choose whether to apply x2, x1/2, or neither to that roll.
8: Multiply your score by -1.1, discarding any decimal.
9: You and the player in 1st place +200. If you're in first just take the +200
10: 10: If your score is greater than (1500 - 100 * [the number of times this space has been landed on]), go directly to 1500.
ie the first time, instant win if you're >1400, then >1300, etc
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 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.
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.
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Post Post #4752 (isolation #479) » Wed May 17, 2017 8:38 pm

Post by JerryArr »

Original Roll String: 1d117
1 117-Sided Dice: (110) = 110
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Post Post #4753 (isolation #480) » Wed May 17, 2017 8:39 pm

Post by JerryArr »

Exactly what I need

*♦♦JDGA: 1074
♦BigYoshiFan: -409
Gamma: -285
Mallow: -115
*Jerry: -725
Cheery: 560

Jackpot: 650
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Post Post #4834 (isolation #481) » Thu May 18, 2017 6:15 am

Post by JerryArr »

Original Roll String: 1d117
1 117-Sided Dice: (35) = 35
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Post Post #4835 (isolation #482) » Thu May 18, 2017 6:15 am

Post by JerryArr »

Gamma: -415
Jerry: 400
JDGA: -480
*Mallow: 561
Cheery: 0

Jackpot: 1274
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Post Post #4838 (isolation #483) » Thu May 18, 2017 6:39 am

Post by JerryArr »

Original Roll String: 1d117
1 117-Sided Dice: (117) = 117
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Post Post #4839 (isolation #484) » Thu May 18, 2017 6:39 am

Post by JerryArr »

Gamma: -415
Jerry: 680
JDGA: -390
*Mallow: 561
Cheery: 0

Jackpot: 1274
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Post Post #4842 (isolation #485) » Thu May 18, 2017 8:09 am

Post by JerryArr »

Original Roll String: 1d117
1 117-Sided Dice: (51) = 51
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Post Post #4843 (isolation #486) » Thu May 18, 2017 8:10 am

Post by JerryArr »

*, ♦, and ^, -280

Gamma: -415
*♦^Jerry: 600
JDGA: -390
*Mallow: 761
Cheery: 0

Jackpot: 1274
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Post Post #4848 (isolation #487) » Thu May 18, 2017 10:26 am

Post by JerryArr »

316 per player, except my protect is used.

Gamma: 316
♦^Jerry: 600
JDGA: -390
*Mallow: 316
Cheery: 0

Jackpot: 1274
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Post Post #4849 (isolation #488) » Thu May 18, 2017 10:26 am

Post by JerryArr »

Original Roll String: 1d117
1 117-Sided Dice: (112) = 112
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Post Post #4850 (isolation #489) » Thu May 18, 2017 10:27 am

Post by JerryArr »

And now I'll use my Super Protect.

Original Roll String: 1d117
1 117-Sided Dice: (82) = 82
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Post Post #4851 (isolation #490) » Thu May 18, 2017 10:27 am

Post by JerryArr »

1: +400
2: ROLL AGAIN (x2)
3: Roll a 1d3. Roll again with that number as a multiplier.
4: +450
5: 3-WAY MERGE (Take 2 other people's scores add them with yours, divide by 3 then have those become your new scores, rounded up)
6: Swap your score with the current jackpot value.
7: Roll again. After rolling, choose whether to apply x2, x1/2, or neither to that roll.
8: Multiply your score by -1.1, discarding any decimal.
9: You and the player in 1st place +200. If you're in first just take the +200
10: If your score is greater than (1500 - 100 * [the number of times this space has been landed on]), go directly to 1500. (hit once so far)
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 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.
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.
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Post Post #4852 (isolation #491) » Thu May 18, 2017 10:28 am

Post by JerryArr »

Goodness me!

