Race to 1500! (Game 109)

For completed/abandoned Mish Mash Games.
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Post Post #6625 (ISO) » Thu Jul 13, 2017 6:14 am

Post by JerryArr »

Merging with Gamma, removing his Protect

BigYoshiFan: 410
♦^#Mallow: 648
Cheery: 420
♦JerryArr: 969
Gamma: 1330

Jackpot: 300
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Post Post #6626 (ISO) » Thu Jul 13, 2017 6:15 am

Post by JerryArr »

1: +400
2: Create your own space
3: Add the difference between first and second place to your score.
4: If your score is negative, add your score to the leader's score (eg: if they have 1000 and you have -200, they go to 800), then you
Go to 0
.
5: Create your own space
6: Pick a player and roll 1d5. 1: Give that player 200; 2: +50 to both; 3: +25 to both; 4: Take 100 from that player; 5: Take 200 from that player
7: +100 for every player you're tied with or is ahead of you.
8: Create your own space
9: Roll a 1d500 and give that amount to any player you choose. Subtract that amount from your score.
10:
+123

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

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

124:
GO TO THE SCORE OF THE LEADER

125: -100 for each symbol you have. Double this amount if you're leading.
126: Take the absolute value of your score (potentially having you win if you were <= -1500) then RESET. All other players gain half of the absolute value of your score.
127: ROLL AGAIN (2x) but if you land on a negative space, make it positive. If the space has anything other than +num/-num do what the space says normally instead.
128: Halve your score.
Last edited by mallowgeno on Thu Jul 13, 2017 4:21 pm, edited 1 time in total.
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Post Post #6627 (ISO) » Thu Jul 13, 2017 6:29 am

Post by BigYoshiFan »

Original Roll String: 1d128
1 128-Sided Dice: (69) = 69
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6628 (ISO) » Thu Jul 13, 2017 6:29 am

Post by BigYoshiFan »

BigYoshiFan: 660
♦^#Mallow: 648
Cheery: 420
♦JerryArr: 969
Gamma: 1330

Jackpot: 550
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6629 (ISO) » Thu Jul 13, 2017 6:48 am

Post by Gamma Emerald »

Original Roll String: 1d128
1 128-Sided Dice: (98) = 98
<Embrace The Void>


“A flipped coin doesn't always land heads or tails. Sometimes it may never land at all...”
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Post Post #6630 (ISO) » Thu Jul 13, 2017 6:48 am

Post by Gamma Emerald »

Original Roll String: 5d128
5 128-Sided Dice: (64, 1, 121, 16, 127) = 329

Fack
<Embrace The Void>


“A flipped coin doesn't always land heads or tails. Sometimes it may never land at all...”
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Post Post #6631 (ISO) » Thu Jul 13, 2017 6:49 am

Post by Gamma Emerald »

Roll again x2
Original Roll String: 1d128
1 128-Sided Dice: (56) = 56
<Embrace The Void>


“A flipped coin doesn't always land heads or tails. Sometimes it may never land at all...”
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Post Post #6632 (ISO) » Thu Jul 13, 2017 6:53 am

Post by Gamma Emerald »

29, 105, 11 + 107 + 3 (x2)
-175
-170
-370
♦-370
♦272 (-370+642)
<Embrace The Void>


“A flipped coin doesn't always land heads or tails. Sometimes it may never land at all...”
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Post Post #6633 (ISO) » Thu Jul 13, 2017 6:55 am

Post by Gamma Emerald »

BigYoshiFan: 660
♦^#Mallow: 648
Cheery: 420
♦JerryArr: 969
♦Gamma: 248

Jackpot: 350
Found the wrong second place so the score is different but it should be correct in this one.
<Embrace The Void>


“A flipped coin doesn't always land heads or tails. Sometimes it may never land at all...”
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Post Post #6634 (ISO) » Thu Jul 13, 2017 6:56 am

Post by mallowgeno »

Original Roll String: 1d128
1 128-Sided Dice: (29) = 29
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Post Post #6635 (ISO) » Thu Jul 13, 2017 6:57 am

Post by mallowgeno »

Looks like a merger with Jerry!