Gamma: 316
♦Jerry: 707
JDGA: -390
Mallow: 1061
Cheery: 0

Jackpot: 1374
Last edited by JerryArr on Thu May 18, 2017 10:58 am, edited 1 time in total.
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Post Post #4854 (isolation #492) » Thu May 18, 2017 10:58 am

Post by JerryArr »

That's what they all say (it's fixed now, my bad!)
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Post Post #4863 (isolation #493) » Thu May 18, 2017 1:48 pm

Post by JerryArr »

Original Roll String: 1d117
1 117-Sided Dice: (21) = 21
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Post Post #4864 (isolation #494) » Thu May 18, 2017 1:49 pm

Post by JerryArr »

Gamma: 401
♦Jerry: 744
JDGA: -335
Mallow: 1061
Cheery: 0
BigYoshiFan: -100

Jackpot: 1474
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Post Post #4868 (isolation #495) » Thu May 18, 2017 2:33 pm

Post by JerryArr »

Original Roll String: 1d117
1 117-Sided Dice: (89) = 89
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Post Post #4869 (isolation #496) » Thu May 18, 2017 2:33 pm

Post by JerryArr »

Gamma: 401
♦Jerry: 841
JDGA: -330
Mallow: 1061
Cheery: 0
BigYoshiFan: -100

Jackpot: 1474
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Post Post #4872 (isolation #497) » Thu May 18, 2017 2:45 pm

Post by JerryArr »

Original Roll String: 1d117
1 117-Sided Dice: (106) = 106
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Post Post #4873 (isolation #498) » Thu May 18, 2017 2:45 pm

Post by JerryArr »

Double roll!

Original Roll String: 1d117
1 117-Sided Dice: (37) = 37
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Post Post #4874 (isolation #499) » Thu May 18, 2017 2:46 pm

Post by JerryArr »

Here goes!

Original Roll String: 1d20
1 20-Sided Dice: (15) = 15
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Post Post #4875 (isolation #500) » Thu May 18, 2017 2:47 pm

Post by JerryArr »

Double hundred!

Gamma: 401
♦Jerry: 1048
JDGA: -320
Mallow: 1061
Cheery: 0
BigYoshiFan: -100

Jackpot: 1474
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Post Post #4879 (isolation #501) » Thu May 18, 2017 2:55 pm

Post by JerryArr »

Original Roll String: 1d117
1 117-Sided Dice: (44) = 44
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Post Post #4880 (isolation #502) » Thu May 18, 2017 2:56 pm

Post by JerryArr »

Gamma: 401
♦Jerry: -1145
JDGA: 130
Mallow: 1061
Cheery: 0
BigYoshiFan: -100

Jackpot: 1474
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Post Post #4883 (isolation #503) » Thu May 18, 2017 3:32 pm

Post by JerryArr »

Let's hit 8 again

Original Roll String: 1d117
1 117-Sided Dice: (7) = 7
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Post Post #4884 (isolation #504) » Thu May 18, 2017 3:33 pm

Post by JerryArr »

55 works, too

Gamma: 401
♦Jerry: 507
JDGA: 125
Mallow: 1061
Cheery: 0
BigYoshiFan: -100

Jackpot: 1474
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Post Post #4891 (isolation #505) » Thu May 18, 2017 5:26 pm

Post by JerryArr »

Original Roll String: 1d117
1 117-Sided Dice: (94) = 94
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Post Post #4892 (isolation #506) » Thu May 18, 2017 5:26 pm

Post by JerryArr »

Gamma: 401
♦Jerry: 864
JDGA: 500
♦Mallow: 1061
Cheery: 300
BigYoshiFan: -100

Jackpot: 1474
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Post Post #4896 (isolation #507) » Thu May 18, 2017 6:47 pm

Post by JerryArr »

Original Roll String: 1d117
1 117-Sided Dice: (94) = 94
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Post Post #4897 (isolation #508) » Thu May 18, 2017 6:47 pm

Post by JerryArr »

Gamma: 401
♦Jerry: 696
JDGA: 500
♦Mallow: 1108
Cheery: 300
BigYoshiFan: -100

Jackpot: 1474
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Post Post #4934 (isolation #509) » Fri May 19, 2017 5:33 am

Post by JerryArr »

Jaaaackpot?

Original Roll String: 1d117
1 117-Sided Dice: (97) = 97
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Post Post #4935 (isolation #510) » Fri May 19, 2017 5:33 am

Post by JerryArr »

Rolling again!

Original Roll String: 1d117
1 117-Sided Dice: (115) = 115
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Post Post #4936 (isolation #511) » Fri May 19, 2017 5:34 am

Post by JerryArr »

d6!

Original Roll String: 1d6
1 6-Sided Dice: (2) = 2
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Post Post #4937 (isolation #512) » Fri May 19, 2017 5:34 am

Post by JerryArr »

That's a big Jackpot.

^Mallow: 165
Gamma: -760
JDGA: 260
JerryArr: 300

Jackpot: 2124
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Post Post #4940 (isolation #513) » Fri May 19, 2017 6:34 am

Post by JerryArr »

Original Roll String: 1d117
1 117-Sided Dice: (54) = 54
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Post Post #4941 (isolation #514) » Fri May 19, 2017 6:34 am

Post by JerryArr »

^Mallow: 165
Gamma: -360
JDGA: 260
JerryArr: 800

Jackpot: 2124
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Post Post #4960 (isolation #515) » Fri May 19, 2017 11:52 am

Post by JerryArr »

Gonna be hard to adjust to 1d118

Original Roll String: 1d118
1 118-Sided Dice: (105) = 105
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Post Post #4961 (isolation #516) » Fri May 19, 2017 11:52 am

Post by JerryArr »

Original Roll String: 1d20
1 20-Sided Dice: (12) = 12
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Post Post #4962 (isolation #517) » Fri May 19, 2017 11:53 am

Post by JerryArr »

*Mallow: 500
Gamma: 280
BigYoshiFan: -30
D3f3nd3r: 500
JerryArr: 100

Jackpot: 500
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Post Post #5020 (isolation #518) » Fri May 19, 2017 6:05 pm

Post by JerryArr »

Original Roll String: 1d118
1 118-Sided Dice: (45) = 45
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Goon
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Goon
Goon
Posts: 418
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Contact:

Post Post #5021 (isolation #519) » Fri May 19, 2017 6:05 pm

Post by JerryArr »

BigYoshiFan: 430
D3f3nd3r: 300
Mallow: 730
JDGA: -145
JerryArr: -40

Jackpot: 500
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX
Contact:

Post Post #5080 (isolation #520) » Sat May 20, 2017 1:02 pm

Post by JerryArr »

Original Roll String: 1d118
1 118-Sided Dice: (78) = 78
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Post Post #5081 (isolation #521) » Sat May 20, 2017 1:03 pm

Post by JerryArr »

8 is now: "Gain a +, protecting you from anything that puts you to 0 or negative. It's lost when you get protected by it. Stackable."
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Post Post #5104 (isolation #522) » Tue May 23, 2017 8:02 am

Post by JerryArr »

Wooo

Original Roll String: 1d120
1 120-Sided Dice: (18) = 18
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Post Post #5105 (isolation #523) » Tue May 23, 2017 8:02 am

Post by JerryArr »

**Mallow: 0
*JerryArr: 350

Jackpot: 500
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
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JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX
Contact:

Post Post #5142 (isolation #524) » Tue May 23, 2017 4:31 pm

Post by JerryArr »

Original Roll String: 1d120
1 120-Sided Dice: (75) = 75
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JerryArr
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Goon
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JerryArr
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Goon
Goon
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Post Post #5143 (isolation #525) » Tue May 23, 2017 4:31 pm

Post by JerryArr »

Rigged!

Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
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Post Post #5144 (isolation #526) » Tue May 23, 2017 4:31 pm

Post by JerryArr »

More like, minus 1 protect

*Mallow: 0
JerryArr: 0
*swyellowtail: 0
*Cheery Dog: 0
*Gamma: 0
BigYoshiFan: 0

Jackpot: 400
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
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Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX
Contact:

Post Post #5147 (isolation #527) » Tue May 23, 2017 4:36 pm

Post by JerryArr »

Original Roll String: 1d120
1 120-Sided Dice: (25) = 25
User avatar
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Goon
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Goon
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Post Post #5148 (isolation #528) » Tue May 23, 2017 4:36 pm

Post by JerryArr »

More like, plus 1 protect

*Mallow: 0
*JerryArr: 0
*swyellowtail: 0
*Cheery Dog: 0
*Gamma: 0
BigYoshiFan: -70