BigYoshiFan: 660
♦^#Mallow: 816
Cheery: 420
♦JerryArr: 809
♦Gamma: 248

Jackpot: 350
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Post Post #6636 (ISO) » Thu Jul 13, 2017 6:59 am

Post by Gamma Emerald »

Original Roll String: 1d128
1 128-Sided Dice: (78) = 78
<Embrace The Void>


“A flipped coin doesn't always land heads or tails. Sometimes it may never land at all...”
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Post Post #6637 (ISO) » Thu Jul 13, 2017 8:16 am

Post by mallowgeno »

Original Roll String: 1d128
1 128-Sided Dice: (112) = 112
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Post Post #6638 (ISO) » Thu Jul 13, 2017 8:17 am

Post by mallowgeno »

Idk who Gamma is stealing from but it's been an hour

BigYoshiFan: 660
♦^#Mallow: 828
Cheery: 420
♦JerryArr: 809
♦Gamma: 248

Jackpot: 350
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Post Post #6639 (ISO) » Thu Jul 13, 2017 8:40 am

Post by Gamma Emerald »

Jerry
<Embrace The Void>


“A flipped coin doesn't always land heads or tails. Sometimes it may never land at all...”
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Post Post #6640 (ISO) » Thu Jul 13, 2017 12:37 pm

Post by JerryArr »

Original Roll String: 1d128
1 128-Sided Dice: (93) = 93
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Post Post #6641 (ISO) » Thu Jul 13, 2017 12:38 pm

Post by JerryArr »

250 grabbed from Mallow

BigYoshiFan: 660
♦^#Mallow: 578
Cheery: 420
♦JerryArr: 1066
♦Gamma: 248

Jackpot: 350
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Post Post #6642 (ISO) » Thu Jul 13, 2017 12:57 pm

Post by Gamma Emerald »

In post 6641, JerryArr wrote:250 grabbed from Mallow

BigYoshiFan: 660
♦^#Mallow: 578
Cheery: 420
♦JerryArr: 966
♦Gamma: 355

Jackpot: 350
Fixed
Original Roll String: 1d128
1 128-Sided Dice: (8) = 8
<Embrace The Void>


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Post Post #6643 (ISO) » Thu Jul 13, 2017 12:58 pm

Post by Gamma Emerald »

BigYoshiFan: 660
♦^#Mallow: 578
Cheery: 420
♦JerryArr: 966
♦Gamma: 455

Jackpot: 450
<Embrace The Void>


“A flipped coin doesn't always land heads or tails. Sometimes it may never land at all...”
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Post Post #6644 (ISO) » Thu Jul 13, 2017 2:00 pm

Post by BigYoshiFan »

Original Roll String: 1d128
1 128-Sided Dice: (40) = 40
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6645 (ISO) » Thu Jul 13, 2017 2:01 pm

Post by BigYoshiFan »

9 - Roll a 1d500 and give that amount to any player you choose. Subtract that amount from your score.
There's a fine line between genius and sociopathy.
#sundevils #forksup
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Post Post #6646 (ISO) » Thu Jul 13, 2017 4:22 pm

Post by mallowgeno »

Original Roll String: 1d128
1 128-Sided Dice: (80) = 80
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Post Post #6647 (ISO) » Thu Jul 13, 2017 4:22 pm

Post by mallowgeno »

BigYoshiFan: 660
♦^#Mallow: 1085
Cheery: 420
♦JerryArr: 966
♦Gamma: 455

Jackpot: 450
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Post Post #6648 (ISO) » Thu Jul 13, 2017 4:36 pm

Post by Gamma Emerald »

Original Roll String: 1d128
1 128-Sided Dice: (87) = 87
<Embrace The Void>


“A flipped coin doesn't always land heads or tails. Sometimes it may never land at all...”
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Post Post #6649 (ISO) » Thu Jul 13, 2017 4:37 pm

Post by Gamma Emerald »

BigYoshiFan: 660
♦^#Mallow: 1085
Cheery: 420
♦JerryArr: 966
♦Gamma: 392

Jackpot: 450
<Embrace The Void>


“A flipped coin doesn't always land heads or tails. Sometimes it may never land at all...”

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