Jackpot: 400
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
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JerryArr
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Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX
Contact:

Post Post #5155 (isolation #529) » Tue May 23, 2017 4:46 pm

Post by JerryArr »

Original Roll String: 1d120
1 120-Sided Dice: (7) = 7
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Goon
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JerryArr
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Goon
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Post Post #5156 (isolation #530) » Tue May 23, 2017 4:47 pm

Post by JerryArr »

Original Roll String: 1d7
1 7-Sided Dice: (7) = 7
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JerryArr
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Goon
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Goon
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Post Post #5157 (isolation #531) » Tue May 23, 2017 4:47 pm

Post by JerryArr »

Bye bye protect

Mallow: 0
JerryArr: 0
*swyellowtail: 0
*Cheery Dog: 0
*Gamma: 0
BigYoshiFan: 265

Jackpot: 300
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
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JerryArr
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Goon
Goon
Posts: 418
Joined: April 3, 2012
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Location: Round Rock, TX
Contact:

Post Post #5167 (isolation #532) » Tue May 23, 2017 6:44 pm

Post by JerryArr »

Original Roll String: 1d120
1 120-Sided Dice: (100) = 100
User avatar
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JerryArr
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Goon
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JerryArr
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Goon
Goon
Posts: 418
Joined: April 3, 2012
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Location: Round Rock, TX
Contact:

Post Post #5168 (isolation #533) » Tue May 23, 2017 6:44 pm

Post by JerryArr »

Mallow: 160
JerryArr: 130
*swyellowtail: 0
*Cheery Dog: 0
*Gamma: 0
BigYoshiFan: 665

Jackpot: 500
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
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JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX
Contact:

Post Post #5188 (isolation #534) » Wed May 24, 2017 9:01 am

Post by JerryArr »

Original Roll String: 1d120
1 120-Sided Dice: (50) = 50
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JerryArr
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Goon
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Contact:

Post Post #5189 (isolation #535) » Wed May 24, 2017 9:02 am

Post by JerryArr »

Not as bad as it could have been!

Mallow: 328
JerryArr: -170
*swyellowtail: 250
*Cheery Dog: 0
*Gamma: 0
BigYoshiFan: 665
JDGA: 0
**Agent Sparkles: 75

Jackpot: 500
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
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JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX
Contact:

Post Post #5223 (isolation #536) » Wed May 24, 2017 11:29 am

Post by JerryArr »

Original Roll String: 1d120
1 120-Sided Dice: (42) = 42
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JerryArr
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Goon
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JerryArr
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Goon
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Contact:

Post Post #5224 (isolation #537) » Wed May 24, 2017 11:29 am

Post by JerryArr »

^Mallow: 1828
JerryArr: 130
*swyellowtail: 250
*Cheery Dog: 0
***Gamma: 750
^BigYoshiFan: 700
JDGA: 0
**Agent Sparkles: 75

Jackpot: 500
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX
Contact:

Post Post #5245 (isolation #538) » Wed May 24, 2017 2:12 pm

Post by JerryArr »

Original Roll String: 1d121
1 121-Sided Dice: (3) = 3
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JerryArr
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Goon
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Contact:

Post Post #5246 (isolation #539) » Wed May 24, 2017 2:12 pm

Post by JerryArr »

Original Roll String: 1d20
1 20-Sided Dice: (15) = 15
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JerryArr
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Goon
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Post Post #5247 (isolation #540) » Wed May 24, 2017 2:13 pm

Post by JerryArr »

Adding a hundred.

Mallow: 325
Gamma: -200
BigYoshiFan: -60
JerryArr: 100

Jackpot: 500
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JerryArr
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Goon
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Goon
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Joined: April 3, 2012
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Contact:

Post Post #5258 (isolation #541) » Wed May 24, 2017 5:07 pm

Post by JerryArr »

Original Roll String: 11d121
11 121-Sided Dice: (93, 83, 5, 87, 94, 25, 117, 94, 70, 47, 85) = 800
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Post Post #5259 (isolation #542) » Wed May 24, 2017 5:07 pm

Post by JerryArr »

Uh, let's just roll one of those.

Original Roll String: 1d121
1 121-Sided Dice: (90) = 90
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Post Post #5260 (isolation #543) » Wed May 24, 2017 5:07 pm

Post by JerryArr »

Mallow: 245
Gamma: -200
BigYoshiFan: -85
JerryArr: -100

Jackpot: 500
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
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JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX
Contact:

Post Post #5267 (isolation #544) » Wed May 24, 2017 6:59 pm

Post by JerryArr »

Original Roll String: 1d121
1 121-Sided Dice: (40) = 40
User avatar
JerryArr
JerryArr
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Goon
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JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX
Contact:

Post Post #5268 (isolation #545) » Wed May 24, 2017 6:59 pm

Post by JerryArr »

Mallow: 425
Gamma: -200
BigYoshiFan: -85
JerryArr: -140
Cheery Dog: -30

Jackpot: 500
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX
Contact:

Post Post #5286 (isolation #546) » Thu May 25, 2017 11:36 am

Post by JerryArr »

Original Roll String: 1d121
1 121-Sided Dice: (80) = 80
User avatar
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JerryArr
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Goon
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JerryArr
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Goon
Posts: 418
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Location: Round Rock, TX
Contact:

Post Post #5287 (isolation #547) » Thu May 25, 2017 11:36 am

Post by JerryArr »

Neat!

#Mallow: -110
Gamma: -260
BigYoshiFan: -205
JerryArr: -045
Cheery Dog: -430
Agent Sparkles: -50

Jackpot: 500
User avatar
JerryArr
JerryArr
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Goon
User avatar
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JerryArr
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Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX
Contact:

Post Post #5290 (isolation #548) » Thu May 25, 2017 12:47 pm

Post by JerryArr »

Original Roll String: 1d121
1 121-Sided Dice: (114) = 114
User avatar
JerryArr
JerryArr
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Goon
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JerryArr
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Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX
Contact:

Post Post #5291 (isolation #549) » Thu May 25, 2017 12:47 pm

Post by JerryArr »

#Mallow: -110
Gamma: -135
BigYoshiFan: -205
JerryArr: 235
Cheery Dog: -430
Agent Sparkles: -50

Jackpot: 500
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX
Contact:

Post Post #5295 (isolation #550) » Thu May 25, 2017 1:17 pm

Post by JerryArr »

Original Roll String: 1d121
1 121-Sided Dice: (73) = 73
User avatar
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JerryArr
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Goon
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JerryArr
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Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX
Contact:

Post Post #5296 (isolation #551) » Thu May 25, 2017 1:17 pm

Post by JerryArr »

#Mallow: -110
Gamma: -135
BigYoshiFan: -505
JerryArr: 635
Cheery Dog: -430
Agent Sparkles: -50

Jackpot: 500
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX
Contact:

Post Post #5302 (isolation #552) » Thu May 25, 2017 4:43 pm

Post by JerryArr »

Do what you gotta!

Original Roll String: 1d121
1 121-Sided Dice: (110) = 110
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JerryArr
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Goon
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JerryArr
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Goon
Goon
Posts: 418
Joined: April 3, 2012
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Location: Round Rock, TX
Contact:

Post Post #5303 (isolation #553) » Thu May 25, 2017 4:44 pm

Post by JerryArr »

#Mallow: -110
Gamma: -205
BigYoshiFan: -505
JerryArr: 175
Cheery Dog: -180
Agent Sparkles: -50

Jackpot: 500
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX
Contact:

Post Post #5310 (isolation #554) » Thu May 25, 2017 6:11 pm

Post by JerryArr »

Original Roll String: 1d121
1 121-Sided Dice: (81) = 81
User avatar
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JerryArr
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Goon
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JerryArr
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Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX
Contact:

Post Post #5311 (isolation #555) » Thu May 25, 2017 6:11 pm

Post by JerryArr »

I love pizza

#Mallow: -110
Gamma: -105
BigYoshiFan: -505
JerryArr: 260
Cheery Dog: -180
*Agent Sparkles: 356

Jackpot: 500
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
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JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX
Contact:

Post Post #5322 (isolation #556) » Thu May 25, 2017 7:00 pm

Post by JerryArr »

Original Roll String: 1d121
1 121-Sided Dice: (34) = 34
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX
Contact:

Post Post #5323 (isolation #557) » Thu May 25, 2017 7:00 pm

Post by JerryArr »

#Mallow: 130
Gamma: 135
BigYoshiFan: -265
JerryArr: 300
Cheery Dog: -80
*Agent Sparkles: 596

Jackpot: 300
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX
Contact:

Post Post #5330 (isolation #558) » Fri May 26, 2017 7:43 am

Post by JerryArr »

Happy Scumday!

Original Roll String: 1d121
1 121-Sided Dice: (59) = 59
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JerryArr
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Goon
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JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX
Contact:

Post Post #5331 (isolation #559) » Fri May 26, 2017 7:43 am

Post by JerryArr »

#Mallow: -170
Gamma: 135
BigYoshiFan: 70
JerryArr: 3
Cheery Dog: -80
*Agent Sparkles: 596

Jackpot: 300
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX
Contact:

Post Post #5368 (isolation #560) » Fri May 26, 2017 1:40 pm

Post by JerryArr »

Original Roll String: 1d121
1 121-Sided Dice: (24) = 24
User avatar
JerryArr
JerryArr
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Goon
User avatar
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JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX
Contact:

Post Post #5369 (isolation #561) » Fri May 26, 2017 1:42 pm

Post by JerryArr »

That's the third time this game.

#Mallow: 106
Gamma: 485
BigYoshiFan: 570
JerryArr: 3
Cheery Dog: -580
Agent Sparkles: 596

Jackpot: 500
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX
Contact:

Post Post #5388 (isolation #562) » Fri May 26, 2017 7:31 pm

Post by JerryArr »

Original Roll String: 1d121
1 121-Sided Dice: (87) = 87
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX
Contact:

Post Post #5389 (isolation #563) » Fri May 26, 2017 7:31 pm

Post by JerryArr »

#Mallow: -141
Gamma: 285
BigYoshiFan: 570
JerryArr: 103
Cheery Dog: -680
Agent Sparkles: 596
swyellowtail: 200

Jackpot: 600
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX
Contact:

Post Post #5394 (isolation #564) » Sat May 27, 2017 9:03 am

Post by JerryArr »

Original Roll String: 1d121
1 121-Sided Dice: (85) = 85
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX
Contact:

Post Post #5395 (isolation #565) » Sat May 27, 2017 9:04 am

Post by JerryArr »

Sorry!

Mallow: -441
Gamma: -115
BigYoshiFan: 170
JerryArr: -297
Cheery Dog: -980
Agent Sparkles: 196
swyellowtail: -200

Jackpot: 600
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX
Contact:

Post Post #5402 (isolation #566) » Sat May 27, 2017 10:35 am

Post by JerryArr »

Original Roll String: 1d121
1 121-Sided Dice: (117) = 117
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
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JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX
Contact:

Post Post #5403 (isolation #567) » Sat May 27, 2017 10:35 am

Post by JerryArr »

Whooppie

Mallow: -441
Gamma: 0000
BigYoshiFan: 170
JerryArr: -292
Cheery Dog: -955
Agent Sparkles: 196
swyellowtail: -200

Jackpot: 625
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX
Contact:

Post Post #5416 (isolation #568) » Sun May 28, 2017 8:00 am

Post by JerryArr »

Original Roll String: 1d121
1 121-Sided Dice: (77) = 77
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX
Contact:

Post Post #5417 (isolation #569) » Sun May 28, 2017 8:00 am

Post by JerryArr »

Mallow: 720
Gamma: 745
BigYoshiFan: 720
JerryArr: 730
Cheery Dog: 805
Agent Sparkles: 720
swyellowtail: 420

Jackpot: 625
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX
Contact:

Post Post #5422 (isolation #570) » Sun May 28, 2017 10:46 am

Post by JerryArr »

One step... somewhere?

Original Roll String: 1d121
1 121-Sided Dice: (39) = 39
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
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JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX
Contact:

Post Post #5423 (isolation #571) » Sun May 28, 2017 10:46 am

Post by JerryArr »

Mallow: 320
Gamma: 445
BigYoshiFan: 320
JerryArr: 380
Cheery Dog: 405
Agent Sparkles: 320
swyellowtail: 20

Jackpot: 625
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX
Contact:

Post Post #5426 (isolation #572) » Sun May 28, 2017 7:21 pm

Post by JerryArr »

1: +400
2: Create your own space
3: Create your own space
4: Create your own space
5: Create your own space
6: Steal 50 points from every player if you are not in the lead. If you are, give everyone 25 points each.
7: Create your own space
8: Roll again twice, and pick one.
9: ROLL AGAIN (x2). Take the absolute value of these rolls instead if they are negative. If you would lose points from this roll you are protected from the effects (but if you got a MERGE the other player would act as if they merged too)
10: Roll a 1d10, multiply that amount by 30, and steal that amount from any player.
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.
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.
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
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Post Post #5427 (isolation #573) » Sun May 28, 2017 7:21 pm

Post by JerryArr »

Original Roll String: 1d121
1 121-Sided Dice: (107) = 107
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Post Post #5428 (isolation #574) » Sun May 28, 2017 7:22 pm

Post by JerryArr »

Mallow: 720
Gamma: 445
BigYoshiFan: 320
JerryArr: 500
Cheery Dog: 405
Agent Sparkles: 320
swyellowtail: 20

Jackpot: 625
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Post Post #5435 (isolation #575) » Mon May 29, 2017 11:46 am

Post by JerryArr »

Original Roll String: 1d121
1 121-Sided Dice: (23) = 23
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Post Post #5436 (isolation #576) » Mon May 29, 2017 11:46 am

Post by JerryArr »

Mallow: 645
Gamma: 445
BigYoshiFan: 320
♦JerryArr: 500
Cheery Dog: 202
Agent Sparkles: 320
swyellowtail: 20

Jackpot: 625
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Post Post #5456 (isolation #577) » Mon May 29, 2017 9:08 pm

Post by JerryArr »

Original Roll String: 1d121
1 121-Sided Dice: (42) = 42
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Post Post #5457 (isolation #578) » Mon May 29, 2017 9:09 pm

Post by JerryArr »

Mallow: 208
Gamma: 208
BigYoshiFan: 10
♦JerryArr: 57
Cheery Dog: -48
Agent Sparkles: -80
swyellowtail: -410

Jackpot: 575
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Post Post #5467 (isolation #579) » Tue May 30, 2017 7:49 am

Post by JerryArr »

Original Roll String: 1d121
1 121-Sided Dice: (121) = 121
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Post Post #5468 (isolation #580) » Tue May 30, 2017 7:49 am

Post by JerryArr »

57 to 75 to 82

Mallow: 238
Gamma: 43
BigYoshiFan: 10
♦JerryArr: 82
Cheery Dog: 252
Agent Sparkles: -80
swyellowtail: -410

Jackpot: 575
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Post Post #5471 (isolation #581) » Tue May 30, 2017 7:09 pm

Post by JerryArr »

Original Roll String: 1d121
1 121-Sided Dice: (56) = 56
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Post Post #5472 (isolation #582) » Tue May 30, 2017 7:10 pm

Post by JerryArr »

4 is now: "
+1
and gain 1 of every symbol."

Mallow: 163
Gamma: 43
BigYoshiFan: 10
♦JerryArr: 89
Cheery Dog: 252
Agent Sparkles: -80
swyellowtail: -410

Jackpot: 575
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Post Post #5491 (isolation #583) » Wed May 31, 2017 1:09 pm

Post by JerryArr »

Original Roll String: 1d121
1 121-Sided Dice: (91) = 91
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Post Post #5492 (isolation #584) » Wed May 31, 2017 1:10 pm

Post by JerryArr »

Mallow: 273
Gamma: 43
BigYoshiFan: 10
♦JerryArr: 346
Cheery Dog: 287
Agent Sparkles: -80
swyellowtail: 0

Jackpot: 975
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Post Post #5495 (isolation #585) » Wed May 31, 2017 3:24 pm

Post by JerryArr »

Original Roll String: 1d121
1 121-Sided Dice: (69) = 69
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Post Post #5496 (isolation #586) » Wed May 31, 2017 3:25 pm

Post by JerryArr »

*Mallow: 273
Gamma: 43
BigYoshiFan: 10
♦JerryArr: 383
Cheery Dog: 287
Agent Sparkles: -80
swyellowtail: 0

Jackpot: 975
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Post Post #5499 (isolation #587) » Thu Jun 01, 2017 6:38 am

Post by JerryArr »

Original Roll String: 1d121
1 121-Sided Dice: (102) = 102
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Post Post #5500 (isolation #588) » Thu Jun 01, 2017 6:38 am

Post by JerryArr »

Whee!

**Mallow: 273
Gamma: 43
BigYoshiFan: 10
♦JerryArr: 757
Cheery Dog: 287
Agent Sparkles: -80
swyellowtail: 0

Jackpot: 975
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Post Post #5501 (isolation #589) » Thu Jun 01, 2017 6:39 am

Post by JerryArr »

1: +400
2: Create your own space
3: Create your own space
4:
+1
and gain 1 of every symbol.
5: Create your own space
6: Steal 50 points from every player if you are not in the lead. If you are, give everyone 25 points each.
7: Create your own space
8: Roll again twice, and pick one.
9: ROLL AGAIN (x2). Take the absolute value of these rolls instead if they are negative. If you would lose points from this roll you are protected from the effects (but if you got a MERGE the other player would act as if they merged too)
10: Roll a 1d10, multiply that amount by 30, and steal that amount from any player.
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.
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.
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
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Post Post #5504 (isolation #590) » Thu Jun 01, 2017 9:04 am

Post by JerryArr »

Original Roll String: 1d121
1 121-Sided Dice: (38) = 38
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Post Post #5505 (isolation #591) » Thu Jun 01, 2017 9:04 am

Post by JerryArr »

**Mallow: 300
Gamma: 43
BigYoshiFan: 10
♦JerryArr: 889
Cheery Dog: 287
Agent Sparkles: -80
swyellowtail: 0

Jackpot: 975
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Post Post #5510 (isolation #592) » Thu Jun 01, 2017 2:13 pm

Post by JerryArr »

Original Roll String: 1d121
1 121-Sided Dice: (114) = 114
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Post Post #5511 (isolation #593) » Thu Jun 01, 2017 2:14 pm

Post by JerryArr »

Fooey

**Mallow: 350
Gamma: 43
BigYoshiFan: 110
♦JerryArr: 307
Cheery Dog: 287
Agent Sparkles: -80
swyellowtail: 0

Jackpot: 1075
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Post Post #5522 (isolation #594) » Fri Jun 02, 2017 6:44 am

Post by JerryArr »

Original Roll String: 1d121
1 121-Sided Dice: (21) = 21
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Post Post #5523 (isolation #595) » Fri Jun 02, 2017 6:45 am

Post by JerryArr »

Mallow: 350
Gamma: 43
BigYoshiFan: 413
♦JerryArr: -86
+Cheery Dog: 287
Agent Sparkles: -80
swyellowtail: 0

Jackpot: 1075
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Post Post #5527 (isolation #596) » Fri Jun 02, 2017 12:04 pm

Post by JerryArr »

Original Roll String: 1d121
1 121-Sided Dice: (68) = 68
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Post Post #5528 (isolation #597) » Fri Jun 02, 2017 12:04 pm

Post by JerryArr »

7 tiiiiime

Original Roll String: 1d7
1 7-Sided Dice: (2) = 2
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Post Post #5529 (isolation #598) » Fri Jun 02, 2017 12:05 pm

Post by JerryArr »

You lied to me 102

Mallow: 550
Gamma: 43
BigYoshiFan: 213
♦JerryArr: -179
+Cheery Dog: 287
Agent Sparkles: -80
swyellowtail: 0

Jackpot: 975
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Post Post #5536 (isolation #599) » Fri Jun 02, 2017 4:47 pm

Post by JerryArr »

Original Roll String: 1d121
1 121-Sided Dice: (11) = 11
Locked

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